[b]Turn 04 - Third Month of Summer[/b]
[b]World Events:[/b][i]
* The ground begins to shake mid-way through the Third Month of Summer, the tremors last for a few days but don't cause any permanent damage beyond cosmetic wear on some structures. All settlements are affected though the event is handled differently by the different races.
* Temperatures begin to rise and rainfall decreases. Fewer clouds are observed in the sky.
[/i]
[b]Dwarven Settlement of Korvok[/b]
[img]http://i.cubeupload.com/hcwjaT.png[/img]
[b][u]Korvok[/b][/u][i]
* Hunting parties return with two hundred pounds of fresh meat and hides.
* Iron vein is struck during the excavation of Belugard.
* Smelting forge is constructed within the town of Korvok.
* Population of Korvok reaches 1,500
[/i]
[b][u]Baldurkost[/b][/u][i]
* The Settlement to the North is named Baldurkost. With the new name came the addition of two new fields and a brewery. Granite blocks are transported to the settlement and used to construct sturdy walls around the village.
* Population of Baldurkost reaches 200[/i]
[u][b]Expeditions[/b][/u][i]
* Two new surveying teams are established. Gamma heads South and discovers more rolling grassy hills, Beta heads West hugging the perimeter of the thick pine forest.
* Survey Group Alpha establishes a small camp outside the temple. Half the dwarves enter. Inside they discover a detailed mural that depicts Belugrad in detail and reveals the far sides the Dwarves have yet to explore. The Temple is abandoned and it is difficult to say who constructed it but it is incredibly old.
* Several members of Survey Group Alpha become ill.
* Survey Group Omega continues to scout along the river. One dwarf drowns during a freak accident and another contracts dysentery and perishes.
* Alpha is running low on supplies. Omega are comfortable with advancing a little further but are also low on provisions.[/i]
[b]Human Settlement of Gregia[/b]
[img]http://i.cubeupload.com/1AzGoo.png[/img]
[i]* Scouts continue along the edge of the lake, attempting to reach the other side but are still far from their goal after a month of steady mapping and surveying.
* Construction of a fishing dock is completed at the edge of the lake.
* Huge lumber gangs head into the nearby forest and begin to clear cut a huge chunk. Large surpluses and stockpiles of lumber begin to fill warehouses and stockrooms across Gregia.
* The soldiers discover nothing but return to the barracks with several dozen rocks in their pockets for an unexplained reason.
* A large band of people are assembled and sent to collect salt from the lake. Unfortunately for them the lake is fresh water and despite their hardest efforts they return with no salt.
[/i]
[b]The Lizardmen Settlement of Argak[/b]
[img]http://i.cubeupload.com/fxmtks.png[/img]
[i]* The scouts condense together on the Eastern plains, supplies are brought in from town and a watch tower is hastily constructed. The presence of the tower is able to spread Argak's influence across the plain.
* The foraging group heads North and find themselves in a dense, watery marsh. One citizen disappears and is never found. The group brings several herbs back to town as well as rice seeds.
* The lizardmen begin to construct two boats. They lack the ability or skills to make anything impressive. One of the row-boats sinks when cast into the water, by trial and error from the first they make the second to be better, though as of the Third Month of Summer it is not complete.
* Traps are cast into the river to catch fish. They yield Perch, Bass, Catfish, Crab, Frogs and a single leather boot.
[/i]
[b]The Elven Settlement of Edhel[/b]
[img]http://i.cubeupload.com/V5upvy.png[/img]
[i]
* The Elves form a Scouting Party and set out to the South through the thick forests for a way out but find only more dense forest, though it appears to be gradually thinning out. The Tree Elves which are accustom to their forest are in good spirit with sufficient supplies to continue their journey. Perhaps because of these skills and motivation that they reach the edge of the forest in only a month covering twice as much ground as initially anticipated.
* The Elves are split, a small portion are trained in combat and the rest of the population are readied to exit the forest. The citizens are unsure if the Elder's intention are to create a mass exodus or simply to colonize territory outside their holy forest.[/i]
+++Korvok+++
-Continue to send hunting expeditions into the forests to acquire meat and hides.
-Set up a tannery and tailor in Korvok to turn the hides into clothing and basic armor.
-Mine out the vein of Iron and send it to the forge, use it to create an arsenal of weapons and armor.
-Begin mining 'up' into the mountain. Carve out grand hallways, cavernous rooms, living quarters, armories, etc.
-Issue instruction to the lumbermill to clearcut the forest around it to create more farmland for Baldurkost
-Expand the borders of Korvok North and South (fill out the tile) and establish a 2nd wall to the south. Connect the walls of Korvok and Baldurkost to the north.
