A mechanics heavy quest controlling a tribe of Axolotl-like sapient’s called Altfylis's. Set on an arid planet with deep canyons and dangerous weather and animals.On an arid planet that's surface is scarred with deep canyons that have sheer cliffs, lives a species of sapient amphibious people called the Altfylis.It is just after the Grand Spawn, a gathering of the four tribes at the sacred lake that happens every five cycles. The new exalted shaman ascended to her position in a important ceremony, and the council of elders gathered to share information and facilitate trade.It's been a prosperous five cycles, each tribe has had a large population boom to boast about. But a large tribe over hunts the land, and attracts the great monsters that hunt them down wherever they go. The exalted shaman suggests a new tribe form, made of volunteers from each tribe, to ease drain of local resources and lower the chance of attracting the attention of the hunters. The elders are hesitant, no new tribes have been formed in their lifetime, and a large population is a sign of prosperity. But emboldened by the shaman’s suggestion a group of eager volunteers does form.A group of 12 Altfylis's will take 284 units of food (enough for two weeks assuming they don't forage or hunt while traveling.) to make a dangerous journey to their new home.The head of this group receives support from their tribe of origin that changes the starting supplies and location you leave from.
Canyon: If the Canyon tribe is chosen as the head of the new tribe the group will start at the Canyon village (V5), with rope and climbing supplies. As well as five unhatched spawn to help your new tribe thrive. These spawn are stored in clay containers that strap to the back it’s a short term solution. And traveling through rough terrian might damage them. Keeping them safe could mean five new adults much earlier then otherwise.Plateau: If Plateau tribe is chosen as the head of the new tribe the group starts at the Plateau village, (U12) and are given several light weight ladder—like temporary bridges used to cross over canyons as well as an extra week of food. (120 units) and a supply of cloth to make clothes for the unprepared, to deal with the harsh winds. The briges are flimsy as a compromise for being light enough to carry, wearing out quickly.Cavern: If Cavern tribe is chosen to be the head of the new tribe they will start at their village. (I25) With tools to dig, as well as the stronger spears they craft (security +5) and 20 units of medicine, at the last minute two more Altfylis will decide to join the new tribe.Wandering: If the nomadic wandering tribe is chosen to head the new tribe, they will personally lead the group to a location of their choice, (some areas are forbidden for safety or cultural reasons.) and then will help them for three weeks once they arrive (giving more actions for those three weeks as if you had a larger population). They have mounts and move twice as fast, but once they are done they will leave and take 360 units of food to make up for the lost time. They will take their mounts with them when they leave.Grand shaman: If no tribe offers to be the head of the new tribe the grand shaman can take the leadership position. Her presence produces 1 community each week passively and she is more knowledgeable about medicine then most. She has supernatural intuition, able to know not only the spots that are dangerous to settle but also where spots of great interest are. The new tribe will start at the sacred lake (AB5) directly after the grand spawn, all the female volunteers will be pregnant so they’ll want to settle with in six weeks or at least have a temporary camp set up.vote for your origin tribe.
>>5602808>CavernI'm guessing we are hunter gatherers? What are the primary predators we should look out for?
>>5602808>Cavern: If Cavern tribe is chosen to be the head of the new tribe they will start at their village. (I25) With tools to dig, as well as the stronger spears they craft (security +5) and 20 units of medicine, at the last minute two more Altfylis will decide to join the new tribe.thinking we go to F18 because it has a lot of greenery around it and 2 small lakes and one half the size of the one we would be settling near to, providing some expansion should we wish in the future and can be used to start crops and fish farms as wellthough it does have that mysterious cave under it so we may need to make some slings for any creatures that may exit the cave another idea is E10
What are the best territorial conditions for the long-term survival of our species? The Plateau tribe has the most food to spare, does that mean the laked plateau-top might be the most sustainable environment for continual agriculture/hunting?If so, that would suggest the mesa-top lakes of E10 or X20 might be the better places to set up permanent homes, and that the Plateau tribe might be the best origin?So unless this theory is discredited, I'll go with:>Plateau
They are hunter gathers none of them currently farm or do animal husbandry. the best conditions without me just saying my favorite spots on the map is your amphibious and need a good close water source as spawn need to be in water and children spend more their time in water as well.canyons are prone to flooding, plateau's are prone to storms and winds the caverns are full of stagnate water and deadly animals. they are all viable just different threats.
