Turn 4: WiringHouse!
[5, Poor] Work on the house plan is uninspired but progresses.
+2 Stone ManorHunting for meat, forage a bit!
[13, Good] The hunters finally bring back some actual game, as opposed to being chased off by giant bugs or mechano-shroom-crabs.
[6, Poor] Attempts to find edible local herbs or the like go more poorly. They mostly just poke around, sample some things, visit the healer for complications, and get back out to sample more weird leaves.
+88 Local GameMine, Chop!
[10, Poor] Mo' stone.
[8, Poor] Mo' wood.
+10 Rough Pearlstone
+19 Rough Local WoodDraw more pictures of blacktongue for "personal use"
In a tired voice that sounds like they kinda just want to pass out.
So what are we doing um....bollwheel? I'm okay with anyplans you have....but after this I'm gonna get some sleep....a lot of sleep.....I've.....had a bad day.
She snuggles in her tattered robes tiredly.
Major actions begin meditating in search of my God
Persistently follow blacktongue helping with whatever she asks me to do.
((Oh, oops. I already rolled your drawings as a major action. Oh well~))
[18, Bonus] You work on some detailed images of Blacktongue putting short-haired girls in their place. Mmmm, that expression...
[18, Bonus] In between drawing smut, you spend the week meditating in Blacktongue's cabin, searching for your God. It doesn't work at first, though it helps calm you down, but as time goes on you feel like you're getting closer and closer.
Near the end of the week, it finally dawns on you. You don't have a God, per se, but more of a calling. A great golden force of... well, you feel like it's one of protection and comfort, though you're not sure if that's because the divine is naturally defensive or if your connection to it is one of defense and recovery.
Regardless, you've found your "God." You feel better for it, and resume drawing softcore domination porn with renewed confidence and purpose in life.
+1 Blacktongue Picture+2 Drawing
Now +2 Apprentice Drawer+2 Holy MagicMiya blinks at blacktongue before smiling darkly.
Blacktongue You look like your in a good mood.
"I am! I have just requisitioned this wonderful article of clothing from some undeserving fool. I should probably reward him for his service later."Major Action: Keep working on fixing the rainward, a step at a time. If Channeling assistance is necessary, employ the strange lizard thing plus some of the idle channelers.
Major Action: Ask Blacktongue-sama to teach me how to fling black lightning at people and get those classes. Failing that, get at least some black lightning so I can play around with it and see what takes to make them into a near-permanent, storage-friendly shape - like an arrowhead.
Ano's Action: BANJO TRAINING MONTAGE.
[17, Bonus] You get clever with some of the rainward, "buttoning" it up in spots to pin it in place without requiring you to double up the entire thing. The result is a little less sturdy than normal, but gets twice as much done in the same time. Your pet lizard helps.
[10, Poor] She agrees to teach you the ways of
the Force electrocuting people who displease you with pain rather than lightning.
[17, Bonus][2, Malus] You take surprisingly well to her lessons, which is odd because her lessons are mainly shrieking about how incompetent you are and giving you additional demonstrations.
[8, Poor] Ano attempts a training montage, but it seems to come out a bit flat. Maybe he's no good after all.
+2 Shaping
Apprentice: +2 Channeling
Apprentice now +2 Apprentice Channeler
+2 Black Magic, +2 Black Magic
Blacktongue: +2 Black Magic
Now +0 Dabbling Black Mage
Now +1 Novice Black Mage"Then at least help my magnificent projects wherever channeling is necessary, and preferably look for more convert- I mean, other channelers to assist in my projects. Preferably read some poetry to one of them and tell me the results; consider it a test!" Malacent said, gesturing in an unnecessarily dramatic way as he talked to the lizard-thing.
Then, almost as an afterthought, he added: "And what's your name, again? I need to add you to my inventory." he said before pulling out a piece of parchment.
"Right away! And, um, my name is Bibbles. Not 'Bubbles,' everyone keeps thinking it's Bubbles, but it's Bibbles, like the great hero?"[18, Bonus] Later that week, she reports that people liked her poetry! She seems happy.
+Bubbles, I mean BibblesMajor: Pick up a Pick, Even if the Miners won't help me I can still dig at my cave some more myself...
MINOR: Accept the Mason's Offer.
MINER: Ask the miners to Help me with improving the Size and Stability of my Cave, from there we can build more...
