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Author Topic: Founding Families - A Semicompetitive Civ Building Game [Explore IV]  (Read 11119 times)

Man of Paper

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Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #210 on: November 24, 2023, 12:39:24 am »

Exploration Phase III: Discoveries In The Deep

With the desire to travel once more causing an itch within the tribe, the Wardens of the Lake saw a long-forgotten family once more step forward to lay out the plans for an expedition (m1895 +1I). The goal was to explore the western territories within the mountain ring and observe the land immediately beyond it.


A large group set out following a series of torchbowls and glowropes through their previous home and continued northwest into 15-L. Once more it was Stonebreakers who led the way, increasing accessibility for the rest of the expedition while lighting the way with additional torchbowls and a few handy lignite runners. A network of caverns continued to wind through the region with very little that stood out to the wandering Wardens, at least initially. The same granite lined the walls that the tribe had seen everywhere else, and it was only through dumb luck that one of the Stonebreakers set up a lignite torchbowl near a new thing - a yellow stone clumped up within the granite that glimmered and sparkled under the torchbowl's light. This gold stone was certainly a curiosity for the tribe, but they were even more curious about a tunnel that terminated in a sudden straight drop. This pit, which could comfortably fit a dozen people standing shoulder-to-shoulder, also cut upwards to reveal the sky. Turbulent air kicked up in the tunnels branching off the tube at various points, which either fed or was fed by the twisting movement of the Mourning Dew dancing up and down the tunnel simultaneously. Stonebreakers set about cutting a path winding to the surface while Attuned readied themselves to explore deeper with the aid of glowropes. The brief trip to the surface proved to be worth the immense effort, as for some incredible reason the air coming through the tunnel carried the outside world with it. Grasses and hardy flowers had gained a foothold in the rocky wasteland, with a wildflower called stinkweed proving to be the dominant invader. As above, so below, as the Attuned also made quite a discovery in the depths.

They weren't actually that deep, and the larger tunnel narrowed at the bottom where it curved horizontally. At this point the path is narrow enough that the Mourning Dew fills it in it's entirety, and this initially gave pause to the Attuned meant to travel onward, as the entire time they'd been hearing laughter of all types - though all equally unsettling - coming from the Dew. Or was it crying? Either way, they opted to have a group of normal tribesfolk crawl through in their stead. When they finally emerged after an incredibly painful journey the tribesfolk couldn't be blamed for believing they had gotten turned around: the immediate surface was nothing but rock and stone. As they had emerged at night, it took a little bit of exploration to find the first greenery beneath their feet and realize that they had indeed left the cover of the mountains. While out there in the dark they also spotted something ominous: the light of great fires in the distance.

Only a handful of the tunnel crawlers managed to make the trip back, as one of them wound up succumbing to the laughter/crying and went mad. The madman was put down after turning on his fellow Wardens, scratching, punching, and biting however he could within the cramped fog-blinding corridor. The swirl in the fog seemed to intensify almost immediately upon the attacker's death, and the survivors wanted nothing more than to get out of there as quickly as they possibly could, emerging among the rest of the expedition covered in all sorts of bodily excretions.


Little else of note was uncovered by the explorers, so they continued along their planned route south into 15-M. The route the Stonebreakers carved was winding out of necessity, although they also accidentally managed to cross over their own paths and retread ground a few times too. Travel through the tunnels was fairly difficult, especially as they turned from the hard, dull stone the tribe is used to into a blackish glassy stone with excruciatingly sharp edges. The explorers managed to traverse the obsidian and over the course of their survey of the area had found a large chamber of magma. Within the middle of this lake of fire was an island that even from the opposite shores the Wardens could tell held Mourning Dew. Once again some members of the tribe began to work on ways to maneuver themselves and cross the molten stone (only one person had to get close enough to combust to learn that lesson). While a number of ideas were floated, the tribe figured they'd cut steps into the obsidian and hang ropes from the glimmering ceiling to traverse over the magma and drop onto the island. There was still some rope and fiber available to make more, but some of the expedition had found a large collection of very strong hair-like fibers coating some nearby tunnels and harvested it for additional materials.

