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/qst/ - Quests


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I tried to run this a bit ago and some stuff popped up, so let's go ahead and give it another try now that I'm gonna be free for a while!

The World has been swallowed by Atomic Fire. 500 years ago the generations far before your own suffered a catastrophe the likes of which had the world shaking to its very core, and flung mankind into a new dark age that has lasted long enough to let the remnants of humanity build their own cultures and civilizations just as changed as the world around them.

You are a smaller tribe, one that had once been settled around much larger competitors that disrupted your way of life so severely that you had been kicked from your homelands to settle near the area that mankind had feared for generations. The Crater. It's the initial blast zone of the atomic bomb that ravaged your region, and for centuries it has been a taboo land that not even the greatest of empires has dared to draw near for its stories of killing whole armies overnight, and murdering great men with invisible fire that can burn a man from the inside out.

That was generations ago however, and now it seems that after the land has had time to calm, and the radiation has managed to dissipate, you are some of the first outsiders to realize that The Crater is no longer a danger to mankind. Will you use your new position to build an empire that can bring the people of the wastes under your heel, or fail, ground into dust like many great tribes before you?

Rules of play:
>Every Tribe needs at least one player.
>Every turn is a week in-game. Some things such as population growth may not reflect this for the sake of game mechanics.
>You need a name.
>Every turn you get two special actions, those may either be discovering a new technology, or developing a new cultural trait.
>You are allowed to have many normal actions such as building, scouting, combat, diplomacy, or most physical things and their success will depend on things such as available tech, and amount of population assigned to performing that action.

We also have a discord you can join for discussing things about the game: https://discord.gg/YaxHDpA
The Discord isn't required unless you go to war with other players.

Now let me take a moment to introduce all the tribes.
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>>1665938
The high Kings are a tribe that were once dominant in The East.

They were a kingdom that ruled from generation to generation under the divine right of the animal gods that their royal family descended from that they believe at one time the people of pre-bomb society worshiped just as they do. The currently standing royal family is thought to have descended directly from The Rat God, a divine creature of power and rule, but at one time was overtaken by a union of three other divine families descended from The Mallard, The Wolf, and The Bear.

Now The High Kings have been thrown from their territory, forced to flee over The Grand Mountains to find their home in what was once a trailer park in the old world, now occupied by this monarchistic tribe, and ready to rise again so their leaders may once again be worthy of the title King.
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>>1665942
The Forest Men are a culture from The West.

At one time they were a minor tribe that believed in the rigidity of a caste based on the classification of their descendants in the form of ancient dog tags that remain in the possession of the heads of many families. They were a warrior-like clan, and determine who had the right to rule based on one on one combat between members of similar classes. Other clans around them, though not sharing the rigidity and order of The Forest Men's caste system, were great in numbers and savagery, and pushed the smaller tribe out of The West under threat of death.

They now reside within a pre-bomb set of fishing cabins where they've discovered the art of spear fishing and adapted quite well to the circumstances. They do however fear the return of demons from The Forest to their south, passed raids from evil creatures at night have convinced The Clan that the gate to hell must be within the woods, and its beasts spill into the mortal world from time to time to assault the living.
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>>1665944
The Abbey Dwellers are a clan from The South.

They had been the likes of sea dwellers once, riding on a fabled grand ship that carried them from one sea to another in a constant drift, but at a time had taken on so much wear and tear that they were forced to abandon it once it collided against the shores of this region. It saddened them to leave their home, but as it was found, the land they had crashed into was wholly barren, and the plagued with invading savages from the north, and odd demonic creatures from The West. They were forced to migrate from the shoreline where they finally came to find home at a brick abbey that had laid abandon for centuries before their arrival.

This is where they found the works of the bible, and adopted its teachings as explanations for the ill fates that they had experienced through their journeys. They now live by the concept that god was struck down by the atomic fire that devoured the world, but just as mankind arose again, so did he, though changed to reflect the world he had created.

---

We shall start once every clan has one player, and had turned in their actions.
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>>1665947
Culture: as believers of one creator God children of abbey have faith in their creator and in the fact that he would create a logical consistent universe which can be understood and explained. Curiosity and desire to learn about God's creation rises within children of abbey.
Perhaps one day they will find out who these demons are and why their body spreads radiation.
Tech: construction tools
Action: forage for plants we can grow
Action: find a source of stone
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>>1665960
Tree seeds count too. btw
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>>1665944
Culture: The Strong survive, but the Strong have a duty to shoulder the burdens of the weak. Introduce the idea of responsibility of the most powerful.
Tech: Lumberjacking, axes etc.
Action: 20 people set to gather hard, smooth stones from the river
Action 20 people fishing with the spears.
Action: 10 People collecting drop wood from the forest edge.
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>>1665960
I'll add this
Action: try to find if there are fish in the lake
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>>1665942
>>1665942
>>1665942
Research: alcohol
Action: hunt for animals
Culture: sex positive culture
Action: expand corn fields
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>>1665944
I agree with this line of actions >>1665968
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>>1665960

The Children of The Abbey spend their time looking for more resources around their area, and thinking over their place in God's world. A few of The Abbey's members decide that if the world is God's creation, then it's only just that they do their best to understand it to its fullest, for The Lord would surely be pleased with his followers appreciating his work.

As it turns out, the land itself is quite barren, long stretches of dirt that lead on to no plant yields in the local area, all save for the likes of another lake plant that they find growing at the far end of The Lake. It's Reeds, the watery grass weeds taking a firm root in the lake's mud. Within the reed bushes they find no fish, but instead they find turtles which have shells decorating their backs that have long, sharp plates jutting out into the open air to ward off would be attackers.

It seems however that The Turtles won't be able to ward off The Dwellers, for they've also developed The Hammer and Chisel out of smooth stones they find in The Lake Bed. The stones themselves certainly aren't large enough to be made into fine construction blocks, but by all means they're large enough to make tools out of. The Hammers beat down turtles when The dwellers see them, increasing food yield through the new meat.
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>>1665968

The Forest Men waste no time in finding out that it's the responsibility of The Strong to support The Weak. In that, they bring themselves to collecting wood from The Dead Forest to stockpile it in camp.

They invent axes to assist in chopping down the long dead trees, finding small rocks in The River that are perfect for grinding down into sharpened edges and turning into tools. As they gain more access to these small stones they're soon enough using them to point the end of their spears as well, creating a much finer killing tool than the likes of the sharpened sticks they were once planning to ward demons off with.

Some of the elders have started telling stories to the children about demons, telling them that they come in and steal bad children from their beds as they sleep. This is mainly all stories to try and get the young ones to behave, though these old stories of large creatures with bright red skin are considered quite real to the younger generations, as many of them have never seen a hell beast in their lives, as opposed to The Elders who claim they have.
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>>1665973

The High Kings all celebrate a new set of values that now lay attributed to The Rat God, those of sexual expression and a removal of bodily taboos. The ideas of nudity are further established as a valued life choice, and restraining others from laying wit who they wish is considered a wrong-doing.

The corn Fields are too expanded to meet the growing demand for corn mash, as The Kings soon enough discover the process of fermentation to turn their crops into alcohol. As a result of this discovery Moonshine is produced, and an overall increase in health is made due to the fact that alcohol is much cleaner than lake water, especially so close to The Glowing Crater.

A group of hunters send themselves out in search of animals to hunt with their stone knives, but soon enough return back to camp with stories of lands barren and dry as any other land in The Wastes. Only along with this, they tell of creatures that are large and four legged, supposedly standing at around six feet tall and growing horns from the top of their heads that point out in odd, sometimes random directions. They tell that they inhabited the flatlands near The Crater, but they were far too large to kill with knives without suffering a skewering of their own.

