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Welcome back to our little civilization in the ruins.

Centuries, perhaps even millenia ago, this city was a glorious place, of stone abd mud-brick, fed by great farms and fisheries along the many canals, and ruled from the palace-temples at the city center, but no longer. Whoever built the ancient walls and monuments, whether they were gods, giants, or merely a long-passed folk of men, they are long gone now. Where once the walls gleamed with blue and gold, now they are hulks of decaying mud-brick, and where once the streets bustled with traders, they now lie fallow, filled with the rich mud deposited by the flooding canals, and playing host to herds of wild cows, sheep and packs of wild dogs, and where once one people ruled the city in harmony, now they fight over its scraps in a thousand fractious tribes.

Only in the inner city, protected by still-repaired walls and bronze-armed armies, is any order maintained, but in the vast outer city, there is naught but tribal warfare, as dwellers in one ruined tenement raid another for women, livestock, and for the scraps of metal that can no longer be forged. Among these tribes, some hold on more and some less to the trappings of civilisation, with some of the wealthiest trading tribes on the grand canal even ruling over towns of hundreds, or even thousands, and some of the poorest tribes devolving into sewer-dwelling cannibals. Your own tribe is lucky, and wise enough to have rediscovered mud-brickworking and pottery and to have fortified an old tenement block, settling within and fighting off all comers in an isolated section of the southern city. For many weeks, the tribe has been comfortable, herding goats bought from the Karljane, a local rockpicker tribe, and skirmishing with other tenement tribes, and they have grown comfortable behind their walls. Safe. Complacent.

This continues, until, one night, an outsider is found murdered within the tenement; one of the shepherds given as servants to the tribe by the Karljane. The pale, strange fellow lies dead in his room, with dozens of stab wounds covering his face and chest. His fellow shepherd is inconsolable, hiding in the depths of a half-flooded basement and refusing to leave, shouting that 'They' are coming for him. The tribe is deeply unsettled. A murderer snuck into their home in the night and escaped unseen. As the tribe grows more and more worried, the skies themselves darken, and it begins to rain. The Summer Rain, the torrential downpour that will soon flood the streets, burst the canals, and drown the unprepared, has begun.

>>Thread 1:http://suptg.thisisnotatrueending.com/qstarchive/2801637/

>Cont.
>>
>Stats
>Population: 119 65 Males (43 Free, 20 Enslaved, 1 Rockpicker Goatherd), 33 Females (33 Free Wives), 18 Children (4 Free, 14 Slaves), 3 Elders (Slaves, Tenement Tribes)
>Tech: Pottery Stone Age (Stone/Flint Weapons, Short Bows, Domesticated Dogs, Simple Cultivation, Brickwork Construction, Rawhide-Tailoring, Primitive Pottery, Simple Kilns)
>Food: High (Remaining Mutton will Perish in three turns)
>Place: South-Eastern Tenement (100 Capacity, Ruined Courtyard, Ruined Cellars, Heavily Fortified (Mighty Walls))
>Goods: 30 Fleeces, 20 Sheep Pelts, 25 Rawhide Coats,Ram's Horns. 12 Teardrop Spears, 6 Copper Helms, 30 Skeins, 36 Sheepskins, 7 Silver Rings, 3 Gold Rings, 1 Bronze Hawk-Axe, 1 Demon-Etched Khopesh, 3 Gemstone Amulets.
>Produce (What the tribe produces in surplus): Goat's Hair, Goat Milk, Mud-Brick, Hand-Made Pots.
>Livestock: A Pack of Hounds, 30 Goats


>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in
>>
>>2829733
Sorry, I missed a building

>You also have: Northern Wall Terrace-Houses (Capacity: 50)
>>
>>2829733
Question OP, will that Summer Rain flood our home, or the courtyard?
>>
>>2829754
It usually just floods the streets, but it is hard to know.
>>
>>2829774
>Construction (Drainage system)
Let's try to get on top of this weather before it gets worse
>>
Rolled 89 (1d100)

>>2829733
>Research Copper Tools
or
>Diplomacy, Traders with Copper Tools
>>
>>2829779
>>2829774
Will our walls not be able to keep out of the flooding? I mean they are heavily fortified and mighty, sounds like they have metal and other stuff in them.
>>
>>2829779
+1

>>2829787
Don't we save rolling after we vote?
>>
>>2829796
>>What next? (Roll 1d100 for any action)
?
>>
>>2829804
Check the last thread anon
>>
>>2829791
The walls are mud brick. They will likely keep out much of the flooding, though depending on how harsh the floods are it might need significant repairs. The difficulty is in managing any water that rises up through the basement, or in managing the rain, should it continue too long.

>>2829787
Yes, we do vote for actions, and then roll for the action once it's been selected, unfortunately, picking the best of three rolls.
>>
>>2829815
>They will likely keep out much of the flooding, though depending on how harsh the floods are it might need significant repairs.
So a Drainage system would be great to have, to save us time instead of repairing the walls into something else.
>>
>>2829821
What do you mean by a drainage system? I think it's a little beyond our tech level to do much beyond ditch-digging and the like, but if you've got any ideas that'd fit with the tribe's tech level, go for it.
>>
>>2829779
I change my vote to this. Copper can wait.
>>
>>2829825
Ditch-digging would work, like a place were the water can go drain downhill
>>
>Drainage Ditches

Right, could we have some rolls?
>>
>>2829831
If the water can come up from the basement, maybe we can either seal up the basement or make a tunnel that takes the water somewhere else.
>>
Rolled 53 (1d100)

>>2829836
>>
Rolled 62 (1d100)

>>2829836

>>2829837
We should drain the basements one of these days.
>>
Rolled 44 (1d100)

>>2829836
>>
>>2829839
Oh yeah. Connect the basements to the drainage please
>>
>>2829846
>>2829839
With a Roll of 62 that's a moderate success. It's going to take a more specific action to drain the basements, or to make the attempt, but in the mean-time I'll get writing for the ditches.
>>
Rolled 65 (1d100)

>>2829836
>>
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>>2829862
>>Dig Ditches

As the rain grows heavier and heavier, the tribe rushes to action; there are bigger things to be concerned with than the murder of a goatherd. If the flood-waters are not restrained, they might seriously damage the walls, leaving the tribe open for attack. Acting quickly, the goats are brought within the walls, pastured along the south wall, while the dogs are settled in the courtyard. Children are bustled up to the upper terraces, while the workers of the tribe set to work. The canal is to the north, and the waters will flood out from it once it bursts along the streets, and so defenses are to be built up facing in that direction, and along the walls.

First, great ditches are dug a short way from the base of the wall, carved into the street, to drain the water as it rushes on, and to stem the tide. Other trenches are dug along the northern streets leading to the tenement, with the refuse piled up in primitive dams to hold back the water, as piles of rubble barricade the streets, with ditches on either side. The streets are hard to dig up, but once the cobbles and stones are pulled loose, they are easily dragged, piled up and cracked apart. Soon enough, the tenement is surrounded by a loose network of flood defenses. It will not stop the waters, nothing the tribe could do could, but it will stem the tide, and, with luck, leave the water only up to waist height against the walls.

Sure enough, the waters begin to pour, as refugees flee past the tenement calling out that some canal or another has burst. It is the same each year, as the skies darken and the rains pour down, with those darign enough to have tried to farm the canals set to flight by the very wave of fertile soil they settled to farm. The waters are low, at first, as it seems the great canal has not yet burst, but it is only a matter of time before at least the canal bounding the district from the rest of the city overflows, to turn the trees and ruined streets into a swamp. There is time only for a final few actions, if the tribe desires to take any, before the waters rise up.

>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in

The Severity of the Flood Roll will be reduced by 25. One More Action before the flood.
>>
>>2829733
We might also want to look into some form of >Develop(Guard Patrol)
Maybe?

And maybe chat about who "they" might be with our soggy shepherd outsider?

It's a suggestion.
>>
>>2829924
>Sure enough, the waters begin to pour, as refugees flee past the tenement calling out that some canal or another has burst
Would any of these by chance be women, we seem to be low on those?

Does the tribe got a feeling we still have to worry about the flood? How is our food supplies?
>>
>>2829930
Kind of want to do something better before the flood happens.

>Hunt (Wild Sheep)
We only have one more turn of food left so let's stockpile some before the Flood comes.
>>
>>2829930
Nevermind.
We'll pass the time while flooded in playing Murder Mystery.

>>2829924
>>Research (floating debris rafts?)
I think we're good on food and defence, but we won't be able to get out for much.
We should figure out how to keep supplies above water line and dry.

Sheep swim, right?
>>
>>2829924
>Hunt (Sheep)
>>
>>2829941
Supporting this research, maybe we can even build rafts that are integrated into our houses. Like wood storage platforms that float up rails/ropes when the flood comes.
>>
>>2829941
Goats can certainly swim.

>>2829931
A few of the refugees seem to be, if you wanted to recruit them you could certainly try.

The mutton from the last hunt rots/runs out in one more turn, and as refreshing as goat milk is it's not going to sustain you on it's own. Of course, you could slaughter some of your livestock.
>>
We just get more women, men, and sheep, then:

>>2829931
>Hunt women
>>2829933
>Hunt (Wild Sheep)
>>2829946
>Hunt (Sheep)

I want to invent waterwings, damnit!

>>2829961
My man!
>>
>>2829967
We our tech is just stoneage, it's better off getting more people and food to last us the flood, instead of trying something we have no experience in doing.

Next turn maybe we can get some wood from trees to make rafts instead of debris
>>
>>2829967
I support this, hunt wild sheep if our food supplies are great after that, we should try to lure in some of the refugee women.
>>
Rolled 13 (1d100)

>>2829967
Support
>>
>>2829924
>Hunt (Sheep)
>>
>>2829933
>>2829946
>>2829986
>>2830006

Hunt Sheep appears to have cinched it. Rolls, please.
>>
Rolled 83 (1d100)

>>2830039
>>
Rolled 100 (1d100)

>>2830039
>>
>>2830044
>>2830039
nat 100 on dubs thats extra special right?
>>
Rolled 51 (1d100)

>>2830039
>>
>>2830046
Nah, you have to get dub rolls to make it extra special.
1, 50, 100 are crits
>>
>>2830044

I'm not quite sure how to critically succeed at hunting sheep. I'd planned on dashing off a quick post for it, but since that's a 100 I'm going to have to cut things short and get back to you in the morning.

Thank you for coming back after my absence, I will see you all in the morning!
>>
>>2830068
>>2830068
>>2830068
Maybe our tribe learns new hunting techniques and knowledge? Like progress towards some sort of tech/skill for being wildly successful at hunting?
>>
>>2830068
You could always make a event happen during the hunt, just a added bonus. More sheeps for our flock, refugees women willing to come live in our settlement, finding bronze from a hidden cache.
>>
What if we accidentally discover smoking, as in preserving meat?
>>
>>2830068
Easy answer would be a massive herd got trapped by the flood and were easy to pick off. Muttontastic!
Tasty, but a touch boring.
>>
>>2830140
I'm concerned about all of that meat going bad.
>>
>>2830198
>Research (Lord Smoked Meats and Fishes)
And live off Sheep Jerky?
>>
>>2830309
If our meat can go longer without spoiling, then we can spend less time looking for food, and we might even be able to trade some of our surplus.
>>
>>2830068
Maybe we don't kill all the sheep, and domesticate some of them? Mix 'em in with the goats, learn shearing, that sort of thing.

