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I need to remove dead players at some point edition.

New players welcome.
>>
>>1097892
You want to expand the cave more, but your miners are weak, and tired. They make no progress.
You send out a hunting party with your new spears. Armed for easier killing, they seem a bit more confident. For better or worse, however, they merely find some small animals, rabbits and squirrels. Oh well, at least they didn't run into anything that might wanna eat them.
Winter: 88
The weather is warm and calm. It seems fortune favors you this year, as you avoid the worst that this season can offer you.
>Good Winter, no one died.
>Everyone ate. No preserved Food, 0 Food remains.

>>1097914
You still need gear to fight the Lion with, but your smiths aren't that good. Nervous from how important their task is, they can't form the metal into usable pieces.
Trying to train fighters goes even worse. While sparring, one trainee is hit hard square in the nose. He goes down, but doesn't come back up.
>-1 Pop
Winter: 40
It gets cold this year. Most of the season is spent in your homes, trying to stay warm. This seems to be enough to keep you safe, though it isn't exactly comfortable.
>Mild Winter, no one died.
>Everyone ate, no Food remains.
>The Lion claims another victim. -1 Pop
>>
>>1106133
>>1097977
Another festival is held, but unlike the previous years, this one is grand. Before it begins, a ceremony is held for those lost. When asked why hold it at the start and not the end, the answer is so that they can all be with us, if not in body, then in memory. It is a somber affair as clay figures are left next to the totem. With the important affairs done, the celebration begins. There is much singing, if you can call Rose's squawking 'singing', dancing, and of course eating. The wolves of course take part too, and much laughter is had as Frita comments the wolves have better table manners than some of the men. All in all the festival is a grand success. When all is said and done, one Tamer goes back with the wolves, to learn more about them by living as one. They don't seem to object. To prevent interfering, the other Tamers take this time to leave the other alone, not wanting to alter the wolves living habits in any way. By the end of the season, the Tamer returns, and all can feel a significant difference. None, not even the other Tamers, can put into words what's new, but they can feel they are in the presence of someone who has become more than what they are.
>Festival was perfect.
>+15 On next Taming roll.
>-20 Food
>Your Tamer left and returned as someone, something, new.
>-1 Tamer
>Acquired One Who Sings with Wolves.
>Having spent so much time with the wolves, the Tamer is practically one themselves. Nature recognizes the former Tamer as a wolf, and acts accordingly. Prey animals are more fearful, and predatory animals will be more cautious around them. While not on the same level as a wolf, the former Tamer has heightened senses.

Using your knowledge of building cages as a base, you build a frame, and have the weavers fill it in. With something more solid to build on, the weaving goes much better. With no fear of drowning, people anxiously await trying this new basket, which is later called a boat. Your volunteers enter the boat, and make their way out into the water. While confident in the craft, after the last few tries its not surprising everyone is holding their breath, waiting for something bad to happen. But it never does. Eventually they come back to land, still in one piece. A great cheer is made for the progress made today. While the boat might not handle long voyages or dangerous conditions, now at least your aren't so restricted in where you can go.
>Discovered Woven Boats.
>>
>>1106146
continued
>EVENT: 24
While playing around in there boats on the river, disaster strikes. It seems your good fortune came at a small price. The boats had forgotten, dangerous animals lived in the water. The boats offered no protection as the creatures knocked them out of the boats, and pulled them in. Most managed to return to land, but not everyone.
>-2 Pop
Winter: 67
A slightly warmer than average Winter, your people continue about their days as clothes keep the cold away. Some of the children wish there was snow, but not the adults. They've seen what the cold brings, and warn them against hoping for such. Because life is both funny and cruel in the way it sometimes gives you exactly what you wish for.
>Nice Winter, no one died.
>Everyone ate. 228 PF remains.

Spring 13
>>
>>1106119
Holy crap. Alright, missed another freaking year. Posting, posting!
>>
Rolled 19, 64 = 83 (2d100)

>>1106133
>>1097741

Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:103(10%)
38 Foragers 1*
30 Miners 1*
15 Hunters 1*
20 Idle
Resources

Food: 0[+.5 per forager](+19)
Stone:90[+1 per miner](+30)
Wood:30

Tech
-Stone Hammers
-Bone spears

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) The idle Kobolds are going to throw the unused parts of the dead Kobolds into the river.

2.) Make stone tools for clawing at the earth (stone picks)

Do my miners passively expand the caves? I was wondering because a massive cave system is what I'm aiming for.
>>
Rolled 48, 72 = 120 (2d100)

>>1106155
Spring 13
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages, Swimming, Woven Boats
Pop: 107 [+6%]
Food(3 types): 271(13p/258np) [+43/turn; +88/winter] Double Rations
Materials: Wood (61), Clay(98)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(38); Pots(10); Snares(10); M. Baskets(10); Cages(10); Woven Boats(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2-1=1 Food),1 Kiln, 1 Smokehouse, 22 Daub Huts, 1 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/25) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
10 – Foragers [+9] (equipped w/10 M. Baskets)
20 - Gardeners [+22] (added at end of year)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
10 – Materials Gatherers [+13 Clay] (equipped w/10 Pots)
24 – Crafters (M. Baskets) [+3]
10 - Trained Weavers [5*] (Training) [+1]
10 - Trainee Herbalists (helping forage when idle +6 Food)
5 - Trained Builders [2*] (Idle) [1/turn] (helping forage when idle +3 Food)
7 – Trained Animal Tamers [T2 1*] (helping forage when idle +4.2 Food)
1 - Goldis, One Who Sings with Wolves (helping forage when idle +0.6 Food)

>Have Goldis and the Tamers and investigate the river beasts and attempt to befriend them, or at least make peace. Give them 3 Food as an introduction gift.(Husbandry, Food Bonus, +15 On next Taming roll)

>Have the weavers train and improve their skills, discussing the recent success with boats and brainstorm improvements and new applications for these techniques.
>>
Rolled 92, 40, 40, 61, 62, 53, 36, 14, 91, 76 = 565 (10d100)

>>1106358
Name
>Kolton
Race
>Driders
Total Pop: 102
Leaders :2
Food: 25 [+5/Turn]
Hunter Caste: 27 (7 Hunters are 3*)
Laborer Caste: 74 [Content]
Brood Caste: 6
Location: Middle of Midos Fury
Buildings: Small Chamber, Tunnel Network
Religion if applicable
>Tiko Moonlight god
Specialty
>Trap making, Burrowing
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established, followed by the brood caste for traitors and criminals.
Spring 12
1) Well, we certainly aren't going to be eating those plants. But if we give those plants to our food, maybe we can benefit from them that way? We need to find a creature that eats the plants we need, send the hunters out to gather any of those creatures. (Continue stronger thread research)
2) Eureka! With this chamber as a template, maybe we can finally have dwellings worth having. (Try to mimic the chamber we've found for housing.)
Summer 12
1) We've learned from the last season when is the proper time for hunting our prey, so we'll continue collecting information we need for our stronger webbings. (Continue stronger thread research)
2) With summer here, we shall move up some of the harder working members of the laborer class to hunter, and begin training them much like we did with the original seven hunters. (Train Hunter caste for offensive traps)
Fall 12
1) Now is the time to start hunting the smaller creatures that will attempt to head to warmer climates. Send the hunters out to start layering traps for food. And springing up on anything within the area of our networks. (Food gathering +Trap making)
2) Continue working on our tunneling network to extend our reach and scouting the local terrain. (Improve Tunnel Network)
Winter 12
1) The bigger creatures are asleep now, now is the time to start snatching them up now that they're all nice and fat for us. (Big game hunting +Trap making)
2) Nothing to do with the frost on the ground, so more research into stronger threads. (Continue thread research)
Spring 13
1) While hunting for food is perfectly good, perhaps if we had some prey lined up for the younglings to practice on we can speed up hunting in the fall. We need some sort of..holding pen for them. (Research Animal Husbandry)
2) Continue working on our tunneling network to extend our reach and scouting the local terrain. (Scouting +Tunnel Network)
>>
>>1106119
Name: Sylvali
Location: Celenon Forest
Specialty: Grown weaponry/Structures
Religion: Shuha (Sun god), Pohli (Rain god), Brae (Earth God)

Believes themselves as the first creation from the unity of their three gods, and are the first generation with bodies suitable for movement.

Default bipedal humanoids, though different "Growth" types will cause varying forms.

>Action 1: Grow plant fortifications/structures for living

>Action 2: Grow safe nests and gardens for seedlings


New to the thread, came in to try it out
>>
Rolled 63, 20 = 83 (2d100)

>>1106660
forgot roll
>>
>Action 1: Grow plant fortifications/structures for living
>Action 2: Grow safe nests and gardens for seedlings
Sounding kinda magical. While there is magic in setting, no one starts with it.
>>
Rolled 76, 23 = 99 (2d100)

Name: Plainstriders
Race: Plains Faeries
Location: Elbareth Plains
Population: 100
Speciality: Beekeeping
Religion: The Mother (Nature god), The Father (War god/ God of conflict and strife), Brother [insert animal name here] (Believing that each animal has a god governing it).
Tech: Stone hammers
Fluff: The Plainstriders are a small race of faeries that call the plains their home, ranging in size from 4 inches at their smallest to 7 inches at their tallest, they believe the first of them to have simply risen up from the dirt of the plains one day. Since that time, they have endeavored to explore their environment and learn and further their civilization. They are winged and have the natural ability to fly.

Early on in the forming of their civilization, they came across the honeybee, and despite a rocky start and their small sizes, they have learned to domesticate and harness the power of the hives for both warmth and honey.

Actions:
1) Learn how to identify and make use of abandoned rabbit burrows for home-building.
2) Establish a caste system
>>
>>1106785
Gotcha.

Switching to:
1-Make safe garden for seedlings
2-Make safe nests to sleep in.
>>
>>1106457
You take your dead to the river to dispose of the remains. Its much easier that burying them, that's a lot of work. Though it seems the animals in the area have caught wind of the free meals. When you bring the next of the dead to the river, predators are already there. Too many predators for not enough food. With not enough dead meat to go around, the still hungry animals decide to make some. Caught unaware, your kobolds don't even put up a fight as they are made meals of.
>-4 Pop
Mining with hammers is hard. Harder than you feel it should be. Maybe if you had something sharper to pierce the stone and earth? You grind rocks down to points and smash them into the earth, and notice that it goes much better than the hammers.
>Discovered Stone pickaxe.
(No, unless you set builders to that specific task, though they won't gather materials.)


>>1106482
The creatures in the river have consistently been a problem, and resulted in the deaths of numerous of your people. Deciding to solve the problem, you start by trying to befriend them. When you approach the water with food, a tingle down your spine tells your Tamer to jump back. As they do so, a large tooth filled mouth burts from the water and clamps shut right were they were. The animal hisses and approaches. You Tamer tries to stand their ground and make peace, but the best they seem to do is get the beast to stop. Whether by their actions, or the creature just didn't want to get that far from the water, it returns to the river. You can't see it, but you know its still there, waiting. This creature is extremely dangerous and aggressive, making the wolves' first encounter seem tame by comparison. You thought the wolves took a lot of work to befriend, this is going to be like moving a mountain.
>Encountered River Crocodiles [Hostile]
The boat was a great accomplishment, one of what you hope will be many more. But to make better things, you need better workers. Going over successes and failures, your Weavers discuss what practices to continue, and which to stop. The result are better learned Weavers.
>10 5* Weavers are now 7*
>>
>>1107474
>>1106498
Your Hunters manage to grab 8 Deer. (You''l have to expend other rolls on reasearching on them.)
>+8 Deer
You try expanding tunnels to duplicate the chamber you found, but you must be doing something wrong, as attempts to widen tunnels begins causeing loose dirt to fall. Afraid of a collapse, the diggers back off. Perhaps a bit more research is in order?
Not really sure how to play this one, but the roll is low enough that it fails.
You train Hunters
>20 Hunters are 1*
Your Hunters catch some food in their traps.
>+20 Food
You expand your small Tunnel Network, covering more ground, er, underground.
>Your realm of influence grows. Local missions will be slightly easier.
You send the Hunters out for big, supposedly easy, game. They manage to find a bear asleep in his cave, but he must be a light sleeper as he begins stirring awake when the Hunters enter. Scared of the bear, they return empty handed.
You try research how to improve your threads. The food thing is... you don't want rabbit food, so you try something else. Spiders. Perhaps eating other web makers will improve your thread making? Turns out, you aren't immune to other spider venoms. Of the Drider who tried eating spiders, 4 of them died due to it. Welp, back to the drawing boward.
>-4 Pop
With the deer you have on hand, you try learning how to keep the delicious food alive till you need it. It wouldn't do if they literally died from fright of you. Or hunger, or whatever else kills weak little prey animals. Some time spent watching them without them seeing you teaches you a lot. Most you don't care about, but the important parts tell you how to keep the little morsels alive.
>Learned Animal Husbandry.
(I'm gonna take this as Scouting, not sure if that's what you wanted or to further improve the tunnel.)
You send scouts out, looking for anything of use. You remind them if they can't find anything of use, THEY will be put to use. This gets them motivated, as they beat a hastey retreat. They return, having found a large pit cave. They thought of exploring, but decided to return to you, and ask what you want to do regarding it.
>Discovered Pit Cave
(Hunters gather .5 Food per Hunter, and an additional .1 per *. For example 20 no * Hunters gather 10 Food per turn.)
>>
>>1107481
>>1106660
You prepare a nive place for you seedilings. Its really pretty, kinda makes you wish you had something this nice... what do they ge tthe nice things?
>Acquired Seedling Garden.
You know what? You're gonna make you a nice, safe place. And it'll be better than the seedlings' place. At least that's what you though. Mistakes were made, and you safe place wasn't safe at all, as wild animals find you while you sleep, and carry some of you off for dinner.
>-2 Pop

>>1106905
You need homes, but lucky you, you're so small that almost any place can be home. SO rather than build your own, for now you'll just... appropriate one. Hey, if the original owner isn't still around, its free game. You just hope the homes serve you better than they did there last owners.
>Acquire 5 Rabbit Holes (Fits 5 Each.)
Some fairies are better than others at things. Like some were meant to rule, and others obey. That's the point you try to make to the other fairies, and if you were to guess, you'd say they very much disagree as many of them shout, as loud as a tiny fairy can shout, about the very not nice things they want to do to you.


Summer 13

ugh, took me longer than it should have, but stuff came up.
>>
Rolled 62, 48 = 110 (2d100)

Name: Plainstriders
Race: Plains Faeries
Location: Elbareth Plains
Population: 100
Speciality: Beekeeping
Religion: The Mother (Nature god), The Father (War god/ God of conflict and strife), Brother [insert animal name here] (Believing that each animal has a god governing it).
Tech: Stone hammers
Buildings:
5 Rabbits burrows (fits 5 each)
Fluff: The Plainstriders are a small race of faeries that call the plains their home, ranging in size from 4 inches at their smallest to 7 inches at their tallest, they believe the first of them to have simply risen up from the dirt of the plains one day. Since that time, they have endeavored to explore their environment and learn and further their civilization. They are winged and have the natural ability to fly.

