Divine Duel Turn 19- Broken Rains & First Loss.Thul Ponders deeply. Through concertation, he tests. They find how to take 2 FP and change it to form spores, seeds of power, tiny things which can settle within grass and grow Magical Grasses. Where enough gather, patches and spots of it can be found. Satisfied, he rests, watching events down below. He creates an Estuary and rivers to feed into it, hoping a tribe may settle between the two rivers on it's banks. A little slice of ocean at the end of the world which the rivers flow into.Due to completing Magical Grasses and his own experiments, Smite now at 0/3. See spoiler for Magical Grass details. Improved Woodlands has changed to 0/2.
Due to the creation of an Esturary, the rivers flow have been decided. They flow into the ocean, and will drag connected rivers to it.
Jaanin'Maldaraak creates Rain to ease the regrowth of F2.
Jaanin'Maldaraak Observes E2. What happened there is only for he to know.
Jaanin'Maldaraak Ponders Spells for his Oracles. He thinks on how to teach them, and decides upon what to teach them. It shall take time to convert his natural ability into a Spell which can be taught and learned. 2/10
Jaanin'Maldaraak is Pondering Spells
outside normal tech trees. They can only be learned by Oracles, and must be learned individually. The first of his spells is Identify, a version of his Observation. There are 3 spells to be Pondered.
Note that these Spells are outside other Research Trees, and cannot be researched or taught normally. They are unique to the Eastern Oracles. The world shutters, before part of Jaanin'Maldaraak's territory breaks apart, the White collapsing into the blue deep.
E7 has become a Deep Sea. It is currently experiencing the Whirlpool effect. E6 has encroached upon E7, forming a small cliffside/beach. Due to it's method of formation, the is no White to coalesce, and no RP to gain.
The WestThe Tauri1 worker hunts deer at C3 with 1 wooden spear. Through luck(both good and bad) and size, they down 1 Deer and collect 5 food!
2 workers forage for food at C3, finding 4 food.
2 workers forage for food at B3, finding 3 food.
-----Combat ReportC3: During time spent hunting, one finds the trail of the wolves and gathers others to hurt them. However the wolves turn the trap back, and fierce fighting(and nipping of legs) ensues. The spear wielding Tauri pushes back, and the leader fights, and mcuh combat is had before both sides escape with plenty of scrapes. No injuries though.
B3: 2 foragers are attacked by.. A Large Crab bursting from the river! It lands a blow on one of the Tauri's legs before trying to finish the job, before it is tossed away. The Tauri bash it, but the crab scuttles away under it's shell unharmed by their blows, slipping into the river and going downstream. The two decide to end the day and return home. [1 minor injury resulted. Due to lack of healing techs, that worker is barred from physical labor next turn. Right now, Prayer and making tool/weapons with another can be done.]
C2: While not immediately obvious, the worker did not come back from the forest. The Tauri deduce the wolves were the culprit, but have no time to check or send a rescue party. Though from the gods view, they saw the Tauri being ambushed by the entire pack and going down swinging. Sadly they all survived and feasted on the corpse.
From basic experience in battle with them, the Wolves are Pack Hunters, and have major advantages the more they outnumber their prey. They have been observed to have a Leader directing them who is stronger and hardier than the rest. Pity the one who travels alone when they are about.The Tauri have discovered the Mighty Crab. While not a FOE, it's defenses are top-notch.
The Zebra Commonwealth7 Workers take 3 wooden spears with them to forage C7. In their foraging they rummage up 9 food. Unlike the Bonekin, the tile isn't any more exhausted than it would normally be.
1 Worker prays to Thul. +2 FP. The worker Starved.
1 Worker researches farming. It will take time and working together to succeed in this task. 2/??
Combat ReportC7: The Wolf Pack move and evade the Zebras in their foraging. While their old den is found, the opportunity has passed.
Combat Report at C5The LingA short scuffle occurs within the misty morning, with the wolves retreating injured. The Ling took minimal damage in the conflict, though one was injured slightly.
The EastZastarn BonekinThe Oracle researches First Aid while the other worker keeps watch. The rain patters down, a calming melody.
The Oracle has made a breakthrough. Their connection to their god is deep. 10/12
3 workers gather stone from G2, with 1 tool among them. They gather a total of 10 stone.
4 workers forage from G2 7 food.
Combat ReportF2: A panther attacks the Bonekin Home, but is noticed and rebuffed by the one set to Watch.
G2: No combat occurs, mostly through vigilance and caution by the locals.