Some of the clan believe these may be the unicorns told about in the stories of old-world fairy tales. It could be evidence for the old world's magic still being existent.
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>>1666035
Anchor.
Reply turn to this post.
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>>1666037
Tech: Try to learn how to construct more Cabins
Culture: Elders should tell practical stories to give real advice. We can't be afraid of the Demons.
Action: 25 people dig a series of holes next to The Forest to trap anything that falls in them.
Action: Train 5 Scouts. They are to search places and remain unseen.
Action: 17 people to keep fishing for food.
Action: 7 people to try and find other edible looking plants.
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>>1666042
Supporting
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>>1666037
Tech: construction
Tech: mortar from mud and clay
Action: expand reed and float grape "fields"
Action: try planting some reeds on land, perhaps over time they will turn into some sort form of grass
Action: scout training which includes honing their senses and improving speed
Action: look for trees if scouts find them they are to return with as many tree seeds or saplings they can carry
Action: begin the domestication of the turtles for meat and eggs, feed the turtles with reeds
Action: begin building a house and a school use reeds for the roofs
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>>1666035
Tech: irrigation
Tech: cooking ( bread )
Action: fish
Action: train in knife combat
Action: sex
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>>1666091
>>1666037
>>
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>>1666042

The Forest Men start to put their knowledge in wood working to use and imitate the fishing cabins that are already settled around their home. They manage to imitate one just fine, using their wood stockpile in the process.

The Elders are told to tell the children stories about much more practical things, such as family histories, their many victories of demon kind, and what the world was like before their migration from The West. The Children of course retain this information quite well, ensuring that the lessons learned by your people remain with them for generations to come.

Holes are dug along The Tree-Line to see if anything will fall in. At the moment nothing ha managed to stumble into them yet, but hopes are high that they'll manage to catch a demon sometime soon. Some of the elders ponder over rather it's because legends say demons can see in the dark, so they must be able to see the holes at night.

A party of scouts move themselves around the area in search of edible plants, and in their search they manage to find off clumps of berries that seem to grow from moss-like growths along the roots of dead trees in The Forest. They take some back to camp and determine that they can be grown on water and wood mulch. They are incredibly sour tasting though.

Your local area has been scouted for food products and resources. For scouting outside of The Local Map a direction or area will need to be specified.
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>>1666062

The Abbey Dwellers start putting time into studying fields of construction and architecture, determining practical ways to create new buildings by their own designs. Along with this they invent clay mortar to better hold together their small stones and form up cobble walls out of them.

The Farmers take a section of Float Grape and attempt to let it germinate in the waters, and with some effort they've successfully split it into another vine. They now have two proud Float Grape plants pumping out fruit for The Abbey.

Turtles are taken and put in mortar and cobble rings to keep them tamed inside, and extra reed crops are grown to feed them daily. The Reeds simply don't seem to take out of the lake mud though, the land you stand under has been put under much ruination just like every other bit of the wasteland. Attempts to re-introduce general plant life are going to be feats of agricultural mastery all on their own. However the introduction of Turtle Eggs into The Abbey Diet is a good source of food income all the same.

The Scouts seek out tree life in the local area but seem to come up with no leads. It's been more so determined that the local landscape isn't supporting wood life. To find wood products you'll likely need to head away from the immediate Abbey lands. You'll need to give your scouts a direction or a specific location to scout in to go off-site.
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>>1666139
Oh, and they construct one cobble home just fine, though the schoolhouse is moderately bigger and wont be completed until the end of next week.
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>>1666091

The Kings develop the art of irrigation, allowing them to make corn rows that expand farther out away from the lake's shore. They've tested this concept by planting even more corn rows, and had an even higher increase in demand for corn as they've recently discovered that cornmeal can be pounded into a dough and baked into a fine bread. The increased food diversity supports a higher population growth.

They also host a general sex festival under order of The Queen, and while the general mood of the camp increases, the population does not. Population growth is based on the general health of the population, and the availability of food. Ordering your population to have sex will not increase the standard growth rate, as you will only keep the amount of population you can maintain through health and food supply.

The Kings do attempt fishing after a few routines practicing knife combat, but as it's turning out, knives are not practical fishing implements, and the elusive eel-like fish that inhabit the lake closest to you are not easily stabbed.

As OP though, I do request more detail in your turn submissions, the less information I have, the less accurate I can represent your turns.
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>>1666153
Anchor.
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>>1666156
Tech:Javelins. We must strike the demons down before they close, if the Elders are to be believed.
Tech: cooking. We must make the best of what we have, so that means making our stocks last longer
Action:10 people begin preparing disguises for the holes, to be put on after...
Action: 20 people are to move through the woods, driving wild animals towards the pits, causing them to fall, using 10 spears and the axes. Any lairs are to be checked for young once the adults are gone, for rearing/taming.
Action:10 people are to scout the forest properly, mapping easy paths, animal tracks, small water sources etc.
Action: 10 people go spear fishing
Action: 4 people gather wood. No cutting down yet.
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>>1666156
Action: Send a few second born out into the wilderness to scout out new serfs.
Action: Build a small fence encompassing the eastern farmlands to keep animals out.
Research: Axes, for chopping wood.
Research: Fantasmic alphabet.
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>>1666156
Action: more grape and especially reed farms
Research: cooking bread
By drying reed roots and grinding them they make flour which can be used to make bread.
Action: more turtle circles
Action: 3 citizens are now permanent cooks. They make new meals occasionally. This week they came up with pancakes out of read root flour and turtle eggs served with mashed grapes.
Research: Mega fertilizer
Abbey citizens mix ashes, turtle manure, chopped up reeds, water and let it ferment a bit to make a fertilizer which they spill into water, careful not to overdose and kill their plants.
Action: since plants seem to grow well in lake mud. Abbey citizens pick a small plot of land behind the abbey and add some lake mud and fertilizer to it. Then till the whole thing, next week we will grow some reeds.
Action: stealth training for future tech retrieval
Hiding, silent movement, holding breath for a long time and being able to stay in a single pose for a long time without moving.
Action: make compacted dried reed fuel balls. Useful not only as a toy for children, but as a source of heat useful for cooking and staying warm.
Research: reed fibre
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>>1666166

The Forest Men determine that they need proper throwing spears to assault oncoming demons from a distance, and in that, javelins are born. After making a few bundles of them and forming together a number of trap hole covers using some of their wood stockpile, The Scouts start heading their way deep into The Dead Forest.

The first few moments of exploration seem to result in very little, The Scouts easing their way through the woodlands in search of prey, not yet knowing that they were near fellow predators themselves. As they remained unseen, they spotted the likes of a four legged creature, standing near to three feet in height at the shoulders. It had no hair, only dense, pink and gray splotched skin that emphasized the strong muscle tone underneath its surface. Most disturbing though was its teeth, wholly lacking lips, instead having odd, jagged teeth that seemed to point out from its jaws that merged with what may have been lip at one time. However this beast didn't need to see the hunters, it could smell them.

There was a dense chaos as the creature barked out into the open air, what seemed like an attempted howl calling out like a scream due to to the lack of lips to hollow its sound. There were then two, then three, then four, and The Scouts were quick to flee from the site as the hounds gave chase, roaring barks all the way. It was when The Scouts broke passed the tree line and ran through the hidden holes that The Hounds were thwarted, falling into the pitfalls one by one, save for a single beast that had to be speared down by two javelins.

There now remains three hounds in the bottom of your pits, and The Tribe is divided on what they may be. Some are convinced they are demons, while others insist that demons can only be humanoid.
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>>1666284

The Kings build a fence out of mountain stone to keep the animals from getting at their corn stocks. Animal thievery doesn't seem to be a major problem at the moment, but being safe is never a bad thing. They also invent axes by sharpening out cuts of that mountain stone as well.

Right before they send off a scouting team The Kings invent a proper writing system for their language, allowing them to record information even though it mostly seems all they have to write on is the faces of rocks.

