Turn 16- Age of Growth & StrifeThe World moves on, ever onward, uncaring of those who eke out a existence.
And in the Beginning did the White coalesce.From a Past that never existed, from a Future that never occurred. An Age of Growth, and an Age of Strife.
As all things in nature are.. You either Grow, or Die. Thul, copying it's opponent, creates a River at B6 and a Forest at C2.
However, the Grasslands he meant to make went awry, as there are many types. And so a Savanah came to be, golden grasses in the wind.
One may consider this Mockery, land dyed in foe's color, as a whim of fate and White.
Thul Ponders Magical Grasses still. There creation would require one spread power across a tile, thinning it so it does not burst that which is imbued. Practice in other phrasing. 2/?
Jaanin'Maldaraak creates a Jungle at E6, a source of wood and more food for the Extradimenisals.
To the belabored Swampmen of Uudvurk, he crafts a Woodland at G3.The sky can be seen from within it, and many plants grow in it's embrace.
To the Zastarn Bonekin, he crafts a Crag to block attacks from the enemy. Much rock to be hewn to stone, a cliff leading to foaming waves crashing against it's face.
Jaanin'Maldaraak Ponders Weather, Looking into the White. The White looks back.
The White is the source of possibility, free energy waiting to take shape, untouched potential and completed ideas both. The ease of shaping it is obvious, the results easy to see.
But this does not mean is has no threat, for it will swallow anything that falls into it. Even gods. Only one with divinity could hope to survive within, and in turn make use of it, direct it. Clouds form from it not by some great inscrutable process, but by the simple fact that land does in fact exist, and so clouds form from it and and lost to it. The edges are misty, unstable, water flows in rivers to and from it, just as clouds in the sky do. 4/?
Of note, the energy gather coalesces, forming many things, giving true life to tiles. And with this life comes dangers. Oddly, Jaanin'Maldaraak's Lands see much more diversity in wildlife. Thul's meanwhile see rabbits, small foxes, and non-divine deer, among other game. And many many Wolves.
The WestThe Tauri3 workers forage for food at C4, finding 3 food... Not exactly great.
Foraging isn't a flat bonus, so this is just bad luck.2 workers forage for food at C3, finding 5 food. The new knowledge does net them some extra in this case.
Though this isn't the highlight for them this turn.2 Workers research Wood Gathering, completing the tech.
Combat ReportC3: During the turn, 5 Wolves appeared to harry the Tauri. Well, that would be a lie, the Tauri turned the hunt back on them, managing to Kill 1 of their number and injure another. This can be traced back to their Elden Linage helping them against natural threats, but it getting counter-ambushed didn't help the Wolf caught. The rest retreated afterward.
As a result, the Tauri have gained 3 food from it's corpse.C4: The Tauri sent to the Hills noted the existence of two things. Something that has been named a Black Bear, and another named a White Bear. They went undetected, but declined trying to fight them. They have yet to be noted to work together.
SpiderlingsC5: Workers gathered 7 food. The other gathered 1 Wood.. One action went better than the other. On the bright side, no one starved.
Combat ReportC5: The Spiderlings ended up being ambushed by 5 Wolves, however they managed to evade the first attack and escape intact.
B5: No one was here to observe anything, but Thul notes Wolves skulking around and hunting while they were gone. On return, there was signs of their food stockpile having been rummaged through. Of course, there was no food left to steal, so..
The Zebra Commonwealth2 workers Forage C6, finding 5 food.
2 Workers Forage C7, finding 5 food.
1 Worker Prays to Thul. +1 FP
3 research Basic Shelter Making(Construction). It is noted to be a subset of Basic Construction, but will likely allow shelters to be built. 3/??
Combat ReportC6: The 2 Foragers are Ambushed by a pack of 5 Wolves. They nearly take an injury evading them, but manage to escape without being hurt by a stroke of luck.
C7: The Zebra Commonwealth is attacked by 5 wolves. An Injury is taken by a worker during the fighting before they are driven off.
Combat Report at D3Fierce battle occurs between The Beasts of Blederong and a new Wolf pack. Howls of victory keen as savage sounds are heard. The Wolf Pack has been reduced by 1, with 2 other Wolves Injured. However, no succor awaits them within the forest, as the Beasts hound their trail.
