To appoint a new leader there are three things that need to be done, first someone with the required skills needs to be found. Then that person needs to be convinced they can do it and trained for the job and finally resources need to be freed up for the new leader to use. Liririel has spend the last month with Arawen preparing her to lead and starts to teach her how to read and write and introduces her to the tribes leaders. It becomes clear that the main difficulty in appointing leaders is the ability to organize enough resource but Liririel knows several ways to improve that, from increasing the total amount of resources to building meeting halls and training scribes to keep track of what resources are avalible. As Arawen is going to work on her own she finds one of her nieces to take over her job as advisor and the three of them spend a day talking about herbalism.
[new options unlocked, -10 on the DC of recruiting heroes]
[Liririel +2 lore xp, +1 administration xp, +1 herbalism xp]
[Arawen +10 lore xp, Lore I: +5 to Lore rolls becomes Lore II: +10 to Lore rolls, +2 herbalism xp]
[Study Herbal lore +10]
The full time militia leaders soon prove their worth as the tribe attacks the orcish hunters with Adlegron leading them. Adlegron first leads a small group to find out if the orcs have moved since they where spotted but he finds them still at their hunting camp he sends the hunters that joined him back to collect the rest of hunters and orders them to approach from two sides with one group attacking first and then the second one once they are focussed on fighting the first group. Adlegron's group manages to get close enough to fire their bows without getting spotted and the battle begins with a arrows raining down on the orcs killing most of them.
The second group gets spotted by the orcs at the last moment and the orcs charge at them and they kill 10 of our hunters before they die. Rushing to the aid of them Adlegron spend the next hour making sure non of our wounded die but during that time two of the orcs that went down in the rain of arrows crawl away.
[Adlegron +1 leadership xp, +1 scouting xp, +1 combat xp]
[Adlegron 57+10+20(good scouting/maneuvering) vs 5 = orc hunters -2 health]
[1st hunter milita 64+5+20(good scouting/maneuvering) vs 95 = miss]
[2nd hunter milita 33+5+20(good scouting/maneuvering) vs 11 = orc hunters -1 health]
[orc hunters 96+0 vs 15+5+20(good scouting/maneuvering) = 1st hunter militia -2 health]
[remaining rolls: two wounded orcs get back up and manage to flee]
After the battle Adlegron talks with the militia captains and they talk about how to improve for the coming battles there are 3 proposals, first there is the suggestion to turn one of the militia groups into full time warriors, the second plan is to have the hunters spend time preparing for war instead of hunting a few days each month and finally there is the suggestion that one or more of the tribes heroes picks a small group of warriors as a personal guard to train and lead.
[new military options unlocked]
Lead by the newly appointed captains our hunters push even deeper into the woods expanding the tribes hunting grounds to a point that taking more lands would be useless without more hunters. This makes it easier for the nearby tribes to visit ours for trade and Chief Beren of the Ox clan wants to talk about joining our tribe. Work on collecting information about the elven queen continues with Arawen learning about an old hunter that knows more that lives just south of the tribes lands. During the month the tribe grew from 340 to 352 members.
[+2 population per turn from expanded hunting grounds.]
[Chief Beren of the Ox added to information post, reduced diplomacy DC's, Tales of the Queen +5]
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.
The tribe has the following heroes: Adlegron, Liririel and Arawen.
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, 9/10 health)
2nd hunter militia (+0 to all combat rolls, 9/10 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.
Train full time warriors
Replaces a group of hunters with a group of warriors
Each group of warriors cost 6 population per turn due the food they eat and they have +20 to combat rolls and +2 health
Training a group unlocks new lore actions to improve them.
Leadership 0/25
Increased militia training
Have the hunters spend several days each month training for war
-1 population per turn for each group of hunters +5 to combat rolls for hunters
leadership 0/25
Train personal guards
Train a group of guards for a hero these small groups consist of the best warriors the tribe has.
Guards give +5 to combat rolls and +1 heath to a hero and cost -1 population per turn for each group.
