Vows of vengeance: a fantasy civ quest

[X] Build large meeting hall.
[X] Create a new settlement [Hamar]
[X] conquer more land [South]
[X] Send out scouts - [South]

Okay, chose these actions for the following reasons. First, large meeting hall gives a happiness buff. That's very useful in the future, and we have the wood for it now. Also, probably gives us a boost to governing more than one town.

Two, founding a new town. It's something we need to do soon, and I chose Hamar because it extends our reach up the river without meaning we need to juggle food and actions in two different towns. Hopefully it means we can later found the mining town and have it also be 'shares food and actions with Oslo/Hamar' because we now have the town in between to link up with.

The third and fourth actions are for the same reason. Scouting out the surrounding area and expanding the land we have under control. Going south because that's what the fishers want, and hopefully it gives us a place to provide more 'passive' food income because we need it, and also a source of salt. Or at least, somewhere we can eventually obtain salt from. We need salt, damnit!
 
[X] Build large meeting hall.
[X] Create a new settlement [Hamar]
[X] conquer more land [South]
[X] Send out scouts - [South]

Works for me
 
what groups do you want to move to Hamar?
since the towns share food/actions this is wont impact much(unless you for say move all farmers away from there fields)
 
I figure 2 Tribesmen, 1 Skilled Fishermen, 1 Woodworker, 1 Warrior?

Woodworker for the wood production there, as well as the construction/logging bonuses...

1 Fishermen because we've got 1 lot of fishermen without boats... 1 Warrior for defence, 2 Tribesmen for pop, and it's not like they are really doing anything back at Oslo...
 
[X] Build large meeting hall.
[X] Create a new settlement [Hamar]
[X] conquer more land [South]
[X] Send out scouts - [South]
 
The great expantion
This year saw the tribe work on expanding its control over the land around Oslo. It started with an exploration mission in the spring that went looking for a source of salt near the coast that found a saltwater march that with a little bit of work could be turned into a saltern. The march was between two branches of the river that passed Oslo and had some higher ground towards the west. Here the scouts spend a month fishing and collecting salt before sending part of there group back to Oslo with the salt.

After receiving the report of the saltern the decision was made to create a permanent outpost to mine salt there. As workers arrived to create a permanent saltern part of the fishing fleet started operating from the island to feed them. Fishing around the island was even better then at Oslo and plans where made to base part of the fishing fleet there.

The second major project of the tribe was the creation of a new settlement called Hamar. Guarded by a group of warriors and two groups of tribesmen a group of woodworkers has started clearing the chosen site for the village.

Back at Oslo a large meeting hall was build to govern the growing tribe, this building had not only a large central room for meetings but also rooms for the scribes keeping track of all that happened with the tribe.
To provide the food for the workers new saltern a new group of farmers was trained and faced with another year of poor hunting more longbows where made for the hunters. The tribes woodworkers also produced wooden shields for some of the warriors.




The dice loved the tribe this year(except the hunters ):
sunrise: fishing
sunrise rolls 1d100 = 82
sunrise: farming
sunrise rolls 1d100 = 52
sunrise: hunting
sunrise rolls 1d100+4 = 15
Do our hunter ever get a good year?
sunrise: large meeting hall
sunrise rolls 1d100+10 = 43
sunrise: settling Hamar
sunrise rolls 1d100 = 88
sunrise: scouting
sunrise rolls 1d100 = 100
sunrise: conquest
sunrise rolls 1d100+40 = 130
These crits resulted in the saltern being build this turn instead of getting it as a possible action.


Faction Current power Power gained per turn Action they will take
Warriors 14 +5 craft shields
Farmers 10 +2 clear fields
hunters 13 +5 craft longbows
Fishers 19 +6 Build a small harbor at the saltern
Sailors 8 +1 sailing expedition(Copenhagen)
Woodworkers 16 +2 logging
Tribe 17 +5 clear fields
The tribe has 3 food and with average rolls and no food producing actions taken will produce 4 more food then is eaten.
Actions can be taken more then once and results of the earlier ones can be used in the later ones.