The EastZastarn Bonekin2 workers gather stones in G2, finding 5.
3 workers Forage F3, finding 9 food.
2 workers gather Wood in F2, finding 5.
1 worker researches First Aid as another recuperates from an injury.
An Oracle is born into this world, 5 food sacrificed. Her goldenrod bones showcase her status as being uniquely blessed.Combat ReportG2: A pair of Coyotes ambushes and injures 1 of the 2 workers after a brief fight, before they run off.
F2: From the shadows of the Jungle, an ambush occurs by Panthers. While they don't work together, 1 of them does injure a worker before they're run off. Meanwhile, the other worker ends up on the wrong side of a crocodile, being injured by it's tail before escaping.
F3: Of note, strange orange monkeys that have been named Orangutans have been spotted in the rainforest. There was no fighting from that front, as they look like they could destroy bones with naught but a swing should they be angered. Of another note, the Bonekin wee attacked by orange-black Striped Tigers, but successfully avoided them.
Swampmen of Uudvurk2 workers Forage G5, finding 3 food.
3 Workers Forage G4, finding 4 food.
1 worker seeks out Wood in G4, but finds naught but 1 food. They do however take quite a bit of time examining the new wildlife.
1 Worker Prays. +1 FP.
Combat ReportG4: Unlike other tribes, all is peaceful in the Wetlands. Alligators were noted to lounge about eating fish and grasses for whatever reason, two strange animals with a beak like a duck, and a tail like a beaver were shown to be making nests. And a Giant Bird was spotted high in the sky... The latter is actually a threat given it picked up prey and left towards the Mountain peak.
G5: The Floodplain has been flooded, making things a bit more difficult, but nothing was reported to be food other than food.
Extradimensionals2 Workers Forage F7, fining 5-1 Food.
Wait... Why the minus?(CR)2 Workers Forage G6, collecting 6 food.
4 workers create 2 Stone Tools. They're basic, but should help some. Make sure to assign them to workers each turn. [They also double as weapons, though not as good as one dedicated to the task.]
1 Workers gathers 4 Stone from G6.
1 Worker gathers 2 Wood from G6, but is attacked.(Though they successfully retreat.)
Combat ReportF6: A Black Bear and White Bear were spotted nearby, lazing around atop hills together.
G6: A Mighty Crab was spotted in the river, and the Wood Gatherer was attacked by a Lone Wolf when it tried to take a bite, though ran off once the other tribe members responded.
F7: Food was gathered, nothing spotted. However, at some point 1 food was stolen, so there may be something in the area that is hard to detect.
Thul, +1 FP
Jaanin'Maldaraak, +1 FP
FP: 2
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
3 FP: Create Deer- Creates 5 deer which can repopulate if hunted. A successful hunt drops 5 food per target. Limit 1 group per tile. Can be replenished by Thul using 1 FP per Deer, or simply 3 FP. Note that Hunting requires tech with which to hunt, and Hunts may not always meet with success. A Tribe can choose how many they aim to down if hunting directly. So long as at least 2 exist, they will repop at 1 per 2 turns.
(1) FP: Replenish Basic Food- Replenishes a Tile's Basic Food. Only works if there is food to replenish, and results show at end of the turn. Cost is dependent on number of Tribe Members Worshiping Thul. 7+4+7=18. At 20 will become 2 FP cost. At 30 3 FP cost.
Magical Grass: 2/?
[Logged Incomplete]
Improved Woodlands 0/3
Imbue Mortal: 0/??
C5: Forest. Deer group(5/5).
C6: Forest. Deer group(5/5).
C3: Plains. Deer group(5/5).
FP: 1
Abilities:
3 FP: Create a basic landscape tile to replace any empty tile. Things like Grasslands, Mountain, Ocean etc.
Tile Detail Observation: Observe a Tile under your control, learning it's basic attributes. Costs 0 FP, but you can only examine 1 per turn. This does not prevent you from Pondering. Does not reveal what modifications to tiles do, only the base data. Some abilities may have less time needed due to this tech's completion.
Weather: 4/?
Logged Incomplete:
Theoretical Tile Detail Prediction(Name Pending): -/??
Replenish Basic Food's Time reduced to 5.
