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File: Rinim.jpg (253 KB, 1000x976)
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You and yours have traveled long and far. To be one of the last Rinim in these times, is to live a life of squalor and of hardship; pain and strife. When the dreaded Redjaws came upon your tribe, gaits long and eager and teeth slick with drool, the war was first fought with steel and surety, confident that your kind would swarm and overcome. When that failed, it was fought with well fired wood and desperation, the hope that desperate stratagems would win where conventional warfare had not. When THAT failed, it was with stone, with tooth and claw and bitter spite, that drove the Rinim, that they would pay an equal tithe for the destruction of your peoples.

But you were not left to witness it. No, you had been sent, with only a pawful of bodies- able males, females, and the innocent but potential-filled youth, and one or two elders whose knowledge was indispensable- to escape, flee the lands you had once called home, warm and welcome, and sojourn elsewhere- to a place beyond your known borders, where the Redjaws could not track, could not begin to guess you would travel, and with that, perhaps forge the legacy of the Rinim anew.

It is with this burden that Rodin, the last True Grandchief of the Rinim Tribes left you, along with your own personal history. It has led you to this place, beyond the hills and with much trouble behind you as you, at last, march your peoples to the top of a hill in this dry, arid land- better to get the lay of it before continuing on. You can yet go further for a bit, and your peoples are well and inured to scavenging and gathering on the move, to keep more limited supplies in store until you can at last find somewhere to settle. But the time to choose comes swiftly, and though a choice cannot be made lightly, it must be made nonetheless.
>>
>>4218375
But who are you to do so- what those that follow call you?

>Garle, the Red Warrior: Named for your ruthless cunning in battle, since you were a little ratling, you’d trained desperately to be part of the elite fighting force that was the Teeth of the Rinim, rising your way up the ranks- and your diligence paid off when you were one of the first dispatched to battle against the Redjaw menace. Your skill with the blade, sadly, was not enough, and for every Redjaw that fell at your feet, scores more Rinim lives were lost. You know well the ebb and flow of hunting and battle- it in fact is much more familiar to you than the trials of leadership and diplomacy. Guiding the band has not been easy- nor do you expect it will ever be. However, you will persevere, for it was the last assignment given by your beloved mentor and elder brother, Shole. (+10 Trained Rinim Warriors, +10 Trained Rinim Scouts Immediately Available, +15 Bonus to Hunting and Combat Rolls)

>Tasma, Breeze of the Summer: Such horrors the war wrought, and through it all you strove to keep the people calm and happy during the early times, keep trade flowing during the lean times, and at the end, keep Rinim alive by spiriting as much food and drink and as many innocent Rinim away from the source of the conflict as possible. Your father Kolma was a Trade Lord, and yourself often called the Trade Princess. Now, as per your father’s last words before his conscription (and likely death), the Princess must play at Queen, and while you have the support of those remaining of your caravan and those that were able to join as desperate refugees before fleeing, you privately fear what may come should you once again have to face the bloody call of combat. (+50 Food Units, +10 Bonus to Diplomatic Rolls, Start with High Morale -Projects take less time-)

>Susumin, the Oracle of Seasons: They called you mad. Always they called you mad. Your portents of death and destruction at the hands of the Redjaws had been all but unheeded, no matter how loud your warned or how thorough the message. They’d all let the jaws of death close around them with wanton abandon. All but your closest family- your elderly mother Toramin, frail brother Jujumin, littlest sister Lalamin, and your father, wizened and knowledgeable Domatu. All of your family save father, outcast for your inherited gifts. Precognition, as one of the ‘sightless magics’, had long been forbidden due to its terrifying potential. Understandable, but foolish to hold to such things in the face of death. Now, however, there is none left that are willing to challenge your beliefs. You’d amassed a small, tepid following- but only that, and with your family in tow, you’d abandoned the fools to their fate- as you’d seen that yours lies elsewhere. (Gain Access to Precognition: at the beginning of every turn, gain foreknowledge of a possible Major Event occurring within two turns. Can re-roll one Major Action per turn. -Start with Less Population)
>>
>>4218376
Garle
>>
>>4218376
>Tasma, Breeze of the Summer: Such horrors the war wrought, and through it all you strove to keep the people calm and happy during the early times, keep trade flowing during the lean times, and at the end, keep Rinim alive by spiriting as much food and drink and as many innocent Rinim away from the source of the conflict as possible. Your father Kolma was a Trade Lord, and yourself often called the Trade Princess. Now, as per your father’s last words before his conscription (and likely death), the Princess must play at Queen, and while you have the support of those remaining of your caravan and those that were able to join as desperate refugees before fleeing, you privately fear what may come should you once again have to face the bloody call of combat. (+50 Food Units, +10 Bonus to Diplomatic Rolls, Start with High Morale -Projects take less time-)
>>
There will be stats explained in a bit, also, don't worry. Hopefully they're fairly obvious so far, though.
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>>4218376
>Garle
>>
>>4218376
>Tasma
>>
>>4218376

>Tasma, Breeze of the Summer: Such horrors the war wrought, and through it all you strove to keep the people calm and happy during the early times, keep trade flowing during the lean times, and at the end, keep Rinim alive by spiriting as much food and drink and as many innocent Rinim away from the source of the conflict as possible. Your father Kolma was a Trade Lord, and yourself often called the Trade Princess. Now, as per your father’s last words before his conscription (and likely death), the Princess must play at Queen, and while you have the support of those remaining of your caravan and those that were able to join as desperate refugees before fleeing, you privately fear what may come should you once again have to face the bloody call of combat. (+50 Food Units, +10 Bonus to Diplomatic Rolls, Start with High Morale -Projects take less time-)
I like me a culture victory.
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>>4218376
>Tasma, Breeze of the Summer
>>
>>4218376
>>Susumin

people and combat are one thing, but rerolls are forever!
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>>4218376
>>Tasma
>>
It is Tasma, tale-named the Breeze of the Summer for her gentle and comforting ways, who is now Trade Queen of the Rinim, and who is the Rinim's last known hope for survival.

Writing.
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>>4218376
>>4218383
>>4218392
>>4218392
>>4218395
>>4218396
>>4218403

>Tasma Caravan
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim (50 Peasant Adults, 10 Peasant Children, 10 Warrior Rinim, 3 Scholar Rinim, 2 Elder Rinim)
>Food: 100
>Morale: High

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

This life has been far from what you know well. Shining rocks and minerals, fine vegetables, threadwear of a most involved make. During your childhood and into the youth of adulthood you had but these things to experience and value; your family was loving and spoiling, particularly your father after your mother’s sad passing. In his grief, he made certain to impose on you the values of family and love thereof, and it is that which drove you to see others as happy as you. Still, you are not ashamed to admit you enjoyed the finer things in life, and when the Redjaw had come, you were a bit frightened of them, horror stories they were; but you had no real expectation that they would put up any more than token resistance when faced with Rinim might and skill.

You could laugh at yourself back then. As you are now; clothes threadbare, more gaunt than you’d ever been due to willing fasts. A yellow shawl and torn cloth skirt is all that covers you, when once you’d been dressed with aplomb. You’ve taken to utilizing a walking stick- not out of any illness, thank goodness, but out of simply practicality; to make better time traveling on tired bones. Over the years growing up, your hearing has been honed to hear the slightest deviance in pitch to detect a deceitful trader or customer, and your eyes have been well-trained to be able to pick up the most minute flaws in gems, goods, and the most minor shifts in facial expressions alike.

(cont.)
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>>4218440
It is these senses you rely on as you gather the lay of the land; what little there is, at the least. Fortunately, the hill is high, and leads to lower land below the height you’ve been traveling. It is because of this, in the distance, that you can see in all directions. To the west, you can see not far from the horizon, blessedly, water, the land nearby is thinly grassy, however, and the sparse few trees you see seem to be short and weak. Still, the value of water cannot be understated. As you turn to the north, you’re witness to yet more arid land, but clearly what are trees to crop up, clearly fed from the waterline you’ve seen already. They seem to be in larger numbers than off to the west, thin though they may be, and grass is beginning to grow. Perhaps a small improvement for the time being, but improvement nonetheless. And certainly easy to avoid predator ambushes. Off to the east, however...similar lands to the west at first, but you can see just a touch beyond that- trees. Lush and massive. Such thick vegetation may bring ambush predators...though there’s no doubt a bounty of food is waiting, perhaps water as well...that is, if you can survive there.

What lies beyond, you don’t know. But this is an important choice, no doubt.

>To the west, towards the distance marshes. (-20 Food, Medium Risk)
>To the north, towards the curious savannah. (-15 Food, Low Risk)
>To the east, towards the promising yet dangerous jungle. (-10 Food, High Risk)
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>>4218574
>>To the north, towards the curious savannah. (-15 Food, Low Risk)
>>
>>4218574
>>To the north, towards the curious savannah. (-15 Food, Low Risk)
>>
>>4218574
>>To the north, towards the curious savannah. (-15 Food, Low Risk)
>>
>>4218578
>>4218589
>>4218622

North it is. I'll need a roll, then- your spirits are high, which is good for travel; eager bodies make for light steps:

1d30+10 (Morale Bonus).

Best of three.
>>
Rolled 7 + 10 (1d30 + 10)

>>4218654
Ere' we go, first roll of the quest.
>>
Rolled 7 + 10 (1d30 + 10)

>>4218654
>>
Rolled 18 + 10 (1d30 + 10)

>>4218654
>>
18. Not the best, but good words and honest hope do well to lift moods and feet alike.

Writing (and updating the map).
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>>4218654
>>4218659
>>4218659
>>4218660
>>4218663
“We continue ahead,” you announce to those behind you- you caravan leaders, and loyal to a one. “And make our way forwards without delay. Little sense, to me, in roaming through thickened mud or greenery at this stage. We must find surer land to rest in.” There are some concerned mutters, clearly; a few heads shift off to the east and west, but after a bit of internal talk, they agree entirely, and move to inform the rest of your band and the followers.

The walk is fortunately easier the further you go despite the somewhat stifling heat- indeed, once your feet hit steadier dirt as you travel into the savannah proper, you admit that things are already looking up- the trees, though sparse, are yet welcome with their slight respite from the sun, and you can see smallbeasts around the plains as well; tiny horned, fuzzy creatures that hop about from place to place; reptiles scurrying and slithering from rock to rock, insects that flit about, and some of the scouts even notice some shoots and berries that could be risked to see if food could be scavenged. It’s all perhaps not exactly a filling meal, but welcome enough to restore food supplies, should you elect to go out hunting. Rock formations abound, most not quite tall enough for good shelter, but still impressive to see, most certainly.

The rest of the day’s travel is of good distance thanks to spry feet, and come evening the temperature has cooled but not at all gotten cold, and the combination is enough that you’re informed from some of the caravan leaders a desire to continue moving in the midst of night- normally dangerous at best due to risk of predators, but in this climate, where you saw nothing taller than your own waist, it’d be almost comfortable.

>Food: 85
>Moral: High

>Continue to move through the night. (Low Risk, -10 Food)
>If we're to move during this time, make the most of it. Double Time. (Moderate Risk, -15 Food, Morale Reduced
>No, best to stay safe and make camp for the night. Perhaps look into restocking our supplies. (Low Risk, +10 Food, Morale Reduced (Middling)

Note: You can change directions with a group vote at any time until you settle.
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>>4218785
>Continue to move through the night. (Low Risk, -10 Food)
>>
>>4218785
>>Continue to move through the night. (Low Risk, -10 Food)
>>
>>4218785
>>Continue to move through the night. (Low Risk, -10 Food)
>>
>>4218785
But think about the younglings!
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>>4218785
>>Continue to move through the night. (Low Risk, -10 Food)
>>
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>>4218785
>>4218787
>>4218790
>>4218796
>>4218873

“Very well, then,” you decide, much to their delight. “We’ll do our best to keep the little ones off their feet as we continue on.” The few hand-carted wagons you have are largely for supplies, but occasionally the little ones can rest well enough on them. It will be a bit of stop and go, but it’s still much more movement than you would otherwise have gotten through the night.

Fortunately, it is quiet and dead; sparing a few nocturnal reptiles you witness and a small yet strange creature resembling a bird with odd wings. Nothing stirs, otherwise, and the trip made by fire and moonlight is almost pleasant. The rest of the leaders sleep in shifts, yourself only sleeping at the others’ behest, and the caravan moves onwards with little trouble.

It is as the dawn breaks and you wake, however, that you see that your decision has resulted in a most pleasant sight.

Hills up ahead, rolling and green. Not too steep, but they break up the horizon most nicely. They’re wide and large and go for quite some time; and your smile grows just a bit wider upon seeing them.

Ah, but before you can celebrate, you must reach them, after all. And so onwards you go.

>Food: 75
>Morale: High
>>
>>4218911
>>4218911
(I'll end it here for tonight. A bit of a slow start, but I wanted people to be able to pick where they're going to settle, and I always liked the idea of making that a little journey in and of itself. Obviously, first time doing a civ, so bear with me as I figure this stuff out. Still, I'm excited! We'll continue tomorrow. If you have any questions that aren't spoilers, now's the time, I suppose.)
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>>4218916
What are the sentient specieses of this world?
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>>4218920
That's a spoiler: The Rinim have been very isolated for much of their history, and so they only know of Rinim.
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>>4218916
For how long have Rinims fought Rejaws?
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>>4218916
Oh, and have you played Banner Saga series?
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>>4218916
What do the Redjaws look like?
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We redwall now bois
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>>4218933
It's a long history, but essentially the Redjaws are bogeymen come to life- it's said they once fought them off years and years and years before; before anyone's fathers or grandfathers or great-great grandfathers existed. Said to be how the land was settled in the first place. It was an old rat's tale that they'd sneak about in the darkness of the wild lands, that they'd make a meal out of any Rinim too foolish to wander where they shouldn't. But, they never appeared. History faded into myth, and then into legend.

When they returned, it was met with disbelief; perhaps it was a beast with similarity, but not the same. But they came in massive numbers. The war was long and bloody, and fought over a span of ten years- children were born and died in the crucible of war, taken before their time or raised so that it was all they knew.

>>4218951
Yes, actually! It's pretty brutal and I had a difficult time playing through it because the story was so bleak. I saved the daughter at the expense of the father. Was lucky enough to have the baby with me in 3. Went through with the ritual at the end, but it was rouuuugh.

>>4218951
Basically, take lions, make them taller but not wider, make their lower jaws utterly massive and overbitten and red colored, their tails stingers, their eyes larger, and then give them perpetual hunger and a cleverness born of madpeople (or maybe Jurassic Park raptors).

Redjaws.
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>>4218911
Before you reach very far, however, you hear a voice coming up behind you. “Miss! Miss, are you up?”

Ah. That voice can only belong to one individual. One the elders, a particular individual that you’d managed to convince to come with you on this journey- not that it took any exceptional cajoling on your part. They’d seen the signs enough that they were willing to escape with you, and their knowledge was far too valuable to keep to themselves anyway.

They’d taken to the role of adviser with relative ease, and although they were quite confident in their own skillset, they were easily willing to defer to you, recognizing the value you held to the others. Come hell or high water, this was one elder you’d prefer to have stay by your side:

>Ormin, the Elder Ranger: Although his youth has left him, his eyes hold many secrets. Having essentially lived in the old forests since youth, he could recognize many plants and beasts- his power of observation, even now, is at a level that puts yours to shame. A scout unparalleled in his heyday, he’d retired to an old cabin in the forest to live out his later years...he’d only had one of peace, right when the Redjaws came. He’d been called, taken to teaching his arts in desperation. It was not enough, and he sees this as something of a penance for what he perceives as a personal failing. (Advanced Scout Training Available Immediately upon Settling)

>Makobi, the Great Constructor: Makobi’s skill at construction is unsurpassed; he knows how to create a fortification from any given material and have it be effective. He was one of the Rinim who was fortunate enough to have audiences with even the Grandchief; especially when the Redjaws first made themselves known. Under his tutelage, defenses of all sorts sprang up. They were the only reason the Rinim lasted as long as they did, as the Redjaws had to come up with ever more clever ways to surpass them. Sadly, surpass them they did, and Makobi, in his grief and despair, left with you, if only because he felt dying amidst his family would be too great a relief. (+10 on Construction Rolls for DEFENSIVE fortifications.)

