Experimentation III: Like A Man Possessed (Roll: 1)
With a firm grasp of what it meant to be Attuned, a Minor Family decided it was time to revisit The Depths that once haunted The Wardens of The Lake before they were Wardens (or knew of the Lake)
[Nuke9.13 -2I].
Some very limited communication, mostly through feeling and emotion rather than any words projected to the mind, allowed Attuned the opportunity to learn about the nature of the spirits within the Dew. These individuals met their ends at the height of their rage, and this reflected in the roaring and shouting amid the growling, snarling, and whooping that assailed the Attuned. Those that had the strength of will to maintain some composure whispered to be let in, to be freed from the chains that tormented them. Some Attuned obliged.
Violent spiritual energy possessed the Attuned who had allowed themselves to be open to it, and each Attuned quickly found themselves in devastating spiritual struggles to maintain control of themselves. Unfortunately,
any doubts meant that the Deep Spirits had a weakness to exploit, sometimes to violently explosive effect, freeing themselves from the body but being cursed to return back to The Depths. Out of those that survived the possession process, two subAttuned arose:
An Attuned who could definitively dominate the possessing spirit found themselves in a symbiotic relationship where they served as a vessel to carry the spirit and the focus through which it could "cleanse" itself and achieve a spiritual "neutral buoyancy" that would allow them to pass through The Whispering Lake. Cleansing was done by releasing the concentrated negative and aggressive energies that tainted the spirit. These energies collected in and projected from the lungs and manifest as deafening shouts, screams, and roars. The pure potent rage frightened the tribefolk even before it was concentrated and directed, and now, properly channeled, this rage could strike such a strong fear in those caught by the bellowing that any living creature would feel the need to flee if not outright die of shock.
This power doesn't come freely, though. Deepcriers who subject their foes to the horrifying howls of the Deep Spirits can do significant harm to themselves if they exert themselves too hard or often. Injury often starts with damage to the throat and mouth causing bleeding, gums and lips splitting, teeth cracking, and eventually bleeding from the nose, ears, and eyes until they lose consciousness. Even if they don't push themselves beyond their physical limits, using these powers is mentally exhausting and requires some moderation and self-control to practice successfully.
Unfortunately the vast majority of attempted Deepcriers weren't incredibly more powerful than the possessing spirits and found themselves quickly succumbing to the will of the Deep Spirit. The first incident occurred a few days after the first possessions. Those who hadn't burst apart had thought themselves clear of danger and were familiarizing themselves with their new partners when one of the Deepcriers began to fidget and twitch. The spasms were quickly accompanied by involuntary barks and yaps before they just snapped, yelling and screaming as loud as they could while trying to tear apart their fellow tribesfolk with their bare hands and gnashing teeth. A number of villagers were caught in the ensuing shouting match, resulting in a good few debilitating injuries and deaths. The Shrieker managed to survive and fled, killing more villagers in brutally violent attacks as it escaped. The few surviving Deepcriers isolated themselves from the rest of the tribe until they could be sure they wouldn't fall to their possessors as well.
The Shrieker plagued the tribe for a time, wandering the caverns until it came across someone it could tear apart. It constantly yelped and barked with ferocious and deadly intent as it went, inflicting harm on Wardens even when it's voice was simply echoing from a distant tunnel. The fear it instilled struck deep and immediately, so to keep The Shrieker from unexpectedly and consistently interfering with the tribe's day-to-day efforts small plugs of clay were crafted that could be pressed over the ears. They effectively blocked out sound, which initially hampered the tribe more than the Shrieker would, but the Wardens eventually developed a very basic hand-and-body language to communicate nonverbally to one another while they worked. This language spread throughout the tribe as time went on thanks to the clay buildup in the ears that plagued the tribe's workers especially badly. At this point the tribe is stuck between two forms of communication, with a rudimentary fusion language forming between them.
Tribefolk who survived encounters with The Shrieker noted how it had appeared to be withering away as if starving, with visible decay the last couple showings before it never came back. While no longer haunts the tribe, The Shrieker has left a mark that will be felt for a long time.
NEW DISCOVERIES:Deep Spirits: Spirits that inhabit The Depths. Filled with a barely contained rage that carried over from their final moments. Difficult to restrain but extremely potent,
Deep Spirits are best suited for tasks requiring violence. There is no direct cost for
Deep Spirits, as any upkeep is reflected in the discoveries that utilize them.
