Turn 9: The Wonderous Forest
It's finally happened, Fyla has gone and done.. Something. Attempting to break the norm and buck the trend, she crafts her own unique spin on a world, Fyla's Favor. With the divine energy permeating this land, pushing away others, a crystallization of this place has been born.
The paths twist, the world bends, but this flower is here to stay forever. A temptation of bloodshed.
It is felt and seen throughout the world. But before this resounded, life went on. The Igwam tribe, before the seas buckled, researched how to best make use of wood effeciently. The Commonwealth ventured into their cousins wilder Feywylds to gather a large amount of food, trusty sticks at hand. And the [The Sound of a Great Wind Rushing Through The Void] feast on their efforts, praising one close to their beings and expanding yet further. As for this Xilon Klok... They answered in their own way, with snowcapped mountains full of life, and treacherous peaks feeding off divinity.
The unique Tile -Fyla's Favor has come to be at G5. As of now, there is no way to enter, as it is an island surrounded by nothing but clear skies. The fog tiles around it shift down like endless cloudfall to a watery surface.
Combat is extremely likely due to the limited time frame it is open for. Which is right now.Xilon Klok has created a Mountain Tile at E6. It's size is clear for any to see, allowing it to be used as a Landmark when traveling. Allows Fae access to E5 and E7 if they pass the correct checks.
F5 Check: A way to cross water or cliff faces. The path is treacherous even for Fae, with nowhere to rest with any cargo.
F7 Check: Danger Roll of that tile.
Methods exist to bypass these."Mount Kovinski" has a gentler slop and a number of trees. Tech still needed.
Tech:
Woodcrafting 5/10: Reduces wood required to craft by eliminating excess. Most useful in larger projects.
Mu: God of Events, Narration, and Endings. FP: ?
Fyla: God of Forests, Floara, and Fauna. FP: 3
The Red Grail, God of Blood, Corruption and Madness. FP: 7
Xilon Klok, God of Chaos, Time, and Fear. FP: 8
Verdant Commonwealth.
Food : 14
Workers: 5
RP:1
Special trait: Small Minds
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.
Gear:
5 Small Pointy Sticks. They are very pointy. Adds 0.3 to combat rolls when equipped.
Igwam Tribe
Igwam Civilians: 5
Food: 10
RP: 1
Special trait: Introvert
Woodcrafting 5/10: Reduces wood required to craft by eliminating excess. Most useful in larger projects.
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.)
Fundamental Process 6/6: Every reaction has an action behind it. Unlocks Researcher 0/10. Applied Study 0/12, and Hypothesis 0/20 available in sequence, with each Researcher reducing their final costs by 1.
Wood Gathering 4/4: Punch Wood. Get Wood. Wood can be gathered from places with a decent amount of it, and used for a number of things, from housing to furniture to facilities and tools. Even boats if you have enough time. To gather wood, just roll the number listed on the tile, and any other modifiers.
[The Sound of a Great Wind Rushing Through The Void]
Wraith Civilians: 7
Food: 10
Special Trait: Hunger for Survival
Pack Hunting Tactics 8/10: Steps towards a successful hunt. Unlike strategy, these are more for in the moment thinking. Pack tactics is another thing altogether. When Hunting with 3 [Wraiths], gain a 1d2 chance of avoiding injury from failed danger rolls, then roll that danger roll again.(This repeats until no danger remains or it fails) If this does not trigger, increase hunting yield by 3. If a worker is injured, will ensure they survive outside of overwhelming odds against them.
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.
Hunting 5/5-6: The tactics involved in hunting are many, but in the end it becomes poking a beast with a stick. Unlocks the Hunting action, requires a weapon to use. (Interaction: If a worker carefully forages, it can reduce the danger of another action in the tile. Not more than 1 additional action however, further tech needed.)
Informational: Turn 5For posterity are the following recorded."Fylan Foliage": Recovered. 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": Foraged 1. 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]
"Fruitfyl Frontage": 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.[F5]
"Mount Duisternis": A towering mountain of Blackened stone that rises high enough to be seen from the surface of any those tiles [adjacent] or [diagonal] to it, casting it's shadow over those self same tiles as though it were a gargantuan sundial. few plants outside stubborn ivy and the odd tree too stupid to grow elsewhere can be found upon it- similarly beasts of the lands are seemingly of few kinds beyond the orney mountain goats and occasional Grizzly mole- but what can be found in abundance are birds, ranging from common Kiwi near the base of this monument to the gods- to the Majestic Penguin near it's tip, and all manner of species in between. [E6]
1d1 food, 1d3 hunting, 1d5 Stone, 1d1 Wood. Depletion Numbers are 8 Food, 12 Hunting, 20 Stone, 8 Wood. Danger roll is 1d3 to encounter ambush, on 1 roll 1d3 to determine type.
Note: Fae are capable of Flight. They roll 1d4 on danger rolls instead.
Warning: Overhunting and gathering can result in more danger chance. Will be noted in tile update when this happens.