>>5602882like your reasoning so I'll just say the main reason I want to start with the cave settlement is for the mining equipment that we could utilize to make essentially hobbit homes so we can quickly make shelter, witch our leader would have some skill with digging as they originated from the cave settlement so added bonus to diggingand don't forget we have an ally living near us that we would have bonus relations essentially as our lead originated from them, with offering for either trade for more equipment or medicine once we have settled ourselves, and we can still move to E10 should F18 not work out for some reason
>>5602808>CavernNew tribe needs security.I like the look of H10, I nice waterfall lake, with lots of nearby cliffs to scramble up if it floods.
so far the tally is 2 for cavern1 wandering1 plateau1 grand shaman ill give it some more time till cavern get another vote or another one gets a vote then ill hold a tie breaker vote.
>>5602924woops my post was typed before i saw this then Cavern wins.Cavern tribe is the pioneer of Altfylis defense. They brave the complex tunnels of the land and create spears with crystal tips. They give five to you as a parting gift, along with five shovels. Your digging speed is much faster. Just before you head out two more Altfylis gain the courage to join you, running after you much to the shouting of their tribes spawn tender. Their lack of prep means they aren't carrying food on them.But where is your tribe heading? It took just over two weeks to arrive back at Cavern tribes base. A dam system controlling the river flow in front of their village caves entrance. You have just under two weeks supply of fermented fish though while traveling your tribe prioritizes forage food as they move so they don't use those supplies.So far villagers suggest settling atH10F18X20But maybe another idea will prove more popular?
>>5602933>E10Ill admit F18 looks interesting, but it looks like there is a larger water source on the E10 plateau that would be less likely to dry up during a drought
While we wait for more votes to come in here's some more information about the game.current village stats.Population: 14Food (perishable): 0Food (preserved): 244Medicine: 20Security: 5Building supplies: 0Craft supplies: 0Spawn: 0Teft's: 0Livestock: 0 (unavailable)Actions per turn major/minor: 0/1_______NeedsShelter: 0/14Cover: 14/14Consumption: 168Community: 70Water: 3————explanation'sshelter and cover listed as, what's needed/what you have.Needs have to be met each turn or the tribe suffers a penalty. 1 shelter is needed per 1 pop, failing to meet that will incur a -1 to community each turn for each unsheltered villager. Community is how connected the tribe feels. if it reaches 0 the tribe falls apart, losing population. It's lost by crime, a loss of faith in the tribes capabilities, going against the elder council. Community caps off at 100. Having max lets you choose to roll with advantage once every 3 weeks, as your tribe works extra hard to succeed. (must choose to roll with advantage before the roll occurs.)Consumption is how much food is needed each week. Each Altfyls consumes 2 food unit a day (weeks are six days long so 12 food a week. Assuming they eat two meals a day food scarcity could force less.) If food needs aren't met starvation begins to occur. losing pop if not fixed soon enough. Perishable food is always consumed first, certain actions take food left after the consumption calculation and turn it into nonperishables.Security is a measure of defensive capability and of offensive strength. Cover represents the tribes need for clothes. To protect from the sun or weather or cold of the underground. this need fluctuates throughout the year and clothing wears out overtime.Actions are split into major actions and minor actions. Every 25 villagers gives a major action, every 10 gives a minor action. (population is soft capped at 200, so 4 major- 8 minor actions.)Medicine is an abstraction of your tribe's ability to heal illness/injury. Though your people need little to heal from injuries as they can regenerate lost limbs assuming they don't die from blood loss during the initial injury.Building/craft supplies, I don't track induvial stones and clay and cloth and wood instead it all go into a single stat.Spawn are clear jelly like eggs carrying the tribes future, the are first carried by the female for 6 weeks then laid in water. they take 3 weeks to hatch into Teft's. Teft's are children too young to work and unable to leave the water for very long if at all. They take 12 weeks to mature. so a full 21 weeks from conception to working age. (a season and a few weeks.)Water is needed for most aspects of Altylis's lives. Number represents availability. 0 is no water, 1 is only enough to drink, 2 is enough to keep skin moist, 3 is adequate, 4 is plenty, and any above that is water in abundance.
>>5602933>H10>>5602937We can't reach the plateau without ropes or ladders, I think. Hence why each tribe starts with a unique advantage. Eventually it'd be good to get there, but for now I think we're stuck in the valley.>>5602992Depending on whether starting anywhere but I25 nets us a malus for settling in an area that isn't set up with village amenities already I may vote to just go the default cavern starting position. But, that needs clarifications first.
>>5603013your last one loses me. Cavern was chosen so the starting position is currently I25 but like you can't stay there because that's already a village?Without ropes you can reach plateau's. You just risk injury and it takes longer.
>>5603019No, I wondering if I25 is not merely just a default starting position but actually nets us some benefit over just choosing some other random place by there being a village we made there. Or put another way, is the village drawn on the map just a way to indicate it is a default starting position, or would starting anywhere else have the same stats and amenities as starting in I25? Does that make sense?I'm tired and probably not conveying this super well.
