NWolfNES I: The Greenskins, home edition

Northen Wolf

Young Hunter
Joined
Feb 11, 2008
Messages
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Location
Estonia
Get your orders in by: Saturday Tuesday

Welcome,

In the year 350, a terrible sickness spread across lands known as Baimora. Village shamans (magic users) said, that this sickness is not natural origin. As the “sickness” crept nearer to your village with every passing day, shamans started speak of enemy “who cannot (yet) be defeated with our forces”. They thought of a plan, a plan what required to sacrifice of all shamans in this village. Most of your kin did not understand this threat what mysterious enemy possessed, but seeing how scared shamans were, less than half agreed with their plan. Those who did not agree - over half of the population left their home village, before the ritual was completed. What has become of them is unknown.

The ritual commenced and was a success. As shamans expected, none of the magic user had survived "the shift", but village was transferred from Baimora to “another dimension” known as "Rokania". How ritual worked, is not known but if you put ritual progress in simple words – magic and life force of shamans transported Village (and areas close to village) away from this reality. 400 years passed in a dark world of Rokania - world that bent all nature laws, world where small rocks and even entire mountains could be witnessed flying past tiny floating isle of hope.

During those 400 years some of your kin, including you, learn to harness the “other world” powers and gained magical immortality. Thankfully or sadly (depends of Point of View), it was only power they learned to "control". None of the first or second generation children harnessed that power, it was said their bodies were not adjusted for such magic. They died to old age taking all of their memories with them. Unfortunate side-effect of these immortality rituals/rites was that everyone who gained immortality lost their memory and knowledge of past events – everything that happened in this previous “homeworld” or what their grand-parents told them was gone.

This immortality does not grant one a immortal life. One can still be killed in battle or poisoned as proved many times in the world of Rokania.

As shamans foretold, after 400 years had passed, this tiny bastion of hope drifted back to universe it belongs to. But are these fortunetellers" right? They predicted that by the time 400 years've passed, both enemy and sickness should be either gone or too weak to destroy survivors.

Current year is 751, just few moments ago, your village drifted back to the world where it belongs to. Most of your houses were destroyed, your granary food stocks disappeared or buried under rubble and dirt, none of your animals survived and many of your folk died during this “shift”. Once proud isle of hope has been reduced to ruins. Immortals have lost most of their knowledge of previous world, but some "mortal civilians" still have “born with knowledge” - just like birds know how to fly, so hunters how to hunt.

Your brothers and sisters know as much as you know about yourself - they know that you you are not a god and that you can be killed in battle. You'll have to work together with others and even together with mortal brothers, should you wish to survive.

You have no followers, you have no clan which to obey, you have no Elder(political leader) or Clan Chiftain (military leader). All you have is one tiny village full of dirt and several immortals who believe that only THEY should be leading your kind onwards in this darkness.

Will you cooperate with others or create a new village with few of your followers? Will you take control of this village by owning most followers, or will you use more “peaceful” ways? Will you challenge the challengers this “old homeworld” throws at you or will you strategical retreat until you can defend yourself properly?

Oh … Did I forgot to mention that your “kin” is greenskins?

Spoiler Welcome to the World of Baimora :


This NES is inspired of NutraNES and Nesse, I'll not be "moderator of minor issues" or "your chieftain" - It's up to you to let Orcs be wiped off this world or rise yourself above world of Baimora and Rokania, carried by immortal armies of hell themselves! But do not forget, ignore your follower and you village(s) needs and you'll be facing many problems.

/Moderator
I'll not save any lives - your immortals can and will die, if your orders are stupid. For an example: It is not wise to send your orc in the middle of battlefield, when he does not know even basic fighting. Of course, dead people can be revived, but with what price?

Please note: it is my first NES, English is not my native language, I'll not be nice if you piss me off, I'll not accept any PM orders that are not using "order form" or have random titles ("H12rfey!").

I'll accept orders only if all actions and faction orders are in same post. I'll accept only latest order post, if previous posts contained something "important" I may ignore that "important" thing.
 
STATISTICS
Village of Garmadash-Goro
(short: Garmand; even shorter: Gar') ((Goro means village))

Village pop: ~230+21 children
Skilled workers: ~170
Commoners: 91
Children: 21 kids - 7 will mature by Spring.

Gor Factions

Gor' Hunters

Guild Leader(s): NPC
Spoiler :

Goal: Provide food to Village of Gormadash through means of hunting wild animals
Members
Hunters: Medium (~30)
Commoners: Few (~10)

Relations
Guild of CaB: Low (2)


Gor' Ranchers
Leader(s): NPC
Spoiler :

Goal: Provide food to Village of Gormadash through means of Farming and animal husbandry.
Members
Farmers: Low-Medium (~20)
Commoners: Very few (~5)

Relations



Guild of CaB(Crafters and Builders)
Leader(s): NPC
Spoiler :

Goal: Provide Village of Gor' crafter and Builders services.

Members
Crafters: Low-medium (~20)
Builders: Few (~10)
Commoners: Very Few (~5)

Relations
Leatherblades: Slightly Disliked (-1)


Gor' Fishers
Leader(s): NPC
Spoiler :

Goal: Provide food to Village of Gor' through means of Fishing.

Members
Fishermen: Low-medium (~20)
Commoners: Very Few (~5)
Xialo

Relations


Gor' Miners
Leader(s): NPC
Spoiler :

Goal: Build and maintain mine(s) for Village of Gor'

Members
Miners: Few (~10)

Relations

Property

Mine on Mountain of Horrors


Gor' Militia
Leader(s): NPC
Spoiler :

Goal: Defend Village of Gor'

Members
Rookie warriors: 28
Normal warriors: 18
Trained warriors: 13
Veteran warriors: 3
Ugag

Relations




Leatherblades
Leader(s): Gaarth
Spoiler :

Goal: Control entire leather industry in Gor'

Gold: 5

Members
Crafters: Very few (~5)
Commoners: Few (~10)
Gaarth

Relations
Guild of CaB: Slightly Disliked (-1)

Property
3 Legendary quality Wolf Fur winter coats


Religions
Name - god - followers
Holy Wind - Raj-Tol - some (~25) [Appeared in update 4 and created by Story Respect: Luke (very Low), Chill Bill (medium)
Cult of Fog - Great Bor - very few (less than 10) [appeared in update 4]. Respect: Wotepchu Broadhand(Low)
The Sacred path - unkown - none [Mentioned in update 4]


Village resources
Food sources: Trap Line, Farm, Hunting, Fishing.
Water sources: Irrigation 100 meters from village
Mining sources: Mine located on Mountain of horrors (Many sources of Zybrid, possible sources of Iron)
Trader routes:
Trade caravan that comes from Bloodoak Clan villages and heads onwards to trade w/ Goblins from Dimetrodon Clan.
Arrives: Autumn
Spoiler What traders are willing to trade :
Carvan usually carries: Tools, cloth (not items/clothing, just cloth and plant fiber) and few animals - most likely chickens, pigs and rabbits.

Caravan lacks: salt, furs (and items produced out of fur), hops (and related drinks), herbs, dried fish and much more, including crafts. Bloodoak clan is willing to pay for small statues representing Raj-Tol, they gave Chill Bill few examples.


