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Meanwhile, your Herders and Saurus are assigned to haul back the stone from the quarry.
Using thick branches and rope, the <span class="mu-s">Cold ones</span> turned out to be a great choice of Lizardpower for hauling back the stones.
Your Carpenter and his skinks keep clearing land. Directed by the <span class="mu-g"><span class="mu-s">Shak Tcha</span></span>, they focus their work on the zone of your settlement the closest to the cliff and the lake.
Your stonemason start their work - perfectly carved blocks, lining a wide bowl-shaped pool. The required precision work for putting everything together seems to delay the realisation of the Slann's Abode - said Slann which go sourer and sourer, with an ever-increasing frown. Dangerous.
The masons begin to haul blocks for stone pillars - and get stopped in their track by the <span class="mu-g"><span class="mu-s">City Planner</span></span>, sending them to fetch leaves and buckets and water. Instead, he gets the carpenter on board - carpenter discharged of their work by reassigning the Saurus to haul for them, as the Herder and his skinks can close the haul work of the quarry by themself.
"<span class="mu-g"><span class="mu-s">Wooden pillar and leaf roof. Temporary construction, while the pool isn't</span></span>"
Leaves are even fold in cube-like lookalike for visual coherence. Your Slann is happily paddling in his new Abode.
>Slann Abode built!
In the end, your Chief clutched hard : you're pretty sure his dispatching smoothed things exactly the right way, turning that week in an exceedingly good one.
Exceedingly good because your scout found out the other Skinks sent away. They got lost. Each day, your scouts find one or two of the lost Skinks. On the 15 sent away, 9 are in a poor state - and will need to take a slow week