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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.
>>
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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
>Cavern

I'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 well

though 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
>>
>>5602808
>Wandering
>>
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
>>
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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.
>>
>>5602808
>Grand shaman
>>
>>5602882
like 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 digging
and 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
>Cavern
New 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 cavern
1 wandering
1 plateau
1 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.
>>
>>5602924
woops 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 at
H10
F18
X20

But maybe another idea will prove more popular?
>>
>>5602933
>E10

Ill 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
>>
>>5602933
H10
>>
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While we wait for more votes to come in here's some more information about the game.
current village stats.
Population: 14
Food (perishable): 0
Food (preserved): 244
Medicine: 20
Security: 5
Building supplies: 0
Craft supplies: 0
Spawn: 0
Teft's: 0
Livestock: 0 (unavailable)

Actions per turn major/minor: 0/1

_______Needs

Shelter: 0/14
Cover: 14/14
Consumption: 168
Community: 70
Water: 3


————explanation's
shelter 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

>>5602937
We 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.

>>5602992
Depending 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.
>>
>>5603013
your 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.
>>
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>>5602892
>>5602992
Cute axolotls!
>>
>>5602933
>H10
>>
>>5603019
No, 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.
>>
>>5603099
each 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?
>>
>>5603105
North
>>
>>5603105
North
>>
>>5603105
Oh. Oh, I get it now. We start our journey leaving from the villages listed at the top, I thought they our settlement location.
>>
>>5603105
>North
>>
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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)

>>5603264
let me curse the quest guys
>>
Rolled 71 + 4 (1d100 + 4)

>>5603264
>>
>>5603270
Big 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: 14
Food (perishable): 0
Food (preserved): 244
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 0
Spawn: 0
Teft's: 0
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 0/14
Cover: 13/14
Consumption: 168
Community 68:
Water: 4


What 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.
>>
>>5603315
Dig 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.
>>
>>5603468
>support
>>
>>5603468
Support
>>
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: 14
Food (perishable): 0
Food (preserved): 76
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 0
Spawn: 0
Teft's: 0
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 5/14
Cover: 13/14
Consumption: 168
Community 67:
Water: 4


Dig 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.)
>>
>>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.
>>
>>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: 14
Food (perishable): 0
Food (preserved): 0
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 0
Spawn: 0
Teft's: 0
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 13/14
Consumption: 168
Community 66:
Water: 4


Build 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 F6
A 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.
>>
>>5603998
As I said during creation the lake is forbidden.

Every Altfylis knows that explorers do not return from its shores.
>>
>>5603993
>Explore/forage J10 major
basically have everyone that can (obviously leave any one behind to keep our settlement safe from any dangerous visitors) forging along the lake we reside in
hopefully 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
>>
>>5604016
Support.

I'm really curious of B10 cave
>>
>>5604018
It 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.
>>
>>5604021
I know. Just expressing curiosity.
>>
>>5604010
Ah, 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: 14
Food (perishable): 336
Food (preserved): 0
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 0
Spawn: 0
Teft's: 0
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 13/14
Consumption: 168
Community 66:
Water: 4

It's now the second week of Downpour.

Craft tanning racks.
Explore/forage
write in a suggestion
Rest (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.
>>
>>5604144
+1
>>
(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: 14
Food (perishable): 300
Food (preserved): 0
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 0
Spawn: 0
Teft's: 0
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 13/14
Consumption: 168
Community 65:
Water: 4

It's the 3rd week of Downpour.

Craft tanning racks.
Explore/forage
write in a suggestion
Rest (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 fish

We 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.
>>
>>5604886
we 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 scaffolding
Damn the shamans really just let the retards make their own tribe in a cave
>Craft tanning racks
We might not be able to use em right away but itll be good to have it ready
>>
>>5605116
the 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/forage
write in a suggestion
Rest (gives community and could result in a pregnancy)
Inspiration (basically research, in this case you would learn how to make fish traps.)
>>
>>5605170
>Inspiration
Sounds like a good call. Passive food income will free up more time for other tasks.
>>
>>5605210
>support
would 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
>>
>>5605170
>>5605210
+1
>>
>>5605170
Inspiration (basically research, in this case you would learn how to make fish traps.)
>>
>>5605599
Go 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: 14
Food (perishable): 0
Food (preserved): 0
Medicine: 17
Security: 5
Building supplies: 0
Craft supplies: 0
Spawn: 0
Teft's: 0
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 13/14
Consumption: 168
Community 63:
Water: 4

It'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

>Map
well, posting the map with the current village would be nice
>>
>>5606008
>Explore I 10
Every season would be nice, just to get some reminders.
>>
>>5606129
>>5606228
I'll post it again soon then. i work a 12 hour shift so i wont be able to update again today.
>>
>>5606129
+1
>>
>>5606008
>>Explore/Forage I 10
>>5606310
Based 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
>>
File: openeyes.jpg (226 KB, 800x800)
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>>5608060
It'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?
>>
>>5608087
Stories 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.
>>
File: backhome.jpg (734 KB, 800x800)
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current village stats.

Population: 14
Food (perishable): 360
Food (preserved): 0
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 20
Spawn: 1
Teft's: 0
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 13/14
Consumption: 168
Community 66:
Water: 4

______other

4 Fish traps produce: 24 food a week

While 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 traps
Build more scaffolding against the cliff face
Explore/Forage
Write in
>>
>>5608340
>Craft more fish traps
>>
>>5608340
Craft more fish traps
>>
>>5608340
>Craft more fish traps
Sustainability 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?
>>
>>5608340
>Craft more fish traps
>>
>>5608515

The 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?
>>
>>5608340
How 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
>>
>>5608674
It’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.
>>
>>5608683

So 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?
>>
>>5608772
No, 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.
>>
File: trader.png (47 KB, 800x800)
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current village stats.

Population: 14
Food (perishable): 217
Food (preserved): 0
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 10
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 13/14
Consumption: 168
Community 66:
Water: 4

______other

6 Fish traps produce: 36 food a week

More 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 trade

Also decide what you’ll do this week.

Explore/forage
Build more scaffolding
Craft more traps (you currently have 5 unplaced traps)
Write in
>>
>>5608838
If nothing else we need to get our nekkid member some clothes before they are struck with a fell mood
>>
>>5608838
>Furum rope
>Build more scaffolding
Let'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 scaffolding

Teft 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

>>5608794

Got a bit confused, thought Downpour was just a name for the heavy rains
>>
>>5608945

also the full cycle is then

Dust - Downpour - Dawn - Dark - Despair - Discord
>>
File: FCmap.jpg (2.73 MB, 1650x1652)
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(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: 14
Food (perishable): 36
Food (preserved): 0
Medicine: 17
Security: 5
Building supplies: 4
Craft supplies: 10
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 13/14
Consumption: 168
Community 62:
Water: 4

______other

6 Fish traps produce: 36 food a week
5 unplaced traps

Your 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 cliffside
Craft 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.
>>
>>5609455
support
>>
>>5609427
>>5609455
Supporting.
>>
File: honey.jpg (623 KB, 800x800)
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current village stats.