Early on in the forming of their civilization, they came across the honeybee, and despite a rocky start and their small sizes, they have learned to domesticate and harness the power of the hives for both warmth and honey.

Actions:
1) Now that we have the rabbit burrows, we would like to develop burrowing technology to expand them hopefully at some point create a complex system of burrows (a warren).
2) Send 10 volunteers to scout nearby for food, building resources, and possible dangers.
>>
Rolled 91, 4 = 95 (2d100)

>>1107489
Name
>Kolton
Race
>Driders
Total Pop: 98
Leaders :2
Food: 65 [+12/Turn]
Hunter Caste: 27 (7 Hunters are 3*, rest are 1*)
Laborer Caste: 70 [Content]
Brood Caste: 6
Location: Middle of Midos Fury
Buildings: Small Chamber, Improved Tunnel Network
Prey: 8 Deer
Religion: Tiko Moonlight God
Tech: Stone Hammers, Animal Husbandry
Specialty
>Trap making, Burrowing
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established, followed by the brood caste for traitors and criminals.

Summer 13
1) Well we had the deer, and deer eat plants. We'll keep them in the small chamber for now roped off, and feed them the plants. (Research stronger threads)
2) A new pit cave the scouts report? Agathora the sister consort to the spider king simply couldn't resist and went along with them to scout out the cave. (Exploring pit cave)
>>
Rolled 60, 65 = 125 (2d100)

>>1107489

>Name
Sylvali
>Race
Dryads
>Location
Celenon Forest
>Population
98!
>Specialty
Grown weaponry/structures
>Religion
(Sun, Rain, Earth gods!)

Your generation of Dryads notices that 2 have gone missing, likely eaten as their nests are empty be dawn.

Oops.

>Action 1: Fortify nests!

>Action 2: Make strong boundaries for your territory!
>>
>>1107474
Rolled 19, 64 = 83 (2d100)

>>1106133
>>1097741

Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:99(10%)
38 Foragers 1*
30 Miners 1*
15 Hunters 1*
10 Builders 1*
10 Idle
Resources

Food: 19[+.5 per forager](+19)
Stone:120[+1 per miner](+30)
Wood:30

Tech
-Stone Hammers
-Stone Pickaxes
-Bone spears

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) The idle Kobolds are going to have fun with their new stone shaping skills.

2.) The Kobolds are going to make a big push to gather food for the winter.
>>
Rolled 78, 61 = 139 (2d100)

>>1108110
Forgot to roll dice on phone again!
>>
Rolled 4, 86 = 90 (2d100)

>>1107489
Summer 13
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages, Swimming, Woven Boats
Pop: 107 [+6%]
Food(3 types): 304.6(16.6p/288np) [+43.6/turn; +89.5/winter] Double Rations
Materials: Wood (74), Clay(98)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(38); Pots(10); Snares(10); M. Baskets(15); Cages(10); Woven Boats(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2-1=1 Food),1 Kiln, 1 Smokehouse, 22 Daub Huts, 1 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/25) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
10 – Foragers [+9] (equipped w/10 M. Baskets)
20 - Gardeners [+23.5] (equipped w/5 M. Baskets)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
10 – Materials Gatherers [+13 Clay] (equipped w/10 Pots)
24 – Crafters (M. Baskets) [+3]
10 - Trained Weavers [7*] (M. Baskets) [+2]
10 - Trainee Herbalists (helping forage when idle +6 Food)
5 - Trained Builders [2*] (Idle) [1/turn] (helping forage when idle +3 Food)
7 – Trained Animal Tamers [T2 1*] (helping forage when idle +4.2 Food)
1 - Goldis, One Who Sings with Wolves (helping forage when idle +0.6 Food)

>Have the Tamers and Hunters team up to catch some small critters in the snares to put in cages and begin taming. (Husbandry)

>Develop a number system with clay beads.
One of the firewood gatherers was asked how much they collected this season. He looked at the wood, he looked at his hands, then he frowned. As he gazed at the ground in shame, he noticed some tiny balls of clay that the children had made. In a stroke of genius he raked up several of them and shouted "Dis Many!" Around the campfire, he proudly recounted the tale and he and his friends began to make up names for the different amounts of beads.
>>
>>1108144
Hunter's arrows and food, pls protect us.
>>
>>1107631
This is a nice hole. But you know what would be better? But you can't rely on finding all of your homes, you need to be able to make some yourself! And really, how hard can it be digging in the dirt?
>Discovered Burrowing
You send some scouts out. Forewarned is forearmed, afterall. While your scouts don't find much in the way of resources or enemies, they do find a small patch of berries, and bring back what they can.
>+10 Food


>>1107635
Time to put it to the test. You pen the deer up away from other foods, and throw the herbs in there. Whether they like them or not, they have no choice but to eat them. Which they do. You wait, giving the plant enough time to get into the deer's system. When you think its been long enough, you slaughter one, and have someone else eat it. Just in case. The end result seems positive, as the test subjects thread seems stronger. You do have 1 tiny problem: there aren't enough deer for all your population to benefit from this.
>By feeding Livestock the herb and then eating them, your thread strength increases.
>Thread strength is a scale of 1-10. 1 is tissue paper, 10 is Steel)
>It will take 20 Livestock to supply every Drider.
Against your better judgement, your sister decides to join the expedition into the cave. Perhaps wanting to claim the glory of finding anything first, perhaps just bored. The guards are extra attentive with her in the group. When they get there, she leads the charge, scaling down the sides of the cave. So far it seems like a normal cave, a lot of rocks and dirt. But as she descends, she feels... different. Like somethings there. Like a whisper just out of earshot. It puts her on edge and she commands the group to halt. But they don't. They continue marchingdown the side of the cave, further into the darkness. She physically tries to stop one, but he pays her no heed. She wants to go deeper into the cave, but every fiber of her being refuses. Even if her mind wants to, her body won't allow it. Or maybe its the other way around. All she knows is something is very wrong her, and she needs to leave. None of the scouts return with her.
>-10 Pop
>>
>>1108559
>>1108081
Your nests aren't what one would call safe. Understanable, 2 went missing from their nests in the middle of the night. To be fair, your nests were more like a couple of sticks in a tree. You're lucky more of you didn't just fall out of the trees. That said though, you need to make stronger nests, and that's what you do. Grabbing up scrap sticks, you build them up in the higher trees. If something wants to make a meal of you, they gotta work for it.
>Acquire 3 Nests. (Fit 5 Each)
>(I'm imagining bird nests. If you have a different intent for nests let me know.)
Well, that didn't go so well. Animals pretty much walked in and ate you at their leisure. Not acceptable! After all, it could be YOU next time. Needing to somehow defend protect yourselves , your gather up some thornbushes. Many cuts and an exorbarant amount of swearing later, and your territory is now better protected. They won't keep out any animals that REALLY want a piece of you, but most animals will find the pain of the thorns more trouble than you're worth.
>Acquire Thorn Barrier.
>EVENT: 21
Your Thorn Barrier in place, in place, your people feel a bit more calm. Which is a mistake. It seems while thinking of keeping something out, you forgot what was already in. Shortly after finishing the barrier, a scream is heard. When help arrives, they find one of your number beneath a tiger, its mouth tearing at herthroat. Too afraid to fight the powerful animal, you back away and leave it to its meal, hoping it will leave the rest of you alone.
>-1 Pop

>>1108110
(Gonna assume you want to expand the cave.)
With new tools in hand, the Kobolds get to work expanding the cave. The process is much easier and faster with the picks. With the wood helping to hold up cave, the miners have little fear of a cave-in.
>Expanded cave. (Total Fit 25)
You need more food. Always. No such thing as too much food. You hunt goes well as you find some piglets. With no sign of the mother, you assume something already made lunch of her. Gathering up the new food, you skedaddle before whatever ate the mother, eats you.
>+25 Food
>>
>>1108571
>>1108144
Your Tamers and Hunters go out looking for some small, live, animals to befriend. You bring some snares to aid in the endeavor. It doesn't take long for a rabbit to be caught. As you approach to capture the bunny, a sense of deja vu hits you as the bushes burst open, revealing the same bear as before. He mauls one Hunter in the face before he can react, and sinks his teeth into the neck of another. It seems he now considers you active competition for food in the area. He grabs the rabbit and devours it whole. He seems to want to keep the two dead as food as well, but your Hunters manage to run him off. Chances are he wasn't so much afraid of you, as he he got what he came for and saw no reason to fight more.
>The bear now considers you competition to food in the area. On top of your traps rendering only 50% of usual, he will also kill one of you each Spring until dealt with.
>-2 Pop
(Stealing this.)
One of the firewood gatherers was asked how much they collected this season. He looked at the wood, he looked at his hands, then he frowned. As he gazed at the ground in shame, he noticed some tiny balls of clay that the children had made. In a stroke of genius he raked up several of them and shouted "Dis Many!" Around the campfire, he proudly recounted the tale and he and his friends began to make up names for the different amounts of beads.
>Discovered Mathematics
>EVENT: 80
During one of her excursions with the wolves, they suddenly stop. They refuse to go any further into that section of wood. When Goldis tries walking into it, her body freezes. Its not some kind of power that stops her, but pure instinct. There's something in the area that mortals weren't meant to see. She and the wolves beat a hastey retreat. She is at first reluctant to tell anyone of it, but decides she will put the decision of what to do in your hands.
>Discovered ??? Woods

Fall 13
>>
Rolled 84, 40 = 124 (2d100)

>>1108571
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:99(10%)
38 Foragers 1*
30 Miners 1*
15 Hunters 1*
10 Builders 1*
10 Idle
Resources

Food: 67[+.5 per food gatherer](+23)
Stone:150[+1 per miner](+30)
Wood:20

Tech
-Stone Hammers
-Stone Pickaxes
-Bone spears

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) Builders and idle kobolds are going to catch foold along with the foragers and hunters in order to get enough food.

2.) The hunters are going to try to sneak up to an animal nest and steal some young again.
>>
>>1106119
Yo how/where did you get the map from? Did you make it...or find it?
>>
Rolled 22, 7 = 29 (2d100)

>>1108571
>Sylvali - Dryads
>Celenon Forest
>Tri-god worship
>Structures
3Nests (5pop each!)
Thorn Barrier
Seedling Garden!
>Population:97!

>Specialty: Growing weaponry/structures

>Action 1: Fortify nests for winter and defences!
>Action 2: Prepare Seedling Garden for the coming winter

(I'd been thinking of woven nests, like a baya-weaver nest, but nestled in branches so they can be accessed by the Dryads)
>>
>>1108678
Found it, I decided to do it on a whim and just googled "Hex maps" and grabbed one.
>>
>>1108694
>these rolls

Fuq
>>
Rolled 56, 30 = 86 (2d100)

>>1108559

Name: Plainstriders
Race: Plains Faeries
Location: Elbareth Plains
Population: 100
Speciality: Beekeeping
Religion: The Mother (Nature god), The Father (War god/ God of conflict and strife), Brother [insert animal name here] (Believing that each animal has a god governing it).
Tech: Stone hammers, Burrowing
Buildings:
5 Rabbits burrows (fits 5 each)
Food: 10
Fluff: The Plainstriders are a small race of faeries that call the plains their home, ranging in size from 4 inches at their smallest to 7 inches at their tallest, they believe the first of them to have simply risen up from the dirt of the plains one day. Since that time, they have endeavored to explore their environment and learn and further their civilization. They are winged and have the natural ability to fly.

Early on in the forming of their civilization, they came across the honeybee, and despite a rocky start and their small sizes, they have learned to domesticate and harness the power of the hives for both warmth and honey.

Actions:
1) Winter is coming, and we're very small and vulnerable. Now that we have discovered burrowing, I'm going to task a whopping 50 population to digging into the 5 burrows we've made with the intention of widening them and elongating them and hopefully linking them together into a mass of underground tunnels and chambers that will be able to house everyone in time for winter.
2) We need food, winter is coming, and we have a small stockpile, but it isn't enough. We'll cast a wider net this time, sending 30 scouts (with the original 10 included as they have at least some experience with the area). They are looking for easy food sources such as berries or defenseless insects, but also more challenging ones such as an ant-hill or mice. They are also still looking out for resources like sticks and stones which we might be able to craft into rudimentary weapons. And lastly the group must keep an eye out for predators or potential dangers, but are given strict orders not to engage and prioritize safety. They will all be sent out only a few days' journey in every direction. Hopefully they'll return to find we've made good progress on the warren.
>>
And of course we're keeping our eyes out for bees! Hopefully we can catch a mated queen in the spring! If we find a hive we can monitor the area and snatch one.
>>
Rolled 79, 59 = 138 (2d100)

>>1108579
Fall 13
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages, Swimming, Woven Boats, Numbers
Pop: 105 [+6%]
Food(3 types): 318(0p/318np) [+43/turn; +91/winter] Double Rations
Materials: Wood (85), Clay(98)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(38); Pots(10); Snares(10); M. Baskets(20); Cages(10); Woven Boats(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2-1=1 Food),1 Kiln, 1 Smokehouse, 22 Daub Huts, 1 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming (3/10), Palisade (20/25) [On Hold], Wolf Totem(5/10) [Need More Skill]
Assigned Labor (Only change in spring):
10 – Foragers [+9] (equipped w/10 M. Baskets)
20 - Gardeners [+25] (equipped w/10 M. Baskets)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
8 – Materials Gatherers [+11 Wood] (equipped w/10 Pots)
24 – Crafters (M. Baskets) [+3]
10 - Trained Weavers [7*] (M. Baskets) [+2]
10 - Trainee Herbalists (helping forage when idle +6 Food)
5 - Trained Builders [2*] (Idle) [1/turn] (helping forage when idle +3 Food)
7 – Trained Animal Tamers [T2 1*] (helping forage when idle +4.2 Food)
1 - Goldis, One Who Sings with Wolves (helping forage when idle +0.6 Food)

>Wolf Taming Festival 6: Continue Taming the wolves at this festival and provide the customary 20 Food. Presenting 7 for the totem and the 6 dolls and the rest for the wolves as we Dance and Sing and feast together. (Husbandry, Food, Totem, Goldis, Dancing with Wolves)

>Bear Taming: (Husbandry, Food Bonus, Goldis, Armed Guard)
The day after the festival, Goldis the Tamers (armed with spears) a few hunters (with bows), a few gatherers and some wolves, gather up the 7 Food blessed by the spirits and 9.6 additional fresh Food. Then they head to the Bear's territory through the Door of Friendship and present the 16.6 Food as a peace offering.
>>
>>1108694
In preparation for Winter, you try fortifying your nests, but it never comes to pass, as a sudden gust of wind causes your worker to lose their balance, and fall from the trees. Ouch.
>-2 Pop
You try to prepare the Garden as well, but it goes worse. Mistakes are made as the Garden is seriously damaged in the process. Its gonna take a while to fix this.
>Gain half as much pop next Spring.
>You gain 4% Pop each Spring

>>1108746
Winter is coming. Boy, does it sound like you've heard that before. Regardless, you need more room for everyone. You set to task half your population to dig out the burrows. They manage to make them bigger, but the distance between the holes is too much for them to get connected.
>5 Rabbit Burrows (Fits 10 Each)
You send your scouts out in force, spreading far and wide in search of resources, mostly food, but they come up short.

