[Colony] "Near Astrakhan"

Bartooliinii

The Artisan
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Bartooliinii
Bartooliinii
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#1
This thread serves as a check of what they might find at the colony and what they've already managed to achieve.
The people roleplaying here will be offered mini-events when the majority is online, to unlock new aspects of the environment.
As they do so, this thread grows. When they find footprints of a specific animal, that animal will then be listed in this thread.
New headers might be added too, as time goes by and the people find and build new things.


I'll enjoy making this thread grow as a result of the Colony RP!

Index:
Location
Flora
Fauna
Citizens
Unlocked Abilities
Rules
Events at the Colony
Join the Colony






location 1.png
map.png
The colonists have followed the river, looking for a good spot to settle. After some discussion about the advantages of cover, the need to stick close to the river and the fertility of the soil, they've now set up camp.


The region is classified as:
[ V I O L E N T ]
Because there is a chance of death, doesn't mean we should start killing each other for no apparent reason though ;)


This region is expanded by one plot a day max, citizens may choose where to expand.



Flora2.png
The adventurers of the colony find that the climate in Astrakhan is temperate enough to allow the growth of grass-fields and forests.
However, they are yet to study the flora enough to discern separate species of plants, be they edible or not...

Forests:
- Willow -
- Dark Oak -


Plains:
- Gentian -
- Pilewort -
- Mayweed -


River:
-


Mountains:
-





Fauna2.png
The colonists have set up their camp on the forest's edge. Kethron has caught several fish already, but they have not yet scouted out the area for tracks of other wildlife.


Forests:
- Wren -
- Sparrow -


Plains:
-


River:
- Perch -
- Trout -


Mountains:
-




Citizens2.png
The colony is nothing more than a small camp now. Its citizens may travel freely between camp and other cities, though may not bring excessive resources.
The hard working people who know its location are:


Name: Aatrox
Skillset: Combat
OOC: Intal


Name: Arianne Silveira
Skillset: Formist/physician
OOC: Lily_


Name: Jackdaw
Skillset: Combat
OOC: ToastySpam


Name: Kulbai
Skillset: Carpentry
OOC: Bartooliinii


Name: Essannkah
Skillset: Cooking
OOC: MelodyComplex


Name: Kethron
Skillset: Scholar
OOC: Heie


Name: Theodosius Herenius
Skillset: Farming

OOC: Blorbis83

Name: Lilac Silveira
Skillset: Nature's Lore
OOC: Cukie1


Name: Cloud Riverborne
Skillset: Scholar
OOC: Jeroxia


Name: Podric
Skillset: Combat and heavy duty
OOC: Luam




unlocked abilities copy.png
The Colonists are but a small group. They have many abilities yet to learn in the environment around them.
For now, their abilities stretch no further than what they've learned outside the colony, based on their skillset.
In the future, each colonist may choose one of the following skills through mini-events to start unlocking new things at the colony:

Hunting
hunting skilltree small.png
Kethron has caught several fish already, and is skilled enough to teach others.
[Fish can now be caught with the use of RODS]


Kublai has found a way to quickly catch fast rodents that plague the camp
[Rats can now be caught with the use of TRAPS]



Farming
skill tree farming.png


Lilac has explored the fields around the colony and stumbled across some herbs. She can teach others about them.
[Plants in the FLORA section may now be harvested in the wild by those who recognize them]


Cloud has gathered fibers to create a net, and found some seeds.
[FIBER PLANTS may now be planted in farming patches in FIELDS]


Kethron has planted an apple core and with enough care, it might grow into an apple-tree
[APPLE TREES may now be planted in larger quantities, by using APPLE SEEDS]



Cooking
cooking skilltree small.png

A fire has been made, allowing the colonists to cook crude foods on a stick
[Caught fish can now be cooked over the fire with a STICK]


After a fish fell off the stick, Kublai noticed perch can be cooked straight on the embers without gutting or skinning.
[Caught PERCH can now be cooked inside the fire]


Theo brought a small pan with him, in which water can be cooked to make it sterile.
[PANS can be used to make potable water or tea if you possess the right HERBS]



Native Relations
-

Combat
-

Nature's Lore
The Colonists have made a fire, keeping some of the wildlife at bay.
[Animals, both dangerous and peaceful will now steer clear of the camp]


Cloud has made three rain-catchers out of tent-cloth, making sure there is some supply of potable water.
[Citizens no longer go thirsty during rainy periods]


Construction
Kublai has set up a small workbench and is skilled enough to teach others.
[logs can now be sawed into planks with the use of a SAW]
[wood can now be shaped with the use of a CHISEL]



Each skill has its own skill-tree, which will be revealed bit by bit as the colonists advance through the skill.
The more adept the colonists become at the skills and thus survival, the larger their impact on nature's influence over the camp (a.k.a. the DM).




Rules2.png
To ensure everyone's on the same page, here are some quick and simple rules to follow when Rping at the colony:

1. Time progresses slowly, there is no time-skipping in the colony.
At daytime, do what you'd do at daytime. At night-time, do what you'd do in the night; sit around the fire, talk, eat, rest, guard.
A building cannot be built in a single day or night, give it time.


2. Emote everything you do.
When you want to cut a tree down, emote it out like it would be in real life; the hacking, the falling of the tree, leave the stump so it can be uprooted later.


3. Keep fatigue, hunger and thirst in mind.
After cutting a tree, you're gonna be somewhat tired. Take a minute rest, sit down, have a drink, enjoy the realism of survival!


4. Don't do things your character wouldn't be skilled enough to do.
At this colony, your character can learn the things they don't know yet. So learn it, don't skin a deer when you don't know how to prepare a fish.


