With the forum being deceased, we continued briefly over discord so that the game would not just die. Behold, the turn:
Preliminary Turn 1 Revision
Proposal: Whaleblood Tattoos
Difficulty: Trivial
Result: (6+6)+3=15,
Wow Unexpected BoonThe Ritual of Harvest was a central pillar to the society developing at Monsoon Point, enough so that some tribesfolk were said to have spent their entire lives on the beach to observe the comings and goings of the Lightning Whales. Everything the tribe did was, at least in some part, only possible due to the whales, and they understood this. The Whale’s blubber proved to be an excellent preservative when properly harvested and rendered down over a low heat, then poured into some clayware where meat would be placed and the fat solidified around it. The first step in the Ritual of Harvest by the end of the Ancient Era was Consuming, with the WhaleSlayer being fed a preserved chunk of the previous whale before engaging in Slaying. While the effect was very minor, consuming the meat eased the devastating effects of a massive electrical outburst and improved the survival rate of WhaleSlayers greatly.
Survivability increased greatly once more with the introduction of Tattoos. The tribesfolk were not averse to art, but in the Ancient Era there wasn’t much in the way of paint or canvas. Like many early societies, these folk turned their own bodies into works of art. Whalebone needles were used to painfully impregnate the skin with a variety of dyes made with various watered-down minerals or plant pastes. These were all replaced when one of the first two-time WhaleSlayers volunteered for the second Ritual. Having survived the discharge of their first Ritual, this WhaleSlayer had one of the tribe’s tattoo artists use whale blood as a dye and outlined the burn scars that traveled up his arms, through his torso, and down his legs into the ground. The blood, while otherwise normal, held a very, very faint blue glow when it was pushed into the flesh of the WhaleSlayer. When the WhaleSlayer struck their quarry, the usually incredible burst of energy was pulled almost wholly through the WhaleSlayer. For a brief moment their tattoos burned a blinding white before cooling back down to blue rapidly as electricity crackled and discharged into the beach off of his body.
He was left almost entirely unharmed, save for a new bit of scarring he planned on getting outlined.
While the WhaleSlayers immediately following opted to forego the Whaleblood Tattoos and view their first Ritual as a trial or rite of passage, new WhaleSlayers quickly adopted “guidelines” tattooed from their fingertips to their toes. While these weren’t enough to prevent injury and burn scars, they were enough to prevent death and minimize injury. Once properly scarred, the WhaleSlayers would outline their burns with a true Whaleblood Tattoo.
Whaleblood Tattoos improved the quality of life for the Slayers, but it did little to actually improve access to the whales and the resources they provide. But the Tattoos did drastically alter life in Monsoon Point otherwise. WhaleSlayers who survived a few Rituals were often heavily tattooed, which would further improve their survivability during the Slaying. The tribe practically idolized self sacrifice though, so there was no true honor in participating in the Ritual when one was guaranteed to walk away without any issue.
Things changed when one particularly heavily-tattooed WhaleWatcher stood on the beach watching a storm approach. Things seemed normal until there was a loud CRACK and the hair on the WhaleWatcher flashburned away. Then another crack, and another, and another. The WhaleWatcher was struck by lightning and stricken with incredible pain, but nothing he couldn’t endure. When the storm cell passed by and eased into just heavy rains, the WhaleWatcher still stood, slightly more burned and significantly more confused.
It turned out that Whaleblood Tattoos could channel electricity incredibly well, enough so that even absorbing the brunt of an entire storm front was not enough to more than lightly injure the tattooed person in question. The tribe now faced an interesting dilemma: how would they approach this discovery?
Well, with immense and incredible voluntary self-sacrifice, of course. WhaleSlayers who found themselves unable to feel something when Harvesting would step down and allow a new WhaleSlayer to take on the role until they too moved on. Once heavily tattooed, these tribesfolk would contribute to society as normal save for when it was their turn on storm watch. They would set themselves out in the open as a groud when violent storms approached their villages, engaging in a series of aggressive and choppy movements largely dictated by each individual meant to help draw in the lightning (when in fact the tattoos did that enough on their own, especially at higher concentrations of people). Storm Dancers became a regular sight in Monsoon Point, helping prevent lightning-related destruction and giving the world its first real flash mobs.
