Turn 10: Event: The Storms of GeminiTime passes, and with that time, the Gods grow strong. Not all survive the experience. And in this time, the world came to be. And so it shall remain, for now the Prologue has fully past.
And so the world turns. Gemini, it has come.Reelia, God of Knowledge uses 11 of their 15 FP to create the Curative Geyser at D-3. Too little, too late, but it should prove useful in the days ahead for cleansing poison from the body. Time will tell if it sees other use by the Hests.
Gilbert, God of Cats, is up to something very Fishy. -10 FP. He can't actually give FP to another God though. For now, it simply seems the number of fish that can be caught near the shoreline has greatly lessened.
Gen'iak the wise, God of Stupidity, Blesses a Worker of the Hairfolk, the idiot who broke a leg. It's also a Curse too. The Dismal Prophet comes to be.
A Hairfolk has been transformed into the Dismal Prophet. They are horrible at just about everything, but can be used to grant a bonus to some actions, or simply be asked a question of what to do during a turn using their Action. This occurs after the current turn.
MonkeyLord, God of Growth, is rather grumpy. They create a forest at D-2 regardless. Likewise, B-3 receives Fertile Soil and Abundant Food.
Dr. Bob, God of Science, ponders. He then creates an Ocean at E1, and a Beach at D1.
MonkeyLord, God of Growth: 22 FP-3-4=15 > +1+1+3>+1= 21 FP
Gilbert, God of Cats: 11 FP-10=1 > +1+2>+1= 5 FP
Gen'iak the wise, God of Stupidity: 42 FP-4=38 > +5+2+1>+1= 47 FP
Reelia, God of Knowledge: 15 FP-11=4 >+1= 5 FP
Dr. Bob, God of Science: 12 FP-6=6 >+1= 7 FP
Storms of GeminiA whirlpool has formed in the Oceans of E-1. The storms are fiercest here.
The Ice of the Ice Sheets has begun to crack for unknown reasons.
A Mysterious Force protects the Workers of the Lupine Jarldom, preventing the storms from affecting their home tile, and guiding them gently through the night. Perhaps it is a Blessing of the Gods, having only recently been born into this world.
Those Tiles under the Rain Modifier see great tearing winds affect their homes, but the forests
mostly protects them from the storm above.
Except for the Promethia, obviously.The Fifth Axis is experiencing a storm unseen before. But the Kitties are mostly safe from them. It seems a Den is a far better place to hold up than Primitive Housing.
Fifth AxisIn other news.It is now impossible to completely destroy a tile. No more Void. Likewise, completely modifying a tile to another type of tile requires 6 FP. Modifiers may or may not remain. Likewise, things may occur.
HairfolkThe Storms blow their way across the grasslands, hammering at exposed housing. Beyond that, it is difficult to even hear anything but the wind.2 Primitive Houses have collapsed.3 workers forage at A-4. It is a difficult journey, but together they make their way into the forest, where the wind does not beat as harshly. They find 7 Food, then manage to head back safely.
2 workers forage at A-5. Luckily, it seems idiocy has not struck them, as they stay away from the Man-eating plants. They are still foraging the same areas they already did though, and bring back 5 food..
1 Mad Scientist researches Stone Knapping.
A Primitive Spear is made using 1 logistics.
The Injured Worker has Become a Dismal Prophet. The Primitive Houses next to theirs was also the ones that collapsed.
Gen'iak the wise ends up gaining 5 FP. This really should not work, but they've avoided every pitfall in their path this turn. Including the actual holes.
MonkeyLord also gains 1 FP.
The Lupine JarldomA Mysterious Force protects the Jarldom from the worst of the storm's effects. It's still wet, but everything is proceeding fine.2 workers forage C-3, finding 5 food. 1 Worker ends up slightly injured, and will be unable to go out next turn. They do discover the location of the Pit of Oblivion, however amazingly they found it in this rain.
Gen'iak the wise gains 2 FP from them foraging a tile a second time, leading to reduced yield, along with them finding the Pit of Oblivion through dumb luck.
