Main turn 59
random event:31
necromancy:81
weather:3 clothing shortages
stone walls [Mid River]:76 Cost: 1 current workers, 1 current crafters
Study tales of past heroes:36 Cost: 20 culture +2 current learning
Teach our leaders to read:25 Gain 0,5 base learning 3 current learning, Cost 1 current crafters, 10 wealth
Build market [Riverbend]:36 +1 wealth per turn
Build shrine [Rivermeet]:83 +5 culture

Trade station(Big island(both) bonus: +3 growth
Trade station(Deer hunters(both)bonus: +3 growth
Trade station(Bison hill(both): bonus: +15 wells
Trade station(Firal(ours)bonus: +10 hunting grounds

trade from other tribes +2 growth
current learning is 1: +5 all study projects
skirmishers at Ritual town: +5 relations per turn with the necromancers, +10 to study magical theory each turn

end of turn current regen: +1 Workers, +1 Crafters, +1 learning
add per turn income
#### updated #####

Buildings:
Palace: Rivermeet
House of the gods: Stonemeet
Stone walls: Rivermeet, Stonemeet, Riverbend, Green Rock, Heroes Rest, Flint, Old Town, Lake Town, Mid River
Towns: Riverbend and Rivermeet
shrines: Old town, Rivermeet, Riverbend
stability roll = 47, Stability: very High

Cohesion:
+04 base
+01 abstract tally
+01 Cuneiform writing
+02 Master artisans
+06 Warrior nobles
+02 Priests
+09 Trail markers
+01 Patrol lands
+04 Palace
+02 Filled Granaries
+00 for having a hero
+00 per admin hero(+2 each)
-24 settlements(3x8)
-01 outpost
=
+7

Tribes Status:
Stability: High.
Growth +13 7/50
8 bronze, +1 per turn
Wealth: 4, +3 per turn
Culture 28 +2 per turn
Cohesion: +7

current/base:
Workers 1/2
Crafters 3/4
Learning 2/3
Magic 0/0,1
transportation(land) 3/3
transportation(river) 1/1
Leaders: 1x master crafters, 3x warrior nobles, 1x priests
Fighters: 3x warrior nobles(heavy infantry/bronze spears/bronze short swords)
1x archers(bronze spears/longbows(bronze))
1x warrior skirmishers(bronze spears/longbows(bronze))
1x warrior skirmishers(bronze spears/longbows(bronze)/bronze short swords)
1x heavy infantry(bronze spears/bronze short swords)
1x hunter militia(bronze spears/longbows)
2x hunter militia(bronze spears/bows)
Reforms adopted: bronze arrowheads, Volley fire(+10RA for archers) and Fortifications.
Heroes: None


We have made a deal with the inhabitant of Ritual town we will provide warriors to protect them against the Liches and they will teach us of magic. Most of this magic consist of rituals that drain power from one animal or person to boost another. This allows the healing of wounds that normally be fatal but the largest effects are reached when the target of the ritual is a dead body where the dead rise to serve the necromancer.

They also start to teach us what they know of the basics of magic, magic is the energy of the world that can be shaped with rituals that is everywhere but concentrated in the living. Some places also build up magic but little is know about why this happens. One of the rituals did notice that at all of our shrines there is more magic then average and began to study the shrine and the priest that work there. He thinks there is power in the rituals we hold for our ancestors and the heroes we worship.
[Magic stat added, gain +0,1 Base magic and magic related tasks.]

With the walls of Mid River completed all of our settlements have stone walls. But the bigger change was that our leaders where taught to read using the the priest collection of tales about our heroes and this allows them to get a better idea of the world around them and makes it easier for plans to reach the palace. The first of these reports is about the Bison hill tribe that has been in decline since the Deer hunters started to convince their herders to join them instead.
[+1 growth per turn from completing the elder quest, +0,5 Base learning, seek union can be used on minor tribes]

We are in the middle of several longer then normal winters and there is a growing shortage of clothes as our numbers continue to rise while the number of hunters stays the same. There are two possible solutions to this crisis: start to grow flax to turn into linen or train more hunters. Both have their advantages more hunters serve as the best of our militia while flax farming allows large scale production of linen.
[+1 base workers, if farm flax or more hunters is not take -1 stability]

Sending the skirmishers south to ritual town has made it clear how hard it is to send goods there trough the passage in the cliff and our traders propose the construction of a road from the shore of the lake to the passage, digging out the passage so wagons can use it and continuing the road to the river below the great falls. This will cost a great amount of workers and tools but will allow us to expand south of the great falls.
[new great building: The river passage]

Our nobles have started to produce scale armor proving more work for our blacksmiths and this is a project that will take them generations before they are all equipped.
[scale armor at 73/100, +10 to the great forge]

name: current quest, reward for completing quest / penalty for failing quest
Farmers: study wells, +2 growth / -
Crafters: expand copper mines, 1 group gets armed with bronze arrows /
Nobles: study Bronze shields +20 to the roll / -
Traders: farm flax , weaving study project / -
Priests: send missionaries, +5 relation with group they are send to / -
Elders: new quest next turn
Leaders: finish study land reform +1 growth per turn / -

Faction actions/special bonuses:
Nobles faction takes one action after the players

the firal are the first try of a new mechanic of minor tribes these have several slowly completing projects instead of rolls
Firal:
Adopt longbows 35/100 +5 per turn, all hunters will be armed with longbows
New camp(Rapids) 16/100 +2 per turn, gives +1 per turn for gaining more hunters
Trained crafters 20/100 +5 per turn, gives +5 per turn to new camps and adopting longbows.
Firal mercenaries 90/100 +10 per turn(advisors and trading station), a group of Firal hunters joins our army as mercenaries.
Organization 35/200 +5 per camp per turn(+5) unlocks new options including one that allows the annexation of Firal camps.

There are 5 areas where there are Firal:
The rapids: 2x hunters, more hunters 16/100 +2/turn
East lake shore: 2x hunters, more hunters 16/100 +2/turn
West lake shore: 1x hunters, more hunters 13/100 +1/turn
Below the great falls: 3x hunters,camp, more hunters 29/100 +3/turn
At the passage: 1x hunters, more hunters 13/100 +1/turn


These long winters where the first since the Islanders had left the swamp and settled along the riverbank north of there and their farmers have not learned the signs that indicate an early winter and their harvest fails. Despite this setback they completed building a road to New Port and armed all of their warriors with bronze spears.