>>1108788
The festival is magnificent, though it pales in comparison to last year. Much joy is had among the people and the wolves. The Tamers take the time to further their bond with the Wolves. With the aid of Goldis and your affinity for wolves, you feel closer to them than ever, though you still feel some progress is need to reach the next level.
>-20 Food
>Wolf Taming (7/10)
The bear is a problem. And you'd rather not kill it if you can avoid it. Armed just in case, Goldis, the Tamers, and Hunter look for the bear. Knowing he stalks their traps, it isn't hard to find him. He eyes you as you approach, and let's out a roar singling when you're close enough. You stop. If he isn't attacking you outright, no sense in giving him a reason to. You leave some food on the ground, and back away. The bear approaches the food. No fear or hesitation. Its seems he holds you in little regard, seeing you as little more than a nuisance who takes his food, or a potential food source if need be. Before he starts eating, though, he spots Goldis. His demeanor changes, as he comes to full height and roars at her. Everyone save for Goldis is on edge, as she stands her ground and locks eyes with the bear. In the battle of wills, one would think the little elf woman would cave first, but it is the bear. He quickly eats the food up and leaves. You don't think his opinion of you has changed, but he is cautious, for now.
>Progress with the bear has been made. (Hostile 2/10)
>The bear is fed, and currently cautious of Goldis, it probably won't eat anyone this Spring.

Winter 13

And with that, its a night. Took me too long to get here today, a few things came up. Questions, comments, etc always welcomed. I'll answer them when I can.
>>
>>1108640
>>1109088
Fuck, missed you somehow.

You send out kobolds in search of food for Winter. Afterall, who likes starving? Sending the builders who aren't doing much along, your group is fairly sizeable. The Hunters meet with great success in finding some animals, and with the extra hands, they are able to bring back more food, instead of leaving what they can't carry behind.
>+50 Food
You hunters, high on success, now look to capture live animals. Adults would be too strong, but younglings won't. That is assuming you can get past the parents. Finding a fawn nestled next to its parents, they try to sneak up and grab it. Only kobold however fails to watch his steps, and leaves crackle beneath him. The deer awaken instantly, and spot the hunters. The doe and fawn quickly run off as the buck holds you back, before fleeing himself. Well, fudge.
>>
Rolled 65, 5 = 70 (2d100)

>>1109088
>Sylvali - Dryads
>Celenon Forest
>Tri-god worship
>Structures!
3 Nests (5Pop each!)
Thorn Barrier
Seedling Garden!

>Population
95!
>Specialty: Growing weaponry/structures

>Action 1: Try to use local floral remains to insulate and fortify all structures and Seedling Garden! (may include upgrades and repairs, if applicable)

>Action 2:
Look into growing plants that live year-round, to grow into homes, barricades, and those that produce suitable material for weapons!
>>
>>1109120
sweet christ am I rolling d65s!?
>>
Rolled 15, 78 = 93 (2d100)

>>1109110
Name
>Kolton
Race
>Driders
Total Pop: 88
Leaders :2
Food: 72 [+12/Turn]
Hunter Caste: 27 (7 Hunters are 3*, rest are 1*)
Laborer Caste: 60 [Content]
Brood Caste: 6
Location: Middle of Midos Fury
Buildings: Small Chamber, Improved Tunnel Network
Prey: 7 Deer
Religion: Tiko Moonlight God
Tech: Stone Hammers, Animal Husbandry
Specialty
>Trap making, Burrowing
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established, followed by the brood caste for traitors and criminals.
Fall 13
1) With the new information about the successful research into the livestock option. The call was sent out to the hunters to retrieve more of them to get the process started. (Capturing deer +Trap making)
2) There was little that could be done with the pit for now at the very least, they needed to recover their numbers before any suicidal jaunts to gather their old members. While there would be plent words to be had with the sister consort behind closed webs for now they needed to focus on the hive. So Agathora was given the boring job of making sure the laborer caste stayed on track with developing chambers for living. (Digging out chambers for housings using the one we already have as a template.)

(wait senpai! Notice me!)
>>
>>1109110
Thanks for running tonight man! See you tomorrow / next time!
>>
>>1109126
>>1109088
I can throw out a quick one.

You need more animals. You don't have enough for everyone. And while you don't care that some are better than others, you unfortunately need them to at least do this one basic thing right. So you send out hunters for more animals. It should be an easy task. "SHOULD" being the key word. It seems you are surrounded by incompetence, as only some of your hunters returned. From what they tell you, while tracking some deer, they failed to notice they themselves were being tracked. By the time they realized it, it was too late. Large chicken like creatures descended upon them. They tore through there ranks easily, sowing chaos and dividing them up for easier pickings. Giants chickens? That was the best they could come up with? You need to teach them to lie better.
>-5 Pop
Going over the chamber again, your diggers learn where they went wrong last time. Giving it another go, they manage to successfully open up the tunnels, allowing for more living space. Or whatever you plan to use the space for.
>Acquired 3 Chambers (Fits 5 each)
>>
>>1109088
I may not be able to get back in time to post actions before to do winter rolls, but I'm still here.
>>
Rolled 55, 25 = 80 (2d100)

>>1109088
Winter 13
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages, Swimming, Woven Boats, Mathmatics
Pop: 105 [+6%]
Food(3 types): 463(115p/348np) [+43/turn; +92.5/winter] Double Rations
Materials: Wood (96), Clay(98)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(38); Pots(10); Snares(10); M. Baskets(25); Cages(10); Woven Boats(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2-1=1 Food),1 Kiln, 1 Smokehouse, 22 Daub Huts, 1 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming(7/10), Bear Hostile(2/10), Palisade(20/25)[On Hold], Wolf Totem(5/10)[Need More Skill]
Assigned Labor (Only change in spring):
10 – Foragers [+9] (equipped w/10 M. Baskets)
20 - Gardeners [+26.5] (equipped w/15 M. Baskets)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
8 – Materials Gatherers [+11 Wood] (equipped w/10 Pots)
24 – Crafters (M. Baskets) [+3]
10 - Trained Weavers [7*] (M. Baskets) [+2]
10 - Trainee Herbalists (helping forage when idle +6 Food)
5 - Trained Builders [2*] (Idle) [1/turn] (helping forage when idle +3 Food)
7 – Trained Animal Tamers [T2 1*] (helping forage when idle +4.2 Food) Training
1 - Goldis, One Who Sings with Wolves (helping forage when idle +0.6 Food) Training

>Tamer Training: (Husbandry, Goldis)
Goldis and the Tamers have had some interesting new encounters this year. As they huddle around the fire, Goldis shares her insights into Wolf Culture and they discuss ideas about Crocodiles and Bears.

>Discover Drawing:
While sitting in his hut looking out at the snowy countryside, a crafter picked up an unfired clay tile and a stick and began drawing the scenery. When someone came by to visit, they marveled at the detail and word spread to the whole village. Soon, everyone was drawing things. They drew houses, plants, boats, tools etc. This may be very helpful to record our knowledge and aid in future projects.
>>
Rolled 46, 22 = 68 (2d100)

>>1109088

Name: Plainstriders
Race: Plains Faeries
Location: Elbareth Plains
Population: 100
Speciality: Beekeeping
Religion: The Mother (Nature god), The Father (War god/ God of conflict and strife), Brother [insert animal name here] (Believing that each animal has a god governing it).
Tech: Stone hammers, Burrowing
Buildings:
5 Rabbits burrows (fits 10 each)
Food: 10
Fluff: The Plainstriders are a small race of faeries that call the plains their home, ranging in size from 4 inches at their smallest to 7 inches at their tallest, they believe the first of them to have simply risen up from the dirt of the plains one day. Since that time, they have endeavored to explore their environment and learn and further their civilization. They are winged and have the natural ability to fly.

Early on in the forming of their civilization, they came across the honeybee, and despite a rocky start and their small sizes, they have learned to domesticate and harness the power of the hives for both warmth and honey.

Winter is upon us. Most insects or small critters or plants we could hope to gather and prepare for the cold have gone. We shall focus on trying our best to expand our shelter before it gets too cold and people begin to die of exposure.

Actions:
1) Project Continued: Warren construction. We recognize now that we underestimated greatly the distance between each rabbit burrow, but that does not mean we forfeit our plans, we simply recognize that the effort may take much longer than realized. Currently our plans for this winter are to elongate the hallways we've been constructing in each burrow and to also dig out a second, new chamber for each burrow. The burrows organize as best they can to ensure these hallways and chambers are progressing towards each other. How fast progress is made will decide how many we lose to the frost, so I will devote 70 of my population to this task.
2) There is one thing not in short supply on the plains, and that is grass. We will make use of this necessity of staying indoors on cold winter days and nights . We begin to collect grass and lay it inside of our burrows to dry , or out in the sun if we get a warn enough day. We then proceed to begin trying to learn how to weave the grasses together. If we can accomplish it, there is no shortage of benefits we could gain. Not just baskets, but also perhaps houses above ground and manufactured beehives so that we don't have to search out a fallen log.
>>
Wait, did you not archive the other threads?
>>
Rolled 55, 96 = 151 (2d100)

>>1109088
Name
>Kolton
Race
>Driders
Total Pop: 83
Leaders :2
Food: 84 [+12/Turn]
Hunter Caste: 27 (7 Hunters are 3*, rest are 1*)
Laborer Caste: 60 [Content]
Brood Caste: 6
Location: Middle of Midos Fury
Buildings: [Small Chambers: 4], Improved Tunnel Network
Prey: 7 Deer
Religion: Tiko Moonlight God
Tech: Stone Hammers, Animal Husbandry
Specialty
>Trap making, Burrowing
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established, followed by the brood caste for traitors and criminals.

Winter 13
1) A lie possibly, but not one that we can allow to catch us unawares again. It's winter, so we've time to train and prepare ourselves for the spring hunt time. Have Agathora train with some laborer class in drills to surprise and ambush using the tunnel network. (Train military ambushers +Trap making, burrowing)
2) The homes are taking up at the moment a lot of our laborer's to do. We'll set about having dedicated builders to handle the task of building more chambers to live in. It's only just better then laborer class, but it does mean that the meat won't be completely cold by the time they're in line. (Train builder caste)
>>
Rolled 9, 8, 6 = 23 (3d9)

>>1106119
test
>>
Rolled 24, 27 = 51 (2d100)

>>1109215
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:99(10%)
38 Foragers 1*
30 Miners 1*
15 Hunters 1*
10 Builders 1*
10 Idle
Resources

Food: 140[+.5 per food gatherer](+23)
Stone:180[+1 per miner](+30)
Wood:20

Tech
-Stone Hammers
-Stone Pickaxes
-Bone spears

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) The Kobolds are going to do two things for this winter, Expand the caves

2.) And try to have lots of children
>>
I would also like to note that I'm assuming the fits 10 guideline is implying that the burrows fit 10 comfortably and reasonably. In that case, for the winter months, I would at least cram 15 people in per burrow, even more than that if physically possible for two reasons. The first being that of course I want as little of my population left out in the cold as possible. But the second being that we have very little in the way of insulation besides the bits of rabbit fur left behind by the past inhabitants of the burrows. The burrows protect us from the wind chill and keep us dry which are the main killers winter has to offer. But we are much smaller than rabbits and we have a lot less of a thick fur coat. We need to rely on each other to warm up the burrows and keep each other warm. By packing the burrows past comfortable capacity, it will be cramped and grumpy, but we will be able to keep each other warm with our combined body heats. I thought that might be important to note if you find yourself calculating winter deaths from exposure.
>>
>>1106119
Yo butterlord you still have my stuff written down somewhere?
>>
>>1110882
No. kinda forgot archives even exist. And truth be told, I didn't think I'd last this long. Figured I'd either wash out, or no one would still be playing.

>>1112581
Okie dokie

>>1112667
My notes are outdated since the last week or so has kept me a bit too busy to properly keep them accurate, so I'm copy/pasting your last post, and the result of it.

Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
67
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
16/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
22 Labourers-Builders *1 (1/5 palace piece per turn)

You look at the flower, study it as best you can, but you learn nothing from your observations.
That... was a setback. You really need to start making a list of things that piss the Earth off. Scratch that. Make a list of things that don't piss her off, as you don't think you have enough space for a list that big. Oh well. Only thing to do is get back to work.
>+1 Palace piece (17/20)


Hoping I can do a run tomorrow, but again, can't promise anything.
>>
>>1112692
Hey Butterlord, Have any of my resource gatherers improved their skills?
>>
>>1112692
May I ask which season+year that turn took place in?
>>
>>1112742
Fall 11

>>1112740
No. You have to spend actions to train them, they don't passively improve. You can increase their gathering at the moment by equipping them with Spears, of which you have 15. Each equipped spear increases food gathering by .2, so equipping all spears will get you an extra 3 Food each turn. It doesn't take an action to equip, but you do have to state that they equip them.
>>
>>1112766
Alright. I was also wondering how much space per season the builders dig out (if not not occupied with another job).
>>
>>1112773
Each worker does a base 1 Unit of work a turn. Expanding the Cave will take 50 Units per expansion. You have 10 builders doing 10 Units per turn, so it'd take 5 Turns to get 1 Expansion.
Also, all jobs start at 0*. You haven't trained any of your workers, so none should be 1*.
>>
>>1112799
Okee doke, thanks for the heads up!
>>
I actually have a question about workers and builders and all of that as well. Do I really need to spend an action to get my people organized into such categories (aka try to establish a caste system etc) , or can they simply just organize themselves voluntarily into separate groups? As a follow-up, do I need to have a dedicated group of burrowers to allow me to have the digging happen automatically without me needing to spend a whole action on it? And lastly, when it comes to developing weapons and tools, I've been looking for the right resources before attempting to actually begin research on them. Do I have to really wait to find stick and stones through scavenging, or can I simply say my people gather them and begin research?
>>
>>1112766
So it's been 9 turns right? How should I calculate the population growth and the palace progress for the lost turns?
>>
Not gonna run today, too tired, but I can still answer questions.

>>1113107
>Do I really need to spend an action to get my people organized into such categories (aka try to establish a caste system etc)
No, you don't need to spend actions to get pop to do jobs. I only took rolls for your Caste actions since I thought you were gonna do something more with it. If you just wanna assign people to Hunters and call it the Hunter Caste and whatnot, you can do that for free.
Yes. You can just call them builders, and to the side the name of what you want them to build. For example
>20 Builders (Burrows: 1 every 3 Turns)
Though actively rolling, when successful, is still faster than passive work.
For very, very basic things, you're assumed to find what you need, like rocks and sticks for stone tools. Anything beyond that requires actual resources. Wood for handles of Iron Tools, Stone for Stone Houses, Clay for Pottery, etc.
You can build very crude housing with scavenged materials, but they will always be very weak, and provide little comfort or protection.


