Divine Duel Turn 20- AdvancementsThul Ponders. Why is the Improved Woodlands cheaper? What can he do to make a healing regent. He also replenishes the food on C7, and comes to epiphany. The Woodland seems to have a native magical effect, in that such regents can grow there more easily. By learning how to grow such, the it has become easier to figure out How to improve Woodlands.
On healing regents, it is simpler, the energy within them can be led to form positive effects, a type of Healing Herb. The breadth of Magical Grasses covers many effects, though how they manifest can differ from location to location. All of them have Mana though, as Thul has named it, and as such can be used for that which requires it. IW-1/2, HR-1/5.
Nothing currently does of course, but it's there. C3 and C7 receive his new blessing, energy falling and coalescing within the plants. Jaanin'Maldaraak Observes F7, beneath the sea.
Jaanin'Maldaraak Ponders Oracle Spells. His thoughts turn in on themselves during his pondering, for now he can only think of 3 spells he can teach. However, other spells would require regents or special items to cast. 4/10
(The 0/3 is a sign of how many spells have been pondered to completion.)
Of note, Jaanin'Maldaraak is beginning to feel very full of power. Jaanin'Maldaraak is approaching a limit to their current FP storage. There isn't really an immediate solution to this other than growing stronger over time.
The Deep Sea continues to swirl. The border heals slightly.
The WestThe Tauri1 worker hunts deer at C3 with 1 wooden spear, downing 1 dear. +5 food.
3 workers forage at C3, finding 9 food.
1 worker researches Farming. 4/??
The injured contemplates the meaning of Thul. Philosophy: 2/??
Afterwards, 3 food is used for a new worker to be born.
Combat ReportC3: Combat is initiated by the Tauri, but the Wolf pack avoids the initial ambush and combat occurs. After some skirmishing, their leader takes an injury and the pack deals an injury to one of the Tauri.(Not minor, so they'll need to heal.)
The Zebra Commonwealth2 Workers forage C7, finding 2 food.
3 Workers with 3 wooden spears forage B7. They find 7 food.
1 Worker prays to Thul. +2 FP.
2 Workers research Farming. 8/??
Combat ReportC7: The wolves come in to strike back at the Zebra Commenwealth. However once more the Zebras anticipate them and perform a devastating counterattack, killing another of the Wolves. (and injuring another?) +3 food.
B7: No combat occurred.
Combat Report at C5The LingWithin the mist, The Ling set a trap. 1 wolf dies at the start, before the leader falls in the attack, and from there the battle's outcome was never in doubt. The same Ling takes another injury fighting, but the Wolves are no more.
The Ling have gained a new trait from their foes. Mutation: Queen. 5 RP Bounty added to theirs. +5 RP Bounty.The EastZastarn Bonekin7 workers with 1 stone tool move to forage everything they can from F1. However they anger the bears who themselves wander those lands, and have to face them as they come back.
1 worker researches first aid at home. An Oracle with a worker carrying a stone tool take 3 food to try and make peace with one of the jaguars.
First Aid has been completed, and you can now Scavenge for regents. Generally, 1 regent is enough to allow an injured worker to do non-labor intensive actions, such as prayer and less physical research.
Medicinal Knowledge I can now be researched directly, bypassing Regent Gathering.Combat Report F2: Combat occurs as the Oracle and Worker are ambushed from behind. After the initial combat, the worker is injured protecting the Oracle. They manage to drive it off, but it is noted it was the injured one. Due to the fighting, the trail from the other was lost. Food was not lost.
F1: After collecting food, the Bonekin face an issue. Mostly that the two bears are coming for them. Thw White bear opens up with a ranged magic, wind swiling forward as the Black Bear charges in. The Bonekin evade both, but the Bears are now among them for a moment. The Black Bear pounces on one of the slower Bonekin while the White Bear sends out a shockwave, knocking another away(injured) and scattering some of the food.
CRACK.The attacked worker is instantly killed by the Black Bear's blow and the Bonekin run. Another attack by the White Bear is aimed ahead of them, but they swerve and avoid it, and barely manage to keep ahead of the charging Black Bear, escaping to the Jungle where they can't follow.
Result is that F1 is exhausted. 10 food was collected, and the Bears have a stockpile of 7 food.(They are likely to fight over it a bit though. Not enough to injure them permanently.)
[Black Bears have the Trait: Physical Might. It is well suited to crushing blows and physical activity.]Swampmen of Uudvurk3 workers forage G3, collecting 4 food. [Not been the best of turns.]
3 workers with 1 stone tool forage G5, finding 5 food.
2 workers build 1 stone tool.
The Oracle Prays. +3 FP.
Combat ReportG4 remains peaceful as ever. The Great Mountain Eagle is observed in the sky, diving to hunt creatures.