Write in what heroes get guards
leadership 0/20 per group trained
Raid the orcs
Start fighting the orcs by raiding their lands. will result in a combat roll each turn
The orcs will start this in turn 6
Will result in losses on both sides, more information about the orcs and improvements to our miltary.
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, +5 to all diplomacy 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
Build a meeting hall
Build a large hall to hold feast in and talk to large groups at once.
-5 to the DC to recruit heroes, +5 to the tribes rolls
crafting 0/60
Specialists:
The tribe has three specialists(the stoneworker, Boyars, wise woman advisor) and can have zero more.
When the tribe gains a group it can have one more specialist.
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
Train scribes
By training scribes capable of reading and writing keeping track of the tribes resources will be easier
-5 to the DC to recruit heroes, +5 to the tribe's rolls
Lore 0/30
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 80
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)
Train skills
write in a skill to train
DC 10 +1 to the chosen skill
DC 40 +2 to the chosen skill
DC 60 +3 to the chosen skill
DC 80 +4 to the chosen skill
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 10/50
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 20/100
Writing
nobody outside of our heroes can read or write teaching the tribes leaders(the militia captains and clan chiefs) to write will make managing the tribe easier.
+1 max specialists, unlocks new options.
Lore 0/50
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: frequent 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 15(diplomacy): learn more about them
DC 40(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 30(diplomacy): The Ox tribe joins our tribe.
Find the Deer clan
The tribe has met the Deer clan in the past and knows they live to the south of the Ox clan but the last contact with them was before the elves arrived.
Those tales give them a size of somewhere between a hundred or 200 members.
DC 30(scouting) to find them
Exploration
Some of the tribe tales and goods being traded among the tribes give hints that there is more then just small tribes like the ours on this continent.
Write in a direction to explore in.
[X] Adlegron: Exploration (South)
[X] Liririel: Meet the Ox clan
[X] Arawen: Herbal lore
[X] Tribe: Build a palisade
Adle could find that old hunter and maybe talk to him while everyone else build a paliside, I don't know how long it would take so best to start now. Getting the Ox clan to join would be a huge boon and Arawen can continue to research Herbal lore.
the tribe will always roll a 20 and the palisade takes 0/40 so if that vote wins it will be at 20/40 and will be completed the next time the tribe works on it.
Yup, with a 20 from the Tribe, we know that we'll need two turns to have it built.
[X] Adlegron: Exploration (South)
[X] Liririel: Meet the Ox clan
[X] Arawen: Herbal lore
[X] Tribe: Build a palisade
the tribe will always roll a 20 and the palisade takes 0/40 so if that vote wins it will be at 20/40 and will be completed the next time the tribe works on it.
Adlegron and Liririel have traveled to the south to visit the ox clan where they met Beren their chief. It does not take Liririel long to convince him to join our tribe as he has visited our settlement and he likes what he saw there. The Ox tribes hunting grounds are added to those of the stoneshapers and hunters, tools and bows are send to their main camp while some of the elders and children of the Ox tribe move to the safety in our main settlement.
[combined with this turns population growth and the Ox tribe joining the tribe gains a 3th group of hunters, Beren can be recruited as a hero, beren gains a bow]
Beren joins the other heroes as they head south to talk to an old hunter who collected a great number of tales during his long life. The first one he tells is about the war itself and the first attack of the demonic forces where they attacked the copper mines. In response the two sons of the queen mustered the queendoms army and marched to meet them on the field of battle there they where joined by the allied tribes that could reach them before the demon host arived. The battle was a hard one with the queens armies slowly pushing the demons back and the demon lord tearing great holes in the queens army each time he charged the human lines. Then queens oldest sons intercepted the demon and fought the demon in a duel in witch the demon lord was wounded but the son was slain.
Seeing the wounds of the demon lord the younger son rallied the best warriors of the army to him and attacked the demon lord, he to fell in battle but not before wounding the demon lord so severely that the warriors where able to kill it. The army went on to win the battle but without clear leaders it returned home to take care of it many wounded while the allied tribes left to their villages. The royal army was send east to find out where the demons had came from but they failed to find out their source.
