Maybe we should get a wiki up at some point, perhaps not right now but i imagine things might get a lot more complex with expansion.
Just stuff like current maps, faction relations (undiscovered, hostile, friendly and neutral), trade routes and goods, weapons, population and settlements etcetera
You know...
Edit: mentioning warm beer automatically put you at war with the dwarves.
[QUOTE=L1qu1dN1tr0;45554515]Hmm, could we get it in stone or iron or something non flammable? We like our ale scalding hot.[/QUOTE]
DRINKING ALE ANYTHING BUT COLD IN A MUG CHILLED IN SNOW IS BLASPHEMY. PREPARE FOR WAR
[QUOTE=Telepethi;45555454]DRINKING ALE ANYTHING BUT COLD IN A MUG CHILLED IN SNOW IS BLASPHEMY. PREPARE FOR WAR[/QUOTE]
Us Snow Orcs have perfected chilling mugs in the snow.
[QUOTE=Bruh..;45557134]Us Snow Orcs have perfected chilling mugs in the snow.[/QUOTE]
Yeah but FUCK YOU YOU'RE AN ORC
[B]Turn 9 - Second Month of Winter[/B]
[B]
World Events:[/B][I]
* Snowfall across the region intensifies.
* The bitter cold continues into the second month.
* Smaller bodies of water freeze over.
* Several civilizations meet one another and an exchange of maps occurs.[/I]
[b]World Map:[/b]
[img]http://i.cubeupload.com/gV55jy.png[/img]
[B]Military Conflicts:[/B]
[B][U]The Goblin Raid[/U][/B]- [I]Elven Victory [/I]
[img]http://i.cubeupload.com/lq02ra.png[/img]
[U]Death Tolls[/U][i]
* 123 Goblins Slayed.
* Three Elves killed.
* Two Elven Slaves freed.[/i]
[U]
Battle Summary[/U][i]
* Upon discovery of the Goblin camp Elven forces quickly mobilize and move into the forests surrounding the fort.
* In unison the Elves burst from the tree line and storm the fort. The violence of their actions catch the Goblin defenders off-guard.
* Wholesale slaughter of the shorter, weaker and sparsely equipped Goblins begins.
* After an hour and a half of intense combat three soldiers were killed, two slaves freed and several tons of looted goods reclaimed.[/i]
[b]The Dwarven Kingdom of Korvok[/b]
[img]http://i.cubeupload.com/SaV1eV.png[/img]
[u]Korvok[/u][i]
* Expansion of the Mountain City continues even now.
* The Dwarven farmers have some success cultivating mushrooms, roots and so forth inside cavernous rooms inside the mountain.
* Typical crops grow inside the mountain, though they're look sickly and don't taste good.
* Prospectors chip away at numerous parts of the mountain but only find more granite.
[/i]
[u]Baldurkost[/u][i]
* The mountain to the North is mined, most of the labor in the town is focused on this task.[/i]
[u]Vadurkint[/u][i]
* Hunting parties head to the forest to the South. They never return. Previous scouting parties sent through the forest also mysteriously lost men as well.
* Village expands further and begins to influence the area around it. Though the back door to the Mountain City and Korvok is left basically defenseless.
* Fishing from the river is emphasis without any agriculture and with the colder climate making any attempt impossible anyway.
[/i]
[u]Expeditions[/u][i]
* Alpha and Beta map out the corner to a huge mountain range and a swampy marsh.
* Delta scouts West along the forest and discover the Elven Settlement of Tulus Edhel. With the discovery they consult with a local Elven caravan and exchange maps for a more comprehensive picture of the world.
* Gamma scouts East and finds themselves in yet another grassy plain.
* Omega sails South along the lake. There are two possible river exits. At the far South end of the lake they discover the Human Settlement of Gregia and exchange maps with local fishermen.
* Epsilon sails North but ice begins to choke the river and eventually they're unable to continue.[/i]
[b]The Human Settlement of Gregia[/b]
[img]http://i.cubeupload.com/2Lz3QX.png[/img]
[i]* Party Umber follows the snaking river Westward, mapping their findings.
* Large wall is constructed with a wood frame and stone shell between Gregia and the Red-Salt Woods. Though, without comprehensive blueprints or instructions the carpenters and masons are unsure how big, far or long they should continue it.