A collection of second born sons are gathered together and sent off on a mission to find other living people east of The Trailer Park. They come equip with stone knife and axes to assist them in their journeys as they trek up the mountain, seeming to find no major points of interest until they can see the likeness of smoke bellowing up in the distance. The Scouts draw closer, observing the landscape to find the likes of a small tribe gathered together at what used to be a pre-bomb lodge at the bottom of a long ski lift. They speak a strange, unknown language and carry around Ski Poles that have had their broad tips cut off and been sharpened to fine points to make some form of stabbing weapon. They eat meat from some form of horned beast that they seem to have killed through many, many small stab wounds all around the beast. They all wear pre-bomb winter jackets that protect them from the cold of the mountain's height, all save for one who's had his arm bandaged, seemingly injured during the attack on the beast on account of the blood on the creature's horns.

The Scouts estimate the tribe has at least fifteen members, but they could have more tribesmen in The Lodge that they didn't see come outside.
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>>1666371

The Abbey Dwellers focus more on developing their skills with agricultural pursuits, namely that of chopping up reeds and grinding them into fine powders to make bread with, and discovering how to make fertilizers by mixing those same reed roots with turtle dung and ashes.

They split another section of Float Grape off and introduce the fertilizers to the water. It seems The Reeds prosper quite greatly from it, but The Grapes themselves aren't too affected by the introduction of fertilizers. It seems as if the more water oriented method of growing plants doesn't allow for those fine nutrients mixed up in fertilizers to reach them as well.

The Dwellers settle a plot just behind The Abbey full of lake mud, and soon introduce reeds to the plot. It does seem like The Reeds are taking root in the lake mud, though they're often in need of excessive watering. The roots of The Plants don't seem to dig in too deep as is, head farmers claim that the reeds are in no state to re-plant themselves at the end of their cycle in land farms.

The Church also finishes a school, the likes of which all the members were elated to open. Stacks of clay tablets have been stored away within the building, each one holding as much information as its weight can hold, though the true paperback bibles still remain in The Abbey for safe keeping. The School shall act as a research center for any discoveries made by the now trained stealth scavengers. Any technology found in the field can be sent to The School for research, and may result in free tech if anything can be learned from the scavenged goods.
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>>1666603

Anchor.
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>>1666607
Action: start building stuff in this priority
1) storehouse for food and building materials
3) a university
2) a new house with 10 people on the other side of the lake
Action: send our best, fastest and stealthiest scouts to explore suburbs for old world relics we could research.
Research: fuel balls
Research: reed fibre
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>>1666665
Ignore this turn
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>>1666607
Action: 9 People to kill and butcher the teeth hounds
Tech: Use guts from Teeth Hounds to make cord
Tech: Use fire to smoke foods and help them last longer

Action: 10 people with Spears scout South to the bridge
Action: 7 people start a new plot of White Root
Action: 6 people redo traps and add small spikes
Action: 10 to take axes and chop down some trees
Action: 10 use wood to make a small cabin for storage of foods
Action: 5 to fish

Javelins can be split even between the scouts and wood cutters for now.
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>>1666680
Approved
>>
>>1666607
This is the right turn
Action: start building stuff in this priority
1) storehouse for food and building materials
2) a university for extra tech a few turns
3) a new house with 10 people on the other side of the lake. Call this settlement "
Action: send our best, fastest and stealthiest scouts to explore suburbs for old world relics we could research.
Research: fuel balls
Research: reed fibre
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>>1666607
Hi, is it still active? and if so can i Join? and if so, Any required thing for me to do?

Thanks
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>>1666715
Actually don't give a name to a new settlement bus yest
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>>1666747
You can join any tribe you want just read the rules and the rest of this thread. You can also join discord if you want but that isn't mandatory
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>>1666751
Not bus yest, just yet
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>>1666607
Decided to join the High King Tribe
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>>1666607
Action: Tie knives to the ends of long branches, making a rudimentrary spear, good for fighting and stabbing eels.
Action: Send more second born sons to look for edible fruits or beasts.
Research: Spears.
Research: Ropes from corn husks.
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>>1666680

The people of The Forest kill their captive hounds and start to string out their tendons into dried strips of cording that they can weave together into strong ropes or strings. They've also taken to smoking the meat and fish they hunt to better preserve it for long periods of time. People enjoy the smoky flavor of the new meats, but what with The Hounds being predators it's certainly a stringy meal.

A small cabin is built to store food in, and often enough the tribe uses it as a smoke house to keep all their meats well preserved in. The traps have short spikes hammered into their bases, and the people around the camp are sure to familiarize the location of the traps with the children so they don't fall in. They're very dangerous now after all.

A group of scouts start to make their way down the river to the first bridge closest to The Fishing Camp's south. there they seen to find everything calm, the bridge itself is rusted over as the pain that had once kept it prime has chipped away and allowed the river water to taint it. However the bridge is supported by grand logs that stand underneath it, ones that were certainly not part of its pre-bomb design. The Logs holding it up seem to be assisting in keeping it upright, as on further inspection the bridge does seem to sag in the middle where it has started bending under its own weight.

Soon enough though the scouts hear an oncoming movement and hide themselves. What they see is an odd sight, men with metallic masks on, the yellow painted masks decorated with black lines that make them appear to be graced with bright smiles. Their bodies are covered in armor made from caged steel like sections of shopping carts have been tied to the dense leather wear they have on underneath. They carry metal blades, pre-bomb machetes that lay about their hips when they're not brandishing them. They do not see blood on the blades.

Behind the collection of around twenty men there drags a wagon made of many bound together shopping carts, pulled along by what seems to be six slaves. The carts are loaded up with strange things The Tribesmen have never seen, books, caged animals, milk-crates piled with strange plants, and weapons made of metals, possibly pre-bomb relics.

The strange men cross over the bridge as they speak a strange language echoed by their metal masks. Soon enough The Scouts return home with news of their findings.
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>>1666715

The Abbey continues to expand its field of reed research by compressing balls of reeds into dried masses of plant matter for the purpose of burning for extended periods of time. This is certainly assisting The Tribe in making up for their lack of major wood sources. They also invent cording using reed fibers, further increasing The Reed's versatility.

A storage house is created, better keeping animals from digging into the food supplies, and a university has began construction as well. It will not be completed until next week, of which it will then start supplying a bonus tech every month.

Some of The Dwellers have started on their way to the other side of the lake to better place themselves near the suburbs and use the new stead as a place to explore the suburbs from. The first collection of scouts are already sent out to start scavenging over the ruins of the residential area. What they find is a collection of streets filled with homes, many of which have already been scavenged out many centuries ago. What most haven't bothered to find though, is that the land has quite a high resource value to developing states like The abbey's own.

Many power lines still stand, and it's determined that their poles are a good source of lumber, and their wires have within them dense collections of copper if you wished to start stripping the insulation off of them rather than using the whole lengths as cording. Power doesn't run through the city any longer, and as you explore deeper you start to find that the land is growing more hostile than previously expected.

The scouts make their first encounter with something much more devious as they come into the attic of a home after they had explored many before. They didn't expect any disturbance just like last time, but as they peeked into the top floor of that home, they came to find it was filled to the brim with pale white humanoids. they were sleeping in a pile, their ears perked into long, pointing forms, almost bat-like. They were naked, and had flesh like a pure albino, seeing veins and bright red eyes through their near transparent skin. The Scouts hurried themselves from the house as the attic beasts were starting to awaken, and soon enough the house was a rampage of sound. They could see the disturbed creatures staring at the scouts in the street and trying to roar out at them, but it seemed they were quite scared of the irritating sunlight beating down on The Wastes.

The scouts returned to The Lake Stead to report their findings.
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>>1666603
Research #1:
>We found reference to some sacred holy bow in one of our books - the crossbow. Seeing as it's named after a holy symbol, we must use it ourselves.
>Research crossbow technology.

