Day Seven
Papa Grand-Crinière-Vert, She-Who-Talks-to-Spirits, Listyr
Stashed Nearby: rock cave entrance (1), cave fire, fishing weir (7), linen hammock (2), linen blanket (4), scented bee box (3), several gold nuggets
Papa Grand-Crinière-Vert
Status: Healthy. Well Fed (+1 AP). Well Rested (+1 AP). Warm.
Action Points: 5 AP
Traits: Hunter, Crafty
Inventory: stone axe (2), stone/snakeskin bola (3), lizard satchel (3), stone tools (2), bone weaving tools (5), beekeeper's hood (4)
She-Who-Talks-to-Spirits
Status: Minor Injury (2, jaguar bruises). Well Fed (+1). Well Rested (+1 AP). Pregnant (1, penalty to combat).
Action Points: 5 AP
Traits: Forager
Inventory: unused torches (2)
Karma: 1
Listyr
Status: Minor Injury (1, crab cuts, bandaged), Major Injury (6, shark bite - infected, penalty to actions involving both hands), Minor Injury (1, sun burns, penalty to energetic actions). Starving (-1 AP, major penalty to all actions). Rested. Overheating (penalty to energetic actions, e.g. fighting/fleeing).
Action Points: 2 AP
Traits: Waterborne, Warrior
Inventory: stone tools (1), rope (1)
Listyr, you make your way west. Threats in all direction, avoiding other creatures requires both your own sneaking skill and the help of spirits, but you make it to a new river valley, where you find other beings like yourself. You hobble your way over to the north of the valley, where a small hole in the mountain leads you to their home – a woman is there by a fire, about to sleep. You are hungry, but they don’t have any food today – the woman indicates to you that she and her other friend wish for you to join them. You lie on the rocky floor and fall asleep. By morning one of your wounds has become infected and is much worse than yesterday.
At the cave, Grand-Crinière-Vert begins their day foraging for scents that might help attract bees. You try to evade the gorillas outside, and you believe spirits help you avoid a clash - but they nonetheless idly damage your rock cave entrance, which now has holes in it and is on the verge of collapse. The region contains some scented flora but not a lot, and by midday you believe you’ve exhausted the valleyvand gotten a modest perfume. So you use your tools and craft a bee box out of wood and unformed clay, adding the scent to improve your chances. You then take a few hours to go fishing at the weir, getting enough food for one additional meal – such that both yourself and your companion will be fed today. With the rest of your waking day you craft a grassy beekeeper’s hood. Back at the cave you meet a newcomer, who is already asleep on the rock floor – She-Who-Talks-to-Spirits claims they showed up sometime in the afternoon.
She-Who-Talks-to-Spirits had a simpler day. Out of what few bones and other scraps you had you crafted some torches, using one to get yourself to that peaceful cave lake. There you used your shiny gold rock to meditate with – your goal to summon light from darkness. It took time and concentration to get onto the frequency of the spirit plane, but you succeeded – the open area above the lake filled with light-emitting wisps. Your powers are limited, and so you only expect them to last a few days – but the path to this location is easy to traverse now without torches. You relay your day to Grand-Crinière-Vert, cooking and eating dinner. By morning however something is different – you are pregnant with a child.
OOC:
@Angst @SouthernKing you will both be born into this family next turn
Sleeps-In-Cave
Status: Major Injury (3, giant scorp sting, penalty to all actions). Well Fed (+1 AP). Rested.
Action Points: 4 AP
Traits: Crafty, Warrior
Inventory: stone spear (4), atlatl (5), stone hoe (3), stone tools (3), two days' fish (2)
Stashed Nearby: cave fire
You wake up with a headache and a body that just doesn’t feel right. You want to make a bandage, but when you look at the wound, there’s no blood or apparent need for a bandage – you figure that you’d require some kind of antivenom to respond meaningfully to this injury. So instead you go off straight to fishing – and with your headache, your not only less efficient, you have a strange vision. In this vision you see a sped-up version of yourself trying to fish for hours with no luck – but a spirit intervenes and where a fish would have escaped your spear, instead it moves right into it. Your vision ends and you have a fish on the end of your spear – you stash it and keep going, collecting two more. You go back to your cave, cook your fish, and sleep the night, having not even had a chance encounter with any predators.
Hale-as-Stone & Baioreznomat
Stashed Nearby: cave fire, Thenron effigy (2), linen mattress (4)
Hale-as-Stone
Status: Healthy. Well Fed (+1 AP). Rested.
