TURN TWO RESULTS
Cannibalising the Cannibals (Deed: Military, but a Stealth check first)
What began as brief inter-herd raiding escalated with the decision of the Spike-Rock herd to attempt to pacify the Bhuurubhuur. Their swift, devastating attacks on the more traditionally cannibal clans led to a suitably massive retort. A scant few herds escape the body of the conflict, lying in wait until most of the competition have been eliminated before mopping up and taking control of the burrows.
Stealth advantage: Bhuur (cannibals) take on Bhuree (revenge cannibals) one at a time instead of together. Result: Careful manipulation by certain herds of Bhuree lead to the other Bhuree herds being exterminated, but destroying most of the Bhuur herds in the process. The herds that stayed out of the conflict mop up and become the new Bhuur.
Bonus: +4 to Fighting (T1 Military Action) for ruthless natural selection. Population in home hex is reduced to 1.
Tame the Bhuurubhuur (Deed: Social)
A harsh, terrifying shriek resounded throughout the abyss. The handful of unnerved Bhuur waited at the precipice, keeping their distance from the fresh corpse being offered. The heavy beat of wings followed the descent of three of the Bhuurubhuur, who croaked at the tiny Bhuur, warding them away before feasting upon the presented Bhuuree. The small pack descended to the river, scavenging a few blind fish before returning to the precipice.
A rushing sensation and the heavy beat of wings, followed by the absence of one of the pack, confirmed their suspicions. The Bhuurubhuur would maintain their peace so long as the food was forthcoming.
Regular offerings of meat keep the Bhuurubhuur at bay, but it is strongly contingent on this tribute being kept up, a potentially crippling process. Land in F20 is reduced by 2 for Bhuur, but the hex becomes easier to settle.
Colonise F22, H20
The Bhuur herds attempting to breach outwards meet harsh winters in the mountains and unremitting heat in the burnlands. Both return to find the population in the burrows sufficiently reduced to support them again.
Colony fails in F22, colonists return to home hex. Colony fails in H20, colonists return to home hex. More Bhuurpower is needed to colonise these types of terrain; use additional units or invest in traits that give Population Power.
Recruit (Military Deed)
The successful enforcement of 'Engels' Method' by the PPT proves to be of great success, as periodic capture and indoctrination of unsuspecting Xenopross creates a small faction of trained, militant stone age warriors. They are still a bit fuzzy on the idea of towing the party line, but as far as beating small creatures is concerned they're just fine. Hearing about the success of the PPT's first formalised band of warriors, the major political clans all start conscripting their own little martial elite.
Successfully conscript an entire military wing comparable to other major clans (1 military unit gained).
Research Religion (Military Research)
The publication and dissemination of secular literature goes poorly, as writing has not been invented yet. Fortunately, standing on top of a rock and yelling at the top of your lungs your interpretation of the divine works just as well. The PPT gains political sway in religious circles for its aggressive interpretations of Madric's holy word.
+1 to Religious Action for PPT.
Seize Social/Economic Power?
The attempt to liberate the oppressed workers from their capitalist overdogs fails, as capitalism has not been invented yet. Attempts to bully innocent fishermen into giving soldiers their lunch work, but not on sufficient a level to give the PPT economic power.
No success.
Settle G5
The exodus of Bass Black-Dot proved to be a poor political move on the part of the Xenocon. Not only did Black-Dot's standing increase greatly with the massively successful colonisation approaches in the area, his own clan was elevated to the status of a major clan with the adoption of a standing warrior class. In time, this would spell the end of Xenocon dominance in early Xenopross history. The western colonies would eventually provide a haven for the religious exodus of the cult of Madric decades later.
Successful settlement of G5 with 2 units of Pop.
