[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: SkyFallenRaces.png (5.74 MB, 3400x2500)
5.74 MB
5.74 MB PNG
Hell, it's about damn time.

Welcome to the first chapter in a new story. I'm Civ Bulgar and this is Skyfallen Civilization Quest.
In a world perhaps not too much unlike our own, humans have developed across tens of thousands of years in different tribes. One could give a broad term for groups of tribes, linked by blood and way of life - one could call them races, perhaps.
We begin by picking a race - you may change your vote if you wish. The races have sub-groups that, while generally united by that way of life they practice, might not look the same way and live in the same places.
Your starting race does not limit you in any hard ways - it determines where you begin and what you have at the start.Your decisions will shape the fate of the people you lead and you can change the dire. Will you lead them to prosperity and greatness? Will you build a civilization that stands the test of time?
>>
>>2406275
Tideborns, always

Also first
>>
>>2406275
>Folk of heaven
>>
>>2406275
Long Riders
>>
>>2406275
Tideborne
>>
>>2406275
Folk of Heavens
>>
Tideborn
>>
>>2406275
Tideborn
>>
>>2406275
Tideborn
>>
>>2406275
Sand Striders
>>
>>2406275
>Long Riders
>>
A discord channel has been created for this civ. If you intend to participate with a faction, join up.
https://discord.gg/cctqtQD
Note:No factions shall be made in this first session.
>>
>>2406275
Sand Striders.
>>
>>2406298
>discord

dropped. Dissapointing
>>
>>2406304

>being this much of a faggot.
>>
>>2406304
Booo

Fuck outta here
>>
>>2406275
Folk of Heavens
>>
>>2406304
Nothing wrong with discord anon.
>>
>>2406275
>Warriors of the Wild

Do these beasts include dinosaurs?
>>
>>2406312
>Dinosaurs

I doubt it, my dude.
>>
>>2406282
>>2406275
Change to Folk of Heaven
>>
>>2406275
Folk of Heaven
>>
Don't be shy, have a vote. I'll give you lads another...10-15 minutes, let's say. You can discuss the merits of races if you wish.
>>
>>2406325
Alright, what can my race do then?

What are their specialties and anything interesting about them?
>>
Folks of heavens are untermensch and probably also elves in disguise, vote tideborn to get rid of the elven menace.
>>
>>2406275
Tamers of Fire
>>
>>2406329
This is a civ, we all play one race that we vote for.
>>
>>2406329
Its a general vote for the race. Meaning that the race that wins this vote will be the starting one.
>>
>>2406330
Tideborn can't even ride dolphins I bet. Bunch of sea-dwelling mermaids, the lot of them.
>>
>>2406330
Dolphin fuckers leave
>>
>>2406304
Retard
>>
>>2406329
Everyone will be playing in the same civilization in this quest. The civilization may accept outsiders as time goes on. If you want to ask more about one of the races, feel free to ask.
The Warriors of the Wild are somewhat isolated from trade with other civilizations, but they are a fierce people that has learned to both tame beasts and acquire their power for themselves. The beasts in their land can be quite fierce and may or may not include dinosaurs.
>>
>>2406336
Were dudes with the best boats in town. We will rule the waves.
>>
>>2406330
Probably the biggest Jews too
>>
>>2406333
Changing to Folk of heaven
>>
>>2406275
>>2406297
changing to Folk of Heaven
>>
>>2406284
>>2406275
Changing to folk of heaven
>>
Folk of heaven.
>>
>>2406275
Riverlords
>>
>>2406391
Change from TB to riverlords

LET SURGE THIS!
>>
>>2406391
Switching to this
SUUUUUUUUURGE memes
>>
>>2406351
Changing to Riverlords from Folk of Heaven
>>
>>2406391
Change from FoH to Riverlords
>>
>>2406391
SURGE
FOR THE ADVISERS!!!
>>
File: JEB SURGE.jpg (195 KB, 960x727)
195 KB
195 KB JPG
>>2406391
changing from FOH to Riverlords
>>
>>2406293
>>2406275
Switching tideborn to riverlords
>>
>>2406275
>>2406295

I change my vote from SandStriders to Folk of Heavens.
>>
>>2406408
Cuck, you will get washed away by the SURGGGGGGGGGGE of the rushing rivers
>>
>>2406363

Switching from FOH to tideborne
>>
Changing to folk of heaven
>>
>>2406275

Folks of Heaven
>>
>>2406402
And switching back to FoH for surge meme
>>
picture of FoH voters
>>
File: Jebsenergydrink.jpg (25 KB, 296x394)
25 KB
25 KB JPG
Looks like it's either one or the other.

Decisive vote time. You won't be allowed to change. This will be our STARTING RACE. If you want to play a particular faction and lead the civilization in some way, don't worry - you can potentially do anything as anyone.

Now, ONE LAST VOTE. NO CHANGING.
A.Riverlords
B.Folk of Heavens
>>
>>2406440
A
>>
>>2406440
A

Eliminate all FoH cucks
>>
>>2406440
A
>>
>>2406440
>B
Begone rivercucks
>>
>>2406440
B
>>
>>2406440
>A.Riverlords
>>
>>2406440
>B.Folk of Heavens
>>
>>2406440
B
>>
>>2406440
A.
>>
>>2406440
>B.Folk of Heavens
>>
>>2406440
B
>>
>>2406440
B
>>
>>2406440
B
>>
>>2406440
A
>>
File: Sandsoftime.jpg (71 KB, 800x773)
71 KB
71 KB JPG
You are part of the Folk of Heavens.
Select a time period.
A.Early - agriculture in some form has been discovered by most human groups across the world. Metalworking is only just beginning and writing is in its crudest form among the few who have it. The crudest forms of seafaring, a smaller global population.
B.Middle - True civilization has begun. The first cities begin to spring up, better travel connects separate peoples, some peoples have begun to learn bronze forging.
C.Late - Bronze is widespread, some peoples may even be seeking a better source of metal. Writing and sciences have developed well, travel is easier than ever before and true wars have been written down into histories, to be taught to our children.
>>
>>2406500
>A
>>
>>2406500
B
>>
>>2406500
A
>>
>>2406500
B.
>>
>>2406500
B Middle
>>
>>2406500
>B.Middle - True civilization has begun. The first cities begin to spring up, better travel connects separate peoples, some peoples have begun to learn bronze forging.
>>
>>2406500
B
>>
>>2406500
>A.Early - agriculture in some form has been discovered by most human groups across the world. Metalworking is only just beginning and writing is in its crudest form among the few who have it. The crudest forms of seafaring, a smaller global population.
>>
>>2406500
>A.Early - agriculture in some form has been discovered by most human groups across the world. Metalworking is only just beginning and writing is in its crudest form among the few who have it. The crudest forms of seafaring, a smaller global population.
>>
>>2406500
>A
>>
>>2406500
>B.Middle - True civilization has begun. The first cities begin to spring up, better travel connects separate peoples, some peoples have begun to learn bronze forging.
>>2406512
changing to B
>>
>>2406500
A
>>
>>2406500
>B.Middle - True civilization has begun. The first cities begin to spring up, better travel connects separate peoples, some peoples have begun to learn bronze forging.
>>
>>2406500
A
>>
>>2406500
B
>>
File: Heavens1.jpg (108 KB, 1280x720)
108 KB
108 KB JPG
When did time begin? Was it one single God that created our world, were there many or are there none? Is there life after death? Can man surpass the limits of his own flesh and soul?
Was the world always at is today? That is the one thing we can answer surely - nay.
The legend goes like this - Long ago, when other civilizations were in their infancy, a prophet who called himself Mag was blessed with a vision from a higher power. He wandered the lands, gathering followers among misfits and outcasts. This new tribe crossed a narrow landbridge to a great island - the Promised Island of Nebat - where they found a great place of power - one of the Skyfallen mountains. From the waters that sprang in that mountain, the men and women of that tribe drank the waters of power. Gifted with an innate ability to understand the workings of the ether, of the ways of magic - you became the Folk of Heavens.
To your people, the details between then and now are mostly lost. Some elders claim your forefathers spread their power across the lands and conquered many lesser peoples. Others say they isolated themselves on that island, destroying its connection to the continent. What we are sure of is that the island is lost now. The last man who remembered Nebat passed away recently. Cadar was his name and according to his counts, it has now been a hundred years since the sinking of Nebat.
Your people are not descendants of the rulers of Nebat - your forefathers were the honest, common people, some skilled in the mystic ways, others - less so. The power that flowed in their veins still flows in yours, but much of the knowledge of elders has been lost.
You look around. A thousand men and a thousand women, some hundreds of children too young to work or fight. What you know is the present - the place you are at.
A.A temperate island west of Nebat, a safe distance from the continent.
B.On the shores of the continent southwest of Nebat, warm coasts that see a bit more summer than winter.
C.On the shores of a large island east of Nebat - the mainland visible on a clear day.
D.South, on arid shores
E.Inlands, in a mountain range - it is said the highlands offer a gaze into two opposite seas, oft beset by storms.
F.Far south, in lands of constant warmth and humidity
G.Far north, on cold shores.
>>
>>2406500
B
>>
>>2406673
E
>>
>>2406673
E
>>
C
>>
>>2406673
>E
>>
>>2406673
B
>>
>>2406673
C.On the shores of a large island east of Nebat - the mainland visible on a clear day.
>>
>>2406673
B
>>
>>2406673
>E.Inlands, in a mountain range - it is said the highlands offer a gaze into two opposite seas, oft beset by storms.
>>
>>2406673
>A.A temperate island west of Nebat, a safe distance from the continent.
>>
>>2406673
E
>>
>>2406673
E

Truly the best of places, atleast we wont be cuck elves
>>
>>2406673
>B.On the shores of the continent southwest of Nebat, warm coasts that see a bit more summer than winter.
>>
>>2406673
A
>>
>>2406673
>>2406689
Change to A
>>
>>2406673
>E.Inlands, in a mountain range - it is said the highlands offer a gaze into two opposite seas, oft beset by storms.
>>
>>2406673
E, mountains make good for stronk people.
>>
>>2406673
G
>>
File: MountainValley1.jpg (682 KB, 1600x659)
682 KB
682 KB JPG
It was the last winter that claimed old Cadar. He taught many pupils during his life - the basics of the mystic ways, but also how to read and write in our runic script, to count the four hundred days of the sun's set in its four phases - the hundred-day seasons. It is now the first day - the beginning of spring - of the 101st year after Nebat sank.
The story of our people in this last century has been a turbulous one. We sailed west, but were waylaid byTideborn pirates again and again. We made shore to the south, but were attacked yet again by savages - some on top of horses. We moved from one place to another until fifty years ago we find the mountain range we reside in today. It is certainly a beautiful place, witness to the passage of all seasons in their fullest. A number of rivers flow in this area and many forests provide game and lumber. Our initial settlement on the river delta was raided several times, forcing us to withdraw further inland - reaching the Crossing Lake, where several rivers fill in a valley, overflowing and giving way to one united river that reaches the coast east, where our previous settlement was.
Currently we live in a village on higher ground, overlooking arable lands near the lake and rivers. Hunters and lumberjacks venture into nearby forests, but stone is somewhat rare and used for our most important structures. The reason is because our tools are old and our smiths - few. Small copper deposits have been able to be used, but good bronze, while known to us, has almost vanished as far as weapons and tools are concerned.
The elders, wise old men and women, now gather in the Common - our sturdiest structure, stone and wood bound together to protect its inhabitants.
"Cadar was a leader not only in spirit, but in rule. So long as we had him with us, the people were ready to endure anything" one woman says. "Now we must try to fill that role as well as he did."
>>
An elder sighs as he begins to recite the various reports from the village and smaller outlying settlements.

Spring, Year 101

>>Population: 2600
>>Agriculture:7/10
>>Resources:3/10
>>Manufacturing:3/10
>>Trade:3/10
>>Morale:6/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts
>>Culture:Oral legends, runic script,calendar
>>Technology:Copper and bronze working, Animal Husbandry, Pottery
>>Government:Council of Elders
>>Magic: Some understanding, basic rituals
>>Military: Whatever we can muster
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2406873
C
>>
>>2406873
F find a better source of stone and copper and tin
>>
>>2406873
B. Work on increasing our lumbercamps in the forest
>>
>>2406873
>A.Food production & growth
>>
>>2406873
>G.Research & development
>>
>>2406873
C
>>
>>2406878
This
>>
>>2406873
>G.Research & development
>>
>>2406873
D.
>>
>>2406873

C, we need better buildings.
>>
>>2406875
>>2406878
>>2406873
Changing for this
>>
>>2406873
>>F.Exploration & colonization
Changing to this
>>
>>2406873
F
>>
>>2406873
F
>>
>>2406873
F
>>
To clarify on some details.
We farm cereals, vegetables and fruits and have some sheep and goat herds - the sheep we brought during our travels, the goats - one of our proudest accomplishments in the past century, domesticating them.
We'll focus the efforts we can spare on the non-agricultural sector - we have a food surplus and besides the population growth it means we can spare some people for tasks such as forestry and mining.
Give me a roll for each of those two, in that order.
>>
Rolled 64 (1d100)

>>2406914
>>
Rolled 63 (1d100)

>>2406914
>>
Rolled 12 (1d100)

>>2406914
>>
Rolled 63 (1d100)

>>2406914
>>
Resources and construction work were the focus of our tribe for six years. In other sectors the status-quo was kept. The results of our efforts were decent - we've located sizable copper and stone deposits less a few hours' walk away and we've set up proper lumbercamps in the surounding forests. Construction of new homes and the repairs of old ones are going rather well.
Our trade is currently between the main village and the smaller outlying settlements and camps.
Year 107

>>Population: 2660
>>Agriculture:7/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:3/10
>>Morale:6/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining
>>Culture:Oral legends, runic script,calendar
>>Technology:Copper and bronze working, Animal Husbandry, Pottery
>>Government:Council of Elders
>>Magic: Some understanding, basic rituals
>>Military: Whatever we can muster
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2406955
>>G.Research & development
>>
>>2406955
G.
>>
>>2406955
>B.
>>
>>2406955
H
>>
>>2406955
>>G.Research & development
>>
>>2406955
G
>>
>>2406955
>F.Exploration & colonization
We need to know more about the people around us
>>
>>2406955
F
>>
>>2406955
G. /Comfy/
>>
>>2406955
G
>>
>>2406955
>G.Research & development
>>
Wheeled wagons are once again being produced with the availability of material and the need for transportation - the technology has been known to us for a while, but the artisans have only recently gone to work seriously in that regard.
As far as technology is concerned, our learned men and women can be directed to focus their efforts in an area - depending on their performance, we may expect results optimistically within the year, realistically - at some later point. By their own initiative, the learned gradually discover new technologies - or rediscover old ones that had been lost. The Council can put them to work on a single specific matter now, however.

A.Develop our system of writing
B.Develop our agriculture
C.Develop our crafts
D.Develop cartography
E.Develop weaponry
F.Other(Feel free to propose)
>>
>>2407013
A.Develop our system of writing
>>
>>2407013
>D.Develop cartography
>>
>>2407013
D
>>
>>2407013
F.Develop our mining and forestry tools
>>
>>2407013
>D.Develop cartography
muh maaaps
>>
>>2407013
>B.Develop our agriculture
>>
>>2407013
>D.Develop cartography
>>
>>2407013
Maps n shit
>>
>>2407013
D
(((muh)))
>>
>>2407013
A
>>
>>2407013
>D.Develop cartography
>>
Cartography it is.
Give me ONE roll.
>>
Rolled 85 (1d100)

>>2407077
>>
Rolled 60 (1d100)

>>2407077
>>
File: StartingAreaRough.png (53 KB, 900x600)
53 KB
53 KB PNG
Cartography is not exactly something new, though it's a matter of our learned not having practiced it much any time soon beyond the roughest of sketches. Effort was put into a map of our surrounding region and it paid off. In combination with exploration over these last years, we've determined the existence of two other human groups - a clan of fair-skinned sheep-herders to the northwest, several hundred in number, and recent settlers along the river's delta to the southeast - the damned tideborn not only destroyed the settlements we had there, but have claimed that fertile coast for themselves!

Year 110
>>Population: 2690
>>Agriculture:7/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:3/10
>>Morale:6/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining
>>Culture:Oral legends, runic script,calendar
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders
>>Magic: Some understanding, basic rituals
>>Military: Whatever we can muster
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2407123
D.
>>
F
>>
>>2407123
J.
>>
C
Construct some lumber settlement in the forest
>>
>>2407123
J
>>
>>2407123
I

Prepare for contact with the tideborn.
>>
>>2407123
J
>>
>>2407123
D
>>
>>2407123
>>J.Magical matters
>>
>>2407123
>J.Magical matters
STAR MAGIC
>>
>>2407123
>>2407128
Switching to magic matters
>>
Magic, eh?
The Apt among our tribe - those who have the skill to practice the mystic arts - shall be gathered and their knowledge assembled to determine our present readiness.
Provide me with three rolls. They are for the categories of general magical knowledge, magic of the elements and magic of life.
>>
Rolled 76 (1d100)

>>2407182
>>
Rolled 22 (1d100)

>>2407182
>>
Rolled 32 (1d100)

>>2407182
>>
Rolled 25 (1d100)

>>2407182
>>
Rolled 91 (1d100)

>>2407182
>>
Rolled 80 (1d100)

>>2407182
>>
All magic has a cost. The caster will always pay at least part of it - at the very least, it will leave him or her fatigued to an extent. At the worst, it may kill them.
Magic is not for the impatient. Even for the simplest of rituals Cadar would prepare for a long time in advance and spend at least several minutes in concentration and incantation.
It is believed by some that magic can accomplish anything if the casters are skilled enough. We perform magic through rituals, which require the Apt to concentrate on the concept of the magic being performed and the steps through which their spiritual energy goes into the world and reshapes it. The more you wish to change something from its original state, the harder it gets and the harder a ritual, the higher the risk of a painful failure.
To make it easier, a ritual can involve more Apt or use ingredients - materials that can be used for the ritual. Their essense must be related to the process involved.

Sixty-six of our tribe have some magical knowledge, 36 of them can confidently consider themselves Apt. These are all mostly among the elders and learned men and women.
The rituals we have knowledge of are the following:
Ritual of Lights - Creates orbs of light that can easily be repositioned by the Apt for a few minutes, after which they will last for an hour or two at best. Minimum of nine minutes for one caster. Once, a dozen casters were able to do it in just over a minute, but it hasn't been done any faster. Exhausts the mind, can use light from a fire or (fairly) fresh eyes to make it easier.
Ritual of Mending Flesh - Closes wounds and helps a wounded man recover faster - what may take weeks before will instead take a day or two perhaps. 12 minutes is the record with a group. Exhausts the body, can use flesh and blood - preferably of the same species as the one being mended - as ingredients.
Ritual of Magical Sense - Allows the casters to focus their perception of the mystical. Takes at least a minute to begin taking effect. Exhausts the mind.
>>
We've compiled our present knowledge of magic onto tablets. The knowledge will be shared among the Apt and the learning.
Year 111

>>Population: 2700
>>Agriculture:7/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:3/10
>>Morale:6/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining
>>Culture:Oral legends, runic script,calendar
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders
>>Magic: Some understanding, basic elements and life
>>Military: Whatever we can muster
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2407262
D establish a non-permanent militia
>>
>>2407262
D
>>
>>2407262
>K.Trade & Finance
Make contact and start trade with the Fair Skinned Shepards
>>
>>2407262
>>I.Diplomacy & war
Talk with the sheep heard clan
>>
>>2407269
>>2407271
Change to support
>>
>>2407262
>>I.Diplomacy & war
>>
>>2407271
Yis.
>>
Diplomacy and war, eh?
We may as well tie it in with military at the same time. Give me proposals on both.
>>
>>2407316
Aye we should go over and chat with them sheep blokes, see if they wannae trade with us.

We should also start makin some shields and axes from raiden them sea fekkers.
>>
>>2407333
Yeah.
>>
>>2407333
support
>>
>>2407316
Trading with the sheep herders for diplomacy.
>>
>>2407333
Support
>>
>>2407333
Support
>>
File: FairFolk1.jpg (280 KB, 800x603)
280 KB
280 KB JPG
We've started making shields of wood and axes and spears with stone and copper heads.
The visit to our northwestern neighbours revealed some interesting thing. They do call themselves "The Shepard Clan". They've less than three hundred adults after a few rough winters and conflicts drove them south. They call themselves and those like them, denizens of the regions to our west and northwest, "The Fair Folk". This clan in particular has a pair of copper-smiths and little else to boast about in technology - they are a simple folk that share what they have with each other. Up north bigger clans killed close to half their men in the last decade and their resettlement here is recent. They're willing to trade their surplus for ours. What they can offer is mostly sheep and the products they make from wool.
Year 113

>>Population: 2730
>>Agriculture:7/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:4/10
>>Morale:6/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders
>>Magic: Some understanding, basic elements and life
>>Military: Whatever we can muster. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2407426
Oh yeah - besides sheep, a few of their families also have pigs.
>>
>>2407426
K
>>
File: Fianna.jpg (74 KB, 541x326)
74 KB
74 KB JPG
>>2407426
>D.Military
Breed some proper War Hounds, bigger and meaner is what we need to deal with these fishfekkers.
>>
>>2407426
>>D.Military
>>
>>2407426
A we need to get more food so we can stock up a little in case of bad harvest
>>
>>2407435
support
>>
>D.Military
>>
>>2407426
D.
>>
>>2407426
MILITARY
>>
Military, eh?
We've got a stockpile of weapons now. A hundred-odd copper axes and spears, should be four hundred shields by the end of the year and a couple hundred stone axes, spears and whatever tools can be used as weapons.
Now, what else should we do for our non-existant military? The weapons are being kept in The Common and some neighbouring structures. We've had a couple of incidents of fights, with a number of wounded and three dead in recent months with the availability of weapons and a lack of proffesional warriors.
>>
>>2407469
Start breedin proper war hounds to fight alongside us.

As for the weapons we should begin training all young men to fight like once a weak, with the older men being in charge of them and the training.
>>
>>2407477
Supporting
>>
>>2407477
This
>>
>>2407477
Agreed
Although I'd add that are magically talented are exempted from training so they may focus on magic more
>>
>>2407490
This be a good fekkin idea lad, let's add this one in!
>>
Anwas is the son of a strong stone hauler. When he was young, he was forced into helping him thus also making him stronger than the average. He has only reached his 20th winter and is heloing people with constructing and farming for hospitality and food. He doesnt believe that the weak magic of the elders are enough to survive in this world, he'd rather rely on strenght and good friends.
>>
File: irish-wolfhound-169.jpg (46 KB, 595x446)
46 KB
46 KB JPG
>>2407477
Sounds good to me
>>
>>2407477
>>2407490

"War hounds an magik men. Theyll help our cozy village stay safe."
>>
You can make characters like >>2407477 and >>2407536
If you feel like it, not forcing you.
No stats, no assets, not a faction, just a character that feels right.
In terms of appearance, your people are comparable to this basically:
https://en.wikipedia.org/wiki/Atlantic_Bronze_Age
In terms of culture and names, you have a degree of freedom. Anything from as far north as Scotland to as south as Oran. Make it creative, yet atmospheric and fitting of the civilization. Of course, within these near 3000 people there can be a family here or there that are a bit different, given your folk's origins. Some day the descendants of these characters might be heads of factions - who knows.

Now, on to the matter at hand.
We've got dogs, aye - a couple of different breeds, but mostly wolfhounds. We'll start selecting the strongest and fiercest and train them as attack dogs - hopefully we'll have capable houndmasters to control them as well.

