1 & 2) Let's spend most of the day fishin' with Big Papa. We need lots of fish, if we're going to feed this poor man. Let's also pick up some clay as we come home.
3) Use the clay to patch up the wall. This cave is our home, we gotta make it safe
4) Pray at the water. Give birth down there, where the spirits are good, to bless the children.
Since I'm now a mother, I will be known as Mémère Esprit
There was, of course, the issue of getting attacked by crocodiles and gorillas and baboons (primates in particular seemed to really hate him), of getting food every day, and of course making sure that Mémère Esprit was happy and healthy and looked after... but the biggest thing, the biggest challenge for Papa ...is the hair.
You see, it wasn't naturally so luxurious and beautiful, full of vibrant colors.
The morning starts with lizard tallow rendered in vegetable oils- kind of like the soaps from fightclub... only with lizards, because you know... Papa and the scaly critters go back a ways. This provide a luxurious bounce and shiny vitality that everyone who meets Papa can't help but notice and complement him on.
Next, Papa works on those curls. Papa's natural hair is very curly but those big soft ringlets, that takes effort and so what he does is take a long thing riverstone and leave it in the fire then wraps his hair around it. Each time he does that, that part of his hair springs into a delightful large curl. Without realizing it, Papa is using the first ever Nescraft curling iron. He does this again and again until his entire mane is bouncy, shiny, and beautifully curled.
Next comes the particularly tiresome part. Papa goes through his locks, bit by bit looking for split ends and these he singes with a cinder before clipping with his tools. This helps keep the frizz under control.
Finally, a little volume and height and for that, he makes his own gel from the guano of cave bats and boiled fish bones. With that, he styles the mane... UP. It all goes straight UP... 'cause nothing says confidence like two vertical feet of bright bouncy luxurious green hair!
And tada! Thats how Papa gets his beautiful hair and that explains why being Papa Grand-Crinière-Vert isn't easy.
Wow what jerks, I can't believe they would unprovokedly attack a random being out in the wilderness like that when they could just forage for produce instead.
Gonna take it easy today. First things first, go for a leisurely swim in the calmest waters to the west or south to cool down. That should probably help with the bruises but I don't know, I'm not a doctor.
Next, I'd like to fix my spear. I don't know what's wrong with it but I'm sure it'll be the Spear of Theseus eventually.
I think a Clovis point is in order. That'd be pretty handy for basically everything I'm already doing.
Finally, cook up some meat and sleep if possible. Do I even need to be doing these every phase?
1) Hale-as-Stone and I will hunt the deer to the south - they look flighty, so sneaking up on them from opposite sides seems best. If one of us spooks them, they'll run towards the other and be easier to kill.
If Successful:
2) Tend to the fire, butcher the deer, then cook and eat some of its meat. Its hide, bones, entrails, and horns will be set aside for future use.
3) Thenron requires sacrifice! These deer horns will be sacred additions to the effigy, while the entrails of the deer may be burned in devotion. Baioreznomat takes time to gather stones and arrange them in pleasing concentric circles around the effigy, before worshiping the effigy in circumambulatory motion.
4) Sleep
If Failure:
2) Use stones and branches nearby to craft a New Spear
3) Go spear fishing to the north; the fish will be cooked over the tended fire.
4) Sleep
Free action gathering sticks and stones, tending the fire
1 action joint hunting expedition with Baioreznomat, trying to flank the deer
1 action crafting stone tools (using up my old tools in the process)
if success on hunting: 1 action worshipping the effigy, arranging the ribs of the deer around it like the maw of some great beast. Also cook+eat some fresh venison
if failure on hunting: 1 action gathering berries from the berry tree to sautee with Baioreznomat's fish
1 action ZZZzZzzzZZZzzzzzZzzZZ in my blanket pile
Today is a special day – the day She-Who-Talks-to-Spirits becomes Mémère Esprit. Energized for the day, Papa heads out in the morning to hunt some enormous creatures to the east. With a bola and a crude knife, Papa successfully sneaks up and ties the legs of a younger auroch – Papa has to back off as the others do not flee, but instead run in your direction. You dodge and avoid any injuries, and after some time the pack leaves, without the struggling young one. You kill it carefully and take a lot of time dragging it back to camp – it will require several hours to butcher and skin (1 AP), and you decide to leave this for tomorrow. Instead you go south and join Mémère for fishing, and check on your bee box.