Population: 14
Food (perishable): 136
Food (preserved): 45
Medicine: 17
Security: 5
Building supplies: 6
Craft supplies: 14
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 13/14
Consumption: 168
Community 57:
Water: 4

______other

9 Fish traps produce: 54 food a week
2 unplaced traps

Up 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 cliffside
Craft more traps (you currently have 2 unplaced traps)
Write in
>>
Design traps for the land beasts based off of the fish traps, but stronger.
>>
>>5609558
Dig chambers into the cliffside
>>
>>5609558
Make some rafts from rope and logs for faster water travel and easier material transport.
>>
>>5609558
>Rest
We can start creating spawns and get our community back up
>>
>>5609680
I don't think our food situation is good enough for that yet.
>>
>>5609695
To 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.
>>
File: mudbeast.jpg (141 KB, 500x386)
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current village stats.

Population: 14
Food (perishable): 15
Food (preserved): 45
Medicine: 17
Security: 5
Building supplies: 6
Craft supplies: 14
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 14/14
Consumption: 168
Community 58:
Water: 4

______other

9 Fish traps produce: 54 food a week
2 unplaced traps

After 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 hunt
Explore/forage
Craft more traps (you currently have 2 unplaced traps)
Write in
>>
>>5609861
>Join the hunt
>>
>>5609861
>Join the hunt
Kill the beast!
>>
>>5609861
>Joint the hunt

* a one-way door trap for land animals isn't that different from a one-way door trap for fish. It just needs to be baited, made of more robust materials, and checked daily so that the animals don't chew their way out or something.
>>
>>5609861
>Join the hunt

>Ask spawn tender to take minimal risks
>>
>>5609861
>Join the hunt
>>
>>5609861
>Join the hunt
>>
>>5609861
>Join the hunt
>>
>>5609861
>Join the hunt
>>
The village agrees to join in, you temporarily receive 5 more crystal tip spears bringing your security to 10. Your spawn tender and three others stay back at the village, to keep it safe and protect your supplies as well as your Teft. During the journey to K16 where the Mud beasts currently reside your leader chats with his former tribe. Talking about how the past two seasons have gone, including the finding of a water swept spawn, though he neglects to mention the open eyes. Yet even without saying it the person he's speaking to falls silent. After an uncomfortable lull he responds that he doesn’t know of any spawn lost during Downpour and pushes blame onto the Wandering tribe.

Soon enough your tribe arrives at the more shallow wide set river at K16, five adult Mud beasts and two children wade around in the water's plants hanging from their maws as they loudly and lazily chew. A low velvety sound echoes along the canyon walls, the males able to blow air through their large hollow horns. Cavern tribe answers in kind, blowing on the carved horn from hunts past. Smaller animals near your position flee. And the group's male takes it as a challenge heading your way where the waiting Altfylis wait on high ground ready to jump down with spears extended.

Roll 1d100+20 number needs to be 50 or above for a perfect success
>>
Rolled 25 + 20 (1d100 + 20)

>>5610516
>>
Rolled 22 + 20 (1d100 + 20)

>>5610516
>>
Rolled 88 + 20 (1d100 + 20)

>>5610516
>>
>>5610521
should have let me roll anon.

QM is this a best of 1 or best of 3 quest I haven't been in it long enough to know?
>>
>>5610526
I mean all of those succeed on a technical level with the +20 factored in. but no its first roll. Rolling with advantage (once person called before the roll occurs) is the reward for having max community. I'm drawing a picture for this update so it will take a moment.
>>
>>5610540
ah cool way to do it, alright thanks for the clarification I am excited to see how the quest develops it's been a while since we had a good draw civ quest.

also anons we need to work on our community levels
>>
File: Hunt.jpg (708 KB, 800x800)
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current village stats.

Population: 14
Food (perishable): 515
Food (preserved): 45
Medicine: 17
Security: 5
Building supplies: 6
Craft supplies: 38
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 14/14
Consumption: 168
Community 68:
Water: 4

______other

9 Fish traps produce: 54 food a week
2 unplaced traps

The Altfylis drop from their positions, falling off after their spears are embedded and scrambling to move away from its sluggish movement. With the extra help the hunt of course is successful though your tribe didn’t get the killing blow which belongs to Cavern who ramed a spear through its eye felling the beast for good. The corpse takes the whole evening to butcher. You're given a few hide bags to aid in carrying the large quantity of meat home, the untanned hide draped over their shoulders. The horn would have been a nice trophy for rituals and holidays but Cavern takes it for their own.

You gain 10 community in celebration for joining in the hunt. The weather is perfect, the sky is clear and morale is high. How will you spend the 2nd week of Dawn?
Explore/forage
Rest
Craft more traps (you currently have 2 unplaced traps)
Write in
>>
>>5610643
If we can explore J 10 I'll vote to do that.
>>
>>5610643
I will support exploration if we look for material to craft clothing
>>
>>5610553
Hey I voted toward clothmaxxing and resting
>>
Explore/forage
I'll go to H 11
>>
>>5610643
>Rest

Let's have an off-weak and look toward the tribe internally, perhaps add to the upcoming next generation.
>>
>>5610643
>dig into the cliff side

Do our guys have any knowledge of Masonry or are we stuck carving our dwellings into
walls, wood is nice and all but I don't trust it with the harsh winds

maybe later on we could build a series of pipes and hang it between two plateaus as an edifice of our tribe, have the different intensities of wind that come with each season play different tunes
>>5610986

we will have a lot of downtime in Dark and Despair when we will be stuck inside our cliff.
>>
>>5610995
Stone masonry is known, you can make stone bricks. The material to stick them together is made from heating up a certain kind of trees bark up into a glue.

what's your goal when digging into the cliff side? you have more rooms then you need currently. are you trying to breaking into the cave network you can already get into through the waterfall opening. Digging careless will cause you to hit the aquifer possible flooding your dens.
>>
>>5611020
I thought we didn't have a storage room that was above the water level during floods if we do then just

>start making bricks

are the rooms mostly surface level and connected purely through scaffolding I kinda thought the plan was to dig deeper into the cliff where the rooms would have 2 exits one to the underground corridor and the other to scaffolds
>>
>>5611030
you could do that I just wasn't sure what people wanted to have. currently the chambers are just individuals rooms dug into the cliff side. the entrance open to the outside other tribes use doors of wood or for Cavern they live in the caves. You do have dry storage.

unrelated its now my days off so i will have lots of time to post.

currently next times action votes are

explore J10 once more x2
explore H11
rest
craft bricks

I'm hoping to have something get 3 votes or most votes wins.
>>
>>5611039
It was I10 we explored before, wasn't it? This is J10, unless we explored both last time in a single action?

Anyway, I'll change my vote to exploring J10 if we haven't already had a glance around the place; or to exploring H11 if we have already taken a look at J10.
>>
>>5611039
I'm for exploring new territory, whichever that is if the two. Maybe place the last of the fish treats while we're at it.
>>
>>5611039
>explore H11
>>
>>5611039
Let's explore
>>
>>5602892
Cute. Post a Patreon and I will gib moneys.
>>
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>>5611050
The tribe went to J10 on the first week of Downpour so it's been a while. but H11 wins the vote.

>>5611592
I'm flattered. thank you.

current village stats.

Population: 14
Food (perishable): 550
Food (preserved): 45
Medicine: 17
Security: 5
Building supplies: 8
Craft supplies: 45
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 14/14
Cover: 14/14
Consumption: 168
Community 68:
Water: 4

______other

9 Fish traps produce: 54 food a week
2 unplaced traps

The plateau is abundant with life this time of year, and while hunting Yip’s and and lucking out hunting the Scree that was hunting Yip’s as well you luck out and find a tree with Furum in it. These fuzzy worms create a silky material that Altfylis can turn into clothes. Your tribe harvests the available silk. But one of them lingers, grabbing fruit to use in fermenting. They wonder if it would be possible to have the Furum live closer to the village. But they eat fruit, and fruit trees just don't survive in the canyon. If they had more time to think about it, maybe they could figure something out?

Either way it was a fruitful week.


It’s now the 3rd week of Dawn?
Explore/forage
Rest
Craft more traps (you currently have 2 unplaced traps)
Inspiration (Furum care and cultivation.)
Create stone bricks
Write in
>>
>>5611691
>Create stone bricks
>>
>>5611691
>Inspiration (Furum care and cultivation.)
>>
>>5611691
Rest

we have enough food we should attempt for more spawn
>>
File: birds and bugs.jpg (629 KB, 800x800)
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While I wait for more votes hers some animals.
>>
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also I wont be updating tomorrow because I have a doctors appointment and the drug I'm given makes my head soupy.
>>
>>5611691
Inspiration (Furum care and cultivation.)
Our fish trap are already clutching, and we're in a quite good position right now.
Our main need will be finding salt to take care of the meet, and maybe starting rubbing genitals to expand the tribe
>>
>>5611691
>Inspiration (Furum care and cultivation.)
>>
current village stats.

Population: 14
Food (perishable): 436
Food (preserved): 85
Medicine: 17
Security: 5
Building supplies: 8
Craft supplies: 45
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/14
Cover: 14/14
Consumption: 168
Community 68:
Water: 4

______other

9 Fish traps produce: 54 food a week
2 unplaced traps
You have access to Furum silk. (producing 4 crafting supplies each week won't count as livestock unless you start eating them.)

Using fruit gathered with the salty goo still left in your fermenting pots your tribe preserves some of your extra food during the week. As well as gathering from your fish traps and keeping the scaffolding in repair your tribe starts trying to figure out how to keep Furum close at hand.

One Altfylis suggests growing the fruit tree on the cliffside by digging a shelf to plant it on. Above the flood line. And while the idea makes sense, trees go for years without being recognized as sour fruit trees because they don't grow fruit. Taking as many Furum as possible back to your village you find they'll eat any fruit. Maybe they taste sour because of what they eat? If fruit is brought to them, left to get mushy on the ground they will feed. They stay near food especially easy food. Your presence also keeps flying predators away.

They nest in the plants growing at the waterfall cave's mouth, and they weave their thread on the scaffolding. Bringing them fruit isn't a long term solution. The trees only have fruit for a few seasons during the year. For now it's working.

It’s now the 4th week of Dawn


Explore/forage
Rest
Craft more traps (you currently have 2 unplaced traps)
Inspiration (Furum care and cultivation.)
Create stone bricks
Write in
>>
>>5611997
>Inspiration (Furum care and cultivation.)
Can we use silk as a way to preserve food by drying and hanging? This will need to be into unwatered zones
>>
>>5611997
>Create stone bricks
>>
>>5611997
>Inspiration (Furum care and cultivation.)
>>
>>5612009
The only thing stopping more reliable food preservation is the lack of salt. Salt can be found in the caverns and in canyons that don’t have a river.
>>
>>5611997
>Inspiration (Furum care and cultivation.)

Can't bypass this moment of inspiration
>>
>>5611997
>Inspiration (Furum care and cultivation.)
>>
>>5611997
>Inspiration (Furum care and cultivation.)
>>
>>5611997
>make clothes

remember how we have some of the tribe who still lack basic coverings well we now have the means to resolve that it will probably hurt our community levels if we ignore it.
>>
>>5612288
Cover: 14/14
everyone is clothed
>>5611997
>make bricks

we should start reinforcing scaffolding
>>
>>5611997
>Create stone bricks
>>
>>5611997
>Inspiration (Furum care and cultivation.)
This could give us a new resource to trade with following traders.
>>
I know I said I couldn't post today. but then I took a nap and felt better.

current village stats.

Population: 14
Food (perishable): 295
Food (preserved): 125
Medicine: 17
Security: 5
Building supplies: 8
Craft supplies: 49
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0

Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/14
Cover: 14/14
Consumption: 168
Community 68:
Water: 4

______other

9 Fish traps produce: 54 food a week
2 unplaced traps
You have access to Furum silk. (producing 4 crafting supplies each week won't count as livestock unless you start eating them.)

Not content with your efforts to keep and cultivate Furum you spend another week focused solely on them. Your tribe tries feeding them the common root plants found all year around but it only attracts the caves Gleetles. Which are delicious, gaining extra food this week. Your extra villagers made efforts to preserve your extra food but you're nearly out of salt in your fermentation jars. Finally a breakthrough is made, one of your younger Altfylis has found a gourd like veggie that can be seen growing in the shade of the canyons or in the caves. Its hard rine has vulnerable green patches when it’s ripe to encourage animals to eat it and spread its seeds. The green insides have just enough sweetness that the Furum will eat it. A breakthrough worthy of sharing next Grand spawn. As long as you have one available Altyflis every week you can easily keep them fed now. Or as long as the activity being done is at the village someone can take the time to do it. (actions take 10 Altyflis so if you have 20 and do two actions outside the village you'll have more problems than just the Furum going hungry.)

Your villagers are sure this means you'll have enough material to be ready for the cold seasons.

It’s now the 5th week of Dawn. Food is good, salt is your most pressing need.


Explore/forage
Craft more traps (you currently have 2 unplaced traps)
Create stone bricks
Write in
Rest
>>
>>5612978
>make bricks

low on salt, wanted to clarify this sooner but kept forgetting all the water around our village is freshwater right?

anons do we plan to build workshops for our craftsmen on the plateau or go full dwarf and dig in
>>
>>5613040
yes there is no salt water on the map. there's is salt water in the world just not on the map. And i wont let you off the map because i don't want to draw more map.
>>
>>5613040
support
>>
I think we might find salt in the B10 cave, but exploring there would take 2 weeks.
What do you guys think? Worth to take the risk?
>>
>>5613319
support
>>
>>5613319
Let's go look. The route there is through a dry canyon, so we may not need to go that far?
>Go look for salt
>>
>>5613319
+1
>>
>>5613040
>Explore cave at B10. If given a choice underground, explore to the 'right' of the entrance.