Whaleblood Tattoos are
[Cheap] in large part because each whale has a lot of blood and tattoos aren’t going to need a ton of it.
Storm Dancers are
[Very Expensive], being folk who Harvested enough to become covered in Whaleblood Tattoos and were willing to dedicate the rest of their lives to combatting the skies themselves. Increasing the rarity of Lightning Whales will have an equivalent effect on Storm Dancers, as more Rituals of Harvest mean more Tattooed fellers and more Tattooed fellers means more Dancers.
Preliminary Turn 1 “Combat” Report
Life on the Great Continent was, for both of the originator tribes, interesting. While historical records of the time are few and far between, and reliability even rarer, the window we have into the Ancient Era is nonetheless exciting.
While we are familiar with how life and society evolved here in Monsoon Point, our knowledge of the south is incredibly skewed and full of inaccuracies, assumptions, and outright fabrications. Still, one should never turn down an opportunity to know their enemy.
The Painted Land’s tribes kept to themselves and what little archaeological record available in the North simply states they were a hardy people, with some level of connection to the local wildlife - the lizards in particular. Rumors of cave lizards small enough to fit on the head of a pin and large enough to tower over mountains are probably heavily exaggerated.
What wasn’t exaggerated, as far as we can tell, is just how ingrained the lizards were in every aspect of society. Nearly every relic and artifact recovered from the Ancient Era, save for their obsidian tools, can be traced in some way to the parts of a lizard.
While there is obviously no written record from the time period, some tales can be traced back to traveling holy men bringing the Word of Todd to any who would listen. And any who would not.
Preliminary Turn 2 Design
Your people have, at the very least, learned how to survive in their environment long enough to develop villages, towns, and even their first cities. Tribes split off from their fellows for a number of reasons equal to the number of tribesfolk themselves. As Monsoon Point was developed by the villagers who stayed, the Choladaic Rainforest, Evergreen Riverway, and Frosthollows called to those who sought their own lands. These migratory groups would eventually settle their own villages, towns, and cities, and soon all four northern regions were made up of a variety of city-states and aspiring empires. One of these stood out over the rest, enough so that their mark is still felt to this day.
Your current task is to address the following prompts in your Design Proposal:
Which Northern Region was the Unifying Party located? This will increase the defensive capabilities of your forces in the area, as the region becomes important historically or culturally for your people. If not located within your capital, the next turn’s prompt will be modified to address the capital returning.
What method/tool/approach did they take to unifying the other tribes? Conquest, diplomacy, commerce, or general fields work for this, as will more specific suggestions.
What mark did they leave on the world? Roman roads, Roman aqueducts, Roman sewers, Roman siege engines, Roman Catholicism, I think you get the point.
This turn takes place over the course of the Classical Age, so you can model whatever empire you make after anything from the Akkadian Empire to the Roman Republic. Man, those guys keep popping up.
Lightning Whales: Massive physiologically unique beasts that can be found migrating through waters off of the northern coasts. They build static through their teeth as they filter-feed, using the constant discharge to stun their wide range of prey. Excess buildup is discharged when they surface. When unable to process their buildup normally, such as when they are beached, the body builds up a potent amount of energy beneath the insulative skin. If allowed to continue without a "forced discharge", the buildup ruins the chances of any usable parts being harvested. The bones are large and strong enough to provide some shelter, the meat nutritious and ample enough to feed entire villages for weeks at a time, and the blubber a means of maintaining that ever-evasive but equally necessary fire. [Very Expensive]
-Whaleblood Tattoos: Tattoos made with whale blood. Very electrically conductive, and capable of channeling energy through the body without harming it. [Cheap]
--Storm Dancers: WhaleSlayers who have survived enough to acquire an excessive amount of tattooing and volunteer to redirect the power of the storms and skies away from their people. Practically immune to everything cetrical but the most intense lightning. [Very Expensive]
The key defines the borders of the map first, then the river, and then describes each region North to South and East to West, like reading a book.
The Ice Wall (Eastern Barrier): While borders can be quite fluid in nature, the easternmost extreme of the land is harshly cutoff by a monolithic wall of pure ice, 3000 meters tall. The surface of the wall contains somehow fewer features than the barren cliff face: an everstretching plane of blinding white. No plant or animal dares to brave the blisteringly frigid, cutting winds driving ice and snow constant off the wall and toward the continent below.