It was two years later that the demons returned now lead by two demon lords this time they did not march into the queendom but attacked the nearby tribes first enslaving all that surrendered and killing all that did not. With the army still depleted from the last fight and her allies defeated the queen saw no option other then to surrender and she was taken to the east by the demons. Her town was enslaved and one of the demon lords now rules the surrounding area from there.
[Liririel: Meet the Ox clan 75+0 +1 lore xp, +1 diplomacy xp]
After hearing the sad tale of the queen Adlegron continued to explore to the south trying to find the Deer clan. Beren knows of the camp they use this time of the year and together they continue the trip. They arrived at the summer camp of the Deer tribe a week later, it is larger then the Ox tribes camp and in the middle is a pole with two flags on it the lower of the two is a black deer and above that one with two spears surrounded by a circle.
Adlegron is invited to meet their chief and walking trough the camp he sees the tribes dogs, guards in leather armor carrying shields and spears and a shrine to the elven god of the hunt, Oromë. Haldad the chief of the Deer tribe welcomes you and asks about where Adlegron came from and if more elves are coming to help against the demons and orcs he is sad to hear the tale of how you arrived. He tells you about the great alliance that was formed between the tribes that fought alongside the queen that fled south after the demon invasion, tribes that lived in the south and several of the descendants of the elven queen. The main strength of the alliance is focused on several mountain passes that mark the border of the lands controlled by the demons and their vassal tribes.
The deer tribe is looking in the south for resources and tribes to strengthen the alliance and spreading the elfish faith. They belief this will allow the alliance to grow strong enough one day to march north and defeat the demons. The deer tribe is currently fighting with an orcish tribe that lives to their south together with several smaller tribes. They are working closely with a village called Resting Deer that they help found a generation ago that lays to the east of our settlement where salt is mined from the ground. At this settlement a meeting is planned between the local leaders of the alliance in three months and Haldad hopes to see you there.
[new diplomatic options unlocked, tales of the queen]
[Adlegron Exploration (South) 71+5, +2 scouting xp, +1 diplomacy xp]
[Great alliance] Join now
By joining the great alliance you are expected to help other members in need but can request help yourself.
Help can be in the from of sending goods, warriors or heroes.
Depending on the amount of help you provide you have a say in the plans of the Great alliance.
[Great alliance] Stay out of it
By staying out of the Great alliance we can focus more on strengthening the stoneshapers.
Arawen has spend the last month comparing the herbs known to the elven with those known to the wise woman of the tribe expanding the tribes knowledge of herbs and there are already plans to build a garden for the herbs.
[Herbal lore completed +2 population per turn]
[Arawen: Herbal lore: 62+5 +4 herbalism xp]
Our hunters had another great month with the Ox clan joining them allowing them to hunt further into the south.
[hunters vs wolves: 75 +1 hunting ground gives +2 population per turn]
The actions of the tribe consist of 2 parts choosing the actions picking the actions for the heroes(a 100 sided dice is rolled for them) and single action by the rest of the tribe that will always roll 20.
Actions will be carried out in the order i think helps the most, for example Train personal guards would be done before an attack against the orcs.
The tribe has the following heroes: Adlegron, Liririel and Arawen.
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 (+5 to all combat rolls, 10/10 health)
2nd hunter militia (+5 to all combat rolls, 10/10 health)
3th hunter militia (+5 to all combat rolls, 10/10 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.
Train full time warriors
Replaces a group of hunters with a group of warriors
Each group of warriors cost 6 population per turn due the food they eat and they have +20 to combat rolls and +2 health
Training a group unlocks new lore actions to improve them.
Leadership 0/25
Increased militia training
Have the hunters spend several days each month training for war
-1 population per turn for each group of hunters +5 to combat rolls for hunters
leadership 0/25
Train personal guards
Train a group of guards for a hero these small groups consist of the best warriors the tribe has.
Guards give +5 to combat rolls and +1 heath to a hero and cost -1 population per turn for each group.