* Marshal Randall Yaine develops a counter to the Bone Gauntlets, though just like all hand-to-hand combat it's merely down to the skill of the soldier to defend from such attacks.
* Quarry is dug to the East, exposing some rock and iron deposits.[/i]
[b]The Lizard Settlement of Argak[/b]
[img]http://i.cubeupload.com/Qwtgxp.png[/img][i]
* Gregian corpses are looted. Several varieties of spears, javelins are confiscated.
* The Argak soldiers do not take anything from the village after seeing the destruction left from the previous battle.
* The soldiers and Milita head back to Argak. Among the civilians only the most injured join them for better care in Argak by the Apothecary.
* 20 Scouts arrive at the village with supplies to tide them over in these Winter months.
* Some villagers of particular skill head to Argak and share with them information regarding how to construct Gregian tools, spears and so forth.
* Citizens head West and clear cut the remaining trees.
* More citizens head South-West and gather an incredibly limited amount of herbs in the Winter. Two succumb to hypothermia, one gets lost and is never found. 47 return in low spirits and harboring discontent for the orders they received.
* Two boats head North West through the Marsh. Though the directions they receive are incorrect. The Marsh opens up to a River to the North-East. One boat and it's crew are lost in the swamp and are never seen again. The other boat reaches the river.
* Two boats head South, mapping the direction of the river as they sail through.
* Second fish farm is constructed on the West bank.
* The human villagers agree to rebuild the farms.
* 10 Humans volunteer for the Argak Milita.
[/i]
[b]The Elven Settlement of Tulus Edhel[/b]
[img]http://i.cubeupload.com/jMGeb2.png[/img]
[i]
* The attack on the Goblin Fort is wildly successful.
* The chance to harvest crops has long passed in the Second Month of Winter. What the Elves had harvested previously is all they have.
* Villagers explore the countryside and discover the Dwarven Kingdom of Korvok and maps are exchanged.[/i]
[b]Region Map:[/b]
[img]http://i.cubeupload.com/eAan71.png[/img]
[b]The Settlement of The Fallen[/b]
[img]http://i.cubeupload.com/3daMYl.png[/img]
[i]* Moss is cultivated in fields along the Lava-lakes though there is not much room to expand these fields.
* Surveyors head out in four teams and discover scorched plains, burnt forests and even an active volcano. They also encounter the Dragon Settlement to the South. Maps are exchanged.
* The door mechanism was never actually meant to open or close any particular door, but merely just recovered technology that could be adapted for practical use elsewhere.
* Stonemasons are eager to create structures and so forth but a lack of building materials prevents them from doing any such thing.
* No water has been discovered in recent times and the amount stored within the ancient temple is severely low.[/i]
[b]The Dragon Settlement of Svaari[/b]
[img]http://i.cubeupload.com/WB3IIy.png[/img]
[i]* Scouts head North and East. To the East are more scorched plains and another charred, husked forest to the North. They encounter The Fallen and maps of the immediate area are exchanged.
* Brenum becames the stable resource and material for all of Svaari's creations.
* Funeral ceremony is held for the previous king, Assander Sycather.[/i]
[b]The Orc Settlement of Winteredge[/b]
[img]http://i.cubeupload.com/0AlM3P.png[/img]
[i]
* Military base is established to the West at the base of the mountain and it's presence spreads Ork influence to the immediate area.
* Farms in Winteredge are expanded.
* Local roots mixed with a specific species of arctic grass and arctic insect are found to produce a 'calming' effect. Ironically this is probably useful to the usually hot-tempered Snow Orks.
* Several new species of fish are discovered as the Orks trek across the ice to the edge of the ocean. One of the Orks ends up stuck on an ice float and is never seen again.
[/i]
Valstre's rest:
One of the scouting teams are instructed to scout the remaining wilderness between the two villages and another to search around the town in search of water, stonemasons are instructed to begin building a trading outpost halfway between the settlements once the area is mapped.
The head engineer begins constructing what he can out of the salvaged scraps from the barracks, the "door" and some raw metal from melted down scraps, the one thing he is missing is a crucible to hold molten rock.
