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File: ElfCivOP2.png (3.7 MB, 1562x2000)
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Having fled to settle in a massive, undiscovered valley, a community of Dusk Elves survived two winters by developing strong farming skills, domesticating land birds, and honing mystical talents led by their ascended leader, Queen Edella Farn the Phoenixheart.

Only now they were finding that they were far from alone in this valley...
>>
>Thread I:
http://suptg.thisisnotatrueending.com/qstarchive/4203084/
>>
File: IncompleteWorkInProgress.png (3.61 MB, 2000x2400)
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Year Three: Beginning of Summer

>Population Workforce Tier IV: Vital (22 (previous) -0 (Hunger) +4 (Growth) = 26 pips)
(The abstract status of your workforce, lowered by Hunger and Attrition, affects how many Actions you can take.)
>Health Tier 2 (3 -0/2 + 4 pips)
(The abstract health of the people, lowered by Hunger and raised by Developments, affects Morale.)
>Morale: 1
(The abstract mood of the people, affected by Health and Developments, affects how many Actions you can take.)
>Food: 4 Stores (6 previous -26 Pop +9 Farmers +2 Archers +1 Edella +12 Farm)
(The abstract food supply of the settlement, lowered by the tier of the workforce and affected by Developments, becomes Hunger if negative.)

>Units: 7 of 11 Available: 3 Farmers, 3 Archers, and Edella
(Units are necessary to Gather or Explore.)
Farmer: +2 to Gather (Produce/Grain)
Archer: +1 to Gather (Game/Fish); +1 to Offense
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (II): Phoenix Blast: +1 Stone during Earthen Construction; (+20 +14 Pyro pips; 16 needed for Phoenix Flame (III))
Phoenix Flame (II): Detection Effigy [Kulwek] +3 Defense to all allies within 3 hexes versus target race. Negates "Surprise Attack". (20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (III): Queen's Hearth: +2 Health, +½ Morale, & Pop divided by two for Food Consumption in Winter; (+20 +30 +7 Pyro pips; 53 needed for Phoenix Flame (IV))
Phoenix Arrows (II): +2 to Gather (Game/Fish/Mystical); +3 to Offense (Ranged); (29 Archery pips +10 +15 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+12 MD pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; Includes Fishing (I); (+20 MD pips)

...
>>
>>4253037

>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall: +1 Defense Structure (+10 Earth pips)
Turf House (I): Dugout Barn: + 1 Health

Stone Construction: (10 Stone pips)
Stone Defenses (I): Fortress Base: +1 Defense Structure (+6 Stone pips)

Wood Construction: (10 Wood pips)
Logging Camp (I): +1 Gather Wood (+14 Wood pips)


Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips) ***

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Stone: 0 Hex; Stockpile (0);
Farmed Food: 1 Hex; Stores (4); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs,
Stone: 2 Hex; Stockpile (0);
Wood: 1 Hex; Stockpile (1);
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)

>Structures:
Elf Settlement (I): +1 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]

Riversider Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense

Logging Camp (I): + 1 Wood

...
>>
>>4253038
>Combat:
Kulwek Offense: 16
Dusk Elf Defense: 15
Kulwek Combat Score: 1

Dusk Elf Offense: 19
Kulwek Defense: 13
Dusk Elf Combat Score: 6

Dusk Elves win by 5
Kulwek suffers -5 Attrition

...

For two years, Edella Farn had struggled to make her fledgling elven settlement survive and protect every elf in her community. Through severe starvation and many dangers, she had proudly not lost a single life.

The closest they had come to losing someone was when Hakken Brassclaw, the stoic scout currently tensed at her side, had been lost in a terrible snowstorm. He had miraculously returned with only having suffered an injured hand, now augmented by a curved brass blade.

But at this moment, Soll, the son of one of her farmers, lay dead at her feet. Pointlessly young elf had been pointlessly slaughtered as a show of power by the Kulwek lizard-man, a Fishstealer, standing at the river's edge before her.

She knew that the Fishstealer expected the elves to respond and did not fear it. He had two allies in the water that could quickly swim away and alert their kind of their actions.

The Kulwek, it seemed, did not fear the Dusk Elves nor did they fear her wrath.
Queen Edella Farn the Phoenixheart would soon change that.

With the scarcest breath of command, she signaled and Hakken sprang forward, seizing upon the Kulwek even as the arrows flew from atop their meager riverside fort into the river. Hakken fought, struck, and slashed with a quiet rage mirrored by Edella's own heart.

But the monster had a thick hide, mighty strength, and fierce claws, teeth, and tail. It was quickly clear that in single combat, Hakken would never defeat the murderous Kulwek.

However, the Kulwek faced the rage of Dusk Elves united, and over a dozen nearby elves leap upon him as well, including Soll's young friend that had been only a step away when Soll had been snatched. More arrows struck the water, felling the last Kulwek apparently missed in the first volley, and a quick motion from his queen sent Hakken into the water.

Broken, bleeding, and held down by half a score of elves, the Kulwek laughed as Edella approached.
"Heh-kek-heh... You shall all be culled now... Already the others speed to tell our tribe of your weakness!"

Edella calmly smiled as Hakken walked up alongside her and lifted two reptilian severed heads, one in his good hand, the other impaled on his claw. The Kulwek's eyes widened in shock and then he curled his lips in an angry snarl.

Edella signaled the elves to release him and, hesitating only briefly in confusion, they trusted their divine queen and quickly backed away as he clambered to his feet. He took two paces forward and roared at her.

...
>>
>>4253043
She raised her hand as if to halt him, then clenched her fist as she stared into his primitive eyes and expended a fraction of the Phoenix power inside her to heat him from within.
As steam rose from his leathery scales, she saw the inevitable fear and agony flood to his eyes before they popped and sizzled from his skull.

She had the carcasses retrieved and piled before her on the riverbank and immediately set to work, freeing the flesh from bones and scales. She labored furiously in her gruesome task even as the sages approached her to tell her what she already knew, that their victory had been a narrow one and they need to be ready for another attack.

She only stopped her work to speak with Kant, Soll's father, and console him in his loss and pain. When she finally finished her work, only Vestan, the mystical prodigy, could discern what she had made.

Three effigies of the Kulwek, hewn from their own bones and scales, were arranged on wooden poles. She had one placed on either end of the river and the third by the fortress.

Upon the approach of any Kulwek to one, all three would ignite in a mystical flame that would not harm the effigy, but instead merely signal their approach. Before taking the next steps to prepare her people, Edella rested in her turf house and only reluctantly let herself sob in anger and grief when Hakken held her in his arms that night.

...
>>
>>4253047
The settlement needed proper defenses and the sages had some really good ideas concerning constructing them but they were short on building materials. Edella recalled the Archer Scouts back to the settlement and prepared an expedition to establish a logging camp in the hills to the east of the Harvester fields.

Soon, they would have more than enough timber to build the proper palisades they had been planning for ages. And afterward, she might set up a quarry to acquire the stone needed to build up the fortress.

...
>>
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>>4253052
The scouts reported interesting new findings along the way back to the settlement.
The western scouts had found a massive briar patch of strange brambles that stretches across the landscape along the river.

The plants themselves look bizarre, with silver and green mottling on the stems and leaves with menacingly sharp black thorns, the scouts cautiously avoided them on the way back north. So anything could still be hidden within their depths.

The eastern scouts had discovered a partially uncovered human burial mound in the fields of sparse grasslands. There were a few other scraps of the presence of a previous human civilization, but most everything besides the stones over the burial site had long since been wiped away by time.

The most startling discovery was found by the southern scouts. Nestled deep within the forested hills, protected from the fiercest weather, was a small stone building next to what seemed to be a large flat clearing with an unnatural mass of decaying vegetation.

The roof and walls of the building had long ago been badly damaged by falling rocks from the nearby hills and were mostly destroyed by ages of neglect. The heap of decaying vegetation had signs of being disturbed in the last year, but the scouts could not determine by what.

Edella had a number of mysteries surrounding her settlement, including whatever was cackling and throwing mystical lightning out of the western cave across the river, and any one of them could bring new dangers or greater discoveries. With all her defensive preparations, she only could only spare a small group of sages to send to one location.

Which discovery did they investigate?
>The strange briar patch, their properties, and whatever might be hidden within the plants.
>The human burial mound and whatever can be learned of the civilization of the past.
>The mysterious building to the south to learn more about its purpose and why it was built by others.
>The river cave and whatever might inhabit it that possesses such wild power.
>Write-In

You have 4 Actions for the beginning of Summer:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6
>Gather Food with up to 7 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Train 4 additional units
>Engage Diplomacy
>>
>>4253056
>The human burial mound and whatever can be learned of the civilization of the past.
>Explore - Discover resource
>Gather food with up to 7 units
>Develop technology
>Build structure
>>
aww fuck hes back. glad to see you OP
>>
>>4253056
>>The strange briar patch, their properties, and whatever might be hidden within the plants.

plants gud

>>Build Structure

pallisade? Yes? if there's wood

>>develop technology

clay-baking, with ovens. assuming there is enough wood.

>farm with 7 lads

>train more archers

also, whats on the tips of our arrows? stone?
>>
>>4253056
>>The human burial mound and whatever can be learned of the civilization of the past.

>Gather Food with up to 7 Units

>Build Structure
Walls and traps for the settlement

>Develop Technology
Improve archery. Make better bows and sharper arrows.

>Train 4 additional units
Archers
>>
>>4253149
>if there's wood
I think it's required that I forget *something* every update.
I forgot to red highlight the wood stockpile logging camp is giving you 1 Wood every turn, so you have 2 total this turn.

>also, whats on the tips of our arrows? stone?
Stone chip arrow heads, yep.
>>
Boy howdy this is a crock of melodramatic bollocks.
>>
>>4253056
>The strange briar patch, their properties, and whatever might be hidden within the plants.

>Train 2 additional units
Train 2 units of fishermen. Show the scaled devils we're not afraid
>Train 2 units of spearmen
Have the Brassclaw train some dedicated spearmen. We can give them bodenave mounts later to make them more mobile/effective
>Gather Food with all available Units
>Build Structure
Palisade
>>
>>4253434
Support. Build the palisade from stone if possible, wood if not
>>
>>4253056
Welcome back, OP.
>>Event
>The strange briar patch, their properties, and whatever might be hidden within the plants.
Expanding our repertoire of magic into plant/metal could be useful. Plus its the closest one.

>>Actions
>Gather Food with 7 units
>Build Palisade
Wood or stone is fine.
>Develop Mysticism, Clay baking
Like the idea from >>4253149, especially since we already have riverside property and everything, but no reason it should be tech based. We have earth and fire magic already, so those two combined should be enough to magically work bricks together. I want proper houses for our people.
>Develop Unit Type: Mounted Archer
Since we've got the mental link for riding and the archery itself down, might as well start developing units/methods for mounted archers. Make the most of our mobility and reach.

Don't forget, we get 1 stone for each "Earthen Construction" magic we cast, so if we want more stone, we need to expand the earth-features we are utilizing.
>>
Rolled 6, 1, 6, 4, 2, 2, 1, 6, 2, 1 = 31 (10d6)

>>4253077
>past 1
>Explore - Discover resource 1
>Gather food with up to 7 units 1
>Develop technology 1
>Build structure 1
>>4253149
>plants 1
>Build Structure: pallisade 2
>develop technology: clay-baking 2
>farm with 7 lads 2
>train more archers 1
>>4253434
>past 2
>Gather Food with up to 7 Units 3
>Build Structure Walls and traps for the settlement 3
>Develop Technology: Improve archery 2
>Train 4 additional units: Archers 2
>>4253729
>plants 2
>Train 2 units of fishermen 1
>Train 2 units of specimen 1
>Gather Food with all available Units 4
>Build Structure: Palisade 4
>>4254219
>past 3
>Gather Food with up to 7 Units 5
>Build Structure: Walls and traps for the settlement 5
>>Develop Technology: Improve archery 3
>Train 4 additional units: Archers 3
>>4254290
>plants 3
>Gather Food with 7 units 6
>Build Palisade 6
>Develop Mysticism, Clay baking 3
>Develop Unit Type: Mounted Archer 4

Past or Plants 1d6 (odd or even)
Gather
Palisade 2d6
Train mounted Archers
Clay Baking or Archery 1d6 (odd or even); 4d6
Growth 2d6
>>
The update is 95% done but now I have to remove the formatting and add the last bit to phone post it but it's taking me an hour just to make this post
>>
>>4253600
No. You're just an uncultured savage.
>>
Year Three: End of Summer

>Population Workforce Tier IV: Vital (26 (previous) -0 (Hunger) +2 (Growth) = 28 pips)
>Health Tier 2 (3 -0/2 + 4 pips)
>Morale: 1
>Food: 5 Stores (4 previous -28 Pop +9 Farmers +7 Archers +1 Edella +12 Farm)

>Units: 11 of 11 Available: 3 Farmers, 7 Firethorn Bowriders, and Edella
Farmer: +2 to Gather (Produce/Grain)
Firethorn Bowriders: +3 to Gather (Game/Fish/Mystical/Bird) +5 to Offense; +3 Speed;
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (II): Phoenix Blast: +1 Stone during Earthen Construction; (+20 +14 Pyro pips; 16 needed for Phoenix Flame (III))
Phoenix Flame (II): Detection Effigy [Kulwek] +3 Defense to all allies within 3 hexes versus target race. Negates "Surprise Attack". (20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (III): Queen's Hearth: +2 Health, +½ Morale, & Pop divided by two for Food Consumption in Winter; (+20 +30 +7 Pyro pips; 53 needed for Phoenix Flame (IV))
Firethorn Arrows (III): +3 to Gather (Game/Fish/Mystical); +5 to Offense (Ranged); (29 Archery pips +10 +15 +12 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+12 MD pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; Includes Fishing (I); (+20 MD pips)

...
>>
>>4255408
>>4255408
>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Archery (I): +1 to Gather (Game/Fish); +1 to Offense (Ranged); (10 +19 "Archery" pips)

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall: +1 Defense Structure (+10 Earth pips)
Turf House (I): Dugout Barn: + 1 Health

Stone Construction: (10 Stone pips)
Stone Defenses (I): Fortress Base: +1 Defense Structure (+6 Stone pips)

Wood Construction: (10 Wood pips)
Logging Camp (I): +1 Gather Wood (+14 Wood pips)
Wood Defenses (I): Palisades: +1 Defense Structure (+10 Earth pips) (+12 Wood pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips) ***

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Stone: 2 Hex; Stockpile (1);
Farmed Food: 1 Hex; Stores (5); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs,
Stone: 2 Hex; Stockpile (0);
Wood: 1 Hex; Stockpile (1);
Briarthorn: 3 Hex; Stockpile (0)
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)

>Structures:
Elf Settlement (I): +2 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense

Logging Camp (I): + 1 Wood

...
>>
>>4255414
Edella sent the sages to investigate the briar brambles to see what they could make of them. And what they returned to report was actually quite impressive. The thorns on the brambles were indeed quite sharp and could be harvested carefully and used as superior arrow tips over the stone chips her archers had been using.

More than that though, the juice from the plant that was often extruded upon them and covering the thorns produced a very sedative effect, often putting animals to sleep as well as one unfortunate sage who was less than careful harvesting thorns. There could be any number of uses for briarthorn in the future.

The sages also discovered that there was a smallish stone building made somewhat primitively by what looked like human work. From the symbols carved on the stone door, that resembled two sickles curving away from each other, the sages guessed that the building could have been either a have a great cultural or religious significance.

Unfortunately, the building was deeply embedded in the brambles by the river and could not be reached without burning away a large portion of the briarthorn. Edella tabled her decision on what to do about the temple or briarthorn for the moment.

Instead she focused on the thorns and what they could mean for her archers. She and Vestan worked with the most skilled fletchers she had to craft new arrows fashioned with the briarthorns and infused with both the Phoenix Flame and the new honing mysticism she had cultivated when making the effigies.

The results formed powerful new arrows that were sharper and held more mystical accuracy as well as the Phoenix Flame power. She had all of her archers trained in their use and equipped with full quarrels of arrows bows and Bodenave.

She christened them her new Firethorn Bowriders. And the phoenixheart queen deemed them an impressive force indeed.

Meanwhile construction went exactly as planned on the wooden palisades around the settlement so that almost all the farmland and the elves dwellings were protected by both the earthen ridge and tall wooden spiked wall of timber spikes. The sages had requested that the queen herself use her skill with the Phoenix Blast to remove the Earth needed to construct the palisades so they were able to generate a small number of fieldstones for later construction as well.

...
>>
>>4255415
Shortly before the harvest season was to begin, a lone goblin approached the river. He was unlike the previous goblins in that he was taller than most, seemed mostly clean of mud, and had a terribly sullen look on his face as he held up his woven sack with something large inside it.

Edella was alerted to the goblin by a messenger from the Fortress. She was deeply skeptical of the approaching goblin, but he yelled across that his king had ordered him to talk to "stupid elf lady king" and give her a "stupid thing".

It was unclear if those were the king's actual words or just this goblin's. Edella was still not feeling very tolerant of other races but had to acknowledge the difference between the goblins and the Kulwek.

How did Edella respond to the goblin?
>Sick of dealing with their foolishness, she had the goblin shot and killed.
>Looking to scare the goblins off for good, she has the archers fire arrows near the goblin as a warning.
>Uninterested in anything the goblin might have to share, she declined his request coldly.
>Willing to overlook their last catastrophe, she permitted the goblin to enter and once again attempt diplomacy.
>Write-In

You have 4 Actions for the end of Summer:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6 from Settlement
>Gather Food with up to 11 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Engage Diplomacy
>>
>>4255423
>>Willing to overlook their last catastrophe, she permitted the goblin to enter and once again attempt diplomacy.
Let's see what they want. We can't afford to get in a 2 front war at least.

>gather food with all farmers
>research archery 2
>build stone mining camp at the hex down south
>research metalworking
>>
>>4255423
oh yeah maybe we could do an experiment and have a test subject eat a fishstealers heart and see if we get powers
>>
>>4255423
>>Explore - Discover Resource, some metal
>>Explore - Move Units Speed 6 from Settlement, north past the river
>>Gather Food with up to 11 Units, gotta not starve
>>Gather Resource, gather metal

Also I wanna cum in OP's mouth.
>>
>>4253132
>glad to see you OP
Glad to see you too, anon.

>>4253600
>Boy howdy...
And here I was worried about the lawt update being the introduction of a new thread.
Can't please everybody.

>>4255503
>in OP's mouth.
Clarification requested: Are you referring to me or the OP image?
And if you are referring to the image, which mouth? Edella's or the Bodenave's?
Market research must be thorough, you see.
>>
>>4255423
>Willing to overlook their last catastrophe, she permitted the goblin to enter and once again attempt diplomacy.

Only reasons I'm going for this is A: like >>4255451 said, for all our pride we can't afford a two front war, and B: it seems like, just judging from the facial expression (sullen) what the civilian goblins think and what the higher ups think are two different thinks. I wouldn't be surprised if the King gave those civilians from before a few cuffs around the ears and sent this one as a make-good.
>>
>>4255423
Actually, just backing >>4255451 in general.
>>
>>4255423
>Write-In
Accept the pitiful goblin's "thing" but make it clear that next time we will have diplomacy with nobody but their king

>Gather Food with all units
>Build Structure
Quarry to the south, near the logging camp
>Develop Mysticism
Start on Phoenix Flame IV. The upgrades based on this tree are really good, and Edella could always use more fire power
>Develop Technology
Develop boats. We have the wood, and fast movement over water is always nice. Might also help with fishing
>>
>>4255423
>Sick of dealing with their foolishness, she had the goblin shot and killed.
KILL ALL INFERIORS

>Gather Food with up to 11 Units
>Build Structure
Quarry to the south, near the logging camp
>Develop Technology
Finish Archery (II)
>Explore
Check out the temple and the Burial miund
>>
>>4255423
>>Event
>Willing to overlook their last catastrophe, she permitted the goblin to enter and once again attempt diplomacy.
Let's avoid being utter dicks and 2-front wars. We don't have to play nice with gobos, but it at least doesn't hurt to accept a peace offering. Maybe we can mutually agree to not want to look or deal with the other.
Alternatively, they might be amiable to our bashing in of the faces of the lizardmen and give us some much needed intel on the foe.

>>Actions
>Gather Food with all units
We might actually be earning enough right now that we don't even have to! So to counter act that...
>Develop Mystical Clay baking
>Build New structures: either houses or food storage
>Build Structure: Quarry
Seems like a good idea. Might as well get a more practical source of stone flowing

Whenever we get to dealing with the vines, I'm voting for cultivating the briars in a more controllable farm at some point. Rather than removing them entirely or letting them just spread out of control like they are.
>>
Rolled 3, 6, 2, 2, 6, 4, 1, 6, 6, 5, 1, 1 = 43 (12d6)

>>4255451
>diplomacy 1
>gather food with all farmers 1
>research archery II 1
>build stone mining camp 1
>research metalworking 1
>>4255503
>Explore - Discover Resource, some metal 1
>Explore - Move Units Speed 6 from Settlement, north past the river 1
>Gather Food with up to 11 Units 2
>Gather Resource, gather metal 2
>>4255911
>diplomacy 2
>>4255913
>gather food with all farmers 3
>research archery II 2
>build stone mining camp 2
>research metalworking 3
>>4255956
>diplomacy with nobody but their king 3
>Gather Food with all units 4
>Build Structure: Quarry 3
>Develop Mysticism: Phoenix Flame IV 1
>Develop Technology: boats 1
>>4255962
>killed 1
>Gather Food with up to 11 Units 5
>Build Structure: Quarry 4
>Develop Technology: Finish Archery (II) 3
>Explore: Check out the temple and the Burial mound 1

Diplomacy 2d6 Goblins; 2d6 Elf
Gather Food
Quarry 2d6+5
Archery 2d6
Metalworking 2d6
Growth 2d6-1
>>
>>4256416
So...if I'm understanding this right:

-Diplomacy went...ok.
-Gather Food went ???
-Building a Quarry went well.
-Archery went meh.
-Metalworking went very well.
-Growth (what kind of growth again?) went horribly and we're due for a problem.

That sound about right?
>>
>>4256958
>Diplomacy went...ok.
It actually went badly, but that's better than catastrophic. Without modifiers, the best Goblins or Elves could hope for is "Cold".
Elves are talking to goblins, so badly is about average expected response.

>-Gather Food went ???
3 Farmers Gathering Food with 2 = 9
7 Archers &1 Edella Gathering Food = 8
6 Farms autogathering 2 Food = 12
Gathered 29
No roll involved.

>-Building a Quarry went well.
Yes.

>-Archery went meh.
Yes, but since it was a racial perk they were on the edge of the next tier anyway.

>-Metalworking went very well.
Yes.

>-Growth (what kind of growth again?) went horribly and we're due for a problem.
Growth of the workforce available for actions was only increased by the minimum, 1. Not that bad. That and the stable food means that there will be 4 actions again.
>>
>>4256999
how do we increase trainable unit cap? more houses or more pop or both?
>>
>>4257184
Its based entirely on pop. That's why if we dip below Tier 4 population, we'll put several units on standby, or full on dismiss them if we can't raise pop back up.