3 workers research tool use.
Note, workers cannot work on the turn they are born.1 new worker is born.
MonkeyLord gains 1 FP from this event.
PromethiaThe storms here seem to whip up a frenzy, flooding the rivers and eroding land. Thankfully, the Promethia have had experience before, but it's still a blow they cannot prevent.4 Primitive Houses have Collapsed. Food Supply is at least intact.3 workers forage at B5 with 3 primitive foraging tools, gathering 7 food. The Wall prevents them from foraging the other side. 1 Primitive Foraging Tool was lost. They did see rain pouring down the sides of the WALL. It's slightly ominous, with some form of light seen at the top of it.
3 workers research Wood Gathering. They make some progress, but floods begin to interrupt them.
1 worker researches Fire, but has little time to make much progress in this storm.
1 worker researches Primitive Farming, but completely fails to make any progress.
Researching Workers focus on keeping the Food Supply Safe, and avoiding floods. They don't have much luck in the second,
as another Primitive House is swept away..
1 primitive foraging tool is made.The Tribe as a whole mostly give up on their old location.
See Tales section for more details on the turn.Hests The storms flood the wetlands to the south, and swell the lake. Not all is bad however, as the trees protect the Hests. Mostly. Beyond that, something interesting has happened..An Interact Order was given to the tribe. Order: Gather Poison Fruit tree seeds, and destroy them.
3 Workers Gather Food on D3. 8 Food is Gathered.
4 Workers Research Digging Tools.
See Tales Section for further information on how the turn went.The KittiesWith Pride, the Savior of the Kitties who warned them was given the name of 'Savior.' Never let it be said the Kitties are inspired in their naming sense.The Rains seem mild this turn, but their bite is still felt by those who must leave the Den itself, venturing into the cold landscapes.Savior prays to
Gilbert. +1 FP.
3 workers research Fire. It seems this tech is close to being completed.
2 workers forage for food at A2, bringing in 7 Food. However, both are chilled by the work. The 2 Workers are now suffering Mild Hypothermia, and will be unable to work next turn. Thankfully, they will recover.
Gilbert gains 2 FP.
1 new worker is born.
Tales of CivilizationPromethiaThe Foragers return to find most of their village in a floodpath. The rest of the Tribe takes them to the new location they chose for now. The area chosen is closer to B5, rather than in the middle/bottom of the Tile as chosen before. While the rains prove difficult, the trees still protect them from most of the issues.
Still, this can't keep happening, or the tribe itself could face problems in the future. And the Rain doesn't look to be letting up anytime soon.The Wood Gathering Tech has been pushed to completion.
The Sub-Event: Torrential Rains, is now in effect for Promethia, boosting Tech Research and reducing Tech Cost for techs that will solve the housing and/or rain issue. Primitive Houses just aren't enough anymore for the Tribe.
Promethia holds a strong will, and won't care about the lack of housing for 5 turns. If the problem isn't solved by then, BAD Things will happen.
Note that Fire research cannot be done while it's raining like this, and keeping a fire going is impossible. At least the rain is warm rather than cold. Hests The Hests had a somewhat calm turn, if a bit panicky as the rains spread the poison of the trees even further. With this, the Forest began to die off, becoming more like a normal forest in terms of food gain. Still good enough they could gather the seeds, but the rain was always going to prove a problem. This storm is more than enough to serve a final nail, if such a thing were invented yet.
However, Reelia's artifact, the Curative Geyser, saw similar effects as the poison fruit. Where the rain's spread the water, the poison died, and the land normalized. This is enough to prevent it from turning the tile into a poisonous forest, but only just.Poison Fruit Running Wild has ended in the Fruits establishing a firm foothold on the forest. There may yet be hope though, for the Curative Geyser has prevented an outright turn for the worse. However, it is furative, only bringing the curative water out every once in a while, but the lake around it is enough to spread with the rain allowing it to spread farther from it's point in the forest.
