So our first lost tribe is the Na'ilah, due to two weeks of inaction. One spot is open, and I'll be messaging the waiting list to see if either player wants in. I'll give them each a day after the message is sent, and then I'll open it up to the forum at large.
On a side note... rough year for lots of tribes. Three lethargy diseases, some awful rolls... bad news all around. Next due date is Thursday morning, May 13.
(96M/98W/38C/33E)
A grand plague of lethargy strikes the Hesperida. Many perish.
Summary: Lethargy (-10 men, women, children, elders)
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
(87M/92W/40C/18E)
Rare jungle birds with colorful feathers are captured and tamed, although they are much too small for tribe members to ride on. Still, they make fashionable pets. Farming goes well, and several new children are born. However, no new progress is made on a faster growing plant.
Summary: Jungle birds captured and tamed, too small to ride, good amount of food (+3 children)
Bonuses: +2 to food, +1 to battle
Resources: Tamed jungle birds, governing class
Known Tribes: Na'ilah
Technology: Blow guns, vine nets, feathered dart
(98M/104W/59C/38E)
Farming goes well this year, and food is ample, although no new seeds are found. However, a major breakthrough occurs in fishing, when a trader who saw nets being used by the Cyprinus fashions one and catches many fish with it. A seaworthy boat with a large hull is built and tested without incident. Several more ships are sent to the Cyprinus, and they return with a viable trade route. However, tragedy appears to have struck one of the boats, as word spreads back that four men and an elder were killed in a trade dispute with the Cyprinus! The tribe is much alarmed!
Summary: Farming goes well (+5 children), fishing nets (+1 to food), large hulled boats made, viable trade route to Cyprinus found, trade dispute (-4 men, -1 elder)
Bonuses: +3 to food, +3 to boats
Resources: Pearls, skilled traders, large hulled boat
Known Tribes: Cyprinus
Technology: Sails, fishing nets
(100M/105W/53C/41E)
Wood is chopped this year, but the trees felled are inadequate for much other than firewood. However, a clever design allows them to be used to build adequate houses, although they tend to leak in the rain. Farming techniques improve, as irrigation is discovered, and many new children are born. A disaster strikes during bow training, when a batch of new recruits accidentally fires a volley of arrows at a returning hunting party, killing three men.
Summary: Marginal wood found, used to build leaky houses, irrigation discovered (+1 to food), ample food (+5 children), arrow accident (-3 men)
Bonuses: +1 to wood, +2 to food, +1 to defense
Resources: Planted berries, storage hut, light rope, bow and arrows, leaky houses
Known Tribes:
Technology: Irrigation
(94M/111W/81C/35E)
Bad omens surround the first attempt at trade. Language seems to be a barrier, and there is a great dispute over the proceedings. A massive melee breaks out, and four men and an elder are mortally wounded, though the medicine men save one man. The tribe is incredibly scandalized and afraid of the consequences of this event. Despite an impressive search effort, however, no stone that can be sharpened without losing its edge is found, and much worrying occurs. To add injury to more injury, a massive whale slams against a fishing boat, smashing it to tinders and killing two men, with the medicine men saving one injured man. Truly a dark year for the tribe. In the ensuring calamity, food is scarce, and even the virility spices produce only a few new children.
Summary: Trade dispute (-3 men, -1 elder), no good rocks for harpoons, whaling accident (-2 men), not much food (+5 children)
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/56C/41E)
Despite a focused effort, no new strands of tubers are bred, although food is ample. Mining is haphazard at best, and no real progress is made after a small cave-in kills a man. A difficult year for the tribe indeed.
Summary: No new tuber strands, ample food (+3 children), no mining progress (-1 man)
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:
(0M/0W/0C/0E)
The Na'ilah are wiped out entirely by the lethargy disease, and no longer roam the lands.
Summary: Lethargy to extinction
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
(92M/98W/45C/32E)
A grand lethargy strikes the tribe, killing many.
Summary: Lethargy (-10 men, women, children, elders)
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