Exploration II: The Pride
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A group of tribesfolk, made up from some of the more experienced scouts and hunters, set out to the east into
49-C at the behest of one of the Major Founders
(m1895+1I). Their goal was to track down the lions plaguing their people for so long in order to figure out how best to put a stop to their mayhem.
The lions were elusive, but the keen eyes of your people were able to pick up their trails even after momentarily losing them a handful of times. Although the party was attacked by a particularly large lioness at one point, losing a couple tribals in the ambush, they managed to fatally wound the beast and continue on with their duties. Duties made drastically easier thanks to the fact that the lions had gathered and made their home atop and in the shadows of a particularly large plateau that dominated the landscape - and spewed magnetofumes from a number of vents near its top. The rocky formation was perhaps the best natural cover the lions could find in the Savannah, but the landscape lacked enough edible flora for there to be any wildlife in large enough sizes or numbers to satisfy the pride's hunger, and so they set out farther and farther until coming across the lake and, eventually, your encroaching tribesfolk.
Your people were careful, and somehow managed to get close enough to the plateau to observe the creatures without being detected and subsequently torn to shreds. The pride numbered at fourteen, with four of them sporting the large manes that marked them as males, and four more being small cubs. Most of the pride resided at the foot of the plateau's western cliff, but what appeared to be the alpha male and his preferred pair of lionesses took their place atop the plateau a couple dozen meters above their kin. Sheer cliffs lined the plateau on all sides but east, where it gradually sloped downward to meet the ground.
There was another, more accessible plateau to the south that the party ascended, allowing them to get a good view of the surrounding regions - regions dominated by endless sea. Except for one landmark. Far, far to the east, a massive spire rose from the ground to break up the relatively flat landscape even moreso than the plateaus. A massive plume of thick fumes arose from this intimidating formation which stood at the edge of your world. Your people had found their home following the magnetofumes, and this pillar of rock and smoke, a beacon both day and night, has called to them just the same.
Your people also walked the beaches of
49-C, keen on identifying anything that could be of use for their tribe. There were some fiddler crabs and large sea birds, but nothing in numbers enough to sustain a settled tribe for long. The only thing it had in abundance was a long stretch of white quartz
Sand that made up a portion of the beach. While other beaches familiar to the tribe also had sand present, it was very often marred by mud and debris washed ashore by the tides, and the desert sands are so fine that they are practically stone dust. Here, however, your tribe could appreciate sand's natural beauty.
Settling in this region would be somewhat difficult and eat into the tribe's stores of food. The lack of a significant wood source might also prove problematic now that our settlements use the resource on a larger scale than their nomadic days.
Tribe successfully scouted 49-C.As you can see, unlike settling, you only get a rough idea of what surrounding areas are, but you get better information on what the cost to settle would be before actually settling. Other details, such as regular meteorological events or potentially recurring natural disasters, would also be identified if afflicting the zone.
Resources Identified: Limestone Chimneys (Stone)Fumic Plateau (Magnetofumes x2)White Quartz Beach (Sand)Lion Cubs? (Lions?)Your people eventually return with their findings, and you can now more readily make your plans.
It is now the Expansion Phase. You can choose to expand the borders of your tribe with a new settlement, propose new creations to further the militaristic, social, cultural, or industrial capabilities of the tribe, or declare an action against a zone.
If, for some reason, you have to attack a region, you simply declare which one it is and a generic offensive action will occur. You may wish to write a slightly deeper strategy in order to better work with the strengths and weaknesses of yourself and the target, or your knowledge of the terrain, but it is not strictly necessary.
Sometimes you'll be informed of potential resources marked by a ?. These are resources that may disappear based on the actions you take. While more resources is always fun, sometimes it might be better to ignore that potential and erase said potential resource from the map.
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.
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.
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.
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.
The Baobab: A tree used to mark tribal deaths due to 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.
Food: 2/2
Wood: 0/2 (Pit Houses(-2))
Stone: 1/2 (Lion Attacks - 48-C(-1))
Magnetofumes: 0/0
Chemical: 0/0
Textile: 1/1
Sand: 0/0
46-C: Savannah, Desert
46-D: Savannah, Desert, Beach
46-E: Desert, Beach, Coast, Shallow Water
47-B: Savannah, Freshwater Spring, Freshwater Stream, Beach, Coast, Shallow Water
47-C: Savannah, Freshwater Stream
47-D: SETTLEMENT, Savannah, Beach, Coast, Shallow Water
47-E: Shallow Water
48-B: Savannah, Beach, Coast, Shallow Water
48-C: SETTLEMENT, Savannah, Freshwater Stream, Freshwater Lake
48-D: Savannah, Beach, Coast, Shallow Water
48-E: Shallow Water
49-B: Shallow Water
49-C: Savannah, Plateaus, Beach, Coast, Shallow Water
49-D: Savannah, Beach, Coast, Shallow Water
Identified, Identified but Currently Useless and Exploited
47-D: Food x2 (Wildebeest Herd, Acacia Grove), Wood x2 (Acacia Grove), Stone x2 (Granite Inselberg), Magnetofumes (Fumic Geyser)
48-C: Food x2 (Antelope Herd, Elephant Herd), Ivory (Elephant Herd), Clay (Lakeside Red Clay Deposit), Textiles (Lakeside Reeds)
49-C: Stone (Limestone Chimneys), Magnetofumes x2 (Fumic Plateau), Sand (White Quartz Beach), Lions? (Lion Cubs?)
Major Founders:
m1895 - (2I/1P)
Nuke9.13 - (2I/0P)
Powder Miner - (3I/0P)
Minor Founders:
a1s - (1I/1P)
Taricus - (1I/1P)
Fluffe1199 - (0I/0P)
Light forger - (0I/0P)
Doomblade187 - (0I/0P)
sketchykeeps - (0I/0P)
Kashyyk - (0I/0P)