Write in what heroes get guards
leadership 0/20 per group trained
Raid the orcs
Start fighting the orcs by raiding their lands. will result in a combat roll each turn
The orcs will start this in turn 6
Will result in losses on both sides, more information about the orcs and improvements to our military.
Attack the orcs
Our hunters estimate that the orcs have a group of warriors, a group of hunters and a single hero that leads them.
After the Ox tribe joined our tribe we have the numbers needed that an attack on the orcs can be launched.
If we win we can create a second camp and reach Galor.
Will result in a battle vs all of the orcs more then one hero can be assigned to this action.
Use poisoned weapons
The use of poison is not liked by everyone as you need to be careful not to get poisoned while adding it to a weapon and most poisons act to slow to be effective during a battle.
Find one that works against orcs, will give +5 on attack rolls vs orcs in battle.
-2 population per turn from those disliking this leaving.
DC 50(herbalism)
Construction:
Turn a group of hunters into crafters
By having a dedicated group crafting goods for a tribe far more goods can be made each month.
Each group of specialist can supply 2 more groups, there can be two more groups of specialists and the tribes dice increases by 10.
Each group of crafters cost 6 population per turn due the food they eat
crafting 0/20
Build a palisade
A palisade will provide protection for the tribe giving a +5 bonus to rolls for battles at the settlement.
crafting 20/40(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, +5 to all diplomacy 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
Build a meeting hall
Build a large hall to hold feast in and talk to large groups at once.
-5 to the DC to recruit heroes, +5 to the tribes rolls
crafting 0/60
Herb garden
Create a garden for the herbs to ensure we have them available when needed.
+2 population per turn
Herbalism 0/30
Specialists:
The tribe has three specialists(the stoneworker, Boyars, wise woman advisor) and can have one more.
When the tribe gains a group it can have one more specialist.
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(+4 now)
crafting 0/20
Train scribes
By training scribes capable of reading and writing keeping track of the tribes resources will be easier
-5 to the DC to recruit heroes, +5 to the tribe's rolls
Lore 0/30
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 80
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)
Train skills
write in a skill to train
DC 10 +1 to the chosen skill
DC 40 +2 to the chosen skill
DC 60 +3 to the chosen skill
DC 80 +4 to the chosen skill
Teach Arawen to use a bow
Arawen learn to use a bow and gains gear: Bow(+5 to all hunting and combat rolls)
combat 0/20
Lore
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
Writing
nobody outside of our heroes can read or write teaching the tribes leaders(the militia captains and clan chiefs) to write will make managing the tribe easier.
+1 max specialists, unlocks new options.
Lore 0/50
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(between us and Resting Deer): limited trade
Resting Deer(Salt miners): no contact
Deer clan: 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 15(diplomacy): learn more about them
DC 40(diplomacy): increased trade gives +1 population per turn
Visit the settlement at the salt mines
DC 20(diplomacy): learn more about them
Travel to the western mountain pass
The main strength of the Great alliance is at the mountain passes where they block the demon army from reaching the southern lands.
Visiting one of these passes will tell us a lot about the great alliance.
scouting 0/120
Send tools and bows to the deer clan
Our stoneworkers and boyars can produce more goods then we need we can send tools and bows to the Deer hunters to help them.
DC 20(scouting): goods arrive
Exploration
Some of the tribe tales and goods being traded among the tribes give hints that there is more then just small tribes like the ours on this continent.
Write in a direction to explore in.
Decided to name the village at the salt mine Resting Deer in honor of the tribe that help found it.
The information post have been updated with the new stats for the tribe and heroes.
The vote is open, votes are the hero actions, one action for the tribe and if you want to join the grand alliance.
Added an option to try an conquer the orcs as you now have the number to have a change especially if multiple heroes are assigned to the action or actions are spend on improving the military.
[X] Adlegron: Scout to the east
[X] Liririel: Meet the salt traders
[X] Arawen: Herb garden
[X] Tribe: Appoint traders
[X] [Great alliance] Join now
After this turn we will have 6+ pop per turn which is enough to be spent to train warriors full time and finish the Palisade while also getting more info from traders.