The Panthers seem inconvenienced by the rain and lack of open targets. In all encounters, they have set to ambush and avoid detection. In this is their preferred style as a Stealth Hunter revealed. Once detected, their ability to actually fight is limited. Not to say they aren't dangerous.Swampmen of Uudvurk2 workers forage for food at G4, finding 6 food.
1 worker gathers stone from H4. Their cautiousness leads to 2 stone being gathered. Noted is a goat hopping around higher up the mountain, where the tree cover is less.
1 worker gathers wood from G3, avoiding the local animals and collecting 1 wood.
2 workers make 1 Stone Tool.
The Oracle leads a Worker in Prayer to their god. Praise be to his Name! True Faith Triggers, +5 FP.
1 Worker is born from the moss for 3 food.
Combat ReportG4 remains peaceful as ever.
H4: 1 goat spotted on the Mountain
G3: A bear fishes for food.
Extradimensionals2 workers forage at G6 with 2 stone tools, finding 4 food.
2 workers forage at F5 with 2 stone tools, finding 5 food.
1 worker Prays to their god. +2 FP.
3 research Stone Spears, confident in finishing. However, how to attach the stone firmly to the wood? 6/8
2 workers research farming, finishing the Tech. However, it immediately becomes apparent that there is something they have missed. Not every location is as suitable as others. 30/30
FarmingThrough 20 labor, one can till the soil, clear the land, and create a place to plant crops in a tile. Then, workers can Work the tile, watering the plants, waiting for it to grow, and harvest the result. However, flat terrain is needed for an optimal farm, and they can be damaged by wildlife.
In Thul's Land, the Plains spread for-seemingly-ever after. However Jaanin'Maldaraak's lands are diverse, different from one area to the next. Farms can be made on rivers and plains and prairie. However in Wetlands, Jungles, forests swamps, shrublands, Mountian, it is far more difficult, such to be impossible.
As knowledge of farming is dreamt about, each of the tribes has their own ideas on how to best realize it.The Extradimesnionals can research Terrace Farming Technique. While a Farm can be made on hills, it is not nearly effective as if on a plain, river, or lake. Terrace Farming is very effective in comparison, and less prone to damage. 0/15
The Swampmen of Uudvurk can research Wetland Farming Technique. Traditional farming on plains doesn't work on wetlands, however the alternative does not require watering, the wetlands themselves do the work. Their return is useful. However, they can only be farmed every Even turn, and not when it's raining/flooding. 0/15
The Zastarn Bonekin can research Jungle Farming Technique. While not requiring watering, workers do need to protect this type of farm more than others. Unlike other Farms however, multiple can be set up so long as you can protect them. 0/15
Of note, the Tauri have Widespread Farming Technique and the Zebra Commonwealth Advanced Farming Technique. The Blenderong had Animal Grazing Technique, and the just departed Spiderlings Animal Trapping Technique. Each is unique to the Tribe, but can be taught eventually. Plains are the simplest of tiles.
Note that seaside locations can't have a normal farm. G3's Woodland could be converted to a Farm tile due to it's open space, however something would be lost. The same could be said of a jungle if you deforested enough of it, but you aren't close to that. These unique farming techniques could also be learned independently, but once again that would require more research. We are also approaching the first milestone.
Additionally, make sure to have tools for farming, the return without them is less.
Combat ReportF6: The White Bear is hungry, and starts an attack on the Extradimensionals home to Raid their food stockpile.
G6: A large crab jumps out at an Extradimensial from the river. The ED after a short scuffle takes an injury, before the two gather and manage to strike it to no effect. The crab backs off before both strike at it, but it enters the stream and watches, waiting. The two ED back off.
F5: As one of the foragers draws near the lakeside to collect some plants, a massive wave surges trying to sweep them away! The ED backs off quickly enough to evade it, and is in time to evade the second surge from the landed waters. The waves recede as the ED sees eyes glinting from beneath the waters.
Mighty Crab has been discovered by the Extradimensionals. Another example of it's defenses in play too.
Meanwhile, the Lakeside Extradimensionals have discovered a FOE, the King of the Lake. The name is not for show, as seen by the survivor. Unlike the Giant Mountain Eagle(which flew off over the Prairie this turn), it's more situated in a single location.
The injuries dealt this turn are of course recovered thanks to Psionic Regeneration. You are going to need it.