Give me a roll for this and another roll for possible event.
>>
Verizon is of the Lanweiker family, a people who were scouts who helped find new land to settle.
However after the last raid by the Tideborn his entire lineage was near wiped out leaving him alone.
He has been gifted with a latent magical talent as was his father before him, yet his view of the future is obscured by his burning hatred for those who wronged him and his in the past.
>>
Rolled 12 (1d100)

>>2407577
>>
Rolled 95 (1d100)

>>2407577
>>
Rolled 67 (1d100)

>>2407577
>>
Progress with the hounds is rather..slow. The most promising houndmaster got his throat ripped off is what I mean by slow.Training the men is not going as well as we'd hoped - we lack warriors of experience and teaching ability.
It took us a couple of years to get to something that can perhaps be called a 'militia' - not a standing one even, but we've raised the readiness of our men.
On to the good news - harvests have been good, the people are content, no big disease has hit us. The tideborn haven't been too active and our scouts report that their settlements are not too well defended.
Furthermore, trade and talks with the Shepard-clan have improved our relations to the point where they've asked to be allowed to settle closer to us and come under our protection.
What say you?
>>
>>2407630
Let them.
>>
>>2407630
accept
>>
>>2407630
Let them settle
>>
>>2407630
Of course
>>
>>2407630
Absolutely
>>
The Shepard clan are thankful.

Year 120

>>Population: 2770
>>Agriculture:8/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:5/10
>>Morale:6/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2407647
D.
>>
>>2407647
>>D.Military
>>
>>2407647
>D.Military
>>
>>2407647
J
>>
>>2407647
I.
They only fekkin way to learn how to fight is by getting our beaks wet! Let's raid the fekkin fishfuckers!
>>
File: 220px-Caledonian-pict.jpg (27 KB, 220x318)
27 KB
27 KB JPG
An apprentice in the magical arts as well as a lover of animals, Yak is not a man known for his optimistic attitude.
His view on other people can easily be summed up as "The weak must fear the strong, such is the law of this world."
>>2407630
Very well, such an offer can not be refused.
>>2407647
>B.Culture & religion
The blessings of the gods are paramount to survival.
>>
D
>>
>>2407647
I
Loot and steal seamongrel villages in hit and run tactics.

"Surely we can take revenge for those dead by their hand and might as well make some loot of course."
>>
The Granddaughter of an elder of the tribe, Morrighan believes that she's meant for grand things she is one of the Apt of the tribe and is one of the most learned people of the young generation.
>>
>>2407647
>>2407684
Agreed! The time for revenge is now!
>>
>>2407675
change to I
let's beat their asses
>>
>>2407647
Vote I
>>
change to I
The lads will learn te fight by smashing the tideborn on the land they shouldn a set foot on.
>>
Diplomacy...or war? Or perhaps we'll try our hands at both?
>>
>>2407728
Wage war of the fishfekkers! We shall take our able men and attack out of the forest during the nights with our hounds! We will light fire to their town, take their women, loot their homes and bash their men!
>>
>>2407647
I
Jestre is basically the earliest possible iteration of a rockstar. Just an eccentric person who fucks whomever he wishes and people let him because of a combination of sweet music and a handsome face.
>>
>>2407728
war against the tideborne on our shores.
"We'll take back our lands and grab anything the tideborn leave behind."
>>
>>2407728
Both is good

We gather up a sizable war party and move on the tideborn village by stealth.
We send in a delegation and make demands of them paying us off.
If these are refused we storm their encampment the following night.
>>
>>2407728
Raid the tidebornes, not an actual invasion for now, but rather a serie of raid on their villages and farms
>>
>>2407734
This
>>
>>2407728
Raid! Fuck their women, fuck their men, fuck their goats and steal everything that isn't nailed down, including the nails.
>>
Toric wasn’t the sharpest tool in the shed, but what he lacks in wits he makes up in raw strength. He’s a big guy standing about 6ft tall and using his trusty woodcutting axe as both a weapon and a tool
>>
A mature hunstman, adept with the spear. A pragmatic man who mostly wants to just provide for his family, though he does harbor hatred towards the Tideborn for kin they slew.
>>
We'll try getting a use out of the shepard clan over time. In the meanwhile, though, it's time to war on the tideborn!
What should our first attack be like in terms of numbers?
We have 500 shields, 250 copper weapons and 500 stone weapons.
A.A force of no more than a hundred - to scout, steal and burn, scaree the gits and maybe kill a few, but no looking for a fight.
B.Arm 250 or so of our best men properly for a raid - kill, loot, burn and go back
C.Arm 500 men and go in for an attack to cause as much damage as we can on the enemy
D.Total offensive - everyone we can send, a full invasion to take their land!
E.Other
We've a thousand able-bodied men if you count some who are getting a bit old and some who may be just a bit young.
From what we know, the tideborn are spread out across several villages, their total number being between one and two thousand.
>>
>>2407778
>C.Arm 500 men and go in for an attack to cause as much damage as we can on the enemy
>>
>>2407778
B
>>
>>2407778
>D.Total offensive - everyone we can send, a full invasion to take their land!

Kill, do not wound the enemy.
>>
>>2407778
C
Send five hundred men to make sure we smash em and can haul back a great deal of plunder.
>>
>>2407778
>>A force of no more than a hundred - to scout, steal and burn, scaree the gits and maybe kill a few, but no looking for a fight.
>>
>>2407784
>>2407778
Change to B. Arm 250 or so of our best men properly for a raid - kill, loot, burn and go back
>>
>>2407778
C
Those water boys ain’t that tough, me and da warriors can smash der puny lines.
>>
>>2407778
>D.Total offensive - everyone we can send, a full invasion to take their land!
As hard and fast as possible.
>>
>>2407778
C. And I intend to write a song about this.
>>
>>2407778
B

Anwàs fights with a great big maul he's carved in a dense tree trunk. He also carries 3 javelins he crafted using small trunks and sharp stones
>>
>>2407790
CHange to B
>>
>>2407778
>>2407801
B. Make sure to bring my sling.
>>
250 men, good raiding force that!
Give me one roll for moving those forces and positioning them for the attack - if it goes well, you'll catch the fishers unprepared and deal a lot more damage!
>>
Rolled 29 (1d100)

>>2407821
>>
Rolled 88 (1d100)

>>
Rolled 72 (1d100)

>>2407821
I got this
>>
"Anyone want a wager to see who can bash the most of them tideborn back into the sea?"
>>
>>2407833
Bring it ya goatson!
>>
>>2407833
I bet ya a good drinking night that I will crush the most skulls
>>
>>2407833
"I accept, my spear shall reap the bloodiest toll."
>>
File: Tideborn1.jpg (786 KB, 500x368)
786 KB
786 KB JPG
Our boys were certainly enthusiastic - but not too fast or quiet. The tideborn must've had some sentries, as they were making preparations for us when we approached - we see them setting up crude defenses in some places, arming men and sending runners back and forth. A force of over a hundred decently-well equipped warriors stand at the ready and locals are being prepared into a militia as we speak. It's early afternoon.
A.ATTACK!
B.Go for a different settlement
C.Withdraw
D.Negotiate
E.Wait for night
>>
>>2407833
>>2407837
>>2407840
oh the lads were talkin' on of how they'd beat those fishies black
Twas quite the pleasant trek to see what they'd bring on back!
>>
>>2407852
A.ATTACK!
>>
A.
>>
>>2407852
>A
“They have slain our kin and must pay the price!”
>>
>>2407852
>>D.Negotiate
>>
>>2407852
>A.ATTACK!
"Hit them hard before they have time to organize the rest of the villages!"
>>
>>2407852
A
>>
>>2407852
A.
>>
Time's on their side - WE ATTACK!
Roll three times for our lads, it'll be matched against the DC.
>>
Rolled 32 (1d100)

>>
Rolled 20 (1d100)

>>2407852
A
Overwhelm them and for them to divide their forces
>>2407875
>>
Rolled 78 (1d100)

>>2407875
>>
Rolled 80 (1d100)

>>2407875
AHHHHHH
>>
Rolled 31 (1d100)

>>2407875
>>
Rolled 99 (1d100)

>>2407875
>>
Rolled 3 (1d100)

>>2407875
>>
a seemingly simple man who married into the tribe to a learned woman who knows magic. While an outsider he does know a surprising amount about magic, herbalism, magical components, rare/exotic materials, and mostly alchemy. From healing poultices, toxic poisons, and much stranger concoctions that can help crops grow better. The magic he is familiar with is much more subdued in nature and heavily reliant upon mixtures with materials involved.

He mostly spends his time gathering ingredients in the wild, growing a strange collection of plants or raising exotic animals that are 'vital', and concocting in his laboratory. So far most of his efforts are providing medicines for healing, poisons to stock the armory, and experimenting with new discoveries.
>>
A young man, ever curious and keen. A hunter and scout. The stars fascinated him in his youngest days, the beautiful skies calling him to explore
>>
DC : 60 +10 equipment +5 training +5 defenses -10 morale

We charge down a slope and onto the coast, where the invaders scramble to their defences! Their finer warriors are armed with bronze and in a few spots our men fall prey to traps - hastily dug holes for the most part, but every bit matters. We outnumber the enemy almost two to one - as we close the distance we throw javelins and sling rocks, while the enemy replies in kind, interestingly enough with a fair bit of arrows as well.
We take some losses in the skirmish, but we've now closed in and the fun can begin!
>>
Rolled 11 (1d100)

>>
Vigo Mar, an Apt who once was excited for healing, spends his days pushing the limits of his mind, testing his mystic abilities. In a different time he was a loud and joyous man, but since the death of his family he has become quite and reflective.
>>
Rolled 5 (1d100)

>>2407901
SLAUGHTER THEM ALL!
>>
Rolled 22 (1d100)

>>2407901
>>
Rolled 82 (1d100)

>>2407901
>>
Rolled 40 (1d100)

>>2407901
>>
Rolled 47 (1d100)

>>2407901
>>
>>2407907
"Whats up with ye... Almost got fekking killed"
>>
DC:65 +10 equipment +5 training -5 morale
The enemy's true warriors stand side by sides, in the front many being covered by the shields of their neighbours, others staying behind with spears. They have a leader directing the fight and small groups move around to reinforce the most important spots. Their formation holds, the inertia of our charge having been halted. Our casualties begin mounting up, though the enemy is taking some of their own, they're far less than satisfactory!
A.KEEP FIGHTING
B.Pull away, skirmish and do some damage before withdrawing
C.Withdraw!
>>
Rolled 88 (1d100)

>>2407926
A
>>
>>2407926
A.KEEP FIGHTING
>>
Rolled 16 (1d100)

>>2407926
D. Other

Feign a retreat for about 15 meters, come back throwing ranged weapons and charge back into them
>>
>>2407926
A
"It's only a matter of time until those fishbastards fall!"
>>
>>2407926
>B.Pull away, skirmish and do some damage before withdrawing
>>
>>2407926
what >>2407936 said
>>
TOO MUCH THINKING
NOT ENOUGH FIGHTIN!
ROLL THRICE AGAIN
>>
Rolled 11 (1d100)

>>2407962
>>
Rolled 28 (1d100)

>>2407962
i got this
>>
Rolled 83 (1d100)

>>2407962
>>
Rolled 56 (1d100)

>>
Rolled 75 (1d100)

>>2407962
>>
Rolled 65 (1d100)

>>
DC:80 base +10 equipment +5 training=95
You:122

We managed to hit them in one of their sides, hurting them badly and causing them to start pulling back. We've taken more losses than we feared initially and the fight still isn't over even.
A.PUSH ON
B.Skirmish some more, burn what we can then pull back
C.Pull back
>>
>>2407986
A
Not one step back
>>
>>2407986
>A.PUSH ON
Rip and tear
>>
>>2407986
A
>>
A
>>
PUSH!
ROLL!
>>
>>2407986
A.PUSH ON
>>
>>2407986
>A.PUSH ON
Forward!
>>
>>2407986
A.
>>
Rolled 58 (1d100)

>>2407999
>>
Rolled 37 (1d100)

>>2407999
>>
Rolled 63 (1d100)

>>2407999
>>
Rolled 63 (1d100)

>>2407999
this time i got it
>>
Rolled 67 (1d100)

>>2407999
>>
Rolled 42 (1d100)

>>2407999
>>
Rolled 85 (1d100)

>>
DC:70+10+5=85
You:158
You rally the men and charge in again - this time the tideborn men hold for no more than a few seconds before their line breaks and they fall into chaos, in which our superior numbers and ferocity overwhelm them gradually.
A hundred enemies are dead or dying, but the same is true of our own. Thirty-odd of their warriors threw down their weapons and were captured. The village has about 300 civilians beside them. There's two more villages like this, though we don't know how well they are defended.
What should we do now?
>>
>>2408035
MASSACRE, RAPE AND LOOT TIME!
>>
>>2408035
I say we enslave the civies and the prisoners. Loot and raise the rest then head home
>>
>>2408039
>>2408035
OOOH YEAH
>>
>>2408035
Loot everything, sacrifice their warriors to use the Ritual of Flesh Healing on ours take all the women but kill the rest.
>>
>>2408035
Please see >>2407756 for reference.
>>
>>2408041
Agreed
>>
>>2408035
>>2408041
>>2408046

Kill the men take the woman and loot the valuables
>>
Give me a roll for each of these:
Loot
Captives
Helping our wounded
>>
Rolled 54 (1d100)

>>2408055
>>
Rolled 63 (1d100)

>>2408055
>>
Rolled 93 (1d100)

>>2408055
>>
Rolled 53 (1d100)

>>2408055
>>
>>2408035
Take trophies from our kills and take everything we can. Specifically move to search their boats if there are any ashore
>>
Alastair is a well built lumberjack, who spends his days chopping wood and protecting his family and friends from the occasional wild animal attack. He wields a two-handed axe in battle, and could perhaps cleave a man in two with it.
>>
File: Burning_village.jpg (57 KB, 640x426)
57 KB
57 KB JPG
By midnight little is left of the village as our warband goes back to its camp in the forest to the north.
180 of our original 250 are alive. Those who were too wounded to ever be able to fight again, even if healed by ritual, were given mercy killings, their flesh used to aid those who could be helped. As a result, of our current count only about a dozen won't be fit to fight this month, two dozen need a few days' rest.
We took a fair amount of loot - the most valuable of which was the enemy's equipment, with fifty bronze weapons in our hands now.
The men had plenty o'fun and in the end we took close to a hundred captives. There might have been more, but without clear leadership some chose to kill, others to take. No more than a few of the tideborn men are left alive and the children were seen as little use by most of our warriors on the look for slaves.

What shall we do now?
A.Return home and celebrate
B.Head home with the spoils and then go back to raiding as soon as possible
C.Raid the closest village ASAP
D.Other
>>
>>2408089
>A.Return home and celebrate
>>
>>2408089
B
"let's secure our gains"
>>
>>2408089
B
>>
>>2408089
>A.Return home and celebrate
"We should go home and rest before starting another fight. As part of the wager i'll provide the drinks."
>>
>>2408089
A
>>
>>2408089
>A.Return home and celebrate
>>
>>2408089
A. Allow for our warriors to heal. Then we can raid more.
>>
>>2408089
>B.Head home with the spoils and then go back to raiding as soon as possible

Don't let the tideborn have time to prepare
>>
>>2408089
C.

Don’t stop now lads
>>
>>2408089
>B.Head home with the spoils and then go back to raiding as soon as possible
Interrogation of the prisoners also
>>
>>2408089
>B.Head home with the spoils and then go back to raiding as soon as possible
>>
Switch to A
>>
The warband returns home to the village as victors. The wounded will be able to recover and celebratory feasts will be had - to honour the dead and to give praise to the living. Some of the Apt have promised to conduct rituals of light to keep the village well lit across the entire night of celebrations.
The Council of Elders hasn't taken any stance on the matter. Some begin to doubt their ability to lead their people - the elders are generally all too old to fight in war and though a few of them will join the feasting, murmurs among the warriors speak of "Weak old hags unfit to rule". The village and tribe do not even have a name that everyone's agreed upon....
Others are concerned about the loot - without any real leaders present, the spoils of war belong to the one who claims them - and this has caused a few heated exchanges that have led to blows already.
Whatever the case, a celebration will be held regardless! You may participate freely, perhaps it will make a fine moment to share stories and discuss future plans alongside fellow tribesmen, enjoy your winnings and honour the fallen brethren. (I'll only arbitrate if something grossly violates canon and logic, otherwise I'll trust you ancap nibbas to handle it among yourselves).

https://www.youtube.com/watch?v=nZIPeGN7CPQ


I might be back tomorrow, though likely at a later time(around 9pm GMT).
>>
>>2408089
B
>>
>>2408164
"A glorious battle me lads! We crushed those fishfuckers and now get to fuck their women! However next time we need a lil more organization! We can work on that tho! Now have a drink and a fuck!"
>>
>>2408164
"Did you guys that one seafucker teen during the battle, I mean, he was so scared, he fell on his sword before the battle even started."

- heavy drinking of mead and various alcool -

"Hey Riki did you s- *BUUURP* see what I managed to get my hand on during the battle... Yeah its a boat oar, i'm gonna *BURP* replace my old maul with it, perhaps even put a few nails in it."
>>
>>2408175
"Guess I owe you a Drink Tavish. Beat more of them sea lads then anyone in the wager."
>>
>>2408164
Jestre sets aside a slightly large portion of the female slaves for himself and plays music all night to help all these potential face-smashers get too drunk to smash his face.
>>
>>2408190
"Who the fuck do ya think you are ya cunt! You didn't do even kill enough to deserve even half of that."
>>
Morrighan manages to convince a warrior to trade healing services for one female slave that she will use as a maid.
>>
>>2408194
"I'll be playing you lads music all night, if I don't set a few to the side now all the good ones will be gone before I've gotten a chance, all because I want to entertain the real soldiers. If you want to take a couple you can take that up with these other gentlemen, but I'm keeping Lynda here." Jestre grabs the prettiest slave in the lot by her shoulders to illustrate.
>>
Rolled 35 (1d100)

>>2408216
Insert my fist in Jestre's character's face
>>
>>2408164
"This but the first of many victories. We can't allow those sea rats live in our lands, sharping their swords and plotting to attack us. We will wipe this threat out and take back what is ours!"

Vigo spends most of the celebration drinking and sharing battle stories with his fellow warriors.
>>
Rolled 16 (1d100)

>>2408232
Rolling to dodge. "Save it for the fishies lad!"
>>
>>2408232
>>2408249
*Clutching nose* "Hehe, I see my music isn't very appreciated here, I'll just go" taking Lynda with me.
>>
Rolled 40 (1d100)

Seeing that the bard had left, Alastair shall try and play some music himself, perhaps he'll get lucky and make a good tune.
>>
>>2408295
"I'm taking the pretty lady, she is pretty enough to bear my child"

"In the meanwhile you could service yourself on one of the goat, that is all you deserve"
>>
Rolled 97 (1d100)

>>2408350
"... The nose I could've forgiven, I had taken more than my share and deserved it, but now you have insulted me personally." Going for the diaphragm.
>>
Rolled 98 (1d100)

>>2408392
SWIFT KICK IN THE SACK
>>
Rolled 73 (1d100)

>>2408392
>>2408398
Anwàs may have been the first "man" to go for Jestre's nuts, but he isn't the first person. With his opponent turning away preemptively, Jestre reciprocates.
>>
Rolled 38 (1d100)

>>2408447
OAR TO THE TEETH
>>
Dag is quietly sitting under a tree, spear in one hand, alcohol in the other. He felt full and content having feasted his fill and looked up into the night sky as the cinders of celebration drifted through the air...
>>
>>2408455
>>2408447
"Now we're back were we started, I AM LEAVING WITH THE GIRL! The least you can do after initiating such low, heh, blows." Limps backwards.
>>
>>2408490
>no sell lowblow and just walk away
Okay
>>
>>2408484
....the fact a woman was "resting her head" upon his lap made the evening all the more relaxing.
>>
Tomi is seated by a fire pit looking over the bronze weapon retrieved from battle with his new companion resting next to him. Occasionally looking over at the amusing brawl between Anwas and the other tribesman.
>>
>>2408501
Jestre is the sort of person who gets alot of girls angry. He almost certainly has a tolerance for this sort of thing.
>>
>>2408164
Faolan MacRiocaird is one of the explorers who helped create the map, specifically the southeast part of the map where the tideborn reside. Faolan is a cautious man who regularly venture out, someone who likes to stay out of sight and attack from behind if necessary, but isn't afraid to confront someone head on if it seems like a decisive victory.

Faolan sits on the edge of the well deserved celebration studying a crude map while enjoying his mug full of alcohol. Looking up to catch the hilarious scuffle with the bard and warrior.
>>
File: 00-3.jpg (332 KB, 1080x720)
332 KB
332 KB JPG
Once the night had died down and the revelry had mostly given way to a tranquil silence Daganae looked at the spoils of the battle. He took a moment to thank whatever spirit or thing that watched over him and his comrades today, he prayed for good times ahead. As he fell to sleep under a tree he could have saw he saw a shooting star...
>>
James bucklen, amateur magic user who seeks to become apt but is weighed down with smithing and his fathers smithing shadow, had seen close to 23 winters now and he had finally tasted blood in battle against the milkdrinking tideborn. A Smith trained by his strict father he was impressed with the workmanship of the bronze those malicious fishermen had whilst observing a bronze armament he had taken from deceased.

Gripping his horn of ale he loudly and ungracefully toasts to the lads and many more victories.
>>
Harvesting season soon came and after it - winter.
The tribe seems happy this spring season, we've got a lot of expecting mothers. The Shepard clan gave us gifts, they seem to be doing well.

Year 121

>>Purebloods: 2700
>>Slaves:80
>>Agriculture:8/10
>>Resources:5/10
>>Manufacturing:4/10
>>Trade:5/10
>>Morale:8/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2409782
F
get some intel on the Tideborns, sentry the whole area between us and them
>>
>>2409782
Construction, we must become powerful during this time of peace.
>>
>>2409782
>G.Research & development
Let's research cheese
>>
>>2409782
>E.Government & laws
I say we need to change the way we do things, I fink we should elect a chieftan to lead us in war and help the Council of Elders rule!

We should also call our Tribe the Heaven's Blood and our main village Langloft
>>
>>2409782
F find tin
>>
>>2409782
>B.Culture & religion
>>
>>2409787
>>2409782
Changing for F
>>
>>2409788
>>2409782
Support
>>
>>2409782
F
>>
>>2409788
Support
>>
>>2409788
Changing to this
>>
>>2409782
F

I say we call our town Aether Valley and our Tribe Aethoria
>>
>>2409785
"I will lead the group with this task if noone has objections."
>>
Let's settle some matters at the same time.
1.Exploration - pick one
A.Look for resources in our known area
B.Scout out the positions of the Tideborn in preparation for another attack
C.Scout further areas to expand our map
2.Government
A.No changes. Things are fine as is.
B.Elect a chieftain to lead in war and help the Council of Elders rule
C.Other

Vote on both.
>>
>>2409812
1. A
2. B
>>
>>2409812
1: B

2: B
>>
>>2409812
1 B
2 B
>>
>>2409812
1.A
2.B
>>
>>2409812
1 A
2 B
>>
>>2409812
A
B
>>
>>2409812
>B

>B
>>
>>2409812
B Caplan will lead the scouts!
B
>>
>>2409812
>B.Scout out the positions of the Tideborn in preparation for another attack
>B.Elect a chieftain to lead in war and help the Council of Elders rule
>>
>>2409812
A
B
>>
>>2409821
Faolan*
>>
>>2409812
1 A

2 B
>>
>>2409812
A
A
>>
Looks like we'll be having ourselves an election, eh?
That is good...but how shall it be done? Give proposals for the way our election will work and also for the title of the man we're electing.
>>
>>2409841
I think the old fantasy civ system is good
>>
>>2409841
The title should be Dawnbringer with the two men with the most votes fighting to see who gets to lead!
>>
>>2409841
Procons.. I mean Warchief or Hegemon or Harbinger

I like Harbinger

A vote of the tribe or a fight to first knockout
>>
>>2409841
The tribe will elect a Chieftain for external dealing while the elders take care of internal buisness.
>>
>>2409842
>>2409841
Let's bring back the good old contest system
>>
>>2409842
Also OOC that system was good enough
>>
>>2409841 Title of Heaven's Chosen
>>
>>2409845
>>2409841
Supporti
>>
>>2409847
Supporting
>>
>>2409847
I will switch to this for a general simple election
>>
>>2409847
General election sounds fine
>>
Simple election for simple people.
Do you think you make for a good candidate to be Chieftain? At the village center, ground will be cleared and every willing person may speak in front of his kindred. You must:
>Say who you are
>How old you are
>What your strengths and accomplishments are
>What you will do if chosen as Chieftain

So far we've agreed that the one to be chosen as Chieftain will lead our warriors in war and in negotiating with outsiders. The title can be changed.
There will be no rolling, the one who has the most supporters will be chosen.
>>
>>2409878
Anwàs, a recognized warrior and strong man stand forth, battleoar in hand and propose himself to lead the people to war. He explains that his main values are strenght and friendship. He has distinguished his strenght in the battle against the tideborns and has distinguisjed his friendship in the feast that came after it (not just kicking a bard in the balls but people also appreciated that one).