>Jubi, the Whisperer of the Wild: Although magic was well known among the Rinim, certain types were more welcome than others. Floral Magic, the growth and manipulation of plantlife, was among the more respected; while magically grown crops were tasteless and less healthy, they were created far faster, and helped pad larders in lean times; Jubi was among the most gifted, and as a result was one of the most important Rinim in the tribe, especially when the war came. It was fortune that you’d come across her, tears in her eyes and despairing over the destruction of the Rinim to come. She’s come to hope that this is perhaps, like the winter kills only for the spring to bring new blooms, a chance for rebirth of the Rinim. (Gain Option for Force Growth for crops, Forced Grown Crops add to Food resource, but reduce Morale.)
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>>4220764
>Ormin, the Elder Ranger
>>
>>4220764
>Ormin, the Elder Ranger: Although his youth has left him, his eyes hold many secrets. Having essentially lived in the old forests since youth, he could recognize many plants and beasts- his power of observation, even now, is at a level that puts yours to shame. A scout unparalleled in his heyday, he’d retired to an old cabin in the forest to live out his later years...he’d only had one of peace, right when the Redjaws came. He’d been called, taken to teaching his arts in desperation. It was not enough, and he sees this as something of a penance for what he perceives as a personal failing. (Advanced Scout Training Available Immediately upon Settling)
>>
>>4220764
>Makobi, the Great Constructor
>>
Ormin it is. May his skills serve you well. Writing.
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>>4220764
>>4220772
>>4220775

Ormin was an older Rinim, and although he was no withered crone yet, you could still see him huffing a bit as he made to get over to you. Still, his bow was at his back, and his eyes were alight with something...well, not worried, but not calm, either. “Glad yer up. Wanted ta let you know that those hills ahead- had a couple folks go ahead while you were out. Seems like they’re well and open, but there’s a forest ‘yond that. A couple of the scouts took the risk of trying some local berries and fruits, too. Gave ‘em an earful, but if nothing else it doesn’t seem like they’re poisonous. That aside...scouts found somethin’.”

His voice is neutral, but you inwardly worry. Still, you keep as even as you can, as well when you ask. “Found what?”

>Event: Roll 1d10, best of three.
>>
Rolled 5 (1d10)

>>4220857
>>
Rolled 9 (1d10)

>>4220857
>>
Rolled 9 (1d10)

>>4220857
>>
>>4220857
>>4220858
>>4220868
>>4220882
It’s only now that he lets his expression crack a bit, a smile gently edging up his old lips. “Natural caves up ahead in them hills. Not major, dens if anything, for old and dead wildbeasts. But they’ll be good stayin’ spots for a while. No need to suffer th’ elements if we’re willin’ ta put up with some cramped space.”

Ah. Indeed, that’s a good thing to hear. Such was the ways of your ancient ancestors, you were told, before you found your way out of the dark corners of the earth. Perhaps it’s only proper that you have this opportunity, upon starting anew the Rinim, to do the same, if perhaps on a smaller time scale.

>Burrows (Small) Identified!

But enough of that. If you’re to make that distance, then you must proceed. After all, this may yet just be a stop on your sojourn, and not your true settling place. You’ll have to see. The day is yet long, and it will be most of it before you reach the area, for certain.

>Roll 1d30+10 (High Morale) for travel. Best of three.
>>
Rolled 17 + 10 (1d30 + 10)

>>4223078
>>
Rolled 22 + 10 (1d30 + 10)

>>4223078
>>
Rolled 9 + 10 (1d30 + 10)

>>4223078
>>
Good movement. Writing.
>>
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>>4223078
>>4223083
>>4223084
>>4223099
Food: 55
Morale: High

It’s another day of eager travel, and fortunately, blessedly, you crest the hill of the new lands as the night falls. As the sun drops to the horizon, you can hear the cheering of the ones behind, glad to reach proper grass and soft soil. Taking a deep breath, you pause to witness the rolling hills stretching out from you. Ahead, in the distance, you can see further forest, much more like what you’re used to. It’s a welcome vision. The trees start to thin out to the west a bit, and part of you wonder what’s beyond there, while to the east it seems as though things grow ever more wild.

“Well, if nothin’ else, it’s not a bad place ta stop and get our bearings,” Ormin notes. Indeed, this place likely has much game, and you’ll need to restock before long, your supplies growing thin. “But then again, close to tha wilderness, not much in th’ way o’ predators out ‘ere...not much a’ anythin’ else, though, either. Could jus’ make this a nice stopover, or we could call it ‘ere, put down roots. Up ta you.”

Indeed, that is the question…

>Designate this a temporary stopover. You’ll rest, recuperate, and set out for somewhere you think is better, later in the future. (You will have limited choices for what to do on a weekly basis, morale will begin to deplete after a certain time)
>No, it is here where you’ll settle, in this small, hilly land. (You will have full choices and begin to colonize the area properly, with choices based on monthly tasks.)
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>>4223239
can we send rinim to see whats past the western trees while we rest?
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>>4223239
>>Designate this a temporary stopover.
we'll stop for now, scout out what's around us, and then decide if this is a good place to settle or not. sounds like a plan?
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>>4223239
>Designate this a temporary stopover. You’ll rest, recuperate, and set out for somewhere you think is better, later in the future. (You will have limited choices for what to do on a weekly basis, morale will begin to deplete after a certain time)
We wouldn't want to settle too close to our former borders, ideally we would settle on the opposite side of a neutral nation, to have an early warning system.
>>
>>4223267
support. check out how many resources are available here first
>>
Seems like the general idea is make this a temporary stop and use the time to see what's what. Writing (and hopefully taking less than an hour, for as small as these updates are, I really need to learn to write faster).
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>>4223239
>>4223267
>>4223279
>>4223284
“Yes...I think it best if we rest here for now,” you decide. “I’d rather us not make the choice so quickly now that we’re out of hardship. Our borders may be well past, but we are just fresh into new green lands.”

Ormin nods. “Fair ‘nuff. I’ll tell the leaders to gather up, we’ll find a decent spot an’ set up tents and more stable areas fer cookin’ an’ whatnot. Mebbe scout out those dead dens a bit more.”

“As you say,” you agree.

With practiced ease, before long your caravan is brought down into the valley of the hills, and they’ve prepared tenting and cooking areas; many want to go into the old dens, but that’s shot down by Ormin, stating no one should go inside without his or another scout being there. Although it causes a bit of consternation, there fortunately isn’t more than some minor grumbling, and there’s enough tents to shelter the majority of you.

At last...some rest. You might not be staying here long- or maybe you will, who knows- but this does mean that at least in the short term, you’re going to need to be making a few decisions on how to sustain yourselves and what to do in the time to come. The caravan wagons are looking a bit shaky, food stores are starting to get low, and there’s the matter of the dens, of course.

>Week 1 (Tasma Encampment)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim (50 Peasant Adults, 10 Peasant Children, 10 Warrior Rinim, 3 Scholar Rinim, 2 Elder Rinim)
>Food: 55
>Morale: High

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

>What to prioritize for this week? Pick two:

>Have Ormin Scout out the area (+1 Extra Square revealed on all sides)
>Have Ormin Train Scouts (Advanced) (Advanced Scouts gain +10 on scout task rolls in the future)
>Hunting and gathering food
>Repairs on the caravan wagons
>Investigating the dens thoroughly
>Other
>>
>>4223356
>Have Ormin Scout out the area (+1 Extra Square revealed on all sides)
>Hunting and gathering food

repairs and investigation are for the next week - first if there are better spots, second if not
>>
>>4223356
>>Have Ormin Scout out the area (+1 Extra Square revealed on all sides)
>>Hunting and gathering food
>>
>>4223356
>Have Ormin Scout out the area (+1 Extra Square revealed on all sides)
>Hunting and gathering food
>>
>>4223367
4thing
>>
>>4223367
>>4223369
>>4223421
>>4223503

Putting it up now, roll 2d10, best of three to see how your efforts go. First roll is for the scouting efforts, second is for food procurement.
>>
Rolled 8, 2 = 10 (2d10)

>>4224765
>>
Rolled 10, 9 = 19 (2d10)

>>4224765
>>
Rolled 3, 4 = 7 (2d10)

>>4224765
>>
>>4224765
Did something happen?
>>
>>4225023
MG isn't the fastest writer, no offense to him of course.
>>
I technically work from home, now sorry. My waking and sleeping hours have been kinda screwball as a result, and, uh...

...I passed out. In the sleepy way, not the medical way. Sorry.
>>
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>>4223356
>>4223367
>>4223369
>>4223421
>>4223503
The week passes by with solid results. Your followers are largely happy to get some proper downtime, and when asked they don’t seem to mind helping with foraging. Although the grasses here are rough and not very filling, there are some particular vegetable shoots; strange curved plants, yellow, with juicy insides that are also filling, and as far as can be guessed, non-toxic. These, among others, are added to your food stores, to the delight of the people.

As for your request for scouting, Ormin takes off near as soon as you give the word- you’re surprised for a moment that he’s going it alone, but the way he moves just before slinking out of sight tells you that he’s more than eager to get going.

When he returns, looking none the worse for wear, his face is troubled. “M’lady,” he starts, and the fact that he bothered to be formal about it makes your whiskers tremble. “Good news n’ bad news. Good news is that found us a nice pond area off to th’ west. Lotta game in these parts, but some monster-sorts, too, deeper ya go into the woods. Nothin’ I don’t think we can handle, but if’n we keep going, we’ll haveta be careful,” he warns. “Still, lake looks good. Small, but lively, fish and everythin’. That’s the good news.”

“And the bad?” you ask, dreading it even as you ask for it.

“Off to tha’ west, we found a sorta...tower,” he grimaces as your heart leaps in your chest. “Made o’ stone. Old an’ busted, too. There anything in there, Iunno. Didn’t wanna risk it. Stuck around fer a day, didn’t see nothin’ go in or out. But it’s tall. Taller than what makes sense for Rinim. Doorways was too wide. Found th’ handle of a blade, too. Too big for Rinim hands.” Reaching into his rucksack, he pulls out the object in question- it is indeed a sword pommel, and it takes both hands to wield. Even then, it feels most awkward to hold. Then again, you’re not a fighter, and never hope to be. “Place looked old ‘nuff ta be abandoned, but nature hadn’t gotten a good grip on it jus’ yet,” he finishes. “Don’t think we’re alone round these parts.”

>Food stores increased to 65!
>Found Mysterious (Old) Tower.

>What will you do about this tower?

>Order a wide berth around it. You don’t want to risk anything’s ire.
>This requires more investigation. Take 2/3/4 Rinim and return to the Mysterious Tower.
>Other
>>
>>4225171
>>This requires more investigation. Take 4 Rinim and return to the Mysterious Tower.

see if tower could be fixed up and turned into our new home
>>
>>4225171
>This requires more investigation. Take 4 Rinim and return to the Mysterious Tower.
>>
>>4225182
might also see the tiles around it
>>
>>4225171
>This requires more investigation. Take 4 Rinim and return to the Mysterious Tower.
>>
>>4225178
Support
>>
>>4225171
>>4225178
>>4225182
>>4225234
It’s only a bit of thought before you come to a decision. “Take a group of Rinim and return. Investigate it thoroughly and see if there’s any information we might be able to use about who used to live there. Perhaps if we’re fortunate, its inhabitants are long departed. It may be usable as shelter.”

He simply nods and grunts, tail lashing out a bit behind him as he turns away. “We’ll be back in a couple of days.”

Excellent. With that issue being taken care of, you take a few rounds of the campsite. Things have started to even off, and your people are getting used to the area, which is good. There’s a few complaints about not being able to use the dens, but it’s otherwise rather nice so far. You get a request from some fishers and one of the scholars about possibly permitting an expedition to the recently found lake- they’d like to catch a few fish and learn more about the area themselves.

>Week 2 (Tasma Encampment)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim (50 Peasant Adults, 10 Peasant Children, 10 Warrior Rinim, 3 Scholar Rinim, 2 Elder Rinim)
>Food: 65
>Morale: Moderate

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

>What to prioritize for this week? Pick two:

>Send an excursion team to the lake.
>Hunting and gathering food.
>Repairs on the caravan wagons.
>Investigating the dens thoroughly.
>Other
>>
>>4225307
>Excursion to lake
>Repairs on the caravan wagon
>>
>>4225307
>Send an excursion team to the lake.
>Investigating the dens thoroughly.
>>
>>4225307
Supporting>>4225316
>>
>>4225307
Don't forget to send some warriors to escort the excurtion
>>
>>4225307

>Send an excursion team to the lake.
>Repairs on the caravan wagons
>>
>>4225316
>>4225323
>>4225324
>>4225358


You decide on sending an excursion team to the lake- but how many warriors will you permit to accompany them for safety? They're asking for four. You have a total of 10 trained warriors.

>Send 2
>Send 3
>Send 4
>Send 5
>>
>>4225363
>Send 4
>>
>>4225363
>send 5

We have lots of line of sight so if things come for us we can run they dont have that luxury in the forest
>>
>>4225363
>send 5
>>
>>4225363
>>Send 5
>>
>>4225363
>Send 4
>>
Alright, 5 it is. Writing, and prepare for rolls.
>>
Rolled 1 - 4 (1d10 - 4)

>>4225363
>>4225370
>>4225378
>>4225391
>>4225391

After making arrangements, you’ve decided to grant the lakeside excursion team their guards, plus one- can never hurt to be too careful. That, plus the fact that the caravan wagons have been complained about already, means that your people will have to help with some repair work.

As cloud cover begins to roll in, you wonder what’ll be in store this week. Still, the people are happy and content for now, and you’re glad for it.

>Roll 3d10, best of three. Scouting, Excursion, and Repairs.

I'm rolling for an Event.
>>
Rolled 1, 6, 2 = 9 (3d10)

>>4225418
Well im glad we sent 5
>>
>>4225418
...*srnk*

Well damn. Uhh...pfthaha.

Well, that's good for you guys, I'll say that much.

Wow, holy shit.
>>
Rolled 10, 3, 7 = 20 (3d10)

>>4225418
>>
>>4225420
I am intrigued. Has the Redjaws fallen into civil war
>>
>>4225418
>>
Rolled 3, 6, 8 = 17 (3d10)

>>4225418
>>
Interesting week, this one.

Writing.
>>
>>4225450
are rolls best of three, or just one?
>>
>>4225531
Bo3 unless stated otherwise.
>>
>>4225418
>>4225419
>>4225423
>>4225434
The week brings a couple of days of rain- light, but consistent throughout the middle of the week. It’s not bad, but it does cause you to worry for your travel parties as everyone hunkers down- wet fur is never good. You get the news that some brave (and reckless) individuals have been found taking shelter in one or two of the dens; you may have to deliver some discipline, although the idea of doing so doesn’t sit well with you…

Fortunately, the rain doesn’t cause too much issue with repairing the wagons- there’s limited opportunity to rework wheels, but fortunately most of the work is on recanvassing the tops and making sure to replace any cracked and shorn boards. They finish up just as the week closes out, meaning that you can begin to move on at any time, now.

They aren’t the only thing to finish up- a day before, as the weather looks to be clearing, you receive word that Ormin and his crew return, none the worse for wear. “Well, ain’t a bad setup,” he admits as he dries off in your tent. “Place is near stripped, ‘sides from some oversized furniture. Found a seat what looked like it was made fer one but could fit two o’ me. Three floors in total. I s’pect a decent number of us could cram in there if need be- or could be a nice big home fer someone o’ noble quality with a bit o’ sprucin’.” The implication is obvious.

Intriguing. “And you found no trace of the former inhabitants otherwise?”

“Nary a whiff,” he confirms. “Not blood, bones, or business. MY guess? T’was intentional abandonment, m’lady. Whoever was there, they’d seen its use up, an’ it to the elements on purpose. Too neat, otherwise.” Hm. Well, you’ll have to consider the possibility, for certain.

You’d been ruminating on it over the next day while discussing security with the watch and food divisions, when you get word that the lake excursion team is back- and with something in tow.

(cont.)
>>
>>4225595
You step out of your tent, and are brought to the edge of the camp, to see your scholar and his group- including the warriors you’d sent, who indeed have something trussed up between three of them. They’re quick to nod, and lay it at your feet. You quickly notice that it’s got a thick field bandage around its head. “We were about to leave the area when we spotted something in the distant trees watching us. We went to engage it, and it tried to flee back into the woods, but it was foolish enough to trip and plunge into the water. Knocked itself out on a rock before it went in. We believe it had been spying on us, so we bandaged its wounds.