>>5603099each starting village had different benefits but you cant settle in those squares those are other tribes and they don't want you there. they cant give you anything they aren't yours they are separate tribes. your bonus for starting at Cavern was weapons, shovels, 2 extra villagers and some medicine.It looks like H10 wins. funny, that's the same place the other website I'm running this on picked. which is extra funny to me because I have knowledge you don't.After nine days of traveling along the river a fork is reached at I17. both paths would take nine days to get to your destination, they both follow the river. The head of the group is from Cavern and thus knows that the south pass would pass the lake the Mud beasts are in during dust. These massive creatures are hunted during the Grand Hunt, a holiday of sorts for the Cavern tribe. They lose a villager every year during it despite having ten Altfylis armed with crystal tipped spears. Though it's possible to avoid them and most other creatures avoid Mudbeasts meaning once you pass them it should be clear. The north path was last scouted last season as having a large group of Grumbles. A creature half the height of an Altfylis that is a scavenger animal that might not waste energy on a pointless fight.North or South path?
>>5603105Oh. Oh, I get it now. We start our journey leaving from the villages listed at the top, I thought they our settlement location.
North seems to be the safer option, the tribe agrees. A harsh pollen storm whips up three days into the journey. With no shelter only those from Plateau are wearing clothing that covers the mouth and nose. Many choose to swim against the river's current underwater just to avoid getting sick. Sticking those with protection with items that shouldn't be submerged. This leaves four Altfylis walking a bit spread out seemingly separated. Eventually the one trailing behind, tired from carrying extra supplies thinks they see a silhouette in the haze of pollen.Then another, and another. Skulking behind them. They cry out in a panic, drawing the attention of the others. They struggle to draw their spears with their arms full. One Grumbler moves forward into view but when it see the Altfylis, it gives a growling hiss. All three of them are rather thin, Dust has not been kind to them and the pollen storm makes them feel bolder.First dice roll determines outcome. roll 1d100+4 anything above 30 is a success
Rolled 7 + 4 (1d100 + 4)>>5603264let me curse the quest guys
Rolled 71 + 4 (1d100 + 4)>>5603264
>>5603270Big oof.The clumsy hold they have is no match for a hungry pounce. The pollen makes it hard to see while the Grumblers have a clear eyelid that protects them from the winds. The three band together pulling at the Altfylis’s thick robes, dragging him to the ground. Ripping and tearing the robe and the arms, long teeth ripping into the unfortunate villagers arms. His blood soaking into the tatters of the robe.Soon the other three Altfylis come to his aid, the crystal spear killing one of the scavengers and sending the others running. Dust and pollen get into the wounds as the Altfylis trashes in pain. Once the bleeding is stopped several others get out of the river to carry him, they get sick doing so as does the injured villager. At the same time Altfylis can regenerate limbs so the injury will heal fully. The Plateau Altfylis feel like the tribe left them in a vulnerable position losing 2 community. With that robe destroyed your down 1 cover. The pollen is cleared up by the time you reach your new home. With such a long journey, first from the sacred lake to Cavern, then to here its now the 8th week of Dust, you only have two weeks to be ready for Downpour. The season is known for its heavy hot rains. The ground is unable to take in the new torrent of rain, flooding the canyons. Luckly your not devoid of building supplies there’s some driftwood you can use on the shore.Your current stats are:Population: 14Food (perishable): 0Food (preserved): 244Medicine: 17Security: 5Building supplies: 10Craft supplies: 0Spawn: 0Teft's: 0Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 0/14Cover: 13/14Consumption: 168Community 68:Water: 4What action will you take this week?Build scaffolding against the cliff face to act as paths for the dens you'll build into the cliffside.Dig into the cliffside, it doesn't matter if your village's bottom level floods.Explore/forage (give a coordinate, in one turn you can move up to three squares away and still return the same week)Start building a dam to reduce the strength of floods when they arrive.
>>5603315Dig into the cliffside, it doesn't matter if your village's bottom level floods.
>>5603315>Dig into the cliffside, it doesn't matter if your village's bottom level floods.We'll probably need some of these flood-level caverns anyway, long-term, for protection of the Tefts who can't leave the water for very long. Nothing wrong with making the Creche first then moving out as we build more village - everyone in the village will eventually start in the Creche, so why not make it a 'from founding' thing?
>>5603315>Build scaffolding against the cliff face to act as paths for the dens you'll build into the cliffside.we can't really determine how harsh the rains will be this season, its best if we are on the side of caution.