"We all know that we need a strong leader. Who else than me could defend the tribe against those raging seamaniacs that once took our land. Am I going to let them keep it? NO! we will defeat their warriors and seize their stuff! Now, (Yelling) WHO'S GOING TO STAND ALONGSIDE ME WHEN THIS TIME COME?"

About the battleoar; It was captured off a boat during last raid, in the meantime, Anwàs reinforced it with copper lining and spikes on the two sides.

Name: Anwàs Stonor
Age: 31
Accomplishment: see above
What will you do: see above
>>
File: Celtic-warrior.png (424 KB, 599x399)
424 KB
424 KB PNG
>>2409881
forgot pic
>>
>>2409881
The fekkin lad has my support, did you see him kick that pansy bard in the sack! He also fights real good versus the fishfuckers!
>>
>>2409881
Support
>>
>>2409881
"Throwin my support behin Anwas."
>>
>>2409881
support him
>>
>>2409878
The names Jamey Bucklen
23 winters to my name
I'm a warrior and a blacksmith trained by my father. I fought against the tideborn and help miners find ore veins. I Smith for my living outside of looting during war.

I want to take this tribes metalworking and armaments to the next level of innovation. I want our people to prosper in the field, farm or mine.

We will also punish the tideborn in future by taking to the sea
>>
Amwas Stonor is chosen with great support among his peers. He is our people's first Chieftain!
Now, I need three rolls.
>>
>>2409889
Support him
>>
Rolled 59 (1d100)

>>2409891
>>
Rolled 99 (1d100)

>>2409891
>>
Rolled 93 (1d100)

>>2409891
>>
Rolled 38 (1d100)

>>2409891
>>
Rolled 45 (1d100)

>>2409891
>>
"Well then what are we waiting for... Let's feast!"
>>
File: StartingAreaRough.png (64 KB, 1078x656)
64 KB
64 KB PNG
We've a new chieftain.
The year and the one after were spent exploring and scouring for resources - and we got good luck in that! Rich tin deposits have been discovered two days' fast walk to the southeast. They also briefly ventured into the lands further east - it is good land, unsettled at the moment, with sparser forestation and a few roaming herds of cattle near what must be the ruins of an old settlement.
The Tideborn to our southeast have moved to the far side of the river, begining to fortify their main settlement - situated where our own previous home was!

Year 123

>>Purebloods: 2760
>>Slaves:75
>>Agriculture:8/10
>>Resources:6/10
>>Manufacturing:4/10
>>Trade:5/10
>>Morale:8/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders, Chieftain
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
B
Ask our druids and elders about religion
>>
>>2409929
>B.Culture & religion
>>
>>2409929
>I.Diplomacy & war
>>
>>2409929
>B.Culture & religion
>>
>>2409929
I
>>
>>2409929
>>G.Research & development
We need better agricultural techniques and equipment. Our plates must runneth over
>>
>>2409929
D.
Have our men train more amd work on breeding more war hounds
>>
>>2409929
I
Let’s go slaving to get a nice workforce
>>
>>2409929
>I.Diplomacy & war
>>
>>2409929
Changing to F
Go round up some of those cattle near the old settlement.
>>
>>2409953
Support
>>
>>2409953
Support
>>
>>2409953
Changing to f
>>
>>2409953
this
>>
File: Cattle1.jpg (77 KB, 500x352)
77 KB
77 KB JPG
We visited the eastern ruins and, with the help of some members of the shepard clan, gathered together the herds of cows and brought them home. A dozen have been claimed by the shepard clan, the other seventy or so are ours.

A matter of discussion has arisen - the slaves. They are all women from the tideborn village we raided, more or less all in childbearing age. They belong to whichever among the warriors claimed them and there is no common agreement as to what their status among our people should be. Some of the womenfolk are unhappy that the men are keeping 'dirtblood' women and in more than a few cases laying with them. Two dozen of the young children in the village are in fact the children of warrior men and slave women. The Council of Elders believes that such children have weaker blood and would not make good Apt if they were ever given the opportunity. The status of these children and the slave women in general should probably be decided soon.

Year 124

>>Purebloods: 2780
>>Slaves:70
>>Mutts:25
>>Agriculture:8/10
>>Resources:6/10
>>Manufacturing:4/10
>>Trade:5/10
>>Morale:8/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders, Chieftain
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2409979
E
Decide the fate of the slaves
>>
>>2409979
E
>>
>>2409979
>B.Culture & religion
Let's make a Caste system
>>
>>2409979
E.

Cut off the dicks of those who procreate with dirtbloods.
>>
>>2409983
Support
>>
>>2409979
E - Slave's childrens should be made into other slaves.

The warriors who have made those slaves widows still should have the right to do whatever they please with the womens, after all, they deserve it.
>>
Men and women from the tribe gather to discuss the matter of slaves and mutts.
Will you propose any measures? Don't be afraid to adress more than one issue.
>>
>>2409990
Pureblood men must also have a wife and mutts may only lie with other mutts.
>>
>>2409990
Kill the slaves and mutts.
>>
>>2409990
Mutts should be free but they should only be able to marry other mutts.

Heaven's Folk should only be able to marry other Heaven's Folk with the possibility to take mutts and slaves as concubines.

Slaves can be freed, but at the discretion of their masters. Children born to slaves are by default slaves to their parent's masters.
>>
>>2409998
Support
>>
>>2409998
Supporting
>>
>>2409998
>>2409996

"I believe this is the right path for us"
>>
>>2409998
>>2409990
I would like to add that only the pureblood can hold governing positions and the like.
>>
>>2409998
good with me
>>
>>2409990

Mutts are free.
>>
>>2409990
Race or blood should not matter in that case. However, since the slaves are taken as spoils of war, status should matter more in this case.

I propose that:
1. childrens of slaves should be made into slaves.

2. Warriors who have taken slaves can do whatever they please with them.

3. Male slaves be put to permanent Mining duty starting the age of 14
>>
>>2409998
I agree
>>
Morrighan's proposal has been accepted.


Year 125

>>Purebloods: 2800
>>Slaves:70
>>Mutts:30
>>Agriculture:8/10
>>Resources:6/10
>>Manufacturing:4/10
>>Trade:5/10
>>Morale:8/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders, Chieftain
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2410022
I
Let’s go slaving
>>
>>2410022

Construction, start making Bronze
>>
>>2410022
I raid time
>>
>>2410022
D
>>
>>2410026
Lame

>>2410029
Support
>>
>>2410022
>I.Diplomacy & war
Time to take heads and burn shit
>>
>>2410022
>>C.Construction
>>
>>2410022
I
It's time to raid again!
>>
>>2410022
>I.Diplomacy & war
Hit our prey again, maybe if we do enough we can force those whom remain into subservience or face death?
>>
What should we do for our next attack on the tideborn? Give proposals in terms of numbers and broad strategy/goal of the attack.

What we know is that a thousand-odd tideborn occupy a coastal settlement and are working the land around it. They have a palisade around their village and they sometimes see ships coming and going.
>>
>>2410042
We should send 500 men to rampage and pilliage but make sure to not get bogged down too much. Try to grab as many slaves as possible
>>
>>2410042
Take 400 men in the dead of night and toss torches over their pallisade and looting anything outside the walls.
>>
>>2410042
I say we raid the outskirts with a force of 500

If opportunity arrise during a raid perhaps we might attack
>>
>>2410045
Support. Take them by surprise and storm the settlement.
>>
>>2410043
Supporting this but also have a fee men burn down their farms
>>
>>2410042
We should send 10 or so men to stealthy burn their palisade wall and have 500 men wait nearby to pick off the enemies.
>>
>>2410043
Support
>>
>>2410045
supporting
>>
>>2410043
This
>>
>>2410045
Supportinf
>>
>>2410051
Backing
>>
We can outfit five hundred warriors well enough - a combination of veterans, untested freemen and fresh blood.
The Chieftain leads these troops south...
Give me 3 rolls
>>
Rolled 88 (1d100)

>>2410066
>>
Rolled 67 (1d100)

>>2410066
>>
Rolled 57 (1d100)

>>2410066
>>
Rolled 46 (1d100)

>>2410066
>>
Rolled 3 (1d100)

>>2410066
>>
Rolled 38 (1d100)

>>2410066
>>
Rolled 73 (1d100)

>>2410066
>>
The warband reaches the edge of the southern forest - from an elevated position, they overlook the outer farmlands, the coastal settlement visible in the distance.
We haven't been detected - the only tideborn we encountered were a couple of foresters that we quickly killed. We have the element of surprise on our side and can pick the time and place of our attack. Now's the time to choose.
1.Time
A.Right now - daytime
B.Rest until tomorrow
C.Attack at night
2.Place
A.Raid the lands outside the palisade
B.Attack the palisade with one force while others loot the surrounding area
C.Full attack on the main settlement
>>
>>2410082
Right now
People will notice the dead men are missing

Raid outside walls
>>
>>2410082
>C
>A
>>
>>2410082
A
C
>>
>>2410082
1: A, "We must not let the enemy take the time to prepare, they'll notice something's wrong quickly"

2: B
>>
>>2410082
A
B
>>
>>2410082
1 c
2 c
>>
>>2410082
>A
>C
>>
>>2410082
>A.Right now - daytime
Because who expects a raid now? also most of their men may be on the water fishing?
>B.Attack the palisade with one force while others loot the surrounding area
The Majority however should be with the settlement attack force.
>>
Zorion was the firstborn child of his parents and it is said that his name from the happiness that his birh gave to his parents. He has spent most of his life working on the family farm near where the river meets the lake. A mere boy of 18 summers he joins the raid in hopes of gaining riches sufficient enough to start a life of his own with his sweetheart back home.
>>2410082
>C.Attack at night
>C.Full attack on the main settlement
>>
>>2410082
>A.Right now - daytime
>A.Raid the lands outside the palisade
>>
>>2410082
Changing to
A
B
>>
>>2410082

1A
2B
>>
>>2410092
>>2410082
Changing to
A
B
>>
For numbers sake

400 mens will attack the pallisade and cut off anyone living outside from entering.

they will work on breaking down the wall if they can, or if they cannot contain the enemy inside. Evade needless casualties.

100 warriors will raid around the village, taking loot and captive. Burning houses and ruining crops
>>
I'll use what I think is the Hare-Swift system of combat engagement. Three rolls are made by you, they compete against the DC that I state beforehand. The DC is base 50, modified by the factors. No rolls beating the DC is a critical failure. One roll beating it is a failure. Two rolls beating it is a success, three rolls - critical success


The Chieftain leads the warband forward - emerging from the forest, the main force rapidly moves to hit the gate before a defense can be mustered - meanwhile the smaller force the outer dwellings. Roll three times

DC: 40 (-10 Surprise)
>>
Rolled 73 (1d100)

>>
Rolled 67 (1d100)

>>2410156
>>
Rolled 11 (1d100)

>>2410156
>>
Rolled 24 (1d100)

>>2410156
>>
Rolled 46 (1d100)

>>2410156
>>
Rolled 1 (1d100)

>>
The outer dwellings offer little to no resistance - the tideborn scream as our raiders begin killing, looting and taking captives, burning houses and ruining crops.
The main force advances well, but not fast enough - the gate is closed before they are able to reach it and the people on the inside are sounding alarms and arming themselves. A few stray arrows and slings are sent our way.
NO ROLLS NOW

A.Try to break through
B.Just keep them busy and scared, damage the palisade and anything near it but don't try to go in
C.Pull all the men back to raiding the outskirts
D.Pull the warband back
>>
>>2410172
A
>>
>>2410172
A
>>
a
>>
>>2410172
A.
>>
>>2410172
A
Light the walls on fire
>>
>>2410172
A.Try to break through
>>
>>2410172
A
>>
>>2410172
I would like to state for the record that I am with the smaller group.
>>
We'll try to break through - it's a race against time now, if we are able to do it quickly enough we can overwhelm the tideborn before they are able to put up a strong defence.

DC:55 -5 surprise +10 defences
>>
Rolled 21 (1d100)

>>2410194
>>
Rolled 65 (1d100)

>>2410194>>2410188
>>
Rolled 66 (1d100)

>>2410194
>>
Rolled 36 (1d100)

>>2410194
>>
Rolled 33 (1d100)

>>2410194
Mem
>>
It took a few minutes - the nearest enemies began reinforcing the gate and throwing whatever they could at us, with one tower being built overlooking the gate to its left. We've got a few wounded and a couple dead, but now the gate's down! The men on the inside have assembled a rag-tag defence - a line of shields and spears is hastily assembling to meet our attack.
DC:50 -5 surprise +5 defences
>>
Rolled 40 (1d100)

>>2410207
>>
Rolled 3 (1d100)

>>2410207
>>
Rolled 26 (1d100)

>>2410207
>>
Rolled 8 (1d100)

>>2410207
>>
Rolled 22 (1d100)

Rolling for survival
>>
A spear was thrown and Yak Mac Tain threw himself in its path, protecting the Chieftain at the cost of his own life. Arrows rained down upon the group a moment later and Anwas is badly wounded and unable to fight or lead. The enemy's frontline is holding, but the real damage is coming from their ranged troops.
With a moment of chaos in command, the only way left is forward!
DC:60 -10 command
>>
Rolled 46 (1d100)

>>2410225
>>
Rolled 44 (1d100)

>>
Rolled 65 (1d100)

>>2410225
>>
Rolled 17 (1d100)

>>2410225
>>
Rolled 76 (1d100)

>>2410225
>>
Rolled 4 (1d100)

>>2410225
>>
>>2410225
Get me and Yak Mac Out of here now!

CONTINUE FORWARD I'LL BE BACK IN A MINUTE I NEED TO TAKE A PISS
>>
Tavish na Sliabh is able to assume command in the chaos. The warriors at the front clash and for a bit, the enemy is pushed back, but more and more of the locals join the fight - we find ourselves at least evenly matched in numbers. We're taking a beating, but the situation is still salvageable.
A.KEEP PUSHING
B.Slow withdraw
C.Turn around and run as fast as we can - they won't be able to chase us
>>
>>2410236
A
Not one step back
>>
>>2410236
>A.KEEP PUSHING
Charge!
>>
>>2410236
>B.Slow withdraw
>>
>>2410236
A
>>
>>2410236
A.KEEP PUSHING
"MEN OF HEAVEN PUSH HARD!"
>>
We choose to PUSH FORWARD! The numbers are roughly equal, our equipment is not too different and neither side has well-trained warriors. Every man's individual fighting ability will matter, as well as their ability to work with those around him.
DC:50
>>
Rolled 22 (1d100)

>>2410250
>>
Rolled 54 (1d100)

>>2410250
>>
Rolled 10 (1d100)

>>2410250
>>
Rolled 97 (1d100)

>>2410250
>>2410250
>>
Rolled 69 (1d100)

>>2410250
>>
The battle is at a standstill. Casualties are mounting, but the enemy, backs against the sea, has no choice but to fight as long as they've got hope. Our men are more tired, as they had to run from the forest to the gates and then immediately start fighting.
A strong win for either side will decide the battle now.
DC:55 +5 fatigue
>>
Rolled 90 (1d100)

>>2410264
>>
Rolled 39 (1d100)

>>2410264
>>
Rolled 91 (1d100)

>>
Rolled 60 (1d100)

>>2410264
>>
Rolled 61 (1d100)

>>2410264
>>
Rolled 7 (1d100)

>>2410264
>>
BRING IN THE RESERVES! FINISH THEM OFF!
>>
While the fighting at the front continues, the Apt are able to mend Anwas back to strength - he sends runners back and brings reinforcements from the raiding parties, giving us a numerical advantage once more! Victory is now a good possibility.
DC:45 +5 fatigue -5 numbers -5 morale
>>
Rolled 71 (1d100)

>>2410284
>>
Rolled 20 (1d100)

>>2410284
>>
Rolled 66 (1d100)

>>2410284
>>
"The Chief returns! Fight on!"
>>
The initiative is once again ours - the tideborn's front is smashed and their forces retreat to the center of the village.
What should we try to do?
A.Show no mercy. Kill anyone in our way
B.Kill any man that stands on his feet
C.Negotiate - if they surrender, we can limit our casualties. A Pureblood's life is worth several of these dirty sea wretches.
>>
>>2410296
B
>>
>>2410296
C.
>>
>>2410296
>B.Kill any man that stands on his feet
Clap the others in bindings
>>
>>2410296
C
>>
>>2410296
B
>>
>>2410296
>B.Kill any man that stands on his feet
>>
>>2410296
>C.Negotiate - if they surrender, we can limit our casualties. A Pureblood's life is worth several of these dirty sea wretches.
>>
>>2410296
B
>>
>>2410296
>B.Kill any man that stands on his feet
Let one go with a message, "depart these lands you have no place here, return to the waves where you belong. This is our land"
>>
>>2410296
>>2410303
Changing to C
>>
Rolled 50 (1d100)

>>2410296

C.Negotiate - if they surrender, we can limit our casualties. A Pureblood's life is worth several of these dirty sea wretches.
>>
>>2410312
Sorry changing to C, we might be able to get them all to fuck off
>>
The tongue of the Tideborns is rough and slimy to our ears, like a bastardization of our own. Yet, we are able to essentially understand each other's words.
What terms do we offer them?
>>
>>2410324
https://www.youtube.com/watch?v=lLc2sSUecMA
>>
>>2410324
Lay down your weapons and surrender. In return we won’t kill everyone, women and children included
>>
>>2410329
support
>>
>>2410326
This
>>
>>2410324
Surrender here and your last settlement. Those that do will be spared, but you will bend the knee to us. You will give us tribute every year and recognise us as your superiors. You will take an oath that you and your children will serve us, you may deny this oath and be killed or enslaved
>>
>>2410329
Agreed
>>
>>2410329
Support
>>
>>2410329
Support in general
>>
>>2410329
basically this
>>
You offer them their lives in return for servitude.
Rolling for the Tideborn's will to resist. Low means a surrender.
>>
Rolled 62 (1d100)

>>2410350
>Bulgar forgot how to roll
Classic.
>>
One man among the defenders begins barking loudly to his people - something about the low and high tide. They form up and prepare to fight again.
Looks like we'll have to teach them a lesson the hard way.
DC:45 -5 numbers
>>
Rolled 24 (1d100)

>>2410355
>>
Rolled 100 (1d100)

>>2410355
>>
Rolled 78 (1d100)

>>2410355
>>
Rolled 42 (1d100)

>>2410355
>>
The enemy's skirmishers were able to deal some damage to us in the first seconds...
>>2410358
Until Lugus led the ferocious charge on the enemy's shieldbearers, crushing their resistance in seconds. Lugus' spear tore out the throat of the enemy's leader and their morale faltered as our warriors let out cries of war. Panic-struck, the enemy's skirmishers fled to rear, where a smaller gate was allowing some of the civilians to escape to the shore. When we caught up to them, we saw that the last boats and ships had already left. All Tideborn have lost the will to resist now.
We have about five hundred women of all ages,a hundred and fifty boys and old men unfit to fight and another seventy or so fighting-age Tideborn - all at our mercy.
Parts of the outskirts have been sacked already, the main village has only taken light damage so far. Most of their buildings are wooden, the locals primarily have chickens, many are fishers and of course farmers. Their crafts are primarily pottery and bonework.

What should we do with this place and its people?
>>
>>2410385
Permit the elderly to leave, bring the rest as slave

Loot stuff without destroying the place
>>
Lugus!
Lugus the hero!
>>2410387
Support
>>
>>2410387
"a wise choice my Chief"
>>
>>2410387
This. We may be able to just move some of our people back here
>>
>>2410387
Kill the elderly and use their flesh to heal our warriors.
>>
>>2410387
Shouldn’t we use the elderly as sacrifices to heal our men?
>>
>>2410387
>>2410387
Support.
>>
>>2410400
>>2410401
Lets use the fighting aged mens, we should have enough with them
>>
>>2410406
The fighting aged men are the ones we need for actual slave labor
>>
We'll take as many sacrifices as we need to mend our wounded. The elderly that remain will be allowed to leave - though without any boats, it's hard to say where they can go.

We spend four days looting the surrounding area and gathering captives and healing the wounded before heading back home. We leave behind an empty coastal settlement.

We reach our home village with a bit over six hundred new slaves. The former warriors of the Tideborn will mostly be used in the copper mines - the tin mines are further away and slaves being used there would make escape easier. Women are used as concubines, servants and farmhands.
The attack left eighty of our warriors dead - most notably the brave Yak.

Year 126

>>Purebloods: 2730
>>Slaves:700
>>Mutts:35
>>Agriculture:8/10
>>Resources:6/10
>>Manufacturing:5/10
>>Trade:5/10
>>Morale:8/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders, Chieftain
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy(LANDLOCKED)
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2410423
B
>>
>>2410423
B
>>
>>2410423
C
Construct a graveyard for those who died with a monument to yak
>>
>>2410423
>>B.Culture & religion
It is time to implement the cast system. We shall make the elders understand the strength of our position.
>>
>>2410423
B
gotta consult with the elders about what to do with the deads
>>
>>2410423
D. Craft leather armour, stock pile bronze weapons and breed more war hounds.
>>
>>2410423
>B.Culture & religion
>>
>>2410423
>J.Magical matters
>>
>>2410423
B
>>
>>2410423
>B.Culture & religion
A ceremony to burn the dead so their ashes might find their way to the heavens once again, eulogies given first then a loved one or a honoured guest like the chief lights the pyre
>>
Culture and religion:
Much of our old ways has been lost with the fall of Nebat and the migration of our forefathers. What has been retained is a vague sense of spiritual belief in higher powers - some consider them to be ancestral and natural spirits, others believe it is an all-binding force of fate. What we have retained for sure is a sense of racial superiority - the Folk of Heavens may visually look similar to some other peoples - like the Fair Folk for example - but we know of one certain visual distinction. Pure Folk of Heaven of Nebati lineage have recognizably darker red blood than other races - to the point that the veins visible under the skin have a more purplish shade, whereas the Fair Folk, while having a similar complexion to us, have bluish-green veins. From what we've observed, mutts with half-heavenly blood have veins that are a bit darker than those of their dirtblooded parent, but lacking the lustrious violet hue of their heavenly parent.
As for customs, we have traditional marriages between one man and woman. Men are the stronger sex, though we've noticed that among the tideborn and fair folk the distinction is starker than among our own - within our society it is men that fill the role of warriors in almost all cases, yes, but women are accepted as artisans, social leaders and Apt. The distinction is drawn generally by the case of danger- dangerous tasks that have greater risk of injury or death are more masculine.
We have no set rituals for the dead - some choose to bury the corpses, others - to burn them. Some leave them for birds to feast and in one winter, now long-past, a few families took to eating their deceased.
Celebrations are made to honor specific cases - raids, marriages, births and so on.
Our society used to be fairly equal in terms of wealth sharing - every family has at least one of its working members doing something that brings food. In recent times, wealth differences have begun to spring up - the warriors who were more accomplished and those who were more capable in looting have obtained more posessions - baubles,cattle and slaves. There has been some discontent, in particular among certain warriors who spent the last battle fighting, while others did more looting.

That about wraps it up from me on the subject - if you want to ask about the present state of other things, ask.
The main question is - what do you propose to be changed in our customs?
>>
>>2410488
It sound be our custom that all loot be gathered together and then split by the Chieftain among all warriors you participated in the battle.

Also the burning of our dead to return their spirits to the heaven.
>>
>>2410496
I agree with this. Kill the enemy first then loot to your hearts content.
>>
>>2410496
This
>>
>>2410496
This
>>
>>2410496
Also make it tradition for every house have a hound to protect it against robbers, bandits and bad spirits!
>>
>>2410488
>>2410496
This and a structured caste system that has:
Warriors: who fight battles, hunt and organise raids
Mages: Who conduct funerals, manage slaves and invest time into learning more about our heritage and magical prowess.
(If anybody wants to add anything to this feel free)
>>
>>2410506
Supporting this notion too
>>
>>2410496
Support

>>2410507
I support this although include a caste of artisans.
>>
>>2410506
I also support this
>>
>>2410496
>>2410506
Supporting
>>
Hounds, loot and burning the dead.