It’s here the scholar speaks up. “Its garb is...not wholly unlike Rinim wear, m’lady. It also carried a dagger and satchel. Clearly intelligent, very fascinating!”

It’s a massive...well, you’re not sure WHAT it is, but it’s almost twice as tall as even the tallest warrior in your retinue. It’s furless, save for some long fur on its head. The skin you can see is a light pinkish color, and it appears to lack a tail… it’s trussed up in rope and fishing line, however, so it’s hard to identify anything else. But it’s clear that this thing has some sort of ornamentation, and from what your scholar said, it seems to at least be somewhat intelligent...perhaps indeed part of the civilization of the tower?

Regardless, this is...distressing.

>How will you deal with the strange being?

(done for tonight)
>>
>>4225598
>How will you deal with the strange being?
Hoo boy this is both a potential problem and a potential opportunity.
Given its garb and tools it's clearly not just intelligent but a member of a larger society. Plus given the lack of travel gear a likely nearby society.
Now a society of intelligent beings represents a potential serious threat to us if they are hostile, but also a potential massive boon in trade and information.
Given that the fact that our captive probably has friends/family who will know they're missing were either going to need to kill it and make sure we aren't found or try and make peaceful contact.
I vote for diplomacy, I think we should try treating its wounds as well as keeping it comfortable while we try and communicate with it. If we're lucky we can use it as a way of establishing dialog and trade with our new neighbors.
>>
>>4225598
>check it's ornamentation and clothes, material used and quality of the craftsmanship
>compare the dagger with the blade handle found earlier in the tower, check if it can fit in the being's hand
whatever it has in it's possession might've been made from local resources, meaning that we could probably find their sources ourselves
>have our scholars learn if it has language and can it understand gestures or drawing - it would be nice to learn where it comes from, what was it doing in the woods, where is it's home and does it know anything about the tower. Learning it's name would be nice too, just to be polite.

thanks for running, good night
>>
>>4225598
torture it for information
>>
>>4225618
>>4225626
+++ Let's try basic diplomacy.
>>
>>4225618
Could be it stowed it's travelling gear and was heading to retrieve it when it fell down and knocked itself out.
It is quite likely this creature knows more about the surroundings than we do, but to let it know that would give it power over us. Clearly we should strip them, to humiliate and establish a power dynamic.
>>
>>4225743
>>4226539
Why do you want to automatically make it hostile to us?
>>
>>4225598
>>4225618
>>4225626
>>4226037
The decision is eventually made to keep him separated from the rest- you’re forced to use one of the old animal dens to keep it contained out of public eyesight- don’t want anyone to worry or do anything rash. A space is cleared, with a campfire for light. Along with the soldiers who captured it, it’s bindings are loosened a bit, if only for you to get a look at its wardrobe.

It’s dressed in some sort of robe, the color of the forest green. Footwear, as well; stiff coverings that you can’t help but consider poor quality. Although, with your discerning eye for quality, you have to say that the rest of it isn’t bad- although clearly not up to Rinim-made quality, lacking the fine and subtle stitchings or engravings your kind are capable of. Still, it clearly indicates a culture near your own...you think.

The dagger, naturally, was removed from its person, as well as the satchel. To no one’s surprise, it’s larger than what you’ve seen before; although one of the warriors is able to wield it, it’s more of a short sword than anything else in his hands. It’s...well, you don’t know much about how metal is forged, but you THINK it’s similar. The satchel contains some strange tonics, loose parchment, and a few books, written in a language you can’t even begin to fathom.

There’s also a strange pendant that it wears- as far as you can tell, it depicts the image of a sun with a half-lidded eye in the middle. Very strange…

Before you can ruminate on all of this, however, you hear a groaning from him as he begins to stir. “Is it waking up?” you ask. “Please, be cautious…” you ask your soldiers as they take up defensive positions, spears pointed at him.

As it wakes up, groaning, it blinks slowly, confusion as it looks around- and before long it fixes its eyes on the warriors- and their weapons. It lets out a yelp, and tries to scoot back briefly; not that the other two appreciate it. “Hey, cut it out!” they say stiffly. “Stop moving!”

It freezes, although you can tell it’s not because it understands; it’s clearly shocked and scared. Bundled up as it is, you can’t imagine it’ll be much of a threat...but then, you’re no warrior.

>Try to call the warriors back a bit, as a show of good faith. Keep him calm, and be as gentle as possible.
>Don’t say anything to the warriors, try to project regality- don’t try to come off as harsh, but you can’t show weakness.
>Other
>>
>>4227034
>>Try to call the warriors back a bit, as a show of good faith. Keep him calm, and be as gentle as possible.
>>
>>4227034
>Don’t say anything to the warriors, try to project regality- don’t try to come off as harsh, but you can’t show weakness.

intimidate it
>>
>>4227034
>Try to call the warriors back a bit, as a show of good faith. Keep him calm, and be as gentle as possible.
>>
>>4227034
>>Don’t say anything to the warriors, try to project regality- don’t try to come off as harsh, but you can’t show weakness.
>>
Hm. Tie.

5 more and I'll flip for it.
>>
>>4227034
>Try to call the warriors back a bit, as a show of good faith. Keep him calm, and be as gentle as possible.
This thing is obviously scared let's try to put it at ease a little. Speak slowly and calmly even if it can't understand out words tone of voice and body language should help.
Do we have any food or water we can offer it?
>>
Calling them back a bit, then.

>>4227096
Yes, you can do that.
>>
>>4227099
Let's do that, I'm supporting.
>>
>>4227034
>>4227044
>>4227056
>>4227096
“Wait, please!” you quickly call to the warriors. At first they don’t seem to respond, thinking you’re talking to it, but you’re quick to correct that impression. “Please, don’t be too harsh. He seems more scared than anything else…”

“Don’t want him to hurt you,” one of the warriors insists.

“Better him than you,” the other agrees.

Dear… “Please, just...if you could give him a touch of space, that’s all. He might feel too stressed to think!”

“Indeed,” the scholar says, still observing. “Creatures under threat of attack often lose rationality- more willing to strike in desperation.” He shakes his head. “Sad development, really.”

The two guards look at each other, and then him, and then you, before sighing, nodding, and stepping back. Their spears are still pointed at him, of course.

The creature blinks at them, before looking at you in surprise. And then it speaks, lowly and hurriedly. Its voice is a deeper timbre, but it seems...well, you’re not sure, but it might seem curious, alongside scared. Then, after a moment, it blinks, looking around itself for a moment, and then around the cavern before it seems to lay eyes on its satchel, and blade resting on top. A slight frown creases its lips, but only briefly.

It’s obvious your language isn’t the same, but...well, that doesn’t mean you can’t figure out how to talk to each other, right? Thing is just...well, how to start this? Well...ah! You turn to the last guard, keeping watch. “Can you please get us a few fruits for the poor creature? It may be hungry.”

There’s a pause, but he nods his head. “As you say. I’ll be back.” You can’t help but notice the creature’s eyes follow as the warrior leaves. When it turns back to you, it’s clear its stare is more inquisitive than anything else.

Once he leaves, you try your best to show an air of calmness and ease as you gently splay your hands. “Don’t worry. We won’t hurt you. We were just worried. You’re hurt, and maybe we can help...”

You decide to try to take a step or two forward- thankfully, it doesn’t flinch, but it does eye you somewhat oddly- you’re uncertain what it’s thinking, but you see its eyes flit up and down your person...you’re almost offended, before it turns to one of the guards, who sneers, and does the same, and then the scholar that spoke earlier and does likewise.

“I don’t like this. It’s sizing us up,” the warrior in question growls.

“No, no...I’m not so certain of that,” the scholar disagrees. Before anything else can be said, however, it starts...talking again. “Sngoshta bula…? No, tul tunuya…?”

“Fascinating,” your scholar says, but doesn’t elaborate.

(cont.)
>>
>>4227206
The being turns towards him, causing the scholar to jolt a bit. “Hru nock shashta tu…hm.” Then a small smile appears on its face, as it shakes its head slightly. It tries to move its arms, but...well, they ARE bound, and it only seems to just now remember this fact, judging by the look of surprise, and then its odd rolling of eyes and quiet murmur- you don’t know if expressions carry between races, but it might be annoyed at ITSELF, of all things. Turning to you with a pleading look, it speaks again. “Eeehh...sa hru...hm…” Then, it looks down at itself- at the pendant it’s wearing, and tries to move its arm again. “Ha shuu la mak ta horhso.” It looks down at the pendant again and repeats itself. “Horhso, kabba?”

“Uhhh…” you QUICKLY turn to the scholar, who’s studying the being with a pensive expression. “Explanation, if you would?”

“I believe the creature wants something to do with the decoration around its neck. Judging by its previous movement attempts, it wants to...grab it, I think. I wonder what for?”

“No,” the warriors growl. “Too risky.”

>You have to agree; ignore it until the food gets here.
>Well… it’s a bit of a risk, yes, but...you’re hellaciously curious.
>Perhaps it’s a bit much to let its hand free, but perhaps if you hold it…
>Other
>>
>>4227209
>>You have to agree; ignore it until the food gets here.
>>
>>4227209
>You have to agree; ignore it until the food gets here.
>>
>>4227209
>>You have to agree; ignore it until the food gets here.
>>
>>4227209
>Perhaps it’s a bit much to let its hand free, but perhaps if you hold it…
Watch reactions carefully.
>>
Locked but I'm halfway to passing out. Will try to run sooner than normal tomorrow- work's thin on the ground anyway.
>>
>>4227209
>You have to agree; ignore it until the food gets here.
>>
>>4227209
>>4227220
>>4227222
>>4227233
>>4227307
Well, you can’t say you don’t understand THAT. It could be dangerous in all sorts of ways. “Best to pretend we didn’t understand it, then,” you say, keeping as placid a face as possible. You don’t know if it’s skilled at reading expressions or no, but letting it figure out that you have an idea of what it wants and then not giving it may make it indignant.

In response, however, the creature says the same words as before- well, not entirely the same, but that one word, ‘Horhso’ continues to repeat.

It’s not very long, fortunately, before the guard arrives with a selection of fruits, mostly of local stock. Carefully, the guard edges up to the creature and sets the bowl down in front of it at your nod. The creature seems to be fascinated by this, watching the whole process, and seems to take a moment to think. Huffing with a small smile, it takes one of the fruits- a red one, just about as big as your palm, but barely enough to fit into its- and casually pops it into its mouth. “Maurchi…” it mutters as it looks around at you all, before leaning back against the wall as best it can in exhaustion. You’re not sure what it’s thinking, but it seems at least...comfortable might not be the right word. Perhaps resigned? Regardless, it’s placid, now. “Hin soborsha? Ta horhso ba?” It says again, looking down where its amulet dangles.

This...may take a while to figure out.

>Try to talk to it one to one, see what you can figure out with extended conversation over the coming days.
>See if the scholar can figure anything out about this thing while you handle other matters. Without potentially freeing it, that is.
>Other
>>
>>4228639
>See if the scholar can figure anything out about this thing while you handle other matters. Without potentially freeing it, that is.
>>
>>4228639
>See if the scholar can figure anything out about this thing while you handle other matters. Without potentially freeing it, that is.
>>
>>4228639
>See if the scholar can figure anything out about this thing while you handle other matters. Without potentially freeing it, that is.
Also see if we have any drawing supplies pictures could help communication
>>
>>4228690
Supporting
>>
Got it. Writing.
>>
>>4228639
>>4228645
>>4228683
>>4228690
>>4228710
“Dear Scholar Pagen, perhaps you can interact with this being in the coming days?” you suggest. “We may be able to communicate with it further, or at least learn of its kind through repeated attempts.”

He nods. “Indeed, my lady. I would be more than happy to.”

With that and two guards stationed there at all times, with a third occasionally checking in, you then proceed to take your leave, in the hopes that your educated fellow can discover more about this strange being that’s stumbled into your grasp.

As some reports have informed you, there are some rumblings that some of the Rinim are getting anxious for a decision- whether you’re going to be moving on, or setting down roots for good here. There are several goodsmakers and crafters that have hardly been able to ply their trade given the temporary lodgings, and many are tiring of the tents already.

>Week 3 (Tasma Encampment)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim (50 Peasant Adults, 10 Peasant Children, 10 Warrior Rinim, 3 Scholar Rinim, 2 Elder Rinim)
>Food: 55
>Morale: Moderate

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

>What to prioritize for this week? Pick two:

>Send out search teams towards the old tower.
>Hunting and gathering food (Normally).
>Stock up on supplies in excess, you’ll be leaving by the week’s end.
>Investigating the dens thoroughly.
>Declare this your settlement and begin construction of simple buildings; you’ve decided that this will be where you begin your legacy.
>Other
>>
>>4228762
investigate the dens
gather food
>>
>>4228762
>>Hunting and gathering food (Normally).
>>Investigating the dens thoroughly.
>>
>>4228762
>Investigating the dens thoroughly
>Send out search teams towards the old tower.
>>
>>4228784
>>4228789
>>4228800
Roll 3d10. Interactions, Investigation, and Gathering in that order.
>>
Rolled 2, 10, 10 = 22 (3d10)

>>4228815
>>
Rolled 2, 5, 7 = 14 (3d10)

>>4228815
>>
Missed this vote but we should get moving next week for sure.
>>
Rolled 9, 6, 9 = 24 (3d10)

>>4228815
Applesauce.
>>
Impressive.

Writing.
>>
>>4228828
Yeah, we need to decide where to settle next week.
Once we settle, I think it'd be a good idea to throw a feast to celebrate our new home, have an event to show off our settlers' talents to keep the morale high, maybe we have artisans and artists with us.
>>
>>4228863
I'd like to find where the lake gets its water from, settling near a river is always useful.
>>
>>4228762
>>4228784
>>4228789
>>4228800

The week thereon, is focused on gathering food once again, and finally gaining individuals to look around the dens that you’ve been ignoring and keeping people away from, which is met with excitement amongst the groups. Much food is gathered and many tongues are wagging as you put together a collection of brave scouts and searchers, headed by Ormin, along with a warrior or two for protection, just in case.

To your great fortune, as the expeditions carry over the week, you find that the vast majority of them seem quite safe; the dirt ground is well packed, and the bones of what are clearly animals (none that you’d say evoke any similarities to your ‘guest’) very occasionally lay around, but they are old and worn, and the only indication of life here. All you can wager (and your second scholar, Phini, agrees) is that this was once home to a herd of beasts that dug these dens out- only to later have perhaps died out or moved on. No other signs of habitation, otherwise, nor are there any worrisome poisonous plants or beasts to fear- merely the occasional reptile or snake that is quickly stabbed and added to food stockpiles.

The results of the investigations and declaration of the dens being safe result both in mutters of ‘what took you so long’? As well as eagerness. You’ve occasionally heard a few hopefuls stating what they’ll do to fix up their ‘dens’ as though it’s a done deal you’re moving in; which you’re honestly not so sure of, especially with this new individual.

Speaking of, word has gotten around about THAT as well- a captive of a strange and new race that’s currently sequestered away in one of the caverns for unknown reasons. You’d managed to make a temporary covering out of cloths that covered the den he’s in, and had the guards very carefully watch for intrusion. That didn’t stop a lot of attempts at peeking, however. You’ve made sure that its wounds are taken care of the best you could, as well- it seems that by and large it was just around its head and upper body, though.

Your efforts are rewarded, however, when the scholar eagerly comes to you later near the weekend’s leaving morning, clearly looking for you to follow as he begins to explain. “We’ve made EXCELLENT progress, my lady. The creature’s language is...complex, but I’ve made some breakthroughs in some important parts.”

“That sounds good,” you surmise. “But what of any information of importance?”

“Oh, of course! The being seems to be rather curious of us as well- I’m rather certain now that we are, in fact, of a kind- we observe, study, research, and learn. We managed to begin communication properly with crude, but clear pictures drawn in the ground. We-”

“Wait, did you free it?!” you ask in alarm. Did he actually forget in his observations?