>>1113452
You don't. You'll come back into the game where you were.
As for Palace, notes say you got your next part on Winter 11, so your next turn will give you another part.
>>
Oh! I see! I understand now, I saw someone rolling for caste system earlier and thought I had to do that to begin organizing them. OK, thanks. I'll be adding the class divisions in my fluff for my next post then.

Now, onto my next question, which is: as much as I appreciate your example of passive digging, it produces another question for me, which is exactly how do I know how much my builders will dig? Should I approximate it or simply say how many I wish to allocate and have you tell me what rate they dig at? I have seen people training their skilled labor already, so I won't ask if there's a way to make faster progress, as I already see there is. Sorry for all of the questions!
>>
Ahaha here's another question! In the case of the quest to connect all of my burrows, how exactly will I know how close I am to accomplishing it? Are you keeping track somewhere? Will you begin giving me a completion bar when I'm further along?
>>
>>1113775
>which is exactly how do I know how much my builders will dig
Each task takes a certain amount of Units to complete. A Burrow for example has a Unit cost of 40. At base level (0*), a builder, crafter, smith, etc, does 1 Unit of work. So if you have say 10 Builders, it will take 4 Turns to build the 1 Burrow.

Nothing wrong with asking questions, it helps you understand better which avoids confusion down the line, and me improve. Honestly the passive system was more of a headache originally till someone brought it up that it sounded over complicated, to which I changed to the Unit system, which is much simpler.

>>1113779
Connecting the burrows won't be that hard, you just need one more decent roll. This will change your Burrows to Warren, going from a cost of 40 to 55 Units. The extra cost coming from having to connect the new Burrows to the Warren but it allows more space for you to live in, your Burrows currently provide 10, when it become Warren, each Upgrade can house 15 instead of 10.
>>
>>1113814
Oh, OK, that all makes sense, thank you for answering my questions! I'll give you two more! Firstly, how is population growth calculated? Should I give you an idea of how reproduction works with my people? I assume races who lay eggs produce faster than love births, but I never specified which and it was never requested of me. I'm thinking of making my Faeries reproduce in the same way that humans do, but I also really like the idea of making them similar to bees where only the queen reproduces by laying eggs, so I'm wondering if I need to decide this before spring comes.

The second question is how food works. I'm assuming food is scaled appropriately already to size, as we found only a handful of berries and got Food 10, I think for regular sized people a handful of berries wouldn't even rank on the food scale at all. Is there any way to tell how much food we need to be safe in the winter or does it depend too heavily on behind the scenes stuff and we should just try to amass as much as possible and hope for the best?

Actually I just thought of a third question. Are we assumed to know how to do everything related to our specialty very well? Like how I'm good at beekeeping. I should be able to find a new swarm, take a young queen and put it in a fallen log and then harvest the royal jelly, wax, dead bees (to eat, good protein) and honey without having to do any researching right?
>>
>>1114199
>Firstly, how is population growth calculated?
You're assigned a % growth, for you its 6%, which increases your Pop each Spring. You can increase it by half the base by doubling how much you eat each year, and other means such as improving living conditions, medicine, ect. I don't wanna complicate how the babies are made, just to cut down on the stuff that needs to be kept track of.

It takes 1 Food per Pop. So if you have 100 Pop, when Winter arrives you want at least 100 Food. For every 1 Food you are short, you lose 1 Pop. So if you only have 60 Food, but 100 Pop, 40 pop dies from starvation. Food, unless you have some Preserved in some way, spoils at the end of the year, so if you have 1000 Food and 100 Pop, on Spring you start with 0.

You get bonuses to your specialty, but it doesn't make you a master of it, and you may have to learn some things related to it. For instance Iktomi specializes in Husbandry, but still has to work for it and at it, he doesn't just get to automatically be master of the animals. If you think your bee knowledge will let you find a swarm and let you just take a queen without issue, no. You'll have to steal it, or buddy up with the bees first, which takes time. The rest is pretty much just harvesting and gathering, so it wouldn't be an issue, but if you wanted to learn to make Bee Cavalry or something, you're gonna have to learn some skills.
>>
>>1114258
I... So after this winter, I'll be losing 90% of my people? OUCH. Kinda hard to bounce back from that. :(
>>
>>1114328
I give new players the first year without worrying about food, so you don't have to worry about starving right at the beginning.
>>
Thank the good lord. I pray we can get a queen this spring, it should really solve our food problems until we get a larger pop. Honey is high in calories and royal jelly is very nutricious as well. Pair that with the scavenging and devouring of dead bees and we'll do OK. I guess we could also try to make use of a wild beehive if we fail in spring, but finding a swarm with a new queen on it and moving it to a place of our choosing will be easier. Can't wait til we master weaving, we can weave a grass hive and put it right in the middle of our village! The village we have yet to create because we haven't researched mixing grass and mud together to make homes. That's on the agenda!
>>
Rolled 20, 84, 71, 62, 12 = 249 (5d100)

>>1109120

>>1110506

>>1110760

>>1110935
>(Train military ambushers
>(Train builder caste)
How many of each are you training? The number matters. Training more units at once requires higher rolls.

>>1111059

Winter rolling.
>>
>>1116387
20 for both
>>
>>1116387
Don't worry guys, looks like I got the worst lot this winter, below 28 on my actions and a 12 for the weather, see you all in civ heaven!
>>
>>1109120
With Winter on top of you, you need to stay warm. Gathering up some foliage, you use it to insulate your nests. It doesn't make them any stronger or provide more room, but it will help keep the cold out some.
You look into year round growing plants for building material. You manage to find some, and after some looking your find some. It isn't until far too late that you relaize the plants you found were infested with parasites, which have infested in some of you. With no way to get rid of the parasites, and too afraid of further spreading, the infected are sent away for the good of the rest. They leave, with everyone wishing them the best and hoping to meet again when they recover, but its a hollow hope. Everyone knows they aren't coming back.
>-7 Pop
Winter: 20
The cold rips through you. Your nests keep some of the cold out, but there aren't nearly enough for all of you. Without shelter or warmth, the cold claims a number of you. Those lucky to have a nest listen as the number of chattering teeth decrease. They know when it warms up, they will find the frozen remains of their fellows.
>Hard Winter. 5 Died
>>
>>1110506
With her new insights, Goldis goes over what she's learned with her time with the wolves with the other Tamers. They seem to get some of what she's teaching, but a lot of it doesn't make sense to them. They assume its something you have to experience like Goldis did. By the time the discussion is over, the Tamers feel they learned a few new tidbits, but not enough to really say they improved.
>(1/2) Progress made towards Tamer Training
While sitting in his hut looking out at the snowy countryside, a crafter picked up an unfired clay tile and a stick and began drawing the scenery. He looked at it and felt something was missing. As he thinks this, he notices Alya, a Hunter's wife, walk by. Inspired by her beauty, he thinks to add her to the image, but the clothes she's wearing are very unflattering. So he adds her with how he pictures her without clothes. The image down, he goes to show the first person he can find what he's done. And that person is Ben, Alya's husband. When asked what he's looking at, the craftsman saids tells him its Alya in the nude. When the craftsman wakes 2 days later, he asks what happened. Turns out Ben didn't take too well to being told someone was thinking of his wife in the nude, and coldclocked the craftsman and destroyed what he showed him. When asked what he showed Ben to piss him off so much, the craftsman couldn't remember. Seems Ben knocked the memory of the drawing right out of the craftman's head.
>EVENT: 81
Its getting colder. Winter will soon be here in earnest. Whether its warm, mild, or harsh, you don't yet know. While in your thoughts, you catch a glimpse of something out of the corner of your eye. When you turn to look, its a white bird. Nevermind how in go into your hut, but most birds have long since fled the coming cold. Perhaps the bird can't fly away? You don't really know, this is something more along the lines for your Tamers to discern. When you try to shoo the bird out, it doesn't leave, merely avoiding being pushed or grabbed. You eventually relent, and get Goldis and the Tamers. They tell you the bird is an omen of good luck, and will protect you from ill fortune. That's good to hear. You're kinda glad you couldn't get it leave now.
>Aquire Bird of Fortune.
>Next time you would roll a 1 or Bad Event, ignore it, or next time you would roll a Good Event, enhance it. Whichever comes first. Lose Bird of Fortune.
Winter:84
Seems fortune really does favor you, as the cold you felt coming is gone, and replaced by warm weather. With the weather a non-issue, your people work as normal.
>Warm Winter. No one died.
>Everyone ate. 253 Preserved Food remains.
>>
>>1116494
>>1116496
>>1110760
You put nearly every fairy at your disposal to the task of completeing the tunnels. Which is kinda of a double edged sword. With so many digging from so few points, they get in each others way causing construction to hiccup a bit, but eventually they manage to get it. This opens a bit more room for living quarters.
>5 [Burrows] are now [Warren 5]
>Each upgrade of Warren grants space for 15
There aren't a lot of resources on the plains, but there is one thing in abundance: grass. Some fairies go out to gather some in preparation of using it in their time stuck in the Warren, hiding from the cold. Their minds too far ahead in the future, they fail to keep the present in mind as predators pick them out of the air. Startled and scared, they beat a hasty retreat back to the safety of the Warren.
>-4 Pop
Winter: 71
It seems your fears of a cold winter are for naught. Good. With no worries from the cold, you don't have to cram everyone together into tight little holes; and not being crammed together means no unintended... poking, much to everyone's relief. You sure dodged a bullet, and a whole lot of embarrasment.
>Warm Winter: No one died.

>>1110935
Time to put your underground network to work. You tunnels to the surface, and have your Drider wait in ambush for their 'prey' to come along. Feeling the vibrations on the triplines, they spring out and capture their 'meal'. Which is really just some lowly laborers Agathora told to come out this way. Satisfied with their ability to catch worthless prey, she calls the training to a halt and sends everyone back to work.
>20 Ambushers are now 1*
While your sister takes care of training the Ambushers, you are stuck training the builders, which are barely a step up from the Laborers. Well, if you're stuck doing it, might as well do it well and show your sister how much better you are at handling the wretches. You give firm, solid, easy to follow commands to the Builders, and they follow them precisely. You've learned a thing or two in your time as leader about the lower castes: They're dumb, and you need to treat them as such. Content with the superb job you've done teaching this mindless dolts, you return to your chamber. You can't wait to "subtely" run it in your sister's face how much progress your group has made.
>20 Builders are now 2*
Winter: 62
The Winter is a warm one. Any hopes for a break your workers thought they were gonna get with Winter are gone. Not that they would have gotten one anyways. Rain, hail, sleet, or snow, the workers are gonna do as they are told.
>Mild Winter. No one died.
>>
>>1116501
>>1111059
You continue expanding the caves. Or at least try to. While working on the newest expansion, the ground above begins coming loose, and the wood you used to support it groans under the weight. It seems you misjudged how much the wood could handle. You call an immediate withdrawal from the tunnel. And none too soon, for as soon as the last Kobold is out, the new section collapses. Well, that was unpleasant, but at least no one died thanks to your preplanning.
Wanting to boost your numbers, you arrange a, well there's no nice way to put it, an orgy. Much baby making is done... is what you would like to say. Before it can begin, the males seems to have a hard time getting it up. The pressure of what's expected of them, surrounded by everyone else, is too much. With much shame, they all find some dark corner to cry in their shame.
>EVENT: 90
While walking through the cave, one of your number spots something shiny. Careful in its extraction, he pulls removes it from the rock. Its red. A beautiful, dark, swirling, blood red. One might think, based on appearances, that the gem was hollow, and that the red color actually is blood. The fact that the gem, even in the cold earth, was warm to the touch would certainly lend credit to it being special. Not that you know what or how it is special, but even the lowest kobold could tell this was now ordinary gem.
>Acquired Blood Red Gem
Winter: 12
Cold. So very, very cold. There isn't enough room in the cave for everyone, and even for them the wind blows straight into it. The is no reprieve from Winter. One after one by the star dogged moon, too quick for groan or sigh. Each turned his face with a ghastly pang, and cursed you with his eye. With heavy thump, a lifeless lump, they dropped down one by one. You see their eyes everytime you close yours. You pray next year you are more preapred. Not just for their sake, but the sake of your sanity.
>Harsh Winter. 15 died.
>Everyone ate. No Food remains.

Spring 14

Feels nice having time to just sit down and actually write out instead of "You got this thing." "You got that thing." "You died."
>>
>>1116503
Ah forgot to ask, do the deer breed any during?
>>
>>1116536
Base 1% each spring.
>>
Rolled 24, 49 = 73 (2d100)

>>1116503
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:92(10%)
42 Foragers 0* (.5 food per)
0 Miners 0* (1 stone per)
15 Hunters 0* (.7 food per)
40 Builders 0*
6 Idle
Resources

Food: 0 (+31.5)
Stone:210[+1 per miner](+0)
Wood:20

Tech
-Stone Hammers
-Stone Pickaxes
-Bone spears

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) Realizing that spears are a magnificent object, the idle kobolds are going to make 35 more stone spears.

2.) The blood red stone shall be worshiped by the kobolds, as it provides life giving heat, even in the coldest times.

Just to make sure I'm thinking correctly, my caves fit 25 people, and stone tools don't require materials. If I'm wrong with either of those it won't affect my choices, I was just wondering.
I also find it important to note that I do have 40 builders now, gotta crank out that digging!
>>
Rolled 45, 98 = 143 (2d100)

>>1116549
Name
>Kolton
Race
>Driders
Current string strength: 1 (Shameful tissue paper)
Total Pop: 93
Leaders :2
Food: 13 [+17/Turn]
Hunter Caste: 27 (7 Hunters are 3*, rest are 1*)
Ambusher Caste: [20 at 1*] [Gathering deer 12/turn] (Help hunters while Idle +?? food)
Builder caste: [20 at 2*] (Building Small chambers: 1.5/turn)
Laborer Caste: 20 [Content] (Building small chambers 1/2 turns)
Brood Caste: 6 (+3 pop each spring)
Location: Middle of Midos Fury
Buildings: [Small Chambers: 5], Improved Tunnel Network
Prey: 7 Deer
Religion: Tiko Moonlight God
Tech: Stone Hammers, Animal Husbandry
Specialty
>Trap making, Burrowing
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established, followed by the brood caste for traitors and criminals.