Blenderong Tribe
Trait: Feral Instinct
Tribe Total: 5
Workers: 5
Food: 11
Deaths: 1
Fallen to their Base Instincts on Turn 6-7
Spiderlings
Trait: Fine Grip
Tribe Total: 4
Workers: 4
Food: 7
Deaths: 3
Wood: 5
The Zebra Commonwealth
Trait: Unknown Potential
Tribe Total: 8
Workers: 7
Food: 14
Injured: 1
Deaths: 2
The Tauri
Trait: Elden Linage
Tribe Total: 7
Workers: 7
Food: 11
Abilities
Scavenge 0/0: Scavenge a Tile to find resources. Obsolete
Forage: Forage a tile to collect Food. Prevents complete failure so long as it can be found.
Gather Wood: Search a Tile to Gather Wood. Wood is a resource used to craft tools and in many projects that require them, as well as another certain task.
Pray 0/0: Pray to generate 1 FP.
Research 0/0 Research a new technology, or continue research.
Increase Number 0/0: Spend 3 Food to make 1 new worker. That worker cannot work on the turn it is born.
Eat 0/0: Passive. At the start of your turn, before any actions that would be taken, food is consumed, 1 per person.(unless stated otherwise) If there isn't enough, starvation may occur, reducing your number.
Make Wooden Tools: Use knowledge, materials, and labor to craft wooden tools.
Raid: Target a group of foes and attack them. Specify participants and take the fight to them.
Research
Trap Making: 10/??
Wooden Tools: 12/12: Tools comprised of wood, they can be used for various matters. Not as good as specialized tools, but will reduce the research needed to make them. Requires 3 Wood, 2 Labor to create 1 Wooden Tool. Note that Wood Gathering is recommended, though you can now Scavenge for the materials instead of food.
Due to missing techs, various aspects were/are different.
Note that Fine Grip does not apply currently. Techs are missing.
Stone Tools: 5/??
Wood Gathering: 6/6: The gathering of wood is one thing that only those blessed with forethought can make use of. Allows one the Gather Wood Action, and is much more applicable than scavenging for pieces of wood without much idea of what is actually useful. One can not just chop down a tree after all, and not all places have an abundance of it.
Spear Making: 1/??:
Foraging: 6/6: Long gone are the days of Scavenging the land with barely any idea of what is edible, and what is not. Now you at least have some understanding, and with it will have slightly more success when gathering Food, so long as at least 2 workers are working together anyway. Though it will still prevent the Tribe from not being able to find anything even if they work alone.
Basic Shelter Construction: 3/??
Wood Tools Section
Wooden Spear: 6/6: A suitable piece of wood, sharpened against hard objects, usually stone. The result is a pointy stick, but one that won't break all that easily so long as one stabs it in. Requires 2 Wood, 2 Labor to create 1 Wooden Spear. Due to Wooden Tools already being acquired, the time cost was reduced. Allows the Primitive Hunting/Primitive Spear Fishing Action when wielded.
Note that Fine Grip does not apply currently. 1 Tech is missing.
Esoteric Art Research.
None.
The Amazons
Trait: Tribal Superiority
Tribe Total: 6
Workers: 6
Food: 7
Jumped into the White on Turn 6.
Swampmen of Uudvurk
Trait: True Faith
Tribe Total: 7
Workers: 7
Food: 14
Injured: None
Deaths: 1
Stone: 3
The Extradimensionals
Trait: Psionic Regeneration
Tribe Total: 10/10
Workers: 10/10
Food: 25
Wood: 4
Stone: 5
Stone Tools: 2/10
Zastarn Bonekin
Trait: Unusual Diet
Tribe Total: 11/10
Workers: 7/10
Oracle: 1/1
Food: 18
Wood: 5
Stone: 5
Injured: 3
Deaths: 1
Abilities
Scavenge 0/0: Scavenge a Tile to find resources. Currently Obsolete.
Forage: Forage a tile to collect Food. Prevents complete failure so long as it can be found.
Gather Stone: Search a Tile to Gather Stone. Stones are a resource used to craft tools and in some projects that require them.
Gather Wood: Search a Tile to Gather Wood. Wood is a resource used to craft tools and in many projects that require them, as well as another certain task.
Pray 0/0: Pray to generate 1 FP.
Research 0/0 Research a new technology, or continue research.
