[h1]Turn 11[/h1] We're back in action! [hider=Map][IMG]http://i58.tinypic.com/2e3sh1z.png[/IMG][/hider] [@KaiserAuto] [hider=Ironborne](Last chance to post or I'll pause your civ for now. [You may roleplay Ultor returning to his people as you will] [Prep turn 6.] [b]Construction of Hazan-Khar city:[/b] Complete. Awaits return of player. [b]Population:[/b] 231 men, 178 women, 55 children. [b]Livestock:[/b] 33 boars, 18 rams. [b]Military:[/b] - Roughly 65% of adult population. [b]Food level:[/b] - Good [b]Resources:[/b] Furs, stone, lumber. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@ActRaiserTheReturned] [hider=The Saurians]Paused until player returns. Event in store: Soap and God boon from Tak. [b]Population:[/b] 142 men, 144 women, 85 children. [b]Military:[/b] - Roughly 75% of adult population. [b]Food level:[/b] - Good [b]Resources:[/b] Herbal medicine, lumber, furs. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Good [b]Morale:[/b] Indifferent [b]Savage God Standing:[/b] Favored[b]++[/b] [Your standing with your god. As you progress in this religion, your standing with your god will become stronger and you will gain more power. DO NOT attempt to gain power on your own, it is only something you may ask for. As the GM, I will determine what Tak gives you and what he demands in the long-term game. Short-term, you may interact with him as you wish.] [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Voltus_Ventus] [hider=Ventium]The big project to build an ampitheater proves to be great and will take several turns to complete. Your master builders are perplexed by the imagination put into this project - they simply haven't done ANYTHING like this before. Spirits are high and expectations higher. Once this great monument of man is made, all will see testament to Ventium's power and ingenuity. However, one day something terrible happens. Scouts report of a great fire in the northern woods, and soon after, the bird-people arrive. They are blackened with dust and coal and they are weak. There are also considerably less of them than you remember. Finch has injured her left wing, but still stands. It is obvious that this once proud people has been brought low. [i]"It was terrible..."[/i] the birdpeople explain as they arrive and your leaders rush to investigate. [i]"They came in the night, with fire and burning eyes. They torched our woods, rampaged through our homes. When they couldn't get up among the treetops to get to us, they chopped the trees down or they set it ablaze!"[/i] Your people get worried by such talks of doom. But Voltus doesn't buckle. [i]"Who did this to your people, Finch?"[/i] [i]The Ursa. Strange humanoid-like bearmen who live in the northernmost smaller mountain of the peninsula. Their numbers have recently been growing greatly and they grow aggressive towards their neighbours. No one knows why this once peace-loving race has gone berserk, but the birdfolk has payed the price for it.[/i] Once Finch has explained everything, Voltus stands before a decision. Will he take the birdfolk in and help them get back on their feet, or will he attempt to drive the bear-men out and restore the birdfolk's homeland? Will he simply shut the door to the birdfolk and let them handle their own problems, or will he take them in as official members of Ventium, should they ask for it? Finch begs for help, food, medical treatment of the wounded... When Voltus looks upon the birdfolk that has gathered he estimates they are but 150, and they are mostly women, children and younglings who can't fight. Finch explains that half of her people have been killed or taken captive, and all their warriors have been killed. It is a dark day for them. [b]What will you do, Voltus?[/b] [b]Population:[/b] 180 men, 177 women, 100 children. [b]Animals:[/b] 53 Horses. [b]Military:[/b] - Roughly 30% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Furs, lumber. (I feel like I'm missing something from this. What resources do you have again? [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Happy (Worried) [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@solamelike] [Hider=Greenland Goblins]Paused until player returns. Auto-dropout in 2 turns. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 475 adult goblins, 160 goblin spawnlings. [b]Military:[/b] - Roughly 40% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Furs, lumber. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Zendrelax][hider=Pantref Y Obaith Terfynol][You may roleplay meeting Cyclone's nation as you wish] Paused until player returns. [b]Population:[/b] 138 men, 128 women, 65 children. [b]Livestock:[/b] 35 Sheep [b]Military:[/b] - Roughly 30% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Furs, lumber (low quantity). [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Hopefull [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@barkmeat2][hider=Citrus Crest]You send out miners to harvest the stone from the mountains, but transportation proves to be quite an issue. You need large quantities of rock and stone, and you simply cannot carry it all on your own. Sure, your cattle prove to be helpful, but they aren't really trained for heavy lifting yet. During one of your priestess' visits to the ogres (who have started to accept your religion somewhat because it's about food) the ogres notice your troubles. [i]"Why puny creatures have problem carry rocks? Rocks easy carry."