Granaries and stores

Food: 40% of what is needed to survive next winter.
Wood: Low-medium
Gold: 160 Horde Coins
Ores: some stone,
Bars: 10 poor quality iron bars (1 bar=1 item), some rocks piled in village square
Crafts: Why would you need crafts?
Misc goods: 30 crafts

Equipment
Hunting equipment: 20 (one per hunter) (short bows and arrows, javelins)
Crafting equipment: 30 (one per craftsman)
Building equipment: 25
Fishing equipment: 10 fishing spears, 10 fishing nets
Woodcutting equipment: 25 axes (suitable for self-defense too)
Arms: 80 spears, 15 poor-quality short swords, 14 med quality fighting axes,
Armor: 10 small wooden shields
Valuables: 3 bags of pearls, 15 amulets, 5 bags containing many small statues of orcs sitting, 30 crafts
Misc:
60 units of leather (mostly small-critters and boar, few sheep hides)
196 winter suits (only workers and warriors who wear a suit can go outside during winter - suits are clans property and everyone has right to use them.)

Animals
41 sheep
12 untamed boars
3 Chickens

Village property

3 large sleeping houses (each designed to fit 50 orcs but can fit 80 orcs in times of need),
1 small sleeping house (each designed to fit 15-20 orcs, but can fit 40 orcs), used by Elders only. Stoll uses this house to sleep.
Medium healing hut
Medium tannery
Shaman hut
1 poor quality house that functions as granary + tool shed.
Medium-sized, medium-quality Stockade (used for herding sheep and boar).
+ Scary looking pikes, sharpened stick and sharpened bones around the village (to defend against bird creatures, but makes village look more "scary")
Broken Monolith Stone
Archery range
Mining camp
Small Boar Stockade
Small Chicken Coop

Equipment
6 (Med) Short swords
13 (Damaged or poor quality) Short swords

Armor
5 (Med) Iron shields
8 (Low) Iron Shields
9 (Damaged or poor quality) Iron Shields
4 (low) Wooden shields

5 (Low) Iron chainmail
2 (Med) Iron chainmail
8 (Damaged or poor quality) Iron chainmail
4 (Med) Leather armor
5 (Damaged or poor quality) Leather armor

Misc
4 units of Cloth, (uncolored, 4 units = enough for tent to fit 3 people)
3 small wooden chests
1 small iron chest
320 imperial coins – imperium uses these to pay wages, convert rate to The Horde Coins is 0,75 imperial coins for 1 The Horde coin.
45 units of leather
30 units of metal-scraps – It represents metal scraps that were considered 'too broken' to be used. Skilled smith could restore quite many weapons/shields/armor from these scraps, while one can simply smelt them back into iron bars.

NB! These are village resources - they are usable to everyone, but specific-tools are given to those who are known to handle these tools with skill and care. Or those who have gained certain specialists respect (have high hunters respect for an example grants you access to hunting weapons). Your personal resources are not counted into village value but owning more than half of the tools compared to what village owns will make local specialists angry at you.

MAPS

Spoiler Map, turn 0 :


Spoiler Map, turn 1 :

Spoiler Map, turn 2 :

Spoiler Map, turn 3 :

Spoiler Map, turn 4 :


Spoiler Map, turn 5 :

Spoiler Map, turn 6 :

Spoiler Mapt, turn 8 :
 
Very essentials of this NES

You play as an immortal orc (you can be killed in battle).
You are not god, You do not know magic therefor you cannot be shaman, You are same rank as simple civilian. That means your immortality does not give you "special respect". Unlike some civilians, you do not possess any knowledge or education - you'll have study at master to learn even basics of hunting. You can try to hunt or fish by trial-and-error, but it is not guaranteed to succeed or teach you anything.

Your success is based on random number generator Dice roll. Every action and event is rolled. 1 is very bad, 6 is very good.


Orcs rankings and nobleness in World of Baimora's

(personal) Slave -> Thrall -> Orc commoner -> Specialist -> Master specialist; Hero; Commander; Overseer -> Clan Chieftain

Single orc - Can be alone or Belong into faction
Faction - Made up from individuals with similar skills and goals
Village - Factions can only exist in some sort of settlement and in Baimora it's usually a village or a town
Tribe - Union of several factions who listen to one or several leaders, usually spans over several villages
Clan - Several allied villages, under one central leadership
The Horde - Alliance of Clans working for common goal

Followers

Spoiler Followers :

Followers are your "tribe" - think of them sitting near you during evening fires. They eat with you, they agree with what you say - they follow you and do tasks, should you tell them to do something. They will not give their money to you, but they may give money if they enough for themselves (to buy food and pay for housing.)

Most followers start out as commoners. But they do not have to stay unskilled - followers can be specialised into something. They can train to become warriors - should you tell them to become warriors or they can become fishermen, should you tell them to become fishermen.

If you manage to gather many followers, you may consider creating a private army, private farming group and perhaps even build a new village for your followers only.

Everyone who has followers, has an extra Action, in addition to two orders they already have. That action may only contain Followers orders.

Training X amount of your followers into Y uses entire followers Action - you cannot train 10 followers to be 2 crafters, 5 warriors and 3 tricksters in same orders.

But you can train 5 followers (out of 10) into warriors, leftover 5 simply help your while you are doing stuff and remain commoners.

You also cannot train 5 followers into warriors and send 5 to work on fields while you are out with scouting party (those 5 who were supposed to work on fields will scout with you)

Specialising follower comes with a cost - a "warrior" will not work in fields and "farmer" will rarely attempt to defend you. However simple followers can do all of these tasks, of course they lack proper skills to these tasks on specialist level, but they will attempt to do their best...
EDIT: Followers can be promoted. A farmer will not become a warrior, but may become a healer. Just as well as warrior may become veteran warrior, archer, ranger (scouts who relay on stealth).

If you do not specify your third order, then I assume you gave no orders to your followers. Followers may do same thing as you do (help you).

You gain followers by lucky rolls (5 or 6es), by gaining position or respect among clan or you could try simply recruiting some people to follow you - be it offering them rewards, simply chatting around campfires or perhaps even teaching skills.



Lore

Spoiler Lore :

LORE

Orcs - orcish personality is based off WoW - before the "bloodlust" spell/drink. This means little wounds, bravery and fighting are common amongst tribe members. Most smaller issues are settled by simply beating up competition. Despite disagreements, one leader who manages to gain most followers/supporters usually rules with iron fist - what he says will be done... Until his fist hurts enough people and he is pushed away from throne. Orcs are well known for joining under one Banner if need to fight arises and rarely run away from threats - even then they'll return with bigger army.

Humans and The Empire are not based off WoW "good" empire but rather Morrowind "neutral" empire. Empire does not realy care what goes on in its dominions but crushes any resistance with levies. Empire cares only for taxes and leaves its provinces alone.

Empire military is made up mostly from levies, there are some knights, archers and mages too. Levies contain mostly light infantry - equipped with swords and shields. Empire has also relied on Militia - commoners equipped with spears and shields to quell resistance if no proper force can be dispatched .

Northern Coast fortifications (colonies) contain roughly 1000-1500 defenders, wherein levy containing 300-600 men is sent to quell any rebels or anti-empire activities.