Mémère had gone earlier in the morning, but stopped as she spotted a jaguar waiting around in the valley – she tried sneaking around, but Mémère tells you Papa that a spirit came and helped her out, striking fear into the eyes of the jaguar. It stayed in the valley, watching Mémère for the morning, and remains there when Papa arrives to help out. Mémère and Papa are quite successful today at fishing with the weir – it’s a great fortune and will feed everyone today with some surplus for tomorrow. No bees have come to the beebox today.
With the rest of the day, Papa crafts excellent bandages for Listyr, healing him completely, as well as crafts the rest of their beekeeper outfit, while Mémère uses clay and rocks to repair the stone entrance, before descending to the sacred spring – where Listyr has been most of the day. There Mémère prays for the birth of her children, and after hours of labour, they are born – a baby girl and a baby boy. Having prayed for them, they are born with a small amount of the world’s energy.
Listyr’s day was one of healing – covered in wounds, today their body recovered. The went early to the sacred spring, and attempted to commune with the spirits – humorously, you weren’t able to do this without the help of a friendly spirit, who focused your mind to meditate. Cooled off and calm, Listyr returned to the fire and slept again on the floor.
Papa and Mémère, with their little babies, sleep in the hammock – but this is not a sustainable thing to do, and by morning its clear the hammock will collapse if damaged like that again.
OOC: @Angst@SouthernKing
You are both very young children. Whatever you do today (with an AP), you will gain a trait relevant to that activity that will be permanent. Next turn you will be teens/adolescents, and you can learn a trait from one of your parents by spending 1 AP working on that with them that turn. After that you will be adults and normal rules apply.
Sleeps-In-Cave
Status: Minor Injury (2, giant scorp sting). Well Fed (+1 AP). Rested.
Action Points: 4 AP
Traits: Crafty, Warrior
Inventory: stone spear (4), atlatl (5), stone hoe (3), stone tools (2), one days' fish (1), linen satchel (8)
Stashed Nearby: cave fire
You wake up to a largely peaceful plains, and put your whole day’s efforts toward crafting a satchel. You collect grasses, making solid string, and then find more grasses, making a nicely woven bag – connecting it all together with your stone tools, you complete a reasonably spacious satchel that fits snuggly on around your shoulder. You’ve used multiple layers and tried to find ways to strength the material so that it won’t be destroyed easily – it’s still just grass, so it’s vulnerable, but relatively good all considered. The scorpion that stung you idly moved throughout the plains, as other animals did too, and you pack it in for the night after cooking and eating some fish. You feel much better in the morning – the effects of the sting seem to be going away.
Hale-as-Stone & Baioreznomat
Hale-as-Stone
Status: Healthy. Well Fed (+1 AP). Rested.
Action Points: 4 AP
Traits: Crafty, Sneaky
Inventory: stone spear (4), stone tools (4), cured tiger/deer clothes (8)
Stashed Nearby: cave fire, Thenron effigy (3), cured deer hide (6), two days’ antelope meat (2)
Mana: 3
Together you both set off to the antelope within your temperate river valley. Although you are sneaky, antelope are perceptive, and you have both yet to master the art of hunting. Nonetheless, with your teamwork, you have an advantage, and successfully chase an adult antelope until it is exhausted. You kill it and drag it to camp. Baioreznomat skins the beast and begins curing its skin, and together you have enough food for today and tomorrow - after hunting and tool work, both your spear and tools are beyond repair. You both begin working on the effigy to Thenron – you add parts of the deer to its form and make a sacrifice, worshiping the effigy. As you expect, your sacrifice disappears – Baioreznomat you feel the same thing you did yesterday – just a touch of the spirits. But Hale-as-Stone, you open your eyes and you feel confirmed – all around you spirits dance, fight, and look at you; you have touched the non-corporeal world. The vision vanishes and you both feel that you have gained something ineffable. You sleep the night, hearing the sound of wolves howling in the distance.
Double A
Status: Minor Injury (1, orangutan bruises). Fed. Well Fed (+1 AP). Hot.
