Exploitation V: Stranger Things
With needs and threats aplenty, the Baobabi had their work cut out for them. Luckily for them, a Minor Founder
(Kashyyk +1I) came up with a plan for maximizing their potential gains on two separate ends of their lands. In the East a work detail was organized using wildebeest to help haul jars used for collecting and storing Magnetofumes. A path was found that the wildebeest could traverse scaled the mountain and deposited the gatherers at the rim of the Ferrovolcano. Gathering the fumes was
somewhat risky, and poor footing could lead to a sudden and briefly terrifying fall into a lake of fire deep within the mountain. The innovative Baobabi mitigated this issue by binding gathering pots to a pair of wooden poles and using them to push the pot past the very edge of the ferrocano and deeper into the thick magnetofumic plume.
To the West the Baobabi sought to secure their recently developed settlement. Groups of hunters dedicated themselves to taking on the local Alligator population and protecting the interests of their village. By spearpoint and arrowhead the Baobabi hunters steadily pressed the Alligators away from their nesting grounds (and the malachite river stones). The creatures proved dangerous but beatable on land, but quite untouchable in the water. Hunting the alligators once they were evicted from the riverfront property was a difficult endeavor, and required the Baobabi turn the alligator's own predatory ambush tactics against them. If a problematic alligator was known to be plaguing a certain area, a Wildebeest would be led to the water's edge to lure an alligator out. As the alligator grabbed its prey the hunters would jump in, ganging up on the alligator and finishing off the maimed wildebeest. These hunts weren't
always successful, but at least the village was safe(r). The mild, somewhat fishy meat of the alligator proved to be good eating, but any other potential resources an alligator could provide were not going to be acquired through sporadic hunting with enough material to make an impact on Baobabi society locally or otherwise.
With their own riverbank cleared, the work force that was meant to be gathering the malachite stones along and within the river were able to set to work with vigor.
New Resources Exploited: Ferrovolcano
(Magnetofumes x4)Malachite River Stones
(Stone(+1))Alligators
(Food(+1))Further to the south and slightly more westward, a small group of Baobabi on a little adventure of their own were trying to reach the Oasis when they saw the strange fires in the distance once again. Instead of fleeing, they had the presence of mind to cautiously approach these fires and observe their source. They weren't sure what to expect, but over the course of a couple days they saw people,
actual non-Baobabi Humans, chopping down and removing a number of Coconut Palms from the Oasis before dragging the harvested wood and coconuts on large woven mats further west.
The people the Baobabi observed were different than themselves, sporting skin lighter than their own, more a reddish brown or bronzed color, and were themselves clearly two different tribes or groups working in conjunction. They were all generally shorter than the Baobabi, but the majority of them were thinner than the Baobabi and their own companions, and a smaller set of them were shorter still and much stockier.
And they weren't blind. The Baobabi began observing the people in earnest and got a little too careless one morning as the sun backlit them. This elicited an immediate response from The Others in the form of rapid pursuit. A few of the thinner ones seemed to glow with a reddish-orange aura as they dashed forward at Cheetah-like speeds and quickly ended the pursuit by wrestling the noncombatant Baobabi into the sand. Bound by the wrists and ankles, the Baobabi were led to the camp The Others had set up. This turned out to be very fortunate. While the Baobabi could not understand The Others, it was very, very obvious that there was debate on what to do with the captured adventurers. There wasn't any way to tell who wanted to do what, but the split occurred along racial lines. On the second night of their impromptu imprisonment some apparently harsh words were exchanged between some of The Others. As they yelled, some of the thinner Others opened up pouches on their belts, withdrew brown-scaled lizards, and forced their upper fangs into their slender necks. The affected Others began to breathe quickly and let loose a shiver that saw their lizards fall to the ground and scurry off if the Other wasn't quick to re-pocket it, and they began to emit the fiery glow the Baobabi had been seeing. The stockier Others had their own pouches and withdrew handfuls of stone dust that they tossed onto themselves. The Thin Others were the first to pounce, using bare fists and feet to land almost imperceptibly rapid strikes on the Stout Others, but as the Stout Others remained motionless the blows seemed to have no real impact. Even the scorch marks left by the Thin Others were seemingly ineffective. Utilizing brief openings, the Stout Others would counter with very limited but very decisive movements - a step forward, a snatching of a wrist, a singular leap - and return to their immobile state. Their footing was impossible to lose in their seemingly extremely solid form, grapples were nearly impossible to wriggle out of, and so long as the Stout Other didn't move much of their own body while in the air they became a very heavy flying boulder. But they were also extremely vulnerable during these movements, when the mystical protection they seemed to have dropped and let the Thin Others breach their defenses.
Using the fight as a distraction, the Baobabi were able to free themselves, escape, and make it home alive.
New Tribe(s?) EncounteredWithout any further interaction or diplomacy with The Others, you are unable to determine who they are, what they're like, or where their borders lay beyond the brief observation by and capture of the Baobabi adventurers. Your actions from here on out will
always have the potential to change, impact, or alter the situation with The Others - maybe you'll even figure out what they go by besides "Others".
As it stands, it seems as though they too have claims on
45-D and are exploiting the
Coconut Palms there. They seem far from united, with two factions utilizing some sort of near-mystical powers brought on by a lizard bite or a coating of stone dust.
It is now the Experimentation Phase. You can now propose a new technology or advancement to give your people a significant step forward. Now that you have
Magnetofumes you can also decide to fund the
Way-Finding Pot's upkeep or let it go unpaid and slowly fade into obscurity.
GM Note: Food and Wood upkeep for the third settlement were not accounted for. This has been fixed.
Improved Stone Tools: Provides durable tools for basic tasks, doubling Wood and Stone Exploitation, requires access to Stone, Wood, Textile.
-Stone Spear: Allows Exploitation of larger beasts for Food, requires access to Stone.
Bolas: Stones bound by rope used to ensnare and capture or cripple prey at range, requires access to Stone and costs 1 Textile in upkeep.
Baobabi Longbow: A composite recurved bow around 175-180cm long. Powerful and relatively silent. A weapon ahead of its time. Requires access to Textile and a Medium+ Animal Resource and costs 1 Wood upkeep.
-Stone Arrows: Stone arrows with wooden shafts and feather fletching. Effective. Requires access to Wood, costs 1 Stone in upkeep.
Primitive Rope: Dried, braided reeds that let the tribe secure and bundle objects. Allows for Wood Exploitation 1 square outside of the civilization's borders, requires access to Textiles.
Primitive Firemaking: A base tech vital for survival.
Persistence Hunting: Allows for Food Exploitation 1 square outside of the civilization's borders.
-Efficient Hunting: Smarter tactics allow your hunters to gain +1 Food from hunted resources.
Waterskins: Animal bladders with wood stoppers and pullstrings used to transport water. +1 to borders around fresh water settlements, +1 to Exploration Range.
Early Animal Domestication: With a very basic understanding of how to pacify animals, your people are capable of attempting domestication.
-Animal Husbandry: Exploited animals can be domesticated in order to produce specific benefits.
-Selective Breeding: Attempts at Domestication roll 2d10 and take the highest result.
--Pack Wildebeest: Wildebeest bred for their strength. Provides +1 Range to all land-based actions. Requires access to Domesticated Wildebeest.
--Long-Haired Wildebeest: Wildebeest bred for their long hair. Domesticated Wildebeest provide +1 Textiles.
Animal Bone Accessories: Jewelry, wards, and charms made of bone that provide a positive impact on tribal morale, requires access to a living (nonhuman) animal.
-Lion's Skull: The skull of the lion that led the Maneater Pride. A symbol of hunting mastery, power, prestige, and leadership within the tribe.
Clay Beads: Sun-dried clay beads ran through with string. A low-value trade good. Requires access to Clay, Textiles.
Ivory Pendants: Hand-carved ivory pendants. A high-value trade good. Requires access to Ivory, Textiles.