-Continue procreation.
+++Baldurkost+++
-Begin cutting down trees at the edge of the pine forest to the west and set up more fields and ranches there. Plant 4 large fields, one each of Corn, Oats, Barley, and Rye.
-Construct an additional windmill and granary to process and store the additional cereal grains.
-Build a small armory and barracks in Baldurkost to station defensive troops from Korvok.
-Encourage the population here to procreate heartily to grow Baldurkost.
+++Expeditions+++
-Alpha is ordered to return home to recuperate and rest. Give them a heros welcome with a feast in their honor and treat their ill, but quarantine them away from the general population.
-Beta is ordered to scout north of Baldurkost
-Gamma is ordered to scout due west.
-Omega is ordered to scout due west, then return home to Korvok along the southern edge of Belûgrad. Give them a heros welcome and a feast in their honor.
[I]News of the scouting parties success is heard in the capital, trained elves are being sent out to set out a pathway through the forest. so elves can safely travel through. Rumors have occurred about constructing a new village outside of the forest.[/I]
+ Capital has been notified about the scouting parties success.
+ 20 trained elves begin to clear out a pathway through the forest careful to not cause much damage on the forest.
+ Scouting party begins to search around the edge of the forest for a good place to set foundations for a new village.
* Another 20 elves have been selected to join the scouting party.
* 75 elves remain in the capital.
[B]Edit:[/B]
Could the settlement be called Tulus Edhel instead of just Edhel because right now it's just the Elven Settlement of Elves.
[i]Argak[/i]
-Silaak has been elected as leader
-Mating season is beginning
-The eastern scouts return to assist with the new tasks
-In preparation, both a storehouse and smokery are being built
-2 of the 20 soldiers are sent to the watchhouse to take shifts watching over the plains
-A few rice paddies are dug and planted along the river
-50 citizens begin digging trenches to bring water to the plains
-One citizen decides to experiment with the herbs in hopes of becoming an apothecary
-25 citizens begin to clear out the trees south of the town
-5 soldiers form a hunting party and head east in hopes of getting even more food.
-Funerals are held in honor of those lost in recent times
[I]Gregia[/I]
-The 20 hunters travel to the eastern forest to search for large animals to domesticate
-The townsmen begin construction of barracks to train more soldiers
-Elections for a town leader begin
-100 townspeople are sent west to obtain salt
-Wood is used to construct large and stronger walls with guard towers
Quick questions about the river
1. Is it salt or fresh water?
2. Does it flow north, south, east, or west?
Minelayer I'd say it's probably a north-flowing freshwater river. The fish you're catching out of it are freshwater fish, and the river splits and then terminates into a marsh. Generally water doesn't run OUT of a marsh.
[QUOTE=Telepethi;45493021]Minelayer I'd say it's probably a north-flowing freshwater river. The fish you're catching out of it are freshwater fish, and the river splits and then terminates into a marsh. Generally water doesn't run OUT of a marsh.[/QUOTE]
Ah, that's true. Thanks!
[I]Winteredge[/I]
-After a long discussion with the council, it is finally decided to finally combine the two scouting groups and make it Winteredge's military for the time being.
-The newly formed militia is commanded to follow the mountain to the north.
-Villagers are sent to collect fish and water from the lake.
[b]Turn 5 - Fourth Month of Summer[/b]
[b]World Events:[/b]
[i]* The Moon reaches it's closest orbit to the Earth in the last decade.
* The dry, hot season continues with droughts and insufficient water causing some lower crop yields.
* Ice rains from the sky for approximately ten minutes. The hail reaches the size of a fist in some areas.
(For Reference the Yearly cycle is Spring Equinox, 6 Summer Months, Fall Equinox, 2 Winter Months.)[/i]
[b]The Dwarven Kingdom of Korvok[/b]
[img]http://i.cubeupload.com/eWhS35.png[/img]
[u][b]Korvok[/b][/u]
[i]* The Lumbermill West of Korvok clearcuts a majority of the forest surrounding the mill in a month.
* Hunting expeditions return with a regular supply of meat and hides, the recent deforestation of the neighboring territories have resulted in longer hunts to bring back roughly the same amount of materials and food as before.
* Tannery and Tailor are constructed in Korvok and begin to produce clothing and armor for a multitude of uses.
* Iron is smelted and turned into weapons, armor, tools and so forth.
* Construction of tunnels and caverns continues with projections of completion being sometime next year at current rates of construction.