The braiding of this new fibrous material was coming along very well and the first footholds smoothed out when one of the tribesfolk felt something travel up their leg. They slapped it on reflex and raised their palm to the light, illuminating a pea-sized corpse with eight twitching legs. Then they felt another. And another. Before the tribesman could kill those he felt a sudden hot, painful piercing sensation on his right thigh. More of the tribesfolk had begun to swat off their own octopodal offenders, with some of these aggressive arachnids being as large as a thumb. Then a fist. Then a head. Repulsive eyeless beasts with oversized fangs and a sickly off-white chitin fell upon the explorers in an excessively rapid and toxic manner, with very few of the exploring group managing to get away. Those unfortunate enough to be bitten quickly fell to vomiting and paralysis, although what happened to them afterward is anyone's guess.

But wait, there's more!

Those few that escaped were still a greater number than finally managed to return. The spider swarm was not seemingly content with just the meat they had gathered by the magma pool, and had decided to follow. With no eyes or noses to be disturbed by the torchbowls, the fleeing tribals found themselves beset upon repeatedly by spiders who continued to track down this suddenly available and abundant food source. The spiders didn't follow the tribe all the way home, but they are on the move, and the expectation is that they will eventually make the trip.


Meanwhile, the Lake-Attuned took the opportunity to send forth a small troupe of Soul-Scouts to examine 15-N. This was an easy enough task to accomplish, especially as the spirits, once freed from the lake, were drawn to the area. Many curiously straight tunnels (not that the spirits needed to follow them) followed a gradual decline that opened up into an absolutely enormous cavern, and were unremarkable other than the Inky Mushrooms growing from the occasional damp crack. The chamber itself was lit from the center with the faintest (for surface eyes anyway) white-blue glow, where a large circular portion of the room stood separate from the chamber thanks to some trench. Upon further inspection, which the spirits were very keen on doing, they realized this trench was filled with a constantly bubbling and churning mass of Mourning Dew. Something gave the scouts a sense of unease, which isn't the easiest task with the undead, and so they opted not to investigate into the Dew here any further. (GM NOTE: This is just an excuse to let you actually define what's going on here with a later action)

The platform at the center of the room was easily reached thanks to the nature of locomotion in the afterlife, but held nothing of note. The spirits then made their way upwards and checked out their surroundings on the surface. They found nothing of use to the tribe here, too. What they did see as they crested the top of the mountain ring and looked out with their ghastly senses was a collection of small homes (and not tents!) further beyond the West Wall. With the region sufficiently checked out, the information pipeline from the spirits to the Lake-Attuned and finally to the Attuned and tribe at large did it's work and spread the news.


RESOURCES IDENTIFIED
15-L
Granite Cavities (Stone x2)
Glimmering Gold Vein (Stone? x2)
Surface Stinkweed Patch (Food x2+Chemical)
Sanguine Tunnel (Mourning Dew x3)


15-M
Obsidian Layer (Stone x3)
Ceiling Diamond Clusters (Stone? x1)
Magma Mourning Dew (Mourning Dew x2)
Troglodytic Spider Horde (!!)


15-N
Granite Tubes (Stone x2)
Inky Mushroom Growths (Food+Chemical)
The Churn (Mourning Dew x6)



TERRAIN IDENTIFIED
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
Mountain Range
Hilly Grassland

UNKNOWN TRIBE

14-O
Peat Bog

15-K
Mountain Range
Hilly Grassland
Pando Forest

UNKNOWN TRIBE

15-O
Mountain Range
Hilly Grassland


16-K
Mountain Range
Hilly Grassland



----


It is now the Expansion Phase! This phase is for expanding in the sense of proposing technology to build up your military, society, industry, or culture in addition to the expected meaning of expansion by declaring an "attack" on a zone within or along your borders if you have an identified threat you wish to eliminate. As a Nomadic tribe you may choose to move or settle during this phase as the phase's Action.