((Did you have a second action?))
[7, Poor] Indeed you can! Sort of. You throw out your shoulder trying to mine properly, but your home has now DOUBLED in size!
[13, Good] With little else to do, you continue digging. It's hard work, and not being underneath the things you're mining is... not something you've worked out entirely. But your home has now TRIPLED in size!
[1, FAIL!] That lazy mason somehow walls himself in. The miners estimate it'll take a full unit of mining to extract him. They do not appear to be in a hurry to do so.
+2 units of space in wall-home
Roomie Mason: +4 Masonry
Now +2 Apprentice Mason
Now Walled In"EUREKA!"
New Major Action: Absorb some of the rain.
New Major Action: Use some bellows to create a vacuum, then absorb the vacuum.
This should give me the Absence of Rain affinity!
((Cross out your old actions when you change them. Otherwise I might end up rolling them first before realizing you changed your mind.))
[15, Good] Delicious rain. Well, essence of rain, but isn't everything just its essence deep down?
[2, Malus] Fun fact about bellows: They require great physical strength to operate. Fun fact about you: Let's move on.
On the bright side, you manage to get Weakness out of the duo of less air and you wheezing for your life, which combines with... you digest a unit of light essence to make room, then... there we go, Weakened Rain!
+2 Alchemy
-1 Light Essence
+6 Rain Essence
+6 Weakness EssenceGet channeler assistance, if I can.
((And consolidate! It's hard enough keeping track of how many individual players are trying to grab channelers, let alone people leaving their channeler grabs separate from their main actions!)
[2, Malus] Nobody appreciates your talent, and you are left eating things alone this week.
Major action: Read A Brief Guide to Alien Anatomy to see if I can identify or classify some of what we're seeing.
Major action: Mutate some of the trees into a single "roof" to keep the rain away. Mostly from me, but others might appreciate the dryness as well.[/b]
[5, Poor] The fact that most of the life is insectile might be a fluke of history, but it could also mean being well-armored is relatively necessary for some environmental or ecological reason. You'd probably need to examine a wide range of specimens in more detail to get a working picture of the region's structure.
[19, Bonus] You work hard through the week, shaping and twisting several trees into your own private grove. By the end of the week, you have a giant personal copse of dry, carpeted by a floor of leaves and surrounded by a ring of trunks. It's about the size of six small rooms, making it rather spacious compared to the scale houses or even the ship holds, though the trunks scattered throughout it help beak it up a bit. It doesn't have walls per se, but the leaves drip down low enough that you have to duck or lift them to get in or out, giving it a sort of curtained vibe.
On the downside, keeping other people out of it is proving difficult. It's also pretty wet getting in, since the combined surface area of the roof all comes down equally around the edges.
+2 Biomancy
+6-Unit Paradise GroveMinor action: Get a quick tissue sample from the fungus humanoid. Nothing invasive, just a bit of dead skin or something.
Minor action: Get the fungus person somewhere I can keep an eye on it. Treat it well, of course. It would be nice if I could keep it happy.
Minor action: Wait, we've got the corpse of a giant crab monster lying around? Get all sorts of samples from that pronto.
Minor action: Keep trying to get some interesting-looking corpses. Where are all the crazy monsters they promised me when I signed up?
[16, Good] You nab a tiny sample of fungus-stuff.
[6, Poor][1, FAIL!] The fungus person, near as you can tell, is deceased. Which would be a more plausible theory if the place you left it wasn't apparently ransacked with tiny claws the instant you turned around. Nobody saw anything, obviously.
[20, CRIT!] You start sampling the skin, structural frame, eyes, burrows, control conduits...
...you're pretty sure this thing is an organic machine rather than a proper living entity. And now you've got a bunch of samples of its parts.
[5, Poor]
Apparently the hunters have been too
busy to go out and hunt weird critters, and
apparently this "monster infested wasteland" hasn't had a single colony attack in the month it's been here!
Shameful.
[3, Malus] You try to not make her look like a slut but that just leaves her looking like a ball of metal. Designing proper armor is hard.
Omuz stares at his designs for a moment, before a metaphorical lightbulb goes off above his head. Yes of course! Massive iron war-balls, rolling across the battlefield! Crushing all! Robust due to their simple elegance, and probably not that hard to make. Possibly as "hamster balls" filled with golems running around as motive force, or powered directly, being themselves golems. He sets aside the designs to work on later before taking a nice swig of medicinal brandy as a nightcap.