Research #2:
>Metallurgy - by melting certain scrap metals together in the right ratio using our innovative fuel balls, we can create 'alloys' and purify metal - these new materials are much more stronger, effective and easier to work with.


Action: send 17 people for an expedition into the ruined suburbs

Action: build a defensive wall around the abbey with our knowledge of mortar and architecture. 20 people.

Delegate 10 people to expand the reed fields.

The rest does their usual work, such as farming, teaching etc.
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>>1669248
Fuck, ignore >>1669251 unless you want to use it for the next turn.
>>
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>>1666824

The Kings take their time in discovering that they can use the dried husks from their corn crops to tie into strings and ropes. The first thing they use this for is tying down their knives on the end of sticks and making a collection of spears out of them. The Hunters grow far more confident from this development and end out attempting another round of exploration to look for plant life and beasts.

However as they keep going on they soon enough find that the land itself is mighty barren save for the small amount of dry grasses that it seems the local wildlife feasts on. It's not appropriate for human consumption though. The Hunters do find the unicorns once more as they walk among the blast zone flatlands, though this time with spears they're free to pierce its flesh from a distance and bring down the beasts for a much larger intake of food. The monsters themselves are quite big, and in that bring in a large amount of meat for The Clan.

Hunting Unicorns has brought in sources of bone, meat, thick hide, and the odd horns that grow randomly out from their heads like hellish skewers. Some of the tribesmen have taken to keeping the larger horns as prizes to prove their hunting skills to the other members of the clan.
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>>1669262

Anchor
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>>1669263
Tech: Bows, Javelins are all fine, but they are unwieldy to carry. We must make things smaller
Culture: Leadership duels are to be invoked when the Competency of the leader is called into question by the community. We cannot have a good fighter who doesn't know how to lead taking over as a warlord.
Action: The same 10 who scouted before, scout out the north
Action: 15 gathering wood,
Action: 10 getting stone,
Action: 10 making more spears and javelins, Action: 12 fishing
Action: 5 Training with Javelins and Spears to become better at fighting
>>
Culture: Remove the "Sexual Freedom is Celebrated" Trait. After a few weeks of constant orgy on the order of the Royal Family, a consensus was reached that it wasn't such a good idea
Tech: Research Mortar-Less technique to build Stone Structure.
Action: Send 20 Equiped People to raid the Ski Lodge.
Action: Build a More Housing.
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>>1669317
Reply to This
>>1669263
>>
>>1669251
Reply this to this
>>1669263
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>>1669281
This looks good.
>>
>>1669263
Research: paper
Begin replacing clay tablets with books. But keep some of them as a relic for future generations.
Research: slings
All doubt about the existence of these demonic monster older generations talked about wanished from young people of abbey. They quickly come up with ranged weapon sling.
University research: mining tools
Action: build surface mine far away from the abbey, but not TOO far way
Action: sling training. Improve their aim, range and the force of the throw.
Action: make slings
Action: make sling ammo from sharpened rocks
Action: group of 8 scouts go out during the day to avoid pale monsters and bring back toilet with some pipes. All scouts are trained in stealth, sling throwing and running. They are all equipped with a sling and 2 of them take hammers with them.
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>>1669338
They got the idea for slings from bible btw
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>>1669281

The Forest Men invent bows, taking their lengths of sinew and stringing it between curved woods. The issue of dueling is brought into question by the populace, though it seems that they're not out to do away with it, rather they're concerned that one man could have far too much power on their hands with very little value as an actual leader. It's been established that leadership duels can be caused by accusations of or events of incompetence from The Chief.

A gathering of men travel northways from The Camp, scouting along the river's bank until they come to face a chain link fence that blocks them from proceeding. there are warning signs along the fence every few feet, either having words that the scouts do not understand printed upon them, or having pictures of thunderbolts striking down on a hand. After a quick few tests touches it's show that the fence is not electrified any longer, meaning its only real defense is the razor wire upon its top.

The Scouts dig underneath it with their hands, making a space big enough for them to squeeze through one at a time. From there they head onwards up to the northmost bridge, finding that it's not as well maintained as the southern bridge. Instead it's bending under its own weight freely with no post-bomb supports to hold it. The Scouts try walking over it a few times to determine it's safe to walk along for their weight, but they assume large masses might make it collapse.

Even further in the north distance they see a collection of figures, hard to tell their numbers due to the heat blur winding off the wasteland. They're riding upon the backs of odd, horned creatures that seem as tall as themselves, and tug at reins to guide the beasts along. They're too far in the distance to follow though, and soon enough they're gone.

The scouts report back with their findings.
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>>1669317

The Kings develop methods of stone structure building without the use of mortar. Their concept of construction seems to center more on grinding stones down to the appropriate shape and fitting them together section at a time to form one cohesive structure. They use this new method of building to craft a number of stone homes that they roof with husk thatching.

Soon enough it's determined that sexual depravity isn't the true way of The Rat God, and it falls out of popularity with the populace. The Queen has come to often disregard claims that she ever insisted people participate in orgies in the first place.

A team of spearmen send themselves back out towards The Ski Lodge once more, but this time they bring their weapons with intent for raiding. They come upon the Skimen early in the morning when it seems that only a few are beginning to wake up, finding a group of them out and about in the morning sun. That's when the raiders strike, a spear being thrown from over the arc of the hill they hid upon to come crashing into one of the tribesmen. A panic kicks up in the snow, the gathering of clansmen already outside take their Ski Pole Skewers and make a charge at the direction the spear came from but soon two more are struck down by tossed spears.

It soon becomes apparent that The Ski Men have no ranged weapons of their own, rather The Ski poles are only for up close stabbing. They surrender under the threat of further spearing and are bound by corn husk ropes. It becomes apparent that there were once twenty Ski Men, as more are taken from the lodge than originally thought. The surviving seventeen tribesmen are brought to The Trailer Park so they don't attempt a break away mid-capture.

It seems as if these Ski Men don't speak your language, and you're quite unaware of how they communicate either. They are held as captives in one of the trailers under guard, awaiting The Queen's order of what to do with them.
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>>1669751
This should say 17 captives.

>>1669668
This turn should say 20 wood.
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>>1669338

The Abbey finishes its university, putting its members hard at work discovering new ways to mater the world around them. Some of the newest creations re that of paper created from flattened reeds, slings made from reed twine, and the basic pickaxes made from a sharpened stone.

A mine is set about to be constructed out in the wasteland, and as they dig down it becomes apparent that they soon enough hit proper stone, making the shallow mine more of a quarry for the time being. A few of the wiser members of the church are complaining about the use of such a mine, as they insist that if the pre-bomb societies around them had struck metals then they would certainly have built a mine on top of it long before any of the new generations have.

Collecting toilets seems to be much more of a grueling process than it originally seemed. Many pipes are incredibly rusted and lacking the tools for proper removal of these parts leaves them smashing the devises with hammers in an attempt to bring them home. This proves possible for some rusted sections, but for the most part the good pipes are stronger than stone, and harder to break away. Regardless what sections they do manage to bring are effectively studied in The Schoolhouse, determining that pipes are an efficient method of water transportation.
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>>1669843

Anchor.
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>>1669846
Tech: Study how to make fiber from wood cord
Culture: A council is formed of the families to decide if a leader really is incompetent.
Action: Dedicate 10 people to become Rangers. Rangers will use bows and focus on remaining unseen.
Action: Send Rangers across the bridge to the South to scout
Action: Have 14 people construct a sort of tower of logs to act as a Watch Tower
Action: Send 15 Spearmen to hunt another group of Teeth Hounds. Use the pits if needed
Action: 10 axemen to cut wood as normal
Action: 10 people to fish
Action: Send 10 North with spears to tear down and salvage the fence and barbed wire
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>>1669853
Im cool with this
>>
This sounds interesting how do you play?
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>>1669874
Choose a side, hope onto the discord. The rest of it plays like a civ game, but with multiple factions
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>>1669874
Go to discord to find out
https://discord.gg/YaxHDpA
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>>1669846
Tech:
>metallurgy - by melting scrap metal to different temperatures we can separate different metals. We can also combine different metals into useful alloys. Both of these techniques allows use to create more sturdy, resilient, strong and efficient tools, weapons etc.
tech:
>Basic armour - by using metal plates hold together by reed fiber we can increase protection in our warriors.
culture:
>Establish a hierarchy with clothes: normal citizens wear brown robes, priests white, the abbot blue, scholars green and warriors red.