Action Points: 4 AP
Traits: Warrior
Inventory: stone spear (7), sling (4), crabshell shield (2), rope (4), one days' orangutan meat (1)
Stashed Nearby: fire
In the morning you go for a swim to cool off – you’re desperately hot. You take a few hours and enjoy yourself. As you head back to land, a crocodile has moved around to your coast – you try to beat it to land and succeed only barely, with it opening its jaws to attack but missing you. It seems, for whatever reason, to be fixated on you, and may pursue you if you head into the waters again. You then move onto crafting, repairing your trusty spear. In the evening you skin your dead orangutan and cook some of its meat, though its hairs and skin are not especially good for crafting and would need to be paired with something else. You sleep the night without disturbance. When you peer off toward the sea in the morning, you witness an enormous shadow under the waves.
Spear-Walker
Status: Major Injury (4, rhino impalements, penalty to all actions). Well Fed (+1 AP). Rested. Chilly.
Action Points: 4 AP
Traits: Warrior, Spearman, Crafty, Forager
Inventory: atlatl (1), stone tools (2), enchanted wreath (3), bearskin tunic (6), bearskin backpack (5), one snake carcasses (1)
Stashed Nearby: nothing
Waking up to the sight of a rhinoceros nearby, you attempt to work on your crafting quietly and from behind the cover of flora, but you are only partially successful. It mills about in the morning while you craft a backpack to store your things. As you return to the fire to keep it going and put your belongings in your sack, the rhino enters your campsite and becomes enraged, charging at you with force. Without your spear, which broke the prior day, you try to simply bash the beast with your atlatl, using your shield to protect yourself – the rhino impales you in the side with its horns, breaks apart your shield, and damages your wreath and your newly crafted backpack, before giving you a short breath to realize that you cannot win this fight without a serious weapon. You rush to grab your tools and one of the dead snakes and flee north-east through the plains. You keep going until you know you are too far for the rhino to catch up in the night, and then return to crafting. You work with the rest of the bearskin you have, but due to lack of skill you aren’t able to make the most of it and so only produce half of a tunic – your upper body is now properly covered, giving protection from the elements and from attacks, but your lower body is not.
--
Orders due for Friday July 17th!
Patch Notes
@Double A
I didn’t really know what you meant by making a clovis point and it didn’t seem like it would take a whole extra action so instead I skinned your orangutan since you wanted to eat and skinning does take a full action. You don’t need to tell me your eating every turn ya I have just assumed people will eat if they can and cook if they can, but you do need to tell me you will sleep because that consumes 1 AP.
Free action eat cook and eat fish. Also put stone tools and atlat in satchel
1. Move west/ avoid big scorpion
2. Then move north if possible.
3. craft fire if possible.
4. Sleep near fire with spear at the ready.
Cook and eat. Share all meals widely; I expect i'll be eating auroch steak while others eat fish (and snake?).
Place all the tools that i am not using in the cave. We will share all our goods. The only inventory i want to always keep on me is the lizard satchel; everything else becomes communal.
Standard Actions:
Repair/replace stone tools that are wearing down using the existing tools.
Repair hammock that is wearing down, using basic stone, and weaving tools.
Process the auroch carcass, curing the meat and hide over the fire and rinsing the bladder and filling it with clay to prevent it from drying, cracking, or shrinking. Dry the tendons near the fire. Again use the stone tools. If Thomas's smoking rack is complete, this will come in handy in processing the carcass also.
Seeing as how a second goat has joined our first, using the ax and stone tools, build a palisade for our goats (at the location at which they are currently shown on the map and overlapping our cave entrance so we can move them indoors easily if we need to and so our cave entrance has another level of protection from predators). Angst may be shepherd our goats while I do this...? The palisade is meant to keep out predators (especially vis-a-vis any offspring they may produce) and allow the goats more freedom of movement for grazing. Hopefully they will soon begin to breed and we can have kids (baby goats are called kids) and milk/cheese. It's okay to cut down nearby trees to do this. @Ailedhoo@thomas.berubeg@Angst@SouthernKing Can i get one of you to provide some help with this task? I imagine it would probably take two actions to build this.
Sleep in the repaired hammock (with Mémère Esprit).
Now that the seaborn is recovered and well fed it is time to serve the oath made to honour Tit-Trou as a member of the community.
Bless the day
Free Actions
If snake hunt succesful cook the meat of slain snake and enjoy the meal.
My ropes are the community and will be accessible for all of Tit-Trou. Pointed Actions
1) Gather the needed stick and stones to craft myself a spear. My stone tools should be handy in helping craft a strong spear.