[/i] one wise Ogre asks. [i]"Here, me show how is done."[/i] He then proceeds to carry the weight of stone that 10 men would have to do otherwise. Your miners are overjoyed. [i]"Brilliant!"[/i] they say. [i]"You ogres sure are smart! You are much stronger than us, YOU can help us carry the rocks!"[/i] they use their charisma to attempt to charm the ogres, who are flattered. [i]"Ohhh..."[/i] one of them says while blushing. [i]"Tanks for noticing mine smarts and stronks! Of course we help you carry rocks!"[/i] Therefore, transporting the stone to your settlement proved to not be such a big problem that you thought it would be. However, it doesn't end there. On the same day, the priestess visits the mountainrange with the ogres and finds something rather strange. A very tranquil fragrance is coming from a cave, who is glowing with humid, soft blue colors. Upon investigating with the smartest ogre she could find, [b]Tork the Smart[/b], they venture into the cave to find clear water. Freshwater springs, as clear as glass could be found in five pools in the cave. They were temperate and almost seemed to hum with peaceful chimes when they gently caressed the stone walls of the ponds. But that wasn't all. Around the pools were the greenest most beautiful growth the priestess had ever seen. Flowers she had never dreamed of adorned the edges, and the short grass was so green it almost made her cry from it's beauty. Reaching out to touch the water, her finger broke the stillness of the pool and created a ripple. The tiny ripple made a sound unlike anything she had ever heard, and the glow intensified. It was beautiful. Not only that, but when she touched the waters a shock rippled through her body much like the ripples of the pond. Leaving in it's wake a tranquillity. It is as if the waters had healer her insides. She felt rested, reassured, at peace. [i]She had found the Wells of the Earth-Mother.[/i] [Morale boost for 3 turns.] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 207 men, 172 women, 91 children. [b]Livestock:[/b] 67 cattle. [b]Military:[/b] - Roughly 30% of adult population. [b]Food level:[/b] - High [b]Resources:[/b] Food, lumber, stone. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Good [b]Morale:[/b] Happy [i](Bonus from discovering wells!)[/i] [b]Foreign relations:[/b] -Ogre Camp: Friendly (Accepting)[/hider] [@TheWildHost][hider=Spiregull]It appears the orcs of Maktor have found you after all. One of your scouts return from the field, saying he spotted their warriors leaving camp recently and they're heading this way. [i]Straight this way.[/i] You must make preparations in order to withstand their assault. Or will you flee to fight another day? You have three turns to prepare. Each action below takes 1 turn to complete. You must choose wisely which two preparations you want to be made. A) Set up traps in the mountain pass! No one knows it better than us. Roll boulders over them and crush them when they try to get through! B) Increase the production of weapons and armor! When they come, we will be ready for them and we will beat them despite their numbers! C) Set up ambushes in the pass! With out beastmasters and raptors, we can hit them and retreat back into the safety of the rocks before they notice us, and wear them thin before they arrive. D) Block the mountain pass! It will take time and we can't block all the passes, but it will buy us some time and maybe they'll get lost in the mountains? E) Rally all your orcs to fight the enemy. When they come, every able-bodied man and woman will fight them with all they have, even though they have a limited time to learn how to fight.[/hider] [@Cyclone][hider=Ard][You may control Zendrelax accordingly until he has returned. Not as a CIV but the RP-thing you have going.] Just a day after the search party left to find the missing lumberjacks something horrifying happened. The ice-cold sea was rallied by a fierce storm. The waves crashed against the cliffs, and the wind whipped the settlement. The second day, it became worse, with the rain stinging as if they stabbed at your skin. The roof felt as if it was going to be swept away by the storm and your people feared something had happened. On the third day, it came. With black fins and monstrous claws it slammed into the cliffs and rocked the foundations of which the settlement had been made upon. With a roar so horrifying it sent grown men throwing themselves behind cover, it's massive tail swung and smashed one of the smaller buildings to pieces. And then they saw it. The black beast they had heard of only in legend. Charcoal were it's scales, spears were it's teeth. The black fins strutted outwards like webbed spikes and it gazed into you. Deep, deep into your very being. It stood there, in the ocean, staring at the cliff and at the settlement. It's two eyes weren't natural. They were dirty yellowish-brown with void-purple pupils that seemed like they could swallow a man if he looked into them long enough. It's open mouth took up two thirds of it's head, and all the way up there was a small tendril that leaned outward like a lantern. [i]The Leviathan.