We have 1 more than extra because our queen is a fancy hero unit or something. Likely not easily attainable unless we CONSUME more mythical creatures.
>>
>>4257211
>limiting yourself to mythical creatures
>not developing special rituals to allow you to gain power by eating the still beating hearts of your enemies
>>
Year Three: Beginning of Autumn

>Population Workforce Tier IV: Vital (28 -0 +1 = 29 pips)
>Health Tier 2 (3 -0/2 + 4 pips)
>Morale: 1
>Food: 5 Stores (5 -29 +9 +8 +12)

>Units: 11 of 11 Available: 3 Farmers, 7 Firethorn Bowriders, and Edella
Farmer: +2 to Gather (Produce/Grain)
Firethorn Bowriders: +4 to Gather (Game/Fish); +3 to Gather (Mystica/Bird); +7 to Offense; +3 Speed;
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (II): Phoenix Blast: +1 Stone during Earthen Construction; (+20 +14 Pyro pips; 16 needed for Phoenix Flame (III))
Phoenix Flame (II): Detection Effigy [Kulwek] +3 Defense to all allies within 3 hexes versus target race. Negates "Surprise Attack". (20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (III): Queen's Hearth: +2 Health, +½ Morale, & Pop divided by two for Food Consumption in Winter; (+20 +30 +7 Pyro pips; 53 needed for Phoenix Flame (IV))
Firethorn Arrows (III): +3 to Gather (Game/Fish/Mystical); +5 to Offense (Ranged); (29 Archery pips +10 +15 +12 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+12 MD pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; Includes Fishing (I); (+20 MD pips)

...
>>
>>4257686
>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Archery (II): Ironthorn Arrowheads and Composite Bows: +2 to Gather (Game/Fish); +3 to Offense (Ranged); Automatically upgrades existing units with Archery; (10 +20 +6 "Archer" pips

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall: +1 Defense Structure (+10 Earth pips)
Turf House (I): Dugout Barn: + 1 Health

Stone Construction: (10 Stone pips)
Stone Defenses (I): Fortress Base: +1 Defense Structure (+6 Stone pips)
Mining Quarry (I): +1 Gather Stone; +1 Gather Ore; (+15 Stone pips)

Wood Construction: (10 Wood pips)
Logging Camp (I): +1 Gather Wood (+14 Wood pips)
Wood Defenses (I): Palisades: +1 Defense Structure (+10 Earth pips) (+12 Wood pips)

Metalsmithing (I): (10 Metal pips)
Cast Iron (I): Convert 1 unit of Lodestone Ore into 1 unit of Iron peer turn; (+11 Metal pips)


Feathercraft (I): Feather Cloaks +1 Health; (10 +4 "Feathercraft" pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips) ***

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Farmed Food: 1 Hex; Stores (5); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs,
Stone: 2 Hex; Stockpile (1);
Lodestone Ore: 1 Hex; Stockpile (0);
Iron: Stockpile (0);

Wood: 1 Hex; Stockpile (2);
Briarthorn: 3 Hex; Stockpile (0)
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)

>Structures:
Elf Settlement (I): +2 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense

Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;

...
>>
>>4257687
Edella allowed the goblin to cross the river and enter the fortress. She genuinely despised the loathsome little creatures but she hated the idea of fighting a war on two fronts even more.

The goblin managed to cross only by clinging to a log while a fishing elf pulled it across the river for him. Apparently the goblin was not a very strong swimmer.

It was obvious that the goblin was impressed by his gaping at the tall stone walls of the Fortress but he only managed to mutter "Tall stone is okay if you don't have any good trees or mud."
Edella guided him to the best room for the talk, a small room with a wooden table and chairs that the sages sometimes used to discuss plans for construction.

Walking around the table and sitting, she gestured at a chair, inviting the goblin to do the same. She was only mildly surprised when he clambered on top of the chair, stood on it, and slapped the large, slightly river-damp woven bag on the table in front of her.

"King says stupid elf lady like this more than grub. So he had me give stupid elf lady stupid thing." Goblin grumbled. "But stupid elf lady not keep bag. Give bag back."

Tentatively, Edella Farn opened up the woven bag to reveal the heavy thing inside. Ahe smelled it before she saw it and it smelled... delicious?

Opening the bag and dumping its contents onto the table, she discovered a char-grilled fish the size of her thigh covered in cooked herbs and a glaze that was unidentifiable but smelled amazing. Unsure of what exactly was the best way to proceed, she lifted up the massive fish with both hands and, using all of her powers on it, could not sense any sign of malignancy or malevolent disorder.

There was no guarantee that the fish was not poisoned but Edella was willing to take the gamble. She opened her salivating mouth and took a large bite of the fish, savoring the taste and flavor.

Setting the fish back down the table gently, she noticed the goblin was crouched and looking away in genuine nauseous disgust. He kept grumbling to himself.

...
>>
>>4257689
"King said stupid elves like fishies better than grubs. King always right. Stupid elves are stupid. Why King wants us to talk to stupid fishy-eaters?"

"I would like to speak to your king, actually." The queen interrupted the muttering fool, once she swallowed the delicious mouthful. The goblin stopped his prattle only to gape at her, wide-eyed as she daintily dabbed her mouth with a cloth.

"Nobody wants to see the King! He's scarier than... than anything!" The goblin cried out.

"Nevertheless," Edella pressed, undaunted. "I would speak with him. Is there a way that we could arrange that he come here? I-"

The goblin shook his head frantically. "No! No no no! He never leaves his tree! Never!"

"Well, I won't speak through one of you, so I suppose you'll just have to take me to his tree then, won't you?"
Edella successfully suppressed a giggle at the ridiculous look of confused horror on the goblin's face.

"Elf lady sure she wants to come to speak to King?" When the elf queen nods, the goblin shrugs in defeat.

"Okay, I go tell Grubsack Grubbers you are coming. King said you also probably don't like mud fun."
The goblin stood back up on the chair and extended his hands expectantly.

For a moment, she was confused before she remembered and handed back the woven sack to the goblin, who snatched it close to him with his filthy little claws.
Now that she thought about it, she might want to send another elf as an envoy in her place, as there was still much work to do before the end of Autumn when the Kulwek had threatened to return.

Walking the goblin out of the fortress, Edella commented "I might need to send another elf in my place to speak to the king. Do think that would be alright with him?"

Not looking up at her, the goblin waved his hand. "One stupid elf same as any stupid elf. Although..." He said, raising one claw in the air as if making a point. "Stupid elf lady has lips that look like fat grubs, so she is less ugly than other stupid elves."

Edella blinked at what had to be the most insulting compliment she had ever received. Stepping outside, the at least partially naked goblin absentmindedly scratched a few flakes of dried mud off his belly as he regarded the horrific-looking Kulwek effigy.

Turning to look up at Edella, he said "Stupid elves are stupid with grubs, stupid with fishies, but smart at killing Kulwek. I go tell King that elf coming soon."
Edella watched the green little creature climb back on the log to get pulled safely across the river.

She thought to herself that the filthy little savage floating off on that log was probably the finest goblin diplomat anyone was ever likely to meet. Chuckling, she returned to the little room inside where, after finding some dishes, she shared nearly half of the decadently delicious fish with everyone there.

...
>>
>>4257691
Vestan, Conrys, a few other sages, and a few elves with strong backs were sent to establish a quarry in the hills near the logging camp. Vestan had reluctantly agreed to clear the way with his command of the Phoenix Blast, which was less precise and powerful as Edella's, but could do the job.

Vestan needn't have worried though, as his skill was more than enough to get the quarry started. In fact, the heat had melted some of the black veins of sand amongst the rock, changing it into a strange metal.

Vestan was fascinated by the metal flakes as they seemed magically drawn to each other with no presence of mystical energy whatsoever. Conrys identified it immediately as Lodestone and was extremely excited about it.

He gathered up as much ore and flakes he could and raced home alone on a Bodenave. After stopping with a bowyer, he flew into his tent and began working on a project immediately.

He explained to Edella when she checked on him that, although a true metalsmith could easily fashion arrowheads and all sorts of other tools with this iron ore, their settlement lacked an actual metalsmith. But Conrys was familiar with casting.

He was able to use river mud to make a mold of a finely crafted briarthorn arrowhead. Then, he converted the ore into molten iron and poured it into the cast.

The master bowyer he had spoken to had ideas of how iron pieces could support a wooden bow to form a stronger, more powerful bow of the composited materials. Edella hugged Conrys when she realized what this could mean for their fighting forces, especially since there was no additional training needed to use the stronger bow and arrows.

...
>>
>>4257692
The Kulwek had threatened to return by the end of the harvest season so Edella knew that she had to plan the next actions carefully in case the Kulwek had not been scared off for good. But first, she had to send someone to talk to the Goblin King.

She planned to send the elf envoy with two scouts on three Bodenave, so she was certain that they would return before any Kulwek appeared. The question of who to send remained.

Hakken would be strong, but no, he would make a terrible diplomat.
Conrys was wise but romantic and occasionally lost in idealism.
Vestan was extremely intuitive but awfully young and inexperienced.
Keb always made sound decisions but might be too kind and decent for diplomatic work.
In the end, she might have to go herself after all.

Who did Edella send to speak with the Goblin King?
>Conrys because he has proven his wise leadership.
>Vestan because no one else has his unique insight.
>Keb because he can bear the goblins with his endless patience.
>Queen Edella Farn the Phoenixheart because she can assess the other ruler.
>Write-In

You have 4 Actions for the beginning of Autumn:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6 from Settlement
>Gather Food with up to 11 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Engage Diplomacy
>>
>>4257693
KILL the goblin king and destroy their civilization in one stroke muahahaha.
>>
>>4257693
>Vestan because no one else has his unique insight.
>Explore - Discover Resource
>Gather Food with up to 11 Units
>Develop Mysticism
>Develop Technology
>>
>>4257693
>Queen Edella Farn the Phoenixheart because she can assess the other ruler.

From what it seems, my initial summations were correct- while the rank and file don't appear to harbor any particular love for elves, nor sense for cultural differences, the King seems to have at least two braincells to rub together and might be trying to make this work, simply being hampered by his underlings' prejudice. He may take an envoy as a slight, or worse, one of our envoys might not realize this fact well enough to tolerate what the help says to understand what the ruler wants to say.

>Gather Food with up to 11 Units
>Develop Technology
>Explore - Move Units Speed 6 from Settlement
>Develop Mysticism
>>
>>4257693

>Vestan because no one else has his unique insight.

//
>train 4 additional archers
>create a proper smithy
>develop heavy warbows
>farm with 6 units
>>
>>4257693
>Keb because he can bear the goblins with his endless patience.
We gotta keep the Queen in the settlement. The combat bonus from Fiery Beacon is really good since it scales with how many combat units we have.

>Develop Mysticism: Know No Fear
Develop the philosophy of our elves and the EWtE from Mental Discipline (I) to harden them to death and make them willing to sacrifice it all for the colony. We're going to war.
>Gather Food with all available Units
>Develop Mysticism
Have Edella develop her phoenix powers in buffing the elven combatants around her (the Fiery Beacon line)
>Develop Technology: Feather Gambesons
Outfit our units with lightweight gambeson armor using bodenave feathers. It won't provide as much defensive power as something like iron, but won't compromise on the mobility advantage of the mounted archers
On the topic of iron, I'm surprised that metalworking advance worked. I'm guessing it wouldn't have worked if it wasn't paired with making a quarry using firebombs
>>
>>4257693
>Queen Edella Farn the Phoenixheart because she can assess the other ruler.
>>
>>4257693
>send Keb
>gather food with all non escort units
>build structure - blacksmith
>research - metalworking 2
>explore with 2 bodenave riders northwest across the river looking for any signs of kulweks
>>
>>4257693
>>4257718
Disregard this vote
>>4257719
+1
>>
>>4257693
>>Event
Torn between Queen or Keb. Queen cause we can be back in time for the attack, and it might be respectable to see king to queen. But Keb would match their diplomatic minded goblin for our diplomatic minded elf on the first established talks.
Think I'll lean Keb, and see if we can do a diplo with queen later, but no matter what, we should definitely get some grubs or other some such from the farmlands and rivers to present as an equal gift.
>Keb for the important diplomatic aspect of Patience, along with a basket of grubs, make em plump ones. Make sure to also mention Queen couldn't make it this season because we're smashing Kulwek skulls in.

>>Actions
>Gather Food with up to 11 Units
>Develop Tech: Feather Gambesons
I like >>4257717 idea with the armor, let's go with it. Maybe use some of the wood or briarthorn bark in it as well. The vines themselves should be good as a string-equivalent to bind stuff together.
>Develop Mysticism: Empathy for Elves 101
Let's use some mental discipline to teach our elves to at least tolerate other races. We need to make sure we can not piss off everyone with our god awful diplo roles.
>Build Structure - Improve the tower/fort with the new stone
Come on people, we're about to have a fight with the fishstealers, we need to make sure our defenses are sound, our offense is already pretty damn good.
>>
>>4257693
>>Vestan because no one else has his unique insight.

>Gather Food with up to 11 Units
>Develop Technology (Personal body armour)
>Develop Mysticism (War magic)
>Build Structure (smithy)

Honestly if we're going to send the Queen herself we might as well try powering up and assassinate the Goblin King since the goblin civ will auto dissolve if their king dies.
>>
>>4257717
>I'm surprised that metalworking advance worked. I'm guessing it wouldn't have worked if it wasn't paired with making a quarry using firebombs
Phoenix Blast definitely provided the narrative justification.
It was kind of a combination of me allowing the quarry to act as a twofor with mining because it could have gone nowhere depending on the ore and then dumb luck landing on Magnetite.
>>
>>4258186
I guess we should probably use units to explode hexes for other resources before just plopping down structures. That way we can tell if, for example, one of the three possible spots to place a quarry also has extra metal or fancy stone or some such.
Hooray for blind fucking luck coming in clutch.
>>
>>4257866
>since the goblin civ will auto dissolve if their king dies.

you mean the big gob no longer tells the starved goblins not to raid and rape us
>>
>>4258485
No anon. Look at the original starting OP pic. On the list of racial traits for gobs.
>>
File: IMG_20200517_041901.png (102 KB, 243x526)
102 KB
102 KB PNG
>>4258485
Excuse the shitty crop job.
>>
>>4258648
What he's saying still makes sense though. The goblins won't just disappear into nothingness, and it's reasonable to infer that they'll become total barbarians who will attack us for no reason. It could be the "two front war" a lot of anons seem to fear.
>>
Rolled 2, 5, 5, 2, 5, 3, 6, 1, 2, 3, 5, 1, 1, 1 = 42 (14d6)

>>4257695
>KILL the goblin king 1
>>4257696
>Vestan 1
>Explore - Discover Resource 1
>Gather Food with up to 11 Units 1
>Develop Mysticism 1
>Develop Technology 1
>>4257712
>Edella 1
>Gather Food with up to 11 Units 2
>Develop Technology 2
>Explore - Move Units Speed 6 from Settlement 1
>Develop Mysticism 2
>>4257714
>Vestan 2
>//
>train 4 additional archers 1
>create a proper smith 3
>develop heavy warbows 3
>farm with 6 units 1
>>4257717
>Keb 1
>Develop Mysticism: Know No Fear 3
>Gather Food with all available Units 3
>Develop Mysticism: Fiery Beacon 3
>Develop Technology: Feather Gambesons 3
>>4257719
>Keb 2
>gather food with all non escort units 1
>build structure - blacksmith 4
>research - metalworking II 3
>explore with 2 bodenave riders northwest across the river looking for any signs of kulweks 2
>>4257721
>Keb 3
>gather food with all non escort units 2
>build structure - blacksmith 5
>research - metalworking II 4
>explore with 2 bodenave riders northwest across the river looking for any signs of kulweks 3
>>4257799
>Keb with a basket of grubs 4
>Gather Food with up to 11 Units 3
>Develop Tech: Feather Gambesons 4
>Develop Mysticism: Empathy for Elves + Diplomacy 3
>Build Structure - Improve the tower/fort with the new stone 3
>>4257866
>Vestan 3
>Gather Food with up to 11 Units 4
>Develop Technology (Personal body armour) 5
>Develop Mysticism (War magic) 4
>Build Structure (smithy) 6
>Edella Kill Goblin King 2
Vote closed

Keb with a basket of Grubs
Goblin Diplomacy 2d6-1+2
Dusk Elves Diplomacy 2d6-1+2+2

Build Smithy 2d6
Feather Gambesons 2d6
Gather Food with 11
War Magic: I'll try combining No fear and Firey beacon 4d6+1
Growth 2d6-1
>>
>>4259473
Translated (Sorta)

>Diplomacy
Even Steven, for once. Well, at least in base rolls. With modifers, Elves come out on top, but it's closer than before.

>Smithy
Dwarves we are not, but we're pretty good at building stuff nonetheless!

>Feather Gambesons
Meh. Started high and then tripped up somewhere.

>War Magic
Meh leaning towards iffy.

>Growth
Snake Eyes AGAIN. Iunno, Blame Elven maturity rates. We take a while to mature because we live long. Because otherwise dang.
>>
>>4258668

That's a dumb rule, why would the whole civ fail because of one guy dying, is he the Alexander the Great of the goblins or some shit? Why would he be irreplaceable? What makes him so special? Even if he is indeed irreplaceable I say don't pay too much attention to it, the goblins will remain a threat even if we murder their leader, even if no other goblin immediately takes his place as goblin king uniting his people the goblin tribes won't just disappear like the other anon said and will probably immediately rob, rape and kill us unrelentingly.
>>
>>4259496
>Snake Eyes AGAIN. Iunno, Blame Elven maturity rates. We take a while to mature because we live long. Because otherwise dang.
maybe elf pregnancy takes longer? dunno

>>4259503
I don't make the rules. Goblins are probably too dumb not to get themselves killed without the king.
>>
>>4259503

i assume they fracture and split into roving half starved gangs. indeed no longer a civ, more a disorganized rapacious hungry pest.
>>
>>4259682
Right- and that can only be worse since no one will be holding them back.
>>
QM cursed?
>>
>>4261415
Not really. There was an emergency yesterday, and I went a little overboard with writing the goblin meeting but I will update soon.
>>
>>4261726
CUUUURRRRRSED
>>
Year Three: End of Autumn

>Population Workforce Tier IV: Vital (29 -0 +1 = 30 pips)
>Health Tier 2 (3 -0/2 + 4 pips)
>Morale: 1
>Food: 17 Stores (5 -29 +9 +8 +24)

>Units: 11 of 11 Available: 3 Farmers, 7 Firethorn Bowriders, and Edella
Farmer: +2 to Gather (Produce/Grain)
Firethorn Bowriders: +4 to Gather (Game/Fish); +3 to Gather (Mystical/Bird); +7 to Offense; +3 Speed;
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (II): Phoenix Blast: +1 Stone during Earthen Construction; (+20 +14 Pyro pips; 16 needed for Phoenix Flame (III))
Phoenix Flame (II): Detection Effigy [Kulwek] +3 Defense to all allies within 3 hexes versus target race. Negates "Surprise Attack". (20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (III): Queen's Hearth: +2 Health, +½ Morale, & Pop divided by two for Food Consumption in Winter; (+20 +30 +7 Pyro pips; 53 needed for Phoenix Flame (IV))
Firethorn Arrows (III): +3 to Gather (Game/Fish/Mystical); +5 to Offense (Ranged); (29 Archery pips +10 +15 +12 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+24MD pips 6 more needed for(II))
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; Includes Fishing (I); (+20 MD pips)

...
>>
>>4261819
>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Archery (II): Ironthorn Arrowheads and Composite Bows: +2 to Gather (Game/Fish); +3 to Offense (Ranged); Automatically upgrades existing units with Archery; (10 +20 +6 "Archer" pips

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall: +1 Defense Structure (+10 Earth pips)
Turf House (I): Dugout Barn: + 1 Health

Stone Construction: (10 Stone pips)
Stone Defenses (I): Fortress Base: +1 Defense Structure (+6 Stone pips)
Mining Quarry (I): +1 Gather Stone; +1 Gather Ore; (+15 Stone pips)

Wood Construction: (10 Wood pips)
Logging Camp (I): +1 Gather Wood (+14 Wood pips)
Wood Defenses (I): Palisades: +1 Defense Structure (+10 Earth pips) (+12 Wood pips)

Metalsmithing (I): (10 Metal pips)
Cast Iron (I): Convert 1 unit of Lodestone Ore into 1 unit of Iron peer turn; (+11 Metal pips)
Ironsmithing (I): +4 to Technology Development Rolls (+13 Metal pips)

Feathercraft (I): Feather Cloaks +1 Health; (10 +15 "Feathercraft" pips 5 more pips until Gambesons)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips) ***

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction
Farmed Food: 1 Hex; Stores (17); Grains, Produce
Foraged Food: 1 Hex; Stores (0)
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs,
Stone: 2 Hex; Stockpile (2);
Lodestone Ore: 1 Hex; Stockpile (0);
Iron: Stockpile (1);
Wood: 1 Hex; Stockpile (2);
Briarthorn: 3 Hex; Stockpile (0)
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
Smith: Jeros Aman (Tier I)

>Structures:
Elf Settlement (I): +2 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense

Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;

...
>>
>>4261820
Edella decided to send the even-tempered Keb to speak to the Goblin King. And he returned from the goblin lands with quite a story.

Keb and the two accompanying scouts had hurried along north of the river, quickly spotting a goblin that waved them on, further north, through wet grasslands, and into swampy marshland. Every so often, they would encounter another goblin or two who would point them further north.

The Bodenave slowed somewhat in the wet ground but managed well. As the three elves journeyed north through the marshland, they saw a tall, light brown stone tower looming high on a hill far to the west.

Eventually, the vegetation got thicker and lusher until they were preceding through a dense jungle with what seemed like a goblin behind every tree. At one point, a laughing and particularly dull-eyed goblin threw a ball of mud at Keb, narrowly missing his face.

The mud-tossing goblin was immediately leaped upon by several other goblins who started savagely and joyously beating him. This seemed to start a sort of massive brawl amongst the goblins surrounding the three elves who urged their Bodenave to go faster, escaping the melee.

Never really encountering what Keb could call a "village", they were eventually guided to a cluster of large trees with an odd woven-cloth canopy webbed between them almost like a tent. A goblin standing in front pointed at an opening between two trees and said "King's tree."

The goblin quickly stepped away and Keb left one scout outside to watch the Bodenave and stepped inside with the other, carrying a large basket heavy with the best grubs the Dusk Elves could find. The interior of the enclosure was a total surprise.

There was a warm fire pit on one side, with the smoke billowing out the top like a proper tent, but the floor was a mass of vines that had been plucked smooth, woven, and laid out so that they lied nearly level. There was a crude wooden bench where guests might sit and a small pile of furs laying stacked in the corner that would make a comfortable if very small bed.

