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Tribal Quest - 01

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I'm back and my technique, hopefully, is refined. Get ready for some tribal QUEST!

The dawn of a new day brings a warm joy to your tribe - the weather has turned for the best and a mild summer has begun, keeping spirits high and prospects for the future bright. You are the leader of these people, a small extended family of nomads, and today is like any other day.

This quest will follow the management of a primitive tribe, from making cultural decisions to resource management and roleplay, and allows you to forge the tribe's direction through history.

This quest, for all intents and purposes, is a fictional quest. There may be some fantastical elements that come into play, and nit-pickers might find inconsistencies in cultural and technological details when compared to our world. I apologise for nothing.

While the tribe is still quite small and nomadic, its ultimate goal is to settle somewhere and grow over time.

Some quick info on the mechanics:
- Each turn you have Action Points to dictate what will happen next Turn. AP are determined by the tribe's size.
- At the start of the quest, each Turn equals a month. This will remain as such for some time, though eventually we might transition to seasons or years if the tribe grows significantly.
- You represent the leader of the tribe. Mechanically you will deal with both macro and micro actions; monthly turns may be sliced up by roleplay esque events which require your leader's specific attention.
- Your assets are population, resources and inventory. Every action should involve at least one of these elements.

First things first, you need to decide on a few things:

1) Who are you?
> Write in Name

2) Who are your people?
> Write in Tribe Name

3) Where do you start your journey?
> The open, hilly steppes of the Great Grass Sea.
> On the borderlands of the Great Desert.
> On a bend of the Raging River, surrounded by light forest.
> Aside a great inland lake, surrounded by dense forest.
> A stone’s throw from the Great Waters, with salt and gull cries on the air.
> Nestled among the foothills of a great mountain range, surrounded by dense forest.
>>
>>1212310
1) Who are you?
Ted

2) Who are your people?
Calagary


3) Where do you start your journey?
> Nestled among the foothills of a great mountain range, surrounded by dense forest.
>>
>>1212364

If no other options come up shortly, I'll go with this.

Majority rules. Hoping for at least a few extra anon to kick things off.
>>
>>1212310
>Who are you?
Gruto

>Who are your people?
The Calarians

>Where do you start your journey?
Nestled among the foothills of a great mountain range, surrounded by dense forest.
>>
>>1212310
>1) Who are you?
Amba
>2) Who are your people?
Amloians
>3) Where do you start your journey?
> A stone’s throw from the Great Waters, with salt and gull cries on the air.
>>
>>1212364
>>1212514
>>1212527

Can someone tie break this?
>>
>>1212310
>>Who are you?
>Gruto
>
>>Who are your people?
>The Calarians
>
>>Where do you start your journey?
>Nestled among the foothills of a great mountain range, surrounded by dense forest.
>>
>>1212673
>>1212514

Very well. You are Gruto, having recently led your people to the foothills to the Great Peaks, and this is your tribe.


YEAR 1, EARLY SUMMER

-- Noteworthy
- The tribesfolk are happy as the weather is holding true for a mild summer.
- The elders suggest that this ideal weather offers the perfect opportunity for settlement, given you find somewhere you're willing to call home. Many, while not speaking aloud as such, are growing weary of having nowhere to call home. Solid rooves aboves their heads would change life for the better.


-- [6/10] Happiness
The tribe's mood is generally good as the weather is holding true for a mild summer.


-- Patrons
- N/A


-- [58] Working Population
[26] Unskilled
[10] Skilled
[10] Warriors
[12] Hunters


-- [24] Food
[0] Grown Crops
[10] Foraged (Fruit/Nuts)
[14] Meat
[0] Fish


-- Materials
[0] Clay
[0] Stone
[10] Logs (Raw)
[10] Timber
[0] Wool
[8] Hides
[4] Leather


-- Inventory
[10] Primitive Tools
[12] Timber Spears
[10] Slings
[4] Hide Shields


NEXT MONTH WE WILL...
- You have 5 points to spend. You gain more as the tribe grows.
- Actions should dictate how many tribesfolk and/or items are utilised by the action.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled poeple) = higher/faster yield.
- To produce a particular resource, you must have already found it.


> [2pt] Begin construction of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1212698
> [2pt] Begin construction of...
A simple settlement, perhaps some simple homes or infastructure in caves.
> [1pt] Hunt
To get some me food.
>>
>>1212734
>>1212698
+1
>>
>>1212734
>>1212763

Great. THat leaves us with 2 action points to use this turn.

Also you need to allocate how many people will help do each task and of what skill level.
>>
>>1212769
10 skilled and 16 unskilled people will build the infastructure while 8 hunters go out and hunt.
>>
(Moving ahead, despite excess Action Points remaining untouched)

The first of the Summer months passes uneventfully and the tribe gets to work. Small structures are assembled among the foothills, nestled against the cliff face, made of mud and logs. They are sturdy enough and provide shelter.

For those who couldn’t be accommodated by the new huts, temporary cave dwellings have been set up in a nearby cave - skins and leaf litters on the floors and basic timber walls to protect from aggressive wind and rain.

Timber, Logs and Hides were used to produce housings! (Accommodation buildings are listed under Structures with their total housing capacity in brackets.)

A small party of hunters also ventured out in the dense forests, bringing back the carcasses of several large aurochs, as well as many smaller forest dwelling animals - possums and aardvarks

YEAR 1, MID SUMMER

-- NOTEWORTHY
- The nearby forests are poor hunting grounds. While the hunters brought back decent amounts of meat this month, they expect the trees to become barren in the cooler parts of the year. Perhaps there will be more plentiful game further down the valley.

-- [6/10] HAPPINESS
Spirits remain high as the tribesfolk find themselves with shelter and plentiful food.

-- PATRONS
- N/A

-- [58] WORKING POPULATION
[26] Unskilled
[10] Skilled
[10] Warriors
[12] Hunters

-- [18] FOOD
[0] Grown Crops
[8] Foraged (Fruit/Nuts)
[18] Meat
[0] Fish

-- MATERIALS
[0] Clay
[0] Stone
[4] Logs (Raw)
[8] Timber
[0] Wool
[4] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[12] Timber Spears
[10] Slings
[4] Hide Shields


-- STRUCTURES
- Basic Mud Tents (30)
- Simple Cave Dwellings (30)

[b]NEXT MONTH WE WILL...
- You have 5 points to spend. You gain more as the tribe grows.
- Actions should dictate how many tribesfolk are allocated to carry out the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.
- To produce a particular resource, you must have already found it.

> [2pt] Begin construction of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1212818
> [2pt] Begin construction of...
primitive farm
> [2pt] Send scouts to explore (direction or geographic feature)...
for water(river/lake)
> [1pt] Hunt/Forage/Fish/Cut Logs
fish
>>
>>1212818
> [2pt] Send scouts to explore (direction or geographic feature)...
The valley. Send a party of 6 hunters.
> [2pt] Begin construction of...
Drying racks because dry meat will last longer.
> [1pt] Upskill 2 unskilled tribesfolk
>>
>>1212877
>>1212880

Can we get a compromise?

Also construction tasks also require allocation of population.
>>
>>1212877
5 skilled for farm
2 warriors and 3 hunters for search for water
>>
>>1212886
Shit, forgot. Send 10 skilled people to build the racks.
>>
>>1212886
i like the drying racks
but we really need water
>>
>>1212896
Well, then lets send the 6 hunters to search for a river.
>>
>>1212886
> [2pt] Send scouts to explore (direction or geographic feature)...
The valley for water. Send a party of 6 hunters.
> [2pt] Begin construction of...
Drying racks because dry meat will last longer.10 skilled
> [1pt] Upskill 2 unskilled tribesfolk
>>
>>1212911
Agreed.
>>
Going with a compromise of:
> Begin construction of drying racks [2pt]
> Send scouts (9 Hunters, 2 Warriors) into the valley to explore and search for water [2pt]
> Upskill 2 unskilled tribesfolk [1pt]

The first month after settlement is spent focussing on the long term survival of the tribe. An expedition is pulled together, trained hunters and warriors, to scout out the valley floor. The search is for a lot of things though their main focus is to find a source of water.

Unfortunately, come the month’s end, the expedition have not returned…

Back in the village - or the startings of a village - a large group of the more skilled population get to work on building drying racks for their meat. A well canopied section of the small village, just outside the caves entrance, is now home to 5 large drying racks. They are sure to keep meat for longer.

As the rest of the tribesfolk rest and spend their time in leisure, two of the lesser experienced youth are taken under the tutelage of the village elders. They are now Skilled!


YEAR 1, LATE SUMMER

-- NOTEWORTHY
- The nearby forests are poor hunting grounds. While the hunters brought back decent amounts of meat this month, they expect the trees to become barren in the cooler parts of the year. Perhaps there will be more plentiful game further down the valley.

-- [6/10] HAPPINESS
Spirits remain high as the tribesfolk find themselves with shelter and plentiful food.

-- PATRONS
- N/A

-- [47] WORKING POPULATION
[24] Unskilled
[12] Skilled
[8] Warriors
[3] Hunters

-- [11] DEPLOYED POPULATION
[2] Warriors
[9] Hunters

-- [20] FOOD
[0] Grown Crops
[6] Foraged (Fruit/Nuts)
[14] Meat
[0] Fish

-- MATERIALS
[0] Clay
[0] Stone
[4] Logs (Raw)
[8] Timber
[0] Wool
[4] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[12] Timber Spears
[10] Slings
[4] Hide Shields


-- STRUCTURES
- Basic Mud Tents (30)
- Simple Cave Dwellings (30)
- Simple Drying Racks (5)

NEXT MONTH WE WILL...
- You have 5 points to spend. You gain more as the tribe grows.
- Actions should dictate how many tribesfolk are allocated to carry out the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.
- To produce a particular resource, you must have already found it.