The third scouting team is sent towards to volcano to search for more ruins and anything of use.
The alchemists find more use for the moss as it can be used as tinder and burns down into a sticky oil that becomes flammable when mixed with unburned moss, this is used to create lanterns and torches in rocky sconces and the unmixed oil can be used as a sticky pitch to seal holes and potentially waterproof things, the precious water is not used to test this theory though.
The fourth scouting team is sent to the petrified woods to bring back samples to determine if it is anything more than charcoal or if some useful material remains.
The newly discovered volcano provides more ground to cultivate the moss, while it grows in many places the specimens closest to extreme heat are far more nutritious and hearty.
Surveyors are ordered to begin preparations to quarry sedimentary rock from beneath the ash, it isnt as strong as the other rock found in the area but its is vastly easier to harvest and transport and create semi-permanent buildings (think sandstone)
Citizens help around the town and some become students to some of the officials.
[i]Argak[/i]
-Projects are left at a point where they can be left for later
-Citizens use the fish farms and storehouse for food
-No new projects are created; Citizens are encouraged to keep warm and recuperate
-Those that were sent to gather herbs recieve some medical attention from the apothecary, unrefined yellow petals and are given a controlled environment should they wish to enjoy the hallucinogenic properties of the petal.
-The soldiers and militiamen do rest, but they also take the opportunity to practice and learn the uses of Gregian weapons.
-The soldiers attempt to train several militiamen to the point of becoming professional soldiers
-The human militiamen are asked to give details on how the gregians fight and hope to develop counters to their tactics.
-A town-wide feast is held in honor of those who lost their lives recently. The refugees are invited.
-The apothecary works on spices for food
[B]Tulus Edhel[/B]
Population Current: 138 (Hud Harad: 35, Capital: 93, Traveling: 10)
+ Celebrations are held for the success of the raid.
+ Any material that is re-usable is brought back to the capital.
+ Ambassadors are being sent to the dwarf capital to communicate on behalf of the elves.
+ 10 elves leave the capital and go exploring the forest.
+ Expansions of Hud Harad are planned such as more fields and buildings dedicated to trading if communication with the dwarves is successful.
+ 4 more elf children were born, 1 in Hud Harad, three in the capital.
* Materials and loot from the raid is being counted. (aka could you tell me what the elves got?)
- Checkpoints are removed because they no longer have a use since the Calen Adan have been defeated.
Hey, Code. Can you mark scouting parties on the map with colored letters? (i.e. a red A for the Dwarf Alpha group)? Would make it easier for us to keep track of that stuff.
+++Korvok+++
-Send a few barrels of ale and a Diplomat to each of the three newly discovered civilizations.
-Sent a regiment of the army to the forest south of Vadurkint to investigate the disappearance of so many Dwarves.
-Build a small wall with guard towers and a guarded entryway around the tunnel entrance between Korvok and Vadurkint.
-Establish guard towers around the perimeter of the forest West of Korvok, and turn the temple into a Dwarven Fort.
-Begin construction of a cobblestone road from Korvok through the forest to the Elven settlement.
+++Baldurkost+++
-Dedicate small teams of Dwarves to hunting the forests to the North and South, rotating each time to help preserve game.
-Why are the fields still colored as if full of wheat? Shouldn't they be brown now?
-Dig out rooms in the mountain to be used for growing mushrooms.
-Send Herbalists and Alchemists into the forests around Baldurkost to search for useful or edible plants.
+++Vadurkint+++
-Send hunting parties upriver to the forest at the crook of the river by boat, instead of the forest to the south. Fuck that forest.
-Brewery.
+++Expeditions+++
-Alpha scout West along the foot of the mountian.
-Beta scout East past the marsh
-Delta should purchase new supplies then scout directly south of the Elven Settlement.
-Gamma should scout South-East
-Omega should buy supplies from the humans and continue to scout along the river.
-Epsilon should disembark, safely moor the boat, and scout East.
Is it too late to join, or do you have room for one more?
Join if you like.