And there were three large wooden tables stacked with wooden dishes and piles of leaves, berries, roots, and gourds. A large metal dagger was sticking up, stabbed into one table next to some recently chopped roots.

Piles of stuffed sacks lied around the edges of the dwelling, lining the edges of the tree-tent. Sitting on a stool in between all three tables, was a goblin wearing a woven cloth loincloth.

Aside from the strange, woven vine floor, there was something bizarrely different about the place and the goblin within it. The goblin looked like any other goblin except that there was no sign of dirt or disorder about him or anywhere in the room.

Even the piles of sacks were somehow piled orderly. And the goblin himself was spotlessly clean.

...
>>
>>4261824
The goblin was busy picking small green leaves from the stem of a plant, licking each one, and then carefully placing it in a wooden bowl. Seeing Keb enter and approach, the goblin set the plant and bowl aside, clearing a place for Keb to set down the basket.

"A gift from the Dusk Elves to the King of the Grubsack Grubbers," Ken announced.
"Ah, you are indeed the emissary from the southern elves. I thought as much." The goblin king said as he eyed the squirming grubs in the basket.

When Keb relayed the story to Edella, he admitted to being stunned motionless at this point by how eloquent the goblin was.
"Please, sit, sit." The goblin had said waving at the bench before digging with both hands into the grubs.

Keb sat in the center of the bench while the scout stood behind him with deference.
"Ah, there we are," The king said as he pulled out a short, fat green grub.

"Most of the Grubbers prefer the larger, flaxen ones, but I find these tasty little emeralds to be my favorites, especially when sautéd properly." The goblin's lips smacked with pleasure as chewed the live grub. "It really is a pity that I can't convince more Grubbers to try cooked grubs."

"But as a leader, I'm sure you understand how sometimes it's best to let your people do what they feel like before they will listen to what you know is best."
"A fledgling bird must be allowed to fall from the nest before it learns to fly," Keb replied wisely, having recovered from the surprise.

"Yes! Yes, exactly!" The goblin smiled a creepy smile full of sharp teeth and then suddenly froze. "...what is it with you elves and birdies? ...and fishies? I wonder..."

The goblin seems to get lost in thought for a moment before snapping back. "I think all leaders must understand such things, on some level."

"I feel I should say though that I am not a leader, she sent me though, I-"
"Nonsense!" The goblin barked. "Of course you aren't the Kweeng Adele, but your hands and arms are those from a life spent digging into the soil, like Grubbers."

The king waited expectantly for something but Keb didn't understand.
"Yes, but..."
The king sighed "But now your hands calloused but clean. Your claws are smooth and unworn. Your back is straight and you seem well."

"In short, elf, you have dug, can still dig, but do not dig because you lead others who dig instead. You are a leader of others who pull food from the soil."

"I am, actually." The elf farm master said, astonished. "My name is Keb and our Queen is named Edella Farn."
"Ah. Names. Grubbers seldom bother with names. King is the only name I'll ever need."

"May I ask you why it is that you are clearly intelligent and knowledgeable while your people..." Keb struggled to find a kind way to finish his thought.
"While my Grubbers are mindless idiots content to bludgeon themselves for entertainment, yes?"

...
>>
>>4261826
Keb shrugged diplomatically.
"What I am is a sort of coalescence of the combined intelligence of the Grubbers."
Keb blinked in response.

"If the scout behind you were to kill me with that stone knife in his belt, clearly inherited from a parent from its worn sides but sharp edge with signs of repeated handle replacement, my Grubbers would go mad briefly, but another would emerge just as intelligent and knowledgeable as I. It's a trick to our survival that one o us bears the onus of higher thought while others blissfully enjoy their ignorant mud fun."

"Of course," King adds with a wink. "Being killed wouldn't be nice for me at all, so I do my best to avoid such danger."
"Naturally." Keb agreed. "Now about the reason for this visit, I-"

"The Kulwek are a problem shared by both our people. They came to our trees and demanded we waste grubs catching fishies just to give them all to the Kulwek."

"They approached us with a similar threat and the time they claimed they would return is nearly here," Keb replied as King nodded grimly.
"We saw that you forght them as we did. However, it seems that you were far more successful than we were."

"One Kulwek warrior alone decimated our numbers. I had hoped that you elves could fight and kill them for us or teach us to kill Kulwek as you do."

"That is a fine idea..." Keb tried, "Did you have anything you might trade for such a service?"
Gesturing to the abundance of plant debris neatly stacked around him, King said "Knowledge, of course."

"We could educate you elves on proper living in addition to giving you some fishies."
"I, uh, can take your offer to Queen Edella. But I am afraid we may not have time to reply before the Kulwek return.

"I believed that might be the case, but this way I can at least offer you the knowledge that even if you are successful in killing them again, the Kulwek will not starve. I must have my Grubbers catch the fishies and give them to the Kulwek."

"Perhaps we can talk again after the winter thaw. I would like to see an end to the Kulwek." King said smiling.

Standing, Keb tried to end on a positive note. "Thank you for letting us visit your tree. It is quite pleasant and ordered."

"I find it useful and agreeable. And besides, the Grubbers think it's absolutely terrifying!" And King's smile widened with genuine mirth.

...
>>
>>4261828
Keb looked deep into Edella's eyes when he described this part of the story. King had been mostly pleasant and inviting during the visit, for a coarse and savage goblin, and was obviously brilliant.

But Keb warned her that although he did feel that they could trust King to act pragmatically, the sadistic glee that lit up in the creature's eyes at the thought of frightening his own people was a cruelty Keb had never seen in any elf.

For the rest of the day and evening, Edella grilled Keb for details and made him repeat the story several times. Until finally that night, she felt she had learned all she could and let the two of them climb into her bedroll and, enjoy some well-earned relaxation and rest.

Conrys had been hard at work, building a wooden smithy, supported by stone for them to work the ore into iron in. He did his best to replicate what he knew of smithing tools and equipment, in addition to the casting forge.

A number of sages and crafter elves tried their hands at smithing and only one crafter, Jeros Aman, had any skill. His first achievement seemed negligible to Edella at first: iron needles.

But soon, she saw the importance of the small metal tools. For months, the feathercrafters had been working on protective clothing for the scouts, but with the iron needles, the progress went much faster.

She set Jeros to work making iron tools to help her people develop her settlement improve. Then, she checked on Vestan's progress.

She had ordered Vestan to develop mysticism suitable for war. She wanted to harness the steadfast will of her most fearless, hardened, and selfless warriors and be able to spread that spirit amongst all her fighting elves in battle, like her Fiery Beacon.

Vestan had made considerable progress in developing the new skill. He felt that soon, in as little as a few days, he would breakthrough and understand how to achieve the effect.

Edella smiled. The feather gambesons her crafters were working on would be ready by then and it was not yet time for the first frost.

In a few days, the preparations for the Kulwek would be done and they would be ready. Her heart sank and she silently cursed her hopefulness as she heard the alarm go up.
The Kulwek weree approaching.

...
>>
>>4261831
Long before, she had planned on the defensive formations to take when the Kulwek arrived. Vestan and Conrys immediately ushered all the non-combatant elves into the dugout barn, safe behind the palisades.

Keb had three units of well-muscled farmers with tools and Hakken had seven units of Firethorn Bowriders.
Edella had felt certain that the Kulwek would attack the fortress first.

The primary defense point would be the fortress and she could marshal all of her forces there, but there was also the option of leaving some units behind to defend the settlement in case she was wrong. The effigies revealed that four units of several Kulwek each were advancing down the river.

As she had planned well for the battle, Edella quickly arrived at the fortress to lend aid with her Beacon, heartening her people with her mere presence as well.
As the Kulwek attacked the fortress, how had she distributed the elves?
>Sent all of them to defend the Fortress
>Left the farmers to defend the settlement and had all the Firethorn Bowriders defend the fortress
>Left the farmers to defend the settlement and had some [#?] of the Firethorn Bowriders defend the fortress.
>Write-In


Available units:
7 Firethorn Bowriders: +7 Offense
3 Farmers: Present

Fortress Units: +4 Defense;
Edella: +1 Offense per unit in Hex

Settlement Units: +2 Defense


You have 4 Actions for the end of Autumn:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6 from Settlement
>Gather Food with up to 11 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Engage Diplomacy
>>
Holy shit the King is kinda a bro. So that's the trick. It's a linked intelligence. The more goblins, the smarter the designated King is. And they DO listen to him. So as annoying as they all are, it'd be a good idea to keep on their good side.

>>4261832
>Leave a few Bowriders behind to help defend the settlement. This will allow them to put up an initial defense if necessary and force the enemy to take time to break through the archery line, possibly allowing for either a easier time fighting back a secondary front, or allowing a pincer or flank. Alternatively, if they ignore the settlement and come straight for the fortress, we have forces in position to, again, pincer them with long range support fire.

Strange to give this with a battle looming, buuuut...

>Gather Food with up to 11 Units
>Gather Resource (Wood)
>Build Structure (Some sort of defensive barracks if we don't have one)
>Engage Diplomacy (Goblins)
>>
>>4261832
>leave 2 bowriders behind. Instruct them to horse archery attackers mongol style. If they run out of ammo avoid pitched melee and skirmish and distract. If the attackers are whittled down sufficiently, Keb is authorized to perform a charging counterattack. If no attackers appear after 4~6 hours instruct the riders to reinforce the north.
Edella and the rest of the bowriders will use the same mongol horse archer strategy at the fortress area.

Not picking any actions because what I would pick hinges on the results of the battle.
>>
>>4261832

Actually, yeah, same as >>4261877 regarding my actions. Rescind those choices, they'll depend on the battle's outcome.
>>
>>4261832
>Left the farmers to defend the settlement and had all the Firethorn Bowriders defend the fortress
>>
Rolled 6, 3, 2, 1, 3, 3, 4, 5, 1, 1, 5, 3, 1 = 38 (13d6)

>>4261878
>Actions depend on the battle's outcome.
Fair enough.
We'll resolve the battle first, at least numerically. I'll add the flavor later.


>>4261851
>Leave a few Bowriders behind to help defend the settlement. 1
>>4261877
>leave 2 bowriders behind. 2
>>4262012
>Left the farmers to defend the settlement and had all the Firethorn Bowriders defend the fortress 1

Closing the vote kind of more soon than usual.

Leave 2 Bowriders at the settlement.

>Fortress Units: +4 Defense;
Edella: +1 Offense per unit in Hex
5 Firethorn Bowriders: +7 Offense

>Settlement Units: +2 Defense
2 Firethorn Bowriders: +7 Offense
3 Farmers: Present

This battle system is super untested so for this first, real battle, I am going with the math I worked out for the OP.

4d6 (Kulwek Units) +5d6 (Kulwek Racial Offense) +X(Kulwek Modifiers) -4d6 (Dusk Elf Defense) -4(Fortress) = Kulwek Combat Score

...
>>
Rolled 1, 1, 4, 6, 6, 6, 6, 2, 3, 5, 4, 2, 2 = 48 (13d6)

>>4262192
6d6 (Dusk Elf Units) + 4d6 (Dusk Elf Racial Offense) +7 Firethorn Bowriders) +6(Fiery Beacon) -3d6 (Kulwek Defense) = Dusk Elf Combat Score
>>
>>4262192
>>4262194

Okay, from how I'm reading these numbers, we hold pretty well.
>>
>>4262206

time to make armours out of dead k*lwek skin to intimidate them.
>>
>>4253026

Did you draw that birb in the OP QM?
>>
>>4262192
29 -14 = Kulwek Combat Score = 15

>>4262194

53 -11 = Dusk Elf Combat Score = 42

42-15 = 27

Dusk Elf Victory
Kulwek Attrition = 27
>>
>>4262281
Do smart tactics actually matter or is it just inflate ur numbers (tech+troops+magic) and hope your rolls are bigger?
>>
>>4262270
>Did you draw that birb in the OP QM?
Strictly speaking, I digitally painted the bird, so yes.
Except the eye. I can't take credit for the eye. That's a nice eye. I just added a bit of color to it.

I can draw, but 100% OC art would delay things by days. Plus, I can sketch and paint, but my line art struggles to reach mediocrity.
>>
>>4262301
>Do smart tactics actually matter or is it just inflate ur numbers (tech+troops+magic) and hope your rolls are bigger?
Great question.
The system was designed with the intention of the players using tech, troops, and magic to outway the value of rolls.
So at the start, racial traits and good rolls win, but later on, best-developed wins.

As far as tactics, it varies.
I really wanted to supplement the system with a skirmish-style minigame battle.
But when I looked into it, that's a whole huge endeavor I'm not equipped for and by making minute player decisions determine the outcome of the battles, it lessens the impact of the developments, which is the focus.
So really, if the civ runs as I intend, most of the battles won't be close enough to warrant a skirmish level play.
Although that would be a fun way to resolve a tie.

On the other hand, tactics like splitting the defenses, setting up the Kulwek radar, setting up the fortress, all affected the battle before it started.

>>4261851
>This will allow them to put up an initial defense if necessary and force the enemy to take time to break through the archery line, possibly allowing for either an easier time fighting back a secondary front or allowing a pincer or flank. Alternatively, if they ignore the settlement and come straight for the fortress, we have forces in position to, again, pincer them with long-range support fire
>>4261877
>Instruct them to horse archery attackers mongol style. If they run out of ammo avoid pitched melee and skirmish and distract. If the attackers are whittled down sufficiently, Keb is authorized to perform a charging counterattack. If no attackers appear after 4~6 hours instruct the riders to reinforce the north.
Had the Kulwek fought differently, this could definitely have come into play.
These are great tactics and posted like this, I consider them Clever Write-Ins and would try to work out a one-time mechanical bonus for them, like adding +2 Diplomacy for a basket of grubs.

However, I don't want to weight write-Ins too much because they would overshadow established Development with whatever the players came up with at the time.

Remember that any of these could be turned into a permanent development:
>Combat Tactics(I):
>Archery Line (II): Delays approach of melee fighters, giving ranged units First Strike
>Mongol Bodenave Style Archery (I): +X Offense
>Empty Quiver Tactics (I): +X Defense to Allied ranged units from Melee attacks
>Charging Counter Attack (I): Units uninvolved in combat may join combat if within X hex.

As an anon pointed out, philosophy could be considered Mysticism. So if you can suggest how to justify combat tactics as Mysticism instead of Technology for the better rolls, I'd allow it.
(What is the mysticism equivalent of technobabble?)

I hope all this helps you understand how I try to incorporate your tactics.
>>
>>4262281
The Dusk Elves devastated the Kulwek attacking forces, leaving no attacker alive.
The only elf injury was suffered by Hakken Brassclaw defending the front four of the fortress and he merely cut his arm blocking the weapon they discovered that many of the Kulwek carrying: A sharp hooked club made out of the thigh-bone of another Kulwek.

...

You have 4 Actions for the end of Autumn:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6 from Settlement
>Gather Food with up to 11 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Engage Diplomacy
>>
>>4262458
>Explore move units (7 units of bodenave riders, Edella, Vestan and Hakken) towards the direction the kulweks came from
recon in force to counterattack the kulwek
>mysticism : experiment to have a volunteer eat a kulwek heart and see what happens
>develop technology: pottery
>develop technology: food storage 2
>>
>>4262503
>towards the direction the kulweks came from
Hmm...
They came in the river from the west, so I might take that to mean "follow the river", looking for signs of the Kulwek.

Also, just clarify, Vestan and Hakken can totally go, but they don't count as separate units. They do count as resources so they might matter beyond fluff.
>>
>>4262458
>Gather Food with all available Units
>Explore - Discover Resource
Send four of the mounted archers up the river in search of the Kulweks. They have permission to attack/capture any Fishstealers they want
>Develop Technology
Finish those gambesons
>Develop Technology
Think of building larger iron tools for farming. Things like iron plows and scythes based on what we've seen at the Harvester Fields.
>>
>>4262727
support
>>
>>4262727
+1
>>
>>4262458
Hot damn, food stores are nice. Might as well stock up for winter, but even then, this feels like the most prepared we've been for winter all game.
Also, magic is a hell of a drug. Jumping straight from stone age to iron, don't even have to bother with copper or bronze, all thanks to fire magic. Is that a +4 per dice?

Goblins have a very interesting set up. I quite like it, QM. A sort of gestalt consciousness, but where its intelligence rather than will that is centralized. I now have several different questions I want to ask the king about separate goblin kingdoms fusing together or breaking apart, and how the King/Kings react to that. Similarly, it makes me think about how the demons the goblins know about work, since they also have that 'centralized unit is their keystone' gimmick.

>>Actions
>Gather Food with all units
>Explore - Move Units:
I'm good to send 4 bodenave units up river to see if we can counter-raid the lizards. Keep farmers back of course, as well as Hakken. He's a good warrior, but not the best leader nor should we risk him since he's been hurt. Better to make sure that wound of his doesn't get infected.
Keep one archer for defense, send the other two out to see more of the world. Perhaps One South, the other NE.
>Develop Tech: Gambesons
>Develop Tech: Pottery
>>
>>4262458
Capture a live one and EAT THEIR HEART
>>
>>4262917
>Jumping straight from stone age to iron, don't even have to bother with copper or bronze, all thanks to fire magic.
Well, it also helped that you discovered iron ore, not copper or tin.

>Is that a +4 per dice?
Just per roll.

>nor should we risk him since he's been hurt. Better to make sure that wound of his doesn't get infected.
Tis but a scratch!
>>
>>4262503
>Explore move units towards the direction the kulweks came from 1
>mysticism : kulwek heart 1
>develop technology: pottery 1
>>develop technology: food storage II 1
>>4262727
>Gather Food with all available Units 1
>Explore - Discover Resource - Kulweks 1
>Develop Technology: gambesons 1
>Develop Technology: Iron Harvesting 1
>>4262860
>Gather Food with all available Units 2
>Explore - Discover Resource - Kulweks 2
>Develop Technology: gambesons 2
>Develop Technology: Iron Harvesting 2
>>4262878
>Gather Food with all available Units 3
>Explore - Discover Resource - Kulweks 3
>Develop Technology: gambesons 3
>Develop Technology: Iron Harvesting 3
>>4262917
>Gather Food with all units 4
>Explore - Move Units: Kulwek 4b
>>Develop Tech: Gambesons 4
>>Develop Tech: Pottery 2
>>4262944
>Kulwek Heart 2

Technically the vote is still open until morning.
>>
>>4263421
I'm retarded. I just saw that I posted
>Explore - Discover Resource
instead of
>Explore - Move Units Speed 6 from Settlement
Probably doesn't matter since I described what we were trying to do. Idea is to find where they are since they're weak from their failed attack
>>
Rolled 2, 1, 5, 1, 4, 2, 1 = 16 (7d6)

IP range ban is back, so the update might not get posted for about 8 hours.
I'll try to work around it earlier.
I had to roll off-site
Let's see which is better.
>>
Year Three: Beginning of Winter

>Population Workforce Tier V: Bustling (29 -0 +6 = 35 pips)
>Health Tier 2 (3 -0/2 + 5 pips)
>Morale: 1
>Food: 32 Stores (17 -35 +9 +8 +24 +9)

>Units: 11 of 11 Available: 3 Farmers, 7 Firethorn Bowriders, and Edella
Farmer: +2 to Gather (Produce/Grain)
Firethorn Bowriders: +4 to Gather (Game/Fish); +3 to Gather (Mystical/Bird); +7 to Offense; +3 Speed;
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (II): Phoenix Blast: +1 Stone during Earthen Construction; (+20 +14 Pyro pips; 16 needed for Phoenix Flame (III))
Phoenix Flame (II): Detection Effigy [Kulwek] +3 Defense to all allies within 3 hexes versus target race. Negates "Surprise Attack". (20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (III): Queen's Hearth: +2 Health, +½ Morale, & Pop divided by two for Food Consumption in Winter; (+20 +30 +7 Pyro pips; 53 needed for Phoenix Flame (IV))
Firethorn Arrows (III): +3 to Gather (Game/Fish/Mystical); +5 to Offense (Ranged); (29 Archery pips +10 +15 +12 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+24MD pips 6 more needed for(II))
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; Includes Fishing (I); (+20 MD pips)

...
>>
>>4265341

>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Archery (II): Ironthorn Arrowheads and Composite Bows: +2 to Gather (Game/Fish); +3 to Offense (Ranged); Automatically upgrades existing units with Archery; (10 +20 +6 "Archer" pips

Earthen Construction: (10 Earth pips)
Earthen Defenses (I): Earthen Wall: +1 Defense Structure (+10 Earth pips)
Turf House (I): Dugout Barn: + 1 Health

Stone Construction: (10 Stone pips)
Stone Defenses (I): Fortress Base: +1 Defense Structure (+6 Stone pips)
Mining Quarry (I): +1 Gather Stone; +1 Gather Ore; (+15 Stone pips)

Wood Construction: (10 Wood pips)
Logging Camp (I): +1 Gather Wood (+14 Wood pips)
Wood Defenses (I): Palisades: +1 Defense Structure (+10 Earth pips) (+12 Wood pips)

Metalsmithing (I): (10 Metal pips)
Cast Iron (I): Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn; (+11 Metal pips)
Ironsmithing (I): Hand Tools: +4 to Technology Development Rolls (+20 Metal pips)
Ironsmithing (II): Farming Equipment: +1 to Gather per Farmer Unit/Farm (+20 +3 Metal pips)


Feathercraft: (10 FC pips)
Plumage Wear (I): Feather Cloaks: +1 Health; (+20 "FC" pips)
Plumage Wear (II): Down Gambeson: +1 Health; + 2 Defense; (+20 +6 "FC" pips)


Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips) ***

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction;
Farmed Food: 1 Hex; Stores (32); Grains, Produce;
Foraged Food: 1 Hex; Stores (0);
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs;
Stone: 2 Hex; Stockpile (3);
Lodestone Ore: 1 Hex; Stockpile (0);
Iron: Stockpile (0);
Wood: 1 Hex; Stockpile (3);
Feathers: Stockpile (0);
Briarthorn: 3 Hex; Stockpile (0);
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
Smith: Jeros Aman (Tier I)

...
>>
>>4265345

>Structures:
Elf Settlement (I): +2 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]
Smithy (0): Metalsmithing; Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn;

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense

Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;

...
>>
>>4265348

The Kulwek raiders leapt out of the river and charged towards the fortress, roaring and swinging their weapons. The first wave was cut down by the massive volley of arrows raining down from the Archers on top of the fortress who had been waiting for them.

The second wave of Kulwek got considerably further, nearly half the distance to the fortress and some of them managed to block arrows with their massive bonehook clubs. Then the Firethorn Bowriders strafed them as they raced past on Bodenaves and struck down the advancing attackers.

The third wave of Kulwek erupted from the river much closer to the fortress and several reached the front door before being struck down. The final warrior, using the corpse of a smaller, fallen Kulwek as a shield, blocked nearly every arrow but was fought by Hakken and a couple of brave scouts and Hakken took off his head.

The battle was won and the Dusk Elves were triumphant. Their preparations hadn't all been finished, but they had been enough. Queen Edella Farn the Phoenixheart looked out upon the carnage and death spread out along the riverside and her breast swelled with pride and satisfaction.