The week is productive, scoopers aiding in the process of digging. A common room acts as a very temporary shelter, A special focus put into making sure the room is fit for keeping Teft safe. The river will flow into the chamber in all seasons but Dust when the waters recede. They dig five rooms as well, normally your tribe would suffer a lost to community for every unsheltered villager but this early on they understand the situation.Without going out and foraging your villagers dig into the preserved food for the first time since leaving Cavern. The fermented fish is slimy and salty compared to the fresh stuff, 166 food consumed during the week. Its the 9th week of Dust and the last week before Downpour, while it should rain right away, its only a matter of time. You don't have enough food for everyone to eat in the next week.Population: 14Food (perishable): 0Food (preserved): 76Medicine: 17Security: 5Building supplies: 10Craft supplies: 0Spawn: 0Teft's: 0Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 5/14Cover: 13/14Consumption: 168Community 67:Water: 4Dig more rooms and have the extra workers fish in the waters around your village.Explore/forage (give a coordinate, in one turn you can move up to three squares away and still return the same week)Start building a dam to reduce the strength of floods when they arrive.(You're allowed to write in an answer if you think of something better, i cant guarantee i'll go with it.)
>>5603566Dig more rooms and have the extra workers fish in the waters around your village.
>>5603566>Dig more rooms and have the extra workers fish in the waters around your village.
>>5603566>Dig more rooms and have the extra workers fish in the waters around your village.Let's see what fish these waters hold before the flood comes.
Digging is hard work. Your villagers taking turns digging then fishing on different days. Your fishing which produced a few of the big green gulper fish mostly produced the smaller blue fish that Teft commonly eat. different fish migrate the rivers at different times but the smaller blue fish are pretty consistent.You consume all your food and only fish enough to make up for what you didn't have in storage. It feels like you must forage now but maybe going hungry one week to build is worth it. Already the sky's feel charged and grows grey. You lost a community for still having an unclothed villager. though you have no supplies to fix the issue. It's the first week of Downpour.Population: 14Food (perishable): 0Food (preserved): 0Medicine: 17Security: 5Building supplies: 10Craft supplies: 0Spawn: 0Teft's: 0Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 14/14Cover: 13/14Consumption: 168Community 66:Water: 4Build scaffolding against the cliff face to act as paths for the dens you'll build into the cliffside.Explore/forage (give a coordinate, in one turn you can move up to three squares away and still return the same week)Start building a dam to reduce the strength of floods when they arrive.
>>5603993>Explore/forage F6A lake mouth seems like a good place to fish and find building materials. We should gather resources while we can before the floods make doing so impossible. Then we can use our supplies to build pathways above the waterline and between dens afterwards.
>>5603998As I said during creation the lake is forbidden.Every Altfylis knows that explorers do not return from its shores.
>>5603993>Explore/forage J10 majorbasically have everyone that can (obviously leave any one behind to keep our settlement safe from any dangerous visitors) forging along the lake we reside inhopefully we get some surplus so we can spend some time budling scaffolding along the cliff to create a path to reach the large platoon, with what I think are trees
>>5604016Support.I'm really curious of B10 cave
>>5604018It could be a while before you can explore that cave it would take 9 days to get to which is just over a week.so you'd have to spend two turns. and you don't have anything to help you carry supplies back. once population is high enough for more actions per turn I think exploration will really open up.
>>5604021I know. Just expressing curiosity.
>>5604010Ah, I missed that. J10 seems like the best option then.
Heading down the river in the light rain is a pleasant experience, the exploring team in good spirits. Finding the area where the river splits. The bounty is plentiful but you're not the only predator looking for a meal. Among the four finned gulper fish is a long eel-like creature, its body clear, its organs visible. Stringy appendages extend from its body at the mercy of the water's current. From experience the tribe knows it hurts to touch such a creature, it stings through the whole body. But with your spears you easily kill a single one from a distance. Bringing home as much fish as you can carry. you lost a community for not having enough clothes. if you want to fix that problem clothing materials aren't found along water sources. or you need to craft a tanning rack. and hunt something with useable hides.current village stats.Population: 14Food (perishable): 336Food (preserved): 0Medicine: 17Security: 5Building supplies: 10Craft supplies: 0Spawn: 0Teft's: 0Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 14/14Cover: 13/14Consumption: 168Community 66:Water: 4It's now the second week of Downpour.Craft tanning racks.Explore/foragewrite in a suggestionRest (gives community and could result in a pregnancy)
>>5604097>Build scaffolding against the cliff face to act as paths for the dens you'll build into the cliffside.We need to solve the clothing issue. Let's use plants from the plateau for that.
>>5604097>Use scaffolding to build/tools to carve a path in/along the cliff up to the plateau above us.
