Turn 11: Artefactual
Onward Still, Fyla compresses her power into the Font of Feasting, a large horn comprised of fruits, berries, and vegetables ready to be plucked. But take care, for while it may feed the one, it may also feed itself should you take too much. Xion Clock instead casts their power, imbuing a simple staff with wanderlust and placing it within the Empty Isle. It drops from nowhere, and washes up on the shore for them to find. Or trip over in this case.
The Igwam to find the artifact was part of the wood-gathering group today. No ferns on the beach, but an
interesting time might have awaited them.
Sadly this bit of wood can't be broken or used, nor does it's wanderlust infect the tribeslizard, this time at least..
The Fae spend their time lounging about, playing games and admiring the flower's pretty colors. So unaware are they that 2 food disappear into the stomachs of the wildlife, but they'll still have plenty and more with the Cornucopia answering their prayers.
The Wraiths have gathered around their Tree of All Knowledge, spending a night to feed carefully upon their gathered supplies and talk. The mists continue to gather and new members be born from their past, as the Elder watches on slightly optimistic about their chances for the future. Truly, Xilon Klok is kind to bless them.
In the distance, the fog of the unmade waters glints.Mu: God of Events, Narration, and Endings. FP: ?
Fyla: God of Forests, Floara, and Fauna. FP: 6
The Red Grail, God of Blood, Corruption and Madness. FP: 7
Xilon Klok, God of Chaos, Time, and Fear. FP: 6
Verdant Commonwealth.
Food : 16
Workers: 5
RP:1
Special trait: Small Minds
Free Magic 6/20: Magic is free and so are we. Manipulating raw untamed magic in the world around you. It's useful when making spells that just require energy, but not so much at more subtle applications and tricks. (Can switch to another style before completion, but once one is done you are stuck with it for a while) Comes with the Free Magic, Fey Bolt. The Fey's Small Minds trait has reduced Free Magic's research cost by 30. Most magics are in the 30 to 50 RP range, depending on their complexity and restrictions.
Tech
Foraging Improvements 5/4: When Foraging with any number of workers in a tile, Roll 1d3 in addition to your foraging rolls. You gain that much additional food from that tile.
Basic Weaponry research: 4/4 Crude branches and sharpened sticks used as clubs and spears respectively, they offer a minor bonus to combat. Small stature of the Fae renders them less effective, but easier to make, only requiring a worker action in a wooded area, or 1 Wood. Adds 0.3 per equiped worker to combat rolls. (.5 normally) Normally requires 2 Wood to make, with a research cost of 0/6.
Gear:
5 Small Pointy Sticks. They are very pointy. Adds 0.3 to combat rolls when equipped.
Igwam Tribe
Igwam Civilians: 5
Food: 10
Wood: 6
Special trait: Introvert
Wooden Foraging Tools 2/6: Simple tools like blunt sticks for digging, wooden knives for cutting, and even a crude foraging basket. Takes 3 wood and an action to make, and lets you roll an additional 1d2 on foraging rolls. Reduces research cost of upgraded [Foraging Tools] tech in this specific branch. Fire Bonus: Can spend an additional action to make fire-hardened tools en masse, increasing the WFT's bonus to 1d2+1.
Note that this bonus applies once to a group, only 1 set is needed. Does not stack with lesser tools. Can be used to increase wood or herb yield by 1 if fire-hardened. (Can be recycled when upgrading for 1 wood)
Tech
Foraging Improvements 5/4: When Foraging with any number of workers in a tile, Roll 1d3 in addition to your foraging rolls. You gain that much additional food from that tile.
Fire 10/10: The gift of fire is a danger and blessing. Reduces food upkeep by 1 per 5 tribe members. Can cook food near the flames. (Reduces Wood Gathering tech to 0/4 if you don't have it yet.)
Fundamental Process 6/6: Every reaction has an action behind it. Unlocks Researcher 0/10. Applied Study 0/12, and Hypothesis 0/20 available in sequence, with each Researcher reducing their final costs by 1.
