Turn 15: 404 - Tile not foundThe Nords do not exist. You can't start in a place with no tile. It doesn't count before it is finalized with an update.YaraYara creates a savannah at C3
While pondering, Yara comes up with a way to convert a regular tool that was created by mortals into a unique artifact!
Stickwalkers4 workers begin research on Stone Axes.
2 workers pray to Yara to generate 2 FP
Confederation of Deer4 workers harvest the farmland at A5 to collect 10 food
2 workers research Stone Tools
1 worker creates a Stone Weapon
1 worker Prays to Yara
The Amish3 workers create Stone Weapons
3 workers forage at B5 to collect 5 food
1 worker forages at B4 to collect 2 food
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Wolf of the VoidThe Wolf of the Void starts to think about magic.
A boral forest is created at G7
Cait Sith3 Tribesmen forage at F5 to collect 12 food
-- (There's no point in reminding me about this particular ability if more than one person uses the tile)
2 workers research Wood Weaponry Crafting
2 workers begin research on Agriculture
Drecthul Commonwealth4 workers forage at G5 to collect 9 food
2 workers research Boatmaking
2 workers pray to the Wolf of the Void to generate 2 FP
Arutz2 Tribesmen forage at F1 to collect 5 food
3 workers forage at F1 to collect 7 food
3 workers use their action to become Tribesmen
2 workers research Stone Tools
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OtherThe ö menace manifests at C3 as the tile is created. The true nature of the ö menace is revealed! It is a
Screamy! AAAAA! The screamy is a AAAAA! monster resembling a wingless AAAAA! bird. It does not. AAAAA! stop. AAAAA! Screaming! AAAAA!
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FP: 4
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
5 FP: Turn a regular tile into a special tile. Special tiles can have higher yields, but are more dangerous.
2 FP: Grant a weather effect on a tile for one turn.
5 FP: Convert a regular tool or similar object into an Artifact variant of itself. Artifacts tools are more effective than normal ones. You can only ever make one artifact of each kind of tool.
Stone Knapping: Stone weapons may be made at the cost of 1 Labor. Stone weapons are an improvement over being unarmed. If you forget to specify that one of your people is using a stone weapon, they forgot it too.
Agriculture: A farmland can be created at the cost of 10 labor. A completed farmland may be utilized with the "Harvest" action to provide food. Its effects vary by terrain type.
2/?: Weaving
4/?: Stone Tools
4/?: Stone Axes
Workers: 6
Food: 8
Stone Weapons: 1
Home Tile: A6
Worker Ability: The tough body of a Stickwalker provides protection against many common workplace hazards, and some predators will not identify them as food.
Workers: 8
Food: 9
Stone Weapons: 2
Home Tile: A5
Worker Ability: The sharp senses of the deerpeople allow them to easily identify dangers making them extremely hard to sneak up on.
Workers: 7
Food: 6
Stone Weapons: 3
Home Tile: B4
Worker Ability: The work ethic of the Humans provides them with a bonus when using technology that has become mostly obsolete.
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FP: 3
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
3 or 5 FP: Lesser Beast Creation. You may design an animal on a tile you own which will become part of a civilization. These animals will consume 1 food per turn and are unable to performed complicated actions such as prayer and research. Creating a new variety of beast will cost 5 FP, while creating a kind that already exists in the world costs 3 FP.
3 FP: You may create additional plants on a tile which can affect mortal jobs there. This effect will only last one turn.
4/?: Tile Fertility
1/?: Divine Flex Tape
Island Survival Skills: Reduces the danger from island and similar tiles. In order for this tech to function, you must reference it in your action post. If you do not, your people will be careless and fail to benefit from this tech.
Wood Foraging: You may choose to forage for wood instead of food. If you do not specify this in your post, it will be assumed you don't use this tech.
Island Foraging Skills: Allows you to gather more food on Island and similar tiles using the foraging ability. In order for this tech to function, you must reference it in your action post. If you do not, your people will be careless and fail to benefit from this tech.
Hunter Gathering: A citizen may spend its action to become a Tribesman! This is mutually exclusive with most other vocations. Tribesmen have different abilities than workers.
1/?: Logistics
11/?: Boatmaking
4/?: Wood Weaponry Crafting
4/?: Stone Tools
2/?: Agriculture
Workers: 5
Tribesmen: 3
Total Population: 8
Food: 11
Home Tile: F5
Worker Ability: The keen senses of the Cait Sith may allow them to notice things that others might miss and their nocturnal preferences can reduce the impact of worker overlap with neighbors.
Tribesman Ability: All tribesmen gain a bonus to foraging actions. Cait Sith tribesmen are adept at seeking out the best locations and gain a bonus when nobody else uses the tile the work on. (Make sure to point this out so the GM doesn't forget)
Workers: 8
Food: 7
Home Tile: G5
Worker Ability: The Ratpeople are proficient at navigating several types of difficult terrain that other races would struggle to get through.
Tribesman Ability: All tribesmen gain a bonus to foraging actions. The Ratperson Tribesmen can work 1 tile further away from the home tile than otherwise possible.
Workers: 5
Tribesmen: 5
Total Population: 10
Food: 10
Home Tile: F2
Worker Ability: The Spidermonkeygoats are, for lack of a better term, courageous. They will never refuse an order due to unsafe working conditions and won't suffer certain problems caused by the death of other workers.
Tribesman Ability: All tribesmen gain a bonus to foraging actions. Spidermonkeygoat tribesmen gain a bonus while working in advanced tiles.
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A5: Confederation of Deer Home Tile. -Farmland-
A6: Stickwalker Home Tile. -Farmland-
B4: The Amish Home Tile (Farmland 2/10L)
F2: Arutz Home Tile
F5: Cait Sith Home Tile
G5: Drecthul Commonwealth Home Tile