Gimme 3 rolls for general development, we'll do some years of time skip.
>>
Rolled 12 (1d100)

>>2410519
>>
Rolled 53 (1d100)

>>2410519
>>
Rolled 98 (1d100)

>>2410519
>>
Rolled 5 (1d100)

>>2410519
>>
File: StartingAreaRough.png (62 KB, 1065x627)
62 KB
62 KB PNG
Years pass. Harvests, new houses, new children. In such times of peace, our people are able to grow - being able to live for over a hundred years in rare cases, the Folk of Heaven are not only blessed with longevity, but also with graceful aging - a man in good health can be a reliable warrior into his 60s - an age which other races rarely even reach.
Our herds have grown and our crops are enough to feed us - but the new slaves were a burden on our food supply. More nearby woodlands were claimed for pastures and fields.
The coastlands saw a bit of conflict - some families tried settling there, but were beset by tideborn raiders, who in turn tried to make a new settlement that was raided by our warriors. The land around the delta is now almost unpopulated.
The number of slaves has declined and some of the muttborn are now adults. We had some years of laziness, but now it's time to get active again.

Year 140

>>Purebloods: 2900
>>Slaves:400
>>Mutts:150
>>Agriculture:6/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:5/10
>>Morale:8/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning, burial fires
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2410564
A
>>
>>2410564
G
>>
>>2410564
>>J.Magical matters
>>
>>2410564
>>G.Research & development
>>
>>2410564
>F
>>
>>2410564
J.
>>
>>2410564
J.
>>
>>2410564
>J.Magical matters
>>
>>2410564
>>J.Magical matters
>>
Seems you want to do something about magic, eh? Here's some trivia: A knowledgable person can recognize someone who has been healed through the Ritual of Mending Flesh. The foreign flesh often looks somewhat off and you might be able to spot the edges of what was the wound before, a very specific type of scar.

So, as far as magic is concerned - give proposals, ask questions if you have any.
>>
>>2410602
Give us hurty type of magic like fireballs.
>>
>>2410605
>>2410602
Support research combat magic
>>
>>2410602
Something more mystic focused. Maybe further learning about the Ritual of Magical Sense
>>
>>2410610
Support
>>
>>2410602
Enchantment magic
>>
>>2410608
>>2410605
this
>>
>>2410605
This
>>
>>2410610
this
>>
>>2410602
Changing vote to hurty type
>>
We will try to use the knowledge gained from experimentation, old records and tales and new attempts to conjure up a new concept of magic. This is a daunting and potentially dangerous task - give me 3 rolls.
>>
Rolled 22 (1d100)

>>2410676
>>
Rolled 54 (1d100)

>>2410676
>>
Rolled 57 (1d100)

>>2410676
>>
Rolled 83 (1d100)

>>2410676
>>
Rolled 57 (1d100)

>>2410676
flex
>>
Rolled 66 (1d100)

>>2410676
>>
File: Bonfire.jpg (109 KB, 717x400)
109 KB
109 KB JPG
It took one inexperienced and one aged Aptmen dying and several more getting burned to finally figure out the proper formula of incantations and preparation.
The Ritual of the Bonfire - a circular area, preferably contained with appropriate materials, is gradually heated up until fire begins. Having flammable materials present makes it easier to do and control. A dozen chanters can start a decent-sized fire after six minutes given the best conditions. Fire created in an empty space, can be sustained simply as an orb of flames for a few minutes at most before dying out due to a lack of fuel.The ritual exhausts the body and mind to some extents.
Incidentally, we've also found that in rituals, having more than twelve participants leads to greatly diminishing returns. The 'dozen' as a word might be related to this - or at least that's what some wiseheads think.

Now I'm going to wrap it up for today - until the next session, I leave you with a task - discuss names for our main settlement, our tribe/nation and so on. Deciding on such names is one of the prerequisites to unlocking factions for the quest.
>>
>>2410724
Settlement name: Dawnhold
Tribe/nation name: Cadarii
>>
>>2410724
Settlement: Dawnhold
Nation name: Heavens Peak
>>
Settlement: Dawnhold
Nation name: Heaven's Blood
>>
>>2410725
This
>>
>>2410725
This
>>
>>2410724
Settlement Name Ideas:
- Lakewatch
- Mountainsfoot
- Cadarsrest
- Mountain's Shadow
- Greenclearing
- Heaven's Refuge
- Folkrest.

Tribe Name Ideas:
- The Cloudcrowned
- The Riverborne
- The Lakecrossed
- The Golden Ones
- The Last of Mag
- Mag's Men
- The Water Drunk
- Nebat's Forgotten
- The Lost Bloods
- The Tribe Upon the Mountain
- The Riverfolk
>>
Supporting dawnhold
Waiting for a better nation name.
>>
>>2410724
Other Settlement names
-Nèamh
-Chiad-dhreuchd
-Fogharadh Nèamh
>>
>>2410724
Dawnhold sounds good for village name.
>>
>>2410783
- Heaven's Refuge

- The Lost Bloods
>>
Dawnhold is good


Potential Names:
Betorians
Aetheria
Jagen
Norvani
Alderi
Baxons
Renevari
Norden
Vaenarians (Vaenaria)
Taldari (Tal means Valley)
Talmeri
Taljaren
AetherTal
Himetal (Valley of HEaven)
Talcelen
Talvolken
Luftvolk
Neamh daoine (Heaven people irish)
Neatalans
Daoneans
Volnetals
Voldaeri
Aertal (Aertalii)
Aertaldari
Aertalarius
Danae
Aetherborne
Lukrieg
>>
>>2411057
Taldari seems kinda neat (also makes me think of Protoss for some reason)
>>
Langholt
>>
>>2410724
We should leave the settlement name for later it's only been known for being the village of our people so far.
Another suggestion for our tribe name could be Nabatan for the great island which gifted us with our power.
>>
>>2411433
Agreed on settlement name
>>
No consensus has been reached.
Let's continue as normal, then.


Year 142
>>Purebloods: 2940
>>Slaves:380
>>Mutts:170
>>Agriculture:6/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:5/10
>>Morale:8/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning, burial fires
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2411618
G
pointy sticks when?
>>
>>2411618
A
>>
>>2411618
A.
>>
>>2411618
>G.Research & development
>>
>>2411618
>>G.Research & development
>>
>>2411618
G
>>
>>2411618
D.
>>
>>2411618
A, ACQUIRE THE MEANS OF PRODUCTION
>>
>>2411618
A
>>
>>2411618
A
>>
A.
>>
We need to do something about food and/or growth - but what exactly?
>>
>>2411693
Train our cattle to act as draft animals to improve our production of food.
>>
>>2411693
Now that we have access to bronze again we can start making plows pulled by our newly acquired cows!
>>
>>2411702
>>2411706
This
>>
File: farming1.jpg (102 KB, 534x600)
102 KB
102 KB JPG
We are familiar with the concept of the plough, but until recently lacked the necessary resources to make use of it. This instrument made of bronze is used to turn over the upper layer of the soil - this brings fresh soil up and buries weeds and old crops below, where they can strengthen again for the next year. Oxen will be used to pull ploughs where possible, though are herds are still small and we'll likely see a lot of man-powered ploughs in the near future.

Year 145


>>Purebloods: 2980
>>Slaves:340
>>Mutts:185
>>Agriculture:7/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:5/10
>>Morale:8/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning, burial fires
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2411721
I
Finish off the tideborn settlements
>>
>>2411721
J.
When an old pureblood dies we should attempt to drain their blood and then also drain the blood of a mutt, using the pureblood as the reagent to cast Mending Flesh on the mutt and catalog the effects.
>>
>>2411721
G
>>
>>2411725
Changing to support this
>>
>>2411725
Try.
>>
>>2411721
>>2411725

J
>>
>>2411725
This
>>
File: bloodmagic.jpg (233 KB, 894x894)
233 KB
233 KB JPG
An interesting experiment was conducted - draining the blood of a freshly deceased elder pureblood, draining the blood of a mutt and mending the mutt's flesh with pure blood.
It's been three years and the mutt was taught the basics of Aptitude - alongside several other promising mixed youths. The test subject, visibly, had only a minor change in the shade of his veins, barely detectable under good sunlight. His gift for Aptitude, as measured by several experienced mystics conducting a Ritual of Magical Senses while he and the other mutts were practicing, has been improved very slightly.
Perhaps the blood of a dead elder was not the best way to try and enchance a mutt's blood. Or perhaps transfering blood isn't a viable method alltogether? Hopefully, some day we'll find out.

Year 148

>>Purebloods: 3020
>>Slaves:300
>>Mutts:200
>>Agriculture:7/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:5/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning, burial fires
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2411766
B.
>>
>>2411766
G
>>
>>2411766
D. Melt down our copper weapon stockpile to make a bronze weapon stockpile.

Work on training our men to a better standard.
>>
>>2411766
D
>>
>>2411766

D, BRONZE WEAPONS
>>
>>2411775
Aye
>>
We'll work on upgrading our weapons stockpile and improving the training of our warriors.
Give me three d100 rolls. The first two are for the military things, the third is for general stuff.
>>
Rolled 67 (1d100)

>>2411794
>>
Rolled 31 (1d100)

>>2411794
>>
Rolled 42 (1d100)

>>2411794
>>
We have a stable amount of bronze weaponry - spears, axes, daggers and arrowheads. The training our warriors have is nothing much - lacking sophistication, it consists of old veterans occasionally gathering groups of inexperienced men and telling them to fight each other with sticks, barking at them to try and form up next to each other and move together. We don't really have proffesional warriors, every man works something for most of the year and occasionally trains.
Hunters venturing deeper into the northern forest have seen its edges being claimed - a clan of Fair Folk have settled around where the Shepard clan lived before.

Year 152
>>Purebloods: 3070
>>Slaves:240
>>Mutts:215
>>Agriculture:7/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:4/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning, burial fires
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Copper-weapon stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2411816
B.
>>
>>2411816
I
>>
>>2411816
B. Start holding a the festival of Yak in springtime, this will be a festival honoring our ancestral dead along with hosting a tournament to find our greatest warrior.
>>
>>2411816
I
>>
>>2411816
I. Greet our new neighbour
>>
How should we greet those recent settlers?
A.Be friendly - talk, open up trade, learn about them
B.Raid
C.Other
>>
>>2411839
A.Be friendly - talk, open up trade, learn about them
>>
>>2411839
>>A.Be friendly - talk, open up trade, learn about them
>>
>>2411839
A
>>
>>2411839
A
>>
>>2411839
A
>>
File: StartingAreaRough.png (59 KB, 947x667)
59 KB
59 KB PNG
Another small clan of Fair Folk, it seems. These are families that split off from a larger group not too far north - two or three hundred all in all. They hope to be able to farm and herd in peace in the quiet river valley they've settled. They're a bit averse to us, but are willing to occasionally trade. The clan's led by an old bonespeaker - the spiritualists of the Fair Folk, they supposedly communicate with spirits through the bones of animals. Our Apt think lowly of these 'mystics'

Year 154

>>Purebloods: 3090
>>Slaves:210
>>Mutts:225
>>Agriculture:7/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:5/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade
>>Culture:Oral legends, runic script,calendar, stone tablets of learning, burial fires
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2411871
B.
>>
>>2411871
C. Create new hunting posts reaching out into the forest increasing our fur and meat industries.
>>
>>2411877
This
>>
>>2411871
C
>>
>>2411877
This
>>
>>2411871
C
>>
What should we work on building?
A.More housing and communal buildings in the main village
B.Expand the defences
C.Improve our farmlands
D.Improve our forest outposts
E.Clear paths to connect our outer holdings to the village
F.Build a particular building
G.Other

You may vote for one or two. If we choose two things, I'll skip more years ahead.
>>
>>2411894
>D.Improve our forest outposts
>E.Clear paths to connect our outer holdings to the village
>>
>>2411894
E
>>
>>2411894
B
>>
>>2411894
>A.More housing and communal buildings in the main village
>E
>>
>>2411894
A.
C.
to civilization
>>
>>2411894
C
D
>>
>>2411894
D
E
>>
>>2411894
B
E
>>
We've cleared some basic paths that connect the main village to the other settlements - in a central area of the eastern forest, a new village has formed as a center of foresting and a transit point for the tin mine.
Year 160

>>Purebloods: 3170
>>Slaves:125
>>Mutts:240
>>Agriculture:7/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade, Dirt paths
>>Culture:Oral legends, runic script,calendar, stone tablets of learning, burial fires
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2411943
G
>>
>>2411943
G
>>
>>2411943
F.
Explore North up the river!
>>
>>2411943
>>G.Research & development
Armour
>>
>>2411943
B.
>>
>>2411943
G
>>
>>2411943
G
>>
>>2411943
>G.Research & development
>>
Time for research!
Pick one.

A.Develop our system of writing
B.Develop our agriculture
C.Develop our crafts
D.Develop construction
E.Develop weaponry
F.Develop bagpipes
G.Other
>>
Starting this year, Anwàs announces that he will personally hold an annual feast in honor of the fallen.

He says that everything he receives as chief is useless to him and he'd rather spend it on drinking and eating with all of his fellow friends and tribesman. While others chiefs in the future might not go along with this feast, he doesnt particularly care and he is rather happy to redistribute the wealth in the only way he knows, a wicked party.

This feast will be held at the very last night before winter and will go on until the sun rises.
>>
>>2412042
A
>>
>>2412042
F
>>
>>2412042
A
>>
>>2412042
F....REEEEEDDOOOOOOMM
>>
>>2412042
A
>>
>>2412042
F
>>
>>2412042
A, for better record keeping
>>
>>2412042
F.
>>
>>2412042
switch to A
>>
>>2412042
A.Develop our system of writing
>>
Our writing system currently consists of runic symbols that represent an odd combination of sounds and concepts. We write them on stone, clay, wood and in sand if it's for temporary purposes. It allows getting across a point, but the writing is often quite hard to understand without context and someone to explain it. We are the only civilization we know of so far that has an established writing system. The literate among our people are the elders, the Apt and other learned men and women.
What do you propose we change in this system?
>>
>>2412103
We should have two alphabets, one for Concepts and one for Sounds.
Words are made up from the concept and wether it makes a sound or is silent define the other part of the word
>>
>>2412112

This, make a Kanji a hiragana meme.
>>
>>2412103
Make our alphabet like the Latin alphabet
>>
>>2412112
This
>>
>>2412129
This
>>
>>2412112
This
>>
>>2412129
This
>>
>>2412112
i'm good with this
>>
>>2412129
This
>>
File: writing.png (5 KB, 127x333)
5 KB
5 KB PNG
We'll take what we already use and refine it.
The concept script contains logograms - symbols that each convey a meaning and are spoken in a way - such as house or river; they also form the main body of verbs - see; adjectives - white; and adverbs - quickly. Names native to our language can be written with the Concept script. The number of concept symbols is potentially very, very high.
The sound script has simpler-looking symbols which convey a specific sound. The number of these is fairly small, less than a hundred perhaps. These are the sounds we use to build words at their base. Generally, these are syllables. They can be used independantly to form words - and are used for things for which we have no concept script symbol. In more native words, they are used in conjunction with a concept script to specify its meaning - there is a concept symbol for "See", but adding different sound symbols can turn that into "Saw", "Look!" "Seeing" and so on.
It will take time for this system to take off - it took years to develop. Our language might morph somewhat to adapt to this system.

Year 162

>>Purebloods: 3200
>>Slaves:100
>>Mutts:250
>>Agriculture:7/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2412244
J.

We know that there is a world of Heaven beyond ours, we should attempt to communicate with it using rituals much like we do to force the mortal world to our whims.
>>
>>2412244
B.

There are 3 gods and we must recognize this as a people.

The Mage. He is the highest of all beings and controls creation and destruction.
The Warrior. He protecc and attacc against those nibbas who don’t like us
The Lady. She loves our people as children and watches over, ensuring prosperous harvests and seasons.
>>
>>2412244
>B.Culture & religion
let's get some mysticism in here
>>
>>2412244
I
Raid
>>
>>2412247
SUPport
>>
>>2412247
support
>>
>>2412244
>B.Culture & religion
There are but two, the Mother Sun whom shines her light upon all equally. She gives life to all but she is equally a fickle mother sharing her light with even those not of her own. The second is Father Moon whom lights the night for his chosen and instead of shining simply to provide light and warmth, his light is cold and is to test us, under his stern gaze the cunning are rewarded with being the hunters, the unwise become prey. Finally are the Stars, the Children of the Sun and Moon. They twinkle playfully in the heavens and sometimes make shapes to tell the mortals below the heavens secrets.
>>
>>2412247
>>2412260
Supporting this instead
>>
>>2412247
Actually this makes more sense for orders sake
>>
Some in our tribe have started practicing odd rituals and holding faith in deities and spirits. The unseen world has long been a matter of disagreement, with differing beliefs in higher powers. Now we have decided to put the matter to a logical test - to conduct a long and powerful Ritual of Magical Sense, led by our best Apt. They shall meditate on the matter and try to open their senses, to detect whatever it is that lies beyond our eyes and ears.
This will be important. Provide three rolls.
>>
Rolled 41 (1d100)

>>2412311
>>
Rolled 94 (1d100)

>>2412311
>>
Rolled 11 (1d100)

>>2412311
>>
Rolled 81 (1d100)

Watch this

>>2412326
Tidecuck
>>
File: ether.png (1.07 MB, 657x775)
1.07 MB
1.07 MB PNG
https://www.youtube.com/watch?v=9fd0akX-GTI

Two circles in separate locations were formed, a dozen Apt in each.
The first circle focused on sight - though their eyes were closed, they attempted to see with their minds. After seven hours, the only results were faint visions of the shifting ether. One of the less experienced Apt in the circle screamed, overwhelmed by pains - he said he tried to peer in deeper, ahead of the rest. He began bleeding from his eyes, which gradually turned pale, his sight taken from him by the Ether.
The second circle focused on listening. They had more success - attuning their senses, the steady beating of their hearts and shallow breathing, they were able to isolate even those and focus outwards. Their ritual lasted for twelve hours undisturbed, in deep concentration. Upon waking, all were exhausted, but also willing to share their experience:
They were eventually able to hear a sound unlike any other. A faint whisper, like a second wind - the Ether, that fabled unseen force that some old legends claim binds the world together. It did not speak in words to them, but they could hear as it flowed around them. They could hear the effect of the other ritual - the moment when the young Apt's mind tried to force its way through the gentle currents and instead crashed on rough shores. This ritual of listening continued on, with the different Apt gradually losing the stamina to maintain their concentration. Elandra Glasia was the one who lasted the longest, a whole twelve hours, before waking up slowly.
In the following days, the twelve Apt who'd participated in the ritual of listening all observed similar changes to their bodies - the tips of their ears grew and sharpened. After several months they attempted the ritual again - they learned nothing new, but found that their ability to tune into the immaterial had improved by a noticeable amount.
>>
Year 164

>>Purebloods: 3230
>>Slaves:70
>>Mutts:260
>>Agriculture:7/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2412418
I
Raid nao
>>
>>2412418
>>G.Research & development
>>
>>2412410
These ears... Something must have taken over their bodies!

>>2412418
C
>>
>>2412418
G
>>
>>2412418
G. Bagpipes!
>>
>>2412418
B. Start the communal training of men, with each twelfth day the men will gather under the tutelage of older warriors to train their skills of combat.
>>
>>2412418

"Brothers and Sisters, we few have listens into the lore of the universe. While we remain still, the bonds of the universe flow around us! There's so much more to learn, my friends!"

G
>>
>>2412434
Changing to this
>>
Four votes fer research. Good enough.

Pick one.

A.Develop our agriculture
B..Develop our boatmaking
C.Develop our crafts
D.Develop construction
E.Develop weaponry
F.Develop bagpipes
G.Other
>>
>>2412464
F.
>>
>>2412464
C
>>
>>2412464
>F.Develop bagpipes
>>
>>2412464
F
>>
>>2412464

F, let us express ourselves with sound!
>>
>>2412464
>F.Develop bagpipes
HEAR THE SONG OF OUR PEOPLE
>>
>>2412464
F
>>
https://www.youtube.com/watch?v=QnfnP-8rQo0

We've had simple flutes and drums to supplement our voices for generations, but across the past decades there have been some occasional experimentations with the creation of a new musical instrument. We're not sure what kind of thought process led to it, but one family of the MacSliabh clan decided to show off the product of their ingenuity. They call it a bagpipe - because it's a pipe connected to an air bag. You blow into the chanter, it goes through the bag and comes out the reed. The sound is an odd mix of beauty and horror, much to the delight of that clan. Some other clans have taken a great liking to this instrument and have begun making their own bagpipes...

Year 170

>>Purebloods: 3280
>>Slaves:20
>>Mutts:275
>>Agriculture:7/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(On cooldown)
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2412514
>>F.Exploration & colonization
Explore up the river north
>>
>>2412514
>E.Government & laws
Establish courts to handle crimes
>>
>>2412514
F
>>
>>2412522
This
>>
>>2412514
F
>>
>>2412514
F
>>
>>2412514
F. Get flax
>>
>>2412514
>F.Exploration & colonization
>>
>>2412522
Supporting, we really need to do this if we want to handle a bigger civilization
>>
Exploration and colonization - pick an option or two if you want to skip ahead some more years.
A.Search for resources
B.Explore beyond our current map's borders
C.Settle a certain area
D.Send clans out to settle beyond our main village
E.Other
>>
>>2414028
A
B
>>
>>2414028
A.
B.
>>
>>2414028
A.
B.
>>
>>2414028
>A.Search for resources
>B.Explore beyond our current map's borders
>>
>>2414028
A.Search for resources
B.Explore beyond our current map's borders
>>
Total approval for exploration - give me 3 rolls
>>
Rolled 90 (1d100)

>>2414076
>>
Rolled 84 (1d100)

>>2414076
>>
Rolled 92 (1d100)

>>2414076
>>
Rolled 23 (1d100)

>>2414076
>>
File: StartingAreaRough.png (217 KB, 2249x1533)
217 KB
217 KB PNG
Numerous expeditions were conducted for years, each meeting new villages. In some of the later expeditions, we found that our reputation had preceeded us and we were given gifts of good will on several occasions - sheep, cattle and in one case - a pair of horses - useful as pack and draft animals.
In our region we met primarily Fair Folk clans, with several larger villages, some even close to ours in size - Igbar to the northeast, who produce copper and trade with Tideborn settlers to their east; Paddr to the north, with their large sheep herds; Reofk to the west, in a strategic position with access to tin; Iznok to the northwest, the ones who gave us horses - which they supposedly obtained from some people to the north. Neither the Igbarians nor our own know how to ride horses - frankly, looking at these animals it seems like an absurd idea. We know of tideborn settlers south and north along the coastline and we also met a new group - Bureans, with whom our grandfathers briefly fought during our migration north. The bureans are rich in copper and gold and make trade with the tideborn, who were previously their enemies - in our region storms often rage along the coasts and sheltered bays are the only places where one can reliably build and land ships across at least half the year.
Another good bit of news came with our resource surveys - directly south of the crossing lake, in some hills at the forests' edge, we found large deposits of gold - sitting at an accessable location, some of them practically shining in the daylight! There appear to have been signs of some people visiting the location before, but it is presently unclaimed.
Back home, things have been well, though the last of our slaves died off.


Year 178

>>Purebloods: 3400
>>Slaves:0
>>Mutts:290
>>Agriculture:7/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:7/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(On cooldown)
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2414246
F
Claim the gold before someone takes it
>>
>>2414246

C, GOLD NIGGA
>>
>>2414246
C. Construct a gold mine
>>
>>2414246
F.

