Spring of Year 1We shall settle within the plains, though near enough to the other biomes so that they can be reached inside the journey of a day or two by foot; we will be establishing outposts at their borders soon, though not now.
For now, we need shelters and pastures. A single group shelter is likely most efficient at the moment, and should contain alters to the gods, while the taming if some of the great grazers of the area is of paramount importance.
Our warriors should simply guard our new home for the time being; best to ensure that we are not sniffed out so soon after going through all we did to survive.
And research... we need people that can move quickly to explore our new home. We need scouts.
The industrious sciro quickly begin establishing themselves in their new world! Much of their survival on the journey had depended on cultivating
Glow Snail. These detrivores could grow to large sizes, given enough time. The sciro learned much about animal husbandry from taking care of these finicky creatures. Without only a few dozen surviving the crash, it would take some real effort to make them a sustainable food source, but a few sciro have much bigger animals in mind as the look across the plains. They spot wide furred creatures with squat legs and a shieldlike back. Their fur is a deep chocolate brown, while their exoskeleton is mottled shades of grey. Their heads are particularly armored and downward facing. Oddly enough, they seem to have no jaw or mandibles, instead hundreds of tentacles as thick as an arm descend down and, with a bladed end, cut and rip grasses to be deposited within the mouth. Some of your workers approach one and it seems to pay little attention to them. They even walked underneath the beast and it wasn't bothered at all. It measured at least ten sciro high, so this was an easy feat. They hovered for a while
gathering more information about it, but without a plan to tame it, there was little they could do. One inparticular caught their attention. A huge specimen, easily twice as large as the others and sporting redder coloration and horns.
Meanwhile the other workers set about building shelter from the elements. Using grass they managed to construct a moderately sized hut, large enough to shelter your people from the worst of the wind, but little else. Inside they placed an altar using shiny rocks and various other items. It seems to give off an incredibly faint aura. Perhaps there are gods in this strange alien land.
Your soldiers stand guard, but little protection is needed. With the exception of one night. A large serpentine amphibian, wide black eyes and navy speckled skin, slithered into your camp. It seemed drawn to the burning embers of your campfire at first, but when it devoured a sciro who hadn't realized the danger, it was clear it was a predator. The guards fell upon it, wielding nothing but fists and small stones, they beat the beast. It's mouth was distended, unable to close due to the writhing mortal which only fit halfway in. A few lucky strikes and the beast fell still and it's victim recovered. They weren't dead, but seriously injured and traumatized. Yet, for their misfortune, the sciro would eat this season.
Given the sheer number of unknowns of this world, Xikla Kantek decided to draft a scout regiment. After a brief season of training. scouts can venture into the wilds. They are able to move faster than soldiers, and tend to discover more as they journey, but they are much less suited for combat.
Technologies:
Altars
Animal Husbandry
Units:
Worker (2)
Warrior (2)
Settler (1)
Resources:
Food (1)
Worker
Cost: 2 Food
Upkeep: 1 Food
HP: 3
Roll Modifier: (x1)-3
Movement: 2
Description: A worker unit. This unit is capable of collecting resources, operating buildings, crafting, and doing most non-combat related tasks.
Soldier
Cost: 2 Food
Upkeep: 1 Food
HP: 6
Roll Modifier: (x1)
Movement: 2
Description: A very basic soldier. It's armor is minimal and it's weapons are less so.
Scount
Cost: 2 Food
Upkeep: 1 Food
HP: 5
Combat Roll Modifier: (-2)
Scouting Roll Modifier: (+2)
Movement: 3
Description: A quick unit which is suited best for exploration and recon.
Settle
Daedalus directs his group to settle westward, only a few miles away from where the grass meets the sands.
Units:
1 worker unit and presumably the settler are tasked with digging out burrows to shelter the people
1 worker unit is to begin sowing (and perhaps testing the local grass for edibility)
The soldier unit is assigned to guarding the fledgling settlement and watching out for threats
The last worker is to study the strange geological activity in the near desert and prospect for useful minerals
Research:
Animal husbandry will (literally) carry the people to a better future
You and your people move into the grasslands, remaining relatively close to the desert. There you begin to construct your new settlement. You task your worker to digging burrows for your people, putting their knowledge of mining to good use. The ground moves slowly, but begins to yield. It takes the entire season, but you manage to hollow out a few dozen underground homes. Honestly its pretty cramped, as several people have to share each burrow, but its much better than being exposed to the elements. As you dig, you come across a few interesting things. Your workers manage to find a fair number of woody tubers, which when boiled in a stew, become somewhat edible. Despite being orange in coloration, the tint the broth blue. You find this unsettling, but its better than starvation. After testing the grass for edibility, and consoling the poor workers who ate nothing but grass for a week, you concluded that until a better alternative could be found, these Nutoranges will have to do, and instructed the workers to sow those instead of grass. Various insects and grubs were also collected, providing protein for the workers.