So too will fall any enemies of the Dusk Elves.

...
>>
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>>4265349

Edella had the farmers finished with harvesting collect the corpses and clean up the battlefield as she, Hakken, and Vestan rode with seven Firethorn Bowriders along the north side of the river's edge, searching for additional Kulwek and hopefully finishing them off.

As they traveled along the river, they discovered a separate branch of the great river splitting off north of the brambles. They followed it as far as they could before they spotted a column of smoke stretching into the sky.

Tracking the smoke to its source, they found a tiny camp of smaller and weaker Kulwek drying many fish on sticks propped up in the smoke of a leafy fire. The Kulwek were surprised, outnumbered, and overpowered.

The last one alive had its still-beating heart cut out by Hakken's claw, which he immediately ate a bite out of dramatically, symbolically taking the power of his enemy. Although there was no apparent mystical benefit gained, Hakken enjoyed the following embrace with Edella, sharing the victory with her, as well as the Kulwek blood now upon both their lips.

Searching the small camp, it was clear that it was not the Kulwek's home and the elves found little of use aside from several woven sacks, clearly of goblin design, stuffed full of fish, some smoked dry, some not. As the first snowflakes of winter started to fall, Edella knew she needed to decide whether to continue searching for Kulwek or return home.

...

Back at the settlement, Conrys admired the farmers and scouts manning the palisades in full Down Gambeson armor and Feather Cloaks. They truly looked the part of a proper guard.

Conrys joined Jeros in the smithy to check his progress on their surprise for the Queen's return. Conrys had designed farming tools for digging, plowing, and harvesting, and Jeros had been bringing them to life.

Conrys was impressed as Jeros had finished far sooner than expected. The following year was due to be their most plentiful yet.

...
>>
>>4265355
Edella considered the actual threat of the Kulwek weighed against the risk of continuing their search for the Kulwek home. It certainly seemed like the Dusk Elves were well defended against attack, they had dealt their enemy a serious blow, and the winter without raided food might finish them off, but Edella Farn did not like to allow a foe to regain strength.

What does the queen decide to do regarding the search for the Kulwek home?
>Make camp and continue with the full force until the Kulwek are found and destroyed.
>Send most home, leaving only a small set of units to keep searching and then report on their reconnaissance.
>Return home for the winter and plan for an early spring raid.
>Concentrate on other matters and leave the Kulwek for dead.
>Write-In

You have 5 Actions for the beginning of Winter:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6 from Settlement
>Gather Food with up to 11 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Engage Diplomacy
>>
>>4265356
>Make camp and continue with the full force until the Kulwek are found and destroyed.
Don't wound an enemy when you can kill them
>>
>>4265356
>>Send most home, leaving only a small set of units to keep searching and then report on their reconnaissance.

Just to keep an eye on them. Winter war campaigns rarely end well unless you're born and bred for it. Which we are not.
>>
>>4265355
Huh, so they went that way?
Mind clarifying two things OP?
Which direction is the river flowing, and which direction are the goblins? We technically sent a scout/diplomat up there. Though we didn't spend an action on it, so I don't mind the lack of vision there, but a direction splotch like the golems would be nice.

>>4265356
>>Event
>Send most home, leaving only a small set of units to keep searching and then report on their reconnaissance.
Though finishing them off would leave us with a good feeling of security, its probably is best to not dally most of our forces out here for the full winter.
Does this mean we don't have to manually bring them back, or do we still need to spend an action on that?

>>Actions
>Gather Food with up to 11 Units
We actually have enough food in stores to feed our entire pop, thanks to that half-food-in-winter buff. Hot damn, Phoenix be praised.
>Develop Mysticism: Mental Discipline - Cav Archer Tactics
Since we've got well-equiped archers and well-equiped riders, let's take advantage of those with some purpose-trained tactics to utilize their strengths. Filling this under Mental Discipline for now, but its basically a thought process and approach to warfare. In general just shooting while riding, but probably a specific focus on Skirmishing and Flanking
>Develop Mysticism: Clay-Baking
Its harvested by hand, but using magic~ to heat and dry it.
>Develop Technology: Clay Structures/Construction

If we need to move our units still, then >Explore - Move units back towards settlement, otherwise >Develop Mysticism: Empathy for Elves (diplo buff)
>>
>>4265356
>recon

>gather food with all possible units
>develop tech - food storage 2
>develop tech - clay pottery
>develop mystic tech - clay pot incidiendaries (a small clay pot filled with flammables that a mystic lights and throws at the enemy)
>develop mysticism - eyes of the phoenix possession - Edella can take possession of birds weaker than pheonixes and see through their eyes and use that to scout
>>
>>4265356
>>Make camp and continue with the full force until the Kulwek are found and destroyed.

>Gather Food with up to 11 Units
>Develop Mysticism
Mongol Bodenave Style Archery (I): +X Offense
>Develop Technology
Building river boats/barges for fishing and patrolling
>Develop Mysticism
Massed fertility rituals. It's been almost four years and not a single baby has been born yet.
>>
>Develop Mysticism: Empathy for Elves (diplo buff)
>>
>>4265356
>Make camp and continue with the full force until the Kulwek are found and destroyed.
Tough choice, but fuck these assholes. The flames of the Phoenixheart will keep them warm enough for the winter. If the group do find the Kulwek, it would be best to take some prisoners.

>Explore - Move Units Speed 6 from Settlement
Move units up the river in line with the event choice
>Gather Food with all available Units
>Develop Technology
Planning (II). Like last winter, work on planning for future construction. This time, focus on
>Develop Mysticism
Dowsing, or something like it. Attune the mind to the location of valuable resources we can use, such as underground minerals/water
>Develop Mysticism/Technology
Start developing the Dusk Elf version of Art of War. Let's start out with how to use mounted archery more effectively (obvious hit and run shit), but we can expand it later to more diverse unit types. Not sure if it counts as an innovation (technology) or philosophy (mysticism), so go with whatever's right.

>>4265506
I'm pretty sure there have been some kids born "offscreen". It was implied last thread that our elves have massive orgies and we haven't developed technology: protection or anything so...
>>
Enslave the kulwek as a soldier class using magic?
>>
>>4265538
>>4265578
no we should kill not just the men, but the women and children
>>
>>4265356
>Make camp and continue with the full force until the Kulwek are found and destroyed
No mercy. They started the war. Full genocide.
>>
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>>4265434
>Which direction is the river flowing?
From the southwest to the north and east.

>which direction are the goblins?
Kinda pic related.
I can't access the files at the moment, but pic related is a roughly accurate splitch. I think. I will splptch accurately later.
>>4265434
>Does this mean we don't have to manually bring them back, or do we still need to spend an action on that?
I would pull them back as an Event Action. Which doesn't take one of your actions. Like when Diplomacy is thrust upon you.
>>
>>4265578
They're too smart and strong. Goblins would've made a perfect slave race though.
>>
Rolled 4, 6, 3, 2, 2, 2, 2, 5, 6, 5, 4, 3, 4, 2, 4, 2, 5 = 61 (17d6)

Huh. Just caught a stray typo in my last tripcode

>>4265404
>destroyed 1
>>4265411
>reconnaissance 1
>>4265434
>reconnaissance 2
>Gather 1
>Develop Mysticism: Mental Discipline - Cav Archer Tactics 1
>Develop Mysticism: Clay-Baking 1
>Develop Technology: Clay Structures/Construction 1
>Develop Mysticism: Empathy for Elves (diplo buff) 1
>>4265441
>recon 3
>gather food with all possible units 2
>develop tech - food storage II 1
>develop tech - clay pottery 2
>develop mystic tech - clay pot incidiendaries 1
>develop mysticism - eyes of the phoenix possession (neat) 1
>>4265506
>destroyed 2
>Gather Food with up to 11 Units 3
>Develop Mysticism:Mongol Bodenave Style Archery (I): +X Offense 2
>Develop Technology:Building river boats/barges for fishing and patrolling 1
>Develop Mysticism: Empathy for Elves (diplo buff) 2
>>4265538
>destroyed 3
>Explore - Move units up the river in line with the event choice 1
>Gather Food with all available Units 4
>Develop Technology: Planning (II) 1
>Develop Mysticism: Dowsing 1
>Develop Mysticism: Art of War 3
>>4265633
>destroyed 4

Destroying the Kulwek wins. Status of survivors is less clear.

Gather
Art of War 4d6+1
Empathy 4d6+1
Pottery 4d6+1

Construction/storage/eyes/incendiaries/boats/planning 1d6 & 4d6
>>
>>4265827
Isn't there supposed to be a 2d6 (-1) for growth? We're at population tier 5, but it could possibly matter
>>
Rolled 3, 2 = 5 (2d6)

>>4266064
>Isn't there supposed to be a 2d6 (-1) for growth?
100% correct. It didn't seem to matter, but it could.
>>
I needed to check the map to finish the update, but I'm too tired to trust myself to write clearly, so I will post in the morning.
>>
>>4267096
Asking here, too: , I made a Unified Map that theoretically combines the settings of Elven Civilization, Dwarf Civilization, Dusk Elves: Lost Valley Civilization, and Last of the Rinim Civilization in a way that I think makes sense.

I wanted to know if you wanted to see it despite possible map spoilers (despite mostly going off of guesswork) or don't before I up and posted it.
>>
You have 5 Actions for the end of winter:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6 from Settlement
>Gather Food with up to 11 Units
>Gather Resource
>Develop Mysticism
>Develop Technology
>Build Structure
>Train units into other units
>Engage Diplomacy


Year Three: End of Winter

>Population Workforce Tier V: Bustling (35 -0 +4 = 35 pips)
>Health Tier 2 (3 -0/2 + 6 pips)
>Morale: 1
>Food: 26 Stores ((32 -(35/2) = 14) +9 +3)

>Units: 11 of 11 Available: 3 Farmers, 7 Firethorn Bowriders, and Edella
Farmer: +2 to Gather (Produce/Grain)
Firethorn Bowriders: +4 to Gather (Game/Fish); +3 to Gather (Mystical/Bird); +7 to Offense; +3 Speed;
Queen Edella Farn the Phoenix Heart: Firestarter (II): Either +1 Offense, -1 Attrition or +1 Gather Mystical Element; Used once per turn; Applies to every other allied unit in the hex; +1 Able Unit;

>Mysticism Development:
Pyrokinesis: (10 Pyro pips)
Phoenix Flame (I): (+20 Pyro pips);
Phoenix Flame (II): Fiery Beacon: Either +1 Offense, -1 Attrition, or +1 Gather Mystical Element; Used once per turn by unit or structure; applies to every other allied unit/structure in the hex (+20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (II): Phoenix Blast: +1 Stone during Earthen Construction; (+20 +14 Pyro pips; 16 needed for Phoenix Flame (III))
Phoenix Flame (II): Detection Effigy [Kulwek] +3 Defense to all allies within 3 hexes versus target race. Negates "Surprise Attack". (20 +7 Pyro pips; 23 needed for Phoenix Flame (III))
Phoenix Flame (III): Queen's Hearth: +2 Health, +½ Morale, & Pop divided by two for Food Consumption in Winter; (+20 +30 +7 Pyro pips; 53 needed for Phoenix Flame (IV))
Firethorn Arrows (III): +3 to Gather (Game/Fish/Mystical); +5 to Offense (Ranged); (29 Archery pips +10 +15 +12 Pyro pips)

Mental Discipline: (10 MD pips)
Eagle's Will to Endure (I): +½ Morale if Morale <1 (+20MD pips)
Art of War (II): Hit and Run: +1 Offense; +2 Defense (+20MD pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)
Mental Lure (II): +3 Gather Fish; Includes Fishing (I); (+20 MD pips)
Elven Empathy (I): +1 Diplomacy (+12MD pips)

...
>>
>>4267735

>Technology Development:

Feathercraft: (10 FC pips)
Plumage Wear (I): Feather Cloaks: +1 Health; (+20 "FC" pips)
Plumage Wear (II): Down Gambeson: +1 Health; + 2 Defense; (+20 +6 "FC" pips)

Ceramics: (10 Clay pips)
Mystic Kiln (I): Food Jars: +1 Health; (+19 Clay pips)
Mystic Kiln (I): Pot Incendiaries: +1 Offense; (+14 Clay pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

Hunting (0): (+10 Hunt pips)
Fishing (I): +1 Gather Fish (+1 Hunt pips)

Animal Husbandry (I): (10 AH pips)
Bodenave Handling (I): +1 Gather Birds; +1 Gather Feathers; +1 Gather Eggs; Convert Bird/Eggs to Food; (+12 AH pips)
Bodenave Handling (III): Bodenave Bond: +3 Gather Birds; +3 Speed to units ≤ total Bodenave Resource (+30 MD pips +12 AH pips)

Travel Caravan (I): +2 Defense to units in hexes without allied structures; (10 +6 "Travel" pips) ***

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction;
Farmed Food: 1 Hex; Stores (26); Grains, Produce;
Foraged Food: 1 Hex; Stores (0);
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs;
Stone: 2 Hex; Stockpile (4);
Lodestone Ore: 1 Hex; Stockpile (0);
Iron: Stockpile (1);
Wood: 1 Hex; Stockpile (4);
Feathers: Stockpile (0);
Clay: 3 Hex; Stockpile (1);
Briarthorn: 3 Hex; Stockpile (0);
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
Smith: Jeros Aman (Tier I)

>Structures:
Elf Settlement (I): +2 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]
Smithy (0): Metalsmithing; Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn;

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense

Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;

...
>>
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>>4267739
After securing the fish for their own use, Edella, Hakken, Vestan, and the Firethorn Bowriders followed the river flowing from the west, racing along the riverbanks. They stopped at a large, flooded marshland, littered with Kulwek tracks,, and glittering with frost.

The marshland had deep waters and, although there were no structures to be seen aside from piles of animal traps made from bone, this expanse was clearly the home of the Kulwek. There were a smaller number of Kulwek than expected, they seemed to move sluggishly in the colder weather, and none of them were as fearsome as the raiders that attacked the village.

The elves let the Bodenave rest as they decided whether to proceed with an attack or not. They kept their distance and the remaining Kulwek had neither spotted them nor seemed to be expecting an attack.

Attacking them could possibly end the threat right now. But if they did not head back soon, it might be spring before they returned.

Hakken wanted to proceed with the attack and feared neither Kulwek nor cold. Vestan is worried about the settlement without their full protection but also is less accustomed to doing in the cold.

...
>>
>>4267743
Conrys and Keb kept the settlement productive, even as the farming stopped for the season. Although neither of them understood mysticism very well, they encouraged those talented with the arts to improve their skills to impress the queen when she returns.

Conrys and the sages studied the effectiveness of the hit and run strafing and developed drills, practice, and strategies to continue such effective tactics in future battles.
They were certain that this was just the beginning of such a strategy.

Keb spoke with elves skilled in mental discipline to find methods of mystically seeing the position of other races, identifying with them, and understanding them in order to make diplomatic efforts run more smoothly. They managed to succeed in developing a new concept they called "empathy for other races", but advised Keb that they would need additional contact, or something, in order to further develop this art.

Meanwhile, the crafters had discovered a new use for mystical fire. They had been prevented from using the abundant clay from the riverbed for ceramics because they had lacked sufficient wood for kilns but struck upon the idea of augmenting the wood with mystical fire.

The new developments in mystical ceramics brought several discoveries. Pottery allowed the creation of ford jars to keep their food fresh longer.

An adapted version of food pots, filled with burnable materials, exploded when ignited with a mystical flame and produced an exciting explosion suitable for celebration or combat. The potters didn't understand much about the kinds of material that might explode or ignite, so they felt there was still much to discover about this new development.

One thing that still remained to be decided was what to do with all the Kulwek remains. The meat had been deemed too foul for elf palates and had been used as bait and fertilizer.

There was still a large number of bones, skulls, and scale hides left from the battle and several ideas for how to utilize them. What did the elves do with the Kulwek remains?
>Incorporate them into the base of the fortress to make it fearsome.
>Use them to decorate elven tents and homes in gruesome comfort.
>Craft multiple effigies around the entire settlement for safety.
>Use them as adornments to elven clothing, reducing the Kulwek from a threat to an accessory of fashion.
>Write-In
>>
>>4267751
>Craft multiple effigies around the entire settlement for safety.

We can turn them into a fashion statement later, after the threat is entirely gone.
>>
>>4267751
>>Use them as adornments to elven clothing, reducing the Kulwek from a threat to an accessory of fashion.

we are the most advanced and perfect being afterall, and it seems fitting if those dumb lizards will be made into handbags for our women and gayelves
>>
>>4267751
Oh, right, what about my question? >>4267511
>>
>>4267932

bro just drop the map and put a spoiler on it we all curious and it better be good
>>
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>>4267947
Fine. It's not actually entirely done, mind. Can get a lot more detailed, so I'm going to keep working at it more.
>>
>>4267751
>>Event:
>Use them as adornments to elven clothing, reducing the Kulwek from a threat to an accessory of fashion.
The best thing to do with your enemy is make em into a hat. Even if menacing our furniture with spikes of bone would be kickass.

>>Actions
>Engage "Diplomacy" with Kulwek
We've gone all this way, might as well finish what we've started. Since it'll be easy pickings let's send 2 units of bowriders back to cover defenses, while the rest get on with pillaging. I'd be fine grabbing some of their eggs, but I'll let other anon's decide if we should try to save a small pop for a caste or wipe em all out.
>Engage Diplomacy with Golems to south
I'm actually rather curious what the golems do during the winter, since there are no crops to harvest. Make sure to avoid locations they take a personal protection against, and otherwise see if we can approach at all and establish some sort of commune with them.
>Develop Technology: Clay Baking/Brick making
>Build Structure: Clay food stores, using the new clay pots to hold stuff
>Gather Resource: Briarthron trimmings/roots/seeds/whatever
Let's see if we can start growing this stuff in a more accessible manner. If the riders don't make it back in time, just use some farmers I guess.

Also, does GATHER RESOURCE have to be a single kind per action, or could we have each unit gather different resources? Like three archers gather clay, another 2 gather thorns, ect?
>>
>>4267751
>Incorporate them into the base of the fortress to make it fearsome.

>>4267735
>Explore - Move Units
Attack the Kulwek settlement and take it over if we can. Bring back some prisoners if possible. At the least they'll be useful for their technologies like trapping
>Gather Food with all available Units 4
>Develop Technology
Develop swords with a hook at the end, based on the Kulwek designs. An elf would never be caught dead using a bone club, but an iron sword with a hook would be useful. Sort of like what the Uruk Hai had
>Train units
Train 2 units of swordsmen while Edella's group do their thing. We're at population tier 5, so we can have up to 15 units, leaving us with 2 available spots after training
>Develop Technology
Since we have a kiln, let's start making bricks. Always good to have more things to build with
>>
>>4267751
>Incorporate them into the base of the fortress to make it fearsome.
>>
>>4267751
Half for effigies, half for UTILITY items like scaled cloaks
>>4267735
>Explore - Attack the Kulweks.
Kill not only the men, but the women and children too.
>Develop Tech - Spears
i chose spears because hopefully it will be like handling a hoe to the farmers and we can armor up with shields too
>develop tech - metalworking upgrade
>develop mysticism - eyes of the phoenix possession - Edella can take possession of birds weaker than pheonixes and see through their eyes and use that to scout
>build structure - build/upgrade the blacksmith
>>
>>4267751
Half fearsome, half safety

>Explore - Attack the Kulweks.
>Gather Food with up to 11 Units
>Develop Technology: Clay Baking/Brick making
>Develop Tech - Spears
>Gather Resource: Briarthron trimmings/roots/seeds
>>
>>4267751
Kill all Kulwek. Leave no women, children or eggs alive.
>>
>>4268009
Nice map but I don't think they live in the same world.
>>
>>4269061
Yeah, it was mostly just me noticing that none of the civs' backstories necessarily conflict and deciding to make a for-fun thing with it.
>>
Sorry for the posting errors.
I had a tiny window before roaming for the rest of the day.

>>4268179
>does GATHER RESOURCE have to be a single kind per action, or could we have each unit gather different resources? Like three archers gather clay, another 2 gather thorns, ect?
You can Gather Food, and then Gather Clay, but not Gather Clay and then Gather Clay again.

>>4268009
Wait.
At first I thought we were Old Elven Lands, which would have been freaky because they are in the exact spot I have the Lost Valley in on my vague world map. Still, it fits. There is a massive desert to the east of our valley and the west might as well fall off the map, so that's well done.

