Expansion Phase III: A Change Of Pace (Roll: 7)
As the Wardens familiarized themselves with their surroundings, it became increasingly obvious that they would need to prepare themselves to centralize the tribe and develop a more permanent settlement. Under the guidance of a Minor Family
(Quarque +1I), the tribe gathered themselves up once more and made the trek toward their new home -
17-M. The trip was relatively easy, and the tribe was anticipating life somewhere under open sky (an admittedly unsettling prospect) near running water. Being closer to the spiritual center that gave the tribe their self-imposed identity was very exciting as well. Folk excitedly moved throughout the area, and using lines of stones they were able to isolate portions of the area to give to each family in the tribe. While any old loose stone was used to mark property lines at first, the skilled stoneworking hands of the Wardens eventually made themselves clear and present.
Where Stonebreakers carved through the earth to reach an end goal, for
Stonecarvers the end goal
is the cutting of stone. Stonecarvers came about as a niche job meant to occupy the youth not quite suited to work in the caverns yet, but was quickly adopted by adults as they began to understand the potential utility of shaping stones for more purposes than just tools. Rough stones were replaced by smoother stone blocks that could be placed tighter together with fewer gaps, and soon the size and quality of a family's border blocks became something of a status symbol, with the better connected or "wealthier" (in the context of barely civilized cave people who just realized property is a concept) families even stacking their blocks vertically so as to let their property be identified clearer and from further away. The lakeside settlement quickly became a labyrinth in itself as stone walls formed corridors and unintentionally walled communal areas, rapidly coming to resemble the caverns that the Wardens had been familiar with for so long already. With supplies still coming from workers in
17-N, the tribe could take
slightly more time getting settled in, and do so in a way that minimized their interaction with the mud wasps.
You tribe has coexisted in the same region as hostile creatures before, but the bears were few in number, kept largely to themselves, and were fairly non-aggressive. This is exactly the opposite of the wasps, and even with some careful planning, the sudden appearance of an entire tribe encroaching on the wasp's territory has rustled some chitin. Their aggression has only been stymied thanks to the use of lignite torchbowls, creating a sort of equilibrium that will need to be addressed should the local resources be developed upon any further - or the tribe grow much larger. There is
one more cruel twist, as a shortage of stone thanks to the walls has resulted in an inability to fully provide for the Lignite Torchbowls. This lack of funding will see the efficacy of the torchbowls drop as time goes by, which will likely lead to more confrontations with the wasps.
[GM Note: Degradation will not slow since, although there is still Fuel available in the stockpiles, the Torchbowls require a full Lignite resource. This should provide a baseline to keep things simple as considerations become more complex, at least regarding multi-resource shenanigans.]
SETTLEMENT FOUNDEDTribal Complex
(17-M)Settling a tribe is a large step in the progress of your civilization, with hardships aplenty to join the benefits. You are now considered Settled and some rules have adjusted accordingly.
Exploration: Your tribe is no longer able to migrate during your exploration.
Expansion: Settling is no longer restricted to spawning another group adjacent to an existing one, and you can instead found a new settlement anywhere within the tribe's borders.
Exploitation: There is no longer mandatory resource exhaustion, although passive exhaustion still exists.
Settlements incur an upkeep cost based on the developments in use, and at a more noticeable (that is, extant) rate than nomads.
Technological advancements will have a much greater impact on society, with more widespread potential effects than the advancements made by a nomadic tribe.
Semipermanent Resources are now permanent/treated normally.
The tribe may choose to revert to Nomadic at any point, however there will likely be issues resulting from such a decision based on your internal and larger geopolitical situations.
Settling has an immediate effect of requiring
1 Food for upkeep per settlement
NEW DISCOVERIES: Stone Blocks: Pieces of stone cut from the earth and shaped for easier stacking. Being used in a proposal will add/increase stone upkeep but it will benefit from slightly higher quality construction in addition to the effects (for good or ill) resulting from using carved stone vs. another material. Requires access to
Stone.
Complex Walls: Complex walls are crafted from Stone Blocks to outline property and interlock with other walls to create a large singular complex. Instead of encircling a settlement, complex walls define the entire thing, with a wide variety of heights, stone sizes, and overall quality throughout. Doubles as housing. Requires
2 Stone for base upkeep, with costs increasing as the tribe and it's settlements grow larger.
-Stonecarvers: Tribesfolk with a desire to shape stone instead of carve through it. They are responsible for the tribe's stonecrafts and will generally improve the overall quality of the tribe's stonework. Requires access to
Stone.
MODIFIED DISCOVERY:Stonebreakers: Your tribe is intimately familiar with various properties of stone, and have a chance to identify an additional stone (or "stone") based resource when exploring or settling a new area. The digging out, smoothing, and marking of tunnels for regular usage also makes all forms of travel easier. Scouts also benefit from the ability to dig around/through obstacles. Exploration Range +1. Exploitation
->and Settlement Range<- extends +1 beyond borders. Only applicable to underground actions.
