Turn 6: Light and Shadow
From the seams does the holy
Xilon Klok tick into being. Chaos, Time, Fear, they embody uncertainty. This is not actually seen in what they use their newfound and chaotic power to create, which is it's own form of expression. But then, The City of bones is made up of numerous walls, passages, and trees which could trick the unwary, animals unable to survive it's tricks, dying of dehydration. The Ocean's Maw proves poor grounds for settlement, always washing away anything caught within the tide, and the Forest of Stone strangely shaped, it's passages overlooked by stone branches leading nowhere and everywhere. What clings to these places is scraggly, rooted, or otherwise buried in it's walls.
Fyla proves as fickle as ever it seems. The Fruitfyl Frontage is almost mechanical in it's dangers, stone piled up held together by roots and vegetables, where one's footing may lead to a long fall down the cliffs. Beneath the Stoney exterior lies metal mixed within the stone, unknown to mortals, while birds watch on from nests and occasionally collect shiny rocks. In comparison, at the highest point lies the Faltyring Formation, a massive cavern filled with darkness and other things living and not. Sunlight breaks through the roof in a few places near it's center, like a great stone donut does it's tips reach towards the gods.
This one proves it's own works. An underwater abode awaiting habitation. A normal forest amidst wonders surrounding it.
... And it's own residence revealed by the light to others for a brief moment before the fog recovers it.The Tribes themselves must prove their worth to survive. Some take full advantage of the sun's gift. While others choose to prepare for the future. The
Igwam take from their land aplenty, and argue with as much vigor. What is Basic Research, can one eat it? Rather, the secrets require dedication beyond what is currently known, and the start of that is to figure out the Fundamental Process behind it.
The Verdant Commonwealth gather 9 food easily, while working towards protecting themselves with Basic Weapons. Despite this bounty, they aren't the only ones, with some ground mice managing to spoil 2 of their food stores while they are playing. And the
Wraithshave their first bit of luck gathering, even as they hone their knowledge to collect more food beyond their new home.
Tech DataIgwam have proposed Fundamental Process: 3/6 to streamline their research. It acts as a keystone towards a research tree meant to improve research as a whole for the tribe. It also serves to aid in
crafting research as a byproduct, and Hypothesis can theoretically improve Experimentation.
The Fae are sorta shiny when the light hits them. Good thing they've finished Basic Weapons, now they just need to make some. Spend an action at home to do so.
The Wraiths have completed Foraging Improvements. They can choose not to apply it, but must roll 1d3 to do so. On a 1 it will activate anyway as their hunger gets the better of them.
Foraging Improvements have also been reduced to 0/4, so Igwam and Fae both gain 1 RP to use as they wish, be it now or storing it for later.I'm a friend to the story. May need a full Tile list soon.Mu: God of Events, Narration, and Endings. FP: ?
Fyla: God of Forests, Floara, and Fauna. FP: 7
The Red Grail, God of Blood, Corruption and Madness. FP: 7
Xilon Klok, God of Chaos, Time, and Fear. FP: 6
Verdant Commonwealth.
Food : 14
Workers: 5
RP: 1
Special trait: Small Minds
Basic Weaponry research 4/4: Complete
Tech
Foraging Improvements 5/4: When Foraging with any number of workers in a tile, Roll 1d3 in addition to your foraging rolls. You gain that much additional food from that tile.
Basic Weaponry research: 4/4 Crude branches and sharpened sticks used as clubs and spears respectively, they offer a minor bonus to combat. Small stature of the Fae renders them less effective, but easier to make, only requiring a worker action in a wooded area, or 1 Wood. Adds 0.3 per equiped worker to combat rolls. (.5 normally) Normally requires 2 Wood to make, with a research cost of 0/6.
Igwam Tribe
Igwam Civilians: 5
Food: 15
RP: 1
Special trait: Introvert
Basic Research Roll, 1. Fundamental Process 3/6: Every reaction has an action behind it. Will unlock Researcher 0/10. Applied Study 0/12, and Hypothesis 0/20 available in sequence, with each Researcher reducing their final costs by 1.
Researcher 0/10: Unlocks the Researcher job, [Igwam] who's entire life is dedicated to figuring things out. Researchers suffer -0d2 when acting outside their research, but gain 1d3 chance of an additional point of RP towards research. As Introverts, there can never be more than 3 Researchers in a group of twenty Unlocks a Second Research Project Slot.
Applied Study: Boosts Researcher Die to apply the effect on a 1 or a 2.
Hypothosis: Boosts Researcher's to always provide 2 RP to research. Unlocks a Third Research Project Slot.
Tech
Foraging Improvements 5/4: When Foraging with any number of workers in a tile, Roll 1d3 in addition to your foraging rolls. You gain that much additional food from that tile.
Fire 10/10: The gift of fire is a danger and blessing. Reduces food upkeep by 1 per 5 tribe members. Can cook food near the flames. (Reduces Wood Gathering tech to 0/4 if you don't have it yet.)
[The Sound of a Great Wind Rushing Through The Void]
Wraith Civilians: 5
Food: 9
Special Trait: Hunger for Survival
Foraging Improvements 6/5: Excess RP lost, Complete
Tech
Careful Foraging 10/7-10: When Foraging, can declare Care in how you forage. Reduce food gained by 1 per worker, to a minimum of 1 per worker. This is done before rolls are made.
(Warning: Hunger for Survival has a Wd3 chance of negating this. [W=Number of Workers. If rolling a 1, that worker's instance of Care is negated.])
+0d1 to a tile's natural danger rolls when active. (Example: Flower Fylde's 1d2 becomes 1d3. Fylan Foilage changes from 1d6 to 1d7.)
Cost changed to 0/7 for other tribes.
Foraging Improvements 5/5: When Foraging with any number of workers in a tile, Roll 1d3 in addition to your foraging rolls. You gain that much additional food from that tile. Hunger for Survival Effect: Roll 1d3 if choosing to not use this tech, on a 1 it activates automatically.
Informational: Turn 5For posterity are the following recorded."Fylan Foliage": Foraged 1. 1d4 food. Depletion Number is 16 Food. [F6]
"Flower Fylde": Normal. 1d2 food. No Depletion Number. If 3 or less workers, roll 1d2 for injury, if more roll 2d2. (On 1, random worker is injured)[F7]
"Fragrant Feywyld": 1d3 food. Depletion Number is 12 Food. 1d3 kidnapping effect. (On 1, apply effects: 1 worker=all lost. 2 workers=half food/if less than 4 food lost random worker takes injury. If 3+, treat as if Depletion was 1 greater/roll 1d3: if 1 enter Combat.) [G6]
"Empty Isle": Foraged 1. 1d3 food. Depletion Number is 12 Food. [H9]
"Fractured Fernery": Roll 1d2 food. Difficult to transverse without a method of crossing water. Depletion Number is 12. 5th turns have Spore Shower. [G9]
”Frosted Feyn”: 1d2 food. Food does not Deplete. If Foraged 4 occurs, tile will change.
"Fading Foryst": Normal. 1d5 food. Depletion Number is 5/10/15, weighted as 1/3/5. Overforaging not possible.[H8]
"Faceted Flatlaynds": Normal. Roll 1d2 for food. Depletion Number is 20. [G8]
”Feral Fynbos”: Normal. 1d2 Food, 1d3 Danger, 1d4 Hunting, 1d3 Fishing. Depletion Number is 12 food, 16 Hunting, and 12 Fishing. On a Danger roll of 1, a random worker is injured. If 4+ workers, roll an additional Danger die. Other effects active, but not researched.
"The City of bones": A massive yet empty city formed of sickly white stone, surrounded by monumental walls- its roads are labyrinthine, and its buildings range from pristine yet empty- to crumbling ruins that yet harbor simple artifacts of a time that has not come, signs someone once lived there, yet for now the city holds little life beyond it's abandoned parks and gardens overgrown- for neither beast nor bird wanders it's silent depths. [G7]
1d3 Food. 1d3 Wood, 1d4 Stone. Depletion Number is 8 Food, 8 Wood, and 16 Stone. Danger Roll 1d10. On 1 a worker is lost to it's silent labyrinth.
Notes: Crumbling Walls still offer defense. But it was never really made to be a breadbasket. Hunting and Fishing is 1d1 due to description.
"The Ocean's Maw": To the 'north' edge- this land is bordered by what one could define as a rather poor 'beach'- to all others, it is open sea- at dawn and dusk each day as clockwork the sea falls away into the depths of a swirling whirlpool leaving naught but seafloor and the amphibious beasts that wander here, while at Noon and Midnight each day it rises again. the sea here could be called 'covetous' as it rare returns that which it takes down to its asure depths. [H10]
1d2 Food, 1d3 Fishing, 1d1 Hunting. Depletion Number is 12 Food, 12 Fishing, 6 Hunting.
Notes: Not suitable to colonization by tribes. Not a good source of wood or stone.
"The Forest of Stone": This place is formed from massive pillars of stone, akin to bare earthen 'trees' of a size fit for titanic giants, though no true wood can be found in this land- for the ground of the forest floor is tainted, leaving the only greenery to be that of the many vines hanging down from above. The wind whistles oddly between the pillars, confusing the unwary, as spirits seemingly mumble from just beyond earshot. [F8]
1d1 Food, 1d2 Fishing. 1d3 Stone. Depletion Numbers is 4 Food, 8 Fishing, 20 Stone.
Note: Tools will boost Stone yield by 0d1, and tools specilized towards harvesting stone boost that further.
"Fruitfyl Frontage": A colossal slope of mechanical debris, torn apart by the overgrowth carving through it and the ceaseless battery of the waves, the Formation it was once part of looking onwards, solemn. Despite the abundance of food all along the cliff, nothing calls it home, as if the land itself were consumed by the same apathy it's centre was. [F5]
? danger, high forage, low-no hunting, low-no fishing, low research.
1d4 food, 1d3 Stone, 1d2 Wood, 1d1 Hunting. Depletion Number is 16 Food, 12 Stone, 8 Wood, 8 Hunting. Roll 1d3 when acting here and on a 1 roll an additional 1d2. If 1, a random worker dies. (Special: Flyers have to contend with Birbs. Make sure to have weapons to Combat them, and good luck hunting them without losing your catch.)
Notes: Rope would be very useful in this area. So would a bow and arrow for hunting.
"Faltyring Formation": A massive structure, it's bulk once standing as a defiance against inevitability, now gone dark, it's halls inhabited by flora and fauna twisted by the materials that remain, it's mechanisms corroded by the passage of time. Perhaps there is still something to be found of the one who called it home.
No known information. Darkness clouds sight within. [F4]
Notes: A good portion of the massive cave is dark. Bring Torches to explore.
Deep Cloud Sea: Beneath the waves of the clouds far above, the darkness of this place is lit by spirit tress trailing filter vines. There are dangers in these waters, but few approach the light. [A6]
1d2 Food. 1d3 Fishing. 1d2 Stone, 1d2 Wood. Depletion Number is 12 Food, 12 Fishing, 12 Stone, 8 Wood.
Notes: The water beyond is dark and full of fright. One needs light to fight back the night.
Most of this only applies to sea tribes, land tribes need tech for this place, not mentioning it's distance from anything.Redwood Forest: A greenlit world of redwood trees. While young and sturdy, the forest is relatively strong. The morning denotes animals come out, and the night that they sleep as nighttime predators hunt. A fairly peaceful, sleepy forest on the outskirts. [J8]
1d3 food, 1d4 Wood, 1d2 Stone, 1d3 Hunting. Depletion Number is 12 Food, 16 Wood, 8 Stone, and 12 Hunting.
Note: A fairly normal place. The light hits the trees and leaves a tint to the place.
Lost Land of the Cloudy Sea: A land of the dead where those who have lost roam forever. A paradise and cage of tribalism, the cloud sea is overlooked by the massive trees which dot the earth. [B2]
1d5 Resources. Not able to be reached or settled by tribes naturally. Roll 1d50 when acting here to determine results.
Special: Hidden by the Fog.
Bloody Seas: Under Fog effect. Traversing beyond this point has a high chance of death. [I10]
Lost Land of the Cloudy Sea: Under Fog effect. Traversing to this tile is haphazard, and no tribes can live here. [B2]