> [2pt] Begin construction of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1212920
Sorry - started writing before I saw you guys compromise. Close enough!

And also timber is down to 3. My bad.
>>
>>1212916
We need a lake or river to fish or a farm for sustainability.
>>
>>1212920
> [2pt] Produce Logs/Clay
clay 5 unskilled 1 skilled
> [1pt] Produce/Craft...
craft pottery 3 skilled
> [2pt] Hunt/Forage/Fish/Cut Logs
forage for food 4 warriors 5 unskilled 1 skilled


pottery for secure storage of food
>>
>>1212940
>>1213017

The valley scouts have returned! The small party had become distracted by hunting opportunities late in their journey and, when least suspecting, had been preyed upon by a pair of large jungle cats. One of the warriors has been wounded, though only minorly, and the two large cats were slain.

On the return trip the group stumbled upon a decent size freshwater lake nestled against the valleys rise. It should be easily accessible for the tribe in future months.

The rest of this month is spent producing logs from the forest and collecting clay from the lakeside. [+4 LOGS] [+3 CLAY]

With the newly produced clay a group of skilled tribesfolk began moulding bowls and jugs of pottery to help store food and water for the tribe. They soon run out of Clay, but manage to craft enough storage for 10 units of food/water. [+ POTTERY (10)] [-3 CLAY]

The foraging party, keeping local this time and looking for easy pickings in the forest, return with a decent bounty. [+7 FORAGED]

The tribes consumes 6 FOOD this turn.


YEAR 1, EARLY HARVEST

-- NOTEWORTHY
- Water has been found not too far from the tribes village. The scouting expedition were distracted by possible hunting opportunities and only found the large freshwater lake on their return trip. It should provide the tribe with water, even in the dry months.

-- [7/10] HAPPINESS
While dwindling for a short time, the return of the scouting expedition in the valley has raised spirits in the tribe.

-- PATRONS
- N/A

-- [58] WORKING POPULATION
[24] Unskilled
[12] Skilled
[10] Warriors (1 wounded)
[12] Hunters

-- [21] FOOD
[0] Grown Crops
[11] Foraged (Fruit/Nuts)
[10] Meat
[0] Fish

-- MATERIALS
[0] Clay
[0] Stone
[8] Logs (Raw)
[3] Timber
[0] Wool
[4] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[12] Timber Spears
[10] Slings
[4] Hide Shields


-- STRUCTURES
- Basic Mud Tents (30)
- Simple Cave Dwellings (30)
- Simple Drying Racks (5)
- Pottery Storage (10)

NEXT MONTH WE WILL...
- You have 5 points to spend. You gain more as the tribe grows.
- Actions should dictate how many tribesfolk are allocated to carry out the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1213066
> [1pt] Hunt
4 warriors 4 hunters 2 unskilled

> [1pt] Train 2 unskilled citizens into Warriors.

> [1pt] Cut Logs
8 skilled workers 4 unskilled
>>
>>1213076
> [2pt] Produce/Craft...
fish traps 2 skilled 4 unskilled
>>
>>1213076
>>1213104

For the coming month the tribe begins resourcing for the future and a large group set about carving up their raw materials. [-8 LOGS] [+8 TIMBER]

In addition, 2 new Warriors join the tribe’s ranks, trained up with sparring matches during the evening and lessons on how to handles a spear.

A hunting party come across no issues out in the forest, bringing in a sizeable bounty of meat and hides as the weather becomes cooler. During the hunt, however, 2 spears were broken when the group struggled to overcome a large board. [+2 WOODEN SPEARS] [+10 MEAT] [+4 HIDES]

Another small group of tribesfolk get busy considering the mechanics of fishing traps, to perhaps use in the lack or on a downhill stream. They make little progress, though identify the need for some good stone and leather before they can proceed.

Having rested adequately, your WOUNDED WARRIOR has recovered.

The tribes consumes 6 FOOD this turn.


YEAR 1, MID HARVEST


Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [7/10] HAPPINESS
While dwindling for a short time, the return of the scouting expedition in the valley has raised spirits in the tribe.

-- PATRONS
- N/A

-- [58] WORKING POPULATION
[24] Unskilled
[12] Skilled
[10] Warriors (1 wounded)
[12] Hunters

-- [21] FOOD
[0] Grown Crops
[9] Foraged (Fruit/Nuts)
[16] Meat
[0] Fish

-- MATERIALS
[0] Clay
[0] Stone
[0] Logs (Raw)
[11] Timber
[0] Wool
[8] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields


-- STRUCTURES
- Basic Mud Tents (30)
- Simple Cave Dwellings (30)
- Simple Drying Racks (5)
- Pottery Storage (10)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1213184
> [1pt] Hunt/Forage/Fish/Cut Logs

> [2pt] Send scouts to search for...
A river / lake.

I've only just come in so I'll play it safe.
>>
>>1214081
No problem. It's a slow moving quest so far.

You have 2 more action points to spend. Likewise, you need to allocate quantity and type of tribesfolk to each task.

They found a lake last turn, soon. Map will follow in the next few turns.
>>
>>1214081
I say we train some mroe people to be hunters so we can make sure to have food for the coming winter months. So two points for training into hunters if you please.
>>
File: 300% Damage.gif (2MB, 341x192px)
300% Damage.gif
2MB, 341x192px
>Tribal QUEST
"Cool, I guess I'll..."

>It's actually a Civ
"Oh, okay."
>>
>>1213184
train 5 warriors and 3 hunters which total 8 people so 4 pts
We have to much dead weight in the tribe.

Spend the last point hunting.
>>
>>1213184
>>1214081
I'll try and work with this guy
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Send scouts to search for...
We already found a lake but okay.
> [1pt] Train 2 unskilled citizens into Hunters.
>>
Going with >>1214760 as it incorporates >>1214283

The coming month is spent looking inwardly at the tribe. Gruto, in his infinite wisdom, has decided that there is too much dead weight within the ranks of this new society. Training is important and the sustainability of the small community depends on safety and the income of food.

As such, a new tranche of Hunters and Warriors are trained, taking up most of this month. [+3 HUNTERS] [+5 WARRIORS]

A contingent of 10 Hunters spend the month hunting the local forests, finding less game than usual, but still bringing in a decent haul of fresh meat. [+10 MEAT]

With this growing influx there is concern that the drying racks may not support the immense amount of meat the tribe has to keep.

The tribes consumes 6 FOOD this turn.


YEAR 1, LATE HARVEST


Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [7/10] HAPPINESS
The tribesfolk are content, though some whispers of concern have begun as the weather turns cool in preparation for the coming Winter.

-- PATRONS
- N/A

-- [58] WORKING POPULATION
[16] Unskilled
[12] Skilled
[15] Warriors
[15] Hunters

-- [29] FOOD
[0] Grown Crops
[8] Foraged (Fruit/Nuts)
[21] Meat
[0] Fish

-- MATERIALS
[0] Clay
[0] Stone
[0] Logs (Raw)
[11] Timber
[0] Wool
[8] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Basic Mud Tents (30)
- Simple Cave Dwellings (30)
- Simple Drying Racks (5)
- Pottery Storage (10)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1214797
Sorry, beat you to the mark. Hopefully my consolidation is adequate.
>>
>>1214821
Its okay, I wanted to speed up the next post, so I'm fine with what we got.

>>1214815
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
Gotta prep for winter

> [1pt] Produce/Craft...
More drying racks

> [1pt] Hunt/Forage/Fish/Cut Logs
about time the nuts and berries are ripe/overripe and can be picked before its all gone.
>>
>>1214852
Tribesfolk allocations?

I can simplify this rule, but it's actually built into the mechanics I'm running on.
>>
>>1214891
Hmm? No? Its a tad weird for the 2 for the cost of one, but its more cost effect. I chose to try and back up the other guy so we can move onto the next post, since I figured we could train the next group of people next time round.
>>
>>1214920
Oh no, sorry. I meant for eachtask (logging, hunting, building) you currently need to dictate how many people, and of what skill level, will be doing the task.

The more the better, however if you run them too thin and don't have any tribesfolk enjoying leisure time then the tribe will grow slower - those unassigned promote happiness and help foster the children.
>>
>>1214945
>>1214852
I say we get hte hunters to do the whole berry picking and the like around 10 for that while the other five hunters work hunt.
After that we get the warriors to practice a bit and make sure they can hit hard. So have half do that while the other half work to help produce logs for winter. Then split half of the unskilled for the racks and another half for the logs as well.
>>
>>1214945
Oh, lets see if I get this right

> [1pt] Hunt/Forage/Fish/Cut Logs
> [1pt] Hunt/Forage/Fish/Cut Logs
6 Hunters, hunt for meats, 2 hunters go fishing
5 unskilled go foraging with 1 hunter, and 4 skilled people go cut logs.

> [2pt] Produce Logs/Clay
4 people process the lumber and 2 unskilled to help move it.

> [1pt] Produce/Craft...
3 skilled people and 1 unskilled person make racks
>>
>>1214991
Sorry, didn't see your post before I posted.
Not sure if hunters are suited to the task, although we don't have any dedicated foragers, I'd rather have unskilled do the foraging.

I can change my vote if we agree on something.

I think we were advised from using all our guys all at once, since it can wear them out for next turn.
>>
>>1215039
Oh well alright that works for me I'm not really good with numbers that much but hey lets go!
>>
>>1215047
So we add more hunters to the mix here?>>1214991
Not a bad idea, since winter is coming, and there won't be much game to hunt, but I think we have 1 or 2 months before winter?
>>
>>1215116
Never be unprepared, I just think we should use the hunters to use for log gathering since we need to let the game regrow more or less.
>>
>>1215131
alright, well avoid any hunting until spring after this month then, and go with this >>1215027.
>>
>>1215182
good for me
>>
>>1215246
Well now I feel silly for deleting that post, if you can still see it, can you copy and past it in your next post?
>>
>>1215254
> [1pt] Hunt/Forage/Fish/Cut Logs
2 Hunters for meats, 3 hunters go fishing
5 unskilled go foraging with 2 hunter, and 4 skilled people go cut logs with 1 hunters and 3 unskilled.