* Korvok reaches city status and begins to leech out of it's original confines. The walls are desconstructed and used to expand the new wall around Korvok and Baldurkost.[/i]
[b][u]Baldurkost[/b][/u][i]
* Twenty one cases of illness are reported amongst the return of Survey Group Alpha despite precautions to quarantine the sick individuals of the party. Four of the sick succumb to the sickness. The sickness and it's origins are unidentified.
* The forest West of Baldurkost begins to fall. Removing a portion of it to make room for two fields, a ranch, windmill granary and some basic cottages and so forth. By the end of the Fourth Month of Summer the other two fields, deforestation and other structures remain incomplete.
* Small armory and barracks constructed in Baldurkost.[/i]
[b][u]Expeditions:[/b][/u][i]
* Beta scouts North of Baldurkost and discover more plains.
* Gamma discovers more plains West of their last position.
* Omega follows the river before returning home through a relatively dense forest. Two members of the expedition are lost in the forest and never found.[/i]
[b]The Settlement of Tulus Edhhel[/b]
[img]http://i.cubeupload.com/fv6Yc7.png[/img]
[i]* Elves assigned to clearing a path out of the forest cut a path in the tracks of the scouting party, only removing enough trees to make a passable trail large enough for beasts of burden and wagons and no wider.
* The scouting party finds a clearing South of their last location, upon discovery of such hug the edge of the forest to map out just how large it is.[/i]
[b]The Settlement of Argak[/b]
[img]http://i.cubeupload.com/S8z7fZ.png[/img]
[i]
* Storehouse and Smokehouse constructed in Argak
* Rice Paddies are tiled along the river.
* Citizens are put to work digging a trench into the plains and make reasonable progress in a month.
* One of the citizens finds they have a particular talent with herbs and can use them with success for medical applications.
* Trees South of town are felled.
* One rowboat is completed and does not sink to the astonishment of everyone.
* Hunters head East and find a hill. They bring back a small game such as rabbits though they do little to supplement food supplies.
[/i]
[b]Human Settlement of Gregia[/b]
[img]http://i.cubeupload.com/TxdsW1.png[/img]
[i]* Hunters take down two hundred pounds of game in the forest. They all return with several pair of wild horses.
* Barracks are constructed in Gregia proper.
* 100 Townspeople are sent West to obtain salt. They find a grassy plain, but no salt. The foresight of whomever sent 100 townspeople into uncharted territory to collect a resource they're not in desperate need of is questioned. Though much of the group believes the powers that be know something they do not, another group defects from Gregia and travels further West. Only 47 citizens return to Gregia. Two suffer from broken legs, another a cut across the chest from a shovel. Moral is low and the conditions for civil unrest ripe.
* As elections take place the current leader's approval rate drops significantly ensuring he will not have a chance at re-election.
* Wood is used to construct palisade walls and guard towers.[/i]
[b]Orcish Settlement of Winteredge[/b]
[img]http://i.cubeupload.com/DA5bj7.png[/img]
[i]* The Milita discovers the edge of the mountain range and a thick Northern Pine forest.
* Villagers return with several species of freshwater fish. They're a hearty Northern species. They also return with water.
* A particularly harsh blizzard strikes Winteredge. Though the town has a well for fresh water the weather limits it's use. The water collected from the Eastern lake saves several Orc unable to leave their huts.
[/i]
[i]Argak[/i]
-Schematics are made to ensure successful replication of the rowboat.
-Two soldiers take the rowboat northwest in hopes of mapping out the river at a higher rate.
-The five soldiers become full-time hunters, take 25 citizens, and head southeast in hopes that there will be more game.
-Mating season begins to reach its height.
-Irrigation continues.
-A farm is built on the western plains.
-Construction of workshops on the outskirts of town begins.
-The apothecary heads northwest with several foragers in hopes of finding more herbs
[B]Tulus Edhel
[/B]
[I]The construction of a village south of the forest has been confirmed, more elves leave the capital to help construction. In news of the recent drought, the capital begins to stockpile food.[/I]
+ Construction begins of a new village in the south.
+ 25 elves leave the capital with supplies to help the 40 elves already there.
+ 10 elves leave the capital to forage for fruits and vegetables in the area.
* The capital begins to stockpile food in preparation for a prolonged drought.
* 60 elves remain in the capital.
- Food supply is at a low after the capital has begun stockpiling.
[I]Winteredge[/I]
-Due to the recent blizzard, Chief Xugor orders the buildings of the village to be reinforced.
-The militia is sent east of the forest to scout more.
-Construction of a building to store supplies has begun.