Actions:
Set 21 people to construct a defensive wall around the Abbey.

Send an expedition of 15 men trained in slings in order to find more holy relics and artifacts to return to the Abbey.

Using another 15 people, expand the reed fields and the turtle pastures.

The rest do their usual tasks, such as maintaining the already existing fields, buildings, animals etc.
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>>1669846
Action: We begin teaching the ski lodgers our language, beating it into them if we have to. Speaking the ski lodger language is now strictly forbidden among slaves.
Action: The second born go out to scout new settlements. following the roads.
Tech: Make primitive stone mattocks. good for digging dirt and stone
Tech: Make primitive hoes.
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Posting to say I'm joining the Abbey Dwellers
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Guess i will join the High kings..
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>>1669846
Depiction of a Smiley Man.
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>>1669980
Agree on all of this
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>>1669846
Research: metal working
Research: stone working
Action: 1) build walls around settlements out of stone
2) improve new settlement with 1 turtle circle 2 read fields 1 miss grape field so they would self sufficient
3) retrieve some copper
4) start stockpiling resources in the storehouse
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>>1670097
Also build a smithy, as in a building
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>>1670097
Maybe see if the lumber gathered from the suburbs is good enough to make rafts, so transportation (or evacuation in the case of a catastrophe) to and from the lake stead is faster and (possibly) safer.
Alternatiely, use the quarry stone, the cord and the wood to make fishing spears.
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>>1669853

The Forest Men start to develop new ways of gathering their cordage to alleviate their dependence on killing teeth hounds for string. They fashion strings and ropes out of the thinly cut bark of trees instead. They then further decide that to fight the rule of a strong tyrant, they must establish a council made out of the holders of family dog tags. Many of these people are elders that are the oldest living man of their family. Their first order of business is erecting a watchtower out of logs to overlook any approaching dangers.

A unit of Rangers is founded out of combining the scouts and bowmen groups together, creating a group of ten that stalk others from the shadows. The Rangers head out to the southern bridge once more and cross it to observe the suburbs beyond. As they enter the suburbs they find glimpses of bright yellow masks in the distance, a grouping of Smiley Men walking down the street with their slave caravan of shopping carts behind them. The Rangers observe them from the windows of homes and back alleys as it seems The Smiley Group comes to meet with another faction.

From the window of an attic, The Rangers crowd together to watch as The Smiley Group comes to a stop at a manhole cover. One of them bend down to knock upon it with their machete, causing the sewer lid to open soon after. From the hole a small group of tribals come out. Each of them is decorated in bone jewelry and reptile scale garments with long reptile tails dragging behind them, attached at the belt.

They spend some time looking over The Smiley Men's goods, and pluck a gathering of milk cartons full of vegetables from them. They lower the food down their hole and bring up metal coinage that the smileys take, meticulously counting them one by one until they offer a satisfactory nod. The Sewer people ease themselves back down into their hole and close up the manhole cover, leading The Smileys to walk on sometime later.

The Rangers return home with their findings.
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>>1669980

A collection of digging and farming implements are invented by The Kings to better increase their corn yields and increase the effectiveness of their new slave populace.

The Ski Men are taught The Fantasmic Language, and then are promptly demanded to speak only that, leaving many of them to carry heavy accents with the foreign tongue and not articulate as well as a native speaker, but these are slaves after all, they have no place trying to speak fancifully. The Captives join the town officially as slaves, leading Kings to become the first clan to break one hundred population.

Now that The kings have grown from their roots as early corn farmers they now seek to expand their influences and seek out more slaves to fill their fields. A collection of second born men are sent out to explore the world once more and follow the roads south west towards The Suburbs. They come to find the likes of chain link fences stretching above the streets that they've been hammered into. Beyond the fence lay a collection of four houses wholly encompassed by the fence, and out in the courtyard of this place there are people that seem as happy as can be. It seems almost like a scene out of a pre-bomb picture, houses that have been maintained lovingly, people wearing patched up pre-bomb suits as they play frisbee with kids out in the front lawn. The lawn itself may still be cracked and dry lands, but the assortment of apple trees growing from it seem to be standing strong enough due to the tending of the little town's residents.

The Scouts start to grow convinced that this may be a small section of the world where they've managed to preserve the pre-bomb magic that kept the world so pristine in the past. They suspect that at least thirty individuals live in the town from what they've seen, and they found no weapons on hand to worry about. They return to The Trailer Part to tell their new findings.
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>>1670097

The Abbey Dwellers spend their time mastering the art of reforging metals into workable substances after chopping down a number of telephone poles to harvest their woods and wires alike. Wires are stripped and melted down for harvested copper, and through all their experimentation with casting and recasting their tools, they manage to replace their more baser tools with copper cast variants. This leads to an increase ion efficiency with things such as building and hunting, along with certain plant harvesting.

A forge is constructed in The Abbey Town, and as The Dwellers work with the art of masonry they decide to make the forge with a stone shingle roof rather than a reed one, as of course they don't want the whole place burning down anytime soon.

The Lake Stead is grown to be more self sufficient, allowing for a boost in food income as The New Territory grows less dependent on food imports from The Capital. Now stationing a network of salvaging from The Suburbs and dragging resources back to The Abbey, The Dwellers are the first to discover the wonders of continuous metal production, and are seated as the head technological masterminds of the known region.

It isn't long though until the bellowing plumes of smoke reaching high into the sky from the forge starts attracting attention though, and a coalition of greeters begin to emerge from The Suburbs to The Abbey Dweller's surprise one day. They have upon their faces large, yellow masks that are donned in expressive smiley faces that only seem all the more looming as they draw near your Abbey. The men with shopping-basket armor introduce themselves as The Marters, though do so mostly by pointing at themselves and announcing that word, the sound quite loud in the echo of their metal masks. Through their ranks of ten men they search for one of them that can speak Old English, a button along his leather wear reading "Hello, my name is: English" and they more properly tell you that they're a caravan from The City, and they've got a trade route along The Roads that draws near here. They'd be happy if you cane to visit them sometime.
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>>1670605

Anchor.

