Sean: I suck at maths.
Will update pops and scores soon...just glad to get started again.
Turn 4 Results
1.ShrikeFood search D10 D%=30
Scouring the seabeds, they can find little in the way of additional food. The whole area seems covered in empty shells and bones-locals say that strange sounds and lights are sometimes seen and heard at night…and all who have approached them never return…
Food Search C11 D%=13
The concerted attempt to find better food sources in this area doesn’t go well. Your scouts find a new form of prey, one that is not only meaty, but it doesn’t even try to run away! They are brought back for a grand feast, but the problems start soon. Many Shrike fall ill and die-others go mad and tear into their own clans, and it is realized that the prey is infested with some sort of disease that spreads itself by manipulating the minds of its host. Needless to say, Shrike armies descend on the area, lock it down and destroy EVERYTHING. Even innocents are not spared, as they cannot know who is infected or not. It was a small area though, but nothing can ever live there again.
-3000 population
Food Search C31 D%=97
The vicious waters hold no more fear the battle hardened Shrike, who even consume their own weak and infirm with fanatic zeal. The area is scoured, and a nearby reef reveals races of semi-intelligent Annelid-they are peaceful, and quickly subjugated for their weakness. They outnumber the shrike 10 to 1, but are terrified of them and obey their orders. These new slaves make a good food source, and are forced to gather food for their masters.
*Predators: The abundance of predators takes its toll on the Kadesh…an organized response came too late, and not good enough-luckily the water shielded them from all but the flying ones…
-1000 population in all squares.
EP
Base: 8
Colony Held On: 1
=Total: 9
OOC: Language and cultural skills are need for any advanced tech. Your limbs will be capable of basic movement on land at 10EP, and full movement at 15EP-you’ll also need to raise the Strong trait to reach full potential. This translates into battle and land colonization bonuses, as well as doing anything else on land. At the moment your shock does little on land, and only works at short ranges-it is a useful defense though, and the blur are more wary of attempting to snatch and grab. In the water, your shocks become greater, especially when combined-It takes nearly a dozen Shrike to take down something larger or of roughly equal size than them, but small fish and squid are easily caught.
2. NahuantlConstruction, Lacquer D%=24
The Claw had worked night and day for a month on his strange constructions, shutting himself off from society, when he finally found the right type of resin, and had produced a simple work of art. As he raised a fist to the sky and damned the Gods for testing him so greatly, his own quite poor roof collapsed upon him under the weight of the fungus, crushing him and all his work. No one would know what he wrought in last moments of life, and he would be remembered as a fool for as long as he was remembered.
Martial Arts Training D%=63
in a way, relearning how to fight without weapons was more difficult than the other way around. The fangs were diligent, and they soon they had a revelation- looking at the corpses of Jhiar’d there noticed were weak spots-the lungs, joints and eyes-on their bodies, just like with themselves. So was developed a maxim that would be handed through the ages-“The hasty stroke goes oft stray-apply all your force to your enemies weakest point, and they will fall.”
+2 New Skill, Martial Arts
Gathering Forces D%=48
Many of the Nahuantl who do live on the border hardly believe the stories; even when clear evidence is produced. Nevertheless, many warriors are glad to fight something other than their fellow Nahuantl.
You can raise an additional 5% of your pop max for the next battle you have.
Beast Hunting D%=10
The beasts had quickly lived up to their fearsome reputations. Many Nahuantl found themselves victims of mind controlling fungus, forcing them to walk off cliffs or attack their friends-and as they’re numbers fell, the beasts ganged up and picked them off one by one. Few returned, and the loss of troops would sorely test the regional defenses against the un-slowed creatures.
-1000 population from all squares
EP
Base: 8
Martial Training: 1
Failed Hunt: -1
=Total: 8
3 Jhiar’dPlantwe Scouting D%=88 (A1s rolls D%=21)
The scouting of the Plantwe is carried out flawlessly. Apparently only armed with little sticks, the creatures were unable to defend themselves from the organized hunting parties. They were found to be nearly inedible, save their sweet tasting roots-and about 10 were captured alive and brought back, out of 100 that died on the way.