Stability: average
Growth +9 11/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +6
Major Buildings: Stone walls(Big Island, Small Island, New Port,Rivers end) , warrior halls x3
current/base:
Workers 2/2
Crafters 2/4
Learning 1/1,2
transportation(land) 1/2
transportation(river) 5/5
Leaders: warrior nobles
Fighters: 1x warrior nobles(bronze spears/longbows/heavy infantry/scale mail), 4x warriors(bronze spears/heavy infantry), 3x hunter militia(stone spears/longbows), 3x militia(stone spears/longbows)
Actions 4+admin hero:
bronze spears
Fortified Manors(New Port)
Expand education
Expand education
admin hero(age 30): Expand education

While the other nations grew the Bison hill tribe is locked in with us to their east, the Deer Hunters to the north, the Sons of the Dragon to the west and the Firal to the South.
Now that we get written reports from there it has become clear that the tribe lacks something that holds it together like our religion or the Deer hunters nobility and their settlements can be convinced to join others.
With the removal of major nation status they no longer get rolls and have the following settlements:

Forest edge: 0,2 Base learning, 1,0 Base crafters, 2x militia(stone spears/bows), 0,5 Base workers
Northern herders: 0,1 Base learning, 0,5 Base workers, 1x hunter militia(bronze spears/longbows), 1x hunter militia(stone spears/bows)
Eastern herders: 0,1 Base learning, 0,5 Base workers, 1x hunter militia(bronze spears/longbows), 1x hunter militia(stone spears/bows)
Bison hill 0,2 Base learning, 0,5 Base crafters, 0,5 Base workers, 1x hunter militia(bronze spears/longbows), 1x militia(stone spears/bows)
The palace 0,4 Base learning, 0,5 Base crafters, 0,5 Base workers, 1x warriors(bronze spear/longbows), 1x hunter militia(bronze spears/longbows)

The DC for seeking union with the palace settlement is 5 higher for each other settlement they have

The Deer hunters latest attempt to convince the Bison hill herders to join them failed but they have a new Hero, a metalworker, named blue eyes after his cobalt eyes. With him running their forges all of their warriors where armed with short swords.

A Missionary from the Sons of the dragon tried to order the chief of the Bison hill tribe as their power grew as they gained followers into holding the main festival worshiping the dragon but the chief order all of their missionaries to be expelled from his land. Back at the Dragons lair the priesthood has expanded to help rule their new southern lands and they are adding stone walls around all of their settlements.
[The sons of the Dragon roll 1 on send missionaries]

Trade stations:
Ours: Deer hunters, bison hill, Islanders, Firal
Islanders: our tribe
Bison hill: our tribe, Islanders, Deer hunters

Advisors: Islanders, bison hill (+10 to all diplomatic and trade rolls)

All other tribe lack: improved spears, bronze swords

Bison Hill(+82):
Allies
working on: warrior halls(60)
Has: apprentices, dedicated leaders, bison pulled travois, trade stations, longbows, primitive irrigation, Cuneiform writing, wells

Sons of the dragon(+10)
Neutral
working on: unknown others
has: dedicated leaders, unknown others

Deer hunters(+35):
Neutral
working on: bronze working(done) and large scale warfare(70), land reform(55), vassalage(35/200), short swords(done)
Has: longbows, dedicated leaders

Islanders(+60)
Friendly, faces regular raids by orcs.
working on: travois(70),
has: trade stations,land reform, dedicated leaders, apprentices, warrior halls, fishing nets, Cuneiform writing

Southern forest Tribes(+20)
The name for all of the minor tribes living to the south of the great river.
working on: permanent settlements(60/100)
Has: bands of hunter gatherers.

Ritual Town:(+60)
The home of the necromancers using animal sacrifice to power their rituals

White Rose(-20)
The Closest of the Liches has stopped raiding Ritual town after our skirmishers arrived.

The tribe can do 5 tasks each turn, negative events happen if stats go below 0. The noble faction will take one action after the ones chosen by the players
[task] Festival
Holds a festival showing of the tribes values.
DC 25: +1 culture,
DC 55: +2 culture
DC 85: +3 culture

[task] Build shrine
Build a smaller version of the house of the gods so they can be worshiped at all settlements
+5 culture
Valid targets: Flint, Green Rock, Mid River, Lake Town

[task] Send missionaries
Cost 10 culture
Send a group of missionaries to a settlement to spread our beliefs and culture
Valid targets:
Deer hunters(0/4), Bison hill tribe(0/4), Islanders(3/3), Swamp dwellers(0/4), southern forest tribes(0/3), Firal(0/5), Ritual Town(0/1)

[task] Train priests(max 1 per 3 shrines(1), 3 settlements with missionaries(1) + 1 for house of the Gods= 1/3 trained)
Cost: 1 base workers, 1 current learning, 30 culture
+0,1 base learning, +1 culture per turn
Ensure there are priest that know the stories of all of our heroes in our settlements

[task] Study tales of past heroes
Study tales of the actions of the heroes in the past to find answers for today's problems.
Cost: 40 culture
+2 current learning

[task] conquest
Take control of the lands surrounding the tribe
Each time this task is taken more groups join(max 4 per time this action is taken).
results in a battle.
Targets:
Southern riverbank: the land along the great river under orcish control
The warriors think there are about 12 groups of orcs and 4 of those are warriors.
Eastern lands: the orc controlled area's east of us.
This is where the center of the nearby orc tribe is, 3 warriors, 4 hunters and 6 others.
Northern hills(near Green Rock) 1 warriors 2 hunters 4 others.
Cost: 1 current transportation to supply them

[task] Raid
When raiding the tribe enters a area fights and returns home afterwards.
Each time this task is taken more groups join the raid
Write in the groups you want to send(max 4 per time this action is taken)
Targets: none
Cost: 1 current transportation to supply them

[task] Craft bronze spears
DC 20: one group gets bronze spears
DC 50: two groups gets bronze spears
DC 70: three groups gets bronze spears
Cost: 1 current crafters, 1 bronze

[task] Craft bronze short swords
DC 40: one group gets bronze spears
Cost: 1 current crafters, 1 bronze

[task] Craft longbows
DC 20: one group gets longbows
DC 50: two groups gets longbows
DC 70: three groups gets longbows
Cost: 1 current crafters

[task] Craft scale armor
The production of scale armor takes far longer then crafting a sword or spearpoint but will provide unmatched protection. gives +10 to the defense roll and requires 73/100 to make(if roll is over this it is used for the next set of scale armor)
costs 1 bronze, 1 current crafting

[task] Craft bronze arrowheads
Bronze arrowheads give archers +5 to their attack rolls
DC 20: one group gets bronze arrowheads
DC 40: two groups gets bronze arrowheads
DC 60: three groups gets bronze arrowheads
DC 80: four groups gets bronze arrowheads
Cost: 1 bronze, 1 current crafters

[task] Reform army
You can pick specializations for all warriors and nobles that do not have one.

