Vows of vengeance: a fantasy civ quest

The woodworkers
With the shrinking food supply the tribe decided it they needed to deal with that first before they could continue exploring, there was a long debate about what to do but the council decided on clearing more land for the farmers. Worries about the tribes water supply lead to the digging of wells to ensure the tribe always has access to clean water. And a group of tribesmen decided that the way to solve the tribes food shortage was to become full time fishers.

The year started with a series of storms forcing the boats of the fishers to stay ashore followed by a long mild summer resulting a a large grain harvest. The hunters had a great year and ended up talking about the need of better bows to bring back the largest game.

Bjorn having recovered from breaking his leg the year before suggested forming a group focused on working with wood for all the tribes building and logging needs.

You have gained a bonus for doing a lot of woodworking(building/logging) actions in a short time.
[] [woodworkers] Train a group of woodworkers
Turns one group of tribesmen into woodworkers
[] [woodworkers] Focus on logging instead.
You do not get a woodworkers but they get there first bonus: they will provide 1 wood per turn
[] [woodworkers] Focus on better bows
Unlocks a action to make better bows.

The bonus from Focus on logging instead can also be gained on a 95+ logging or building roll. If this choice is combined with a train woodworkers in the normal actions you gain 10 wood.
The better bow action can also be unlocked by the study(woodworking) action. If this choice is combined with a train woodworkers in the normal actions you get 5 better bows.

Based on the current number of the tribe(5 groups of tribesmen, one of warriors) you have 2 action available. All rolls are with a D100.
The tribe takes one action.
The tribe has 1 food and with average rolls and no food producing actions taken will start the next one with -1 food.
Actions can be taken more then once and results of the first can be used in the second.

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

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

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

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

[] Log trees
Provides 10 wood enough for 2 building actions.

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

[] Repair a damaged ship
costs 5 wood.

[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action

[] Organize the tribe
Requires a meeting hall, gives a vote on how to run the growing tribe.

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

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

[] Build a root cellar.
costs 5 wood, Stores up to 12 food(grain or vegetables) and reduces spoilage to 1/3 of the amount stored.

[] Build a barn for the sheep
costs 5 wood, Unlocks options to expand the number of sheep.

[] Build a shrine
costs 10 wood, Increases happiness and allows the training of priests.

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

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

[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, into the woods.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[The Baltic] , other ships might have ended up here and you can try to find them
[Write in destination] , subject to approval specify where and why you want to sail somewhere.

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

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

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

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

[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
east, the swap across the river.
west, the woods near the hill


The final decision for the tribe was what would the blacksmith focus on?

[] [blacksmith] Repair tools
Repairs tools and provides a +10 bonus to build actions this turn

[] [blacksmith] Repair weapons
Repairs weapons and provides a +10 bonus to combat action this turn

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

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

[] [blacksmith] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
 
Last edited:
The year of the Bear and the Wolves
The tribes fishing fleet had incredible luck this year, the fishing started out great and stayed that way all year long. But there greatest catch was not fish but spotting one of the Lion's sister ships: the Bear. This ship had its home port at Visby on Gotland, a island in the Baltic sea. The ship followed our fishers home to Oslo where they where greeted with a feast.

The crew of the Bear and its captain spend days at Oslo as they partied and our blacksmith preformed repairs to their ship and gear. The men of the Bear described Visby as a village with about halve the population of Oslo and that they mostly fished for there food supported by a small number of hunters. They were surprised that there was farming at Oslo and the sheep served at the feast was the first they had in five years. The leader of Visby is a Cleric named Egil.

Now you know the location of Visby you can propose a plan for the future of the village they may not accept the plan and it might take more actions to reunite both villages.
Choose a Plan:
[] [Visby] Keep 2 villages ruled from Oslo.
Gives a free organize tribe action next year as the leaders meet to decided how the villages will be ruled.
[] [Visby] Reunite at Oslo
Gives a free sailing mission [Baltic] as the ships move the tribe at Visby to Oslo.
[] [Visby] 2 independent villages working together.
Allows a additional action to be taken this turn by the tribe.

