Turn 17- Counters and the Howls of SorrowThul Ponders Magical Grass, spreading 1 FP across B4. The energy is quickly whisked away on some sort of current, only managing to start a few fires instead of the actual purpose. However, how did that fire start? One would guess the buildup ended in self-combustion, a good example of what divine power does to the mortal. 3/7
The Growth of this world has led to greater ability in the gods. Thul immediately attempts to Directed Aggression of a creature he created. However, there seems to be a Disconnect between the Divine and Mortal World. Research Failed, Conditions Not Met.
The Zebra Commonwealth can attempt the Research 'Divine Binding'. However it won't progress quickly due to needed tech trees being missing. Likewise, it's research time is long.
Jaanin'Maldaraak Observes the Mountain. It's height is a majesty that attempts to touch the sky.
Jaanin'Maldaraak Ponders, very deeply. Where Thul splits their new focus, Jaanin'Maldaraak Ponders Weather. He draws closer to understanding. The creation of a drought or heat wave is brought about through focus and structure, to add to what is there and manipulate the environment. A subset to his power of creation. 6/8
The WestThe Tauri1 worker prays to Thul. Due to the confluence of these ages, 1 additional FP is gathered. +2 FP.
2 workers forage for food at C3, finding 7 food.
2 workers forage for food at C2, finding 5 food.
2 workers gather 3 wood from C2. Not the a good result, but enough.
Combat ReportC2: The four see combat from 4 Wolves as they gather, but successfully injure one of them and drive them off. However, the battle was far too even, with the wolves working together well against the easy lumbering of the Tauri.
C3: On return, they find a disoriented and injured worker. While they were gone, the Wolves came back, and the injury from last time seemed to have healed. They worked together and managed to down each of the two foragers. The food they gathered is still yours, but your number has been reduced.
Sorrowful Howls are heard from D3.
Sub-Event: Howls of Sorrow: Some among your tribe, despite everything, want to help those within the Blenderog Forest. Decide whether to rescue them or leave them to be eaten by the Beasts of Blenderog. You could also choose to wade into the fight yourself to secure prime food, or attempt to forage/gather from it while the Beasts of Blenderog are busy.
SpiderlingsStagnation
Combat ReportB5: Despite everything, no combat this turn. Apparently the wolves didn't think there was food to be had? An increased nervousness pervades the tribe as they sit and eat their food, none taking lead.
The Zebra Commonwealth1 Worker prays to Thul. Due to the confluence of these ages, 1 additional FP is gathered. +2 FP
2 Workers forage for food on C7, finding 5 food.
2 Worker researches basic wood working. The conflict of these ages drive you to greater need to innovate. Research doubled. 4/?? Tech falls under Unknown Potential. Research points put into it will be locked from other tribes until needed techs are unlocked.
2 Workers forge for wood on C6, finding 7 wood, a respectable haul.
1 worker is born for 3 food.
Combat ReportC7: The Zebras stalk their prey, a subversion of the expected. As one, they decide, and Strike. 1 wolf killed,(+3 Food from killing a Wolf.) leaders severely injured!
Sub Event[: Counters Unexpected: Though a twist of fate, the Zebra Commonwealth has a chance to eliminate the predators of C7 permanently. Currently the Pack stand at 4, two healthy wolves and leaders waiting to be killed in one swoop. But beware those cornered with nowhere to run.
Next Turn, you can assign Workers to participate in the Hunt, striking at their base where they are licking their wounds. With luck, you can bring home the meat and RP. Decide how many rounds of combat you are willing to do as well. More rounds means higher chances of death and injury, but more chances to kill the leaders and pack as a whole. Combat Report at D3The Beasts of Blederong continue the hunt. While the two leaders of the pack escape unscathed, the rest is slaughtered. Howls of Sorrow and fear echo from the forest. Their death draws near.
The EastZastarn Bonekin4 Workers create 2 stone tools.
3 research first aid. The conflict of these ages drive you to greater need to innovate. Research doubled. 7/??
The Oracle Prays to their God, generating 2 FP. Due to the confluence of these ages, 1 additional FP is gathered. +3 FP.
Combat ReportF2: Two Jaguars sneak in and cause chaos among the camp. Tools are taken up, but an injury is still taken by one of the workers. 1 Jaguar is very injured.
Another Jaguar sneaks in and succeeds in killing the injured worker before running off with the body before anyone else could react!
[GM Note: Made a mistake in referring to them as panthers last time. The Jungle Jaguars are black.
Your luck was very bad this turn, but it could have been far worse. Just look at the Tauri.]
Swampmen of Uudvurk3 forage G4, finding 5 food. However, it is getting difficult to find it.