Wood Gathering 4/4: Punch Wood. Get Wood. Wood can be gathered from places with a decent amount of it, and used for a number of things, from housing to furniture to facilities and tools. Even boats if you have enough time. To gather wood, just roll the number listed on the tile, and any other modifiers.
Woodcrafting 10/10: Reduces wood required to craft by eliminating excess. Most useful in larger projects.
[The Sound of a Great Wind Rushing Through The Void]
Wraith Civilians: 7
Food: 13
Special Trait: Hunger for Survival
Pack Hunting Strategy 6/10: Steps towards a successful hunt. Unlike tactics, this is the application of workers over the area through thought aforehand. Increases hunting yield by Number of Workers applied to Hunt, so long as the number of total workers in the tile is 3 or more. Reduces danger for other workers not hunting, adding 0d1 to the danger roll, so long as the hunters outnumber or match the other workers. (This stacks with Careful Foraging)
Will merge into Pack Hunting Doctrine
Tactics and Strategy, put towards one purpose. Increases Hunting Yield by Number of Hunters, and reduces danger by adding 0d3 to Danger Rolls for Tiles with Hunters active. Danger from wildlife is reduced by a single step. Roll an additional Hunting die if using 3 or more Hunters in the area. Increases Hunting Cap to 5 for nearby tiles. (This means it's no longer 3 before diminishing returns, but 5)
Tech
Careful Foraging 10/7-10: When Foraging, can declare Care in how you forage. Reduce food gained by 1 per worker, to a minimum of 1 per worker. This is done before rolls are made.
(Warning: Hunger for Survival has a Wd3 chance of negating this. [W=Number of Workers. If rolling a 1, that worker's instance of Care is negated.])
+0d1 to a tile's natural danger rolls when active. (Example: Flower Fylde's 1d2 becomes 1d3. Fylan Foilage changes from 1d6 to 1d7.)
Cost changed to 0/7 for other tribes.
Foraging Improvements 5/5: When Foraging with any number of workers in a tile, Roll 1d3 in addition to your foraging rolls. You gain that much additional food from that tile. Hunger for Survival Effect: Roll 1d3 if choosing to not use this tech, on a 1 it activates automatically.
Hunting 5/5-6: The tactics involved in hunting are many, but in the end it becomes poking a beast with a stick. Unlocks the Hunting action, requires a weapon to use. (Interaction: If a worker carefully forages, it can reduce the danger of another action in the tile. Not more than 1 additional action however, further tech needed.)
Pack Hunting Tactics 10/8-10: Steps towards a successful hunt. Unlike strategy, these are more for in the moment thinking. Pack tactics is another thing altogether. When Hunting with 3 [Wraiths], gain a 1d2 chance of avoiding injury from failed danger rolls, then roll that danger roll again.(This repeats until no danger remains or it fails) If this does not trigger, increase hunting yield by 3. If a worker is injured, will ensure they survive outside of overwhelming odds against them.
InformationalFor posterity are the following recorded."Fylan Foliage": Normal. 1d4 food. Depletion Number is 16 Food. [F6]
"Flower Fylde": Normal. 1d2 food. No Depletion Number. If 3 or less workers, roll 1d2 for injury, if more roll 2d2. (On 1, random worker is injured)[F7]
"Fragrant Feywyld": Recovered. 1d3 food. Depletion Number is 12 Food. 1d3 kidnapping effect. (On 1, apply effects: 1 worker=all lost. 2 workers=half food/if less than 4 food lost random worker takes injury. If 3+, treat as if Depletion was 1 greater/roll 1d3: if 1 enter Combat.) [G6]
"Fruitfyl Frontage": 1d4 food, 1d3 Stone, 1d2 Wood, 1d1 Hunting. Depletion Number is 16 Food, 12 Stone, 8 Wood, 8 Hunting. Roll 1d3 when acting here and on a 1 roll an additional 1d2. If 1, a random worker dies.[F5]
"Mount Duisternis": 1d1 food, 1d3 hunting, 1d5 Stone, 1d1 Wood. Depletion Numbers are 8 Food, 12 Hunting, 20 Stone, 8 Wood. Danger roll is 1d3 to encounter ambush, on 1 roll 1d3 to determine type. [E6]
Note: Fae are capable of Flight. They roll 1d4 on danger rolls instead.
Warning: Overhunting and gathering can result in more danger chance. Will be noted in tile update when this happens.
Special: Flying Penguins rules the top as an apex predator. It's long fins and slim demeanor hide a terrifying endurance.
The Fyrgytyn Tymply: 1d1 Food,
1d3 Stone, No Wood, No Fish, 1d1 Hunting.
The desert is a harsh place, and a harsher mistress. Roll 1d3 Danger roll, chance of death or injury. Techs needed. [E7]
"Empty Isle": Wood Gathered 1. 1d3 food, 1d3 wood. Depletion Number is 12 Food, 12 Wood. [H9]
"Fractured Fernery": 1d2 food, 1d3 Wood. Difficult to transverse without a method of crossing water. Depletion Number is 12 food, 20 wood. 5th turns have Spore Shower. [G9]
”Frosted Feyn”: 1d2 food, 1d1 Wood. Food does not Deplete. If Foraged 4 occurs, tile will change.
"The Ocean's Maw": 1d2 Food, 1d3 Fishing, 1d1 Hunting. Depletion Number is 12 Food, 12 Fishing, 6 Hunting. Not a good source of wood or stone._Not suitable to colonization by tribes_ [H10]
"Fading Foryst": Depleted 1. 1d5 food. Depletion Number is 5/10/15, weighted as 1/3/5. Overforaging not possible.[H8]
"Faceted Flatlaynds": Foraged 1. Roll 1d2 for food. Depletion Number is 20. [G8]
”Feral Fynbos”: Recovered Both. 1d2 Food, 1d3 Danger, 1d4 Hunting, 1d3 Fishing. Depletion Number is 12 food, 16 Hunting, and 12 Fishing. On a Danger roll of 1, a random worker is injured. If 4+ workers, roll an additional Danger die. Other effects active, but not researched.
Mount Kovinski": Recovered. 1d3 Food, 1d3 Wood, 1d3 Hunting, 1d2 Fishing, 1d5 Stone. Depletion Numbers are 12 Food, 12 Wood, 12 Hunting, 8 Fishing, and 12 Stone. 1d3 Danger Roll. When rolling a 1, roll an additional 1d6 to see which danger and severity. Possible to lose gathered materials. [H7]
Notes: As Wraiths are capable of Flight, they automatically ignore Avalanches. However gathered materials may still be partially lost.
Bloody Seas: Under Fog effect. Traversing beyond this point has a high chance of death. [I10]
Lost Land of the Cloudy Sea: Under Fog effect. Traversing to this tile is haphazard, and no tribes can live here. [B2]
"Faltyring Formation": No known information. Darkness clouds sight within. [F4]
"The City of bones": 1d3 Food. 1d3 Wood, 1d4 Stone. Depletion Number is 8 Food, 8 Wood, and 16 Stone. Danger Roll 1d10. On 1 a worker is lost to it's silent labyrinth. Hunting and Fishing is 1d1, no depletion.[G7]
"The Forest of Stone": 1d1 Food, 1d2 Fishing. 1d3 Stone. Depletion Numbers is 4 Food, 8 Fishing, 20 Stone. [F8]
Deep Cloud Sea: 1d2 Food. 1d3 Fishing. 1d2 Stone, 1d2 Wood. Depletion Number is 12 Food, 12 Fishing, 12 Stone, 8 Wood. [A6]
Redwood Forest: 1d3 food, 1d4 Wood, 1d2 Stone, 1d3 Hunting. Depletion Number is 12 Food, 16 Wood, 8 Stone, and 12 Hunting. [J8]
"The veiled Abyss": Under Fog Effect. Traversing this tile is hazardous No tribes can settle here. 1d5 Fish, no other resources. No depletion number or overfishing. [G10]
"Fyla's Favor": A shimmering forest of verdant light surrounding a single flower. The fog of nothingness is banished upon the merest touch of the natural energies flowing rampant throughout the land. The flower receives admiration and praise for it's creator, and doles out blessings to fit. Such is it's radiance that the furthest corners of the world may feel Her embrace. [?]
Fyla's Favor provides 1d5 food and has a special item, Fyla's Favor. Successfully gaining this Artifact will provide a passive 1 FP per turn to a god of your choosing for 5 turns. Choosing to cut down Wood(1d5) or hunt/fish(1d5 for all) it's prey confers Fyla's Whimsy to the tribe, reducing food by 1d3 each turn for 1d3 turns. Depletion Numbers for all resources is 20. Stone and Ore are not found in this place. A number of magical and mundane reagents can be gathered.
Special: The route to Fyla's Favor opens once every 5 Turns. All tribes can choose whether or not to use it. When the gate opens, the old Favor has withered and no longer provides any bonuses.
Igwam Tribe Route - Crossing Seabed: Flya's Favor splits the sea, creating a watery floor that can be crossed. Strangely there is no bottom. Allows access to I9, and temporaily disrupts the western abyss to allow safe boat passages. If Fyla's Favor is in this tribe's possession, a group can cross the sea by foot, and increases foraging/gathering yield for a group by 1d3.
Commenwealth Route - Fey Gate: Fyla's Favor opens a gate leading from the Knarled Treed. Having Fyla's Favor increases Magic-type Research by 1d3 each turn if taking both Research and Prayer actions.
[The Sound of a Great Wind Rushing Through The Void] Route - Foggy Sun: A steel-grey portal opens above the forest. Having Fyla's Favor reduces Fading Foyrst's Depletion Number by 1 per turn. Further, it increases research meant to alter the Fading Foryst by 1 each. This stacks with their trait.
Fyla's Favor: A crystaline flower that grows once every 5 turns, the 4th and the 9th. Location G5. Verdant Commonwealth currently hold it for 5 more turns.
-Provides 1 FP to a chosen god each turn, no action required.
-If Fae possess: Magic Research is increased by 1d3 if both reasearching and praying that turn.
-If Igwam possess: Allows transversal of water by foot. Can be equipped to boost a gathering action by 1d3. (Food, Wood, or otherwise)
-If Wraith possess: At the beginning of each turn, the Depletion Number of Fading Foryst decreases by 1. Research meant to alter the forest is increased by 1 per worker, stacking with their trait.
In the hands of the Verdant Commonwealth. 4/5 Turns remaining
"The Font of Feastyng": An overflowing cornucopia full of roots and berries, sufficient enough for a feast all it's own.
However, take too eagerly of it's gift and it will retract it from your grasp.
You may feed a civilian automatically, at the cost of rolling a d6. If the d6 is equal to 0, the horn becomes unusable until the next opening of the Fyla's Favor. You may feed additional civilians at the cost of a -2 to the roll per civilian added.
In the hands of the Verdant Commonwealth
The Wanderer's Rod: A stave of bone and tusk, bound with strands of blackened sinew, that bears the urge to move far away, and imparts stable steps when one should find none.
However it must be minded that a wanderer isn't one who simply follows a set trail, they are one who seeks what lies beyond the horizon.
Allows one civilian to act in an otherwise impassible or inaccessible adjacent tile, while its used one has no control over which tile the user works in. Not all tiles are conductive to survival, but this rod will always find it's way somewhere. Rather you survive the trip is another question. Mu will oversee their travels.
In the hands of the Igwam Tribe. For now. Use an Action to activate it, and make sure you're equipped beforehand.
Beacon of Light: A simple bronze lamp that contains fireflies, it's light shines and illuminates the way through the fog and darkness.
Allows one to navigate back home swiftly, no matter where they are. Their light seem to twist the world, making the path a little shorter. [?]