The Desert of ‘Amit (Western Barrier): The desert of 'Amit shrouds the west in heaps of dazzling white sand. The evening winds stir up sharp, stinging sandstorms which scatter the light of the setting sun and blast the young Cholades Mountain Range separating it from the rest of the continent. Through the heat haze, you can sometimes glimpse the peaks of the Anti-Cholades mountain range, grasping at the far horizon and further reinforcing the rain shadow cast over the desert.
The Interbarrial River Network: The Interbarrial River Network is birthed from two points: the geysers and healthy water table in the Wild Savannah and the runoff and melt flowing off of The Ice Wall. These networks of streams join together to form large, slow moving rivers that steadily meander toward the center of the continent. A veritable (relatively shallow) inland sea forms where the rivers meet in the Vale of Waters and proceeds to divert both toward the north and south. Tributaries and distributaries line the entire calm, slow-flowing river, providing the only real navigational issue along the equally calm riverbanks. The arterial river flowing north and south empties into the Northern and Southern Oceans. The Great Lake manages to regulate flow during the wetter northern seasons, providing a steady and reliable flood pattern across the continent and keeping the extreme wet or dry seasons from impacting the reliability of the River Network throughout the region.
THIS IS YOU Monsoon Point (North Capital/Bay12): This area point is bounded by its impressive coast containing multiple natural harbours. Monsoon Point is so named because winds that come off of the coast, off of 'Amit north of the Cholades, and off of the Icewall contact to create a spectacularly broad storm network which ensures Monsoon Point is constantly lashed with rain. An extremely rainy season dominates nine months out of the year, followed by three months of the year that can't accurately be called a dry season as much as a "less rainy season". The landscape in Monsoon Point itself is surprisingly dramatic as a result - a hilly region has been carved out into a land of beautiful red cliffs, with intense and verdant greenery blooming across the slopes - the sole exception being the incredibly wide Interbarrial River Network and the gentle, flat lands that follow it.
Choladaic Rainforest (West Front, North): This region is absolutely dominated by a tropical rainforest. While most definitely less waterlogged than the areas to the northeast and east, it is still a rainforest - you can still expect to get soaked. The tropical rainforest rolls across gentle hills, fed by the Monsoon Point rainstorms which gather here and bowl against the Cholades. While the rain is certainly an obstacle, the unsettling nearly endless twilight beneath the canopy should not be underestimated.
Evergreen Riverway (Center Front, North): The hills in the surrounding regions flatten immensely within the Riverway. The Evergreen Riverway is a temperate pine rainforest - unbelievably lush, unbelievably green, fed both by brunt of the rainstorms coming down from Monsoon Point and the wide, fast-flowing arterial continental river flowing up from The Vale of Water, central Evergreen Reach is... well, it's wet as hell. The riverine environment leads to plenty of mud, fallen logs, ponds, small lakes, and streams, but other than that it's actually quite a pleasant place to be in, if humid.
Frosthollows (East Front, North): Temperatures drop dramatically in this uneven, rough, but beautiful alpine forest terrain. Bitter snowstorms hamper that beauty, driven west by the powerful and biting wind blasting off of The Ice Wall. The deep valleys in this region tend to catch these winds, creating absolutely unbearable conditions within the crags and ravines that crop up in the area. These ravines open up into the foothills and lowlands that dot the area, pummeling them with frigid temperatures rivaled only by the surface of The Ice Wall itself. These Frosthollows, open areas where even the pines refuse to grow, are treacherous, but often the safest and most direct way geographically to navigate the region.
Wild Savannah (West Front, Center): Resting against the shadow of the Cholades and ‘Amit, the land is a savannah of tall wildgrasses and scattered acacia copses. The climate is warm here, but not prone to drought due to a high water table fed by geothermal heat. When one spots a little hillock on this savanna, it is a geyser as often as it is a termite mound. The biodiversity in this region is staggering: giraffes and dwarf elephants in the patches of thin forest, great wildcats and wildebeest patrolling the grasslands. A river cuts this land too, fed by the water table and rare torrential downpours, flowing west to east. The geological activity here has left behind kimberlite pipes, the source of elusive diamonds and other precious gemstones, as well as a fair few rare earth metals.