That or we learn some next level meat preservation tech along with a massive bounty.
>>
>>2830619
Even better, we could become Muslims and make the sheep new wives for our tribesmen.
>>
>>2831068
As a Scotsman, I take offense.
>>
>>2831068
No, as a New Zealander, I claim the sheep as my bride.
>>
>>2831068
As a Welshman, no one comes between myself or my sheep. Unless you'll willing to pay
>>
>>2829924
begin construction of simple flat vessels that can travel our men on top of water
>>
Good Morning All!

I'm writing the critical success now, and we can get back to it!
>>
>>2831347
bless you
>>
Bollocks, I made the rookie mistake of not writing my posts in a google document first, so I managed to accidentally delete a half-finished post. Excuse the delay.
>>
Rolled 92 (1d100)

>> 100 - Critical Success

As the waters continue to rise, now streaming past at ankle depth, the tribe finds itself running very low on food, and so the huntsmen decide to pursue a hunt before the floods entomb them. It is a good season for it; as the annual collapse of the smallest canal tribes results in their setting loose of their livestock until the next year and as the floods themselves drive the stock away from the richer feeding grounds along the central canal, driving them to seek shelter in districts such as your own. So, the hunters set out, shortbows slung across their shoulders, a few carrying the long, teardrop spears stolen from the enemy, and the largest of them, brother to the murderer Hunter, Enkar, hefting the great axe.

They are wildly successful, managing to drive seventy head of sheep, and even three cattle, a rarity in the southern city, into the courtyard of a dilapidated and decaying tenement, after killing the three cannibals living inside with ease. The stock, thus driven, cannot escape, beign driven back by spear-thrusts and peppered with arrows. The hunters spend a leisurely afternoon at the slaughter, until all but 15 of the ewes and a ram lie dead in the courtyard, across the roots of the long-dead willow trees.

Eventually the hunters grow tired, and begin to rest in the height of the afternoon heat, leaving the remaining sheep panic-ridden in the courtyard. Then, Enkar, having slain a cow with his axe and comfortably proud of his prowess, comes upon the idea of herding the sheep, as the tribe herds the goats. They seemed fit for it, with thicker coats than most wild sheep, and since they have already been corralled. So it was that the hunters, hefting sheep carcasses, drove the much reduced flock back to the tenement, pasturing them alongside the goats within the wall, calming them with some difficulty.

Then, the craftsmen get to work, splitting pelt from meat, and setting to work cooking the sheep and cows. In the rain, they are forced to use damp wood, no dry fuel being available, setting clouds of choking smoke billowing out into the courtyard and up the stairwells. After a long while, they realize that rather than cooking the meat, the especially smoky process has simply changed it, drying out the meat and, after a fashion, rendering it edible. As the days pass by, it becomes clear that not only does this meat taste better than long-dried meat, but that it keeps better too. Now the hunters will be able to bring in larger stocks that will be able to be stored for longer.

The success comes just in time, as the final wave of flooding begins, the central canal has burst it's bank.

>Rolling for Flood Severity

Cont.
>>
>>2831370
Oh dear.
>>
>>2831370
dice+1d100
>>
>>2831377
OP will roll for us. The post is not yet finished.
Also you type that in options field.
>>
>>Flood 67 - Harsh Flood

This season, it seems, is to be a harsh flood. The tribe assemble on the ramparts, watching with rapt attention as a great wave of brackish, rubble-filled water begins to rush through the streets. Each year sees a flood of a different level, some years only ankle deep, and some particularly bad years forcing all the tribes of the city to flee to the tops of tenements and palaces or risk drowning. Such great floods are mercifully rare, as they tend to wipe out the wild population of livestock for a few years. Elders report the hardship of the years following such floods, as cannibalism and famine spread across the city. Fortunately, you are not so unlucky as to suffer such a blow in this year.

Nevertheless, this year's flood is to be a hard one, by the looks of it. The waves slam through your simple barriers, pooling at the ditches and then overflowing, rushing towards the walls. Each ditch lowers the wave for a short while, but the final ditches around the walls do not manage to stop the wave, which slams into the walls and begins to rise, as more and more water pours out from the canals. For a while, the tribe continue to watch, as the waters rises to waist height, and then to chest height against the walls, fortunately slowed by the ditches in such a way as to prevent the wave of rubble carried on the surface from clashing against the mud brick.

Still, it is not now possible to exit the tenement without swimming, and it is occassionally neccessary to bail water out from the courtyard. The long two months of the flood will just have to be endured, before the waters finally drain out into the wilderness or the sewers.

>>It is now Summer - The floods make it impossible to mount outward expeditions without simple watercraft, though individual scouts may still risk swimming out. Around this time of year, it is common for canal-going merchants to sail the streets to trade their wares with isolated settlements, while many tribes take the opportunity to hold festivals to their gods. However, the flooding of the sewers does, at times, send cannibal tribes fleeing their flooded homes onto the streets.
>>
>>2831382

>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Craft? (What, and with what?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in
>>
>>2831383
What can we research?
>>
>>2831388

Whatever you like, so long as it's possible with what the tribe has on hand and makes sense for the late stone/early bronze age. Oh, you can also use research to develop cultural or religious ideas.
>>
>>2829733
>Primitive Pottery, Simple Kilns
>>2831383
Research better pottery I guess
>>
>>2831393
>>2831382
backing
>>
>>2831395
>>2831393
Alright, Improving our Pottery

Rolls, please
>>
Rolled 10 (1d100)

>>2831400
>>
Rolled 91 (1d100)

>>2831400
I'm awake
>>
Rolled 45 (1d100)

>>2831400
>>
>>2831405
Good Morning.

Writing..
>>
>>2831370
>92 on flood
Glad to see the turn on building a drainage system saved us from a really bad flood or totally damaging our mud brick wall
>>
>>2831405
>>91 - High Success

With so much time spare, and little to do within the tenement, many of the crafters have set to work on pottery. Within the tribe, pots are a unique sign of wealth, and a useful possession to have, allowing for the storage, boiling or easy consumption of food and drink, while at the same time looking pleasant as an adornment for the plain rooms of the tenement. This is a sign of the change taking place within the tribe; the development of property, and the separation of individual households from the communal life of the tribe. It begins with the distinction between crafters and hunters, as either group spends most of its time together, and is forced to trade its product with the other to survive. Gradually, it has become the norm for potters not to give their pots freely to their fellows, and for the hunters to keep the finest meat, horn and bone for their own use and bartering, though naturally they still give most of the hunt to the tribe in general.

Since most of the potters now keep their pots in their own homes, trading with the hunters for extra meat and the shepherds for milk, several have set about producing richer, finer pots, insetting them with chunks of horn, or carving geometric patterns into them. These finer pots are more valued, and many hunters keep a finely decorated pot in their room as an object of pride. Some of the potters, however, have taken to trying other techniques to produce finer pottery. One, Kutar, comes upon the idea of adding fine sand and dust to the clay while shaping it, resulting in smoother pottery, whilst another comes upon the idea of painting designs on the pots with slip before firing them to result in black designs on the pots.

The real innovation comes from the work of Allim, another potter and scavenger, who came upon a relatively flat slate tile while repairing the top level of the tenement, and used it as a surface to shape his pots. After a while, he thought of placing it atop a stone and turning it to more quickly shape the wet clay, allowing him to more quickly produce smooth pottery with a nicer, cleaner shape. These new pots are tremendously popular, and soon enough Allim is a wealthy man, living comfortably in a room above his workshop adorned with many pots of scavenged grain, milk and smoked meat and wearing finely woven woolen clothing.

>New Inventions: Simple Potter's Wheel, Simple Pottery, Decorative Pottery, Barter Economy.

With these pots crafted, a foreign scout approaches the tenement, floating on a simple reed raft. He brings gifts of a few disks of copper carved with images of hawks and wolves, and says that his master, a canal trader, will soon pass the tribe, and that he is eager to trade. The foreign scout is tall, but heavily built, with no hair on his head, even having had his eyebrows shaved, and swarthy skin, wearing a strange skirt that seems to glimmer in the light. Having relayed his greetings he rows away.

>What now?
>>
>>2831425
Research writing
>Some pottery decorations mean certain things
>>
>>2831425
I'm thinking we prepare our military for his visit. Make sure all goes well, make us look like a tribe stronger than the rest of the tribes near us in a effort to build relationships and put on a better face for our Tribe.

>Craft (Pottery)
Since a trade boat is coming we should make as much pottery as possible for his visit, so we have something to trade with.
>>
>>2831431
This
Copper and bronze goods here we come
>>
>>2831435
>>2831431

Right, for crafting surplus pottery, can we have rolls, please
>>
Rolled 40 (1d100)

>>2831439
>>
Rolled 80 (1d100)

>>2831439
>>
Rolled 86 (1d100)

>>2831439
>>
>>2831444

86 is a solid roll for pottery.

Writing..
>>
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>>86 High Success - Crafting Pots

News of the oncoming trader sets the potters to work almost in an instant. For days, the slaves swim out to the clay pit and toil, dragging out load after load of clay to be quickly snapped up by each workshop of potters, as five or six craftsmen sit together in each potters room to spin and shape pots of all sorts. One workshop, on the northern top floor, works to build large, tall pots to store clean water, tapering to a jug-like top, while others, especially the one owned by Allim, sets about spinning as many small, geometrically patterned pots as possible, including a set of intricately shaped cups and entirely new types of bowl, jug and bucket. Kutar's slipware pots also spread to other workshops, until it is quite common for the pots of the tribe to bear small black shapes, including checkered geometric patterns, and even a few crude drawings of sheep, goats and teardrop spearheads.

Among the tribe, the most popular pattern is geometric, a carved lattice of rectangular carving into the pottery, which looks a lot like the brickwork of the wall, and is meant to represent it, with some of the potters saying that it serves to protect the contents of the pot, as the wall protects the tenement. Some have grown to believe in such pot-charms, and even to wear pot-shard amulets bearing images of sheep, or other valued goods, for luck. After a few further days of frenetic production, the ship of the trader becomes visible, sailing along a street to the north.

As it draws closer, the details of the great craft become more visible. Crafted of great, long bundles of reed, the vessel is easily the length of the northern wall, and as wide as two houses, with a shallow bottom to allow it to sail through the flooded street. Upon its deck are several reed cabins, along with a great many piles of goods, and even a small pen of animals. Caged birds sit around the prow, squawking musically, while the trader sits upon a throne of carved wood, atop a raised dais of reed-bundles, surrounded by tall, swarthy guards, all hairless, wielding long bronze hook-spears. The vessel is rowed by slaves, all similarly hairless, but of all manner of peoples. They shout in a foreign tongue as they row, and a few bear colourful tattoos.