> [2pt] Produce Logs/Clay
4 people process the lumber and 2 unskilled to help move it.

> [1pt] Produce/Craft...
3 skilled people and 1 unskilled person make racks
>>
File: And now we wait.jpg (54KB, 500x375px) Image search: [Google]
And now we wait.jpg
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>>1215264
>>
>>1215276
Sorry guys. I'll get a response in an hour or so. Time zones suck, but hopefully this quest doesn't!
>>
File: TribeMap - Year1, Early Winter.png (110KB, 728x717px) Image search: [Google]
TribeMap - Year1, Early Winter.png
110KB, 728x717px
Winter has arrived and the foothills have seen their first (very light) snow. The tribesfolk are livid! Temperatures haven’t dropped too significantly yet, though only time will tell how well prepared the tribe is.

Large expeditions are afoot this month in preparation for the colder months and much is to be done - meat and fish (from the lake) are hunted, food is gathered, trees are felled, timber cut and more drying racks assembled. The tribe functions like a well oiled machined.

[+3 MEAT]
[+2 FISH]
[+5 FORAGED FOOD]
[+11 LOGS]
[-11 LOGS] [+11 TIMBER]
[-10 TIMBER] [+ DRYING RACKS (10)]

- The tribes consumes 6 FOOD this turn.
- The tribe has grown! 4 children have come of age and are now UNSKILLED adults ready to contribute.


YEAR 1, EARLY WINTER

Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [8/10] HAPPINESS
Spirits are almost ironically high due to the recent snow. No doubt attitudes will soon change when the cold of winter sets in.

-- PATRONS
- N/A

-- [62] WORKING POPULATION
[20] Unskilled
[12] Skilled
[15] Warriors
[15] Hunters

-- [33] FOOD
[0] Grown Crops
[11] Foraged (Fruit/Nuts)
[20] Meat
[2] Fish

-- MATERIALS
[0] Clay
[0] Stone
[0] Logs (Raw)
[11] Timber
[0] Wool
[8] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Basic Mud Tents (30)
- Simple Cave Dwellings (30)
- Simple Drying Racks (15)
- Pottery Storage (10)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1215648
>>1215648
[0] Clay
[0] Stone
[0] Wool
[8] Hides
[4] Leather
Can you elaborate what these can be used for and what stage they are in?

For example is the leather just sheets of leather, and is the wool just long strings of wool made into balls?

Is clay just raw clay that is wet and unmolded?

Are the structure numbers a quantity amount or the number of people/objects that can be stored?

Sorry for all the questions, its a bit uncertain to figure out what they can do if we aren't sure of their "qualities".

Also, internet is messing with me, or 4chan is. Won't let me check the capacha and post.
>>
>>1215648
>>1215669
Took me almost an hour to post properly.

> [1pt] Hunt/Forage/Fish/Cut Logs
5 hunters and 5 unskilled fish, 5 hunters and 10 unskilled, and 4 skilled men, cut down some trees, and gather fallen branches and leaves.

> [2pt] Begin construction of...
4 skilled men, 4 unskilled, and 2 warriors start patching up the ........ wait what are mud tents? Patch up and try to insulate or improve the cave dwelling and "tents".

> [1pt] Upskill 2 unskilled tribesfolk.
train up 4 unskilled guys.
>>
>>1215671
Let's do it I can't wait to see what wonders we can build with stone
>>
File: Bear the Builder.jpg (52KB, 480x480px) Image search: [Google]
Bear the Builder.jpg
52KB, 480x480px
>>1215276
>>
>>1215669
Yes, the resources are just raw and unattributed to any form or purpose. They represent building blocks for different things.

The numbers beside the structures indicate the capacity in some regarding - how many people live in them, how much can be carried in them, or how much meat can be dried using the racks.

When things get a little further along I think write up a guide in a gdoc or something.
>>
>>1215671
‘Mud Tents’ was my way of saying simple lean-to type structures, with a bit of timber and maybe animal hide, reinforced and solidified with mud. Just made a little sturdier.

Winter has set in and the early snows have been replaced by cold winds, the occasional storm, and icy ground in the mornings if not fresh powder. The tribe’s attitude toward the change of weather has altered drastically.

The first month of the cold season is spent fishing and collecting plenty of fresh lumber, some of which is burned to stoke fires around the small ‘village’.
[+8 FISH]
[+26 LOGS]

The rest of the tribesfolk get to work improving their simple homes, using much of the cut and carved timber available reinforcing their mud and hide shelters against the winter winds. Inside the caves, some of the recently dried hides have been strung over sticks to make flimsy windbreaks.
[-4 HIDES]
[-4 TIMBER]

- The tribe consumes 6 FOOD this turn.
- The tribe burned 6 LOGS this turn to keep warm.


YEAR 1, MID WINTER


Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [6/10] HAPPINESS
Spirits have dropped significantly as the tribesfolk learn what the cold of winter really has to offer. Ultimately, though, morale is still in good condition.

-- PATRONS
- N/A

-- [62] WORKING POPULATION
[20] Unskilled
[12] Skilled
[15] Warriors
[15] Hunters

-- [35] FOOD
[0] Grown Crops
[8] Foraged (Fruit/Nuts)
[17] Meat
[10] Fish

-- MATERIALS
[0] Clay
[0] Stone
[20] Logs (Raw)
[11] Timber
[0] Wool
[8] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields


-- STRUCTURES
- Reinforced Tents (30)
- Wind Protected Cave Dwellings (30)
- Simple Drying Racks (15)
- Pottery Storage (10)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1216646
>>1216646
What happened to the 2 guys we were suppose to train up?
>>
>>1216646
1pt hunt 15 hunters and 15 warriors
2pt skill up unskilled
2pt produce winter clothing 12 skilled
>>
>>1216646
>2pts produce logs 10 unskilled
>1pts hunt 10 hunters
>2pts begin construction lodge house 5 warriors 10 skilled

I think we just need to bustle down and keep making sure that the food is kept topped off along with the logs to keep us warm as it is I bet we could make something a bit more permanent from the logs we collected maybe something like laying out the wood with mud and clay in the between places to make it less I dont know cold and easy to knock over?
>>
>>1216666
Sorry, you're right. 16 both for unskilled and skilled.
>>
>>1216672
So long as we mostly avoid hunting animals, i'll back this.
>>
>>1216710
Just realized I am satan.
>>
>>1216715
Works for me!
>>
>>1216724
No, I need a satan.

>>1216672

Writing
>>
The middle of Winter has hit and the tribe finds itself surrounded by a world of snow, rain, sleet and turbulent winds. During this time, several of the external shelters have been badly damaged and abandoned in the storms. As a result, the accommodating capacity of the tribe is now tipped and several of the working population have no space, for sleeping or otherwise, to call their own.

During this trying time the tribe gets to work on building a more stable and permanent shelter, just outside the cave entrance where the ground is level. A large ‘lodge house’, sturdy and large enough to house several families, begins to develop - logs and carved timber begin to rise from the earth. [-15 LOGS] [-10 TIMBER]

This project will require LOGS, TIMBER and CLAY to be completed.

The rest of the tribe spends its time cutting more logs from the dense forest and hunting. The hunters keep their sights on small game, but struggle to bring much in as many animals have seemingly fled, or hide from, the harsh weather.
[+10 LOGS]
[+8 MEAT]

- The tribe consumes 6 FOOD this turn.
- The tribe burned 6 LOGS this turn to keep warm.

/// SPECIAL EVENT
- While off exploring a little further up the slopes, finding ways to entertain themselves and keep their mind off the weather, three youths of the tribe (non-working) have disappeared.
> (Reacting to this event may take 1 or 2 Action Points, depending on the action taken)


YEAR 1, LATE WINTER
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [5/10] HAPPINESS
The harsh conditions and loss of homes have dampened spirits.

-- PATRONS
- N/A

-- [62] WORKING POPULATION
[16] Unskilled
[16] Skilled
[15] Warriors
[15] Hunters

-- [37] FOOD
[0] Grown Crops
[7] Foraged (Fruit/Nuts)
[20] Meat
[10] Fish

-- MATERIALS
[0] Clay
[0] Stone
[15] Logs (Raw)
[1] Timber
[0] Wool
[8] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Simple Drying Racks (15)
- Pottery Storage (10)

-- ONGOING WORKS
- Lodge House (½)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt/Forage/Fish/Cut Logs
> [2pt] Produce Logs/Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1216810
> [1pt] Upskill 2 unskilled tribesfolk.
Train 4 unskilled into skilled men

> [2pt] Send scouts to search for... Missing children
Send 10 warriors, 5 hunters, and 5 unskilled, in groups of 4 to search.

> [?pt] Other...
Spend however many pts needed to finish log house.
12 skilled, 12 unskilled men to work on it.
>>
>>1216810
> [1pt] Hunt/Forage/Fish/Cut Logs [10 Hunters. 5 Skilled]
> [2pt] Produce Logs/Clay [5 Skilled]
Gotta get dem resources.

> [0pt] Consult your elders for guidance.
Gotta let them feel like they are still valid and such...we don't have to listen

> [1pt] Upskill 2 unskilled tribesfolk.
Dedicated craftsman/builders?