Subsistence Foraging: Allows for the bare minimum of passive Food collection for low populations in plentiful regions.
-Societal Herbalism: Your people as a whole have a basic familiarity with how to utilize the plant life around them. They are beginning to understand the life cycle of plants.
--Guarri Bark Paste: A bark and water mash that can be spread over open injuries to provide a level of pain relief and infection resistance.
-Primitive Dendrology: The tribe can identify the useful parts of trees better, providing Food or Chemicals in addition to Wood.
--Seedkeepers: Tribal collectors of seeds who spread them as they travel. They also keep track of tribal folklore using local trees as reference points for certain events.
---Woodsongs: Tales of the Seedkeepers turned into chants and accompanied by a rhythmically plucked bow. Is considered the foundation of the greater Baobabi language.
----Skytales: Tales of the Herbologists. Early Baobabi Astrology used to chart the time of year. Can be a foundation for many things, earthly or otherwise.
Organized Labor Force: Teams of workers organized for improved efficiency. Allows +1 Exploited Resource when Exploiting during Exploitation Phases.
-Industrious Workers: The bones of the Baobabi are not lazy. Allows new SETTLEMENTS to auto-Exploit 1 Resource.
Stone Etchings: A foundational writing technology. Slabs of stone used to keep track of herds and property. The first steps toward something greater. Requires access to Stone.
Accounting: A foundational mathematical technology. Opens up many doors as society evolves.
Bartering: A means of trade that can provide opportunities for interaction with external forces through trade and diplomacy.
Hide Tents: Provides basic shelter.
-Pit House: A semiburied wood and grass structure that provides good environmental protection, improves quality of life, and sets the stage for further enhancements to bolster a more sedentary lifestyle, requires 1 Wood per Settlement for upkeep.
Brick Kilns: A fire enclosed in a brick dome that allows refinement of various materials thanks to high heat. Requires 1 Clay for upkeep.
-Kiln-fired Bricks: Clay bricks baked at high temperature. Sturdy, brittle material. Can be used in new advancements at an appropriate Clay cost. Requires a funded kiln-like technology.
Potter's Wheel: Increases the quality and quantity of clay handcrafts. Proves a wheel shape can actually be useful!
-Baobabi Pottery: A premium trade good unique to the Baobabi made of clay with decorative indentations and ash glazing. Requires access to Clay and a funded kiln-like technology.
--Food Pots: Food storage pots that decrease Baobabi reliability on the land for food and protects food from the elements/vermin, allowing them to expand further. +1 Range to All Settlement Borders. Requires 1 Food for upkeep and a funded pottery technology.
--Way-Finding Pots: Pots storing Magnetofumes that can be leaked out to see which way is north. +1 Exploration Range. Requires 1 Magnetofumes Upkeep and a funded pottery technology. Unfunded
Stake Wall: Wooden stakes stuck into earthen ramparts to create a basic but effective barrier. Requires access to Wood.
The Baobab of Bones: A tree used to mark tribal deaths due to lions now adorned by the sun-bleached bones of said lions. The deceased are left as offerings at its base. Is not a health hazard thanks to local scavengers stealing away with corpses in the night. The bones hanging from the branches act as a macabre windchime.