[task] Patrol lands(max one per 3 groups of warriors/nobles)
Organize the nations warriors into patrols against bandits and orcish raiders.
+1 cohesion

[task] Train warriors - specialization
Trains a new group of warriors armed with bronze tipped spears and bows.
heavy infantry(+10 melee attacks,+20 defense and no ranged attacks)
archers(+20 ranged attacks,-10 defense and melee attacks)
skirmishers(attacks twice in the first ranged combat round, more likely to be attacked during ranged combat, +5 to all maneuver rolls)
Scouts(provide a +15 bonus to the scouting roll per group, max 50 per roll)
Cost: 1 base workers, 1 current crafters, 1 bronze

[task] Expand militia
Trains a new group of militia armed with stone tipped spears and bows
Cost: 1 growth per turn, 0,5 current crafters

[task] build warrior halls
target: any
+5 to a single non combat military action each turn
Cost: 1 current workers, 1 current crafters

[task] stone walls
target: None
DC 20 wall bonus next turn DC 70 bonus this turn.
gives a +20 bonus if the settlement is the target of a raid.
Cost: 1 current workers, 1 current crafters

[task] Hire mercenaries
Hire a group of mercenaries to fight for us
cost 8 wealth per group and you can hire as many as you can afford with a single action.
they fight as well as militia and are armed with stone tipped spears and bows

[task] Build fortifications - target region
Adds fortifications manned by our militia protecting the area from looters and raiders.
Cost: 1 current workers, 1 current crafters

[task] Create undead workers
Create a group of undead workers can not be trained to do other job can be used for tasks like building walls/roads
+1 Base workers(undead), +20 to study magical theory.
Cost: 30 growth (becomes 20 growth/1 current magic once you have 1 Base magic)

[task] Ritual sacrifices
By setting aside a set number of bison to sacrifice each year we will have a source of power for rituals and allow us to experiment with Magic.
-1 growth per turn, +0,5 Base magic, +50 to study magical theory.

[task] Dedicate priest to studying ancestor magic.
Some of our priest want to study implications magic has on their rituals, we should make this the full time job of some of our priests.
-1 culture per turn, +0,2 Base magic


[task] Mine copper
get 1 bronze at DC 30, 2 bronze at DC 55, 3 bronze at DC 70
Cost: 1 current workers

[task] Expand mines
+1 bronze per turn
Cost: 1 current workers, 1 base workers

[task] Produce tools
use workers to produce tools.
+2 current crafters
Cost: 1 current workers

[task] organize workers
Spend time to find more workers
+2 current workers

[task] Train crafters
Cost: 1 base workers
gives +0.6 base crafters, 1 more max build workshops

[task] build Workshops(5 of 5 build)
Dedicated places for our artisans or potters to work
gives +0.5 base crafters
Cost: 1 current crafters

[task] build Boats
Build boats
gives +0.5 base transportation(river)
Cost: 1 current crafters

[task] build wagons
Build boats
gives +0.5 base transportation(land)
Cost: 1 current crafters

[task] Choose Dedicated leaders
Turns a group into dedicated leaders
+2 cohesion, -1 base workers, -0,2 base crafters to supply them

there are several kind of leaders and depending on the culture of the tribe one or more can be chosen.
If there are more then one type of dedicated leaders and there are more actions then the tribes rulers can control the leaders will form a faction taking over control of that action.

Warrior Nobles
Warrior Nobles spend their time ruling the tribe and lead in battle.
They fight as well as warriors but will take of artisan actions to make sure they have the best weapons the tribe can make.
For each group of warriors a tribe has it can have a group of warrior nobles.

Hunter Nobles
Spend their time hunting and produce 2 food per turn but you can have one less hunting action.

Master Artisans
+0,2 base crafters, +0,1 base learning
You can have one group of Master Artisans per 2 groups of artisans a tribe has.

Priests
Give a bonus related to the tribes religion
Requires a house of the gods or locked worship gods action
+0,2 base learning

[task] Maintain camp
Add the result of this roll to the stability roll.
Can be taken once per three turns.
On a 90+ roll gain a administration hero.

[task] scout[target]
Write in target based on the map
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.

[task] Create outpost
valid locations: None
Creates a outpost to claim a settlement site for the tribe
Each outpost reduces cohesion by one.
Allows the tribe to use resources in an area
DC 10: success.
cost 1 current workers

[task] Collect more grain from farmers
Increase the amount of grain collected from farmers
-5 growth per turn, +1 wealth per turn

[task] Create new settlement[location]
valid locations:
Heroes Rest(+1 max fishers, +1 max farmers, +1 max hunters, +1 growth per turn)
Each settlement created increase the maximum farming and hunting actions by one.
Each settlement reduces cohesion by three.
DC 10: settlement is created
DC 70: settlement starts with trails
cost 1 base transportation, 3 current workers, 2 current crafters

[task] Expand settlement into town
valid locations: none
Gain +2 growth per turn, new building allowed
cost 1 base transportation, 1 current workers, 1 current crafters

[task] Trail markers(max = number of settlements +1)
With trade between the camps on the rise a network of trail markers would allow easier travel.
DC 30: Trail markers provide bonus next turn DC 80: bonus this turn.
Each trailmarker improves cohesion by 1.
cost 1 current workers

[task] Create roads at 300/300
The first roads are created by clearing a path wide enough for a travois and removing all obstacles like fallen trees from it.
It also includes log bridges to cross streams and prepared campsites for travelers.
progress needed: 50 points per settlement and outpost.
+1 transportation(land) per settlement or outpost connected.
cost 1 current workers, 1 current crafters

[task] worship Heroes
Seek the favor of the divine.
DC 30 get +5 and DC 75 get +10 on all other task rolls

[task] Connect tribes [write in target]
Improves relations(+10) and trade with other tribes by creating improved connections using roads and boats.
Both nations will get +5 more on a study project from trade stations.
Possible targets:
Deer hunters: 1 current workers, 35/100 for road connection
Islanders: 1 base transportation(river) always successful.