(cont.)
>>
>>4228981
“No, not at all,” he insists with alarm. “Although I was going to request his bindings be...reduced. He was able to direct me to draw certain things with his feet, and eyes. Most times, I simply took the initiative.”

“Ah. That’s a relief.” You weren’t sure what you’d do if he’d gone against orders...

“Not to worry. Now then, using this system, we were able to establish a baseline of knowledge of one another.” Oh, that’s rather fantastic. “The creature’s name is ‘Orvill’, I’m certain. It comes from a civilization of beings much like itself- I believe one of scholars. It witnessed us, and we are, unsurprisingly, a new type of being it’s never seen before. And so, it sought to observe us. Then the accident.”

Hm. “Well, if it is telling the truth, that would prove a boon for us, perhaps. If they are not violent, that is.” You’d rather hope not…

“I do not believe so, no,” he affirms. “I surmise the knife was strictly self-defense, myself. Although, there is one thing in particular I felt you should know.”

“Hm?” He seems somewhat serious on this.

With that, he leads you into the captive’s den. The being is, fortunately, sleeping right now. “It seemed to indicate that the ornament on its neck had something to do with language, if my understanding is correct. I believe...that perhaps it is of mystic origin.” Oh. Oh dear. While magics are known to your kind, they can be dangerous, for certain. That this one may have something containing that unknowable force is...worrisome. “It is entirely my guess, but from what I am to believe, it thinks that being allowed to utilize the pendant will lead to better understanding of it. It also seems to think such a thing is urgent- at the least, it’s been trying to convince me to free its arms more often, especially in the past two days.”

Hm...curious- oh.

And then it hits you. It comes from a civilization, perhaps even an organization. Something that may realize it’s missing. If they made to seek it out…it could be trouble. May ALREADY be trouble.

>You may have to risk it. It's given you no trouble, so perhaps just one arm, and under heavy guard...it may be seen as a goodwill gesture.
>No, best to get everyone to prepare to leave- NOW. You're the furthest thing from ready for a confrontation, and you can take no risks in this state!
>Perhaps if you leave it be elsewhere and let, well...nature take its course, if it is so inclined? Ugh, how...ruthless. But perhaps necessary...?
>Other
>>
>>4228995
>You may have to risk it. It's given you no trouble, so perhaps just one arm, and under heavy guard...it may be seen as a goodwill gesture.
>>
>>4228995
>You may have to risk it. It's given you no trouble, so perhaps just one arm, and under heavy guard...it may be seen as a goodwill gesture.
>>
>>4228995
>You may have to risk it. It's given you no trouble, so perhaps just one arm, and under heavy guard...it may be seen as a goodwill gesture.
>>
>>4228995
>>Perhaps if you leave it be elsewhere and let, well...nature take its course, if it is so inclined? Ugh, how...ruthless. But perhaps necessary...?
>>
>>4228995
can't we put on the necklace for him and keep his arms bound?
it's probably just translation magic
>>
>>4228995
>You may have to risk it. It's given you no trouble, so perhaps just one arm, and under heavy guard...it may be seen as a goodwill gesture.
I think we need to start extending some trust, if we reward good behavior it's more likely to be cooperative.
>>
Writing one more for the night.
>>
>>4228995
>>4229000
>>4229022
>>4229023
>>4229089
You can’t help but make a low, worried squeak. It’s not anything you’re prepared for, not at all; trying to get the populace to move too quickly would be chaos, especially if the creature’s group is already on the lookout. You’d be spotted before too long, you just know it! That leaves, really, only one recourse.

Fortunately, it is somewhat to your strengths. And it is because of this that you wave the warriors away slightly; they’re wary, but it seems as though they’ve become used to the captive’s placid nature, because they now step aside with little but grumbling. A quick request of if anyone has a smallknife, and you look at the sleeping figure carefully as you judge where to cut. Dear, you’ve never really done this before- perhaps you…

“You’re not going to free it, are you?” One guard asks irritably. “That’d still be foolish, no matter how docile it is.”

“Not entirely,” you whisper back, not wanting to wake him just yet. “Just a portion. We may need to take a risk or two soon. So I’ve decided to let the being use this pendant it’s so insistent on. I just want to cut an arm free, if we can.”

“Still think it’s a bad idea,” he grumbles back, but he at least steps up to do it. “It tries anything that looks funny, I’ll skewer it.”

Understandable. But you’d rather not acknowledge such right now- instead you merely nod in the creature’s direction. Carefully, slowly, cuts in the roping holding the thing’s right arm are sliced through.

The appendage flops free in moments; it’s the same fleshy style as the rest of it, with five digits and a thumb, though its digits are wider and more stubby in terms of size relative to the palm. “Now, carefully...hello?” You gently jostle it. “Wake up…”

It takes a few moments before it stirs; with bloodshot eyes it looks at you, blinks tiredly, rubs its eyes with its open palm...and it certainly takes a moment to realize what it just did. The expression is actually rather amusing.

It seems to look at you, sitting closer than normal...and then it grins; grabbing the pendant fiercely with a smile. It closes its eyes, and then, you can see the pendant GLOW.

Immediately spears go up, but you quickly wave them off- you half expected this, considering what the scholar told you. Indeed, it’s glowing, but he still has a hold on it...and then he holds it out to you. Is he giving you a gift?

“Miss-” someone starts, but in all honesty?

You’d already reached out to take it. Call it reflex, call it an inordinate amount of trust, but...you’d grabbed it.

(cont.)
>>
>>4229143
And a FLOOD of knowledge erupts in your head. Words, pronounciations, syllables, meanings… all overlaid and placed alongside your own Rattish, and for a moment your eyes swim, your ears pop, and your brain throbs.

And then the glow is gone, and he has the pendant again- and the spears are at his throat as he backs up quickly. “Whoa! Call them off, call them off, you’re fine!”

You’re still clearing your head; you wave them off again as you get up from your kneeling position. “At ease, please! Warriors, I am fine, just fine as it sa-!” and then you pause as you realize what you were about to say. “...as it says.”

There’s a pause…”...wait. Did you?” the scholar asks.

“Yes, you did,” the captive says as an answer as he looks at you, and this time you can indeed understand clear as day. “Oh, thank goodness! I’d hoped you’d have let me do that earlier; although I can understand your wariness, it was quite taxing on me to have to communicate in such a way, let me say! Although, intriguing in it’s own right.”

“Hey, what’s going on here? Why’s it talking so much?” one of the guards asks incredulously.

“Because...I can understand it now,” you murmur, still in awe. “I had no idea such magics existed…”

“Indeed they do!” the captive confirms. “And there’s more than that- ah, but I’m getting ahead of things. Allow me to introduce myself properly.” He bows as much as he is able like he is. “I am Orville Bainsley, acolyte of the Temple of the Shrouded Eye, and researcher. A pleasure to formally meet you!”

“Ah, yes…” how do you even go about this…? Maybe just go with what’s normal for you for now. Formal introductions, trader format... “You are greeted by Tasma, Breeze of the Summer, and leader of this group. I wish you well.”

“Aha, likewise! Although, er, and I mean this as no threat…” its countenance takes on a shy one. “Perhaps you could let me go sooner than later? I’m afraid I’m rather late for reporting in, and if they don’t get wind of me in a certain timeframe, they’ll...well, I’d rather not be subject to the punishment, let’s say, ahah...” Wait, so ARE people looking for it, or not? “Although, I imagine we BOTH have a great deal to ask of each other, but, er, I lack recording implements. I’d be more than happy to pop back home and get them, if maybe you’re interested...dear me, I’m rambling,” it mutters.

How to grab back control of this conversation…?

>Action/response?
>>
>>4229145
>tell us more about this temple, how far is it?
>do they know about the old tower to the west?
>if they're in a hurry, then maybe they could lend us some of the books they had?
probably should let him off today
>>
>>4229162
Supporting.
>>
If we let this thing go, we should relocate to the tower and leave a scout to keep an eye on this area. Their warriors might want to kill us.

>>4229145
Ask what dangers live in this area. How many creatures of its kind exist here?
>>
>>4230562
Why would they want to kill us if we're letting it go?
>>
>>4230626
Hey man are you a weird pink thing? Who knows what they think or why they do things.
>>
>>4231058
hey, if we don't know anything, then them doing good things for us is just as likely as doing bad things. it could go either way
oh no i've been compromised
>>
File: 658347676865.gif (1.65 MB, 540x304)
1.65 MB
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>>4231084
>>
>>4229145
>>4229162
>>4229360
“Wait, wait, please!” The language is strange on your tongue; the fact that you know what you’re saying yet, in a way, don’t really, is just as disturbing. “Tell us more about this temple; how far is it?”

He raises an eyebrow. “Oh? Well, the Temple of the Shrouded Eye is some days’ trip north and a bit to the, ahh... east of here, I believe; roughly a week, I’d say, if the location we’re in is where I think it is. It’s normally customary to sojourn out for a requested amount of time to gather new knowledge to add to the temple’s archives; I was due back some days ago, is the problem, and they can be rather particular about punctuality.”

“I see…” so whatever society he was from, they valued knowledge and being on time. Curious. Although, he also made it sound like he knew the area, somewhat. “Tell me, do you- they know about the old tower to the west?”

At first, he seems confused. “Old tower…? Ah!” But shortly, his eyes light up with understanding. “Then we ARE near where I calculated! Ah, yes, if you happen to mean an abandoned tower, then that would be Tower Greydawn. That belongs- well, belonged- to the human city of Catha, capital of the Kingdom of Helias, and was meant as a major staging point for expansion of the Kingdom’s borders, as the capital city is essentially the edge of them. They’ve abandoned claims to the tower and anything beyond it, though, don’t worry. And I don’t think they’ll be bothering much with the area for a while. Especially after the little altercation with...well, it won’t exactly make sense to you, so don’t worry about it. Just know that they faced resistance, there’s too many eyes on them, and they can’t spare the manpower, to boot- not that they’re all that bad, I think...” Oh dear. That sounds...well, both worrisome and good at the same time. Maybe so long as you keep quiet, you won’t get their attention.

“Well...perhaps we may be able to let you go,” you muse. “Provided you’re willing to not tell them. However, if such might be the case, then we would need some deal, something valuable to you to have you keep that promise. Perhaps maybe you could lend us some of the books you have? For our scholars to study?” Indeed, you can feel the knowledge of written language swirling in your head- strange and a bit frightening, but you can picture the letters, numbers, marks all clear as day in your head.

(cont.)
>>
>>4231480
It’s then, however, that it gets a curious look in his eye. “You know, perhaps I can do you one better. It’s clear you’re not from around here. If you’re curious about the place, I daresay the Temple would certainly be willing to trade information- a new race like this is bound to be a wellspring of curiosity for the scholars there. It’d also be clear away from any Helian interest- the Temple is an independent entity and beholden to no King but that of Knowledge. I in particular am a man most interested in continuing to learn about you with your friend there,” he says as he points to Pagen. And you mentally sigh, as you can now affirm that the creature is indeed male.

At any rate. Well, that doesn’t seem...horrible. But it may not be safe, either. Still, if this creature is honest, gaining such a source of information early would be extremely beneficial...although you have no idea what information (or otherwise) this Temple of the Shrouded Eye may want in exchange. It sounds like this one doesn’t make that call.

>Agree that a detachment of Rinim will go with him to the Temple.
>Disagree; simply let him go, and you’ll make your way yourselves.
>Other

(Will be back in the AM, sleep schedule is f'd.)
>>
>>4231481
>>Disagree; simply let him go, and you’ll make your way yourselves

Can't split the party before venturing forth. We can't be certain of the its motive or that the others are like it, they might capture us.

We are also not going to stay here as we still need to find a better place to settle, we can't abandon people before we have a home to turn to.

Handler, if we sent a scout to climb to the to of the tower would that be enough to increase our map by a hex or two?
>>
>>4231481
disagree
>>
>>4231481
>>Disagree; simply let him go, and you’ll make your way yourselves.
>>
>>4231481
>Other
Have the scholar choose an individual or two he believes are both intelligent and to put it bluntly expendable. Send that individual to the temple with instructions to gather information and report back.
>>
>>4231481
>>4231506
>>4231550
>>4231558
It’s a fascinating offer, in some respects, but… “We will have to decline your offer at the moment,” you decide, and it’s easy to see his disappointment. “There is much we need to do, much we need to settle. We will let you go, but you should tell little of us.”

“Tsk. A shame, that, but I suppose I can understand the logic. I’ve only gotten very small glimpses of your situation outside, but from the little I’ve gleaned, it doesn’t seem as though you’ve been here very long,” he surmises. It’s a bit worrisome how much he’s learned- but then again, he’s a scholar, and they’re known, at least amongst your kind, for making surprisingly accurate deductions based on little information. Even your own Pagen kind of frightened you with his ability sometimes… “And my Temple will most assuredly wonder about the delay in my return- so I’ll have to tell them something of the truth...although I can promise that none from the Temple will do more than ask questions and observe should any of them come across you. ‘Knowledge should be gained in its most pure state’ is one of the core tenants of ours.” He seems rather proud of this, which makes you hope it’s sincere.

“...very well.” You hope you aren’t making a mistake. “Cut him loose,” you tell the guards. “I’ve conversed with him at length, and he’s agreed to be reasonable about us. We’ll let him go for now.”

The two look at each other, clearly a bit surprised, but perhaps the shock of suddenly speaking the creature’s language back to him numbed them to the order, as they do so with little hesitation, only rote movement. He’s quick to pop back up to a vertical base, and shakes out his arms and legs vigorously. “Finally...my arms and legs were going quite a bit numb, there! Dear...it’ll take some time to get back used to walking, won’t it?” He smiles as he says it, though, so perhaps he’s not actually mad… “Well, then, if you’d mind giving me back my materials...although I’d love to part with a book in trade, mind, they’re, uh, not actually mine. Borrowed, y’see.”

(cont.)
>>
>>4233386
“It will be fine,” you wave off. “Now, if you could be on your way. The lake was to our...northwest, I believe. As you said, in that direction.” You point out such. “We have much to deal with here. The guards will escort you a ways.” The two seem glad to; likely wanting him out of the way. Perhaps our paths may cross again under more favorable circumstances.”

“Oh, er, yes, indeed!” he agrees. “Until then, mayhaps. Know that your people will always be welcomed in the halls of the Shrouded Eye! Farewell!” With the guards by his side, the mysterious being known as Orville departs the camp…

...and not long after, tongues are wagging ferociously at the mysterious being that was seen along the outskirts of the camp that day. Frustrating.

Well, in the meantime, you have a lot of new knowledge about the land to deal with- not the least of which is that this land seems already populated in some areas. Perhaps not where you are, however, and so long as you steer clear of going too far west, all should be well. Questions abound regarding the being, as well as the reemergence of concern for a place that can be called home- somewhere defensible, is the concern now.

>Week 4 (Tasma Encampment)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim (50 Peasant Adults, 10 Peasant Children, 10 Warrior Rinim, 3 Scholar Rinim, 2 Elder Rinim)
>Food: 40
>Morale: Moderate

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

>What to prioritize for this week? Pick two:

>Begin moving towards the Greydawn Tower, and we shall use that as a base for our first settlement.
>Hunting and gathering food (Normally).
>Stock up on supplies in excess, we leave at week’s end for better pastures.
>We shall develop this land; the dens shall be our homes, and we will build around them and protect them well.
>Other

>>4231506
Just might.
>>
>>4233389
>move into the tower we can use it as a temporary base
>hunt and gather
>>
>>4233389
>>Stock up on supplies in excess, we leave at week’s end for better pastures.
>>Other - train Advanced Scouts
the area around the tower doesn't sound promising in terms of resources - it was a frontier outpost, nothing else to it. I think it'd be better to move towards the lake - there's an abundance of resources and that temple won't be expanding it's territory. There might be a river flowing into it, and rivers are basically free sources of energy and food.
>>
>>4233513
I'm changing to this
>>
>>4233389
>>Hunting and gathering food (Normally).
>>Stock up on supplies in excess, we leave at week’s end for better pastures.
>>
>>4233389
>hunting and gathering
>stock upin supplys in ex excess, we leave at weeks end for better pastures.

Where do you all think we should go. I think up and to the right to meet the lake would be good. If it has fish we are good on one source of food and we will have plenty of wood to work with
>>
>>4233389
switching >>Other - train Advanced Scouts to
>>Hunting and gathering food (Normally).
to break the tie
>>4233986
Yeah, lake sounds good enough,
>>
>>4233389
>>4233587
>>4233986
>>4233538
>>4234000

...I'll get myself straight one day.