-10 more Orcs are sent to group with the militia to bring supplies and join them.
+++Korvok+++
-Begin work on a primary tunnel starting in Korvok that will run a sort of 'highway' through the middle of the mountain to the other side.
-Stop clearcutting now. Disasseble the lumber camp and rebuild it south of Korvok and begin practicing sustainable woodcutting (replanting trees)
-Continue work on the tunnels in Belugrad
+++Baldurkost+++
-Send a team of dwarven engineers to dig a canal from the river in the east to Baldurkost to gain easier access to water.
+++Expeditions+++
-Beta should scout due east of their current position
-Gamma should scout north of their current position
-Two new groups of dwarves should be selected to re-make Alpha and Omega surveying teams.
-Alpha should survey due west of the temple in the forest
-Omega should survey due north of Baldurkost
[I]Gregia[/I]
- construction of a farm and windmill to breed horses and grow wheat west of Gregia begins.
- all of the current soldiers to be train in the arts of cavalry.
- 50 men are trained to become soldiers trained to wield polearms and javelins.
[b]Turn 5 - Fifth Month of Summer[/b]
[B]
World Events:[/B][I]
* The drought continues. Wildfires become more likely to torch off in the drier regions and forests.
* Crop yields are further reduced 25% as rainfall continues to remain low and irrigation becoming difficult.
[/I]
[b]Settlement of Argak[/b]
[img]http://i.cubeupload.com/ejVusf.png[/img]
[i]* The rowboat sent by Argak makes quicker progress by going with the flow of the river, mapping along the banks of the river as they go.
* The population reaches an all time high of 1,000 citizens from the recent mating season. The recent provisions of rice and fish are suitable but are stretched further and further.
* The Hunters assemble a group of citizens and head out toward the South-East and discover a dense forest. The additional citizens are able to carry more game back than usual, though one citizen dies of heat-stroke.
* Workshops are constructed within Argak.
* The irrigation canal is halted when it seemed sufficient for their needs.
* Farm buildings, cottages are constructed and a field tilled.
* Apothecary ends up becoming lost and wonders back into the marsh. They discover the Yellow Petal which when consumed creates powerful hallucinogenic sensations. [/i]
[b]The Elven Settlement of Tulus Edhel[/b]
[img]http://i.cubeupload.com/47FjWH.png[/img]
[i]* The Elves begin to construct a new village on the edge of the forest. They till fields and construct cottages.
* Additional supplies arrive at the site of the new village.
* Foragers head Westward into the forest and discover several edible plants.
* Either by design or coincidence of several dozen people continually treading the only path between Tulus Edhel and the new settlement a dirt road is created.
* Strange creatures are observed hiding and watching in the woods. No one ever gets a good look at them, but they describe them are small, green and sometimes wielding weapons. Though no one is attacked or threatened the sightings are frequent.[/i]
[b]The Orcish Settlement of Winteredge.[/b]
[img]http://i.cubeupload.com/6Wy7Mt.png[/img]
[i]* Buildings in the town of Winteredge are reinforced and many of the flat-roofs are jacked up to create a slant so snow slides off and prevents roof collapses.
* Militia heads East of the forest and discovers a plain of snow.
* 10 more Orks join the Militia and resupply them. With renewed motivation they head North and discover a frosty beach and an lake far bigger than anything in their imaginations. Though partially frozen over by ice closer to shore further out the water stretches on for miles. One of the more foolish Orks attempts to swim to the other side and drowns. Moral remains high regardless the death for some inexplicable reason.[/i]
[b]The Dwarven Kingdom of Korvok[/b]
[img]http://i.cubeupload.com/xPOJeJ.png[/img]
[u]Korvok[/u][i]
* Miners begin to construct a tunnel even further beneath the mountain and underground city that will extend to the other side of the mountain to the West.
* The Lumber Camp West of Korvok is deconstructed, much of the equipment is moved and reconstructed South of Korvok. Foresters begin to plant saplings.
* The caverns of Belugrad begin to take shape gradually. There is a huge entrance and main hall, a feast chamber, the throne room, several dozen sleeping quarters, a giant forge, dozens of workshops and a brewery and so forth though so far these rooms remain unfurnished and incomplete.
* 100 people are ill with the finally named 'Cork Disease' of which 43 of the Dwarfs die.
* Population of Korvok is 1,800
[/i]
[u]Baldurkost[/u][i]
* 28 Citizens die of Cork Disease. 33 More are infected.