Claim the gold mine and resettle the abandoned village.
>>
Gloric O'Fael is the 38 summers old patriarch of the O'Fael clan. Cautious and diplomatic, he seeks to maintain strong pacts and trades with the clan's neighbours, but isn't afraid of seeking glory in battle.
>>
>>2414246
>F establish colony right on top of that gold
>>
>>2414246
>>C.Construction
>>
>>2414251
Support
>>
>>2414246
>>2414251
Changing to C
>>
Seems we'll be claiming the location, but in what fashion? Gold is shiny and can be used to make valuable trinkets. The question is who shall work that mine and who shall have the gold. There's many ways to handle this, give proposals.
>>
>>2414352

Give the gold to the apts to try and do magic shit with.
>>
>>2414352
Purebloods appointed by the council and who do not belong to any known clan shall oversee the mine.
>>
>>2414352
Each clan will send an equal number of workers to the mine and receive a fair share for themsleves with a little being put aside for the tribe as a whole to use.
>>
>>2414352
Men who work the gold mine will be allowed to keep half of what they mine and the other half will be given to the Elders for the good of the Tribe.
>>
>>2414362
This
>>
>>2414352
Also construct a small fortified village there, gold is very valuable and we need to watch out for raiders.
>>
>>2414361
Supporting
>>
>>2414362
>>2414368
support
>>
>>2414368
>>2414362
Support
>>
>>2414362
>>2414368
Supporting
>>
>>2414362
>>2414361
These two.

Of the men working each will be miners from different clans

Half shall go to the council/gov
>>
Life's been quite all right. A steady, sustainable growth of our population, new shiny gold - mined by mixed crews which get half of it for themselves and the other half goes to the Elders. We've been trading it for cattle with the Fair Folk, which will help our farmers with ploughing and also supply us with meat, milk and hides. Occasional trade with the Bureans has been happening via that southern village as well.

Year 185

>>Purebloods: 3500
>>Slaves:0
>>Mutts:300
>>Agriculture:7/10
>>Resources:7/10
>>Manufacturing:7/10
>>Trade:8/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2414463
B
Name our village and tribe
>>
>>2414463

J: Magical Matters

See if the knife ears can perform magic faster/better/more reliable.
>>
>>2414466
Support
>>
>>2414463
C.
We must expand our main Village to greater size, maybe give it a name and build a proper quarry.
>>
>>2414472
>>2414463
supp
>>
>>2414472
>>2414466
Switching to this
>>
>>2414472
good with me
>>
>>2414472
SUpporing
>>
>>2414472
Switching to this
>>
>>2414463
>D.Military
We need to get these boys to start training
>>
Seems it's construction and everyone's mind is on the main village. What changes do you propose - be they in name or building?
>>
>>2414501
I propose the village be named Dawnhold.
>>
>>2414503
Agreed
>>
>>2414501
We should name the villiage dawnhold and greatly expand the amount of housing there
>>
>>2414501
I say we name the main village the Heaven's Bastion, as it is our protector and our home.

We should expand the dwellings, make more room for people and nicer houses.

We should also dig a quarry into the mountain giving us better access to stone
>>
>>2414503
Agreed
>>
>>2414513
support except the name
>>
>>2414503
This
>>
>>2411766
Is this a way to awaken magic potential in purebloods? If so, we might aim for a stronger blood magic theme.
>>
>>2414513
Supporting construction related ideas
>>
>>2414513
support
>>
>>2414533

We're going to need to do some more magic research, definitely. We've already created elves, I want to know what else we can do.
>>
A proposal to you: converting names into our in-universe language. The way I imagine it, Dawnhold would sound somethiing like Darunhod. Heaven's Bastion(wow, that's a mouthful) might be Hebashan.
>>
>>2414570
Sounds good
>>
>>2414570
Sounds good, Darunhod is a solid name
>>
>>2414570
Makes sense, since we don't speak English as the moment.
>>
>>2414570
Yee yee
>>
>>2414570
i agree with this
>>
>>2414570
Agree
>>
>>2414570
Agreed.
>>
>>2414570
disagree
>>
>>2414570
Agreed
>>
File: StartingAreaRough.png (240 KB, 2325x1501)
240 KB
240 KB PNG
Darunhod it is. We're establishing quarries and expanding the village proper. To give Darunhod a description - it is situated on a plateau, with some parts of that plateau being used for agriculture. The settlement, even with the proposed expansion, occupies only a portion of that plateau. To give you an idea, that house to the southwest of Darunhod on the map is just below the plateau, at the most gentle slope.

Year 192


>>Purebloods: 3600
>>Slaves:0
>>Mutts:310
>>Agriculture:7/10
>>Resources:7/10
>>Manufacturing:7/10
>>Trade:8/10
>>Morale:7/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures, quarry
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Low-quality non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2414675
>D.Military
Improve military discipline
>>
>>2414675
>>E.Government & laws
It is time to form a proper government via the prior mentioned caste system
>>
>>2414675
E
>>
>>2414680
>>2414675

D. We should improve military discipline by calling for a gathering of young men every twelve days to practice their combat abilities under the tutelage of the more aged and experienced warriors. This will also entail being organized into groups of ten or "squads" focused on fighting as a team and supporting each other.
>>
>>2414693
support
>>
>>2414682

E Caste System, nao
>>
>>2414675
>>2414693
Supporting though we should do it when there are ceremonies or gatherings instead of periodically
>>
>>2414693
This, but they should be in groups of 12, it is a good number.
>>
>>2414682
Support
>>
>>2414693
Support
>>
>>2414693
Support
>>
We'll implement a new training system.
Give me three rolls.
>>
Rolled 8 (1d100)

>>2414754
>>
Rolled 27 (1d100)

>>2414754
>>
Rolled 48 (1d100)

>>2414754

MEME LUCK
>>
Rolled 75 (1d100)

>>2414754
>>
Rolled 71 (1d100)

>>2414754
>>
Rolled 11 (1d100)

>>2414754
>>
Rolled 55 (1d100)

*curb your enthusiasm theme*
>>
Rolled 88 (1d100)

>>2414754
>>
Rolled 9 (1d100)

>>2414754
>>
We began our new model of training in late spring. It hasn't been long since and so far results are meagre. We're able to beat some fighting sense into the youngsters, but organization and command are still hard for us to practice efficiently.
It's mid-summer now and there's been troubling news. No word or shipment has come from our gold mine and its village - which, last we heard, had just finished its palisade construction - for thirty days. The first groups of hunters we sent in that direction also haven't returned. Now, at last, we've got reports - a warband, numbering in the hundreds, has set up in that area, occupying our village and mines. Some of the warriors appear to be covered in bronze - in terms of looks, some look like tideborn, but not all of them.
There is concern among our people - the news of the warband itself hasn't spread, but they know that no contact has been had with the gold village. What should we do?
>>
>>2414823
send a Force to liberate the village
>>
>>2414823
Encircle it, allow nobody to enter, they'll come out eventually or whoever staged this will abandon because no gold will be shipped out.
Scout the area nearby.
Wait them out.
>>
>>2414823
Assemble the lads n lassies

We march south
>>
>>2414823

Encircle them and starve them out. There's no means of food inside the mines.
>>
>>2414823
Gather the clans, we make war!
>>
>>2414828
We'll send about 550 men to implement this plan
>>
Chieftain Anwas passed away years ago, though we hadn't bothered to elect a new one yet. If we're to lead a warband south, we'll first have to elect a chief.
Normal, simple rules. State your age(It is currently the year 192. Your lifespan is base 50+3d20, rolled in discord for ease), name, skills/accomplishments and what you promise to do. Given that the title of chieftain is primarily for military purposes, you can state your plan for this situation if you want.
>>
>>2414841
Sounds like a damn good plan to me!
>>
>>2414880
Name: Jas Buckley
Age: 22 Born 170
Accomplishment: Blacksmith by trade, Fighter taught by my father a warrior who fought the tideborne, Jamey.
Goals: Destroy tideborn presence on our land. Build up a naval force/Sea town with fortifications

Plan: Surround the bandits within the mining town after scouting them out and confirming their location before assaulting after a siege.
>>
Hìrman, the son of old Anwàs is now the new man of his hut. Despite the complains from his mothers. The Unnintelligent 21 year old Hìrman proposes himself to be chief in the stead of his father.

He is not something very impressive but is still eager to lead. He is much less of a man his father was and not intteligent at all. He spends his days lounging around and being unproductive

Name: Hìrman
Age: 21
Accomplishment: see above
Goals: keep the status quo
>>
>>2414880
Age 30
accomplishments: warrior, forester.
Goal take back our mines using the encirclement plan we'll force the Warband within the mining settlement to surrender or be starved out.
>>
>>2414880
Kaya Tófi age 30.
No outstanding Accomplishments as of now.
Trade is Learner writer and reader, mostly dabbling in record keeping.
Goals: Ensure that our Tribe's mobs outnumbers that of other Tribes and that all mens able to partake in fighting do so.

Plan: Surround the Bandits, Begin negociations to get information about what happened, scout the nearby area to make sure our siege isn't broken and then meeting the enemy when they sally out or starving them out.
>>
>>2414880
Verizon Lanweiker 40 years of age
I am a skilled scout who has lead many of the expeditions across the land and discovered countless resources for our people.
I am also magically adapt and have fought in almost all of the conflicts our people have had against the tideborn.
Under me we shall reclaim all land that we have lost and strike hard and fast against those who dare take what is rightfully ours.
We shall grow strong and our bloodline will grow as we come into further contact with our magically origins under my leadership.
As for our current situation we shall surround the enemy who has dared occupy our land and burn the bastards out and slaughter them on the field of battle!
>>
>>2414880
Name: Roderk
Age: 25
Skills: A warrior and lumberjack like his father before him
Goals: Expand our mines and forges, vassalize the sheep people

Plan: Send out scouts and then directly assault the mine to liberate it from those scum
>>
>>2414880
>Name
Tascus Aradorn
>Age
27
>Accomplishments
A hunter just like my father Lugus, the destroyer of Tideborn.
>Goals
Wipe out the Tideborn along with any other hostiles and develop the land further.
>>
>>2414880
Name: Padan Vantairn
Age: 49
Accomplishments: Farming, a scout for several expeditions.
Goals: Aim to expand to the area around the lake, hopefully to control it as a center of trade to the other villages along the river. We should also open relations with new groups, though focusing on the lands closest to us, not on far away ventures that could just cause conflict.
>>
>>2414884
I support this lad, we'll kick those fishfekkers in the face!
>>
>>2414895
Voting.
>>
>>2414895
Supporting this man
>>
>>2414884
"This old hunter also supports this young man."
>>
>>2414884
Supporting instead of running
>>
>>2414884
Swicthing to support Jas
>>
>>2414895
Hìrman, being dragged by the ear by his mother is forced to support
>>
>>2414895
This.
>>
>>2414895
>>2414905
Switching to support Kaya, thus, dropping out.
>>
With the tense competition for chiefdom, Jas challenged Kaya to duel for the position. Kaya's refusal has earned the scorn of some warriors.
+1 NPC vote for Jas.
>>
>>2414895
support
>>
>>2414884
support
>>
>>2414895
Support.
>>
>>2414895
Dropping out and supporting Kaya
>>
>>2414945
Hear me my fellow men!
It is not by shedding out own clansmen blood that we will win, I do not wish to harm Jas for he a strong kinsman.
It is within the interest of all of us that our weapons be directed not toward the one we share hearth and songs with but to toward thoses who wish us harm and seek our death, praying only for us to be robbed of life, food and all that is precious to us.
We must fight as one, not as enemies to eachother.
As chief i'll formally forbid anyone to arm a clansman for vengeance and evil intent is forbidden amongst brother and should be directed toward the outsiders.
>>
>>2414971
>>2414972
>>2414884
Changing support to jas
>>
>>2414972
"A weak choice, blood is to be repayed with blood. You take my eye and ill take your head!"
>>
Kaya Tófi has been chosen for the position of chieftain.
We now proceed to preparing for war.
We've got shields and bronze weapons for about 600 men. We've got a hundred mutts and 1300 purebloods in good fighting condition at present.
How big of a force should go south? The chieftain will decide, though it may be wise to adhere to the general consensus.
>>
>>2414985
Chief i suggest 800 men to ensure we outnumber the warband in the village and any reinforcements they might have in the surrounding woods.
>>
>>2414985
I say we bring all 100 of the mutts and 900 Purebloods, we'll outnumber them and smash em right good!
>>
>>2414985
We will send a force of 900 mens of pure blood.
400 arms will be provided to them.
600 mens will directly encircle and take position. 300 arms supplied to them
200 will be sent scouting nearby area. 50 arms will be supplied to them
50 will be kept as runners for communication.
A small volunteering force of 50 mens will be chosen to be sent in to negociate, any who wish to join may do so. they will all be armed.
A garrison of 200 armed men will be kept at home on high alert during this event. with a reserve of 200 mens.
>>
>>2415011
Any objections?
>>
>>2415011
What the fuck is wrong with ya you soft bastard! Ya gunna fekkin negotiate with these invaders!
>>
>>2415030
We need to know what happened. Only way to find out is to talk to them.
If we can avoid losing lives and lure them out to enslave them all the better.
>>
>>2415027
"What do you plan to talk about? Will you let them join us if they agree to something? Will you let them keep a little land?"
>>
File: hqdefault (3).jpg (14 KB, 480x360)
14 KB
14 KB JPG
>>2415030
Silence MacSliabh!
The chief has given an order and you will follow it as we all will.
>>
>>2415037
No such agreement will be made.
They will pay if they have attacked us.
But it is not necessary for them to know this, it is best to strike when the enemy hasn't raised his shield.
>>
>>2415041
You wannae fight you fuckin cunt! The Chieftan is a soft nancy boy that knows nothing of fightin! Jas should won ya cunt!
>>
Chief's orders. 900 men, 400 of them bronze-armed, the rest with whatever they can get - slings, bows, makeshift weaponry and the like.
Give me 3 rolls for the execution of the plan.
>>
>>2415027
Your plan is good by me chief, give the command.
>>
Rolled 69 (1d100)

>>2415050
>>
Rolled 47 (1d100)

>>2415050
>>
Rolled 58 (1d100)

>>2415050
>>
Rolled 44 (1d100)

>>2415050
>>
Rolled 96 (1d100)

>>2415050
>>
Rolled 26 (1d100)

>>2415050
>>
Rolled 12 (1d100)

>>2415050
>>
Rolled 56 (1d100)

>>2415050
>>
Rolled 45 (1d100)

>>2415050
>>
Rolled 84 (1d100)

>>2414972
>>2415050
>>
>>2415048
"Patience, we can put a proper chief in his place afterwards."
>>2415011
I'd like to volunteer for negotiations.
>>
"I will stand to negotiate"
>>
>>2415011
Chief I would like to volunteer to help with negotiations if they commence.
>>
>>2415011
"Allow me to go chieftain."
>>
>>2415011
I volunteer to negotiate
>>
Verizon Lanweiker has been chosen to Lead the negociations.
The main objectives will be to make sure they stay inside and let us set up the encirclement, this will be a distraction as well as a proper expedition.
The other objectives are to find out what happened and scout the enemies defenses and forces.
>>
File: Burean1.jpg (64 KB, 515x650)
64 KB
64 KB JPG
We were able to position ourselves well enough - seeing our large force, the enemy's scouts and skirmishers chose not to engage and instead withdrew to their fortified position.
The village is located on an elevated position, with two gates - one north towards the forest path and one south towards the mines. As our larger force begins to encircle the perimeter, we see a group of enemies enter through the rear gate, after which it is shut, and a separate group going from that direction east - they managed to get the slip on us, running away.
The good thing is that we have encircled the enemy and they haven't started shooting at us. Scouts report no groups in the forests near us besides those who already fled - who were too small to pose a threat. In addition, we have a report that some armed enemies are at the mine, along with what appear to be labourers from our own people.

The volunteer group of 50 men approaches the front gate of the village. From it exit men - one tanned tideborn, plumed bronze headwear and an axe and shield; the other - a more fairskinned man, bronze on his chest and head, shield and spear, and a very long dagger at his side.It appears these are leaders from the occupiers - Bureans and Tideborn, we are sure. Each has about fifteen of his own by their side.
We're roughly able to communice with them. Those who've dabbled in trade and communication might fare better in this matter - we have a few men who've spoken to Bureans before with us.
What say you?
>>
>>2415145
“Why are you here, what is this meaning of this?”
>>
>>2415145
*blaring bagpipe music*
>>
>>2415145
Hail to you
Perhaps in your wonderings you did not realise that you have come upon what is our land?
We will happily forget this trespassing if you turn and leave now, a most wise course of action as we have you outnumbered.
But if you choose to stay you will meet your doom. I have fought your kind before and killed many. You die as well as any other.
So why come here? You know that we lay claim to this land and what use do you have for the yellow metal that lies on it? It makes for poor weapons I assure you.
If you stay you will surly come to realize your error.
So understand me when I say, leave. Now.
>>
>>2415145
"For what reason do you have to declare war on a peaceful people who traded with you?"

"You seek the mines? You will pay dearly in blood for such a prize within our lands."
>>
>>2415145
>>2415154
*Also bagpipe music*
>>
Rolled 90 (1d100)

>>2415160
*bagepipes even louder*
>>
>>2415147
"You claim this gold" says the Burean "We found it first and dug here before you. You killed the peaceful Tideborn and now encroach on the coast. Most of your people here still live. We have many within the village. Attack us and they'll die - and so will you"
The Tideborn briefly shoots him a glare, gritting his teeth at the bagpipes being plaid.
"You Nebati do not want to lose even more of your kin, do you? Best to find a peaceful solution here." he says
>>
Rolled 43 (1d100)

>>2415166
*Bagpipes well*
>>
>>2415169
“You must be mistaken, the tideborn attacked our people for years! They drove us out of our original village and killed many of our men. But yes we do not want to lose more people in pointless conflict. What are your demands?”
>>
Rolled 88 (1d100)

>>2415176
*Mediocre bagpiping*
>>
>>2415169
"Our people created this village and The Tideborne attacked us first when we settled along the coasts many years ago."
>>
>>2415169
Well Burean would it suprise you to know that the Tideborn attacked us first and that we were simply taking back stolen land?
Come now I am sure we can come to an agreement over the gold.
As for you Tideborn, we have our land back and bare no further ill will against your people. Surly you are as tired of war as we are? Let us end this peacefully, name your demand and we will consider them.
Perhaps release some prisoners as a sign of good will?
>>
>>2415181
>>2415176
>>2415166
>>2415154
*glares like an old man seeing kids having fun the wrong way
>>
>>2415169
"You call yourselves peaceful? Our people have been driven from the coastal lands for generation after generation by the tideborne warriors. You had no right to that land nor this land upon which you stand.

You bureians also warred against these hostile warlike people who know nothing but death. And yet you now aid them in a war which begun with their aggression?

Leave our grounds foreign born."
>>
Rolled 24 (1d100)

>>2415191
*Bagpipes the right way*
>>
>>2415189
support this
>>
Rolled 47 (1d100)

>>2415197
*bagpipes even harder!*
>>
>>2415180
"We drove you away. You slaughtered and enslaved us." the Tideborn says, growing increasingly annoyed with the bagpipes.
>>2415189
The Burean ponders for a few moments, then shouts something towards his people. Not long after, the gates open - a large amount of warriors on the other side tensely waiting - and a pair of our villagers are brought out - a young man and woman. The man has a few bruises and a scar on his face and the two of them are somewhat dirty, but otherwise healthy.
"Maybe we will agree on something. I say this - we leave your people, take gold with us and return to our homes. You keep this place. No one dies." He says
>>
>>2415221
“An eye for an eye no? You attacked us, you can’t claim to be peaceful or innocent of any guilt”
>>
>>2415221
"Thats a reasonable arrangement. I agree to this, What of you Cell Provider? I mean Verizon"
>>
>>2415221
"We will accept."
>>2415228
"Cease this Roderk. We got what we want."
>>
>>2415221
Agreed. Let no blood be shed this day. You and yours may leave Burean on the understanding that an event like this must never happen again.
>>2415228
Silence! The chief named me as head negotiator!
>>
>>2415221
"Agreed, go in peace."
>>
An agreement is made.
The occupiers will begin leaving via the rear gate, grouping up with their forces at the mine, where they'll take what gold they can and then head out of this land.
Will we try to do anything to them or just honour our word?
>>
>>2415254
Honour our word, tis the right thing to do.
>>
>>2415254
Honour our word
>>
>>2415254
Retake the fort behind them.
Investigate, send the faster messenger you have to Alert that they're attempting to break the encirclement.
Surround them and seize the gold, let the Burean leave.
>>
>>2415254
honor our word desu
>>
>>2415260
I challenge the chief to a duel if he follows through on this
>>
>>2415254
It is only right that we honour our word in this situation
>>
I cant stand by as our word as a people is scattered to the wind. Even if its to these tideborn burean dogs.

I demand a duel.
>>
>>2415279
We will follow Verizon this time, trail them with scouts however, take back the mine and investigate, make sure they didn't destroy anything or they're getting killed.
>>
Rolled 63 (1d100)

Kill the fool Kaya with my blade. He has shown himself to be an awful chieftain.
>>
>>2415285
"You have no right to challenge the chief when at war, his command is absolute here."
>>
>>2415296
A commander is only as good as his word.

He has forfeit that
>>
>>2415260
"Are you mad! you not only dishonor us all but you would also have us slaughter them like cattle! You have the nerve to make our word, THE WORDS OF THE HEAVEN THEMSELVES be meaningless"
Daganae looks around at the other warriors
"WILL YOU FOLLOW THIS HONORLESS DOG? He whom spits on honor?"
He turns back to the Chief
"You are not worthy of your title, I implore you all take this man down before he leads us to further dishonor and ruin"
>>
Rolled 9 (1d100)

>>2415294
Stop Tascus the traitor and run him through with my blade
>>
Rolled 53 (1d100)

>>2415294
Take down this fool with a club to the back of the head.
>>
Rolled 44 (1d100)

>>2415294
Attempt to block his blade with my own.
>>
Rolled 77 (1d100)

>>2415294
Grab Tarcus and disarm him before he does something that can't be undone.
>>
Rolled 4 (1d100)

>>2415294
I'll try to stop this man; there should be no weakness shown in front of the enemy, and these fools will doom the entire village if they show it while there may still be foes, such as scouts, present.
>>
Rolled 37 (1d100)

>>2415294
Stop him
>>
Rolled 18 (1d100)

>>2415294
as a Kaya's guard, it is my duty to stop this fool Tascus
>>
Rolled 85 (1d100)

I roll to stab Tascus
>>
Rolled 1 (1d100)

>>2415294
"Tascus stay your hand, he should be removed from power. Not killed"
>>
Rolled 54 (1d100)

>>2415294
Hoping for my trusty stone tablet to catch the blade
>>
>>2415294
Ausmming this mess doesnt kill Tascus. I'll detain him afterwords.
>>
>>2415332
If I don't kill him first that is
>>
https://www.youtube.com/watch?v=2gS9oAX1bnE

Precedent henceforth - in cases such as this where multple people are trying to stop one man from doing something, there's 3 rolls + possibly the roll from the one being targeted that can act as defence.

>>2415294
Tascus utters no words. He grips his spear and advances on the chieftain.
>>2415302
>>2415304
>>2415307
Are too slow to notice him and by the time they approach, it is too late and Tascus begins his strike.
>>2415325
You turn and see the spear being thrust toward you. The stone tablet you held in your hand was raised, but not fast enough. The bronze tip tore through your neck, a stream of blood flowing out as you are unable to even speak out your last words. You fall to the ground, weakly clutching the wound. Before you can be treated by an Apt, it is too late - you died.

In the seconds afterwards, many men rushed towards Tascus.
>>2415308
Then grabbed the assassin by the arm and started wrestling control of his spear.
>>2415309
Padan tried closing the distance, but during the struggle between Then and tascus got grazed by the spear and backed off.
>>2415311
Roderk was similarly lightly wounded by the flailing Tascus.
>>2415319
Hirman, who hadn't been paying attention at all, moved towards the chief, already dying. Along the way he bumped into >>2415321
Daganae, failing to notice him - instinctively, he swung his weapon and dealt a blunt blow to Castagir's head, knocking him to the ground with the famed battleoar.

Then, as the spear was finally removed from Tascus' hand and he was being grabbed from all sides to be taken away
>>2415320
Fergus approached, screeching, as he plunged his own spear through Tascus' flesh. However, the blow missed the heart and though it delivered great pain to the man, did not kill him.
>>
Rolled 30 (1d100)

>>2415386
Finish the bastard
>>
Rolled 2 (1d100)

>>2415386
Restraining Tascus and warding off attackers.

