[u][b][h2]Turn 5[/h2][/b][/u] [hider=The Map][IMG]http://i63.tinypic.com/34edt2s.png[/IMG][/hider] Points of interest are marked with flags outlined with your color. Your forces' position is also marked with such flags. [color=lightgreen][h3]The Lothelonni[/h3][/color] [@Polybius] [Hider=Turn 5]The ranger Ella returned with her cadre to deliver their report to Lord Brightflower himself. After pondering, he consulted his military advisors (if he had any) to talk about plans to etablish a standing military, in case of conflict. The brute beasts of this land might not be friend, after all. While at first Lord Brightflower have high ambitions about the number of soldiers he'd like to have active, he soon realize that the amount he had at first envisioned would be too many. He would have to choose to either have the number he wanted, which would be about 40 elves, but they would not be on active duty at all times since they had other primary professions. They'd basicly be trained conscripts that take up arms only in need, and would be slightly more effective than the militia that was able to be mustered. Or, he could have a standing military of 15 elves-at-arms whose primary profession would be soldiers, and their training would be greater than the conscripts of 40. The choice was, 40 slightly less effective soldiers, (trained militia) or 15 stronger soldiers (elf-at-arms). Meanwhile, Celamon had managed to track the brute further down the river, then south as the short grass became tall grass. It was like everything around here was bigger. The rocks, the grass, the trees, the animals. Occasionally, the brute would look over his shoulder as if sensing he was followed, but it seems he never spotted the elves as he always just grunted and turned back to continue trotting along his path. He was easy to track. When the brute returned to camp, the elves couldn't get as close anymore. The camp was walled by a great pallisade, crude but effective. Inside, they could spot tents and fires, and they estimated that perhaps another 50 or so of the big beasts lived here. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 98 men, 99 women, 28 children. [b]Military:[/b] Pending from choices. Militia able to be conscripted up to 30% of adult population. [b]Food level:[/b] Average [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 4% [i]+0% from food level, +0% from morale = 4%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [h3][color=00CED1]The Iceborn[/color][/h3] [@Cyclone] [Hider=Turn 5]The Iceborn were swift in their construction of an iron mine, and workers were quick to get to work. While mining is hard work, the Iceborn is a hard people and as such, their endeavors were to bare fruit soon. [color=gray][Iron added to resources next turn as a mine is set up.][/color] The captors of the supposed skraelings were starting to think this wasn't a skraeling after all. It was small and black with pointy ears and crooked pointy teeth, and it spoke in hisses and growls rather than crooked words like the tales of old say of skraelings. After a few hours of interrogation, the beast finally yielded a word they could understand: "Gilbin". What it meant, they had no idea, but at least it was an audible word. Gilbin... Was it it's name? Is this creature a Gilbin? What does Gilbin even mean? Much more they couldn't get out of the creature, and they soon took a break from interrogating it. They kept careful watch of the cliffs above the construction of the mine, but no more creatures showed themselves. Sverker and his drinkingbuddies almost cheered when they heard of bees. Mead! Mead is a posibility! They'd be damned if they let this opportunity slip. They set out into the southern woods to attempt to "domesticate" some honeybees. Their efforts will yield results next turn. [color=gray][Iron mine added to the map.][/color] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 128 men, 128 women, 41 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 60% of adult population. [b]Food level:[/b] Average [b]Resources:[/b] Lumber, [color=gray]Iron (pending), Honey (pending)[/color] [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 5% [i]+0% from food level, +0% from morale = 5%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [h3][color=red]The Bonesnapper Tribe[/color][/h3] [@Chairman Stein] [Hider=Turn 5]With twenty orcs dead, one could almost say the orcs had experienced a loss. However they had succeeded in their effort to capture and eat a few longears, and therefore they went home without much of a decrease in morale. They had done their orcy thing, and now they were content. Nagrub and his band would return home next turn. Meanwhile at home, the great mining-efforts underneath Iron Rock had yielded results. Iron, of course! Praise be the green gods, the name wasn't ironic after all! Although the entire hill wasn't made of iron, for now they'd have some iron to repair their tools and weapons with. And thanks to their appearant gift in building (although they had no idea how they managed, it just kinda came to them naturally) they managed to keep the hill from collapsing down on itself from the extensive mining into the earth. It was truly a feat to be seen, it was like a giant fortified quarry now, their great camp. The entire hillside was filled with cranes and braziers, and Wurtag's great spiky tent stood above it all, even greater than Nagrub's warlordy tent. The orcs had no idea what struktur meant (structure), but they were sort of proud of their efforts. No fools from the mountains could get to them now, they thought! [color=gray][Iron resource added, settlement has been fortified.][/color] [color=gray][Women removed from population. I mean, do orc women even exist? If they do, you can't really tell them apart. How the orcs repopulate nobody knows.][/color] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 234 adults, 38 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 60% of adult population. [b]Food level:[/b] Average [b]Resources:[/b] Iron [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 5% [i]+0% from food level, +1% from morale = 6%.