NESCraft III

1 AP to go spelunking in the caves. Bring a pickaxe, and we will try to find some metals. Use one of the clay urns to make a trail to avoid getting lost. I think Mémère Esprit may be coming with.
1 AP to forage around the cave entrance.
1 AP to meditate, again.
This seems fun, and I want mana.
1 AP to sleep.
 
1 AP) to go spelunking with the baby
1 AP) carefully plant the fruit that we have, in a place with a good amount of sun. I will try to find the environment most similar to the one where I found the plant
1 AP) Chop some lumber so that Papa can make a mushroom garden.
1 AP) Meditate in front of the water
1 AP) Sleep
 
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Day Twelve

Tit-Trou

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Spoiler Tit-Trou Stockpile :
Fixtures: cave-side furnace, rock cave entrance (5), fishing weir (4), linen hammock (6), bee box (2), bee hive (5, 2 days to honey), linen blanket (5), linen bedding (5), wood fence (1), smoking rack (3), mushroom garden (2), four piles of timber
Tools: bone weaving tools (1), two unused torches, rope (1), pickaxe (5), pottery wheel (4), two clay urns (6), stone hoe (5)
Apparel: beekeeper’s hood (4), beekeeper’s suit (4), auroch gloves (9)
Weapons: stone axe (4), stone spear (6), stone spear (4)
Food: one days’ tomatoes (3), three days’ smoked fish (3), one days' mushrooms (3)
Misc: gold nuggets, cured deerhide (3), snakeskin (3)
Agriculture: three adult goats (3 days to milk), four tomato plants (3 days until ready), four mushrooms (3 days until ready)


Spoiler Avatars :
Papa Grand-Crinière-Vert
Status: Major Injury (7, deep bites, penalty to crafting). Well Fed (+1 AP). Well Rested (+1 AP).
Action Points: 5 AP
Traits: Hunter, Crafty, Toolmaker, Warrior
Inventory: lizard satchel (3)

Mémère Esprit
Status: Minor Injury (4, bruises and small cuts). Well Fed (+1). Well Rested (+1 AP).
Action Points: 5 AP
Traits: Forager, Crafty, Sneaky
Inventory: linen (3)
Mana: 2

Listyr
Status: Minor Injury (6, bruises and cuts). Well Fed (+1 AP). Well Rested (+1 AP). Hot.
Action Points: 5 AP
Traits: Waterborne, Warrior, Toolmaker, Fisher, Sneaky
Inventory: stone spear (3), linen (5)

Angst
Status: Major Injury (3, bandaged, blood loss, -1 AP), Major Injury (8, broken arm, penalty to all actions involving arms), Major Injury (7, broken leg, penalty to all actions involving legs). Well Fed (+1 AP). Well-Rested (+1 AP). Warm.
Action Points: 4 AP
Traits: Handler, Waterborne
Mana: 2

Chat-Verte
Status: Minor Injury (4, bruises and small cuts). Well Fed (+1 AP). Rested.
Action Points: 4 AP
Traits: Hunter, Spelunker
Mana: 3


In the morning, the tribe gets busy with crafting and exploring. Chat and Mémère, taking some pottery filled with mud to make a trail back, head down into the caves to explore the last section of the underworld. Papa, Listyr, and Angst do some crafts. Papa makes an excellent stone hoe, Listyr an incredible stone spear, and Angst an excellent linen blanket. Your collective tool-use today works the stone tools to dust. While outside collecting grasses, Angst sees danger surrounding them – two groups of apes, and two jaguars down the valley. One of the ape armies sees the other, and decides to remain in the swamp – the other however, moves toward Tit-Trou with purpose and rage. Within minutes they are upon the animal pen, destroying it. Angst warns the tribe, but only Listyr and Papa are at the cave surface. Everyone grabs weapons and goes to fight. Unlike prior run-ins with the apes that Papa had before founding the tribe, this attack is different – it’s more malicious, and determined, with every ape participating rather than leaving the alpha to launch a probing attack. Equipped with spears and a bola, Papa, Listyr and Angst fight. Outnumbered two-to-one, fighting such an intense attack is hard. Papa is able to use his bola to trip one ape, destroying the bola in the process, and switching to an axe to fight another but suffering biting wounds. Listyr, the only talented warrior present, is able to dodge and strike with his spear, enduring cuts and bruises. Angst suffers the worst of all – you slip and lose your spear in the fight. You hit the ground as if you hit a switch, triggering your vision into seeing spirits pushing and shoving and trying to interfere with the apes – but to no avail. Your fate today was impossible to avoid. At the apes’ mercy, you are beaten and crushed and bit, left with broken bones and great blood loss. You are saved by Listyr, who, having inflicted grievous wounds on his opponents, fends off your attackers, dragging you back to the cave entrance. Papa joins in this fighting retreat. The apes are convinced they've made their point and leave the valley. Angst is in critical condition – any further injury, however minor, will cause death.