(the Altfylis don’t know of any plants that could be used for clothing, everything they wear is made either from animal hide made with a tanning rack or made from the secretions of a the Furum which is like a worm like creature. losing one community per turn isn't that bad as resting would give 6 community)The scaffolding comes along well at first. With the braided water grass ropes and wood joining together. And then the rain truly picks up. The water was waist high and for several days the current was too strong to make progress. One of the less secured support beams was wash several feet down the river before your villagers swam it back, temporarily securing it to the stronger supports. The weather is only going to get worse for a time with only the promise of Dawn at the end of it. And while being bombarded by rain makes working hard, the Alyfylis thrive well in water. Fish pushed by the current, push by them leading to the consumption of less of the food stores. You lose a community for not meeting the cover requirement.Population: 14Food (perishable): 300Food (preserved): 0Medicine: 17Security: 5Building supplies: 10Craft supplies: 0Spawn: 0Teft's: 0Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 14/14Cover: 13/14Consumption: 168Community 65:Water: 4It's the 3rd week of Downpour.Craft tanning racks.Explore/foragewrite in a suggestionRest (gives community and could result in a pregnancy)
>>5604665>Craft tanning racks.No pregos until set for good. This could be low-activity and avoiding the bad weather
>>5604665>Craft tanning racks.
>>5604665>Rest/Forage for more drifting fishWe can't really tan any hides until the rains have subsided/stopped, as we need both the sun to dry the hides and to be able to move a little distance not to stink out our tribe's base creche-caverns with the stink of the tanning process. Therefore, unless the rains are going to subside by next week, we couldn't do anything with tanning racks even if we had them.
>>5604886we have an overabundance of food that might spoil anyway, as smoking fish might face the same issues as tanning hides. Thus the vote on infrastructure
>>5604665>dont know how to make fabric>can make rope and tie scaffoldingDamn the shamans really just let the retards make their own tribe in a cave>Craft tanning racksWe might not be able to use em right away but itll be good to have it ready
>>5605116the rope is made from what is essentially seaweed and is too course to wear. the tribes share what they know so its not like they know how to make plant based clothes either.
Tanning racks are crafted with care while avoiding the height of the floods. some more of the scaffolding is lost, not uncommon during floods. one log splits into sticks against the cliffside in the heavy wind swept waters. the sticks bunched together and caught under a rock. in the calm of the morning a villager checks it out of curiosity. a fish stuck in the debris. It gets the villager thinking, inspiring the idea of fish traps that could passively catch fish. but they would need time to figure out just how to build these.Your down to 168 food which is just enough for next week. It's the 4th week of Downpour the rains have lighted up just a bit the worst of this years flooding should be over.Explore/foragewrite in a suggestionRest (gives community and could result in a pregnancy)Inspiration (basically research, in this case you would learn how to make fish traps.)
>>5605170>InspirationSounds like a good call. Passive food income will free up more time for other tasks.
>>5605210>supportwould give us a for us passive food income that would have us need to send out less and less people to forage in the future hoping once we get up on the plateau we manage to fine some cattails or berries as they can be used as a food source and would lead us down the line of discovering farming
>>5605170Inspiration (basically research, in this case you would learn how to make fish traps.)
>>5602804op i have a question for you
>>5605599Go ahead and ask.
It takes a bit of convincing but soon the tribe spends its week trying out various ideas for catching fish with traps made from thin strips of wood tied together with coarse rope. Some of the creations don't work at all, the fish swimming out or breaking it in a panic. Others never seem to attract this fish at all. Finally one villager produces a trap that is baited with the scraps left over when eating, that are normally just thrown into the water to be washed away. You now have four traps after having used all your building supplies and consumed all your food stores. You’ve lost a community, the once injured villager is withdrawing from others, staying in his den and barely contributing while still eating.The new traps will produce food each week. You’ll want to avoid overfishing in your local waters as smaller fish and animals will be needed for future Teft’s to feed on. Though you could fit more traps then you have. And could set up traps in other nearby waters to have those not bust to collect from once a week with minimal danger.current village stats.Population: 14Food (perishable): 0Food (preserved): 0Medicine: 17Security: 5Building supplies: 0Craft supplies: 0Spawn: 0Teft's: 0Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 14/14Cover: 13/14Consumption: 168Community 63:Water: 4It's the fifth week of Downpour. You don't have enough food to feed everyone, you have no supplies. sometimes foraging is the only option.Explore/Forage where? (how often should I repost the map? just once a thread? every season?)
>>5606008>Explore/Forage I 10>Mapwell, posting the map with the current village would be nice
>>5606008>Explore I 10Every season would be nice, just to get some reminders.
>>5606129>>5606228I'll post it again soon then. i work a 12 hour shift so i wont be able to update again today.