Now to the meat of the fightslaughterThe White Bear approaches, confidant. The extradimensional notice it as it tops a hill too late, and it begins blasting burst of white silky energy forward as it runs down. The Extradimensionals manage to avoid the volleys by a hair as they prepare to meet the charge as the energy stops being released. The White Bear crashes into them before a wave of solid energy throws them all through their home and it trots in, following it's nose straight to the food left out. While 1 was injured, they regather and move to strike it again as it eats, managing to injury it before the White Bear throws another wave of energy emitted from it's body. 1 ED is hit by it's paw and sent particularly hard. It resumes eating, the Extradimensionals dazed by two back to back flights. Once regathered, the White Bear has left, it's blood matting some of it's fur but seeming unharmed.
- 10 Food!GM NotesRight, I kinda expected something like this to happen sooner. You see the White Bear? It does not play around. Worst part is it's not even a FOE.
Notes: You've had your first run in with White Magic. The first two were wind/light spells. While not directly noticed, the last was healing magic. Kill it quickly and bring strong weapons, otherwise it will come back for round 2.
Sometimes some creatures can form able to naturally use magic. FOEs are the most common, but some animals can too.
Granted, that wasn't all that was going on...
Psionic Regeneration: If injured, will be able to act on the next turn with no penalty. Immune to traditional sickness. Prayer FP generated per turn is capped at 1/10th of the tribe number. Due to makeup, concentrated energy has greater effects against them.
Psionic Regeneration is powerful, but being made up of energy naturally makes you weak to energy-based attacks.
It can be noted that all White Bears that form have access to the White Magic observed. The Black Bear isn't any nicer for it's own reasons.
As for food, well. Bad luck and food in the open, or close enough that it had no trouble getting into it. It's still a Bear.
Weather ReportsE2 The storm is still ongoing, but is projected to fade soon.
H5 is still facing sandstorms. Noises are heard echoing from the far distance.
EF7 has had it's border shattered, or is it erased? It will recover in time, but what would have the power to have done that?
Weather ReportsF2 is facing Rain. It's muffling sounds and scents, though muddy footprints can be tracked. The jungle seems to enjoy the change of pace. It is projected to clear before the next report, though the ground will remain muddy for a bit.
Thul, +2 FP from Zebras, +2 FP from stream.(will become 1 at the ending of these Ages. New Tribe will cut it.)
Jaanin'Maldaraak, +7 FP.
FP: 5
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
3 FP: Create Deer- Creates 5 deer which can repopulate if hunted. A successful hunt drops 5 food per target. Limit 1 group per tile. Can be replenished by Thul using 1 FP per Deer, or simply 3 FP. Note that Hunting requires tech with which to hunt, and Hunts may not always meet with success. A Tribe can choose how many they aim to down if hunting directly. So long as at least 2 exist, they will repop at 1 per 2 turns.
(1) FP: Replenish Basic Food- Replenishes a Tile's Basic Food. Only works if there is food to replenish, and results show at end of the turn. Cost is dependent on number of Tribe Members Worshiping Thul. 7+4+7=18. At 20 will become 2 FP cost. At 30 3 FP cost.
Magical Grass: (2FP) Magical Grasses: 7/7: Imbued with energy, these grasses sprout across the tile, often in nooks and crannies. They serve as Magical Regents for magic users, and have uses in specific rituals for spiritualists and other practitioners. It takes some ability to feel the energies within to collect them however. [Spend 2 FP to Modify a Tile to produce Magical Grasses.]
[Logged Incomplete]
Improved Woodlands: 0/2
Imbue Mortal: 0/??
Smite: 0/3
[Logged Incapable]
Directed Aggression: Development Level not met.
C5: Forest. Deer group(5/5).
C6: Forest. Deer group(5/5).
C3: Plains. Deer group(4/5). [0/2]
FP: 14
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
Tile Detail Observation: Observe a Tile under your control, learning it's basic attributes. Costs 0 FP, but you can only examine 1 per turn. This does not prevent you from Pondering. Does not reveal what modifications to tiles do, only the base data. Some abilities may have less time needed due to this tech's completion.
2 FP: The ability to imbue the power of faith into the sky and mold the Weather. Create a short-lived Weather effect. This effect must be terrestrial in origin, and will affect the tile it's used on that turn. Effects/Mileage may vary. By nature, the results can be vary.
Oracle Spells: 2/10, 0/3.
Logged Incomplete:
Theoretical Tile Detail Prediction(Name Pending): -/??
Replenish Basic Food's Time reduced to 5.