"HE MUST STAND BEFORE THE ELDERS"
>>
>>2415386
"ALRIGHT YA CUNTS! I SAY WE MAKE HAS CHIEFTAIN FOR NOW AND DEAL WITH ALL THIS MESS! WE STILL HAVE TO LET THESE CUNTS LEAVE AND HEAD HOME!"
>>
>>2415397
"We choose a new chief with an election. It is unwise to mess with traditions"
>>
Rolled 9 (1d100)

From the ground yells for the warriors present to restrain all those trying to fight. As he sits up rubbed his head
>>
>>2415386
Verizon Lanweiker was put in charge of the negotiation making him the cloest thing we have to a second leader. Heshould take over as chief until we return home. Tascus fate will be decided by the elders.
>>
>>2415400
"We need a fekkin leader right now, not later."
>>
Rolled 84 (1d100)

>>2415401
Stay down assassin!

roll to bonk head again
>>
Rolled 58 (1d60)

>>
Rolled 97 (1d100)

>>2415386
Bash the Chiefslayer over the head until he moves no more.
>>
>>2415404
I accept this role for now but swear that elections will take place as soon as we make it back.
For now apprehend that monster.
And ensure that the treaty is upheld.
>>
"CAN SOMEONE TELL ME WHAT THE FECK IS GOING ON? WHOS IN CHARGE HERE?"
>>
>>2415421
"Fek that you pansy cocksucker, we need a proper warrior not some pansy ass fishfekker!"
>>
>>2415423
For now I am Assuming control
>>
>>2415425
I was killing tideborne while you were taking your shit and rubbing it on the wall and calling writing now fall in line MacSliabh
>>
>>2415425
“I support Ewan as the new chief”
>>
>>2415427
>>2415433
"Fight me you cocksucking faggot, ya ain't no more qualified to lead then my big toe!"
>>
>>2415425
"What are you talking about, this >>2415427
man is clearly in charge here."
>>
>>2415445
"You're the one to be calling ME an assassin!"
>>
>>2415390
You pull your spear back and go for another strike
>>2415395
You move to restrain Tascus, unknowingly putting yourself in the way of Fergus' next thrust. It tears into your side - not a lethal blow, but certainly a painful one.
>>2415401
You start yelling, but are cut short
>>2415406
By a powerful bonk on the head, leaving Dagan unconsciouss and with permament damage.
>>2415411
You're able to wriggle out of the hands holding you and get out of Fergus' reach
>>2415413
Only for Then Mac Tain to intercept you and smack you across the head, throwing you to the ground. This isn't the end of it, as the man then begins to repeatedly bash your head in, cracking the skull eventually, around the same time you stop wriggling.

While all of this chaos is ensuing, order dissapears among our ranks. Several minor fights break out between our men. At a certain point you hear screams of pain and the whistle of arrows. You are under attack! The Bureans and Tideborn, seeing the chaos in your ranks, stormed out of the front gate instead and are charging at your center (where all the notable warriors are). It's a battle!.
Roll three times, we have to match this DC:
50 base +10 chaos +10 equipment
>>
Rolled 89 (1d100)

>>2415451
>>
Rolled 89 (1d100)

>>2415451
>>
Rolled 68 (1d100)

>>2415451
>>
Rolled 56 (1d100)

>>2415451
>>
Rolled 20 (1d100)

>>2415451
>>
>>2415451
Those bastards betrayed our agreement!
Charge!
Drive them back!
>>
(Given that you got high repeating rolls and missed one by only 2, I'll count that as three wins).
The enemy is, however, too slow to deploy - and our men are already riled up and fighting! They quickly turn their attentions to the common enemy and charge back, while the troops on the outer sides of the perimeter quickly join the fight, putting the numerical superiority on our side! The factor of chaos dissapates and now it's the enemy's superior equipment against our superior numbers!
DC 50 +10 equipment -10 numbers
>>
Rolled 41 (1d100)

>>2415473
>>
Rolled 39 (1d100)

>>2415473
>>
Rolled 49 (1d100)

>>2415473
>>
Rolled 55 (1d100)

>>2415473
>>
Rolled 83 (1d100)

>>2415473
>>
Rolled 49 (1d100)

>>2415473
"YOU DISHONORABLE CURS
DIE"

"CHARGE LADS"
>>
When the enemy does deploy their total number and the shock of our sudden counterattack wears off, they retake the initiative. They form up - not a solid wall of shields, but still a formation better than anything we've put against them. Their armors are able to stop grazing blows that would have otherwise opened wounds on flesh. The battle could go either way now!
DC:55 +10 equipment +5 training -10 numbers
>>
Rolled 74 (1d100)

>>2415486
>>
Rolled 57 (1d100)

>>2415486
>>
Rolled 71 (1d100)

>>2415486
>>
Rolled 32 (1d100)

>>2415486
>>
The enemy must've been relying on their initial charge and surprise to disperse our forces - but the spirit our lads display in not flinching has them pause! We gradually begin to encircle their cumbersome formation with our greater numbers. Without room to maneuver or breathe, the Tideborn and Bureans bump into each other, their ranged warriors have a harder time getting a good shot and their numbers begin to take a beating.
NOW'S THE TIME! A strong win may secure us victory!
DC:50 +10 equipment +5 training -5 formation -10 numbers
>>
Rolled 49 (1d100)

>>2415507
>>
Rolled 61 (1d100)

>>2415507
>>
Rolled 32 (1d100)

>>2415507
>>
Rolled 10 (1d100)

>>2415507
>>
Rolled 73 (1d100)

>>2415507
>>
Rolled 66 (1d100)

>>2415507
>>
Rolled 41 (1d100)

>>2415507
>>
Rolled 100 (1d100)

>>2415507
>>
However, without a working command structure on our side, our warriors fight as individual armed men - hoping to overpower one foe, then another and another. The enemy is able to regain their positioning and push towards the palisade, killing or dispersing those men we had in the direction and getting one safe side for their smaller force once more.
No rolls now!
A.Keep pushing on and on!
B.Start backing off, this is a bloodbath!
>>
>>2415541
>A.Keep pushing on and on!
>>
>>2415541
>A.Keep pushing on and on!
"Let me at them, I want their guts!"
>>
>>2415541
>B.Start backing off, this is a bloodbath!
"Fall back so we can Reorginize and fight like proper warriors not Tideborne curs!"
>>
File: download.jpg (5 KB, 301x167)
5 KB
5 KB JPG
>>2415541
>A.Keep pushing on and on!
WE HAD AN AGREEMENT
>>
>>2415541
>A.Keep pushing on and on!
Well we're already here fuck it
>>
>>2415541
A
>>
>>2415541
A. Stab! Stab! Yes! Yes!
>>
>>2415541
>A.Keep pushing on and on!
>>
Seems this will be settled by total victory for one side or the other!
DC:55 +10 equipment +5 training -10 numbers
>>
Rolled 64 (1d100)

>>2415560
>>
>>2415541
A.Keep pushing on and on!
Keep the leader alive!
>>
Rolled 66 (1d100)

>>2415560
>>
Rolled 34 (1d100)

>>2415560
>>
>>2415560
>>
The battle is becoming drawn out. Both sides are tiring, but neither can afford to easily back down now. We line up, advance, exchange blows, then pull back - at least in some parts of our 'formations'. Others just stay in the thick of it and keep shedding blood. By the end of the day, there will be hundreds dead.
>>
Rolled 47 (1d100)

>>2415570
>>
Rolled 57 (1d100)

>>2415570
>>
Rolled 81 (1d100)

>>2415570
>>
Rolled 26 (1d100)

>>2415570
>>
Rolled 22 (1d100)

>>2415570
>>
>>2415570
It was the same DC, 55, so you got 2/3

We're pushing the enemy hard. They've opened the gates and are trying to get inside. We outnumber them almost 2:1 by this point - we could try to send men to the other side, running around the palisade might take a minute or two.
A.Just keep fighting them here!
B.Send a group around the other side!
C.Start pulling back

NO ROLLS
>>
>>2415591
>B.Send a group around the other side!
>>
>>2415591
B
>>
>>2415591
>B.Send a group around the other side!
>>
>>2415591
B
>>
>>2415591
>B.Send a group around the other side!
>>
>>2415591
B
>>
We'll try and surround them. If this works out, it'll be a great victory.

DC:55 +10 equipment +5 training -10 numbers
>>
Rolled 7 (1d100)

>>2415604
>>
Rolled 1 (1d100)

>>2415604
>>
Rolled 75 (1d100)

>>2415604
>>
Rolled 28 (1d100)

>>2415604
>>
Noticing our maneuver, the enemy commanders instead halted their forces and waited a bit before ordering them to advance on our main force - which now lacked its advantage in numbers! The enemy's attack is ferocious and our men were unprepared - being pushed down a slope, some begin to trip and fall, crashing into each other - our formation is a mess. From close to a victory, we are near total disaster!
A miraculous turnaround might bring us victory, a moderate win may let us regroup, but failure now will mean losing the battle!
DC:65 +10 equipment +5 training
>>
Rolled 2 (1d100)

>>2415620
>>
Rolled 81 (1d100)

>>2415620
>>
Rolled 61 (1d100)

>>2415620

FIGJHT
>>
Rolled 38 (1d100)

>>2415620
>>
The battle kept going until the sun set. Both sides were exhausted and bloodied. Advancing down the hill would be risky for the invaders, advancing up would mean death for us. We were able to regroup our remaining forces and have a moment of respite now.
The enemy holds the high ground. Of our original 900 men, a third are dead and about as many are wounded to various degrees. The enemy seems to also be down to about half their initial number, which is to say around 200 now.

A.ATTACK AGAIN!
B.Withdraw
C.Negotiate
D.Other
>>
>>2415663
>C.Negotiate
>>
>>2415663
B
>>
>>2415663
>C.Negotiate
>>
>>2415663
B
>>
>>2415663
>C.Negotiate
Leave now or everyone dies
>>
>>2415663
>C.Negotiate
>>
>>2415663
>C.Negotiate
>>
>>2415663
Send a messenger back to our town to bring carts of our apt. We need healers to use our fresh dead to heal the living
Such is life

Also we will be negotiating or withdrawing
>>
Gather the dead we can and place them near the apts ritual field. We need our men in future. We took heavy losses. But we will not be destroyed
>>
The enemy is asking to be allowed to bury their dead and let their wounded heal, so that they can leave in peace after. They claim to have lost interest in fighting for this place.
>>
>>2415697
Allow them
>>
>>2415697
Fine, let them.
>>
>>2415697
Allow them.

We have ours to tend to first. Watch them so that they dont take our civilians
>>
>>2415697
How are we to know they wont just attack us? Send hostages to us and we will allow it (the hostages will of course be released when the rest of the men leave)
>>
>>2415697
"Just get out of here you fuckin cunts before we nail ya to the walls, if you ever come here again they ain't gonna be no more lip flappin."
>>
>>2415697
Tell us why they attacked us to begin with before letting them.
>>
They sent over a few hostages for the two days period of ceasefire. They seem to be burying part of their dead here, while taking others with them.
Give me 3 rolls.
>>
Rolled 64 (1d100)

>>
Rolled 75 (1d100)

>>2415717
>>
Rolled 42 (1d100)

>>2415717
pls
>>
Rolled 94 (1d100)

>>2415717
>>
https://www.youtube.com/watch?v=NCri21aIhsQ

Of our wounded, a quarter died. The enemy did not dishonour their agreement and attack again and they only took a small amount of gold with them. Of the hundred or so people that lived here, half are alive now. The village is once again in our hands - the battle was indecisive and costly - a total of four hundred dead from our tribe. The enemy leaves for the southeast while we lick our wounds.

This'll be all for today, hope you had !fun!
>>
Hundreds of widows live among us now and we have no official chieftain.

Year 193


>>Purebloods: 3150
>>Slaves:0
>>Mutts:310
>>Food production:6/10
>>Food reserves:4/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:7/10
>>Morale:5/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures, quarry
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Other
>>
>>2420410
L
Elect Chief
>>
E or L

Elect a new chief.
>>
>>2420410
>G.Research & development

>>L.Other

I put forth that I the runner up of this generation become the new Warchief for the tribe. We need strong leadership in these troubled times
>>
>>2420410
A.
>>
E government and laws
Law against murdering our own. Punishment is 20 years hard labor in the mines, 45 years for killing the chief.
Also have the chief on their ascension to the position choose a first and second who can take over should the chief die in a one of crisis
>>
>>2420437
Support
>>
Looks like it's another election for chieftain.
Same drill as last time - name, age, accomplishments and promises.
>>
Name: Verizon Lanweiker
Age: 42
Accomplishment: A Scout who has lead many expeditions, bring countless resources to ur people. Also a warrior who has fought the Tideborn often as well as being the most able diplomat in the tribe.
Goals: Exploit our resources more, grow our pure-blooded population and delve into our magical origins more. Build up a naval force/Sea town with fortifications so we may begin to exploit the sea for all its worth.
>>
>>2420471
Name: Roderk Fergus
Age: 24
Accomplishments: Fought in the battle at the gold mine, stabbed the chief slayer when everyone else failed.
Promises: Going to sign a NAP with the tideborn and their allies to allow us a free hand to annex the sheepclans. After we finish that off we will turn on the tideborn and finish them off. If I’m still alive after that then I’ll fortify our valley.
>>
>>2420471
Name: Melwon Gelador
Age: 25
Accomplishments/Background: An adept warrior who was there firsthand when our chief was slain and 300 other lost.
Promises: I make no promises other than I will keep our people safe, regardless of the situation.
>>
>>2420471
Jas Bucklen

Same election stuff as earlier this week.
I will bring about strengthen our military leadership and bringing reforms to our industry
>>
>>2420473
I vote for this nigga
>>
>>2420473
Support
>>
Alright here's the original from earlier

Name: Jas Buckley
Age: 22 Born 170
Accomplishment: Blacksmith by trade, Fighter taught by my father a warrior who fought the tideborne, Jamey.
Goals: Destroy tideborn presence on our land. Build up a naval force/Sea town with fortifications. We will strengthen our military and give power to clans to form factions. Rebuild our towns and strengthen our hold on our land.
>>
>>2420410
Malacai Thredar
Age: 30
Accomplishments: Proven fighter and charismatic leader. During the recent battle against the tideborn he took leadership off a small band of warriors which under his command took almost no losses during the disaster.
Goals: Create a structured military, push advancements in military equipment and establish dominance over the tideborn.
>>
Verizon shall be our Chieftain..

Year 194
>>Purebloods: 3160
>>Slaves:0
>>Mutts:315
>>Food production:6/10
>>Food reserves:5/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:7/10
>>Morale:5/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures, quarry
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
>>2420515
>J.Magical matters
Perform the same ritual as the one which made 12 oursbloods into more powerful magic users.
>>
>>2420519
This but use a starter pop of 200 so we can watch them for side effects
>>
>>2420515
>>2420519
This
>>
>>2420520
Have the original 12, if still alive, attempt the sight ritual as well.
>>
>>2420519
Agreed
>>
It seems there's great interest in the Ritual of Magical Listening. It can be performed by the Apt among our populace, who are, in total, a hundred people, including those dozen that already performed this ritual.
A.Perform the ritual with all of our Apt
B.Train as many people as we can in the Apt ways, then do a massive ritual
C.Do a more modest ritual in size - who knows what danger it holds?
>>
>>2420543
>C.Do a more modest ritual in size - who knows what danger it holds?
>>
>>2420543
>B.Train as many people as we can in the Apt ways, then do a massive ritual
>>
>>2420543
>A.Perform the ritual with all of our Apt
>>
>>2420543
>C.Do a more modest ritual in size - who knows what danger it holds?
>>
>>2420543
C
>>
>>2420543
C
>>
It's agreed that we'd best proceed with caution.
Give me 3 rolls
>>
Rolled 75 (1d100)

>>
Rolled 39 (1d100)

>>2420598
i got this
>>
Rolled 53 (1d100)

>>2420598
>>
Another two dozen Apt were able to conduct the ritual safely, attuning themselves better to the whispers of the Ether. They reported little out of the ordinary compared to the previous experiment. The third group, also of a dozen, had one of its count break their common concentration with his screaming - she'd gone deaf and was trying to hear herself.
We've established that the ritual is safe to conduct for experienced Apt. Over time, most of our Apt will likely be willing to conduct it on their own. What was established as a common link between this failure and the previous ritual's blinded man was that both Apt were deeply troubled individuals at the time of the Ritual, in both cases having recently lost a loved one. Therefore we believe that the prerequisites for a safe Ritual of Magical Listening are a stable mental condition and previously established skill with the ways of Mag.


Year 196

>>Purebloods: 3185
>>Halfbloods:320
>>Food production:6/10
>>Food reserves:5/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:7/10
>>Morale:5/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures, quarry
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life, ritual of magical listening
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
>>2420611
A.
>>
File: templedome.jpg (23 KB, 246x350)
23 KB
23 KB JPG
>>2420611
>C.Construction
We need a suitably grand structure for our apts
>>
>>2420616
This has my vote
>>
>>2420611
G
>>
>>2420616
As well
>>
>>2420611
>>A.Food production & growth
>>
>>2420611
Switching to A
>>
>>2420626
More sensible atm, switching to this
>>
>>2420616

This
>>
>>2420626
This
>>
>>2420626
This
>>
Food production and growth, huh?
Here's a few indicators of how we're doing now:
Most people's occupations are related to providing food - maybe half our population are farmers and herders, others are hunters, gatherers and fishermen - the river and lake have a fair bounty to provide. We use tools of stone, copper and bronze. We grow wheat, barley, rye as our main cereals, vegetables such as peas, lentils, beans, lettuce, onions and such. We have some orchards in which we grow mostly apples and pears. We have herds of sheep, goats, chickens are a fairly recent addition and cows are highly valued, as they can also be used as draft animals. New animal herds have been one of our major imports since beginning trade with the Fair folk, exchanging them primarily for crafts of wood, bronze and gold. The terrain in this land is largely covered in hills, forests and mountains, which are less suited to growing crops. Thankfully, the plateau on which Darunhod is located provides good flat land, though it is also more arid than the riverside areas.
We produce enough to feed ourselves with some surplus from time to time. Limits in storage and preservation of foods are one of the things that does not allow us to have a large stockpile.
Something that everyone should understand - there is a natural limit to how many people can be lumberjacks, miners, smiths, learned men and so on - someone probably has to feed those people, so there's a limit to how many proffesions like that can be supported by our own food production.

So, what should we work on? We can go for one or two options, two will mean a longer time skip.
A.Improve fishing
B.Improve agriculture
C.Improve herding
D.Improve food preservation
E.Diversify our food sources
F.Other
>>
>>2420685
B
D
>>
>>2420685
D
>>
>>2420685
D
>>
>>2420685
B
C
>>
Also B
>>
File: cao-cao in prison.jpg (14 KB, 630x344)
14 KB
14 KB JPG
>>2420685
>B.Improve agriculture
>D.Improve food preservation
The food crisis is upon us it seems. A great shake up of our society is needed.
>>
>>2420685

B
D
>>
>>2420685
>D
>>
We've adopted basic crop rotation - planting spring crops for livestock in place of grains for human consumption. In the less productive farmlands that we use, this has been established as a more efficient use of the land, as, according to the Fair Folk, it also needs its rest. While this may mean a bit less food on our tables in the short term, it'll mean we can feed more animals and have better harvests years from now.
In addition, we've invested in the construction of granaries. Plants, once harvested, should be kept in a fairly dry condition if we want them to be preserved - places that won't be hit by rain, snow, storm or heat - be they buildings or pits - are filled with clay pots, used to store those harvests. In years of plenty we must stockpile our surplus for years of scarcity. Some small animals are nasty pests, looking to eat our food, often spoiling it with their filth.

Year 202


>>Purebloods: 3270
>>Halfbloods:330
>>Food production:7/10
>>Food reserves:6/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:7/10
>>Morale:5/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures, quarry, granaries
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough, simple crop rotation
>>Government:Council of Elders, Chieftain, shared loot
>>Magic: Some understanding, basic elements and life, ritual of magical listening
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy:None
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
>>2420740
M
Name our people
>>
>>2420740
G.
>>
>>2420740
B
>>
>>2420740
>>C.Construction
>>
>>2420752
Switching to B
>>2420740
>>
>>2420740
G
>>
>>2420740
G.
>>
>>2420740
G
>>
Pick a technology path to advance

A.Develop our agriculture
B.Develop our boatmaking
C.Develop our crafts
D.Develop construction
E.Develop weaponry
F.Develop armor
G.Other
>>
>>2420773
C
>>
>>2420773
>C.Develop our crafts
>>
>>2420773
F.
>>
>>2420773
G or C. Pickling and prerequisites: wine and vinegar.
>>
>>2420773
>C
>>
>>2420781
Supporting this c option
>>
>>2420773
F
>>
Due to his tall body proportions and seemingly spry health despite advancing years, many have taken to calling Chief Verizon "the Long".
>>
The various crafts that are our primary exports have seen some advancements - artisans that have been making products for decades and passing their knowledge down have improved upon previous techniques in the making of all manner of things from bone, hide, wool, wood and most importantly - metal.

It's the year 204 - summer, to be exact - and the scouts that regularly bring reports of the coastline around the river delta report the sighting of numerous ships and boats, many in a ragged condition. They made landing near the abandoned settlement and have started occupying that area. This is no warband, however - it is a migration. The scouts made no contact with those people, but from what they report, they are overall simply garbed, a few plumed helms among them - like those we've seen on the Tideborn. In their overall numbers, the scouts are sure they are over a thousand in total, possibly two thousand.
What should we do?
>>
>>2420833
We shall assemble a war party, but will bring food supply's along with us as we go to treat with these new arrivals and learn what we can from them.
>>
>>2420833
Send a messanger to find out what they're doing here
>>
>>2420833
Send a war party of 800 to meet them, if they are hostile we shall drive the off!
>>
>>2420833
Annex nau!
>>
>>2420838
This i support my talderian chieftain
>>
>>2420833
Find these people, find who they are...aid them...why do they run?
>>
>>2420838
This. If they are seeking a place to shelter from the storm like we once did, there would be no reason for us to cause more problems for ourselves
>>
File: refugees.jpg (32 KB, 437x350)
32 KB
32 KB JPG
A warband of 800 men, most armed with bronze, were sent down to the shore, while others were put on alert in our home area. As we approached, we found the settlement being rebuilt and reoccupied and in the nearby bay. They have brought with them sheep and goats and they've been making use of the edges of the forest - where we encountered the first of them. A band of men, tanned from the sun, but otherwise in their features fairly similar to us. Their claim, spoken in our language, to be Nebati, is backed up by the dark purple colour of their veins.
Recognizing kinfolk in us, they willingly take us to the rest of their people - a group of roughly 1700 all in all. The menfolk grab what ragged weaponry they have, a few even wearing scraps of Tideborn armor, as they prepare to defend their families - but we avoid coming to blows, thankfully. The leaders of their clans are called to meet our own - fourteen men and women, among them - a few Apt, some warriors, some elders and one capable sailor, or so they identify themselves. "Nebati" is the name of their group, they say. They ask us of ours...
>>
>>2420838
Do it
>>
>>2420881
If you are Nebati then we are also Nebati
But old Nebati is dead
So now we are New Nebatians
>>
>>2420881
"We are people from Nebat that settled in these lands generations ago after it sank beneath the waves."
>>
>>2420881
Talderian. We cast off the shadow of bygone era. We had many hardships and eventually settled in this valley where we now thrive once more.