[/i] [b]Morale:[/b] Enthusiastic [color=gray](Bonus for 2 more turns.)[/color] [b]Foreign relations:[/b] - [color=0054a6]Children of Artemon:[/color] [color=B22222]Hostile[/color][/hider] [h3][color=92278f]The Maerinum[/color][/h3] [@Lady Selune] [Hider=Turn 5]The people of Maerinum are a productive people and have high ambitions of what to do in their new land, but they simply cannot achieve everything they want to achieve at once. They decide to do one thing at a time, as well as they can. First, they salvage their old ships (now unsailable) and create new fishingboats to make a source of food in form of fish to supply New Matem. They then use said boats to explore along the coast of the mainland, before even exploring their own island fully. Some Maerians raise a brow at this, but think nothing much of it. Why not, they suppose. [color=gray][Food level increases next turn][/color] Next, the builders overlook the quarry and find that it's not much that they can do to it to increase it's productivity. They're already operating at optimal capacity. Therefore, they get to work on attempting to construct a vineyard. Only problem is, they have no such seeds with them and they haven't found any wild grapes on the island yet. [color=gray][Vineyard can be constructed but cannot operate][/color] Therefore, the builders get to work on their next task right away. Perhaps they weren't as overambitious as they first thought. The crude government building will finish construction next turn. The fishermen that were sent to explore along the coast of the mainland are shocked. They return home after only a few days, scared beyond fear of what they found at the mouth of the river. A large encampment of red-skinned orcs! As soon as they had seen the fishingboats coming, they had taken up arms and shot arrows towards the boats if they got too close. It seemed the fishermen were lucky - the orcs' own boats were already off on some other adventure and therefore no one could chase them back to the island. They're obviously hostile and angry creatures, the orcs... What do we do?! [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 127 men, 126 women, 39 children. [b]Military:[/b] 10 Footmen. [i]- Militia able to be conscripted up to 30% of adult population.[/i] [b]Food level:[/b] Average [b]Resources:[/b] Clay, Stone, Marble [color=gray](small quantities)[/color] [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 5% [i]+0% from food level +0% from morale = 5%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [h3][color=yellow]The Antari[/color][/h3] [@Murtox] [Hider=Turn 5]The Antari had no problem at all in crafting spears to be used in times of trouble. While they had no standing military, almost everyone knew that the secret to using a spear was to stick 'em with the pointy end. However, regular townsfolk and farmers and craftsmen knew little of military tactics, and there was no real place to store the new armory so they were all stored in the new storehouse, together with the other supplies like the food and whatnot. Amari Asto suddenly realized that he had forgotten about what to do about the resources. His prospectors had returned and told him of their suggestions for creating a lumbermill and a quarry, or perhaps dig into the mountains to establish a mine. Thing is, they couldn't do it all at once and didn't know which one to start out on without asking Amari Asto. [color=gray][Spears added to arsenal. All militia will now be equipped with basic spears rather than use whatever tools they might have as weaponry.] [You may choose to establish a mine, a quarry or a lumbermill first, second and third. This will take one turn respectively to establish unless another action is specified.][/color] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 125 men, 124 women, 37 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 30% of adult population. [b]Food level:[/b] Average [b]Resources:[/b] [color=gray]Stone, lumber, copper (pending).[/color] [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 5% [i]+0% from food level, +0% from morale = 5%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [h3][color=mediumspringgreen]The Serpetist Tribe[/color][/h3] [@LordZell] [color=red][b]No post found. Player's civilization is standing still until player returns. Automatic dropout in 3 turns away without word.[/b][/color] [Hider=Turn 4][color=gray][b]From last turn:[/b][/color]Lirsk was ambitious and shrewd, but also a bit ... green, so to speak. He had noticed Vosk's displeasure at the High Priest's way of handling things, and despite the promise made to Vosk, Lirsk started to doubt. He came to Vosk late one evening to talk to him of military affairs, using the excuse that he wanted to hear from Vosk's great knowledge and experience to become a better First Scout. For hours they talked, and finally Lirsk felt he had gained Vosk's trust. He finally executed his plan. [i]"We should do as you say, Vosk."