Vows of vengeance: a fantasy civ quest

The battle of Stockholm
The plan for the attack on Stockholm was simple, Leif Ericson would wait for the fighters from Norway, the elves from the south, hunters and scouts from hunters of the north and the dwarven warriors and would launch the attack once all had gathered at his camp at the lake. This force would be bigger, better trained and outnumber the goblins at Stockholm sadly this was not what happened this year.

the elves had send a warband of 60 men north lead by a young noble with two orders, join the attack and keep your force intact to defend the settlements in southern Sweden. His advance was a slow one with time taken to check for traps and ambushes and the news of his march reached the main goblin forces days while he was still days away. In response the goblins decided there only chance would be to attack and defeat both warbands facing them before they could unite.

The goblins knew where Leif's warband was and decided to attack him with all of the goblins in Sweden save a small group harassing and delaying the elves. The goblins managed to avoid Leif's scouts and got close his camp before one of the hunters spotted the approaching goblins. When the goblin charge reached the camp the warriors where still organizing and several warriors fought and died alone before
the suvivors formed groups that fought back to back. In the melee that followed the archers suffered heavy losses as our warriors regrouped.

As the battle continued Leif reorganized the fighters with a line of spearmen keeping the goblins away form the wounded and the remaining archers and the nobles launching charges where the goblins threatened to break the line. The goblins tried to break the line for several more minutes before retreating back towards Stockholm and the warband remained at its camp to threat the wounded before heading west to meet the men coming from Oslo.

The elvish force had spend a week skirmishing with the goblins until the dead of the forces leader lead to most of them return south. A small number of elves remained and fought a series of hit and run attacks in the following weeks.

After linking up with the troops from Norway the warband returned to Stockholm with a large force that included a group of dwarven warriors and several groups of hunters serving as scouts. Two weeks before they reached Stockholm goblins started to raid the warband once more but with thirty horsmen these raiders where repelled. At the battle of Stockholm the warband faced a depleted goblin force, the battles earlier in the year had lead to heavy losses that they where unable to replace. Leif ordered a advance of the shield wall supported by archers and kept the horsemen in reserve.

The result was a one sided defeat of the goblins with the horsemen chasing the handful of survivors as they fled. Stockholm and with it all of central Sweden was captured and it was time to talk about the aftermath. Besides plans to have more spears and fewer bows for our warriors what was decisions where made?

ours with 1d100+30, goblin with 1d100+5
sunrise: 1
sunrise rolls 1d100+30 = 52
sunrise rolls 1d100+5 = 97
sunrise: 2
sunrise rolls 1d100+30 = 68
sunrise rolls 1d100+5 = 88
sunrise: 3
sunrise rolls 1d100+30 = 82
sunrise rolls 1d100+5 = 98
sunrise: 4
sunrise rolls 1d100+30 = 33
sunrise rolls 1d100+5 = 68
sunrise: 5
sunrise rolls 1d100+30 = 70
sunrise rolls 1d100+5 = 67
sunrise: 6
sunrise rolls 1d100+30 = 94
sunrise rolls 1d100+5 = 61

Our bards are writing songs about the conquest of Sweden what do these songs focus on?
[bards] The leadership of Leif Erikson.
[bards] The help given by the hunters of the north.
[bards] The shield wall.
[bards] write in


The single meeting where the plans are made for the tribe is getting ineffective, how is this handled?
[govern] Local meetings
Each settlement holds its own meeting to make plans
The faction actions are spread over the settlements with mostly random actions taken.
gives one more faction action.
[govern] Keep the central meeting
Actions need to be taken to increase transportation.
Unlocks options to take over faction actions by the players
[govern] Make Leif Erikson our king
The tribe is ruled by a single king and his orders are carried out by the nobles.
Unlocks options to take over faction actions by the players
[govern] write in
Create a plan to rule the tribe

Actions will impact the society of the tribe and that will impact the actions taken by the factions.
The tribe now has a Legitimacy(decent) and centralization(low) values indicating the strength and trust in its government.
No actions this turn, next turn there will be a expanded list as the tribe feels its safe enough to focus on new projects.
 
The new actions
The new action list, you can take 6 actions this turn. The factions will take 2 to get the food the tribe needs and use the rest to increase food production.
One new addition is quarries, and you need one or a cut stone action for each action for a building requiring stone.
Elvish navy

The elves are planning to build 3 sawmills, a shipyard and 10 galleys.
One sawmill and the shipyard are done, the second is in progress and the elves spend 4 actions per turn on the navy.