MonkeyLord gains 3 FP, for no matter what, it still is a form of growth.
Gen'iak the wise,, gains 1 FP.
Storms of GeminiThe storms show little sign of slowing down. It will calm eventually, but for now make your actions with the expectation of rain. Lots and lots of rain. In the worst case, they will last four more turns.
Good news for them, the Lupine Jarldom is still immune to them, mostly. They can expect gentle rains and showers. They may even see the sun at some points.
Promethia- Aspect: Fire
1 Primitive Foraging Tool lost. +7 Food. -8 Food for Upkeep. Old location in Tile abandoned.
Workers: 8
Food: 16
Logistics: 5
House Limit: 5/10
Primitive Houses:5(holds 1 per house)
Location: C-5, Newborn Rainforest
Tools:
2 Primitive Foraging Tools.
2 Primitive Spears
Research Pending Completion
Fire~-~… (3/?): Note, Dangerous to Research
Wood Gathering (5/6) Bumped up to Completion! You can now gather Wood. Wood can be used in a variety of ways, and is a very basic building material. And needed for tools as well.
Primitive Agriculture [LOCKED] Not something that is available to you right now. Try finding relevant techs first.
Techs
Primitive House Creation: You can build and repair Primitive Houses. They hold 1 Worker apiece. Lack of Housing leads to unrest, make sure you keep enough housing for your workers. Effectively Obsolete. Your Tribe isn't satisfied with it anymore. It will be used as needed, but won't take up any actions or logistics as it is a background thing.
[Tier 0]Primitive Foraging Tools (5/5) You can now make Primitive Foraging Tools using a Logistics Action. They're pretty poor. You do know the basics of actually making Simple Tools now though. You just need Wood. [Reduces Research Cost of First Tier Foraging Tools by 3, and all other First Tier Tool Research by 1]
Can be used for combat, which is fine when the opponent doesn't actually have any form of combat ability. Doesn't Cost a Worker Action to make, but they tend to get lost. Can be used immediately.
[Tier 0]Primitive Spearmaking (5/5) You can now make Primitive Spears using 1 Logistics Actions. [Reduces Research Cost of First Tier Spearmaking by 3, and all other First Tier Tool Research by 1]
The Spear is one of the worlds first weapons, and made simply by bashing a branch against a stone or the ground to create a pointy end. While poor and easy to break in use, with enough force, it's easy to harm some creatures. Just don't go poking anything you shouldn't with them. Still doesn't cost a Worker action, and the other [First Tier Tool Research] reduction effect does not stack. Can be used immediately.
Open Event Log.
Sub-Event: Torrential Rains
It probably doesn't need much explaining. The Promethium FIRE Aspect has triggered, bringing forth a drive to solve an issue within the Tribe, that of Housing. And the Rain too. The second you can't do much about, but the first? That is certainly doable.
Solve this problem before the next 5 turns are up. Preferably before the next Event. A number of bonuses are being applied towards this.
Promethia won't suffer Unrest from lack of housing, and the rain also isn't an issue given how warm it is. For now anyway. Try and make sure there is always someone around to look after the food though, it wouldn't do for wild animals to steal it.
Note, this rain makes it nearly impossible to research Fire techs.
7+5 Food. -7 Food for Upkeep. 1 Worker becomes a Dismal Prophet.
Hairfolk- Aspect: !!SCIENCE!!
Workers: 5
Mad Scientists: 1
Dismal Prophet: 1
Food: 16
Logistics: 5
House Limit: 8/10
Primitive Houses: 8(holds 1 per house)
Location: A-5, Grassy Plains
Research Pending Completion
Trapmaking (1/??) [LOCKED] Can Technically be completed through Huge Breakthroughs, but at the moment, that's 11 more of them.
Basic Natural Weaving (5/??)
Stone Knapping: (4/??)
Stupid Dance: (0/??) A dance with a high chance of something going wrong. It's also quite stupid. While possible to research it, the prerequisites also aren't unlocked yet, so expect it to be fraught with trial and error. It's also impossible for Scientist types to research it. they're Mad, not stupid.