Your soldiers have quite an easy time guarding the settlement. Though each one is on edge in this strange place, nothing comes forth from the darkness.
A set of workers is dispatched to the desert to study the geological activity there. They are gone the majority of the season, and upon the end of spring, not all of them return. They had spent time examining the crystal tower, which seemed to be made of various mixtures of crystal sand and volcanic materials, though a few workers claim magic is involved. While understanding the principles at work here would require dedicated research, they managed to discover a strange crystalline material they named azurite due to its deep blue coloration. Azurite is incredibly hard, sharp, and forms in small clusters, which made finding and retrieving any immensely difficult. By sheet luck they came across a small deposit, and after few weeks of work, managed to collect a small amount. Though, on their return, they were attacked. A horrible humming noise followed by ripples in the sand was the only warning they received before several workers plunged beneath the sands. The humming stopped, but the muffled screams did not. None of the survivors looked back as the fled.
You conduct research on animal husbandry, spending long hours contemplating how to best manage and domesticate animals. Over the course of the season, you feel as though you have made great strides. It won't be easy in practice, but you feel as though you and your workers could domesticate some of the fauna if you knew enough about them and had a plan. You eye the distant behemoths and rack your brain.
Technologies:
Mining
Farming
Animal Husbandry
Units:
Worker (3)
Warrior (1)
Settler (1)
Resources:
Worker
Cost: 2 Food
Upkeep: 1 Food
HP: 3
Roll Modifier: (x1)-3
Movement: 2
Description: A worker unit. This unit is capable of collecting resources, operating buildings, crafting, and doing most non-combat related tasks.
Soldier
Cost: 2 Food
Upkeep: 1 Food
HP: 6
Roll Modifier: (x1)
Movement: 2
Description: A very basic soldier. It's armor is minimal and it's weapons are less so.
Settle
We will settle deep within the canyon biome, preferably at a place where there plenty of intersections.
Units
Our warrior will keep watch for hazards whilst the workers will help build and reinforce walls around the compound.
Research
Climbing gear, getting up the cliffs will give us a tactical advantage.
You are a man of strategy, and find an opportune location. Finding an intersection of canyons took a few week, but it was worth it. One canyon cuts directly into another here, forming a T. And whats more, the canyons which compose the T branch off only a days trek from your location. While there are dozens of canyons nearby, few of them connect but through your settlement.
Your workers quickly set to work, each one constructing makeshift barricades on their respective entrances. Though it quickly becomes clear they are out of their depths here. Without proper understanding of construction and masonry, they had to resort to piling up loose stones. The walls are far from sturdy and even your workers could climb or topple them, but they do wonders for increasing the sense of security, even if they provide little of it. Unfortunately, they are quickly put to the test. A large shambling creature approaches from the west halfway through the season. The slow beast stands thrice as tall as a man, and meanders forward, eyes looking upwards. Its fur is dusty and loosely matches the tone of the rocks. It is like a giant orangutan, though its head is boarish and a plume of feathers starts at it's crown and continues down it's back. Despite being unequipped, your soldiers manage to startle it with a barrage of thrown stones. The creature, panicked, grabs a bolder the size of a child, and launches it into your wall, collapsing it. Seemingly satisfied at having returned fire, it whoops and lurches away.
You research climbing gear, and manage to brainstorm a really useful system of ropes and pins placed in the rocks. It would be allow comparitively easy scaling of the rockwalls here, but furnishing your units with such gear would take resources you do not currently have.
Technology
Hunting
Farming
Units:
Worker (3)
Warrior (1)
Settler (1)
Resources:
Worker
Cost: 2 Food
Upkeep: 1 Food
HP: 3
Roll Modifier: (x1)-3
Movement: 2
Description: A worker unit. This unit is capable of collecting resources, operating buildings, crafting, and doing most non-combat related tasks.
Soldier
Cost: 2 Food
Upkeep: 1 Food
HP: 6
Roll Modifier: (x1)
Movement: 2
Description: A very basic soldier. It's armor is minimal and it's weapons are less so.
Rock Climbing Gear
Cost: 1 metal + (Unit Cost or Existing Unit)
Description: A set of climbing picks that make it much safer to scale rock walls.
Settle:
The group settles north-west of their current location: Well within the endless forest, but close enough to the badlands to make any journey there take no more than a week.