As the fishing remains great in the months after the Bear returns to Visby, the fishermen decide to take some time of from fishing to build a pier to help load and unload the ships visiting Oslo.
Late that fall a pair of hunters disappear in the woods west of town and after a search is launched by all of the tribes hunters. They return the next day bringing the sad news that both hunters where killed by wolves. In response the towns blacksmith produces iron arrowheads to help the hunters in the future. There is also talk that the tribe should produce longbows for the hunters.

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

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

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

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

[] Log trees
Provides 10 wood enough for 2 building actions.

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

[] Repair a damaged ship
costs 5 wood.

[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action

[] Organize the tribe
Requires a meeting hall, gives a vote on how to run the growing tribe.

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

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

[] Build a root cellar.
costs 5 wood, Stores up to 12 food(grain or vegetables) and reduces spoilage to 1/3 of the amount stored.

[] Build a barn for the sheep
costs 5 wood, Unlocks options to expand the number of sheep.

[] Build a shrine
costs 10 wood, Increases happiness and allows the training of priests.

[] Craft longbows
cost 5 wood, crafts 10 longbows

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

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

[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, into the woods.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[The Baltic] , other ships might have ended up here and you can try to find them
[Visby], the village ruled by the cleric.
[Write in destination] , subject to approval specify where and why you want to sail somewhere.

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

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

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

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

[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
east, the swap across the river.
west, the woods near the hill

The final decision for the tribe was what would the blacksmith focus on?

[] [blacksmith] Repair tools
Repairs tools and provides a +10 bonus to build actions this turn

[] [blacksmith] Repair weapons
Repairs weapons and provides a +10 bonus to combat action this turn

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

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

[] [blacksmith] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
 
Reuniting the tribe
This year saw the start of our plans to reunite Visby and Oslo with the Lion sailing to the Baltic. Its mission had mixed results, a group of tribesmen joined them on the trip back and they provided a barrel of iron for our blacksmith most of the tribe at Visby was undecided. After a few days a compromise was reached: the next year Egil would visit Oslo aboard the Bear and a group of tribesmen that wanted to finish there current projects would travel to Oslo on that trip.

As both tribes met again at Visby they compared tales of the storm that scattered the ships heading north and they estimated that there where only 4 other ships besides those that ended up at Oslo, Visby or sinking in the storm. As the Lion made its way south from Visby they found a hunting camp on the Swedish shore that was last used several months before.

Oslo itself had another year of good fishing and hunting but the sheep broke free and got into the grain fields. It was decided to have a group focusing on woodworking and logging lead by Bjorn. With the help of this new group the tribe spend the year logging and building houses and for the first time since the founding of Oslo the tribe ended the year with a stockpile of wood. The blacksmith forged 10 iron spearheads and 2 groups of tribesmen where armed with them.

Based on the current number of the tribe(5 groups of tribesmen, one of woodworkers and one of warriors) you have 2 action available. All rolls are with a D100.
The tribe takes one action.
The tribe has 2 food and with average rolls and no food producing actions taken will start the next one with 0 food.
With the cleric visiting next turn you will get a bonus on Organize the tribe this turn and the next as that action takes place over 2 turns(action taken in one turn, vote in the next).
Actions can be taken more then once and results of the first can be used in the second.
Rolls for Oslo
random event
sunrise rolls d100 = 87
Resulted in spotting the hunting camp by the lion, and the cleric visiting next year.
fishing
sunrise rolls d100 = 73
hunting
sunrise rolls d100 = 90
farming
sunrise rolls d100 = 9
reunite sailing mission
sunrise rolls d100 = 44
Gave one group of tribesmen now, one next year.
train woodworkers
sunrise rolls d100 = 69
build houses
sunrise rolls d100 = 85
tribe logging
sunrise rolls d100 = 34
Resulted in 1x houses being build and having 5 wood.

