Turn Zero

The first thing that you will do with your character is write a 'prologue' turnsheet. This is similar in structure to an eternity turnsheet, except that it's about everything you want to detail before the game start.

What You Can Do In It

The prologue turnsheet is where you describe what you and your clan do to integrate themselves into the Archipelago.

Unless you state otherwise, it is assumed that the general situation is this; you and your clan are eking out a basic existance on your home fragment, which is rather poor in resources. One day, you spot a huge field of fragments, greater than anything in living memory, and your fragment is heading towards is. Certain that you're sure to find a better home there than your current one, your clan make preparations to move fragment. You detail the process of moving to a new fragment, setting up a settlement there, setting up any useful things you may have brought with you and meeting your new neighbours. Addtionally, you can talk about any exploration that you wish to do in the surrounding area of your fragment, and indeed the Archipelego.

The turnsheet will end at the point of a large flash from the structure at the centre of the archipelego, and you being sent to see what happened. Thus you will also need to provide reasons why you were dispatched to take a look.

Remember however you do not have infinite time between arrival and the first meeting. Prioritise your actions. So you could either send ambassadors to all the surrounding settlements to get a good idea of what they all look like, or integrate your island fully into the archipelago chain (assuming you have a geomancer), or Quarry a decent amount of stone ready for a fortress construction and set up basic walls (assuming you have civil studies), or Set up a fully working foundry ready for full scale production (assuming you have the right clan traits).

Or you could say hi to you immediate neighbours, just about catching their name before you leave their lands and make sure your fragment isn’t going to float of when you go to the temple and cut down a few trees ready for a palisade wall and have a little village smithy.

The idea is you can either get one thing set up well, putting you in good standing in your field, or have the basics of your whole area, but will need to spend more time to compete effectively.

List of Things You Can Include

  • Salvage - You spend your time primarily recovering resources from your old home.
  • Fortify - You begin stockpiling supplies, building walls or generally preparing for difficulty. Specify what you are preparing for.
  • Build - You begin erecting permanent shelters, and any special structures to house your Heirlooms, Unknown Devices, Pets, things your clan are Custodians of, etc.
  • Explore - You start scouting out the land around your settlement, and even neighboring fragments. Specify what exactly you are looking for (if you have Resources this step is where you talk about your clan acquiring them).
  • Travel - You don't settle immediately. Instead you travel further through the archipelago looking for a more ideal settling fragment. This could mean more appropriate resources, or more like minded neighbors.
  • Send Ambassadors - You quickly move to to locate other clans, find out more about them. Specify what you want them to learn about you.
  • Integrate - If you have an appropriate skill or resource, you can spend your time trying to integrate your home fragment into the Archipelago. This saves you the hassle of moving, but you are unlikely to be finished with this task by the time Turn 1 begins.

Resolution

The more you attempt to do, the less finished you will be when the Temple calls.

We will go through your prologue turnsheet, and in resolution will detail;

  • What sort of things you found on your fragment.
  • The results of social interactions.
  • Who your neighbors are.
  • How close you are to a secure settlement.
game1/turn_0.txt · Last modified: 2008/09/01 21:45 by gm_tony