Winter 13
1) Spring time is about us, the younglings the food on the surface are making aren't big enough to be worth a meal yet. Still, Agathora must have something to do to idle the time away other then whipping the brood caste because she was outclassed in training. Taking a the ambusher caste, have her try to improve upon our trap making abilities. (Try to improve Trap making)
2) Agathora sufficiently distracted from the brood class for a time. The prey being used as a means to improve through feedings gives more ideas. But before they can be implemented we need to see if there's away to improve on the preys sub optimal offspring output. Sit with some hunters and discuss how to make the prey more docile for breeding, idlely we want them at brood class potential. (Try to improve animal husbandry)

(I wasn't sure on the deer per turn for ambushers if they worked liked food gathering, or resource gathering. So opted for food gathering until told other wise. Same thing for their idle mode.)
>>
>>1116635
>(I wasn't sure on the deer per turn for ambushers if they worked liked food gathering, or resource gathering. So opted for food gathering until told other wise. Same thing for their idle mode.)
If they're just gathering food, Ambushers gather at the same rate as Hunters and Gatherers.
If you want Live animals, they'll passively catch 1 Deer per 5 * among them all.
Example you have 20 1*, that's 20 *'s, so you'd catch 4 Deer a turn. Some animals are gonna be harder to catch live, such as wolves, bears, "Giant Chickens", etc and may require your Ambusher have at least so many * each in addition to total.
>>
Is everyone else asleep/at work?
>>
>>1116885
I wouldn't know
>>
I'm at work, I'll be off in about 20 mins or less and then I'll post. My poor aspiring wavers got eaten by birds, buy their deaths will not be in vain. I'm determined to get a lot done this year!
>>
Rolled 64, 1 = 65 (2d100)

>>1116503
Spring 14
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages, Swimming, Woven Boats, Mathmatics
Pop: 111 [+6%]
Food(3 types): 293(10p/283np) [+40/turn; +112/winter] Double Rations
Materials: Wood (96), Clay(83)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(38); Pots(10); Snares(10); M. Baskets(30); Cages(10); Woven Boats(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2-1=1 Food),1 Kiln, 1 Smokehouse, 22 Daub Huts, 1 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary), Bird of Fortune
WIP: Wolf Taming(7/10), Bear Hostile(2/10), Palisade(20/25)[On Hold], Wolf Totem(5/10)[Need More Skill], Tamer Training(1/2), TRH Upgrade(??/28)
Assigned Labor (Only change in spring):
10 – Foragers [+9] (equipped w/10 M. Baskets)
20 - Gardeners [+28] (equipped w/20 M. Baskets)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
14 – Materials Gatherers [+18 Clay] (passive shelter upgrading)
24 – Crafters (M. Baskets) [+3]
10 - Trained Weavers [7*] (M. Baskets) [+2]
10 - Trainee Herbalists (helping forage when idle +6 Food)
5 - Trained Builders [2*] (Idle) [1/turn] (helping forage when idle +3 Food)passive shelter upgrading
7 – Trained Animal Tamers [T2 1.5*] (helping forage when idle +4.2 Food)
1 - Goldis, One Who Sings with Wolves (helping forage when idle +0.6 Food)

>Explore the ??? Woods (Goldis, Food, Husbandry)
Early one fine spring morning, as everyone was waking an alarm sounded through the village. One of the herbalists was missing! After gathering everyone together and calming them down. One of the foragers admitted to seeing him walking towards the direction of the ??? Woods as she was returning from work yesterday evening. She thought he was merely looking for a tree to relieve himself or gather some herbs and thought nothing of it. Although now that she thinks about it, his color did look a bit odd and he seemed to be excitedly muttering to himself.
With this information the people organized a search party with Goldis and some Hunters to track him and a few tamers bringing some food (the universal symbol for peace) just in case they run into whatever may lurk in those uncharted lands.

>Try to develop Drawing again.

How much does Mathematics help my building/research projects?

What would the cost/rate of passive totem construction be?
Since you said I could improve my wolf totem +1/10 per turn until I hit the tech ceiling.
>>
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>>1116980
>1
Fare ye well Bird of Fortune, Savior of the Arts. I barely knew thee.
I shall construct a totem in your honor, in hopes that we may see you again.
>>
>>1116980
>Drawing
>1
Well, that Bird of Fortune sure got used up quick.

>How much does Mathematics help my building/research projects?
+0.2 for each worker

>What would the cost/rate of passive totem construction be?
Starting the totem is cheap. Its 10 wood to build initially, 10 Unit cost per turn, but can only be raised passively 1 part per turn. Getting from 9 to 10 requires several high rolls, or a 100, and cannot be raised passively.
>>
File: great forest spirit.png (1.11 MB, 1355x762)
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>>1117012
cool, Wouldn't pots/baskets help too, since they make carrying materials to the construction site much faster?

>64
here's hoping for something magical
>>
>>1117234
>64
>here's hoping for something magical

I'll tell you right now, those Woods are going to take a mountain of work. But, if you can ever manage to pierce them, it'll be worth it.

Almost done with the update.
>>
>>1117234
>cool, Wouldn't pots/baskets help too, since they make carrying materials to the construction site much faster?
They do, you just have to equip them, and they have the same effect as they do towards Food.
>>
>>1116588
Noticing the difference the spears you have make in day to day life, you decide to make some more. And it seems to be going well. Then someone makes a snide comment about someone else's mom. Not knowing who said what to whom, a fight breaks out. With the newly made spears on hand, it doesn't take long before they're grabbed up and used in the violence. Before the fight can be broken up, several Kobold have spears buried in their bodies, while the rest of the newly crafted weapons have broken. You might need to do a background check in the future on who gets to have weapons.
>-3 Pop
The Gem is worshipped for its uniqness and warmth by the majority of the kobolds. However, not all share this view. Some see it as simply a pretty rock, while others think the blood red coloring is a sign of it being dangerous. Dissent between the groups prevent the formation of any religion around it.
(You're correct about stone tools and how much space you have.)


>>1116635
Traps are your specialty, but you'd be lying if there wasn't a lot of room for improvement. Going over what's been effective, and what hasn't, you begin finding ways to improve your Trap Making, but don't quite come up with anything conclusive. But you've at least gotten a start.
You don't particularly care for the prey you've caught, but they have their uses. But in order to keep them useful, a certain amount of care is required. Bleh. Discussing things with your Hunters on what they've seen and experienced with the creatures in the wild, they unleash a plethora of knowledge you didn't know, or previously cared, that they had. With the knowledge the Hunters have given you, you now think you can improve the quality, and quantity, of your livestock. You just need a few things first.
>Acquired Improved Animal Husbandry
>Livestock will breed at 2%, with a minimum of 2, each Spring, but require shelter.
(Reminder that Livestock eat up Food at the end of the year like Population)
>>
Rolled 1, 54 = 55 (2d100)

>>1116501

Name: Plainstriders
Race: Plains Faeries
Location: Elbareth Plains
Population: 96 total
Classes:
Warriors: 30
Builders: 40
Specialty: 16
Leadership: 10
Speciality: Beekeeping
Religion: The Mother (Nature god), The Father (War god/ God of conflict and strife), Brother [insert animal name here] (Believing that each animal has a god governing it).
Tech: Stone hammers, Burrowing
Buildings:
Warren 5 (each level houses 15 for a total of 75 housed)
Food: 0
Projects:
Warren expansion (40 builders): 0/2 completed
Fluff: The Plainstriders are a small race of faeries that call the plains their home, ranging in size from 4 inches at their smallest to 7 inches at their tallest, they believe the first of them to have simply risen up from the dirt of the plains one day. Since that time, they have endeavored to explore their environment and learn and further their civilization. They are winged and have the natural ability to fly.

Early on in the forming of their civilization, they learned to domesticate the honeybee and have been. Doing it ever since.

Actions:
1) We spent all of last year scouting the area, and we were delighted to have found a tree with a large and gaping hollow was not far from our Warren. If only we could find a swarm and transport it to the tree, all would be well. We set about this task by gathering the tools we, as beekeepers, know we would need. Something to keep the queen bee in, something for the swarm to settle on to stay with their queen, and enough faeriepower to transport the bee laden object. We decide that if we can gather a fallen branch, coax a queen onto it, and trap her onto the branch so that the other bees are attracted to this branch, then we could simply grab onto ends of the branch and fly it away to the tree hollow where it would take them a few days to chew her out of her prison, during which they would decide to stay in the tree hollow. We make use of all 30 of our warriors and all 10 of the smallest among us, the leadership. They go out into the forest to collect a hearty branch and also a seed pod which we collect from the forest floor. We are then ready. We scout the forest for a swarm, and when we find one, we send in the small ones to gently locate the queen, pick her up, and place her in the pod, which we then close and lightly seal with her still able to be smelled and fed through the cracks of the pod. We would then place the seed pod on the branch we chose, wait for them to swarm the branch, and then transfer it to the hollow where we would leave the branch in there and wait for the swarm to accept the tree hollow as their new home. (I did my research on queen capture and relocation , then had to brainstorm how such tiny folk with no tech would accomplish it, hope I suggested it reasonably enough.)

2) Meanwhile, we send the same group of faeries out as we did before to gather grass and attempt to learn how to weave grass together.
>>
>>1117291
>>1116980
Merely approaching the unkown woods was taboo. One would have to be mad just to entertain the thought of adventuring towards it, let alone actually entering. But that's what you do. Before even getting within sight of the Wood, everyone is on edge. The few times people have tried to just observe it from the outside, they all say they noticed nothing odd about it, that it looked like any other wood. But the Tamers, and Goldis, noticed something. More specifically, nothing. Aside from the trees, they saw no sign of grass, or even the smallest of animals. If the land was somehow poisoned, that might explain it, but if that were the case, why did the trees still live? No, the trees here THRIVED. You've never seen trees this big and lush. But enough thinking, the Wood is in sight, and its taking the Tamers constant reassurance to the Hunters that everything is fine. To be honest, you trust the Hunters more. They hunt and avoid being hunted on a daily basis. They know what danger feels like, and continue to go into it. Yet here, they are terrified. A few have even pissed themselves, and you doubt they've even noticed, too focused on what's around them. You can tell most would probably break if something did happen. You don't blame them, you'd probably do the same. A look to Goldis tells you she isn't alright either. You can see her hairs sticking on end, her lips curled into a snarl, her eyes rarely blinking, constantly on alert. You've only just now approached where the Wood begins. Everyone waits, seeing who will enter first. Finally, one of the Tamers decides to go. He places one foot into the Wood, and stops. His breath hitches, everything goes dead silent, and you can feel something watching the Tamer's foot. He stays stock still for half an hour, before working up the nerve to fully enter. And you hear it. The groaning of wood bending, shifting. The leaves rustle as though a wind blew through them. Except there is no wind. The Tamers throws himself back into the group, and out of the Wood. He screams and cries incoherently. The Hunters break away, heading for safety. Its everyman for himself. Goldis whimpers like a whipped dog, perhaps only still here because fear has locked her body up. Somehow only you continue to watch and listen. The leaves stop, but they stop instantly, not gradually. The groaning picks up a gain, like the sound of stepping off a creaking piece of wood. And the sensation of being watched is gone. Before anything else can happen, you pick up Goldis, and highttail it out of there, the Tamers right on your heels. This place is ancient. This place is scary. This place was watching, waiting for something to enter.
>>
>>1117296
>>1116980
>continued
After the... events of earlier, its just another day. But before anything can happen, you hear a loud, strangled squawk. Going to investigate, you find the Bird, on the ground gasping for life. Its pristine white feathers begin turning a black so dark, so deep, you feel you could drown in it. When the discoloration is complete, the bird stops moving. Goldis appears by your side, saying the bird is gone. You gathered that much. But you feel there is something more to it. Like some great misfortune intended for you, was carried by this bird. It saddens you, that this small creature should shoulder something that was meant for you. When you go to pick it up, to give it a burial worthy of such a dead, the wind picks up. The feathers are all carried by the wind. When you look down to the remains, there are none.
>Bird of Fortune has taken the burden of misfortune in your stead.
>Lost Bird of Fortune.
>>
Sorry it took me so long, I had to research and I was on my phone so it took me along time to type l that out, then I typed too much so I had to edit it and oh I rolled a one, fantastic. Guess all that time I just spent was wasted.
>>
>>1117291
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:89(10%)
39 Foragers 0* (.5 food per)
0 Miners 0* (1 stone per)
15 Hunters 0* (.7 food per)
40 Builders 0*
5 Idle
1 Preist
Resources

Food: 31 (+30)
Stone:210[+1 per miner](+0)
Wood:20

Tech
-Stone Hammers
-Stone Pickaxes
-Bone spears

Living spaces
Caves (25 pop)

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) Hopefully everyone has learned their lessons, and will be peaceful with a new batch of spears made. Everyone's mother is a kind and beautiful person. (Make some more spears)

2.) The finder of the rock will spend the season preaching it's warmth and color.
>>
>>1117292
>>1117300
(Normally wouldn't let you decide what you find, but I'll let it slide this time, cause its gonna hurt.)
You managed to find a beehive. Nice. Now all you gotta do is take it. You gather up a branch, ready to stick it to her. But it seems the rest of the swarm are smarter than you gave them credit for. They realize something's up instantly, and come out in force where they find you. They are not happy about that. Regardless of what your intentions are, they take you as enemies, and swarm you. With no weapons to defend yourselves, the bees are guaranteed to win. The stingers impale your fairies. Its a slaughter as the bees outfly your fairies, killing one, then another, and then another. There's no point stopping to help any fairy. Its all any can do to escape. Eventually you and a few others manage to get far enough away that the bees stop pursuing. And you look around. Your numbers have plummeted. 15. That's how many have fallen. Those bees didn't play around. You had best make sure you're ready the next time you encounter them, or at least luckier.
>-15 Pop
With that disaster past, you get back to basics. Sending out a group for some materials, they are luckier than before, as it seems there are no birds out today. They manage to safely gather some grass. They try to work the grass into something, but they're a bit tired after collecting it to try.
>Acquired 20 Grass.


Summer 14
>>
Rolled 69, 52 = 121 (2d100)

>>1117371
Name
>Kolton
Race
>Driders
Current string strength: 1 (Shameful tissue paper)
Total Pop: 93
Leaders :2
Food: 20 [+17/Turn]
Hunter Caste: 27 (7 Hunters are 3*, rest are 1*)
Ambusher Caste: [20 at 1*] [Gathering deer 4/turn] (Help hunters while Idle +10 food/turn)
Builder caste: [20 at 2*] (Building Small chambers: 1.5/turn)
Laborer Caste: 20 [Content] (Building prey dens 1/2 turns)
Brood Caste: 6 (+3 pop each spring)
Location: Middle of Midos Fury
Buildings: [Small Chambers: 7], Improved Tunnel Network
Prey: 15 Deer [+2% Each spring, need "shelter"]
Religion: Tiko Moonlight God
Tech: Stone Hammers, Improved Animal Husbandry
Specialty
>Trap making, Burrowing
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established, followed by the brood caste for traitors and criminals.