Techs
Primitive House Creation: You can build and repair Primitive Houses. They hold 1 Worker apiece. Lack of Housing leads to unrest, make sure you keep enough housing for your workers.
!!Science!! (3/3): On completion, one of your workers becomes a Mad Scientist. Mad Scientists are bad at everything except Research, and have a chance of learning the cost of the tech they are researching, and a small chance of making a Huge Breakthrough in a tech they are researching, the breakthrough being equal to the number of Scientist types that are researching that topic that turn.(1 Huge Breakthrough per group) Mad Scientists have a very low chance of being born instead of a regular worker.
[Tier 0]Primitive Spearmaking (5/5) You can now make Primitive Spears using 2 Logistics Actions. [Reduces Research Cost of First Tier Spearmaking by 3, and all other First Tier Tool Research by 1]
The Spear is one of the worlds first weapons, and made simply by bashing a branch against a stone or the ground to create a pointy end. While poor and easy to break in use, with enough force, it's easy to harm some creatures. Just don't go poking anything you shouldn't with them. Note, the rarity of trees means it costs 1 more Logistics to make than normal, but it still doesn't cost a worker action, technically.. Can be used immediately.
+7 Food! -8 Food for Upkeep. 2 workers ended up with Mild Hypothermia. 1 worker born for 3 food.
The Kitties- Aspect: Cats
Savior, Worker.
Workers: 6
Mild Hypothermia: 2 Workers
Food: 14
Logistics: 5
House Limit: 1/10
1 Den: (Holds 10)
Location: A-1, Ice Sheet
Research Pending Completion
Cats [Locked due to location]
Fire (6/8) [Unlocked]
Techs
Basic Warmth (0/0) Start with 1 Den instead of 10 Primitive Houses. The Kitties recover from Hypothermia in less that 1 turn, outside of rainy or particularly cold days. The Den can Hold 10 workers. New Dens require other Techs, but the Den can't be destroyed easily. Remember that Dens can only hold 10, any more are in danger of dying outside.
Wood Gathering (6/6) You can now gather Wood. Wood can be used in a variety of ways, and is a very basic building material. And needed for tools as well. Unlocks the [Gather Wood] Action.
+8 Food, -7 Food for Upkeep.
Hests, Aspect: Agriculture
Workers: 7
Food: 8
Logistics: 5
House Limit: 10/10
Primitive Houses: 10(holds 1 per house)
Location: D-3, Uncertain Forest[See below]
Potential Issue: Toxic Fruit Running Wild: Failed. While they did what they could, the Toxic fruit has a firm foothold in the tile. The Curative Geyser is blunting the worse of the effects around it, but that only applies to some of the tile.
Closing Log.
Research Pending Completion
Irrigation: (1/??) Irrigation has a lot of uses. From allowing your farms to grow crops with less work, to making sure you don't end up sick, or preventing flooding from destroying your homes. It is a Major Project though, and barely able to be done currently. The only reason you can even try is due to your current ideas about Nature. Even with a better base, it's still very hard to do. It would unlock the ability to research Agriculture though.. That faces the same issues, as you need a better base to attempt it.
Digging Tools: [Tier 0 or Tier 1?] (4/- 5|6) Note, Tier 0 or Tier 1 must be chosen.
Study of the Land: (0/??)
Knowledge of the Land: (0/???) [LOCKED] Multiple Prerequisite Techs to Unlock. This Tech is a Capstone, and is unlikely to be researched anytime soon. It's Cost can be reduced in Various Ways, but not by much.
Forest Survival: (1/5)
Plant Breeding: (12/??) ["Interact" Action Unlocked]
Techs
Primitive House Creation: You can build and repair Primitive Houses. They hold 1 Worker apiece. Lack of Housing leads to unrest, make sure you keep enough housing for your workers.