5. The main idea is that we are limited in supplies, keep that in mind.
Being limited in supplies makes everything we do so much more valuable. We use what we find. You won't be able to sow seeds you didn't find nor bring with you.


6. You can't carry more than 5 of the same block.
This means, when you shovel dirt, you got to dump it somewhere, as in real life. It also means you can't drag a tree bigger than five logs with you.


Some tips:
Try to use /roll d20 sometimes, it enhances realism as it introduces a chance of failure at what your character is doing.
Try not to rush into completion. Most of the joy is trying to get there, the harder it is, the more satisfaction you'll have once the job is complete.
Leave the stump on the ground after cutting down a tree, it adds to the realism and the need to uproot trees.
When cutting down trees, try to leave the big logs 5 long, and the small bits as small bits. This way we are using the good wood for structures and the bits for the fire.



Events at the colony2.png
The colonists may at any time form a group together to do whatever kind of expeditions they like; to go hunting, to go exploring, to find new plants, anything that might make sense.
(Send me a PM when you've got a group of 2 or more and I'll DM!)

5th of January 2019 - [Settling for Less] - an exploration to find a suitable location for the camp
6th of January to [...] - Rat infestation.
11th of January - all food resources and unprotected cloth has been damaged by rats.
11th of January 2019 -
[Something Somewhere Awakens] - The colonists at the camp get the firsts signs of something else living near.


join the colony2.png
Fill in the form to join:
IG-name:
Reason for joining OOC:
Char-name:
Reason for joining IC:
Occupation:
Skill-set:
Carried inventory:
 
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Blorbis83

Lord of Altera
Legend
Blorbis83
Blorbis83
Legend
#3
Ya’ll may want to use this when discussing or RPing in or around Astrakhan. It gives you information about the weather and also abaout the flora and fauna present around the area. Currently we’re in the winter stage, which only really lasts about 4 months ICly (so I usually do 3 OOC months- January to maybe early or sometimes in extreme cases, late, March), with spring starting immediately after that, lasting from April and May. Summers are incredibly hot, and often very humid. They span from June to October. Autumns tend to be very much like springs but colder, and with a lot more rain. Vegetation begins to die for the winter. Goes from November into late December, give or take. That’s all just a rough calculation, and to be fair, it’s only my interpretation of the region directly in and around Astrakhan- I’m sure other regions have other climates lmao.

http://hollowworld.co.uk/threads/peaceful-astrakhan.41106/
 
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Bartooliinii

The Artisan
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Bartooliinii
Bartooliinii
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#4
UPDATES:
+ The location map now shows the colony's location
+ The citizens list is updated
+ There are some abilities unlocked, with the catching of fish and the making of a crafting table, and the making of a fire
+ The rules have been updated
+ The fauna has been updated
 

Cukie1

Essentially a Chihuahua
Retired Council Member
#5
IG-name: Fjor_Wilkstrom/Cukie1
Reason for joining OOC: It seems like a fun community project.
Char-name: Lilac Silveira
Reason for joining IC: She wants a place she can get away from it all and still feel useful.
Occupation: Herbalist/Botanist/Alchemist
Skill-set: Medical Herbalism/Agicultural Botany/ Alchemy Novice
Carried inventory: Twine and Empty hemp pouches for herbs

Please excuse the bad formatting. I'm on mobile
 
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Bartooliinii

The Artisan
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Bartooliinii
Bartooliinii
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#6
IG-name: Fjor_Wilkstrom/Cukie1
Reason for joining OOC: It seems like a fun community project.
Char-name: Lilac Silveira
Reason for joining IC: She wants a place she can get away from it all and still feel useful.
Occupation: Herbalist/Botanist/Alchemist
Skill-set: Medical Herbalism/Agicultural Botany/ Alchemy Novice
Carried inventory: Twine and Empty hemp pouches for herbs

Please excuse the bad formatting. I'm on mobile
Welcome to the group, you can join any time you like by walking or taking a rowboat up to the campsite :)
 

Bartooliinii

The Artisan
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Bartooliinii
Bartooliinii
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#7
Updates:
+ citizens list has been updated
+ Location has been updated with info about claiming plots
+ Events list has been updated with new information
+ Some abilities have been unlocked:
Perch can now be cooked straight from the embers, without the need of a stick​
Water can now be drunk straight from the watercatchers​
Fish can be caught now by checking the nets. They will be refilled with fish every so often.​
+ Rats have found the colony, eating scraps of fish-heads and guts. (rats are indicated by buttons)
 

Bartooliinii

The Artisan
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Bartooliinii
Bartooliinii
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#8
Updates:
+ Flora section updated
+ Ability unlocked:
Farming: Plants in the flora section may now be harvested in the wild by those with knowledge of said plants.​
 

Bartooliinii

The Artisan
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Bartooliinii
Bartooliinii
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#10
Updates:
+ Cooking skilltree added
+ Farming skilltree added
+ Hunting skilltree added
+ Rats at the camp can now be killed using TRAPS
+ Fiber plants can now be planted for future net-making
+ Rats have eaten from all unprotected food sources in camp.
+ Added upcoming event
 
#11
Rough wooden planks moved to cover. More fish has been harvested and hung from a tree this time in hopes to keep them away from the rats. Apple core found was planted near the bank in hopes that some time down the road it may produce apples. (this would take years)
 

Bartooliinii

The Artisan
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Bartooliinii
Bartooliinii
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#12
Rough wooden planks moved to cover. More fish has been harvested and hung from a tree this time in hopes to keep them away from the rats. Apple core found was planted near the bank in hopes that some time down the road it may produce apples. (this would take years)
Great! I hope you indicated it all with signs. Then I'll update the thread :)