Units:
The worker will begin constructing palisades around the group's current location, with a biovauc in the center. Having been used to resting in the elements, defenses are a higher priority. Cutting down the trees should be only used as a last resort, as the dead wood in the forest should be more than capable of serving this purpose, under the watchful eye of the warrior.
The newly promoted lieutenant shall scout the surrounding area, marking the presence of flora, fauna, resource deposits, and evidence of any other communities.
Research:
Our equipment has eroded over the long journey, and there's no telling what dangers we face in our new home. Learning weapon-smithing with these new materials is a necessity.
Brasta and his party settle within the ancient forest, near enough to the badlands that journeys there are easily doable within a season. They chose a location amidst the giant trees. The men had never seen trees of such stature before. On average they would take several men, arms outstretched, to encircle the trees. Yet several of the older trees nearby, the entire band could do little to surround them, taking over an hour to simply walk around. While these were awe inspiring, it seems as though it is the normal sized trees which will be the most easily accessible sources of wood. Brasta barks some orders and his workers quickly set about constructing an encampment! They construct a palisade in a large circle, enough to easily accommodate the band. Their knowledge of forestry made this quite possible. They attempted to use deadwood here, but to their dismay, the humidity of this strange forest does not leave the dead untouched for long. Much of the wood they found had various stages of rot. In the end, it would be unsuitable for a defensive wall and the workers were forced to fell trees. This was rather difficult, without proper tools, but they managed to erect the fortification. Inside they placed a large biovauc made from giant leaves, which was surprisingly useful at keeping out the ubiquitous damp.
While scouring deadwood the men found large numbers of insects and fungi. This composed the majority of their diet for this season. Though a few incidents of poisoning occurred, which delayed progress.
The soldiers dealt with a large number of small issues. Snakes of various sizes, spiders the size of a mans head, and various other creepy crawly forest denizens. There was one incident with a horse sized lizard which was rather frightening to all involved. The beast crawled down from a nearby tree, and gazed at the camp for a good while. The soldiers spotted it slowly descending, and it stopped a fair distance away. Throwing rocks and sticks at it caused it to meander back towards the heavens, but given your lack of weapons, it was a rather stressful encounter.
Your lieutenant scouts the nearby area. There is a vast amount of life here and he begins to discover several species of interest. On his first day he spots, perhaps two hundred feet up, a massive spider web with silk as thick as rope. He does not spot the current resident, but the mere presence of such a web is concerning. What could a web that large be designed to capture? He hurried on. A week or so later he discovered a particular kind of moss which seemed to be edible, and grew rather quickly. He collected a sample, among many other mundane species he collected over the course of the season, and returned it to the camp. By the end of the season, it had grown several times over. With proper understanding of farming, perhaps this could be of use. Mid season he discovered a strange growth on the side of one of the large trees. These bulbous lumps varied in size from a fist to a boulder, and were equally as hard. He named them Bronzewood Bulbs, and managed to collect a small one. Over the course of the season he discovered a variety of animals and insects, however he was incapable of studying most up close. Though one evening near dusk he observed a rather unique creature. A large black feline with strange membranes between its legs. He watched it for a while, staying quite silent, and eventually he observed it leaping from a high branch, and spreading out. It glided silently through the air, catching a fluttering bird mid-flight! Truly this place was full of marvels and danger.
Basta spent the season researching weapon smithing. As one who was not unfamiliar with weapons, this felt comfortable. By the end of the season he drafted the plans for several types of weapons which could be given to the soldiers.
Technologies:
Mining
Forestry
Units:
Worker (1)
Warrior (1)
Settler (1)
Unnamed Hero (1)
Resources:
Worker
Cost: 2 Food
Upkeep: 1 Food
HP: 3
Roll Modifier: (x1)-3
Movement: 2
Description: A worker unit. This unit is capable of collecting resources, operating buildings, crafting, and doing most non-combat related tasks.
Soldier
Cost: 2 Food
Upkeep: 1 Food
HP: 6
Roll Modifier: (x1)
Movement: 2
Description: A very basic soldier. It's armor is minimal and it's weapons are less so.
Wood Spear
Cost (1 wood)
Description: A simple sharpened stick.
Bronzewood Spear
Cost (1 bronzewood + 1 wood)
Description: A wooden spear with a sharp bronzewood point.
Bronzewood Axe
Cost: (Two Bronzewood)
Description: A bronzewood axe, sharp and light. Useful for soldiers and woodworkers alike.
Bronzewood Maul
Cost: (2 bronzewood + 1 wood)
Description: A singular bronzewood bulb fixed to a sturdy branch. It is a rather hefty weapon.
Settle
In the area between rainforest, marsh and the Ocean.