That is very cool. Now if only we had dwarves living south of us...
>>
>>4269114
Gather Clay and Gather Stone in one action, with different units, I meant. I know we can't do two of the same unit actions in a row.
>>
>>4269120
As long as there is no overlap, I think that's kosher.
>>
Rolled 5, 6, 5, 6, 6, 3, 4, 2, 5, 5, 6, 3 = 56 (12d6)

>>4267766
>safety 1
>>4267893
>fashion 1
>>4268179
>fashion 2
>Engage "Diplomacy" with Kulwek 1
>Engage Diplomacy with Golems 1
>Develop Technology: Clay Baking/Brick making 1
>Build Structure: Clay food stores, using the new clay pots to hold stuff 1
>Gather Resource: Briarthron 1
>>4268187
>fearsome 1
>Attack the Kulwek 2
>Gather Food with all available Units 1
>Develop Technology: Develop swords with a hook at the end 1
>Train 2 units of swordsmen 1
>Develop Technology: clay bricks 2
>>4268256
>fearsome 2
>>4268549
>Half for effigies, half for UTILITY items like scaled cloaks 1.5/2.5
>Explore - Attack the Kulweks 3
>Develop Tech - Spears 1
>develop tech - metalworking upgrade 1
>develop mysticism - eyes of the phoenix possession 1
>build structure - build/upgrade the blacksmith 2
>>4268785
>Half fearsome, half safety 2.5/2
>Explore - Attack the Kulweks 4
>Gather Food with up to 11 Units 2
>Develop Technology: Clay Baking/Brick making 3
>Develop Tech - Spears 2
>Gather Resource: Briarthron trimmings/roots/seeds 2
>>4269059
>Kill all Kulwek 5

Fearsome Fortress

Attack the Kulwek
Clay bricks 4d6+1

Spears 2d6
Gather Briarthorn
Blacksmithing 4d6+1
Gather food
Growth 2d6-1
>>
Rolled 6, 3, 1, 1, 1, 6, 2, 1, 2, 5, 1, 2, 5 = 36 (13d6)

6d6 (Dusk Elf Units) + 4d6 (Dusk Elf Racial Offense) +7 Firethorn Bowriders) +6(Fiery Beacon) -3d6 (Kulwek Defense) = Dusk Elf Combat Score
>>
Rolled 6, 5, 6, 4, 5, 2, 4, 3, 6, 4, 6 = 51 (11d6)

2d6 (Kulwek Units) +5d6 (Kulwek Racial Offense) +X(Kulwek Modifiers) -4d6 (Dusk Elf Defense) -2(Caravan) = Kulwek Combat Score
>>
>>4269589
>>4269595
That looks bad
>>
>>4269589
>Dusk Elf Combat Score = 41 - 13 = 28

>>4269595
>Kulwek Combat Score = 33 - 21 = 12

Dusk Elf Victory
Kulwek Attrition = 16

They rolled really well, but it was not enough.
>>
>>4269609
is the update coming soon or can i go sleep?
>>
>>4269675
>>4269609
In case there's an update before I get back. I vote to keep up the assault and to slaughter every single one of them.
>>
Year Four: Beginning of Spring

>Workforce Tier V: Bustling (35 -0 +8 = 35 pips)
>Health Tier 2 (3 -0/2 + 6 pips)
>Morale: 1 +½
>Food: 18 Stores ((26 -8 (Rot) -(35/2) = 0) +9 +9)

>Units: 11 of 11 Available: 3 Farmers, 7 Firethorn Bowriders, and Edella

>Mysticism Development:
Mental Discipline: (10 MD pips)
Art of War (II): Hit and Run: +1 Defense per Unit (+20MD pips)

>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Metalsmithing: (10 Metal pips)
Cast Iron (I): Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn; (+11 Metal pips)
Weaponsmithing (I): Spears: +1 Offense Melee/Ranged; (+17 Metal pips, 3 pips to Tier II)
Ironsmithing (I): Hand Tools: +4 to Technology Development rolls (+20 Metal pips)
Ironsmithing (II): Iron Forge: +4 to Technology Development rolls using iron (+20 +17 Metal pips)
Ironsmithing (II): Farming Equipment: +1 to Gather per Farmer Unit/Farm (+20 +3 Metal pips)

Ceramics: (10 Clay pips)
Mystic Kiln (I): Food Jars: +1 Health; (+19 Clay pips)
Mystic Kiln (I): Pot Incendiaries: +1 Offense; (+14 Clay pips)
Clay Brick Construction (II): +3 Defense; Fireproof; (+20 +8 Clay pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction;
Farmed Food: 1 Hex; Stores (18); Grains, Produce;
Foraged Food: 1 Hex; Stores (0);
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs;
Stone: 2 Hex; Stockpile (4);
Lodestone Ore: 1 Hex; Stockpile (0);
Iron: Stockpile (2);
Wood: 1 Hex; Stockpile (5);
Feathers: Stockpile (0);
Clay: 3 Hex; Stockpile (0);
Briarthorn: 3 Hex; Stockpile (9);
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
Smith: Jeros Aman (Tier I)

>Structures:
Elf Settlement (I): +2 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]
Smithy (II): +3 Defense; Metalsmithing; Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn;

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense
Kelwek Remains (I): Intimidation

Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;

...
>>
>>4271236
As the snowflakes gently drifted down, Edella soundlessly gave the order and the Firethorn Bowriders released their volley and charged. The Kulwek hunters and trappers of the flooded marshland splashed, flailed, and died.

Many Kulwek charged the elves and fought fiercely, even bravely, byt they were still cut down. But this was not the same as previous battles against the Kulwek.

There were no smiles amongst elven comrades as enemies were struck down. There was only wading through the freezing water to the next for in silence.

Immediately after Vestan boiled several small Kulwek alive, he began vomiting and Edella took him out of the fight. He had seen death and fighting, but this battle was more than he ever wanted to see.

The second half of the battle wasn't a struggle or a conflict. It was a simple extermination.

They chased down fleeing Kulwek and put arrows through their skulls. No living Kulwek escaped the waters that day.

When they came to the hidden clutches of lizardfolk eggs, Edella paused and hesitated to end the life of innocent unborn. Hakken took the burden from her by crushing them under his boot without hesitation.

He crushed all the eggs himself with the rest of the elves simply watching him impassively stomp them.
"It is done." Was all he said as he returned to his Bodenave and they started the long journey home.

...
>>
>>4271238
In addition, to the many wonderful things that her people had been working on in her absence, Edella was ecstatic to see Conrys' pet project which had blossomed considerably.
It was all thanks to the clay builders.

They clay workers had discovered that the mystic kilns worked wonderfully for creating clay bricks. Conrys had immediately set to work rebuilding the Smithy from the base up with clay bricks, building a forge to smelt iron and continue to develop ironsmithing.

The final result was the the strongest building in the settlement, not counting the fortress. It was a phenomenal boon to crafting and Jeros immidately began work on fittings and spear tips for wooden spears.

The long, iron-pointed weapons worked both with melee and ranged battle. Conrys suspected that the spears would be very formidable in the years to come.

Ken was very grateful to see Edella return. He had been worried and unable to occupy himself with farming, so he had led a team to carefully harvest all manner of material from the briarthorn plants for study.

Edella was content to enjoy the hearth and atmosphere of the dugout barn, often comforting Vestan, rewarding Keb, or just enjoying Conrys or Hakken. After the long and cold ordeal, she welcomed the warmth and idleness.

...
>>
>>4271240
Soon enough, spring came and their fourth year began with the Founding celebration. The Phoenixheart Queen loved her people, she truly did.

However, even as they celebrated their first winter with full bellies and a triumphant victory over the Fishstealer horde, her people had to complain to her at the celebration. Many had seen the new smithy, made of brick and stone, while all the elves still lived in the same tents they had brought with them.

The people wanted to build new homes. What did Edella tell them?
>She had new homes build for everyone out of brick, skillfully. [Cost: 3 Actions]
>She let them use downtime to build new homes out of brick, themselves. [Cost: 2 Actions]
>She had new homes build for everyone out of stone, skillfully. [Cost: 1 Action; 2 Stone]
>She let them use downtime to build new homes out of stone, themselves. [Cost: 2 Stone]
>She had new homes build for everyone out of wood, skillfully. [Cost: 1 Action, 1 Wood]
>She let them use downtime to build new homes out of wood, themselves. [Cost: 1 Wood]
>She tells them to be grateful that their homes are protected. [Cost: 0]
>Write-In

You have 8 Actions for the beginning of spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6
Explore can now be used multiple times per turn.
The Firethorn and Edella are still NW.
>Gather Food with up to 11 Units
>Gather Resource
>Develop Mysticism
>Develop Technology (+4; +4 Iron; +5 Construction)
>Build Structure
>Train units into other units
>Train a total of 15 units +Edella
>Disband units
>Engage Diplomacy
>Patrole hex route with units
>Attack Hex
>>
I'm sorry this update took so long to post. As a result, today's update will necessarily be delayed too. But not by 18 hours.

I will have some free time this weekend, in theory.
I want to make a nice tech tree visual, so if anyone has any tech tree examples that they like the aesthetics of, not necessarily the content of, I could use the references.

I've been thinking over the rules too.
I decided Explore can be used multiple times and that Art of War and other tactics and training should be applied per unit.
The units out in the NW are still out there, I just brought them home narratives.
Now I am going to sleep.
>>
>>4271241
>She had new homes build for everyone out of brick, skillfully. [Cost: 3 Actions]
>>
>>4271241
>>She had new homes build for everyone out of brick, skillfully. [Cost: 3 Actions]
>>
>>4271241
>brick themselves

>build structure: hunter's camp at the swamp where the troops are
We can use it as an outpost and harvesting for whatever may be in the swamp.
>move units - Edella and bowriders back home
>build structure: Pheonix Statue
We will honor the Phoenix for our survival and victory against the disgusting kulwek. We should take the crushed eggs and burn/boil them as a sacrifice to the Pheonix.
Other action: hold festival of the Pheonix
Develop technology: Iron farming tools or irrigation
>>
>>4271241
>>She had new homes build for everyone out of brick, skillfully. [Cost: 3 Actions]

>Explore - Everyone return to settlement
>Feast and create a festival to celebrate the Kulwek's defeat and the Queen's ascension
>Build a monument from the bones and loot we capture to commemorate this
>Develop Mysticism fertility magic. Now that things are more peaceful, it's time to create babies and increase our population base
>Gather Food with up to 11 Units
>>
>>4271241
>She had new homes build for everyone out of stone, skillfully. [Cost: 1 Action; 2 Stone]
Stone and brick are both good materials, but stone is probably better. In terms of resources, 2 actions > 2 units of stone

>Explore - Discover Resource
Search the Kulwek settlement region for any good resources. There's probably something that attracted them to that spot like we were attracted to the black soils
>Explore - Move Units Speed 6
>Explore - Move Units Speed 6
Use 2 explore actions to bring our leader and company back to the settlement
>Build Structure
Build a giant stone monument of a large phoenix choking the life out of a Kulwek using the remaining 2 units of stone
>Train Unit
Settler, which we will later use to establish a larger permanent settlement to the south where we have the logging camp and quarry.
>Engage Diplomacy
Send an envoy with Keb and Hakken to the Goblin King with a bag filled with Kulwek skulls and an invitation to the triumph
>Write in
Hold a large triumph in honor of our victory. Have everyone put work on pause for a bit and hold a giant feast/party as Edella and crew parade around their loot and grisly trophies of war.
>>
>>4271352
+1
>>
Rolled 21 (1d100)

>>4271339
Just some thoughts:
>>build structure: Pheonix Statue
If this wins, I'll need to know what material, I'd probably go with stone, like >>4271387

>We should take the crushed eggs and burn/boil them as a sacrifice to the Pheonix.
>>4271352
>>Build a monument from the bones and loot we capture to commemorate this
>>4271387
>as Edella and crew parade around their loot and grisly trophies of war.
Damn, I figured they pretty much left all that stuff in the flooded marshland. They were wading/swimming through literally freezing water in winter and had along trip back.
I suppose some eggshell or some trinkets could easily have been brought back, loose loot loaded into a quality bone cagetrap.
I figured that looting the Kulwek is like dating a nun or raiding an englishman's fridge: You never get the good stuff.

Oh, hell. Let's be randomly swingy for once.
I'll let you guys roll for loot.

Roll 1d100 for Kulwek Loot!

I'll take the most common result from the tiered chart I just looted from the ether.
>Tier I: Offerings = 1-11
>Tier II: + 4d4 units of Bones = 12-33
>Tier III: + Clubs and Traps = 34-67
>Tier IV: + Mystical Elements = 68-89
>Tier V: + Odd Artifact = 90-100

If there's a tie, I'll just take the better result.
Successful genocide should have it's perks.

I'm not closing the vote just yet only because I can't sit down and write for couple hours.
>>
>>4271888
>>>Build a monument from the bones and loot we capture to commemorate this

As we found bones, I support this. A bone statue would be quite the nice trophy.
>>
>>4271900
Cool.
Just to clarify, I know I usually do the rolling, but this time everyone can roll on this roll to try to improve the loot.
I just rolled so there'd be at least one for when I start writing.
>>
Rolled 75 (1d100)

>>4271888
>>4271961
Then let me have my try.
>>
Rolled 13 (1d100)

>>4271241
>>Event
>She had new homes build for everyone out of brick, skillfully. [Cost: 3 Actions]

>>Actions
>Gather Food with up to 11 Units
>Explore - Move Units Speed 6 - Bring our boys back home.
>Build Structure - Clay Food Storage
>Build Structure - Phoenix Statue (Rather than commemorate the Kulwek, let's just have the statue be of the phoenix, elf possibly included. Stone sounds good for a base, can use bone as extra detailing)
>Start prepping for a Phoenix Festival: Develop Tech - Music
A question, what current celebrations/holidays/festivals do we currently have? And what times of the year are they held in. It might be better to put the Phoenix Festival either when we encountered the phoenix, or during a period that isn't already rife with celebrations. Unless we want to make this celebration more about murderizing the lizards and less about the phoenix.

>>4271888
May RNG praise!
>>
Rolled 37 (1d100)

>>4271888
stone
>>
Rolled 8 (1d100)

>>4271888
So I have to roll because I was the guy who suggested getting the loots? Or is it open to everyone? Also, what happens if the event and actions listed conflict (i.e. event means not enough AP to fulfill the actions selected)? Does the event take precedence, reducing the actions selected to whatever the event limits it to, or does the event get "demoted"? I'm thinking the former, but it's not listed anywhere

(trips checked btw)
>>
Rolled 86 (1d100)

>>4271888
>>
Rolled 3, 1, 4, 2, 4, 3, 2, 1, 1 = 21 (9d4)

>>4271888
2
>>4271976
4
>>4272063
2
>>4272153
3
>>4272369
1
>>4272721
4

>Loot = Offerings, 4d4 units of Bones, Clubs, 4d4 Mystical Elements

>>4271280
>brick, skillfully. [Cost: 3 Actions] 1
>>4271336
>brick, skillfully. [Cost: 3 Actions] 2
>>4271339
>brick, themselves. [Cost: 2 Actions] 1

>build structure: Reclaim Kulwek Hunter's camp 1
>move units - Edella and bowriders back home 1
>build structure: Pheonix Statue 1
>Festival of the Pheonix 1
>Develop technology: Iron farming tools or irrigation 1
>>4271352
>brick, skillfully. [Cost: 3 Actions] 3
>Explore - Everyone return to settlement 2
>Feast and create a festival to celebrate the Kulwek's defeat and the Queen's ascension 2
>Build a monument from the bones and loot we capture to commemorate this 2
>Develop Mysticism fertility magic. Now that things are more peaceful, it's time to create babies and increase our population base 1
>Gather Food with up to 11 Units 1
>>4271387
>stone, skillfully. [Cost: 1 Action; 2 Stone] 1
>Explore - Discover Resource: Kulwek settlement 1
>Explore - Move Units Speed 6 3
>Explore - Move Units Speed 6 1/3
>Build Structure Build a giant stone monument of a large phoenix choking the life out of a Kulwek using the remaining 2 units of stone 3
>Train Unit: Settler 1
>Engage Diplomacy
>Send an envoy with Keb and Hakken to the Goblin King with a bag filled with Kulwek skulls and an invitation to the triumph 1
>Feast/party as Edella and crew parade around their loot and grisly trophies of war. 3
>>4271529
>brick, skillfully. [Cost: 3 Actions] 4
>Explore - Everyone return to settlement 4
>Feast and create a festival to celebrate the Kulwek's defeat and the Queen's ascension 4
>Build a monument from the bones and loot we capture to commemorate this 4
>Develop Mysticism fertility magic. Now that things are more peaceful, it's time to create babies and increase our population base 2
>Gather Food with up to 11 Units 2

Brick skillfully - 3 Actions
Explore - Come Home - 2 Actions
Feast- 4d6+1 - 1Action
Monument 4d6+1 - 1 Action

Fertility Magic/ Gather Food: 1d4 = 1-2/3-4 4d6+1

Growth 2d6-1
>>
Rolled 3, 5, 4, 6, 5, 4, 5, 4, 4, 5, 6, 1, 4, 2 = 58 (14d6)

>>4272843
Fertility it is.
>>
>>4272369
>open to everyone
This

>What happens if the event and actions listed conflict (i.e. event means not enough AP to fulfill the actions selected)? Does the event take precedence, reducing the actions selected
Yep.
We're leaving the honeymoon period where events generally don't suck.
This one was a fairly middle road, deciding how much of what you wanted to expend.

My instinct leans towards lessening harshness here and there and I will be curbing that now.

I think my system expected an "embarkment" supply, which you did not have and so you started off behind the eight ball.

At the beginning of Year 4, the Dusk Elves are Baby Genghis Kahn.

...I'm stalling because I'm stuck for a name for this Feast Celebration.
>>
>>4272063
Missed this whole post when counting somehow.
This pushes Gather Food over Fertility.
My bad.

>A question, what current celebrations/holidays/festivals do we currently have? And what times of the year are they held in.
The Founding Feast is celebrated at the beginning of the spring, when the settlement was founded. It was invented, conceived of, and initially celebrated at the beginning of summer, but later moved.
Next Year's Phoenix Phestival may be at a different time. It does seem too close to the founding festival, really.
But it is totally happening right now this year.

>when we encountered the phoenix
This seems good. I gotta look that up after I close this post window.
Any opinions?
>>
>>4272922
>>when we encountered the phoenix
>This seems good. I gotta look that up after I close this
Winterfall.
The beginning of winter.
>>
>>4272922
I can revoke my gather food vote for some fertility magic.

Feast idea names
>Feast of the Phoenix
>Queen's Hearth Feast
>Festival of Victory
>>
>>4272940
>I can revoke my gather food vote for some fertility magic.
Okay. Done. Praise the static IP.

>Feast of the Phoenix
This has additional connotation to Phoenix Feast. Afterall, the phoenix was feasted upon.
I like it.
>>
This is a seriously metal elfciv.
>>
Year Four: End of Spring

>Workforce Tier V: Bustling (35 -0 +5 = 35 pips)
>Health Tier 2 (3 -0/2 + 6 pips)
>Morale: 1 +½ +½
>Food: 21 Stores ((18 -0 -(35/2) = 0) +9 +12)

>Units: 11 of 11 Available: 3 Farmers, 7 Firethorn Bowriders, and Edella

>Holidays: (10 Day pips)
>Founding Celebration: +½ Morale at Beginning of Spring; (+19 Day pips)
>Feast of the Pheonix: +½ Morale at Beginning of Winter; (+19 Day pips)


>Mysticism Development:
Mental Discipline: (10 MD pips)
Open Blossom (I): +1 Growth (+17MD pips)

>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Metalsmithing: (10 Metal pips)
Cast Iron (I): Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn; (+11 Metal pips)
Weaponsmithing (I): Spears: +1 Offense Melee/Ranged; (+17 Metal pips, 3 pips to Tier II)
Ironsmithing (I): Hand Tools: +4 to Technology Development rolls (+20 Metal pips)
Ironsmithing (II): Iron Forge: +4 to Technology Development rolls using iron (+20 +17 Metal pips)
Ironsmithing (II): Farming Equipment: +1 to Gather per Farmer Unit/Farm (+20 +3 Metal pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+28 Agri pips; 22 more needed for Farming (III))
Food Storage (I): Turf House with Root Cellar + 1 Health (+2 Agri pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction;
Farmed Food: 1 Hex; Stores (21); Grains, Produce;
Foraged Food: 1 Hex; Stores (0);
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs;
Stone: 2 Hex; Stockpile (3);
Lodestone Ore: 1 Hex; Stockpile (0);
Iron: Stockpile (3);
Wood: 1 Hex; Stockpile (6);
Feathers: Stockpile (0);
Clay: 3 Hex; Stockpile (0);
Briarthorn: 3 Hex; Stockpile (9);
Kulwek Bone: Stockpile (10);
Silver Scale: Stockpile (10);

Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
Smith: Jeros Aman (Tier I)

>Structures:
Elf Settlement (I): +2 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]
Smithy (II): +3 Defense; Metalsmithing; Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn;
Phoenix Monument (I): + ½ Morale

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense
Kelwek Remains (I): Intimidation

Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;

...
>>
>>4273125

Once construction began on many of the elven homes, all was well in the settlement and the ire and irritation of the demanding elves were forgotten, by them at least. Edella was long experienced at the art of courting public approval and knew that her current popularity would only last until the next time her people were toubled.

Nature abhors a vacuum and, soon enough, a mild trouble emerged. A number of wives had come to Edella, complaining that they had been doing their best to conceive, especially during winter and visits to the Queen's Hearth, but had yet to bear a child.

Honestly, their lack of fertility was nothing new and Edella had not expected much different news. Still, the women had made her promise to ask Vestan if there was something that could be done.

Vestan was still feeling the emotional toll of slaughtering Kulwek children, and Edella believed, that was the reason he threw his heart into crafting egg-shaped talismans for the women of the village to help increase fertility.
Edella doubted their effectiveness as she rolled one around her hand and felt no power or change.

Still, the change she had desired, the improvement of the wives' mood and the calming of their fears, had been achieved. Plus, the little egg talismans were cute and relaxing to roll around in one's hand.

...
>>
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>>4273125
The Queen felt it was simply lovely to bask in the adulation and the, even if it were temporary. Her people were so happy that even though the Founding Celebration had just finished, there was talk of another feast after the spring planting was done.

Amidst the brick foundations of all the elf's homes, near the center pile of displaced earth that had been accumulating throughout construction, crafters had been working on the base for something. It took the space of three casual chats for Edella to confirm that it was to be a celebratory statue honoring the Phoenix.

She didn't probe any further and allowed her people the illusion of a surprising reveal. It happened at the warm bonfires of the end of spring.

The feast was splendid and the music divine, worthy of the Phoenix Queen. She was sated and happy when they conducted her to the large statue she convincingly pretended to have somehow failed to notice.

When they whipped the cloth away, though, her stunned silence was genuine. The power and majesty of the phoenix had been captured expertly.

Although she had only seen it in its weakened state, from the power within her breast, Edella was certain of the power, wisdom, and grace of the phoenix. The stone statue embodiment of the mystical bird stood triumphantly over the village dwellings, accented by Kulwek bone in critical areas and resting one taloned foot upon the back of a broken lizard.

She wiped a heartfelt tear from her eye and lauded the crafters of the glorious work, inducing a wave of celebration and music. Later, she asked Conrys about a square of stone in front of the bird and he whispered to her that it was intended to be the place of a sculpture of her, but every sculptor that had attempted it had smashed their work to rubble, declaring it an unworthy insult to her beauty.

Edella Farn had lived a long time and had never felt so flattered, appreciated, and beloved. She took all four of her lovers to her turf house that night and was not seen again until late the next evening.

Not long after the Feast of the Phoenix, the tall, sullen goblin "diplomat" returned to the north bank of the river, eager to speak to the Queen. How did she receive him?
>At the Riverside Fortress, just as before, friendly.
>At the Riverside Fortress, showcasing the dead Kulwek, as champions.
>At the statue, to dazzle him with their glory.
>At the Riverbank, treating him as he is, a savage.
>Write-In

You have 10 Actions for the end of spring:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6
>Gather Food with up to 11 Units
>Gather Resource
>Develop Mysticism
>Develop Technology (+4; +4 Iron; +5 Construction)
>Build Structure
>Train units into other units
>Train a total of 15 units +Edella
>Disband units
>Engage Diplomacy
>Patrole hex route with units
>Attack Hex
>>
>>4273009
>This is a seriously metal elfciv.
Best review I've gotten yet!
Thank you anon.
>>
>>4273137
champions
>explore move 2 bowriders straight north
>gather food all units available
>develop technology: irrigation
>develop mysticism: eyes of pheonix possession - possess birbs and see through their eyes
>develop tech - iron farming tools
>gather iron
>build more basic houses
>build more farms
>develop tech: a large climbing/grappling hook with a long rope
a bodenave rider would try to hook this around a golems foot and wrap around the golems legs. I don't want to warmonger against the golem masters but it's possible that they are unfriendly and we need to develop countermeasures against them first.
>develop mysticism: fertility
>>
>>4273137
>>At the Riverbank, treating him as he is, a savage.