[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters, big island tribe.
Collect teachers, create tools and prepare food to trade to the target.
+1 growth if trading with bison hill from having roads and bison pulled travios.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, if one side does not have tech the other gets +2 culture instead.
DC 15: trade successful. 2 growth/1 tools
DC 50 gain 3 growth/2 tools
DC 65: gain one culture at the group you are trading with.
DC 80 gain 5 growth/3 tools.
DC 90: +5 relation boost
cost: 1 current transportation

[task] Trading station
Sends a small group of traders to live among a nearby tribe to collect goods to trade back home.
The owner gains +10 progress on a random tech the target owns or +2 growth if there is none
The tribe where the station is gains: +5 progress on a random tech of the owner of the station or +1 growth if there is none
Valid targets: none
DC 20 station is created get bonus next turn
DC 60 get bonus this turn.
cost: 1 base transportation

[task] Internal trade
Spend time moving goods within the nation.
+2 growth +1 wealth

[task] Build market
Creates a place designed for trade.
+1 wealth per turn
Valid targets: None

[task] Grow flax (max 2 more)
Set aside part of the farmland for the growing of flax increasing the production of linen.
shared a max uses with farms.
Cost 1 base workers
+1 wealth per turn

[task] Seek union(major nations)
Try to convince another nation to join ours.
Will require additional actions to complete the union.
Valid targets: Islanders
DC is 100-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
DC 30: +5 relations
DC 60: +10 relations

[task] Seek union(minor tribes)
Try to convince a settlement another tribe to join ours.
Target is a specific settlement of a tribe and if the give gift is used against that settlement in the same turn add that roll to this roll.
On success the settlement joins ours
If a settlement has missionaries it gets a shrine.
Valid targets: Bison Hill, Firal
DC is 80-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
DC 20: +10 on the next try
DC 50: +25 on the next try

[task] Give gifts
Valid targets are the following tribes: Bison Hill, Firal, southern forest tribes ,Deer hunters, Islanders
Sends out gifts to influence other tribes
Up to 5 additional current crafting can be consumed to get a +20 bonus per current crafting.
Up to 5 growth can be consumed to get a +5 bonus per growth.
current learning can be spend to give techs, one is needed per tech and gives +2 culture +10 relations per tech
DC 45: +1 culture,
DC 65: +5 relation boost
DC 75: +2 culture
DC 90: +10 relation boost
DC 115: +3 culture
DC 145: +15 relation boost
cost 1 current transportation, 1 current crafting

[task] Send advisors
Our tribe is well known for the skills of our leaders, artisans and farmers we can send a small group to the other tribes to advice them.
The other tribe gets the advisors status giving them +30 to all rolls to trade or study task that we have completed
We get +10 on all diplomatic and trade rolls with that tribe and increased rewards for all 80+ rolls with that tribe
We also get a +20 relations boost and get to know their stats.
Cost: 0.1 base learning per tribe
Valid targets: Deer hunters, Southern forest tribes, Ritual Town.

[task] Aid the Firal (target)
Write in one of the project they are working on, add the roll to that project.


[task] The great forge 40/200
Instead of a single smith working on a single item at once and producing it alone at the great forge a large number of smiths work together.
This provides an unmatched place for apprentices to learn even if they spread across our nation once their training is complete.
There are other benefits like the ability to share a single forge and specialist that produce the other parts needed for the items produced here.
Cost: 1 base crafters 1 bronze per turn when completed
Cost: 2 current crafters 2 bronze per building action
removes the 0.1 base crafters cost from plows and gives the artisan faction an action each turn.
Will get +20 each time the mines are expanded and +10 when bronze items are made or studied.

[task] The river passage 0/300
Sending the skirmishers south to ritual town has made it clear how hard it is to send goods there trough the passage in the cliff and our traders propose the construction of a road from the shore of the lake to the passage, digging out the passage so wagons can use it and continueing the road to the river below the great falls. This will cost a great amount of workers and tools but will allow us to expand south of the great fallls.
Cost: 1 current workers, 1 current crafters, 1 bronze

[task] build harbor
Build a harbor to store and maintain the tribes boats
+1 more fishers allowed
Cost: 1 current crafters
target: None

[task] Build granary
The granaries of the state provide a stockpile against famine and a source of rewards for those working for the tribe
2 more granaries are needed for +1 cohesion
Cost: 1 current workers, 1 growth per turn, 5 growth
DC 20 granary constructed

[task] Gather plants(max 2 more)
Provides food by collecting edible plants.
Cost 1 base workers
+1 growth per turn

[task] Tend Orchards (max 1 more)
Provides food from Orchards.
Cost 1 base workers
+2 growth per turn

[task] More Farmers (max 2 more)
Sow and harvest food.
Cost 1 base workers
+2 growth per turn, +1 max plow tasks

[task] More plows for farmers 4/7
Additional plows
cost: -1 bronze, -1 current crafters -0,1 base crafters
+1 growth per turn

[task] More bison for farmers 2/2
+1 growth per turn
Cost 1 current workers

[task] Clear forest (max twice more)
-1 max hunting task, +2 max Farming tasks.
DC 20
Cost 1 current workers

[task] Primitive irrigation 3/4
Improved irrigation allows more land to be farmed.
+1 max farmers
Cost 1 current workers

[task] Fishing (max 6 more )
Fish in the great river of the forest
Cost 1 base workers
+2 growth per turn, +1 max fishing boats

[task] More fishing boats(max 0 more, +1 max nets per 2)
+1 growth per turn
cost 1 base transportation(river)