Mutagenesis (Pot Luck)
Swordfish Red-Dot's experimentations were a surprising success, so much so that in light of his new found ability he began stabbing the hands of loyal followers with his fragment of the Stone. In a matter of weeks, the same mutations developed in their hands; the development of glands that could, when they focused on it, produce a small gout of flame. With this newfound power, Red-Dot broke off from the Xenocon and founded his own clan, seizing power in a terrifyingly effective coup that left most of the home colonies aflame. With the dissemination of this ability down genetic lines and through careful 'blessing' with the clan's stone, it became apparent that future nests would have to be built with potential immolation in mind.
+1 to Fireburst (T1 Military Action), -2 to Nest Building. Some Xenopross now have a small organ in their hands that generates volatile gases that ignite on contact with the air. This follows genetic lines.
Hammertime (Military Deed)
Hammer-wielding Jottar leapt from the higher branches en-masse, striking the raiding parties of beasts with great effect. The beasts fought back bravely until the appearance of a terrifying sign; a great serpent winding up through the trees and biting beasts back and forth in defence of the treehomes. In less than half an hour the battle was won, as were future battles for the next few weeks; Hammerites and their serpentine protector leading them.
Successful defence of colonies.
Settle E25 (stFr)
Fearing the depredations of the beasts, the youngest and eldest Jottar fled to the south. This combination proved successful, as guided by the wisdom of the eldest the strong arms and firm backs of the youngest were put to work establishing a fine colony without the pitfalls of earlier attempts.
Very successful colonisation: +1 to Pop in E25.
Improve Constructions (Pop Research)
After the initial successes against the beasts, the more enterprising Jottar took their immense skill with engineering and devised ways of sealing the gourds they had been using to hold small nuts in with wax, as well as better designs for their rope bridges. One cunning Jottar devised a means of setting up bridges so that they could be made to fall in the event of raids by predatory creatures, although he lacked the ingenuity to make them useful against a deliberate martial attack.
Improvements in Food Stores (+5) and Rope Bridges (+5). +6 to new skill, Trick Bridges (T2 Population Reaction; Toolmaking, Rope Bridges).
Heal Serani (Religious Deed)
Endren passed from village to village amongst the Serani, bringing life where he could with his healing touch. He saved many lives and brought about a temporary boom to the Serani population, though it remained dependent on his presence to manage.
+1 to Serani Population in home hex next turn.
Conversions (Religious Deed)
Endren's word rang true, backed up by the miracles of healing he performed. In time, it spread amongst the Serani and his cult became a strong, integral part of Serani culture.
2 Religious units converted in E9.
Create Afterlife (Ambitious Religious Deed)
Though not yet empowered enough by the faith of the masses to create a true, physical afterlife, Endren set about the first steps along the path. Walking from village to village, he sang to the dead and they sang back to him, their voice resounding with his own and becoming one with it. So many voices joined with his that he sought a place for them all and so tried to create one. Hearing of his plans, Joulan and Jouli joined forces with him and lent him their aid, allowing him to make a place for the dead within the folds of his cloak. From that point on, whenever his cloak rustled, the whispers of the dead could be heard.
Crafted the Artefact Item: Cloak of Harmony (+1 Religious Power & Action).
Colonise F20 (hsMt) (3 units)
With great clamour and determination the golems sallied forth to the great peak to plumb its riches and carve out a new colony for the glory of their kind. However, once again the harsh weather struck at them from above and, even with their new techniques of deep mining the great avian beasts assaulted them not merely from above but below; exploratory mining revealed their nesting in deep, lightless caverns beneath the surface of the mountain. After five hard years the golems retreated to the homelands, yet their work was not unproductive. In their time they extracted sufficient quantities of the rare crystals that, guided by Urist in their newfound technique of alchemy, they were able to replenish the lost seams of iron in the homelands through transmutation.
Colony fails, Golem settlers return with enough materials to restore ore deficit in home hex (+1 to Land in home hex).
Scout D20
Scouting of the southern mountains revealed little difference from the homelands.
D20 seems suitable for colonisation, despite difficulty of reaching ore. No special information gleaned.
Learn More Magic (Magic Research)
Verus, gleaming in silver and aluminium, approached the cave of the dwarf Urist, beseeching him to teach them more of the ways of magic.