Based on the current number of the tribe(three groups of tribesmen, two of woodworkers, one of sailors,one group of nobles, three of warriors and a blacksmith and a champion hero ) you have at 4 action available. All rolls are with a D100.

[] Go fishing
provides 4 + roll /25 food(fish)

[] Farming
provides 3 + roll /20 food(grain)

[] Hunting
provides 4 + roll /25 food(meat, game)

[] clear out trials for hunting
Each hunting trail increases the amount of food from hunting by 1. You can use as many hunting trails equal to the number of hunters.

[] Log trees
Provides 15 wood.

[] collect bog iron
Provides 1 barrel of iron

[] Build a new ship
cost 2 actions, 15 wood and 1 barrel of iron.

[] Repair a damaged ship
costs 5 wood.

[] Build noble housing
costs 5 wood, houses a single group of nobles.

[] Build fishing boats.
costs 5 wood, Builds a pair of fishing boats, that improve the amount of food produced by a group of fisherman by 1.

[] Build large meeting hall.
costs 10 wood, Builds a large meeting hall to help govern the tribe
Gives +1 happiness

[] Build a fishing ship
cost 2 actions, 15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.

[] Build a small harbor at the saltern.
Moves most of the fishing at Oslo to the saltern, gives 1 food per 2 groups of fishers at Oslo
Cost 10 wood

[] Build houses.
costs 5 wood, Improves the moral of the tribe, each build action provides houses for 5 groups.

[] Raise sheep
increases the amount of sheep the tribe has
each group eats 2 grain and provides 3 food.

[] Craft longbows
cost 5 wood, crafts 10 longbows

[] Craft shields
cost 5 wood, crafts enough shields for 3 groups giving them +5 defenses

[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 2 cleared fields.

[] Send out scouts - [target]
Sends out a group of scouts locations are:
Oslo
Hamar

[] Create a new settlement [target]
Visby, small island but far away from orcish lands
Bergen, There is some grain that will help farmers.
Trondheim, has a ditch and earthen wall and multiple hunting trails.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[Coast of Norway] , check if there are any goblins
[Baltic Coast] , check if there are any goblins
[English coast], find raiding targets
[Scottish coast], find raiding targets
[Irish coast], find raiding targets

[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Northern mountains] Full of wolves but can be a source of iron ore for the tribe.
[write in targets]

[] Send hunters on raid
Sends a ship with 4 groups of hunters on a raid.
This does not cost an action but reduces the tribes food production by 8.

[] Train warriors.
Trains a group of tribesmen into warriors.

[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.

[] Train nobles.
Trains a group of tribesmen into warriors.
requires noble housing or 10x longbows.
Each group that does not have both gives -1 happiness.

[] replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
Will increase the power of the noble/warrior faction, it will gain power equal to 3x number of nobles+ number of warriors.

[] Train fishers
Trains a group of tribesmen into fishers.

[] Train hunters
Trains a group of tribesmen into hunters.

[] Train woodworkers
Trains a group of tribesmen into woodworkers.

[] Study woodworking
Study woodworking unlocks new buildings, the production items made of wood and upgrades for woodworkers.

[] Build wooden walls.
cost 20 wood 3 actions, provided bonuses for fights at Oslo.

[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
west, deeper into the woods.

[] Make iron arrowheads.
Costs 1 barrel of iron and provides enough iron arrowhead to equip 15 bowmen
Equipping 5 bowman with iron arrowheads will give the group +2 to combat and hunting rolls.

[] Make iron spearheads.
Costs 1 barrel of iron and provides 10 iron spearheads.
Equipping 5 spearmen with iron spearheads will give the group +5 to combat and hunting rolls.

[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
 
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Vote will be open for 20 hours, and you rolled you first 100 for this quest on trying to find a source of salt, as a bonus you not only found a spot for a saltern but it also got build.
 