[task] Craft fishing nets(max 2 more)
Nets made from flax ropes allow more fish to be caught by our boats.
cost will be lowered by 1 current crafting once flax is being farmed.
+1 growth per turn
-2 current crafters -0,1 base crafters

[task] Hunting(max 2 more)
Cost 1 base workers
+2 growth per turn, +1 max trap line

[task] Herding (Bison)(shares max uses with hunting)
Cost 1 base workers
+2 growth per turn, +0.5 base transportation(land)

[task] Build trap line(max 0 more)
Creates a line of traps increasing the amount of food collected by hunters.
+1 growth per turn
Cost 1 current crafters

All research projects advance each year at the rate of 5* current learning

[task] Experimentation
Have the crafters work on trying out what new ideas are possible.
Gives +1 current learning
Cost 1 current crafters

[task] Fund research
Provides funds to those having ideas that can help the tribe
Gives +1 current learning
Cost 10 wealth

[task] Expand education
Spend less time on producing food and teach the use of our tally system to a larger part of our tribe.
Gain 0,1 base learning
cost: 1 growth per turn

[task] Teach our leaders to read
By teaching all our leaders to read we create a small group in the tribe that can store ideas in writing and learn from those that lived before them.
increases the cost of choosing dedicated leaders by 1 current learning and you gain an additional 0,1 base learning for each group recruited
Gain 0,5 base learning
cost: 3 current learning, Cost 1 current crafters, 10 wealth

[task] Study[target]
Some new ideas result in new tasks right away others need more time or dedicated study to use.
You gain progress equal to (1D100+10)
cost: 1 current learning

- Bronze shields 25/100
The production of scale armor will take far longer then crafting a sword or spearpoint but will provide unmatched protection.
When researched heavy infantry gets +5 to their rolls for defense.
unlocks:
Task craft Bronze shields
By covering our shields in a layer of bronze they can take more damage gives +5 to the defense of a group
DC 20: one group gets bronze shields
DC 50: two groups gets bronze shields
DC 70: three groups gets bronze shields
costs 1 bronze, 1 current crafting

- Land reform 95/100
Gives new options for land management
build fortified manors: +1 cohesion, max one per group of nobles

- Herding dogs 85/100
herding:
new growth boosting task for herding.

- Wells 35/100
+1 max primitive irrigation
without this tech you can not have cities, once you have it nothing changes but towns can start to grow.
Once towns are large enough they can become a city giving +1 action to a faction but reducing cohesion by 3 and growth per turn by 5.
Towns becoming cities is under control of the players and done by taking the upgrade action that will be added once the first town is large enough.

- Scouting dogs 64/100
We already have and use dogs for hunting but further training can help with tracking orcs and other enemies of the tribe
Get a +5 bonus on scouting dogs

- The orcs 94/100
After several fights with the orcs we can gather what we know about them to get a better idea about them.

- Hunting grounds 65/100
The Firal are master hunters and have made changes to the forest around their camps to increase the amount of game. This includes hunting down all predators, prepared campsites and burning small sections of forest to provide clearings for food.
Will give +1 growth per turn and a action for 1 more usable twice.

- Magical theory 115/300
Why does magic work studying this will lead to alternative methods of powering magic

- Undead warriors at 5/200
allowing the raising of undead for war.
Cost 1 current magic and 30 growth per group and they have +20 to attack and +10 to defense rolls

- Ancestral spirits 0/100 can not progress till Magical theory is completed.
Add the following magic tasks:
[task] Ancestral warriors
Our warrior spend time performing rituals granting them the knowledge of our past heroes
All nobles and warriors get +5 to attack rolls.
Cost -1 Base Magic
 
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Want to clarify what the wells do.

Wells 35/100
Allows towns to grow into cities(giving +1 faction action each but -3 cohesion and -5 growth per turn)
+1 max primitive irrigation
Allows towns to grow into cities(giving +1 faction action each)

does that mean that without this tech, we'd get -3 cohesion and -5 growth per turn, and with it, we don't lose growth or cohesion?
 
does that mean that without this tech, we'd get -3 cohesion and -5 growth per turn, and with it, we don't lose growth or cohesion?
without this tech you can not have cities, once you have it nothing changes but towns can start to grow.
Once towns are large enough they can become a city giving +1 action to a faction but reducing cohesion by 3 and growth per turn by 5.
Towns becoming cities is under control of the players and done by taking the upgrade action that will be added once the first town is large enough.
 
without this tech you can not have cities, once you have it nothing changes but towns can start to grow.
Once towns are large enough they can become a city giving +1 action to a faction but reducing cohesion by 3 and growth per turn by 5.
Towns becoming cities is under control of the players and done by taking the upgrade action that will be added once the first town is large enough.
Alright, good to know. In that case, can you remove " Allows towns to grow into cities(giving +1 faction action each) " that part from the wells study action? Its rather misleading.
 
[X] Plan Research and Growth
- [X] Study Magical Theory
- [X] Seek union(minor tribes) Bison Hill
- [X] Internal Trade
- [X] Ritual Sacrifices
- [X] Hunting

This plan is to get magic asap, so Study Magical Theory will be the priority.
Absorbing a Bison Hill settlement which according to my math the DC is (80 - (82 - (5 x 5)) = 23) so at we will get 1 settlement if we roll above 23 which is very likely. We can also seek union with the Islanders next turn as their current DC is (100 - (60 - (5 x 0)) = 40.
Free Growth and Wealth? why haven't we been spamming this before?
Getting half of our magic and +50 research points for 1 Growth per turn is a steal
Running out of Base workers is not good but it would be best to remove that potential stability debuff and get a growth bonus. We may need to farm flax in the future to half the cost of Current Crafter to 1.

[ ] Plan Growth
- [ ] Seek union(minor tribes) Bison Hill
- [ ] Study Land Reform
- [ ] Hunting
- [ ] Build trap line
- [ ] Internal trade

This plan is for maximizing our growth and combo it with absorbing a Bison Hill settlement. We can also seek union with the Islanders with give gift combo next turn and spending some growth to boost it. Since we prioritized growth this boost is much more affordable.
Study Land Reform is to keep Cohesion up with more settlements to worry about.
Hunting for Growth, prevent the cohesion loss, and add +1 trap slot. Losing Base worker is bad but we'll get it back soon enough with all of the Growth prioritization.
More Growth and Wealth with Internal trade. Why wasn't this used more often?
 