Upending the flask above his head however, only a few drops came out. He had run out of alcohol again!
Minor Action: Get more alcohol posthaste! The grim spectre of sobriety is always hovering on the event horizon.
Of course, alcohol! Whether attempting to craft a masterpiece or in the middle of a furious battle, the answer is always to get sloshed.
[5, Poor] Unfortunately you're in a degenerate elven hell at the moment, so the best you can find is more of that weak beer. Volume makes up for some of the potency, but still.
Omuz leaves the ship-meeting in a huff.
Rainball is basically the same ward with an inverted copy, like two overlapping umbrellas. Or a giant magical clam that gathers water so it can spit it out periodically.
Major Action: Improve the ward so that the water it spits out is focused into a beam in one direction. Hopefully the beam is somewhat strong, and could be strengthened enough by a later action to be weaponized.
Major Action: Enchant my boots with Mudwalking, which allows me to walk a inch in the air above wet ground/mud.
Minor Action: Ask the blacksmiths to make a warhammer for Pearl for improved crushing. Have her crush them if they refuse.
Minor Action: Request some of the channelers to help me with my rainward attempt.
Minor Action: Ask Pearl to spend some time crushing monsters in the pit to get some fighting experience under her belt.
Minor Action: Struggle to sleep at night, worrying that Pearl might get damaged. Feverishly begin drawing up plans for golem armour.
[14, Good] With ample channeler assistance (some are missing on some errand or another), you manage to fashion your botched rain ward into a water cannon. The channelers are not entirely pleased with doing that instead of something that keeps them dry, but no matter. YOU appreciate your greatness, and that's good enough for now.
[19, Bonus] You enchant your boots to allow you to hover over mud and wet, which both keeps you dry and gives you a rather imposing, floating-final-villain look.
[11, Good] The blacksmiths have a bit of trouble getting started, infinite wet everywhere and all, but on pain of being crushed eventually produce Pearl's warhammer. The head is a foot square block of iron 18 inches long, while the handle is taller than Pearl is.
[5, Poor] Pearl attempts to crush monsters in the monster crushing pit, but cannot find any! She is sad.
+13-Strength Waterward Cannon
+Mudwalker Boots
+2 Enchanting
Pearl: +Giant Iron HammerMongo's face soured in distaste as he looked at the channeler.
"You there. I find myself in the unfortunate position of being able to make use of an apprentice, and the colony could use a second healer. You may call me Master Mongo, the Magnificent. Now come with me."
Minor Action: Conscript that human channeler!
Major Action: Healer duty. Now with an "apprentice!" We shall wander around and perform preemptive anti-plague duty. The constant wet and alien environment demand it.
Major action: Produce lesser cloaks of dryness. Prioritize myself, then the non-thiefy two leaders, then my apprentice, then the other mages.
[10, Poor]
"You're not the boss a-""Don't be silly, of course I am.""Well fine, but you better make it worth my while!""Don't be silly, of course I won't.""..."[19, Bonus] You sweep across the colony, tending to the huddling incubators no doubt brewing your doom. You find with some alarm that various infestations are actually quite common, but usually of benign and rather diverse life forms. While this doesn't suggest a plague in the making on its own, it does confirm that there's quite a bit of potential for things to go awry.
[19, Bonus] You improve upon your earlier design, giving your cloaks a slight reflex to help deflect water not only off themselves, but away from the inside of the cloak. The result is that holding an arm in front of you should result in more water being flung to your sides and less being flung in your face or under your arm. It otherwise functions much as your prototype did, being resistant to and soaking up water, albeit at much lower power levels.
You parcel them out to yourself, Bollwheel and Gruelfist (both of which are, in retrospect, a bit large for them), your new apprentice, and... well, there's two left over and a lot of associates. You're not sure who to give them to, so you just "make them available" for now.
+2 Healing, +2 Livewood Shaping
Apprentice: +2 Channeling, now +2 Apprentice Channeler
Plague Precautions Taken
+6 Pristine Rainleaf CloaksAfter the apparently pointless meeting Sjig-Nak left to attend to it's own random meaningless impulses that would retroactively be justified as plans. First thing first, it needed to get these parasites out!