>>5606008>>Explore/Forage I 10>>5606310Based hardworker Qm
Just down the main body of water from your village where the waters begin to flow away has more resources then you might have guessed. The floods have washed branches down here where they collect against the rocks, a natural dam in place that causes the waters to be deeper here than usual. Digging these branches loose to take them along with the bigger logs from the trees up on the plateau reveals something interesting. Hidden among the branches on your second day is….(roll 1 d8 I have a table of different things this find could be first to roll decides)
Rolled 1 (1d8)>>5608049
>>5608060It's a single spawn, maybe washed away from Cavern or from the few exiled Altfylis forced to live without support. Its jelly shell is perfectly intact, before the villager who found it can call out the spawn inside opens its eyes. The shock makes the villager drop it back into the water, fumbling noisy as it struggles to grab it before freed current can wash it further away. It couldn’t really have had open eyes. Spawn don't open their eyes till they have hatched. The spawn inside was too small to be close to that. Others gather round having noticed the commotion. But sure enough the spawn inside has open eyes. The gaze following the things outside its jelly. The villagers start sounding off what should be done. It's a terrible omen for such an unnatural thing to occur. The fireside stories weaved by shamans say that Altfylis that drove the tribes to split and scatter from the grand lake on the night of sky fire was one whose eyes opened early. A member of Plateau argues against this saying that their version of the story says one whose eyes opened early saved them by splitting the tribes and scattering them away from the grand lake. The arguments are slowing the gathering, something must be done. Some wish to leave it, wash their hands clean of the possible problem. several women wish to take it back. Those from Cavern want to go a step farther and end it's life, their version of the tale condemns the nature of the open eyed spawn farther. That they are connected to the gates of the afterlife and bring death where every they are. Leave it in the waters, let it fend for itself.Stories change as they are shared, memories are fallible take it back with you.Taint your hands with its blood in hopes it saves you in the long run.
>>5608087>Stories change as they are shared, memories are fallible take it back with you.Child of destiny!
>>5608087>Stories change as they are shared, memories are fallible take it back with you.with out hope for the future, for the next generation, what is the point of the struggle?
>>5608087Stories change as they are shared, memories are fallible take it back with you.Allright, fellow Fagfylis,What we know of open eyed one is that they carve their name in the legends. What could be a better omen for the first one to be born and grewing in the village as a future Hero of tales? Maybe the spawn will bring great advancement to the tribe Such as domestication of animals
>>5608087>Stories change as they are shared, memories are fallible take it back with you.I don't know what sort of family bonds this species has, but surely the protection of children is in there strongly enough to make this the only real option.
>>5608087>Stories change as they are shared, memories are fallible take it back with you.
current village stats.Population: 14Food (perishable): 360Food (preserved): 0Medicine: 17Security: 5Building supplies: 10Craft supplies: 20Spawn: 1Teft's: 0Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 14/14Cover: 13/14Consumption: 168Community 66:Water: 4______other4 Fish traps produce: 24 food a weekWhile the few Cavern Altfylis argue for the spawn being the harbinger of doom, that the spawn must have been sacrificed to the waters. Others still argue that the floods steal spawn aided by fish wanting to eat them. With the majority in agreement the others back off, cautiously acquiescing. The haul of food is good this week, building and crafting supplies dragged back home as well. Your poorly clothed and scarred Altfylis was a spawn tender back at Plateau, seeing the spawn brightens his mood. He spends the rest of the week carefully digging up the roots of plants and replanting them in the safe area that’s been dug into the cliff. He makes it his personal job to keep watch. He thinks the spawn will hatch into a Teft within a week. You gain 3 community.It's now the sixth week of Downpour. A storm is brewing but the ground is ready to absorb the rains, flooding should be minimal.Craft more fish trapsBuild more scaffolding against the cliff faceExplore/ForageWrite in
>>5608340>Craft more fish traps
>>5608340Craft more fish traps
>>5608340>Craft more fish trapsSustainability is key.Love the visuals QM. Style is cute, clean and simple. Are you just grabbing backgrounds from the net and editing them or is there more to it than that?
>>5608515The backgrounds are generated using novelAI, I edit them to a certain degree as they aren’t perfect of course. I draw the creatures and Altfylis in clip studio paint using a brush with no antialiasing for that drawn in mspaint look even though I’m using a pressure sensitive tablet and layers and in select cases blur tools. Im glad people are liking the art my skills are very limited. Would you belive I failed out of art school?