"You're just not going to leave me alone, are you?" Urist muttered.
"No," answered Verus in metallic tones. "We wish to know more of magic."
"Do you?" Urist asked, raising an eyebrow. "Maybe you should take up a less risky profession, like roc-taming."
"If the risk is worth the reward, we will pursue it," insisted the golem.
"Well," Urist drawled, "that's hard to say. See, the thing about magic is that it's basically cheating. Don't know how well that'll fit with you. See, us living things, we're cheating all the time. Life is one big cheat of death, but you? Well, I can teach you magic, but the other thing about magic is that there's a price for cheating. Are you willing to pay that price?" Verus considered for a lengthy time, going through the many options in his mind, before finally nodding.
"Yes," he agreed. Urist nodded smartly and hopped off his stool, patting a hand on Verus' leg.
"Today then," Urist began as the fine shimmer of Verus' platinum body began to dull to common tin, "let us discuss transmutation."
+1 to new skill, Alchemy (T1 Magic Action).
Calm The Storm (Religious Deed)
The Cult of the Storm had arisen in the decades following Madric's revelation to the Xenopross, its focus around the everpresent storms tormenting their kind. Some worshipped to try to stop it, some in fear and awe of it, but worship their was. It was at one such festival that the prophet of Madric began to sing as he often did, then stopped. The shifting points beneath his skin crackled into sparks of light and his eyes burned electric blue as he sang a new song, stirring the storms in the hearts of the many dancers in the temple, forcing them to dance harder and for longer. As they danced and praised and shouted, the storm rose to a crescendo, winds whipping with such ferocity that the blood-mortared walls of the temple began to rip apart. Some of the dancers began to collapse from exhaustion, but still the remainder pressed on, ushered by the prophet's words. At last a great pillar of lightning speared down from the heavens and struck the prophet, drawing the life from him in an instant, and a thunderclap rang with such power that the temple shattered around him. A great void of calm appeared in the sky then and the rains ceased, spreading outwards in a ripple. Some claimed that they had seen for the barest of moments a great hand pressing them away.
With the storms gone and the prophet dead, the Cult of the Storm had no reason to exist. Other, fancier religions began to appear and the Xenopross returned to their ways, pushing the thought of Madric from their minds.
Meanwhile, far from the homelands, the firstborn child of Bass Black-Dot opened his electric-blue eyes. As he let out a cry, tiny spots of light began to flicker beneath his skin...
Storm halted, but at cost of religious unit. Madric gains +1 Religious Armour.
Settle F10 (hsFr), D8 (stCo)
The herds of lera-mabali unfortunately provide as much difficulty to the colonisation attempts of the Serani as before. Only a few hopeful expansionists try and settle in the darker parts of the woods, ultimately having little real success. Similarly, attempts to settle at the coast are foiled by a tendency to build villages on the beach itself, leading to disasters with the coming of high tide.
Both colonies fail.
Scout D12, E13
Adventurous Serani wander up and down the as yet unnamed river, hunting small fish and game. In the upper reaches, some of them discover small deposits of pretty yellow rocks in the river beds.
Shiny yellow rocks found in the beds of the river at E13.
Study Artefact (Pot Luck)
It turns out that placing an ultra-powerful artefact in the middle of a roaring fire is a poor idea, particularly if it has defences. In the midst of a particularly important sera-ganali, the Evolution Stone discharged the buildup of heat from the fire around it in the form of a massive explosion, killing all those gathered. Believing this to be some terrifying vengeance from the spirits, the younger serani that replace them as leaders squabble for possession of the small fragments of the stone, declaring themselves guardians of the spirits and dedicating themselves to their pacification. Within a generation, a class of spiritual guides in the form of shamans arises, though some begin to question the divinity of the spirits they supposedly represent.
-2 to Belief (T1 Religious Generation), +1 to new trait, Shamanism (T1 Social Armour).