It is now the Exploitation Phase. Remember that you can choose a resource to begin exploiting in a neighboring area, or propose a development that would facilitate or build upon your ability to gather, identify, or otherwise interact with the resources of the world around you.
With the change in the tribe's lifestyle it became increasingly apparent that one family was somewhat absent from the decision-making process, and as a result was replaced by a former Minor Family. [In-game reasoning for swapping out Max Spin - due to a tie in influence a coin flip has determined that
m1895 ascends to the position. I'm ignoring any ill effects from influence ties and the like since this was a request and not me trying to beat you nerds.]
EDITED TO ADD: With your first settlement in place, your people might eventually desire to come up with a name to collectively refer to their home as. As with the name of the tribe, naming settlements has no deadline and considers all voters equally regardless of family status.
For the duration of this Age, all proposals related to Mourning Dew reroll until they result in a 1, 2, 8, 9, or 10. All proposals that do not use or otherwise revolve around Mourning Dew will be rerolled until they result in a 3, 4, 5, 6, or 7.
Advanced Cave Adaptation: A slowly growing percentage of the population has never seen the surface - or the sky. The tribe has greatly heightened senses, although sensitive eyes make the surface less than desirable during the day, and the lack of a ceiling overhead might be extremely unsettling at any time of day.
Subterranean Migrations: Your people can find underground routes through any Land tile.
Stone Tools: Provides basic tools for basic tasks. Requires access to Stone.
Stonebreakers: Your tribe is intimately familiar with various properties of stone, and have a chance to identify an additional stone (or "stone") based resource when exploring or settling a new area. The digging out, smoothing, and marking of tunnels for regular usage also makes all forms of travel easier. Scouts also benefit from the ability to dig around/through obstacles. Exploration Range +1. Exploitation and Settlement Range extends +1 beyond borders. Only applicable to underground actions.
-Stonecarvers: Tribesfolk with a desire to shape stone instead of carve through it. They are responsible for the tribe's stonecrafts and will generally improve the overall quality of the tribe's stonework. Requires access to Stone.
Attuned: Members of the tribe who are more sensitive to Mourning Dew. Requires access to Mourning Dew.
-Lake-Attuned: An Attuned who has more specifically attuned to The Whispering Lake. Lake-Attuned allow the tribe to make requests of and utilize the spirits of the dead passing through the Lake without much complication. Only one Lake-Attuned exists at a time, acting as both messenger and spirit guide until they die of old age. Lake-Attuned choose which Attuned will inherit the position based on how closely their lifestyle aligns with The Whispering Lake's denizens - generally the more unremarkable the lifestyle, the better the fit. The tribe sees the Lake-Attuned as a sort of absentee leader who speaks to them through the Attuned. Requires access to The Whispering Lake.
Lake Spirits: Spirits from The Whispering Lake are fairly passive as they likely were in life, and eagerly await their turn to pass into the afterlife (whatever that may be). Lake Spirits are relatively simple, and work best on simple or fairly easy tasks (such as exploration). Their passivity can erode rapidly if overworked, especially without a Lake-Attuned in the tribe. There is no direct cost for Lake Spirits, as any upkeep is reflected in the discoveries that utilize them.
-Soul-Scouts: Spirits from the Whispering Lake who have answered the tribe's call to aid in exploration. They provide very accurate data to the tribe through the Lake-Attuned. Soul-Scouts allow Exploration of a tile neighboring a previously Explored tile independent of any other Exploration action, and have a chance to discover additional resources. While Lake-Attuned is properly funded, Soul-Scouts have no downside. However, if access to The Whispering Lake is lost, Soul-Scouts will provide areas they Explore with the (Lethal Spirits) modifier and hamper any actions in the area unless Lake-Attuned is properly refunded or the spirits are otherwise dealt with. Requires 1 Mourning Dew Upkeep.
Terrorforming: A very early attempt at agricultural advancement using Mourning Dew sourced from The Misty Chamber. Terrorformed plants will "flee" toward the Misty Chamber with each rapidly breeding generation until they arrive at the Chamber. Rapid breeding results in unstable mutations, with greater distances covered resulting in drastically dramatic and usually outright worse alterations. Terrorformed plants will emit a glow and pass on the strong fear and memories of death held within the Dew (usually when ingested, although other means of transference are possible). The Misty Chamber seems to provide sustenance for Terrorformed plants. Requires access to The Misty Chamber, and 1 Mourning Dew for upkeep.
Warm Fires: Fires using a dedicated fuel resource. While it does not necessarily provide any major direct bonuses or maluses, Warm Fires act as a solid foundational development for further advancements. Requires access to a Fuel resource. Replaced Early Firemaking.
-Lignite Torchbowls: Bowls carved into walls by Stonebreakers made to house lignite for fires. Provides sufficient light and keeps away cave creatures unaccustomed to the light, smoke, or smell. Underground areas with hostile creatures are less likely to have negative events from human interference. Requires 1 Lignite Resource for Upkeep. UNFUNDED (DEGRADING)
Strong Glowropemaking: A strong, faintly glowing rope made from Glowing White Lichen. Provides low light with low maintenance in addition to the standard uses of a sturdy rope. Requires access to Glowing White Lichen, and 1 Textile for upkeep. Replaced Primitive Ropemaking.