The B7 to E8 plateu is both downhill and uphill of a wet area, but has only desert plants. So either the soil is hostile to plants (maybe due to too much salt?) or there is a stone or clay shelf or something near the surface that we can't see. Might be worth doing a quick check on the area on our way to the B10 cave.

We can see the sediment layers on the walls. Where would salt naturally pool? Maybe at the low point of the dark brown sediment layer?

The only white I see on the map is at E22.
>>
>>5612978
>Rest
>>
File: wanderer.jpg (689 KB, 800x800)
689 KB
689 KB JPG
>>5613528
looks like b10 has won the vote, as for e22 that white spot is a coloring error, no salt is marked on the map.


A big exploration! Your foraging team is excited, it takes nearly a full week to get up to D13. Food abundant in the rivers. Entering the dry canyon doesn’t mean a lack of food this time of year, with Yips in abundance and the things that hunt them. As you pass D10 a Altfylis notices that with some digging that path could be widened enough to return home in less time. Though the passage might not last if an earthquake happened. The night before you are set to reach the cave, your people are huddled together under the moonlight getting ready to take turns sleeping when music floats overhead. A low sound like a Mud beast’s horn with two voices singing alonging. There shouldn’t be any Altfylis out this way, but no animal sings like that. The hunters observed to be as intelligent as Altfylis don’t have visible mouths. Maybe Wandering tribe? One of your explorers suggests exiles? No one is sure and they have to know, they sound close to the camp.

Two explorers risk climbing the cliffs to seek out the sound and sure enough they find an adult Altfylis with two children and a purple Wesel like creature a Pesel. One playing a horn, the other no more than a few weeks out of the waters doesn’t speak. The adult is scarred, one eye on your explorers, her whistles not ceasing.Till she's finished the haunting tune. “Thought I heard others.”

Your explorers ask the most obvious questions, who are you? Where are you from? Neither of the young ones will look anywhere but the ground. “Beyond the canyons, past the wastes.” Your tribe does know there are Altfylis outside canyon mazes, but they don't have contact with them and haven't since the lake of creation was lost. Your people inquire about the children. She answers quickly that they are hers, and maybe that's true the boy shares her coloring. But the girl doesn’t. Now that your people are looking, the boy has scars too. Arms, tail, leg. A few other possibilities come to mind. They are exiles, maybe not for crime but defects. When the little girl does dare look up her eyes are unfocused. She might not be able to see well. They could be from beyond the wastes outside the canyons, you have no way of knowing how possible it is to make it through let alone the girl who would have needed to be in the water until recently.

How should this situation be dealt with?

Write in
Leave them be and return to camp.
Offer to let them join you, even two extra hands would be useful.
Offer to take just the children with you. If she's an exile she deserves it but not the children.
>>
>>5614050
>Offer to let them join you, even two extra hands would be useful.

a healthy level of paranoia should be kept about them but giving them a chance is probably fine

>The hunters observed to be as intelligent as Altfylis

it seems we have an intelligent species that would compete with us for resources
>>
>>5614050
Offer to let them join you, even two extra hands would be useful.
>>
>>5614050
>Offer to let them join you, even two extra hands would be useful.

We're a new tribe ourselves, new joiners coming in now add to the founding. Though we should at least ask if she's an exile - if she answers yes, we can ask what for; it may not be for a reason we consider serious.
>>
>>5614050
>Offer to let them join you, even two extra hands would be useful.
>>
>>5614050
>Offer to let them join you, even two extra hands would be useful.

Paranoia though
>>
>>5614114
support
>>
With only two villagers to make the decision they pick to bring them back. The rest of the group, those who are awake, are maybe rightfully suspicious. They don't let any of the new group keep watch that night. By the time your group hits the cave it's clear the little girl doesn’t see more than light and shadows. She can navigate on her own, there is plenty she could do so being thrown out for that seems unlikely unless the Altfylis past the wastes are unnecessarily cruel. The boy doesn’t react to sound unless it vibrates the ground or what's in his hands. “Oh this cave? We passed by here.” The new woman says. “Nothing but salt until you hit the tunnels.” Your villagers celebrate as that's what they were looking for. But your leader who is from Cavern finds this statement odd. These travelers aren’t dressed for the cold of the underground, they have no glowing fungus to light their way and when one hunter is a danger to a whole villager why would anyone go through the caves with those younglings?

She watches the dark nervously as salt is gathered, But she's strong, helping carry more than enough to make up for her strange behavior. On the journey back one of your Altfylis suggest making a shortcut home by opening the passage at D10 and making it so future trips would take less than half the time. Though it's not her place, the new villager you’ve picked up says skirting so close to the lake is asking for trouble. They argue it’s fine as long as the sun is up.

Dig the shortcut?
Just go around.
>>
>>5615254
Just go around.
>>
>>5615254
Just go around.
>>
Just go around
>>
current village stats.

Population: 17
Food (perishable):195
Food (preserved): 185
Medicine: 17
Security: 5
Building supplies: 8
Craft supplies: 57
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0
Salt: 23
Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/17
Cover: 17/17
Consumption: 204
Community 68:
Water: 4

______other

9 Fish traps produce: 54 food a week
2 unplaced traps
You have access to Furum silk. (producing 4 crafting supplies each week won't count as livestock unless you start eating them.)

The risk isn’t worth it. Your leader argues the risk is minimal but the majority of your people are against the idea. So fine. You take the rest of the week going all the way back around. Your tribe is happy to finally see water again abandoning their salt to immerse themselves in the water before starting the journey again.

One thing for sure is clear though. You need to figure out how to carry more things at once. Raft’s are only useful along the rivers, backpacks aren’t going to help carry more salt as it’s just too heavy. But no one has any ideas to solve the problem other than to maybe try and tame Wesel’s like the Wandering tribe does. Even then it takes years for a baby Wesel to be full grown. The Pesel that is with your newest tribe members is fully grown, and supposedly just follows them because they throw scraps to it.

With salt brought back home your tribe can turn more of its food into preserves for Dark and Despair and to a lesser degree Discord. You have enough food for this week though not if you also wanted to preserve some.

It is the 7th week of Dawn.
Explore/forage
Rest
Craft more traps (you currently have 2 unplaced traps)
Create stone bricks
Write in
>>
>>5615714
>Explore/forage
We'll rest during dark.
>>
>>5615714
>Explore/forage
We should work on preserving more food into our stores, which means we'll need yet more food. Have we explored/foraged up upon the plateau yet, up on F10?
>>
>>5615714
>Explore/forage
And that idea of preserving more food sounds like a good one.
>>
>>5615802
F10 has certainly been explored but that doesn’t mean you won’t find anything new. Though thanks to your tribes efforts you could explore farther on that plateau as your scaffolding makes the climb up there take much less time.

>>5615780
>>5615807
Try to remember to suggest a place to explore/forage.
>>
>>5615714
>go hunting on F9

we get food to preserve leather for the cold weather
and it's close
>>
>>5615849
Let's go for F9
>>
File: exploration.jpg (622 KB, 800x800)
622 KB
622 KB JPG
current village stats.