Animal Husbandry D%=87
The taming of the maggot was not easy, but Jhiar’d inventiveness won the day. They found the creatures responded to simple aversion training-if it hurts, don’t do it. In this way they could keep them from attacking their own walls and workers, and soon even the offspring began to prefer to feed on what was given to them. A new, reliable source of protein has been established for most of the higher ups, and even the common bug can enjoy some on holidays every few years. The applications to construction were mostly useful for clearing away rotting vegetation from build sites, and it saves a lot of labor.
+2 New Skill: Animal Husbandry
+2 Construction
+1 FD to 4 different squares of your choice-will default to highest population if no answer, so no problems.
Fungus Farming D%=75
With the new food being available, few even noticed the basic dabbling in farming going on. Facing a food crisis potentially far in the future, the growing of the fungus was a wise decision, if ahead of its time. It was difficult to separate out the harmful and nutritious plants, and disease and parasites often took out more than half of the crop before harvesting. Nevertheless the experiment was a success, and the food was much easier for the lower class Jhiar’d to acquire-as an additional effect, the maggot tamers were glad to have a reliable source of feed.
+1 New Skill: Farming
Expansion Q21 D%=5
Marching over the corpses of the previous failed colony, they foolhardily went to the same fate. The forces of the “Blur” had only grown, and now they had a full size nest across the river. The muddy ground was as worse as before, and the Jhiar’d were left to the mercy of the elements too long. Without food or shelter they were all wiped out in a single fateful night, barely a month after settling there. The victory songs of the Blur echoed out from across the river, a song that spoke of death and consumption, and nothing else.
-4000 population
Colony Failure
New Blur Nest in O23
Expansion P16 D%=7
8 the desert was not kind to the Jhiar’d. The force was quickly scattered by sandstorms, and they spread to all directions looking for each other, compounding their problem more. The colony was never seen again-and few dared to go to the desert and tempt the same fate.
-4000 population
Colony Failure
Expansion R16 D%=45
Finding the “ghost hive” as it was called by the superstitous locals was fairly difficult, as few remembered anything about it, and none who had lived there had survived. Eventually, with the help of local trackers, they found the entrance to dilapidated nest. Old carapaces were strewn about, a grim testament to the final days, and most seemed to have died painfully. The most surprising find was that their was still a remnant of the Jhiar’d living there! They were suitably insane, and attacked the small band, which wisely fled. They estimated there to be nearly 2500 of them, secluded in the place, feeding on their strange bugs that had doomed them in the first place.
The small expansion into the abandoned colony was not a total failure, but it was decided that more bugs must be sent to re-colonize the area and destroy their poor brothers.
Colony Failure
*New Foe, “the Remnants”: These sad things are insane and mindless, somehow surviving without a queen, natures cruel mockery of what the Jhiar’d are now. They only breed and eat and dig, and have no intention of doing anything else with there lives other than that. They have no weapons or tactics, but seem to be physically stronger than an average Jhiar’d. Also the labyrinth of the nest they have constructed is its own defense. The party said there was close to 2500 that they could counted-they said that there was at least 2-dozen for every one of them.
*Predators: The abundance of predators takes its toll on the Jhiar’d…an organized response came too late, and not good enough.
-2000 pop in all squares.
EP
Base: 8
Colony Failures: -2
Farming and Husbandry: 2
New Foe: 1
=Total: 9
4.PlantweGreat Hunt D%=57
The Plantwe assault on the worm beasts was a debacle. The strange fungus that surrounded them attacked and ate away the Plantwe skin, and it seems the spores were even interfering with scent-based communication, causing mass confusion The worms shrugged off the assaults, chuckled in their guttural language and began spreading closer to the Plantwe homes in revenge! The forced migration killed many, as they abandoned their ancestral homes to the vengeful worm beasts.
-1500 pop from all squares
Animal Tasting D%=33
Tasting the many new animals and plants didn’t reveal any great discoveries, but they at least learned what was harmful and not.
Expansion R22 D%=39
The Plantwe who moved North were the more wrathful ones, those who had lost seed relatives most of all. They were on their way to building a strong colony when they came under attack by the Blur… these were different and yet somehow similar to the other bugs who attacked them. Their attacks were not very often, but they were brutal- and they didn’t even consume the slain, merely killed for pleasure…Eventually there was only 1000 desperate Plantwe left, but the colony still stood
-3000 population
Colony success
Expansion U25 D%=93
The expansion into the nearby plains was a peaceful one-hidden from their foes by the wide green lands, they found an area amazingly fertile and free of hostile life. Another find was herds of plant eating mammals-they were merely grazers, and it seems they didn’t like the taste of Plantwe at all, and rarely bothered them. They do a fine job of chasing away large predators, and actually contribute to the defense of the land.
Land is easier to defend
Colony Success
*Jhiar’d Contact-A race of vicious insects raided your settlements! They killed with no mercy, and even captured some alive, and their destination was no doubt horrible. The Plantwe are angry and scared, and demand something, anything is done…
-250 Population
EP
Base: 8
Failed Hunt: -1
=Total: 7
5.Mii'ariReptile Repellant D%=74
The long tailed reptiles make easy prey, being quite stupid. The rivers are quickly cleared of these menaces, and they are forced into an adjoining river, which suits them just fine. The same thing happens on all the Mii’Ari shores, and now the young and elderly alike can catch a bounty of fish safely from the shores.
+1 FD on each Mii’Ari tile by water.
Red Plant D%=53
The Mii’Ari banning of the plant only makes it more mysterious to the foolish and defiant-most of the rest understand that it was banned for a reason, and abstain. Those unlucky few who become its slaves are a minority…but others cynically realize that the plant can be used to gain power over others for themselves….
Defense D%=76
The blockade around the fungal forest was a sound idea, as the sentries began to be attacked very soon by prowling beasts-the use of calls makes sure that the Mii’Ari gather when trouble calls, and they limit the effect on the civilian populace, but the military faces a long and brutal campaign. They win, but many brave Mii’Ari fall.
-1000 population in each square
EP
Base: 8
Brave Defense: 1
=Total: 9
6.KadeshPsychic defense D%=55
The Kadesh, spurred on by the consumption of the fungus have begun to develop psychic power. It is weak, and controlling even that small amount is exhausting. But the stress of their lives spurs them to greater heights-it is often that a psychic individual is called upon to unleash their power against the Blur and other foes, though they often die or lose their minds afterwards, many lives are saved. The toll taken is heavy, but the Kadesh survive…
-750 pop from all squares
Domestication D%=40
The worm’s primitive, but cunning minds speak to the psychics with some time. They are unanimous in the fact that they will not be enslaved, and they nearly kill the psychics that try-instead they ask instead for an accord to be reached…
*The Deal: What the psychics could gather from the worms faint thoughts were that they were hungry. If a tribute of food were to be given to them, they would turn their efforts to halting the spread of the worse fungus to Kadesh shores. The psychics themselves said that these creatures’ minds are filled with darkness-not literal as in evil, but they were guarded creatures that did not trust even their own kind. Betrayal is of course a concern…so is refusing the deal and risking their wrath, whatever it may be. The burden weighs on all, but the leader of the Kadesh is the one to make the final decision.
EP
Base: 8
Psychic Awakening: 1
=Total: 9
OOC: Yeah Bloodthirsty lol-I meant that even little frog creatures
would take advantage of an easy kill, which is what it was. You be surprised how cruel the weak are when they get in a rare position of power.