Thanks to some of the tribe's luck being less good than others, an imminent dangerous threat of spiders is on your doorstep! They will work as follows:

The Spiders will migrate at the start of every turn, moving one zone closer to wherever the tribe may be located. Various actions can slow or stop this approach, temporarily or on a more permanent basis.
The Spiders reaching the tribe will not be a game over, but it will make life really fucking suck for the tribe.
Life will also really fucking suck for anyone working tiles outside of the tribe center itself if they happen to cross the spiders.


Spoiler: The Age of Attunement (click to show/hide)
Spoiler: Available Resources (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Resources By Region (click to show/hide)

Spoiler: Families (click to show/hide)
TURNTURNTURN
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A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #211 on: November 24, 2023, 02:31:10 am »

What type of “Stinkweed” are you referring to?
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A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #212 on: November 24, 2023, 02:51:40 am »

Here’s my initial suggestion concerning the spiders:

Soul Sentries (builds on: Soul Scouts, Requires access to: Mourning Dew)

After our run-in with the spiders, we quickly came to the conclusion that we needed some way of providing us with early warning of their approach.  At first we considered tasking some of the living with keeping tabs on the foul arachnids, but there were few (if any) who would volunteer for such a task.  We soon came to the conclusion that the dead were the best for the task.  The dead have nothing to fear from the fangs of the spiders, after all.  This works similar to scouting an area with Soul Scouts, except that the Soul Sentries patrol an area and report on any movements of creatures in to, out of, through, or within that area.  As this is more long-term than the Soul Scouts, it is also necessary to periodically pass the task of patrolling an area on to a new (set of) Soul Sentr(y/ies) while allowing the old one(s) to pass on to the Whispering Lake.


Might as well include this proposal as well…

Pit-fired terra-cotta ceramics (Builds on: Warm Fires, Requires access to: Clay, Fuel)

After experimenting with the strange soil in 17-M, we have found that we can for it into any shape that we want.  Leaving the items in this form, however, leaves it soft and prone to being dissolved by liquids.  Further experimentation has shown that if we burn the items in a pit along with some lignite, the items become hard and more resistant to liquids (they can still be seriously damage if exposed to liquid long enough and any liquid they contain will eventually leak out very slowly).  We have also found that, if we make and “fire” one of these in the form of a container with an open top and solid sides and a solid floor (which we call a “pot”), that they will retain water long enough for us to boil it (this requires us to separate the pot from the fire using stones so that the flames aren’t directly touching the pot, otherwise the pot will crack from the heat of the flames; also, as mentioned above, the water will eventually leak out if left in the pot long enough).  Finally, we have found that certain things that we previously couldn’t eat become edible when boiled in a pot (we also find that we can (optionally) boil many other food that doesn’t otherwise need to be boiled).



Here’s another suggestion concerning the spiders:

Soul Drivers (Builds on: Soul Scouts, Requires access to: Mourning Dew)

The spiders are a serious threat.  One that requires action.  To this end we have enlisted the aid of the dead to drive them into the magma in the pit from whence they came.

Soul Drivers are similar to Soul Scouts, except that they create a sense of fear and/or uneasiness that repels targeted creatures.  By carefully coordinating their movements, the Soul Drivers can herd creatures from one area to another.  This can have multiple uses.  It can be used to dispose of pests by driving them towards something that is sure to kill them… or it can be used to “weaponize” such pests by driving them towards our enemies.

Edit:  added Soul Drivers.
« Last Edit: November 24, 2023, 04:27:06 am by A_Curious_Cat »
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A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #214 on: November 24, 2023, 03:06:54 am »

None of the ones on that list

Oh.  I was hoping for Cannabis Indica.  :P

(Also, the one you linked to would’ve been found in the list under “Cleomella”.)
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A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #215 on: November 24, 2023, 04:27:41 am »

Added Soul Drivers to my list of suggestions.
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Quarque

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #216 on: November 24, 2023, 02:10:28 pm »

Going to recycle a proposal from earlier as well.