Roll 2d10 for gathering efforts, and I'll do my level best to post the results tomorrow morning (or in 8-9 hours from now, really)
>>
Rolled 10, 4 = 14 (2d10)

>>4234113
>>
Rolled 5, 5 = 10 (2d10)

>>4234113
>>
>>4234113
>>
Rolled 10, 7 = 17 (2d10)

>>4234113
Oy wots dis den?
>>
>>4234113
Fixing your sleep schedule is a bitch, at least without medications. Speaking from experience.
>>
>>4234113
You make the call that it’s time to leave; with the knowledge that you have about both the tower and who’s near it, you can’t bring yourself to think that this place is particularly safe any longer. Mayhaps in the future when you’re more settled, if ever- but right now, your goal is to find somewhere a bit safer.

To your surprise, your citizens don’t put up nearly as big a commotion as you thought they would- apparently the idea of being near another kingdom spooked a lot of them, once word of it got around, so most are willing to move on while everything’s not quite unloaded, so to speak. In fact, all the essentials are packed up in a day or so, but it’s the desire to gain everything possible out of this area that has you remain some time longer; the people put their all into foraging, whether it’s hunting smallbeasts or gathering food from the land. The haul is surprisingly good, and you’re certain you have enough for a few more weeks traveling, easily.

Now, however, the question is where do you want to go? The answer to that seems fairly obvious...towards the lake, northeast. You’ll be traveling closer to the Temple, true, if ‘Orville’s directions are accurate, but that’s ALSO further away from this ‘Catha’. Still may be worth it.

And so, with hearts full of worry, yet hope, the lot of you set out once again, trawling wagons in a search for a new place to call home. If you can make it a short journey, so much the better- but a caravan always is slower than a singular Rinim...

>Roll 1d10 for travel.
>>
Rolled 1 (1d10)

>>4235713
>>
Rolled 3 (1d10)

>>4235713
>>
Rolled 7 (1d10)

>>4235713
Walk softly. And carry a big squeak.
>>
Writing!
>>
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>>4235713
>>4235715
>>4235719
>>4235728
The journey isn’t that bad, fortunately; with the travel between the areas already being done, the scouts and some warriors are somewhat used to the pathways. You’re not really eager to see the people have to trudge along for longer than is necessary, so the fact that the warriors are willing to be guides and clear out brush is good- there are no roads, after all, and the thickness of the forest makes for relatively slow going. Still, by their statements, you make pretty decent time by the first day you make camp, and you’re told you should be there the day after tomorrow- should the weather permit.

It doesn’t. Rain, steady and moderate, slogs down the caravans, and a deal of marching is done in mud and forest mulch, delaying you by at least a day and a half. Still, after a lot of pushing, pulling, and matted fur, you arrive; later than you’d hoped, but still, arrival is arrival.

The lake, to be quite honest, is rather beautiful- and bigger than you expected; it’s a massive thing, with a solid amount of clear space around the coasts; it’s waters are clear and lovely to where you can see fish swimming beneath them- good eating, for certain. You can see the beginning of a mountainous area in the distance, as well; nothing too big, but it provides a nice backdrop, and could have valuable resources, as well. The lake seems to extend in that direction in particular, but it's massive enough that you can't see over the horizon where it quite ends.

“Yup,” Ormin says as you take in the sight. “S’not bad." A master of understatment, when he wants to be.

>Week 6 (5 Skipped due to Travel) (Tasma Encampment)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim (50 Peasant Adults, 10 Peasant Children, 10 Warrior Rinim, 3 Scholar Rinim, 2 Elder Rinim)
>Food: 60
>Morale: Moderate

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

>Where to begin, here?
>>
>>4235857
>move 1 tile SE, near the mountainous area
we're talking about the settlement placement, right?
>>
>>4235865
Yes. If you like this place or not, basically.
>>
>>4235877
I wanna keep moving until the tower and bell thing (cave entrance) was out of sight
>>
>>4235877
>>4235865
yeah I think this is a good enough place
>>
>>4235857
I want to continue North. I presume the enemy is just beyond the Southern party of the map? Mountain or not, I want more than a few days travel between us and them. The enemy are giant monster lions they can outpace is without trouble. We've only moved the front line a little ways
>>
>>4235908
we've spent over a month traveling and our morale has dropped - I think this is a good place to stop. There's a lot of resources and we're not far from potential trade partners - that's why we picked the Trade/Diplo leader, right?
>>
>>4235865
yeah lets settle one tile southeast
>>
>>4235929
let's settle on that mountain wooded hills tile southeast of the lake we can hole up in the mountains and still be close to the lake
>>
>>4235966
good idea, let's do that.
>>
>>4235857
I'll second anon here>>4235966
>>
Suporting >>4235857
Close to water and fish is good and hilly terrain should let us build proper burrows or even a hidden settlement.
>>
>>4235925
A month on little rat legs is not far. The lake is good, we need a source of water but I would like to find a river instead or in addition... The lake probably fills from the mountain so let's find that.
>>
>>4235966
+++
>>
>>4235992
Whoops meant supporting
>>4235966
>>
>>4235857
>>4235966
>>4235985
>>4235989
>>4236009
>>4236032
You breathe in. This...yes, this may work. “I think...we’ve just about found our new home.”

“Jus’ about?” Ormin questions. “What’s left?”

“Nothing major,” you smile. “But I do think we would be well served beginning things nearer to that small mountain range not too far from here- perhaps near the base of it. It appears that the lake yet borders it; I think it would be a wonderful spot to settle down, don’t you?”

Ormin hmms in thought as he considers the prospect. “Well...might haveta consider rock slides if’n it’s too steep…” and then he slowly starts nodding to himself. “...but might be a damn good spot ta set up a minin’ gig. Get ores, lakewater not much far away. Yeah, could see it. Dunno nothin’ about minin’, though- gonna haveta rely on some o’ the other folk ta step up for it.”

“That’s perfectly acceptable,” you decide as you turn to make the announcement to the travelers closest to you.

“My loyal and devoted Rinim! We have traveled far, and seen much hardship. Now, I can promise you this- our new home, from where we will live, and laugh, and perhaps love once again...it will be here, at the shores of this lake, and with the mountain to our backs. I request of you only a bit more of a march, that we may put down roots at the mountain’s base, that we may be able to take advantage of all of the land’s offerings as best we can. Would you not consider that worth a little march longer?”

Fortunately, resounding ‘ayes’ follow you, allowing you a mental sigh of relief. It seems that a few folks either had similar hopes, or are just pleased to know that you have a precise area in mind. “Then let us march onward, and feel free to enjoy the nature we march through, as we all step forward, knowing this is our new home!”

Another resounding set of cheers go up, and you proceed onwards, many eager, or becoming so as your words are passed on to the back of the caravan.

Fortunately, it takes but a day or so of travel; the water’s edge is pleasant and clear of brush, and with how eager the people are, it makes for strong backs and light feet. The situation makes for a near jolly night of camping as you set up near the lake’s edge. The night is full of revelry and good cheer; with their goal in sight, many are beginning already to discuss what to do once things are prepared to settle down. All fantasy, of course- by agreement the larger decisions will fall to you. Still, it is good to hear how eager these Rinim are to begin new lives, away from the fighting and slaughter...

(cont.)
>>
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>>4236077
The tents are out again- although many are aware now that they’ll by no means be permanent. You have chosen your place.

Now, the work of rebuilding your civilization begins. You’ll definitely need to craft some type of shelters for all of them, for sure. Wood is necessary. You’ll need to make sure your people are fed, as you have been, and keep them happy in one way or another.

>Settlement CHOSEN. From now on, things will progress from MONTH TO MONTH, not week to week.

>Month 1 (Tasma Settlement)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim (50 Peasant Adults, 10 Peasant Children, 10 Warrior Rinim, 3 Scholar Rinim, 2 Elder Rinim)
>Food: 50
>Morale: High

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

>Choose THREE things to focus on this month:

>Scouting Further (The further you scout from your settlement, the longer it will take.)
>Hunting and Gathering (Forest Area or Mountainside?)
>Building Up Housing
>Begin Training Citizens (Name Profession)
>Set up an area for farming.
>Begin mountainside surveying (mining).
>Other

>News: With the settlement decided, many are thinking of a name for the place. You’ve heard a few bandied about, but it’s up to you to choose:

>Tasmalita Settlement- Named after you, to your embarrassment. The addition of -lita to your name means, well... ‘Revered (name)’.
>Newhome- Fairly obvious, but still popular. A simple, but meaningful statement of what it is and what is to come.
>Rodinash- Named after the last Greatchief, it is both a celebration of what you had and a reminder of what you’ve lost.
>Come Up With Your Own!
>>
>>4236078
>Begin mountainside surveying (mining)
If possible combine with
>Building Up Housing
Tunnels are both shelter and fortification
And of course
>Set up an area for farming.
We want to be self sufficient asap.
>>
>>4236101
+1
>>
>>4236101
gonna dorf it up with this guy here

I suggest the name Rinimhaven as it will hopefully be a new haven for the civ of Rinim
>>
>>4236101
>>4236078

Supporting rat tunnels.
>>
>>4236078
this >>4236101
>Name
let's see what sticks
https://en.wikipedia.org/wiki/List_of_generic_forms_in_place_names_in_Ireland_and_the_United_Kingdom
https://www.fantasynamegenerators.com/fantasy-town-names.php
Shaderock, Rinwick, Rinimfridd
>>
>>4236078
>Rodinash- Named after the last Greatchief, it is both a celebration of what you had and a reminder of what you’ve lost.
>>
>>4236078
>Rodinash- Named after the last Greatchief, it is both a celebration of what you had and a reminder of what you’ve lost.

Supporting this:
>>4236101

We should also scout our immediate surroundings soon. Having an unexplored tile right next to the settlement makes me feel anxious (though that's probably just unfounded paranoia)
>>
>>4236078
>>Rodinash- Named after the last Greatchief, it is both a celebration of what you had and a reminder of what you’ve lost.
>>
>>4236287
If we're scouting then maybe we should train some advanced scouts before Ormin dies of old age
>>
>>4236894
Not a bad thought though I don't think he's in immediate danger of kicking it. Plus he can probably do on the job training.
>>
>>4236101
>>4236124
>>4236136
>>4236183
>>4236187
>>4236287
Fairly one-sided. Look into building into the mountain, possibly.

And it is decided- in memory of what came before, our settlement name will be Rodinash.

Roll 3d10 for efforts. (I kinda like the d10 for this stuff as opposed to d20, what do you guys think?)
>>
Rolled 9 (1d10)

>>4237065
>>
Rolled 2 (1d10)

>>4237065
>>
Rolled 5 (1d10)

>>4237065
Like 3d10 each or just 3 d10s? d10s can be temperamental at times but they aren't frustrating like d20s are. It's usually pretty funny when you get three 2s in a row as opposed to how annoying it is with d20s.
>>
>>4237071
>>4237090
>>4237103


Sorry, I meant 3d10 per person. Was rolling for all three at the same time.
>>
Rolled 2, 9, 9 = 20 (3d10)

>>4237107
el riperino

I already rolled one so I guess you can take two of these? Or just use this set entirely. I don't know. I just lurk here.
>>
Rolled 10, 7, 8 = 25 (3d10)

>>4237107
ah fair enough
>>
Rolled 6, 6, 9 = 21 (3d10)

>>4237107
>>
Rolled 3, 9, 8 = 20 (3d10)

>>4237107
>>
>>4236078
The first thing you’re worried about is housing people- you want both something that’s stable and defensible. With the nightmare of the Redjaws still fresh in your memory (may they never darken your door again), you and many others desire somewhere ‘safe’ above all else. You take several days alone to consider how best to go about this while you proceed to start asking the clean dozen farmers of your ilk to pick up their hoes and plows once more, in preparation of making gardening land. They’re all too eager to do so, and with how many various edibles you’ve seen on your journey so far, you can only presume that the soil here is worthwhile, especially so close to the lakeside. Indeed, after some cursory inspection, the tenders of the land are only too happy to report that the soil is good here; soft, loamy, and the farmers are too eager to plant seeds and see what comes of them; you request they stick to the faster growing crops if possible; you’re unsure of the climate here, though you hope it’s not too different from the lands you know. If such knowledge remains relevant, you estimate the cold seasons to arrive in approximately three months. You wish you knew some force growing magic right now, but the only individual you knew of that had such skill you’d not been able to find in time. She was not a friend, but a nice acquaintance, perhaps, and you could only hope that she was either alive, or that her death was quick and painless.

It’s one day while you’re overseeing the plots of land developed near the lake that you hit on an idea, come to you as one farmer is mentioning how well they’ll take advantage of the earth here.

What if you took that even further- perhaps much like the dens people were beginning to enjoy before, and many whom hadn’t the money to purchase built homes back in your homeland, you could craft earthen dens- this time directly into the mountain you settled near instead of having to dig up earth and soil for foundation? You’re unsure how feasible it is, but should you be able to, it would be ideal for protection, keeping yourselves relatively warm in the cold seasons and cooled in the hot ones. Not to mention, there would be no easier way to keep close to any possible ores in the area, if there are any. Although some have taken to building ramshackle huts out of disdain for the tents, you’re not certain if you should scold them for wasting the wood, or simply permit them to do so as to repurpose them later.

Immediately, you ask your cadre of miners- 8 of them, a grouping that all know each other. They agree to do some surveying; two are fortunately learned in the practice, if not professionals, and the rest can study up on the practice as they gather samples.

As they set off, you take stock once again of what individuals you have and what professions they can perform; now that you will have greatest need of them, it’s good to keep the numbers straight.

(cont.)
>>
>>4237408
Taking everything into account, that leaves 5 layabouts...well, perhaps not layabouts, but they claimed no particular skill, whether magical or not in nature, and in your haste, they’d merely been put to work as general bodies and labor, helping with keeping the caravan moving and assisting with setup and teardown of tents and whatnot. Essentially, if they needed to do a simple job, they could. Or, they could be given to learn more specific trades. Well, except for Nobles.

It is as you muse this issue one day some time later that you get the word; indeed, the mountain seems to have a number of natural spots wherein a hardy Rinim could begin to mine. Although no ores have been found yet, the rock and soil is torn through all the same as it was back in your old home. They even report an old cavern that seems to extend some distance into the mountain, making for an excellent starting point, should a scouting team verify its safety.

The month passes in relative high spirits; you’ve gotten a start on the land, and though it will take time to yield results, hopes are strong, and many approve of the idea of living within the mountain; though there ARE some dissenters, naturally. Namely, the nobles. Back then, it would be considered a grave insult to live in a dirt-house, instead of a wood-house or even a stone-house. And now they’re raising a fuss about how ‘it shouldn’t be too hard to construct a well-crafted home or two; surely you miss such simple comforts as well?’

You do, admittedly, but...would the populace take umbrage?

>Month 2 (Tasma Settlement)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim
>Farmers: 12
>Woodcrafters: 8
>Metalcrafters: 2
>Earthcrafters: 6
>Miners: 8
>Warriors: 10
>Scholars: 3
>Clothweavers: 4
>Nobles: 3
>Elders: 2
>Jobless: 5
>Children: 10

>Food: 40
>Morale: Moderate

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

>Choose THREE things to focus on this month:

>Scouting Further (The further you scout from your settlement, the longer it will take.)
>Hunting and Gathering Food (Forest Area or Mountainside?)
>Begin Training Citizens (Name Profession)
>Send a scouting force to inspect the found caverns.
>Begin constructing outer defenses, such as a gate.
>See if your scholars may not know anything about floral magic- it could come in handy later if they do.
>Other

Concerning the Nobles’ complaints:

>Dismiss them entirely. This is not the time nor place to complain about old comforts.
>Acknowledge that creature comforts are important to keep a populace happy; see about constructing at least a couple of wooden homes.
>Other
>>
>>4237410
>Begin Training Citizens - Advanced Scouts
Together with
>Scouting Further - reveal more tiles around our settlement

>Begin constructing outer defenses, such as a gate.
>Acknowledge that creature comforts are important to keep a populace happy; see about constructing at least a couple of wooden homes.
Let's not go full dorf yet. Building above ground is much easier than digging out rock.
>>
>>4237410
scout southeast tile
inspect the found caverns
expand the farms

compromise and tell them wooden houses will be built later
>>
>>4237410
Not sure what else but we should have our 5 misc population start to learn how to fish.
We've got that lake right next door we should make use of it.
>>
>train fishers
>scout caves
>begin mining entrance and housing

>other, focus on making stone homes inside the caves/mountain

Given our past we should focus on defense. If we build in the mountain we can make a proper kill tunnle for the main entrance with two adjacent tunnels with only hold for firing. A bridge so we can seal off the inside.
>>
>>4237456
+1
>>
Okay, wasn't sure about this, seems like we at least want to scout the caves for sure? To me, stuff is close enough that it seems like >>4237456 might be the choice.
>>
Rolled 1 (1d20)

Thought I posted this. Roll the usual 3d10, and we'll continue in the morning.