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[x] [task] Study [magic theory]
[x] [task] The great forge
[x] [task] Grow flax
[x] [task] Ritual sacrifices
[x] [task] Seek union(minor tribes) Bison Hill
My plan is to start growing flax on a large scale since this unlocks weaving and makes fishing nets cheaper. We also want to work on the great forge.
 
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You'll spend a Base Worker on Flax, which means we'll probably won't get the chance to regen a Current Worker for other tasks. Combo that with Expand Mines, which also eats up a Base Worker, means we will be out of Workers and that is Really Bad. Making Undead would mean we'll have 1 Base Worker but I feel that it is more efficient to get Growth Really going before we spend Base Workers, which is our limiting factor.
 
The problems only occur when we go negative in any resource, or at least I have never seen anything crop up due to having 0 in a resource.
 
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@RulerOfNothing, If we spent our Base Worker point, that worker will stay in that position and we can't change it. Once we have flax and get the discount of nets, we can get nets twice but then we will need 1 Base Worker to become fishers leaving the tribe with 0 Base Workers and only 1 additional fisher. We can probably get 1 more Base worker out of the Growth by that point that could be spent on getting more fishers to get +1 nets out of 2.

If we spend BW entirely on your method we get:
-1BW = Flax
-2 Current Crafter (nets) - 0,2 Base Crafter = 2 Growth (1 net = 1 growth)
-2 BW = 2 Fisher = 4 Growth + 2 Fishing Boats slots
-2 BTransport - 1 CW = 2Fishing Boat +
2 Growth + 1 extra net slot (1 Growth)

In short your plan will need 3 Base Workers (1 for flax and 2 for fishing) + 3 Current Crafters (for the nets) + 2 Base Transport (for boats to get 1 extra slot for nets) = 1 Wealth (Flax) + 3Gr(nets) + 4Gr(Fishers) + 2Gr(boats) = 1W and 9 Growth

Pretty good but I feel that method is inefficient. You'll need 3 Base Workers for your plan to pay off and we currently only have 2. Undead worker would be be enough. 3 Turns at the Growth rate with your plan = (13+9) x 3 = 22 Gr/turn x 3 = 66 Growth = 2 Undead or 1 Base Worker. If we get Magic to 1 and get the 10 Growth discount on Undead, we'll get 1 Undead every turn.

With my Hunter focus plan we get:
-1BW = 2Gr(Hunters) + 1 Traps
-1 CW = 1Gr(Traps)
Internal Trade = 2Gr + 1W
Hunter can also be used in battles so that is also a nice bonus.

My plan only needed 1 BW and 1 CW and still got 5 Growth and 1 Wealth. Half of the Fishing value at 1/3 the the cost. Mostly it is because of Internal Trade. I still don't know why we didn't use it more often, it is basically free Growth and money no Workers required to be converted forever to hunters or fishers.

Edit: after reading the requirements for undead Worker again, it says we need 30 Growth and we currently have 7 so we need 2 turns to get it to 37 before we can make an undead worker. So Both of our plans won't work.
 
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Yeah, since undead workers currently cost 30 growth my plan to expand the mines is a non-starter for now. Also action economy is a thing that you should keep in mind for these sorts of calculations.
 
Yeah, since undead workers currently cost 30 growth my plan to expand the mines is a non-starter for now. Also action economy is a thing that you should keep in mind for these sorts of calculations.
I did plan to include them but it just makes the calculations more complicated than it needed to be when I was only focusing on the rounded total.
 
@sunrise, can we divide the priesthood so that they specialise their patronage to one of the heroes instead of all of them like in Warhammer Fantasy? We could have priests bless a lot of our actions and help contribute. Like Priests whose Patron is a Hunter Hero would help in the hunt, Priests whose Patron is a Farming Hero would know which soil is healthy and etc., and Warrior Priests would be something similar to officers and leads by example. I can make an omake detailing the different possible sects of the Heroism and what their roles are if you are interested.

I am also a little concerned with the lack of heroes we are getting. Is it possible to increase the chance of getting a Hero somehow? Maybe lowering the DC for a Hero Generation?
 
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@sunrise, can we divide the priesthood so that they specialise their patronage to one of the heroes instead of all of them like in Warhammer Fantasy? We could have priests bless a lot of our actions and help contribute. Like Priests whose Patron is a Hunter Hero would help in the hunt, Priests whose Patron is a Farming Hero would know which soil is healthy and etc., and Warrior Priests would be something similar to officers and leads by example. I can make an omake detailing the different possible sects of the Heroism and what their roles are if you are interested.
I am always intrested in reading omakes written about my quest., specialized priest focussing on a single god/hero that is part of a larger group happened a lot in history as well and it is something that will happen as the size of the priesthood grows.

I am also a little concerned with the lack of heroes we are getting. Is it possible to increase the chance of getting a Hero somehow? Maybe lowering the DC for a Hero Generation?
Ill add a task that increases the odds for a hero when the nation does not have one next turn.
 
Inserted tally, vote will be open till the weekend.
Adhoc vote count started by sunrise on Nov 27, 2019 at 5:46 PM, finished with 14 posts and 2 votes.

  • [X] Plan Research and Growth
    - [X] Study Magical Theory
    - [X] Seek union(minor tribes) Bison Hill
    - [X] Internal Trade
    - [X] Dedicate priest to studying ancestor magic
    - [X] Hunting
    [x] [task] Study [magic theory]
    [x] [task] The great forge
    [x] [task] Grow flax
    [x] [task] Ritual sacrifices
    [x] [task] Seek union(minor tribes) Bison Hill
 
Winning vote:
Study Magical Theory
Seek union(minor tribes) Bison Hill
Are in both plans so they win.
The great forge
Internal Trade
only cost current resources
Dedicate priest to studying ancestor magic
As there is debate on how the base workers should be used i picked an option that does not cost base workers.
sunrise threw 1 100-faced dice. Reason: Study Magical Theory Total: 37
37 37
sunrise threw 1 100-faced dice. Reason: Seek union(minor tribes) Bison Total: 56
56 56
sunrise threw 1 100-faced dice. Reason: The great forge Total: 76
76 76
sunrise threw 1 100-faced dice. Reason: Internal Trade Total: 64
64 64
sunrise threw 1 100-faced dice. Reason: Dedicate priest to studying an Total: 35
35 35
sunrise threw 1 100-faced dice. Reason: random event Total: 81
81 81
sunrise threw 1 100-faced dice. Reason: weather Total: 40
40 40
sunrise threw 1 100-faced dice. Reason: necromancy Total: 18
18 18
sunrise threw 1 100-faced dice. Reason: nobles scale mail Total: 43
43 43
sunrise threw 1 100-faced dice. Reason: Artisans Total: 95
95 95
sunrise threw 1 100-faced dice. Reason: priests Total: 96
96 96
 