Food: 5/9 (Settlement Upkeep(-3), Food Pots(-1))
Wood: 2/6 (Pit Houses(-3), Baobabi Longbows(-1))
Stone: 3/4 (Stone Arrows(-1))
Magnetofumes: 4/4
Chemical: 2/2
Textile: 2/3 (Bolas(-1))
Sand: 0/0
Ivory: 1/1
Clay: 0/1 (Brick Kilns(-1))
44-C: Desert, Mountain, Meadow, Impact Crater
44-D: Desert, Mountain, Meadow, Coast, Shallow Water
44-E: Coast, Shallow Water, Coast, Jungle
45-A: Shallow Water
45-B: Desert, Coast, Shallow Water
45-C: Desert
45-D: Desert, Oasis, Mountain [Explored]
46-B: Savannah, Desert, Coast, Shallow Water [Explored]
46-C: Savannah, Desert [Explored]
46-D: Savannah, Desert, Beach [Explored]
46-E: Desert, Beach, Coast, Shallow Water
47-B: SETTLEMENT Savannah, Freshwater Spring, Freshwater Stream, Beach, Coast, Shallow Water [Explored]
47-C: Savannah, Freshwater Stream [Explored]
47-D: STAKEHOME (Settlement), Savannah, Beach, Coast, Shallow Water [Explored]
47-E: Shallow Water
48-B: Savannah, Beach, Coast, Shallow Water
48-C: GREAT BAOBAB (Settlement), Savannah, Freshwater Stream, Freshwater Lake [Explored]
48-D: Savannah, Beach, Coast, Shallow Water [Explored]
48-E: Shallow Water
49-B: Shallow Water
49-C: Savannah, Plateaus, Beach, Coast, Shallow Water [Explored]
49-D: The Cave Hole, Savannah, Beach, Coast, Shallow Water [Explored]
50-C: Savannah, Ferrovolcano, Beach, Coast, Shallow Water [Explored]
Identified, Identified but Currently Useless or Inaccessible and Exploited
45-D: Food (Coconut Palms), Wood (Coconut Palms), Textiles x2 (Reeds, Coconut Palms), Magnetofumes (Fumic Vent)
46-B: Food (Dolphin Pod), Magnetofumes (Fumic Vent), Rattlesnakes? (Rattlesnakes?)
46-C: Food x2 (Finger Millet, White Rhino Herd), Magnetofumes (Fumic Vent)
46-D: Food x4 (Acacia Growths, Giraffe Herds, Horseshoe Crabs, Egrets), Stone (Sandstone Stacks), Magnetofumes (Fumic Vent), Painted Dogs? (Painted Dogs?)
47-B: Food x2 (Alligators(+1)), Food x3 (Barley Fields, Wildebeest Herd, Marula Tree Grove), Wood (Marula Tree Grove), Malachite River Stones (Stone(+1))
47-C: Food (Zebra Herd), Wood x2 (Rubber Tree Copse(+1)), Chemicals (Rubber Tree Copse), Magnetofumes (Fumic Geyser), Cheetahs? (Cheetahs?)
47-D: Food x2 (Domesticated Wildebeest, Acacia Grove), Wood x2 (Acacia Grove(+1)), Stone x2 (Granite Inselberg(+1)), Textiles (Domesticated Wildebeest) Magnetofumes (Fumic Geyser)
48-C: Food (Antelope Herd) Food x5 (Ostrich Flock(+1), Elephant Herd(+1), Domesticated Wildebeest), Ivory (Elephant Herd), Clay (Lakeside Red Clay Deposit), Textiles x2 (Lakeside Reeds, Domesticated Wildebeest), Wood x2 (Rubber Tree Hills)
48-D: Textiles (Cordgrass Shoots), Clay (Marine Clay)
49-C: Stone (Limestone Chimneys), Magnetofumes x2 (Fumic Plateau), Sand (White Quartz Beach)
49-D: Food x2 (Crabs, Flamingo Flock)
50-C: Stone x2 (Obsidian, Yellowed Basalt), Magnetofumes x4 (Ferrovolcano)
+Wood Resource
+Domesticated Wildebeest Resource
The Others: No ties of any kind, a nearly completely unknown variable on the world stage. Use some sort of magic or mysticism to enable superhuman feats.
Major Founders:
Powder Miner - (6I/2P)
Nuke9.13 - (4I/2P)
Quarque - (3I/0P)
Minor Founders:
m1895 - (3I/3P)
Doomblade187 - (2I/0P)
Kashyyk - (2I/0P)
a1s - (1I/1P)
Taricus - (1I/1P)
Fluffe1199 - (0I/0P)
Light forger - (0I/0P)
sketchykeeps - (0I/0P)
Knightwing64 - (0I/0P)
chubby2man - (0I/0P)