Okay, @sunrise Two Things. The last 2 updates haven't been threadmarked.

[X] Hunting
[X] Clear fields
[X] Send out scouts - [Hamar]
[X] Conquer more land [North]
Okay, actions are as follows: Hunting to start increasing our population again. Remember, we need 10 food at the end of the turn to increase in pop, this guarantees we'll have enough this turn... Well, almost. Needs a really bad year passive production-wise to fail
Clearing Fields, to hopefully clear land to build actual structures at Hamar next turn.
Scouting around Hamar, to find just what's around our new settlement, and Conquering territory to the north... Or in other words, if we find anything good around Hamar, then we take control of it... Hopefully it'll get us closer to the site of the iron mine as well.

Also sunrise, in future do we need to specify what location to build stuff at, or will you just automatically construct it at the most suitable site?
 
[X] Hunting
[X] Clear fields
[X] Send out scouts - [Hamar]
[X] Conquer more land [North]

Ok but next turn we train New warrior. Their number are low
 
...

@giodan We have 3 Warriors and 1 Noble. That's more than any other type of tribesmen other than the food gathers! Even then, it's more than farmers, we only have more fishermen and hunters! And the Hunters can also be sent on a raid with the warriors!

Right now what we really need to do is focus on getting the population up such that we can afford to dump a lot of people into food production, thus allowing us to have non-food producing people.

The problem with having more Warriors is it means we don't have enough population to do that and anything else, unless we cut down on food production, and we can't cut down on food production because we're already barely doing more than break even!

... Which is actually pretty historically accurate, truth be told...
 
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It will
Okay, @sunrise Two Things. The last 2 updates haven't been threadmarked.

[X] Hunting
[X] Clear fields
[X] Send out scouts - [Hamar]
[X] Conquer more land [North]
Okay, actions are as follows: Hunting to start increasing our population again. Remember, we need 10 food at the end of the turn to increase in pop, this guarantees we'll have enough this turn... Well, almost. Needs a really bad year passive production-wise to fail
Clearing Fields, to hopefully clear land to build actual structures at Hamar next turn.
Scouting around Hamar, to find just what's around our new settlement, and Conquering territory to the north... Or in other words, if we find anything good around Hamar, then we take control of it... Hopefully it'll get us closer to the site of the iron mine as well.

Also sunrise, in future do we need to specify what location to build stuff at, or will you just automatically construct it at the most suitable site?
You can specify where you want to build something if you do not ill choose what i think is the best place.
 
I forgot to add the tribes actions to the last post added the following lines to that post:
To provide the food for the workers new saltern a new group of farmers was trained and faced with another year of poor hunting more longbows where made for the hunters. The tribes woodworkers also produced wooden shields for some of the warriors.
 
southern success and northern failures
This year the tribe explorers and warriors turned to the north looking to secure the lands around Hamar and secure a route towards the mountains. The scouts found trees, more trees and even more trees for the first weeks of there scouting trip. In the following weeks they found a long abandoned campsite but no trace of those that once used it. They spend several more weeks in the area around the campsite but found nothing else before they returned to Hamar.

The warriors ran into a large wolf pack two days after leaving Hamar that had not yet learned to fear humans. The charging wolves where met with a hail of arrows killing several of them and in the fight that followed they fell to the warriors spears and arrows. Sadly several warriors where wounded and the group decided to return home. The warriors spend the rest of the year preparing for the next battle by crafting wooden shields.

Most of the tribes hunters had a good year the only problem was that the iron arrows started to run out. The farmers had a good year as well with two new fields increasing the harvests. The fishers of Oslo have moved south to a new harbor near the saltern from where they can fish in both the river and the ocean. The start of salt production allowed the curing of meat and fish allowing it to be stored longer.