Summer 14
1) Summer was here, and while working on killing things better was all well and good in the spring when the food was pretty useless it was hot now, it was time to go find something tastey. What was more the swarm had a score to settle with some giant chickens. They had taken ten of the swarms number so nothing less then double that would do in return. So Agathora and the ambushers set out to do exactly that. Under strict orders to bring one in alive. (Chicken hunting using those fancy new improved tunnel networks.)
2) Well the laborer class was well accostumed to their life now and they saw a light at the end of the tunnel however small it was for elevation. Still, the brood class needed a bit of a bump. While Agathora was engaging in blood sport, Ro'Thar set about with a few of the laborer class to see if there was any other intelligent life near their tunnels ripe for enslavement that weren't just mindless prey. All things were prey, it was just some prey spoke and that was almost amusing. (Life form scouting in mindos fury)
>>
Rolled 15, 6 = 21 (2d100)

>>1117371

Alright, well I'm satisfied with the result, I wouldn't expect less from rolling a one and not using any tools such as protection or any other specialized equipment. I would like to take a moment to speak to you about what it was I was trying to do however, because I'm thinking from your blurb there that you don't fully understand. I know that it's mostly just fluffy to give depth to rolling and math, but I feel that it's important for a GM to understand what it is I'm doing and why, because when the dice are less definitive like a 1 or a 100, and more on the fence, a GM will often act as a judge of what I'm doing and how I'm doing it, instead of just focusing on the numbers, so I just wanted to give you a little more detail as to what this process is and what it entails, not to complain in any way, but just so you have a better picture in your head as to what it is my people are actually doing.

So, first of all, let's talk about swarms. Swarms are formed when a hive is healthy and strong and it's beginning to get a little too crowded because it's such a successful hive. Young queens are born, they mate, and they fly away along with about 20% of the hive, who suck up lots of honey and fly off with her. They create what is called a swarm, they are essentially homeless bees without a hive. They will congregate on branches or walls or anywhere really. They send a few scouts out to look for a home while the majority of the bees just mindlessly gather around and cover the queen, attracted to her pheremones.

Acquiring swarms are the most common way of beekeepers to start a new hive. Swarms only care about two things: staying together with their queen and finding a good home, so they're generally more gentle than a hive of bees. They don't really have much to protect, and are sort of in a semi-hibernating state as they don't do much besides stay put and wait for a call to action.

So all you have to do is capture the queen and place her in a container, and when the swarm relocates to her, simply move the whole swarm, which is what I was trying to do, not attack and invade an already established hive.

As an example of what a swarm looks like, and how gentle they are in this state, here is a woman capturing a queen in much the same way we were trying to do, armed with only a queen box and her bare hands. She only gets stung one time by one bee even though she messes up and has to make 4 or 5 attempts:
https://youtu.be/PZ7IewvAn2k

This isn't to say that a swarm won't sting if you royally fuck up, which is clearly what my people did in that situation. I just wanted to give you a better visual and mental idea of what it is I'm trying to do ahaha.
>>
Oops, that autofilled, I didn't mean to roll with that... I'm sorry!
>>
Rolled 83, 73 = 156 (2d100)

>>1117371
Spring 14
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages, Swimming, Woven Boats, Mathmatics
Pop: 111 [+6%]
Food(3 types): 333(20p/313np) [+40/turn; +112/winter] Double Rations
Materials: Wood (96), Clay(68)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Cloaks,Hats&Boots(101); Hide Blankets(38); Pots(10); Snares(10); M. Baskets(35); Cages(10); Woven Boats(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2-1=1 Food),1 Kiln, 1 Smokehouse, 20 Daub Huts, 3 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10), 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming(7/10), Bear Hostile(2/10), Palisade(20/25)[On Hold], Wolf Totem(5/10)[Need More Skill], Tamer Training(1/2)
Assigned Labor (Only change in spring):
10 – Foragers [+9] (equipped w/10 M. Baskets)
20 - Gardeners [+28] (equipped w/20 M. Baskets)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
14 – Materials Gatherers [+18 when not building] (equipped w/10 pots) passive shelter improvement
24 – Crafters (M. Baskets) [+3]
10 - Trained Weavers [7*] (M. Baskets) [+2]
10 - Trainee Herbalists (helping forage when idle +6 Food)
5 - Trained Builders [2*] (equipped w/5 M. Baskets) passive shelter improvement [1/turn]
7 – Trained Animal Tamers [T2 1.5*] (helping forage when idle +4.2 Food) equipped w/6 Spears
1 - Goldis, One Who Sings with Wolves (helping forage when idle +0.6 Food)

>Attempt Drawing once more.
Get that guy to stop drawing lewds and start drawing things.

>Have the Tamers and Goldis attempt parley with the Bear(s) again. Take 3 Food to help pacify them. (Husbandry, Goldis, 3 Food)

Since I have Husbandry specialty, would my livestock get the 2% growth too?
I'm at least glad for the minimum growth. I was afraid that we'd need 100 animals just to get any growth at all.
>>
Oh, another thing really quickly, I had a question about the 6% population thing. Do I get that too after my first year even though I didn't have all the food I needed? If so, do I calculate that from the 96 I had after what I attempted in winter, or the 100 I had in my winter post?
>>
>>1117324
You didn't roll.

>>1117664
Yeah

>>1117685
Yes, you get your first Pop growth after your first year.
You calculate the Pop growth on the Spring turn. So if you had 100 Pop at the start of Winter, but the result of the Turn brought you down to 95, you calculate from the 95.
>>
>>1117663
weew, I was about to cry for you. hope you're real rolls go better.
Tho that's about what my first few years were like. You'd be surprised how dangerous baskets and clay can be.
>>
>>1117695
Yeah... bees swarm in the summer and spring so I'm wondering if I should try a last ditch attempt in summer and hope I roll really high or just take the hint and give up on bees for the year since I'm nowhere near where I should be on food right now.
>>
>>1117737
I'd get food. If Winter comes and you don't have enough, its gonna get bad.
>>
Ok, so I have this plan to find an anthill and hunt them (ants are a good source of protein and quite plentiful) by stirring them up and then picking them off one by one from the sky. I'm going to be researching weapons soon so that I can have an advantage to that. I have a few questions about that:

Firstly, my plan is to do some research on weapons (stone knives and spears), which as far as I understand it, does not require gathering beforehand. But if I'm trying to make enough weapons to equip a sizeable hunting squad, can I specify how many I'm trying to make, or do I just state I'm making weapons and roll?

Also, I'm assuming I need to spend an action locating an anthill before I try to hunt them, or is the hunting action all inclusive?
>>
>>1117779
Yes, stone weapons are free once you learn to make them.

>But if I'm trying to make enough weapons to equip a sizeable hunting squad, can I specify how many I'm trying to make, or do I just state I'm making weapons and roll?
If its stone weapons, you have an unlimited amount. If you make any other weapon, spears, bows, swords, etc, you state what you want to make and roll. The difference comes from upgrading weapons/equipment, where you do state how many you wanna upgrade.

>Also, I'm assuming I need to spend an action locating an anthill
Yes, if you're looking for a specific target, you need to roll for it (specific targets have higher rolls.)
You can send out general search parties, but there's no guarantee what they'll find.
>>
>>1117779
You can also passively craft anything that you already have researched. That's whatthe labor assignments are for.
Passive foraging/hunting nets you 0.5 Food/worker
Whereas successful food gathering actions can net you a big haul.
So if your specialists/warriors/leaders aren't doing anything involving an action, you can have them passively forage or build stuff/gather resources.
>>
Rolled 4, 97 = 101 (2d100)

>>1117371

Summer 14
Name: Plainstriders
Race: Plains Faeries
Location: Elbareth Plains
Population: 86 total
Classes:
Warriors: 20
Builders: 30
Gatherers: 10
Specialty: 16
Leadership: 5
Speciality: Beekeeping
Religion: The Mother (Nature god), The Father (War god/ God of conflict and strife), Brother [insert animal name here] (Believing that each animal has a god governing it).
Tech: Stone hammers, Burrowing
Buildings:
Warren 5 (each level houses 15 for a total of 75 housed)
Food: 0
Materials: 10 grass
Projects:
Warren expansion (40 builders): 1/2 completed
Grass Gathering (10 Gathererers): 0.5 per worker/turn= 5 grass per turn

Fluff: The Plainstriders are a small race of faeries that call the plains their home, ranging in size from 4 inches at their smallest to 7 inches at their tallest, they believe the first of them to have simply risen up from the dirt of the plains one day. Since that time, they have endeavored to explore their environment and learn and further their civilization. They are winged and have the natural ability to fly.

Early on in the forming of their civilization, they learned to domesticate the honeybee and have been. Doing it ever since.

Actions:
1) The devastation from the failed swarm acquisition attempt has rang through our warren as a wake up call. Things will not be easy for us, we will have to work hard if we're going to make it through the winter. The leadership discuss options and decide we are going to send out hunting parties soon, but to hunt, we'll need more than our barehands. The people get to work gathering sticks and stones and begin to try to learn how to turn them into weapons such as knives and axes.

2) Meanwhile, we have grass now, so our people are going to attempt to use the grass we have to learn how to craft objects by weaving them together.
>>
Oh dangit, I didn't see that post until I already posted, I hadn't even thought of passively foraging, that's a great tip, thank you. I guess I'll have to start doing that starting the fall. I was trying to get weapons and basket weaving together so foraging would go smoother. *sobbing*
>>
Rolled 22, 19 = 41 (2d100)

>>1117691
oh shoot, my bad!

>>1117324
>>
>>1117941
Fucking hell! these guys do not like religion or spears!
>>
>>1117910
You're people are too comfy for this cruel world. ;_;

What happened to your 20 Grass?
Basic Non-food resources like wood, clay, etc are typically 1/worker.
Food is only 0.5/worker because it's measured on a different scale.
Just retroactively say that anyone who isn't already assigned to warren expansion and grass gathering is foraging atm.
If you start foraging now and spend a few good rolls on food gathering then you ''''should'''' make it.
>>
>>1117943
I think they love spears. It's just a toxic love
>>
OOPS YOU'RE RIGHT I GOT 20 GRASS NOT TEN. Also... I'd love to retroactively forage, but I don't know if the GM will allow it.

Also, haha, what are good rolls? They don't exist in this life that loves to hate me.
>>
>>1117979
I think they might just have lewd ideas, for at least a few spears have been inserted into kobolds. Probably just not in a healthy way.
>>
>>1117992
Sorry mang, no can do on retro foraging.
>>
>>1117324
You're more picky on who gets to be near the spears this time. And to be sure no one says anything about anyone's mom, you reassure them all that their moms are nice and hot. That didn't come out the way you wanted. They all look at you in a very "What the fuck did you just say?!" kind of way. The snapping of wood is heard as there barely contained anger causes them to break the spears they've been working on. You beat a quick retreat, screaming for the Hunters to save you. A few broken spears go flying by your head, and from the grunting, not all of them made it your way, as they find purchase in the backs of some of the kobolds chasing you.
>-2 Pop
The finder of the Gem stands among the populace, preaching on what he believe it represents. His view isn't shared by others as they yell above him, telling him their own interpretation. Which is followed by another kobold's view of it. Then another, and then another. Practically everyone has a different view on it, and heated debate quickly devolves into fiery arguing. It doesn't take long before violence ensues. Punching, kicking, biting, stomping. Their different views on the Gem has led to a conflict as blood spills, and kobolds die.
The Gem grows warmer.
>-3 Pop
>>
>>1117992
Good Rolls are rare and mythological pokemen of unknown origins that have wonderous properties.
I think they only appear if you trick them with reverse psychology though.
Try "totally-not-foraging" and see if some doof magically falls in your lap.
>>
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>>1118046
>>1117440
The time for vengance has come. You honestly don't care what happens to those beneath you, but its a slap in the face when something thinks it can kill your tools and just get away with it. Your sister decides she will lead a team to go out and find these "Giant Chickens". She tells you, for their sake, she better find them, or no one else is coming home. Pfft, Giant Chickens. Following the tunnel network to the area where they claimed to encounter the chickens, they begin setting up traps. Then they wait. Which is something your sister isn't good at. So after all of 5 minutes, she sends a few hunters out as bait. It doesn't take long after that for them to come running and screaming towards the traps. And what you see... those aren't chickens. Those aren't chickens at all. Your bait barely makes it to the traps in time for the hunters to srping out and grab them. Teeth sink into flesh as the "giant chickens" are caught unaware. Surprised, and losing the element of surprise, the chickens break off. You managed to kill 2 of them. You might have gotten more, but the Hunters sprang up too soon before the bulk of the group could reach them. One of the creatures iscaught alive, for now. It put up a ferocious fight, requiring substantial force to subdue. You're no doctor, but you can tell the wounds are fatal. It won't last long.
>Acquired 1 "Giant Chicken" [Mortally Wounded]
>Giant Chicken will die on Winter 14
You scout the area in search of intelligent life. Intelligent being subjective. More workers were always nice, and workers whose will you could break were even better. Using the tunel network, you survery your surroundings for any sign of life. And you find a small clue. Well, not really small. Its a footprint. A big footprint. Whatever this belongs to will be large, and will probably put up a fight.
>>
>>1118049
>>1117664
After hearing the story of the Craftsmen and the Hunter's wife, you find the craftsmen, Bob, and tell him to stop doing whatever the hell it was he did with the Hunter's wife. Cause that ain't cool, yo. Bob says he doesn't remember what that thing was, but he won't make that mistake again... he thinks. So Bob returns to his hut, and he sits. It doesn't take long before boredom kicks in. Looking at the scenery from his hut, he thinks how beautiful it is, and how he wishes he could recreate it. He picks up a slab of unfired clay, not really sure why its in his hut, and just start carving on it what he sees. Its not exactly what he sees, but its a start. But it feels like something's missing... wait, no. He remembers now. This was the train of thought that lead him to drawing Alya nude and getting him punched so hard he forgot about. Instead, he'll store that mental image away for later, and decides to keep the clay slab as is. He finds you hard at work making sure everyone else is working, and shows you what his done. Its... you don't know what it is. You tell him it looks nice, and you'll be sure to set it up where everyone else (no one) can see it. But it gives you an idea on what to do.
>Discovered Drawing.
You want to make peace with the bear again. Its gonna take some effort, and you know it, but if you can befriend it like the wolves, it'll go a long way to helping you. Once again you find the bear stalking your traps. And once again he isn't exactly pleased with you. Goldis stands back, just observing, as last time the bear didn't seem to like her, most likely due to her wolfish aura. Again the Tamers leave food and back away, as the near approaches and takes what he wants. He looks at your Tamers for a few seconds, no roaring or posturing this time, before simply snorting and walking away, shaking his fat ass at you as he goes. Man, you hope he mellows out when you become friends, cause that bear is a bit of an asshole, even by bear standards.

>>1117901
The episode with the bees was an eye opener: you aren't ready for something like that. You need weapons, ways to defend yourselves. Using the hammers as a base, you try to create weapons. But it fails. Over and over and over again. No matter how much you try, nothing works. Stress and frustration builds until your workers just give up. Its gonna be a while before they cool off.
(Noramlly I kill people with these kinds of rolls, but I can't think how to do that with this, so take a heavy neg roll instead.)
>-30 to next Weapon roll
Taking the grass, you begin tying it into useful shapes. You can practically close your eyes, and your hands automatically do the work for you. Man you got some mad weave skills, you should work in a salon, if you knew what that was.
>Learned Weaving.