Basic Nature Preservation: The Overforage effect on your Home Tile takes 1 turn more to start, giving you 2 turns of foraging in that tile before the effects begin to occur. This also boosts recovery from overforaging, meaning it takes 1 turn to recover from two forage actions on that tile.
This also unlocks potential new Tech Trees, and reduces the cost of some others, if they relate to your Home Tile.
Herbalism: The Ability to Gather Regents and Herbs for healing the Wounded and Sick. It Requires 5 Herbs to Heal the Sick, and 3 Regents to Heal the Wounded. When Gathering, declare which one to focus on.
+5 Food. -5 Food for Upkeep. -3 Food for +1 Worker
The Lupine Jarldom, Aspect: Viking[glow]
Workers: 5
Slightly Injured: 1 Worker. [Note, they can still pray or research, they just can't do physical actions that require labor]
Food: 14
Logistics: 5
House Limit: 7/10
{Primitive Houses will Auto-Complete each turn by 1 so long as Logistics remain.}
Primitive Houses: 7(holds 1 per house)
Location: C-2, Grasslands
Research Pending Completion
Warrior Initiative (0/??)
Tool Use (4/6) Cost known due to being linked to [Warrior Initiative].
Techs
Primitive House Creation: You can build and repair Primitive Houses. They hold 1 Worker apiece. Lack of Housing leads to unrest, make sure you keep enough housing for your workers.
Normal Tiles
Ice Sheet, B-2, C-1
Boreal Forest, A-2
Grasslands, C-3, C-2
Grassy Plains, A-5
Forest, A-4, C-4, B-5, D-2.
Newborn Rainforest, C-5
Rolling Hills, B-3
Swamp, D-5
Plains, E-3
Forest, E-5, E-4
Wetlands, D-4, E-2
Tundra, A-3
Jungle, B-4
B-1, Temparate Grasslands.
D-1, Beach
E-1, Ocean
Modified Tiles
C-5, Trees. And More Rain on top of the Rain.
A-5, Grassy Plains. Mineral Deposits. Abundant Food. Man-Eating, Territorial, Red Plants.
C-3, Grasslands. Fertile Soil. It joins the Rain Tile Collective. Moved to Unique Tile Section.
A-4. Abundant Food.
B-4. Abundant Food.
B-5. Abundant Food.
B-1. Long-lived Fig Trees. Can be used to reduce food used during a turn by workers working here by 1 using 1 Logistics.
B-3. Fertile Soil. Abundant Food.
Uncertain Forest: A forest who's future is very uncertain. Some parts of the Origin of the World remain still. It is leaning towards destruction at the moment.
Lush Forest Modifiers currently in effect: Fertile Soil. True Lake. Lush. Poisonous Fruit, apparently heliotrope colored.(Invasive Species) Toxin/Poison resistant Rabbits.
Overgrown Grasslands: Due to a number of factors, life has grown here beyond other tiles. The resources that can be found vary from the normal Grasslands, and the food that can be gathered is equivalent to a forest. It rains rather often here too. Beyond that, it's a lot harder to actually spot someone due to how high the grasses grow in places, so combat is not always assured when two tribes forage it. And when it is, it is often a quick and bloody affair. The Rain just makes this effect worse.
Broken Ice Sea: Thanks to the number of plant roots that grew, and another unknown factor, the tile ended up breaking. As a result, most of it fell down, sinking to the bottom of the Sea. This Freshwater Sea has places where rocky shores go down to meet it, though it's foraging capacity is no greater than an ordinary Ice Sheet. The Water is cold, so Fishing can be difficult as well. There are also other factors, that await their time to be unlocked by The Kitties. This Tile has a lot of promise, if you can access it. There is something very fishy happening beyond most sights.
Labyrinth of Ice: A small labyrinth in the ice sheet. Arrows point the way out. Not currently discovered. Out of the Way, if you're out here, you approach the very edge of the Fifth Axis. Currently Unreachable due to the Divine Disaster on the tile. Located atop Icy Cliffs, overlooking the Broken Ice Sea.