G5: Upon foraging, the Swampmen are ambushed, a Giant Crab erupting from the underwater mud to strike at a Worker. Despite this, it's the Stone Tool user, and tries to knock it away. All that accomplishes is getting away for a moment. The Swampmen rally only for the Giant Crab's Bulk to almost skim along to crash into them, and despite flailing an injury occurs. The Stone Tool worker moves to strike, only to be knocked aside in the same way, the tool having little effect against it's shell. What follows is a frantic game of cat and mouse, the turtle taking Full Advantage of the Flooded plains to avoid attacks, while the Swampmen rally and manage to draw away with their food and lives. They manage to retreat into the Wetlands where it seems like it won't follow, but the exertion and combat resulted in another injury to a worker.
G3: The bear is avoided, but the Bobcats are unseen. What is spotted from a distance is a fairly large White Tiger. One wonders how it was missed before.
The White Tiger: Another FOE. Of the ones seen so far, it seems peaceful. It's main skill is in White Magic, however it can also travel between tiles should it choose to. Of the FOEs spotted, it is by far the weakest of them. On the other hand, atypically non-aggressive. On it's claw, well. Fighting it is ill-advised without the right prep.
Giant Crab: Not a FOE. Still a ridiculous Defense. Add in the water and fighting on it's preferred turf and you have issues. On the other hand, this is the only enemy on this tile.
If one could only figure out how to defeat it, it would be a boon. Not going to be easy though. The Tauri are the only ones who could Trump it, despite their poor first showing.Extradimensionals3 workers forage at E6 with 2 stone tools, collecting 10 food.
3 workers forage at F6 with 2 stone tools, collecting 8 food.
1 worker prays. +2 FP.
1 worker researches Stone Spears, completing the tech. 8/8. Stone weapon designs are a bit more involved than wooden ones.
1 worker gathers 3 stone at F6
1 worker gathers 1 wood at F6
Combat ReportF6: The White Bear seems full, and the Black not interested.
E6: The foragers are ambushed not once, but twice. In the first case, minor scratches build up but the Jaguar is repelled. In the second, the ambush is turned against it, and then turned again, the three killing it and collecting 4 food from it's corpse.[And the Luck is back]
Weather ReportsE2 The storm has faded. With it, F2's storm is ripped apart, sun shining.
H5 is
still facing sandstorms.
EF7's border heals. Slightly.
Weather ReportsF2, The Rain has cleared, though the ground will remain muddy for a bit. It should have dried after the next two turns. Some of the Jungle's lushness is observed to be returning, it should be healed by the end of next turn.
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, +5 FP
FP: 4
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.]
Healing Regent: 1/5
Improved Woodlands: 1/2
[Logged Incomplete]
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(3/5). [0/4] Magical Grasses
C7: Plains: Magical Grasses
FP: 19/??
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: 4/10, 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: 13
Injured: 0
Deaths: 3
Wood: 1
Tool Section
Basic Wood Tools: None.
Wooden Spears: 3
The Tauri
Trait: Elden Linage
Tribe Total: 7
Workers: 7
Food: 24
Injured: 1.
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: 8/??(30)
Philosophy: 2/??
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: 6
Oracle: 1
Food: 17
Injured: 2
Deaths: 1
Wood: 0
Stone: 1
Stone Tools: 2/10
The Extradimensionals
Trait: Psionic Regeneration
Tribe Total: 10/10
Workers: 10/10
Food: 23
Wood: 1
Stone: 4
Stone Tools: 4/10
Zastarn Bonekin
Trait: Unusual Diet
Tribe Total: 9/10
Workers: 8/9
Oracle: 1/1
Food: 18
Injured: 1
Deaths: 3
Wood: 1
Stone: 11
Stone Tools: 2/10
Abilities
Scavenge 0/0: Scavenge a Tile to find resources. Currently Regents are available.
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.
Raid: Target a group of foes and attack them. Specify participants and take the fight to them.
First Aid: Use regents and local materials to allow an injured worker to work as if the injury was minor.
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: 12/12: Understanding of the body, tools to help it. First Aid falls under Medicinal Knowledge I, in this case using wood, vines, and long grasses/leaves to support damaged bones, help the injured move about, prevent bleeding, and generally allow one to continue working as they heal, depending on what injury ails you.
Medicinal Knowledge I can now be researched directly, bypassing Regent Gathering.
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: 8/8: Stone Spear: 8/8. A suitable piece of wood for the shaft, a knapped stone, and some way to attach it, usually vines. Stone Spears can break, requiring repair, but are better than wooden spears. Requires 2 Wood, 3 labor, 2 stone to create. Allows the Primitive Hunting/Primitive Spear Fishing Action when wielded. Due to Stone Tools, Knapping and the Wood/Stone Gathering already done, time/requirement costs were reduced. Not all techs are yet researched. Note that Stone Tools require maintenance, limiting the amount one can store. For all that, stone weapons are quite effective in causing injury.
Let me know if you spot errors, as always.
There may be errors in this.