>Develop Technology River boats
>Develop Technology improve metal working
>Develop Technology currency and simple monetary system. (make coins with the queen's face on side and phoenix on the other)
>Gather iron
>Explore Southwest
>Explore Northeast
>Investigate the old human burial mound
>Develop mysticism improve technology research (basically make us think more widely and big brained)
>Build Structure expand the Bodenave stables, improve its operation, create sections for younglings, adults, etc. Build the new buildings with brick.
>Gather Food with up to 11 Units
>>
>>4273137
>At the Riverside Fortress, showcasing the dead Kulwek, as champions.
The savages option is tempting too, but this is a good chance for us to gloat

>Gather Food with all available units
>Develop Technology
River boats
>Gather Resource
Iron
>Explore - Move Units Speed 6
Send 2 Firethorn Bowriders northeast along the river
>Explore - Move Units Speed 6
Send 2 Firethorn Bowriders southwest via the river
>Develop Mysticism
I like the Eyes of Phoenix Possession idea. Taking over a regular bird via mental magics for scouting seems cool
>Develop Technology
Design stables for our Bodenave
>Train Unit
Let's make a settler, which we will use to establish a larger permanent settlement to the south where we have the logging camp and quarry.
>Develop Mysticism
Experiment with the Silver Scales we got from the Kulweks. Maybe try to make potions with some of them?
>Explore - Discover Resource
Send Keb to the Burrow to tame the Burrow Beast. Have Vestan there too so he can use mind magic if Keb fails
(holy shit that's a lot of stuff we can do. Morale+Pop is insane while it's lasting)

Also, I think you're applying Queen's Hearth when we shouldn't benefit from the halved food consumption since it's Spring. And it seems you're also removing a bunch of stuff from the regular updates regarding our developments, I'm guessing to save on space (reasonable). You could have a pastebin or google drive or something else to keep stuff that's not going to change much but could be a useful reference. Just saying because I've seen other QM's do that
>>
>>4273137
>At the Riverside Fortress, showcasing the dead Kulwek, as champions
>>
>>4273137
Do diplomacy with the harvesters.
>>
QM, where to find more phoenixes to eat
>>
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>>4273787
I dunno.

The elves have no lore on how to find any. They are said to basically just appear like miracles and leave not long after.
>>
>>4273296
>Also, I think you're applying Queen's Hearth when we shouldn't benefit from the halved food consumption since it's Spring.
Aw dip.
You are correct.
Our Food Stores are at 4, not 21.
Where's a KFP when we need one?

>And it seems you're also removing a bunch of stuff from the regular updates regarding our developments, I'm guessing to save on space (reasonable). You could have a pastebin or google drive or something else to keep stuff that's not going to change much but could be a useful reference. Just saying because I've seen other QM's do that
Yeah I was going to work on that today. At the moment, the computer I was going to use is occupied, so we'll see if I get that done by the update.
>>
>>4273137
>>Event
>At the Riverside Fortress, showcasing the dead Kulwek, as champions.

>>Actions (Hot damn, I'm not even sure what to do with all these actions)
>Explore - Move: Move our forces back to the town if they haven't already. Send 2 bowriders north and 2 north east to scout
>Develop technology: irrigation
>Develop mysticism: eyes of pheonix possession - possess birbs and see through their eyes
Seems like a good idea, will support
>Explore - Discover Resources: Ideally some other ores besides just lodestone.
>Build Structure expand the Bodenave stables, improve its operation, create sections for younglings, adults, etc. Build the new buildings with brick.
>Gather Resource: Iron/Lodestone
>Gather Food with all available units
>Engage in Diplomacy with southern Harvesters (Take care not to aggro them by stepping on their fields)
>Build Structure: Improved Food Stores
>Build Settler Unit (For outpost next to mine and lumber mill)

Stealing most of these ideas from others. Pretty good spread of stuff, and nothing too pressing to address. Might as well take the golden age while we can to get some well roundedness going. Settler could very easily over-extend us if we aren't careful.
>>
Rolled 3, 1, 6, 3, 5, 4, 5, 5, 3, 6, 6, 3, 3, 6, 2, 1, 4, 2, 4 = 72 (19d6)

>>4273158
>champions 1
>explore move 2 bowriders straight north 1
>gather food all units available 1
>develop technology: irrigation 1
>develop mysticism: eyes of pheonix possession - possess birbs and see through their eyes 1
>develop tech - iron farming tools 1
>gather iron 1
>build more basic houses 1
>build more farms 1
>develop tech: a large climbing/grappling hook with a long rope 1
>develop mysticism: fertility 1
>>4273209
>savage 1
>Develop Technology River boats 1
>Develop Technology improve metal working 1
>Develop Technology currency and simple monetary system 1
>Gather iron 2
>Explore Southwest 1
>Explore Northeast 1
>Investigate the old human burial mound 1
>Develop mysticism improve technology research (basically make us think more widely and big brained) 1
>Build Structure expand the Bodenave stables 1
>Gather Food with up to 11 Units 2
>>4273296
>champions 2
>Gather Food with all available units 3
>Develop Technology: River boats 2
>Gather Iron 3
>Explore - Move Units Speed 6 Send 2 Firethorn Bowriders northeast along the river 2
>Explore - Move Units Speed 6 Send 2 Firethorn Bowriders southwest via the river 2
>Develop Mysticism: Eyes of Phoenix Possession 2
>Develop Technology: Design stables for our Bodenave 2
>Train Unit Settler 1
>Develop Mysticism Experiment with the Silver Scales 1
>Explore - Discover Resource: Burrow Beast 1
>>4273300
>champions 3
>>4273487
>Diplomacy with the harvesters 1
>>4274030
>champions 4
>Explore - Move: Send 2 bowriders north to scout 1
>Explore - Move: Send 2 bowriders northeast to scout 3
>Develop technology: irrigation 2
>Develop mysticism: eyes of phoenix possession 3
>Explore - Discover Resources: Ideally some other ores besides just lodestone 3
>Build Structure expand the Bodenave stables 2
>Gather Resource: Iron/Lodestone 4
>Gather Food with all available units 4
>Engage in Diplomacy with southern Harvesters 2
>Build Structure: Improved Food Stores 1
>Build Settler Unit 2

Closing Vote:
Champions: Goblins 2d6-1 & Dusk Elves 2d6

Gather Iron
Gather Food
Explore NE
Eyes of Phoenix 4d6+1
Discover Ore

1d6 drop result:
1 Harvester Diplomacy 2d6-1
2 Settler Unit
3 Bodenave Stables 2d6+5+4+4
4 Irrigation 2d6+4+4
5 Riverboats 2d6+5+4+4
6 Explore SW
Growth 2d6-1
>>
>>4274551
Riverboats is just +8
>>
I got all of the groundwork and most of the update done but my brain is too tired to make words happen. I will finish it in the morning.
>>
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>>4274661
what researches to make catapults? if you don't mind sharing of course.
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>>4274794
We already have wood and stone. Just need to research ropes strong enough to throw the rocks.
>>
>>4274794
>what researches to make catapults?
That's tough. Definitely need to combine something with reconstruction I think.
>>
Update is ready, but on two different devices and the app I use won't recognize my account.
So I can work around it, but dealing with that took all my time and now I have to go.

I hate being thwarted at the damn finish line.
>>
So should the next opening picture be of Hakken ripping and tearing through fishstealers?
>>
Year Four: Beginning of Summer

>Workforce Tier V: Bustling (35 -0 +5 = 35 pips)
>Health Tier 2 (3 -0/2 + 6 pips)
>Morale: 1 +½
>Food: 8 Stores ((4 -0 -35 = -31) +9 +9 +9 +12)

>Units: 12 of 16 Available: 3 Farmers, 7 Firethorn Bowriders, Edella, and 1 Settler
Settler: +1 to Gather (Iron/Stone/Wood);


>Holidays: (10 Day pips)
>Founding Celebration: +½ Morale at Beginning of Spring; (+19 Day pips)
>Feast of the Pheonix: +½ Morale at Beginning of Winter; (+19 Day pips)

>Mysticism Development:
Mental Discipline: (10 MD pips)
Open Blossom (I): +1 Growth (+17MD pips)
Eyes of Phoenix Possession (II): +2 Action of Unitless Exploring (+20MD pips)


>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Metalsmithing: (10 Metal pips)
Cast Iron (I): Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn; (+11 Metal pips)
Weaponsmithing (I): Spears: +1 Offense Melee/Ranged; (+17 Metal pips, 3 pips to Tier II)
Ironsmithing (I): Hand Tools: +4 to Technology Development rolls (+20 Metal pips)
Ironsmithing (II): Iron Forge: +4 to Technology Development rolls using iron (+20 +17 Metal pips)
Ironsmithing (II): Farming Equipment: +1 to Gather per Farmer Unit/Farm (+20 +3 Metal pips)

Agriculture: (10 Agri pips)
Farming (II): Crop Rotation: +2 to Gather (Produce/Grain) with Farm Structure (+20 +22 Agri pips; 8 more needed for Farming (III))

Travel: (10 Travel Pips)
Travel Caravan (I): +2 Defense to units in hexes without allied structures; (+6 Travel pips) ***
River Boats (I): +2 Speed along Rivers to all units; (16 Travel pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction;
Farmed Food: 1 Hex; Stores (8); Grains, Produce;
Foraged Food: 1 Hex; Stores (0);
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs;
Stone: 2 Hex; Stockpile (4);
Lodestone Ore: 1 Hex; Stockpile (4);
Iron: Stockpile (4);
Wood: 1 Hex; Stockpile (7);
Feathers: Stockpile (0);
Clay: 3 Hex; Stockpile (0);
Briarthorn: 3 Hex; Stockpile (9);
Kulwek Bone: Stockpile (10);
Silver Scale: Stockpile (10);
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
Smith: Jeros Aman (Tier I)

>Structures:
Elf Settlement (I): +2 Defense
6 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]
Smithy (II): +3 Defense; Metalsmithing; Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn;
Phoenix Monument (I): + ½ Morale

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense
Kelwek Remains (I): Intimidation

Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;
>>
>>4276004

Edella had the goblin escorted around the fortress base, so it could see the many Kulwek remains embedded into the walls. The Dusk Elves were champion defenders of their lands and she would have the goblins know it.

Sitting in the same chair, the goblin stared up at Queen Edella Farn the Phoenixheart with more than a little awe. "Stupid elf lady and stupid elves are REALLY smart at killing Kulwek!" The goblin diplomat says.

"Not just Kulwek." Edella said, growing tired of being called stupid. "Dusk Elf lady and Dusk Elves are smart at killing whatever, or whoever, we want to."

The goblin nodded its head in agreement, then looked around the room and up at the imposing queen. A glimmer of fear appeared in its eyes.

Exercising the practiced "empathy" that Vestan had been instructing, Edella reached out and touched the emotions of the goblin and felt his fear of her and her people but also the surprise. Suddenly, she had a better understanding of the true depths of goblin stupidity.

This was the first moment that it had occurred to the goblin that the elves could hurt him. Edella blinked at the bogglingly dense savage.

She smiled at the goblin, which made the goblin relax a little and stare at her mouth with an odd appreciative look. She pulled out one of the sacks they had looted from the Kulwek and passed it across the table to the goblin.

His eyes lit up and opened the sack immediately, pulling out the polished Kulwek skull. "This is a small gift to your people from us." Said Edella.

"Ooh, can I keep sack?" The goblin asked, eagerly.
Edella shrugged. "That's up to King"

"Oh, yes." The goblin said casually while stuffing the skull back into the sack. "King says that since no Kulwek come to ask for fishies, I ask stu-"

The goblin looks up at Edella cautiously. "I ask Dust Elves if the Kulwek come here."

It seems that at least this goblin is capable of learning, a little. "No. We killed the Kulwek." Edella says with a pristine, confidently cold grace.

Still securing the sack, the goblin nods. "Yes, yes. Disk Elves very smart at killing Kulwek. I see Duck Elves kill many Kulwek!"

"No." The firmness of her reply made the goblin look up, startled and confused.
She leaned forward smiling coldly, her face close enough to the goblin to smell his foul breath and she nearly lost her composure from her surprising instinct to gag.

>>
>>4276010

"My Dusk Elves killed all the Kulwek. You be sure to tell King that."
The goblin's eyes widened in realization.

Its mouth opened, then closed, and then it rapidly nodded. It stood up and scrambled down off the chair, clearly meaning to go tell King right then.

Walking the goblin outside, it turned back to her, glancing slightly at the nearby guard before saying "I say, not King says, but I say that Elf lady Grublips is strong king of Desk Elves. If lady slap her ass at Grubbers, I look at lady ass."

The fishing elf pulled over the raft they used for crossing the river and the goblin sat in the middle, clutching the sack. The guard nearby failed to successfully cover his laughing fit with coughs.

"Oh shush," Edella said, watching the goblin drift back. She was thinking about their neighbors to the north and what, if anything, they could be useful for in the future.

Their common enemy was gone, but there might be something else to be gained. Or perhaps, they might simply stay away for good.

...
>>
>>4276014

The neighbors to the south we're another matter. The Harvesters were mysterious and clearly understood agriculture.

Edella had several sages accompany a unit of settlers she had sent down to the logging camp and mining quarry. The sages repeatedly attempted to engage in diplomacy with the silent Harvesters.

The elves knew that stepping on the fields incurred their violent wrath and they set up posts in the ground at the northeast edge of the field, near a Harvester at work. They spoke, they yelled, they praised, they cursed, and even threw stones at it to get stones attention.

Nothing they did seemed to get a reaction from the large Harvester.
Giving up, for now, they packed up a Bodenave with a load of iron ore and walked back towards the settlement.

As they passed the Harvester, it looked up from its work, stared at the Bodenave, glanced at a bit of rust at the joint of its shoulder, and then continued to work. Excited about finally producing a reaction from the Harvester, the sages deduced that it had reacted to the iron ore.

They tried to reproduce the results but it seemed that the Harvester did not feel the need to respond after noticing ore. Eventually, one sage tried lobbing a large chunk of ore at it, with the chunk landing a pace or two from the ordered linear path that the Harvester was working on.

The Harvester looked at the chunk, to its linear path, to its shoulder, and to the delight of the sages, it looked at the elves for the first time when they weren't trespassing. It then kept looking back and forth from the chunk and its path.

The Harvesters never strayed from their paths. They methodically worked in rows up and down their huge field, always along the same parallel lines.

This one suddenly stepped out of its line and reached down to pick up the ore before stopping. It looked elsewhere around the ground and picked up a bent, crushed, and forgotten stalk of grain.
It held up the pathetic plant and looked at the elves again, not moving.

Unsure what to do, the elves waited. Seeming to come to a decision, the Harvester discarded the plant and began to dig in the ground, nearby the chunk of ore, and at an odd angle from its previous digging.

Curiously, it seemed to be digging shallow and carelessly scattering dirt around. Soon, it had even covered the chunk of ore with loose dirt.

It then shifted its position and with incredible precision, dug the ore up from the loose dirt. It picked up the chunk and, not so much as glancing back at the elves, retreated back behind its rocky enclosure in the distance.

No Harvester returned to that part of the field that day. The sages chose to count the event as "progress" in diplomacy with the inscrutable things.

>>
>>4276020

The settlers set up a suitable base, merging the logging camp and mining quarry into a southern base of the Dusk Elves. The settlers argued amongst themselves on what to call the camp and decided to leave it to the wise, powerful, and beautiful Queen to name the base.

Edella had also sent out two teams of exploring scouts. The ones sent southwest only got as far as the cave.

The mad shouting and occasional mystical bolt of power or bizarre sounds still came from within the cave, so the scouts camped well in the distance from it. They noted the activity dramatically increased at night and kept watch but observed nothing leave the cave or cross the river.

The northeast scouts explored some new land along the river, with the only thing they found of interest being the bones of a devoured Bodenave. The bite marks upon the bones were too large to be the rapidly running spotted cat beast seen in the first year, although they could be from a cat creature.

The more disturbing thing was the tracks, which confirmed not a cat-like beast, but several much larger ones than what had been seen before. The battle-hardened Firethorn Bowriders camped and slept in shifts to guard against unknown beasts and possible threats.

Weary of relying on sending out scouts and endangering lives to explore their surroundings, Edella worked with Vestan to develop the ability to tapping into the mind of birds. Briefly concerned that violating the will of a sky creature was sacrilege, Vestan quickly decided that violating the will of his beloved Edella would be a deeper sacrilege.

He showed her how to push her way into the mind of a small bird, and guide it. Although it allowed them to see out of the bird's eyes, it was more like directing an obedient Bodenave than moving their own body.

Edella was thrilled that she might not have to continue to risk elven lives in exploration. The act took all of her focus, drained her terribly, and couldn't last much longer than a Bodenave could ride, but it was still incredible.

Further, as the days of practice went on, she amazed Vestan by possessing a bird that she had released days earlier, despite the bird being near to the southern camp. Vestan had only ever possessed birds that were in his presence and he caressed Edella's face in adoration as she was in her trance.

The young prodigy delighted in always being both master and student with his beautiful queen. He watched over her intently as she guided the bird, only entering her possession with her occasionally to check on her progress.

Dissatisfied with the meager raft used for crossing the mighty river, Edella had several large barges constructed that were capable of carrying ten Bodenave and traversing down the river, and up, as well as effortlessly crossing. She had docks built both at the fortress and across the river to the north.

>>
>>4276032

Keb had been looking to the future and was working on developing more luscious crops by spreading the water from the tributary with wood troughs, irrigating farms. He expected the technology might be able to turn regular earth into fertile soil as well.

The progress on Keb's irrigation system was slow, but he never ceased to amaze Edella with his patience. Edella herself had always been impatient and now constantly felt a flutter in her stomach when she was not driving towards a task.

She decided they needed more resources and finally indulged the sages who had been longing to investigate the burrow. The Bowriders sent in to secure the foul reeking burrow reported the beast had died.

Intrigued to see the mighty beast herself, Edella entered the cave and marveled at the massive beast before vomiting worse than Vestan had at the Crushing of the Kulwek. She had seen much in her time.

Running outside, she rinsed her mouth from a waterskin and expressed her confusion to a nearby sage. He suggested that she may have caught the mild stomach illness that had been popping up in the settlement for weeks.

She demanded to know why she wasn't informed of an illness in her settlement, and he assured her that it was just very mild nausea that less than 25% of the elves were getting. He expected it would soon pass.

Regarding the beast, there were some revelations. The beast was a pure herbivore that had been eating only small vermin for years.

The sages believed that the reddish-orange stone and ore in the burrow was toxic to consume and had gotten into the beast's water. They dug the burrow out into a mine to safely gather the material.

They found that the ore could make a softer metal than iron, they called lead. They found it could be used in a thin coat over iron to prevent the iron from rusting.

Talking with her people, she spoke to all those who had suffered from sickness stomach sickness and found that many of them had gotten better already. She grew less worried but still found it odd that most of the infected were women.

>>
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>>4276036
When she got the news from the settlers in the south, she knew she had to make a series of decisions. Of course, she had long ago decided its exact location.
Please decide on which hex to put the camps/base. (The shovel and pick symbol is just a placeholder)

More importantly, she needed to know exactly what training they needed to remain there. Obviously, they could gather wood, stone, and ore, but were there any other skills she should make sure the unit of settlers has?
Please decide on the developments invested in the "Settler" Unit. (Gathering from the Quarry and Logging just seemed obvious.

She also needed to decide the base's true purpose and name it accordingly. The base had a number of uses, but the elves needed direction and purpose.
What did she name the southern base?
>"Talongrip" because they seize new resources for the Dusk Elves as they gather.
>"Soaring Wing" because they represent the Dusk Elves' inevitable expansion.
>"Thornbeak" because the base is a distant line of the Dusk Elves' defense.
>"Featherest" because base will someday become a southern center for the Dusk Elves' and other races' diplomacy.
>"Ashrisen" because as a colony, it helps ensure the Dusk Elves will survive.
>Write-In (Feel free to mix and match names and purposes or come up with your own.

.

You have 8 Actions for the beginning of summer:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
>Explore - Move Units Speed 6
>Gather Food with up to 11 Units
>Gather Resource
>Develop Mysticism
>Develop Technology (+4; +4 Iron; +5 Construction)
>Build Structure
>Train units into other units
>Train a total of 15 units +Edella
>Disband units
>Engage Diplomacy
>Patrole hex route with units
>Attack Hex
>>
Okay, with this many actions, something has got to give.
Either you guys gotta choose more boring actions, I gotta give you fewer actions, I gotta post updates every two days, or something.

Cool stuff though.
>>
>>4276048
You could say we always gather food automatically in exchange for cutting one of the actions since we always do that anyway.

Place the settlement 2 below the pick and shovel tile. (that's not harvester territory from what I can see right?)

Talongrip gather
>gather food
>develop tech: ropemaking
>develop tech: woodworking
>develop tech: ballistics
>build structure: palisade at talongrip
>build structure: farm at talongrip
>explore using the birds direct north of the fortress
>develop tech: upgraded food storage
>>
>>4276318
>(that's not harvester territory from what I can see right?)
Correct.
The only Haarvester territory that you are aware of is the field hex and the rocky hill hex south of it with the cute Harvester icon on it.
I tried to put a little border on it but it might not be noticeable since some of my regular hexes are a bit off because they don't 100% match the world map hexes.
>>
>>4276041

>Gather Food with up to 11 Units
>"Soaring Wing" because they represent the Dusk Elves' inevitable expansion.
Settle somewhere in the hilly hexes. They should probably learn prospecting for new resources and self defence.

>Gather Food with up to 11 Units
>Explore move bowriders further NW
>Explore move bowriders further SE
>Explore - Discover Resource Gold
>Build Structure palisade at new settlement
>Develop Technology improve metalworking
>Develop Technology improved food stores
>Other investigate human burial mound

We should have more sex to forget the sickness.
>>
>>4276048
Maybe half or 3/4th the actions?
>>
>>4276041
Hookay, lotta stuff to decide on.

>Placement
I think that two below current icon hex is good, too, after consideration.

>Developments in the Settler Unit
Actually, I'm going to go with scouting. Defensive kinda stuff. I figure it'd be good as an outpost and living area.

>"Thornbeak" because the base is a distant line of the Dusk Elves' defense.
Because what I just said.