[] Build sawmill
Builds a sawmill at Copenhagen for the navy
Cost 2 actions, 10 wood and 1 barrel of iron.

[] Send resources.
Write in the amount of iron/wood send limited to 40 wood per action.

[] Send advisors
Sends trained woodworkers to help with the sawmills and galleys.

Diplomacy
[] Send gift
Sends a gift to a friendly group.
For targets see the The other know groups Informational post
Write in what you want to give them, this can include the result of other actions this turn.

[] Negotiate
Write-In who you want to talk to and what you want to talk about

[] Trade
Write in who you want to trade with and what you want to trade.

Resource collection
[] Log trees
Provides 15 wood.

[] Mine iron
Provides 3 barrels of iron

[] Cut stone
Allows an additional action requiring stone.

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

[] Train ironworkers
Trains a group of tribesmen into skilled miners and smiths.

[] Expand iron mines.
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.
produces 2 barrels of iron per turn.

Animal husbandry
[] Raise sheep
Increases the amount of sheep the tribe has
Each group eats 2 grain and provides 3 food.

[] Raise cattle
Increases the amount of cattle the tribe has
Each group eats 3 grain and provides 5 food.

[] Raise Horses
Used by warriors and nobles and gives them +10 to combat rolls.
Each group eats 2 grain.
Max one per turn

Food production Improvements
[] Clear hunting trails
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.

[] 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
15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.

[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 3 cleared fields.

[] Create farming estate
Creates a large estate with a single leader.
Each farming estate increases the amount of food from farming by 3
cost 2 actions and one barrel of iron.

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

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

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

Construction
[] Build a new armory
Builds a armory reducing the amount of actions the factions take by one
Costs 2 actions, 40 wood, stone and 4 barrel of iron
Allows an additional warband.

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

[] Build wooden walls.
Cost 20 wood 3 actions, improves defenses.

[] Build stone walls
cost 4 actions, requires stone and improves defenses.

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

[] Build a sawmill
Provides 5 wood per turn and 1 wood per group of woodworkers.
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.

[] Build a quarry
Cost 10 wood, 1 barrel of iron and reduces the amount of actions the factions take by 1/3 action.
You need a quarry for each action for a stone building you want to take.

[] Build ironworks
Cost 40 wood, stone, 4 barrel of iron, and 4 actions and reduces the amount of actions the factions take by 1/3 action.
Produces 2 barrels of iron per turn and improves the weapons of the tribe.

Economy

[] Expand the saltern
Reduces the amount of actions the factions take by 1/3 action
Additional salt is available for preserving food.

[] Build tannery
Reduces the amount of actions the factions take by 1/3 action
Produces leather goods.

[] Train merchants.
Each merchant allows a single long term trade.

[] Build a market.
Cost 10 wood, Allows trading with friendly groups.


Religion
These actions increase the strength of the priest faction.

[] Build shrine.
requires 10 wood.

[] Build major shrine.
requires 20 wood and can only be build in a town with 20 groups that does not have one.

[] Build Temple complex.
Unavailable until the tribe has more priests and shrines.
requires 50 wood, stone, and 4+ actions.
Allows the training of clerics that can heal.

[] Train priests
Trains a group of priests, increases the happiness of the tribe.


Sailing
[] Send out the ships on a sailing expedition [Target]
Send the Lion out on a sailing trip
Targets are:
[Coast of Norway] , check if there are any goblins or orcs
[English coast], find raiding targets
[Scottish coast], find raiding targets
[Irish coast], find raiding targets

[] Build a new ship
15 wood and 1 barrel of iron.
holds 4 groups

[] Build a new large ship
cost 2 actions ,40 wood and 3 barrel of iron.
You can not have more large ships then groups of sailors
holds 6 groups

[] Repair a damaged ship
Costs 5 wood.

Military

[] Move troops
Moves up to 4 groups per action to a settlement/warband.

[] Order front
Gives orders to all fighters at a front.

[] Order warband
Gives a warband new orders, write in the orders

[] Form a warband.
Creates a warband consisting of fightere, sailors, ships and supporting groups that can be giving complex orders.
Max one per armory.