Name: Tevim
Race: Human
Population: 304
Color: Orange
Flag/symbol: [IMG]http://i.imgur.com/jhAhOoI.png[/IMG]
Starting tile: Desert (coastal if possible)
[editline]1st August 2014[/editline]
[B]Tevim[/B]
The village of Tevim is founded alongside the coast in a barren and dry desert. As such its houses are made mostly from sandstone/stone. In the center of town is a relatively large, mansion-like structure belonging to the master of town. The village rarely see visitors so the villagers are generally somewhat skeptical of outsiders.
[I]A small expedition with rations for a few days is sent inland to survey the immediate area
A training camp is constructed and 50 villagers begin training, and are equipped with simple stone axes or spears
The shipyard begins construction of two larger expedition vessels as well as several fishing boats
A few houses are constructed to accommodate a growing population [/I]
[U]SVAARIA[/U]
The dragons of Svaaria welcome the fallen as possible allies and ask for an embassy in their territory.
Large masses of stone are moved to make a Firecattle ranch in the barren plains far to the east.
The wall is complete and by using the breath of fire the dragons melt the surface down to a shine, preventing climbing.
A stone town hall is built in the side of the mound, on top of the entrance.
[U]EXPLORATIONS[/U]
Branch A heads to map out the gap between the Svaariac Dragons and the Fallen.
Branch B heads south.
[I]Gregia[/I]
- Party Umber heads south of the Stables.
- The wall is instructed to go till it reaches the northern river.
- A forge is built.
- All iron found in the quarry is to be mined.
[b]Turn 10 - Third Month of Winter[/b]
[b]World Events:[/b][i]
* Winter continues on.
* Continued snowfall leads to more or less constant ground accumulation.
[/i]
[b]World Map:[/b]
[img]http://i.cubeupload.com/6OsZtn.png[/img]
[b]The Dwarven Kingdom of Korvok[/b]
[img]http://i.cubeupload.com/SaV1eV.png[/img]
[u]Korvok[/u][i]
* The Regiment of the Army arrive at the forest South of Vardurkint. Two soldiers are killed before, ultimately a huge forest troll is killed. The remains are returned to Korvok and required twenty Dwarves to haul.
* Guard towers and a wall is erected around the Eastern entrance to the mountain and influence to the area increases.
* Guard towers are created to the West of Korvok and more influence is spread.
* The old temple is converted into a fort and Dwarven influence yet again spreads.
* Cobblestone roads are paved heading toward the Elven settlement. They're not yet completed.
* Diplomats from Tulus Edhel arrive. The Elves are here to act as Ambassadors.[/i]
[u]Baldurkost[/u][i]
* Rotating hunting parties bring reasonable, sustainable yields back to town.
* Fields are covered in wheat still because I don't want to converting them back and forth.
* Mushroom cultivation begins in the mountain shafts.
* Herbalists find a variety of edible plants. The Alchemists did not enjoy the vacation.
[/i]
[u]Vadurkint[/u][i]
* Brewery is constructed.
* Hunting parties are able to diversify the selection of animals by commuting.[/i]
[u]Expeditions[/u][i]
* Alpha continues to follow the mountain.
* Beta scouts East of the marsh and discovers another bending river.
* Delta scouts south of the Elven Settlement and finds plains.
* Gamma scouts South-East and finds plains.
* Omega heads East and finds another river opening and begins to follow it from the lake.
* Epsilon scouts East and finds themselves deep in an arctic tundra. They lose one Dwarf to hypothermia before they're able to return to warmer territory.
[/i]
[b]The Lizard Settlement of Argak[/b]
[img]http://i.cubeupload.com/Qwtgxp.png[/img]
[i]* Several militamen become professional soldiers.
* Food supplies remain stable for the time being.
* The friendly humans tell what they know, though they were never soldiers.
* A small band of Dwarfs arrive with a wagon of Ale for the Argak people.
[/i]
[b]The Elven Settlement of Tulus Edhel[/b]
[img]http://i.cubeupload.com/jMGeb2.png[/img]
[i]
* Dwarfs arrive with a wagon full of Ale for the people of Tulus Edhel.
* Elves explore the forest in more detail.
* Recovered from the raid are most of the non-perishable goods stolen previously and other trinkets likely looted from other settlements. 2 Tons of Dwarven Tools being the most significant and several chests of assorted gold and gems.
[/i]
[b]The Human Settlement of Gregia [/b]
[img]http://i.cubeupload.com/2Lz3QX.png[/img]
[i]* Party Umber heads South and discover a small forest.
* The wall is built North to the River.
* Iron is mined and used in the newly constructed forge to make ingots which are smithed into tools and weapons.[/i]
[b]Region Map:[/b]
[img]http://i.cubeupload.com/PF77ix.png[/img]
[b]The Settlement of The Fallen[/b]
[img]http://i.cubeupload.com/3daMYl.png[/img]
[i]* The area between the two settlements is jointly scouted. There is a large mound that spews water into the air, numerous hot springs are also sprouting from it.
* The team sent to the volcano and discover no ruins.
* Petrified wood can be used to make structures though they're definitely not as sturdy as conventional wood or stone.
* More moss is Cultivated at the foot of the volcano.
* Surveyors are ready to create a quarry, the idea is sound but they do not receive directions on where to dig and sit tight.
* The Dragons request an embassy in their territory.[/i]
[b]The Dragon Settlement of Svaaria[/b]
[img]http://i.cubeupload.com/WB3IIy.png[/img]
[i]
* Stones are moved and a isolated fire cattle ranch is created.
* Town hall is completed.
* The area to the North is jointly mapped with The Fallen.
* To the South a coastline is discovered.[/i]
[b]The Human Settlement of Tevim[/b]
[img]http://i.cubeupload.com/63kNxS.png[/img]
[i]* The Expedition to the South discovers more sand.
* Training camp is constructed.
* There is a dock constructed but the humans lack the knowledge of shipbuilding and begin to work on a single rowboat.
* Houses are constructed.[/i]
Hey Code, this is what I meant by three towers on the edge of the forest. (Where the yellow dots are, one in each tile)
[img]http://i.cubeupload.com/1fc1KH.png[/img]
Sorry for the confusion. Could you fix it pls?
[editline]2nd August 2014[/editline]
[quote]2 Tons of Dwarven Tools being the most significant and several chests of assorted gold and gems.[/quote]
How did Goblins get Dwarven Tools?
I didn't give tools to the Goblins, Elf man.
Goblins are assholes so I would just go under the assumption they stole them when no one was looking.
I'll fix it. Just not tonight. Am I leaving a watch tower at least? Or is the charcoal pile tile just gonna be free territory?
[U]SVAARIA[/U]
Population is now 197
Water supplies are getting low so a team of dragons is sent to fetch water from the hotsprings.
Infernal Beef is becoming the main diet of Svaariac dragons.
[U]FIRESVAR[/U]
The cattle ranch expands with a large number of families breeding firecattle. They see profit in the Infernal Beef Craze.
The collection of ranches becomes a small settlement of it's own right named by Kieta Sycather as Firesvar.
[U]EXPEDITIONS[/U]
Branch B on the coast travels east to discover more coastline.
Branch A heads west of the most western discovered point.
[B]Tevim[/B]
-20 Villagers begin digging a deep well in search of fresh water
-55 Villagers take up profession as fishermen and will begin fishing along the coast as well as setting out traps for crabs
-A kiln is built to increase production of bricks, pottery etc
-Expedition one continue southwards
-A new Expedition of 12 villagers is sent to scout the coast to the west
-Valstre's rest
The third scouting team is ordered to continue scouting around the volcano and map out the mountain.
The quarry is to be constructed to the north west of the area.
The scouting team sent to map the area south are ordered to retrieve water from the springs.
A team of civilians and specialists are sent to construct a lumber camp to the west.
The alchemist attempts to strengthen the petrified wood by saturating it with pitch, he also experiments by mixing the pitch with more ingredients such as water, powdered iron and ash to see what properties it gains.
The fallen agree to build an embassy as soon as they have the materials if the dragons do so too and are willing to open trade.
The stonemason crafts a deep stone bowl to complete the engineers contraption, it is filled with lava and 5 men are put to work operating it, as the lava cools it is spun with a series of blades and prongs making it set into long, thin fibers of stone, the result is a meter long tube of tighty woven fibers that is around 5 inches thick, when sliced from top to bottom a 1x1 meter square the same depth is created, it is sealed with pitch to prevent losing potentially dangerous fibers. Nobody knows exactly what it does but it is agreed manpower is not very efficient.