In the meantime, I'LL be rolling for something...
>>
>>4237531
Huh.

Well, you're luck this is just an event table.
>>
Rolled 1, 6, 8 = 15 (3d10)

>>4237531
>>
Rolled 3, 2, 9 = 14 (3d10)

>>4237531
>>
Rolled 4, 1, 5 = 10 (3d10)

>>4237531
>>
oh hey that chuuni drawquest is back
>>
>>4237531
You still there?
>>
>>4240340
Ah, yes, sorry. Just been busy lately. Put the lie to my words. Will try to write shortly.
>>
Looking at the concerns of food, you can quickly see a possible avenue to help with that- the few civilians that fish mostly do so for themselves, but if there could be a dedicated group to providing fish for the Rinim, that’d be most excellent. It’s with this in mind that you, along with your elders and a couple of the hobby fisherrats approach the group of layabouts to inquire about the possibility of learning the trade full time.

Unfortunately, the reason for their lack of careers readily becomes apparent- they seem rather disinclined to the idea of a permanent position; though they don’t dismiss it out of hand, neither are they particularly motivated, and while they’ve been reported to learn a bit, if only for themselves, it doesn’t bode well at the moment for their major contribution in regards to fishing.

On the other hand, the cavern system reported on earlier proves to be quite worthwhile; after sending out some scouts to take a look at the place, they’re pleased to report that there’s a decent system of them down there- not that it’s all pre-made by ANY means, but there’s no major cavern-dwellers down there- a few bats and a couple of smallbeasts that resemble crabs inside natural pools of water that seem to have collected in there. With a careful approach, they say, it wouldn’t be a horrible idea.

And so you do. At least, in portions. You decide that you should at least begin mining out the entrance of the city and use it to begin to build the first dens, promising the pick of the litter to them. The nobles are put out nonetheless- they’d wanted unique, personal homes, not amidst the rabble, and while few sympathize with them, you know full well what nobles can be capable of when slighted. Regardless, the miners and earthcrafters are quick to get to work, and before the month is out they report that the first ‘carve-outs’ for dens are just about ready, though nothing else is.

(cont.)
>>
>>4240547
It’s fortunate that they are. Near the very end of the month, a scant few days after getting that report, something you didn’t expect happens; a vicious storm tears through the area; the farmland is dashed, but not destroyed, and everyone is forced to take refuge in the caverns earlier than expected for a few nights.

When the storm clears, the ground is muddy and horrid, and splintered wood abounds. The forest itself was trashed, it seems, and your settlement grounds have been torn up. It’ll take some time to clean up the area and restore what you had, and that’ll take valuable attention from your developments…

>Month 3 (Tasma Settlement)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim
>Farmers: 12
>Woodcrafters: 8
>Metalcrafters: 2
>Earthcrafters: 6
>Miners: 8
>Warriors: 10
>Scholars: 3
>Clothweavers: 4
>Nobles: 3
>Elders: 2
>Jobless: 5
>Children: 10

>Food: 30
>Morale: Low

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

>Choose TWO things to focus on this month (due to cleanup efforts):

>Scouting Further (The further you scout from your settlement, the longer it will take.)
>Hunting and Gathering Food (Forest Area or Mountainside?)
>Begin Training Citizens (Name Profession)
>Begin constructing outer defenses, such as a gate.
>See if your scholars may not know anything about floral magic- it could come in handy later if they do.
>Other
>>
>>4240553
>Hunting and Gathering Food (Forest Area AND Mountainside) - keep an eye out on what could be cultivated
Better to stock up before winter comes
>>
>>4240553
>hunting forest area
>construct defenses, a gate built into the cavern so we can protect ourselves by fleeing inside
>>
>>4240553
>Hunting and Gathering Food (Forest Area AND Mountainside) - keep an eye out on what could be cultivated
>Begin constructing outer defenses, such as a gate.
>>
>>4240569
>>4240583
>>4240589

Hunting it is. Trying to split your attention between both areas, however.

Also constructing defenses. 2d10, best of three.
>>
Rolled 7, 1 = 8 (2d10)

>>4240599
>>
Rolled 1, 5 = 6 (2d10)

>>4240599
>>
Rolled 7, 1 = 8 (2d10)

>>4240599
>>
>>4240553
>Hunting and Gathering Food
forest

>Begin constructing outer defenses

a wooden stockade maybe?
>>
Moderate.
Writing!
>>
>>4240553
>>4240569
>>4240583
>>4240589
>>4240600
>>4240600
>>4240611
>>4240615
A large portion of the time for the month is devoted to restoring your farmland- although much was tossed, it was still relatively early in the crops’ yield; however that leads to some unfortunate news; that there’s little time they’ll be ready for the cold season, if yours and scholars’ estimates hold. They’ve been calculating such, and at least one of them believes that it might be mild enough to permit some growth (though Pagon disagrees), so there is hope, but you won’t bank on that. Still, you receive some recommendations on some leafy greens and small seeds that could theoretically be harvested in three or less months. It’ll equate to less overall food than before, but some is better than none.

The populace in the meantime largely sticks to foraging and hunting- fortunately game is still plentiful in the area, though your warriors report a bit of disturbing news one day; there are indeed predators in the area. Nothing so heinous as a Redjaw, but largebeasts that resemble vicious lizards, twice as wide as a Rinim and just as long, including the tail, but otherwise short, and with ridged backs. To make matters word, they apparently have the ability to spew vile poison. The report of witnessing one spit on a small hopping beast to paralyze then devour it in a single gulp is enough to frighten you badly. They didn’t dare combat it, as they didn’t know enough, and warn there may be others.

You’ve also been informed that there are large birds out somewhere by the same individual, but it did not seem to witness them and was merely flying by, so they didn’t get a good look at it. Hopefully, its diet is of vegetables, not meat.

In the meantime, your people are largely tasks with collecting the fallen trees and clearing brush from the area alongside foraging for edible greens and fruits; both for your good to prevent beasts from getting too curious, and for resources for the colony. If nothing else, it was a free source of firewood if it was needed, which it might well be. Although, firewood wasn’t the only thing it could be used for…

Considering the issue of defenses, you figure now is as good a time as any to begin construction on a set of stockade walls- with the beasts out there that you now know of, you have to consider defenses. Cavern or not, it’d be very good to have a space outside to ward off and waylay potential intruders. Thankfully, due to the wood situation, there’s little fear of running out of the stuff, and with a number of woodcrafters working in concert, it’s halfway done by the end of the month.

(cont.)
>>
>>4240782
It’s during these times of construction that you’re approached by the second elder, an older fellow named Juno. Unlike Ormin, he tends to stay in the background and assist in organizing things, but here he recommends that, if we’re building a stockades, then we should go the whole way and construction them out large enough to fit a number of ‘public’ buildings out there, such as a ‘hunting house’- a small building that is used for storing the spoils of hunts, and also dedicated to the art of buterchy. He claims that with the coming cold season, it would be useful. In total, he requests these buildings to take priority at the moment:

>Hunting House (Allows for more food storage 100 > 120)
>Watchtower (Increases morale)

He believes they’ll come in quite handy.

>Agree to the suggestion (Takes 1 slot for monthly tasks, for a total of 2 once again).
>Disagree
>>
>>4240786
>Agree to the suggestion
>>
>>4240786
>>Agree to the suggestion
>>
>>4240786
agree
>>
>>4240786
>Agree to the suggestion
>>
>>4240786
>Agree to the suggestion
Seems a solid idea and we brought advisors along for a reason.
>>
Wonder when QM will return
>>
>>4244309
just went out for a pack of smokes is all they will be back
>>
>>4240786
>>4240793
>>4240799
>>4240810
>>4240841
>>4240896

You can’t disagree with the logic. You found yourself agreeing that such buildings could be useful, and so decided to add their construction to the list of things to get done. Although some individuals aren’t entirely sold on both, they come around to acknowledge that they could be useful, and indeed, the hunting house, at least in a basic form, is quick to be utilized, as the construction for that can be carried on to an extent while it’s still being built up. Your Elder’s advice proves wise, indeed.

The end of the month brings mixed news. Although the people aren’t starving thanks to the recent haul, and the construction of mountainous living quarters is proceeding, the weather is starting to turn; not cold yet, but bracing. There’ll be a true chill in the air before long, and that’ll cause things to slow down in terms of development; the warmth from fires can only last so long, after all, and Rinim will need to bundle up and hunker down to ward off the cold. That’ll require resources; you have some clothing from your own collection and what some could bring on their backs, but it’s not enough by any means. Rinim fur is lovely, but it can only do so much to ward off nature’s frosty bite.

>Month 4 (Tasma Settlement of Rodinash)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim
>Farmers: 12
>Woodcrafters: 8
>Metalcrafters: 2
>Earthcrafters: 6
>Miners: 8
>Warriors: 10
>Scholars: 3
>Clothweavers: 4
>Nobles: 3
>Elders: 2
>Jobless: 5
>Children: 10

>Food: 65
>Morale: Moderate

>Available Tools: Axe, Pick
>Available Weapons: Axe, Bow, Spear, Sling

>Choose TWO things to focus on this month (due to construction work):

>Scouting Further (The further you scout from your settlement, the longer it will take.)
>Hunting and Gathering Food (Forest Area or Mountainside?)
>Begin Training Citizens (Name Profession)
>Begin the crafting of coats and winter wear for your people.
>Assign scholars to see to the education of the children.
>Accelerate the carving out of the mountain for homespaces.
>Seek out the Temple of the Shrouded Eye. Perhaps they can assist.
>Other

>>4244350
It was a long line.
>>
>>4244748
>Accelerate the carving out of the mountain for homespaces.

>Begin the crafting of coats and winter wear for your people.

We need to get those ready before winter
>>
>>4244748
>>4244931
Support

Also caves can be kept quite warm we just need a out for the smoke
>>
Starting early, I know, but I want to do something a bit more today. So writing shortly.
>>
>>4244748
>>4244931
>>4245076

Okay, roll 2d10, best of three if anyone else comes in.
>>
Rolled 3, 7 = 10 (2d10)

>>4245208
>>
Rolled 1 (1d10)

>>4245208
>>
Rolled 5 (1d10)

>>4245219
>>
>>4245219
>>4245221
2d10 ala >>4245213
>>
Rolled 10, 9 = 19 (2d10)

>>4245208
>>
Rolled 7, 6 = 13 (2d10)

>>4245208
>>
Writing!
>>
>>4244748
>>4244931
>>4245076
>>4245213
>>4245264
>>4245277
The time of the cold season forces you to consider priorities. While the mountain’s inside should remain at a decent temperature with some mild covering to the outside entrance, you still need farm more space than you have, currently. By current reports, while there’s one main ‘pathway’, that’s really about it; a small natural domed area is all else you have to work with naturally. You NEED somewhere warm for your people to reside. With that, you decide to make the call, however stressful it might be, to accelerate the carving out of the mountain, and set immediately to making habitable areas for the Rinim; not just holes in the mountain to squat in, but actual, reasonably sized areas for family living. It will take more than a few months to truly carve out this mountain into something you can be proud of, but for now, needs must. Your Rinim must work, harder and longer than they may be used to.

As expected, this doesn’t go over too well; even working double-time, there are only so many paws at first, and this forces your hand at conscription- the Earthcrafters are first to be selected, then the jobless fishers. As lackadaisical as they might be, they are still bodies, and it takes little teaching to hold a pickaxe or shovel, which they grumble about mightily. The young are tasked with helping move buckets of gravel and stone with smallcarts built by the woodcrafters. They, at least, are eager; willing to prove themselves useful in the new lands you’ve brought them.

However, it’s during this timeframe that you get wind of some news one day; thanks to the new watchtower (still all of just a tall frame with a small flooring), the warrior on watch is able to spot something...unexpected.

Word of two of the almost-hairless folk, near the lake. They’re across from your farmland, but the warrior just barely made out two unusual shapes; apparently moving towards your territory- slowly. When asked, your warrior admits he couldn’t tell if either was the one you previously captured.

>Send some warriors to meet them and see what they want.
>Have one of your own scouts sent out and observe them back.
>Other
>>
>>4245514
>Send some warriors to meet them and see what they want.
>>
>>4245514
We can speak their language now that we got effected by the magic?

>go with some warriors to meet them.
>>
>>4245593
Yes. You have full knowledge of the language.
>>
>>4245514
Switching to >>4245593
I thought it was only a link between us and the pink-thing scholar
>>
>>4245593
supporting
>>
Right. Writing. Time to parley with those weird almost- hairless things. Seriously, are they sickly or what?
>>
>>4245514
>>4245593
>>4245717
>>4245763
Thinking quickly, you decide to take a bit of a risk- but with risk comes potential reward. “I need a set of warriors- five should do. We’ll go to meet them!”

As they assemble, you take pains to remember some of the furless’s words. The pronunciation is still a bit strange from what your mind tells you they should be, but it should be good enough…

Soon enough, your group is assembled; you’d considered bringing Pagon, but decided against it for now. If they were hostile, you’d rather not risk someone else with a good mind be at risk.

And so you ride out. Well, walk out, making sure you at least are in better wardrobe than your first meeting with the species- a yellow dress that is light and flowery, and one of your preferred styles.

There’s not much to discuss with the soldiers on the way, the grouping preferring to keep you closely guarded in silence. True, they may disagree with you on several points, but their larger than average frames and calm, confident mien DO make you feel better about this, and it’s not long before the two figures come into clearer view.

Immediately it’s obvious that one is dressed similarly to the Orwell (was that its name? Wait, no, Orville, that’s what it was) being you met earlier, with the robe, pendant, and footwear, although you think it’s also smaller. Still, a good sign.

It’s the other one that’s entirely new to you, and a bit worrisome. It carries the stench of blood upon it, despite it’s curious looks as you approach, and indeed, it seems to have a pair of blades strapped to its back. A male of the species, you believe, with a spot of black hair atop its head, a face that strikes you as younger than Orville’s, and it has on some metal plating about its chest and leggings; a warrior no doubt. Immediately a spot of fear strikes you- if perhaps this meeting would not be so peaceful as before, if only because your recipient isn’t bound. As you get closer, the warrior gently pushes the scholar-thing behind him, though its struggles indicate it might not be an agreed upon thing…

It’s your warriors who speak first, just as you’re musing on how to open communication, as spears are leveled. “Stop! State your purpose for approach!”

Naturally, it bears a look of confusion, even as it draws its own sword in a defensive (you hope) posture. “The hell? I didn’t think anything was living out in this direction, ‘sides the -Horgoth-...” it says, half to you, and half to its compatriot. Horgoth? That word rings oddly in your ear, for some reason. What are THOSE? “These those rat people you were talking about, Lynne? I didn’t think you were so close to them…”

“Neither did I!” the voice from behind them says, and it’s lighter in tone. “Maybe they moved? Orville said- oh, I’m being silly! Excuse me!?” and then she’s waving to get your attention. “Are you the newcomers to the land of Almertia? I am of the Temple, you see; Orville told us much about you!”

>Action?
>>
>>4245951
>"Yes we are." Introduce ourselves and ask what are they doing here.
>>
>>4245951
>Yes we are the ones who met Orville. Introduce ourselves and ask again why they are here.
>>
Taking a while, so I'm gonna go ahead and write.
>>
>>4245980
>>4246088
With a motion, you have your warriors stand down- it looks like it’s indeed more of a defensive measure than anything else from the warrior- although you aren’t so foolish as to approach wantonly, still remaining in the midst of your guard. “Ah. Yes, we are.” You afford a slight bow. “You are greeted by Tasma, Breeze of the Summer, and leader of the Settlement of Rodinash. I wish you well.”