Minor action: Get the parasites taken out and stored in some type of jar or box with some meat for them to live in.
After the parasites were safely taken care of it was time to go out, with the proof of concept modifications to the insect proving to be feasible, it was time for mass production! And that would mean he would need more test subjects!
Major action: Force the Snakipede to lead me to it's nest or home, and try to see if I can capture more, preferably it's young.
Lastly that nasty Pterodactyl, it needed to learn some manners, in the same way that the Snakipede did.
Major action: Rewire the Pterodactyl.
[9, Poor] The healer(s) are busy with some imaginary plague or something, but they do eventually get you your wriggling beasties. You stuff them in a jar with some flesh, which they seem to take to okay.
[20, CRIT!] The snakipede begins leading you on a merry romp through the jungle. Just as you're beginning to suspect that it doesn't have a home or nest, and so is just sort of leading you through its hunting grounds, you stumble across what can only be described as a tiny village. Not tiny as in there's not many buildings, tiny as in made for fairies or something.
"IT'S BAAAAAAAAAAAAAACK!" a tiny voice rings out. Several... well, they're bug-fairies; very insectile, but still humanoid for the most part. Actually they seem tauric, but whatever.
The point is, a bunch of tiny fairy-things begin panicking as you snakipede moves in to eat them. One bursts out from a particular building carrying a huge sword over its shoulders; huge by its standards, as far as you can tell it's literally an ornate human-sized dagger.
It stares down your snakipede as the beastie charges right for it.
[20, CRIT!] You rewire your pterodactyl to have weird dangly tentacles you can provide and get sensory feed to and from directly. Now it's a flying thing AND a flawless scout AND can be programmed to do whatever you want that it's moderately-sized brain can hold!
You do look a bit weird hallucinating while sucking on a giant bird's braids, though.
+Programmable Pterodactyl Thing
+4 Hunting
Now +1 Novice Hunter
+4 Fleshcrafter---
At the end of the week, the captains gather everyone around for a speech commemorating a full month of successful colonization. Most of it consists of Gruelfist assuring everyone that housing for all is just around the corner and they will in no way be this wet forever.
Joseph John Jackson (crazyabe)
-
+3 Adept Necromancer (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Anatomist (0/8)
+1 Novice Brewer (0/4)
+1 Novice Surgeon (0/4)
+1 Novice Intimidator (0/4)
+0 Dabbling Spearogre (0/2)
+0 Dabbling Miner (0/2)
+0 Dabbling Persuader (0/2)
-
Soldier Godfather: Apparently the soldiers here are some kind of gang, and you're one of the "hardest mothers" they've ever seen. This grants a great deal of fear and respect when dealing with soldiers in the colony.
-
1 Unit of Pearlstone: This unit of stone was carved out by you fair and square. You're not sure if you should dump it in the collective piles or keep it stored safely in a jumbled pile outside your hole in the wall.
Bladed Shovel: This ornate runed silver shovel repels hostile undead.
Frankenholder: This rotting patchwork ball of flesh and eyes has some interesting powers. Note that interesting does not mean useful or potent.
Small barrel of Mossrot Beer: Better than it sounds, but that's not saying much. Rougher necromancers are known to appreciate the low-class taste of decay in it.
Bag of "Holding": This bone-sewn sack grips its contents tightly. While a transdimensional space is a much better way to carry things, sometimes you have to make do with evergripping skeletal hands.
Three simple black linen robes; cloth-wrapped dagger collection; mystery bone bag
Sjig-Nak (Criptfeind)
-
+3 Adept Fleshcrafter (6/16)
+3 Adept Channeler (2/16)
+2 Apprentice Dark Mage (2/8)
+1 Novice Hunter (2/4)
+1 Novice Doctor (0/4)
+1 Novice Alchemist (0/4)
+0 Dabbling Herbalist (0/2)
-
Jar O' Parasites: A chunk of meat filled with wriggly parasites, conveniently located in a glass jar.
Remote Controlled Snakipede: This four foot long, eight inch wide thing looks like a carapaced snake with several tiny legs. It likes biting things. It's been rewired to obey commands, including a few prebuilt complex ones it might not be able to figure out on its own.
Programmable Pterodactyl Thing: This thing tried to eat you, but the tables have turned! It's got a big beak-like snoot and a crest-thing, and seems able to fly. It's also not some kind of bug, making it sort of rare in these parts. Several tentacles dangle from the back of its head underneath its crest, allowing you to give and receive complex mental images and commands.