>1 Action on looking for the Youths [8 Warriors, 2 hunters]
>>
>>1216836
Doop.
>>
>>1216836
LEts do this this, then sorry kinda cooking meal at the moment so I think we should definitly try to find those lost youths.
>>
>>1216836
> [1pt] Hunt/Forage/Fish/Cut Logs [10 Hunters. 5 Skilled]
> [2pt] Produce Logs/Clay [5 Skilled]

Sorry to be a hassle. I combined these for the sake or character limit. Which are you going to actually do? Logs or clay? Hunt or forage or fish? Etc
>>
>>1216965
Hunt and Logs. The cutting down will scatter the animals to hunt

As for the second bit whatever we need more
>>
>>1216965
I say we hunt and do logs as well I'd like to find those kids tho.
>>
>>1216836
(Due to word limits I’m going to start posting the Turns outcomes first, then follow it with a status report)

///SPECIAL EVENT
The search party sets out for many days, exploring the foothills and searching for signs of the lost youth. They return half a week later with little to show, though discovered the bloodied rags of clothing some way up the mountain, accompanied by the tracks of some large cat. The hunters fear the worst for the young men and the 3 missing are now considered to have passed.

A reminder of the harsh environment the tribe calls home and the dangers that lurk in the mountains.

Your hunting party struggle to make ends meet as the cold lingers, but manage to produce a small bounty. [+6 MEAT] [+2 FORAGED]

Further, scavenging for mouldable mud by the lake, your scavenger party managed to bolster to dwindling supply or workable clay for the Lodge House. [+8 CLAY] Others, in the safety of the camp, spent time carving up logs and producing sturdy wooden planks and panels for construction. [-6 LOGS] [+6 TIMBER]

The Elders of the tribe are consulted and, overall, are very supportive of Gruto’s actions in leading the community. They only suggest that more housing be provided and subtly mention that tribute to the spirits and the spirit world has been dwindling since focus has been so strictly on keeping everyone fed.

“People must not only live. They need find joy and guidance.”

UPSKILLING - you’ve just begun a cultural advancement to create a new specialist role within the tribe: Crafters. The tribe will need to continue assembling a framework for this new role over time.

- The tribe consumes 6 FOOD this turn.
- The tribe burned 6 LOGS this turn to keep warm.
>>
>>1217016
YEAR 1, EARLY SPRING
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [5/10] HAPPINESS
Morale has dropped due to the incident with the young boys disappearing, though the changing of the seasons has helped keep people positive. The tribesfolk are on edge now, aware of the dangers the wild has to offer.

-- PATRONS
- N/A

-- [62] WORKING POPULATION
[16] Unskilled
[16] Skilled
[15] Warriors
[15] Hunters

-- [37] FOOD
[0] Grown Crops
[6] Foraged (Fruit/Nuts)
[25] Meat
[8] Fish

-- MATERIALS
[0] Clay
[0] Stone
[3] Logs (Raw)
[7] Timber
[0] Wool
[8] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Simple Drying Racks (15)
- Pottery Storage (10)

-- ONGOING WORKS
- Lodge House (½ complete)

-- CULTURAL ADVANCEMENTS
- New Profession: Crafter

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of…
> [2pt] Continue construction of…
> [2pt] Cultural Advancements of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1217021
>2pt continue construction of lodge house 10 skilled.
>2pt Logs 5 warriors
>1pt Forage 10 hunters

Think we should do this for now unless we need more clay instead of logs? Thoughts so far guys?
>>
>>1217070
I forgot to record the +8 clay. Sorry!

Assuming that's the case, you're still down a few logs for completion of the house. It'll be cosey warm and oh so sturdy, though!
>>
>>1217021
>>1217070
I agree with finishing the log house, surprised we didn't finish it during winter.

>2pt continue construction of lodge house 10 skilled. +5 unskilled.

> [1pt] Upskill 2 unskilled tribesfolk.
4 unskilled men to skilled, so we have 20 skilled people.

>1pt Forage
10 hunters

I think we should look into growing crops since winter has passed. I wanted to do it last season, but we had too much other things to do, and winter was coming.
>>
>>1217090
Wait so we need to cut down more trees and process lumber? If so I'll edit more vote to mirror this more closely with more men cutting down trees. >>1217070
>>
>>1217070
Yeah i'll support it. Might I suggest next action we make a shrine of sorts inside the Lodge?
>>
>>1217070
sure
>>
>>1217070
Ye
>>
As Spring sets in the earth begins to thaw. Winds out of the valley are still harsh, but the sun is shining and many tired shrubs and trees throughout the forest are starting to come back to life.

A group of hunters set about preparing more logs for construction. [+10 LOGS]

With the influx of resources, a large band of tribesfolk get busy in the warm afternoons and complete work on the large Lodging House. The structure is the grandest in the village, backing onto the cliff face near the cave entrance and looking out over the valley and the rest of the small village.
[-5 LOGS]
[-5 TIMBER]
[-8 CLAY]
[+ LODGING HOUSE]

This new structure brings much excitement and joy to the tribe, and offers very comfortable and safe living space for two dozen people. The tribe once again has a comfortable surplus of bedding and living area.

For the remainder of the month a group of foragers take to the blooming forest, bringing in a healthy haul of fresh fruits and roots. [+10 FORAGED]

- The tribe consumes 6 FOOD this turn.
>>
>>1217152
YEAR 1, MID SPRING
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [5/10] HAPPINESS
Morale has ripened with the changing of the seasons, the superfluous income of foodstuffs and the completion of the great Lodging House.

-- PATRONS
- N/A

-- [62] WORKING POPULATION
[16] Unskilled
[16] Skilled
[15] Warriors
[15] Hunters

-- [43] FOOD
[0] Grown Crops
[16] Foraged (Fruit/Nuts)
[20] Meat
[7] Fish

-- MATERIALS
[0] Clay
[0] Stone
[8] Logs (Raw)
[2] Timber
[0] Wool
[8] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Simple Drying Racks (15)
- Pottery Storage (10)

-- CULTURAL ADVANCEMENTS
- New Profession: Crafter

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of…
> [2pt] Continue Cultural Advancements of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [?pt] Other...
>>
>>1217157
I think we should now build a small shrine for ancestor worship since the Elder's mentioned it. I was thinking something outside like an alter along with an airy set of four gates or something nearby on the tallest point in the village.

>2pts Craft Outdoor Shrine Ancestor Worship 10 skilled
>2pts Cultural Advancement : Crafter 10 unskilled
>1pts Forage for Grains: 8 Hunters
>>
>>1217157
>> [2pt] Continue Cultural Advancements of...
for joy in the people's life. We shall pick the god of knowledge
> [2pt] Send scouts to search for...
dangers around our borders. We should hunt any potential dangers like wild animals so we don't get preyed on again.
> [1pt] Upskill 2 unskilled tribesfolk.
more skilled hands never hurt.
>>
>>1217184
as for scouts send 10 each of our hunters and warriors.In two groups 5 hunters and 5 warrior per group.
>>
>>1217184
I think we should do the crafter thing cuz I dont know if we have any idea about anythign else. Also food upkeeep, thouhg I can be convinced to go over to scouting I suppose, I'd rather just keep developing the town
>>
>>1217184
>>1217192
Just to get things moving along I'll move in behind this one, but next turn we're doing the crafters so we dont need to spend so many turns to build a thing.
>>
>>1217184
support. The Gods of Starlight and Knowledge
>>
File: IMG_0339.jpg (31KB, 233x344px) Image search: [Google]
IMG_0339.jpg
31KB, 233x344px
The coming month, with its warm afternoons and light breezes through the valley’s forest, brings a time of learning and development for the tribe. Relaxed, well fed and no long under threat from the harsh elements, the tribesfolk focus on training, patrolling their borders and the pursuit of happiness… that is, through worship!

Through this development, 2 members of the tribe are now classed as SKILLED.

Acknowledging the guidance of the elders and wary that the tribe’s habitation of this place is almost reaching the end of its first year, Gruto declares a week of worship in which the tribesfolk indulge in leisure and social activities. Much discussion, celebration and dancing centres around the spirit realm and soon there are enthusiastic talks about the need of a patron for the tribe.

It is decided, through consultation with the elders, a patron of knowledge will be sought out. A journey into the spirit realm may be required and during this month Gruto and a guiding elder spend much time in meditation.

An expedition of seasoned warriors and hunters are sent out from the village to patrol its borders and seek out dangers with extreme prejudice. After several weeks on the hunt, fully encircling their home, the expedition returns with tales to tell!

In the mountains, above the village where the grass does not grow and the winds feel like ice, a small band of warriors came across a pair of old mountain lions in their cave. Within, they regret to report, they found the bones of several humans - potentially the lost youths from last winter.

The lions were slain in a ferocious battle, where one of the warriors saved his fellow combatant by mounting one of the lions and crudely implanting a sharpened stone into the creature's skull.

This individual is now a local hero among the tribesfolk and graciously accepted to LEAD the warriors of the tribe. [+ HERO, WARRIOR]

>What will this hero’s name and/or nickname be?

- The tribe consumes 6 FOOD this turn.
- The week of festivities consumes 2 FOOD extra, but provides much happiness.
>>
>>1217325
YEAR 1, LATE SPRING
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [7/10] HAPPINESS
The tribe is glowing with happiness, putting the darkness of winter behind it, and the people are enthusiastic about the future as their first anniversary dawns.

-- PATRONS
- N/A

-- [62] WORKING POPULATION
[14] Unskilled
[18] Skilled
[14] Warriors
[15] Hunters
[1] Hero, Warrior (unnamed)

-- [35] FOOD
[0] Grown Crops
[14] Foraged (Fruit/Nuts)
[15] Meat
[6] Fish

-- MATERIALS
[0] Clay
[0] Stone
[8] Logs (Raw)
[2] Timber
[0] Wool
[8] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Simple Drying Racks (15)
- Pottery Storage (10)

-- CULTURAL ADVANCEMENTS
- New Profession: Crafter (requires completion)
- Patron of Knoweldge (requires completion)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of…
> [2pt] Continue Cultural Advancement of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft...
> [0pt] Consult your elders for guidance.
> [0pt] Consult a Hero for guidance.
> [?pt] Other...
>>
>>1217332
Spend points on both cultueral advancements and then do one for food
>>
>>1217325
Hero: Raptar

> [2pt] Continue Cultural Advancement of...
may as well get our meditation on.
> [2pt] Continue Cultural Advancement of...
Unlocking of the carpenters
> [1pt] Fish
>>
>>1217325
>What will this hero’s name and/or nickname be?
Garrel

>>1217332
> [2pt] Begin construction of… A field for growing crops
6 skilled, and 7 unskilled people will till and plough the fields
What kind of crops can we grow?