“Huh. Speak our language, huh?” The warrior is not so keen to lower his weapon, but you can see his expression relax a bit. “Well, that makes things easier. Name’s Garth. I’m, uh, serving as a guard for this girl here.” He looks askance at his charge; a small smile on his face as his focus turns to her.

She’s quick to pick up, at least. “Hi! I’m Lynne, new Devotee to the Temple of the Shrouded Eye!” Hm. Wonder if she’s of lesser rank than Orville, or higher…?

“May I ask what your purpose for approaching was?” you continue, dismissing such thoughts briefly. “This is what my guards wished to know, however, only I can speak your language at the moment.”

“Ohhh. Was wondering why you switched,” Garth admits.

“We were just on a...uh, patrol,” Lynne says, eyes flitting towards Garth again, who doesn’t notice. “And we noticed there was a strange plot of land in the distance that wasn’t there before. We wanted to see, and I remembered that Orville had told some people in the Temple about a ‘strange, new nomad race’ that showed up recently. I’d wanted to visit, actually, but it seems you’re closer to me than ever!” Hm. Well, part of you did expect that, after all. “I was just saying I’d love to visit you and learn more about your people- it sounded like you’ve chosen a place to settle down now, even! Your farmland looks lovely, by the way.”

“Thank you. However, we are very busy at the moment, so we cannot afford visitors at this time,” you say diplomatically. “Perhaps once the weather begins to warm again, we will be in a better position to have guests.”

She seems a bit put out, but doesn’t complain about it, at least. “Aw, fair enough. Although, I was wondering about that. Your harvest go okay? Noticed that the fields were kinda empty.”

“Winters can get bad here, depending,” Garth says with a small frown. “Nothing usually too horrible, but snow isn’t uncommon. If you’re nomads, how do you plan to survive the winter?”

Dear. You’re not sure if you want to say the truth right now- while they might be willing to offer help (and even then you’re not sure of that,) it may come with certain...expectations. Even then, how you phrase this should be a matter of caution. That said...perhaps their aid, IF you ask it, wouldn’t be as bad as you’re considering- surely they wouldn’t want to aggravate a new race they wish to learn more about?

>Be vague yet reassuring. “We have enough food for the time being.”
>Be entirely neutral. “We will fend for ourselves well enough.”
>Hint at the truth. “We are working quickly to quell any potential issues.”
>Other
>>
>>4246599
>Hint at the truth. “We are working quickly to quell any potential issues.”
>Ask how long the winter usually lasts around here
>>
>>4246599
>>Hint at the truth. “We are working quickly to quell any potential issues.”
>Ask how long the winter usually lasts around here
>Ask about the -Horgorth- they've mentioned earlier
>>
>>4246599
>neutral
>ask how long the winter is and how harsh it is
>ask about horgoth
>>
>>4246599
>>4246617
Adding
>Ask about the -Horgorth- they've mentioned earlier
to my vote
>>
>>4246599
>Hint at the truth. “We are working quickly to quell any potential issues.”
Of nothing else getting some advice from locals can be invaluable.
>>
>>4246599
>>4246617
>>4246622
>>4246622
>>4246652
>>4246652
>>4246663
>>4246828
You shake your head. Not smart to just let them know outright, but you can at least weigh their intentions with the right phrasing. “We are working quickly to quell any potential issues.” If that rings too worrisome for them, they may be concerned- or might attempt to probe for further weakness.

She hmms slightly. “Well...alright, but if you need any assistance, I’m sure the Temple would be glad to help- at least in regards to teaching you about things in our lands and granting information. Like, I dunno if you eat meat, but there's a lot of animals out here that don't really like the cold. If you catch them before they start hibernating, you'd probably end up really well off.”

“You sure about that?” Garth asks. “I thought they were pretty particular about who they opened their libraries to.”

“Yeah, but that doesn’t mean we just hoard it all,” she insists. “Just means they have to prove a good reason for it.”

Actually, that gives you an idea. “Well, perhaps if you’re so willing to assist, you might answer a couple of questions here?”

They look at each other, before Lynne steps in front of her associate. “Sure, I guess. I mean, I can try! Whatcha need to know?”

“Firstly, how long is the cold season- winter, I mean?” That’s your biggest concern.

She scratches her chin in thought. “Well, it kinda varies. Usually anywhere from three to four months. Presuming you work on the same schedule that we do, anyway, which ya might not. Uh...ninety to a hundred-twenty rotations of the sun and moon, give or take a few. That make sense?” You give it some thought, and nod. It’s largely analogous to your own calendar. “Right, then. It’s been feeling cold earlier, so we might be in for a long one. Hope you guys have warm clothes- especially if it snows.”

You don’t answer that, instead moving on. “Thank you. As for my second question, what are these ‘Horgoth’ that were mentioned earlier?”

Garth raises an eyebrow. “Oh, those? They’re this big, goat-lookin’ horned race that lives waaay off to the east. Like, past the mountain ranges. Not many folks know much about ‘em, and in general they’re pretty rare to see. Keep to themselves and aren’t fans of talking to non-Horgoth.” He pauses, looking around aimlessly. “Dunno if you know this, but there’s a kingdom to the west. At least, the borders of one. They wanted to expand, and the Horgoth didn’t take too kindly to the idea. A buncha stuff happened, but…” he flinches a bit. “Well, long story short, they’re not bothering with expanding anymore. The Horgoth are part of the reason.”

Ah. Well, that’s worrisome a bit, but it seems that so long as you keep out of the mountains (which you’ve never seen anyway) then you should be fine. “You have my thanks.”

(cont.)
>>
>>4248011
“You can thank us by coming around the temple one of these days!” Lynne says with a smile. “The Temple is maybe a day and a half’s trip north from here; we sometimes come to the lake as a bit of a retreat, one or two at a time.” That’s...well, not great, but not bad, either. “Now that we know you’re set up here, though, I can’t imagine we’ll do anything to interrupt you. Just think of us as...neighbors, I guess!”

> How big is this group, anyway? “How many of you reside in this ‘Temple’?”
> You should get going. “Very well. I hope that our relationship remains amiable.”
> You can’t help but be concerned, considering Garth... “Are warriors part of your Temple’s forces?”
> Other
>>
>>4248014
>> You can’t help but be concerned, considering Garth... “Are warriors part of your Temple’s forces?”
>>
>>4248014
> How big is this group, anyway? “How many of you reside in this ‘Temple’?”
> You can’t help but be concerned, considering Garth... “Are warriors part of your Temple’s forces?”
>>
Hm. Well, writing, then. Need to get my schedule back on track anyway.
>>
>>4248014
>>4248020
>>4248025
You can’t help but frown. Considering her ally’s gear, you’re not entirely certain if that’s a good thing. “Are warriors part of your Temple’s forces?”

“Oh!” Lynne seems a bit taken aback. “Er, no, not really. Garth here’s an adventurer. He travels about to seek out new sights and explore places that most normal folks think is too risky to go.”

“Yup,” he agrees, a proud look on his face. “Fightin’ monsters, exploring ruins, all that stuff. Kind of a hired sword that travels on my own time, too.” Looking at Lynne, he grins. “Guard duty’s a thing, too. Can’t say I mind doing that one with you. Glad you put in a request for me, Lynne!”

“Aw, s’nothing…” she blushes briefly, before shaking herself out of it. “Uh, hey! Look, how about we get out of your way; we’ll just head in another direction and leave you all alone, alright?” She quickly grabs his arm. “But really, if you’re interested, you know where we are!”

You give a slight bow. “Safe travels.”

“Y-yeah, you too! Come ON, Garth!” With a small tug, she pulls him off as he waves behind him, indeed, they’re headed back down the coastline of the lake; perhaps back to their Temple.

“What was that all about?” your guard asks.

“Just getting information,” you tell. “We have much work to do.” Indeed, after you get back to the settlement, you’re quick to inform both Elders about this. Juno advises tentative action with the hairless ones- they may be unusual, but if they look to do no harm, you shouldn’t provoke them. Ormin mostly agrees. Furthermore, the news of the upcoming cold season is concerning, and the mysterious race out in the eastern reaches moreso, though if they are far enough, you insist they’ll be a non-factor.

Other folk are not idle during this time, either. In particular, you’ve requested your Clothweavers to put their talents to use again- while the thread may be limited for now, and their tools minor until better ones could be built, you task the quartet to make clothes suitable for cold weather. They are willing, and the materials brought to them are good, if not the most plentiful- the furs from the smallbeasts are good enough for hats and other such small accessories, but little else, while the larger beasts can seldom be found in larger quantities. Still, they make due with what they can, and they prove skilled at their craft, weaving thicker vests and clothing, and the populace is happy to receive what is made.

(cont.)
>>
>>4248191
Overall, the result is a hard month, where everyone not invalid is doing some work. It’s not a quick or easy burden, but your Rinim seem to be meeting the challenge gamely. In fact, the stockade is completed by the end of the month! The boring out of the mountain, less so, though it is reported that there are nearly enough ready and finished dwelling areas for half of the Rinim families here, and more are being constructed, with them finding a large, domed natural open space within that is in near perfect shape for a ‘communal’ area to branch off of.

As the chill in the air grows, you find yourself wondering what priorities should be met to survive the oncoming storm...

>Month 5 (Tasma Settlement of Rodinash)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim
>Farmers: 12
>Woodcrafters: 8
>Metalcrafters: 2
>Earthcrafters: 6
>Miners: 8
>Warriors: 10
>Scholars: 3
>Clothweavers: 4
>Nobles: 3
>Elders: 2
>Jobless: 5
>Children: 10

>Food: 55
>Morale: Moderate

>Available Tools: Axe, Pick, Shovel, Farming Tools.
>Available Weapons: Axe, Bow, Spear, Sling

>Choose THREE things to focus on this month:

>Scouting Further (The further you scout from your settlement, the longer it will take.)
>Hunting and Gathering Food (Forest Area or Mountainside?)
>Begin Training Citizens (Name Profession)
>Assign scholars to see to the education of the children.
>Begin moving Rinim into the caverns, although they're only half done...
>Seek out the Temple of the Shrouded Eye.
>Other
>>
>>4248198
>Assign scholars to see to the education of the children.
>Begin moving Rinim into the caverns, although they're only half done...
>Seek out the Temple of the Shrouded Eye.
>>
>>4248198
>>Hunting and Gathering Food - Forest
>Stock up on wood - for fuel, repairs and as raw materials for crafters to hone their skills in winter time and make goods to keep people happy
>Finish construction of homespaces
Learning and training can wait 'till winter
>>
>>4248223
+1
>>
>>4248223
>>4248198

Support

Its true survival comes first
>>
>>4248223
+1
>>
>>4248211
Switching to >>4248223
>>
>>4248223
Agreed survival comes first and we'll likely be stuck inside for a good long while.
>>
Running soon if there's anyone around to play.
>>
>>4248198
>>4248223
>>4248239
>>4248284
>>4248391
>>4248610
>>4248634
Will need a 3d10, best of three before moving on.
>>
Rolled 3 (1d10)

>>4251382
>>
Rolled 5, 8, 1 = 14 (3d10)

>>4251382
>>
Rolled 2, 5, 2 = 9 (3d10)

>>4251382
How late you want it senpai?
>>
Rolled 3, 10, 4 = 17 (3d10)

>>4251382
>>
Writing shortly, then.
>>
>>4248198
The chill turns to cold in the next weeks, and as frost starts to form in the mornings, you realize that it’s finally here. The cold season.

You quickly have your warriors focus on hunting; food is of utmost importance, and you’re honestly running a bit low in terms of stockpiles. You hope that there’s still enough of nature’s bounty to collect through the days ahead, before everything retreats underground and your chance has been lost. Your farms yield a moderate amount of food, thank goodness; carrots, radishes, turnips, several of the smaller greens that your farmers knew could survive the chilly weather. Not all of them make it, but it’s enough for an appreciable harvest for not even your first year here.

Speaking of underground, however, your homespaces for your fellow Rinim are...well, they’re coming along. But sadly, due to illness, a pair of them had been forced to withdraw from the excavation efforts, and even the lost of two bodies is felt. They will be on the mend soon enough, you hope; there are no dedicated healers, though one of your scholars knows a good few things about medicine, and two of the clothweavers claim knowledge in homemade remedies. It’ll have to do. Still, that leaves several homes unfinished, or even unstarted- which means that unless they want to tough out the start of the season, they’ll have to find someone to bed with or sleep in the communal area until they’re finished.

Although if nothing else, wood is yet plentiful, and you have no trouble acquiring great stockpiles of it from the surrounding forest. This winds up allowing for more proper bracers along mining tunnels, and even giving a fair bit to work with for the woodcrafters themselves; bedframes are cranked out at speed, soon to be filled with fur for proper bedding from the clothweavers, as well as other amenities such as simple doors, frames and all, tables, and other such small, yet welcome amenities. It helps make the mountain feel a bit more like home, even with a number of Rinim yet displaced.

(cont.)
>>
>>4251690
You’d been given one of the finished areas; closer to the entrance of the mountain. It’s...not bad, really. They’d managed to smooth out the caverns as best they could- likely with magics- and your living quarters was...reasonably sized. Had room for improvement, obviously, but that was for far later for everyone. Although, you wonder...now with creature comforts beginning to come into play, and a long cold season ahead of you, what can you do over the winter’s chill?

>Month 6 (Tasma Settlement of Rodinash)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim
>Farmers: 12
>Woodcrafters: 8
>Metalcrafters: 2
>Earthcrafters: 6
>Miners: 8
>Warriors: 10
>Scholars: 3
>Clothweavers: 4
>Nobles: 3
>Elders: 2
>Jobless: 5
>Children: 10

>Food: 75
>Morale: Moderate

>Available Tools: Axe, Pick, Shovel, Farming Tools.
>Available Weapons: Axe, Bow, Spear, Sling

>Choose THREE things to focus on this month:

>Scouting Further (The further you scout from your settlement, the longer it will take.)
>Hunting and Gathering Food (Forest Area or Mountainside?)
>Begin Training Citizens (Name Profession)
>Construct a major building (What?)
>Assign scholars to see to the education of the children.
>Seek out the Temple of the Shrouded Eye.
>Begin focusing on properly mining for iron as the next step.
>See if you can’t cultivate food within your caverns…
>Other
>>
>>4251692
>>Assign scholars to see to the education of the children.
>Begin Training Citizens - Healers
>Begin Training Citizens - Advanced Scouts
Better to have a doctor around. Don't think that getting metals is a priority, not until the winter is over - everything needed for mining and processing has to be made outside in the cold.
>>
>>4251729
+1
>>
>>4251729
supporting
>>
Writing, for now.
>>
>>4251692
>>See if you can’t cultivate food within your caverns…
PLUMP
HELMETS

Handler do our rats have a heat cycle? Breeding season?
>>
>>4252328
No, they breed as they will, though it's usually considered 'good practice' to have children around the planting season (spring). Might as well mention this since otherwise it'd be silly to not know- Rinim, much like normal rats, often breed in numbers at a time, usually around 3-5. A single child is rare. Gestation time is about 4 months.
>>
>>4251692
>>4251729
>>4251814
>>4251868
With your people cooped up thanks to winter’s bite (save for the warriors keeping sentry, those brave and bold souls out there with only their uniforms and fires to keep them warm), you wind up making the decision that it’s likely best that you and some of the others who currently aren’t or cannot do much of their original craft to look into something else. Namely, learning how to heal.

Those two sickly individuals made you realize the importance of healers, and thus you’ve decided to put the scholar Pellin to the task of teaching the art. He’s no expert, but his knowledge will prove valuable regardless. Still, the fact that you DON’T have an expert worries you- you realize that there’s a vast wealth of medical knowledge that’s been ripped from your civilization now, and you’ll have to rediscover and relearn it bit by bit.

Ormin is given a different, more familiar task- the training of Advanced Scouts. Under his tutelage, he’ll hopefully whip a few of the Warriors in your care into proper Rinim armed forces as opposed to simple meat shields and muscle. His training is limited at the moment, however, due to the weather prohibiting, however he yet claims that it won’t be a problem- cold endurance, he claims, is a vital component of being a proper scout, and provides a valuable learning opportunity.