War between the Horde and Empire
Empire is war with the the Horde

Every orcish clan shamans told that:
New very powerful Enemy is approaching, who yet cannot be defeated by our forces.
Sickness - not natural in its origin, closes up on Baimora and not many will live over this sickness, as it is far worse than death.

Shamans said that orcs must flee their lands or face defeat, but one clan lead by Mogrim declared Shamans to be "heretics" and "poisoned by Empire", they killed their shamans and joined into "Horde" - an alliance of tribes, wielding shared army.

Their first action as The Horde was to destroy Empire villages off the coast of the Baimora. (as Coastal villages were heavily fortified). Empire naturally responded to its colonies cry of help and full scale war happened.

Horde claims that "The Enemy" is "The Empire" and "Sickness" is just a lie of the Empire.
The Empire claims that They have defeated the sickness and routed the enemy, but require resources to defeat the Enemy.

If empire requires resources to defeat "The Enemy" then why is it spending resources to fight off horde? And how did they stop the sickness? Did it and the Enemy reached the shores of Baimora? What are these "sickness" and "Enemy" ?

War has raged for 250 years, with past 50 years being relatively calm, Several Empire Fortified coastal ports were stormed and burned to the ground, but many managed to hold back orcish joint forces. When Galleons carrying reinforcements arrived, Horde pulled back. Full fledge war with no clear winner continued all over inner Baimora. North Coast has not seen battles for 150 years, so Gormadash is relatively safe?

Is horde collapsing? Why has empire not sent any tax collectors to collect tax from Whisperwind clan, past 10 years? Is empire collapsing? Did Enemy win or sickness kill of mainland?


Gods and Mana

Spoiler :
Gods and "Mana"
In NWolfNES, I say/think that "gods" are ghostly creatures, who are addict to life energy. They consume life energy, where this life energy comes from or why, is not known. Life energy gives gods power to control real world powers (or influence them). Life energy runs in countless numbers of tiny lines and these tiny lines run through everything: You, your mind, forest, trees, insects, wind - everything. Gods can only sustain their life thanks to these lines, but creatures with minds can focus energy and send energy towards gods they pray to. More intelligent and religious prayer = more life energy for god gets. Highly religious cult leader praying would offer as much life force as 30 villagers, who rarely pray do in few days.

By influencing lines with small amount of life energy gods can influence world around them. They can cast mircacles, Like: heal wounds, summon creatures, call rain, create tornadoes and even create fire. To get more faith/prayers/life energy they require followers - priests, acoytes (sp?) and simple believers. To get more believers god needs to prove his strength (by doing miracles and helping in war). Loss of followers means loss of life energy, so gods protect their followers. For an example, losing highly religious priest is comparable to losing a group of 30 civilians, who rarely pray.

Religious events, like sacrifices grant god huge amount of life energy (as priest redirect all freed life energy to god). Sacrificing himself, made by highly religious and devoted priest by his own will, would give off as much energy as 200 simple followers would give within 5 years. And more life force god gets, stronger he/she/it/them become

Mana
Mana is skill of person, that allows person to manipulate mana lines around or in him. Manipulating mana lines is different from gathering mana for a prayer. That means good shaman, who has never prayed in his life, is not much better at religion than a simple commoner. Countless of small lines run through everything (including bodies), a person who learns gathering and releasing life energy that runs through him, can essentially do same things as gods can. But being earthly and non-ghostly limits caster from seeing everything (or more like "feeling"). Not being able (nor used to) to manipulating life energy that flows in life lines, also means that very highly skilled and talented shaman would be roughly equal in strength to a rather weak god.

A person can easly be both highly religious and a good shaman - in this case he can manipulate life lines around him (cast spells) and he can pass huge amount of life energy to god (knowing how to manipulate life lines AROUND you and IN you are different things. Casting spells is different from praying.) In theory one can become a god - first one must learn to manipulate lines around him, then he must learn to consume life energy that is sent towards him via prayers (and get someone to pray towards him). This increases powers of mage quite a bit, but it is hard to make people believe that that person truely is a god. Hence why half-gods prefer to use ghouls(undead), zombies and lowly creatures (gnolls, imps). Despite their "followers" are able to pass only small amounts of life energy via prayers, they are simple minded and easy to convince. Inexperienced person can not use full energy from a prayer either.

If you say, start religious cult that worships polar bear shaped, children loving god. One or more of these godly creatures will surely attempt to pose as that god and help you - while fending off others, who might also attempt to pose as that god too or steal prayers. If god loses all his followers and has taken a shape of will/mind his followers believed him to have, god usually dies (gods take shapes according to how they are imagined, unless god possesses somebody).

It is possible to get mana addict (that is not good).
It is possible share body with godly creature (However, to be the one in control of the body, one has to be very talented shaman or skilled religious person).
It is also possible to get possessed by "demons", "ghosts" and creatures like that. Demons for an example, are similar godly creatures to gods (perhaps even same creatures). These creatures possess body and used it to feed their addiction for life energy. They are quite weak as controlling earthly body consumes much of their energy. Possessed creatures will eventually transform into true demons - shape what demons controlling body preferre. Possessed victims gain strong magical powers and are highly dangerous, it is very rare possessed creatures to be "friendly".

Gods are not shaped before they manage to catch random prayer. Say, if your orc prays reguraly to non existing whale god, one of the gods (who is more lucky) will take form of that god. Once god has taken a form, he/she cannot untake it, so first follower is usually given most protection by god. Of course, it is rather hard to make other peoples to follow you.
Gods prefer to stay near their followers - to ensure their followers safety and to hunt for more energy.


Can orcs ride on animals like boars and wolves?

Spoiler :

WOLVES AS MOUNTS
These wolves around Gormadash are "common wolves". Wolf in that painting is "Worg" - specially bred wolf. Worgs are bigger, stronger (can carry Orcs), faster regenerating, slower breeding and more eating than wolves. (Wolves can be trained into Worgs or Trained wolves (same size as wolves, otherwise same as Worgs))

To create Worgs:
1) one needs to capture several wild wolves,
2) feed them for one to ten updates (depends how "evil" I decide to be)
3) Let shamans "work" with them. Shaman can alter young pup genetics, making them Worgs.

It usually takes several wolf generations to convert herd of "wolves" into "worgs". That means you'll gain some trained Wolves and some Worgs in the process.

Worg that breeds with another Worg, produces Worg pup not a Wolf pup. Worg that breeds with Wolf, may produce either or nothing at all.

Sadly, your Clan has not enough meat to attempt such "training" - you only have 18 sheep and Bird-creatures are taking away many adult sheep and all yeanlings (young sheep).

To train group of 5 wolves you'd need at least 50 sheep. Training will cut sheep pop increase speed. To feed 10 trained wolves/worgs one requires 50 sheep. Feeding costs come from yeanlings (newly born sheep, not from old sheep). Wolves eat anything listed under "animals", you right now have only sheep.

But boars? What about wyrms and golems? Bear cavalry?
Unlike Wolves, Boars do not need as much magical help to be able to carry fully armed orc. Despite of this, growing your mount from youth and training it is easier than capturing and taming a wild wyrm or a bear.

Timeline

Timeline and history can be found here. Essential if you want to understand how relations are set up and who the frog is Knossos.