Action Points: 4 AP
Traits: Crafty, Sneaky
Inventory: stone spear (5), stone tools (1), cured tiger/deer clothes (9)
Mana: 1
Baioreznomat
Status: Healthy. Well Fed (+1 AP). Rested. Chilly.
Action Points: 4 AP
Traits: Sneaky, Crafty
Inventory: spear w/ rope (1), bone tools (1), cured tiger clothes (5), stone pickaxe (4)
Mana: 1
Karma: 1
You both begin your day eating cooked deer for breakfast, before setting out on some safe crafting activities within the comfort of your cave and its immediate area. Baioreznomat gets busy constructing an effigy to the god Thenron of the forest – creating a stone tower with bones and antler adorning it. Baioreznomat also crafts a pickaxe. Hale-as-Stone works on a new spear and bedding. By the day’s end you have both been careful in gathering materials, and with help from the spirits, no predators have approached your encampment. With the effigy complete, you both present a sacrifice, of deer’s meat, and of a broken spear, and enter into silent meditation before the effigy. Time passes, and you both close your eyes, your thoughts begin to take on a life of their own, as spirits seem to whisper incomprehensible phrases in your mind. You both open your eyes and it is nightfall – an unknown amount of time has passed. The sacrifices are gone, and you both feel that you have gained magical energy – but also feel that your success was quite limited and your current power to channel the beings beyond the visible world weak. After so much crafting, Baioreznomat is now crafty – and after so much successful predator and prey evasion, Hale-as-Stone is now sneaky.
Double A
Status: Minor Injury (2, orangutan bruises). Fed. Well Fed (+1 AP). Overheating (penalty to energetic actions).
Action Points: 4 AP
Traits: Warrior
Inventory: stone spear (1), sling (4), crabshell shield (2), rope (4)
Stashed Nearby: fire, orangutan carcass (2)
You wake up near your fire and begin crafting rope to make your crabshell shield into a piece of body armour, but before you can actually put it all together, the orangutans take you by surprise. Several of them made their way straight to your camp and surround you, making noises – you can’t be sure where the first attack will come from. One older orangutan lunges at you, and you mostly dodge but get some bruises from the landing; the fight goes on like this, with your reflexes quick enough to avoid serious injuries. But you intended to hunt the orangutans! So when it seems their energy is lost for fighting you, you attack in pursuit, injuring a couple of them and avoiding harm yourself – but not catching any for a meal. So you pursue even further! You venture closer to the rainforest where the orangutans are retreating to, and you are able to keep a steady jog, catching and killing one of their young, taking it back to your camp. You do your best to get meat out of it though without tools you are somewhat wasteful.
Spear-Walker
Status: Minor Injury (1, clawed shoulders, bandaged). Well Fed (+1 AP). Tired (-1 AP).
Action Points: 3 AP
Traits: Warrior, Spearman, Crafty, Forager
Inventory: atlatl (2), crocodile shield (1), stone tools (3), enchanted wreath (4), three days' bear meat (1), cured bearskin (2)
Stashed Nearby: fire, two snake carcasses (2)
You start your day harvesting the enormous bear, obtaining bearskin and way too much meat for you to eat before it perishes. Snakes sneak into your campsite and you notice them when what you believe to be a spirit warns you (perhaps they tried to prevent this but failed). You realize you’re in for a fight – but you vanquish them so handily you are able to get yourself two dead snakes. You move onto bandaging yourself, which you don’t do the best of but having done so much crafting at this point, you feel you will be better in the future (and have become crafty). You spend both the day and the night on your strange companion – the lifeless one. You craft a wreath from various things and silk, placing it on their head – at some point in the evening they just vanish, and all that remains is the wreath. You place it on your own head and meditate throughout the peaceful night, and you feel that you can summon their wisdom – as long as you are wearing the enchanted wreath, you will also have the Forager trait. The sun rises on a new day and a new hulking beast is very close to your camp.
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Orders due for
Thursday July 9th!
Patch Notes
I’m formalizing a rule on
discovering things not visible on the world map – if you want to try and find something that might logically be somewhere but be hidden, use 1 AP to “search” for that thing. The dice roll will determine if its there and to what extent. This will only work in forests, caves, or other areas where there is a good reason a pixel art sprite wouldn’t just be there on the map. Specific herbs are the most important use-case since I didn’t populate the world with lots of specific herbs (I did populate it with vegetables and fruits though).
Role-playing post request
Name your home area! As with the invent a language one, everyone gets karma for the name, but I would like the name to be a collaboration/group agreed name. Also I want to encourage using your language if you have one and also letting me know what the meaning of it is.