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

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

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

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

[] Log trees
Provides 10 wood enough for 2 building actions.

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

[] Repair a damaged ship
costs 5 wood.

[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action

[] Organize the tribe
Requires a meeting hall, gives a vote on how to run the growing tribe.

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

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

[] Build a root cellar.
costs 5 wood, Stores up to 12 food(grain or vegetables) and reduces spoilage to 1/3 of the amount stored.

[] Build a barn for the sheep
costs 5 wood, Unlocks options to expand the number of sheep.

[] Build a shrine
costs 10 wood, Increases happiness and allows the training of priests.

[] Craft longbows
cost 5 wood, crafts 10 longbows

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

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

[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, into the woods.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[The Baltic] , other ships might have ended up here and you can try to find them
[Visby], the village ruled by the cleric.
[Write in destination] , subject to approval specify where and why you want to sail somewhere.

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

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

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

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

[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
east, the swap across the river.
west, the woods near the hill

The final decision for the tribe was what would the blacksmith focus on?

[] [blacksmith] Repair tools
Repairs tools and provides a +10 bonus to build actions this turn

[] [blacksmith] Repair weapons
Repairs weapons and provides a +10 bonus to combat action this turn

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

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

[] [blacksmith] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
 
Last edited:
Battle system
Battles take 2:
There are 6 places a group can take on the field of battle.
These are far left flank, left flank, center left, center right, right flank far right flank.
The bonuses from weapons and skills for all groups at one of those places are added together.
each group provides 4 hit points to the place they are assigned to and if a place takes 3 hits the weakest group there retreats.
the groups facing each both roll to determine who wins, the loser takes 1 hit(unless prevented by armor).
for each 40 difference in the roll the loser takes another hit.
If there are 2 groups of attackers this becomes for each 30
If there are 3 groups of attackers this becomes for each 20
If there are 4 groups of attackers this becomes for each 15
If there are 5 groups of attackers this becomes for each 10

When a decision is made that leads to a battle the players can decided on where they want to place there troop and when to retreat.
During the first round of battle only ranged weapons are used, and only groups with 5 or more ranged weapons will attack.
A cleric hero will be able to heal one hit of one group every two turns for a maximum of three times per year.
When one side retreats the other gets one last round of attacks at -20 as they chase the fleeing enemies.
If the fight is for the last village of a group there will be no retreat.
This will result in max 12 rolls per round of battle and less rounds due to the greater damage done per round.
Any group that has taken a single hit will heal and replace the dead before the next year.
Any group that has taken a two hits will need a year to find and train replacements
Any group that has taken a thee hits will need two years to find and train replacements
Any group that has taken a four hits will die
 
Last edited:
Governing the tribe
The Lion spend the year looking for the hunters who used the camp they found the year before. As they arrived there in the spring the camp was still abandoned and a search of the surrounding woods gave no results. Harold decided to leave a small hunting party behind a sail on to Visby to resupply and exchange news. The lion spend the summer scouting the Swedish coastline without any result and decided to pick up the hunting party and return to Oslo once the salmon run in the river had ended.
It turned out that the hunters had left their ship had become nomads and only used the camp for salmon fishing a few weeks each year and where struggling to survive.
The hunters talked about encountering a band of goblin that numbered between 50 and 100 goblins that caused them to flee south a month before. Only the need to stock up on salmon lead them to return to campsite and they where happy to go to Oslo where they would have strength in numbers.

The luck of the fishers seemed to have changed this year with the boats returning with less fish then most years and the result only returning close to normal in the fall after two new fishing boats where completed. The hunters had troubles with a large number of wolves roaming in the woods around Oslo and spend most the year hunting in large groups resulting in a year where they returned with few kills.
Part of the tribe worried about the food production and those worries only grew as the Bear arrived with a new group of tribesmen. Only a good grain harvest and the return of the Lion with two groups of hunters saved the tribe from having to reduce the size of the meals this year.