As the ship draws to a halt, floating by the wall, in all it's great size and bustling energy, the tribe looks on in awe at the figure of the trader. He is a deeply tanned man, but unique among his servants his head is covered by a great mane of curled black hair in luxuriant ringlets. He wears a golden torq around his neck, and bracelets of shining silver jingle as he moves his great arms. Even some of his smiling teeth seem to be golden, while his great blue eyes look on in a jolly fashion at the assembled crowd. He wears a great mass of shimering jewelry, and seems to glimmer as he rises to his feet and waves to the tribe, his silken trousers fluttering in the wind.

Cont.
>>
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He beckons to someone hidden behind the wall of guards at the dais, and a small, servile creature, not human, but humanoid, some kind of strange goblin, bound in bronze chains, walks out to stand beside him, speaking out in a chittering, mercantile tone.

"Wall-Folk, Good Greetings from his radiance, Prince Tharzuul, He Who is Born of the Canal. He comes to you to trade, and brings all the radiant wealth of his vast estates. He hears rumours, as he hears all, that you have mastered the craft of pots, unique in this district, and he might wish to buy them, for the right price. He brings, too, many useful goods and secrets, if you have any other wealth with which to trade!"

>>Your Inventory

>Goods: 30 Fleeces, 50 Sheep Pelts, 25 Rawhide Coats,Ram's Horns. 12 Teardrop Spears, 6 Copper Helms, 30 Skeins, 36 Rendered Sheepskins, 7 Silver Rings, 3 Gold Rings, 1 Bronze Hawk-Axe, 1 Demon-Etched Khopesh, 3 Gemstone Amulets, 60 Functional Pots, 20 Decorative Pots.
>Livestock: 30 Goats, Hounds, 16 Sheep, 20 Male Slaves, 14 Slave Children, 3 Slave Elders

>Wares and Deals offered by Prince Tharzuul

>20 Functional Pots >> 5 Loyal Slaves OR 1 Guard-Seargent Slave OR 5 Ingots of Copper OR 2 Ingots of Tin
>5 Sheep/Goats >> 1 Loyal Slave OR 5 Bronze Teardrop Spears OR 2 Water Buffalo OR A Weaving Slave
>4 Slave Children >> A Large Pot of Honey OR 3 Greatbows OR 4 Silver Rings
>10 Decorative Pots >> 5 Ingots of Copper OR 2 Ingots of Tin OR 2 Ingots of Bronze OR 3 Golden Rings OR An Answer to Any Question the Prince can Answer

>>Prince Tharzuul's Special Wares (Must offer a valuable good or set of goods in exchange)
>>A Breeding Pair of Tamed Bears
>>A Coppersmith Slave (Capable of forging copper and tin, and of reshaping bronze)
>>3 Sows and a Boar
>>3 Farmer-Slaves and Barley Seed-Stock
>>A Sacred Idol to the Canalfolk Gods
>>The Location of a Goblin Warren in the District

>You may additionally offer to sell any of your goods unlisted, and he will, if he wishes to buy, make an offer.

>Please select any and all deals you would like to take, any Special Wares you wish to buy, or any unlisted goods you wish to sell.
>>
We need the coppersmith. Last thread it was said that it's hard research it on our own.
>>
>>2831471
Looking at how to make Bronze we need 10% tin and the rest Copper.
>>A Coppersmith Slave (Capable of forging copper and tin, and of reshaping bronze)
This is pretty important to have
But we need a Coppersmith for sure. Just how much is it going to cost just him alone?
>>
>>2831471
>>A Breeding Pair of Tamed Bears, Coppersmith Slave
20 Decorative Pots, 3 Gemstone Amulets, 5 Silver Rings, 3 Gold Rings, 3 Elder Slaves, 5 Male Slaves

>3 Greatbows
>4 slave children


>Weaving Slave
>5 goats
>>
>>2831471
>>A Coppersmith Slave (Capable of forging copper and tin, and of reshaping bronze)
We should give him 10 decorative pots and 25 functional ones if you ask me.
Also, I really like this Civ quest OP. Good job.
>>
>>2831471
>>A Coppersmith Slave (Capable of forging copper and tin, and of reshaping bronze)
We should give him 10 decorative pots and 25 functional ones if you ask me.

>5 goats
A Weaving Slave

>10 Decorative Pots
2 Ingots of Bronze

>20 Functional Pots
5 Ingots of Copper

Let's not trade our slaves, since the elders has wisdom, and the children are from the male slaves. So it could case a revolt within the slave population.
>>
>>2831483
>Let's not trade our slaves, since the elders has wisdom, and the children are from the male slaves. So it could case a revolt within the slave population.
Agreed. They're loyal atm.
>>
>>2831479
+1
Maybe toss in the silver rings if it isn't enough

>>2831471
>10 Decorative Pots
>2 ingots of bronze

>5 goats
>A waving slave
>>
>>2831479
Thanks man, I'm glad people are enjoying it! I was really hoping to make the city a bit more interesting than the standard fantasy ruins.

>>2831479
>>2831483
>>2831485

So this is what we're going with? I'll need d20 rolls to see how well he takes the offer.
>>
Rolled 5 (1d20)

>>2831496
>>
Rolled 16 (1d20)

>>2831496
>>
Rolled 15 (1d20)

>>2831479
>>2831483
>>2831485
Really want those bears, senpai. I hope we can at least ask him what the price might be for them.

>>2831496
>>
Rolled 3 (1d20)

>>2831496
>>
>>2831503
The bears will eat too much of our food supply and could eat our sheep/goats even if tamed.
>>
>>2831503
You guys can attempt to trade other things than slaves for the bears or other special wares. You have more pots, and things like the Khopesh, your own gold and silver rings, as well as gemstone amulets.

>>2831500
With a 16, that's a success, so I'm writing his response to the first round of trading.
>>
>>2831506
I am positive we could keep up with their food demands and keep them separate from the livestock. They might as well be tanks in this setting.
>>
>>2831508
let's also trade
2 gold rings for the guard seargent slave.
It will expose our warriors to foreign tactics and techniques.
>>
>>2831483
>>A Coppersmith Slave (Capable of forging copper and tin, and of reshaping bronze)
We should give him 10 decorative pots and 25 functional ones if you ask me.

>5 goats
A Weaving Slave

>10 Decorative Pots
2 Ingots of Bronze

>20 Functional Pots
5 Ingots of Copper

The tribe is quick to pile up pots to deliver over to the ship of the prince, handing them over to rowing slaves by leaning out from the battlements, and having goods handed back to them. Allim preens and grins as pots of his design are handed over in exchange for two heavy oxhide ingots of bronze, while many other potters are glad to hand over their own pots for similar ingots of shining copper. The entire tribe takes the chance to simply marvel at the menagerie of wonders on Zuulthar's barge, and the trader, seeing their wonderment, claps his hands, summoning up other goblinoids, which juggle colourful stones and tumble like acrobats, all as Zuulthar smiles down at the tribe, watching them eagerly hand over their goods in exchange for his own.

Thus charmed by the laughing of the tribe, Zuulthar finds himself willing to exchange a coppersmith for more well crafted pottery, at least according to his goblin servant, as the merchant himself does not speak. Once the pots have been placed onto the deck, along with the goats, a pair of slaves are taken from the rowing benches, one being given a small hammer and the other carrying a strange apparatus for weaving. The coppersmith is a foot shorter than most men, thickly built, with great arms and copper skin, while the weaver slave is a thin, svelte woman with tanned but clearly pale skin and bright green eyes. Both look glad to be bought, and they swim together across to the walls, which they are helped to climb by the tribe.

The day begins to darken, and Zuulthar looks as if he is preparing to leave.

>>Does the tribe wish to purchase anything else?
>>
>>2831516
Do they have any female slaves?
Since we have 10 males still without wives in our Free population.
>>
>>2831516
>10 Female Slaves (Humans)
>1 Guard-Seargent Slave
7 Silver Rings, 3 Gold Rings
Should be enough for the slaves right?
>>
>>2831522
+1
>>
>>2831522
This
More like the pale woman
>>
>>2831511
If you want a bear, this is your last chance this season, otherwise

>>2831522
>>2831528

These folks have it, and we'll go with this offer. Please roll a d20 with a +5 Bonus for the good offer.
>>
Rolled 6 (1d20)

>>2831534
>>
Rolled 16 + 5 (1d20 + 5)

>>2831534
Am I correct to say the Pale woman, is from the other tribe we saw?
>>
Oops, Sorry lads, I have to be off for a while; Making dinner for the family. I'll be back in a few hours.
>>
Rolled 9 + 5 (1d20 + 5)

>>2831534
Tribe need women. Anything extra with a good roll?

>>2831537
See you later QM
>>
Rolled 15 + 5 (1d20 + 5)

>>2831534
Offer 5 silver rings, 1 gold ring, 1 gemstone amulet, and 10 sheep pelts for the bears.
>>
Let's share some ideas while OP is away.

We can send a merchant of pots to spy on the rock picker tribes. We can see how they dealt with the flood. And judge the power balance between the three tribes.

Also if we could research a culture which promotes meritocracy it will inspire the freefolk to pick up the trades of our new slaves. People should be encouraged to become the next Allim.
>>
We need some boats first, since they'll have to swim all the way to reach the rockpickers
>>
>>2831634
Oh yeah. Can we even craft boats? If only bricks could float.
>>
I feel like we should research copper/bronzesmithing, with a bonus from having the slave to help teach. When our people are proficient in bronze smithing we can craft tools and weapons to make our people work more efficiently and effectively all around. Whether it’s hinting, processing food, leather or wool, or construction, better tools means better productivity.
>>
>>2831650
We have a Weaver slave now. And we just saw a Weaver boat float. So we can make boats now, or at least a raft.
>>
We should build facilities for both our new slaves, so that they can perform their craft and teach it as efficient as possible.
>>
Our population is 131 now. And our population limit right now is 150.


>>2831673
Good idea, we should build factilities for the potters, Weaver, coppersmith, and our sheepskin workers.
>>
>>2831658
+1

I support this. I was pushing for us to get access to bronze-smithing or coppersmithing this entire time, but we are not in the position at the moment to get around without a raft or series of rafts.

Good news however, is that we finally have dried meats and large supplies of functional metals.
>>
We have to fix our flooding system before the next year, so we can get some farming going. And drain the cellers.

With the coppersmith, we can work with
metals now. We're going to have to repair our wall from water damage.
>>
>>2831797
Draining the cellars would give us more room to put people.
>>
I wonder if it would be possible to get all or some of the other tribes to work with us to fix some of the dykes / canals in the region so future floods are less severe in our region.

At the very least we should look into such restorations given they'd greatly reduce the amount of maintenance needed for our buildings.
>>
>>2831838
Nah it's impossible since the there are tribes in the west or was it the east. That automatically attack our scouts. Only tribes that talk with us are the rockpickers and the other tribe with their own set of walls. Boatman was there name
>>
>>2831873
Didn't we raid and kill the tribes to our east or west? The ones that used to live where we live now?
>>
>>2831894
Nah. We killed the tribe that used to live where we live right now
>>
>>2831545
>bears
Not against the bears really, but what do you see the benefit as?
Besides having cool bears?
>>
>>2831549
>We can send a merchant of pots to spy on the rock picker tribes. We can see how they dealt with the flood. And judge the power balance between the three tribes.
>>2831634
>We need some boats first
On board with this plan.