2) With this spear go hunt the snakes just south of our position to ensure safety and access to snake meat. Invite SK's character to come so I can teach them the art of the warrior while hunting.
3) Help Papa Grand-Crinière-Vert on the palisade project. I can also provide support in case of unwanted predators with my spear while helping on the development on the protection barrier. Our goats will be guarded! It will also be a good time to socialise with Papa Grand-Crinière-Vert. Use my stone tools to help in the development.
4) Sleep in the cavern.
I spent my youth herding the goats - calling to them, learning their arts. Their cloves drew beautiful hoofprints in the soil, and I took black mud and put it on the trees. The great water goat in the sky will bless us all as summer becomes winter. For that I know - some day the sun will falter and all we will have left is goats.
Actions:
1 AP - Shepherd the goats, hopefully they will sire children soon.
1 AP - Meditate - Although I hope to give it a particular flavor. During my musings on the nature of goatdom I will mark the palisades several places with ochre, blood and mud, drawing symbols of goat hooves across the structure. (Blood can come from the dead aurochs, snake blood if available, else I could prick my finger ... carefully. And apply a little bit of my own.) I intend this as a blessing from the power of the goats, and hopefully I can get closer to the Great Water Goat In The Sky through this action. Goat meditation is to follow them around. The markings are functionally useless, which is why I figured it could count as meditation. If it doesn't, just meditate.
A bear! A bear! A bear!
Of mighty claws and hair!
Of mercy make prayer
To keep safer our lair! Do not lure the bear there
Less we suffer our err!
The Snake
Hissing among grasses
Among blades it passes
Closer to have a bite
For cold blooded delight
It sees giants distant
Will it bite persistant?
The Goat
Dawning days with a baa
To its labours we pray
Our horned snakish eyed beast
It judges like a priest
From atop us: a gaze
We labour as it plays
Free action gathering sticks and stones, tending the fire, eating some antelope
1 action blessing the cave and its immediate surroundings in the name of Thenron to ward off predators, sprinkling the area with ashes from the sacrificial altar and burning small offerings to the spirits to get them to deter predators (spending mana as needed, aiming for something relatively long-lasting)
1 action crafting a stone axe
1 action timbering the tree just southwest of our cave using said stone axe to acquire lumber
1 action ZZZzZzzzZZZzzzzzZzzZZ in my blanket pile
Baioreznomat eats some cooked deer/antelope, and contemplates this grove. The tiger's teeth have given out already, and the tools they formed proved to be astonishingly impermanent. What will last? What can be built that will endure? And how may Baioreznomat craft it?
Orders:
1 action crafting blankets from deer skin, to make the cave more cozy and comfortable.
1 action assisting in blessing the area. Continuing his practice of constructing stone circles, Baioreznomat erects standing stones along the perimeter of Thenron's Vale at key ley-lines, contemplating peace, durability, and the silent strength of the trees.
1 action building a furnace inside the cave, using the light of our fire to guide him as he uses his pickaxe to dig out the space, and moving the fire into the new furnace. This should also allow us to build hotter fires to help heat the cave.
1 action sleeping.
1) Craft a stone spear. 1 AP
2) Use the snakeskin as a wrap/ointment to help my wounds, taking it off when it gets rotten. 1 AP
3) Travel far to the north, foraging along the way. 1 AP
4) Find someplace safe to sleep for the night, preferably up a tree. 1 AP
Chat-Verte will:
1 AP: Follow Listyr around on the hunt, being amazed at all the cool animals and the fun toys Listyr is killing them with. Especially the snake. 1 AP: Meditate. [Angst] is doing it too, seems fun!
1AP) Lets get the axe and chop some branches off the tree.
2AP) With those branches, build a smoking rack over the fire, tying it tight with grasses, so that we may preserve the meats we have gathered.
3AP) Pray to the spirits and the talking stone in front of the underground lake.
4AP) Delve deep into the cave, exploring the abyss
5AP) Rest, comfortable
I'm gonna wrangle this croc. I'll start with the sling then skirmish backwards until I have the high ground like I did with the crab, then I'll get it with my spear. Try to keep the fire between us whenever convenient.
As for a Clovis point, I meant a rock that's been flaked to a point, giving it a handy dandy edge useful for cutting (particularly butchering). It's also a rock so good for all the things a rock can do. I'd like to make one of these before butchering the croc, then use it to do just that. The skin will probably come in handy.