Only temporary
Units
1 worker will build temporary housing and alter here, 2 if needed,the rest would go gather food from the forest escorted by the Soldier.
Reaserch
We need to adapt to our situation, Aquaculture or fishing if needed would be great benefit in the marsh and ocean
Glora. You temporarily settle in an area in the planes between the
temperate rainforest and marsh. One to the north and the other northwest. Since you are only staying here a short while, you build quick and flimsy lean-tos from sticks and grass. Meanwhile a second set of workers went about constructing a simple altar from what could be found nearby. A few stones, and bones, and a fair number of sticks were used to make a makeshift altar. While nothing immediately happens, it occasionally has an incredibly faint glow. Perhaps this land has gods of its own.
Two sets of workers and your soldier enter the forest to collect food. Yet this was not without its dangers. The found a great variety of fungi and insects, as well as the occasional fruit. But this left much to be desired. It seems as though the greater rewards would lay deeper within the forest. They managed to collect enough to survive, if only because the soldiers managed to fend of an attack from a praying mantis the size of a man. The great beast managed to assault your workers, injuring several of them before the soldiers could safely intervene.
One unit of workers is incapacitated next season.It is in research that you spent a good deal of the season. Potentially aspiring to build a coastal settlement, you turn your attention to the study of aquaculture. You have a solid understanding of farming on land, and a lot of the principles here are transferable. By the end of the season, you feel comfortable instructing your workers on how to farm aquatic plants.
Technologies:
Altars
Farming
Aquatic Farming
Units:
Worker (3)
Warrior (1)
Settler (1)
Resources:
Worker
Cost: 2 Food
Upkeep: 1 Food
HP: 3
Roll Modifier: (x1)-3
Movement: 2
Description: A worker unit. This unit is capable of collecting resources, operating buildings, crafting, and doing most non-combat related tasks.
Soldier
Cost: 2 Food
Upkeep: 1 Food
HP: 6
Roll Modifier: (x1)
Movement: 2
Description: A very basic soldier. It's armor is minimal and it's weapons are less so.
Settle
We settle at the border of the vast woods and the endless prairies.
Units
1 Soldier shall defend the settlement as it is constructed, and the others will scout in force through the forest and the prairie. Map and secure borders.
Worker constructs farms around settlement.
Research
Watchtowers. Advanced warning will be the difference between life and death.
Delvin and his warband settle in the endless prairies, quite close to the ancient woods. Their towering trunks reach hundreds of feet into the air, often shadowing your encampment. Your encampment however, leaves much to be desired. You devote your workers to constructing a farm near the encampment, and they have no time to actually build shelters. For this season, you and your men sleep exposed to the elements! However, your farm is constructed by the end of spring. A wide area removed of grass and stone, the soil is fertile and ready to be planted when you discover a suitable crop.
One group of soldiers watch over the farms as they're constructed, but the rest venture into the forest, going only so far as to be able to return by the end of the season. There they discover a world teeming with life. The distant canopy obscures a great deal of light, casting the forest floor in a green dimness. Here the air smells of earth and decomposition. Among the massive roots, the soldiers come to find a great deal of insects of large sizes. Millipedes the size of men, spiderwebs with silk as thick as rope, and dragonflies the size of dogs. The men are rather nervous due to their lack of weapons. Yet there are more familiar shapes here. Small lizards and frogs are fairly abundant. The occasional deer is spotted in the distance, but never close enough to get a good look. And there are predators too. One of your soldiers was attacked by a strange two headed bird. It had long nimble necks, and short wicked beaks. It used it's green and black coloration to sneak up on your soldiers, but once it pounced, its plumage seemed to expand and the men were suddenly startled by a neon blue and yellow cawing beast. While only two men were lost, several were injured in the attack.
One soldier unit incapacitated next season.You spend a vast majority of the season drafting plans to build watchtowers. These tall structures will allow you to observe the wildlife from a distance, and hopefully spot any approaching dangers.
Technologies:
Forestry
Farming
Units:
Worker (1)
Warrior (3)
Settler (1)
Resources:
Worker
Cost: 2 Food
Upkeep: 1 Food
HP: 3
Roll Modifier: (x1)-3
Movement: 2
Description: A worker unit. This unit is capable of collecting resources, operating buildings, crafting, and doing most non-combat related tasks.
Soldier
Cost: 2 Food
Upkeep: 1 Food
HP: 6
Roll Modifier: (x1)
Movement: 2
Description: A very basic soldier. It's armor is minimal and it's weapons are less so.
Watch Tower
Cost: (4 wood)
Description: A tall building with a lookout platform, used to spot distant enemies and objects.