Village of Gormadash - Example of how villages are lead

Spoiler :

Becoming a leader means reputation boost, as well as free followers and items. Your word counts.

Clan War Chieftain - none He leads military forces and his word counts most when military issues are in the air - Current Chiftain: Ugag (hbar)

Clan Overseer - Seon/Stoll He gathers all immortal opinion choises into one handy post and counts votes, thanks to talking with most villagers he gains followers easier than others. Current Overseer: Stoll (Seon)

With great position you automatically gain responsibilities and with responsibilities you gain followers, respect and votes much easier.



Gor' adopts market-based economic system.[/B]
Spoiler :

From now on, most actions that your heroes do give them wealth!

Random Working Action: pays from 1-5 gold, usual pay is 4 gold, but it may vary. Training itself does not pay anything however doing both training and guarding together would bring in some money.

Work that needs to be done during current season gives you extra +2 gold.
Being more experienced in certain skill (say if your orc has trapping skill and he decides to trap animals for food) will add extra income.

Work that needs to be done
Spring - farming, setting up animal traps
Summer -
Autumn - harvesting, changing animal traps into winter mode
Winter -



If you think you are ready to face this world.


To join fill this application:

Hey, I'd like to join.

Name:
Short bio:
 
Updates

Update 1 -Factions Doings, Events and Clan Changes

Update two, Part two (events, changes etc.)

Update three, the Autumn of 751 - Part two

Update four the Winter of 751 - Part two (events, changes etc.)


Update 4.5 / Lore update

Update five, Battle of Many Broken Bones, Part 2, Part three (events, changes etc.)



Update six, Summer of 752 - Part two (events, changes etc.)http://forums.civfanatics.com/showpost.php?p=9732022&postcount=452

Update 7, Far-North Trade Caravan of the Horde, reaches Gor'

Update 8, Autumn of 752 - Part two (events, changes, etc.)

Update 9, The Fat Lady Sings, Years of 752-755
-------------------------------

Player: merciary -
Name: Shurzurn
Spoiler :

Rank
Commoner of Gormadash

Respect among Factions
Builders: (4) Medium

Personal Stats
Followers: 1/2
Gold: 10
Property: none
Equipment: (dam) Iron Chain Mail and (dam) Iron Helmet (medium, not full face covering; with horns)
Resources: none
Followers: 0
Knowledge: basic building
Fame: Not known
Respect: Very low (1)
Strength: Below Average (2), uneducated (0)

Short bio:


Player: Heraclius49
Name: Luke
Spoiler :

Rank
Commoner of Gormadash

Respect among Factions
Military: Medium (4)

Personal Stats
Followers: 5 (2 Trained Warriors)
Gold: 18
Property:
Equipment: longsword, med chain mail
Resources: none
Misc: amulet, painting, 2 med quality axe.

Knowledge: Advanced fighting, basic fighting, 25% basic building, 10% Expert fighting, 60% Basic axe
Fame: Slightly Known
Respect: Low (2)
Strength: weakling (1), slightly stupid (-1)

Short bio:


Overseer (high position among Gormadash-Goro)
Player: Seon
Name: Stoll
Spoiler :

Rank
Overseer of Gormadash

Respect among Factions:
Craftsmen: Very Low (1)
Shamans: Very Low (1)
Farmers: Very low (1)

Personal Stats
Followers: 2,5 (1 young crafter girl)
Gold: 34
Property: none
Equipment: none
Resources: none
Misc: Bag half-full of pearls, very poor quality leather Cuirass, 10 wooden statues of Raj-Tol (worth 0,5 each)

Knowledge: Basic herb knowledge, Basic crafting, 50% basic leadership
Fame: Known (4)
Respect: Medium (4)
Strength: pitiful weakling (0), uneducated (0)

Short bio:


War chieftain (high position among Gormadash-Goro)
Player: hbar
Name: Ugag
Spoiler :

Rank
Warchief of Gormadash

Respect among Factions:
Military: medium (4)
Builders: Very low (1)
Crafters: Slightly disliked (-1)

Personal Stats
Followers: 4 (1 warrior, 1 Commoner of Gormadash)
Gold: 27
Property: none
Equipment: Personal Banner, (Med) iron shield and (Med) iron chainmail, War drums
Resources: none

Knowledge: Basic fighting, 75% basic spear, Basic leadership, Basic Drumming
Fame: Known (3)
Respect: None (0)
Strength: Weakling (1), uneducated (0)

Short bio: Ugag not remember being little. That okay. Ugag not remember lots. Other greenies say Ugag got rocks for brain, but Ugag not understand.



Player: Anonymoose
Name: Wotepchu Broadhand
Spoiler :

Rank
Commoner of Gormadash


Respect among Factions:
Shamans: Low-medium (3)

Personal Stats
Followers: 2
Gold: 16
Property: none
Equipment: Shoulder bag (to carry stuff in)
Resources: none
Misc: 2 healing herbs,

Knowledge: secret herb area near river, basic herb knowledge, advanced herb knowledge, basic medicine,
Fame: Not known
Respect: Slightly respected (1)
Strength: weakling (1), Slightly educated(0)

Short bio:



Player: Immaculate
Name: Chill Bill
Spoiler :

Rank
Commoner of Gormadash

Respect among Factions:
Military: Low-Medium (3)
Hunters: Low (2)

Personal Stats
Followers: 2 (1 One-eyed follower who knows a bit about sneaking called "Garrote")
Gold: 24
Property: none
Equipment: (Med) Short sword and a (Med) Leather armor, 1 follower leather armor
Resources: 3 small wooden statues of Raj-Tol

Knowledge: Basic Trapping, 50% Basic Archery, Basic sneaking, Advanced Sneaking Charisma, 25% basic leadership, 25% Basic necromancer skill
Fame: Slightly Known (3)
Respect: Very low (1)
Strength: pitiful weakling (0), uneducated (0)

Short bio: Bill wants to be a hunter/forager/trapper/fisherman.



Player: RPAdvantage
Name: Gaarth
Spoiler :

Rank
Commoner of Gormadash
Leader of 'Leatherblade' Faction (Since summer of 752)

Respect among Factions:
Military: Low (1)
Leatherblades: High (6)

Personal Stats
Followers: 5,5 (0,5 crafter follower)
Gold: 18
Property: none
Equipment: Shoulder bag (allows stuff to be carried around much easier), (med) Longsword, (med) iron shield, leatherblade amulet,
Resources: none

Knowledge: Basic Fighting, 25% basic leadership
Fame: Ladies man, Slightly known (3)
Respect: Very low (1)
Strength: pitiful weakling (0), uneducated (0)

Short bio:Gaarth is an orc. He has a fresh layer of orcsauce shimmering on his green skin. His rhymes although simple due to his lack of education, are also very potent. He keeps it real with a sly wink and an orcly sneer. His forehead bristles with a majestical unibrow. His top knot is exceptionally long and surprisingly well-kept. His hands and feet are larger than average. He has an earring fashioned from the skull fragments of an unknown animal.



