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<blockquote data-quote="WizWrm" data-source="post: 1371339" data-attributes="member: 13568"><p><strong>Irohim:</strong></p><p>The island is mostly similar to Quam in flora and fauna, but there are a couple types of plants the gnomes have not seen before, so they collect them, as instructed.</p><p></p><p>Like Quam, there is very little large animal life, and nothing inland that could reasonably threaten the gnomes. You scan the entire island, but do not see any more vicious, bubbling creatures like the one that attacked you earlier.</p><p></p><p>Back on Quam, you find that the gnomes have indeed continued to build the instruments you showed them, and are fashioning a few new kinds to augment their music, as well. Additionally, you show the gnomes how to make nets; one of them had already gotten the idea of 'lassoing' things at long range with a rope (to only small success with some of the larger turtles and lizards), it was therefore a simple matter for you to show them to put several ropes together to make a net, which could be thrown to capture marine animals or used with bait to capture large amounts of fish, all with much less labor than their style of marine hunting required.</p><p></p><p><strong>Eilil:</strong></p><p>By heating the metal, you cause it to expand and crack the surrounding stone. At higher temperatures, it flows like molasses, and you are able to pull it from the rock with little effort. You imagine the metal shaping itself into the form you desire, and as you watch, it moves to match what you've envisioned - a tool that the Radu will be able to use to chip away the stone the get shards of metal from, which they could use fire to heat and then beat into shape.</p><p></p><p>You bring a few dozen of your people (numbering slightly over a hundred right now) to the caves for a new settlement, and within two years Alade is nearly self-sufficient. They construct housing areas just outside the caves, using the nearby (~5 miles) forest to provide enough wood to construct huts and furniture, as well as the clay from the river. Outlaying the houses are a few fields, growing several of the edible plants the Radu rely on. In one of the larger caverns, they set up a half-dozen firepits for heating metal and for cooking their food, in order to keep the fire away from the wooden houses and flammable grass. You give them the tools you made with magic, and though the work is slow, they manage to extract enough metal from the caves for high-quality arrows and a couple more axes. The latter greatly speeds the construction of the settlement, since they no longer have to spend time searching for more flint when an axe breaks; the metal axes need occasional sharpening (using hard rocks), but they never break.</p><p></p><p>A few of the elves dedicate themselves to crafting canoes, and they figure out how to lash several canoes together for much greater cargo or passenger capaity. However, after much trial-and-error, one of them expands the basic concept of a dugout to a larger craft, made of multiple planks/logs and with a curved belly, that supports a great deal of weight and is much more stable when the seas get rough (something they never really needed to worry about in the river).</p><p></p><p>Yes, the Radu use mostly furs and leathers at this point, although some decorate their garments with wooden beads or colorful plants.</p><p></p><p>With your suggestion, the elves try to capture a few bison. It is difficult, but with the aid of a few trained wolves and the lone Radu who can soothe animals with magic, they are able to catch and put them within an expansive fence, with enough grass so that it will grow back in time for the bison to sustain themselves. The need for hunting is reduced, though there are not enough bison yet that they can breed faster than you eat them. Bison milk is found to be mostly inedible by the Radu, unfortunately.</p><p></p><p>At last, a jar of fruit is left in the sun too long, and it ferments, to the great confusion of the elves who consume it.</p><p></p><p><strong>Coreagen:</strong></p><p>The new magic you teach them comes quickly, as they find it to be similar to the techniques they used to enrich the soil.</p><p></p><p>Under your care, the spiders become less predatory and more protective of their fellows, including the Sharalik. Once day you send two spiders out with a hunting party. They are ambushed by a bear, but one of the spiders leaps toward it, frightening it and causing it to retreat. The spider does not pursue, showing its intent in merely keeping the hunting party safe. You are greatly encouraged by this, for this breed of spiders, possessing neither bladed forelimbs nor innate magic, always avoided bears before. While only the largest spiders can carry a human on its back, all of them are a great boon to hunting, and eventually you no longer need to keep them captive, and allow them to roam, knowing that they will return, or send them to accompany hunting parties.</p><p></p><p>Three more years pass, and you complete the construction of the Fountain Home. Aesa is now old enough to join the Circle. Additionally, the first of your followers dies, and you need to decide what happens to his spirit.</p><p></p><p>Scouting parties chart deeper within the caves, eventually following the river to its limit - a mighty underground sea. Aboveground, they follow the river into the prairie, what they find being dependent on how far you let them go (in terms of days/weeks/months/years worth of traveling).</p></blockquote><p></p>