The wood that was harvested as samples are used to make two carts for hauling the rest of the lumber and stone from the new quarry., the wheels are finely carved stone and the axels are reinforced wood.
A small team is sent to prospect the volcano for minerals and ores.
The fourth scouting team is sent to map the west coast and the second is sent to map the east and return with samples of water and report the location of any rivers.
Blueprints are made for basic rowboats and some of the runners begin studying the environment and the sky to help with navigation skills.
[i]Argak[/i]
-The apothecary and his apprentice train 5 medics to prevent unnecessary deaths
-2 groups, each consisting of 30 citizens and 2 medics dig roads. One group builds a dirt path to the eastern village while the other builds a road to the southeastern mountain.
-The road-builders bring supplies and torches to keep warm.
-Craftsmen begin working on 3 wagons. One is built at a time, fully stocked with lumber and supplies, and is taken around the entire town once to find and fix any flaws for the next prototype.
-The entire town gathers to enjoy the ale brought by the Dwarves.
[QUOTE=CodeMonkey3;45569843]Goblins are assholes so I would just go under the assumption they stole them when no one was looking.
I'll fix it. Just not tonight. Am I leaving a watch tower at least? Or is the charcoal pile tile just gonna be free territory?[/QUOTE]
I'm not concerned with that land being 'owned' right now it's not like someone's going to set up a town right next to Korvok between Korvok, Baldurkost, and a fort.
[I]Gregia[/I]
-A grand hunt is held in the woods south of Gregia.
-A new Party of 15 horseback scouts has been created the party is now known as part Gullmoorse.
-Party Umber is sent Southwest .
-Party Gullmoorse is sent Southeast.
Tulus Edhel
Population Current: 138 (Hud Harad: 35, Capital: 93, Traveling: 10)
+ Villagers from Hud Harad start exploring south from their village.
+ Capital sends out a official scouting party called [B]Dûn Cugu[/B] (West Dove) to begin scouting the forest all the way out to the west until it ends.
+ Hud Harad begins the construction of buildings for trading and to comfort travelers.
+ A road is constructed to join the dwarf road.
* The elves realizing that most of the Goblins tools were stolen from the dwarves begin returning them to Korvok.
+++Korvok+++
-What the fuck am I supposed to do with the remains of a forest troll?
-Continue building a road to the elven settlement.
-Set up Embassy buildings in Korvok. One for Elves, one for Humans, and one for Lizardfolk. Invite the Humans and Lizardfolk to send ambassadors.
-Send rotating hunting parties to different parts of the forest for game and hides.
+++Baldurkost+++
-Continue rotating hunting parties
-Continue mushroom cultivation
-Send out parties to collect edible plants to supplement stored foods.
+++Vadurkint+++
-Send hunting parties out alternating between the nearest forests.
-Build more docks along the river and fish more.
+++Expeditions+++
-Mark current location of expeditions on map with colored letters.
-Alpha scout West along the edge of the mountain
-Beta scout South
-Delta scout West
-Gamma scout West
-Omega should be following the river West from the lake.
-Epsilon should return to the boat and sail South to the lake.
Threw together a flag so now theres slightly less black void on the posts.
[IMG]http://i.imgur.com/HCVvDE3.png[/IMG]
Any resemblance to Ubisoft is purely coincidental and i didnt want to spend another 5 minutes remaking it.
[b]Turn 11 - Fourth Month of Winter[/b]
[b]
World Events:[/b][i]
* The snow begins to thaw, though the air is still bitter cold.
* The New Year begins at the end of the this month. This is significant for many cultures.
* Ice flows are sometimes observed flowing South through the rivers.
[/i]
[b]World Map:[/b]
[img]http://i.cubeupload.com/XeosEk.png[/img]
[b]The Dwarven Kingdom of Korvok[/b]
[img]http://i.cubeupload.com/SaV1eV.png[/img]
[u]Korvok[/u][i]
* The Dwarves decide they don't have a use for the forest troll and discontinue carrying it before they reach Korvok.
* Road between the Elves and Dwarfs is complete with mutual cooperation on both sides.
* Embassies are established for all the known races discovered so far in Korvok.
* Rotating hunting parties periodically head into the surrounding forest and kill game.