[/i] says Lirsk. [i]"We should set out and find foes to subjugate and conquer. Who needs to craft tools when we can claim what we need from the lesser beings of this land? My scouts say they found a pass in the mountains to the east, I'm sure it leads somewhere."[/i] But would Vosk agree or would he stay faithful to his liege and High Priest? Meanwhile, the laborers and prospectors hadn't been idle. The very same scouts that had informed Lirsk of the pass to the east had also aided in the prospecting of the mountain for resources. Indeed they had found stone that they could quarry, and some copper ore had been evident once venture further into the mountains had occured, yet iron seemed to elude them. Though they had spotted large natural caves further up the cliffs, perhaps iron was to be found in there? Alternatively, should the already found resources of copper and stone be mined first, before seeking the iron? [color=gray]Construction of temple: 15% completion. You may choose to continue construction in hopes of finishing the temple sooner but it may take a toll on your morale.[/color] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 127 men, 125 women, 36 children. [color=gray](Growth continues as normal when player is away)[/color] [b]Military:[/b] No standing military. Militia able to be conscripted up to 50% of adult population. (Higher than average due to culture and race). [b]Food level:[/b] Average [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 5% [i]0% from food level,+0% from morale = 5%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider] [h3][color=0054a6]The Children of Artemon[/color][/h3] [@Pirate] [Hider=Turn 5]In but a day, the bright new future of Celebrimbor was ash and dust. Terrified, the elves had blamed their leader for the death of their kin, the failure of the battle. They packed up, left, fled west. They had no idea where to go or what to find, yet they managed to travel far before they even started to wonder where they were actually headed. They had no real leadership, no one to organize them. After a week, they had walked straight into a forest and the trees were getting denser and denser. Finally they stopped, set up temporary camp to rest their weary legs. They were all exhausted, and now realized they were lost. They had food enough for another two or three weeks if they were lucky foraging but they were tired, scared and broken. [b]A) Establish new settlement B) Travel further C) End[/b] [color=gray](Option C means the elves of Celebrimbor are lost to the lands and you may start again with a new civ.)[/color] [b]Population:[/b] 89 men, 92 women, 26 children. [b]Military:[/b] 7 Elf-at-Arms. Militia able to be conscripted up to 20% of adult population. [b]Food level:[/b] Average [b]Resources:[/b] Currently prospecting. Yields next turn. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] [color=gray]0%[/color] [b]Morale:[/b] Terrified [color=gray](Will suffer increasing penalties the longer the elves stay terrified.)[/color] [b]Foreign relations:[/b] - [color=ed1c24]Bonesnapper Tribe:[/color] [color=red]Hated[/color][/hider] [h3][color=DarkSlateGray]Clan Oreborn[/color][/h3] [@Kangutso] [Hider=Turn 2]The mighty Oreborn Clan, claiming heritage from the ancient Brownbeard lineage, they trace their bloodline back to the founding fathers themselves. One or another Ironbeard or Goldbeard may be found among the numbers of the Oreborn, but all too few to even be represented. Not that dwarves are in any way ill-mannered toward their kin of other breeds. Being crafty and industrous folk, the dwarves quickly set to work in making their new home what it ought to be; cozy and with great food and drink. While the ale would have to wait, most likely, they were no less heartened by longing for it. After all, what dwarf don't enjoy bountiful meals with ale by the hearth? But we get ahead of ourselves... A pier was the first order of business, and farmlands the second. While the brownbeards weren't very good hunters, they were excellent builders and managed to create a pier, a smaller raft or two [b]and[/b] fishingpoles to go with them! After patting themselves on the back momentarily for their exemplary work, the dwarves begun supplying their people with food in form of fish. It wouldn't take long before the farmlands were cultivated as well. The lands around here were bountiful, with lush green forests and great grasslands where there was no tree. However, the further away from the river the dwarves travelled, the more hills, rocks and spiky cliffs did they find. This great mountain was accompanied by several smaller ones around it, it would seem. How many? Who knows! They hadn't counted yet, had they? [color=gray][Food improving to 'below average' next turn.][/color] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 115 men, 113 women, 32 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 30% of adult population. [b]Food level:[/b] Low (improving) [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 5% [i][color=gray]-3% from food level,[/color] +0% from morale = 2%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You do not know any other civilizations.[/hider]