* Population of Baldurkost is 415
* Dwarf Engineers head to the river to the West and begin to construct a canal. With the Dwarven knowledge of construction they create a granite block causeway for the water to travel through, it is incomplete by the End of Summer's Fourth Month.
* The forest is further cleared and two more fields are tilled, several farms and cottages constructed. The previously constructed fields are not seeded pending the end of the recent drought.
[/i]
[u]Expeditions[/u][i]
* Beta discovers a small mountain.
* Gamma discovers an edge of the forest.
* Alpha more dense forest and finally the edge of this massive woodland.
* Omega discovers plains, the further North they go it gradually becomes colder until it becomes colder than they can withstand when snow and ice begin to replace grass. They cannot go any further North without proper arctic gear.[/i]
[b]Human Settlement of Gregia[/b]
[img]http://i.cubeupload.com/zZ5qJp.png[/img]
[i]* Construction of a farm and windmill begin. Two fields are tilled and a Ranch to breed horses is constructed alongside some cottages and shacks for occupation.
* Two soldiers die whilst trying to ride untamed horses. Very few are successful in riding them animals with any effectiveness.
* Fifty men learn how to use polearms and throwing spears.
* There are a series of several robberies and lootings of the new settlement to the West of Gregia. No one is ever harmed and the individuals always flee to the West. They're human. [/i]
[i]Argak[/i]
-The apothecary takes on an apprentice.
-Both the apothecary and apprentice take supplies and journey to the southeast forest. With any luck they'll discover and catalog even more uses for herbs.
-Those that built the boats set up in the workshops and begin to take on apprentices
-The current soldiers also try to recruit more citizens
-Soldiers begin to watch the walls of the city as a precaution against the creatures
-Two more soldiers are sent to the watchtower to ensure the safety of the farmers
-Though hunting turned out to be impractical, it is now used as a way to train soldiers to be stealthy and sneak up on opponents.
-Fish farms are built along the river to provide a more sustainable food source
-30 citizens become dedicated fish farmers
-15 citizens harvest seeds from the rice paddies and begin to dig rice paddies using the canal
-25 citizens explore to the east and bring some of the apothecary's herbs and strict instructions on their use in hopes of preventing another death.
-The soldiers on the boat return to gather more supplies to make an even longer journey down the river
-Wells are built to store water in case the drought worsens
Sorry, that creature thing was for the Elves, not you. I put it in the wrong section.
+++Korvok+++
-Continue construction of the tunnel to the other side of the mountain.
-Dedicate construction teams to finishing and furnishing completed rooms.
-Quarantine any dwarves who show symptoms of "Cork Disease" by sending them to establish a new colony in the far south where the hill is. Name this settlement "Varkuld"
-Establish a Treasury for Korvok and count how many of what kind of gemstones have been mined and how much gold, silver, and platinum has been extracted from the mountain. Dwarves gotta know what riches they got.
+++Baldurkost+++
-Send any dwarves who show symptoms of "Cork Disease" on the expedition from Korvok to found Varkuld
-Continue working on the canal
+++Expeditions+++
-Alpha should scout North-East
-Beta should scout due East
-Gamma should scout Due West
-Omega should scout Due East
[I]Gregia[/I]
-Reproduction is encouraged across Gregia.
-townsmen are sent fishing in the water north of Gregia.
-20 soldiers are sent west to hunt down the thieves and are caution to take prisoners but kill if necessary.
-15 soldiers are sent to patrol the ranch nightly.
-10 citizens attempt to specialize in the art of taming horses.
[B]Tulus Edhel[/B]
[I]In the recent news of the sightings of small green creatures that the elves have called "[B]Calen Adan[/B]" (Green Man) has been told all around the capital. An expedition is being sent out all around the capital to find them. The new village has reached the final stages of construction and has been named 'Hûd Harad' (Assembly of the South).[/I]
+ 20 elves begin to look for the [I]Calen Aden[/I].
+ Farms are devloped at Hud Harad
* 35 of the elves in the new village Hud Harad leave back to the capital.
* 40 elves remain in Hud Harad while 40 remain in the capital.
* Construction of Hud Harad is in it's final stages.
[b]Turn 6 - The Sixth Month of Summer[/b]
[b]World Events:[/b][i]
* Early in the month significant rainfall and storms finally end the drought.
* Total Solar Eclipse occurs.
[/i]
[b]Lizard Settlement of Argak[/b]
[img]http://i.cubeupload.com/5izvWC.png[/img]
[i]* The Apothecary and company discovers a variety of mushrooms in the forest. They can be used in to heal burns or create a potent poison.
* Workshops are created for the manufacture of boats and personal trained in their creation.