Blenderong Tribe
Trait: Feral Instinct
Tribe Total: 5
Workers: 5
Food: 11
Deaths: 1
Fallen to their Base Instincts on Turn 6-7
Spiderlings
Trait: Fine Grip
Tribe Total: 4
Workers: 4
Food: 3
Deaths: 3
Wood: 5
Fell to become The Ling on Turn 16-18.
The Zebra Commonwealth
Trait: Unknown Potential
Tribe Total: 8
Workers: 8
Food: 9
Injured: 0
Deaths: 3
Wood: 1
Tool Section
Basic Wood Tools: None.
Wooden Spears: 3
The Tauri
Trait: Elden Linage
Tribe Total: 6
Workers: 6
Food: 13
Injured: none.
Deaths: 3
Wood: 0
Tool Section
Basic Wood Tools: None.
Wooden Spears: 1
Abilities
Scavenge 0/0: Scavenge a Tile to find resources. Obsolete
Forage: Forage a tile to collect Food. Prevents complete failure so long as it can be found.
Gather Wood: Search a Tile to Gather Wood. Wood is a resource used to craft tools and in many projects that require them, as well as another certain task.
Pray 0/0: Pray to generate 1 FP.
Research 0/0 Research a new technology, or continue research.
Increase Number 0/0: Spend 3 Food to make 1 new worker. That worker cannot work on the turn it is born.
Eat 0/0: Passive. At the start of your turn, before any actions that would be taken, food is consumed, 1 per person.(unless stated otherwise) If there isn't enough, starvation may occur, reducing your number.
Make Wooden Tools: Use knowledge, materials, and labor to craft wooden tools.
Raid: Target a group of foes and attack them. Specify participants and take the fight to them.
Research
Wooden Tools: 12/12: Tools comprised of wood, they can be used for various matters. Not as good as specialized tools, but will reduce the research needed to make them. Requires 3 Wood, 2 Labor to create 1 Wooden Tool. Note that Wood Gathering is recommended, though you can now Scavenge for the materials instead of food.
Due to missing techs, various aspects were/are different.
Note that Fine Grip does not apply currently. Techs are missing.
Stone Tools: 5/??
Wood Gathering: 6/6: The gathering of wood is one thing that only those blessed with forethought can make use of. Allows one the Gather Wood Action, and is much more applicable than scavenging for pieces of wood without much idea of what is actually useful. One can not just chop down a tree after all, and not all places have an abundance of it.
Spear Making: 1/??:
Foraging: 6/6: Long gone are the days of Scavenging the land with barely any idea of what is edible, and what is not. Now you at least have some understanding, and with it will have slightly more success when gathering Food, so long as at least 2 workers are working together anyway. Though it will still prevent the Tribe from not being able to find anything even if they work alone.
Basic Shelter Construction: 3/??
Stone Gathering 4/6:
Farming: 2/??(30)
Wood Tools Section
Wooden Spear: 6/6: A suitable piece of wood, sharpened against hard objects, usually stone. The result is a pointy stick, but one that won't break all that easily so long as one stabs it in. Requires 2 Wood, 2 Labor to create 1 Wooden Spear. Due to Wooden Tools already being acquired, the time cost was reduced. Allows the Primitive Hunting/Primitive Spear Fishing Action when wielded.
Note that Fine Grip does not apply currently. 1 Tech is missing.
Esoteric Art Research.
Basic Woodworking: 4/??
The Amazons
Trait: Tribal Superiority
Tribe Total: 6
Workers: 6
Food: 7
Jumped into the White on Turn 6.
Swampmen of Uudvurk
Trait: True Faith
Tribe Total: 9
Workers: 8
Oracle: 1
Food: 17
Injured: None
Deaths: 1
Wood: 2
Stone: 3
Stone Tools: 1/10
The Extradimensionals
Trait: Psionic Regeneration
Tribe Total: 10/10
Workers: 10/10
Food: 11
Wood: 0
Stone: 1
Stone Tools: 4/10
Zastarn Bonekin
Trait: Unusual Diet
Tribe Total: 10/10
Workers: 9/9
Oracle: 1/1
Food: 18
Injured: 0
Deaths: 2
Wood: 1
Stone: 11
Stone Tools: 2/10
Abilities
Scavenge 0/0: Scavenge a Tile to find resources. Currently Obsolete.
Forage: Forage a tile to collect Food. Prevents complete failure so long as it can be found.
Gather Stone: Search a Tile to Gather Stone. Stones are a resource used to craft tools and in some projects that require them.
Gather Wood: Search a Tile to Gather Wood. Wood is a resource used to craft tools and in many projects that require them, as well as another certain task.
Pray 0/0: Pray to generate 1 FP.