Walled Town now have a new icon.
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>>1670605
Correction here: The Abbey should have 79 Pop
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>>1670643
Action: Send slaves with pickaxes to set up a mine in the mountain.
Action: Using nets, we attempt to capture a unicorn and put it in a pen.
Action: Builders build a high walled stone pen for storing unicorns.
Research: Nets.
Research: Metal working, the separating of common rocks from actual ores.
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>>1670643
Tech
>basic medicine: basic knowledge of herbs, ointments, stitching wounds and bandaging them is derived from trial and error and experiments performed by the greatest of scholars.
culture
>a movement is created within the abbey and soon dominates the tribe - a dead god, if still walking, cannot lead their tribe to greatness, and thus God must still be alive and not dead. God and Jesus are dezombified.
Actions:
>5 men are tasked with creating warhammers, the same design as the tools but bigger and heavier, more fit for battle
>15 men are trained in the use of hammers and slings and are dubbed "The Missionaries", a group of warrior Clerics. They are also going to function as explorers, and thus are trained, a little but trained nonetheless, in stealth.
>10 men are sent out to scout more of the vicinity
>3 coolheaded men and women with steady hands and a reasonable understanding of the human body, are taught the art of healing, becoming dedicated healers.
>10 men are delegated to build a medical ward to the alley
>another 10 men are delegated to build a barrack for the new clerics
>yet 10 more men are tasked with refilling the stockpiles with wood, copper and stone
>8 people search for the famed 'libraries' - places filled with arcane and ancient scriptures filled with erratic and powerful knowledge. They comb through the suburbs and outer city.
>7 people go to the smileys base with a few of the left over tools - looking to trade them for anything in general. Books, locations of libraries, technology, etc. Anything useful.
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>>1670762
Copypasted from the Discord just in case.
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>>1670643
Tech actions:
>Leatherworking
>Leather armor
Action:
>10 people build a training ground to practice accuracy with weapons
>Send Rangers scavenging into the suburbs to bring back metals they can find, avoid other tribes
>Train 15 Wardens to wear armor and use tooth tipped Spears
>Have 5 people start a new whiteroot plot
>10 people build a new cabin
>Assign 5 tribesmen to craft leather armor, not going over 15.
>10 tribes people will try to lure fish into a "fish farm" using sour berries
>11 will gather wood for the purpose of building our own bridge across the river
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>>1670890
I support this course of actions and study
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>>1670762
Evidence that god is a zombie stuff is bullshit and that God's revelation in the bible is the final one.
http://www.ligonier.org/learn/devotionals/gods-final-revelation/
TL;TR
sola Scriptura
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>>1670762
>God and Jesus are dezombified.

whoo-ee and here I was thinking I might join in.
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>>1673002
Join Kings, we are better.
Christfags are going full larp and making clerics and shit.
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>>1673002
>I don't know the context !
>therefore I'll say this is supid
>that will show them !
Hmmm really creates new synapses in my brain
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>>1673091
I know the context from the last time this was tried, and I quit back then too once you pushed the abbey to lose apocalypse flavour.
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>>1673287
This time other people decided to do It.
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>>1670691

The Kings put their newest round of slaves to work mining into the side of their high rise mountain. From the slave's time digging it out they prospect for a short distance around The Local Area and manage to find a metal with digging up. Upon further mining and a few attempts at melting the substance they determine that it's a soft metal that the mountain seems to give in abundance. Lead.

Nets are woven together with corn fibers and strewn together in order to catch large animals such as The Unicorns that ride about The Flatlands. Luckily enough The Creatures do seem docile until attacked, and with all the time that The Kings have spent hunting them they know their migrations quite well. They manage to drag in a collection of three unicorns by the end of the week and secure them in a fence they've built to house them in. The Kings now have access to the domesticated beasts, though they will need to spend some study time learning how to break them for riding.
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>>1670762

Some Abbey Dwellers are trained to be medical staff in The Abbey itself as they expand one of its wings to become a medical ward. They have an overall increase in health due to this, less dwellers dying out due to accident or low level diseases anymore.

The idea of The Lord being a dead god is soon enough abandon as the populace starts to believe otherwise through The Abbot's interpretation of The Bible's words. A few people in the tribe are growing angered at this new insist ace, finding that changing a pillar of the church like that is only a small step away from heresy, and others are quite blatant in their claims that this is wrong. There are hopes among those that are more believing in The Abbot that these people will change their minds soon enough.

A scattering of people are sent out to look for a library in The Suburbs, but as it's turning out, the suburban area seems to be mostly residential housing with little room for public works.

However The Smileys seem to be a bit more knowledgeable than you lot as a group comes to find them in The Edge of The City, just within The Suburbs. One is settled sitting at the bottom of a home's steps as a collection of other Marters are piling up wood scraps and tinder along the home's base. The Abbey Traders do offer tools in exchange for tech and books, though they admit their dealings are mostly in weapons and food. They do tell them the location of an inner-city library for five copper hammers though.

The Smileys leave out after they nail a few doors shut and set fire to the house. They tell you that they hope you'll come again and drag their slave drawn caravan out towards The City once more.
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>>1670890

The Forest men gather together their hunted hides and tan them out in the sun to dry them, then soon enough are starting to sew them together into thick layers of hound hide armor. The Wardens are founded after dressing fifteen men in the leather suits, and each man is given a jagged, menacing looking spear made out of the teeth of Teeth Hounds. The way they cut makes wounds harder to heal due to their ability to rip skin when pulled back rather than pierce it alone.

A fish farm is created by setting up a small water wall off the edge of the lake for fish to get caught in after hopping in to get at the floating sour berries that are cast out. Soon enough a number of glow fish are caught within the barrier and are being used as a sustaining food source for The Tribe.

A training ground is padded out in the middle of the tribe, made from wooden fencing around an area of compacted dirt for troops to spar in. The Tribesmen seem to enjoy watching the training groups fight each other in wrestling matches whenever they arise. A small bit of competitive spirit has started to arise in The Forest Tribe to suit its hunter nature.

The Rangers make their way back into The Suburbs, openly trying to avoid other clans that they know about. They seem to not run into any other tribes while they're out exploring, though do manage to comb over the remnants of a scrapyard that lays just outside the boundaries of The Suburbs. The hubcaps of many abandon cars are made out of aluminum, and the insides of many of the vehicles seem to be various low quality iron that's rusted into being nearly full on wreckage, but it might have some use. The Scouts do determine that they'll need a better way to dismantle them or break them apart before they can drag the metal back though.
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>>1673400

Anchor.

For future turns, do try and cut down on the amount of turns.
Also no more stockpiling actions, if it's on your resource list you should have access to it without the need to actively tell tribesmen to gather it.
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>>1673404
Action: Establish a weekly scout for more possible raid points.
Action: Build a large stone bunkhouse near the fields to properly house the slaves, and tie the door with rope to the side of the building to prevent escape after night.
Action: expand farm fields
Research: Break the horses.
Research: those shamans the other guy suggested, I dont have the full turn but basically they deal with small shit the queen cant be bothered with or something.
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>>1673404
: :
tech:
>bookkeeping - scholars realize that if you write down all requests of tools, materials etc. and calculate how much you have of something everything gets more efficient. This new administration extends to everything - from smithing to agriculture - and leads to a new occupation: the bureaucrat.
tech:
>boating - through vigorous testing our greatest scholars have understod that some objects float and some do not, and that you can put together floatable materials into rafts, canoes and basic ships.

Actions:
>The missionaries, 15, move out to the location the Smileys gave them - the library in the city - looking to take all texts they can find.
>10 men are delegated to construct rafts and a rope ferry system that will be used to ferry personell and cargo over the lake - thus making transport must faster.
>6 people expands the amount of turtle pens in Abbey-town
>10 build a house or two more in order to house the expanding population
>10 people are assigned to pumping out more tools - hammers, chisels, knives, etc.
>the 5 people with the greatest artistic talent are set to create idols, statues and artworks, religious in theme and often derived from the bibles many events and happenings. These are made out of left over stone, copper and paper.
>10 people are selected to create a library as an extension to the university where all scriptures, bibles, clay tablets, etc. Here all knowledge is stored.
>5 people create a smaller offshot with potential for expansion to the abbey - the offices. Here bureaucrats work.
>10 scholars set out to explore the surrounding area for potentially useful herbs and animals that might've gone unnoticed by uneducated laymen

miscellaneous:
>rename the big lake White Lily Lake and the smaller ones White Petal lake
>force everybody to use the new ferry system to traverse between settlements for security and speed
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>>1673404
Tech:
>Nets
Culture:
>We were put here to kill Demons
Action:
>12 construct stable bridge across river
>Wardens use the training ground to pratice their defensive fighting
>Send Rangers to attempt trade with Smileys. Barbed Wire for tools to take cars apart, use hand signs to show peace.
>Three groups of 8 build another farm for glowfish, sour berries, and whiteroot
>Send a group of 16 with spears and javelins to search the Dead Forest for new plants
>Another cabin to be built by the last 6
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>>1673435
Im good with this
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>>1673385
>They tell you that they hope you'll come again and drag their slave drawn caravan out towards The City once more.
What a swell bunch.
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>>1673505
I'm really starting to like them
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>>1673418

A grouping of Shamans is established to overlook the functions of The Clan that The Queen is far too busy to oversee. They do their best to ensure that The Slaves are well kept, and an esteemed position is developed by the name of The Cage Keeper, who has the honors of tying the slave bunk door shut every night.