* The field to the West begins to bare crops.
* Fish Farms are created on the East bank of the river South of Argak.
* More rice paddies are planted along the canal.
* The citizens head East and find sparse forest. They believe there is even denser forest further East.
* The rowboat returns and is packed with supplies for an even longer journey.[/i]
[b]The Dwarven Kingdom of Korvok[/b]
[img]http://i.cubeupload.com/9M552c.png[/img]
[u]Korvok[/u][i]
* Tunnel to the other side of the mountain reaches completion.
* Some rooms are being furnished within the mountain city. Some are still in construction however.
* Treasury established deep within the mountain to safe guard the several tons worth of Gems, Gold and Silver excavated during mining.
* Hundreds of sick Dwafs are expelled from the city. Many of them die during the journey South. Mass civil unrest follows in the form of strikes from the families of the exiled citizens.
* Two riots break out during the month over the exile. Sixteen Dwarfs and a handful of workshops and stores are looted or damaged.
* All construction for the next month will be suspended while the Dwarfs protest and strike if a creative solution is not reached.
[/i]
[u]Baldurkost[/u][i]
* During the exile a small group of sick Dwarfs resist. Several are injured before they're forcefully expelled.
* Canal is completed.
* Fields begin to produce crops again.
* The extension of Baldurkost to the West gains Dwarven influence over that territory.
[/i]
[u]Varkuld Sick Colony[/u][i]
* Though most of the immigrants die during the journey those who arrive are too weak or sick to actually create structures or provide for themselves. They pitch tents, make fires and lay dying of sickness in the sun as the elements take their toll on even the healthier of the sick patients. There is wild resentment for those who sent them to die in the wilderness and if not for the fact they were dying of plague they would have returned with arms to take revenge for their betrayal.[/i]
[u]Expeditions[/u][i]
* Alpha and Gamma successfully map out the entire forest in the South-West.
* Beta and Omega discover a small forest and more tundra, respectively.[/i]
[b]Human Settlement of Gregia[/b]
[img]http://i.cubeupload.com/j5kVhs.png[/img]
[i]* Population of Gregia is 1,200
* Townspeople return from the fishing trip with a couple hundred pounds of fish.
* The Settlement to the West gains influence in that area.
* The soldiers patrolling the ranch deter another looting attempt and the soldiers sent to track them follow them through a forest to the West. They discover a small colony of Humans, likely the ones that defected during the Great Salt Riot from two months prior. They're getting by with several structures and a wheat field hidden in the depth of the forest. The soldiers await orders.
* The citizens in charge of taming the horses are able to tame ten of them out of the two dozen brought from the forest.
[/i]
[b]Elven Settlement of Tulus Edhel[/b]
[img]http://i.cubeupload.com/MEDExq.png[/img]
[i]* Though a Scouting Party is sent to locate the threat they're not immediately successful.
* The fields at Hud Harad begin to bare crops.
* Hud Harad has grown enough to spread Elven influence to the territory.
* For the first time the "Calen Adan" attack, though it was not immediately noticed. Several attacks and raids on travelers between Tulus Edhel and Hud Harad occur and immigrants are frequently harassed by them. Approximately seven Elves are slain and at least a dozen caravans ransacked. Reports of the attacks and bodies recovered from Calen Adan killed by defending Elves reveal them to be a species of Forest Goblin. They are primitive and wield a variety of stolen weapons, clubs and so forth.
* Without proper security or influence over the long, winding route through the dangerous forest all future caravans and travelers are in danger. [/i]
[B]Tulus Edhel[/B]
Population Current: 128 (Hud Harad: 40, Capital: 40, Traveling: 48)
+ 10 trained elves are taken from the capital to guard the more vulnerable Hud Harad.
+ More fields are constructed in Hud Harad to make use of the rainfall to grow more crops.
+ Capital begins training 30 elves for proper combat.
+ 10 already trained elves are assigned to search the forest North, East, West and around the route.
* High value and weapon cargo traveling through the forest must have at least one trained elf traveling with them.
* Elves traveling through the forest are recommended to take basic training in defending themselves and to carry a light weapon (i.e hunting knife).
* Food stored for the drought has now been returned.
- Funerals are held for the 7 elves that died.
[I]Gregia[/I]
-around 150 able young men are trained in polearms.
-The horse breeders are tasked to breed horses and keep them healthy as possible.
-The soldiers are commanded to border the village and to make sure no people escape.
-the outlaws are offered a pardon, but if they refuse they will be killed with no mercy.
-Huskodyr Kihm is elected as the new leader of Gregia.