If I'm bleeding, I want to make and apply a bandage now. If not, and I still have that last AP, I'll sleep.
Mémère, you begin your day heading out to chop off branches from nearby trees. You get the flash of a vision – a spirit has warded off a bear, for now. You glance toward the swamps and see that it is there and watching you, but keeps away. With your branches you work on making a smoking rack, and are successful, putting it to immediate use and filling it up with what meats your tribe do not eat today. With noon having passed by, you descend into the caves, meditating and absorbing mana, before heading into unknown depths. This region is not lighted by the wisps, so you light a torch and head down – but you become lost. Panicking, realizing you could easily be trapped here for days, you try to retrace your steps and get out before you are unable to return. You make it to the wisps – you know there is more to this cave but exploring alone and without a method of navigation poses a major risk.
Papa, you begin your day doing some handiwork. Using Listyr’s tools, you repair the original toolset (exhausting Listyr’s though). You work for a while repairing the hammock with all the tools of the tribe. You then take some time processing the auroch – these things are huge and can provide for almost everyone in the tribe at least one day’s meal. Next steps in your day are outdoors – alongside one of your children, and with Listyr’s help, you chop down wood suitable to stick into the ground at close intervals. After hours of work, you are able to wrap a fence around your goats, which will keep them from straying and provide a basic barrier – to create a proper palisade that would prevent any predator from reaching your animals however will require more work (multiple chopped trees and multiple AP of labour placing the palisade up). You head south and find a jaguar toying with your bee box, tossing it over. When it leaves, you emerge from hiding and check on it – no bees today. You put it back upright and return to home.
Listyr, you craft a stone spear in the morning – it's not very good, but in knowing this, you know you have become Crafty. It’ll break by tomorrow – but it will do for a lesson. Taking Angst with you, you try to teach the art of hunting with some snakes. You demonstrate – taking a couple strikes at a dangerous snake. But you miss! The snake does not harm you, you are careful enough – and Chat-Verte wants to try. She grabs the spear from you and you let her – and she strikes right into the snake, killing it. You are impressed! She will be a great hunter. You grab the snake and bring it back to camp, cooking and eating it. Returning to the cave area, you grab an axe and help gather usable wood for fencing – Papa has a grand plan in mind, but you and him agree that with what time and resources you have, a moderately tall fence is all you can do today.
Mémère, Papa, Listyr, the eve approaches and after eating fish and cooling off in the caves you go to bed. But the children – they have other plans. They pretend to sleep, but then they look at each other, and they leave the cave in the night. Angst, you take blood from the aurochs, mud, and other things and paint the tall fencing at various points – and meditate on the Water Goat in the Sky. As you do so, you receive a vision – of a goat in the sky, but also, of some adult female in another place; and you realize it is you from before! This uncanny moment of recognition, that you have lived a life before, shakes you – but you feel an energy join your mortal body. You don't remember much, it's very hazy, but you know of reincarnation now. Chat-Verte, you watch your brother sit super quiet and still – it’s not very interesting, but you try to meditate too. And nothing happens. What the heck? When your brother stops being so quiet and still, he starts telling about a vision and weird stuff. You didn’t see anything – do you believe him?
The kids rush back to the cave as dawn breaks on Tit-Trou.
Sleeps-In-Cave
Status: Minor Injury (1, giant scorp sting), Minor Injury (3, scorp scrapes). Well Fed (+1 AP). Rested.
Action Points: 4 AP
Traits: Crafty, Warrior
Inventory: stone spear (3), atlatl (4), stone hoe (3), stone tools (2), linen satchel (8)
Stashed Nearby: fire
You cook yourself breakfast and pack your belongings into your satchel, and then head off west. You do your best to sneak around the scorpion, but it wanders in your direction and begins to follow you to the edge of the plains where you fight it. This time however you deftly avoid being stung – you are scraped though. A couple counter strikes by your spear and it gives up. You keep moving, having reached the edge of the plains you see a series of hills to the west, and decide instead to head north, where you find an enormous forest and a cold coastline. You make a fire and sleep on the grass.
Hale-as-Stone & Baioreznomat
Hale-as-Stone
Status: Minor Injury (3, scorpion sting). Well Fed (+1 AP). Rested.