>meritocracy
Also good.

>>2831657
>>2831658
>>2831673
>>2831698
>we should build factilities for the potters, Weaver, coppersmith, and our sheepskin workers.
This.

>>2831797
>fix our flooding system before the next year
Excellent long term plan
>>
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>>2831549
>OP is away.
Then let's post nudes!
>>
>>2831949
>Posting more nudes
>Nudes made from linen and animal bone paste
>>
>>2831932
I don't understand the question.
>>
Right, I'm back folks, sorry for the delay.

>>2831534
>>2831536

Writing for this one, before the trader departs. The bears seem contentious, so they shall have to wait.

>>2831894
The east and west of this district is inhabited by a vast array of small tribes, dwelling in ruined tenements and other ruins. They are almost all hostile.

>>2831978
>>2831949
Scandalous
>>
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>>21 - Exceptional Non-Crit, Successful Trade

10 Female Slaves (Humans)
1 Guard-Seargent Slave
7 Silver Rings, 3 Gold Rings

As the goods are unloaded, a more spontaneous trade breaks out. Ten hunters remain unmarried, still dwelling on the bottom floor of the tenement, cooking for themselves, without families, and they have grown to be miserable with their state, to the point of being willing, at the sight of Zulthaar's ship, filled with women, to sprint for their chambers, and to eagerly hand over the rings won from the cannibals for their new wives. The slaves are equally as eager, when they hear that they will be freed once they have been bought, and Zulthaar, grinning like a magnanimous father, is glad to hand them over, and to place the silver and gold among the great abundance of jewelry on his hands. Soon enough, ten women of all sorts (Except Rockpicker women, for whom the tribe has developed a disdain) stand on the walls beside their new husbands, some smiling and hugging them as liberators, and others sighing, resigned to another stage in their slavery.

Enkar, the axebearer, is a little less narrow in his ambitions. Already married, he retains more rings than most, and seeing the indiscipline of the hunters evident in their bustle to buy wives, he decides to exchange his rings for another slave, a drillmaster from among Zulthaar's servants, to teach some of the hunters discipline. Indeed, Enkar has grown discontent with leading (And he does lead, a hulk of a man with gemstones at his neck, a bulls pelt over his shoulder, a bellowing voice and a great-axe) the indisciplined hunters to fight the tribe's foes. He wants soldiers, and the seargent can make one into the other.

>>+10 Free Wives, +1 Drillmaster Slave (Gives bonuses to training soldiers and teaching discipline. May also bring news and information about the city)

With the sale made, Zulthaar waves a fond goodbye from his dais, as his soldiers clash their bronze hooks in swishing unison and his slaves lower their paddles again into the water, sending the ship sailing on into the evening, like a dream fading into the dawn. The tribesfolk have rarely seen such wonders, and they sit together on the terraces in the night, talking quietly and enjoying the break in the rain, and the starry night it has allowed.

>Goods: 30 Fleeces, 50 Sheep Pelts, 25 Rawhide Coats,Ram's Horns. 12 Teardrop Spears, 6 Copper Helms, 30 Skeins, 36 Rendered Sheepskins, 1 Bronze Hawk-Axe, 1 Demon-Etched Khopesh, 3 Gemstone Amulets, 15 Functional Pots. 2 Ingots of Bronze, 5 Ingots of Copper
>Livestock: 25 Goats, Hounds, 16 Sheep, 20 Male Slaves, 14 Slave Children, 3 Slave Elders, 1 Coppersmith Slave, 1 Weaver Slave, 1 Drillmaster Slave

>>What next?
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Craft? (What, and with what?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in)
>>
>>2832266
>Construction
Built a forge for the smith slave, according to his specifications and assign him some apprentices. Give the weaver a room with a loom and apprentices too.
>>
>>2832266
>>Construction
Build crafting houses for coppersmiting, weaving, and maybe sheepskin working.
>>
>>2832303
This.
>>
>>2832303
I'll back this too.
>>
>>2832303
>>2832436
>>2832446
>>2832336

Roll for it, if you please
>>
Rolled 55 (1d100)

>>2832451
>>
Rolled 10 (1d100)

>>2832451
>>
Rolled 71 (1d100)

>>2832451
>>
Rolled 9 (1d100)

>>2832451
>>
>>2832506
>Rolled 9
Coppersmithing forges can work underwater, right?
>>
I'm happy to see our male/female balance is getting better and better, same for the introduction of more training.

Sounds like we need to start training spearmen, with shields, like the barbarians have done for thousands of years. Shields can be made of linen, reeds, or wood.
>>
Oh op returned! Nice!
I think we should work towards building a tall watchtower soon
>>
>>2832451
>>
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>>2834100
I think you dropped your dice.
>>
OP taking his week long break
>>
>>2834717
OP ded.
S to spit on grave.
>>
>>2837068
I refuse.
I believe in OP:

When I look into your quest
I can see a thread restrained
But OP when I wait, you,
Don't you know I feel the same
Nothin' lasts forever
And we both know hearts can change
And it's hard to hold a Civ Thread
In this, the cold Summer Rain
We've been through this such a long long time
Just tryin' to kill the pain, oo yeah
But civ is always coming and civ is always going
And no one's really sure who's lettin' go today
Walking away
If we could take the time
To lay it on the line
I could rest my head
Just knowin' that you were fine
All fine
So if you want to stall me
Then OP don't refrain
Or I'll just end up walkin'
Out on the cold Summer rain
Do you need some time on your own?
Do you need some time all alone?
Everybody needs some time
On their own
Don't you know you need some time all alone
I know it's hard to keep an open civ
When the players seem out to harm you
But if you could heal a broken civ
Wouldn't time be out to charm you
Sometimes I need some time on my
Own
Sometimes I need some time all alone
Everybody needs some time
On their own
Don't you know you need some time all alone
And when your fears subside
And shadows still remain, oh yeah
I know that you can return
When there's no one left to blame
So never mind the darkness
We still can find a way
'Cause nothin' lasts forever
Even the cold Summer Rain
Don't ya think that you need some players
Don't ya think that you need players
Everybody needs some players
You're not the only one
>>
OP should be still alive. I'll just check back daily during his normal hours.
>>
>>2832482
Nice, Writing.

I'm having a rough few weeks, lads, but I'm here for the rest of the evening. I couldn't dissapoint people with this (>>2837095) much faith in me.
>>
>>2837905
Welcome back OP. Great to see you still alive.
>>
>>71 High Success

The squat, copper skinned smith is almost gleeful to get to work when it is revealed to him that he is to have a forge. He is assigned ten slaves, and quickly sets to work having them construct it against the southern wall. A simple, rectangular chamber is built, along with an elaborate kiln built to his specifications, a basin for cooling, and a sub-chamber within the kiln for heating it ever more. Further, he requests to be brought bundles of reeds, in order to produce a fire hot enough for the work. Thus far, the tribe has been heating itself with waste wood and branches pulled from the small copses growing near the tenement, but it seems a more dedicated supply of fuel will be needed to properly make use of your copper-smith. In the mean-time, he sets to work setting out wood, sheep's fat, and reed-fibre in his kiln, producing an almost frighteningly hot flame. He laughs like a madman as the flame grows hotter, until he can melt a copper ring to liquid in a small pot suspended by tongs over the fire.

Alongside the coppersmith, the weaver is also accorded her own chamber, built on the other side of the southern wall for fear of fire. Within, the thin, pale woman sets out her equipment. Strange pieces of machinery, wooden running wheels and a distaff. Her art is a complicated one, but she, unlike the coppersmith, is immediately willing to take on apprentices. She shows, quickly, her remarkable ability to take sheep's wool, to spin it into thread, and then to card it into cloth. She apologizes for the roughness of the cloth, remarking that "The sheep here are a poor kind", but it is still luxuriant for the tribe to wear clothes on such a higher level of quality than their usual reed-cloth and sheepskin.

Soon enough the weaver has begun to reclothe the tribe. Where once the craftsmen and women wore reed-skirts or draped sheepskins over their shoulders, they now wear tunics and long woolen dresses. The weaver even begins to dye the clothing a light green and red-brown for the wealthiest customers, able to provide more wool and ochre for her. Allim stands, rescplendant, with a necklace of gems, a tunic of light green and a mantle of brown-red over his shoulders, giving him a strikingly colourful look. The potter seems to be able to influence people more easily with all of his wealth, and it seems like the tribe is more and more coalescing around him, Enkar and a few other wealthy personages.

>>The Tribe now produces simple woolen textile clothing. Additionally, the copper smith can reshape small metal articles, though he will require a dedicated fuel source for major works.

>>Structures: Smithy, Loom.

>>Inventions (Simple Dyes, Textile Making)

>>What next?
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Craft? (What, and with what?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in)
>>
>>2837977
Is it still flooded?
>>
>>2838010
Ayep
>>
>>2837977
For the fuel source do we have to find it, or research it?
Also how's our food source looking like?
>>
>>2837977
Research bronze/copper smithing. Have the slave smith teach whoever is interested.
>>
>>2838027
We're going to need a dedicated fuel source for that anon. Since we need a lot of fuel that we don't have for the Smith to be useful.

>>2837977
>Something else
>Get that dedicated fuel source for the Smith.
>>
>>2837977
>Try to bail out the basements, and repair whatever part is allowing water in.
>>
I'm also thinking we should set up a government before things get out of hand. Like a council made up of the wealthy, or made up from each group each sending a representative. Since we're going to have at least 5 groups in the future (hunters, potters, weavers, herders/farmers, smithing). Democratic of only allowing our free population to vote and each have a voice. Council of elders
>>
>>2837977
>Build buildings higher
Keeping everyone as dry as possible
Could serve as makeshift watchtowers
>>
>>2838021
It'll take an action to set up
>>
>>2838027
I'll support this, get some people willing to learn, before doing major works
>>
>>2838027
>>2838071
>but she, unlike the coppersmith, is immediately willing to take on apprentices

I don't think he's cool with that, quite yet.
>>
>>2838088
So find him a fuel source and not build when were flooded.
>>
>>2838091
It'll probably be hard to find him a fuel source while the entire world is flooded. Best we use this time locked indoors to work on internal affairs.
>>
>>2838088
Good to see you back, Bear Anon. Oh, and you're right. The coppersmith, for reasons of his own, is not willing to teach coppersmithing yet.

Who wants to find a fuel source? If folks could be a bit clearer with when they change their votes, it'd really help me out.
>>
>>2838099
But it's also hard to get our mud bricks since our slaves have to swim down to get the clay under all the water
>>
>>2838099
>Internal affairs
We should work on a government, since that's needed. Since if you look at OP posts, he doesn't describe named characters for nothing.
>>
Just popping in with a short list of ideas for things we should do:

1) Set up proper guard patrols / night watchmen to prevent people sneaking into our compound. Especially needed given the murder of one of our two slave-Shepard.

2) Create simple rafts / boats to enable more efficient and safe travel around the region.