[] Launch a Raid [Target]
For each time the raid action is taken a single ship with 4 groups aboard joins. Targets are:
[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.
[Scottish minor village] Home of around 40 to 60 goblins, these are easy target but might not provide a lot of loot.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Orcish town] has between 30 and 50 orcs and about a 100 goblins has several herds of cattle and sheep.
[northern weser river] Here the elves fight groups of orcs and goblins that number around 70 to a 100.
[southern weser river] This part of the river is where the larger orcsish warbands are with groups numbering between 160 and 240.
[Write-In Target]

[] (Free Action) Send hunters on a Raid [Target]
Sends a ship with 4 groups of hunters on a raid. Targets are identical to 'Launch a Raid' Action.
Reduces passive hunting food production by 8 Food for the turn

[] Train warriors.
Trains a group of tribesmen into warriors(spears).

[] Train Archers.
Trains a group of tribesmen into warriors(longbows).
Cost 2 actions

[] Train swordsmen.
Trains a group of tribesmen into warriors(swords + chainmail).
Cost 3 actions

[] Train nobles.
Trains a group of tribesmen into warriors.
Cost 4 actions, will start with horses, chainmail and noble housing

Crafting
[] Make iron swords.
Costs 2 barrels of iron and provides 5 swords
Equipping 5 warriors with swords will give the group +10 to combat.

[] Make Chainmail
Costs 5 barrels of iron, 2 actions and provides chainmail for a single group
Chainmail allows a group to ignore the first hit they take in battle.


Research
[] Build library
Creates a library to store the tribes knowledge.
Cost 2 actions, requires stone.

[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[Write-In] target

[] Study Woodworking
Unlocks new buildings, the production of items made of wood and upgrades for woodworkers.
[Write-In] target

Organizational
[] Create a new settlement [Target]
camp Erikson, this camp between Oslo and Bergen can be expanded into a settlement.
Stockholm, will create a harbor near the former goblin camp.
You need to conquer other settlement sites before you can use them.

[] Replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
The tribe will spend less time on meetings but more nobles will be trained.

Government
[] Train mounted messengers
2 actions, these messengers spread the orders from the tribes leaders.

[] village hall.
Reduces the amount of actions the factions take by 1/3 action
Builds a village hall where scribes record the tribes orders and actions.
Increases government control.

[] Give greater power to the nobles.
Delegates powers to the nobles making the tribe easier to rule.
The nobles become their own faction and will get one faction action each turn.

Transportation
[] Assign cattle
Assigns a cattle to transporting the tribes goods and people

[] Assign horses
Assigns a horses to transporting the tribes goods and people

[] Assign ship
Assigns a ship to transporting the tribes goods and people
 
Swedish victory
The main topic of the debates this year was about the goverment of the tribe and if changes needed to be made about how the tribe was run where it was decided that the tribe should increase its control of the more remote settlements. This was done by building a village hall at Oslo where scribes recored the decisions of the meeting and kept track of the plans for the year.
To coordinate the parts of the plan carried out at the other settlements a group of mounted messengers was formed to spread the plans and collect reports on what is happing in the other settelments.

A group of dwarves arrived at Hamar to thank the tribe for defeating the goblins in Sweden after they had heard about the victory from songs sung by visiting hunters. They brought 5 swords as a gift for our warriors.

The advisors send south to Copenhagen report that the first three galleys of elfish navy have been completed they are used to patrol the waters north of Copenhagen where they belief they can prevent goblins ships from reaching the baltic or their settlemtents in southern Sweden. Two more galley are under construction at the shipyard intended for the city of danzig to allow their warriors to reach the weser faster then when using the land route.

At Oslo there was far less bread for sale then in the years before as more and more farmers started raising cattle and new hayfields where added to feed the tribes livestock.
Oslo also started to importing food from the other settlements for the workers of the new quarry and saltern expansion.

[grain] We need large estates to grow grain.
The factions will create 2 estates each year for the next 3 years.
[grain] Clear more fields
The factions will clear 4 estates each year for the next 4 years.
[grain] There is no need to focus on grain production.
The factions will not focus on grain production.

Legitimacy:average
centralization:below average
Transportation:good land, none sea.

Factions:
Nobles and warriors
Strenght: High
Mood: high
Wants: more estates and healers for the warband.

Priesthood
Strenght:Very low
Mood: low
Wants: A temple complex

Visby townsfolk
Strenght:low
Mood: low
Wants: Create a merchant navy

farmers
Strenght:average
Mood: high
Wants: more grain.