After weeks of debates at Oslo the tribe agreed that the following plan would be used to govern the tribe:
[] [govern] A elder council will lead us.
Gives a elder council, providing for all rolls at the settlement:
+5 to all rolls to determine the damage of a disaster(1-5 rolls)
+10 to all rolls to determine a bonus of critical(a 95-100 roll)
+10 to the roll of all study actions.

Can be gained by an action available once a settlement has a large meeting hall.

[] [govern] We shall be lead by nobles
Turns a single group of tribesmen into nobles
Nobles eat one more food, can join actions and get +10 to organization rolls, +10 combat rolls and +5 to hunting rolls.
Nobles only use bows and swords, and the group from this action will start with 10x longbows.
Nobles want noble housing that takes a action to build and only houses a single group.
Getting nobles reveals a mechanic based on having 2 of the same type of specialists.

[] [govern] We will gather and debate with the entire tribe
Unlocks the faction system early(instead of at 30 groups or instead of a organize roll with DC 60, reduced by 1/2 of a failed roll).
You get the Human cooperation innovation
The large scale meetings will take up time resulting in the tribe eating an additional 1 food per 5 groups.
Ending the meeting can be done if a settlement has nobles or an elder council and requires an organize roll with DC 60, reduced by 1/2 of a failed roll)

The faction system:
The tribe will take 1 action per 10 groups rounded up(1-9:1, 10-19:2, ...).
There will be one faction per type of specialist and all but the nobles get one power per turn per group.
The nobles will get 2 power per group per turn.
There will be a tribe faction getting total groups/4 power per turn
Each faction will take an actions linked to what kind of actions they get a bonus for.
Each turn the faction with the most power takes a action and losses 1/2 their power until all faction actions are taken.


Human cooperation:Gain additional actions based on the tribal happiness.
Happiness:
below -2 you loose 1 action
between -1 and 2 no actions gained.
between 3 and 7 you gain an action
above 8 you gain 2 tribal actions


Based on the current number of the tribe(6 groups of tribesmen, one of woodworkers and one of warriors) you have 2 action available. All rolls are with a D100.
The tribe takes one action.
The tribe has 2 food and with average rolls and no food producing actions taken will start the next one with 0 food.
Actions can be taken more then once and results of the first can be used in the second.
Building a shrine this turn gives a bonus due the presence of the cleric.

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

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

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

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

[] Log trees
Provides 10 wood enough for 2 building actions.

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

[] Repair a damaged ship
costs 5 wood.

[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action

[] Organize the tribe: faction system.
Starts the faction system early instead of at 30 groups.
DC 60, reduced by 1/2 of a failed roll

[] Organize the tribe:Human cooperation innovation
Gain bonus actions on high happiness.
DC 60, reduced by 1/2 of a failed roll

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

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

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

[] Build a root cellar.
costs 5 wood, Stores up to 12 food(grain or vegetables) and reduces spoilage to 1/3 of the amount stored.

[] Build a barn for the sheep
costs 5 wood, Unlocks options to expand the number of sheep.

[] Build a shrine
costs 10 wood, Increases happiness and allows the training of priests.

[] Craft longbows
cost 5 wood, crafts 10 longbows

[] Study woodworking
Unlocks the options to build new buildings and wooden weapons.
You can suggest what building/weapon they should focus on

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

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

[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, into the woods.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[Visby], write in who you are moving you can move 3 groups or 30 goods or combinations of both per sailing mission
[Write in destination] , subject to approval specify where and why you want to sail somewhere.

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

[] Train nobles.
Trains a group of tribesmen into warriors.
requires noble housing or 10x longbows.

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

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

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

[] conquer more land [target]
Drives out the wildlife and allows the tribe to use the area.
north, up the river
south, to the coast
east, the swap across the river.
west, the woods near the hill

The final decision for the tribe was what would the blacksmith focus on?