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Cults of Heroes
Cults of Heroes (Part 1)​
As more heroes join the Pantheon of Heroes, there is a movement for the priests to specialize in the worship of 1 Hero so that all Heroes are given their proper worship along with making many priests jobs easier as they don't have to memorize the entire pantheon along with their history and can fully devote themselves to deeply understand a specific hero rather than to have a shallow understanding on all of them.

Thus the Cults of Heroes are formed. This record of Cults was translated from multiple holy texts from the different cults about their founding and then compiled into this record for a general introduction to the different cults that exist in the Way of the Hero Pantheon for those who wish to join this prestigious service. Approved by all of cults as a source of historic significance, this record will go through the cults in chronological order of the Heroes they serve and worship.

The Cult of the Prowler​
The Cult of the Prowler is a major cult dedicated to the oldest Hero of the people, who safeguarded our ancestors from the dangers of the wild, when we were a tribe of nomads. Thus the cult has taken the skull of a deer with its antlers as their emblem as without the deer the tribe would have starved when rabbits and foraging plants were not enough. With the skull as the central emblem, the various different shrines can decorate their skull however they see fit, usually using local plants and animal teeth or skulls.

Cultists often spend most of their time out in the wilderness, often alone or in small groups, living off the land like their ancestors did. They pay close attention to the seasons, the weather, and the cycle of life and death among the plants and animals that they hold dear to their heart. Cult of the Prowler are noted for their practical, no-nonsense attitude towards life, tempered with a sense of awe for the power and majesty of nature. They accept the fact that death is just as important as life, but only if it works in harmony with nature as a whole.

Practitioners of the Cult wear only the leather from the animals they hunted, only use what can be found naturally in the wild thus refusing the use of metal tools, and each member are skilled Hunters and Woodsmen in their own right. Priests are renowned for their savage appearance; their hair is wild and unkempt and they dress in furs adorned with bones, feathers, amber beads and primitive talismans. Their place of worship for the cult are usually in forests with shrines being nothing more than a leather longhouse that also acts as a sacred hunting lodge or a cave with. Thus the cult is more commonly found in remote villages far away from large towns.

Their Priests are very sought after by hunting and forager parties for their knowledge of nature, the way they can move and blend seamlessly with the forest, and their skill with the bow. Each year, all priests must spend seven solitary days and nights away from civilization, communing with nature and living on what they catch. The time for each priest's retreat is determined by the hierarchs of the region, but it is typically one week.

The cult is surprisingly structured, with a clear delineation between duties. A Hierarch rule in each region and they are considered equal in rank and status. When not in charge, each hierarch defers to the authority and edicts of the other, although they can (though rarely do) reverse any previous rulings.

Beneath the hierarchs are the high priests, who are responsible for the welfare and duties of the priests beneath them. High priests care for shrines, groves, stone circles, and other sacred places and are responsible for several priests and initiates. Priests perform the grunt work, conducting rituals and maintaining the grounds of their sacred spots. In some cases, a lone priest is charged with the care taking of some holy ground far from civilization, this solitary life does not guarantee that he is named high priest, however.

Priests are, for the most part, left to their own devices, and have tremendous latitude in how they get things done. Because of the cult's structure, individual priests also have a greater say in what is done and can even contradict the orders of their high priest if they can make their case in front of the rest of their peers. Those that disagree too much, however, are cast out from their group and must either join up with another or find solace alone in the wilderness. Although there is no particular head to the cult, most followers heed the advice and wisdom of high priests deemed the wisest and most experienced.

The Cult of the Wolves​
The Cult of the Wolf is a major cult dedicated to the 2nd and 3rd oldest Hero of the people, who safeguarded our ancestors from the dangers of the wild when we were a tribe of nomads. The Heroes Wolf Bane and Swift Striker are known for protecting our people after Prowler's time has passed along with their work in taming our once fearsome enemy, the Direwolves, and converting them into our stalwart allies. Thus the Cult of the Wolves use a snarling wolf as their emblem and uses spears as their favored weapon.

As the cult dedicated to the heroes of protection and combat, martial and physical prowess is a necessity in this cult. The Cult of the Wolves is has 2 other branches, the Wolf Guard are elite Warrior Priests that defend towns and villages like the Hero Wolfbane did for his people the second branch are the Guiding Wolf who are dedicated to be a protector and guide to caravans and traders by regularly patrolling the roads with their wolf companion.

The main cult is usually located inside towns and villages in temples that are made to be very defensible. Their job other than to worship the Wolves Heroes are to help in the defense of the town or village they are at, guide the people to make the right and just choice with weekly sermons, tame, breed, and train dogs into various roles, and to train new initiates of the cult. Initiates are taught about basic duties of the Cult of the Wolves, their philosophy, and basic quarterstaff training to defend themselves. When they graduate, they are instructed to craft their own spear tip to signify that they are now ready to join the ranks of the Cult of the Wolves. With the discovery of metal, the spear has evolved from the flint used by our ancestors, and spears are now able to be shaped in a multitude of ways and are not limited to the leaf shape that flint are only capable of. From axes, to swords, to the classic leaf shaped spearhead, many different styles of pole weapons are made available with the discovery of metal. There have been rumors among the cult about making an entirely metal spear but at the moment metal is too scarce to be used like that.

To join the branch cults, one must pass the Test of Skill for the Wolf Guard and the Test of Guidance for the Guiding Wolf. The Test of Skill is an internal spear tournament where the members of the Priesthood compete to be evaluated on their performance by a panel of Wolf Guard. Those that manage to impress are given a recommendation and allowed to join a specialist training to become an elite Wolf Guard. While the Test of Guidance has the priests go on a pilgrimage around the lands of the people and are tasked with memorizing the path and the area that the people inhabit. After 1 cycle, the priests must return to the central temple where they are individually tested on their knowledge of the land by other Priests of the Guiding Wolf. Those that are deemed insufficient can try again next year, those that pass are accepted into the Guiding Wolf where they will undergo additional training and find an animal companion to bond with.

