Adlegron has spend the last month hunting wolves in the forest surrounding the settlement learning the lay of the lands during these trips he surprised more then one wolf with the range of a bow. During this time he heard about three wolves that where far larger then normal, one of these roamed to the south of our settlement and has killed four of our hunters. He decided that it would not kill a fifth hunter and went after it tracking it for days but in the end the wolf found him and charged at him.
Adlegron managed to fire of a single arrow before the wolf reached him but it only grazed one of the wolfs hind legs. At the last moment he ducked below the wolf dropping his bow and drawing his dagger. As the wolf turned around and attacked again the wolf bit him in his left arm but Adlegron drove his dagger into the wolfs hearth at the same time killing it.
[Adlegron: Fight the wolves: 37+15: +2 hunting xp, +1 combat xp]
Inspired by this success the hunters moved deeper into the woods during their hunting trips pushing the wolves away from our settlement opening new lands for our hunters. In these new hunting grounds they spotted a orcs that had created a camp halve way between our settlement and their main camp.
[hunters vs wolves:95: +4 population per turn from expanded hunting grounds, +1 heath for all hunters, new actions unlocked]
The elves believe you need to understand the past in order to know what to do in the future and for this reason they have given Arawen the job to collect the history of the tribe and spread it among its members. She has begun with the oldest tales the tribe has, those related to the elven queen. Comparing the tales with what Liririel tells her of the elven empire makes it easier to separate fact from fiction as her almost unbeatable weapon is for example probaly an dwarf made steel sword and other tales hint at the fact she set up a copper mine somewhere within a weeks travel of her main settlement.
A visit by the Ox clan gives Arawen the chance to compare tales and she finds out that the Ox clan decedents from escaped slaves that fled southwards three generations ago from one of the settlements of the demons that had conquered the elvish queen's lands. They did this during a war between two demon lords who fought each other with slave soldiers with demons making sure they did not desert. On their march south they met several tribes that still considered themselves part of the queendom generations after the queen was last seen.
[Ox clan visit 56, Appoint Arawen 21 ]
[Tales of the Queen + 15 at 15/100, Liririel +1 lore xp]
Back at the tribes settlement new houses where being build and Brandir picked up the new woodworking methods used up faster then the others and after joining Adlegron on a hunt he started to make bows. These changes impressed the minor clans that live in the area and some of them joined our tribe.
[houses are build +2 population per turn, boyars have been trained +4 population per turn, population of the tribe is now 340]
The actions of the tribe consist of 2 parts choosing the actions picking the actions for the heroes and single action by the rest of the tribe that will always roll 20.
Turns last a month each
Actions:
Military:
The orcs do not raid the same target twice in a row as they took most plunder that could be carried already(no orc attacks till turn 6)
The losses from the raid have made the wolves in the area bold and they are on the attack(there is a roll each turn for wolf attacks)
The tribes militia consists of:
1st hunter militia (+0 to all combat rolls, 10/10 health)
2nd hunter militia (+0 to all combat rolls, 8/10 health)
Fight the wolves
The tribes hunting grounds are under attack from wolves and one of the heroes can be assigned to help in this fight.
Gives a second roll vs the wolves the highest of the two is used, the hunting skill is used for this roll.
Scout to the east
Scout to the east where the orcs live
DC 20(scouting): Find out more about the number of orcs.
DC 50(scouting): +10 bonus to the next fight vs orcs.
Attack the orc hunters.
Orc hunters have created a hunting camp between our settlement and the orc camp. They will move on next month but we can attack them to weaken the orcs.
Starts a battle vs the orc hunters(4 health, +0 to combat rolls.)
Construction:
Build a palisade
A palisade will provide protection for the tribe giving a +5 bonus to rolls for battles at the settlement.
crafting 0/40(The crafting skill is used for this roll and this project will be complete when 40 or higher is rolled, this does not have to be rolled at once.)
Build a shrine
A shrine will provide a place of worship and the help of the gods for our tribe
reroll the lowest roll each turn at -40 take the highest of the two.
crafting 0/60
Build a house fit for our chieftain
Build a larger house for the tribes chieftain where she can meet with larger groups.
+5 to the tribe's rolls
crafting 0/40
Build a smokehouse
With our hunters collecting more game we can build a smokehouse to preserve it.
Gives +2 population per turn
crafting 0/40
Specialists:
The tribe has one specialist(the stoneworker) and can have one more.
Each specialist can supply 5 groups.
Train potters
Pottery allows food that is produced when there is more then needed to be used when food is scarce.
+1 population per turn per group in the tribe(+3 now)
crafting 0/20
Appoint militia leaders
By appointing full time leaders for our militia we are settling the first step to creating a full time army.
unlocks new options
leadership 0/20
Appoint traders
Now we have are making bows we can start trading with nearby tribes
+1 population per turn, more news.
Diplomacy 0/20
Hero:
Recruit a new hero
Recruit a potential hero, can only be taken once per turn and the DC goes up by 30 each time a hero is recruited with this action
write in the hero you like to recruit from the heroes and notable person information post.
DC 60
Search for potential
Search for someone with the potential to become a hero, write in are allowed to get specific skills.
DC 40(administration or leadership)
Lore
Herbal lore
Both the tribe and the elves know of herbs that can heal that the other does not spend time with the wise woman to learn about what they know and see what can be taught
Gives +2 population per turn when done
herbalism 0/50
Cultural identity
The tribe is united but this can be improved by turning its history into songs
+1 max groups in the tribe
Lore 0/40
Farming
After the hunters the largest group in the tribe are the gatherers by teaching them about farming we can increase the amount of food the tribe collects.
Gives +4 population per turn when done
farming 0/60
Tales of the Queen
There once was a city ruled by an elven queen in the north talk to the stoneshapers and the other tribes in the area to find out more about her and her kingdom.
Part of a long quest chain to find out about the Queen.
Lore 15/100
Diplomacy
There is no diplomacy possible with the orcs or demons that roam these lands but there are other human tribes in the area.
current relations:
Salt traders: limited trade
Ox clan: meetings
Deer clan: rare meetings
Meet the salt traders
The Salt traders are the largest tribe in the area after the stoneshapers numbering around 80, meetings happen once or twice a year when they buy one or more stone tools and pay with salt.
They live to our east where they have several camps that they inhabit during different times of the year moving on when game is scarce.
DC 20(diplomacy): learn more about them
DC 50(diplomacy): increased trade gives +1 population per turn
Meet the Ox clan
The Ox clan is the smallest of the known tribes numbering only 30 adults, they live to the south of our tribe their chief is Beren who is famous for his skill with a spear.
DC 20(diplomacy): learn more about them
DC 45(diplomacy): The Ox tribe joins our tribe.