[/i] Had it followed you from across the sea? Had it started hunting you long ago? Had you intruded upon it's territory? Had you invoked it's wrath? None of these questions were answered. The beast merely stared at each and every one of you before it disappeared into the depths with such a massive hurl that it once again shook the cliffs. It left only ruin and horror behind. Your people screamed and ran around in fear. What do they do?! Will the beast return!? We must escape! But some knew it brought with it an omen. For in the tales, the Leviathan consumed and obliterated anything that crossed it's path. In ages past, it had ravaged coasts and islands in the frozen seas for thousands of years before vanishing, giving birth to the legends and stories that remain of it today. But the legends speak of a sign of the gods - that when the Leviathan comes across something and does not destroy it, a great destiny is in store for that something. A great power lurks here, your elders realized. And it could be just as horrifying as it could be glorious. [Lost 2 men and 1 woman when one of the houses were smashed and cliffs ravaged] [Tin has been added as a resource, because appearantly I said you found it but didn't add it to your resources.] [The search party will come back next turn.] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 167 men, 163 women, 87 children. [b]Animals:[/b] 26 Northern Wolves. [b]Military:[/b] - Roughly 50% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Furs, lumber (low quantity), honey, iron, copper, tin. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Pirate][hider=Genevy]Progress has been made against the conflict against the trolls. A hunter has spotted them daring to venture outwards into the forests outside their cliffs, and witnessed something incredible. The plantlife [i]ate[/i] the troll! Not with mouths and claws, but with growth! As soon as the troll stepped onto the grass, the green seemed to overtake him. He struggled and screamed, but eventually he was turned into a moss-covered wooden statue. This is why they fear the woods! Perhaps it can be used to your advantage? [Not much of an event I guess... Sorry bro. Tell me what kinda stuff you want next turn.] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 210 men, 170 women, 88 children. [b]Military:[/b] - Roughly 30% of adult population. [b]Food level:[/b] - Average [b]Resources:[/b] Lumber, furs, iron (low quantity). [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Average [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] -Rock Trolls (not LOTR-like): Unfriendly (Enemies)[/hider] [@ForeverBWFC][hider=Crooked Arrow]As Fish Hook takes control over the tribe, great things begin to happen. The orcs soon become willing to cooperate with their new admiral, and follow his orders to the letter. There's plenty of pine trees around, ideal for timber, and with it the tribe creates (finally) a settlement worthy of living in. At least for now. In the mountains nearby your orcs soon prospect a bunch of iron. It seems the chains are rich with what you need. To survive, you must harness the riches of the land... Surely, no one will stand before you. In time. As Fish Hook becomes Admiral, he becomes quite attractive to the women of the tribe. Orcs value strength and power above all, but they love to see an orc remove his competition by force and cunning. He usually takes what he wants from them when he feels like it (probably) but they don't impress him. None of the Orc women impress him, probably because they are equally dumb to their male counterparts. All except for one. Her name is Salt Bleeder, named so for gutting her enemies and throwing them into the sea, but she isn't exactly what you'd say muscular. While other orc women are strong and thin, Salt Bleeder is rather... slender and doesn't have the same volume of muscle as the others. She is quite unattractive by regular dumb-orc standards, but to the smarter, more cunning orc she stands out as a jewel in the rough. She too is blessed with intellect and she knows Fish Hook has it too. But she keeps her distance. Eyes him from afar. Biding her time. What for? Women are strange... Something else happens, however. A ship is spotted in the horizon. It's orcish, and it looks badly damaged. Your scouts see no signs of life until it runs aground on the shore. Luckily, the sea was calm for now. When Fish Hook and the scouts came to investigate, they found several dead orcs and a few dead humans. It appears they had been boarded but managed to escape. Maybe they were remnants from your pirate fleet? Once below deck, however, you find supplies and a few orcs still alive. This is a healthy boost to your tribe, with much needed food and tools but also salvage from the ship, and not to talk about a population boost! -Prep 5 used = Resource prospect successrate 100% plus added mini-event. -10 Orc men and 3 Orc women join your cause. -Supplies found: working tools, food. Small quantities. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 143 men, 132 women, 31 children. [b]Military:[/b] - Roughly 50% of adult population. [b]Food level:[/b] - Low [b]Resources:[/b] Lumber, iron. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Low [b]Morale:[/b] Somewhat inspired. [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Murtox][hider=Tasphira]With the discovery of smelting (somewhat crude, however) and pottery, your people advance into a new age of craftsmanship. They discover that clay can be molded with water and then heated in a furnace or oven to harden, making sculptures or other ornaments. One of your people has the fantastic idea to shape the clay into a bowl, and with this discovery, you manage to store your food in massive clay urns or smaller pots. Anything seems possible for you. One day, when the sun is at it's highest in the sky, the heat suddenly rises. It is already summer, but this is the warmest day yet that you have ever experienced. Looking up to the sky, you wonder why the sun has decided to besiege you with such heat? Suddenly, a beam of light gleams in the sky, and envelops the village. The heat is more bearable now, but everything is lit up. There is not a shadow. It seems the light of the sun pierces everything and leaves nothing to cast shade. When the light fades, the heat returns and your people are left puzzled. When looking around, they see that the ground seems... Greener than earlier. It was always a dry sort of grassland, but now it seemed lush, and flowers had begun to grow here and there. You yourself feel strengthened. [i]It must be a boon from the Inti![/i] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 143 men, 140 women, 75 children. [b]Military:[/b] - Roughly 50% of adult population. [b]Food level:[/b] - Good [b]Resources:[/b] Stone, clay, lumber (low quantity), iron (low quantity), copper (low quantity). [b]Wealth:[/b] - Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] Good [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@tubba][hider=Lilla Elunore]Paused until player returns. [b]Population:[/b] 151 men, 147 women, 75 children. [b]Military:[/b] - Roughly 50% of adult population. [b]Food level:[/b] - Low [b]Resources:[/b] - Nonexistant [b]Wealth:[/b] - Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] - Low [b]Morale:[/b] - Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@hivekiller][hider=The Gold Skull]Being dwarves, it may have took you a few hours to agree to salvage the ship, but once the decision was made your craft hands were quickly put to use. The ships were dismantled in just a matter of days, and every thinkable little crook and cranny was used as materials for your new settlement. Rebuilding your former glory will be hard and a long tough road, but you are confident you can restore yourselves to the height you once reached. The scouting party are sent out into the hills, merrily prospecting like the Goldbeards you are. You explore the mountains quickly, scaling them faster and better than the other dwarven breeds usually do, but suddenly the front-most explorer stops in his tracks. He has just finished scaling a cliff, and the others are close behind him. [i]"What do you see, Rhur?"[/i] one of the scouts shout at him from below. [i]"I see... Dwarven architecture![/i] he exclaims and turns around, his face equally joy and excitement. Once the party is up at the cliff, they see that not too far from here (in goldbeard standards) is an entrence into one of the mountainwalls. It is a typical dwarven archway adorned with ancient dwarven runes that you cannot recognize from this far away. The entrence is medium-sized, so it's probably not a city, but maybe a minor settlement? What scares you though is how the doors aren't shut. They're partially open and seem damaged. Probably ruins... What do you do? [Special event continued next turn.] [b]Population:[/b] 156 men, 105 women, 51 children. [b]Military:[/b] - Roughly 50% of adult population. [b]Food level:[/b] - Low [b]Resources:[/b] - Nonexistant [b]Wealth:[/b] - Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] - Very Low [b]Morale:[/b] - High spirits [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [@Willy Vereb][hider=Yngvar]The lands around you are full of timber and wildlife, and the mountains may be rough but they no doubt hold precious riches! Clan Van Riktupp ventures into the lands to find animals to domesticate or hunt. Boars! Of course! Not long before they start their hunt they come across several boars, deer and even reindeer. Or are they stag? Bah, it's hard to see from this distance. They quickly go to work with domesticating the boars and hunt the deer. After all, boar farms would be an excellent source of food once they were operational. Back home, the farmers have constructed crude terrace-farms and begun planting the seeds of the future, so to speak. Soon, these lands will grow the crops needed to sustain a mighty dwarven realm! Speaking of dwarven realms, your mines begun to yield progress. It gifts you with iron and tin, and smaller amounts of copper. It is a good day to be a dwarf! Yet... Something new happens. The hunting party come across great lumbering creatures. [i]Ogres![/i] they exclaim and ready themselves, should the ogres attack... But they merely stare dumbly at the dwarves. [i]"Yu gonna eat dat?[/i] one of them says to a dwarf carrying a small deer he had killed while hunting. The dwarves look at each other in concern. The ogres seem agitated and hungry, but it seems they aren't aggressive yet. The dwarves know however that an angry ogre is a very dangerous ogre... And these look easily angered. [Growth and food results from newly constructed farms and hunting comes next turn] [You have met a band of Ogres!] [b]Population:[/b] 154 men, 104 women, 53 children. [b]Military:[/b] - Roughly 40% of adult population. [b]Food level:[/b] - Low [b]Resources:[/b] - Nonexistant [b]Wealth:[/b] - Nonexistant [b]Trade:[/b] - Nonexistant [b]Growth:[/b] - Low [b]Morale:[/b] - Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider]