Exploration III: Branching Out
With a newfound capacity to range farther and wider than before, the Baobabi their first proper expeditionary effort. Instead of a handful of hunters and gatherers scouting out somewhat haphazardly, tribesfolk were organized by a Minor Founder
(Kashyyk +1I) into parties dedicated to identifying specific types of terrain, resources, and wildlife in areas
47-B and
47-C. The large party began their trip starting from the settlement in
47-D and heading fumeward until they hit the end of the world.
47-C proved to be quite the lively region. A large grove of
Rubber Trees caught the scouts' attention, and the herds of
Zebra ran across the Savannah fearing only the occasional
Cheetah attack. These cats seem less aggressive than the lions, but might prove to be an issue if a buildup of human presence in the area were to occur. The stream also runs briefly through the region and carved a path through the surface soil into the banded layers of minerals below. A single
Fumic Vent pumped out not too far from the river and helped lead the Baobabi further north. Deciding to settle here would probably be fairly simple and cost-efficient.
47-B makes
47-C look a little weak. The massive source of the stream that feeds our people is a lake fed by a significant number of springs and subterranean waterways. This lake is surrounded by a vast patch of extremely fertile lands dominated by
Barley, which could be mashed and mixed with water to make something akin to an edible sludge. A large
Wildebeest herd calls the area home, but when they drink at the lake they need to watch for
Alligators. The mouth of the stream flowing from the lake marked the location of a significant deposit of
Malachite. A short distance from the lake also bore a grove of
Marula Trees. The sandy shores were unremarkable, but some of the tribesfolk swore they saw something massive in the waves. Settling here would most definitely be a non-issue. Apart from the alligators.
As the Baobabi people return home, a strange light streaks across the sky, brighter and larger than any sky-light before. This ground shook as the sky-light slammed into the planet somewhere to the west. There was some level of dust obscuring the sun for the next day or so, but it wasn't anything severe or troubling.
Tribe successfully scouted 47-B and 47-C. As the Baobabi society develops further, these lands of plenty could prove to be vital in their long-term survival.
Resources Identified:47-B: Barley Fields (Food)
Wildebeest Herd (Food)
Marula Tree Grove (Wood+Food)
Malachite River Stones (Stone)
Alligators? (Alligators?)47-CZebra Herd (Food)
Rubber Tree Copse (Wood+Chemicals)
Fumic Vent (Magnetofumes)
Cheetahs? (Cheetahs?)It is time once more for the
Expansion Phase. Remember that this phase is for expanding in the sense of proposing a new settlement location, or you may choose to develop technology to build up your military, society, industry, or culture. You may also declare an "attack" on a zone within or, currently, along your borders if you have a threat you wish to eliminate.
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. Uncommon
-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 Bone Accessories: Jewelry, wards, and charms made of bone that provide a positive impact on tribal morale, requires access to a living (nonhuman) animal.
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.
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.
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: 5/5
Wood: 0/2 (Pit Houses(-2))
Stone: 0/2 (Stone Arrows(-1)) (The Maneater Pride(-1))
Magnetofumes: 0/0
Chemical: 0/0
Textile: 0/1 (Bolas(-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 [Explored]
47-C: Savannah, Freshwater Stream [Explored]
47-D: SETTLEMENT, Savannah, Beach, Coast, Shallow Water [Explored]
47-E: Shallow Water
48-B: Savannah, Beach, Coast, Shallow Water
48-C: SETTLEMENT, Savannah, Freshwater Stream, Freshwater Lake [Explored]
48-D: Savannah, Beach, Coast, Shallow Water
48-E: Shallow Water
49-B: Shallow Water
49-C: The Maneater Pride, Savannah, Plateaus, Beach, Coast, Shallow Water [Explored]
49-D: Savannah, Beach, Coast, Shallow Water
Identified, Identified but Currently Useless and Exploited
47-B: Food x3 (Barley Fields, Wildebeest Herd, Marula Tree Grove), Wood (Marula Tree Grove), Malachite River Stones (Stone), Alligators? (Alligators?)
47-C: Food (Zebra Herd), Wood (Rubber Tree Copse), Chemicals (Rubber Tree Copse), Magnetofumes (Fumic Geyser), Cheetahs? (Cheetahs?)
47-D: Food x3 (Wildebeest Herd(+1), Acacia Grove), Wood x2 (Acacia Grove), Stone x2 (Granite Inselberg), Magnetofumes (Fumic Geyser)
48-C: Food x2 (Antelope Herd, Elephant Herd) Food x2 (Ostrich Flock(+1)), Ivory (Elephant Herd), Clay (Lakeside Red Clay Deposit), Textiles (Lakeside Reeds)
49-C: Stone (Limestone Chimneys), Magnetofumes x2 (Fumic Plateau), Sand (White Quartz Beach)
Major Founders:
Powder Miner - (5I/0P)
m1895 - (2I/1P)
Nuke9.13 - (2I/0P)
Minor Founders:
a1s - (1I/1P)
Taricus - (1I/1P)
Kashyyk - (1I/0P)
Fluffe1199 - (0I/0P)
Light forger - (0I/0P)
Doomblade187 - (0I/0P)
sketchykeeps - (0I/0P)
Quarque - (0I/0P)
Knightwing64 - (0I/0P)
chubby2man - (0I/0P)