Oops Berries: These deep purple berries are infected or actually eggs or something, according to the local healer. Infection causes nausea and pain.
Nak's Mancatcher: This oversized hoop-on-a-stick looks sturdy enough to pin down creatures considerably larger than a man.
Portable Lab: Imagine a dresser somebody thought was a carrying trunk, and you've got the basics. Folds out into a "lab," complete with tools for manipulating biological reagents and rags that are either for sopping up acid or wearing to fine parties.
Emergency Naksnaks: These reddish balls are wrapped in dried leaves, and serve as an incredibly potent source of energy and protein. They're also somewhat expensive and taste terrible, but it's still better than Nak when he's desperate.
"Dark Shrimp" Malacent (Caellath)
-
+3 Adept Splicer (0/16)
+3 Adept Channeler (0/16)
+2 Apprentice Sculptor (6/8)
+1 Novice Black Mage (0/4)
+1 Novice Dodger (0/4)
+1 Novice Doctor (0/4)
-
Ano
+2 Apprentice Banjosoul (0/8)
Beloved Banjo
-
Bibbles
+2 Apprentice Channeler (2/8)
-
Bladed Blackwood Staff: Too large for Malacent, not that that's ever stopped him.
Ano: This scrap-and-corpse ball with limbs is not very large or impressive, but makes up for it with a ruthless dedication to playing the banjo. Currently despondent.
Medicine Kit: From bone needles to obsidian scalpels, this ominous-looking box has everything an aspiring doctor needs to maybe commit some forms of medicine.
Two simple black linen robes; survival kit; reference booklets; spare parts for Ano; backpack
Miya the Pathetic, (AbstractTraitorHero)
-
+3 Adept Charmer (2/16)
+3 Adept Channeler (2/16)
+2 Apprentice Holy Mage (2/8)
+2 Apprentice Drawer (0/8)
+1 Novice Animal Friend (0/4)
-
Blacktongue Picture: A rather flattering, suggestive image of Blacktongue putting a short-haired girl in her place.
Sky's Eye: A blue gemstone pendant with white speckles in it, reminiscent of a star-speckled sky. A gift from Miya's mother, who assured her it'd keep her safe whenever things got really rough.
Orb of Happiness: This glowing golden orb invokes happiness in people. It works slowly, requiring physical or very near contact for a while to really build up.
Simple purple wool robes; water pouch; small ring; snack pouch filled with assorted glazed nuts
Mongo the Magnificent (Nirur)
-
+3 Adept Healer (4/16)
+3 Adept Channeler (2/16)
+2 Apprentice Livewood Shaper (2/8)
+1 Novice Dancer (0/4)
+1 Novice Herblorist (0/4)
-
Rodney, Channeler Apprentice
+2 Apprentice Channeler (0/8)
Pristine Rainleaf Cloak
-
Pristine Rainlead Cloak: This living leaf cloak has a sort of feathered or scaled appearance. It serves to repel rain, absorb rain on its underside, and generally keep its bearer dry. It has an additional, subtle reflex that helps its rain-repelling efforts tend towards shedding water away from its bearer, rather than into inconvenient gaps.
Emerald and Alder Ring: This pretty, sentimental memento also serves to channel more nature-inclined magics.
Livewood Lures: This set of living wood tools are topped with glowing nodules, and serve to help imprint more refined patterns of livewood shaping and encouragement.
Endless Well of Eternal life: This giant seed pod produces livewood seeds, which are then used to make livewood items from scratch rather than cuttings or buddings from existing plants. Most often used for larger projects, or as a portable startup for where there are no suitable local woods.
Bottle of 315 Wildmelmrelmrikon Blue: This exquisite wine was produced by 315 small earwiglike bugs of the Wildmelmrelmrikon colony, and represents a truly remarkable refreshment that any true elf can appreciate.
Screamsleep Vials: These two bulbous green glass containers are named for the intended series of events involved in their use: The thrower screams, then their assailant sleeps. As with all solutions to difficult problems, these suffer from a variety of complications, but are pretty reliable and expensive.