[] [blacksmith] Repair tools
Repairs tools and provides a +10 bonus to build actions this turn

[] [blacksmith] Repair weapons
Repairs weapons and provides a +10 bonus to combat action this turn

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

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

[] [blacksmith] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
The state of the tribe is updated.
 
Last edited:
potential action changes.
I am making a change to the post above and removing the minor action system with:
Human cooperation: Gain additional actions based on the tribal happiness.
Happiness:
below -2 you loose 1 action
between -1 and 2 no actions gained.
between 3 and 7 you gain an action
above 8 you gain 2 tribal actions

And removing the blacksmith as a separate action and adding him to the list of groups/heroes that can do actions.

His description would be:
The blacksmith Hero can join any building, ore mining or blacksmiting action but no other actions.
He will give +5 for building actions and +10 for mining/blacksmitting
It would give a bit more flexibility on what number of tribesmen are useful for actions but the you lose the separate action for him.
To compensate ill will tell you where you can get iron ore near Oslo if you have him help build.
[] [blacksmith] Keep the current mechanics.
[] [blacksmith] He can help us build.
 
Last edited:
The first grand meeting
The debate on how the tribe should be governed took most of the winter before they agreed that the tribe would unite at Oslo and that four time each year, at the shortest day, the longest day and both equinox's the tribe shall meet and debate what to do in the following months. As part of this plan the Lion was send to Visby to move all that lived there to Oslo.

Oslo saw a year with great fishing and decent hunting and farming results and a new field was cleared to increase next years harvest.

The warriors went into the forest to clear out the wolves living near Oslo. Lead by hunters wanting revenge for those killed by the wolves two years before, they killed or drove off all wolves living within a week Traveling of Oslo. And the decision was made to train more woodworkers to make use of the newly secured woods where they cleared two new hunting trails.
During the fall the warriors made one more trip, this time across the river to the swamp to provide an escort as the blacksmith who found bog iron in there.

In the fall the Bear and Lion returned from Visby carrying all that lived there, the villages vising boats and 10 wood.

Based on the current number of the tribe(5 groups of tribesmen, two of woodworkers, one of sailors, one of warriors and a blacksmith hero) you have 3 action available. All rolls are with a D100.
The tribe takes two actions based on the faction system:
Faction Current power Power gained per turn Action they will take
Warriors 1 +1 Craft longbows
Farmers 2 +2 Build a barn for the sheep
hunters 5 +5 Craft longbows
Fishers 6 +6 Build Pier
Sailors 1 +1 Repair a damaged ship
Woodworkers 2 +2 Study woodworking
Tribe 5 +5 Increase food production and happiness
The group with the highest power takes an action and its power is reduced by 50%.

The tribe has 2 food and with average rolls and no food producing actions taken will start the next one with 0 food.
Actions can be taken more then once and results of the earlier ones can be used in the later ones.

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

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

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

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

[] Log trees
Provides 15 wood.

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

[] Repair a damaged ship
costs 5 wood.

[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action

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

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

[] Build Pier
costs 5 wood, build a pier for the fishing vessels max 1 per 3 groups of fisherman +1 food.

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

[] Build a root cellar.
costs 5 wood, Stores up to 12 food(grain or vegetables) and reduces spoilage to 1/3 of the amount stored.

[] Build a barn for the sheep
costs 5 wood, Unlocks options to expand the number of sheep.

[] Build a shrine
costs 10 wood, Increases happiness and allows the training of priests.

[] Craft longbows
cost 5 wood, crafts 10 longbows

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

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

[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, deeper into the woods.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[Visby], write in who you are moving you can move 3 groups per sailing mission
[Write in destination] , subject to approval specify where and why you want to sail somewhere.

[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Swedish goblin band] you spotted 50 to 100 goblins here we should wipe them out before they grow in numbers
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[write in targets]

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

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

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

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

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

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

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

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

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

[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.