Unlike the Cult of the Prowler that is very low maintenance, the Cult of the Wolf has many roles that require regular maintenance. Like meat to feed the dogs and priests, replacement spears for when they break, and the maintenance of their temples. Thus to earn wealth, when donations from the people and chieftains aren't enough, the priests are hired for their skills by nobles and villages elders. The regular Wolf Priests usually help by patrolling the countryside they are stationed at and are paid for their service similar to the town guard, yet they also are more expensive than a regular militia. The Dog tamers take in stray dogs or raise them in their temples from birth and train them for various roles as herders, hunters, scouts, guards or even for regular citizens that needed companionship.

Those were the roles of the regular priests from Cult of the Wolf. For the Wolf Guard, they are usually hired to train the town guard or the noble's bodyguards and are paid more handsomely for their training. Priests of the Guiding Wolf are usually hired as caravan leaders for their knowledge of the land and skill with the spear. All Priests are instilled a sense of duty to protect those under their charge as all of the profits from their service are used to maintain the cult. Those that exploit those they are meant to protect, never get far.

Priests from the Cult of the Wolf are the foremost experts of using the spear and many styles are tested or taught there. From the swift yet versatile "One-Spear" style, to the defensive yet solid "Spear-and-Shield" style, to the complex yet deadly when mastered "Two-Spear" Style. While there are priests that aren't fond of violence, enough that they would rather keep using a quarter-staff, they are usually stationed at villages with non-combat roles.

-----------
AN: A lot of these cults were inspired by Warhammer Fantasy cults, Prowler is from Taal, Wolf is from Ulric, and etc. I planned on having one huge post but I think that would take years to finish since this is just 2 out of 14 and this took a month just to make 2 cults. I feel that this first 2 isn't as complete as I want it to be but I can't seem to think up anything else to add that would be great helping to fleshing these cults out since I can't do all of it, so some community participation would be nice too. If you have a 2nd opinion, feel free to let me know, I'll add it if you have a reasonable argument for that cult to have that.
 
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I like it but sadly the amount of responses given in this quest are on decline as the quest is probably to long and not written well enough for new players to join and the old one are slowly leaving.
As omakes are rare rewards can be great for each one without unbalancing the quest:
For this one ill add a group of prowlers to the army as reward, they are dedicated scouts that do not use metal gear(so armed with stone tipped spears/longbows)

My motivation for writing is also down a bit and i am thinking about how to continue.
One option is to keep writing full updates but there might be a month or more between them.
Another one is writing multiple updates per turn but some of those might be 2 to 4 line updates.
Or i end it here with the option to ask all questions about the world you have.
What would the questers prefer?
 
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I don't know, I still enjoy the quest but I did need a while before the civ system clicks for me and I didn't participate in the discussion until I understood what does what. This might be what turned off new players as they have no idea what to do.

If you feel it is necessary you could restart the quest but make it more new player friendly by better explaining the system the quest used and maybe add any quality of life changes you didn't have at the start of the quest. I think the major turning point was our first war with the orcs. I and I'm sure a lot of players are more familiar with the "D100 + bonusea per event" style of battle from a lot of CK2 quests with the DM just adds what those results mean narratively or have both sides roll D100s and the one with a higher roll wins the event.

While I feel like this system is a bit simple and could be improved, it does give a lot of freedom for the DM and pretty straight forward. It is also great to read having a great roll and feel tension when we got a bad roll and we hope that a good roll down the line will save us. Your warfare system looks really well thought out (except the part where the strongest automatically fight each other, I think rolling for which position they are in and then fighting the opposing side that had the same number would be better with the maneuvering roll giving a certain number of maneuvering point to change certain units and give them more favorable match ups, like maneuvering your armored units to fight against enemies that can't pierce armor or have a difficult time of dealing with it. Scouting rolls gives you more information on what the enemy has and their probable stats and their heading, with higher rolls resulting in more information. Giving a flat bonus to the army and making being outnumbered a really bad scenario when their strongest are pitted against our strongest without a means to counter will turn off players due to lack of agency. The Orc battle could have been won if our strongest kill and break the weakest groups much faster than their strongest can break our weakest because of our bonus to equipment.

Total War's system is probably the best place to start making changes for. It would take a long time for me to explain all of the details that you can use to improve your battle system, like adding traits such as armor piercing damage, what happens when you overpower a unit with a lot of damage dealing units, what happens when you blob weak units and expensive units together instead of flanking, and flanking with missile units.

Zerkovich is pretty knowledgeable and you may want to see his video breaking down one of the one of the human faction's army The Empire just to see how some traits and abilities can be used in a fantasy battle like Leadership buffs, Bonus vs Infantry, Armor Piercing Damage, Bonus vs Large (Monsters or Cavalry), Unbreakable, and The Free Company Militia which is very similar to your Skirmisher units.

Overall I think that this is a great quest and I would join it again if you decide to restart it, but it could have been better. I hope these help.
 
A new thread might help even if it did not include a reboot as then i could add pages for the current mechanics at the start as adding magic is the third major change to the quest and the explanation how things work has become scattered across 44 pages. It probably also time to go trough the task list to remove ones no longer relevant for a bronze age nation, and simply some other mechanics.
It will also make it easier to join the quest as the new mechanics will be used from the first page new players read instead having them need to understand multiple systems as the quest evolved.
I also learned a lot while writing this quest for example the amount of time it takes to write a single turn was a great surprise to me i never expected it to take 4 to 6 hours per post on average.
Also how fast i got overwhelmed as new tribes got discovered and started to roll for their actions as the quest went from one tribe with 3 actions per turn to having met 6 with 5 actions each.
i am going to change the map a bit regardless what i do(a reboot or continue in the new thread), a less realistic map with better rewards for exploring will work better for the type of quest i am running instead of trying to keep to real world geology and sizes for tribes/nations.
Ill think about it for a few more days and would like to know what the other players/readers of the quest think.
 
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