> [1pt] Upskill 2 unskilled tribesfolk.

> [1pt] Hunt
7 Hunters, 3 warriors, 2 unskilled

> [2pt] Produce Logs OR Clay
10 skilled, and 4 unskilled, 4 warriors.
>>
>>1217388
I'll support this with having 10 skilled to the first, ten unskilled to the second and then 10 hunters to fish
>>
>>1217443
What about the name?
>>
>>1217443
>>1217467
I'm fine with the first name Raptar?
>>
>>1217490
Dam!
>>
Congratulations - Summer has come, hence the tribe has lived here in the forested foothills for an entire year!

The warrior Hero of the Calarians, Raptar, has respectfully accepted his role as chieftain of the warriors. He is looked up to by all in the tribe and seen as a leading figure for anything combat or security related.

The coming month, as the Summer sun begins to burn hotly in the sky, is spent evoking the spirit realm and finalising plans and responsibilities for the new Crafters of the clan.
[+ CULTURAL ADVANCEMENT - CRAFTERS]
[+8 CRAFTERS]

Further, an expedition sets forth with Gruto as its leader, spending many nights fasting deep in the foothill forests in search of the Patron of Knowledge. The leader of the tribe was met by an owl one evening - some say there in the forests, while others say in a dream - and learned of the creatures name, Gharuda.

Gruto returns to the tribe claiming that Gharuda is impressed with the progression and community of the tribe, and is willing to help lead the people with her knowledge and wisdom.
[+ PATRON - GHARUDA, OF KNOWLEDGE]

This Patron can now be called upon for guidance and insight.

The hunters have also been busy this last month, fishing the large lake and bringing in a decent haul. [+10 FISH]

Unfortunately, as the sudden heat of summer hit the valley, some of the meat stores were lost to rot and decay. Despite this, the overall stocks of food for the month increased. [-4 MEAT]

More pottery storage, drying racks or other method of preservation will be needed to keep such raw materials.

- The tribe consumes 6 FOOD this turn.
- The tribe has grown! 5 young children have come of age and are now part of the Working Population.
>>
>>1217598
YEAR 2, EARLY SUMMER
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [7/10] HAPPINESS
The tribe is glowing with happiness, putting the darkness of winter behind it, and the people are enthusiastic about the future as their first anniversary dawns.

-- PATRONS
- Gharuda, Patron of Knowledge (Owl)

-- [67] WORKING POPULATION
[11] Unskilled
[18] Skilled
[8] Crafters
[14] Warriors
[15] Hunters
[1] Hero, Warrior (unnamed)

-- [34] FOOD
[0] Grown Crops
[12] Foraged (Fruit/Nuts)
[8] Meat
[14] Fish

-- MATERIALS
[0] Clay
[0] Stone
[8] Logs (Raw)
[2] Timber
[0] Wool
[8] Hides
[4] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Simple Drying Racks (15)
- Pottery Storage (10)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of…
> [2pt] Continue Cultural Advancement of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft…
> [1pt] Consult with a Patron.
> [0pt] Consult your elders for guidance.
> [0pt] Consult a Hero for guidance.
> [?pt] Other...
>>
>>1217602
>2pts Craft Shrine for Gharuda; Something tasteful like a owl perch that she can land on and a place for offerings like food and water. Maybe shape it like a tree or have a tree be a part of the shrine? 8 crafters
>2pts Produce Clay 10 unskilled
>1pts Craft Pottery Storage 10 skilled
We'll need to really work on not loosing out on our food supplies like that next time. Unless someone wants to switch the last three points around for tring to find crops or something?
>>
>>1217642
support: also we should look into the concept of a shape a figure or form to represent our deity
>>
>>1217602
> [2pt] Begin construction of… growing crops+
6 skilled
6 unskilled
8 warriors
5 hunters

>2pts Produce Clay+
6 skilled
3 unskilled
4 warriors

>1pts Craft Pottery Storage+
6 skilled
2 unskilled
2 hunters
3 warriors
>>
>>1217642
yes
>>1217698
i really like this but lets get the ball moving.
>>
>>1217598
Is Raptar's son named Reptar?
>>
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>>1217748
>>
File: yes.jpg (118KB, 720x720px) Image search: [Google]
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>>1217748
I hope so, because that was who I was thinking about when I thought of the name.
>>
>>1217765
Headcanon accepted
>>
As the first Summer month is hurdled the tribe begins work on a shrine to honour their new Patron, Gharuda. Much effort is put into planning a totem for the owl and its spirit animal, standing tall in the centre of the village, half tree and half construct. A grad perch, adorned with intricate carvings and flowers, sits high above the village.
[-6 LOGS]
[-2 TIMBER]
[-4 HIDES]
[-2 LEATHER]
[+ TOTEM SHRINE OF GHARUDA]

Following this, as the majority of the tribesfolk spend their days avoiding the heat, and expedition to the lake to collect workable clay brings in a decent gaul. [+10 CLAY]

Eager to get to work, many of the skilled tribesfolk come together to begin working this clay, producing more pottery to help preserve their meats and water storage.
[-6 CLAY]
[+ POTTERY STORAGE (20)]

Due to the heat this month, some of the dried and stored fish have still gone bad. [-2 FISH]

- The tribe consumes 6 FOOD this turn.
>>
>>1217642
Also shrine support.
>>
YEAR 2, MID SUMMER
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [7/10] HAPPINESS
The tribe is glowing with happiness, putting the darkness of winter behind it, and the people are enthusiastic about the future as their first anniversary dawns.

-- PATRONS
- Gharuda, Patron of Knowledge (Owl)

-- [67] WORKING POPULATION
[11] Unskilled
[18] Skilled
[8] Crafters
[14] Warriors
[15] Hunters
[1] Hero, Warrior (unnamed)

-- [26] FOOD
[0] Grown Crops
[10] Foraged (Fruit/Nuts)
[6] Meat
[10] Fish

-- MATERIALS
[0] Clay
[0] Stone
[2] Logs (Raw)
[0] Timber
[0] Wool
[4] Hides
[2] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Totem Shrine of Gharuda
- Simple Drying Racks (15)
- Pottery Storage (30)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of…
> [2pt] Continue Cultural Advancement of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft…
> [1pt] Consult with a Patron.
> [0pt] Consult your elders for guidance.
> [0pt] Consult a Hero for guidance.
> [?pt] Other...
>>
>>1217848
> [2pt] Begin construction of… growing crops
+
10 skilled
5 unskilled
6 hunters
5 warriors

> [2pt] Produce Clay
+
6 skilled
4 unskilled
6 hunters
5 warriors
Clay is easier to get when its warmer out

> [1pt] Upskill 2 unskilled tribesfolk.
>>
>>1217848
I'm debating on starting crops right now, you guys think it's worth it? If we are then I suggest something like.

>2pts Construct Fields Grains 10 skilled
>1pts Hunt 10 hunters
>2pts Produce logs 10 unskilled

We'll need to focus on gathering food for the coming winter as well as having enough storage for the food we bring in since the heat keeps taking some of it up.
I take it the totale food is able to be saved by the total amount of pots we have or something?

If we want to hold off on food gathering we could go for
>2pts Build Granary 8 crafters
>2pts Gather Logs 10 skilled
>1pts Hunt 10 hunters

So we have more room for food, but up you all
>>
>>1217848
Are you Red White?
>>
>>1217871
dont we still need about like 10% of total population to be idle to keep morale up or something? It's mostly why I've been keeping the categories of certain people left alone until we need them really.

Also I'll suport the choices here but think we should reallocate to leave some room for people to take breaks or something.
>>
>>1217884
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
Its less people will have time to make babies, and care for young.

I think so long as some people are idle like 10 percent of the tribe, we should be good, we'll take it easy next month. I want the crops to get done and out the door, since crops last better than meats, barring any pests and mice infestations.
>>
>>1217848
>> [0pt] Consult a Hero for guidance.
Seek his Guidance on what our people need.
> [1pt] Hunt 12 hunters
We need more hide and such
> [2pt?] Consult owl
on tech? Or seek the owl's blessing towards developing better weapons.
Slings+We want bows, before we run into another civilization.
Or ask what the owl blessings will provide for, certain tech the owl likes us to work towards?
> [1pt]x2 Cut logs 18 skilled and and 5 crafters
with 4 warriors for Defense
>>
>>1217880
I wish

this is just a tribute
>>
>>1217898
Support. Ask the owl for a way to warm ourselves in the night, for a way to protect from the biting cold (learn how to use animal fat as a water proof coat, burnable fuel, ink and binding agent)
>>
>>1217880
You mean britfag? He abandoned that resistance quest recently....
>>
File: QUICK ALTAR THE ROLLS.png (1022KB, 793x592px) Image search: [Google]
QUICK ALTAR THE ROLLS.png
1022KB, 793x592px
Anyone remember that old quest, where we played as the caveman who had that whole story, we became the first Shaman, got blind for our hubris, had a child with a river godess etc. that was a fun game. Our daughter taught to hunt by the wolf, our son the Snake, our little spirit baby the Otter
>>
>>1217943
Ah shit I remember that! That was a cool quest I lost track of it, what happened at the end or did it just die?
>>
>>1217943
>>1217967
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=laughing+dog
Laughing dog quest?
>>
>>1217943
I thoroughly enjoyed that.
When I saw the name it brought me directly to that.
>>1217967
Resistance Quest, thats what he is running now.
granted it was i believe his first quest so it was quite sloppy with updates, but I really really enjoyed it. I was so ready to start a legacy on there. A fucking shame he wanted to move on to other things. Not sure, but he may not have found it fun creatively.
>>
>>1217907
btw you're doing gods work.
idk, I just felt so attached to the our guy. the updates were every where. But damn if Tide of Ages Quest didn't leave me wanting more of the story and seeing how we did.
>>
>>1217871
>>1217878
>>1217898

What are we deciding on guys?
>>
>>1218053
i think mine was the only one with support.
i was going to switch but considering...
well ima knock out. Take it easy, hope to really get to like Gruto on a semi personal level.
>>
>>1218053
Well consultation is free, so we can throw that in for sure.

there were 2 votes for hunt so
>>1217878
>>1217898
>1pts Hunt 10-12 hunters

>2pts Gather Logs

2 votes for gather....
>>
>>1218061
X/reai7Q
backed this post
>>1217871

I think we either go with which options get more votes,and QM picks them out, or we try and compromise on building a post we can all agree with?
>>
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>>1217898
Im backing this

>Tfw the drawfag for that old quest...
>>
>>1217898
Are you adding more points to to an option, so it might be more effective?