Tending briefly to wounds, Papa, having lost your bola, you craft a new stone spear. Listyr, you prioritize food, knowing not enough remains today to feed everyone, and head south to the weir. Due to your critical state, Angst you do not go to the weir and instead try to bandage yourself and prevent further bleeding.

After crafting a new spear, Papa you extract spores from the mushrooms and then grab the timber Mémère has cut down for you, and construct a garden for the spores. You then move south, passing by Listyr who informs you that a jaguar just attacked him - you are careful, and see it leave the valley. You put some time into weir fishing, but just simply fail - there aren't enough fish to make even a little bit of a meal.

Listyr, you head to the weir to do some fishing, and today’s your lucky day (and a lucky day for the tribe). You net three meals’ worth of fish in a single period – you assume this is likely the upper bound on what can be achieved with the little fishes that go through this stream. Nearly done fishing for the day, the jaguar that had been watching you cuts you off from a straight run to the cave. You’ll have to fight – you take out your spear and try to dodge and get away, not looking for a fight. You are bruised but get a good run after the jaguar takes a wrong lunge at you, and you make it out without much injury. The jaguar however, remains back down the valley, damaging the weir. Returning to camp with your fish, you move on to crafting some bedding. You reflect on the long day you’ve had and all of your accomplishments – you feel like you have a better ability to sneak around animals, that you’ve mastered the art of toolmaking, and also that you’ve fished enough to know where the fish will move before they do. Quite a lot of learning that’s come to fruition today!

Angst, having stopped the bleeding, you do some easier things for the rest of the day. You take some time to meditate, getting bad feelings from the spirits… you still absorb mana, but sense danger in your tribe's future. You then try limping over, using a stick as a crutch, to the goats. You take some time milking them, using one of the two urns to gather the milk. With your injuries, as well as bad luck, you milk only one meals’ worth (wasting much of the rest), but it’s something.

Exploring the caves together with a new navigation strategy, Mémère and Chat-Verte, you both help each other keep track of where you are going. As you delve deeper through the cavernous tunnels, sometimes crawling through small spaces, you find yourselves enduring minor injuries from unexpectedly sharp rocks or slips on the ground. But you succeed in finally understanding what lies at the bottom of the cave – a large open area, moist with spring water, with an enormous skeleton several times your height etched into the wall. It appears to be a ferocious beast. How it got here, and what it means, you cannot say. This area seems to be littered with fossils and skeletal remains from a variety of different species – a deep supply of bone, should this be of use to you as a resource. Together you make your way back, now confident with a torch you can easily make your way back to all sections of the cave system. You clean out the urn with water and move on to your separate activities.

Mémère you grab the axe and chop down some trees – rather zealously! You hack away at much of the tropical trees by the animal pen, bring down several and changing the landscape’s appearance. You then move on to your own agricultural plan – to use those tomatoes! You take the newly crafted hoe from Papa and begin tilling a decent section of the lower valley (where you hope the climate and soil is more suitable for these plants). You perform incisions on the little red plants to get at their seeds, planting as many as you can and hoping for the best. You succeed in evading the interest of the other jaguar in the valley, feeling like you’ve now finally mastered being sneaky. It takes the better part of the day, but you still have some time in the evening to meditate, and so you head to the sacred spring, where you get ominous signs from the spirits. You don’t know why, but that gigantic skeletal beast, it haunts you, and you feel like the ominous signs relate somehow to that discovery.