Increase Number 0/0: Spend 3 Food to make 1 new worker. That worker cannot work on the turn it is born.
Eat 0/0: Passive. At the start of your turn, before any actions that would be taken, Food is consumed, 1 per person.(unless stated otherwise) If there isn't enough, starvation may occur, reducing your number.
Make Stone Tools: Use knowledge, materials, and labor to craft Basic Stone Tools.(this is the same tech as Stone Tools on the opposing side)
Raid: Target a group of foes and attack them. Specify participants and take the fight to them.
Research
Basic Stone Tools: 15/15: Durable tools used for foraging. Requires 2 Stone, 2 Wood, 2 Labor to create. Grants a small increase in ability. Note that Wood Gathering and Stone Gathering is required. though you can now also Scavenge for the materials instead of food. Due to 1 missing tech, 1 aspect is different. Knapping has reduced Labor cost by 1, from 3 to 2.
Knapping: 6/6: The act of taking stones and striking them against each other to create edges. A fundamental part of successfully creating most stone tools, but only a part. Still, it should reduce the time it takes. It also may have other uses.
Farming 10/??
Foraging 6/6: Long gone are the days of Scavenging the land with barely any idea of what is edible, and what is not. Now you at least have some understanding, and with it will have slightly more success when gathering Food, so long as at least 2 workers are working together. Though it will still prevent the Tribe from not being able to find anything even if they work alone.
Regent Gathering 1/??
Stone Gathering: 6/6: Collecting stones isn't just about finding rocks that might fit, but finding rocks that can handle it. Additionally, what types of stones a specific project needs must also be taken into account, lest you end up with something unsuited to the task they will be used for. However, to one with forethought, gathering the proper stones for various tasks is much easier, for you know what to look for. Grants the Gather Stone action.
Basic Construction: 8/??
Wood Gathering: 6/6: The gathering of wood is one thing that only those blessed with forethought can make use of. Allows one the Gather Wood Action, and is much more applicable than scavenging for pieces of wood without much idea of what is actually useful. One can not just chop down a tree after all, and not all places have an abundance of it.
First Aid: 1/??
Oracle: 10/10: The divine grace granted by God. Allows the birth of an Oracle for 5 Food. Oracles produce 2 FP when Praying, but can only act in their home tile. Having an Oracle also allows communion with your god. There can only be 1 Oracle per Village at a time.
The Extradimension's Oracle ignores their Tribe's Cap when praying.(If 1 prays, they generate 1 FP, while the Oracle can also Pray with them to generate an additional 2 FP.)
Let me know if you spot errors, as always. (Also, make sure you don't account injured workers into your actions...)
This is the 1st Age of Strife, the 1st Age of GrowthThe White has coalesced, energy forming and giving life to the world. Except for the wolves caught by The Tauri and The Beasts of Blederong of course.. Particularly the latter, that tile will likely be cleared soon.
As such, all Tribes can now perform Raids against certain targets. If you have Hunting researched, you can also improve your ability to down your foes. Likewise, weapons also help. A case where the West actually has something to help.
Unlike your gathering, battles run off of D100, with bonuses for number present for each side, any techs or weapons, and in the case of the Tauri a bonus against the current foes. However, be warned that the Enemy also have a Trait to help them.
Successfully clearing a tile of all foes will grant you a minimum of 5 Research Points, to be used to advance your growth. Conflict is a potent motivator, and so during this Age, all Research down is boosted by 1 point per worker. The Gods also are now able to Ponder 2 subjects, or a single subject for 2 points of advancement. Additionally, Prayer grants 1 additional FP generated, regardless of how many are praying.
Note that the RP can be gained from clearing a tile at any point, even past the current Age. You can choose to avoid bothering targets instead, and note that for groups going into those tiles. Not all are willing to let you though. And some foes are Fiercely Overwhelming Enemies. Most of these happen to be on the East side, though only the Great Mountain Eagle has been discovered yet. As tiles are created and time passes, more may form. I wish you all luck in survival of the fittest.
As an additional note, FOEs also drop unique resources for crafting, though working them can be another story. For those who have researched Hide/Leather Armor or Bone Crafting(among others), some regular foes will also produce common materials that can be used.
If you have any questions of these rules, I'll clarify them.