> [0pt] Consult a Hero for guidance.
> [1pt] Hunt 10 hunters
> [2pt] Gather Logs 10 skilled +5 crafters

So we can pretty much agree with this right?

so that leaves 2 points, and its between
Planting crops to grow food.
Consult owl
Build Granary/Construct Field Grains?
Is the last one option between building and planting crops?

>>1217871
>>1217878
>>1217898
>>
>>1218053
I was fine with making with the crops and the like and we can consult with the owl, sorry about being slow qm
>>
>>1218089
You already backed that post here?>>1217913
>>
>>1218100
I wasn't sure if we had the time to do the crops before winter hits which is why I offered to options really. I'm fine with going with crops if thats what you guyss want. Just make sure we make the granary soon otherwise we wont have enough room to store the food and it rots.
>>
>>1218107
yeah was just reconfirming
>>
>>1217898
As the heat of summer crescendos, the tribe begins focussing on the future - Gruto spends much time in the wilds around the tribal village seeking out Gharuda, for guidance, while the elders sit in counsel with Raptar.

Meanwhile, a large contingent of tribesfolk go about clearing more land around the village, producing a huge haul of raw timber logs. So much, in fact, that they are struggling to find a way to keep the stores neat and tidy. [+30 LOGS]

Another band of tribesfolk, expert hunters, take to the forests and the valley’s grassy glen. Down far below, beyond the lake and near the limits of their scouting range, the hunters discover a large herd of auroch! The creatures are grazing here, perhaps after migrating into the valley when the temperatures rose. A great bounty of fresh meat is brought back to the village. [+12 MEAT]

Through consultation with Raptar the elders begin to speak of expansion and protection - only with the correct tools can the hero and his warriors protect the tribe. The current inventory of weapons are very simple and limited, and our warriors and hunters stride the forests and plains with nothing but their simple cloths. Perhaps some kind of armour, from bark or leather or hides, could help protect them.

Gruto, weary from weeks of wandering, returns from the forests with news of his liaison. Gharuda, he says, looks over the tribe and guides them faithfully.

“Tribe must grow. Calarians, strong. Gharuda guide us, show us to protect us.” He draws on the walls of the cave, showing some of the other tribesfolk his grand plans for making primitive axes and for using leather and pebbles to kill game from afar.

- The tribe consumes 6 FOOD this turn.
>>
>>1218104
Ok so the best compromise between all of us is.

> [0pt] Consult a Hero for guidance.
> [1pt] Hunt 10 hunters
> [2pt] Gather Logs 10 skilled +5 crafters
> [2pt] Begin construction of… growing crops

Is this acceptable to you guys?
>>1218061
>>1218117

>>1218115
Well we should have started before the start of summer, but that vote didn't win. We are still mid summer so that leaves late summer for the harvest? Not sure about the growing mechanics, and if we need to build a field before planting and stuff.
>>
>>1218128
Sorry I jumped the gun.


YEAR 2, LATE SUMMER
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [7/10] HAPPINESS
The tribe is happy and confident in their leader, though wary of the changing of the season that is to come.

-- PATRONS
- Gharuda, Patron of Knowledge (Owl)

-- [67] WORKING POPULATION
[11] Unskilled
[18] Skilled
[8] Crafters
[14] Warriors
[15] Hunters
[1] Hero, Warrior (unnamed)

-- [26] FOOD
[0] Grown Crops
[8] Foraged (Fruit/Nuts)
[18] Meat
[6] Fish

-- MATERIALS
[0] Clay
[0] Stone
[32] Logs (Raw)
[0] Timber
[0] Wool
[4] Hides
[2] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Totem Shrine of Gharuda
- Simple Drying Racks (15)
- Pottery Storage (30)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin construction of…
> [2pt] Continue Cultural Advancement of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors.
> [1pt] Train 2 unskilled citizens into Hunters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft…
> [1pt] Consult with a Patron.
> [0pt] Consult your elders for guidance.
> [0pt] Consult a Hero for guidance.
> [?pt] Other...
>>
>>1218135
hey how do we go about increasing our hides and leathers exactly I thought the whole hunting thing was getting us that?

That being said I think we're a bit late to do the fields option now boys so we'll have to either do it for next year or try to get a quick growing thing going.

>2pts construct crops 10 skilled
>2pts construct granary 8 crafters +2 warriors
>1pts upskill 2 unskilled tribes folk.

Something like this boys?
>>
>>1218115
Part of the rotting was due to the heat.

>>1218135
Oh well.

> [1pt] Upskill 2 unskilled tribesfolk.

> [1pt] Forage
5 hunters and 2 warriors
> [1pt] Fish
5 hunters and 2 warriors

> [2pt] Begin construction of… Granary
10 skilled, 5 unskilled, 3 hunters, and 3 warriors.
>>
>>1218144
Its a bit late to do the crops, I'm not sure if we need to prep the field or if we can just jump straight to planting. If that is the case, we can plant after spring. If not then we can prep the field now, and have it ready to go next year before summer hits.

I think we should stock food for winter now. But if you want I can back your post.
>>
>>1218157
>>1218149
Yeah I get what you mean, lets go ahead and just do the first two from yours and go from there we'll keep the granary option then at least.
>>
>>1218135
> [1pt] Cut Logs into Timber
4 Crafters and 8 Skilled

>[2pt] Send scouts to explore (direction or geographic feature)...
The local area and what game you find around us, maybe bring anything neat you find back (4 Warriors and 4 Hunters)
I want an excuse to draw a map

>[2pt] Begin construction of…
A storage Room/Granary, Maybe build an extension too one of the caves? (4 Crafters 10 Skilled)
>>
>>1218144
Leathers will need to be crafted specifically. I think you're right regarding hides though. I had other plans but I will rework the hunting mechanic to automatically general hides.

shouod I use 'writing' prompt posts in future to signal that the decision has been made? I'm only taking so long between pairs as I'm at work. That's the Timezone tax I have to pay.
>>
>>1218144
yeah, I do say we might as well use more people.

>>1218135
I would ask, is there an incentive to use more people? Like have you thought about 5 skilled workers can do small project in 1 turn. 10 can do medium, specialists in x, and so long as resources suffice all hands for a huge project so its done fast.
Cause picking numbers willy nilly doesn't mean much for us. At least not say we picked 3 of these and 4 of those. Don't mean to make it more complicated than it has to be sorry.
>>
Might I suggest we spend the winter months, building and prepping a fence of sorts to get some animals in there and have homes ready for them. Along side setting up the land ready for the next spring

Have we mastered fire?
>>
I think it's fair that you'd need to build a plot, then sow it next turn, and then also somewhere along the way craft some farming tools.
>>
>>1218172
I am using a spreadsheet which measures quantity vs scarcity. I input the number of workers or different skill levels and it tells me how much of a resource is produced, or how long a thing takes to build. I then add QM discretion to the end product, for weather and season and tools etc.

>>1218175
You have mastered fire.
>>
>>1218166
That would be great actually, in regard to the hides formula, as for letting us know when you have decided to write it would be nice or having a discord is great too. Either works for me.
>>
>>1218177
>>1218175
I think we can do that during winter, I'm not sure how trying to build a fence will factor in, maybe frozen ground is not considered and we can go ahead with the fence?

>>1218160
First 2?
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Forage
these? Or did you mean
> [2pt] Begin construction of… Granary
> [1pt] Upskill 2 unskilled tribesfolk.

>shouod I use 'writing' prompt posts
sure
>>
>>1218194
Imeant the whole using the three points to upskill, forage and hunt while using the last two to build the granary
>>
>>1218202
Oh ok.
>>
AusQM

is there a way to increase the amount of points we get per month?
>>
I got lost there. Are we more or less decided on >>1218149 or were there changes to make? The granary vs fence seemed undecided?
>>
>>1218227
yeah we go with >>1218149
This month.
>>
>>1218224
There are thresholds based on population. You should get more in another one or two population jumps.
>>
>>1218227
I'm supporting Granary.
>>
Writing.
>>
Summer has come and gone and the forests are alive with lush flowers and fruits, skittering animals, and a cool breeze that spirals its way around the valley.

The tribesfolk have spent this time training, fishing and foraging through the trees for food. Much has been gained on these trips as the bountiful land is truly alive at this time of year.
[+2 SKILLED]
[+9 FORAGED]
[+7 FISH]

While this harvest is underway, construction begins in the village, a new monument to society is underway, the brainchild of Gruto and some of the Crafters - a granary, they are calling it, a storehouse and protector of grains and other foodstuffs that Gruto is sure the tribesfolk will soon be cultivating from their front doors.
[-6 LOGS]
[-4 HIDES]

The Granary should be able to be completed next month provided the Crafters have a good supply of CLAY and TIMBER on hand.