Player: andis-1
Name: Gurtak Strongfist
Spoiler :

Rank
Commoner of Gormadash

Respect among Factions:
Military: Low (2)

Personal Stats
Followers: 1
Gold: 6
Property: none
Equipment: (Med) Short sword, (Med) Iron Chainmail
Resources: none

Knowledge: Basic fighting, 25% advanced fighting, 25% charisma, 25% basic herb knowledge,
Fame: Low (2)
Respect: Low (2)
Strength: pitiful weakling (0), uneducated (0)

Short bio: Gurtak is slightly taller than an average orc, and known to be a hardworking woodcutter. Unlike most orcs, he is more reserved than his brethren and not so prone to outbursts of rage or other feelings. This does not, however, mean that he is any less ferocious when provoked than other orcs, it is known that he killed an another orc in a bloody fistfight over some quarrel. His reserved manners more likely mean that he is smart enought to known when to shut up and when to speak. He quietly observes things around him while using his wits to assess the situation and calculate his options. His actions are rarely made for no reason nor without thinking it through first.



Player: Massive Attack
Name: Magog

Spoiler :

Rank
Commoner of Gormadash

Respect among Factions:
Builders: Very Low (1)
Hunters: Slightly disliked (-1)

Personal Stats
Followers: 1
Gold: 2
Property: none
Equipment: Legendary Wolf Fur coat
Companions: Female Wolf - Kuna (50% trained to follow orders, somewhat Worg-like)
Resources: none

Knowledge: 50% basic archery, 50% basic skinning
Fame: Not known
Respect: Not respected (0)
Strength: weakling (1), uneducated (0)

Short bio:



Player: Abaddon
Name: Aiken Drumn
Spoiler :

Rank
Commoner of Gormadash

Respect among Factions:

Personal Stats
Followers: 1 (female rancher)
Gold: 14
Property: chance to claim young boar baby
Equipment: bag containing a set of crafting tools
Resources: none

Knowledge: 50% basic hunting
Fame: none (0)
Respect: None (0)
Strength: weakling (1), Slightly stupid (-1)

Short bio:Aiken Drumn, a lovable rogue. Early 20's in age. A fine story teller and card player. A confidance trickster and a thief. He is now settling down a bit more and wants to open a mead hall. Will this skill need to be learnt? If so, barter, pinch, buy, borrow, whatever the needed bits and bobs to attempt to make a brew. If successful share with all who helped. The second batch will be shared amongst the leaders.



Player: bestshot9
Name: Gartog NB! loses one action due to getting beaten up
Spoiler :

Rank
Commoner of Gormadash

Respect among Factions:


Personal Stats
Followers: none
Gold: 15
Property: 1 sheep
Equipment:
Resources: none

Knowledge: Basic Animal Husbandry, 25% charisma, 80% Advanced animal husbandry
Fame: Not known (0)
Respect: Sheep-lover, Slightly Disliked (-1)
Strength: pitiful weakling (0), uneducated (0)

Short bio: Short bio: Gartog is an orc. For now, there is nothing very remarkable about him. Perhaps his destiny will lead him to greatness, but more than likely, it will continue to lead him down the path of obscurity.



Player: Lord_Iggy
Name: Redcloak
Hurt his butt, doctor could heal it for 4 gold
Spoiler :

Rank
Commoner of Gormadash

Respect among Factions:
Hunters: Very Low (1)

Personal Stats
Followers: 1
Gold: 8
Property: none
Equipment: none
Resources: none

Knowledge: 25% Basic Hunting
Fame: Not known
Respect: Not respected (0)
Strength: pitiful weakling (0), uneducated (0)

Short bio:A mysterious new arrival from parts unknown, little has yet to be revealed of the orc referred to as 'Redcloak'. He is scarred and worn, as an orc ancient in experience yet youthful in vigor. His face is broad and strong- it may have been noble once. A broken fang decorates his grimace, three metal spikes replace an absent left forearm.



Fallen and Dead


Player: Vertinari118
Name: Gorrik
Time of Death: Spring of 752, (Update 5, Battle of Many Broken Bones)
Burial Place: Mass Grave near village of Gormadash.
Followers: 0
Spoiler :

History said:
Gorrik was runner-up among hunters and one of the highest Immortals during the time of his death. Gorrik was "not same in the head" after nearly dying in update 4, when Wolves attacked him and Chill Bill saved him. Gorrik died in update 5, he was killed by Illorian Legion Secondary Commander in Update 5 - in Battle of Many Broken Bones. Battle of Many Broken Bones was Gormadash village militia sneak-attack against Illorian/human encampment and won, gained good loot but suffered severe losses. Battle of Many Broken Bones took place just North of Forest of Voices. Gorrik died with honor while fighting on Gor' side... Gorrik had no earthly possessions what to pass onwards. Gorrik may be revived by necromancer or Shaman. Gorrik is buried in mass grave, near village of Gormadash.
Spoiler :


Rank
Commoner of Gormadash

Respect among Factions:
Hunters: Low (2)

Personal Stats
Followers: none
Gold: 0
Property: none
Equipment: none
Resources: none

Knowledge: Basic fighting
Fame: Not known
Respect: Very low (1)
Strength: Below Average (2), uneducated (0)

Short bio:



Suspended

Player: badunoff
Name: Maxwell
Why?: Decided to quit.
Spoiler :

Rank
Commoner of Gormadash

Respect among Factions:
Military: Very Low (1)
Craftsmen: Slightly disliked (-1)

Personal Stats
Followers: none
Gold: 2
Property: none
Equipment: Broken Sword, Battle Axe 'Cruxbane', Iron shield and a (med) short sword
Resources: personal farming plot (flax)

Knowledge: Basic Fighting, Minor regeneration,
Fame: Little Known (3)
Respect: Very Low (1)
Strength: wussy (-1), uneducated (0)

Short bio:


Player: Cull
Name: Xialo
Why?: Not enough time at the moment.
Spoiler :

Rank
Commoner of Gormadash

Respect among Factions:

Fishermen: low-Average (3)
Miners: Very low (1)

Personal Stats
Followers: 1 (1 Miner)
Gold: 2
Property: none
Equipment: none
Resources: none
Misc: Fishing spear, Fishing net

Knowledge: Basic Fishing, advanced fishing, 25% Basic fighting, 25% advance fighting
Fame: Not known
Respect: low-Average (3)
Strength: weakling (1), uneducated (0)

Short bio:
 
The Orders

When starting out, you only have 2 actions per turn.
You get addition action for your followers (followers function as you do - they can fish, mine or become something). Follower action may only contain follower related actions (what followers should do).
If you are in a faction you get an additional "faction action". That action may only contain faction based activities.

Orders

You can post orders in thread. You get 2 actions for your hero, 1 additional for follower and 1 additional for faction actions.
To post orders in thread, that post must contain:
1) Your hero/orc name
2) All Orders in one post (I'll not look in 7 separate posts to see whatever you decided to do)
3) Orders must be Clearly spelled out, I'm not going to read through 10 pages of text to understand what you are doing. Writing 10 page text on how to fish is not acceptable, however writing first "Fish by the river" and then spoiler/optional 10 page text that specifies how you think your orc should fish, is acceptable.


How To send sneaky orders

I'm a human being, just as I assume you are, and I like to keep my mail box cleaned. So If You want to send secret orders, you must title your messages. Title for questions is: "WolfNES questions CharName". Title for orders is "WolfNES Orders CharName". If you do not use proper titles or do not clearly spell out your orders, I may ignore your orders.