Vale of Waters (Center Front, Center): The Vale of Waters is where the fresh waters sourced from the east and west join to run north and south. A great lake sits here, relatively shallow but broad. Its waters are flush with freshwater fish and waterfowl. The terrain beyond the lakeshore of brown sand and clay beds is some of the most supremely fertile earth in all the world, a temperate country of low hills and beautifully green grass. The summers are warm but mild to crops, the winters thinly blanket the land in snow for a month or so before melting. Little of the wildlife is dangerous; foxes, burrowing rodents from shrews to beavers, hares and the like.
Glacial Taiga (East Front, Center): The freshest remnants of The Ice Wall’s glacial activity can be identified here; gravel beds, moraines and the like. This land is a taiga of warmly-colored shrubs and sedge grasses intermixed with the occasional copse of spruce and birch, grazed by herds of caribou that alternately can be found migrating to the Evergreen Riverway. In summer, multicolored wildflowers blossom from the earth, areas of which are warm enough to tolerate agriculture. The morning sun lights the crags of the Ice Wall like a bonfire, and sends a glut of meltwater to swell the banks of a river heading west. Beneath the permafrost are vast beds of anthracite coal and petroleum.
Great Dry Sea (West Front, South): Once an ancient inland ocean, the Great Dry Sea is a massive salt flat that exists in a depression stretching from the edges of the Painted Land outward toward the 'Amit desert, where the ground begins to elevate once more and transfers from salt into sand. While outwardly unremarkable, the Great Dry Sea holds a unique characteristic of a deceptively active groundwater environment, forming and dissipating subterranean rivers at will. This results in turning the Great Dry Sea into an invisible minefield where one false step can send a man plummeting into a thick brine pool if he's lucky, or a many dozen foot drop to his death if not. The reprieve for these hazards is the rises in the flats that ages ago were once islands surrounded by water but now are encased in salt, dotted across the Dry Sea like freckles.
Sandoras Thornsea (Center Front, South): This entrance to the Painted Lands is host to a myriad of cactus families and hardy flora that take advantage of the presence of running water - thousands of species ranging in size from a child's fist to taller than a man, interspersed among a splattering of cork oaks and stunted juniper trees. The cacti mainly stick to the banks of the river and the distributaries that break off from it, creating thick bands of cactus that form the main hazard in crossing this region.
Motoro Conelands (East Front, South): Volcanic energy in this region is just powerful enough to breach the surface before running out of energy and forming the squat towers of basalt known as “splatter cones”. Ranging from only one meter in height to over twenty, these miniature volcanoes pocket the land in the thousands. Many of them are still active, needing only a slight disturbance to ooze molten rock from the ground. Despite the danger, the Conelands have long been a source of intense mining efforts - splatter cones contain high concentrations of metals across the entire range of metals available beneath the surface. In the areas populated by inactive or dormant vents, there is a large coverage of greenery that feeds off the rich volcanic soil and the Interbarrial River Network.
Painted Lands (South Capital, BPL): The riverway flowing south from the Vale reaches its southern terminus in the Painted Lands. What began as a clear flow of babbling water has been transformed into an even wider, slower thing laden with sediment. Millions of years of river action have carved a canyon through the country's soft rock strata, sharp and jagged at first but growing as broad as the horizon by the time it reaches the sea. Wandering distributaries branch off of the river, leaving winding shallow bands of fertile soil behind when they inevitably wander off again or dry up between flooding seasons. The land takes its name from the bands of rock exposed by the river to form a panoply of color: white limestone, black shale, and sandstones in pink, red, yellow, and every color in between.
The fertilized highlands beyond the water-carved walls (a distinction less marked as one proceeds southward) are relatively arid, with hot summers and cool winters. Groundwater is exposed to the highlands by limestone sinkholes, or cenotes. Papyrus reeds and olive trees grow in abundance and alligators sun by the riverbanks with regularity as one travels further south. The coastal bay experiences a cooler climate, with sea breeze coming off the ocean to regulate temperatures year-round and provide gentle winter rains.
The sedimentary rock of the Painted Land bears countless karst caves, connected by underground rivers and home to strange species of eyeless fish and cave-adapted lizards.
TURNTURNTURN