After this turn the tribe produces three less food then it eats on average rolls, replacing faction actions with food producing ones
A 96 on the roll to move from Visby to Oslo lead to a group of tribesmen becoming sailors(+10 to all actions with ships, +5 to fishing actions)
The logging action now produces 15 wood.
A building action can be done by 2 groups of woodworkers, this allowed a third action this turn.
The new Raid action sends a ship loaded with 4 groups to its target, i recommend to use multiple raid actions if you do not want to fight outnumbered.
The ship named Bear has moved to Oslo
 
Last edited:
The year of the sheep
The tribe decided to spend a year on securing their food supply and started the year with building a new pier. As the year went on they also cleared field and hunting trail. It took the hunters a while to get know the woods they started hunting in this year but a late start of the winter lead to the tribe having more food then expected.
Once the harvest was in the tribe spend a month logging trees for the building projects in the years to come.

The farmers completed a project they had wanted to do for a while now by building a barn for the flock of sheep. With a place for them to live in the winter the farmers are planning to increase the number of sheep the tribe has in the years to come.


Based on the current number of the tribe(5 groups of tribesmen, two of woodworkers, one of sailors, one of warriors and a blacksmith hero) you have 3 action available. All rolls are with a D100.
The tribe takes two actions.
Factions:
Faction Current power Power gained per turn Action they will take
Warriors 2 +1 Craft longbows
Farmers 4 +2 raise sheep
hunters 10 +5 Craft longbows
Fishers 9 +6 build houses
Sailors 2 +1 Repair a damaged ship
Woodworkers 4 +2 Study woodworking
Tribe 8 +5 Increase food production and happiness

The tribe has 2 food and with average rolls and no food producing actions taken will start the next one with 1 food.
Actions can be taken more then once and results of the earlier ones can be used in the later ones.

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

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

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

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

[] Log trees
Provides 15 wood.

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

[] Repair a damaged ship
costs 5 wood.

[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action

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

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

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

[] Build a root cellar.
costs 5 wood, Stores up to 12 food(grain or vegetables) and reduces spoilage to 1/3 of the amount stored.

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

[] Build a shrine
costs 10 wood, Increases happiness and allows the training of priests.

[] Craft longbows
cost 5 wood, crafts 10 longbows

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

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

[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, deeper into the woods.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[Visby], write in who you are moving you can move 3 groups per sailing mission
[Write in destination] , subject to approval specify where and why you want to sail somewhere.

[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[swedish goblin band] you spotted 50 to 100 goblins here we should wipe them out before they grow in numbers
[scottish highlands] It is believed that in scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[english coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[write in targets]

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

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

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

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

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

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

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

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

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

[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
 
Last edited:
The happy Tribe
Oslo saw another good year of fishing and it seamed that the fishermen where getting better each year as once more they provided most of the tribes food. The hunters spend part of the year training to use there new longbows and had another slow year. The farmers argued that the small harvest was caused by the lack of fertilizer and that we should increase the number of sheep to increase the grain harvest.

The tribe woodworkers constructed a shrine this year making many of the more religious members of the tribe happy. they also increased the amount of houses at Oslo and now more then halve the tribe lives in houses instead of the crude shelters made when Oslo was founded. Running out of wood they decided that logging would be done not just when needed for new projects but all the time.

Worries about the report of goblins in Sweden lead to the decision to train a second group into warriors and the making of plans to improve the fighting abilities of the tribe.

Factions:

Faction Current power Power gained per turn Action they will take
Warriors 4 +2 Craft longbows
Farmers 6 +2 raise sheep
hunters 10 +5 Craft longbows
Fishers 11 +6 Study woodworking
Sailors 3 +1 Repair a damaged ship
Woodworkers 6 +2 Study woodworking
Tribe 13 +5 raise sheep
The tribe has 3 food and with average rolls and no food producing actions taken will start the next one with 1 food.
Actions can be taken more then once and results of the earlier ones can be used in the later ones.