3) Produce tonnes of pots and fabrics to trade with the Rock pickers.

4) We could attempt to restore the Ruined courtyard or cellars of our tenement.
>>
>>2838156
>Not putting on the list making a government system before infighting starts
>>
>>2838027
Research Coppersmithing

>>2838037
Get dedicated fuel

>>2838053
Bail the basements

>>2838067
Build Higher

I'm going to need something to get more than one vote, folks.
>>
>>2838168
But anon letting the potential governments fight it out for supremacy is so much more fun.

Plus, it seems pretty clear to me that we're going to end up with either a autocratic or mercantile state but to be fair I'm betting on mercantile given the relative ease we've dealt with attackers whereas wealth is always a commodity valued highly.
>>
>>2838114
That's a relatively short trek, and we know where it is more importantly. We don't know where a theoretical fuel source is, and we don't have a means of long-distance travel over water.

>>2838126
>>2838168
You're the only dude saying government so far. I'm not too interested in it at the moment either.
>>
>>2838181
>>2838176
Just a idea my anons. We should get some boats done in the future.
>>
>>2838175
I'm willing to switch to research coppersmithing to get this going.
>>
Alright, is researching coppersmithing alright? I'll need rolls, folks. There's always time for governmental reform later.
>>
Rolled 87 (1d100)

>>2838237
>>
Rolled 97 (1d100)

>>2838237
>>
Rolled 74 (1d100)

>>2838237
>>
>>2838256
Well, that'll do it.

Writing..
>>
>>97 - Very High Success - Coppersmithing Research

A young lad started it, Magnar by name, born to a pair of crafters and among the youngest free tribesmen. Recently married to one of Zulthaar's women, the young fellow has grown tired of the hunters life, and the poverty of their life compared to the wealth of the craftsmen. He had been fascinated by the coppersmith, and had helped direct the slaves in setting up the kiln, to the point that the coppersmith had begun to speak kindly to him, unlike the rest of the tribe. Magnar has found himself spending more and more time in the small forge, talking with Baragesi, the coppersmith, even bringing the squat, grumpy little man extra food to watch him at his work. For a few weeks that was all it was, as Magnar grew ever more familiar with the art, before Baragesi announced, suddenly, that he would be willing to teach Magnar his art.

The young man, already made strong by the toil of hunting and hauling, is fit for it, quickly taking to hammering out melted scrap-copper. Gradually, he has learned the process and art of shaping copper at Baragesi's side, though not to nearly the same level of skill yet. First, he learned to hold the tongs and stoke the flame properly, to avoid smoke but to prompt a blisteringly hot flame, then how to ensure a consistent melt to the metal, and finally the rudimentaries of shaping it into primitive implements. Without Baragesi, he would be naught but a hobbyist, but with a master he makes an able apprentice. After a while, he knows at least in principle, the better part of the art of shaping spear and arrowheads, of casting rings, and of polishing the metal smooth.

As a free man, not a slave, he stands in a better position to profit from the art than Baragesi, and so he has. Small bits of copper and bronze alike have always been collected by the tribe and used, much like well shaped stones, but now that they can be reshaped their value is all the greater. Now the scavengers can give in the flakes they find, have them melted, and in exchange for a valuable good of some sort, have them cast intoa finely polished spear-head, arrow-head or simple bracelet or ring. Soon enough, all the prosperous young men of the tribe bear for themselves some small copper adornment, and even a few of their wives are bedecked with copper bead necklaces.

>The tribe can now shape copper in a simple fashion, even if Baragesi should die or leave. New Technology (Simple Coppersmithing)

At around this time, the tribe begins to get a wave of good news. Many of the wives originally born of the tribe are pregnant, though without wise-women or woman elders it is unlikely that all of the babes will survive once they come. Otherwise, worse news has come too. The other shepherd has killed himself, down in his cellar, by pressing a flint into his own neck and choking to death on his own blood. When a torch is taken down to his room, it is found that he has carved shapes into the fetid walls.

Cont.
>>
The shapes are mystifying and disturbing. They seem to be faces, at least mostly. They are white, as the dry stone of the cellars has been scraped white by the flint, and seem half-ghoulish, with sunken pits of eyes carved deeper in the rock, and with what seems like the shepherd's own blood daubed at the long, sharpened teeth of their half visible maws. There are four ghoulish faces in all, almost identically bearing their teeth. The hunters do not allow the weak of constitution into the chamber, for fear that panic should spread. Only a night later, and a goat has been attacked in the dark. By the time the hunters reach it, it is dead, with bite-marks around it's throat and chunks of its torso seeming to have been pulled out. The body is burnt and the ashes dumped into the ruins.


>>What next?
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Craft? (What, and with what?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in)

>>The flood is beginning to recede as the air again grows warm. Only two or three weeks remain until it has drained and the next season can begin.
>>
>>2838336
>Repair wall, build watch towers on the wall
>>
>>2838356
this+establish a wall guard
>>
>>2838336
>Something Else? (Write in)
Arrange for a few of the hunters to patrol the walls at night and keep watch for anything trying to break in.

I warned you this would happen.
>>
>>2838358
+1 for this. Gotta catch whatever it is killing our slaves and sheeps.
>>
>>2838358
I agree with the Wall guard
>>
>>2838358
+1
>>
>>2838358
>>2838370
>>2838374
>>2838391
>>2838411

Wall Guard it is. The waters haven't yet receded enough to properly assess damage and repair the wall. Rolls, please.
>>
Rolled 29 (1d100)

>>2838419
>>
Rolled 92 (1d100)

>>2838419
>>
>>2838438
The wall continues to bring us good luck.
>>
>>2838442
Praise the Wall
>>
Rolled 46 (1d100)

>>2838419
>>
>>2838438
The wall rises
>>
The wall guard is a good start for our military. The slave sergeant will be useful for this. Maybe we can come up with a name for the wall guard, to give our hunters some prestige.
>>
>>2838468
>>2838446
>>2838442
Praise Be. In all honest, I almost named our Civilization WallCiv

>>2838438
With a 92, that's another stirling success. Writing.
>>
>>2838438
>>2838458
Inexplicably, the flood has made our wall *stronger*.
>>
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https://youtu.be/CUJzj4DXHYE
>>
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>>92 - High Success

The hunters are not about to allow such transgressions any longer. Each man passes through the cellar at least once, and all emerge decidedly uncomfortable with the sight. Some of them have wives, pregnant ones at that, and whatever the shepherd was worried about, they do not want it in their homes. Thinking for themselves, with Enkar distracted by a hunt, the huntsmen set about organizing a militia, a more settled guard for the wall than their haphazard half-patrols. To their surprise, and to an extent their distaste, many of the craftsmen seem willing to join the militia, while Baragesi and Magnar are eager to supply it. With the slave seargent, Bandu, on hand with the experience to help them, the tribe's fighting men set about organising themselves into nightly shifts.

None are willing to spend their lives chained to the job of a sentry, and so it is decided that five men a night, rotating positions every third day, will guard the wall, with various men taking various positions among the five and rotating in and out, to the point that among the volunteers each man has approximately six days off for every three days on, though it varies depending on preference, as some take double shifts. The tribe decides to pay these men for their day service, bestowing some pottery and rawhide, and a few other valuables, into a fund to be distributed to each watchman for his wages. Bandu explains the basics of sentry duty to the men, the importance of timing out sleep, of staying awake, and of posting torches around the walls and putting out snares or markers to hear foes coming. By the end of it, the men are very much satisfied with their endeavour, and go to sleep comfortable in the knowledge that they are protected.

Only time will tell if the watch is to be enough to keep off whatever menaces the tenement.

>>Gained Institution - Watchers on the Wall (Tentative half-joke name)

>What Next?

>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Craft? (What, and with what?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in)
>>
I must be off for the night, but I can answer questions, and feel free to finally come up with a name for us or a political system or something of the sort.
>>
>>2838614
Are you coming back on normal time tomorrow?
How high can we build our walls?
Which tribes has walls, which ones do not?
Are we the richest/strongest tribe in our immediate area?
How high are the cities walls? And how broken are they?
Since that's a place we can set up a out post to start trade with the outside world. Being it was a option last thread.
>>
>>2838639
I shall endeavour to, your walls are about two men high, you could build them higher but you risk them collapsing due to your relatively poor skill at architecture, unless you also thicken them. Your tribe and the Canal tribes have walls, though theirs are wooden palisades. You still haven't seen the rockpicker camps, so you don't know. The canal tribes are very wealthy, and again, the rockpickers may be, but you gather that you are far from a poor tribe, for Zulthaar to have visited you. You are not very militarily develop,ed certainly. The city walls, where intacted, are massive. The width of two chariots, and as high as five stories. Many parts have fallen apart into huge piles of mud brick, though some remained intact nearer the gates.
>>
>>2838655
Great thread OP. Thank you for the speedy answers. See you next time.
>>
>>2838609
Why don't we make scale armor out of pottery we have plenty of reeds that we can use to weave into cord
>>
>>2838609
We need to explore for fuel sources and learn more about the Rockpickers and others under the guise of trade.
>>
>>2838699
Ceramic Armor is a great idea, but not a pressing need.
I hope.
>>
>>2838699
>Scale armor out of pottery
Man that's shit
We got a coppersmith he can make us armor or weapons once we give him some fuel.

>>2838609
>Repair the wall and make watchtowers if the water level is low enough. If not

>Scout the rockpickers

I'm not suggesting a fuel source because if it's flooded it'll be hard to find. And the water is down I rather us repair the wall.
>>
>>2838724
>Ceramic armor
Only good if we're facing guns. Doesn't work well against swords, Spears, or arrows. Also it can't take a hit without shattering.
>>
>>2838731
We don't even have shields yet! We need to make shields of wood! We need copper spears!
>>
>>2838714
+1 to this.
>>
>>2838766
Shields are a good idea, wood shield with leather would be good.
>We need Copper Spears
We have right now 12 Teardrop Spears which are made of bronze. But yeah, we should have enough weapons to outfit our whole population if a doomstack comes our way.
>>
>>2838609
>Diplomacy with Rockpickers: Give gifts of pottery
Scouting and making sure future trade is easy

I like the idea of a culture built around craftsmanship
>>
>>2838725
>he can make us armor
Not with flakes. We'd need a lot more copper. And magical unicorns while we're at it.

>>2838731
>Doesn't work well against swords, Spears, or arrows. Also it can't take a hit without shattering.
Works better than that and better than nothing, but yeah. Linen and leather armor is a better idea.

>>2838766
>We need to make shields of wood! We need copper spears!
Wooden shields and copper spearheads are good.

We need a plentiful source of good wood.

Hence
>>2838714
>We need to explore for fuel sources
Like wood and wood accessories.
Or propane, that'd work.
>>
I will remind folks, since I'm terrible at describing it, this is a City Ruins in a forest biome. There are trees everywhere, throughout the ruins.
>>
>>2838609
>We need to explore for fuel sources

>>2838969
Great, we can research charcoal much easier within this biome. We have the pottery skills for it, so it doesn't be too hard later on.
>>
>>2838969
This means we can build all of the shields we need, along with the many spears.