The tribe now has 30 group and get another tribe action.
Good rolls for the full time food collections combined with the tribe building a new harbor caused the tribe to grow despite the low rolls for the other actions:
hunting:
sunrise rolls 1d100 = 5
Here the arrows where lost
scouts:
sunrise rolls 1d100 = 23
conquest north:
sunrise rolls 1d100 = 7


Faction Current power Power gained per turn Action they will take
Warriors 12 +5 Go hunting
Farmers 12 +2 raise sheep
hunters 18 +5 craft longbows
Fishers 16 +6 Go fishing
Sailors 9 +1 sailing expedition(Copenhagen)
Woodworkers 10 +2 logging
Tribe 14 +5 raise sheep
The tribe has 3 food stored and with average rolls and no food producing actions taken will produce 4 more food then is eaten.


Based on the current number of the tribe(four groups of tribesmen, two of woodworkers, one of sailors,one group of nobles, three of warriors and a blacksmith and a champion hero ) you have at 4 action available. All rolls are with a D100.

[] Go fishing
provides 4 + roll /25 food(fish)

[] Farming
provides 3 + roll /20 food(grain)

[] Hunting
provides 4 + roll /25 food(meat, game)

[] clear out trials for hunting
Each hunting trail increases the amount of food from hunting by 1. You can use as many hunting trails equal to the number of hunters.

[] Log trees
Provides 15 wood.

[] collect bog iron
Provides 1 barrel of iron

[] Build a new ship
cost 2 actions, 15 wood and 1 barrel of iron.

[] Repair a damaged ship
costs 5 wood.

[] Build noble housing
costs 5 wood, houses a single group of nobles.

[] Build fishing boats.
costs 5 wood, Builds a pair of fishing boats, that improve the amount of food produced by a group of fisherman by 1.

[] Build a fishing ship
cost 2 actions, 15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.

[] Build houses.
costs 5 wood, Improves the moral of the tribe, each build action provides houses for 5 groups.

[] Raise sheep
increases the amount of sheep the tribe has
each group eats 2 grain and provides 3 food.

[] Craft longbows
cost 5 wood, crafts 10 longbows

[] Craft shields
cost 5 wood, crafts enough shields for 3 groups giving them +5 defenses

[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 2 cleared fields.

[] Send out scouts - [target]
Sends out a group of scouts locations are:
Oslo
Hamar

[] Create a new settlement [target]
Visby, small island but far away from orcish lands
Bergen, There is some grain that will help farmers.
Trondheim, has a ditch and earthen wall and multiple hunting trails.
Northern mountains, a place where iron can be mined

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[Coast of Norway] , check if there are any goblins or orcs
[Baltic Coast] , check if there are any goblins or orcs
[English coast], find raiding targets
[Scottish coast], find raiding targets
[Irish coast], find raiding targets

[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Northern mountains] Full of wolves but can be a source of iron ore for the tribe.
[write in targets]

[] Send hunters on raid
Sends a ship with 4 groups of hunters on a raid.
This does not cost an action but reduces the tribes food production by 8.

[] Train warriors.
Trains a group of tribesmen into warriors.

[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.

[] Train nobles.
Trains a group of tribesmen into warriors.
requires noble housing or 10x longbows.
Each group that does not have both gives -1 happiness.

[] replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
Will increase the power of the noble/warrior faction, it will gain power equal to 3x number of nobles+ number of warriors.

[] Train fishers
Trains a group of tribesmen into fishers.

[] Train hunters
Trains a group of tribesmen into hunters.

[] Train woodworkers
Trains a group of tribesmen into woodworkers.

[] Study woodworking
Study woodworking unlocks new buildings, the production items made of wood and upgrades for woodworkers.

[] Build wooden walls.
cost 20 wood 3 actions, provided bonuses for fights at Oslo.

[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
west, deeper into the woods.

[] Make iron arrowheads.
Costs 1 barrel of iron and provides enough iron arrowhead to equip 15 bowmen
Equipping 5 bowman with iron arrowheads will give the group +2 to combat and hunting rolls.

