
Itzpapalotl |

Gathering Power
Initial Power: 2
Power from Population: 3d6 ⇒ (6, 3, 4) = 13
Power from Religion: 10
Total Power: 25
Cycle 3 Actions
Settlement at K2: GROW. Cost 2 (population 2, 0 difficulty); population of K2 raised from 2 to 3. Remaining Power: 23
Settlement at K2: CREATE 2 ARMIES. Cost 2 (hills -1 each, 0 difficulty). Remaining Power: 21
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Settlement at L2: GROW. Cost 1 (population 1, 0 difficulty -1 flat, -3 forest, minimum 1); population of L2 raised from 1 to 2. Remaining Power: 20
Settlement at L2: CREATE SETTLER. Cost 6 (6 settlements, 0 settlers, 0 difficulty); population of L2 reduced from 2 to 1. Remaining Power: 14
Settler at L2: MOVE TO L1 (1d6 ⇒ 5, 2+ needed), SETTLE. Settler consumed. Settlement with population 1 created.
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Settlement at L1: GROW. Cost 2 (population 1, 1 difficulty); population of L1 raised from 1 to 2. Remaining Power: 12
Settlement at L1: CREATE SETTLER. Cost 4 (7 settlements, 0 settlers, 1 difficulty, craters half); population of L1 reduced from 2 to 1. Remaining Power: 8
Settler at L1: MOVE TO M1 (1d6 ⇒ 1, 4+ needed), MOVE FAILED.
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Settlement at L3: GROW. Cost 1 (population 2, -1 flat, -3 forest, 0 difficulty, minimum 1); population of L3 raised from 2 to 3. Remaining Power: 7
Settlement at L3: ADVANCE. Cost 0 (0 difficulty); 3 science generated. Remaining Power: 7
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Spend Science: 5 science spent to gain Armour 1 (5 advancements). Remaining Science: 0
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Settlement at L4: GROW. Cost 1 (population 4, -3 forest, 0 difficulty); population of L4 raised from 4 to 5. Remaining Power: 6
Settlement at L4: CREATE 1 ARMY. Cost 1 (hills -1 each, 0 difficulty). Remaining Power: 6
1 Army at L4: MOVE TO L5
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Settlement at M3: GROW. Cost 1 (population 1, -3 forest, 0 difficulty, minimum 1); population of M3 raised from 1 to 2. Remaining Power: 5
Settlement at M3: ADVANCE. Cost 0 (0 difficulty); 2 science generated. Remaining Power: 5
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Settlement at M4: GROW. Cost 2 (population 2, 0 difficulty); population of M4 raised from 2 to 3. Remaining Power: 3
Settlement at M4: ADVANCE. Cost 0 (0 difficulty); 3 science generated. Remaining Power: 3
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Nature Miracle: ALTER TERRAIN AT L1. Cost 3 (6 miracle, 0 distance, nature half); Biome at L1 becomes Volcanic, elevation at L1 becomes mountain. Remaining Power: 0
Cycle 3 Statistics
7 Settlements: K2 (3), L1 (1), L2 (2), L3 (3), L4 (5), M3 (2), M4 (3)
Total Population: 19
Remaining Power: 0
Total Armies: 3
Total Settlers: 1
Advancements: Armour 1, Religion 2, Seafaring 1, Survival 2
Total Advancements: 6
Remaining Science: 5
The high priestess of the Orizaba town near the Syphinx borders meets the emissary. "We shall not spread our seeds in your barren lands, but nor shall we be confined to this corner of the world. Our reach will extend to the peninsula to your south, where the wet land meets the river." Behind her, Orizaba warriors stand ready, wearing newly fashioned armour of animal hides.
Elsewhere, intrepid Orizaba settlers attempt to extend the borders of Tamoanchan to the firey peak to their North. Initial forays into the lower slopes are successful, and some of them choose to stay there amongst the shattered rocks. Others press on, attempting the peak itself. The first few ventures fail miserably; the heat and harsh slopes prove too difficult. Their prayers to the goddess are met with a curious result. Rather than helping them reach the volcano, the volcano is brought to them: The earth around them erupts, rising and buckling as molten rock pours out. By the time it has hardened and cooled, the Orizaba are already at work exploring the font of minerals that has boiled up from beneath.
At the heart of Itzpapalotl's power, the priestesses select warriors to do battle with the mythic creature threatening the growing city. They don ceremonial attire - including the newly improved armour - and set forth to challenge the beast.