First focus should steal be either getting more fuel or exploring/trading with the rockpickers.
>>
>>2838978
>>2839014
Copper axes for lumbering and diplomatic/espionage mission to Rockpickers and maybe Canal people?
>>
>>2838923
Oh yeah. We have a stockpile of currently 10 ingots of copper and 2 of bronze.
>>2839385
Copper tools would be a great step up. Axes for wood, shovels for our mudbrick/pottery industry.
Save the bronze for Spears.

We got 6 copper helms so we can melt them down for tools or keep them and start outfitting our military which we been lacking for some time. Only a handful of them got sheep skin armor which is class as mid tier light armor.
>>
Our options for a government.

>Council of elders
We don't have elders of our own. We'll have to free the slave elders and make them our leaders. (Doesn't make sense desu)

>Democratic
Have the freefolk vote for a leader. Or a senate or whatever. Early republics were widely successful. Think city states of greece and Rome.

>Military
He who leads the militia also leads the tribe. At the moment it's a big mean hunter who wields a giant axe. Sound like a cool dude. He's the one who thought hunters need more discipline.

>Religious
We can get a faith and then have the wall priest be our leader. The walls speak to him after all.

>Monarchy
Make the big hunter guy our king (who else?) He and his family will rule us as the first of their name.

>Mercantile?
An cap revolution. Get a currency going and watch the free market work it's magic. (Or turn us into a prehistoric somalia)

Any other ideas?
>>
>>2839562
inb4 nat soc or communism
>>
>>2839562
I'm thinking we should make a tier system within our slave population so they can rise up the ranks of it eventually earning their freedom could be mercantile in nature to promote craftman within the population so the better they get the higher they get until they're a member of our tribe.

Cude system I had in mind
Bottom
New slave, can be sold, sleep together with other slaves, owns nothing

Mid
Slave with a skill, don't be sold, still has to follow orders, allow to have a few things as his

Top
Slave with a great skill (coppersmithing level), don't be sold or beaten, still need to follow orders, allow to own a few things, can live in a nicer place away from the other slaves.

Then freedom, can be allow to marry and have a wife. Could use some work but hey can drive our slaves to work harder for more shit until they have a wife.

>Mixed Monarchy
Monarchy with a elected council to offer advice or suggestions from their areas of experience

>Council of major groups
Basically Republic Democratic, each group send a representative that gets together to lead the tribe.
>>
>>2839622
>tier system within our slave population so they can rise up the ranks of it eventually earning their freedom
I like it.
We need to keep our skilled slave comfortable and motivated.

>>2839562
>Our options for a government.
I like republic:
>>Council of major groups
>Basically Republic Democratic, each group send a representative that gets together to lead the tribe.
At least until Alim owns everything. I call top bitch!
>>
>>2839562
What if tradesmen or leaders had 1.5 votes and slaves had half a vote?
>>
>>2839562
Whatever option, I am in favor of a Wall Priesthood being formed to bless the government's legitimacy. I like the thought of shrines being built into the wall and grand religious murals alongside them.
>>
>>2839862
Slaves should have no vote. They are slaves after all. If they want a vote they must earn their freedom through work or skilled craftsmanship.

>>2839897
I’m not too sure about wall shrines to be honest. If the shrines are built into the wall wouldn’t they be more susceptible to being destroyed during a raid or siege?
>>
>>2839906
>I’m not too sure about wall shrines to be honest. If the shrines are built into the wall wouldn’t they be more susceptible to being destroyed during a raid or siege?
Yeah.
I could see small wall shrines in homes eventually.
>>
>>2839562
Dictatorship IMO
>>
Good Morning All! I see we've been getting into detail about our political system, I'm sure you'll all come up with something soonish.

What are we going for then?
>>
>>2840116
Are you cool with complicated mixed government forms? Like theocratic republic for example.
>>
>>2840120
If you can explain them. Naturally, at first they will be relatively simple, especially since you don't actually have a proper religion yet beyond superstition and charms.
>>
>>2840122
I personally think we should go with simpler forms like monarchy or military dictatorship. Some of the other anons wanted other systems which are guided by spiritual leaders.

For me, I vote
>>2840031
Dictatorship. Military.
>>
Military dictatorship pls
>>
>>2840122
Get that fuel source for the Smith
>>
>>2840124
I agree with Mil. Dictatorship for now. Remember we’re a small tribe, and a military dictatorship allows for quick and decisive action that will help our tribe survive, expand, and thrive.
>>
>>2840122
>>2840124
Yea this one
Dictatorship Military.
>>
>>2840157
>>2840211
>>2840141

So our action is establishing a military dictatorship? If so, I'll need rolls.
>>
Rolled 26 (1d100)

>>2840228
>>
Rolled 21 (1d100)

>>2840228
>>
Rolled 90 (1d100)

>>2840228
>>
>>2840237
Nice.
>>
>>2840237
I'm tempted to move over to selecting the first roll rather than best of three, since we've literally never failed a roll. Still, I'll keep the 90.

Writing..
>>
>>2840247
We've just been lucky so far. Give it a while and the bad rolls will probably come.
>>
Rolled 99 (1d100)

>>2840228

>>2839906
>I’m not too sure about wall shrines to be honest. If the shrines are built into the wall wouldn’t they be more susceptible to being destroyed during a raid or siege?
What if our faith was so strong it strengthened the wall?
>>
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>>2840247
>>
>>2840247
The first roll posted isn't a good system either, it'll make players feel a lack of agency. I'm not necessarily opposed to a change in rolling, but not to that kind of system.
>>
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When he returns from his hunting trip, Enkar is fascinated by the militia, and calls, under his own authority, all of the militiamen to meet on the northern terrace to explain the idea to him. As they do, the giant, axe-toting huntsman nods with understanding and strokes his great beard. The militiamen are pleased with themselves, long having been lead in hunting expeditions by the experienced Enkar, and only grow moreso as he stands and congratulates them. The mood changes somewhat when he begins to question their decisions, listing a few mistakes and complaints against the hastily cobbled together system. They grow quite demoralized, to the point that when the axe-man says that perhaps the errors could be ironed out with one man chosen to organise the militia more properly, and with enough authority to organise the tribe's resources to supply the "defenders of the people" (As he rhetorically took to calling them). He does not suggest his own name, but it takes only a few seconds for another man to nominate him, and soon enough he has won the vote of the militia, any opponents cowed by his force of character, and has been bestowed with the title of captain.

Within a few days, the decision has solidified, and Enkar is known by all to be the Tribe's leader, though the wealthy Allim still challenges him and maintains control of his own workshops, now consolidated in the tenement's top floor. The militiamen told their friends, and told their wives of Enkar's supremacy in the militia, and most simply accepted this as meaning he would be supreme in general. He has settled into a second floor complex of rooms, along with a few of the most loyal militiamen and Bandu the drill-slave, and has set about instilling some order, finally, upon the tribe. Where once families lived in whichever room they found themselves in, now the second and third floors are reserved for dwelling for the free-folk of the tribe, while the slaves dwell in the northern rampart-houses. Soon enough, the dogs sleep in a smaller section of the tenement, and are fed on time and on schedule, while specific squadrons of shepherds herd the sheep and goats out on a regular timetable, and all the families of the tenement contribute some of their goods to the militia treasury kept in Enkar's chambers.

Many have even taken to saluting the man, crossing the fingers of both hands to form the symbol of the wall - a lattice, a symbol quickly adopted by Enkar to signify his rule, to the point of having it woven in black wool into his white tunic, and to wearing a necklace of pot-charms, along with his jewel amulets.

>>Institution: Military Dictatorship - (Please Give the Position a Name),
>>Invention - Governmental Organisation - You can now much more easily act against the tribe's will, and the tribe is now more organised.

>>News - The Grand Canal has receded back within it's banks. The flood waters remain, but they are draining.
>>
>>2840258
Any other suggestions, from anyone?

>>2840252
Christ on a bike, man, what did we do for the Dice Gods? We've rolled at least six 90+ rolls this session alone.
>>
>>2840267
Oh, yeah

>>What next?

>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Craft? (What, and with what?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in)
>>
>>2840276
>>Diplomacy
Gather all the pots. Send a merchant on a "trade mission". He's to spy on the rock pickers.

>>Research
Currency. (Copper based)
>>
>>2840276
>Bail out and repair the basement
>>
>>2840281
Ah fuck it's still flooded.
Disregard this post.

>Research currency.
>Craft pots?
>>
>>2840276
>Construction (Requires resources)
Drain and clean out the basement, to make it housing for slaves and maybe livestock, also storage if it is cooler.
>>
>>2840300
Yeah I support this. I think it’s a little early to research currency when we still don’t even have agriculture or actual architecture.
>>
>>2840309
>or actual architecture
Heresy.
>>
>>2840276
I don't know why no one wants to arm our military better by finding a better fuel source for the Smith. Since Allim will keep being a trouble maker going against our rule until we strengthen our military


>>2840300
Supporting this to get the turn going.

Just keep the idea in your head it's high time we start improving our military equipment.
>>
Excuse me, folks.
>>
>>2840300
>>Construction (Requires resources)
>Drain and clean out the basement
This

>>2840281
>>>Diplomacy
>Gather all the pots. Send a merchant on a "trade mission". He's to spy on the rock pickers.
Then this while looking for more fuel. Expedition style.

>>2840328
>finding a better fuel source for the Smith
And axes and lumbering.

>Vote Allim!
Heh
>>
>>2840423
Don't forget shovels for ditches, getting clay, even a moat around our wall. We can use the bronze for spear heads
>>
Why don't you just take the average of the rolls for a bit. Or set the target to be 50 and assign worse outcomes to rolls farther away.
>>
>>2840522
Nah, just watch this turn where we all roll under 50
>>
>>2840534
I personally think failures are interesting and diversify development, but I can see why others might be opposed.
>>
>>2840545
Just wait until a Nat 1 is rolled. We're going to see some failure since it'll override the 90s roll
>>
>>2840550
Is the board not truly random? My probability is a little rusty, but I would think that the chance of getting a high number increases if you have more rolls. The number of rolls that are low after all doesn't really matter so long as one is high.
>>
>>2840267
>>Institution: Military Dictatorship - (Please Give the Position a Name),
Instead of War-Lord, let's call him WallLord or Lord of the Wall.
>>2840286
This.
>>
>>2840567
What if we use the middle roll out of three if the rolls keep being 90?
>>
>>2840583
Let's not change the roll system. We only got 90s just because we were lucky and we can also be unlucky.
>>
>>2840586
Didn't we get a 15 or something one time?
>>
>>2840616
Yes. It was 17 which caused our shepherd to dead, and by extension the other one. And bought a sheep eating thing around our walls.
>>
>>2840619
.8 x .8 x .8 is 0.512
.5 x .5 x .5 is 0.125

So we have a 1/8 chance of getting a top number out of three, that is below 50 and almost a 50 percent chance of a number over 80.
>>
Lads, I've run a few civs in my time, and, love and appreciate you all as I do, you make it really rather hard to tell what you're actually voting for. When voting, stick to one, clear statement of the one thing you want done, linked back to the post. Plan in another section of the post, by all means, but clarity is always appreciated otherwise!