Fall 14
>>
Rolled 19, 69 = 88 (2d100)

>>1118046
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:84(10%)
39 Foragers 0* (.5 food per)
0 Miners 0* (1 stone per)
15 Hunters 0* (.7 food per)
35 Builders 0*
5 Idle
1 Preist
Resources

Food: 61 (+30)
Stone:210[+1 per miner](+0)
Wood:20

Tech
-Stone Hammers
-Stone Pickaxes
-Bone spears

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.
1.) The newly minted Preist, is going to take the true followers of the rock and tell the uppity FUCKING foragers that they will either TAKE SOME SPEARS OR GET SPEARED!

2.) The builders, if not being used in the up and coming religious turmoil will do some training so they can make more room for everyone to live in the next season.
>>
>>1118087
BRING IT!
>>
>>1118087
I shouldn't be laughing about this, but I am.
>>
>>1118116
Fucking lay it on me

MORE BLOOD FOR THE BLOOD ROCK!
>>
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5 KB PNG
Rolled 54, 80 = 134 (2d100)

>>1118058
Fall 14
Name: Plainstriders
Race: Plains Faeries
Location: Elbareth Plains
Population: 85 total
Classes:
Warriors: 24
Builders: 30
Gatherers: 10
Specialty: 16
Leadership: 5
Speciality: Beekeeping
Religion: The Mother (Nature god), The Father (War god/ God of conflict and strife), Brother [insert animal name here] (Believing that each animal has a god governing it).
Tech: Stone hammers, Burrowing, Weaving
Buildings:
Warren 5 (each level houses 15 for a total of 75 housed)
Food: 0
Materials: 30 grass
Labor:
Warren expansion (30 builders): 2/2 completed, upgrade to Warren 6 next turn Status: HALTED
Grass Gathering (10 Gathererers): 0.5 per worker/turn= 5 grass per turn Status: HALTED
Food Scavenging: 30 builders, 10 gatherers, 5 leadership: 22 food per turn.

Fluff: The Plainstriders are a small race of faeries that call the plains their home, ranging in size from 4 inches at their smallest to 7 inches at their tallest, they believe the first of them to have simply risen up from the dirt of the plains one day. Since that time, they have endeavored to explore their environment and learn and further their civilization. They are winged and have the natural ability to fly.

Early on in the forming of their civilization, they learned to domesticate the honeybee and have been doing it ever since.

Winter is coming, and we haven't a moment to lose. With the Warren now large enough to house us all, and with a good amount of grass stored, we have decided to task every man woman and child with searching for food wherever they can find it, as safely as possible.

Actions:
1) We tried our best to make weapons, but we were unsuccessful. At least we still have our hammers. The full troupe of 24 warriors each grab themselves a stone hammer and fly off with the intent of hunting down insects, small creatures, anything that's possibly edible, and then smashing it with their tiny hammers. It's time to get some food!

2) While all of this is happening, our 16 specialists will be doing something else: Learning how to weave baskets together which our workers will be able to use to hold on their backs in able to assist them in transporting more food or scavenged materials more efficiently.
>>
Rolled 42, 3 = 45 (2d100)

>>1117440
Name
>Kolton
Race
>Driders
Current string strength: 1 (Shameful tissue paper)
Total Pop: 93
Leaders :2
Food: 37 [+17/Turn]
Hunter Caste: 27 (7 Hunters are 3*, rest are 1*)
Ambusher Caste: [20 at 1*] [Gathering deer 4/turn] (Help hunters while Idle +10 food/turn)
Builder caste: [20 at 2*] (Building Small chambers: 1.5/turn)
Laborer Caste: 20 [Content] (Building prey dens 1/2 turns)
Brood Caste: 6 (+3 pop each spring)
Location: Middle of Midos Fury
Buildings: [Small Chambers: 8.5], [Prey Pen: 1], Improved Tunnel Network
Prey: 19 Deer [+2% Each spring, need "shelter"]
Religion: Tiko Moonlight God
Tech: Stone Hammers, Improved Animal Husbandry
Specialty
>Trap making, Burrowing
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established, followed by the brood caste for traitors and criminals.


Fall 14
1) Well, at least we know what we're up against now. Until we find a way to deal with these creatures we'll stay out of that area for hunting. The same thing for that large creature above. Still, Winter will be upon us soon, and the hunters have a job to do. Gathering the smaller prey to bolster some food before the winter hunt begins. (Hunting +Trap making)
2) The Ambushers have another quarry, the deer go underground in the winter and we need them for hunting bigger things later. Best to send them out now to gather up as much deer as possible to prepare for the winter hunting parties. (Deer hunting)
>>
Rolled 60, 97 = 157 (2d100)

>>1118058
Fall 14
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages, Swimming, Woven Boats, Mathmatics, Drawing
Pop: 111 [+6%]
Food(3 types): 344(1p/343np) [+34/turn; +112/winter] Double Rations
Materials: Wood (86), Clay(86)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Clothes(109); Hide Blankets(38); Pots(10); Snares(10); M. Baskets(35); Cages(10); Woven Boats(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2-1=1 Food),1 Kiln, 1 Smokehouse, 20 Daub Huts, 3 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10),Crude Bird Totem(1/10),Crude Bird Drawing, 6 Crude Clay Dolls, 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming(7/10), Bear Hostile(2/10), Palisade(20/25)[On Hold], Wolf Totem(5/10)[Need More Skill], Crude Bird Totem(1/10), Tamer Training(1/2)
Assigned Labor (Only change in spring):
10 – Foragers [+9] (equipped w/10 M. Baskets)
20 - Gardeners [+28] (equipped w/20 M. Baskets)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
14 – Materials Gatherers [+18 Clay] (equipped w/10 pots)
24 – Crafters (Straw Clothes) [+5]
10 - Trained Weavers [7*] (Straw Clothes) [+3]
10 - Trainee Herbalists (helping forage when idle +6 Food)
5 - Trained Builders [2*] (equipped w/5 M. Baskets) totem building [1/turn]
7 – Trained Animal Tamers [T2 1.5*] (helping forage when idle +4.2 Food)
1 - Goldis, One Who Sings with Wolves (helping forage when idle +0.6 Food)

>Wolf Festival 7: (Husbandry, Goldis, Tamers, 20 Food, Totems)
Once again we remember the sacrifices of those many fair folk and the white fowl who have helped us get to where we are today and give thanks for those who are still with us. The builders even produced a new totem to Memorialize the strange bird by who's grace our burdens were lifted. Bob the Artist even drew some art around the base for some reason. But this day especially belongs to the wolves, whom we met some fourteen years ago. Let us continue to strengthen our fellowship with the wolves so that together we can continue to endure into the future.

>Research Poultice again (Herbalism, Mathematics, Drawing)
As the herbalist continued smashing leaves with a hammer, he noticed Bob sitting across with tile and stick, stealing glances. Finally, frustrated by his failures he snapped, "What are you doing over there? It's bothering me!" and snatched the tile away. On the tile was a sketch of a man smashing leaves with a hammer, "Are you mocki-hey, wait..I see, my angle was way off. With this drawing I can finally see the flaws in my technique. Thank you Bob! And Merry Wolfmas!" He said as he ran out of the hut to share his idea with the others.
>>
>>1118226
Also how much did that 73+ improve my Bear Relations?
>>
Rolled 1, 49 = 50 (2d100)

>>1116494
>Sylvali - Dryads
>Celenon Forest
>Specialty: Grown weapons/Structures
>Tri-god Religion
>Structures:
3nests!(5pop each
Thorn Barrier
Seedling Garden!
>Population:83

Action 1:
Devote half the ablebodied populace to produce suitable, well built nests for the rest of them. May resort to simply growing the frame of the nests and insulating it.

>Action 2: Research into botany care, so that future parasitic outbreaks are prevented.
>>
>>1118333
JUST
FUCKING


btw, did we gain any insight into future insulation after discovering the evergreen plants?
>>
>>1118087
The Foragers don't take that well. Confident in their numbers, they stand up against the Priest and his followers. Its a few tense moments, no one makes a move or sound, till the words that spark the battle are heard. "Your father was a hamster, and your mother smelled of elderberries!" To this do, no one knows who said that, or even which side they were one. But that matters little, for following those words, the blood began to flow. The Priests men, armed with the few spears around, fought with furious anger, tearing into the Foragers. The Foragers, though weaker and unarmed, made up for this with numbers. The battle was short, but bloody, only stopping when the leader and some unaffiliated kobolds manage to subdue everyone. 6 bodies litter the floor, and many more are injured, most of them Foragers. The Priest looks pleased.
The Gem grows warmer.
>-6 Pop
>Factions begin to grow among your people.
While all those other fools are killing each other over some rock, your builders know what's important: not freezing in Winter. Wanting to improve their skills, the builders go over how to dig without killing themselves. They are simple people, and so come up with a simple answer: Dig better.
>35 Builders are now 1*

>>1118139
You're short Food. A lot of Food. Mostly because you have 0 Food. That's a problem that you plan to fix. Gathering up your warriors and their tiny little hammers, you go out on the hunt. Insects and small animals will soon learn to fear you! On the hunt, you manage to find some grasshoppers. A grand duel that shall be remembered for all time ensues. It is a hard fought battle, but ultimately you are victous, as the goo of your enemies coat you and your tiny little hammers. Truly a fearsome foe if there ever was one. Aside from the bees. But bees don't count, cause seriously, bees.
>Acquire 20 Food
You weave that grass like it ain't no one's business. They quickly start taking shape, forming baskets to hold stuff in. Awww yeah, just think of all the mad loot you're gonna put in these baskets.
>Discovered Baskets
>EVENT: 5
Your homes are made from abandoned rabbit holes. But who's to say that someone else wouldn't be interested in free, prebuilt homes? Or that the original owners were permanently gone? Your day is interupted as some fairies come rushing to see you. They say 2 of the burrows have been occupied by rabbits. Whether its the original owner or not, it doesn't matter. You currently have no way to force the rabbit to leave. All you can do is abandon those burrows.
>Warren reduced to Warren [3].
>>
>>1118428
>>1118145
Your Hunters must still be startled from the events with the giant chickens, which you really need to rename as that is very misleading, as their hunting trips comes back with meager results.
>Acquire 5 Food.
Your Ambushers crawl below the surface, feeling for any signs of prey, when they feel the vibrations of movement above. They stop, and begin to prepare to grab whatever is above them. Feeling the movement stop above them, they strike and pull down a big cat. Which probably wouldn't be a problem, if it weren't for the several other big cats above. They quickly descend into the tunnels with your Ambushers, and rip into them. They aren't trained for this. The cats make short work of half your ambushers, killing several of them, and only stopping when they feel they have enough to eat from your fallen. Meow.
>-10 Pop

>>1118226
The festival is... its ok. Its nothing great or fancy. Certainly could be better. But its not bad either. You have many things to celebrate this year. First, though, you remember the Bird. You don't know what it saved you from, and you pray you never will, but you are nonetheless thankful for it, and in gratitude, build a totem in remembrance of it. Ben keeps a close eye on Bob, as he goes around drawing what you hope isn't something that's going to get him beat up again. But most importantly, its for the Wolves. May your friendship last as long as you both do.
>-20 Food
>Built Bird Totem (1/10)
>Bob acquired a black eye for looking at Goldis' backside for too long.
For once Bob's drawing come in handy, as the man making the poultices sees his error in Bob's drawings, greatly improving his work. Of course he reminds Bob if he ever catches him looking at his daughter like he tends to do, he want be seeing nothing ever again.
>You can now make Poultices!

>>1118333
Its raining men! Hallelujah! Wait, that's your people falling out of the trees. That's totally not good. People run for cover, trying to not have someone fall on top of them. It's a horrid display, until eventually the last one hits the ground. You don't know why they all started falling, but everyone is starting to think twice about living in trees.
>-15 Pop
>Your people are on the verge of developing Acrophobia.
The unbfortunate situation of sending the infected out shouldn't be repeated. You need to learn how to take care of these problems in a way that doesn't send the sick off to die. You ressearch how to take care of plants, so infestations can be prevented in the future. You don't accomplish it, but you make your first step.
>Botany [1/2]


Winter 14

And with that, its a night. Will be back to working tomorrow, so doubtful I'll run then.
>>
>>1118301
It brought it up to Hostile [6/10]
Knew I forgot something there.

>>1118355
It was enough that it will help you learn/use it in the future, but not enough that you've Learned it.
>>
Rolled 41, 24 = 65 (2d100)

>>1118428
Name: Big Mouth
Race: Kobold
Location: Goblin forest (Next to the river)
Specialty: Digging and living in cramped dirty places.
Population:78(10%)
33 Foragers 0* (.5 food per)
0 Miners 0* (1 stone per)
15 Hunters 0* (.7 food per)
35 Builders 1*
5 Idle
1 Preist
Resources

Food: 91 (+27)
Stone:210[+1 per miner](+0)
Wood:20

Buildings
Caves (25 pop)

Tech
-Stone Hammers
-Stone Pickaxes
-Bone spears

Fluff: The kobolds, being a weak race, rarely spend a lot of time in open spaces, much preferring caves and forests because there are plenty of places to hide. While migrating away from the deeper parts of the forest, a few groups of koblolds took up living in caves near the river, but have been too scared to go too far from the comforting trees.

1.) The Priest, having solidified his position with the military might granted by the holy stone, shall only allow his followers to reproduce, if some people want to convert, they may reproduce.
Using the warmth of the stone, the priest shall sleep outside this winter.

2.) The builders are going to put some fucking hustle in on the caves. At least some people need to stay warm.
>>
>>1118475
I counted up my rolls, and only 1 of the last 12 rolls I had, were over 50. Jesus Christ.
>>
>>1118448
And what about wolf relations? Since that's kinda been the whole point of the festival really. Just fluff for a taming action. Surely it bumped up a point or two.
The totem was a passive build, conveniently timed to add to the fluff.
>>
>>1118501
8/10
Sorry, keep forgetting shit.
>>
File: 1363914783380.jpg (56 KB, 400x400)
56 KB
56 KB JPG
>>1118478
iktf
It gets better tho. maybe
at least you have plenty of food.
>>
>>1118478
Look at the brightside, you got a neat Gem that does a thing.
>>
>>1118508
Yeah, but I wish they would take some fucking spears so I didn't need to have as many foragers. I won't need as much food if half my people die though.

>>1118513
Maaaaaaaan all that gem did was make a kobold turn into a raving prophet and cause the deaths of a third of my people!

Low key wishing it turns out good though.
>>
>>1118516
>I won't need as much food if half my people die though.
Positive thinking.
>>
>>1118506
that's cool. Just giving you you're daily memory challenge.

Have fun at wageslavery.
>>
>>1118529
*your
I don't know why I'm getting those confused today. most people make typos with less letters not more.
>>
Rolled 12, 82 = 94 (2d100)

>>1118433
>Sylvali - Dryads
>Celenon Forest
>Tri-god Religion
>Specialty: Grown weapons/Structures
>Structures:
3 nests (5pop each)
Thorn Barrier
Seedling Garden

>Population :68
(Wasn't this actually supposed to bemore, with the garden?)

