Here is year seven. I added a "Known Tribes" section to keep track of who has found who. Thanks for the patience with this turn, I tried to wait to get all players to respond. Next due date is next Wednesday night, May 5.
(105M/108W/53C/39E)
The mule breeding produces slightly stronger animals, but no incredible changes. Hunting with crossbows is much easier, and an ample supply of food is found. Some fashionable clothing is made out of the extra leather from the mules, as well.
Summary: Mules bred slightly stronger, crossbow hunting developed (+1 to food), fashionable clothing made, ample food (+5 children)
Bonuses: +3 to food, +1 to battle, +1 to trade
Resources: Breeding mules, excellent crafts (1), battle mushrooms, crossbows, fashionable clothing
Known Tribes: Na'ilah
Technology: Glue
(86M/91W/41C/17E)
When attempting to expand the village, the tribe runs into an unexpected problem: many of the trees and bushes are infested with honey bees. Usually docile, the bees become enraged when their hives are attacked, and go on a stinging frenzy, killing a man, two women and two children. New tents are constructed, offering some shelter in the still unexpanded village. Pole fighting training begins, but the tribe doesn't take naturally to it, and not much progress is made. Food is a bit thin, but one new child is born.
Summary: Bees! (-1 man, -2 women, -2 children), new tents, pole fighting training begins, enough food (+1 child)
Bonuses: +2 to food, +1 to battle
Resources: Rare bird, governing class
Known Tribes: Na'ilah
Technology: Blow guns, vine nets, feathered dart
(101M/104W/59C/36E)
Fishing is adequate, and when combined with farming enough food is created for several new children to be born. No new ship designs are found this year, despite the massive journey being undertaken. But a brave captain, relying on his sails and hardy crew, makes an incredible journey across the seas and back! He tells tales of a group of people known as the Cyprinus, who live on wooded hills near the coast and relish the hunting of mighty beasts they call "whales."
Summary: Ample food (+5 children), no new ship designs, sea crossed (+1 to boats), Cyprinus discovered
Bonuses: +2 to food, +3 to boats
Resources: Pearls, skilled traders
Known Tribes: Cyprinus
Technology: Sails
(102M/105W/53C/38E)
Food is a little thin this year, but no family goes entirely without. Progress is made on rope-making, and the tribe finds a design that can lift a medium-sized log for a few minutes before snapping. The concept of bows and arrows is hit upon, although the tribe has no real knowledge of how best to use them. One of the men researching new irrigation causes a major rift in the tribe when he floods a neighbor's field, killing all of his crops. The angry neighbor storms the researcher's house and kills him, his wife and one of their children.
Summary: Food is light, light rope designed, bow and arrows discovered, no new farming techniques, farming related murder (-1 man, -1 woman, -1 child)
Bonuses: +1 to wood, +2 to food, +1 to defense
Resources: Planted berries, storage hut, light rope, bow and arrows
Known Tribes:
Technology:
(97M/109W/82C/33E)
Harpoons are created, although the whalers find them inadequate for piercing whale flesh. As such, whaling is unsuccessful this year, and no animals are brought in. As such, food is short, and only a few new children are born, despite the spices. The whale remains from last year, however, turn out to be a source of an antidote to the poison discovered earlier. In order to best use this discovery, a class of medicine men is formed, who are able to heal many wounds and save some who otherwise would have perished. At the end of the year, a ship appears on the horizon. The sailors call themselves Frihkann, and they come from the other side of the great sea. Their appearance causes much speculation amongst the elders and rumors amongst the young.
Summary: Harpoons not sharp enough, whaling unsuccessful, some new children (+5 children), medicine men created (-1 death from each event... i.e., if three men die in an accident, it will be reduced to 2), Frikhann met
Bonuses: +10 children per turn, +1 to battle, +1 to food, -1 death from each event
Resources: Virility spices, seaweed, medicine men
Known Tribes: Frihkann
Technology: Small boats, fishing nets
(105M/106W/58C/38E)
A whole village of lean-tos are created to secure the tribe from the rain, offering the tribe security and shelter. As a result, more children live each year than would otherwise. The tuber farming goes well, and enough food is created to grow the tribe. Despite the tribe's efforts, however, the tubers remain the same size.
Summary: Lean-tos shelter families (+1 child per turn), ample food (+4 children total), tubers remain same size
Bonuses: +2 to food, +1 to battle, +1 to caribou, +1 child per turn
Resources: Stronger caribou, lean-to village, Strong caribou
Known Tribes:
Technology:
(96M/95W/31C/27E)
A disease of lethargy strikes the tribe. Many die, as food is not cultivated, and the tribe lacks the energy to pursue any goals.
Summary: Lethargy! (-10 men, women, children, elders)
Bonuses: +1 to food, +1 to leather, +4 to camel, +1 to crafts
Resources:
Known Tribes: Xio'Vi, Hesperida
Technology: Shelters, glue, saddle, camel hair rope, lassos
(101M/107W/61C/39E)
Wagons are created, allowing the easy transport of goods over long distances. Spear fighting from horseback is perfected, and the tribe begins to excel at spearing targets from horseback. The architecture work is a disaster, as a new design for a house collapses during construction, killing five men, including the designer. Poison is sought out, but none is found that is strong enough for use in battle.
Summary: Wagons created, spear fighting perfected (+1 to battle), ample food (+5 children), house collapse (-5 men), no poison found
Bonuses: +6 to food (automatic +5 children, no need to spend action on food), +2 to horses, +1 to battle
Resources: Tame horses, jade, jade crafts (1), wagons
Known Tribes:
Technology: Wagons
**edit: removed extra spacing**