[/i]
[u]Baldurkost[/u][i]
* Hunting parties are constantly rotated which keep the animal populations relatively constant.
* Mushroom cultivation continues inside the mountain and further supplements the food supplies stocked last Summer.[/i]
[u]Vadurkint[/u][i]
* More docks are constructed and the fishing industries grows again.[/i]
[u]Expeditions[/u][i]
* Positions are marked of current scouting parties.
* Alpha continues to hug the mountain and due to trading with Elves in the area are properly supplied to continue.
* Beta scouts South of their last known location and discovers a long snaking river heading East-ward from the large lake North of Gregia. Their supplies are starting to become stretched.
* Delta scouts West and runs right into a mountain. Recent contact with Elves in the area have resupplied this party.
* Gamma scouts West and finds a sparse forest. They're running low on supplies but luckily are relatively close to Vadurkint.
* Omega follows the river Westward and after a brief episode getting lost in the marsh they find themselves in Argak, home to the Lizard people.
* Epsilon embarks again on their boat and sail South into the lake North of Gregia. Their boat is still adequately supplied.[/i]
[b]The Settlement of Argak[/b]
[img]http://i.cubeupload.com/HmhVqr.png[/img]
[i]
* Dirt roads are constructed Eastward to connect Argak to the human village.
* The dirt road branches off to the mountain to the South-East.
* One wagon is constructed and without issue it performs just as intended. Two more are constructed.
[/i]
[b]The Human Settlement of Gregia[/b]
[img]http://i.cubeupload.com/2Lz3QX.png[/img]
[i]
* Party Umber heads South-West. Finds plains.
* Party Gullmoorse heads South-East. Finds plains.[/i]
[b]The Elven Settlement of Tulus Edhel[/b]
[img]http://i.cubeupload.com/jMGeb2.png[/img]
[i]
* Villagers from Hud Harad map out the Southern edge of their village.
* Dun Cugu does it's assigned task and starts to trace the edge of their forest.
* Hud Harad constructs many taverns, inns and trading houses for travelers, namely the Dwarfs from the South and the first signs of inter-racial commerce begins amongst these kingdoms.
* Road is completed to the Dwarfs through mutual cooperation.
* Elves arrive in Korvok with a few tons worth of Dwarven tools recovered from the Goblin raid.[/i]
[b]Region Map:[/b]
[img]http://i.cubeupload.com/D7NTyE.png[/img]
[b]The Dragon Settlement of Svaaria[/b]
[img]http://i.cubeupload.com/SV2OqW.png[/img]
[i]
* Water is gathered and brought back to Svaaria which finally begins to ease the water crisis that had been threatening the population.
* More cattle ranches are constructed and several dozen homes and business sprout up around the ranches.
* Firesvar gains enough influence to control the territory around this settlement.
* Expeditions head West and discover the Scorched Earth dissolves into Desert.[/i]
[b]The Settlement of The Fallen[/b]
[img]http://i.imgur.com/HCVvDE3.png[/img]
[i]
* Scouts find the mountain is hugging a coastline.
* Quarry is dugout and begins to function as intended to provide aforementioned resources to the Fallen.
* Lumber Camp constructed.
* New techniques strengthen Scorched Wood.
* Scouting Team heads South and finds more coastline South of Sivaaria.
* Prospectors find the volcano is rich in coal.
* Carts are constructed to move resources around.[/i]
[b]The Human Settlement of Tevim[/b]
[img]http://i.cubeupload.com/P2ytMl.png[/img]
[i]
* The villagers succeed in digging a well in the center of town to a fresh water source.
* Many villagers become fishermen and begin to catch fish, using traps to collect shellfish.
* Scouts head South and find more sand.
* Scouts head Westward along the Coast and discover more coastline and a small island.[/i]
[B]Tulus Edhel[/B]
Population Current: 138 (Hud Harad: 33, Capital: 90, Traveling: 15)
+ A new scouting part of 5 people is created to scout north of the capital.
+ The dirt path from the capital to Hud Harad begins to be refined.
+ The ambassadors at Korvok want to sign a treaty with the dwarves so that they don't claim the area of the ancient forest. They also propose little to none hunting and cutting down trees from the forest.