With that said, what are we going for? Fuel Source, Crafting Pots, Trade/Spy with Rockpickers, what?
>>
>>2840909
Most people voted for
>Drain and clean out the basement
Which I'm voting for as well
>>
>>2840915
>Drain and clean out the basement
I'll back that up as well

>>2840619
I was unaware that rolls other than the highest were taken into account. That makes me feel better, but still a little unsure.
>>2840624
I don't really follow. Can I trust you are good at math though?
>>
>>2840915
>Drain and clean out the basement
This was the dominant vote.
Next turn is muddier, no pun intended.
>>2840579
>Instead of War-Lord, let's call him WallLord
Better than what I came up with.

>inb4 his great-grandson Willard the WallLord.
>>
>>2840909
>With that said, what are we going for?
Derp forgot to link for clarity.
See
>>2841056
>>Drain and clean out the basement


Discussion is great, but we should all link our votes to Thoggs's questions.
>>
>>2840915
>>2841004
>>2841056
>>2841063

Drain the basement it is, Rolls please! This will have to be the last post of the night.
>>
Rolled 83 (1d100)

>>2841124
>>
Rolled 24 (1d100)

>>2841124
>>
Rolled 67 (1d100)

>>2841124
>>
Rolled 48 (1d100)

>>2841124
>>
>>2841124
>tfw you clean out your basement and find a chupacabra
>>
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>>2841222
>tfw you forget your gif
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>>2841226
Allim and Enkar, Pictured. Forgive me lads, I have no choice but to be gone prematurely.
>>
>>2841295
Are Allim and Enkar going to raise a pair of children together?
>>
>>2841295
Premature evacuation is forgiven.
I hear it happens to men all the time.
>>
Maybe later this Military Dictatorship can turn into a Monarchy. With us going the Prussian Route and our army having a state.
>>
>>2841339
Eh, since we're not going to go Merchants of pottery Venice style of governance, then I think that would be the optimal outcome.
>>
>>2841360
I'm not opposed to republics but some forms of government don't make sense on certain scales. In my opinion parliaments don't make sense when the state is so small and uninvolved with foreign states.
>>
>>2840270
>Christ on a bike, man, what did we do for the Dice Gods? We've rolled at least six 90+ rolls this session alone.
Praise be to the Wall!
>>
>>2841632
THE WALL PROTECTS
>>
>>2840247
>I'm tempted to move over to selecting the first roll rather than best of three, since we've literally never failed a roll.
I've seen this before in one quest.
Rolling for minor stuff? Average.
Every critical roll? Aced.

Best of three skews a little higher, but nothing prevents dice gods fickle finger of fate.
I say let it ride until our luck bottoms out.
>>
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Good Morning All, and welcome back! I hope we're all well. Thanks to whoever made this image, it made my morning.


>>2841130
Right, with an 83 that's a success. Writing.
>>
>>2842421
I thought this was /civ/ or Beastmen Civ for a moment, and got really confused.
>>
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>>2842421
Here some Bronze Age Architecture, it's Babylon, and they had some high walls.
>>
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>>2842433
The city is, in part, modelled on Babylon and other Mesopotamian cities like Uruk, Ur and Lagash.

>>83 - High Success

Draining the basements is a task long overdue. The chambers below the tenement, besides being incredibly useful as possible workspace and living quarters, is also perfectly suited to use as storage, since it avoids the scorching heat of the dry season.The onylr eason the cellars have remained unrepaired is the difficulty of the task, and the unenviable work of hauling rubble out of a pit day after day. Now, however, with Enkar to direct things, the work begins in earnest. It is immediately apparent what has happened to the cellars; their walls have fallen inward as the ground has sunk around them, and years of flooding have left them filled with mud and churned mortar. The slaves are chosen for the beginning of the work, hauling basket after basket of rubble out from each rectangular chamber, until their shape once again becomes vaguely recognizable.

In all but a few chambers, the work then proceeds as expected. The rubble is cleaned out, and, by torch-light, new brickwork is set into the walls, patchign up the crumbling foundations and stopping the continued inflow of mud and water. It takes a good deal of plaster to then seal the walls flat, but once done the chambers remain quite clean and quite dry, while the rubble has been cast out a good distance from the walls. In a few chambers, however, oddities emerge, all of them on the eastern side of the tenement. First, within the rubble of one there is a small shelter, half the size of a man and filled with bones, pot-shards and discarded waste. The elders are consulted, and they suggest it to have been a goblin's den.

A few more are found in the rest of the rubble filled chambers, until finally, in one, a small hole is found to have been dug into the side of the wall, only half the height of a man, with an emblem painted above it in white paint in the shape of a hand. Within appears to be a long tunnel, not high enough for a man to even crawl through. To get through, one would have to lie flat and wriggle through, much like a worm, and when a man holds a torch in the tunnel entrance he cannot see it's end. The elders, when asked, say that this might be the entrance to a goblin warren, and from the noxious smell of waste it carries that does not seem unlikely, though others suggest that it may be a secret entrance to one of the storied cannibal dens in the sewers. Enkar places it under tight guard, and to good effect, as a few nights later something emerges from it. A man, if something so degraded could be called such, with absolutely pale skin, his veins visible beneath it, and his eyes half-withered into his head. He is disgusting, wrinkled, and with filed teeth and nails. At the sight of the guards, he screams in furious anguish, and rushes upon them, tearing the throat of one out with his teeth before the other can run him through with a spear.

Cont.
>>
Even this blow seems, horribly, not to kill the creature, merely to send it howling and sprinting on all fours back into the tunnel, through which it shuffles away before it can be stopped by the shocked guard. Its blood, left spattered on the spear and across the floor, is dark black, and its howl, even from the basements, was enough to set the dogs to howling and whimpering, and the goats and sheep to panic in their pens. The tribe, if not for Enkar's assurance of protection, seriously considers fleeing the tenement, with some cursing their luck to have found the only home in the city with a path down to the grey-men of the sewers, the mythical demons that haunt the dreams of children and men alike, and about whom many tell horrible stories of brutal raids and dthe devouring of whole tribes.

As the floods recede, the tribe sits half in panic, with a boulder rolled in front of the tunnel and three guards in the chamber at all times, with a dog down there with them. Nothing else seems to come through the tunnel, but the guards insist that they hear scratching, and all of the tribe refuse to sleep down in the cellars at all. The entire tribe is deeply glad when the ground is finally dry enough for them to leave the tenement within which they have been largely contained for months. The flood has had it's usual effect, scattering drift-wood and layers of thick, silty mud all throughout the streets, perfect pasture to fatten the livestock. A few local buildings have collapsed, but in your case you seem to have been lucky. The walls have not been seriously undermined. Though they are clearly marked by the waters, with great gouges missing from the street facing sides, the main structure is intact. The men inspecting the walls even report some minor miracles; within the holes cut into the walls a few report finding small copper rings and beads bearing the sacred lattice.

Truly, the wall has protected the people. An envoy from the Karljane arrives very shortly after the flood receives, smiling to the tribe and bringing as a gift a bronze embled, in the shape of a hawk, much like that on Enkar's axe. As he finds Enkar to be the tribe's chief, he presents the gift to him, and announces, with a warm and proud air, that over the summer the Karljane have induced their fellows, the Ultegu, to submit to them and to join them, leaving the Kulvelu as the only other large Rockpicker tribe standing.

>>The Summer Has Ended! Normal actions can resume, though the walls are damaged.

>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in
>>
>>2842456
>Repair wall, build watch towers on the wall

After this we should figure out a way to deal with that hole in the cellar
>>
>>2842458
+1
>>
>>2842456
Build a slim wall in the cellar that the creature can smash through with moderate effort. Leave the guard rotation for the room as is. And set up traps to help immobilize the creature when it decides to come back. Deadfall, neck snares, weighted barbed net, tripwires for arrow traps, the works. We want this thing to come back, get immobilized/wounded/killed, and finish it off without it escaping. We kill it, and we explore it’s lair for its loot, turn its skull and hide into trophies for our tribe, and we will have definitively cleared out this problem that has resulted in the deaths of one of our warriors and 2 slaves.
>>
>>2842466
Our tribe has bonuses to hunting and survival, so they should be familiar with all these kinds of traps and get a bonus to it.
>>
>>2842466
We should do that next turn, after we repair the wall. Since the Karijane just visited this turn, and can report back to his tribe that our wall is suffering from damage. I want us to make sure our walls are all well and good now that the waters are down, since this is when other tribes can come attack.
>>
>>2842458
>>2842469
+1
>>
>>2842469
Why would the Karljane attack us? Of the rock picker tribes, they are the most friendly with us. They gave us the goats and herders in return for some rockpicker slave women we got earlier. And they might even might want to make a deal in return for us helping them crush and absorb the last rockpicker tribe. Remember the Kulvelu has a nice stockpile of copper tin and bronze we could take to make weapons, armor and tools with, in addition to goods, slaves or livestock the Karljane could offer us.
>>
>>2842472
Not the Karijane per say, but there always a possibly another tribe comes along. Migrating like we did from our old place, that can happen on our tribe. With nothing to lose after starving for some time.

Kulvelu have the copper and tin. Are the wealthiest clan.

So while the Karijane are joined by the Ultegu, and have the largest population. It's going to be hard going for them to get the Kulvelu with all the bronze they can make in defend. I say we settle ourselves in the home front first. (Repair, Get that monster, Find a fuel source, Make some tools and weapons, Outfit our Military). Then we can go and help out the Karijane when the time comes.
>>
>>2842458
+1

And I say we wall off the tunnels too.
We have enough problems to deal with on the overworld.
>>
>>2842458
Right, repairing the wall. If we roll well enough, we may also build a watchtower. Rolls, please!
>>
Rolled 37 (1d100)

>>2842505
>>
Rolled 8 (1d100)

>>2842505
>>
Rolled 86 (1d100)

>>2842505
>>
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>>2842520
>86
Nice Save
>>
>>2842520
With an 86 that's a success.

If you'll all excuse me for a moment, I have to run and get my lunch. I'll be back and writing in 30-40 minutes.
>>
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>>2842506
>>2842513
>>
>>2842529
>>85 - High Success

The people, now almost religiously convinced of the power of the wall, set to work repairing it before Enkar even ordeers it. The slaves, now used to the miserable toil in the clay pits, drag up brick after brick and basketloads of mortar, and so the people set to work. Where the wall has been torn, new bricks and mortar are used to re-surround the rubble core. The new patches shine in copper red in contrast to the older, darker patches of the wall. The skill of the people at such work is altogether more evident this year than the last, as the wall now holds to the lattice pattern of even brickwork much more evenly, while the plaster is better split between bricks, and the wall is much more even in thickness and height, with crenelations for cover on the ramparts. The pits are re-dug to surround the entirety of the wall, and it is slightly thickened.