Example Orders
Orders Northen_Heroic_orc

1) Gather hunters to hunt in southern woods
Do propaganda, saying that just you are correct to lead hunting party into Southern woods. If anyone else says otherwise or says they are correct ones challenge them to match of coin flipping.

2) Hunt in southern woods for food
Be careful about wild animals – try to find animal nests or drinking places first then ambush these animals.

3) Followers should go farming

4) Faction orders

5) misc/support

Support
Expressing support or distrust towards certain player can increase or decrease their position in the clan. You cannot express yourself support, only to your fellow immortals.

1) Support playerX to go hunt Northern woods
2) Support player Y opinon that we should send military party to scout up the river.

----------------------

Skills

Skills are listed on your char sheet. To be able to use skill you need to have learned it completely - 50% or 75% of certain skill does mean you cannot yet use that skill on that level and 50% basic fighting is equal to orc that knows no fighting at all.

For every specific skill there is one Prerequiste skill required.
For Basic alchemy , basic herb knowledge is Prerequisite and for basic ore finding, basic mining is prerequiste. Basic fishing w/spear is required for net, trap or line fishing.

Levels
Basic -> Advanced -> Expert -> Master (I don't expect anyone reaching this high, but'll see)



Path
There are many professions one may become. And there are several skills in every profession you can be. For an example, a miner will require "basic mineral knowledge" to study "basic mining" or "basic mine building". A warrior requires basic fighting before he is able to study basic weapon/shield/armor use, while he can still learn more fighting technics (advanced fighting). A fishermen that knows only advanced spear fishing is worse than fisherman who knows both basic net-fishing and basic spear fishing.

Teaching
You can teach other immortals your skills - even if you only know very basics. However, to train followers into warriors or crafters with your own knowledge, you need to have at least expert knowledge of skills in area you teach:
 
For now i'll just write that i want to play a hunter/forager/trapper/fisherman named "Chill Bill".

Chill Bill's actions are going to be to

EDIT: detailed in a PM as per your instructions.
 
I'm perfectly fine with posting actions/orders in this thread - should you want to do some secret stuff then:

IF YOU PM ME THEN Your orders MUST contain:
PROPER TITLE (TURN NUMBER - ORDERS or QUESTIONS - Char. Name)

Your stats
Your actions
Your support (to certain player or against certain player)
Misc can contain almost anything

Actions
1) Your person can do two (2) actions per turn. Actions like "train for combat using clanial weapons" or "try to fish". Doing actions that help each other - like:

1) scout out the river for areas where fishes tend idle most
2) Attempt fishing with spears (you have no nets)

... will increase chance that you are successful.

Also, how long is a turn?

First turns are going to be quarter of a year long (3 months).

1) search the ruins for materials to make a trapline from (or alternatively use the tanned guts of an animal he kills or woven vines) to make a trapline. Bait it with yummy greens or small morsels of meat and start checking that trapline every morning for animals to eat/skin.

2) make some nets (woven reeds?) to throw across the river and try to catch some fish.

Share all resources with tribe according to the 'chieftain/overseers' will.

1) Search ruins takes entire turn - as you specified what you want to find (material to make hunting traps from) you have higher chance to find those materials :)

2) You have no crafting skill to make nets, you could try to convince some crafters to follow you or learn their trade. Or you can try to make few on your own, but quality will probably be very poor.


-------------------------
Your people just exited from safe world, forgetting all but their most best known skills.
Immortals are in even worse position - they have no skills, no knowledge. They must learn everything. Only specialists can do "craft things" or teach you some low level crafting.

--------------------------

Name: Chill Bill
Professions: NONE

Social status
Position in clan:
Military: None
Farmers: None
Hunters: None
Craftsmen: None
Shamans: None
Builders: None

Followers: none
Gold: 0
Property: none
Equipment: none
Resources: none
Followers: 0 // followers are first members of your "tribe". They follow your lead, believe what you say and are easily influenced by your opinion (they vote as you do and follow your orders)
Knowledge: -
Fame: Not known
Respect: Not respected
Training: pitiful weakling, uneducated

Short bio: Bill wants to be a hunter/forager/trapper/fisherman.

Basically all stats are 0 and as you progress in this world you gain more skills, stats and followers. Followers are basically your "tribe" , if enough followers follow you, you could form your own villages or dominions. So, this NES is basically DND - where you start out with looting and killing monsters and eventually gain small provinces to lead.
 
I'm not sure if I got everything but I'll pick it up,

Shurzurn,

Look for basic building materials in the ruins.

If I find some attempt to build basic structures (huts and such nothing fancy)
if not look for edible things in the ruins.
 
Shurzurn Added into spreadsheet!

Right now You're trying to build houses/tents with your own logic, you're not as quick witted and logical as race known as "humans" would be (you are a orc afterall!), so outcome may not be very pretty, then again, you'd gain valuable building experience.

Alternative would be:
If you find any resources you could try to give some (or all?) scavaged materials to builders and convince them to build houses instead. It would probably not give you as much, if any? building knowledge but would increase "builder specialists" opinion of you, making them support you more. And more support means more followers :) More followers act as your personal "family". Family is referred as "Clan". Think of "godfather" loyal family.
 
Errr....

Sure give the building materials to the builders for them to use to construct houses.
 
About ruins, during "shift" back to Baimora, most houses were ripped to shreds, this includes granary and warehouse. A lot of food simply disappeared (was left to hang between two universes) but some jars, pots or barrels should have survived. Same goes for tools and other equipment.

Things have nasty habit to degrade with passing time.
 
Name: Luke
Professions: NONE

Social status
Position in clan:
Military: None
Farmers: None
Hunters: None
Craftsmen: None
Shamans: None
Builders: None

Followers: none
Gold: 0
Property: none
Equipment: none
Resources: none
Followers: 0 // followers are first members of your "tribe". They follow your lead, believe what you say and are easily influenced by your opinion (they vote as you do and follow your orders)
Knowledge: -
Fame: Not known
Respect: Not respected
Training: pitiful weakling, uneducated

Actions:

Search the Ruins for materials for crafting items, especially weapons. Look for books that can advance my knowledge. Also search for a blacksmith shop or blacksmith materials

Is this fine?
 
"I know nothing but my name, my approximate age, for I have lived a long time, and a few basic facts of life. I am a child and I must learn. How does a child learn of its world? By exploring, by asking questions, by seeing everything and copying everyone. If I am to become a leader amongst my fellows I must first be able to understand them and therefore I must learn from them not by my own experimentation. I shall learn the arts of the hunter first, for a huntsman is both a provider and a protector. Once I have these skills I shall explore somewhat and discover what may be discovered in the immediate vicinity. We have twenty-five hunters and only fifteen sets of hunting gear, thus I will suggest that we have three groups of five hunters hunting at any one and two groups drilling with the weaponry we have. Hunters go for a long time hunting and they would need shelter at night. Perhaps they could help the builders knock up some basic shelters, if they do indeed use them as logic would suggest. The farmers could hunt for crops they know and their seeds so that we might start some farms in the near future. Finally wood-cutting details need to be organised so we can build proper, albeit simple, housing before too long. I shall go speak to the hunters about joining them and then discuss these ideas with my fellow immortals to see what they think of them, before proposing them to the village."