We have fought hard for this land and now belong here by the blood staining the ground
>>
>>2420881
*Doesn't interrupt*
>>
>>2420881
"We are to you as you are too us, brother, sister, Nebati one and all. Join us and together we will rebuild"
>>
>>2420881
"We are one and the same. We are the Nabti."
>>
Rolled 33 (1d100)

>>2420881
*play bagpipies softly*
>>
The newcomers look at each other, then at you, before bursting into a hearthy laugh.
"Well, that might make things odd. We'd heard rumours of other heirs of the homeland traveling to distant shores. Of you, the Tideborn spoke with a mix of fear and hunger. King Enleos of Renoa, strongest of the Tideborn, heard the tale of Heavenfolk to the west defeating his kin. We lived for near a whole century on an isle close to his domain and he chose to turn his wrath upon us - we repelled his first invasion at grave cost and were forced to flee soon after. To think we called that new home island "New Nebat"..."
"There have been tales of other kinfolk in more distant lands, but you were the closest we could find - we chose to try our fate with our kin and thus we sailed here. We would settle and live here, side by side with you, as friends, kin and allies." The sailor - one called Orek "Tidebreaker" is the one who speaks more than others - the man who led the fleet of ships across the sea to this shore.
What say you?
>>
Rolled 95 (1d100)

>>2420965
*plays bagpipes softly *
>>
>>2420965
"AYE WELCOME KIN! We kicked them tidecucks in the dick and threw them off our land! We welcome ya to our shores kinsmen! Welcome welcome!"
>>
>>2420965
A most welcome agreement. You are from this day onward apart of our tribe.
However this King in the East does worry us.
I believe it is time for our people to draw up a covenant...
>>
>>2420965
We are happy to welcome our kin and fellow enemy of the Tideborns with open arms.
>>
>>2420965
"We welcome you kinsmen, you are more than welcome to come and live side by side with us.

This King Enleos, how many spears does he command? An enemy of you is an enemy of us. Death will come to him in due time."
>>
>>2420965
"Those damned Tideborns are gutless sea rats. When we first landed on these shores and settled, we were pushed back by them. We were only taking back what wad rightfully ours. They shall pay for what they've done to yo- no no, to us. Welcome brothers and sisters! What is ours is yours."
>>
The newcomers have several important leaders among their ranks - Orek Tidebreaker, their great sailor; Zarba "The Crusher", a hulking man and mighty warrior who supposedly held off dozens of Tideborn warriors on his own once; Adra The Wise, an aging yet wise woman, most capable of their Apt; Olgor the Keeper - a learned man, the elder who has kept the records and the tradition of writing of their people safe. These and ten others are their own "Council", with Orek currently seen as the most authorative leader among them.
What they propose is an alliance, but not a proper joining - they would be independant of us.
A.Agree to this alliance
B.Try to convince them of a union
C.Other
>>
>>2421016
B
>>
>>2421016
B
>>
>>2421016
>B.Try to convince them of a union

"We are one blood and kin, ya should join with our council and get a vote on the next chieftain! This is our land after all!"
>>
>>2421016
B
>>
>>2421016

B
>>
>>2421016
>B.Try to convince them of a union
>>
>>2421016
B. "Our land, our law."
>>
>>2421016
>B.Try to convince them of a union
I shall speak to Orek and the council in private and then invite them and their people to the common house along with all of my own.
>>
>>2421016
B
>>
"You wish us to be in one union? We wish you no offense, but over the past hundred years we have made some ways of our own and we can not be so sure of the wisdom of such a joining, having met so soon." The old Keeper says.
"Our warriors fought and bled and died for our people. Your chieftain has been chosen by yours, not ours." Says the largest man among them.
"Perhaps if we are to join, we can have balance - two chieftains, equals, one chosen by our village and one by yours." Proposes Adra.
During all this Orek remains silent, carefully listening to his fellow leaders while surveying our own.

How should we go about this?
A.Let our Chief, Verizon, handle the negotiation. Consult with him privately beforehand on the plan.
B.Trust in our Chief to handle the matter.
C.Let everyone speak so we can voice our minds
D.Challenge them to a duel - one of our warriors against one of theirs!
E.Agree to having two chieftains
F.Other
>>
>>2421054
>B.Trust in our Chief to handle the matter.
>>
>>2421054
A
>>
>>2421054
>B.Trust in our Chief to handle the matter.
Trust me fellows, I have a plan
>>
>>2421054
B
>>
>>2421054
B
>>
>>2421054
A
>>
>>2421054
>B.Trust in our Chief to handle the matter.
>>
>>2421054
A
>>
>>2421054
B
>>
>>2421054

B
>>
>>2421054
B
>>
>>2421054
E.

Be like Romulus and Titus Tatius
>>
The two leaders - Verizon and Orek - separated from the rest and walked along the beach, speaking for close to half an hour. Tense stares were exchanged at several moments, but in the end the two exchanged the gesture of brotherhood - hands firmly grasping the other's arm above the wrist.
They come back and announce their agreement - our two peoples will join together, live together and take equal part in rule. We will become one over time and to begin this union, Chieftain Verizon will take Orek's eldest daughter, Umala, into marriage.
>>
Chief Verizon "The Long" has called the clan elders, leaders and adepts to meet with him in the largest hall in the village.
Before him lies a crown of gold, recently forged. Standing before them the grey haired chieftan cuts his palm with his blade and places it around the crown, raising it above his head...

"Country Men! It is my esteemed honour to declare myself the first King of all Nebati!
In this crown of gold there is my blood and there will be the blood of every clan chieftain among us. A covenant that promises to unite all our people together as one. Even should we pass on from this world then a part of us will live on to see this dream realized.
For it will be our descendants who achieve our dream.
This is a covenant that all who come after me shall adhere to, it shall be their duty to swear fealty to our people and to unite them by whatever means necessary.
Ours is the glory to retrieve my brothers!"

King Verizon I "The Long" beckons the clan heads forwards to seal the pact. The newcomers under Orek eagerly do so. Orek himself booms his support from atop a table.
>>
>>2421209
Let us have a feast!
>>
>>2421209
"I shall swear this oath, long live the king of all Nebati!"
>>
>>2421217

"King? What a bold statement! May you live to the crown well!"
>>
>>2421209
"A glorious declaration. May the Nebati prosper for generations to come."
>>
>>2421209
Algoren, on behalf of his family, seals the pact.
>>
>>2421209
"The Stonor clan will swear this oath"
>>
>>2421209
*raises sword up*

“LONG LIVE THE KING AND THE NEBATI PEOPLE”

Proceed to get drunk and feast.
>>
>>2421209
"Fek ye ya fekkin cunt, we dinnae vote for no king, you have no right to declare yourself nothin! Clan MacSliabh will recognize no king!"
>>
>>2421209
"By the spirit you may have it."
>>
>>2421209
"May the Heavens continue to bless us, tonight we feast to kin found and kin to be reclaimed!"
>>
>>2421209
"naturally I swear this oath my king, may the reign of your line be as just as your own."
>>
>>2421209
"Long live the King, and may our new kingdom prosper!"
>>
>>2421209
>>2421230

Ewan MacSlaibh spits on the ground and leaves the Hall, Clan MacSlaibh would hail not King.
>>
>>2421266
While Hìrman swore the oath, the eldest of his younger brothers and his son, who accompanied Hìrman, also stormed out of the room throwing insults at the Eldest Stonor along with Ewan MacSliabh. This whole situation made Hìrman look like a spineless fool.
>>
File: StartingAreaRough.png (261 KB, 2313x1409)
261 KB
261 KB PNG
Great feasts were held and our people were brought together - though the refusal of Clan MacSliabh to recognize the King did sour that happiness to a certain degree.
The newcomers into our nation have settled where the old abandoned settlement was, in a bay near the river's delta. They've named that place Oreksal.

Year 205


>>Purebloods: 5000
>>Halfbloods:340
>>Food production:6/10
>>Food reserves:4/10
>>Resources:5/10
>>Manufacturing:5/10
>>Trade:6/10
>>Morale:6/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures, quarry, granaries
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough, simple crop rotation
>>Government:Council of Elders, King of all Nebati, shared loot
>>Magic: Some understanding, basic elements and life, ritual of magical listening
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy: A few wrecked boats and ships
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
>>2421279
A.
>>
>>2421279
C. Build stone Walls around Darunhold
>>
>>2421279
>A.Food production & growth
>>
File: images.jpg (6 KB, 276x183)
6 KB
6 KB JPG
As royal decree I name Tomi, called the Younger, as my right hand who in the event of my death before my child is of age will govern the realm.
As my left hand I name Orek, who also in the event of my death shall also guide our people alongside Tomi until my child is of age.
>>
>>2421279
A
start farming on the delta, it is good fertile land.
>>
>>2421231
While Neiwa's children won't necessarily inherit the "spirit of Jestre" her oath was more for that spirit than for her own, inconsequential bloodline.
>>
>>2421279
>>C.Construction
>>
>>2421279
A/F. Why aren't we farming everything yet?
>>
In a sudden turn of event, The Stonor family has decided to disavow Hìrman, he has become the family's laughing stock due to his spineless attitude. Even the old Stonor mother, now amongst the oldest womens of the tribe now ignores Hìrman.

The battleoar was stripped from him and the clan leader has now become his brother, Jotsìg Stonor.

Jotsìg now claims that the Stonor family never made an oath with the king to begin with, claiming that Hìrman was dissavowed the socond before he took that decision.

>>2421279
A
>>
What do you propose be done in regards to food and growth?
Consult >>2420685 for ideas, but this time let it bee free, open suggestions.
>>
>>2421347
Start up more farms on the Delta in specific, the land there is pretty good, and in addition to that it is close to Oreksal and whatever they don't eat they can store or ship to Darunhod.
>>
>>2421349
This
>>
“My king, I propose that more farms be set up along the lake and riger delta where they will flourish. Along with this, we should herd more in the plain areas where animals may graze more.”
>>
>>2421349
Dis.
>>
>>2421209
I was not aware of any election for the king of any people of this land. You're a warchief and nothing more by the vote of two tribesmen whose word carries none but shite.

I stand with the clan Macsliabh. I don't recognize a king brought round into power whilst I and me kin where away in the forests for hunting.

I call myself a talderian because nebat is gone and will never be reclaimed. That stretch is gone. By the purple blood in my veins I curse this event and will do not recognise your power or any deriving from said power. Order ye wee cob cleaners around but I'll not stand for some short "long" chief who's power was backed by two votes of the kinsmen. I challenge you to duel you cowardly tyrant. You've forged your own crown when I true king is given one.

*spits on the floor of the hall*
>>
>>2421367
King Verizon slinks back into his chair defeated.
For who can he trust, if even his once loyal Bum abandoned him?
>>
>>2421375
"Nothing personal mate, I'll see you for dice at 6 tomorrow still?"
>>
>>2421377
Sound lad
>>
>>2421377
"Many chose to follow him as King not just two."
>>
We're helping the people of Oreksal develop farming around the rich river delta. They've tested out their boats and it seems it's possible to sail up the river and even into the Crossing lake and further into its three points! This opens many possibilities for the future of our kingdom!

Year 208


>>Purebloods: 5060
>>Halfbloods:340
>>Food production:7/10
>>Food reserves:5/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:6/10


>>Buildings: Palisade, Large Village, The Common, wood and stone structures, quarry, granaries
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough, simple crop rotation
>>Government:Council of Elders, King of all Nebati, shared loot
>>Magic: Some understanding, basic elements and life, ritual of magical listening
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy: A few wrecked boats and ships
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
>>2421383
C.
Construct a trading town at the lake with docks to accept ships
>>
>>2421383
I
Annex/vassalize sheep clans
>>
>>2421383
>>C.Construction
>>
>>2421383
>>C.Construction
>>
>>2421383
C
>>
>>2421398
Support
>>
>>2421383
C
>>
What shall we start building?
>>
>>2421416
A trading town at the lake with docks to accept ships
>>
>>2421416
Town walls and a bridge
>>
>>2421416
Trading town at the lake with docks for ships
>>
>>2421417
Support
>>
>>2421421
Support
>>
>>2421421
Support
>>
>>2421421
This
>>
>>2421417
This
>>
>>2421417
Support
>>
The royal household is delighted to announce that the Queen has given birth to a perfectly healthy pair of boys. The first born is named Cú Chulainn and the second is Fernwall.
With this joyous event the royal succession is secured.
The king has held a feast with all who were able to attend in celebration.
>>
Chive's vote on discord is for walls and the King's support for that is a tiebreaker.
We shall make use of the stone from our quarries to improve our walls. The current plan is to make a mix of earthen, wooden and stone construction for the wall. We will also make a permanent bridge on a good position near Daruhhod.
It is the year 210 after the Sinking of Old Nebat. The union of two exiled tribes descended from that island in the valley of the Crossing Lake has resulted in the establishment of a Kingdom - made up of different communities, most commonly identified as clans, the growing discord in some elements of this society on one hand and its sheer growth in numbers and the availability of land has led to a state in which factions within this nation are being established - groups, generally having 80 to 200 people in their number. Some inhabit the large established villages, others live in their viscinity, while some are looking to set out and form their own.
You may now set up factions. It is not necessary to do so in order to participate in the quest! However, it gives you more options and will enrich the world of this civ as its story progresses.
To create a faction, you should write up a descriptive text - telling the tale of how your faction(in this stage of development, it's going to be a clan) came about, what sets it apart from others, where they live(currently limited to the settlements we have on the map) and who leads it. This has to fit into the atmosphere and story of our civilization. Something I might recommend is for at least one or two players to try and make a faction coming out of the newcomers, to give us more variety.
You'll have to post this text here - you can run it by me either in direct message or in the lore chat on the discord https://discord.gg/cctqtQD. When I give you the greenlight, you can consider your faction official and active.

For now, I'll sign off. Until tomorrow or the day after, I'll check your faction proposals when I am online and discuss anything that needs to be changed to be greenlit. We'll decide on your starting assets then and later on we'll start having faction projects.
>>
File: shield-47562_1280.png (252 KB, 1133x1280)
252 KB
252 KB PNG
>>2421568
Clan MacSliabh

Sigil: A Gold Goat rampant

Clan MacSliabh was founded by Tavish na Sliabh during the first years of settlement of the great valley after the wandering times. Their primary place of living is among the mountains behind Darunhold with a few scattered among the small villages and in Darunhold itself. The Clan is known for their bright red hair, green eyes and booming voices. A notable invention of the MacSliabh is the bagpipe, it’s playing has become a favored pastime of the clan both during times of peace and war.

The clans main economic activities are hunting, the raising of goats and the herding of sheep. They are also fond of participating on raids often found playing their bagpipes at the start of battle as a warcry or in mourning of the dead at the end. The clan also has several strong Apt with the Ritual of Magical Listening being an invention of the founder Tavish na Sliabh.

Clan MacSlaibh will lead an exodus from Darunhold to found a new home amongst the hills to east where they can raise their hunt, herd goats and sheep away from the eyes of the King. Ewan MacSlaibh invites all others who disagree with the King to come settle with them in their new home of Free Glen.
>>
>>2421568
The Stonor clan was founded when the first Stonor, Anwàs Stonor became the very first Chieftain of the people of heaven. An unque trait to the clan is that every member fights with customised oars, most often captured from the numerous raids against the Tideborns, or sometime, handmade by its owner. It is tradition that the way an oar is adopted in a clan member's arsenal is by aquiring it without help. Wether it is by thieving, crafting or looting. The Stonors have very few hairs but compensate with lush copper collored beards.

Generally they make for strong warriors and reliable crafters however, they suffer from being unnable to use magic. Old mother Stonor spouts some "prophecy" she calls that one day, a Stonor will be born with magical prowess.

Unlike other clan, they refuse to have a sigil, when questionned about it, they respond "What is the use of a standard bearer when he could swing a battleoar?"
>>
>>2421568
Name: Clan Alban
Description: Clan Alban has always had a more hardy and rugged past. From the days that they came here, they have been relatively self-sustaining. They are backwoods survivalists, living off the land by working with one another. The Lumberjacks build the homes and provide fuel for the fires that cook the meat the Hunters bring in. It is a sort of communal way to go about things, with everyone working together, supporting one another. However such is life out in the forests. Hunters being Proficient with the bow and Lumberjacks being proficient with the axe have also made them into decent quality warriors, while they are far from perfect they believe themselves to be much better than those who sit idle behind the walls of Darunhod. Your average Alban is often seen deep in the forests, quietly stalking their prey, or using their strength to chop down trees. They've also thought of these hounds as having great potential, and thus work to train them as attack hounds, to help them in their every day lives.

Clan Alban currently inhabits the forested lands around the lake, living in camps, hunting, and logging
>>
>>2421568
Clan Fergus:
Those of the Fergus family has been working the mines and quarries of our village for generations. It was only with hard work and determination that they can lift the rocks out of the quarry and carry the ore out of the pit, making their men a little stronger then the rest. After a bit of time they finally formed their own clan as well with Rodirk at its head. With the finding of the gold mine, the clan split in two, with half of them going to the gold mine while the other half stayed to exploit the tin and copper mine.
>>
>>2421568
Clan Gelador

A clan who are not-distant kin to the Aradorns and all of their members. The origins of clan Gelador can be traced back into hunting, similar to their kin. In recent times however the clan has taken to living in more open territory in the south and east. Herding sheeps and cows has become a way of life for most members, finding it more preferable to hunting as a living. A good portion of the clan however do remain killers of woodland critters. The majority of the clan are black-haired and grey-eyed.
>>
Clan Lanweiker was founded soon after the doom. Indeed it found its origins among that great flotilla of refugees. The first Lanweiker, Fernwal, helped scout out the place that would go on to make the base for the New Nebatians first settlement. Alas Fernwal would perish in the attack lead by the Tideborne saving his wife and son. The Lanweikers would forever after this regard the tideborne with scorn.
Fernwals son was Verizon Lanweiker, a man who travelled the land high and far and helped with first contact with non-hostile peoples. While Verizon was held in praise for his glibbed tongue and charismatic demure, he was no more a force of arms than his father was. And yet he thrived through trade, bringing great influence to his family.
Verizon would unexpectedly pass away one winter at the young age of 40. He himself would go on to be succeeded by his second son, his first having drowned in an accident as a child. This second son was also named Verizon and would go on to unify the Nebatians as their first king. This achieved by using diplomacy and strategically marrying the great Oreks daughter.
As of 208 it is the 7th year of his reign.
Men have taken to calling him "The Long" for his great height.
>>
>>2421568
Clan Kendhal
The origins of the kendals can be traced to the warrior blacksmith Jamey Buklen. He was taught by his father in the trade of blacksmiths who was trained by his forebears. James was magically apt and practised whenever he could as his father kept him busy in the mines selecting ores and in the forge. He fought for his people in the first tideborn war and took his share of cuts and spoils.

As of 205 Jas Kendhal has taken the mantle of the clan. A skilled blacksmith and married to farmers he almost became chieftain and fought against the warband to the south at the blood gold hill. He seeks to bring about more industry of metal working. He and his kin have farmed along the southern banks of the river for generations whilst his direct forebears made equipment and weapons for his kin and the tribe as blacksmiths which is rare art to practise amongst farmers.
We have enjoyed positive relations with the clan of Macsliabh sharing many views and complaints we admire their apt for magic and some farmers have shown promise in the magic but one of the few was a man who went blind in the ritual. We seek a better future for all through metal and grain. We have found some very distant relations in the new exiles from nebat and we welcome our kin and their clan leader Keljun Aethelhal

This clan stands against the rule of an unelected king but will come to slight terms for the good of all people. We call ourselves Talderi since nebat is dead.
>>
>>2421568
Clan Jestre
Less a proper clan and more a cult, clan Jestre is devoted to "the spirit of Jestre" some primordial force of mirth. The title of Jestre is passed based on the merits of members rather than heredity. They are predominantly craftsmen with some entertainers. Typically late born sons of other clans or the like are adopted by this clan.
>>
>Clan Castagir
Before the Union a family of Trackers and Hunters however when Daganae Castagir married a daughter of Olgor the Keeper named Dena from the new arrivals they had many children and lived a more tranquil life. They took to a more refined craft, the art of producing and selling alcohol the information gained from Olgor as a wedding gift.
Together they began a new age for Clan Castagir who would set up a base of operations upon the southern shores of the lake and would build a small fort there were they would brew and store their produce while other members of the branch family would work the fields surrounding it. The money they make they reinvest into developing their trade or other technological innovations
>>
Clan Glasia
A clan finding its origin from the first of the elves, Elandra Glasia. Filled with the magical inclined, the clan started to pursue the magical arts, but after death of Elanda, the focus of the clan changed as her elder child, Elina, took the reigns. While Elina is interested in the magical arts, as her mother, she is much more interested in the potential power and destruction it can bring. She is certainly the most warmongering of the children and plans on creating a spell sword military to prove elven superiority.
>>
>>2425059
Clan Gibbs was established by Reese Gibbs and his wife, they both participated in the ritual of magical sense, but Reese was in the seeing part and his wife in the listening part of the ritual, they had a son named Penvro Gibbs who because the leader of the clan when he proved himself capable. Now, Penvro Gibbs is fascinated to see what else he can discover with the Ether due to the stories told by his parents, he hopes to englithen the tribe and improve magic with the help of his clan.
>>
File: StartingAreaRough.png (282 KB, 2393x1513)
282 KB
282 KB PNG
FACTION PROJECTS
It's the year 210 and factions that have been greenlit can post their descriptions here. They can also begin their first faction project.
Some things to bear in mind:
Your population is roughly 100-200 people. If your clan has been described as one focusing on specialists - Apt, artisans, learned men and such - then you're probably in the lower range of that. Even so you'll have some members of the clan who produce food.
Rules for faction projects:
At our current level of development, they're done once every 20th year. Your action is for what your clan's been doing the past 20 years, so in year 220 you'll announce what you've been doing these past years. You are limited by the resources available to your faction and the overall development level of the civilization. Some actions will be more difficult than others, maybe I'll also do the difficulty rating(From easty to Impossible) which will basically set the DC for what you're trying to accomplish. 20 for something easy, 40 for something normal, 60 for hard, 80 for very hard and 100 for doing the impossible. You roll a d100 when the faction turn comes - the roll is used for the past 20 years' action.
Start thinking of what your first action will be - if you want to have your own village on the map, it'll probably be that. If you want to ask me how difficult something will be, ask away - here or in discord for easier.

So, with that out of the way, let's go back to the civilization.

Year 210

>>Purebloods: 5100
>>Halfbloods:350
>>Food production:7/10
>>Food reserves:5/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:6/10


>>Buildings: Wood/stone wall, Large Village, The Common, wood and stone structures, quarry, granaries
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough, simple crop rotation
>>Government:Council of Elders, King of all Nebati, shared loot
>>Magic: Some understanding, basic elements and life, ritual of magical listening
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy: A few wrecked boats and ships
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
Rolled 64 (1d100)

>>2425260
G.

Clan MacSlaibh will lead an exodus from Darunhold to found a new home amongst the hills to east where they can raise their hunt, herd goats and sheep away from the eyes of the King. Ewan MacSlaibh invites all others who disagree with the King to come settle with them in their new home of Free Glen.

They will search for the most protected and resource rich place of the hills to settle.
>>
>>2425260
>>C.Construction
Build a wall around Oreksal
>>
>>2425260
>G.Research & development
Medicine, keep our folk alive a little longer
>>
>>2425266
I'll count this, but I want to clarify - do your rolls when we hit year 220!
>>
>>2425260
>>D.Military
Work on further spearman discipline. Forming ranks and marching as one.
>>
>>2425260

C, Try to repair the ruined ships.
>>
>>2425260
C.
>>
>>2425260
G. Research and Tech
Clan: Seekers
Hailing from the distant shores fatefully named New Nebat, the kin and disciples of Ada have found respite in their newfound home of Oreksal. Although small in number, the seekers are well-known among Oreksalians due to their unerring desire to unravel the mysteries of the ether and unseen world. Those who are part of the fold are not bound by blood but by their unified calling. The Seekers reside in a collection of unassuming houses, temples and places of study. In these places, the congregation of Ada come to perform acts of worship, ritual all while striving to reach further into the unknown machinations of the world we, as of yet, know so little about.
>>
>>2425260
>>D.Military
>>
The Clan Kendhal as it is has been named as the Kings body. In this act they will be responsible for the King and his family's security.
They will also have an exclusive smithing contract that puts royal backing and founding behind their research.
>>
Construction again, eh? What'll it be this time?
>>
>>2425320
Build a wall around Oreksal
>>
>>2425320
Build walls, preferably stone, around Oreksal.
>>
Making a stone wall around Oreksal will be more difficult as it has no nearby source of stone. Transporting stone from the Darunhod quarry down to Oreksal will require more time and effort.
>>
>>2425320
Build a watchtower along the coast of Oreksal to spot raiders. Maybe move towards developing a system for coordinated response/alarm throughout the town.
>>
>>2425327
Stone nigga
>>
>>2425330
Agreed
>>
>>2425266
Join the MacSliabh clan in their exodus! We will Settle the same area togheter, with combinned effort.