Fancy spare clothes; ugly abstract picture; shaving kit which elves totally need on hand from time to time
Omuz (DemonicSpoon)
-
+3 Adept Warder (6/16)
+3 Adept Channeler (0/16)
+2 Apprentice Golemancer (4/8)
+1 Novice Enchanter (2/4)
+1 Novice Blacksmith (0/4)
-
Pearl of Unspoken Dawns
9-Str
+2 Apprentice Crusher (0/8)
Giant Iron Hammer: The head is a foot square by 18 inches. The shaft is four inches wide and eight feet long.
-
Mudwalker Boots: These pointy boots allow their bearer to hover well above wet terrain, keeping them dry and giving them an imperious wizard demeanor.
Leyline Doohickey: This complex brass and steel ball requires constant rebuilding and refinement as it explodes and reveals room for improvement. Its stated purpose is the detection and manipulation of leylines, though minor setbacks seem to get in its way rather frequently.
Trunk of Wizard Hats: This oversized trunk contains entirely too many wizard hats, each gaudier than the last.
Trunk of Tools: This oversized trunk contains an assortment of smithing, enchanting, and warding tools, often in questionable condition or design.
Amulet of Fire Resistance: This garnet-eyed dragon-shaped brass amulet helps protect its wearer from heat-related mishaps.
Ring of Hair Regeneration: What's more important than skin? Hair, of course. This handy horsebone ring studded with turquoise and bristling with spikes of rat claw allows its user's hair to regenerate rapidly, assuring among other things that they will never be without a thick, full beard for long.
Two thick insulated robes; two heavily ornamented belts; jewelry box of assorted beard ornaments; sack of assorted metals; sack of assorted wheels of cheese; walking cane
Otto (ATHATH)
-
Full Body Bandages: Can hardly tell you've been thoroughly gnawed upon. Doesn't even hurt to move! What will healing magic come up with next.
-
+3 Adept Alchemist (4/16)
+3 Adept Channeler (0/16)
+2 Apprentice Prime Channeler (0/8)
+1 Novice Secondary Channeler (0/4)
+1 Novice Tertiary Channeler (0/4)
-
6 Weakness Essence
6 Rain Essence
5 Light Essence
-
Bug-Thing: This fairly large animal looks bug-like, but not especially like any kind of bug you're aware of. It's got a LOT of tiny little teeth.
Crackling Mind Control Leash: This rope leash crackles with blue mind-affecting energies. It's effective but incredibly volatile.
Gauntlets of Construction: These sturdy gauntlets are used to break down or combine two items. They take several minutes to work on most materials, and have a few predictable problems regarding subtlety and user intent.
Alchemical Tools: Advanced and sophisticated equipment mostly consisting of a runed iron cauldron and a gold-rimmed monocle.
The Book of Elements: This book is part sermon on the wondrousness and supremacy of elements, part insightful examination of the nature of elements, and part index of various elements and their properties, including very obscure or less helpful ones.
Basic Alchemy: "Congratulations! If you've done everything correctly, you should now have a bubbling cauldron of Earth Essence. In the next chapter, we will learn some of the various uses for this valuable material!"
Advanced Alchemy: "Notably, Shovels of Digging are known for petrifying if they've been allowed to steep for too long; the Earth essence having saturated the available channels and flowed into the structure of the material. Once an item has been tainted in this manner, it is generally not worth the effort to leech it out again; simply use it or render it to recycle some of your investment."
Master Alchemy: "Assuming the Catalytic Matrix holds, the sphere should be stable and allow safe entry for the time required. Do not touch the centerpiece or allow any undue matters or energies to come into contact with it, as it is fully reactive and may become tainted by any premature contamination. In the centermost row, place the Sigils of Hardness, Sigils of Stone, and Sigils of Value in alternating patterns; the precise order should not matter so long as each Sigil is adjacent to each of the other two kinds. In the middle row..."
How To Tap Into Your Inner Power: A handy guide to tapping into your inner power. Caters to those hoping to realize their full potential as well as those afflicted with demonic possession, supernatural rage, inherited powers, and incident-related infusions.
Eternal Scribing Tools: This tablet and quill can supposedly record infinite data. Its organization could use some work...
Tullis Leth (Whisperling)
-
+3 Adept Biomancer (2/16)
+3 Adept Channeler (0/16)
+2 Apprentice Animal Minder (0/8)
+1 Novice Surgeon (0/4)
+1 Novice Xenobiologist (0/4)
-
Surgical Tools: Worn but well-kept implements of cutting things open and sewing them back closed.