Gorrik set off through Gar'Goro to find the hunters. He found them at the northern edge of the village arguing about which ten of them should stay behind. He half-recognised a few faces but his mind was still hazy. Their names remained completely beyond his reach. He quietly coughed and said:

"I have some suggestions for you which might end your argument in a manner which is favourable to all. It is quite simple really, there are twenty-five of you and only fifteen sets of hunting gear. Logically you cannot all go hunting nor do the ten who remain want to sit around feeling worthless for three months. Thus I propose you split into five groups of five with three groups hunting at any one time. The remaining groups will train with the weapons and drill themselves into warriors. They will have the honour of guarding the village while the others will have the honour of providing for it. Thus the problems of food and defence are killed with one stone. I would also suggest that the ten who remain behind help the builders erect some basic shelters, for those who remain in the wild for so long and so often must surely know how to build good, sturdy shelters from the most basic materials. If you do not then it does not matter but if you do you must share this knowledge and kill three birds with one stone. These are just my ideas on how to solve these problems but, as I remember nothing bar my name and a few other basic facts, I do not know if they are good or bad, feasible or infeasible. Finally I would like to ask whether one of the hunting details might be willing to take me along and teach me to hunt. I wouldn't take a set of gear or anything. Simply follow and watch, learning to track and stalk and then, if you allow me to borrow a set of gear, try my hand at killing our prey."

Gorrik awaits the hunters reply.


Spoiler :
Name: Gorrik
Professions: NONE

Social status
Position in clan:
Military: None
Farmers: None
Hunters: None
Craftsmen: None
Shamans: None
Builders: None

Followers: none // followers are first members of your "tribe". They follow your lead, believe what you say and are easily influenced by your opinion (they vote as you do and follow your orders)
Gold: 0
Property: none
Equipment: none
Resources: none

Knowledge: -
Fame: Not known
Respect: Not respected
Training: pitiful weakling, uneducated

Short bio: How are we meant to give a bio when we are meant to be RPing a character who has no clue about their past or the world they live in?

Actions

1). Organise wood-cutting and seed-harvesting groups.
2). Join a hunting detail.


OOC: I hope no-one minds the RP fluff BTW and I hope this is ok Northen Wolf.
 
Heraclius49 said:
Actions:

Search the Ruins for materials for crafting items, especially weapons. Look for books that can advance my knowledge. Also search for a blacksmith shop or blacksmith materials

Is this fine?

You have two actions not three in theory blacksmith = crafting materials so ;)
Action 1: Search ruins for crafting materials and that can be used.
Action 2: Search for books, knowledge, ledgers and etc. to improve my smarts

Otherwise, yeah, you're rocking!

Gorrik set off through Gar'Goro to find the hunters. He found them at the northern edge of the village arguing about which ten of them should stay behind. He half-recognised a few faces but his mind was still hazy. Their names remained completely beyond his reach. He quietly coughed and said:

Gorrik awaits the hunters reply.

You, you say we should go out THERE In small groups - we do not have info about what animals move and where, we do not know anything about possible terrors in this world - are there bears sitting on top of trees or undead ambushing us?

Some of the hunters say they should learn our surroundings first. Check if they can find any rabbit or fox holes etc. Bill mentioned something about constructing traps to bait small animals.

Others Agree with you that they should go into deep woods and hunt for larger pray, in groups of two and maybe 1-2 defender/followers, they could bring home large animals and avoid any possible enemies.

1). Join a hunting detail if the hunters let me
You may lurk after us, but you must be able to defend yourself and we doupt we can give you other tasks than carrying hunt home. But maybe we can teach you some basics of how to notice animals and their tracks. While we rest, presuming that you will listen to everything what we say and are ready to sit on one spot for several days.


OOC: I hope no-one minds the RP fluff BTW and I hope this is ok Northen Wolf.
Yeah, more stories and diplo = good and nice clear/clean orders :)
 
Village resources
Food sources: None known - We do not know any food sources, we do not have no seeds, no animal traps, no fishing areas, no hunter parties.

Water sources: river over 1 km E from village - Maybe someone could help to carry water from river to village?

CLAN DECISIONS

Hunters
Some hunters want to "play safe" and scout areas before with care. They would hunt mostly vermin and would use commonfolk with 1 professional to set up network of traps to hunt for small animals (rabbits and like). Those with equipment would go and check out borders of forest for any dangerous animals and slowly advance further inside.
Food level: Low-medium
Threat level: Low.

Others want to "be more risky" and send most hunters into woods while leftover 10 would replace any tired/wounded hunters returning with (or without) pray. They'd accept maximal amount of recruits, who would learn alot but casulities level would be high - as these hunters would rather surround a bear and kill it rather than let it go and catch "vermin".
Food level: medium-high
Threat level: medium-high


FARMERS
Some of the farmers would prefer to find suitable place for fields and cultivate fields properly, while civilians with few farmers-advisors scavage ruins for possible seed bags (surely there are some). Surely civilians will find some seeds and those seeds can be well grown on good fields.
- Better quality food, but less

Others would rather use most of their time searching ruins for food plants and let commonfolk to all the digging, surely they'd do poor job but at least we can be certain that we have some source of food income.
- Lower quality food, but more

Craftsmen
Most would scavage ruins personally, while others would let civilians to that for them and value stuff they found.

I) Scavage ruins personally - higher value stuff, but less
II) Let commonfolk scavage ruins and value their finds - lower value stuff and more.

Tricksters(low level shamans)
They would try to use deep-focus to see through the eyes of animals and scout surroundings.

No options, shamans do not usually argue.

Builders
Some would teach others and use civilian labor to build while others would build houses themselves.

I) Use civilian labor for building (more, poorer quality houses)
II) Use professionals to build high quality housing ( Less, better quality houses)

Civilians
Few would bring water from river to Gormadash.
Most would scavage ruins.
Few would attempt to go with hunters/farmers/fishermen
Few would train for defense
Few would chop wood (NEED MORE!)
Some would help builders


Equipment
Hunting equipment: 15 (one per hunter) (short bows and arrows, javelins)
Crafting equipment: 25 (one per craftsman)
Building equipment: 10 (some tools could still be savaged from ruins)
Woodcutting equipment: 25 axes (suitable for self-defense too)
Arms: 15 spears, 10 poor-quality short swords

Spears can be used as anything - fishing harpoons, self defense for hunter companions, etc You do not know what you recover from ruins, but expect double or min 1,5x increase in equipment numbers.

Dangerous/more risky paths tend to need more commoners and give more experience. Knowing what a bear cave looks like is much more useful hunting knowledge than knowing how to set up trap (that "might" work). Decisions - "go slow and careful" or do it "the hard way"

---------
On friday - Overseer should do votes count, decision what wins goes in action.
Second option would be: choosing clan elder and letting him decide.
Third option is no overseer, let things naturally happen - you can influence more :)
 
To be rewritten due to the new information above.



OOC: What is the climate the village is located in and the season out of interest?
 