Population: 17
Food (perishable):595
Food (preserved): 200
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 65
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0
Salt: 22
Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/17
Cover: 17/17
Consumption: 204
Community 68:
Water: 4

______other

9 Fish traps produce: 54 food a week
2 unplaced traps
You have access to Furum silk. (producing 4 crafting supplies each week won't count as livestock unless you start eating them.)

Up on the plateau this time of year animals and other forage are abundant. A colorful Burb whose feathers are highly valued in crafting if found with a nest. It's bad to hunt when your hunt will prevent the next generation of that animal from surviving. So a villager waits till they find more of the flock, only killing the one who never sits on the nest. A group of Boarig are in the area making your tribe have to be careful. Like mud beasts Boarig are plant eaters who are strong and territorial. With some caution your newest member manages to kill one, earning the tribe a large haul of meat. When asked about how she did it, she explains a trick where you take very rotten fruit and set it out and wait till the animal has eaten enough that they are disoriented.

It is the 8th week of Dawn.

Explore/forage (give a coordinate)
Explore/forage underground (this is dangerous compared to the surface.)
Rest
Craft more traps (you currently have 2 unplaced traps)
Create stone bricks
Inspiration alcohol
Preserve a lot of food at once
Write in
>>
>>5616479
>Preserve a lot of food at once

I fear we need to start worrying about winter which I suspect in this world is known as Dark. I also think we need to figure out how to seriously up our food production gain. We also need to think about building more simple tools to help our tribe grow in strength.
>>
>>5616479
>>5616575
Support.
>>
>>5616479
>Preserve a lot of food at once
>>
>>5616479
>Inspiration Alcohol

Booze is an alternative way to store calories, even if it doesn't seem super healthy at first. Salting food would be my runner up choice since focusing on booze now probably means hunting hunters in the dark this winter.

When dark comes, we'll want to build a door or something at both ends of the lair to protect from intruders.
>>
current village stats.

Population: 17
Food (perishable):150
Food (preserved): 395
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 69
Spawn: 0
Teft's: 1 (1 Teft will be working age on the first week of Dark)
Livestock: 0
Salt: 18
Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/17
Cover: 17/17
Consumption: 204
Community 68:
Water: 4

______other

9 Fish traps produce: 54 food a week
2 unplaced traps
You have access to Furum silk. (producing 4 crafting supplies each week won't count as livestock unless you start eating them.)

Salting and smoking meat as well as fermenting fish in salted fruit secures you a lot of food to store safely in your storage chamber. One of your free Altfylis makes a sturdy wooden door that can even keep most kinds of animals out of it. Of course this process depletes your current food stores and brings you down to no longer having enough for next week without eating your preserved storage.

Some of the community suggests foraging in areas with Beewie’s. Their honey never rots, and the animals attracted to their honey make for good food. These areas are canyons. Beewie’s themselves are tasty but too small to make much of a meal.

Others suggest risking injury to hunt Boarigs. Their tusks make good spear tips when crystals aren’t available. They argue that you have enough members that’s even injuries won’t affect hunting capability’s for the next week. Boarig’s are found on the plateau’s.

There’s always the caves as well but besides easy to find Gleetle’s much of the caves are a mystery. Your Cavern born tribe members say that even they took slow incremental explorations to insure safety. Either way foods are an ever present concern, and food needs go up next week when your Teft leaves the water.


It is the 9th week of Dawn, the last week of the season.

Explore/forage (give a coordinate)
Explore/forage underground (this is dangerous compared to the surface.)
Rest
Craft more traps (you currently have 2 unplaced traps)
Create stone bricks
Inspiration alcohol
Write in
>>
>>5616717
>Explore/Forage
I think Beewie where at G12
We'll need to rest during the upcoming bad season for building community and growing the tribe. Thus we need a full larder
>>
>>5616761
We should probably place those additional fish traps somewhere, too.

>>5616717
Could we get a brief indicator/reminder of the squares we currently have Fish-trapped, so we could know where the other ones might go?
>>
>>5616767
Fish traps are placed at your villages lake and at J10.
>>
>>5616767
>>5616771
So I10 would be a nice spot to trap... Maybe we should build a couple more before though
>>
>>5616717
>Inspiration alcohol
>>
Not sure how non-inspiration ideas work but earlier the issue of how to transport larger amounts of things was raised. I would like to suggest a travois as it can potentially be pulled by tribe members and wouldn't need us to understand wheels.
>>
>>5616774
If we go to scout out the canyon L/K9 and forage in the vicinity of Beewies, perhaps we could place/set those traps in I10 along the way?
>Explore/Forage, as above
>>
>>5616945
Yeah, let's do that.
>>
>>5616717
>>5616945
>Support
>>
File: FCmap.jpg (2.74 MB, 1650x1652)
2.74 MB
2.74 MB JPG
>>5616902
The inspiration system stems from the idea that people don't just invent things, they are inspired to solve a problem or try new things by observing the world. A travois, sounds like a good alternative to just strait up inventing the wheel. At anytime people can suggest possible tech progression and ill work it in if it fits.

current village stats.

Population: 18
Food (perishable):648
Food (preserved): 420
Medicine: 17
Security: 5
Building supplies: 12
Craft supplies: 69
Spawn: 0
Teft's: 0
Livestock: 0
Salt: 18
Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/18
Cover: 18/18
Consumption: 216
Community 69:
Water: 4

______other

11 Fish traps produce: 78 food a week

You have access to Furum silk. (producing 4 crafting supplies each week won't count as livestock unless you start eating them.)

Another week, another journey to gather supplies. Taking time to drop the last traps off in the river's split before they go down into the canyon where the grass becomes sparse. Sure enough Beewie’s hop around and make their cute honking sound as your tribe gets close to their hive. They try to defend the hive with their small blue claws, but with a few dedicated Altfylis slapping them away. Filling clay containers with sweet gooey honey. It’s after a few Antle’s are killed your tribe starts to head back. A rather quite member thinking of how much work carrying this heavy jar is never mind the Antle slung over his shoulders, bleeding down his back is. If they had Wesel’s they could craft packs for them and have them haul such things or just more things. Wesel’s don’t live near your village, choosing the greener areas near the sacred lake. He thinks of the nets of Furum silk that Canyon tribe uses to fish.

Maybe if four Altfylis banded together to each carry a corner they could carry more goods by sharing the weight? But no, it would sag, and tear as it was dragged along. Unless stabilized with wood? By the time Your Altfylis return he’s ready to share the idea for a netting mounted on two long poles that could aid one person in carrying far more with the same effort. Now they just need to figure out how exactly it would be done.

The nights will slowly grow longer each day, and with it, the temperature will begin to drop but hibernation for many of the animals won't be in full swing until Despair. Your first Teft though not born from any of your villagers leaves the water to join the working tribe, you gain a community. Your spawn tender has been using the Furum silk he’s been harvesting to create an outfit for them, to protect them from the sun and the coming cold. By the 6th week of Dark the tribes current cover need will go up to represent the need for warmer clothes.
It is the 1st week of Dark what will you do?