We got past the minimum DC so it still counts as a success and the other bad roll is a delay on the herb garden. It sucks but its not gonna be dangerous.
Arawen has started work on a herb garden most of the common herbs are growing there already but it is missing a few of the rarer ones needed for some of the more powerful potions. The herb garden is one more reason for outsiders to join the tribe and tribe has gained 33 members and now has 447.
[Arawen: Herb garden: 16+5 herb garden at 21/30, +2 herbalism xp]
Liririel did not find the salt traders where they usually camp at this time of the year and spend weeks looking for them without success and has been gone long enough that Adlegron is worrying about her. Then she decides to have one look in the area near Resting Deer from where they get the salt they are named after. Here she finds the tribe but not its leaders as they have left early for the Grand Alliance meeting and she spend most of the visit teaching about herbs to the tribes wise woman. Their tribe numbers slightly over 100 members and consist mostly of hunters. She tell them about the new traders the tribe has appointed making it easier for them to trade salt, hides and dried meat for tools and bows.
[tribe appoint traders +1 population per turn, more news]
[diplomacy section will list more information about tribes, map is updated and covers a larger area]
The world as know to the tribe
The campfire on the beach is where Galor has made his camp using the remains of the ship.
The crossed swords on the grass between the mountains is where the orcs have their camp.
East of there is the camp of the tribe.
The fire between the two settlements are the salt traders
The fire below then is the deer Tribe
The settlement with the mine is Resting Deer, here salt is mined.
The fire north of there is an unknown alliance member.
[Liririel: Meet the salt trader: 19 +1 diplomacy xp]
Adlegron has scouted the borderlands between us and the orcs and now has a good idea of the terrain there and he notices that most orcs are in the lower parts of the valley while the rocky southern parts near the mountains have very few orcs. An attack could get close to camp by sticking as close to those mountains as they can before heading down to the stream where the main camp of the orcs is. His greatest find during the scouting is a small trail leading to a spot from where the orcish camp can be observed and he spends two days there watching the orcs as they hold their regular fights for positions and status among themselves.
[+10 bonus to the next fight vs orcs]
[Adlegron Scout to the east: 87 +2 scouting xp]
Galor is not doing well at the beach as hopes of rescue fade now and now there are more problems: game is getting scarce after several months of hunting, some think it is time to move on and seek help along the shore and some what to try and fight past the orcs in an attempt to find Liririel and Adlegron.
What was decided?
[Galor] To fight the orcs.
Galor gains combat I(+5 to combat rolls) but looses 3 health from getting wounded but the orc warriors loose 1 health as well.
[Galor] Explore to the south
Galor gains scouting I(+5 to scouting rolls) and has expanded maps covering the southern coastline but two elves have left the group.
[Galor] Made longbows
Galor gains crafting I(+5 to crafting rolls) but the food shortages will force him to move away in two turns.
The actions of the tribe consist of 2 parts choosing the actions picking the actions for the heroes(a 100 sided dice is rolled for them) and single action by the rest of the tribe that will always roll 20.
Actions will be carried out in the order i think helps the most, for example Train personal guards would be done before an attack against the orcs.
The tribe has the following heroes: Adlegron, Liririel and Arawen.
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 (+5 to all combat rolls, 10/10 health)
2nd hunter militia (+5 to all combat rolls, 10/10 health)
3th hunter militia (+5 to all combat rolls, 10/10 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.
Train full time warriors
Replaces a group of hunters with a group of warriors
Each group of warriors cost 6 population per turn due the food they eat and they have +20 to combat rolls and +2 health
Training a group unlocks new lore actions to improve them.
Leadership 0/25
Increased militia training
Have the hunters spend several days each month training for war
-1 population per turn for each group of hunters +5 to combat rolls for hunters
leadership 0/25
Train personal guards
Train a group of guards for a hero these small groups consist of the best warriors the tribe has.
Guards give +5 to combat rolls and +1 heath to a hero and cost -1 population per turn for each group.