>>5608340How long do we have until things start getting colder?Also how cold does it usually get, do we need to consider the surface of the water freezing?>explore looking for nearby habitats or breeding/hunting grounds of land animals whose hide we can use
>>5608674It’s starts getting cold in Dark.Dawn: the most calm season, plants blooming and spreading, rivers flow clear and smoothly. Best time to be an egg or tadpole. Best season to do anything in if only it were longer.Dark: nights grow longer, and the nocturnal wildlife is bolder. Temperature drops slightly, the shallower bodies of water can freeze. The cold feels especially bad on the plateau’s above, where wind is strongest.Despair: the darkest coldest month, sky’s are cloudy. Food is scarce. Many animals are less active hiding away. The river's surface can freeze over. The Hunters are most active this month.Discord: windy and dry thunderstorms things are starting to get warmer, life returning to the land. Animals come out of hibernation, plants are waking up in preparation for Dust.
>>5608683So it's currently Dust and we need to have food preserved by the end of Dawn ok, what knowledge of preservatives do Altfylis's have?
>>5608772No, its Downpour right now the season after Dust. They know how to ferment meat but that requires salt and fruit which you don’t have right now. Fruit will be available in Dawn and Salt can be found by digging into the cliff side or under ground or in some places on the plateau’s. The tribe has fermentation jars still from their journey. The also know how to salt and smoke meat. When it’s cold storing it under ground can work as well in a pinch. Altfylis are strictly carnivorous, only eating seasonal fruits because the natural sugars are tasty they don’t understand that it’s bad for their health.
current village stats.Population: 14Food (perishable): 217Food (preserved): 0Medicine: 17Security: 5Building supplies: 10Craft supplies: 10Spawn: 0Teft's: 1 (1 Teft will be working age on the first week of Dark)Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 14/14Cover: 13/14Consumption: 168Community 66:Water: 4______other6 Fish traps produce: 36 food a weekMore fish traps would mean less time being so focused on food finding. So most of your tribe takes turns crafting these traps, placing two more in your local waters. Leaving your tribe with 5 traps to place in a different body of water. And as your spawn tender guessed the lost spawn has eaten it’s jelly casing and now swims freely in the waters of your lake. Feeding on the small blue fish that would barely be a snack to an adult. The spawn tender guards it closely from predators such as the Elek, long soft bodied fish with stringy appendages that sting your skin when touched. Its body is clear enough to see its inner workings. The Teft seems normal so far, much to the relief of the tribe but only time will tell.Food stores are still good, It’s now the 7th week of Downpour, and spirits are high. In two weeks it will be Dawn, the calm season, a blessed time of year. As a surprise a trader from the wandering tribe, a fancy feather stuck in his hat approaches the tribe at the week's start. His Wesel carried a pack of goods. Your supplies are all rather low though you could spare 49 food. The Wandering tribe doesn’t need or want building supplies. He feels a bit guilty about it but is willing to take the food you can spare and would offer you one of the following.1 set of clothes.Furum rope for climbing.1 Salt block (only enough to preserve 72 food)turn down the tradeAlso decide what you’ll do this week.Explore/forageBuild more scaffoldingCraft more traps (you currently have 5 unplaced traps)Write in
>>5608838If nothing else we need to get our nekkid member some clothes before they are struck with a fell mood
>>5608838>Furum rope>Build more scaffoldingLet's rich Plateau where we can find some creatures with good hides to take for the tribe
>>5608838>>Furum rope>>Build more scaffolding
>>5608838>Furum rope>Build more scaffoldingTeft found in the 5th week hatched in the 7th and matures in 11 weeks (assuming dawn is also 9 weeks) that's a fast lifecycle how long do these dudes live for >>5608794Got a bit confused, thought Downpour was just a name for the heavy rains
>>5608945also the full cycle is then Dust - Downpour - Dawn - Dark - Despair - Discord
(yes a full cycle is 6 months, each one 9 weeks of six days long. they take a season and a half to reach working age, but this isn't adult hood as we think of it. they are still small and not sexually mature. But they live up to 60 years though few die of old age.)current village stats.Population: 14Food (perishable): 36Food (preserved): 0Medicine: 17Security: 5Building supplies: 4Craft supplies: 10Spawn: 0Teft's: 1 (1 Teft will be working age on the first week of Dark)Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 14/14Cover: 13/14Consumption: 168Community 62:Water: 4______other6 Fish traps produce: 36 food a week5 unplaced trapsYour spawn tender is a bit miffed about the trade, he agrees the rope makes getting up on the Plateaus faster but his need for clothes has gone over nine weeks ignored. The blessing of the water swept Teft has kept him happy these past two weeks but this is an emotional blow. The other Altfylis from his origin tribe agree and you lose 4 community. Your tribe consumed 168 food and gained 36. The trader from Wandering shared info from the last tribe they visited which was Canyon. Their shaman had a spirit vision of an oppressive blue light extending from the darkness. Wandering is going to check with the Grand shaman but it's believed this vision is about the Hunter’s attack that will inevitably happen in Despair. The scaffolding building was productive, now reaching the Plateau itself in a way that takes little time to climb, the height makes the scaffolding sway in the winds, and needs a better solution to being secured to the cliff since winds are much stronger the higher up you go. Canyon builds these types of structures but never this high as the wind makes it needs repairs far more often. Your scaffolding gets close enough that your people can reach the opening where water pours out from the cliffside. A simple look inside reveals it leads to a deeper network. This is an easy way to explore underground where many rare exotic resources are found but danger is higher. It’s the 8th week of Downpour, decide what you’ll do this week.Explore/forage Dig chambers into the cliffsideCraft more traps (you currently have 5 unplaced traps)Write in
>>5609427>Explore/forage and place those traps on the way. Head up the G12 canyon.Maybe if we find and kill an animal we can get our spawn tender some clothes.
