Quoted By:
<span class="mu-b">GOD ACTIONS</span>
<span class="mu-g">Catarina</span>
Though too crude to be called a proper fort, your people make their best efforts to erect a defensive structure that suits your specifications, piling up great, walled mounds of stones in a way that that does provide some measure of cover and advantage to those already positioned at the peak, though they make a poor substitute for proper fortifications (you lack masonry, and the general tech level for it, so this isn’t really a proper fort, even if it is a defensive structure). Fort(?) built.
One advantage of these piled up mounds of stone, at least, is that they lead to one particularly useful new innovation. Those Wolfmen brought back from the frigid Northern isles to assist with the labour bring with them the ice of the glaciers that can be found there, and though it unfortunately does not last long when exposed to the air and sun further South, buried underground, or beneath the recently erected mounds of stone, it keeps for significantly longer, along with any food stored alongside it. Food Preservation developed.
<span class="mu-g">Daemupochu</span>
Epoch missed, 2 Major Actions saved for the next epoch.
<span class="mu-g">Drakatron</span>
3 hexes claimed.
Though you are loathe to part with knowledge, especially when it is to be bestowed on such unworthy creatures as your Sharpclaws, it is an undeniable fact that should you wish you carry out your contests, your minions will need a way to cross the wide channels that divvy up the subcontinents of your part of the world. And well, as demeaning as it is to have to teach the dimwitted reptiles, the idea of having to personally ferry them across disgusts you even more. Thus, with considerable reluctance, you expand on their already existing knowledge of woodcraft, elucidating on the subject of constructing simplistic, mobile, watertight crafts, though they remain far too primitive to understand any of the more complicated principles involved. Basic Seafaring developed.
<span class="mu-g">Ejpto’Jsjt</span>
1 hex claimed.
With your final healing spell, and your body’s natural recovery kicking into full gear, you finally return to the fullness of physical health, though the mental scars left by your tormenter are likely not going to fade anytime soon. Your Vitality is now 25/25