Actions:
>Gather Food with up to 11 Units
>Develop tech: Ballistics/Catapults
>Explore- move Bowriders further SE.
>Explore - Further Southwest.
>Build structure: Palisade at Thornbeak.
>Build structure: Farm at Thornbeak.
>Develop Technology: Improved Food Stores

Also, I agree you should do a number of things:

Try to get your posts up a bit faster. I need to do the same. and reduce the available actions/orders per turn. Key is to keep things on a decent clip when you actually post, if you're doing that. That or make orders and whatnot a bit less intimidating to look at. Just my two cents, though.
>>
>>4276041
>>"Thornbeak" because the base is a distant line of the Dusk Elves' defense.
>>
>>4276041
>>"Soaring Wing" because they represent the Dusk Elves' inevitable expansion.
>>
Rolled 1, 3, 5, 6, 3, 4, 2, 5 = 29 (8d6)

>>4276318
>Talongrip gather 1, 1

>gather food 1
>develop tech: ropemaking 1
>develop tech: woodworking 1
>develop tech: ballistics 1
>build structure: palisade at talongrip 1
>build structure: farm at talongrip 1
>explore using the birds direct north of the fortress 1
>develop tech: upgraded food storage 1
>>4276532
>"Soaring Wing" expansion 1, 1
>Gather Food with up to 11 Units 1
>Explore move bowriders further NW 1
>Explore move bowriders further SE 1
>Explore - Discover Resource Gold 1
>Build Structure palisade at new settlement 1
>Develop Technology improve metalworking 1
>Develop Technology improved food stores 2
>Other investigate human burial mound 1
>>4276606
>"Thornbeak" defense 1, 1
>Gather Food with up to 11 Units 3
>Develop tech: Ballistics/Catapults 2
>Explore- move Bowriders further SE 2
>Explore - Further Southwest 1
>Build structure: Palisade at Thornbeak 2
>Build structure: Farm at Thornbeak 2
>Develop Technology: Improved Food Stores 3
>>4276909
>"Thornbeak" defense 2, 2
>>4276956
>"Soaring Wing" expansion 2, 2

Gather Food: Farmers 9; Units 9; Farm Equipment 10; Farms 14;
Catapult: 2d6+4+5+4
East Bowriders SE: 6 Speed
Improved Food Stores: 2d6 +4
Camp Palisade: -1 Wood
Camp Farm: Needs water/Fertile Soil
Camp Irrigation: 2d6 +4+5 -1 Wood
Growth: 2d6

So, it's down to:

Thornbeak versus Soaring Wing

And the final action will be Exploring:
Northwest versus Southwest.

Might flip a coin or two, but I'd rather not.
>>
>>4277080
Missed this session of votes. Would've wanted Talongrip and have kept the capital as the head of everything, but if its down to the event, I think going for
>Soaring Wing
Is the better bet here. They feel a little too far away to be a "defensive" settlement, nor are they in the position of any known hostile entities. As an expansive settlement, its likely they'll get more bonuses to growing and improving their structures and lives over all, rather than just focusing on defensive structures and holding the line.
If/when they grow big enough to take over the fallen castle, that could form a good defensive stronghold over the region, but for now just getting their feet under them would likely be their main goal.

Besides logging and mining, self defence and some basic foraging/hunting would be good for them to know. Not sure if this is too much for one unit, or if the unit is going to "disappear" once the proper town center is placed.

We should also get to work on a road between the two so we can more easily handwave the food and raw resource delivery between the two.
>>
>>4277080
Missed the other part, Let's go SouthWest for now, since that's more at risk of landbound travellers/nations. No river to protect us.

>>4276532
>more sex to forget the sickness.
Actually, we should spend some time/actions investigating the ground beneath our village, and make sure that there isn't more lead under our feet. Last thing I want to see happen is us to keep living on and eating off of lead-posioned land.
>>
>>4277080
What's the name of the capital?
>>
>>4277206
"Only women got the sickness" probably means they are just pregnant
>>
>>4277552
Dear god I hope its a case of elves just being such autistic metalhead murderhobos to not understand the side effects of pregnancy, rather than acute lead poisoning.
>>
Year Four: End of Summer

>Workforce Tier V: Bustling (35 -0 +7 = 35 pips)
>Health Tier 2 (3 -0/2 + 6 pips)
>Morale: 1 +½
>Food: 15 Stores ((8 -0 -35 = -27) +9 +9 +10 +14)

>Units: 12 of 16 Available: 3 Farmers, 7 Firethorn Bowriders,1 Settler, and Edella
Settler: +1 to Gather (Iron/Stone/Wood); +2 to Gather (Game/Fish/Mystical); +3 to Offense (Ranged);

>Mysticism Development:
Mental Discipline: (10 MD pips)
Open Blossom (I): +1 Growth (+17MD pips)
Eyes of Phoenix Possession (II): +2 Action of Unitless Exploring (+20MD pips)


>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Metalsmithing: (10 Metal pips)
Cast Iron (I): Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn; (+11 Metal pips)
Weaponsmithing (I): Spears: +1 Offense Melee/Ranged; (+17 Metal pips, 3 pips to Tier II)
Ironsmithing (I): Hand Tools: +4 to Technology Development rolls (+20 Metal pips)
Ironsmithing (II): Iron Forge: +4 to Technology Development rolls using iron (+20 +17 Metal pips)
Ironsmithing (II): Farming Equipment: +1 to Gather per Farmer Unit/Farm (+20 +3 Metal pips)

Wood Construction: (10 Wood pips)
Crane (I): +1 Gather Stone (+17 Wood pips)

Food Storage (II): Ceramic Casks: +1 Health; -2 Rot; (+20 +14 Clay pips)


Agriculture: (10 Agri pips)
Farming (III): Crop Rotation & Irrigation: +3 to Gather (Produce/Grain) with Farm Structure; grass hex near water source can sustain Farm (+30 +8Agri pips)

Travel: (10 Travel Pips)
Travel Caravan (I): +2 Defense to units in hexes without allied structures; (+6 Travel pips) ***
River Boats (I): +2 Speed along Rivers to all units; (16 Travel pips)

>Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction;
Farmed Food: 1 Hex; Stores (15); Grains, Produce;
Foraged Food: 1 Hex; Stores (0);
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs;
Stone: 2 Hex; Stockpile (5);
Lodestone Ore: 1 Hex; Stockpile (4);
Iron: Stockpile (5);
Wood: 1 Hex; Stockpile (5);
Feathers: Stockpile (0);
Clay: 3 Hex; Stockpile (0);
Briarthorn: 3 Hex; Stockpile (9);
Kulwek Bone: Stockpile (10);
Silver Scale: Stockpile (10);
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
Smith: Jeros Aman (Tier I)

>Structures:

Soaring Wing(I):
Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;
Palisades (I): +1 Defense
Farm (II): +2 Food Spring/Summer; +4 Autumn;


...
>>
>>4279452
As a symbol of the Dusk Elves expansion across the land, Edella named the new camp settlement "Soaring Wing". The settlers, a tough but capable crew of gatherers with a few skilled in Phoenix Flame Arrows, built up the camp into a proper colony.

Soon, they had built up palisades and established their own farm. Although the soil was harsh, dry, and unyielding.

At his beloved queen's request, Keb experimented with his wooden trough irrigation system to drain water from the surrounding hillsides into Soaring Wing and the farm. The irrigation was so successful that he knew it could be used to upgrade the other farms at the cost of some wood.

With Soaring Wing beginning to thrive, Edella turned her mind to the home settlement, which would need a proper name now, she supposed. But for the moment, she focused on food storage.

With the farms producing food abundantly, she wanted them to preserve as much as they could. She had the potters construct large food storage casks at the bottom of her turf house, which could help keep food preserved longer.

Meanwhile, the work digging out the burrow into a safe lead mine was coming along nicely. The sages had constructed a wooden crane to haul out the dirt and stone, which they kept bringing to a massive pile inside the settlement.

At one point, the crane was handled by an inexperienced elf who under-loaded and over-torqued the crane, launching a stone dozens of paces away. Fortunately, nobody was hurt and everyone enjoyed the display but more importantly, it gave Edella an idea she would discuss with Conrys later.

...
>>
File: ElfCiv013a.png (309 KB, 843x830)
309 KB
309 KB PNG
>>4279457
The Bowriders she sent to the southwest discovered an end to the plains and a rocky, craggy land where the river cut through the stone, forcing the Bodenave to leap across stones and hop up and along cliffsides rather than follow its banks. Eventually, they stopped at another river they guessed that flowed north to the Kulwek's Crushing.

The Bowriders she had sent to the east encounters vast tracks of tall purple grass. As they rode through them, their training and instincts kicked in and they knew they were being watched.

Detecting some movement, they urged their birds forward and a massive purple striped cat leaped after them. Not wasting any time, the Bowriders raced as fast as they could southeast.

The cat charging behind them was larger than the Bodenave and rider combined and seemed to ripple with muscle. To the elves' horror, the beast was quickly joined by two others and then two more.

The pack of five cat-beasts pursued the riders for nearly as far as the birds could run until, finally, the riders spotted a river through the dense grass and crossed, hoping that the cats would not follow. The cars fearlessly charged into the river and splashed and seam halfway to the other side before turning around and swimming back.

The riders we're relieved and let their mounts rest but were confused. The river had not stopped them, so what had made them turn back and slink into the tall purple grass?

Looking around the area, they discovered nothing of note aside from a large deciduous forest on the northeast side of the river. They felt no sense of being watched and found only plant life but remained alert and cautious.

...
>>
>>4279461
Edella had been feeling much better recently and, after weeks of barely being able to keep a single thing down, was absolutely ravenous. Conrys brought it to her attention that a number of the other elven women had felt the same and it was clear that they were pregnant.

Edella dropped her head into her hands in embarrassment, it was so obvious. Of course, she was pregnant!

The idea hadn't even occurred to her because she had long ago passed into the age of infertility. It seemed the restorative powers of the phoenix heart had now also given her the opportunity for children

She had always dismissed the idea of having a proper family, as she had always been more focused on gaining power and influence. But now, there was nothing to stop her from having anything she wished.

The queen was ecstatically happy, as were all four of her consorts and Hakken even smiled! They all insisted that they had to be the father bit agreed that they, Edella, and likely the whole community would love, adore, and raise the child like no other.

Edella decided to announce her pregnancy before word spread and carefully chose the way she presented her child to her people.
How did she describe the coming birth?
>Her child will be the rightful inheritor of her nation's power.
>Her baby will be her beloved and cherished family.
>Her scion will be the divine continuation of her glory.
>Her child will be another proud addition to their thriving community.
>Write-In

You have 8 Actions for the end of summer:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
[Either search for a specific resource or search a specific area for any resources that might be there]
>Explore - Move Units Speed 6
[Specify Unit(s) and path]
>Gather Food with up to 11 Units
[Once per turn]
>Gather Resource
[Can gather multiple resources, but only once per resource per turn]
>Develop Mysticism
[Specify development]
>Develop Technology (+4; +4 Iron; +5 Construction)
[Specify development]
>Build/Upgrade Structure
[Specify structure to build or upgrade]
>Train units into other units
[Specify Unit(s)]
>Train a total of 15 units +Edella
[Specify Unit(s)]
>Disband units
[Specify Unit(s)]
>Engage Diplomacy
[Specify with who]
>Patrole hex route with units
[Specify path(s)]
>Attack Hex
[Specify Unit(s) and hex]
>>
>>4279464
>Family

If we can't spoil our kid a little, then I don't know what to say.

Quick question, how big is our population?
>>
>>4279464
>Her baby will be her beloved and cherished family.
I think way can cool off on the genocidal imperialism for now and just enjoy a new family member. At least until the "next threat" comes and it's mongol bird elf time again

>Explore - Move Units Speed 6
Move the southern archers north west
>Explore - Move Units Speed 6
Have the western archers move themselves up the river and explore the other side of the rivers and lavender (??) fields.
>Gather Resource
Stone, wood, lodestone, and clay. I think those are the resources we can gather
>Gather Food with all available units
>Develop Technology
Continuing off of the construction and mining knowledge, figure out how to build water wells. Probably just simple bucket based ones, maybe strengthened by wood lining at first, but we could probably get pumps at some point to make them more effective (and to let our elves be a little lazy)
>Develop Mysticism
Research dowsing magic so we can find underground deposits of water and potentially other resources more easily
>Build Structure
Build a water well for Soaring Wing to ensure a stable water supply in case the diverted hill water isn't enough. Or in case the area gets sieged down by a hostile power in the future.
>Upgrade Structure
Begin upgrading our existing farms with wooden irrigation ditches as described, starting with the ones closest to the river to make it easy

I think Eyes of Phoenix Possession gives us a little free exploration we can use to gain sight of the hexes north/northeast of the fort. Let's do that too.

Also, if you're worried about there being too many actions, I think one way to do it would be to start incorporating actions that spend multiple units of AP for some benefit. There is also the possibility of having "upkeep" AP, or AP that is automatically spent to do something if not toggled off where the effects run in the background. This is basically what gathering food and other stuff is already. I can also see settlements past a certain size requiring some passive AP spent, sort of like internal diplomacy to resolve issues of growing past a certain size. Alternatively, this might not even be a problem because some shit will pop up and destroy our morale and population tier. I don't know, I'm just spitballing different ideas out to get a conversation going.

On the idea of just arbitrarily halving AP, I think that's a very bad idea. Either it would involve gimping all civs across the board (obviously not good) or it would only apply to us and thus invalidate the entire first thread we spent trying to get our population/morale to a healthy, stable point.

>>4279560
First thread had a lot of discussion on this, and the answer is basically whatever the QM arbitrarily sets. We know some things like it's enough to field a small army but not nearly enough for a metropolis, but we have no real numbers. Population tier (or workforce tier as it's called now, for some reason) has no impact on actual population.
>>
>>4279464
>the child will be well educated and trained and have the responsibility to lead the elves after edella showing LEADERSHIP

>explore/move units
move all archers that arent the eastern ones back home and then to go out and rescue the eastern archers and help move them back home (if this takes more than one ap thats fine with me)
>gather food
with all otherwise non moving units
>research tech: poisons
we need something to give an edge against the big cats
>research mysticism: finding more pheonixes or improving magical capacity of the general population
we need to get stronger to fight the cats
>research lead
anons know lead is bad for you but its time the elves know
>develop tech: water wells/water finding
>explore using eyes of the pheonix: the eastern purple grasslands
>build building: food storage huts at Soaring Wing
for the winter
>>
>>4279464
>>Event
>Her baby will be her beloved and cherished family.
AND
>the child will be well educated and trained and have the responsibility to lead the elves after edella showing LEADERSHIP
We will love our children, but we might as well also give them the best possible position to help lead for some far future settlement.

>>Action
>Explore - Move Units Speed 6
Move the southern archers north west
>Explore - Move Units Speed 6
Have the western archers move themselves up the river and explore the other side of the rivers and lavender (??) fields.

>Gather Food with up to 11 Units
>Gather Resource
Stone, wood, lodestone, and clay. I think those are the resources we can gather
>Explore - Discover Resource - Let the farmers and any other units in the settlement do some basic prospecting to see if anything of note is beneath the topsoil

>Upgrade Structure - Farms with wooden irrigation around Home
>Build Structure - food storage huts at Soaring Wing
>Build Structure - Road between Home and Soaring Wing
>>
how long do elves even take to become adults? we may need some magic to make baby grow if it is like 100 years.
>>
>>4279464
>>Her child will be the rightful inheritor of her nation's power.

>Gather Food with up to 11 Units
>Explore
Move the southern archers north west
>Explore
Have the western archers move themselves up the river and explore the other side of the rivers and lavender (??) fields.
>Develop Mysticism
Research dowsing magic so we can find underground deposits of water and minerals more easily
>Develop Mysticism
Poisoned arrows and weapons, non lethal for elves and bodenaves, lethal for everyone else
>Develop Technology
Currency
>Explore - Discover Resource
Precious metals (gold, silver, etc)
>Build Structure -
Food storage huts at Soaring Wing
>>
Should we roll to check who the true father was?
>>
>>4280979
>Should we roll to check who the true father was?
I used the multiple d6roll at conception.

Update delayed until tonight because I overslept by 5 hours and screwed over my whole day.
>>
>>4279725
>I think those are the resources we can gather
Technically, you can gather all of them that don't have current sources of, like the Kulwek Bone. I should break the resources up by Gatherable, and Unique.
But Stone, and Lodestone are Gatherable at once from the mining camp
Gather All Food is one action even from multiple sites.
Gather All Wood is a separate action from Gather All Ore.

>>4279560
>Quick question, how big is our population?
Like anon said, I try to keep the numbers vague and abstract. It helps tremendously to be able to write without ignoring established numbers. Dusk Elves are a large settlement but a small civilization.

>>4279852
>how long do elves even take to become adults? we may need some magic to make baby grow if it is like 100 years.
I forget exactly what the D&D timetable was, but I remember it being ridiculous. Elves physically mature comparably to humans, perhaps a little faster as smaller animals tend to mature faster. After about 12 winters, an elf is expected to take on physical duties of an adult and will fully mature several years later.
Mentally and emotionally, elves are teenagers for roughly thirty years.
The horror.
>>
Rolled 1, 6, 6, 5, 2, 2, 1, 1, 3, 4, 1 = 32 (11d6)

Gather Food
Food Storage
Dowsing 4d6+1
Explore NW
Explore NE
Water Well 2d6+4+4+5
1d6:
1-2 (QM Bias) Poison 2d6+4+4
3 Upgrade Farm
4 Gather Stone & Ore
5 Gather Wood
6 Gather Clay

Growth 2d6
>>
Rolled 1 (1d4)

That should have been 2d6 for the last two tied actions.
So, it's poison and 1d4
>>
>>4282750
I just realized 4chan ate the part of my post where I tally up all the votes.
Damn.

Family with a healthy dash of LEADERSHIP write-in won the event vote.
>>
Year Four: Beginning of Autumn

>Workforce Tier V: Bustling (35 -0 +5 = 35 pips)
>Health Tier 2 (3 -0/2 + 6 pips)
>Morale: 1 +½
>Food: 20 Stores ((15 -0 -35 = -20) +9 +5 +11 +15)

>Units: 12 of 16 Available: 3 Farmers, 7 Firethorn Bowriders,1 Settler, and Edella

>Mysticism Development:
Mental Discipline: (10 MD pips)
Open Blossom (I): +1 Growth (+17MD pips)
Eyes of Phoenix Possession (II): +2 Action of Unitless Exploring (+20MD pips)
Phoenix Flame (II): Flame of Divination: Detects Resource within 6 hexes when Exploring for Resource (+20 +19 Pyro pips; 11 needed for Phoenix Flame (III))

...
>>
>>4283878
>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Alchemy: (10 Chem Pips)
Briarthorn Toxin (I): Poison Arrows: +2 Offense to units trained; (+12 Chem pips)


Metalsmithing: (10 Metal pips)
Cast Iron (I): Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn; (+11 Metal pips)
Weaponsmithing (I): Spears: +1 Offense Melee/Ranged; (+17 Metal pips, 3 pips to Tier II)
Ironsmithing (I): Hand Tools: +4 to Technology Development rolls (+20 Metal pips)
Ironsmithing (II): Iron Forge: +4 to Technology Development rolls using iron (+20 +17 Metal pips)
Ironsmithing (II): Farming Equipment: +1 to Gather per Farmer Unit/Farm (+20 +3 Metal pips)

Wood Construction: (10 Wood pips)
Crane (I): +1 Gather Stone (+17 Wood pips)

Food Storage (II): Ceramic Casks: +1 Health; -2 Rot; (+20 +14 Clay pips)

Agriculture: (10 Agri pips)
Farming (III): Crop Rotation & Irrigation: +3 to Gather (Produce/Grain) with Farm Structure; grass hex near water source can sustain Farm (+30 +8Agri pips)

Travel: (10 Travel Pips)
Travel Caravan (I): +2 Defense to units in hexes without allied structures; (+6 Travel pips) ***
River Boats (I): +2 Speed along Rivers to all units; (16 Travel pips)



>Gatherable Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction;
Farmed Food: 1 Hex; Stores (20); Grains, Produce;
Foraged Food: 1 Hex; Stores (0);
Bodenave Flock: 1 Hex; Stores (10, 0, 0); Birds, Feathers, Eggs;
Stone: 2 Hex; Stockpile (5);
Lodestone Ore: 1 Hex; Stockpile (4);
Iron: Stockpile (6);
Wood: 1 Hex; Stockpile (5);
Feathers: Stockpile (0);
Clay: 3 Hex; Stockpile (0);
Briarthorn: 3 Hex; Stockpile (8);

>Unique Resources:
Kulwek Bone: Stockpile (10);
Silver Scale: Stockpile (10);
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
Smith: Jeros Aman (Tier I)

>Structures:
Elf Settlement (I): +2 Defense
5 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
1xFarm (III) : +3 Food Spring/Summer; +4 Autumn;
Turf House (0): Food Storage;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]
Smithy (II): +3 Defense; Metalsmithing; Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn;
Phoenix Monument (I): + ½ Morale

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense
Kelwek Remains (I): Intimidation

Soaring Wing(I):
Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;
Palisades (I): +1 Defense
Farm (II): +2 Food Spring/Summer; +4 Autumn;

>>
>>4283879
Edella announced her pregnancy to the delight of all her people in the settlement. Many were eager to discuss the future of the unborn Farn child.

Some elves even wanted to worship the coming child and Edella was quick to say that her child would be her family, loved and cherished, but was not to be regarded as a figure of worship.
Her child will be well educated and trained and if they prove themselves to be a leader worthy to shoulder the responsibility, they will lead the elves when Edella herself is no longer queen.

She also reminds them all that there will be a number of new additions to the settlement beyond her own and that they should all cherish them all. Soon, the Dusk Elves would be gifted with the first generation of their civilization born to this valley.

As for herself, Edella was trying to handle her pregnancy with grace and civility. Her hunger was ravenous and she had gained more weight than most of the other pregnant elven had.

She tried to keep a positive attitude about it and generally was her normal, calculating, and pragmatic self. Although, she did throw a boot at Conrys when he compared her size to a burrow beast.

She spent a lot of time with Vestan working with mysticism, as it required little movement. She had a thought regarding a divining technique related to the firey beacon.

She was eventually able to summon a flame that was very small and wouldn't damage anything but grew brighter the closer she got to a specific resource. She was able to show Vestan so he could teach others and it would vastly increase the distance from which resources can be detected.

She also made use of the Eyes of the Phoenix technique to scout northeast and east. The bird she sent east was a little smaller and didn't even reach the edge of the purple grasses she wanted to explore.

The bird she guided north past the fortress, and then northeast along the river encountered only swampland scattered with the occasional goblin. There was one point of interest, just north of the swamp the bird rested in.

From the sky, she had seen a perfectly circular pond that looked like it had been formed long ago by something like her Phoenix Blast, only much larger. The entire area was overgrown with plant life though, so she wasn't certain.

...
>>
>>4283882
Conrys and Keb worked together to dig down deep into the soil inside Soaring Wing where the water pooled and supported the structure with stone and wood. They incorporated the well into the irrigation system, ensuring the crop and water supply of the camp.

Hakken had actually been helping the sages for a change. They had been experimenting with the Briarthorn essence and had refined it to a toxin that was more lethal.

However, in order to safely be used in battle, the warriors would need to be resistant to the poison. Ingesting small amounts of it over a long period of time allowed Bodenave to build up a tolerance.

In order to get the safe dose for an elf, someone would have to try the experimental doses and most were reluctant because the first Bodenave had died. Hakken volunteered to test the toxin and, fortunately, proved the theory sound.

Unfortunately, more research would be necessary for additional applications, but poison-tipped arrows were now available by those who had trained up their immunity.

...
>>
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354 KB PNG
>>4283886
The Firethorn Bowriders sent west rode beyond the rocky crags into a new plain of grass and another forest, vibrant with animal life. Whereas the ones sent east were in another kind of forest altogether.

The east riders continued exploring north along the other side of the riverbank, occasionally venturing through the forest and yet hardly spotted any animal life at all. When they reached as far as the Bodenave could ride, they made camp in the forest.