Name: Svaaria (Svaariac instead of Svaarian)
Race: Dragon
The Dragons have long opposable claws allowing them to do what other races can despite being seen in inaccurate pictures as unable to fashion weaponry.
Population: 183
Color: Icy Blue
Symbol/Flag: [t]http://i.imgur.com/s6etFMp.png[/t]
Starting Tile: Scorched
A band of dragons is lead out of the ground by the ruler Assander Sycather into the hometown and new settlement of Svaaria.
[U]SVAARIA[/U]
A group of miners dig a bunker underground to call home and a mound above it for defences.
A forge is built with dragons melting iron ore they find with their breath.
50 dragons are equipped with iron armour.
[U]EXPEDITIONS[/U]
10 armoured and 20 unarmoured dragons scout to the east.
[i]Argak[/i]
-The apothecary and his apprentice begin experimenting with the discovered herbs. Boiling, dehydrating, powdering, and mixing the various ingredients in hopes of discovering something useful.
-3 more boats are built at the workshop to allow more journeys down the river and to teach basic woodworking skills.
-The same 25 citizens head further East
-The soldiers on the boat travel even further northwest and map out more of the river.
-Scouts head west of the farms to map out even more of the land. At the apothecary's request, they keep an eye out for anything that might he might find useful.
-The watchtower by the farm is reinforced.
-Several soldiers head to the workshops and try to improve their weaponry.
-Crops are harvested with the slash&burn method.
[I][B]Winteredge[/B][/I]
-The Militia decided to report back to the Chief about the newly found lake, and whatever other findings they've had.
-Some villagers are appointed as builders, and are told to begin building a supply building.
-The Orcs begin building a "Main Hall" for the Chief and his Council.
-A small scouting group of 5 is sent to find out what types of wildlife are in the area. They're also told to report any types of plants.
-A giant farm is being cultivated to the east of Winteredge. Whatever can grow in the climate is planted.
-The council sends another orc around to see how many male villagers are willing to join their military.
+++Korvok+++
-Build a road from the tunnel to the nearest bank of the river and build a dock, fishing camp, and a smokehouse to preserve the fish.
-Continue to work on finishing the rooms in the Mountain City.
-Attempt to appease the rioting Dwarves by doling out some of the gold and gems mined from the mountain to each of the families affected. Apologize profusely for what happened but explain that if the sick Dwarves were not exiled the entire city would have died.
-Use soldiers to break up the rioting if necessary. Don't hurt anyone just stop them from attacking each other and destroying property.
-Set up charcoal piles near the edge of the forest to create charcoal for steel making
-Offer to send the families of those Dwarves who were exiled in Sickness with more supplies to the colony of Varkuld to help, if that would make them feel better.
+++Baldurkost+++
-Send large hunting parties into the forest to bring back large amounts of meat and skins/furs.
-Set up a mine in the mountain to the north of Baldurkost
-Attempt to build a sailboat or rowboat in the Canal at Baldurkost using wood from the stockpile from the lumbermill.
+++Expeditions+++
-Alpha should scout North
-Beta should scout South
-Gamma should scout East
-Omega should scout East
Name: Ancient ruins commonly referred to as "The Fall"
Race: A humanoid race who appear to be made of stone with fiery orange eyes, legend tells they were once human but were cursed to this existence by an unknown race who have since vanished.
Population: ~70
Color: Orange
Symbol/Flag: Lost to history
Starting Tile: Scorched
-The Fall
The first of those awakened begin gathering at the edge of a lava lake to begin preparations to awaken their leader and more of their brethren.
Stonemasons begin to reconstruct the old ruins to their former glory, there is no shortage of materials currently.
[b]Turn 7 - Fall [/b]
[b]World Events:[/b][i]
* The temperature across the region begins to gradually drop.
* Trees begin to change into brilliant new colors and molt their leaves.
* Farmers across the region begin to take in the last harvests before Winter.
* Villagers and Townspeople across the region stockpile their groceries and firewood.
* Frost often settles on the ground overnight causing some species of crops to die out earlier than usual.
[/i]
[b]Elven Settlement of Tulus Edhel[/b]
[img]http://i.cubeupload.com/9MkUbe.png[/img]
[i]* More fields are cultivated in Hud Harad.
* Scouts are sent into the forest in a few directions though they do not find the Goblin settlement.
* One scout is injured in an ambush, several Goblins are killed in the engagement.
* High value cargo under guard is typically ignored. Though it is impossible to assign guards to all caravans and a number of smaller supply carts are raided.