[QUOTE="WizWrm, post: 1371339, member: 13568"] [b]Irohim:[/b] The island is mostly similar to Quam in flora and fauna, but there are a couple types of plants the gnomes have not seen before, so they collect them, as instructed. Like Quam, there is very little large animal life, and nothing inland that could reasonably threaten the gnomes. You scan the entire island, but do not see any more vicious, bubbling creatures like the one that attacked you earlier. Back on Quam, you find that the gnomes have indeed continued to build the instruments you showed them, and are fashioning a few new kinds to augment their music, as well. Additionally, you show the gnomes how to make nets; one of them had already gotten the idea of 'lassoing' things at long range with a rope (to only small success with some of the larger turtles and lizards), it was therefore a simple matter for you to show them to put several ropes together to make a net, which could be thrown to capture marine animals or used with bait to capture large amounts of fish, all with much less labor than their style of marine hunting required. [b]Eilil:[/b] By heating the metal, you cause it to expand and crack the surrounding stone. At higher temperatures, it flows like molasses, and you are able to pull it from the rock with little effort. You imagine the metal shaping itself into the form you desire, and as you watch, it moves to match what you've envisioned - a tool that the Radu will be able to use to chip away the stone the get shards of metal from, which they could use fire to heat and then beat into shape. You bring a few dozen of your people (numbering slightly over a hundred right now) to the caves for a new settlement, and within two years Alade is nearly self-sufficient. They construct housing areas just outside the caves, using the nearby (~5 miles) forest to provide enough wood to construct huts and furniture, as well as the clay from the river. Outlaying the houses are a few fields, growing several of the edible plants the Radu rely on. In one of the larger caverns, they set up a half-dozen firepits for heating metal and for cooking their food, in order to keep the fire away from the wooden houses and flammable grass. You give them the tools you made with magic, and though the work is slow, they manage to extract enough metal from the caves for high-quality arrows and a couple more axes. The latter greatly speeds the construction of the settlement, since they no longer have to spend time searching for more flint when an axe breaks; the metal axes need occasional sharpening (using hard rocks), but they never break. A few of the elves dedicate themselves to crafting canoes, and they figure out how to lash several canoes together for much greater cargo or passenger capaity. However, after much trial-and-error, one of them expands the basic concept of a dugout to a larger craft, made of multiple planks/logs and with a curved belly, that supports a great deal of weight and is much more stable when the seas get rough (something they never really needed to worry about in the river). Yes, the Radu use mostly furs and leathers at this point, although some decorate their garments with wooden beads or colorful plants. With your suggestion, the elves try to capture a few bison. It is difficult, but with the aid of a few trained wolves and the lone Radu who can soothe animals with magic, they are able to catch and put them within an expansive fence, with enough grass so that it will grow back in time for the bison to sustain themselves. The need for hunting is reduced, though there are not enough bison yet that they can breed faster than you eat them. Bison milk is found to be mostly inedible by the Radu, unfortunately. At last, a jar of fruit is left in the sun too long, and it ferments, to the great confusion of the elves who consume it. [b]Coreagen:[/b] The new magic you teach them comes quickly, as they find it to be similar to the techniques they used to enrich the soil. Under your care, the spiders become less predatory and more protective of their fellows, including the Sharalik. Once day you send two spiders out with a hunting party. They are ambushed by a bear, but one of the spiders leaps toward it, frightening it and causing it to retreat. The spider does not pursue, showing its intent in merely keeping the hunting party safe. You are greatly encouraged by this, for this breed of spiders, possessing neither bladed forelimbs nor innate magic, always avoided bears before. While only the largest spiders can carry a human on its back, all of them are a great boon to hunting, and eventually you no longer need to keep them captive, and allow them to roam, knowing that they will return, or send them to accompany hunting parties. Three more years pass, and you complete the construction of the Fountain Home. Aesa is now old enough to join the Circle. Additionally, the first of your followers dies, and you need to decide what happens to his spirit. Scouting parties chart deeper within the caves, eventually following the river to its limit - a mighty underground sea. Aboveground, they follow the river into the prairie, what they find being dependent on how far you let them go (in terms of days/weeks/months/years worth of traveling). [/QUOTE]
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