The tribe can do 6 actions
The tribe has 2 wood, one iron and one stone for actions requiring those resources.

Elvish navy

The elves are planning to build 3 sawmills, a shipyard and 10 galleys.
two sawmills and the shipyard are done and the elves spend 5 actions per turn on the navy.

[] Build sawmill
Builds a sawmill at Copenhagen for the navy
Cost 2 actions, wood x2, iron.

[] Send resources.
Write in the amount of iron/wood send limited to 1 wood or iron per action.

[] Send advisors
Sends trained woodworkers to help with the sawmills and galleys.

[] Give sailing ship
The elvish navy constist of large galleys but they can use a fast sailing ship to serve as a scout.

Diplomacy
[] Send gift
Sends a gift to a friendly group.
For targets see the The other know groups Informational post
Write in what you want to give them, this can include the result of other actions this turn.

[] Negotiate
Write-In who you want to talk to and what you want to talk about

[] Trade
Write in who you want to trade with and what you want to trade.

Resource collection
[] Log trees
Provides enough wood for one action

[] Mine iron
Provides enough iron for one action

[] Cut stone
Allows an additional action requiring stone.

[] Train woodworkers
Trains a group of tribesmen into woodworkers.
provides wood 0.25

[] Train ironworkers
Trains a group of tribesmen into skilled miners and smiths.
provides iron 0.25

[] Expand iron mines.
Cost 10wood, 1 iron and reduces the amount of actions the factions take by 1/3 action.
produces 0.5 iron per turn.

Animal husbandry
All actions blocked because a lack of grain.
[] Raise sheep
Increases the amount of sheep the tribe has
Each group eats 2 grain and provides 3 food.

[] Raise cattle
Increases the amount of cattle the tribe has
Each group eats 3 grain and provides 5 food.

[] Raise Horses
Used by warriors and nobles and gives them +10 to combat rolls.
Each group eats 2 grain.
Max one per turn

Food production Improvements
[] Clear hunting trails
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.

[] 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
15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.

[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 3 cleared fields.

[] Create farming estate
Creates a large estate with a single leader.
Each farming estate increases the amount of food from farming by 3
cost 2 actions.

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

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

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

Construction
[] Build a new armory
Builds a armory reducing the amount of actions the factions take by one
Costs 2 actions, wood x2, iron x2 and stone
Allows an additional warband.

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

[] Build wooden walls.
3 actions, wood for all actions improves defenses.

[] Build stone walls
cost 4 actions, requires stone for all actions and improves defenses.

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

[] Build a sawmill
Provides 0.5 wood.
requires wood and iron and reduces the amount of actions the factions take by 1/3 action.

[] Build a quarry
requires wood and iron and reduces the amount of actions the factions take by 1/3 action.
You need a quarry for each action for a stone building you want to take.

[] Build ironworks
Cost woodx4, stonex2, ironx4, and 4 actions and reduces the amount of actions the factions take by 2/3 action.
Produces one iron and improves the weapons of the tribe.

Economy

[] Expand the saltern
Reduces the amount of actions the factions take by 1/3 action
Additional salt is available for preserving food.

[] Build tannery
Reduces the amount of actions the factions take by 1/3 action
Produces leather goods.

[] Train merchants.
Each merchant allows a single long term trade.

[] Build a market.
Cost 10 wood, Allows trading with friendly groups.

Religion
These actions increase the strength of the priest faction.

[] Build shrine.
requires wood.

[] Build major shrine.
requires wood and can only be build in a town with 20 groups that does not have one.

[] Build Temple complex.
Unavailable until the tribe has more priests and shrines.
requires wood, stone, and 4+ actions.
Allows the training of clerics that can heal.

[] Train priests
Trains a group of priests, increases the happiness of the tribe.

Sailing
[] Send out the ships on a sailing expedition [Target]
Send the Lion out on a sailing trip
Targets are:
[Coast of Norway] , check if there are any goblins or orcs
[English coast], find raiding targets
[Scottish coast], find raiding targets
[Irish coast], find raiding targets

[] Build a new ship
wood and iron.
holds 4 groups

[] Build a new large ship
cost 2 actions, woodx2 and ironx2.
You can not have more large ships then groups of sailors
holds 6 groups

[] Repair a damaged ship
Costs wood.

Military

[] Move troops
Moves up to 4 groups per action to a settlement/warband.

[] Order front
Gives orders to all fighters at a front.

[] Order warband
Gives a warband new orders, write in the orders

[] Form a warband.
Creates a warband consisting of fightere, sailors, ships and supporting groups that can be giving complex orders.
Max one per armory.

[] Launch a Raid [Target]
For each time the raid action is taken a single ship with 4 groups aboard joins. Targets are:
[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.
[Scottish minor village] Home of around 40 to 60 goblins, these are easy target but might not provide a lot of loot.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Orcish town] has between 30 and 50 orcs and about a 100 goblins has several herds of cattle and sheep.
[northern weser river] Here the elves fight groups of orcs and goblins that number around 70 to a 100.
[southern weser river] This part of the river is where the larger orcsish warbands are with groups numbering between 160 and 240.
[Write-In Target]

[] (Free Action) Send hunters on a Raid [Target]
Sends a ship with 4 groups of hunters on a raid. Targets are identical to 'Launch a Raid' Action.
Reduces passive hunting food production by 8 Food for the turn

[] Train warriors.
Trains a group of tribesmen into warriors(spears).

[] Train Archers.
Trains a group of tribesmen into warriors(longbows).
Cost 2 actions, woodx1

[] Train swordsmen.
Trains a group of tribesmen into warriors(swords + chainmail).
Cost 3 actions, ironx1

[] Train nobles.
Trains a group of tribesmen into warriors.
Cost 4 actions,ironx2 will start with horses, chainmail and noble housing

Crafting
[] Make iron swords.
requires iron and provides 5 swords
Equipping 5 warriors with swords will give the group +10 to combat.

[] Make Chainmail
requires ironx2, 2 actions and provides chainmail for a single group
Chainmail allows a group to ignore the first hit they take in battle.


Research
[] Build library
Creates a library to store the tribes knowledge.
Cost 2 actions, requires stonex2.

[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[Write-In] target

[] Study Woodworking
Unlocks new buildings, the production of items made of wood and upgrades for woodworkers.
[Write-In] target

Organizational
[] Create a new settlement [Target]
camp Erikson, this camp between Oslo and Bergen can be expanded into a settlement.
Stockholm, will create a harbor near the former goblin camp.
You need to conquer other settlement sites before you can use them.

[] Replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
The tribe will spend less time on meetings but more nobles will be trained.

Government
[] Train mounted messengers
2 actions, these messengers spread the orders from the tribes leaders.

[] village hall.
Reduces the amount of actions the factions take by 1/3 action
Builds a village hall where scribes record the tribes orders and actions.
Increases government control.

[] Give greater power to the nobles.
Delegates powers to the nobles making the tribe easier to rule.
The nobles become their own faction and will get one faction action each turn.

Transportation
[] Assign cattle
Assigns a cattle to transporting the tribes goods and peapole

[] Assign horses
Assigns a horses to transporting the tribes goods and peapole

[] Create a merchant navy.
Uses a ship and a group of sailors to create a merchant navy that will sell and buy goods.
+ 0.5 Economy
 
Learning to read
Sailing from Visby the tribes merchants sail across the Baltic and to Oslo allowing goods that are rare in one place but common in another to be traded between settlements and news and messages to spread from port to port. They also spotted a galley in the Baltic it turned out to be one of the galley of the new elvish navy being build at Copenhagen that was being used to move fighters and supplies from Danzig to Hamburg. The fighting at the Weser was going well with the new ships moving supplies and fighters from all over the Baltic more fighters can be supported at the river and the eastern bank of the river only has a few small groups of goblins hiding in the forests.

The Tribe send a rider to the warband to order it to start the long march from Stockholm to Bergen. The first stop of this was at the former goblin camp that got named Golden fields after the large fields of grain that surround it. The second stop was at the main camp of the hunters of the north who have started farming at their camp as the growing population could no longer be fed by hunting alone. They visited Hamar and Oslo in the following weeks where they spend several days resupplying before heading out to camp ericson where they talked to the garrison before advancing to the white river, Here having encountered nothing but wolves and bears they camped for the winter and they hope to reach Bergen next year.

The construction of most of new estates is going well with the large fields being worked by teams of oxen producing enough food that the tribe is growing once more. The only problem was when the organization of the workers at one of the estates at Hamar broke down but this was fixed when the local nobles reorganized the workforce.