Chat-Verte, you decide to forage the immediate vicinity of the caves – which as you have seen previously, are nearly exhausted. Undaunted by this fact, you scrape every last piece of greenery for its potential value, wiping out all the ferns and plants in the upper valley entirely. In combination with the goats grazing and Tit-Trou's burgeoning agricultural activity, the valley will never again be capable of naturally producing forageable plants. But you got a few meals worth of greens! With the early evening you decide to meditate, and you feel the energies of the world flow through you – finally getting the hang of this – but like everyone else who tried to sense the supernatural, you get an ominous feeling. Something is coming to the valley, something dangerous.

The tribe gathers and eats – you’re on your way to a balanced diet, though not there yet. The tribe prioritizes the less preservable items, and everyone heads to bed. Listyr now sleeps on a mattress, which makes sleeping finally alright. Angst, you realize its not a blanket you need (give the generally warm-ish biome and cave heat) but a mattress, and so layer the blanket you crafted on top of itself to be some bedding instead.

OOC: there are four tomatoes planted, and four mushrooms planted; just didn't update the mushroom planted sprites and they are small so just wanted to make it clear here.

Hale-as-Stone, Baioreznomat, & Sleeps-in-Cave

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Stashed Nearby: cave furnace, Thenron effigy (2), deerhide blanket (6), Thenron’s protective ley-lines (3), woollen mattress (3), grass net (3), sheep pen (2), three adult sheep (ready to milk, ready to shear), one unused torch, a couple copper rocks, five piles of timber

Hale-as-Stone
Status: Healthy. Well Fed (+1 AP). Well Rested (+1 AP).
Action Points: 5 AP
Traits: Crafty, Sneaky, Shaman, Hunter
Inventory: stone tools (2), cured tiger/deer clothes (8), stone axe (3)
Mana: 2

Baioreznomat
Status: Healthy. Well Fed (+1 AP). Well Rested (+1 AP).
Action Points: 5 AP
Traits: Sneaky, Crafty, Butcher
Inventory: cured tiger clothes (3), stone pickaxe (1)
Mana: 2

Sleeps-in-Cave
Status: Minor Injury (1, wolf bruises). Well Fed (+1 AP). Rested.
Action Points: 4 AP
Traits: Crafty, Warrior, Stealthy
Inventory: sheepskin fleece (4), stone spear (1), atlatl (3), stone hoe (3), stone tools (1), linen satchel (6)

Everyone sets off on their own plans today. Baioreznomat, you begin by heading the edge of your leylines to hunt squirrels. Using Hale-as-Stone’s spear, you spend some hours chasing the little critters and with some difficulty you catch enough for one meal. In the process, you destroy the greatly weakened stone spear. Returning to the cave, you grab an axe and chop down some trees – actually quite a lot of trees! Luck would have it that you had the energy and chose the right ones to really get a lot of timber. Changing work again, you move onto the caves – you grab a torch made for you by Hale-as-Stone, take your pickaxe, and go to the place where the tin and copper veins are. You spend hours toiling away down there in the darkness with only the torch providing light, hacking away at rocks in hopes of finding chunks that could be used in your furnace. After an unknown amount of time, you realize you have found only the most insignificant quantities of copper and tin… but undeterred, you decide to keep going until you are totally exhausted (i.e. spend another AP). Despite trying an new area, your strange luck today ends up again in total failure – you leave the deep with nothing to show for it, exhausted. The pick is also not looking so great after so much misuse.

