Turn 2: The Canonized and the PollinatedSo did the Igwam Tribe/color]put to note the varied stories, cast on the wind. And through this did they discover Mu watching them.Fyla put to work her power, to create an area teaming with life, beyond the ability of anything to survive unharmed. The bees stumble, the pollen mixes and occasionally explodes, and many many insects cower under the forestry of endless flowers. An endless war is fought for survival among the tiny.
The
Igwam , other than the above, spend most of their time digging underneath the shrubby to collect roots and worms, securing their future with 9 food. While the
Fae took a different approach. 3 collect themselves 6 food, collecting berries and the surface roots. 1 offers prayers to the creator of the forest, Fyla. And the last observes their fellow Fae and the animals around, trying to determine a better way of collecting food. A small amount of progress is made in this.
Foraging Improvements: 1/5 -When foraging, roll 1d3. Gain that much food.Mu: God of Events, Narration, and Endings. FP: ?
Fyla: God of Forests, Floara, and Fauna. FP: 7
Verdant Commonwealth. 11 Food. 5 Workers. Special Trait: Small Minds. Foraging Improvements Progress: 1/5
Igwam Tribe 14 Food. 5 Workers. Special Trait: Introvert
Informational: Turn 2For posterity are the following recorded."Fylan Foliage": [Foraged, -1 Food will be gathered here this turn] A woodland teeming with mischievous wildlife. While there are berries and roots aplenty within it's verdant overgrowth, you're likely to leave with less than you came in with unless you keep a careful eye on your belongings.[/i] [F6]
Food is 1d4 per worker. 4th worker is 1d3, 5th 1d2, and 6+ 1d1. Depletion Number is 16 Food.
Special Feature - "Knarled Treed": A tree planted in the middle of the world, and center of the burgeoning commonwealth. Nothing practically special about it? (Requires specific knowledge to unlock. Estimation: Lategame)
Warning: Tribes here Roll 1d6 each turn. This will alter stockpiles. *Small amounts of food or basic supplies may be stolen.* This can be rolled
before you make your turn, and your plans changed to compensate.
Fyla's fickleness godhood. [Note, just post the roll number alongside your actions that turn. It will be process during the turn update.]
"Flower Fylde": A field filled to the brim with flowers, both benign and malicious. The heat is stifling, and the air is choked with pollen from thousands of different plants, and wandering into a cloud could have a variety of different effects. The only creatures that call this place home is a truly staggering variety of insects, primarily various types of bees, who tend to the flowers and the fruits they may produce.
Food is 1d2 per worker. 4th worker onward is 1d1. Depletion Number is not applicable.
Special Feature: None.
Warning: Must roll a 1d2 to act in this tile. On a 1, a random worker is injured, and will not be able to act the next turn. Sending 4 or more workers results in another 1d2 dice roll. (Improving combat ability or researching countermeasures can reduce dangers)
"Empty Isle": [Depleted, all workers foraging food suffer -1 malus, to a minimum of 0] The result of casualty, this place is not yet free of the void. Always cloudy, the winds foster a healthy amount of underbrush and roots, but not much in the way of life beyond smaller things crawling in the dirt. In the western distance lies a crevice which water flows endlessly down into, splitting the horizon
Food is 1d3 per worker. 4th worker is 1d2, 5+ 1d1. Depletion Number is 12 food.
Special Feature: None.
Warning: Cannot be restored via gods.
Overforaging: Each turn a tile is gathered from, the next turn 1 less will be gathered. If Depletion occurs, this will not trigger that turn. This can be solved by not gathering from that tile for a turn. (Repeated Stacks add up, and take longer to recover. The latest is always the first restored.)
Depletion: This occurs when a tile has too much taken from it. In that case, the -1 modifier for the next turn is applied to
all workers. Like normal, this can be solved by not foraging the tile for a turn.
Foraging anyway will have another normal -1 stacked on top of that, requiring more turns before it heals. (Reaching 0 will have long-term effects.)Gods naturally have the ability to restore a tile for 3 DP, fixing any depletion issues. See rules on the specific restrictions.
Fae Trait: Small Minds
Fae have a severe malus to direct combat, and are rather flighty. They technically have bonuses they can make use of, but those have yet to be invented, or are hampered.
Igwam Trait: Introvert
Igwam's have an unfortunate tendency to spend time by themselves. They are however skilled researchers if they are left alone. Can spend 1 food to advance a research project by 1, once per turn. They will often shy away from combat however, which can have
consequences. Those consequences haven't been made yet though, so they're fine!
Further Trait effects may make themselves apparent in the future.