[] Make iron spearheads.
Costs 1 barrel of iron and provides 10 iron spearheads.
Equipping 5 spearmen with iron spearheads will give the group +5 to combat and hunting rolls.

[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
 
... 'thumps head repeatedly against nearby wall'

Goddamnit guys...

[X] Collect bog iron
[X] Build houses [Hamar]
[X] Send out scouts - [Hamar]
[X] Conquer more land [North]

Okay, plan for this turn! First, let's (finally) gather some iron to do stuff with... like resupply the arrows we just lost... Second, building houses in Hamar to get the people there out of crude shelters...
And third... Repeat the actions from last turn that failed... failed horribly in fact...

Yeah, I know that some of you want to train more warriors, but I'm less interested in that as I... stated earlier. That said, I was always wanting to start gathering iron this turn to actually start getting all our people up to using iron gear. The results of last turn just mean I can't get as much iron as I wanted, and there's more things that need to be made now...
 
[X] Collect bog iron
[X] Build houses [Hamar]
[X] Send out scouts - [Hamar]
[X] Conquer more land [North]
 
[X] Collect bog iron
[X] Build houses [Hamar]
[X] Send out scouts - [Hamar]
[X] Study Warfare

Well then les us upgrade our warrior!
 
Vote closed
Adhoc vote count started by sunrise on Jan 13, 2018 at 7:40 AM, finished with 52 posts and 5 votes.

Adhoc vote count started by sunrise on Jan 13, 2018 at 7:40 AM, finished with 6 posts and 4 votes.
 
Troubles in the north
The tribe council decided to send more warriors into the northern forests but it seemed like the gods have cursed those woods as a lighting strike caused a forest fire that killed several members of the group send north and burned most of the supplies of the survivors. Their march south was a tale of hunger with them barely able to get enough food from hunting to prevent starvation.

The scouts had a better year and managed to explore large parts of the forests around Hamar and they found more empty campsites deep in the forest. Studying these camps reveals that those that used the camps where humans but there is no sign of anything more complex then traces of bones, stone and wooden tools at the campsites. They also visit the northern mountains to explore the route between the valley and Hamar and leave markings to tell travelers where to go.

The village at Hamar grows with the construction of housing for the settlers there and there is talk to send farmers there in the next year. The tribe was glad it decided to focus on hunting and fishing this year as a early winter forces a grain harvest before halve of the grain is ripe. The efforts to craft longbows for all hunters is almost complete greatly increasing the tribes fighting strength. The tribe also collected bog iron from the march.

The dice do not want you to conquer north, the roll was a 5 this turn, and the scouting was 40.
One group of warriors is out of action this turn as they train replacements of those that died in the forest fire.
The factions plan to produce more food almost failed and was only saved by a 95 on their go fishing roll.
The bonus from that roll was enough food for a group of tribesmen and a second group of skilled fishers(+1 food per turn).


Faction Current power Power gained per turn Action they will take
Warriors 11 +5 Go hunting
Farmers 14 +2 train farmers
hunters 15 +5 craft longbows
Fishers 14 +6 Go fishing
Sailors 10 +1 sailing expedition(Copenhagen)
Woodworkers 12 +2 study woodworking
Tribe 12 +5 clear fields
The tribe has 4 food stored and with average rolls and no food producing actions taken will produce 3 more food then is eaten.


Based on the current number of the tribe(five groups of tribesmen, two of woodworkers, one of sailors,one group of nobles, two of warriors and a blacksmith and a champion hero ) you have at 4 action available. All rolls are with a D100.
One group of warriors is training replacements for those that died in the forest fire



[] replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
Will increase the power of the noble/warrior faction, it will gain power equal to 3x number of nobles+ number of warriors.
Will remove the food cost of the large meetings, has a DC of 70, reduced by 1/2 of the roll on a failed try.