Man of Paper confirmed that the horrible demonspiders only move 1 square each full turn cycle. That means we have the experiment phase to do something about them (and the bears) before they take their first step. In the meantime, I think this would be a great moment to settle down and stop the resource complications from being nomads.

Quote from: settle down
As our tribe gradually get accustomed to their subterranean environment, they transform it into their permanent dwelling. The lake draws them near. They build homes to close it and light a perpetually burning Warm Fire in front of it on 17-M. This transition marks a departure from their nomadic existence.
In order to improve the safety of our Cave Homes, our people embark on the endeavor of crafting stone walls from interlocking boulders, a novel technique still in its early stages but brimming with potential.
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Powder Miner

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #217 on: November 24, 2023, 02:21:29 pm »

I'm actually down for this, it HAS been hard to find space for settling down but it does also feel fairly critical in this environment.
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Maximum Spin

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #218 on: November 24, 2023, 02:42:31 pm »

Yeah, I'm up for that. Or down for it. Both ways, really.

Sorry for being so inattentive to this, by the way. I've been having loooots of problems lately and don't want to be foruming much. I think I will resign myself to being a minor family from now on unless I come up with something really good out of nowhere.
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Powder Miner

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #219 on: November 28, 2023, 10:51:36 am »

Quote from: Major Families
Settle Down (1): Powder Miner
Quote from: Minor Families
Settle Down (0):
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Quarque

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #220 on: November 28, 2023, 10:58:32 am »

Sorry for being so inattentive to this, by the way. I've been having loooots of problems lately and don't want to be foruming much. I think I will resign myself to being a minor family from now on unless I come up with something really good out of nowhere.
Sorry to hear about your struggles, take care.

Quote from: Major Families
Settle Down (1): Powder Miner
Quote from: Minor Families
Settle Down (1): Quarque
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m1895

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #221 on: November 29, 2023, 02:08:29 am »

Walls of Ghastly Aversion
With the risk of bears snooping around and the guaranteed trouble the spiders pose, some method of safeguarding our tunnels was deemed necessary.
A circle of glowrope is sized to a tunnel, two more lengths of rope are used to create a "doorway" at the center of the circle, and then the central ropes are vertically scoured along the sides. After that the whole thing is bundled together and plopped in mourning dew, an attuned is kept on hand to focus on the bundle as it marinates for the next couple hours. The bundle is then removed from the dew and secured in its tunnel as a fully finished wall of ghastly aversion, though physically unchanged any (un)living being can sense raw aura of death emanating from it.
Death by crushing force. Death by gnashing teeth. Death in all its forms understandable by all creatures. Of course if one passes through the wall they will come out the other side unharmed, for the wall is not made of death, but the fear of death. Humans are uniquely able to rationalize this fear, and our people's experience with mourning dew in general and Walls of Ghastly Aversion in specific means we are uniquely able to rationalize this fear among humans, so we can travel through about a half dozen walls in short order before being physically and emotionally exhausted. Now you may expect the Attuned to be hit harder by the death wall, and while that is true, they sense the one all-consuming fear as several smaller distinct "blocs" of fear that can be rationalized away individually, so on average they can make it through a few more before being exhausted.
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The Canadian kitten

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #222 on: December 01, 2023, 02:20:37 am »

Quote from: Major Families
Settle Down (2.1): Powder Miner, Minor Families
Quote from: Minor Families
Settle Down (2): Quarque, TCK
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m1895

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #223 on: December 01, 2023, 01:37:46 pm »


Quote from: Major Families
Settle Down (2.1): Powder Miner, Minor Families
Walls of Ghastly Aversion ():
Quote from: Minor Families
Settle Down (2): Quarque, TCK
Walls of Ghastly Aversion (1): m1895
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Crystalizedmire

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #224 on: December 01, 2023, 05:12:05 pm »



Quote from: Major Families
Settle Down (2.1): Powder Miner, Minor Families
Walls of Ghastly Aversion ():
Soul Drivers (1): Crystalizedmire
Quote from: Minor Families
Settle Down (2): Quarque, TCK
Walls of Ghastly Aversion (1): m1895
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