Explore/forage (coordinate)
Explore/forage underground (dangerous compared to the surface.)
Rest
Craft more traps
Create stone bricks
Craft winter clothes
Inspiration alcohol
Inspiration travois
Write in
>>
>>5617560
Inspiration travois
>>
>>5617560
>Inspiration travois
>>
>>5617560
>Construct livestock pins

we need to branch out with our food sources or consider working on agriculture, as once winter starts unless we have animals to slaughter, we will need to rely solely on preserved food. and with our current stores and rate of consumption, I do not think we will make that benchmark.
>>
>>5617644
Construct livestock pens? For what livestock? The Altfylis are currently hunter gathers, and don’t know how to do agriculture (they don’t eat plants) or how to do animal husbandry. (They struggle to always feed themselves how would they feed an animal?) the closest they got is the Furum worms. At most I could say you could figure out how to keep Beewie’s since they stay near their hive but they go dormant in Despair when there’s no flowers to drink from.

If you want to ranch animals you have a lot of steps to go through that you won’t have time to do until you have enough villagers to do two actions per turn (your two Altfylis away from that.)

If keeping live stock is really a popular goal I’ll work in an multiple step inspiration when appropriate. What animal is that your people would want to domesticate? Some animals are harder then others. There is Yip’s (the green bunny’s) or maybe the Scree since they can’t fly but they lay eggs and provide meat. Boarig’s are very meaty but they are large and dangerous. Fish farming is also possible and perhaps even easiest. Or maybe even doing a compost pile and eating the large Gleetles that come to eat from it?
>>
>>5617560
Inspiration travois
>>
>>5617560
>Inspiration travois
>>
>>5617560
>Inspiration Alcohol

Hear me out questbros. Alcohol is seasonal - if we miss the window this weeks we will have to wait one year. Travois can be done during the downtime of animals rest in a few weeks
>>
>>5617560
I think
>>5617836
Makes a good point +1 to alcohol
>>
>>5617836
support
>>
>>5617560
>Inspiration alcohol
>>
>>5617560
>>Inspiration travois
In my opinion being able to get more out of foraging so we have to do it less often is more important right now.
>>
>>5617560
>Inspiration alcohol

When should we expect the Wandering tribe traders to show up or any tribe traders if they do that
>>
>>5618019
Wandering tribe makes a loop around the map roughly every 11 weeks. (I roll a dice to determine if they got held up or camped and they stop traveling during Discord. they are currently late by 2 weeks though I wont mention when they will arrive.) other tribes send traders rarely, and usually only because they need something they don't often over produce. most trade goes through wandering.

current village stats.

Population: 18
Food (perishable):500
Food (preserved): 454
Medicine: 17
Security: 5
Building supplies: 12
Craft supplies: 73
Spawn: 1 (1 will turn into a Teft on the 5th week of Dark)
Teft's: 0
Livestock: 0
Salt: 18
Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/18
Cover: 18/18
Consumption: 216
Community 70:
Water: 4

______other

11 Fish traps produce: 78 food a week
14 Alcohol created each week during Downpour--Dark
You have access to Furum silk. (producing 4 crafting supplies each week.)


Your leader tracks down the Altfylis who used fermented fruit to hunt the Boarig. She says that her tribe back across the wasteland doesn’t have access to the sacred mushrooms or slugs that give our own shaman’s visions. So they found a new way to commune with the planet by storing fruit with a certain type of plant, grass-like, with seed pods. Then you purposely let it spoil. At least that's the simplest way. Their grand shaman has a complex altar to distill honey and grains and even roots into alcohol as well.

When asked why she’d used it to hunt if it was sacred she admits that she doesn’t believe it is. Her tribe's shaman drank it till he died from it. She found its best use was as medicine and comfort for the dying or the injured. It takes the week to make more clay jars and to be taught how to do it. Whoever is left at the village during actions (8 Altfylis currently) will gather as much of the nearby fruit as possible to turn into alcohol to store away.

Unexpectedly your spawn tender announces a new spawn has been born. It's your village's first born of the village gaining a community in celebration.

It is the 2nd week of Dark, what will you do?

Explore/forage (give a coordinate)
Explore/forage underground (this is dangerous compared to the surface.)
Rest
Craft more traps
Create stone bricks
Craft winter clothes
Make a large amount of alcohol at once. (doesn’t consume your food stores, instead gathering the fruit your tribe wouldn’t otherwise use.)
Inspiration travois
Write in
>>
>>5618078
>Inspiration travois
>>
>>5618078
>Craft winter clothes
>>
>>5618078
>Inspiration travois
>>
>>5618078
Inspiration travois
>>
>>5618078
>Craft winter clothes
>>
>>5618078
>Inspiration travois

If this is something you don't want to reveal yet just ignore this but so far any "magic" that this world has would be the ritualistic kind something akin to the stuff from UnReal World
>>
>>5618078
>Inspiration travois
>>
current village stats.

Population: 18
Food (perishable):363
Food (preserved): 484
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 60
Spawn: 1 (1 will turn into a Teft on the 5th week of Dark)
Teft's: 0
Livestock: 0
Salt: 17
Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/18
Cover: 18/18
Consumption: 216
Community 70:
Water: 4

______other

11 Fish traps produce: 78 food a week
14 Alcohol created each week during Downpour--Dark
You have access to Furum silk. (producing 4 crafting supplies each week.)
travois allow groups to carry far more but can’t make the journey up or down a cliff.

Long have the Altfylis worked within the confines of what they can do with their own hands. Sure tools like scoopers and pounders make that easier, and bags of leather or cloth made carrying more easier as well. But beyond putting a bag on a Wesel carrying supplies is limited.

Until now. It’s deceptively simple, and it’s first interaction rubs the shoulders of the Altfylis dragging along raw. This is solved by wearing thicker upper clothing designed like the cloaks worn by Plateau. The other problem is that defending one’s self while dragging a travois is clunky. So groups utilizing the new system can’t all have them. But even five in a group more than doubles the carrying capacity.

Using your supplies you craft eight, more than you technically need at the moment. At the weeks end just before the meeting to decide this weeks focus a very tired trader from Wandering arrives. He says they were delayed lending a hand to Canyon after the Grand Shaman went missing. She still hasn’t been found either. He has nothing but rumors and rumors of rumors. A representative from each tribe has taken a small team to help look for her. But he understands if you can’t spare three people.

He has various things to trade, and is mostly looking for food or preserved food. He does curiously ask about your newest tool. The travois. After being shown how it works he wonders if a bigger one could be made for use with Wesels?

This could be a unique opportunity. First though, several things need to be decided. You can trade for multiple things at once.

Trade 116 food for 15 winter clothes
Trade 75 food for five salt blocks
Write in what you want in exchange for crafting a custom travois.