The tribe was growing stronger and part of this was that they had time for projects not needed for survival but instead where for improving the tribes future. The new stone library was the first of these projects and in it the tribe collected all the scrolls and books that survived. This was a small collection but would grow over the years to come. The main problem was that few could read, only the tribes nobles and a handful of scribes working in the town hall at Oslo can. There is a proposal that all of the tribe priest should be able to read but this is opposed by those who think this is not needed.

[Priest] Do not need to learn to read.
No changes.
[Priest] Are taught to read.
Training priest takes 2 actions.
Priest provide +0.1 Tech
[Priest] Are chosen from those who can read already, the sons of the nobles
The nobles grow in power and get control over one of the tribes actions.
Priest provide +0.1 Tech


Legitimacy:average
centralization:average
Transportation:good.

Factions:
Nobles and warriors
Strenght: High
Mood: high
Wants:healers for the warband.

Priesthood
Strenght: low
Mood: low
Wants: A temple complex

farmers
Strenght: below average
Mood: high
Wants: more grain.

Elvish navy

The elves are planning to build 3 sawmills, a shipyard and 10 galleys.
two sawmills and the shipyard are done and the elves spend 5 actions per turn on the navy.

[] Build sawmill
Builds a sawmill at Copenhagen for the navy
Cost 2 actions, wood x2, iron.

[] Send resources.
Write in the amount of iron/wood send limited to 1 wood or iron per action.

[] Send advisors
Sends trained woodworkers to help with the sawmills and galleys.

[] Give sailing ship
The elvish navy constist of large galleys but they can use a fast sailing ship to serve as a scout.

Diplomacy
[] Send gift
Sends a gift to a friendly group.
For targets see the The other know groups Informational post
Write in what you want to give them, this can include the result of other actions this turn.

[] Negotiate
Write-In who you want to talk to and what you want to talk about

[] Trade
Write in who you want to trade with and what you want to trade.

Resource collection
[] Log trees
Provides enough wood for one action

[] Mine iron
Provides enough iron for one action

[] Cut stone
Allows an additional action requiring stone.

[] Train woodworkers
Trains a group of tribesmen into woodworkers.
provides wood 0.25

[] Train ironworkers
Trains a group of tribesmen into skilled miners and smiths.
provides iron 0.25

[] Expand iron mines.
Cost 10wood, 1 iron and reduces the amount of actions the factions take by 1/3 action.
produces 0.5 iron per turn.

Animal husbandry
All actions blocked because a lack of grain.
[] Raise sheep
Increases the amount of sheep the tribe has
Each group eats 2 grain and provides 3 food.

[] Raise cattle
Increases the amount of cattle the tribe has
Each group eats 3 grain and provides 5 food.

[] Raise Horses
Used by warriors and nobles and gives them +10 to combat rolls.
Each group eats 2 grain.
Max one per turn

Food production Improvements
[] Clear hunting trails
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.

[] 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
15 wood and 1 barrel of iron.
Gives a group of fishers +2 food.

[] Clear fields
Allows additional farmers to work and prevents attackers from hiding in the woods.
Each cleared field increases the amount of food from farming by 1. Each farmer can benefit from 3 cleared fields.

[] Create farming estate
Creates a large estate with a single leader.
Each farming estate increases the amount of food from farming by 3
cost 2 actions.

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

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

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

Construction
[] Build a new armory
Builds a armory reducing the amount of actions the factions take by one
Costs 2 actions, wood x2, iron x2 and stone
Allows an additional warband.

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

[] Build wooden walls.
3 actions, wood for all actions improves defenses.

[] Build stone walls
cost 4 actions, requires stone for all actions and improves defenses.

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

[] Build a sawmill
Provides 0.5 wood.
requires wood and iron and reduces the amount of actions the factions take by 1/3 action.

[] Build a quarry
requires wood and iron and reduces the amount of actions the factions take by 1/3 action.
You need a quarry for each action for a stone building you want to take.

[] Build ironworks
Cost woodx4, stonex2, ironx4, and 4 actions and reduces the amount of actions the factions take by 2/3 action.
Produces one iron and improves the weapons of the tribe.

Economy

[] Expand the saltern
Reduces the amount of actions the factions take by 1/3 action
Additional salt is available for preserving food.