current village stats.Population: 14Food (perishable): 136Food (preserved): 45Medicine: 17Security: 5Building supplies: 6Craft supplies: 14Spawn: 0Teft's: 1 (1 Teft will be working age on the first week of Dark)Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 14/14Cover: 13/14Consumption: 168Community 57:Water: 4______other9 Fish traps produce: 54 food a week2 unplaced trapsUp the river reveals quite the find, a Beewie hive has been constructed since last time your tribe came this way. The layered shell sags, clearly having been pulled and weighed down by the rains. The fuzzy striped birds have been collecting pollen since Dust, spreading it around and taking their gains to form into a sweet yellow goop. In addition to goop which doesn’t rot and is considered a luxury, you're just in time to see an Antle with a long tongue drinking from the honey much to the upset of the Beewie’s. With the other holes in the hive it's clear a few or maybe just this one have been feeding at this spot for a while. Your tribe kills the Antle and fills their collection jars with the honey. Leaving three traps anchored in the river. After butchering the Antle the hide is fixed to a tanning rack. You lose 4 community for not having enough cover. It doesn’t take a week to craft a single set of clothes and with four Altfylis left at home at any time a set of clothes will be crafted during the next week when the hide is ready. Cover need will go up during Dark when it gets cold but you’ll have all of Dawn to prepare for that.It’s the 9th week of Downpour, decide what you’ll do this week.Explore/forage Dig chambers into the cliffsideCraft more traps (you currently have 2 unplaced traps)Write in
Design traps for the land beasts based off of the fish traps, but stronger.
>>5609558Dig chambers into the cliffside
>>5609558Make some rafts from rope and logs for faster water travel and easier material transport.
>>5609558>RestWe can start creating spawns and get our community back up
>>5609680I don't think our food situation is good enough for that yet.
>>5609695To be fair Teft’s feed themselves as long as there is small fish or mollusks in the water.As for the suggesting of figure it out traps for land creatures I don’t know if the inspiration is there. How well do you know any of the animals? With only wood and weak rope at your disposal could you successfully make a such traps? Fish are just less intelligent.
Dig Chambers, best to fortify.
current village stats.Population: 14Food (perishable): 15Food (preserved): 45Medicine: 17Security: 5Building supplies: 6Craft supplies: 14Spawn: 0Teft's: 1 (1 Teft will be working age on the first week of Dark)Livestock: 0Actions per turn major/minor: 0/1_______NeedsShelter: 14/14Cover: 14/14Consumption: 168Community 58:Water: 4______other9 Fish traps produce: 54 food a week2 unplaced trapsAfter over a season unclothed, your unfortunate spawn tender has a new set of clothes made from that Antle’s hide. Things coming together just in time for the season to change, it’s now Dawn everyone's favorite season. While your people toil digging chambers into the cliff side for future use you're visited by a group from Cavern, all of them carrying spears and singing a warriors song. The head of your village is aware of why they are here before they speak. This week they plan to engage in a special kind of hunt. Where they go in a large group and hunt one of the huge Mud beasts. These towering behemoths make the rivers their home, their hides thick. They only eat the thick plants that grow on the river bed but they are highly territorial and violent. Their horns, oddly placed on their face are only used when fighting each other but being stepped on by one would kill you and if it didn’t their flat strong teeth would. Cavern has lost at least one person each year but the meat and hide gained are worth such risk. They wish for your tribe to join them, offering you spears to make it so every person you allow to join can be armed. Their special crystal tipped spears. They wish for you to join them in this hunt, promising you an equal share of the meat and hide, and whoever gets the killing blow gets to bring the horn home.If you chose to do so it is a medium difficulty dice roll, chances are good as it will be a group of twenty Altyfls. You’ll gain community for joining but won't lose it for refusing.Join the huntExplore/forage Craft more traps (you currently have 2 unplaced traps)Write in
>>5609861>Join the hunt