The Unicorns have been going through periods of taming recently as well, many of The Kings attempting to heft themselves up upon their backs and eventually teaching them to accept their place as riding animals. With this, The Kings are allowed much more mobility so long as unicorns are in enough supply to ride.

Some of the first runs from The Unicorns is that of a scouting mission down south, veering off the road to see if there are any people left straggling out in the real wastelands. The Scouts come to a stop over the peak of a hill, looking down beyond the dry land to see a lone eighteen wheeler truck overturned in the heated landscape. On the trailer's side they can see painted in a sun bleached color, the shape of a dog. Empty dog food cans are scattered all about the land around the place, along with a collection of pack-like humans that are dressed in thin furs, seemingly from some form of mutant creature from the way the hide's fur is patched and mangy.

The Scouts observe them for a time, determining over the course of the week that there is a pack of thirty animal-like humans that live off of chasing down local wildlife in packs. They seem to not even grasp the idea of basic clubs yet.

The observation is disrupted though as they catch sight of a distant figure, a glimmering station wagon that's been polished to a pristine condition, from the green paint decorating its surface to the fake wood along its lining. It's not powered by gas, rather it's pulled by a team of two unicorns as a man in well kept pre-bomb clothes sits on top upon a lazy chair that's been tied to the roof. He works the reigns and a whip as a family is held within the car, a mother, two teenage sons, and a young daughter.

They come to a stop near the overturned car and flood out of the vehicle, The Dog People having already retreated to their trailer at the sight of them. The Mother stands beside The Daughter and the teens make a show of dragging out dog people while the father beats back pack humans that try to intervene. At a time The Scouts catch a glimpse of him kicking upside the face of one man when grabbing for another pack member. Almost playfully, they let The Daughter pick out three dog men herself, and they then tie them to the car's back to drag them along as the family applauds her choices. The Happy Family soon "Drives" off, the new captives walking along behind them.

The Scouts are very confused, but they return with their findings.
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A prediction of the future
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>>1673434

The Abbey develops a new grouping of bureaucrats to handle managing the labor and stocks around The Tribe, leading to the invention of The Bureaucratic System, bringing order and waiting periods to The Wastes just like before The Bombs.

Furthermore they start to develop a boating system, crafting rafts out of felled telephone poles and stringing a long length of rope between The Abbey and The Lake Stead to make transport between them all that much easier. There are still issues with transporting larger things like full telephone poles over the lake water, but for most things like copper cable lengths they seem to be making movement much faster.

After a series of construction projects start to go underway The Abbey sends out its mew Missionaries to find the location of The Library that The Smiley Men told them about. They trek into The City, and immediately find that it's far more desecrated than they imagined. Many high rise building falter under their own weight only to spill into one another and lay leaning like some kind of ruinous arch, others are completely destroyed to the point of leaving streets smothered in rubble and stone so densely that you can't even see the blacktop anymore.

The Library in itself does seem lively though, as its outside is maintained by a collection of people standing about in very minister-eque robes that in many ways mimic The Abbey's own. Though upon their mouths there lays coverings that hide the entire bottom half of their face from sight. They are ever silent as they wave to you, many outside tending the lands that had once been a decorative lawn, now converted into farmland. Men stand on the top of The Library overlooking the landscape, crossbows occupying their hands and manhole covers strapped to their backs like a form of thick shield to protect them from arrows to the spine.

As The Missionaries draw themselves into The Library they find a man, rather young and blonde headed, the only one that's not holding a piece of fabric over his mouth. He's all smiles as he greets The Christians in a whisper, complimenting them on their hammers and saying something along the lines of remembering a time where peasants killed a series of knights with wooden hammers. The Missionaries are surprised to find that he speaks English, and state that they're here to gather knowledge.

The Man says something to the extent of "Aren't we all?" and asks to see their library card.

The Missionaries are confused at first, though after a bit of pondering it's determined that they don't have one to speak of. The Man apologizes and tells them that entry isn't allowed without one, and sends them on their way.

The Missionaries return with their findings, and many complain about being shoved off so casually.
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>>1674125
Forgot info pic.
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>>1673435

The Forest Men develop nets out of their wooden fibers, increasing their fishing output as well as forming a fine tool to catch demons with. Along with this they determine that their true purpose in life is to kill the hellish forces of demonic kind, and make that a routine part of their cultural beliefs. Now when facing armies that have demons within them, they will fight more aggressively.

The Rangers start their trek down to The southern Bridge an for a time wait there as they seek out Smiley Men to talk to. As they see them draw near, The Rangers make themselves known, and begin to gesture about in greeting to them. Soon enough though it's determined that The Smileys actually do have one among them that can speak in Air Code. He greets them and tells them that they're glad to meet new mystery customers like this. He and his group are introduces as The Marters, and let The Rangers peruse over their slave drawn goods.

After The Rangers state that they're out to trade razor wire for something to dismantle cars with, The Marters take a moment to dig through their own goods in search of something worthy of the trade. They bring out a dusty old box that they open up to reveal an odd assortment of tools, those of which are rusted, but there are many various wrenches of all shapes and sizes, screwdrivers, a multi-tool, the works. They trade it off to you for all your razor wire, and are pleased with the transaction. They thank you for your patronage, and tell them that they have a market further up the road if they ever want to stop by. With a wave they start making their way down the south road once more into The Dead Forest.

The Forest men have gained a single Pre-Bomb Toolset.

The Forest Men explore deeper into The Dead Forest in search of plants, though as they travel it seems they've only found various mosses and other forms of inedible plants that grow along the bark of the dead trees around them. They're overall not successful in their search, though the night they return is the same night that one of the pit traps manages to catch something falling into its recesses. It appears The Foragers were followed, as when they uncover the hole it's determined that there lays at the bottom of it a single creature, humanoid in shape and with eyes that seem to glimmer red in the moonlight. In the morning they see that its skin is red and finely scaled, almost like that of a snake, and no hair graces its body what so ever.

Elders determine that this may be a demon, and express worries that they may have been tracking the foragers home after their little expedition.