Hale-as-Stone, you work on stone tools in the morning, crafting ones only marginally better than the ones you used up to make them – pretty unusual for you, but sometimes things just don’t get made quite right. You move on to craft torches for Baioreznomat, making a couple. Then, the outer world – you head west to the leylines, but when you approach, you sense something wrong with them. They appear to have been drained of their channelled energy – roaming predators may have attempted to get through and were thwarted. Using some of your mana, you put the leylines back into working order with a prayer to Thenron, but only barely, and you feel like failure at larger acts like these could be dangerous. Heading off to hunt squirrels, you pass by Baioreznomat who only caught one, and grab your spear back from him. You yourself try for as long in the hunt, but the squirrels scatter and you are left with nothing from your efforts. You snuck up on several and even threw some good spear shots, and feel like your skills as a hunter have been improved, in exchange for a destroyed spear.

Sleeps-in-Cave, today you get yourself a sheepskin fleece. Curing and working it into something with a bit of fur but some toughness with the skin, you have enough material to make something warm for your upper body. Then you head off west, to investigate interesting rocks, though you only seem to find a few that are really covered in the interesting orange ore. En route a bear roams, and you avoid it carefully – though it follows you on your way back. The rocks, which you take some, appear similar to those you found inside your cave. You take some time in the area to get on some hills, climb a tree or two, and memorize the area – you will inform the others of what you see.

Baioreznomat, before bed you spend some brief time with the sheep, which gives you comfort after so many hours lost alone in the dark cold caves.

Everyone gathers for dinner, eating cooked mutton and squirrel – together you all eat everything you have, and then sleep the night.

Spear-Walker

YegZzTt.png

Status: Minor Injury (1, rhino impalement). Fed. Rested. Warm.
Action Points: 3 AP
Traits: Warrior, Spearman, Crafty, Forager, Stealthy
Inventory: stone spear (2), enchanted wreath (2), bearskin tunic (4), bearskin backpack (4), three days' lemons (4), several tin rocks
Stashed Nearby: nothing

Your odyssey-on-foot continues, this time through the sandy dunes, away from the cold winds of the desert shore. As you trek, the sun beats down and you feel the scorching heat completely turn you around from chilly to warm. You notice many scorpions, including a gigantic scorpion that you avoid, and although you have not had to fight any today, they seem to all to have gained gradual awareness of you… and encircle your place of rest by morning. Once you reach your destined hill, you collect a dozen interesting rocks with a metal ore inside them. On your hill you eat the last of your greens and sleep the night.

--

Orders due for Tuesday August 25th!

I'll be away Sun-Tues, so for any questions, ask them by midday Friday please.

Patch Notes:

Turns are getting increasingly complicated! So please double check stats and tell me if there's anything mistaken.

A number of different game systems are starting to come into play that I've decided to formalize this turn, see below.

Animal Products
Animals (and insects) will generate animal products every several turns. Once they are ready to be sheared, milked, or harvested, a player must spend 1 AP to do so. 1 AP will cover up to 4 "animals" (four goats, four sheep, four bee hives, etc.). Prerequisite tools are sometimes necessary, e.g. shears for sheep; some tools minimize hassle or obviate a roll (e.g. beekeeper's attire eliminating downside mistakes/risk in harvesting honey).

Animals will graze or pollinate on their own and you don't need to worry about feeding them - unless you have too many animals in too small a space.

The "rule of four" will be generally applied for AP actions involving animals. So for example, 1 AP can build a pen/fence that will "cover" up to 4 goats/sheep whatever. You could have more than 4 animals in a 1 AP fenced area, but they will overgraze and wipe out the land and soil - unless you feed them with crops you harvest.

Animal Reproduction & Capture
I will roll a number of dice equal to the number of male/female pairs that are not biologically related (i.e. children aren't mating with parents), and if it rolls the target number (which is not that likely in any given turn), a child will be born. One turn of baby-hood before a child turns to an adult. Animals have a lifespan and will die. You'll need a decent number of adult non-biologically related animals to have a self-sustaining herd (otherwise genetic diversity is too low and so they'll die out eventually).

The same idea applies for traps to capture animals; a number of die based on number of traps (or lures or whatever, e.g. Immac's bee box), and a low chance any turn you get it. Direct capture is way more likely to work - e.g. you go and try to wrangle a sheep, or go to the place where the bees are and use the bee box there, etc. But ya low chance traps can be deployed and I'll roll for them each turn.