"My fellows I see you are all going to pick clean the ruins of our old village. This is good for we shall need the supplies and knowledge contained within it. First I must ask your opinions on a few matters. Firstly the matter of the hunters and hunting gear. We only have enough for fifteen hunters to be hunting at any one time. I have already spoken to the hunters and suggested that ten of them remain behind practicing with the arms we have and helping to build hunting shelters until we can acquire the materials, namely wood, for better housing. I trust this course of action is to your approval? I also have some other ideas to help us gain a footing in this new world. Hunting parties will provide food and information, the hunters remaining at home defense and, together with the builders shelter, the last things to deal with are resource gathering, what tools to craft and picking the ruins clean. Might I suggest you together organize a small group of villagers who are willing to search the ruins with you, perhaps ten or fifteen for each of you, so that nothing is missed. I shall organize the farmers to scour the land for plants they recognize so that they might gather the seeds to start farms again. Finally wood-cutting details should be organized so we have timber to make wooden spears and javelins as well as better housing. I could organize those as well if you wish. What are your opinions on this matter?"

For the most part, I agree.
I also think that we should set some of the children to learn the ways of the woods. One way they might do so is by working in conjunction with a hunter or two to set up several trap-lines; since there are some hunters which cannot hunt due to a lack of tools, perhaps we can do as you say and have most train. Additionally a few could work with the elderly and children to set up these game-snares. Trap-lines will never provide the glut of food that a successful hunt will but they will supply us with a regular supply of meat (my personal favorite being rabbit to stew) which, when the herds are migrating or thin, we will be thankful for. Additionally, the trap-lines can be maintained by the young who cannot act in other fields or the elderly who have not the strength to hunt any longer. I do not think the issue should be whether to hunt or to trap. We should definitely do both. Hunts will provide feasts when successful. Traps will provide a regular meal regardless of if our hunts are successful or not. They will also teach our children the ways of the land and the beasts. Lastly they will occupy our children and elderly hunters so that they can be useful to our tribe. Lastly, come the cold winters, we will be happy to have rabbit-fur to line our coat hems with. Our fishermen will be happy to have beaver hide boots to keep their feet warm and dry. Large game provide hides for leathers but the furs are not suitable for specialized tasks like smaller game hides can be.
ACTION: I will personally lead an effort to set up a trap-line. Hopefully by working in conjunction with inactive hunters I can learn something about hunting and trapping.
Water sources: river over 1 km E from village - Maybe someone could help to carry water from river to village?
[snip]

Civilians
Few would bring water from river to Gormadash.
Most would scavage ruins.
Few would attempt to go with hunters/farmers/fishermen
[snip]

Spears can be used as anything - fishing harpoons, self defense for hunter companions, etc

I additionally believe that it is worth exploring the river. Fresh water is a valuable asset without which we will perish. I would suggest we explore its banks and search for plants which might be domesticated (hence taking one farmer with us), clay, sand and rock as well as reeds and other plants which might be used for crafting or building (hence take one crafter, one builder with us) and for fish that might be caught- (take 5 commoners with spears to begin fishing).

I would like to take some commoners, five spears, a builder, a craftsmen, and a farmer to the river banks to learn of its bounty.

ACTION: Lead expedition to the river. Have specialist explore for resources of value to them. Lead some commoners in learning how to fish. Hopefully get some fishing experience.
 
OOC:Can I be a trickster? Is that even an option at this point?
IC: Wotepchu Broadhand:
Action 1: search for seeds to plant near the river. (assuming I have some common sense that lets me know that water is good for plants.)
Action 2: work with other farmers to dig irrigation ditches.

If this is acceptable, cool beans. If not, correct me, oh wise wolf of the North.
 
HUNTERS! be careful with bears.
... they'll steal your women while you're hunting

 
To be rewritten due to the new information above.



OOC: What is the climate the village is located in and the season out of interest?

We are in "Spring" season - temperatures vary from 5 C during the midnights to 18 C during midday - first plants are blossoming but many seeds could still be gathered and (re?)planted. Rainfall would "medium". Animals are emerging from their dens and are becoming more active on forest edges.

Next season will be "Summer" - temperatures of vary from 10-25 C. You do not know more.

Autumn is 7-18 C's

Winter is -18 to 5 C's

ACTION: I will personally lead an effort to set up a trap-line. Hopefully by working in conjunction with inactive hunters I can learn something about hunting and trapping.

ACTION: Lead expedition to the river. Have specialist explore for resources of value to them. Lead some commoners in learning how to fish. Hopefully get some fishing experience.

You are taking too big tasks - leading... Well, as you have no reputation or knowledge. Instead of "leading" you are more like "managing" one group and that is enough. Remember that you are a commoner, immortal yes, but still just random "Bill" - as you gain followers, reputation and respect you can take direct leadership, right now all you can do is help to organize.

Think about this like this: You go around village and tell everyone that you guys need to set up trap lines to hunt for food and that steady supply of food is better than random shot, what hopes to gain tonnes of meat. Convincing some will be easy, neutral people hard and those who wish to "risk their lives in woods" even harder. As you have no reputation, respect or followers who would help you to persuade others, it simply takes time.

Once you have volunteers and enough support for clan grant you supplies/tools/weapons, you have to do your task. You have no knowledge of leading groups so you will most likely set up a republic system of sorts in that group of volunteers. As You do not know anything about trapping so you let head trapper to decide most - your task is keep steady supply of workforce, supplies and whatever else your group needs. Just by organizing and talking you'll gain some bonus points.

You can improve your groups success by having other players to "support" you. This means, whenever topic that involves your plan, comes up, they express support to your plan. More supporters = more success. Yet every time supporters support someone else, is considered a natural weakness. (Say Ceasar says vote for Augustus 3 times a row to his voters, imagine yourself how many voters he'll lose)

Unless you want to risk pulling yourself apart or seriously damaging both operations. I'd recommend to share these actions into two - 1) Organize hunters and few commoners to set up few trap lines 2) Observe and try to learn hunting basics.


Anonymoose said:
OOC:Can I be a trickster? Is that even an option at this point?
There are no options who you "can be" - you are commoner, who knows nothing of his/her past and has no skills. Only thing that separates you from other commoners is your "immortality". And "immortality" does not give you any "brownie points" when speaking with mortals.
Tricksters are weakest of magic users - they got their name from magical tricks they like to preform. If you learn magic in some way (from tomes, from tricksters/shamans, from undead liches etc.) you get to be magican or trickster. Tricksters are not very willing to share their knowledge with others. Your clans tricksters can do several magical "tricks" you seem to remember that, but you do not remember any other tricks besides "animal vision". To cast "animal vision" tricksters focus and will (eventually) see through the eyes of animals they are near to - they cannot choose their target and are in heavy trance for several days. After sitting in trance for several days they need to eat, drink and rest.

assuming I have some common sense that lets me know that water is good for plants.)
As bird can fly, so can you think - you might not remember your childhood but you do know how to talk and walk. Besides, you could always ask specialists who have more "basic knowledge" about their speciality topics than you.


NOTE
You may conduct your actions alone, with others(does not matter if they are immortals or not) or try to organize a group to do something important. It is much easier to learn something, if someone else is doing all the "hard work" of keeping group together ... and while he does hard work, you just get to watch, learn and remember :)
 
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