Aluminum
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>>1674310

Anchor.
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>>1674317
Research:
>crossbow
Research:
>alcohol for consumption, wound disinfection and food preservation
Research:
>cogworking, gears and similar mechanisms
Actions:
>explore for another type of metal in suburbs
>send a small envoy of tradesmen to trade with the smileys for a library card. If they don't have It trade some of our goods for books.
>construct a grand clocktower in the Abbey using the best artisans we can get to do it.
>have the Missionaries train their melee abilities on the fields nearby the abbey
create a new action group:
>Angels focused on stealth and ranged attack. Scouts, scavengers and reconnosance units. 10 men. Armed with crossbows.
>forge crossbows with our newfound knowledge and replace all slings with them - thus dramatically bettering our ranged capabilities.
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>>1674317
Tech:
>Charcoal. We need hot fires to shape metal. Lightning struck trees still burn long after, can we recreate this?
>Metalworking. Now we can get metal, we must learn how to use it, and not just salvage it.
Action:
>Celebrate our first demon killing. Smoke the head and put it on a stick. Hang body up in the woods
>Build a Herbalist shack to study plants
>Rangers train their stealth and archery in equal measure
>Guardians bring back the rusted iron and tires from scrapyard
>Set up fence north of the pitfalls
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>>1674405
I support this.
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>>1674392
Supporting
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>>1674043
>Research: Through experimentation and general ingenuity some shamans experimenting on the injuries or conditions that some of the slaves begin to gather while mining begin to gather knowledge of medicine and the basics.
>Research: During the gathering of the unicorns, some scouts begin to explore the idea of having planned ideas on how to proceed with scouting or raiding. The development of Calvary tactics begin to form.
>Action: In the endeavor to explore a small group is sent on foot to the south to explore the suburb ruins and contact the gated community. And to scavenge what they are able to find along the way.
>Action: Some industrious citizens begin the production of lead tools into pickaxes or basic weapons.
>Action: Some look towards the lake to see what wildlife it may contain, or what can be gathered from it.
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>>1674392

The Abbey starts their week by mimicking the design of The Librarian's crossbows, seeming to master the process well enough to create hand drawn crossbows. Larger, more grand crossbows shall need crank mechanisms, but at the moment The Librarians don't even have those as is. The populace is excited over their invention, and especially The Warriors are pleased to level their playing field with The Librarians.

Fermentation is discovered as the medical dwellers experiment more with their herbal plant life, soon enough determining that if they allow their float grapes to ferment themselves their juice will undergo a transformation into a drinkable, purified substance that's not only cleaner than drinking lake water, it's also good for cleaning wounds when strained into more pure strands of alcohol.

A team is sent out to explore The Suburbs in desire for a new form of metal, though as they travel it becomes apparent that they do lack the tools for disassembly of some of the larger sources. They find abundant sources of rusted iron in the form of abandon cars, and brass in the form of old piping in the basements of many suburban homes. It's just that while Power Lines are easy enough to collect through chopping down telephone poles, metal framework stands up much better to salvaging. They do however find that car batteries in themselves are easy enough to gather out of the scattered vehicles. Most are vastly corroded and victims of exploding internals, but after checking car after car they do find three that seem seem functional, albeit not charged.

A feat of clockwork is made in The Clan's center, that of a high rising clock tower fashioned mainly out of copper turning cods that manage to keep time well enough. It needs to be wound up every night though a large cranking system that a team of dwellers are tasked with turning, but overall everyone is pleased with being able to time their daily routines to an actual clock.

The Dwellers meet up with The Smileys once more as they catch sight of them messing with another house in The Suburbs. One Marter is standing outside, smoking rolled batch of herbs through a small hole drilled into his mask. It seems that the burn marks decorating the hole's rim tells that he smokes through it a lot. He's happy to talk with The Dwellers as his associates are seen dragging Attic Beasts from the house to beat up and bind in chains as they thrash around in the irritating sunlight.

He tell them that Library Cards are very rare, and that The Smileys personally only know of three in the whole city right now. The Marter Boss owns two in his personal collection, and a community to the north called Little Villa owns the third one. Apparently The Librarians think the cards are some kind of sacred pass into as The Smiley Man calls it "That Book Temple for Smart Fuckers".

The Man sincerely apologizes for not having a deal for you and leaves with his captive Attic Beasts and fellow Marters.
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>>1674405

The Forest Men kill their first demon in a few generations by stabbing it at the bottom of a pit. They celebrate it extravagantly, decapitating the beast and smoking its head over a fire to preserve it for as long as they can. Its body is dragged out into The Dead Forest where it's hung up, tied to a tree facing towards the depths of the forest to show to all who approach from The South that these people do not take kindly to hell beasts.

A herbalist shack is made in The Fishing Camp to better understand the plant life around them, and after allowing a short while of study, they do discover the process of fermentation. Their sour berries as it turns out can be turned into a strong batch of alcohol that's much safer to drink than the likes of river water. It's determined that this gin is one of the new celebratory drinks that many of The Tribesmen get drunk off of to celebrate the demon slaying.

As metal scraps are brought in from The Scrap Yard it's found that charcoal is a fine invention to go along with the melting of these metals. Aluminum melts just fine, though as they start trying to melt the rusted iron it's shown that their current setup truly doesn't allow iron to be melted over campfires. They shall need a proper forge to make the iron melt properly and become more than rusted hunks.

Charcoal in itself is quite an inefficient forge fuel source, and other fuels such as propane and true coal would be much more preferable, the sheer abundance of wood that The Forest Men have access to makes keeping forges going easier on charcoal than it would be for those without a forest to burn.
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>>1674593

The Kings develop the basic idea of medicine and first aid, allowing their population to grow faster due to less deaths related to accident or other injuries. Along with this they soon enough discover that not only are Unicorns an efficient way to move around, they're also a fine set of steeds to engage in combat from. It's determined that hit and run tactics are the way to sufficiently raid with net and spear, and a few of The Kings are starting to try and perfect this art in various shows of sportsmanship.

The lake proves to yield eel fish after returning to it as a source of food. Nets are rather ineffective in catching the fish that seem content to lay at the bottom of the lake bed, but spearing is a great way to drag them up from their hiding spots. Furthermore Lead Tools are found to be a failure of a concept, as they do lack the durability to keep themselves good s axes or hoes for too long. However they do find a purpose for them as Mauls, those of which are formed through forging heavy heads of lead on the end of poles to come crashing own upon the enemy.

A group of Kings are sent down to meet with The Gated Community, who meet them with smiles through the chain like gate. They're all smiles and waves as they speak in a language that certainly isn't Fantasmic. A short attempt at speech later brings up a wife who's elated to hear the sound of Fantasmic Speech and claims that one of her relatives is "One of those Fancy Princess People" and tries to talk to you in very broken, accent heavy Fantasmic. You determine from her babbling that this is the town of Little Villa, and that they're happy to have you as neighbors. Many of The Scouts are quite creeped out by the constantly smiling faces of these people, and one does notice the pristine station wagon in one of the home's parking lots that they saw near The Dog Trailer earlier, but they see no sign of the dog people they took.

The people of Little Villa don't let The Scouts in but do manage to present you with an apple pie through a delivery door in The Fence's Gate. They wave The Scouts off as they return home with their findings.
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>>1677216

Anchor.
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>>1677218
Tech:
>Cogworking. Wheels of the scrapyard can be used, but first we must understand their basics.
>Mudbricks. To use better metals we won't risk burning down the Camp

Action:
>Extend fence to go alone Camp's western side
>Upgrade weapons (Bar Axes) to aluminum
>Build a mudbrick forge on the other side close to water.
>Send 20 tribesfolk South to start an Outpost, just getting a cabin and fish farm for now.
>Create 10 new stone axes to send with the outpost people.

Military:
>Rangers train in using Spears and more Stealth (1 dot in each)
>Wardens patrol the area around the demon corpse

2=Outpost position
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>>1677237
Plan looks good to me.
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>>1677237
Im good with this
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>>1677218
Action: More scouting.
Action: Close down the lead mine for now, put the slaves back to work expanding the crop fields.
Research: Bows.
Research: Leather.
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>>1677218
Culture: it is our duty to spread the word of the Lord
Research: vinegar and food preservation
Research: disassembly tools
Action: meet up with smileys and give them some bread, wine and 2 copied bibles as a thanks for information they gave us. And preach the Lord's word to them.
Action: build school and hospital in lake stead
Action: cobblestone stone roads for aesthetic
Action: 24/7 patrols around settlements
Action: build watchtower in lake stead
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>>1677218
Culture: It is the duty of a believer to spread the good word
Research: disassembly tools
Action: meet up with smileys at Wal and give them some bread, wine and 2 copied bibles as a thanks for information they gave us. And preach the Lord's word to them.
Action: build school and hospital in lake stead
Action: cobblestone stone roads for aesthetic
Action: 24/7 patrols around settlements
Action: build watchtower in lake stead




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