Progenitor's Cradle: This ominous reinforced case of vial-clad embryos looks like the ancient war-torn MacGuffin of a mythical civilization that wiped themselves out with their own reckless evil. Fortunately it's nothing like that, it just contains spell-eating living weapons that grow ever stronger and less controllable the more magic they are fed.
Chewed Acid-Worn Robes, Garish Red Silk Robes
Several Days Food
A Brief Guide to Alien Anatomy: "...pincers are usually intended to grasp things, making them a good sign of predatory intent. Larger and bulkier pincers are more likely to be used in combat with large items, such as budding xenobiologists, while smaller or more refined claws are more likely to have specialized functions dealing with smaller items..."
Symbiotes and Their Many Uses: "...additionally, replacing one's heart with a mobile and wily crustacean makes it exceedingly difficult to take a mortal wound in that regard, as the new heart will ruthlessly scuttle about to avoid being harmed..."
Biology Over the Ages: "...this, of course, led to widespread destruction and chaos, and the presumed destruction of their entire civilization. Their successors were far less enlightened, insisting almost religiously that living things were not to be forged into living supercities under any circumstances. The resulting dark ages..."
Surgical Feats of the Century: "...while this had nothing to do with the original problem, the addition of several extraneous hearts left the original issue largely moot, and is universally recognized as a reasonable and proportionate solution to..."
100 Farmers [+1 Farmer (0/4)]
44 Hunters [+2 Hunter (4/8)][+0 Bowman (0/2)][+0 Tough Guy (0/2)]
50 Soldiers [+1 Spearfighter (0/4)]
20 Carpenters [+2 Carpenter (0/8)]
19 Lumberjacks [+1 Woodcutter (0/4)]
10 Miners [+1 Miner (0/4)]
10 Bureaucrats [+1 Leader (0/4)]
8+1 Masons [+1 Mason (0/4)]
1 Roommate Mason [+2 Mason (0/8)]
7+2 Channelers [+1 Channeler (2/4)]
5 Blacksmiths [+1 Smith (0/4)]
1 Architect [+2 Architect (0/8)](Stone Manor 4/8)
30 Swaying Rough Local Wood Scale Houses
10 Swaying Imported Wood Scale Houses
JJJ's 3-tile Dry Pearlstone Cave (currently walled off with roomie mason inside)
Tul's 6-Unit Paradise Grove
200 Farmland
?? Supplies
88 Local Game
88 Mushroom Meat
38 Rough Local Wood
10 Imported Wood
30 Rough Pearlstone
1 Giant Crab-Thing Carcass
300 Low, mostly waterproof tents
Morale: Infinite Hate
27-unit (+6 lip) Flexible Rainball (Tin-Studded Local Wood Blocks) in settlement (6 units doubled up to a normal rain ward, 12 units "buttoned" up into a normal rain ward)
13-strength water cannon built into the rainward
6-Strength Flexible Ward over beasty pit, resists weaker specimens
2 Pristine Rainleaf Cloaks: Available for use by the colony's experienced wizards.
Gruelfist
-
+3 Adept ?? (0/16)
+3 Adept Leader (4/16)
+2 Apprentice ?? (0/8)
+1 Novice ?? (0/4)
+1 Novice ?? (0/4)
-
Pristine Rainleaf Cloak: A bit small, but still better than nothing.
Blacktongue
-
+3 Adept Black Mage (0/16)
+3 Adept Leader (4/16)
+2 Apprentice Channeler (0/8)
+1 Novice ?? (0/4)
+1 Novice ?? (0/4)
-
Crude Tree-Dot Map: This map of the surroundings is a bit odd and overly specific, but does list major landmarks and terrain features.
TurboDry Living Frond Cloak: This layered hooded leaf cloak rasps against bare skin, but resists and sheds water not only on top of it, but beneath as well. The result is the dryest article of clothing you're liable to get around here.
Bollwheel
-
+3 Adept Tough Guy (0/16)
+3 Adept Leader (8/16)
+2 Apprentice Puncher (2/8)
+1 Novice ?? (0/4)
+1 Novice ?? (0/4)
-
Pristine Rainleaf Cloak: A bit small, but still better than nothing.
((This turn was massive and complicated, so let me know if something went wrong. I might start spoiling turn parts in the future for readability.))