Deepcriers: Attuned possessed by a
Deep Spirit.
Deepcriers channel the energies from the spirit in order to inflict harm on enemies in exchange for purifying the spirit and easing their passage to The Whispering Lake. The possessing process kills the weakest-willed individuals outright and leaves the weaker-willed susceptible to turning into Shriekers.
Deepcriers use shouts and screams to manifest their power. Shriekers also do this, but are little more than feral beasts lashing out at everything until they die. The [Shrieker] modifier has a chance to be added to any tile being explored during the Exploration Phase while
Deepcriers is funded. A potent combat unit with a major drawback. Requires
exploitation of
The Depths, and
4 Mourning Dew Upkeep thanks to the low success rate of the possession ritual.
Clay Earplugs: Small balls of elastic clay that can be formed and pressed over the ears to block out noise. Residue builds up in the ear over time. Requires
1 Clay Upkeep.
Semiverbal Communication: A mixture of rudimentary verbal language and a newly developing body language. Acts as a foundation for further language development. Not quite wholly adopted by the tribe at this time.
The few Deepcriers that survived until now have recently been found in their little cave home wrapped in silken strands and drained of all their life essences. At least, that's what the few Wardens traveling that way that made it back have said.
It is the Exploration Phase once again. You may choose to make a proposal to develop for your people that could aid them in exploration in some way, or you can propose a route to explore.
Stonebreakers allow you to explore up to two tiles. These tiles must neighbor an already explored tile, and must connect to one anotherl.
Soul-Scouts may also be used to scout another tile neighboring a previously explored tile independent of any other action you take during the phase. When proposing exploration plans, be sure to include whether or not you will be deploying
Soul-Scouts. Remember that diagonal zones are considered neighboring.
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 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.
-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.
-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.
Deep Spirits: Spirits that inhabit The Depths. Filled with a barely contained rage that carried over from their final moments. Difficult to restrain but extremely potent, Deep Spirits are best suited for tasks requiring violence. There is no direct cost for Deep Spirits, as any upkeep is reflected in the discoveries that utilize them.
-Deepcriers: Attuned possessed by a Deep Spirit. Deepcriers channel the energies from the spirit in order to inflict harm on enemies in exchange for purifying the spirit and easing their passage to The Whispering Lake. The possessing process kills the weakest-willed individuals outright and leaves the weaker-willed susceptible to turning into Shriekers. Deepcriers use shouts and screams to manifest their power. Shriekers also do this, but are little more than feral beasts lashing out at everything until they die. The [Shrieker] modifier has a chance to be added to any tile being explored during the Exploration Phase while Deepcriers is funded. A potent combat unit with a major drawback. Requires exploitation of The Depths, and 4 Mourning Dew Upkeep thanks to the low success rate of the possession ritual. UNFUNDED
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.
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.
Clay Earplugs: Small balls of elastic clay that can be formed and pressed over the ears to block out noise. Residue builds up in the ear over time. Requires 1 Clay Upkeep.
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. Replaced Cave Homes.
Semiverbal Communication: A mixture of rudimentary verbal language and a newly developing body language. Acts as a foundation for further language development. Not quite wholly adopted by the tribe at this time.
Key: Resource: Available/Total
Food: 1/2 (-1 Settlement)
Stone: 1/4 (-1 Lignite Torchbowls, -2 Complex Walls)
Clay: 0/1 (-1 Clay Earplugs)
Textile: 1/2 (-1 Strong Glowrope)
Fuel: 1/2 (-1 Lignite Torchbowls)
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)
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) SPIDER HORDE
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: UNKNOWN TRIBE 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, Region: Exploit Range (>BOLD=Friendly Settlement), Region: Foreign Tribal Presence (>BOLD=Foreign Settlement)
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)
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), Troglodytic Spider Horde (!!)
16-N: Food x1 (Glowing Mushroom Clusters), Stone x3 (Granite Caverns x2, Cassiterite 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 x4 (Lignite Beds 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 - 2I/0P
Minor Families
Quarque - 1I/0P
Maximum Spin - 0I/1P
The Canadian kitten - 0I/0P
NUKE9.11 - 0I/0P
A_Curious_Cat - 0I/0P
chubby2man - 0I/0P
TURNTURNTURN