>Action 1: GET THE NESTS DOWN and start upgrading all structures with grown and gathered supplies

>Action 2:
Research into possible plants to help make structures, strengthen existing structures, and pest repellants.
>>
>>1118575
Your Pop should be 72.
Seed Garden gives 1% extra each spring, so you should be adding 5% to your pop each Spring.
>>
>>1118605
>>1118605
Thank you, I knew I was forgetting something.
>>
Rolled 14, 85 = 99 (2d100)

>>1118433
Name
>Kolton
Race
>Driders
Current string strength: 1 (Shameful tissue paper)
Total Pop: 83
Leaders :2
Food: 59 [+17/Turn]
Hunter Caste: 27 (7 Hunters are 3*, rest are 1*)
Ambusher Caste: [10 at 1*] [Gathering deer 2/turn] (Help hunters while Idle +5 food/turn)
Builder caste: [20 at 2*] (Building Small chambers: 1.5/turn)
Laborer Caste: 20 [Content] (Building prey dens 1/2 turns)
Brood Caste: 6 (+3 pop each spring)
Location: Middle of Midos Fury
Buildings: [Small Chambers: 8.5], [Prey Pen: 1], Improved Tunnel Network
Prey: 21 Deer [+2% Each spring, need "shelter"]
Religion: Tiko Moonlight God
Tech: Stone Hammers, Improved Animal Husbandry
Specialty
>Trap making, Burrowing
Fluff
Born from the God Tiko's curiosity of giving a human the ability to climb and weave like spiders. The first generations were small, but grew larger feeding off other creatures, and nesting their young inside. The current generation are the size of large horses and it seems for now Tiko is content to keep them that size. After several years of infighting finally leadership of the people has come about in the form of an ambitious brother sister team, and they look to expand their weave to the rest of the forest. Within a short while, the labor caste has been established, followed by the brood caste for traitors and criminals.


Winter 14
1) Cats, giant bird creatures, and an even bigger creature looming somewhere in the darkness. All of this just wasn't going to stand. Come Spring it was time to clean house, WERE were Tiko's chosen and by the god above we were going to show these creatures what's what. We ate prey were weren't prey. For now however, we wait until spring, planning and plotting. Hit the big sleeping creatures fat for winter first. (Hunting +Trap making)
2) Those hammers we have while useful for the random bang about, weren't going to cut it. The prey we dragged down was going to die soon but that didn't mean we couldn't learn how to hunt their ilk better faster and deadlier. Our fangs were sharp and ready and that creature had claws that could hold things in place, so, learn from it. (Research hooked weapons)
>>
Rolled 58, 24 = 82 (2d100)

>>1118433
Winter 14
Name: Iktomi
Religion: Tanka
Race: Wood Elves
Specialty: Herbalism, Husbandry, Dances with Wolves
Tech: Stone Hammers, Flint-knapping, Fire, Tiled Roof Huts(5cap/each), S/M Baskets, S/M Fishtraps, Spears, Cordage, Bows, Straw Clothing, Hide Blankets, Sun-Dried Food(+10/turn), Smoked Food (+20/turn), Snares, Pottery, Kilns, Cages, Swimming, Woven Boats, Mathematics, Drawing, Poultice
Pop: 111 [+6%]
Food(3 types): 495(122p/373np) [+39/turn; +112/winter] Double Rations
Materials: Wood (86), Clay(41)
Tools: Stone Hammers/Axes/Knives(plenty); S. Fishtraps(12); M. Fishtraps(39); Spears(6); Bows (10); Straw Clothes(117); Hide Blankets(38); Pots(10); Snares(10); M. Baskets(35); Cages(10); Woven Boats(10)
Assets: 2 Blueberry Patch (+20 Food), Fishtraps(+14 Food), Snares(+2-1=1 Food),1 Kiln, 1 Smokehouse, 17 Daub Huts, 6 TRH, Wolf Pack (Friends), Palisade (80% complete), Decent Wolf Totem(5/10),Crude Bird Totem(1/10), 6 Crude Clay Dolls, 10 Green Herbs, 5 Red Herbs(Vulnerary)
WIP: Wolf Taming(8/10), Bear Hostile(6/10), Palisade(20/25)[On Hold], Wolf Totem(5/10), Crude Bird Totem(2/10), Tamer Training(1/2)
Assigned Labor (Only change in spring):
10 – Foragers [+9] (equipped w/10 M. Baskets)
20 - Gardeners [+28] (equipped w/20 M. Baskets)
10 – Hunters [2*] [+10] (equipped w/10 Bows)
14 – Materials Gatherers [+18 Wood] (equipped w/10 pots) shelter upgrades
24 – Crafters (Straw Clothes) [+5]
10 - Trained Weavers [7*] (Straw Clothes) [+3]
10 - Trainee Herbalists (helping forage when idle +6 Food) Training
5 - Trained Builders [2*] (equipped w/5 M. Baskets) shelter upgrades[1/turn]
7 – Trained Animal Tamers [T2 1.5*] (helping forage when idle +4.2 Food)
1 - Goldis, One Who Sings with Wolves (helping forage when idle +0.6 Food)

>Herbalist Training (Herbalism, Poultice, Drawing)
With their new knowledge of making red herb poultices, the herbalists draw and discuss ideas for improving their techniques and different applications of herbs.

>Attempt to make another venture to not-Fangorn the ???Woods. If possible try to collect a sample of dirt or a fallen branch or something for examination.

What sort of bonus does Drawing provide me anyway?
>>
>>1118428
OK, my first event! So, a few questions here. I see we got downgraded to Warren 3, is that from Warren 5? I think we were gunna change to Warren 6 this turn so I'm just checking as to whether I'm going to upgrade to Warren 4 or not. Secondly, what does event 5 mean, is it a markation of difficulty or amount of steps I need to successfully complete in order to solve the event? Also, the event mentioned a singular rabbit at one point, then used the plural, so is it just one rabbit or more?

Ugh, I'm torn because I think having a breeding pair of rabbits in our warrens would be fantastic, we could cull the young bunnies before they become full grown rabbits and get all sorts of things. We could make use of everything from the bones to the meat to the fur. But I'm concerned about trying to domesticate or even to just coexist with the rabbits might be bad if they begin wrecking our tunnels and wrecking us. On the one hand they're powerful burrowers, would make great mounts, and could haul a lot of we got a wagon on them, but... I just know I'm going to roll 1s and end up with 5 shell shocked pop... So maybe I should just kill it and be done with it.
>>
>>1120520
> I see we got downgraded to Warren 3, is that from Warren 5?
Yes. The numbers represent how big it is/ how much space you have. You did have space for 75 (5), but since the rabbits took over two sections, your Warren is down to housing 45 (3).

It was a typo, multiple rabbits have moved into some of the burrows that made up your Warren.

If you do try the domestication route, just keep in mind it takes a while. Just ask Iktomi. Domestication, no matter how good your roll is, isn't a 1 turn thing.

>>1118878
On its own, nothing. But if applied and you begin developing artwork your people can be proud of (lewds don't count, Bob), it creates a Happiness bonus which boosts productivity and Pop growth.
>>
Rolled 28, 70 = 98 (2d100)

>>1118433
Mapica Tribe
>Race
Goat People, more 'feral' than a regular satyr
>Location
Dust Ridges
>Religion if applicable
Polytheist Star (and Earth) Worshippers
>Specialty
Collectivization.
>Population
67
>Tools/Resources/Whatever
Blue Flower
Stone Hammers
17/20 People's Palace
3 *1 farms
>Population Management
45 Farmer-Gatherers (37 food per turn)
22 Labourers-Builders *1 (1/5 palace piece per turn)
>Action 1
Train our farmers on mill usage
>Action 2
Train our labourers on clay working
>>
>>1121593
>it creates a Happiness bonus which boosts productivity and Pop growth
You think I did this as a muthafuggin arts&crafts project!?

How about drawings of plants, animals, buildings, tools etc.
As I tried to illustrate in the poultice event, drawing is a very potent tool in its own right.
Drawing allows you to visualize what you're trying to do before you actually do it. Thus adding a design stage can greatly improve any project. Builders can draw a house so that everyone can visualize what they're building.
Hunters and Tamers can draw animals to examine their physiology, habitat and behavior. Herbalists can draw plants and tools/techniques of the trade. Warriors can draw battle plans and weapons. Crafters can draw their products so they have a visual reference for quality control. Inventors can draw whatever their invention is to better visualize its form and function and make adjustments before building a bunch of failed prototypes.
And when they're not actively making drawings as part of the production process, they can study old drawings and make new ones as part of the training process.

To understand how useful drawing is, just imagine trying to build a specific thing with legos from memory versus looking at a picture of the finished product. In many cases such as this, a drawing is even better than a written description.
"A picture says a thousand words."

It acts as a springboard for cartography.
Making simplified drawings leads to pictograms, the first written language.
If you add writing and math to a drawing it becomes a diagram or blueprint.

Drawing is about much more than making pretty pictures to improve morale.
Drawing is literally the father of accumulated knowledge. Writing merely provides commentary in comparison.
>>
Rolled 44, 82 = 126 (2d100)

>>1118428

Winter 14
Name: Plainstriders
Race: Plains Faeries
Location: Elbareth Plains
Population: 85 total
Classes:
Warriors: 24
Builders: 30
Gatherers: 10
Unassigned (decided to stop calling them specialists): 11
Weavers: 5
Leadership: 5
Speciality: Beekeeping
Religion: The Mother (Nature god), The Father (War god/ God of conflict and strife), Brother [insert animal name here] (Believing that each animal has a god governing it).
Tech: Stone hammers, Burrowing, Weaving, Baskets
Buildings:
Warren 4 (each level houses 15 for a total of 60 housed)
Food: 42
Materials: 30 grass
Labor:
Weaving back baskets: 5 Weavers (5 baskets per turn)
Food Scavenging: 30 builders, 10 gatherers, 5 leadership: 22 food per turn.

Fluff: The Plainstriders are a small race of faeries that call the plains their home, ranging in size from 4 inches at their smallest to 7 inches at their tallest, they believe the first of them to have simply risen up from the dirt of the plains one day. Since that time, they have endeavored to explore their environment and learn and further their civilization. They are winged and have the natural ability to fly.

Early on in the forming of their civilization, they learned to domesticate the honeybee and have been doing it ever since.

An emergency council is called at once of the five leadership which are left alive after this year's bee massacre. This sort of disaster right before winter was a terrible situation, one that they did not need with a dangerous food shortage. Eventually the panicked voices settled down, and there really were just two opposing views being shouted over and over. The first was that these rabbits were a clear gift from The Mother and one that should be honored and treated with great respect. The other view was that this was a challenge sent to them from The Father, one that they should react swiftly to with deadly force and bravery so as to not disappoint him. Eventually they decide that they could always find other rabbits later to domesticate, but that these rabbits specifically were not welcome and would need to be driven out. However, such an event would not be happening now as they needed to buckle down to gather for winter, and they would need to prepare if they wanted to attack the rabbits anyway.

Actions:
1) We have to make one last push for food! The full troupe of 24 warriors each grab themselves a stone hammer and fly off with the intent of hunting down insects, small creatures, anything that's possibly edible, and then smashing it with their tiny hammers. It's time to get some food!

2) Meanwhile, those 11 faeries who are left to guard the warren while everyone else is away are given a very special task to focus on while everyone is away: To continue to try and develop stone weapons. -30 to this roll, let's just get it out of the way.
>>
>>1122062
>"A picture says a thousand words."
speaking of which

Do you really think they just did this for the lulz?
>>
File: 10498214091.png (1.48 MB, 1028x772)
1.48 MB
1.48 MB PNG
>>1122120
fixed.
>>
>>1122170
This definitely looks more plausible.
>>
>>1122170
>>1122199
lol, nice meme you guize.
I guess I asked for that one.

>implying they couldn't do both.
>>
Hate to say it, but I think I'm done. Sorry to those playing, but I'm gonna stop running, just not feeling it anymore. Fun while it lasted, and I appreciate you guys for playing. Figured the least I could do is at least let you know it was over instead of just not showing up again.

...Bang.
>>
>>1130399
Alright man, thanks for running!
>>
>>1130399
aw c'mon, it was just getting good. Perhaps you just need a hiatus.
I'll archive it in case you change your mind.

Anyway, it was a really good first run. A lot more challenging and fun than any others I've played.

Could you at least tell me what the ??? Woods are?
>>
>>1130730
Sort of a Lich. Ancient wizard wanting to live forever fused his soul with the roots of the trees in that area. Using the forest as an extension of himself, he drained the life of everything living thing in the area, and continues to do so. The unnatural nature of it creates an aura of dread into anything and everything approaching. Overcoming the dread aura was just a process of repeatedly approaching the woods, and slowly overcoming the natural fear it inspired. Once you could actually manage to stay somewhat sane and enter the forest was then a race between you finding the Lich's lair and slaying him, and staying too long in the forest at one time and having the life force slowly drained from you.
Killing him would've granted the killer either Life or Unlife Magic, depending on a choice of whether they wanted to live, or to help others live.

The Blue Flower was intended to be eaten and would grant the one who ate it the ability to speak with Earth.

The Red Gem was actually emotion based, not blood. The last people who had it were so engrossed by it, they killed each other over it. The feelings of hate and anger filled it, turning it red. It changes colors based on the prominent emotions it was fed, and enhances those moods.
>>
>>1130860
Well then, I guess that makes sense why everyone got pissed.
>>
>>1130904
I think I was too obtuse with some of the events some people got, but I didn't wanna say "Hey, this thing does this.", I wanted you to play around and learn yourself, for better or worse.
>>
>>1130919
I had no problem with it, I was fine worshiping and killing people for it.
>>
>>1130860
Ooo, pretty spooky stuff.
I felt that it was an appropriate level of obtuseness considering how high the difficulty curve for everything else was.
>>
Wow, all that stuff sounds really cool! I'm sad I got into this so late. I hope you run a game again sometime, this is the first time I've been on 4 chan of you couldn't tell, Markus invited me to join this game. I had no idea there were such fun games like this being held. Thank you for the fun and the creativity that you put into this game! See you around friend.
>>
hmm, actually we could always try to get this quest adopted I suppose. Or one of us could take the reins.
>>
>>1130986
>>1132041
>>1122170
>>1118762
>>1118613
If any of you are still here, would you be interested in continuing with new management?
>>
>>1133215
I'm down
>>
>>1133689
cool, I'll wait to see if I get anymore replies tonight, then try to start tomorrow ~18:00CST
>>
>>1133215
sure
>>
>>1106119
running a little late, should be up for in fifteen.
>>
Rolled 46, 70, 40, 28, 27, 62 = 273 (6d100)

Winter Rolls
Will post results in new thread.

>>1118475

>>1118575

>>1118762

>>1118878

>>1122027

>>1122063
>>
>>1137589
Sounds good
>>
New Tread, give me a bit to 'write' tho.
>>1137643




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