Pit of Oblivion: A strange purple-glowing Pit, going all the way to the center of the Fifth Axis. Slippery outcroppings surround it, so nothing can fall in by accident. Hidden Location due to the difficulty in finding it among the grasses. The Lupine Jarldome has successfully located it however.
The Big WALL: A magnificent wall raised high at B-5, it spreads from north to south. At night, you can see light coming from the top of it. Is unashamedly Spring Green, with Green reaching up at the very top. Despite all this, it may be possible to go around it with the right type of thinking. Looks to be made up of one solid piece from the side. The Promethia have spotted strange lights atop the edge in the rain.
The Curative Geyser: A geyser at D-3. The water from the geyser neutralizes and reverses the effects of poison. Seeds watered with the water from the geyser will grow into non poisonous variants of the plant, the fruits watered with geyser liquid produce the antidote to the toxins in the fruit.
It currently goes off every so often, and the water around it is being spread by rainwater to farther parts of the tile, curing the earth of poison.
Grey Binding Casket: Requires a Named Individual to use.
As Named Individuals have yet to appear, it's a bit useless for now. Currently Located at D-3.
A named individual has finally appeared. Given they are all the way at A-1, unlikely it will get used anytime soon, given they need to be dead.
This artifact is a burial receptacle made of some kind of holy stone. If this artifact is used to lay a mortal to rest, then the mistakes that specific mortal made in life cannot be repeated by anyone else on the tile upon which it is buried. The soul of that mortal will be trapped within the Gray Binding Casket for as long as it remains active. After being defiled, the casket will not work correctly a second time, but it may still have some kind of unpredictable effects.
Stump of the Mainstream: A unmovable object located near the north of B-5. Those who meditate upon it will forever be mediocre, unable to make great advancements. On the other hand, they won't ever screw up anything simple. It also restores mental acuity, removing Madness and other such mental effects. A second meditation leaves that person nearly brain-dead, capable of only the simplest actions. On the Hairfolk's Side of the WALL.
This is the stump of a particularly large tree. Each turn, one mortal may spend their action meditating while sitting upon this stump. Doing this will purge any abnormal mental conditions affecting that mortal and make them resistant to such effects in the future, and the added clarity will reduce the odds of them screwing up simple tasks. However, this action will doom that mortal to a life of mediocrity; unable to accomplish great things barring other divine altercation. If a mortal meditates upon the stump more than once in their life, they will become like a zombie - unable to perform actions requiring high mental ability but also becoming very easy to manipulate.
Boots of Dryness: Allows the wearer to stay high and dry, walking across water and preventing them from getting wet in the rain. Speaking of, it seems to rain a lot for some reason.
Currently with the Hests at D-3.
The Totem of Growth amplifies the growth of edible plants by a factor of 4 in a 50 yard radius. The only way it can be moved is to place an egg from The White Ape where you wish it to be and say the following: Oh great creator of beasts and totem, may this area see more growth than all the others. After this ritual is complete the Totem of Growth teleports to the egg, destroying the egg in the process.
(Eggs are worth 1 food, and are a special resource that can only be used on the turn after it is collected at the moment.)
[Likewise, 2 Logistics are needed to transport it to another tile, as well as an additional egg. This can be done more slowly however. Once in another tile, another egg is needed to transport it to where you wish it to be.]
{Effectively, 1 egg transports it to the edge of a tile, then it is transported across that edge with another. Then one more to move it where you want, or to another edge of the tile. This Totem also resists movement by other forces.}
Currently at C-3, in the Crumbling Tribe area. Soon, it will be the only mark left of them.
The White Ape
A White Ape of some size. It eats the poison fruits, and lays eggs which can be collected. Territorial, requires gifts to allow collection. Laid back in the presence of the Hests.
Abilities: Unknown
I have no idea how the Hairfolk are so lucky.. Also Promethia getting slammed with most of this turn's unluckiness. Well, there is at least a silver lining... Nope, still no sun. At least their aspect has triggered.
As usual, point out any errors you see.
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