At the southern rampart, further, it is decided that a watch tower shall be built. Since the tribe does not do much construction with wood, it is decided that the construction will be of brick, with wooden planks inserted for the floors and roofing. The construction begins with the excess bricks, but before long dozens, even more than a hundred bricks are being cast in the open street, and the whole settlement seems to bustle with work on the construction, digging ditches, laying foundations and gradually, ever gradually, stacking the walls higher and higher. After a few weeks of work, it stands six stories high, with an open rampart at the top. From it's height, though many are loathe to climb the ladder to the top, much of the district can be seen, the sprawling ruin ranging from the canal to the walls, along with the immense spider-web of the streets.

In the cellars, the noise of the creature, or of its fellows, grows more and more night by night, only ever scratching on the boulder, but now hissing, tapping on the dirt and seeming to hiss and howl. The noise of it is deeply unsettling, and the soldiers have taken to singing to distract themselves. Something dwells below, something hungry. And it wants to escape. That is all the soldiers know.

>>Walls are Repaired, New Construction: Southern Watch-Tower.

>What next? (Roll 1d100 for any action)
>Construction (Requires resources)... (Fortifiy the Tenement, Build new, higher rooms, etc.)
>Foraging (What for?)
>Craft? (What, and with what?)
>Hunt (What for?)
>Scavenge (What for?)
>Research (Which technology?)
>Diplomacy? (With Who?)
>Something Else? (Write in)
>>
>>2842559
Let's do the thing this anon said >>2842466
>>
>>2842559
>>2842563
Very well +1.
>>
>>2842563
>>2842566
>>2842559
+1 to that
>>
>>2842559
Open to suggestions, but I like the idea of perhaps baiting and trapping one of those things from below and then re-sealing the tunnel entrance. We'll be better equipped to deal with whatever's down there with more intel.
>>
List of items from last few turns which didn't get passed

Gather fuel source for coppersmith
Spy on rockpickers
Research something (writing, currency, religion)

What else?
>>
>>2842568
That seems fair, if it seems like there are too many down there for us to kill without taking casualties.
>>
>>2842563
>>2842566
>>2842567
>>2842568
Construction of traps and such to trap one of the things and temporarily seal the tunnel. Right, rolls please

In addition, I'll throw up updated stats after this turn, and you are now running awfully low on smoked mutton.
>>
Rolled 18 (1d100)

>>2842571
Copper tools, (We have 10 ingots of copper) ie Axes and Shovels so we don't need to dig mudbricks by hand and axes to get wood.
(2 ingots of Bronzes) Maybe save for spears heads, and arrows heads.

>>2842573
We need that food now.
>>
Rolled 43 (1d100)

>>2842573
>>
>>2842573
>>
Rolled 58 (1d100)

>>2842573
>>
>>2842578
how do you roll :(
>>
>>2842581
Put dice+1d100 in the options field
>>
>>2842581
dice+1d100
In Options field
>>
Rolled 48 (1d100)

>>2842582
>>2842583
Thanks lads
>>
>>2842581
>>2
>Dice rolling follows /tg/'s format (e.g., "dice+2d6" without the quotes in the options field rolls 2d6).
You can type "dice+2d6+- 1" or "dice+2d6 -1" for negative modifiers, and "dice+2d6+1" or "dice+2d6 +1" for positive modifiers, case sensitive.
>>
>>2842456
>The men inspecting the walls even report some minor miracles; within the holes cut into the walls a few report finding small copper rings and beads bearing the sacred lattice.
>>2842559
>The people, now almost religiously convinced of the power of the wall, set to work repairing it before Enkar even ordeers it.
>The skill of the people at such work is altogether more evident this year than the last, as the wall now holds to the lattice pattern of even brickwork much more evenly, while the plaster is better split between bricks, and the wall is much more even in thickness and height, with crenelations for cover on the ramparts.
All I can think of is how G E O M E T R I C our Wall religion is going to be.
>>
Since we're good at hunting. Maybe this turn we'll get a bonus since it's something we're good at
>>
Tfw bear anon was right. We couldve just set the bear on the tunnel creature.
>>
>>2842592
We can always buy some goblin slaves, to have them explore the tunnel system.
>>
>>2842580
With a 58, that's a low success.

Writing
>>
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58 - Low Success

>>Trap a Creature

Enkar has grown tired of the soldiers on guard duty reporting the endless scratching to him, night after night, and has decided that something must be done. The tribe, before they began to subsist on sheep hunting, pasturing and low-level scavenging, were consummate trappers, and they have retained their skill, used before for catching cows, alligators and other animals too large or furious to catch bare-handed. He decides that whatever the men or creatures are below the town, they fulfill these criteria, and must be trapped, rather than fought. The guard who encountered the creature is placed in charge of trapping one, and comes to the idea that a netted pit is the best way to do it, since the thing is too hardy to be merely speared, and was much too fast and enraged for less cautious traps.

So, the workers set about it, digging out a pit in front of the small boulder and the tunnel, as deep as a man, and stringing a heavy, barbed net across the top of the pit, covered by a scattering of dirt and sheepskins to look convincing. With three soldiers on hand, and armed with long spears, and the trap set, the boulder is rolled aside to open the tunnel during the day, when the creatures do not scratch, and the torches are put out. The guards sit in silence for hours into the night, and are rewarded when they begin to hear scratching coming up the tunnel. One of them taps his spear on the floor, and the noises grow faster as the creature rushes to reach him. The guards brace themselves, and sure enough the creature bursts out from the tunnel, its filed teeth and sunken eyes glinting even at a distance.

In a moment, it has rushed onto the net and fallen, and the guards have jumped to action. Two of them tie it up, despite it's furious, howling struggle, while the third stands to roll the boulder back over the hole. In the rush, the two guards heft the great, furious bundle out of the pit, and turn to see the third , doubled over forward, being pulled by his legs into the tunnel of darkness. They rush to grab his hands and to pull him back, but cannot resist the sheer strength of the creatures pulling him. They are almost deafened by the screaming, howling fury of the monstrous men, and to save themselves being pulled down the tunnel are forced to let go of their comrade, who dissappears down the tunnel.

It seems the creature was not alone. Still, the captive monster is hauled out of the cellar, once the tunnel has been sealed, and is dragged into the light, screaming and howling, but thoroughly bound.

>>Gained - Captive Pit-Dweller - To inspect the creature while it is alive will take a high action and roll, but to inspect it's corpse will be significantly easier.
>>Lost - 1 Male Hunter. Might not be dead.

>What next? (Roll 1d100 for any action)
>>
So we're running out of food like OP said.
>In addition, I'll throw up updated stats after this turn, and you are now running awfully low on smoked mutton.
>>
Rolled 72 (1d100)

>>2842624
Inspect while it is alive
>>
>>2842629
Anon we roll after we deiced the vote.

>>2842624
Just how much food do we have left?
>Hunt (Sheep)
>Inspect it's Corpse learn it's weak points and all that.
>>
Rolled 19 (1d100)

>>2842624
>>>Lost - 1 Male Hunter. Might not be dead.
>What next? (Roll 1d100 for any action)
Rescue the hunter.

>>2842629
Is the pit dweller going to die?
>>
>>2842627
>>Stats Update
>Population: 119 63 Males (41 Free, 20 Enslaved, 1 Drillmaster Slave, 1 Coppersmith ), 44 Females (43 Free Wives, 1 Slave Weaver), 18 Children (4 Free, 14 Slaves), 3 Elders (Slaves, Tenement Tribes)
>Tech: Chalcolithic (Stone/Flint Weapons, Short Bows, Domesticated Dogs, Simple Cultivation, Brickwork Construction, Rawhide-Tailoring, Simple Pottery, Decorative Pottery, Simple Potter's Wheel, Barter Economy, Simple Kilns, Simple Dyes, Textile Making, Simple Coppersmithing, Governmental Organisation, Meat Smoking)
>Institutions: Military Dictatorship, Wall Guard.
>Food: Very Low (1 Turn remaining of mutton, 2 Turns before starvation)
>Place: South-Eastern Tenement (150 Capacity, Ruined Courtyard, Repaired Cellars, Heavily Fortified (Mighty Walls)) Northern Rampart Houses (50 Capacity), Southern Watch Tower (Good Visibility, Defensible), Weaver's House, Coppersmith's Forge.
>Goods: 60 Fleeces, 50 Sheep Pelts, 25 Rawhide Coats, Ram's Horns. 12 Teardrop Spears, 6 Copper Helms, 30 Skeins, 36 Rendered Sheepskins, 1 Bronze Hawk-Axe, 1 Demon-Etched Khopesh, 3 Gemstone Amulets, 15 Functional Pots. 2 Ingots of Bronze, 5 Ingots of Copper
>Produce (What the tribe produces in surplus): Goat's Hair, Goat Milk, Mud-Brick, Functional Pots, Fleeces, Woolen Clothing.
>Livestock 25 Goats, Hounds, 16 Sheep, Hounds, A Captive Pit-Dweller.
>>
>>2842633
>Get more mutton
>Rescue the hunter
>>
>>2842624
Send out a hunting party
Have whoever the smartest villager is inspect the creature
>>
>>2842669
+1
Changing my vote to this
>>
>>2842669
+1
>>
>>2842669
Do this
>>
I'm dreadfully sorry folks, but I'm going to have to call it here for this session. I'll throw up a new thread at some point tomorrow.
>>
Rolled 13 (1d100)

>>2842711
>>
>>2842711
hmmm good that I picked this one up while it is still young.
>>
Rolled 83 (1d100)

>>2842711
>>
>>2842711
See you next time OP. Great Thread.
>>
>>2842711
wall protect you OP, good work
>>
Rolled 5 (1d100)

>>2842711
>Send out a hunting party
>Have whoever the smartest villager is inspect the creature
Party on Throgg.
>>
>>2842921
>Rolled 5
The wall has forsaken me.
>>
Rolled 97 (1d100)

>>2842927
But not >>2842717.

>>2842711

>>2842631
Change to >>2842921.
>>
>>2842921
>>2843014


>>2842669
Fixed that for you.
>>
>>2843061
>>2842624
Woops. Accidentally deleted the wrong link, and used the wrong comment version.
>>
I just realized this is set after a fantasy version of the Bronze Age Collapse.

Think about, walls like Babylon, clear indications of bronze made in the past, complete chaos and ruin.
>>
>>2843341
Gods got mad after the people of the city tried to build into the heavens
Funfact: Babylon has first city to get 200k population
>>
>>2843341
If so, Mycenaean Greeks are clearly the best inspiration from the dead, given their focus on walled compounds producing goods for trade, like our civilisation on a large scale.
>>
Morning folks, unfortunately I've got to be off clothes shopping with my kids for most of today, so I won't be able to put up a new thread before the evening.

>>2843341
Sort of a combo of the Bronze Age Collapse and your standard Fantasy Apocalypse. Of course, you'll be able to find the reasons eventually, if you so wish.
>>
>>2844843
Just make sure you link the thread here, so we'll know it's up
>>
>>2843356
>Gods got mad after the people of the city tried to build into the heavens
So you get smitten if you build skyscrapers?
>>
>>2846534
>So you get smitten if you build skyscrapers?
Smotten?
Smoten?
Smoten.
>>
>>2846560
Smat
>>
>>2847180
Smoited
>>
>>2844843
>new thread before the evening
>6 days ago
:(





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