Research 0/0 Research a new technology, or continue research.
Increase Number 0/0: Spend 3 Food to make 1 new worker. That worker cannot work on the turn it is born.
Eat 0/0: Passive. At the start of your turn, before any actions that would be taken, Food is consumed, 1 per person.(unless stated otherwise) If there isn't enough, starvation may occur, reducing your number.
Make Stone Tools: Use knowledge, materials, and labor to craft Basic Stone Tools.(this is the same tech as Stone Tools on the opposing side)
Raid: Target a group of foes and attack them. Specify participants and take the fight to them.
Research
Basic Stone Tools: 15/15: Durable tools used for foraging. Requires 2 Stone, 2 Wood, 2 Labor to create. Grants a small increase in ability. Note that Wood Gathering and Stone Gathering is required. though you can now also Scavenge for the materials instead of food. Due to 1 missing tech, 1 aspect is different. Knapping has reduced Labor cost by 1, from 3 to 2.
Knapping: 6/6: The act of taking stones and striking them against each other to create edges. A fundamental part of successfully creating most stone tools, but only a part. Still, it should reduce the time it takes. It also may have other uses.
Farming 30/30: By tilling the soil of the ground, one can plant crops. By watering these crops, one can grow food. By harvesting this food, one can make a sustainable living.
Allows the construction of farms on relevant tiles. (currently plains, forests, hills, rivers, lakes, prairie, woodland[special].) Each farm takes 20 labor to complete, and only 1 can be on a single tile. Cheapens Terrace Farming Technique, Wetland Farming Technique, and Jungle Farming Technique research.(West only.)
Once constructed, workers can Work these tiles, gathering a semi-stable source of food. Generally, Tools are almost a requirement for workers. Farms are a valid raid target for foes, and can be damaged.
Foraging 6/6: Long gone are the days of Scavenging the land with barely any idea of what is edible, and what is not. Now you at least have some understanding, and with it will have slightly more success when gathering Food, so long as at least 2 workers are working together. Though it will still prevent the Tribe from not being able to find anything even if they work alone.
Regent Gathering 1/??
Stone Gathering: 6/6: Collecting stones isn't just about finding rocks that might fit, but finding rocks that can handle it. Additionally, what types of stones a specific project needs must also be taken into account, lest you end up with something unsuited to the task they will be used for. However, to one with forethought, gathering the proper stones for various tasks is much easier, for you know what to look for. Grants the Gather Stone action.
Basic Construction: 8/??
Wood Gathering: 6/6: The gathering of wood is one thing that only those blessed with forethought can make use of. Allows one the Gather Wood Action, and is much more applicable than scavenging for pieces of wood without much idea of what is actually useful. One can not just chop down a tree after all, and not all places have an abundance of it.
First Aid: 10/12
Oracle: 10/10: The divine grace granted by God. Allows the birth of an Oracle for 5 Food. Oracles produce 2 FP when Praying, but can only act in their home tile. Having an Oracle also allows communion with your god. There can only be 1 Oracle per Village at a time.
The Extradimension's Oracle ignores their Tribe's Cap when praying.(If 1 prays, they generate 1 FP, while the Oracle can also Pray with them to generate an additional 2 FP.)
Stone Tools section
Stone Spear: 6/8
Let me know if you spot errors, as always.
As a bit of advice, this is probably a good a time as any to snipe the other team and perform Farming research.
It's almost as if you finally realize that things are completely getting out of hand. Yeah, one side with farming will have a big advantage over the side without. A large part of that is the direct result of you deciding that research and worship will be doubled, giving a massive boon to the side that has workers to spare on such things. I mean, they were already way ahead, and that decision just exacerbated the imbalance.
This has been planned since the Era of Beginnings.
I expected deaths to occur, but the bears just lounge around. The East took an early lead thanks to the abnormal luck the Extradimenionals had.
I'm not kidding about that Luck, it reads like the dice were rigged when they were foraging.
Well, there goes their luck. This is the result of East trending ahead and being stronger, in that things are balanced based on each tribe's strength. Needless to say, who were the strongest tribe at that moment?
Also, Whirlpool, plenty interesting. East is on the last push to leave the Tribal State of the game where foraging, hunting, and fishing was your only option. Ganbatte West. And try to avoid travelling in small groups, there are wolf packs about.
.. Despite everything, the Beasts and Ling aren't FOE-class, but more needing dedicated Raids later. At least they don't move from their territory.. FOEs on the other hand are named for a reason, they're top of the food chain.