[] Go fishing
provides 4 + roll /25 food(fish)

[] Farming
provides 3 + roll /20 food(grain)

[] Hunting
provides 4 + roll /25 food(meat, game)

[] clear out trials for hunting
Each hunting trail increases the amount of food from hunting by 1. You can use as many hunting trails equal to the number of hunters.

[] Log trees
Provides 15 wood.

[] Build a sawmill
provides 5 wood per turn and 1 wood per group of woodworkers.
Cost 10 wood, 1 barrel of iron and 2 food per turn to feed its workers.

[] collect bog iron
Provides 1 barrel of iron

[] Build a new ship
cost 2 actions, 15 wood and 1 barrel of iron.

[] Repair a damaged ship
costs 5 wood.

[] Build noble housing
costs 5 wood, houses a single group of nobles.

[] Build fishing boats.
costs 5 wood, Builds a pair of fishing boats, that improve the amount of food produced by a group of fisherman by 1.

[] Build a fishing ship
cost 2 actions, 15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.

[] Build houses.
costs 5 wood, Improves the moral of the tribe, each build action provides houses for 5 groups.

[] Raise sheep
increases the amount of sheep the tribe has
each group eats 2 grain and provides 3 food.

[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 2 cleared fields.

[] Send out scouts - [target]
Sends out a group of scouts locations are:
Hamar

[] Create a new settlement [target]
Bergen, There is some grain that will help farmers.
Trondheim, has a ditch and earthen wall and multiple hunting trails.
Northern mountains, a place where iron can be mined but little food can be produced.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[Coast of Norway] , check if there are any goblins or orcs
[Baltic Coast] , check if there are any goblins or orcs
[English coast], find raiding targets
[Scottish coast], find raiding targets
[Irish coast], find raiding targets

[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Northern mountains] Full of wolves but can be a source of iron ore for the tribe.
[write in targets]

[] Send hunters on raid
Sends a ship with 4 groups of hunters on a raid.
This does not cost an action but reduces the tribes food production by 8.

[] Train warriors.
Trains a group of tribesmen into warriors.

[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.

[] Train nobles.
Trains a group of tribesmen into warriors.
requires noble housing or 10x longbows.
Each group that does not have both gives -1 happiness.

[] Train fishers
Trains a group of tribesmen into fishers.

[] Train hunters
Trains a group of tribesmen into hunters.

[] Train woodworkers
Trains a group of tribesmen into woodworkers.

[] Study woodworking
Study woodworking unlocks new buildings, the production items made of wood and upgrades for woodworkers.

[] Dig a ditch and build a earthen wall around the village
Takes 2 actions and provides extra defenses against attacks.

[] Build wooden walls.
cost 20 wood 3 actions, provided bonuses for fights at Oslo.

[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
west, deeper into the woods.

[] Craft longbows
cost 5 wood, crafts 10 longbows

[] Craft shields
cost 5 wood, crafts enough shields for 3 groups giving them +5 defenses

[] Make iron arrowheads.
Costs 1 barrel of iron and provides enough iron arrowhead to equip 15 bowmen
Equipping 5 bowman with iron arrowheads will give the group +2 to combat and hunting rolls.

[] Make iron spearheads.
Costs 1 barrel of iron and provides 10 iron spearheads.
Equipping 5 spearmen with iron spearheads will give the group +5 to combat and hunting rolls.

[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
 
[] Create a new settlement [target]
Northern mountains, a place where iron can be mined but little food can be produced.
Is now available as a settlement site.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[Coast of Norway] , check if there are any goblins or orcs
[Baltic Coast] , check if there are any goblins or orcs
[English coast], find raiding targets
[Scottish coast], find raiding targets
[Irish coast], find raiding targets
Now the tribe has a firm basis there thinking about sending there ships further.

[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Northern mountains] Full of wolves but can be a source of iron ore for the tribe.
[write in targets]
Plans have been made for a large raid either heading north to secure the iron mine site or south to raid orcish lands.
 
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