Special: Flying Penguins rules the top as an apex predator. It's long fins and slim demeanor hide a terrifying endurance.
"Empty Isle": Wood Gathered 1.(As compared to Wood Depleted 1) 1d3 food, 1d3 wood. Depletion Number is 12 Food, 12 Wood. [H9]
"Fractured Fernery": 1d2 food, 1d3 Wood. Difficult to transverse without a method of crossing water. Depletion Number is 12 food, 20 wood. 5th turns have Spore Shower. [G9]
”Frosted Feyn”: 1d2 food, 1d1 Wood. Food does not Deplete. If Foraged 4 occurs, tile will change.
"The Ocean's Maw": 1d2 Food, 1d3 Fishing, 1d1 Hunting. Depletion Number is 12 Food, 12 Fishing, 6 Hunting. Not a good source of wood or stone._Not suitable to colonization by tribes_ [H10]
"Fading Foryst": Depletion 1. 1d5 food. Depletion Number is 5/10/15, weighted as 1/3/5. Overforaging not possible.[H8]
"Faceted Flatlaynds": Recovered. Roll 1d2 for food. Depletion Number is 20. [G8]
”Feral Fynbos”: Recovered. 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.
Mount Kovinski": Smaller than Mount Duisternis, yet still quite tall- below it's snow packed peaks one will find fine stone, seams of ore exposed for any to take of and hardwood trees aplenty, but do not mistake it for a peaceful place, for the ecosystem of this land is in chaos, and in constant battle- today's predator is tomorrow's prey, and even the trees occasionally partake of fresh flesh when the battles grow too large and too violent. [H7]
1d3 Food, 1d3 Wood, 1d3 Hunting, 1d2 Fishing, 1d5 Stone. Depletion Numbers are 12 Food, 12 Wood, 12 Hunting, 8 Fishing, and 12 Stone. 1d3 Danger Roll. When rolling a 1, roll an additional 1d6 to see which danger and severity. Possible to lose gathered materials.
Notes: As Wraiths are capable of Flight, they automatically ignore Avalanches. However gathered materials may still be partially lost.
"Fyla's Favor": A shimmering forest of verdant light surrounding a single flower. The fog of nothingness is banished upon the merest touch of the natural energies flowing rampant throughout the land. The flower receives admiration and praise for it's creator, and doles out blessings to fit. Such is it's radiance that the furthest corners of the world may feel Her embrace. [?]
Fyla's Favor provides 1d5 food and has a special item, Fyla's Favor. Successfully gaining this Artifact will provide a passive 1 FP per turn to a god of your choosing for 5 turns. Choosing to cut down Wood(1d5) or hunt/fish(1d5 for all) it's prey confers Fyla's Whimsy to the tribe, reducing food by 1d3 each turn for 1d3 turns. Depletion Numbers for all resources is 20. Stone and Ore are not found in this place.
A number of magical and mundane reagents can be gathered.Special: The route to Fyla's Favor opens once every 5 Turns. All tribes can choose whether or not to use it. When the gate opens, the old Favor has withered and no longer provides any bonuses.
Igwam Tribe Route - Crossing Seabed: Flya's Favor splits the sea, creating a watery floor that can be crossed. Strangely there is no bottom. Allows access to I9, and temporaily disrupts the western abyss to allow safe boat passages. If Fyla's Favor is in this tribe's possession, a group can cross the sea by foot, and increases foraging/gathering yield for a group by 1d3.
Commenwealth Route - Fey Gate: Fyla's Favor opens a gate leading from the Knarled Treed. Having Fyla's Favor increases Magic-type Research by 1d3 each turn if taking both Research and Prayer actions.
[The Sound of a Great Wind Rushing Through The Void] Route - Foggy Sun: A steel-grey portal opens above the forest. Having Fyla's Favor reduces Fading Foyrst's Depletion Number by 1 per turn. Further, it increases research meant to alter the Fading Foryst by 1 each.
This stacks with their trait.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]
"Faltyring Formation": No known information. Darkness clouds sight within. [F4]
"The City of bones": 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. Hunting and Fishing is 1d1, no depletion.[G7]
"The Forest of Stone": 1d1 Food, 1d2 Fishing. 1d3 Stone. Depletion Numbers is 4 Food, 8 Fishing, 20 Stone. [F8]
Deep Cloud Sea: 1d2 Food. 1d3 Fishing. 1d2 Stone, 1d2 Wood. Depletion Number is 12 Food, 12 Fishing, 12 Stone, 8 Wood. [A6]
Redwood Forest: 1d3 food, 1d4 Wood, 1d2 Stone, 1d3 Hunting. Depletion Number is 12 Food, 16 Wood, 8 Stone, and 12 Hunting. [J8]
"The veiled Abyss": Under Fog Effect. Traversing this tile is hazardous No tribes can settle here. 1d5 Fish, no other resources. No depletion number or overfishing. [G10]