Axiomite of Xin

Itzpapalotl's page

4 posts. Alias of Umbral Reaver.


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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.


Gathering Power

Initial Power: 0

Power from Population: 3d6 ⇒ (3, 6, 4) = 13
Power from Religion: 4

Total Power: 17

Cycle 2 Actions

(I have separated out the actions by coordinates to make it easier to read.)

Settlement at L2: GROW. Cost 1 (population 1, -1 flat, -3 forest, 0 difficulty, minimum 1); population of L2 raised from 1 to 2. Remaining Power: 16

Settlement at L2: CREATE SETTLER. Cost 4 (4 settlements, 0 settlers, 0 difficulty); population of L2 reduced from 2 to 1. Remaining Power: 12

Settler at L2: MOVE TO K2, SETTLE. Settler consumed. Settlement with population 1 created.

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Settlement at K2: GROW. Cost 1 (population 1, 0 difficulty, minimum 1); population of K2 raised from 1 to 2. Remaining Power: 11

Settlement at K2: ADVANCE. Cost 0 (0 difficulty); 2 Science generated. Remaining Power: 11

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Spend Science: 2 Science spent to gain Survival 2 (2 advancements). Remaining Science: 0

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Settlement at L3: GROW. Cost 1 (population 1, -1 flat, -3 forest, 0 difficulty, minimum 1); population of L3 raised from 1 to 2. Remaining Power: 10

Settlement at L3: ADVANCE. Cost 0 (0 difficulty); 2 Science generated. Remaining Power: 10

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Settlement at L4: GROW. Cost 1 (population 3, -3 forest, 0 difficulty, minimum 1); population of L4 raised from 3 to 4. Remaining Power: 9

Settlement at L4: ADVANCE. Cost 0 (0 difficulty); 4 Science generated. Remaining Power: 9

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Spend Science: 3 Science spent to gain Seafaring 1 (3 advancements). Remaining Science: 3

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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: 8

Settlement at M3: CREATE SETTLER. Cost 5 (5 settlements, 0 settlers, 0 difficulty); population of M3 reduced from 2 to 1. Remaining Power: 3

Settler at M3: MOVE TO M4, SETTLE. Settler consumed. Settlement with population 1 created.

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Settlement at M4: GROW. Cost 1 (population 1, 0 difficulty, minimum 1); population of M4 raised from 1 to 2. Remaining Power: 2

Settlement at M4: ADVANCE. Cost 0 (0 difficulty); 2 Science generated. Remaining Power: 2

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Spend Science: 4 Science spent to gain Religion 2 (4 advancements). Remaining Science: 1

Cycle 2 Statistics

6 Settlements: K2 (2), L2 (1), L3 (2), L4 (4), M3 (1), M4 (2)
Total Population: 12
Remaining Power: 2

Advancements: Religion 2, Seafaring 1, Survival 2
Total Advancements: 5
Remaining Science: 1

The Orizaba continue to spread, reaching into the more humid terrain near their forest home. As they near the waters edge, they must learn new ways to live to cope with the sodden earth. They begin constructing canoes carved from single logs to explore the waterways, initially to help catch fish for blood rituals. Fish blood is weird, but it seems to work well enough to help their seedlings flourish.

The centaurs at the border are regarded carefully. The challenge will be met in time, but for now the nation must attend to its own development before risking soldiers in battle.


Gathering Power

Initial Power: 0

Power from Population: 2d6 ⇒ (4, 3) = 7 (raised to minimum 10)
Power from Religion: 1

Total Power: 11

Cycle 1 Actions

Settlement at L4: CREATE SETTLER. Cost 1 (1 settlement, 0 settlers, 0 difficulty); population of L4 reduced from 3 to 2. Remaining Power: 10

Settlement at L4: GROW. Cost 1 (population 2, -3 forest, 0 difficulty, minimum 1); population of M3 raised from 2 to 3. Remaining Power: 9

Settler at L4: MOVE TO M3, SETTLE. Settler consumed. Settlement with population 1 created.

Settlement at M3: GROW. Cost 1 (population 1, -3 forest, 0 difficulty, minimum 1); population of M3 raised from 1 to 2. Remaining Power: 8

Settlement at M3: CREATE SETTLER. Cost 2 (2 settlements, 0 settlers, 0 difficulty); population of M3 reduced from 2 to 1. Remaining Power: 6

Settler at M3: MOVE TO L3 (1d6 ⇒ 3, 2+ needed), SETTLE. Settler consumed. Settlement with population 1 created.

Settlement at L3: GROW. Cost 1 (population 1, -3 forest, 1 difficulty, minimum 1); population of L3 raised from 1 to 2. Remaining Power: 5

Settlement at L3: CREATE SETTLER. Cost 4 (3 settlements, 0 settlers, 1 difficulty); population of L3 reduced from 2 to 1. Remaining Power: 1

Settler at L3: MOVE TO L2 (1d6 ⇒ 3, 2+ needed), SETTLE. Settler consumed. Settlement with population 1 created.

Settlement at L2: ADVANCE. Cost 1 (1 difficulty); 1 Science Generated. Remaining Power: 0

Spend Science: 1 Science spent to gain Survival 1 (1 advancement). Remaining Science: 0

Cycle 1 Statistics

4 Settlements: L2 (1), L3 (1), L4 (3), M3 (1)
Total Population: 6
Remaining Power: 0

Advancements: Religion 1, Survival 1
Total Advancements: 2
Remaining Science: 0

The Orizaba awaken on this new world, ready to spread far and wide for the glory of their bloodthirsty patron. Their initial forays into the nearby forests and lowlands prove fruitful; the seeds of new life are planted there, watered with their blood, ready to give forth the bounty of a new generation. This burgeoning nation is called Tamoanchan, The Place of Misty Sky.

When the envoys of the Grasvolk arrive, they are met with hesitant curiosity. The Orizaba are less inclined to see the similarity, considering themselves more kin to things of blood, death and sacrifice. Nonetheless, the High Priestess of Itzpapalotl meets the Grasvolk cordially.

"We will honour this friendship so long as you claim no lands in the Northeast quarter in this time, nor advance any forces there save when requested by us. Go in peace, Grasvolk. May your roots drink deep of the blood of your enemies."


I'm ready!

My final choice for domains is Death + Nature.