Farming
Similar to animals, once planted, plants will have a maturation period of several turns and require 1 AP per 4 plants rounded down (e.g. first four plants, 1 AP, 6 plants, 2 AP, 8 plants, also 2 AP). Plants require daily watering of 1 AP following the "rule of four" (i.e. 1 AP per 4 crops, rounded down), whether manually or by an irrigation system. Mature plants producem multiple yields so intended result is that harvest day of a given plant means a lot of food.

Weather & Seasons
I've decided against trying to add weather (at least for now). As a rule, just assume that there is regular rain and sun in temperate and tropical regions. Deserts don't get rain. There are no seasons in this universe either.

Crafting Clothes
Just a reminder that each category of clothes (upper body, hands, head, lower body, feet) is a separate use of one animal hide or other fabric/material. So tell me what you want to make and describe it, otherwise I'll just make something of my own choice.

Cooking Nutritious Meals
Okay I've decided to formalize that idea I hinted at last turn regarding getting more AP from having a diverse set of foods. Cooking thus far is free - because what players are cooking is not complicated. A good meal by contrast, that will cost ya 1 AP. The minimum ingredients for this cooking action are 4 different ingredients from different food groups. 1 AP will convert one days' worth of each of those 4 items into 3 nutritious meals. These meals will provied a 2 AP bonus rather than a 1 AP bonus. Generic forageables do not count as an ingredient - meats, animal products, plants represented by their own sprites on the world map, those are all good.

RP Request: Culture & Religion
So folks are starting to get a sense of their culture and religion and I'd love to get some stories from players about what their culture and religion look like in more detail. Lots of "praying" going on that I'm not sure how to describe in the updates, so I'd love to know what prayer, meditation, or alternative practices that do the same idea you are doing! Everyone is welcome to do a write up; Karma this time is by player, not by tribe, so everyone gets Karma for themselves for the write up (max 1, but naturally you can write as much as you like). Stories elaborating on things you've already done, religious rituals/practices, the belief system that your character is developing (ala Ailedhoo's hatred of the sun or what have you), whatever you want I'd like to hear!
 
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Ouchhhh but exciting :D Do my stats display right? You note that I got some craftmanship skill and got sneaky, but it doesn't display in my stats. :)
 
Papa Grand-Crinière-Vert
Status: Major Injury (7, deep bites, penalty to crafting). Well Fed (+1 AP). Well Rested (+1 AP).
Action Points: 5 AP
Traits: Hunter, Crafty, Toolmaker, Warrior
Inventory: lizard satchel (3)
Does this malus apply to larger building projects like fixing the fence or trying to build irrigation or only finer things like building new stone tools or weapons?

Similar to animals, once planted, plants will have a maturation period of several turns and require 1 AP per 4 plants rounded down (e.g. first four plants, 1 AP, 6 plants, 2 AP, 8 plants, also 2 AP). Plants require daily watering of 1 AP following the "rule of four" (i.e. 1 AP per 4 crops, rounded down), whether manually or by an irrigation system. Mature plants produce multiple yields so intended result is that harvest day of a given plant means a lot of food.
irrigation system?

Cooking Nutritious Meals
Okay I've decided to formalize that idea I hinted at last turn regarding getting more AP from having a diverse set of foods. Cooking thus far is free - because what players are cooking is not complicated. A good meal by contrast, that will cost ya 1 AP. The minimum ingredients for this cooking action are 4 different ingredients from different food groups. 1 AP will convert one days' worth of each of those 4 items into 3 nutritious meals. These meals will provied a 2 AP bonus rather than a 1 AP bonus. Generic forageables do not count as an ingredient - meats, animal products, plants represented by their own sprites on the world map, those are all good.
4 ingredients from different food groups? 4 different food groups? Like veg/fruit & meat & dairy & starch? or 4 ingredients from at least 2 food groups?




