Year 4 results below. Jetsquirrel has missed one turn, and one more missed turn will result in the total destruction of the Xio'Vi and the introduction of a new player.
Due date is next Thursday night, again (April 1). Also, see the bonuses, resources and technology sections added to each tribe as per your request.
(105M/106W/62C/30E)
Between hunting, farming and fishing, the tribe produces adequate food for the year. The trade route with the Na'ilah becomes quickly successful, and several adept traders arise in the tribe. Glue is traded for meat and dairy, and combined with the other food, a small surplus results in three new births. Crossbow parts are carved with some success, but it is difficult to truly test their effectiveness without assembling them.
Summary: Ample food (+3 children), adept traders (+1 to trade), crossbow parts carved
Bonuses: +1 to food, +1 to battle, +1 to trade
Resources: Breeding mules, excellent crafts (1), battle mushrooms, crossbow parts
Technology: Glue
(88M/90W/50C/14E)
A strange, lethargy-inducing disease strikes the Xio'Vi this year. Even the simple act of gathering food is beyond the means of those inflicted with the virus. As such, grave losses befall the population as food stores plummet. No major goals are accomplished, and the people refer to it as the lost year.
Summary: Lethargy disease (-10 men, women, children and elders)
Bonuses: +1 to food, +1 to battle
Resources:
Technology: Blow guns, vine nets
(98M/101W/68C/27E)
The boats being sent up the river, leaky as they are, run into some issues, and 2 men and a woman lose their lives in a rapids. After this accident however, a new zeal is found for boat design, and several small leak-free boats are constructed. Between the fishing and farming, a surplus of food is created, and three new children are born. Disaster strikes during the wrestling contest: during a five-man battle, a freak bolt of lightning strikes, frying the combatants to death while they are locked in combat.
Summary: River boat accident (-2 men, -1 woman), new boat design (+1 to boats), food surplus (+3 children), lightning strike (-5 men)
Bonuses: +2 to food, +1 to boats
Resources: Pearls
Technology: Sails
(104M/104W/60C/30E)
With even more land successfully cleared, farms continue to grow for the Gerjborn, and five new children are born. After several years of frustration, a new design for a storage hut is created. Specifically designed to not collapse and kill anyone, it keeps food out of the elements and increases the supply for the tribe. The palisade is finished as well, with the northern opening the only entrance to the settlement.
Summary: More farm land (+1 to food), surplus food (+5 children), storage hut complete (+1 to food), palisade finished (+1 to defense)
Bonuses: +1 to wood, +2 to food, +1 to defense
Resources: Planted berries
Technology:
(95M/103W/85C/28E)
A daring young man manages to use a spear to kill a young whale, providing much sustenance for the tribe. Spurred on by the spices, 10 new children are born. Farming the hills turns disastrous when a landslide kills three men and two women. The antidote search makes some progress, but no conclusive results can be found. Tragically, the monument near the sea is erected in the wrong area. As a result of its markings, a boat with three men goes down due to improper navigation.
Summary: Whale hunted (+1 to food), spices produce children (+10 children), hill landslide (-3 men, -2 women), some progress on antidote, monument erected poorly (-2 men)
Bonuses: +10 children per turn, +1 to battle, +1 to food
Resources: Virility spices
Technology: Small boats
(105M/105W/65C/29E)
The caribou become stronger as the breeding program kicks in, and the beasts begin to gain in stature. The children are sheltered in wooden lean-tos, and enough food is gathered for the year. While attempting to develop a tunnel into a nearby rocky outcropping, a cave-in kills an elder and two men.
Summary: Stronger caribou, wooden lean-tos, enough food, cave-in (-2 men, -1 elder)
Bonuses: +1 to food, +1 to battle, +1 to caribou
Resources: Stronger caribou, wooden lean-tos
Technology:
(104M/104W/62C/28E)
The Boneyard is an instant success, allowing the camel experts to mingle with the crafters. This helps both parties hone their skills even further. Food is culled from weak camels, leaving the population steady. The leatherworks produces a variety of practical items, although none are of outstanding quality. The caravans are similarly successful, and the tribe learns much about trading and the camels they ride. The group traveling to the Hesperida returns with glue. The Xio'Vi are afflicted with a mysterious disease, and the caravan wisely avoids their settlement.
Summary: Boneyard success (+1 to camel, +1 to crafts), leatherworks creates practical items, trade yields glue, caravans learn skills (+1 to camel, +1 to trade)
Bonuses: +1 to food, +1 to leather, +4 to camel, +1 to crafts
Resources:
Technology: Shelters, glue
(104M/105W/66C/31E)
Farming is excellent this year, as the tribe begins spreading the manure of the horses on the fields. This seems to increase the harvest significantly, and five new children are born. Stone spears are created, and many trees are cleared. The process of taming horses leads to several master horsemen emerging from the ranks, and they pass their skills along to the tribe, increasing the group's skill with the animals.
Summary: Farming advances (+2 to food, +5 children), stone spears created, many trees cleared, horses mastered (+1 to horses)
Bonuses: +4 to food, +1 to horses
Resources: Tame horses, jade, jade crafts (1)
Technology: