Autumn/Fall: Turn 3
Research:
-Resource Preservation
Building production:
-Drone Chamber (Bonus to IC Production) +.2 IC (Constructed out of Biomass as the rest of the Hive) +1 Clout
Other
-Hunts end.
Research into Resource preservation continues.
The drone again start the construction of the drone chambre. However, the thing collapses again, under the weight of the things above. (bad rolls)
With the commence of fall and the impending winters the hunts are stopped, and all retreat to the burrow.
Research:
-Food processing - continue.
Clout:
-Nothing
Building production:
-0 ic, 5 food
Construction
-Nothing
Other:
-1 clout on hunting.
-1 clout on building a food processing(whoops) a palisade.
A breakthrough is made, and your civilization now posseses rudimentairy means of preserving food. Still, practical inventions based on these new insights still need to be developped before true progress can be made.
Your hunters are send out to gather food again, but with little succes. Even in the warm south, the winter shills are starting to be felt, and many larger animals are heading even further South.
Construction of a pallisade is rapidly completed, and the primitive town now has it's first fortications.
Population remains stagnant.
Research
Use 1 RP to continue work on Animal Attraction.
Construction.
Spend 1 IC and devote 1 population to constructing another work hut.
Other
Spend 1 clout to continue encourageing my population to breed.
Send 1 pop out with a wolf pack to track down and capture more predators.
Send 1 pop out with a wolf pack to track down and capture deer, pigs, cows and any other animals that can be bred for food.
No breaktrough is made in animal attraction.
Another work hut is constructed.
Population increases again. However, this promotion of reproductive activity is starting to become part of the tribal culture
Despite the start of the fall, the hunters do manage to capture a lot of animals. Nothing special, but a good amount of smaller pack predators and herbivores/
With the population growing, it is decided to momentarily stop the Boat production and to improve the food and goods production. After a short debate, building of a harvesting camp begin. It will be used to harvest food and fiber-y moss from the lush Leviathan's back.
Population: 6
Research:
-Boat waterproofing
Building production:
-Fishing docks (+5 food)
-Crafting square (+1 IC)
-Caverns of the Melded Maidens (+1 Clout)
Construction:
-Harvesting camp: produce food and vegetal ressources (increase Crafting Square's IC production)
Construction of the harvesting camp is finished without problems. However, autumn and winter storms are rising, and might hamper nautical activities for the time being. Fishing is not in danger.
Research: Continue Kill the Whales!
Clout: 1 to encourage population growth.
Pop: 1 unit to continue exploration.
The biyearly hunts start again, as the whales migrate back towards the South. They are slain without problems. One entrepreneuring squid discovers that their bones are quit sturdy, and might make good tools.
Population growth is slow.
The group finds nothing of interest, again.
New Citizens were flooding in, frightened of destructive monsters in the dark. Flyox The Slimy smiles; a perfect opprotunity to re-assure them and solidify his own reputation. Activate Silver Tongued Leader trait to gain clout off the villagers tragedy!
Research.
Stone Skinning Tools.
Construction:
Use 3 Population and 4 IC to build another hunters hut
Other
Send out spare population unit to explore look for traces of the 'monsters'.
[/quote]
The villagers are taken aback by Flyox's speech. His influence is increased dramatically, and he could try to impress his ideals on the social culture now.
Another hunters hut is constructed, and manned too.
No monsters are found. The scouts do however find a pack of featherwolves roaming the lower parts of the mountain. It's doubtfull that they did this, but possible.
Players:
Name: She Who Walks In Nightmares
Nation and species Name: The Yxtanph Brood/Yxtanph (icks-tan-if)
Description: The Yxtanph Brood is a strange form of life, one which is almost unique in its... fervor, almost, to evolve. The Yxtanph have a complex life cycle, with multiple generatons having wildlly different body structures in order facilitate growth.
Only a single Yxtanph at a time is capable of reproduction, and this figure is always christened She Who Walks in Nightmares. She Who Walks in Nightmares is the only of the species with a true name other than those specifically given to them by She Whe Walks in Nightmares. Additionally, She Who Walks in Nightmares must always be referred to as She Who Walks in NIghtmares. No abbreviation, nickname, pronoun, or other such construction is to be used when either referring to She Who Walks In NIghtmares or speaking to She Who Walks In Nightmares. This figure also has the most... obvious of the form-changing abilities, that the Yxtanph possess... while the lesser members of the Brood can only change once, when their Vectors first take root, the Queen may do so many times over her life, moving from a passive state (when interacting with others) to an active one (Laying eggs which produce further Vectors) and back again perhaps hundreds of times over her lifetime.
All other forms of Yxtanph, though they may be given other names depending on their form, are referred to as either Vectors (The larval form of the Yxtanph) or Drones (The adult form). A Vector is spawned from an Egg produced by She Who Walks in Nightmares, and resembles nothing more than a large, Chiuaua-sized maggot, with toughened skin over a layer of fat and muscle. For the most part, Vectors are without defense from predators, and one might assume simply by looking at them that they are simply small creatures that the Yxtanph keep around as an emergency food source, until one sees them function. When a suitable creature comes close to a Vector, it releases a chemical which stimulates the brain of the creature, causing it, regardless of physcal satiation level, to suddenly have a strong desire to eat. The Vector then produces itself, inducing the creature to attempt to devour it. the Vector then forces itself down the creature's throat, where it enters its active phase, its skin and muscles layer rupturing, the smaller, more vulnerable life form which it had been protecting before, more akin to a tiny scorpion or perhaps a land-based jellyfish, maes its way free of the Vector and burrows into the new host. It begins to rebuild the body of the host, taking over the nervous functions of the creature soon after the process begins, and then causing it to mutate into a full-fledged drone by influencing the production of new cells so as to create genes that cause the production of several things.
First, all Yxtanph have a chitin-like covering over their bodies, like an insect, though much more flexible, which protects them from harm. Secondly, all Yxtanph are color-blind, and their eyes mutate into compound lenses. A Yxtanph Drone can be bipedal, quadrupedal, or semi-bipedal, determined by the creature which served as the host for the transformation. It can also have tusks, claws, and other such natural weapons, also dependant on the host's base characteristics.
Short history: The Yxtanph that are alive so far, with the exception of a few, are members of a single Hive, which managed to grow quite large, much larger than any such hive before or since. It has begun the unprescedented act of sending small groups of Yxtanph out to found new Hives, something almost unheard of due to the usual competition for Hosts and food.
Clout: 3
Social Traits:
-No Sense of Self (Armies do not Rout unless ordered to)
-Hivemind (Generates 1 RP/turn/5 pop)
RP points:
Technology 1: Bio-mass Hardening [Cost: 20]
- Hive Construction (Allows construction of hive structures, using food and IC)
- Host Containment (Allows construction of Gardener's Gardens)
Technology 2: Tactics[Cost: 50]
- Ambush (Combat tactic: If succesfull, gives a significant attack and defense bonus.)
- Trap-making (Allows the construction of traps. Traps produce life animals. 0.1 IC/ trap)
Technology 3: Resource Preservation [Cost: 6/20 ]
Village name: Ix'Krii'Ne Hive
Short description of surroundings: Ix'Krii'Ne is positioned within a forest, an abundant one, just near the outskirts where it meets a spacious plain. The area around abounds with wildlife, ideal for Yxtanph habitation due to the need for other creatures to serve as Hosts.
Pop: 7
Food: 10
IC: 0.4
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Buildings:
Gatherer's Gardens [1] Allows containment of captured creatures from Traps and Hunts (Produces Hosts [General Resource, Needed for Secondary Reproduction] when Hunts are successful)
Hatchery [1] Allows safe storage for Vectors until a Host can be found for them [Vectors: 0]
Hunter's Chamber [2] Bonus to organized hunts, +5 foods, +0.2 IC
Unorganised Hunters [2] Bonus to organized hunts, +3 food
Name: Hor Tatti vak Ittu - King-Priest Tatti the first.
Nation and species Name: Holy Taaridite Kingdom/ Taaridites
Description: Human-like creatures, with arms, legs and head covered in scale of desert color. They do have from 6 to 8 feet in height and are hairless. Having three sexes and long intercourse's is considered blessing for they take a great pleasure in it. Two of them can give birth to children(keep in mind that they bear not eggs but living child) and sexes are equally common.
Short history: Few know that kingdom was created by creature from age before the times. It enslaved man and chosen few of them to serve as a priests, feeding his sluggish body from bloody sacrifices. But with raise of sentience he was slain and soon priests started to gradually erase his existence from memories. Soon he was nearly forgotten by all but few old books. Priests continued to expand kingdom and soon divided between themselves, and started to wage war between themselves. Yet only few of competitors survived and they called themselves Hor - priest-kings. They decided bring a peace for a time till men were numerous again.
Clout: 8
Social Traits:
-Theocratic despotism(+1 Clout/turn)
-Sage priests(+1 RP/turn)
RP points: 0
Technology 1: Primitive Weaponry[30]
-Bows
-Spears
-Shield[0/30]
Technology 2: Wooden architecture[35]
-Palisade
-Wooden buildings
Technology 3: Food processing [30]
Village name: Shakkah
Short description of surroundings: Mostly mountains land, but with few of flatlands shattered by inlets. Heavy forests are covering lower parts of mountains and climate is similar to Italian Peninsula.
Pop: 6
Food: 25
-------
Buildings:
Pallisade
Wooden altar(1) - place for sacrifice and worship. +1 Clout
Hunters hut(1) - Bonus to hunting, +2 to Food,
Foragers hut(1) - Bonus to foraging, +3 to Food
Sages huts(1) - Place where sage-priests live and think, +1 RP.
Name : Lagend Buria
Nation and Species name : Mithras and Woading
Description : The Woading are humanoid with pale blue skin and red tinged eyes, they almost all have long brown hair and stand at around 6 ft 5, they have an athletic heavily muscled figure.
Lagend is a typical Woading except he's one of the rare few born with platinum blonde hair.
Short History : The Woading are very aggressive constantly fighting amongst themselves for dominance over the village and seeking means to kill or enslave other villages.
They have lived deep within the forests for generations and hate the outside world, the forest is made up of unique trees found nowhere else in the world, Ironwood, Bloodwood, Blackwood, Ghostwood and Ghostwood, all of which is almost completely immune to fire and all other elemental damage.
Clout : 5
Social Traits.
Warlike : Highly aggressive and brutal warriors.
Masters of the woods : Masters at using the forest and everything in it to there advantage from wood to anaimals.
RP points : 1
Tech 1 : Weapons of war ( 50 )
Blackwood bows. ( Longer range, superior power and lighter. Made of a special wood found only in the woading forest. )
Bloodwood arrows. ( Extremely light but so sharp they can go clean through a 3 ft rock, made of a special wood again only found in the woading forest. )
Tech 2 : Beastmasters.( Masters at hunting, killing and taming animals of all kinds. ) [30]
War animals.
Wild animal taming.
Animal attraction [5/30]
Village name : Cocidious
Short description of surroundings : A huge forest of trees of all kinds spreads as far as can be seen in every direction, very thick and some going higher into the sky then the eye can see, the village is built amongst these high places.
It is packed with animals mainly herbivores but with packs of wolves spread out hunting them.
Pop : 9
Food : 8
IC: 0
Animals: 3 groups
Warrior hut [1] ( Crafts all the equipment for war ) [No People]
Beastmasters padoc ( On the ground obviously ) [1] Domesticates captured animals ( Hello wolf army )
Shamonic circle [1] ( +1 clout per turn, +1 rp )
Work hut [3] ( +6 food, +1 ic ) ( The place where all the non war work gets done. )
Army:
2 Wolf pack [Stats Pending]
Name: [is that the leader's name?] If yes: Kakklui Great-harpoon (best fisherwoman) / T'tsafa Listen-to-the-stars (high priestess) / Ploïrra Gentle-and-caring (most revered and youngest Melded Maiden to date)
Nation and species Name: Ychtnarley's Clan / The Leviathans and the Mitoshondr
Description: This species is in fact two. First and foremost, the Leviathans. These are aquatics creatures, as big as small islands (with which they share striking ressemblance). Commonly hundreds of meters long. They have a vague ressemblance with jellyfishs, with a flatter body, actual flesh, and a big carapace over it. The tendrils of the eldest, biggest ones can reach the ocean floor, even in the deepest parts of the sea. They are seemingly immortal [note: the aren't. they just live for like a million years or two], and very intelligent. But in a way so alien nobody can hope to understand them. They also think extremely slowly, generations of mortals passing like days to them. Their most subtle, but also most incredible abilities, is the Melding. They can assimilate other organisms into themselves in the course of millenias. They did so for a number of moss species, which are now covering their backs and acting as a feeding organ. For the sake of maintaining this organ and many other reason, mature Leviathans never subside, instead endlessly floating on the sea.
The Mitoshondr are the latest "acquisition", so to speak, of the Leviathan. They are a species of humanoid bugs. Two arms, two legs, mandibles having fusioned into a beak (more suited to a seashell diet), and surprisingly some kind of sparse feather-looking ornaments, made of chitin. Making them looks like some kind of hybrid of men, ants and seagulls. They are peaceful fishermen and gatherers. They live on the backs of the mighty Leviathans, cruising the seas alongside them. They are therefore quite isolated, and their society is clanic. They feed on the local plant (which are also part of the Leviathans), and animals living off or on the beast, like seagulls, fishes, seashells... A whole ecosystem is thriving over the Leviathans, and rare are the species that "melded" with the beast.
Mitoshondr are all females. Only the Queens, or Melded Maidens, reproduce. The queens are the proof the Mitoshondr truly are part of the Leviathan, rather than just parasits. They live in the cavern of flesh, deep in the vents through which the Leviathan breath, towering like mountains over the living island. There, they are fused with the mighty beast, forever part of it, like a gland or a cluster of nerves. They lay all the eggs from which the Mitoshondr come from. With time, they become less and less mitoshondr, and more and more the flesh of the Leviathan. Eventually, they stop laying eggs, and another Maiden Meld with the Leviathan. Some clans have only one Queen, some have several. Some believe they can prophetize the future through their link with the titanic beast.
The Leviathan take care of its inhabitants, moss or mitoshondr. Its formidable genetic bank can alterate the new generations, adapting them to the environment (should the Leviathan return to a cold region after a millenia in the warmer regions), and neutralize the effects of inbreeding: all of the genes of all of the Melded Maidens are stored within it.
Short history: Relatively recently, an archipel of Leviathans began to form near the coasts of a warm continent. Given the speed of these titans, several generations will come and go before the Leviathan really come together. As of now, the respective tribes of mitoshondr enjoy their relative proximity with increasing trade and interaction. The Ychtnarley's clan (named after its Leviathan's name, as is the custom), is one of them.
Clout: 7
Social Traits:
-Symbiots of Leviathan: Mitoshondr live as a part of large organisms, known as Leviathans. Their reproduction and survival is entirely dependent on them. As long as the Leviathan is alive, the tribe won't die. But no tribe can exist for long without Leviathan. (not that you can easily kill one... but leaving them is next to impossible) [negate all population growth modifiers] [become immune to new diseases quicker]
-Peaceful fishermen: Living in an isolated, excessively friendly environment (where overpopulation is never a problem), Mitoshondr are oblivious to the very concept of war. They make very good fishermen and adequate crafters, though.
RP points: 0
Technology 1: Seafaring [3/35]
-Boats.
-Navigation (lead to astronomy)
Technology 2: Everyday tools [5]
-Fishing tools...
-Gathering tools...
Village name: Ychtnarley (the name of the Leviathan)
Short description of surroundings: near a tropical coast, with several other Leviathans of various sizes within a couple days of travel.
Pop: 6
Food: 10
-------
Buildings:
-Fishing docks [2] where most of the activities take place. Gather fishes, seashells and other edible sealife from the "coast" of the Leviathan. [+5 food, boat construction and storage]
-Crafting square [1] Most people either fish or craft. Here are made all tools for daily life: harpoons, nets, bowls, traps for crabs, beds, spoons, knifes... [make useful tools]
-Caverns of the Melded Maidens [1] Seen with supersticious awe, they are the breathing vents of the Leviathan. Host the mothers of all mitoshondr. Religious ceremonies are often held outside. Priestess also take care of the eggs and newhatched, before giving them to adoptive mothers when they can leave the warm of the Caverns. [Hatcheries]
-Gathering camp: [Produces 2 food, 0.5 IC]
Name: Third Tentacle
Nation and species Name: The Betentacled of the Briny Depths
Description: Super intelligent giant squids. There's not much more to say.