Stone Blocks: Pieces of stone cut from the earth and shaped for easier stacking. Being used in a proposal will add/increase stone upkeep but it will benefit from slightly higher quality construction in addition to the effects (for good or ill) resulting from using carved stone vs. another material. Requires access to Stone.
Complex Walls: Complex walls are crafted from Stone Blocks to outline property and interlock with other walls to create a large singular complex. Instead of encircling a settlement, complex walls define the entire thing, with a wide variety of heights, stone sizes, and overall quality throughout. Doubles as housing. Requires 2 Stone for base upkeep, with costs increasing as the tribe and it's settlements grow larger due to the Housing classification.
Key: Resource: Available/Total
Food: 1/2 (-1 Settlement)
Stone: 0/2 ( -2 Complex Walls)
Clay: 1/1
Textile: 1/2 (-1 Strong Glowrope)
Fuel: 2/2
Mourning Dew: 3/5 (-1 Soul-Scouts; -1 Terrorforming)
14-K: Hilly Grassland, Pando Forest, Grassland
14-L: Mountain Range, Hilly Grassland, Pando Forest
14-M: Mountain Range, Hilly Grassland, Pando Forest
14-N: UNKNOWN TRIBE Mountain Range, Hilly Grassland
14-O: Peat Bog
15-K: UNKNOWN TRIBE Mountain Range, Hilly Grassland, Pando Forest
15-L: Rocky Wasteland, Mountain Range, Hilly Grassland (Explored)
15-M: Rocky Wasteland, Mountain Range (Explored) SPIDER HORDE
15-N: Rocky Wasteland, Mountain Range, Hilly Grassland (Explored)
15-O: Mountain Range, Hilly Grassland
16-K: Mountain Range, Hilly Grassland
16-L: Rocky Wasteland, Mountain Range
16-M: Rocky Wasteland (Explored)
16-N: Rocky Wasteland, Mountain Range, Interconnected Caverns (Explored)
16-O: Mountain Range, Hilly Grassland
17-L: Rocky Wasteland, Mountain Range
17-M: TRIBAL COMPLEX Rocky Wasteland, Mountain Range, Underground Lake (Explored)
17-N: Rocky Wasteland, Mountain Range, Hilly Grassland, The Tunnel Pass (Explored)
17-O: Mountain Range, Hilly Grassland, Deciduous Forest, Mountain-Fed Streams
18-L: UNKNOWN TRIBE Mountain Range, Hilly Grassland, Fertile River Valley, Great Plain
18-M: Mountain Range, Hilly Grassland
18-N: Mountain Range, Hilly Grassland
18-O: UNKNOWN TRIBE Mountain Range, Hilly Grassland, Deciduous Forest, Lake-Fed Streams
Key: Identified, Identified but Inaccessible or Useless, Exploited
15-L: Food x2 (Surface Stinkweed Patch), Stone x4 (Granite Cavities x2, Glimmering Gold Vein x2), Chemical x1 (Surface Stinkweed Patch), Mourning Dew x3 (Sanguine Tunnel)
15-M: Stone x3 (Obsidian Layer x2, Ceiling Diamond Clusters x1), Mourning Dew x2 (Magma Mourning Dew), Troglodytic Spider Horde (!!)
15-N: Food x1 (Inky Mushroom Growths), Stone x2 (Granite Tubes), Chemical x1 (Inky Mushroom Growths, Mourning Dew x6 (The Churn)
16-M: Food x1 (Cave Crayfish), Stone x5 (Surface Granite x2, Granite Stalactites, Granite Stalagmites, Native Silver Vein), Mourning Dew x3 (The Depths)
16-N: Food x1 (Glowing Mushroom Clusters), Stone x3 (Granite Caverns x2, Casserite Veins), Mourning Dew x2 (Mourning Dew Pool), ?? (Poisonous Centipede Colonies)
17-M: Food x2 (Hearty Anasazi Bean Poles), Clay x1 (Clay Soil Deposits), Mourning Dew x5 (The Whispering Lake), ?? (Mud-caked Wasp Nests), ?? (Gray Bat Swarm)
17-N: Food x2 (Haircap Moss Growths x2), Stone x2 (Lignite Beds x2), Stone x2 (Granite Mountains x2), Textile x2 (Glowing White Lichen), Fuel x2 (Lignite Beds x2), Mourning Dew x3 (The Misty Chamber), ?! (Agitated Cave Bears)
Major Families
Powder Miner - 0I/1P
Crystalizedmire - 0I/1P
m1895 - 1I/0P
Minor Families
Quarque - 1I/0P
Maximum Spin - 0I/1P
The Canadian kitten - 0I/0P
NUKE9.13 - 0I/0P
A_Curious_Cat - 0I/0P
chubby2man - 0I/0P
TURNTURNTURN