* Despite precautions of lightly arming the caravan members raids are still frequent without a permanent, constant guard along the route. Two elves are killed this month and one rape reported.
[/i]
[b]Human Settlement of Gregia[/b]
[img]http://i.cubeupload.com/L99mz7.png[/img][i]
* Tamed horses are bred, furthermore men are being trained in the art of polearms.
* Soldiers blockade the village but several raiders manage to break the blockade before it's complete and head out further West.
* The villagers are taking care to hide and protect the identities of the raiders. They do not hand them over.
[/i]
[b]Dragon Settlement of Svaaria[/b]
[img]http://i.cubeupload.com/4iID9P.png[/img]
[i]* Miners dig under a mound of scorched Earth and establish an underground city, though some structures are built above ground as well.
* Forge is belt, iron dug out during construction is smelted down, though not much iron ore exists in scorched soil deposits.
* The first expedition heads Eastward and discovers a mountain volcano, lava running down it's Western face to create a lake of fire.
[/i]
[b]The Lizard Settlement of Argak[/b]
[img]http://i.cubeupload.com/aIqCE1.png[/img][i]
* The apothecary and his assistant discover a way to use the drug known as Yellow Petal into a rage-inducing syrup that when ingested has practical application to make warriors more aggressive.
* 3 more boats are completed.
* The citizens head further East to the edge of a forest. Whilst scavenging for herbs and such they hear commotion and discover a small village hidden in the forest. Only hours later these citizens come in contact with a different race. They're pink creatures, two arms and two legs standing on average of 5 to 6 feet and wear cloth garments, some have weapons. They appeal to the citizens for aid and they're brought back to Argak where the 'humans' recount a tale of persecution by the settlement known as "Gregia" that was threatening to exterminate their entire village. They desperately plead for Argak's warriors to save them. In exchange they will plead their loyalty to Argak.
* Scouts head West and discover the edge of the hills from the earlier discovered plains and some sparse vegetation, trees and small game.
* The boat sets out once again North-West through the already mapped river and into unexplored territory where they find themselves at the coast of a vast ocean.
* The crops are harvested, the slash and burn method proves too destructive to replant another crop before the beginning of winter.
[/i]
[b]The Orcish Settlement of Winteredge[/b]
[img]http://i.cubeupload.com/SMi5QQ.png[/img][i]
* The Milita report to the chief. The likely conclusion is that it is not a lake but infact a fabled Northern Sea. Species of fish never before seen reside within and the water it's self is overpoweringly salty and unsuitable for drinking.
* Supply building and Mead Hall constructed. Two fields are tilled and cultivated with hearty root plants that can survive the arctic conditions year round.
* The scouting group discovers several species of animals. Giant arctic bears, wolves, foxes, rabbits, birds and so forth. Plants are sparse but hearty. Lots of root plants, some Northern Pine Trees and so forth.
* The Orcs conduct a census to see how many Orks are willing to enlist in the military. As it turns out all Orks aside from the incredibly young or old are willing to fight.
[/i]
[b]The Dwarven Kingdom of Korvok[/b]
[img]http://i.cubeupload.com/Bzlxcv.png[/img][i]
[u]Korvok[/u][i]
* Dirt road is constructed leading to the closest bank of the river to the East. On it's banks are constructed a dock, smoke house, fishing camp and some cottages.
* The riots begin to disperse as riches from the treasury as distributed among the grieving families. Striking workers go back to work.
* One Dwarven soldier is injured breaking up a fist fight. All looting ceases shortly thereafter.
* Charcoal piles are erected at the edge of the Western forest to make coal.
* Most families do not take up the offer to head to Varkuld. The few that do discover that all 'citizens' have perished to the elements or disease. Varkuld no longer exists.
[/i]
[u]Baldurkost[/u][i]
* Huge hunting parties head into the forest and bring back several hundred pounds worth of hide, pelts, meat and so forth.
* Mine is constructed in the mountain to the North. Prospectors discover Copper deposits immediately.
* Sailboat is constructed and moored at the end of the Baldurkost canal.[/i]
[u]Expeditions[/u]
* The expedition crews discover some more landmass, but the extended journey has left them exhausted. They map out their findings but leave no further details.
* All expeditions return to Korvok/Baldurkost following their last surveying order to refit and supply.
[/i]
[b]The Settlement of The Fallen[/b]
[img]http://i.cubeupload.com/dF7qQZ.png[/img]
[i]* Stonemasons repair damages to their temples and monuments long abandoned.
* Rituals begin at the edge of the local lava lake to summon their leader and more of their kind.[/i]
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