+ The elves begin construction of an outpost in the remains of the goblin village.
* Villages from Hud Harad continue to travel south, hearing a river which brings hope for more farm land as winter eases.
* The Dun Cugu are told to contain to explore the plains outside of the forest.
+++Diplomacy+++
-The Dwarven Diplomat to the Elves is confused by this treaty. He explains to the Elves "Our clan has viewed this forest as part of our Kingdom since we Korvok. It is squarely within the influence of our domain, and while we do not plan for complete deforestation we will continue to selectively harvest and replant trees." He pauses, then adds "Or do you mean your very much larger forest? Because we don't care about that forest. It's yours." Then he takes a long swig from a mug of ale and belches loudly, as is Dwarven custom.
+++Korvok+++
-Prepare a part of settlers to found a new village. Equip them with enough supplies to get started and send them on their way on boats constructed in Baldurkost.
-With the end of Winter and the beginning of Spring, begin planting large farms in the plains to the West of Korvok to grow vegetables.
-Cut down all of the trees in the plains south of Korvok where the lumber mill is and move the mill to the middle of the forest where the Forest Troll was. Begin selective harvesting of the largest trees and replant 2 trees for every 1 taken.
-Establish four large orchards in the plains south of Korvok where the lumber mill was to grow Apples, Cherries, Peaches, and Plums
-Send a shipment of granite and marble to the Elves as a diplomatic gift.
-Construct a trading post within the Dwarven Fort built around the temple ruins and open it up to Elves. Let them know.
-Begin procreating again.
+++Baldurkost+++
-Till and sow the fields with grains for the new spring season.
-Cut down the forest to the north and use the lumber to construct new larger sailing vessels (Still able to navigate the river) to carry the colonists from Korvok.
-Build a road along the canal from the river to the fork where the river and canal meet.
-Build several watermills along the river to process lumber and grain.
-Send the alchemists back into the nearby forest to look for useful herbs and funguses, medicinal or otherwise.
+++Vadurkint+++
-Expand Vadurkint onto the hill North-East across the river. Build a school, church, and more homes.
-Open a quarry in the hills due-east from Vadurkint by stripping all of the dirt from the hill to get to the rock underneath.
-Begin planting trees in the river plains to the South-East
-Set up farm fields on both sides of the river to the North-West
-Set up farm fields in the plains north of the hill that Vadurkint is expanding to (In the same tile as the hill, just on the plains part.)
+++Horstenvard+++
-Establish the town of Horstenvard [url=http://i.cubeupload.com/24j8HE.png]here where this map indicates[/url].
-Send two small parties to scout South-West and Due East to discover what lies in these places.
-Immediately set up and till/sow fields of vegetables and grains in the plains to the South-East towards Gregia
-Build bridges across the river on both sides of the lake with lumber from the nearby forests.
-Build a road from both bridges to the northern tip of the lake and begin mining an entrance into the mountain there.
-Begin building a road from Horstenvard to Gregia, and another to the Lizardkin settlement in the forest to the South-West
-Name this great mountain "Halvûgraden"
+++Expeditions+++
-Alpha should scout due West
-Beta should return to Gregia to buy supplies and inform the humans that the Dwarves have opened an embassy in Korvok for them and they should send diplomats.
-Delta should scout South-West
-Epsilon should scout along the river East of the lake and take the southern tributary.
-Gamma should return to Vadurkint for supplies, then scout North-East of the Marshes
-Omega should tell the Lizardkin that the Dwarves have opened an embassy in Korvok for them and they should send Diplomats. Then they should buy supplies and take the river South.
((Why isn't everyone else trying as hard as I am? Cmon guys, grow! Get big! I know Dwarves are awesome but cmon))
[B]Tevim[/B]
-More rowboats are constructed, and plans for a bigger ship is begun
-Several villagers travel to to the island using the newly constructed rowboat
-Much of the timber on the island is floated back to town to be used creating more ships.
-The villagers on the island begin setting up a temporary camp and begin construction and fortifying of an arena pit in anticipation of the new year.
-50 villagers continue with basic combat training at the training camp
-Expedition one continue south-west
-Expedition two continue along the coast to the north west
-Both expeditions mark their position on the map as "1" and "2" respectively
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