Speaking of learning, however, you’ve got a number of rambunctious Rinim children scurrying about now; they’ve been excellent help with the excavation efforts, but it’s not something they can do all day, and the lack of space has made them restless. To alleviate this somewhat, you’ve taken Pagen and Phini, the scholars, and Juno the elder and tasked them with basic education of the children in various areas.

Phini in particular, the second scholar, is knowledgeable in some of the basics of the sighted magics- flame, water, and airdancing, the art of using your inner spirit to command the elements of fire water and air through hand and tailtip movement, respectively. Although, she admits, her variance of it is unsuited to combat; she knows enough to perhaps use for smaller, day to day knowledge, but that is where her skill ends. Still, she insists it could provide excellent advantages in the future, and perhaps in this case, growth may beget growth.

Pagen, however, insists on focusing on general knowledge- mathematics, logic, grammar, and so on. Knowledge of how to learn, he claims, is what is most important to survive in these trying times.

Juno, for his part, insists that history be the most important thing; to know where they came from so that they may know where they are going. The past is important, he claims, to keep them on an even keel, that they won’t repeat its mistakes.

With all this in mind, you occasionally drop in on them to see what they’re learning about- and maybe get a few free lessons yourself.

>roll 5d10, best of three.
>>
Rolled 10, 2, 8, 9, 8 = 37 (5d10)

>>4252712
>>
Rolled 7, 2, 2, 3, 3 = 17 (5d10)

>>4252712
>>
Rolled 9, 3, 6, 8, 1 = 27 (5d10)

>>4252712
>>
Wow, this didn't seem to update until just now. Writing.
>>
>>4252712
>>4252803
>>4252821
>>4252880
medical practitioners would be most useful- one of your people that you’d attempted to try with fishing seems to be much more keen on learning of the body and how best to strengthen it. He seems to study a great deal in his ‘off’ hours, and you’ve been informed that he’s even made a few soujourns out to the settlement’s limits, despite the cold, in order to investigate the local plantlife in the hopes that one or two may confer healing properties of some kind. This is more than pleasing, and indeed Pellin and yourself are happy to encourage his newfound interest.

>Gained 1 Apothecary!

The others being taught aren’t as taken with it, but there is at least one other who seems of a similar mind; a Clothweaver who finds fascination with blood and bone and its mending. She is uncertain of switching professions, but she admits that she is considering the idea.

Sadly, the teaching of the scouts proves far less fruitful. Ormin’s training regime is brutal and unwavering, and of the four that he’d agreed to train, not a one of them seems to be measuring up to his standards, causing a deal of frustration between both him and the ‘students’. Between blaming the quality of their warrior training, to the weather, Ormin is in a foul mood for many days, as are the warriors, and this causes some noticeable tension amongst the other populace- in particular when two of them seem to behave particularly aggressively towards one of the jobless Rinim walking about; the situation is apparently resolved by the time you get wind of it, but it does make you worry…not that you have the ability to do anything about it right now.

Fortunately, there is good news in that the education of the little ones is going quite well! They seem eager to learn in this new world, and they seem to soak up knowledge as the soil soaks up water. All ten of the children seem to blessedly be adept in the arts of magic, and equally seem as interested in the understanding of logic and history. The teachers are effusive in their praise, and indeed, Phini, Pagen, and Juno all see great potential in these young ones. While their education has a long way to go, this start is auspicious- especially in their magic training, which can be put to good use quicker than their other skills, you think.

>Gained x10 Trainee Dancers! (Magicians)

(cont.)
>>
>>4253961

The days roll on, chilling and frosty, but your people are holding up well; food is carefully rationed, the mountain is dug further into, and life, for now, goes on inside of the mountain you now call home.

>Month 7 (Tasma Settlement of Rodinash)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim
>Farmers: 12
>Woodcrafters: 8
>Metalcrafters: 2
>Earthcrafters: 6
>Miners: 8
>Warriors: 10
>Scholars: 3
>Clothweavers: 4
>Nobles: 3
>Elders: 2
>Jobless: 5
>Children: 10

>Food: 65
>Morale: Moderate

>Available Tools: Axe, Pick, Shovel, Farming Tools.
>Available Weapons: Axe, Bow, Spear, Sling

>Choose THREE things to focus on this month:

>Scouting Further (The further you scout from your settlement, the longer it will take.)
>Hunting and Gathering Food (Forest Area or Mountainside?)
>Construct a major building (What?)
>Seek out the Temple of the Shrouded Eye.
>Begin focusing on properly mining for ores.
>See if you can’t cultivate food within your caverns…
>Attempt Research (what)?
>Other
>>
>>4254003
>Begin focusing on properly mining for ores.
>See if you can’t cultivate food within your caverns
>Construct a major building
a proper door for the mountain maybe made of wood?
>>
>>4254003
>>4254050

Support but made of stone far more sturdy
>>
>>4254003
>>See if you can’t cultivate food within your caverns…
>Continue training scouts - always finish what you've started
>Research (Magic) - what kind of spells do our people know?
I thought we already have a gate
>>
>>4254050
supportan'
>>
>>4254079
we have a gate for the stockade but not one for the mountain entrance itself i think we have some cloth over it for now
>>
Rolled 18 (1d100)

It's basically just cloth, yes.

Going to need to make a new thread...and find more ratperson art that's not Skaven. Tough order.

>>4254050
>>4254055
>>4254084

For now, roll 3d10. And I'll be rolling for something as well.
>>
Rolled 6, 7 = 13 (2d10)

>>4255484
>>
Rolled 5, 6, 6 = 17 (3d10)

>>4255484
oops sorry was supposed to be 3d10.
>>
Rolled 10, 7, 6 = 23 (3d10)

>>4255484
>>
Rolled 6 (1d10)

>>4255484
>>
File: 1542418357489.jpg (107 KB, 715x859)
107 KB
107 KB JPG
>>4255484
Yeah, they're pretty rare
https://youtu.be/OXQwx1EolD8
>>
File: 1542486530991.jpg (215 KB, 662x895)
215 KB
215 KB JPG
>>4255575
>>
>>4255566
need three dice.

dice+3d10 in the roll field.
>>
Rolled 7, 5, 5 = 17 (3d10)

>>4255484
>>
Writing. I was LITERALLY about to just say 'fuck it' and take two, but then >>4255614 was nice and showed up. Thank you, >>4255614.
>>
>>4255484
>>4255511
>>4255516
>>4255614
With all this time to spare, it’s high time you at last gave thought to proper mining. Iron is valuable, and its ores been spotted here and there in the mountain, though there are other ores to be found as well, according to your prospecting miners. There’s a few areas they can pick to start with, but you insist on one far away from the living quarters, and they agree.

It takes little time before they spot a large vein of the stuff, and gleefully begin to extract it; once against volunteer labor is welcomed, and after some carts are constructed, hauling them out becomes a jovial test of strength for some of the volunteers. You’re just happy for the new resources- it’ll allow you to construct proper metal once the weather warms, and from there you’ll have a great deal of goods you can make. The Rinim nature was to be meticulous and elaborate with engravings and materials, and small hands make for precision work, after all. Certainly you’re confident that your Clothweavers could outdo whomever made those shabby things those hairless called clothing.

Although, there is something you don’t have a particular advantage at- food. With the farmland essentially dead until the growing season, you have to think- what other way might there be to cultivate food? At this rate, provided everyone sticks to rations, you’ll not have much coming out of this, and that’d make things scary.

It’s Ormin who brings up a salent point- there ARE foods that grow in caverns- namely, mushrooms. A staple of Rinim diet, he’d seen them more than once in his life in the gloom, and it’s well known that mushrooms can be grown relatively quickly, to your embarrassment. Your scholars agree, and take a few cultivars themselves to plant, while you task the scouts, embittered as they might be, to search for mushrooms in the places you’ve yet to truly settle.

They return successful- with reports of a rather large fungal forest deeper down, and indeed they managed to bring back a fair haul, enough for at least two months!

However...there is something to worry about. The body of some strange...creature was found, not far from the area, smashed under a fallen rock. They state it to be something like an elongated beetle, as large as themselves and five times as wide without tails, with strong, wicked pincers and many legs. The rock was said to be deformed oddly around the area, as though it were eating through it. Half-eaten bodies of smaller grub things surrounded it, as well, and your warriors confess their worry that there may be more. They’d poked at the thing to be certain of its death, and found its shell, even deceased, to take effort to stab through, even with their metal tipped spears.

(cont.)
>>
>>4255777
With a worry like this taking up most of your brainpower, you’d easily agreed to the request of one of your elders to build a more solid door to the mountain’s entrance, delineating properly the entrance to the mountain you’d claimed and offering a bit more solid of a barrier to cold. Despite the size of the hole you’d had carved around, it takes little time to construct, and is done by the end of the month- a grand set of thick, wooden double doors, sanded down to an even, fine finish. This is a new realm, where dangers are everywhere. Both without, AND within...

>Mark the megapede area off limits, and continue the search elsewhere for mushrooms.
>Put all digging on hold for now- you need to research this creature before anything else.
>See to building a forge outside; we will need iron- and you will not be denied.
>Other
>>
>>4255781
>Put all digging on hold for now- you need to research this creature before anything else.
Maybe we can harvest parts of it
>>
>>4255781
>See to building a forge outside; we will need iron- and you will not be denied.
Food's good, the anomaly can wait.
>>
>>4255781
>>Put all digging on hold for now- you need to research this creature before anything else.
test what weapons be better suited against them. seems like bludgeons would work
>>
We're going to take a looksee at this thing. Writing!
>>
>>4255781
>Put all digging on hold for now- you need to research this creature before anything else.
We need to understand this new threat. If we're lucky we'll not only figure out some weaknesses but how to harvest some useful material as well, that she'll sounds like it could be made into some excellent light armour.
>>
>>4255781
>>4255813
>>4255823
>>4255878
Whatever this thing is, you need to learn more about it- whether it can come in handy or just to know for if you have to fend off a swarm of them. This ‘megapede’ as some of the warriors began to call it, proves a bit tough to move- its appearance belies its weight, which your scholars estimate is due to the shell. Pagen, in particular, manages to make the dissection part of studies, using the opportunity to teach them up close how to look at various parts of an animal’s body to determine things like what it ate, what its usual environment was, how it possibly hunted or defended itself, and so on.

The results are...worrisome. Through careful dissection and observation, Pagen comes to the conclusion that it is a pursuit hunter; it digs through soil, using some manner of sensory body part to detect tremors in the earth, then chases, relying on its tough shell to mitigate any potential damage as it catches and rips apart prey with its powerful jaws.

And what a shell it is! When your scholars and hunters strip the creature to look at it further, you find that its shell is an unusual combination of flexible yet durable; a duo of what they can only guess are very small bones and tough hide allowing for a strange, yet potent combination. When tested, it stands up well to an axeblade, and spears seem to have difficulty finding depth as well, with the added curiosity of being difficult to pull out once struck. A test of a strong bow, similarly results in lack of deep penetration, but an arrow sticking out of said plates. Sadly, fire on it catches easily, and the portion of shell utilized is naught but slurry in moments. They theorize that were it able to be combined with traditional armor, such defense would be nigh impregnable while still retaining flexibility. The trick, however, is retrieving the material, though, of course. In terms of weakness, the only one they can wager is either use enough force to crush it under the weight of its own armor, much like how it was found, or somehow manage to flip the thing to stab at the underbelly, which is soft and pliable. (And after some risky experiments that you did NOT authorize, found to be edible and tasty with a bit of roasting, else a rather upset stomach is all that awaits you).

With all this in mind, you consider your options. You have naught but 10 warriors, very valuable and risky to send forth. Still, if they pull it off…

>Decide to send a small expeditionary force to find and, should they be found in high numbers, cull these things.
>Deem the area it was found off limits for now; you have not the ratpower or weaponry to safely engage these things.
>You know little about these things- but perhaps those Temple beings may be willing to help...though you worry of the cost.
>Other
>>
>>4255943
>deem it off limits and ask the temple people about it when winter is over
>>
out for the night.
>>
>>4255943
>Deem the area it was found off limits for now; you have not the ratpower or weaponry to safely engage these things.
>>
>>4255943
>Deem the area it was found off limits for now; you have not the ratpower or weaponry to safely engage these things.
>>
>>4255943
>Deem the area it was found off limits for now; you have not the ratpower or weaponry to safely engage these things.
Yeah we are few and vulnerable at the moment. Still we've learned some useful lessons and when we're stronger we'll certainly return to hunt them.

Also in terms of fighting them have our scholars look into making some sort of flame weapon that worked well on the shell after all.
>>
>>4255950
Personally, I think we shouldn't leave in search of the Temple before appeasing the nobles - wouldn't want them to mismanage things in our absence. I hope all they need is a permission to build personal homes to let go of their grudge.
>>
>>4255943
>>4255950
>>4255951
>>4255947
>>4255965
>>4255965
As fascinating as the things are, they’re also quite likely to pose a threat. Ultimately, while you’d like to do something about them immediately, you lack the bodies or superior power to deal with it efficiently. While a solution may present itself in time, for now you give the order to wall the area off and steer clear of it. It robs you of access to a portion of the fungi, but safety is paramount. There’s some worry, but ultimately good sense wins out, especially since you’ve still gotten a good portion of food from it. With this plus your own little mushroom plots, you think you might just make it through the cold season- even if your people might get a bit sick of mushrooms.

Privately, you also get wind of the fact that one of the scout trainees has ridden themselves of the effort, proclaiming that they’d ‘liked it tons better when I jus’ had to sit on the edge of the lake all day!’ and stating his intent to going back to that in a matter of days, cold weather or no.

Well...so long as he didn’t freeze to death. The sentries should be able to keep an eye on him, right? Well, regardless, your teachers continue to teach, the miners continue to mine in a direction far from the megapede, and life goes on beneath the chill and, to your surprise, snow. It is a sight never seen by you before, but not one entirely unknown- traders and explorers told of the stuff- you’d never expected to see it in your lifetime. The children catch glimpses of it from time to time, and are eager to try to sneak out and play, causing no end of consternation with their parents.

>Month 8 (Tasma Settlement of Rodinash)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim
>Farmers: 12
>Woodcrafters: 8
>Metalcrafters: 2
>Earthcrafters: 6
>Miners: 8
>Warriors: 10
>Scout Recruits: 3
>Scholars: 3
>Clothweavers: 4
>Nobles: 3
>Elders: 2
>Apothecary: 1
>Fisherrat: 1
>Children (Trainee Dancers): 10

>Food: 85
>Morale: Moderate

>Available Tools: Axe, Pick, Shovel, Farming Tools.
>Available Weapons: Axe, Bow, Spear, Sling

>Choose THREE things to focus on this month:

>Scouting Further (The further you scout from your settlement, the longer it will take.)
>Hunting and Gathering Food (Forest Area or Mountainside?)
>Construct a major building (What?)
>Seek out the Temple of the Shrouded Eye.
>Attempt Research (what)?
>Other
>>
>>4257294
>hunting and gathering food forest
>research metalworking
>construct a major building (tavern/town hall with a great hearth in the middle)
>>
>>4257294
>>Attempt Research (Magic) - what are these 'dancer-magicians' and what kind of spells can they do
>Other: meet with Nobles - try to make a deal or figure out what is needed for them to help us with management/get more Focus Slots
>Commission wood- and earthcrafters to liven up our living space with carvings and murals to increase Morale
even in modern age construction work in winter time is extremely troublesome, just wait a bit until the spring
>>
>>4257294
>Attempt Research (Magic) - what are these 'dancer-magicians' and what kind of spells can they do
>Commission wood- and earthcrafters to liven up our living space with carvings and murals to increase Morale
>Scouting Further (the unexplored tile next to our settlement. Have them gather food if the scouting takes less than a month to finish)
>>
>>4257294
>Attempt Research (Magic) - what are these 'dancer-magicians' and what kind of spells can they do
>Commission wood- and earthcrafters to liven up our living space with carvings and murals to increase Morale
>Scouting Further (the unexplored tile next to our settlement. Have them gather food if the scouting takes less than a month to finish)
>>
Will make a new thread with this soon.
>>
New thread!

>>4259008
>>4259008
>>4259008



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