In addition will you join the wider community by sending three of your own to join the search party? The task can only go on for three weeks as after that the length of the nights poses too much danger. Wandering tribe will escort your people back home.

It is the 3rd week of Dark, what will you do?

Explore/forage (give a coordinate)
Explore/forage underground (this is dangerous compared to the surface.)
Rest
Craft more traps
Create stone bricks
Craft winter clothes
Make a large amount of alcohol at once. (doesn’t consume your food stores, instead gathering the fruit your tribe wouldn’t otherwise use.)
Write in
>>
>>5618869
>Trade 75 food (perishable) for five salt blocks
>Expand the 3 members for the search
>Explore/Forage (G12, want more food)

1 salt preserves 30 food, right?
>>
>>5618869
>five salt blocks for the custom travois
>send 3 members for the search
>hunt on F11

>ask him if he has seen wild herds of Wesels in the area, request some pointers on how to tame a Wesel

Not sure if we should ask this in character or not, is it possible to break in wild fully grown Wesels or do we need to get a baby one and have it grow up in the tribe
>>
>>5618897
It’s a good trade as wandering doesn’t need the salt they trade for it to trade to others.

>>5618924
You have members in your tribe from Wandering. They know how Wesel taming currently works. (Stealing a juvenile male) it’s believed that taking females will hurt the population. You already know where they are on the map.
>>
>>5618869
>send 3 members for the search
>Trade 75 food (perishable) for five salt blocks
>Trade a custom travois for 15 winter clothes (can we haggle?)
>Explore/Forage (G12, want more food)
>>
File: travois.jpg (559 KB, 800x800)
559 KB
559 KB JPG
I meant to post this art sooner but I hadn't finished it.

current village stats.

Population: 14 (3 are gone till the 7th of dark)
Food (perishable):825
Food (preserved): 550
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 60
Spawn: 1 (1 will turn into a Teft on the 5th week of Dark)
Teft's: 0
Livestock: 0
Salt: 22
Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/18
Cover: 33/18
Consumption: 216
Community 70:
Water: 4

______other

11 Fish traps produce: 78 food a week
14 Alcohol created each week during Downpour--Dark
You have access to Furum silk. (producing 4 crafting supplies each week.)
travois allow groups to carry far more but can’t make the journey up or down a cliff.

Your village is of course worried for the Grand Shaman. In no small part because you have no shaman of your own yet, but also because of the spiritual importance of her. You give three of your strongest to the cause. You also trade 75 food for salt blocks, and you let the trader stay for a day while you make him a large travois. He gives you 15 cold ready clothes made by Plateau in exchange. Which should be plenty to cover you this Despair.

Exploring during the week with your travois nets a hefty supply of fish, Antels and honey.

It is the 4th week of Dark, what will you do?

Explore/forage (give a coordinate)
Explore/forage underground (this is dangerous compared to the surface.)
Rest
Craft more traps
Create stone bricks
Make a large amount of alcohol at once. (doesn’t consume your food stores, instead gathering the fruit your tribe wouldn’t otherwise use.)
Write in
>>
>>5619610
>Create stone bricks
for shelter right?
>>
>>5619710
shelter or reinforcing the scaffolding in preparation for Discord when storms are likely to damage your village.
>>
>>5619610
>Create stone bricks
>>
>>5619610
>Create stone bricks
Going to a meeting at work in 13 minutes. Cya anons.
>>
>>5619610
>Create stone bricks
>>
>>5619610
>Preserve a lot of food at once
We only have about 3 weeks worth of preserved food. We can make bricks after we've done something with all the food we just gathered.
>>
>>5619610
>Preserve a lot of food at once.
Brick making can wait downtime. We are on a race to fill up our larder
>>
>>5619610
>preserve food
>>
>>5619610
>Preserve a lot of food at once
>>
Population: 14 (3 are gone till the 7th of dark)
Food (perishable):87
Food (preserved): 1164
Medicine: 17
Security: 5
Building supplies: 10
Craft supplies: 60
Spawn: 0
Teft's: 1 (1 Teft will be leave the water on the 7th week of Despair)
Livestock: 0
Salt: 2
Actions per turn major/minor: 0/1

_______Needs

Shelter: 18/18
Cover: 33/20
Consumption: 216
Community 70:
Water: 4

______other

11 Fish traps produce: 78 food a week
14 Alcohol created each week during Downpour--Dark
You have access to Furum silk. (producing 4 crafting supplies each week.)
travois allow groups to carry far more but can’t make the journey up or down a cliff.

Your tribe uses up most of its food stores to prepare for the coming cold. And while you don't have enough food for the coming week you almost have enough in storage for a season. Your spawn keeper also announces that your village's current spawn is now a Teft. Your Altfylis who opened their eyes early has been working with the tribe for a while now and recently made friends with the boy who doesn’t hear so well. They have decided they are ready for their coming of age ceremony so they can truly help the tribe out better. The spawn tender will handle it of course.

Far away from the rest of your tribe three of your villagers sweep the canyons near Canyon tribe in search for the Grand shaman. The air is quite crisp and the nights drag on. On ridges and in caves the telling blue glow of the Hunters and their pets is seen. Such a small group isn’t noticed especially when they won't light a fire.

It is the 5th week of Dark, what will you do?

Explore/forage (give a coordinate)
Explore/forage underground (this is dangerous compared to the surface.)
Rest
Craft more traps
Create stone bricks
Make a large amount of alcohol at once. (doesn’t consume your food stores, instead gathering the fruit your tribe wouldn’t otherwise use.)
Write in

Oh I nearly forgot to mention your nearly out of salt.
>>
>>5620558
>Create stone bricks
And eat some of the preserved food if we run out of perishables.
>>
>>5620558
>Forage (D13)
We don't want to have to dip into our stores now we have that lean season's stockpile just saved up, so let's go find ourselves some more fresh foodstuffs?
>>
>>5620558
>>5620623
This. Eating preserved food now defeats the purpose of preserving it in the first place.
>>
>>5620623
Support
>>
File: Danger ahead.jpg (512 KB, 800x800)
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Getting to D13 and back takes a little under two weeks. The haul of forage and hunting is quite good. More and more hunters are spotted far off on the tops of the cliffs but none seem to notice your people…yet.

Back at the village the spawn tender is left with the three youngest in the tribe. The youngest is content to care for Furum’s while the spawn tender puts the boys through their coming of age trial. This trial changes based on what it is one wants to do for the tribe. The one who’s eyes opened early is drawn to the caves and wants to be a warrior. The one who can’t hear wants to be a shaman. Without a shaman of your own the tribe must change how the trail goes. One will have to kill something alone to prove their cunning and might, the other must find either a mushroom or slug and have a vision that will tell them what to do next.

The dark falls its earliest yet, dried blood on the sand identified by scent. Following the trail leads to the Grand shaman’s body, still warm… and breathing? Her arms been crushed under some fallen rocks and while you can open her eyes she's unresponsive

Roll 1d100 +2 for the coming of age trial anything below 30 is complete failure and above that is degrees of success.

How to bring the Grand shaman back to her village?

