Turn 2: New Beginnings
While you design plans, you send out the Fae and Humans to replenish the food you've exhausted on the way here. They travel into the plains, and sneak up on the bison herd. (2) They hear the packs closing in and run off. The Fae decide to try again, with the deer, closer to the forest. (3) They kill only two fauns, and they gather berries for the herbivores along the way back. (Humans gained Hunting Adequate)
You tell the party to establish a settlement near a river, which you find flowing back to Irongrasp. (3) Things go well, albeit behind schedule. You manage to set up a large town hall, and enough houses to shelter the families. (5) You even manage to set up a mill and a storeroom. You tell the Humans to chop the trees in Bleakwoods and soon you start wood production.
Derrod takes his bow and quiver and travels up the mountains for a path to the quarry. (2) You can't find a road that's broken or dangerous. As you go down, you spot something moving in the trees. (1) You can't see it, and as you go closer to look, a goblin jumps out at attacks you! You retaliate (4(+1)-6) but the goblin trips you and you are cut in the leg. (5-6) The goblin strikes again, and you try your best to stop its next attack with its claws, but it slashes you in the arm. You try to escape (1-3) but it grabs your legs and drags you off. You pass out.
You wake up in a cave, tied to a post. You see a campfire, surrounding it are more goblins, around 10-15 but your mind is groggy. You see a big goblin, which you assume to be their Alpha. It looks like a badger, and it nearly resembles an Orc, if not for a telltale goblin laugh it does as it sees you.
Muliebris takes her packs with her to kill predators, despite their urging you not to. (You'd upset the food chain) You go around, killing only the very dangerous first, as requested by the Fae. Most notably, a grub-bear you find in its den. A large, multi-armed bear with a ferocious bite. (6-3) You hit the bow in one of its arms. The pack go on all fours and ram at the creature, goring, clawing, or biting it. (6(+1)-4) The grub-bear is savagely beat and it burrows away. You follow it to a cave where you hear chants. Goblin chants. You look inside and see a human tied up.
Buildings:Caravan
Town Hall
Houses
Mill
Storeroom
Workforce:8 Families (Human) (Untrained)
2 Families (Human) (Hunting Proficient)
5 Packs (Fae) (Hunting Proficient)
5 Broods (Drow) (Construction Proficient)
5 Families (Dwarves) (Mining Proficient)
Building Supplies:40 Lumber
45 Stone
80 Supply
Areas:Sun Peak (Mountain) (Abandoned Outposts) (Abandoned Quarry)
Bleakwoods (Forest)
Unexplored Swamp (Swamp)
River (River)
Goblin Cave (Hostile) (Cave)
Injuries:Cut Leg
Slashed Arm
Okay, tings just went a turn for the worse.
Answers to previous arguments:
Turns last within a week, and the turn post isn't in chronological order.
None of the families are designated to follow any one of you. Think of them as Dwarves from DF. You tell them what to do, but they do it as they like. Which one they want to do first, stuff like that.
Families increase per half a year. Each family requires another family (human) to breed, and skills are interchanged. Two families birth two children with mixed skills. Packs can breed within themselves, but don't get the human bonus. Dwarves must be created in a Flesh Lab. Drow must have a nest to lay their eggs in.
In short term, you may request more workers from Irongrasp, but they expect you to handle things on your own.
One thing: If you wish to continue your debate, I can start an OOC thread if you'd like. These fae right now are only mostly predators since you've requested the Council. Almost every other fae are predominately herbivorous.
Last thing: Goblins (and orcs) have no sense of right or wrong; you can't reason or parlay with them. They will do anything imaginable, no matter how cruel.
Also:
The Creation Story on the Dwarves. Please give me feedback. I'm trying to improve my writing skills.