As they made camp, they felt eyes upon them again as they had while riding. They had earlier joked about a haunted forest filled with invisible spirits, but now that night was falling, it seemed less funny and more possible.

They felt the threats of cat beasts, spirits, or unknown dangers lurking around them in the woods. Edella had made sure to instruct them before they had left, so they knew what their Phoenixheart queen would want them to do.

How did the eastern riders camp?
>Sent to observe and report, it was important that they return, so they kept the Bodenave packed and ready to run, lighting no fires that might get noticed, and keeping watch with caution.
>No strangers to danger, the Firethorn tied the Bodenave up in the center of camp, lit no fires that might scare off predators, and hid in the trees waiting with cunning.
>Lighting just a small fire to ward off predators, they obscured the flame and smoke as best they could to treat the possibility of unknown observers with respect.
>The Dusk Elves set up camp as normal and lit a large comfortable fire, confident that they would defend alert and defend themselves with pride.
>Write-In

...

You have 8 Actions for the beginning of Autumn:

Clever Write-In actions may be incorporated into one of the standard actions:

>Explore - Discover Resource

[Either search for a specific resource or search a specific area for any resources that might be there]

>Explore - Move Units Speed 6

[Specify Unit(s) and path]

>Gather Food with up to 11 Units

[Once per turn]

>Gather Resource

[Can gather multiple resources, but only once per resource per turn]

>Develop Mysticism

[Specify development]

>Develop Technology (+4; +4 Iron; +5 Construction)

[Specify development]

>Build/Upgrade Structure

[Specify structure to build or upgrade]

>Train units into other units

[Specify Unit(s)]

>Train a total of 15 units +Edella

[Specify Unit(s)]

>Disband units

[Specify Unit(s)]

>Engage Diplomacy

[Specify with who]

>Patrole hex route with units

[Specify path(s)]

>Attack Hex

[Specify Unit(s) and hex]
>>
>>4283889
>explore/move units
move all archers that arent the eastern ones back home and then to go out and rescue the eastern archers and help move them back home (if this takes more than one ap thats fine with me)
>gather food
with all otherwise non moving units
>research mysticism: finding more pheonixes or improving magical capacity of the general population
we need to get stronger to fight the cats
>research lead
anons know lead is bad for you but its time the elves know
>build building: food storage huts at Soaring Wing
for the winter
>research tech: metal shields
>research tech: elf spear hoplites
>build structure: road between the settlements so we can send supply caravans in winter if needed to Soaring Wing
>>
>>4283889
>No strangers to danger, the Firethorn tied the Bodenave up in the center of camp, lit no fires that might scare off predators, and hid in the trees waiting with cunning.
>>
>>4283889
caution
>>
>>4283889
>The Dusk Elves set up camp as normal and lit a large comfortable fire, confident that they would defend alert and defend themselves with pride.
Our elves are surely invincible!!

>Explore - Discover Resource
Use this on the hex one up and one northeast of Edella's current position. By the Flame of Divination ability description, do we get a 1 hex radius bonus to this? Reading it it would look like doing that action on the listed spot would tell us about resources on the river and on both sides too.

>Gather Food with all available units

>Explore - Move Units Speed 6
Move the western riders north east

>Explore - Move Units Speed 6
Move the eastern riders north and to the west

>Develop Technology
>Roads
Experiment with roads. We might have to do with shitty paths at first, but once we get stone paved roads we could get some good bonuses

>Develop Technology
>Fermentation
Get somebody to figure out alcohol. It wouldn't be hard, since all it would take is some guy forgetting about fruit in storage...

>Develop Technology
>Hoplite spears
>Develop Technology
>Iron shields
Mobile cavalry is good, but having a strong frontline presence is needed
>>
>>4283889
>>Lighting just a small fire to ward off predators, they obscured the flame and smoke as best they could to treat the possibility of unknown observers with respect.
>>
>>4283889
>The Dusk Elves set up camp as normal and lit a large comfortable fire, confident that they would defend alert and defend themselves with pride.

>Gather Food with up to 11 Units

>Explore - Discover Resource
Precious metals and stuff

>Develop Technology
Roads

>Develop Technology/Mysticism
Fermentation

>Develop Technology
Currency

>Build Structure
Food storage for Soaring WIng

>Explore - Move Units Speed 6
North

>Explore - Move Units Speed 6
West
>>
As for the name of the capital, what does everyone think of Duskhaven?

>>4283919
>explore/move units Rescue 1
>gather food 1
>research mysticism: Magic Plus 1
>research lead 1
>build building: food storage huts at Soaring Wing 1
>research tech: metal shields 1
>research tech: elf spear hoplites 1
>build structure: road 1
>>4283947
>cunning 1
>>4283979
>caution 1
>>4284118
>pride 1
>Explore - Discover Resource one up and one northeast of Edella 1
>Gather Food with all available units 2
>Explore - Move western riders north east 1
>Explore - Move the eastern riders north and to the west 1
>Develop Technology Roads 2
>Develop Technology Fermentation 1
>Develop Technology Hoplite spears 2
>Develop Technology Iron shields 2
>>4284278
>respect 1
>>4284355
>pride 2
>Gather Food with up to 11 Units 3
>Explore - Discover Resource Precious metals and stuff 2
>Develop Technology Roads 3
>Develop Technology/Mysticism Fermentation 2
>Develop Technology Currency 1
>Build Structure Food storage for Soaring WIng 2
>Explore - Move Units (West riders?) North 1
>Explore - Move Units (East riders?) West 1

Tight vote this time.
Leaving the vote open because it's close and I can't write immediately anyway. But it won't be all day this time.
>>
Rolled 2 (1d7)

>>4284444
Pride
Roads
Food

Hoplite spears
Iron shields
Discover Resource
Fermentation
Food storage
Explore North
Explore West

7 tied votes and 6 actions rolling to see which gets cut.
>>
Rolled 4, 2, 3, 1, 4, 1, 2, 1, 5, 3, 6 = 32 (11d6)

>>4284934
>Pride
>Roads 2d6+4+4+5
>Food
>Hoplite spears 2d6+4+4+5
>Discover Resource 1d6
>Fermentation 4d6+1
>Food storage
>Explore North
>Explore West
>Growth 2d6
>>
>>4284444
The quads have blessed the name choice
>>
>>4285695
Glad the name is blessed.
I liked it enough to change the name of the layer in Gimp, but wasn't sure enough to make it official yet.

>4444
>The quads
Oh my random lord.
The quads of four...
This is too damn perfect. Heh.

Also...
>>4284444
>But it won't be all day this time.
fml
At least this time it wasn't just being kept afk all day.
>>
Year Four: End of Autumn

>Workforce Tier V: Bustling (35 -0 +9 = 35 pips)
>Health Tier 2 (3 -0/2 + 7 pips)
>Morale: 1 +½
>Food: 34 Stores ((20 -0 -35 = -15) +9 +5 +11 +30 -1)

>Units: 12 of 16 Available: 3 Farmers, 7 Firethorn Bowriders, 1 Settler, and Edella

>Mysticism Development:
Mental Discipline: (10 MD pips)
Open Blossom (I): +1 Growth (+17MD pips)
Eyes of Phoenix Possession (II): +2 Action of Unitless Exploring (+20MD pips)
Phoenix Flame (II): Flame of Divination: Detects Resource within 6 hexes when Exploring for Resource (+20 +19 Pyro pips; 11 needed for Phoenix Flame (III))

>Technology Development:
Planning (I): Architecture: +5 to Development rolls for Construction Technology; (10 +5 "Plan" pips)

Alchemy: (10 Chem Pips)
Briarthorn Toxin (I): Poison Arrows: +2 Offense to units trained; (+12 Chem pips)
Fermentation (I): Distillery: +1 Health; (+10 Chem pips)


Metalsmithing: (10 Metal pips)
Cast Iron (I): Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn; (+11 Metal pips)
Weaponsmithing (II): Leaftip Spears: +3 Offense Melee/Ranged; (+20 +9 Metal pips)
Ironsmithing (I): Hand Tools: +4 to Technology Development rolls (+20 Metal pips)
Ironsmithing (II): Iron Forge: +4 to Technology Development rolls using iron (+20 +17 Metal pips)
Ironsmithing (II): Farming Equipment: +1 to Gather per Farmer Unit/Farm (+20 +3 Metal pips)

Stone Construction: (10 Stone pips)
Dirt Road (I): +3 Speed in hexes with roads to all Units; (+19 Stone pips)

Wood Construction: (10 Wood pips)
Crane (I): +1 Gather Stone (+17 Wood pips)

Food Storage (II): Ceramic Casks: +1 Health; -2 Rot; (+20 +14 Clay pips)

Agriculture: (10 Agri pips)
Farming (III): Crop Rotation & Irrigation: +3 to Gather (Produce/Grain) with Farm Structure; grass hex near water source can sustain Farm (+30 +8Agri pips)

Travel: (10 Travel Pips)
Travel Caravan (I): +2 Defense to units in hexes without allied structures; (+6 Travel pips) ***
River Boats (I): +2 Speed along Rivers to all units; (16 Travel pips)

>>
>Gatherable Resources:
Fertile Soil: 1 Hex; Stockpile (0); Includes Sod for construction;
Farmed Food: 1 Hex; Stores (34); Grains, Produce;
Foraged Food: 1 Hex; Stores (0);
Bodenave Flock: 1 Hex; Stores (9, 0, 0); Birds, Feathers, Eggs;
Stone: 2 Hex; Stockpile (6);
Lodestone Ore: 1 Hex; Stockpile (4);
Iron: Stockpile (7);
Wood: 1 Hex; Stockpile (5);
Feathers: Stockpile (0);
Clay: 3 Hex; Stockpile (0);
Briarthorn: 3 Hex; Stockpile (8);
>Unique Resources:
Kulwek Bone: Stockpile (10);
Silver Scale: Stockpile (10);
Mystic: Vestan Djagger (Tier III)
Mystic: Edella Farn (Tier III)
Warrior: Hakken Brassclaw (Tier I)
Sage: Conrys Shon (Tier I)
Farmer: Keb Nettle (Tier II)
Smith: Jeros Aman (Tier I)

>Structures:
Elf Settlement (I): +2 Defense
5 x Farm (II): +2 Food Spring/Summer; +4 Autumn;
1xFarm (III) : +3 Food Spring/Summer; +4 Autumn;
Turf House (II): Food Storage +1 Health; -2 Rot;
Turf House (I): Dugout Barn +1 Health; Queen's Hearth +2 Health & + ½ Morale in Winter;
Bodenave pen (0): Earthen Corral: [10]
Smithy (II): +3 Defense; Metalsmithing; Convert 1 unit of Lodestone Ore into 1 unit of Iron per turn;
Phoenix Monument (I): + ½ Morale

Riverside Fortress (I): +1 Defense
Kelwek Effigies (I): + 3 Defense
Kelwek Remains (I): Intimidation

Soaring Wing(I):
Logging Camp (I): + 1 Wood
Mining Quarry (I): +1 Stone; +1 Lodestone Ore;
Palisades (I): +1 Defense
Farm (II): +2 Food Spring/Summer; +4 Autumn;
Turf House (II): Food Storage +1 Health; -2 Rot;
>>
>>4285823

The western Firethorn Bowriders circled back towards the northeast, skirting the bottom edge of the forest and crossing the river near Kulwek’s Crushing. There were no signs of any Kulwek anymore aside from a few scraps of bone traps lodged in the riverbank.

The eastern Firethorn Bowriders camped all night, spotting several large purple striped cats approach but seem turned away by their large fire. At daybreak, the broke down the camp and finished packing up when suddenly, the trees themselves started to move.

The trees surrounded them and thousands of leaves flew in circles around them, obscuring their view. Drawing their arrows but unsure where to fire they held off but ignited the phoenix flames, sensing mystical energy all around them.

They heard a disturbing voice creaking out of the trees shouting “You have violated Bloodroot land, Bloodroot treaty, and Bloodroot trust, deviant humans! Flee or be cleansed!
The riders started to shout back that they were not humans and knew of no treaty when the voice simply shouted over them to flee.

The maelstrom of leaves thinned to the northeast and the riders took that path and rode fast. They were not pursued and did not see much else of interest once they were in the grasslands northeast of the river. They did come upon a scene of three purple cats attacking a large, furry beast with a single horn but they simply observed and stayed back a safe distance.

>>
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>>4285827
Jeros Aman was very excited to show off his new designs to the queen and she was suitably impressed with the superior weight and design of the new spears. The Leaftip Spears, named such because the pointed blades of the spearheads were shaped like leaves, were far superior to the previous design and allowed for far more slashing damage while still being very aerodynamic.

Conrys and the other sages began construction on a dirt road leading up from Soaring Wing and quickly developed a smooth production method. The road made travel much faster and safer, but the long-distance meant it would take continued effort to construct the entire road.

With Conrys busy working on the road, Keb oversaw the construction of the Turf House. Rather than expend the time and energy to gather up a great deal of sod, Keb relied on the wood available from the logging camp to support most of the structure to good effect.

Vestan kept busy working with the sages that had discovered the use of poison with another discovery they had made with some rotten fruit. The fermented juice had produced strong alcohol and by recreating the process, they could create either a beverage or a medicinal base.

Vestan explored the possibilities of enhancing the process with his powers and found he could control the nuances of the fermentation quite well. The first batch was a simple brew, but in time, there might be more.
>>
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>>4285830
Edella, still extremely pregnant and tired of being cooped up in her Turf house, waddled out along the mighty river and practiced her Divining Flame. She was cycling through all the resources she could think of as she enjoyed the fresh air when suddenly, her flame grew much higher.

The resource she had idly been searching for was Platinum, and there was a strong source of it north of the fortress on the other side of the river. This could be an extremely important discovery for her people.

She was extremely excited to share it with everyone and quickly began to race back to the fortress. And that’s when she started going into labor.

The birth was incredibly difficult and Edella was rocked by shocking discoveries. She gave birth, miraculously, four times, but the most impossible, shocking, and disturbing part of the birth was that she had given birth to what appeared to be four eggs.

Mystified and perplexed as what they should do, the sages, midwife, fathers, and Edella all stared at the four baby-sized eggs gathered in the blanketed basket. Edella and Vestan reached out with their senses and smiled, knowing that whatever else this might mean, there were four elves in that basket.

Suddenly, they jumped as a baby’s foot violently kicked through one of the egg’s shells and a baby’s cry came from within as the baby fussed inside. Seemingly in response to the other baby’s cry, another egg began to rock, and then a wave of mystical energy shattered the four eggs, reducing them to placental debris.

There were four healthy, elven children born that day. The eldest, the largest, and the one who kicked his way into the world was a blond boy named Tritt.

The second oldest, the generator of the mystical wave, and the most energetic was a red-haired girl named Brenna. The third, the smallest, quietest, and the one who watched everything with bright, intelligent blue eyes was a raven-haired little girl named Yula.

The youngest, the cutest, the chubbiest, and the one who seldom stopped smiling was a brown-haired boy named Kurbis. They were all four adored by the entire civilization and a special area of the dugout barn was built as a play area for them and the other newborn elves.

The children’s fathers all treasured all of them equally and with five parents, Edella recovered fairly quickly and was only mostly encumbered with the duties of a new mother of four babies when she learned the news of the encounter the eastern bowriders had endured. Disturbed by what seemed like yet another mysterious and difficult neighbor, she thought long about how to approach the strangers to the east.

>>
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>>4285857
What did she decide to do in response to the neighbors in the east?
>Edella sent an envoy to slowly and peacefully approach the area seeking the clarity of communication.
>Angered by the poor treatment of her elves, Edella sent out several Firethorn Bowriders as a show of force.
>Curious and in need of more information, Edella took the time to use the Eyes of the Phoenix and send a bird to spy.
>For now, Edella had other concerns and allowed the unknown people to be left alone in peace.
>Write-In

You have 10 Actions for the end of Autumn:
Clever Write-In actions may be incorporated into one of the standard actions:
>Explore - Discover Resource
[Either search for a specific resource or search a specific area for any resources that might be there]
>Explore - Move Units Speed 6
[Specify Unit(s) and path]
>Gather Food with up to 11 Units
[Once per turn]
>Gather Resource
[Can gather multiple resources, but only once per resource per turn]
>Develop Mysticism
[Specify development]
>Develop Technology (+4; +4 Iron; +5 Construction)
[Specify development]
>Build/Upgrade Structure
[Specify structure to build or upgrade]
>Train units into other units
[Specify Unit(s)]
>Train a total of 15 units +Edella
[Specify Unit(s)]
>Disband units
[Specify Unit(s)]
>Engage Diplomacy
[Specify with who]
>Patrole hex route with units
[Specify path(s)]
>Attack Hex
[Specify Unit(s) and hex]
>>
Elven eggs? Wut
>>
>>4285860
>Curious and in need of more information, Edella took the time to use the Eyes of the Phoenix and send a bird to spy.
before sending a
>Edella sent an envoy to slowly and peacefully approach the area seeking the clarity of communication.
Looks like we found Dryads?
I also fell behind. Will catch up when its not stupid late.
>>
>>4285860

OP you should maybe make a new thread. Also elven eggs are the best way to start a new day.

Anyway

>Curious and in need of more information, Edella took the time to use the Eyes of the Phoenix and send a bird to spy.
>>
>>4285857
>The Virgin Birth
>THE CHAD HATCH
THERE WAS A MEME LIKE THIS
I think "Farn" should be a relix of the past, the new dynasty should bear the Phoenixheart name (or some translation of)
>>
>>4285860
>>Curious and in need of more information, Edella took the time to use the Eyes of the Phoenix and send a bird to spy.

>Gather Food with up to 11 Units
>Explore - Discover Resource
gold
>Develop Technology (+4; +4 Iron; +5 Construction)
shields
>Develop Technology (+4; +4 Iron; +5 Construction)
currency
>Develop Technology (+4; +4 Iron; +5 Construction)
roads (ii)
>Explore - Move Units Speed 6
withdraw the eastern riders
>Explore - Move Units Speed 6
explore to the north with western riders
>Develop Mysticism
divining precious metals and resources
>Build/Upgrade Structure
roads connecting our two settlements
>Build/Upgrade Structure
roads connecting Duskhaven and the fortress
>>
>>4285860
>For now, Edella had other concerns and allowed the unknown people to be left alone in peace.

>Gather Food with all available Units
>Gather all ore
>Gather all wood
>Build Structure
Build wood homes for Soaring Wing to keep them warm for the upcoming winter
>Build Structure x2
Get as much work done on the Duskhaven-Soaring Wing road as we can ahead of winter. I think it'll take 2 actions to get it done, so let's spend 2 actions and work from both sides
>Develop Technology (+4; +4 Iron; +5 Construction)
Start minting coins to use for trade between settlements
>Build Structure
Make a dedicated structure where the elf kids can be raised communally. Kind of like a nursery
>Explore - Move Units Speed 6
Have the western unit move back to Duskhaven, exploring some of the map along the way
>Explore - Move Units Speed 6
Move the eastern riders to the west
>>
>>4285860
spy
>eastern riders attack the cats and try to befriend the giant horned beast which we will call greathorns
>research tech: winterize our supply wagons
>recall all non eastern riders
>gather food
>train 4 hoplite units
>research tech: food storage upgrade
>research tech: combined arms hoplite and rider
>build - continue building the roads adding signposts that can be visible in the blizzard
>gather iron
>research hoplite shields
>>
I haven't really slept on the last 36 hours and don't trust myself to post.
My hope is that tomorrow will be a brighter day not filled with... egg salad.
>>
I've been thinking about how to resolve the potential succession crisis looming ahead of us.

Each royal/noble candidate will compete in a variety of tests/challenges/games and obtain points/ratings. The games will test physical strength/melee combat, magical power, scientific/general knowledge, military/strategic/tactical skill, and culture. If anyone has other category suggestion, I would welcome hearing them. Each royal heir should score a minimum in each category to qualify for coronation. This will ensure we don't have a ruler who is crippingly weak in an area.

The government/aristocracy will also be reformed. There will be a central council of elves from the major noble houses and the Emperor/Empress of the Elves will be the executive monarch. Edella and her children will form the first royal house. Vestan, Hakken, Conrys, and Keb will form their own major noble households with their personal consorts. The royal candidates who did not become emperor will become part of the noble council and swear fealty to the new monarch and the wellbeing of the dusk elves. The next monarch will not automatically be the eldest child of the Emperor but whoever wins the next games.

If needed, the plebians of society can have a voice in taverns and forums. A plebian who distinguishes himself can also be elevated to the rank of noble and bring in fresh blood to the noble/royal bloodlines.
>>
>>4288290
Can't have a succession crisis if you live forever.
>>
>>4284444
Blessed be the Duskhaven, the quads of death shall protect it.
Such a good get. Right before quadruplets are born too. Surely this is a good sign.

>>4285860
I'm good with whatever, so long as the roads get completed in however many actions are needed.
>>
Rolled 1, 7 = 8 (2d11)

>>4286146
>spy then communication 1
>>4286196
>spy 2
>>4286534
>spy 3
>>4286534
>spy 4
>Gather Food with up to 11 Units 1
>Explore - Discover gold 1
>Develop Technology shields 1
>Develop Technology currency 1
>Develop Technology roads (II) 1
>Explore - withdraw the eastern riders 1
>Explore - to the north with western riders 1
>Develop Mysticism divining precious metals and resources 1
>Build/Upgrade Structure roads connecting our two settlements 1
>Build/Upgrade Structure roads connecting Duskhaven and the fortress 1
>>4286689
>peace 1
>Gather Food with all available Units 2
>Gather all ore 1
>Gather all wood 1
>Build Structure Build wood homes for Soaring Wing to keep them warm for the upcoming winter 1
>Build Structure Get as much work done on the Duskhaven-Soaring Wing road 2
>Develop Technology minting coins 2
>Build Structure nursery 1
>Explore - western unit move back to Duskhaven 1
>Explore - eastern riders to the west 2
>>4286788
>spy 5
>eastern riders attack the cats and try to befriend greathorn 1
>research tech: winterize our supply wagons 1
>recall all non eastern riders 2
>gather food 3
>train 4 hoplite units 1
>research tech: food storage upgrade 1
>research tech: combined arms hoplite and rider 1
>build - continue building the roads adding signposts that can be visible in the blizzard 3
>gather iron 2
>research hoplite shields 2

Spy

Gather food
Build roads x2
Gather Iron ore
Shields
Eastern Units to West
Recall units
Coins

Rolling 2d11 for the last two actions
Gold
North Roads
Roads(II)
Divining precious
Wood
Houses
Nursery
Wagons
hopilite
food storage
Hopilite rider
>>
Rolled 4, 5, 3, 6, 4, 1, 2, 2, 2, 1 = 30 (10d6)

>>4289793
Spy 2d6 for level of success
Gather food
Build roads x2
Gather Iron ore
Shields 2d6+4+4
Eastern Units to West
Recall units
Coins 2d6+4+4
Gold
Wagons 2d6+4+4+5
Growth 2d6
>>
>>4286196
>OP you should maybe make a new thread.
This seems wise.
I'm going to finish the update as the first post of a new thread.



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