What is known regarding the various ways of accelerating healing? Bandages? What about resting- taking an AP to do nothing? Anything else?
 
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@Angst

Ah. Oops. I wrote Angst instead of Listyr at the start of one of those paragraphs. That paragraph was Listyr's day - you didn't go fishing or fight the jaguar. Listyr gained those stats. I'ver edited the section so reread to double check.

@Immaculate

a) that's a good question. I'll just leave it as "crafting" so as you outline, not building or lugging or muscle-y stuff so much as careful precision stuff.

b) irrigation could avoid that daily AP expenditure on watering/managing the plants.

c) I'll prolly just adjudicate case-by-case, but no more than one meat, don't do more than one total substitutes (goat milk + cow milk, for example, isn't covering your bases), always include at least one non-plant or have very diverse plants (at least one fruit, veggie, and cereal, fourth thing whatever), ya those are some good rules of thumb

d) when you make a bandage you craft it like normal crafting, except instead of a durability score it reduces the number of days of injury, and may or may not reduce the penalty / injury type. I've not given any benefit to resting no; except that days go, time goes down.

Since you bring it up, it makes total sense to me that if you put 1 AP into resting, you'd move all injuries forward 1 day at least. So let's make that a new rule starting now.

Nobody's explored herbs yet, or other kinds of medicinal options besides a bandage. Bandages don't work on some wounds (as was discovered via scorpion sting on Everblack).
 
Lunch break orders:
Spoiler Tit-Trou Stockpile :
Fixtures: cave-side furnace, rock cave entrance (5), fishing weir (4), linen hammock (6), bee box (2), bee hive (5, 2 days to honey), linen blanket (5), linen bedding (5), wood fence (1), smoking rack (3), mushroom garden (2), four piles of timber
Tools: bone weaving tools (1), two unused torches, rope (1), pickaxe (5), pottery wheel (4), two clay urns (6), stone hoe (5)
Apparel: beekeeper’s hood (4), beekeeper’s suit (4), auroch gloves (9)
Weapons: stone axe (4), stone spear (6), stone spear (4)
Food: one days’ tomatoes (3), three days’ smoked fish (3), one days' mushrooms (3)
Misc: gold nuggets, cured deerhide (3), snakeskin (3)
Agriculture: three adult goats (3 days to milk), four tomato plants (3 days until ready), four mushrooms (3 days until ready)


Spoiler Avatars :
Papa Grand-Crinière-Vert
Status: Major Injury (7, deep bites, penalty to crafting). Well Fed (+1 AP). Well Rested (+1 AP).
Action Points: 5 AP
Traits: Hunter, Crafty, Toolmaker, Warrior
Inventory: lizard satchel (3)

Since you bring it up, it makes total sense to me that if you put 1 AP into resting, you'd move all injuries forward 1 day at least. So let's make that a new rule starting now.

Free Actions:
  1. Maintain fire.
  2. Check beebox.
  3. Eat smoked fish.
Standard actions:
  1. Rest
  2. Using the pick, work on building an irrigation system to bring water from the mountains or river, as most appropriate, to the farms.
  3. Grab the spear I made yesterday and go explore the surrounding mountains and hills, in fissures and shallow caves and just on cliff sides, looking for exposed rock with veins of hard metals. In particular I am looking for copper or iron but will obviously be interested in anything I find.
  4. Rest.
  5. Sleep.
 
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Listyr's Day

It is clear the community will need to recover from the incidents yesterday. I will continue as the warrior of Tit-Trou, protecting it from aggressors such as tigers, apes, giant crabs and the Sun. It will also help the battle against hunger.


Free Activity

Naturally we will eat our rations, cooked.

Keep eye out for any aggression against my fellows and myself. My spear will be the response to aggression. Listyr will however use stealth if it can avoid aggression and the aggression is not going towards any member of the community, including our goats.


Pointed Actions

1) gather the needed stuff to make bandages to heal myself with.
2) make more bandages and provide for use by Tit-Trou. Angst may find this of use.
3) go fishing at the weir. May we get a pleasant amount of meals!
4A) if fishing successful return and craft some string with plant material.
4B) if fishing at first does not succeed then try again.
5) sleep on my bedding.
 