Write in what heroes get guards
leadership 0/20 per group trained
Raid the orcs
Start fighting the orcs by raiding their lands. will result in a combat roll each turn
The orcs will start this in turn 6
Will result in losses on both sides, more information about the orcs and improvements to our military.
Attack the orcs
Our hunters estimate that the orcs have a group of warriors(7/10 health +20 to combat rolls), a group of hunters(5/10 health +10 to combat rolls) and a single hero(4/5 health +20 to combat rolls) that leads them.
After the Ox tribe joined our tribe we have the numbers needed that an attack on the orcs can be launched.
If we win we can create a second camp and reach Galor.
Will result in a battle vs all of the orcs more then one hero can be assigned to this action.
Use poisoned weapons
The use of poison is not liked by everyone as you need to be careful not to get poisoned while adding it to a weapon and most poisons act to slow to be effective during a battle.
Find one that works against orcs, will give +5 on attack rolls vs orcs in battle.
-2 population per turn from those disliking this leaving.
DC 50(herbalism)
Construction:
Turn a group of hunters into crafters
By having a dedicated group crafting goods for a tribe far more goods can be made each month.
Each group of specialist can supply 2 more groups, there can be two more groups of specialists and the tribes dice increases by 10.
Each group of crafters cost 6 population per turn due the food they eat
crafting 0/20
Build a palisade
A palisade will provide protection for the tribe giving a +5 bonus to rolls for battles at the settlement.
crafting 20/40(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, +5 to all diplomacy 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
Build a meeting hall
Build a large hall to hold feast in and talk to large groups at once.
-5 to the DC to recruit heroes, +5 to the tribes rolls
crafting 0/60
Herb garden
Create a garden for the herbs to ensure we have them available when needed.
+2 population per turn
Herbalism 21/30
Specialists:
The tribe has three specialists(the stoneworker, Boyars, wise woman advisor) and can have one more.
When the tribe gains a group it can have one more specialist.
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(+4 now)
crafting 0/20
Train scribes
By training scribes capable of reading and writing keeping track of the tribes resources will be easier
-5 to the DC to recruit heroes, +5 to the tribe's rolls
Lore 0/30
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 80
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)
Train skills
write in a skill to train
DC 10 +1 to the chosen skill
DC 40 +2 to the chosen skill
DC 60 +3 to the chosen skill
DC 80 +4 to the chosen skill
Teach Arawen to use a bow
Arawen learn to use a bow and gains gear: Bow(+5 to all hunting and combat rolls)
combat 0/20
Lore
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
Writing
nobody outside of our heroes can read or write teaching the tribes leaders(the militia captains and clan chiefs) to write will make managing the tribe easier.
+1 max specialists, unlocks new options.
Lore 0/50
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(one group of hunters): limited trade
Resting deer(Salt miners)(one group maintaining the camp,one of miners,one of hunters): no contact
Deer clan(one group of warriors, two of hunters): meetings
Attend the meeting of the Grand alliance
The deer tribe is meeting the rest of the local members grand alliance at Resting deer to discuss plans for the coming year if we send a hero we can help make those plans.
This is also a time where the members trade promises to help each other and these meetings are held once per year or after major events and last two weeks.
DC 20(diplomacy): can get a single proposal accepted
DC 50(diplomacy): can make changes to the long term plans
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 15(diplomacy): learn more about them
DC 40(diplomacy): increased trade gives +1 population per turn
Visit the settlement at the salt mines
DC 20(diplomacy): learn more about them
DC 50(diplomacy): trade idea's with them both sides will gain lore
Travel to the western mountain pass
The main strength of the Great alliance is at the mountain passes where they block the demon army from reaching the southern lands.
Visiting one of these passes will tell us a lot about the great alliance.
scouting 0/120
Send tools and bows to the deer clan
Our stoneworkers and boyars can produce more goods then we need we can send tools and bows to the Deer hunters to help them.
DC 20(scouting): goods arrive
Exploration
Some of the tribe tales and goods being traded among the tribes give hints that there is more then just small tribes like the ours on this continent.
Write in a direction to explore in.