Acting swiftly, Seer and you cover yourself in bio-luminescent paint and grab fresh torches which illuminate a frightening light. The pair of you rush towards the group running from the lizard-like creatures, spread the furs of your clothing wide in an attempt to appear larger, and wave the torches around frantically. At first, the group believes you to be attacking them and scatters towards cover while the pair of you holler at the creatures. The creatures react fearfully to the flames and noise and scatter away from the both of you into the sprawling passageways. You and Seer continue to stomp your feet and chant into the darkness until satisfied that the creatures truly are dispersed. Seer calls out to the group, explaining that they are safe and are welcome in your shelter and they, hesitantly at first, oblige. The group is composed of a young male, a middle aged female, and a middle aged male.
Around the fire pit, the group explains that they are a family that left their old tribe and got lost in the dark quite some time ago. They have been searching for safe haven. Admittedly, you explain that there are not many people here besides yourself and Seer but would be very happy to accommodate them if they chose to stay and help the two of you. They agree, though a bit halfheartedly, explaining that they hoped to find more people here. Nonetheless, they would take any shelter in the dark.
+3 people
-3 favor
In the fourth week of Mundar...You take one of the newcomers on a small hunt with the new, freshly constructed spears. As well, the torches to blind any dark-dwelling creatures would prove helpful. The hunt takes the two of you down to an old enclosed animal pasture that had been constructed with stairs and iron gates to contain beasts. The pastures have long been bereft of any domesticated creatures but smaller game still call this place their home. The hunting party snakes its way through the pastures and eventually comes across a small huddle of flightless biped birds. Long grown accustomed to the dark, these birds have withered out eyes and now only patches of skin where eyes should be remain. Despite their lack of eyesight, they have acute hearing. Your new hunting partner riles the pack by disturbing a stone and sends them running. The hunting party manages to bag two of the birds before they scamper off.
Upon returning through the passageways, the hunting party gets a glimpse of an unusual sight. 3 lanky, unhealthily thin creatures covered in thick blue scales with black bug eyes walk by, holding arcane instruments of magic in their hands. Your hunting partner raises a spear to attack them but you push it down and shake your head. They say that the creatures are the Gyar and that they walk with blessings from Elly'Asim. Such creatures do not bother with humans, nor do they see them as a threat. Any tribe that attacks them faces their wrath. There has never been a story of a successful skirmish against them.
+5 food
The rest of the group stays behind, giving thanks and blessing to the totem and performing rituals for a safe hunt. The rituals are simple and involve rhythmically creating smoke shapes over a fire with a wet tarp. The smoke raises into the cacophony of stone and steel above towards Elly'Asim to carry the prayers and hopes of your people. It allows the new residents some time to adjust and cope with the trauma of the past few weeks.
+3 favor
Seer continues work on constructing new designs to aid in hunting and gathering. The result is a technique in weaving flesh-vines and drying them out so that the weaves tighten and overlap with one another, giving it a tight seal. This allows for easier transportation of plants to and from the shelter while also allowing for the weaving of slings to kill small game with. The slings provide a bit of competition between the group and everyone tries their hand at tossing a stone further than the other into the dark. It will be a bit easier to gather loose items from the wilds and the slings provide additional tools for the hunters.
Most of the wild game is eaten this week as more hands means more mouths to feed. Nonetheless, everyone is in good spirits for the first time in quite some time.
-5 food
The first month went smoothly and you feel as if this land could be your new home. With such a change comes a new life and a new identity.
What should you call yourself now?Morale: Comfortable
Food: 4
People: 5
Favor: 3
Nothing else matters to you right now.
Mi'zek: You step upon it now. It is the world.
Elly'Asim: Land where the gods reside. Sometimes the gods give upon us gifts and boons. Other times they rain down punishment for transgressions only they understand. Fashioning a totem to appease the gods of Elly'Asim is standard practice in order to gain favor.
The Beast: An immense creature twice the size of a normal man. Covered in fur and with the head of a wolverine, this creature has terrorized Mi'zek for as long as can be remembered. It was the creature that claimed the old tribe.
Gyar: Humanoid creatures plated in blue scales that sometimes wander among the lands of Mi'zek. They wield dangerous magics and some say that they come from Elly'Asim. They tend to ignore humans unless provoked.
Timekeeping: You learn how to keep time and can keep a calendar. There are four seasons, 12 months, with four weeks each month as follows:
DARK SEASON
Mundar
Trundset
Feldsden
FLOOD SEASON
Fibst
Porsht
Wedsdar
PLENTY SEASON
Kunem
Forp
Nurm
ROT SEASON
Bunp
Asadasim
Ginnentonik
Basic Toolmaking: Your tribe knows how to fashion simple tools from scavenged materials and stone. This includes items such as spears, handaxes, hammers, etc.
Basic Weaving: Your tribe knows how to fashion woven objects and tools out of vines and plants. This includes items such as baskets, bed mats, slings, rope, etc.
How do you spend your people tokens?
Gather from the local plants and scavenge for food.
Chance to gain 1-3 food.
Chance to gain lore.
Progress towards simple farming (0/10).
Hunt the local game in the area with sling and spear.
Chance to gain 1-9 food.
Low Chance for injury.
Chance to gain lore.
Chance to gain knowledge.
The shelter is coming along nicely, but there is more work to be done.
Will improve Morale.
Very good chance to gain knowledge.
The wilds of Mi'zek are full of secrets to uncover. Sending out someone to search for new locations is paramount to survival.
Chance to improve morale.
Chance to gain lore.
Chance to gain knowledge.
Chance to gain people.
Chance for injury.
Chance to encounter The Beast.
Spending time to worship allows for some rest and to curry favor from the gods.
Chance to gain 1-3 favor.
Chance to improve morale.
Chance to gain lore.