Dig her out. (risks being heard by hunters)
Remove the arm. (Altfylis can regenerate limbs though the blood loss could still be dangerous.)
>>
Rolled 73 + 2 (1d100 + 2)

>>5620682
>Remove the arm.
If the hunters hear us we're dead.
>>
>>5620691
that's our dice roll and its a great one. Now we will wait for the votes about the Grand shaman.
>>
>>5620694
The eye opener is blessed.
>>
>>5620682
Remove the arm. (Altfylis can regenerate limbs though the blood loss could still be dangerous.)
>>
>>5620682
>Dig her out.
She may be unresponsive now but removing an arm may have her wake up screaming which would likely be a lot louder than the sound of shifting rocks.
>>
>>5620682
Just how dangerous are the hunters?
Still it looks like the option least likely to kill everyone is:
Remove the arm, make sure someone is in place to keep the shaman quiet and also be ready to tightly wrap the stump.
>>
>>5620942
Great question to answer with what the Alyfylis know the Hunters are big and fast, they don't tire. they can't be submerged in water and they can't go out in the sun. No one has ever killed one but neither has anyone seen them kill anyone. They take Altfylis away and they are never seen again.
>>
>>5620736
support
>>
File: GS-minus-an-arm..jpg (707 KB, 800x800)
707 KB
707 KB JPG
Removing her arm is at first thought to be the quietest option and soon learned to only be the fastest. As soon as the spear head cuts into her arm she starts screaming. Still under the influence of some drug or another her cry is sluggish. And soon a quick thinking person has gagged her as best he can with the staff of his spear. This also lets her bite down through the pain but the noise is still enough to bring that blue beam over your people. The Hunter is far away but that's no obstacle for it. It and its beast thrown themselves from the cliff a fall that would kill most creatures and it merely stuns them. The beast reforming its splattered body faster then its Hunter.

With the last of her flesh freed and wound wrapped quickly though soaking through your people start to run.

Split up and lure the Hunter away
Head for the river risking infecting her wound but knowing your enemy cant be submerged in water.
write in
>>
>>5620973
This voter lives in the same house as me, sorry if it looks like I voted.
>>
user in the quest discord here

the qm says the person already voted in this quest before, but this is the first time the id was the same
>>
>>5620978
Do hunters usually follow the biggest group? If so have most run along the rivers edge to distract the hunter while being able to dive in if it gets too close while a smaller group hustles the shamen out of there.

If it is more likely to follow the loudest just have the best screamer go along the river making noise.
>>
>>5621000
There is a quest discord?
>>
>>5621063
Yeah you can find it in the quest general.
>>5621015
They go for the easiest targets.
>>
>>5620978
>Split up and lure the Hunter away

>>5621063
Don't. There is nothing of value there.
>>
>>5621084
there's mainly shitposts.

Just don't go into VC
too much gay porn and gore there
>>
>>5620978
>Head for the river risking infecting her wound but knowing your enemy cant be submerged in water.

>>5621104

so like every other discord
>>
>>5620978
>Head for the river risking infecting her wound but knowing your enemy cant be submerged in water.
>>
>>5620978
>Split up and lure the Hunter away
>>
>>5620978
>Head for the river risking infecting her wound but knowing your enemy cant be submerged in water.
>>
The group runs as fast as one can carrying another. The one with free hands hanging to give more time. The Hunter walkinging at a leisurely pace, its light giving the canyon an all consuming blue glow. Its beast runs, its gooey body distorting in ways a more solid one wouldn’t, its tail flashing. The group reaches the river and jumps in, swimming against the current, their own village much closer than Canyon is. The remaining Altfylis goes for the river just making it in as the beast could bite at its heels.

The Hunter stands at the river's edge watching them till they are out of sight.

Back at the village the coming of age trail is just about to commence when the Grand shaman is brought back. Your shaman in training rushes to your medicine stores to bring back something for pain relief, a dull mushroom that bleeds a sort of dark blue goo. He also holds a dried patch of moss that makes healing faster and less likely to get infected. Cleaning the wound makes her more lucid, when she's calmed down she instructs your young shaman. She takes over his trial for the time being.

The other child, more determined than ever to prove himself, takes his trail by going into the caves for his first solo kill. The warrior trial involves going unarmed, making your own weapon and bringing back a kill. The kill you bring back should show your bravery and strength but not be so strong you die fighting it. It's about knowing your limits and not taking the easy way out.

This is no ordinary child though. Since he left the water he has wanted to go into the caves. He is gone for days. The spawn tender pacing nervously outside. If he's fine, he shows a lack of trust by looking for him. But finally the boy returns, a crystal tipped spear in one hand, a strange shaped knife on his hip and the long somewhat mangled body of some large many legged insect over his shoulder its body three times his in length. Someone from Cavern says he's only seen those a few times, their jaws can snap through your limbs in only a bite. Your newest warrior shows off his knife, its jagged blade made from one of its mandibles. His trial a success, the community celebrates its newest adults.

It is the 7th week of Dark, what will you do?

Explore/forage (give a coordinate)
Explore/forage underground (risky.)
Rest
Craft more traps
Create stone bricks
Make a large amount of alcohol at once. (doesn’t consume your food stores, instead gathering the fruit your tribe wouldn’t otherwise use.)
Write in
>>
>>5621841
>Make a large amount of alcohol at once. (doesn’t consume your food stores, instead gathering the fruit your tribe wouldn’t otherwise use.)

do we know about the anti septic properties of alcohol?
>>
>>5621841
>Explore/forage (give a coordinate)
E9
>>
>>5621841
>>5622099
Support
>>
>>5621841
Hey since the two tefts became adults do we get an extra action now?
>>
>>5621841
>Make a large amount of alcohol at once. (doesn’t consume your food stores, instead gathering the fruit your tribe wouldn’t otherwise use.)

I assume we're okay with food for the forthcoming week/two weeks? We got a good haul but you didn't update our tally...
>>
>>5621841
>explore underground

after our encounter with Hunters we should lay low on the surface so they don't notice us

>>5622229
I think that they were helping around for a while the coming-of-age ritual is just a formality

in 3rd week we had 18 with 1 spawn
then 4th week we had 14+3 with 1 spawn not sure why
5th week was when the spawn tender was preparing the trials and 6th week was when the warrior came back with the centipede creature

so I think we should have one teft, one with poor eyesight who is of working age but not mature and foundling along with hard of hearing that just graduated
>>
>>5621841
Create stone bricks
>>
>>5621841
>Create stone bricks
>>
>>5621841
>Make a large amount of alcohol at once. (doesn’t consume your food stores, instead gathering the fruit your tribe wouldn’t otherwise use.)
>>5621857
Probably not, however I bet we would gain a bigger community boost if we rested with a good alcohol stockpile.
>>5622265
Eh it was worth getting that checked.
>>
>>5621841
>Make a large amount of alcohol at once. (doesn’t consume your food stores, instead gathering the fruit your tribe wouldn’t otherwise use.)
>>
>>5621841
>Craft more traps



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