1) Make bandages, also.
2) Tend to the wounds of my boy and my man.
3) Go fishing with Lystir at the weir.
4) Go investigate the Haunted Skeleton
5) Sleep in my bed, careful with Criniere's wounds.
 
Listyr declares
"The Sun, the Evil Flamed Eye, watches us...
Guard us shade! Shield us from the heat!"
Yet he will learn
Like you will learn
Of the Divine World

The Divine World
By the Tyger

Beyond the face that is living
Are the threads weaved since beginning
Cycling spirits through lives, deaths, lives
Experiences seen by the eyes
That live among us and beyond
Each of these plays to correspond
To the Divine World

From the Divine World
One will see the souls as the stars
Each like touches in the night sky
Set to witness journeys of ours
From the earths, seas and the skies high
These souls blossom among us all
From the beasts big to critter small
See the Divine World

In the Divine World
The good, the bad and otherwise
Are entangled: live engagement
To set the way the world will take
They strike just as the mother sighs
Mother griefs from their estrangement
As they spend their lives. Death too make
Us the Divine World

What's the Divine World?
It is everything and nothing
Its live and death and live and death
Cosmic cycles: all becoming
Existence. You feel the breath?
It is in substance and the void
All that is made and is destroyed
That's the Divine World!

Where's the Divine World?
You who farm, fish and hunt to life
Witnessing death being so rife
Know that you are part of all things
Just as the birds fly with their wings
Live functions: dawning and setting
As the Sun cycles to duets
 
Angst
3 AP: Heal myself, use resources, bandages, rest, perhaps eat and drink slightly more than normal to make sure I get enough. I'm healing in the entrance of the cave, being as wary as possible both against things from above and below.
1 AP: Meditate on the nature of death. Truly, the Gorilla must be the beast within us all.
 
1 AP (craft stone spear): need a way to defend myself given how many predators are out there. Might also be helpful in capturing a yak, using as a prod or something
1 AP yak capture with the others (spending mana): Follow the lead of the others on this
1 AP (pray to Thenron): Thank Thenron for a successful capture/ask forgiveness for a failed capture. Thanks/forgiveness come in the form of burnt grass and some sheep cream skimmed off the top
1 AP (work on Leylines, spending mana): Continue reinforcing the leylines, all those bears look scary
1 AP (Sleep): Zzzzzz

Free action: Drink milk if/when someone milks the sheep
 
Lord Herobrine

1)
Try to sneak past the scorpions to the west and try to cross the river to lose any scoprions that may be tailing me still. 1 AP
2)
After crossing the river I'd like to try and forage for some rations and any vegetables/fruits I can find. 1 AP
2)
Find a quiet and safe place to sleep for the night. 1 AP
 
1 AP yak capture with the others Follow the lead of the others on this
1 AP reinforce stone spear
1 AP Forage
1 AP Sleep
 
1 AP (Craft Wooden Pail
1 AP (Yak Hunt!) Set out as a group to capture/hunt Yaks in the Northeast. To avoid getting gored, we will use numbers to our advantage, surrounding the Yaks one at a time and having one person sneak up from behind to kill it with a spear to the back of the head. If we see any baby yaks, attempt to surround and capture it with grass net.
1 AP Butcher Yak
1 AP Milk the sheep, socializing with my new sheep friends and singing to the Sheep Goddess.
1 AP Sleep
 
Coming here to say that I had a good time reading the updates, very intrigued to know how the story will progress. I dont remember former iterations going this far, congrats!

Are you still spawning new players?

Yep! Do you want to join the Kyzarc/Belgarion/Everblack group as a child, (in which case you'll spawn next next turn, and get two turns of childhood and get 1 skill per turn based on your actions), or as a new person altogether?

If a new person altogether, gimme a general biome, physical description, etc. as per the signup rules.

@SouthernKing
Please send orders, deadline was yesterday!
 
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