Short history: After thousands of years of getting eaten by whales, they fought back. They attribute this change in attitude to The Eye, a rift in the sea floor that glows bright with magma. A single whale provides lots of food, so they don't need to hunt much. They spent their time thinking, until one member was born with a third tentacle, a Messenger of The Eye. He spoke of other Eyes, scattered over the sea floor, the discovery of which would bring new knowledge and power.
Clout: 4
Social Traits:
-The One Hundred Eyes: Each new volcanic undersea vent discovered grants 10 RP.
-Whale Hunters: +2 food from whales from hunters, +2 attack on whales by hunters
RP points: 0
Technology 1: The Eye [20]
-Sacrifice things to the Eye for favor: The GM is an amazing person.
-Cook things in it's heat: +1 food from every 3 food gathered
Technology 2: Kill the whales! [10]
-Whales taste good: +2 food from whales
-Die whales, die!: +2 attack and defense when fighting whales
-Whale bone crafting: Produces IC based on whale bones
Village name: The Domain
Short description of surroundings: Basically just a flat seafloor covered in silt that suddenly drops several hundred feet down to The Eye.
Pop: 5
Food: 21
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Buildings:
1 Whale Hunter: 10 food every two turns, (100-Vents discovered(VD))/10,000 chance to discover a vent (Chance of entering whale combat)
1 Philosquid: +3 RP every two turns
2 Vent seekers: +1 RP every two turns, (100-VD)/1,000 chance to discover a vent
Name: Flyox The Slimy
Species Name: Echolost
Nation Name: Ash Mountain Village
Description: The Echolost are a race of sentient bats, about 3 feet from snout to rump. They do not walk upright, but can fly with powerful wings and manipulate objects and weapons with their lower legs. Echolost have both decent day vision and the ability to echo locate at night, they do however favor nocturnal activity. They have a reputation of being dishonorable cowards, and prefer to use flight, cover of darkness, and trickery to gain the upper hand against their foes in battle while making their homes on easily defendable peaks and slopes.
Short history: The Echolost were united through trickery and threats by Edioses the Slimy, a raider, explorer, and con-man who saw and fell in love with the budding village of other races. Edioses built enough housing for most of the regional Echolost population at his family home on the extinct volcano of Ash Mountain. He then proceed to lure a majority of his kind to inhabit his new village with glorified tales, some real and some fabricated, of civilized life. Echolost elders who were able to resist Edioses's silver tongue found themselves poisoned or discredited with scandal, victims of the Slimy One's will to unite his people and spiteful nature.
The society Edioses built a society based on Stonework and trading, with hunting and gathering in the forested lowlands nearby used to provide food. Everything ran smoothly and acted in accordance with Edioses's plan, however there was one thing that he couldn't prepare for, or even see coming; his own son. Flyox the Slimy possessed all of his father's ambition and intelect, and had not intention of waiting for his father die off before claiming control of the village. Turning a trick from Edioses's own playbook against him, Flyox had his old man poisoned, and his advisory team framed for the crime.
Clout: 15
Social Traits:
-Greedy Innovation (Can research Innovations related to luxury goods and criminal activity at reduced cost)
-Silver Tonged Leader (Generates clout in response to major events and crisis)
RP points: 0
(Stone) Tool making: [6/20]
- Hatchet's
- Stonefall Traps
Fire: [Cost: 10]
- Cooked Food
- Torches
Village name: Ash Mountain Village
Short description of surroundings: Ash Mountain is the third highest peak in the Dragon Range, which runs north to south. To the south are several other smaller extinct volcanoes where several nomadic and tribal Echolos families still live. To the north are the still active volcanoes of Dragon and Wyrven peak. To the east are the highly feral plains of fire, and to the West are temperate forests.
Pop: 8
Food: 14
IC: 4.8
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Explorer huts [1] Provides 1 RP, knowledge of the world, and chances for random events
Hunters huts [2] Bonus to organised hunts, +10 foods, +0.4 IC
Stone tool maker [1] Produces 2 IC
Quarry [1] Produces rock (Generic resource)
I have a feeling I made some errors. Please check and notify me if I did.