G

Jotsig Clan:
10 crafters/artisans
15 warriors
75 various others
>>
>>2425336
Nevermind the G

>>2425330
This
>>
>>2425330
Support
>>
>>2425330
Build the watch towers while we transport stone to Oreksal over time
>>
>>2425347
This man has the right idea
>>
Oreksal's building three watchtowers - one in the bay, where ships generally dock, one across it to the south and one in the delta - they are within sighting distance of each other and will have a small boat just in case as well. Warning fires can be lit and seen from the village. We'll have men from the village taking turns as watchers from a vantage point along the wooden walls that are being built now - they're a fairly simple structure, intended to be reinforced with stone eventually. Said stone will gradually be sent down to Oreksal over years.

Year 212

>>Purebloods: 5100
>>Halfbloods:350
>>Food production:7/10
>>Food reserves:5/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:6/10


>>Buildings: Wood/stone wall, watchtower, Large Village, The Common, wood and stone structures, quarry, granaries
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough, simple crop rotation
>>Government:Council of Elders, King of all Nebati, shared loot
>>Magic: Some understanding, basic elements and life, ritual of magical listening
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy: A few wrecked boats and ships
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
>>2425377
A
>>
>>2425377
A
>>
>>2425377
>>A.Food production & growth
Smoke house.
>>
>>2425377
A
>>
>>2425377
N. Navy. Begin to repair damaged boats/ships.
Will eventually enable: fishing, naval defense/offense, exploration.
>>
>>2425377
>>A.Food production & growth
>>
Seem it's foodprod.

A.Improve fishing
B.Improve agriculture
C.Improve herding
D.Improve food preservation
E.Diversify our food sources
F.Other

Select one or two. Try giving arguments for your position if you think it'll help particularly, so you can convince others to support you. Also, feel free to ask questions like Do we grow this or what's our land like.
>>
>>2425412
>B.Improve agriculture
>>
>>2425412

D
E
>>
>>2425412
D.Improve food preservation
We need beef jerky lul
>>
>>2425416
Our agriculture performance can be bolsters and we cant really compete with the fair folks livestock output. So grain and Veg are the way
>>
>>2425412
B
E
>>
>>2425412
D
Smoke house!

A
Smoked fish!
>>
>>2425412
A. Fishing
It's essentially an untapped resource at this point. We can work up to trapping and use of nets.
>>
>>2425412
>C
>E
Institute cannibalism
>>
D&E

We're preserving our food through curing - the process of drying it to make it last longer, particularly applicable for meats. Smoking helps this process and we're seeing smoke houses being established in villages.
In addition to this, we've focused our trade with the Fair Folk on acquiring more and different animals and crops. We've learned how to extract honey from the hives of bees - apparently in the village of Paddr they've even started trying to keep beehives close and provide an environment for the flying gits - for a reliable source of honey. We've got more ducks and chicken now - chicken in particular are something that every family could keep easily - they give meat, feathers and eggs and need less resources and space than most other animals.
We've mostly gotten what we can in terms of variety from the Fair Folk we know. Our poor relations with Tideborn and Bureans means we don't have access to their trade goods at the moment, though.

Year 205

>>Purebloods: 5210
>>Halfbloods:360
>>Food production:7/10
>>Food reserves:6/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:6/10


>>Buildings: Wood/stone wall, watchtower, Large Village, The Common, wood and stone structures, quarry, granaries
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough, simple crop rotation
>>Government:Council of Elders, King of all Nebati, shared loot
>>Magic: Some understanding, basic elements and life, ritual of magical listening
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy: A few wrecked boats and ships
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
>>2425539
>>E.Government & laws
The Verizon Laws
1. Cannibalism is illegal and punishable by death
2. Murder is illegal and punishable by death
3. Kin slaying is illegal and punishable by stoning
4. Theft is illegal and punishable by losing a hand
5. Incest is illegal and punishable by exile
6. Treason is punishable by the execution of the offending party and exile of their family
>>
>>2425539
*Year 215
>>
>>2425549
Support
>>
>>2425539
>>2425549
Support
>>
>>2425539
>D.Military
>>
>>2425539
D
>>
>>2425549
Support
>>
>>2425549
Needs to happen sooner or later. Support.
>>
>>2425549
This
>>
Our first true laws, as dictated by the King, have been written into stone, kept in The Common Hall.

Year 216

>>Purebloods: 5230
>>Halfbloods:365
>>Food production:7/10
>>Food reserves:6/10
>>Resources:6/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:6/10


>>Buildings: Wood/stone wall, watchtower, Large Village, The Common, wood and stone structures, quarry, granaries
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough, simple crop rotation
>>Government:Council of Elders, King of all Nebati, shared loot, Verizon laws
>>Magic: Some understanding, basic elements and life, ritual of magical listening
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy: A few wrecked boats and ships
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
>>2425612
>G
>>
>>2425612
D
>>
>>2425612
G
>>
>>2425612
G

Better wagons with stuff like spoke wheels and axels would be nice
>>
>>2425612
>>G.Research & development
>>
>>2425612
G
>>
>>2425612
G
Medicine!
>>
Technology, all right - one thing.

A.Develop our agriculture
B.Develop our boatmaking
C.Develop our medicine
D.Develop construction
E.Develop weaponry
F.Develop armor
G.Other
>>
>>2425650
>C.Develop our medicine
>>
>>2425650
>F.Develop armor
>>
>>2425650
Develop our wagons
>>
>>2425650
G transportation
>>
>>2425650
F.
>>
>>2425650
F
>>
File: armor1.jpg (68 KB, 482x650)
68 KB
68 KB JPG
Our experience fighting Tideborn and Bureans, combined with some odd loot gathered by Orek's people has given our smiths some images to focus on in their attempts to develop armor. What we can produce now are simple in shape chest and head pieces. We've also started experimenting with bronze in making shields.

It's the year 220 now. State what your faction has been doing for the previous 10/20 or so years and roll for it - your first faction project!

Here's this swift man's result:
>>2425266
Difficulty:Medium
On the other side of the mountain, Clan MacSliabh, followed by some stray clanless that share Ewan's view on the King, have resettled and formed the village of Free Glen. Its population is near 200, the clan itself being housed in new homes in the middle, with lesser families a bit more spread out in the area. The locals primarily herd goats and sheep and hunt the wildlife in that area - hare, fox, deer primarily.


So, I'll leave you with this. I'll check the thread and reply to faction projects every now and then, but I'm not too sure when the next session'll be - maybe tomorrow, we'll see.
>>
Rolled 12 (1d100)

>>2425740
Conjoint faction project with swift
>>
Rolled 59 (1d100)

>>2425740
The members of Clan Alban will look towards working in new forest lands, specifically those circled in the Image/Map provided. A particularly large camp will be built on the shores of the lake (highest priority), with other camps being laid throughout the forest to allow hunters and lumberjacks alike to come and rest and work from there.
>>
File: Land stuff.png (164 KB, 676x392)
164 KB
164 KB PNG
>>2425757
forgot image/map sorry
>>
Rolled 79 (1d100)

>>2425740
Clan Gelador will settle the lands between Oreksal and the gold mine since there are forests for the hunters and more open plains for herdsmen. The blue line represents the general area and the blue dot represents the location of a hill camp/settlment.
>>
File: Map.png (285 KB, 2393x1513)
285 KB
285 KB PNG
Rolled 47 (1d100)

>>2425740
Our farmers have been farming along the southern bank of the river for generations. We will bring them a town to call their own since travelling to our main hold is a long trip.

We will call our town Brevis. (Brevis:[18] A town. To *brīwā 'bridge'.)

Using the river water we will forge great weapons and reap golden grains
>>
File: 1521829520199.png (2.44 MB, 1920x1088)
2.44 MB
2.44 MB PNG
Rolled 98 (1d100)

>>2425740
The King has spent time in contact with the Fair folk in the region and has offered them protection from any who seek to harm them in return for their swearing of allegiance to the crown.
>>
Rolled 4 (1d100)

>>2425740

Clan Glasia will settle on the cape North of Oreskal. They will call the new town, Arkyn.
>>
File: ClanLands.png (17 KB, 474x370)
17 KB
17 KB PNG
Rolled 80 (1d100)

>>2425740
[Finally found some land someone else ain't claimed]
Clan Castagir having spend most of the past few years trying to find some land that was not already being developed finally began the construction of their brewery upon the slopes of the Mountains east of Reofk. Planting their crops upon the riverbank. All things must begin somewhere
>>
The past 10 years have been kind to the royal family with the queen giving birth to three daughters.
The young princes also celebrated their 12th birthdays and are turning into fine young men.
At 68 the kings hair has now gone completely grey and his face has taken on many a wrinkle.
But even at his age he shows no signs of slowing down and can still be seen practising regularly with his friends Jas Kendhal and Tomi, called the Younger.
>>
Rolled 10 (1d100)

>>2425931
Too clear up original roll of 4, phone auto fills
>>
Rolled 96 (1d100)

>>2425740
POSTING FOR INQUI:
He can't access the thread for some reason so I'm doing it for him

Clan Fergus will prospect the lands, looking for new and promising places to mine in, and attempt to claim the new mines for themselves.
>>
Rolled 5 (1d100)

>>2425740
Clan Aeldearm will make small settlement on the northern shore of the lake to make use of the fertile land and fish from the waters.
>>
File: 1423785865024.jpg (29 KB, 362x360)
29 KB
29 KB JPG
Rolled 82 (1d100)

>>2425740
Clan Gibbs will set up a school of magic in Darunhod to research, improve, and teach magic.
>>
Rolled 26 (1d100)

>>2425740
rolling for basic infrastructure for the Coven of the Bloody Heart
>>
>>2427387
forgot to tell what the Coven of the Bloody Heart is:

An organization of healers, this "hag style" loose group meets for each solstice, for each equinox and has also several smaller, more regular meetings. It has members in or very close to each bigger settlement (in order to be able to actually heal people, you must be actually close to them) and plans to employ several gardens to farm herbs which supposedly help with several ails. Members will also take turns wandering the more remote areas to also be able to heal people further away from the big settlements and also to collect further, interesting herbs. Though both genders are welcome, the Coven of the Bloody Heart (named after the ritual of mending flesh, where the coven tends to spill the sacrificed blood on top of the breast of the patient) mainly consists of women, as the men of our society seem to be more interested in physical labour and war.

The coven`s motivations are public health and quality of life in our civ. Healing is free for our folk, though it is strongly suggested to each one who can afford it to make an appropriate donation. For members of different civs which happen to meet a member of our coven and want healing, the price is kept at a moderate level (except of course if we are at war with them - we do not side with the enemy).
>>
>>2425740
The Jestre clan, lacking in strong warriors, shall focus on producing an elite few to fight in their name. "The Dancing Dozen" shall be armed with glaives and armored in layered cloth. In times of peace they shall practice with their weapons in a display not dissimilar to dancing. One of the biggest factors of their combat prowess is the intimidation factor of a light footed soldier wielding such a large, apparently unwieldy weapon with grace.
>>
Rolled 84 (1d100)

>>2427425
>>
Rolled 62 (1d100)

Faction:
The clansmen of Dayr Mael (kin of Dayr), hailing from the Shephard Clan of the Fair Folk, are a dour lot.
This glum demeanour is not unwarranted however. Perhaps they were known for their songs and hospitality in ages past, but after being driven from their home by warriors stronger than them and driven from place to place for generations… Adversity does not create cheerful people.
Dour and prideful, when drunk enough they will ramble on about their ancestry dating back to the warrior king Etur who along with his seven sons never found a worthy opponent in battle. A shame they are the only ones who remember these tales.
The cycle seemed never ending. As soon as they’d found a place suitable to grow crops and graze their herds they’d be confronted with a bigger clan desiring their land. Sometimes they’d fight, sometimes not, migrating further was always the end result.

It was not before encountering the Nebati this ended. The People of Heaven displayed no desire for hostility, instead they offered friendship and mutual protection in return for swearing allegiance to The Pact. An oath their patriarch, the Dayr Ivon (lord of Dayr), willingly swore. While suspicious in the beginning, the people of Dayr gradually came to trust in their newfound kin, once more daring to look to the future with hope in their hearts.

The Dayr Mael are not rich nor wise. They own little beyond their sheep and goats. Their craftsmanship is nothing to brag about. Their leaders are not sought out for their wisdom.
But their spears are sharp, bonds tight and hearts fierce. What else does a man need to defend his cattle and family?

>>2425740
Faction Project: Aquire bigger herds
Without power, you can accomplish nothing in this world, that is known. And wealth is power, that is also known. And everybody knows a sizable herd of animals producing meat, skin and milk is the best form of wealth there is.
Thus it stands to reason that the elders of the Dayr Mael clan should focus on aquiring the greatest herds of sheep, goats and cattle ever seen in these lands.
>>
>>2425751
Difficulty:Easy
Your clan experienced a split, with a small part of it remaining in Darunhod, though the majority resettled to Free Glade.
>>2425757
Difficulty:Medium
You've established your main camp by the lake shore. Smaller camps are easy enough to be set up for work.
>>2425787
Difficulty:Medium
Your clan has settled in its desired location, a good place for herdsmen and foresters.
>>2425807
Difficulty:Medium
Your village is indeed named Brevis now, home to the hundred-something members of your clan.
>>2425919
Difficulty:Hard
The village you settled was situated on a cliff - an unstable one. Storms in these seas are harsh and a combination of waves, thunder, winds and an earthquake led to your village being destroyed by the elements and around a third of your clan being lost. The rest managed to return to Darunhod, where they've found refuge and temporary safety by 220.
>>2425931
Difficulty:Medium
Those woods were troublesome to your people during your migration and in the years of settlement. Wolves and bears killed more than one man, the first harvests were bad and unknown raiders burned your homes one spring night. Your clan, losing near a third of its members of various causes, returned to Darunhod by 220.
>>2426211
Difficulty:Hard
Clan Fergus found what seemed like a simple deposit of stone, at a location roughly midway between Darunhod and Oreksal - but upon further digging, it was discovered that those deposits held many colourful stones - gems! What in other deposites are rare occurances, here you find far more easily - these are stones which can be used in the crafting of jewelry and also, possibly more valuable, as pigments - greens, deep blues and clay earth brown and some others. This finding drove some clanless to join Fergus, bringing their number(if counting their families) up to about two hundred.
>>2426301
Difficulty:Easy
You were not able to found a new settlement as you found yourselves squabbling with others using these lands as communal farming grounds. You ended up simply working the land alongside them for the moment, though hardly being able to call anything your own. Nothing lost but time and effort.
>>2426401
Difficulty:Very Hard
Your clan has poured together resources and managed to make a good stone structure in Darunhod - the Gibbs school, the first place dedicated specifically to magical practice, research and study. You've begun collecting tablets of knowledge and interacting with the Apt of other clans - the road to progress will be long, but the first important steps have been made decisively.
>>2427387
Difficulty:Medium
You've established your organization among some of the important settlements - which is to say, Darunhod and Oreksal for the time being. You're able to survive and make your names known as people are willing to trade food and other goods or services in exchange for your basic medical care.
Continued
>>
File: StartingAreaRough.png (280 KB, 2405x1477)
280 KB
280 KB PNG
>>2427425
Difficulty:Hard
You managed to convince enough people to donate resources for you to outfit a dozen of your stronger men with bronze-bladed poles and armor them in furs and cloths. They've started developing their style of fighting and by 220 are able to put up a good show, though they are as of yet untested in true combat.
>>2425831
Difficulty:Hard
The Shepard Clan swore fealty first. In the following years three clans to the north also swore fealty. The average population is roughly 300 or so per clan, so we have over a thousand Fair Folk sworn in allegiance to the crown.
>>2430647
Difficulty:Medium
Through trade and persuasion you've acquired sizable herds, enough to keep all your herdsmen occupied and to allow good growth for the foreseeable future.

Now then, on to turns.

Year 220

>>Purebloods: 5260
>>Halfbloods:370
>>Fair Folk:1250
>>Food production:7/10
>>Food reserves:6/10
>>Resources:7/10
>>Manufacturing:6/10
>>Trade:6/10
>>Morale:6/10


>>Buildings: Wood/stone wall, watchtower, Large Village, The Common, wood and stone structures, quarry, granaries
>>Economy:Subsistence agriculture, some woodworking, Simple crafts, Copper mining, Tin mining, Gold mining,Simple trade, Dirt paths
>>Culture:Oral legends, Complex script,calendar, stone tablets of learning, burial fires, bagpipes
>>Technology:Copper and bronze working, Animal Husbandry, Pottery, Some cartography, The Wheel, Scratch Plough, simple crop rotation
>>Government:Council of Elders, King of all Nebati, shared loot, Verizon laws
>>Magic: Some understanding, basic elements and life, ritual of magical listening
>>Military: Some experience, poor training, non-standing militia. Bronze weapons stockpile
>>Navy: A few wrecked boats and ships
>>Religion: No official; Vague beliefs and spiritualism


>A.Food production & growth
>B.Culture & religion
>C.Construction
>D.Military
>E.Government & laws
>F.Exploration & colonization
>G.Research & development(Cooldown)
>H.Navy
>I.Diplomacy & war
>J.Magical matters
>K.Trade & Finance
>L.Skip time
>M.Other
>>
>>2431003
K
Privatize the mines
>>
>>2431003
I. Raid the Northern Tidecucks!
>>
>>2431003
I raid
>>
>>2431003
>E.Government & laws
>>
>>2431003
>>D.Military
Some training is necessary.
>>
>>2431003
I
a raid may be in order
>>
>>2431003
>I.Diplomacy & war
Try to better our relationship with the Bureans and maybe set up a trade.
>>
Diplomacy...or war? Which will it be?
>>
>>2431003
I. Some folks have fresh soldiers to blood.
>>
>>2431003
>I.Diplomacy & war
Raid tidecucks, burn their homes, steal their shit.
>>
>>2431066
Declare war and attack the tideborn villages to the south.
>>
>>2431068
Raid the tidecucks to the north, the ones to the south are under Burean protection.
>>
>>2431077
>>2431066
This link
>>
>>2431077
Supporting
>>
>>2431077
agreed
>>
From Orek and his fellows we have however learned of the Tideborn in a more broad sense - their homes are a long chain of islands in the sea to our east. These islands cover most of what we believe is the distance from here to Old Nebat. According to Orek, who spent years in the court of King Enleos, many of these isles were once under Nebati hegemony - something many Tideborn have not forgotten. Enleos, King of Renoa, has his home on one of the largest such isles and has under his allegiance multiple others. He commands more warriors than we have Purebloods and he is in contact with the colonists who have settled the shores near us - though, as far as we know, he is not their direct liege.Over the years Enleos grew to despise the Folk of Heavens and tried to crush Orek's people, which is the cause of their flight west. If he is still alive, Enleos will be an old man by the standarts of the other races.
Enouh about that tale, though...
What kind of force should we send? We know of two decently-sized Tideborn villages around a river estuary to the northeast. We know they occasionaly trade with the Igbarians as well, but beyond that we know nothing of them.
>>
>>2431077
>>2431066
Dhis.
>>
>>2431160
Rally 800 Pureblood warriors.
>>
>>2431162
A force of 600 well armed men along with War Hounds sound be enough to crush them.
>>
>>2431160
700 warriors and a dozen mages
>>
>>2431172
MacSlaibh, I am not the QM.
>>2431170
This.
>>
>>2431172
This
>>
>>2431172
Supporring
>>
600 good men with whatever hounds we can get - should be at least a hundred good ones.
In the King's temporary absence, Tomi the younger commands this raiding force.

Give me 3 rolls for the whole thing.
>>
Rolled 24 (1d100)

>>2431205
>>2431205
>>
Rolled 33 (1d100)

>>2431205
>>
Rolled 38 (1d100)

>>2431205
>>
Rolled 91 (1d100)

>>2431205
>>
Rolled 1 (1d100)

>>2431205
>>
Rolled 81 (1d100)

>>2431205
>>
File: abandonedvillage.jpg (122 KB, 900x441)
122 KB
122 KB JPG
We find the first village largely abandoned - though without all of its belongings evacuated. A few stubborn old men offer a desperate resistance to their deaths, buying their kin some minutes - tracks indicate the rest of the villagers are no more than an hour ahead, heading north. This is a fishing village with some nearby farms - we find no boats bigger than a raft on the beach, though tracks also indicate some locals used the boats to escape.
What should we do?
A.Loot this side of the river to our content and then return home - no casualties, only gain
B.Loot this side before crossing the river
C.Lose no time - pursue the refugees!
>>
>>2431245
C
>>
>>2431245
A.Loot this side of the river to our content and then return home - no casualties, only gain
>>
>>2431245
>A.Loot this side of the river to our content and then return home - no casualties, only gain
>>
>>2431245
C
We need to taste battle
>>
>>2431245
C.
>>
>>2431245
C.
>>
A chase it is!
3 rolls
>>
Rolled 5 (1d100)

>>2431286
>>
Rolled 80 (1d100)

>>2431286
>>
Rolled 94 (1d100)

>>2431286
>>
We've got them in our sights - the refugees have reached the river and are attempting to cross at one of its fords, group by group - it seems the women and children are going first, with armed men protecting the rear. Those men are roughly 200 or so, their equipment is at best equal to ours - almost no armor among them.
A.Attack and kill them all!
B.Attack, kill the men and capture the rest
C.Attack, break their spirits in battle and capture who all we can
>>
>>2431298
A.

Kill the enemy warriors/combatants.
>>
>>2431298
>C.Attack, break their spirits in battle and capture who all we can
>>
>>2431298
>B.Attack, kill the men and capture the rest
>>
>>2431298
B.Attack, kill the men and capture the rest, if any men live if they surrender
>>
>>2431298
>B.Attack, kill the men and capture the rest
>>
https://www.youtube.com/watch?v=onGWF8mz1Zw

KILL THE MEN
TAKE THE REST
CHARGE!
3 rolls
>>
>>2431298
B
>>
Rolled 58 (1d100)

>>2431333
>>
Rolled 24 (1d100)

>>2431333
>>
Rolled 73 (1d100)

>>2431333
>>
Rolled 19 (1d100)

>>2431333
>>
The Tideborn men put up a decent fight, but they were no match for our warband. They managed to buy time for near half the civilians to reach the other side of the river - close to two hundred have been captured now.
Our losses so far are twenty-six dead men, dozens more wounded. We can't keep all these captives and pursue with our entire force at the same time, however.
A.We got what we wanted. Loot and raze the area before heading home
B.Leave men to guard the captives, send others across the river to pursue the rest!
C.Other
>>
>>2431352
>A.We got what we wanted. Loot and raze the area before heading home
>>
>>2431352
A
>>
>>2431352
A
>>
>>2431352
B.Leave men to guard the captives, send others across the river to pursue the rest!
Leave no witness behind
>>
>>2431352
A let's take what we can. I'm sure these tideborne will still be around for us to raid another time
>>
>>2431352
>A.We got what we wanted. Loot and raze the area before heading home
>>
Rolled 37 (1d100)

>>2425740
Faction Project: Hoping to better understand natures relationship with magic, Clan Mar conducts rituals hoping to commune with nature, whether it be plants or animals.
>>
>>2431352
A.
>>
>>2431352
>B.Leave men to guard the captives, send others across the river to pursue the rest!
>>
A.We got what we wanted. Loot and raze the area before heading home

We are already wasting our time here. Lets hope the land we have won is fertile.
>>
Faction Project:
In order to put down roots on these new shores, the Seekers must first sustain themselves and provide for their own.
Ada and her closest advisors propose to offer medical services to the community through their healing magic.
An diplomatic representative shall be sent out to the half blood community to discuss the potential for obtaining donations of blood, which shall be reimbursed by what resources are currently available to the Seekers.
>>
Rolled 47 (1d100)

>>2435261
Seems you forgot to roll, let me help you with that. I'm an expert roller after all.
>>
Rolled 8 (1d100)

>>2435261
Forgot the roll.
>>
>>2435303
ignore this
>>
Rolled 69 (1d100)

>>2435261




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.