[] Build tannery
Reduces the amount of actions the factions take by 1/3 action
Produces leather goods.

[] Train merchants.
Each merchant buy sell and move goods.

[] Build a market.
Cost 10 wood, Allows trading with friendly groups.

Religion
These actions increase the strength of the priest faction.

[] Build shrine.
requires wood.

[] Build major shrine.
requires wood and can only be build in a town with 20 groups that does not have one.

[] Build Temple complex.
Unavailable until the tribe has more priests and shrines.
requires wood, stone, and 4+ actions.
Allows the training of clerics that can heal.

[] Train priests
Trains a group of priests, increases the happiness of the tribe.

Sailing
[] Send out the ships on a sailing expedition [Target]
Send the Lion out on a sailing trip
Targets are:
[Coast of Norway] , check if there are any goblins or orcs
[English coast], find raiding targets
[Scottish coast], find raiding targets
[Irish coast], find raiding targets

[] Build a new ship
wood and iron.
holds 4 groups

[] Build a new large ship
cost 2 actions, woodx2 and ironx2.
You can not have more large ships then groups of sailors
holds 6 groups

[] Repair a damaged ship
Costs wood.

Military

[] Move troops
Moves up to 4 groups per action to a settlement/warband.

[] Order front
Gives orders to all fighters at a front.

[] Order warband
Gives a warband new orders, write in the orders

[] Form a warband.
Creates a warband consisting of fightere, sailors, ships and supporting groups that can be giving complex orders.
Max one per armory.

[] Launch a Raid [Target]
For each time the raid action is taken a single ship with 4 groups aboard joins. Targets are:
[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.
[Scottish minor village] Home of around 40 to 60 goblins, these are easy target but might not provide a lot of loot.
[English coast] if we stay away form the cities we can try raiding the herds of sheep and cows in the countryside.
[Orcish town] has between 30 and 50 orcs and about a 100 goblins has several herds of cattle and sheep.
[northern weser river] Here the elves fight groups of orcs and goblins that number around 70 to a 100.
[southern weser river] This part of the river is where the larger orcsish warbands are with groups numbering between 160 and 240.
[Write-In Target]

[] (Free Action) Send hunters on a Raid [Target]
Sends a ship with 4 groups of hunters on a raid. Targets are identical to 'Launch a Raid' Action.
Reduces passive hunting food production by 8 Food for the turn

[] Train warriors.
Trains a group of tribesmen into warriors(spears).

[] Train Archers.
Trains a group of tribesmen into warriors(longbows).
Cost 2 actions, woodx1

[] Train swordsmen.
Trains a group of tribesmen into warriors(swords + chainmail).
Cost 3 actions, ironx1

[] Train nobles.
Trains a group of tribesmen into warriors.
Cost 4 actions,ironx2 will start with horses, chainmail and noble housing

Crafting
[] Make iron swords.
requires iron and provides 5 swords
Equipping 5 warriors with swords will give the group +10 to combat.

[] Make Chainmail
requires ironx2, 2 actions and provides chainmail for a single group
Chainmail allows a group to ignore the first hit they take in battle.


Research
[] Build library
Creates a library to store the tribes knowledge.
Cost 2 actions, requires stonex2.

[] Study Warfare
Unlocks innovations and actions that increase the tribes fighting ability.
[Write-In] target

[] Study Woodworking
Unlocks new buildings, the production of items made of wood and upgrades for woodworkers.
[Write-In] target

Organizational
[] Create a new settlement [Target]
camp Erikson, this camp between Oslo and Bergen can be expanded into a settlement.
Stockholm, will create a harbor near the former goblin camp.
You need to conquer other settlement sites before you can use them.

[] Replace the tribes meetings with rule by the nobles.
Reorganizes the tribe to end the meetings and replace them by rule by nobles.
The tribe will spend less time on meetings but more nobles will be trained.

Government
[] Train mounted messengers
2 actions, these messengers spread the orders from the tribes leaders.

[] village hall.
Reduces the amount of actions the factions take by 1/3 action
Builds a village hall where scribes record the tribes orders and actions.
Increases government control.

[] Give greater power to the nobles.
Delegates powers to the nobles making the tribe easier to rule.
The nobles become their own faction and will get one faction action each turn.

Transportation

[] Expand merchant navy.
Uses a ship and a group of sailors to create a merchant navy that will sell and buy goods.
+ 1 Economy
 
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