Action Points: 4 AP
Traits: Crafty, Sneaky
Inventory: stone spear (3), stone tools (3), cured tiger/deer clothes (8), stone axe (4)
Stashed Nearby: cave furnace, Thenron effigy (3), deerhide blanket (8), a tree’s worth of timber, ley-lines (4)
Mana: 2
Baioreznomat
Status: Healthy. Well Fed (+1 AP). Rested. Chilly.
Action Points: 4 AP
Traits: Sneaky, Crafty
Inventory: cured tiger clothes (4), stone pickaxe (3)
Stashed Nearby: cave furnace, Thenron effigy (3), deerhide blanket (8), a tree’s worth of timber, ley-lines (4)
Mana: 2
Karma: 1
Hale-as-Stone and Baioreznomat, you both wake up, cook and eat breakfast from your food reserves, and head out on your tasks for the day. Baioreznomat you work on crafting a deerhide blanket to keep you both warm in the night, using Hale-as-Stone’s stone tools. You then head out to the vale, placing stones you smash into a similar shape at special places in the area – you hope that they might become useful in channelling mana into a protective perimeter. When you return to the cave you take out your pickaxe and begin working the walls, carving out space for a furnace where you relocate your cave fire to. Meanwhile Hale-as-Stone spent the morning on a prayer – calling on Thenron to ward off predators in the area. Channelling mana is tricky and ephemeral, and in your prayer you get a quick flash of the face of what you believe to be Thenron – a spirit with antlers made of stones piled on each other. The flash is brief and all you are certain of is that your efforts, while not entirely in vain, will only ward off a single threat today – you’ll have to try again for an effect that is more lasting, perhaps using ley-lines or more mana. You take some time crafting a stone axe so as to fell some trees, and head out into the vale – you spot wolves prowling around, observing you, but worry not because you know they were warded off from an attack. You spend time at work on a tree, which finally falls – you are no lumberjack yet – but as you start grabbing the lumber you feel pain on your ankle. A scorpion has bit you, but not hard or anywhere serious. You are able to keep your distance and head back to the cave with your tree log. You and Baioreznomat sleep together with a wonderful furnace, a blanket – if you had a mattress, or a physical barrier to your cavernous entrance, or some other comfort, you would both agree waking up here would be refreshing.
Double A
Status: Healthy. Fed. Well Fed (+1 AP). Overheating (penalty to energetic actions).
Action Points: 4 AP
Traits: Warrior, Crafty, Spearman
Inventory: stone tools (3), stone spear (6), sling (3), crabshell shield (1), rope (4), two days' crocodile meat (2), crocodile skin (3)
Stashed Nearby: fire
The crocodile remained along your shore, and so you decide to strike – using a combination of your sling, your spear, and your shield, you pry the crocodile from the waters and deal a killing blow without injuring yourself whatsoever. You spend the next several hours working on stone tools to allow you to work the animal, and then proceed to skin and butcher the dead crocodile. Sometime in the evening a snake makes it way into camp – you spot it before it gets to bite you, and you kill it easily and without injury. Your crabshell shield however is on the verge of breaking apart, and you are overheating again. You eat the last of your orangutan meat and rest the night – from all of your spear work, you are now a spearman, and from your crafting, a crafty-man. When you wake up in the morning, you learn what that great shadow was in the sea – two enormous snapping turtles are wandering the peninsula.
OOC: I gave you stone tools and within that you can assume is a clovis point.
Spear-Walker
Status: Minor Injury (4, rhino impalements). Fed. Rested. Cold.
Action Points: 3 AP
Traits: Warrior, Spearman, Crafty, Forager
Inventory: atlatl (1), stone spear (4), stone tools (1), enchanted wreath (3), bearskin tunic (5), bearskin backpack (5)
Stashed Nearby: nothing
You wake up and are defenceless, it is what caused you to flee so far, so you craft yourself a new spear. You then tend to your wounds – as the wolves in the area leave you be – and do a solid bandaging job. You then start moving north, but spend most of your afternoon foraging, gathering just enough to feed yourself for today, before sleeping on the grasses in the north. In the presence of fire, you might cool down since you have clothing, but they are only partial covering and you feel yourself get a bit colder having been away from fire and out in the elements all day.
OOC: foraging takes 1 AP, moving a noteworthy distance beyond your cone of vision takes 1 AP, so I only moved you to the edge of your vision (which is free) and used the 1 AP to forage
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