1 worker Prays. Due to the confluence of these ages, 1 additional FP is gathered. [True Faith Threshold not met.] +2 FP
2 workers forage G3, finding 6 food.
1 gathers wood in G3, finding 3 wood. The Woodland is sparse, and more workers needed to gather effectively.
Combat ReportG4: All is peaceful in the Wetlands. Here, at least, the Swampmen of Uudvurk do not have to worry about predators. Alligators continue to munch on fish. No Giant Birds in the sky to be seen. That last bit is still concerning when you think about it.
G3: Two Bobcats were spotted separately, as well as a Black Bear. The latter ignored you, but the former were noted to watch, waiting.
Extradimensionals2 workers forage at F5 with 2 stone tools, gathering 7 food. It was noted to be easier to make use of their foraging knowledge with them.
4 workers make 2 stone tools.
1 worker prays. Due to the confluence of these ages, 1 additional FP is gathered. +2 FP.
3 workers research Farming. The conflict of these ages drive you to greater need to innovate. Research doubled. 16/??
Combat ReportF6: The White and Black Bears were noted by those heading to the lake.
F5: A White Bear was spotted by the lakeside, but combat was avoided. Everything else is peaceful, the lake calm.
Thul, -1 FP. +4 FP. Due to confluence, spent FP could not be recovered.
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: 3/7
[Logged Incomplete]
Improved Woodlands: 0/3
Imbue Mortal: 0/??
[Logged Incapable]
Directed Aggression: Development Level not met.
C5: Forest. Deer group(5/5).
C6: Forest. Deer group(5/5).
C3: Plains. Deer group(5/5).
FP: 8
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.
Weather: 6/8
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
In danger of Falling.
The Zebra Commonwealth
Trait: Unknown Potential
Tribe Total: 9
Workers: 9
Food: 11
Injured: 0
Deaths: 2
Wood: 7
The Tauri
Trait: Elden Linage
Tribe Total: 5
Workers: 4
Food: 16
Injured: 1
Deaths: 2
Wood: 3
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
Trap Making: 10/??
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/??
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: 7
Workers: 7
Food: 18
Injured: None
Deaths: 1
Wood: 3
Stone: 3
The Extradimensionals
Trait: Psionic Regeneration
Tribe Total: 10/10
Workers: 10/10
Food: 22
Wood: 0
Stone: 1
Stone Tools: 4/10
Zastarn Bonekin
Trait: Unusual Diet
Tribe Total: 10/10
Workers: 9/9
Oracle: 1/1
Food: 7
Injured: None
Deaths: 2
Wood: 1
Stone: 1
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 16/??
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: 7/??
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.)
Let me know if you spot errors, as always.
Bonekin, you do have a Raid action you can use if you want, though your prey likely isn't an easy target. Kinda interesting to see the Zebras decimate the combat this round though.(Their event falls under Raid as well.)
Hopefully next turn the Spiderlings actually die. As in the dice, rather than death.
This is the 1st Age of Strife, the 1st Age of GrowthThe White has coalesced, energy forming and giving life to the world. Except for the wolves caught by The Tauri and The Beasts of Blederong of course.. Particularly the latter, that tile will likely be cleared soon.
As such, all Tribes can now perform Raids against certain targets. If you have Hunting researched, you can also improve your ability to down your foes. Likewise, weapons also help. A case where the West actually has something to help.
Unlike your gathering, battles run off of D100, with bonuses for number present for each side, any techs or weapons, and in the case of the Tauri a bonus against the current foes. However, be warned that the Enemy also have a Trait to help them.
Successfully clearing a tile of all foes will grant you a minimum of 5 Research Points, to be used to advance your growth. Conflict is a potent motivator, and so during this Age, all Research down is boosted by 1 point per worker. The Gods also are now able to Ponder 2 subjects, or a single subject for 2 points of advancement. Additionally, Prayer grants 1 additional FP generated, regardless of how many are praying.
Note that the RP can be gained from clearing a tile at any point, even past the current Age. You can choose to avoid bothering targets instead, and note that for groups going into those tiles. Not all are willing to let you though. And some foes are Fiercely Overwhelming Enemies. Most of these happen to be on the East side, though only the Great Mountain Eagle has been discovered yet. As tiles are created and time passes, more may form. I wish you all luck in survival of the fittest.
As an additional note, FOEs also drop unique resources for crafting, though working them can be another story. For those who have researched Hide/Leather Armor or Bone Crafting(among others), some regular foes will also produce common materials that can be used.
If you have any questions of these rules, I'll clarify them.
As a note RP are not affected by the research boost.