Based on the current number of the tribe(5 groups of tribesmen, two of woodworkers, one of sailors, one of warriors and a blacksmith hero) you have 3 action available. All rolls are with a D100.
The tribe takes three actions.

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

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

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

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

[] Log trees
Provides 15 wood.

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

[] Repair a damaged ship
costs 5 wood.

[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action

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

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

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

[] Build a root cellar.
costs 5 wood, Stores up to 12 food(grain or vegetables) and reduces spoilage to 1/3 of the amount stored.

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

[] Craft longbows
cost 5 wood, crafts 10 longbows

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

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

[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, deeper into the woods.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[Write in destination] , subject to approval specify where and why you want to sail somewhere.

[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Swedish goblin band] you spotted 50 to 100 goblins here we should wipe them out before they grow in numbers
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[write in targets]

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

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

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

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

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

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

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

[] Train priests
Trains a group of priests, increases the happiness of the tribe by one(max one group per settlement).

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

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

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

[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
 
Last edited:
The great hunting expedition
A year of Fishing and Hunting saw the tribe collecting more food then any year before and the size of the tribe grew with the new members forming a new hunting party.
The newest hunting trial was in a part of the forest with multiple small streams and the hunters spotted large herds of deer at those streams.
The tribe also talked about sending the hunters along on raids to provided additional bows to the fighting strength of the tribe.

The fishers and woodworkers spend a week talking about how the fishing at Oslo could be improved and decided that the best way to do it was to construct fishing ships. Back at Oslo the breeding program for sheep resulted in the birth of a second flock of sheep.

Factions:

Faction Current power Power gained per turn Action they will take
Warriors 6 +2 Craft longbows
Farmers 7 +2 raise sheep
hunters 10 +5 Craft longbows
Fishers 11 +6 build houses
Sailors 4 +1 Repair a damaged ship
Woodworkers 8 +2 Study woodworking
Tribe 12 +5 logging
The tribe has 4 food and with average rolls and no food producing actions taken will produce 6 more food then is eaten.
Actions can be taken more then once and results of the earlier ones can be used in the later ones.

Based on the current number of the tribe(4 groups of tribesmen, two of woodworkers, one of sailors, two of warriors and a blacksmith hero) you have at least 3 action available. All rolls are with a D100.
The tribe takes three actions.


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

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

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

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

[] Log trees
Provides 15 wood.

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

[] Repair a damaged ship
costs 5 wood.

[] Salvage a damaged ship
provides 5 wood and 1 barrel of iron, the cut wood allows a free building action

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

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

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

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

[] Build a root cellar.
costs 5 wood, Stores up to 12 food(grain or vegetables) and reduces spoilage to 1/3 of the amount stored.

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

[] Craft longbows
cost 5 wood, crafts 10 longbows

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

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

[] send out scouts - [target]
Sends out a group of scouts targets are:
north, up the river
the swamp, at the other side of the river.
south, the coastline
west, deeper into the woods.

[] Send out the Lion on a sailing expedition [target]
Send the lion out on a sailing trip targets are:
[Copenhagen] , the nearest elvish city you can try to trade here.
[The northern coast] , other ships might have ended up here and you can try to find them
[Write in destination] , subject to approval specify where and why you want to sail somewhere.

[] Launch a Raid [target]
For each time the raid action is taken a single ship with 4 groups aboard joins.
Targets:
[Swedish goblin band] you spotted 50 to 100 goblins here we should wipe them out before they grow in numbers
[Scottish highlands] It is believed that in Scottish highlands goblin are limited to number of small villages with most having less then 200 goblins living in them.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[write in targets]

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

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

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

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

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

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

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

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

[] Train priests
Trains a group of priests, increases the happiness of the tribe by one(max one group per settlement).

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

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

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

[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords gives +10 to combat.
 
Back
Top