- The tribe consumes 6 FOOD this turn.

// SPECIAL EVENT
While fishing the lake, your hunters and warriors reported a sighting that has spread fear, excitement and rumours a-many throughout the tribe. People, not of your own, collecting water from the large lake. They were far away, on the opposite bank, and an ongoing debate among your fishers is whether there were a dozen or two.

These people were tall and covered with animal skins, something the fishing party can agree upon, and apparently many were holding long instruments - like spears, but curved - while watching over their brethren who were collecting water from the stream in large pots and bags.

While there have always been stories, this is the first time Gruto has encountered another people since being leader of the tribe.
>>
>>1218285
YEAR 2, EARLY HARVEST
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [7/10] HAPPINESS
The tribe is happy and confident in their leader, though wary of the changing of the season that is to come.

-- PATRONS
- Gharuda, Patron of Knowledge (Owl)

-- [67] WORKING POPULATION
[11] Unskilled
[18] Skilled
[8] Crafters
[14] Warriors
[15] Hunters
[1] Hero, Warrior (unnamed)

-- [26] FOOD
[0] Grown Crops
[8] Foraged (Fruit/Nuts)
[18] Meat
[6] Fish

-- MATERIALS
[0] Clay
[0] Stone
[26] Logs (Raw)
[0] Timber
[0] Wool
[0] Hides
[2] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Totem Shrine of Gharuda
- Simple Drying Racks (15)
- Pottery Storage (30)

-- UNDER CONSTRUCTION
- Granary (50%)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin/Continue construction of…
> [2pt] Seek out a Cultural Advancement of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors, Hunters or Crafters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft…
> [1pt] Consult with a Patron.
> [0pt] Consult your elders for guidance.
> [0pt] Consult a Hero for guidance.
> [?pt] Other...
>>
>>1218287
Oh jeez here comes the diplomacy...

In the meantime, let's do this...

>2pts Clay 10 skilled.
>2pts Timber 10 unskilled
>1pts Forage 10 hunters

I figure next turn we finish the granary and then we can start to fill it up with the fall months. After that during winter we can make sure to either build or work on cultural things.
>>
>>1218301
I'd agree with this, but I would rather put the skilled men into making timber, and unskilled into making clay, or mix em up.

>2pts Clay 5 skilled + 5 unskilled
>2pts Timber 10 skilled
>1pts Forage 10 hunters 5 unskilled.

Something like this.
>>
>>1218323
Mm that's fine.
>>
>>1218328
as someone who has cut lots of wood, and is unskilled, It does matter. LoL!
>>
>>1218323
>>1218346

I think it's just you guys still here. I might put in the brakes for now and resolve this turn a bit later on, whenever of the faithful players are asleep. My brain is mush.

I will be in and out for Q&A though if you guys have things you'd like to discuss.

Thanks for playing guys!
>>
>>1218355
No probs man thanks for hosting I'm interested to see where we go
>>
>>1218366
I'm very glad it came to fruition, it's obviously WIP but im hoping for a good run with this one.
>>
>>1218355
So when it says
>> [2pt] Produce Logs
We cut the raw logs into timber or lumber right?
Can we have a clearer distinction?
>>
>>1218380
Yeah that's right. It's difficult to articulate everything with the word count but I'm going to make a guide.

Essentially logs are used as they are for some things, but other times they need to be processed - cut, shaped, etc. so that action is turning logs into timber, 1:1.
>>
>>1218355
Will dice rolls be a part of this or still yet to be seen?

>I might put in the brakes for now and resolve this turn a bit later on
Well they will either agree, or disagree. If they disagree, it will either tie up the vote or, proceed with:
>>1218301
>>1218323

>timber, 1:1.
Oh wow, so many trees shall die for before we are done!

What did the people on the other side of the lake look like? What do we look like?

Skin color, hairs, clothing, etc?
>>
File: IMG_0340.jpg (56KB, 351x418px) Image search: [Google]
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>>1218404
Dice rolls were never on the books. What do you guys think? I was considering implementing them for some of the micro actions, when special events need to to react on a zoomed in scale, but we haven't got there yet. I prefer no dice, but I live to serve.

I have put some thought into the new neighbours, yet to be revealed. I haven't really though about your tribe though. Maybe the regular players can contribute to that lore? I've been picturing European neolithic, pic related.
>>
>>1218417
So have I. I'm just asking, to determine how hostile they can be. more different = bad, more similar = good. That is the rule, but there can be exceptions.

As for dice, I'd like for them to be kept to a minimal, I don't mind if they are done away with completely, or just done so rarely it doesn't matter.
>>
>>1218438
I avoid dice as often as I can, but I also want players to not get shitty when things go poorly, blaming it on the QM. I think they might make an appearance when/if we reach traditional character based interactions later on. We'll see.

You'll have to go investigate to find out just how different these new folk are...
>>
File: the-governor-lg.jpg (42KB, 700x1000px) Image search: [Google]
the-governor-lg.jpg
42KB, 700x1000px
>>1218470
You'll have to go investigate to find out just how different these new folk are...
Oh? I suppose, if I can find my sheriffs hat.

Thanks for running, when will you be back?
>>
>>1218479
So I'm on Aus time and will be back solid tomorrow - 14 hours or so. I'll be on tonight to set the scene with a new update but will get stuck in tomorrow.

Very roughly, starting 8 or 9pm, GMT
>>
Sounds about time for some Tribal…. QUEST!


The first month of Harvest has come and gone and the forests of the Great Peaks are slowly dying down. The cooler months are around the corner and, for the tribe, gathering food and supplies for the winter is a top priority.

A group are deployed to the lake to collect clay from its muddy banks, highly successful in their endeavours. No further encounters with the strange folk across the lake are had. [+13 CLAY]

A second group take to the huge supply of raw logs stacking up on the outskirts of the village and, with sharp stone and primitive tools, they begin carving up smooth boards and cuttings. [-11 LOGS] [+11 TIMBER]

Finally, an expedition of hunters and other tribesfolk spend their days in the dense forests, taking advantage of the season to pluck fresh berries and fruits from the trees, roots from the soft earth, and even handfuls of ripe nuts from bushes and plants. [+13 FORAGED]

- The tribe consumed 6 FOOD this Turn.
>>
YEAR 2, MID HARVEST
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [7/10] HAPPINESS
The tribe is happy and confident in their leader, though wary of the changing of the season that is to come.

-- PATRONS
- Gharuda, Patron of Knowledge (Owl)

-- [67] WORKING POPULATION
[11] Unskilled
[18] Skilled
[8] Crafters
[14] Warriors
[15] Hunters
[1] Hero (Raptar the Warrior)

-- [39] FOOD
[0] Grown Crops
[18] Foraged (Fruit/Nuts)
[15] Meat
[6] Fish

-- MATERIALS
[13] Clay
[0] Stone
[15] Logs (Raw)
[11] Timber
[0] Wool
[0] Hides
[2] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Totem Shrine of Gharuda
- Simple Drying Racks (15)
- Pottery Storage (30)

-- UNDER CONSTRUCTION
- Granary (50%)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin/Continue construction of…
> [2pt] Seek out a Cultural Advancement of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors, Hunters or Crafters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft…
> [1pt] Consult with a Patron.
> [0pt] Consult your elders for guidance.
> [0pt] Consult a Hero for guidance.
> [?pt] Other...
>>
>>1219320
> [1pt] Produce/Craft…
Charms, Owl charms to be exact. Show the sign of our faith [5 Skilled]

> [2pt] Send scouts to explore (direction or geographic feature)...
We should get the layout and know whats around us, resources etc...are there other tribes? [Hero, 10 Warriors and 10 Hunters]

> [2pt] Continue construction of…
Do the Granary we need that done [5 Crafters and 13 Skilled]

> [0pt] Consult your elders for guidance.
>>
>>1219362
ill take this.
>>
As Harvest comes to an end a small group of skilled tribesfolk set some time, leather and timber aside to begin carefully carving charms for their kin. In the shape of owls, per the physical appearance of Ghardua, these charms are decorated with small bits of leather and are worn or carried by some of the tribe for luck and guidance.
[-1 LEATHER]
[-1 TIMBER]
[+40 GHARUDA CHARMS]

A large scouting party is also deployed to explore the surrounding lands, led by the hero Raptar. They discover no sign of the other foreigners seen by the lake earlier in Harvest.

- To the North are the slopes of the Great Peaks and the foothills in which the village sits.
- To the East and West are sloping forests, lush with game and nestled against the surrounding mountains. It appears the village is sitting in a kind of horseshoe in the valley, with the mountains curving around to the South East and South West.
- To the south the valley floor is open, lush glens. There is a large freshwater lake and then miles of open grasslands and light forst. Farther South, beyond the extent to which scouts can travel in a single month, the mountain range opens up to more forests.

Beyond the valley, no tribesfolk have ever stepped.

Within the village work continues on the granary, a storehouse to keep food fresh and protected, especially in the coming winter. By the end of the month the new structure is complete. (One Granary acts as storage of 40 units of Food, though it works best with grain and other natural foods)
[-10 TIMBER]
[-4 CLAY]
[+ GRANARY]

Finally, with this new infrastructure in place, evenings are spent around the campfire hearing from the elders. They are impressed with the way the tribe has grown and developed, though concern comes to their voices on two subjects.

One, the coming Winter. Last Winter was harsh on the tribe and while food stores are high, the cold is the real enemy for the months to come. Something will need to be done as soon as possible.

Two, the sighting of other people near the lake. The elders never once saw other walkers in the valley during their time, while Gruto has led the tribe nor before. They are cautiously optimistic that these people might be like the Calarians, perhaps friends. They believe the tribe should endeavour to reach out to these people.