Defend D-24
Verinaath valiantly slithers forth and fights with the Jottar in defence against the dark beasts. His former poor advice is forgotten in light of his apparent heroism.
Successfully aid defence of colony. Honour restored: +1 Religious Power. +1 to Belief (T1 Religious Generation) for Jottar.
Attack C-23
Although no Jottar were interested in going on the offensive, Verinaath himself slithered forth to do battle with them. Although killing many, he failed to really affect the population and eventually slithered back with some trophies.
No particular success.
Scout F18
Monoliths drift into the southern desert to assess the potential of the region for colonisation. They do not come back.
The scouts do not return.
Psychic Development (Research Social)
Continued efforts to develop a ranged means of communication bear little fruit for the Monoliths.
No success.
Colonise F14, F16
A large exodus of monoliths into the desert bears some fruit as, despite losses from sandstorms, a colony is established to the north. Attempts to settle the west fare poorly however, as the handful of surviving colonists return with horror stories. Although the original attempt to settle the colony seemed to work fine, after a while various monoliths began to speak strangely, with voices not their own. Some would see images of monoliths that were not there, or receive identity signals of the long-dead. Eventually, the colony broke down into madness and those that did not kill each other were ensnared by the storms and lost.
Successful colonisation of F14 with 1 Pop, failed colonisation of F16.
Prophet (gain followers)
Joulan and Jouli laid a hand upon each shoulder of one of the younger sera-ganali, speaking to him the words of their faith that it might be written into his memories as words upon a book. This prophet went forth and spoke their words with great fervour and conviction through his life, in his time developing a strong following amongst the Serani; though not so great as the cult of Endren.
Gain +1 religious unit in serani home hex.
Blowgun Development
Despite the efforts of Joulan and Jouli to instruct the Serani in development of better blowguns, the Serani seemed unwilling to listen, perhaps considering their own innovations superior.
No success.
Craft Afterlife
Joulan and Jouli aided Endren in the creation of his cloak, but in so doing took for themselves the secrets of its making. They crafted then two lesser cloaks for themselves, together matching the power of the first; "There must be a place," they claimed, "for those who cannot accept harmony, but seek valour or virtue regardless. They shall find such a place with us."
Crafted the Artefact Items: Cloak of Valour (+1 Religious Power), Cloak of Virtue (+1 Religious Action)
Medicinal plants & Animals
Jeff's gifts of medicinal plants and livestock are well received by the Jottar, yet despite their ingenuity with building and construction the ideas of domestication and herbalism do not seem to take off.
Little lasting effect.
Recruit Followers
Jeff's words are inspirational to the Jottar, some of whom begin following him around and listening to him and his stories of the curious entity known as the Writer. However, the idea of organised cults has not yet settled into the collective Jottar mindset.
+2 to new skill, Belief (T1 Religion Generation) for Jottar.
Teach the Golems Magic
As Above, plus +1 to Mana Focusing.
Scenario Trial: The Butterfly Flaps Its WingsThanks to the intervention of Madric, the storms cease and relatively calm summers persist for the following decade. Despite the near-suicide of the Cult of Storms, this more benevolent aspect of weather gives rise to small gatherings of followers in the new colony and an overall boom in population.
+1 to Xenopross Pop in all hexes, 1 religious unit to Madric in G5.
Scenario Trial: The Elephants' GraveyardThe shells of the dead continue to accrue in F16 and the apparently haunted nature of the place has made an already harsh and unforgiving wasteland that much harsher and unforgiving.
Difficulty of settling F16 increased.
Scenario Trial: RaidersWith the successful defence of the Hammerites, led by the apparition of the serpent demigod Verinaath, the black beasts are driven back into the northern forests. Although Verinaath's sole effort to strike at them at the source fails, they are sufficiently cowed and cease raiding the Jottar in future.
No attack from black beasts.
EP To BurnMonoliths: +5 EP
Bhuur: +4 EP
Golems: +5 EP
Jottar: +4 EP
Xenopross: +7 EP
Serani: +8 EP
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