- The tribe consumed 6 FOOD this Turn.
- The tribe has grown! 6 young children have come of age and joined the Working Population as Unskilled.
>>
YEAR 2, LATE HARVEST
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [7/10] HAPPINESS
The tribe is happy and confident in their leader, though wary of the changing of the season that is to come.

-- PATRONS
- Gharuda, Patron of Knowledge (Owl)

-- [73] WORKING POPULATION
[17] Unskilled
[18] Skilled
[8] Crafters
[14] Warriors
[15] Hunters
[1] Hero (Raptar the Warrior)

-- [39] FOOD
[0] Grown Crops
[18] Foraged (Fruit/Nuts)
[15] Meat
[6] Fish

-- MATERIALS
[9] Clay
[0] Stone
[15] Logs (Raw)
[0] Timber
[0] Wool
[0] Hides
[1] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields
[40] Gharuda Owl Charms

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Totem Shrine of Gharuda
- Simple Drying Racks (15)
- Pottery Storage (30)
- Granary (40)

-- UNDER CONSTRUCTION
- Granary (50%)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin/Continue construction of…
> [2pt] Seek out a Cultural Advancement of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors, Hunters or Crafters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft…
> [1pt] Consult with a Patron.
> [0pt] Consult your elders for guidance.
> [0pt] Consult a Hero for guidance.
> [?pt] Other...
>>
>>1219439
>> [2pt] Begin/Continue construction of…
Granary 5 Crafters 5 skilled
> [1pt] Consult with a Patron.
> [2pt] Produce Logs and Clay
10 skilled 1 crafter 4 warriors
>>
>>1219439
>>1219463
Supporting

adding to the below
> [1pt] Consult with a Patron.
How can we keep warm at night, warm our homes and strive away the winter. Waterproofing? Insulation? Fire Pits? Warming Stones? Fur Clothes? [10 Skilled and 5 Crafters]
>>
Finally, after much effort and the end of Harvest just around the corner, the Granary is complete. Much of the month is spent putting the finishing touches on the new structure while a large scavenging group head out into the wild to produce extra resources for the coming cold months.
[+14 LOGS]
[+14 CLAY]

Storage capacity for raw resources - which are essentially just heaped around the village in different piles - is getting low.

For the rest of the month, anticipating what is to come in Winter, much time is spent paying tribute and entering congress with Ghardua, the Patron of Knoweldge. The owl comes to visit the village often, watching over the tribesfolk as they work, and many claim she visits in their dreams to relay important answers and riddles.

It is realised, after a lengthy fireside discussion one night, that the segments of knowledge purveyed to the tribesfolk in their dreams can be combined to help them lessen the chill of the winter to come.

“Bury fire inside hut. Inside cave. Heat rock for sleeping.” The listeners nod approvingly, knowingly, as a Crafter speaks up. “More hide and leather, stop the winds and keep us safe in cave.”

- The tribe consumed 7 FOOD this Turn.
>>
YEAR 2, EARLY WINTER
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [6/10] HAPPINESS
Happiness has dropped slightly in anticipation of the coming cold months.

-- PATRONS
- Gharuda, Patron of Knowledge (Owl)

-- [73] WORKING POPULATION
[17] Unskilled
[18] Skilled
[8] Crafters
[14] Warriors
[15] Hunters
[1] Hero (Raptar the Warrior)

-- [39] FOOD
[0] Grown Crops
[18] Foraged (Fruit/Nuts)
[15] Meat
[6] Fish

-- MATERIALS
[23] Clay
[0] Stone
[29] Logs (Raw)
[0] Timber
[0] Wool
[0] Hides
[1] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields
[40] Gharuda Owl Charms

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Totem Shrine of Gharuda
- Simple Drying Racks (15)
- Pottery Storage (30)
- Granary (40)

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin/Continue construction of…
> [2pt] Seek out a Cultural Advancement of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors, Hunters or Crafters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft…
> [1pt] Consult with a Patron.
> [0pt] Consult your elders for guidance.
> [0pt] Consult a Hero for guidance.
> [?pt] Other...
>>
>>1219497
>2pts Seek Out Cultural Advancement of Indoor Heating 8 Crafters
>1pts Upskill 2 unskilled tribesfolk
>2pts Begin Construction of Storage Pit 10 skilled
I was thinking something along the lines of a underground tunnel thing that will run along the underside of the houses we'll buitl in the coming months that can be stoked from inside and with a chimney that takes the smoke out.

As for the pit mostly just setting aside some of the caves to actually hold some of our materials so we don't wind up loosing them you know?
>>
>>1219537
What happens when it rains?
>>
>>1219537
W/e. I'll back.
>>
>>1219550
Well that's why you have hte chimeny run all the way up so that the heat going up the chimney is enough to evaporate the water as well as making the hole of said chimney small enough that not alot of water can get in. Plus you can probably do something about like a grate or even a small slated panel that can cover a bit of it you know? Like have a roof for the chimney hole itself.
>>
>>1219570
That sound different than what you suggested in your post....
>>
Winter has come and, as in the previous year, its arrival has blessed the foothills with a light snow. The tribesfolk are once again livid, setting about some final winter arrangements.

During this month 2 tribesfolk were tutored and upskilled.

Many of the tribes Crafters spend this time studying different theories, inspired by Gharuda’s visions, to keep the caves and homes warm during the winter. They are successful in trialling a relatively safe way to store hot fire coals in small floor pits inside the cave, essentially warming the space they live and sleep in during the night.

Outside, the Crafters have agreed on a narrow latrine that can be dug under some of the homes and the Lodging House. Filled with small fires and ventilated from multiple ends, the small tunnel would theoretically keep the structures warm. It would require a significantly amount of TIMBER and STONE to construct.

[CULTURAL ADVANCEMENT: UNDERGROUND HEATING]

Within the caves several of the tribesfolk spend time clearing out one of the larger, driest caverns and reinforcing it with branches and clay. This should keep the supplies relatively safe and dry, at least until something more permanent can be prepared.
[-6 LOGS]
[-4 CLAY]
[+ STOARGE CAVE (50)]

- The tribe consumed 7 FOOD this Turn.
>>
YEAR 2, MID WINTER
Gruto is leader of The Calarians, a tribe nestled among the foothills of the Great Peaks.

-- [6/10] HAPPINESS
Happiness has dropped slightly in anticipation of the coming cold months.

-- PATRONS
- Gharuda, Patron of Knowledge (Owl)

-- [73] WORKING POPULATION
[15] Unskilled
[20] Skilled
[8] Crafters
[14] Warriors
[15] Hunters
[1] Hero (Raptar the Warrior)

-- [25] FOOD
[0] Grown Crops
[17] Foraged (Fruit/Nuts)
[8] Meat
[0] Fish

-- MATERIALS
[23] Clay
[0] Stone
[29] Logs (Raw)
[0] Timber
[0] Wool
[0] Hides
[1] Leather

-- INVENTORY
[10] Primitive Tools
[10] Wooden Spears
[10] Slings
[4] Hide Shields
[40] Gharuda Owl Charms

-- STRUCTURES
- Lodging House (24)
- Reinforced Tents (22)
- Wind Protected Cave Dwellings (30)
- Totem Shrine of Gharuda
- Simple Drying Racks (15)
- Pottery Storage (30)
- Granary (40)

- CULTURAL ADVANCEMENTS
-- Underground Heating

NEXT MONTH WE WILL...
- You have 5 points to spend. Actions should dictate how many tribesfolk are allocated to the task.
- Required equipment from the inventory is allocated automatically.
- Idle tribesfolk produce happiness and care for the young.
- If too few tribesfolk are idle (less than ~10%) for a prolonged time, less babies will be born.
- That being said, more people (esp. skilled people) = higher/faster yield.

> [2pt] Begin/Continue construction of…
> [2pt] Seek out a Cultural Advancement of...
> [1pt] Upskill 2 unskilled tribesfolk.
> [1pt] Train 2 unskilled citizens into Warriors, Hunters or Crafters.
> [1pt] Hunt OR Forage OR Fish OR Cut Logs
> [2pt] Produce Logs OR Clay
> [2pt] Send scouts to explore (direction or geographic feature)...
> [2pt] Send scouts to search for...
> [1pt] Produce/Craft…
> [1pt] Consult with a Patron.
> [0pt] Consult your elders for guidance.
> [0pt] Consult a Hero for guidance.
> [?pt] Other...
>>
>>1219537
Support. Might I suggest however rather than a storage pit we instead scout around and look for more caves?
>>
>>1219598
>>1219634
We can do that this turn, scout around and work on cultural development and up skill two more unskilled guys spend 10 hunters and warriors on scouting while eight craters work on cultural advancement
>>
Rolled 47 (1d100)

>>1219604
> [2pt] Continue construction/development of…
Underground heating [15 Skilled and 5 Crafters]

> [1pt] Hunt
We want as much fur and leather as we can, space out the areas to not to cause an extinction [10 Warriors and 10 Hunters]

>Make 2 more Crafters
>Skill up 2 unskilled
>>
>>1219656
I'll throw in the with this guy since I kind of stole the first turn
>>
>>1219656
I'll go with this too
>>
Sorry guys. I'm not able to keep up a good pace today, work is too much.

I think I'm putting this to sleep for now and will return on the weekend with plenty of time to write. Forgiveness please.

I might archive this thread and start a chapter 2.

I'll be using twitter to announce major times or dates: twitter.com/ausquestmaster
>>
>>1219781
Aw that sucks, still thanks for taking the time to set this up mate!
>>
>>1212514
>>1212527
>>1212673
>-ians
Latin, really? Would it kill you to have something more original as the name?
>>
>>1212920
>Unfortunately, come the month’s end, the expedition have not returned…
Will we be able to play as the expedition on random encounters?
>>
Did he mean next week?
Thread posts: 207
Thread images: 12


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