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Tribes of Twelve Seas [IC]
Turn 1
Middle Sea
The currents are filled with survivors from the Godsplash, those whose islands have sunk. There have always been ocean-bound - remnants, exiles or those who have chosen this path for themselves, but never in such great numbers.
The villagers of many tribes are full of fear and doubt. The memory of the tragedy is fresh in everybody’s minds and wild rumors are told by the evening fires. Tall tales of ghosts rising from the depths of the ocean, of wicked spirits, wearing stolen human flesh and baleful curses of the fallen divinity, of coming storms, famine and raids.
There are rumors of a Building floating in the sea, carried by six canoes. From it come smells of delicious food and sights of beautiful, naked men and women dancing and singing.
There have been sightings of war canoes near numerous islands. They are filled with warriors, armed with spears, with tips made from sharp, long teeth. Their ships bear carvings of a reptilian creature with wide, open maw, long, strong tail and large yellow eye.
The High Priests have received warning from the gods. A wicked sorcerer, possessed by hundreds of evil spirits travels Middle Sea. His evil is such, that ocean will not accept him, so he walks on water from island to island, bringing mischief and curses with him.
Urgo walks in the dreams of the tribes, an ever-shifting figure, visible from the corners of one's eye, disappearing from sight, whenever someone tries to look at him directly. In such dreams, seven seagulls, six white and seventh green, circle in the black sky of Dreaming. Then seventh suddenly squaks and falls down, turning into a flightless chicken. The chicken hatches a golden egg, dances a silly dance and then hides inside the egg.
In the skies of Middle Sea, a group of Stormriders have arrived. Though they escaped the Godsplash by flying, the devastation it wrought has left them without supplies and food. Their feathered cloaks seem worn out and baskets on their backs spot holes. Stormriders have been bartering knowledge of the strength of the next storm season for food and goods.
The four currents that lead to the Old Sea, past the dangers of the four Chromatic Seas have shifted. It’s unknown where they can be found again. Of the sailors, that have sought them, to try to reach Old Sea, none a few returned, wounded and delirious. None have lived long. The Dreaming outside of the Middle Sea remains in bewildering flux or nightmarish state. Few risk to venture too far from the stable areas.
Spoiler: D`Raahash
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Your tribe has collected 2 Wood from Mangroves. It’ll be useful in making long-shafted weapons, musical instruments and writing tablets.
Your Island provided your villagers with 20 Food worth of honey, edible insects and small fish.
Your tribe is Fatalistic. Your castes tend to exhibit reckless courage in the face of insurmountable odds, notice omens of fate and glimpses of future in nature.
Your island’s most prominent feature are Whalebone Cliffs. Your tribesman are excellent climbers, the storms sing between the five great pillars and mangroves at their base are flourishing with life.
Your sailors chartered currents to the Red Island. The entire Red Island is covered by blooming red flowers. They lack thorns and give away a strong aroma. Red Island’s terrain is low hills with three small rivers running through it. There is a constant buzz of insects, that build pillar-like hives.
Spoiler: Hell’s Tribe
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Your tribe collected 2 Wood. It’ll be useful in making long-shafted weapons, musical instruments and writing tablets. Your hunters returned with 20 Food worth of meat.
Your tribe are Heart-Eaters. Your tribesmen inherit power from eating flesh of powerful foes and see combat as a way of strengthening your tribe.
Your Island’s most prominent feature is Monstrous Jungle. There dwell terrible creatures, that provide a constant challenge and source of glory for your warriors. Your tribesman are skilled in dealing with wild beasts.
Your sailors chartered currents to the Gleamer Island. Gleamer Island shines bright from a distance. Most of its surface is a glassy material that reflects sun, blinding all visitors to the island. The terrain is mostly hill or low mountains, with a number of caverns by the island shores. There is little in terms of plants or animals.
Spoiler: Arono Tribe
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Your tribe collected 2 Shells. They’ll be useful in making musical instruments, necklaces or be served as delicacy during feasts. Your fishers collected 20 Food worth of fish, molluscs and crabs from your tidepools.
Your tribe is Adventurous. Your tribesmen often push just a little bit further to find something interesting and are always on the prowl for a new adventure.
Your Island’s most prominent feature are Tidepools. Every storm, many interesting things wash up in them and your tribesman developed a keen eye in spotting tiniest things.
Your sailors chartered currents to the Wicto Island. It is barren of all plant or animal life. It’s ground shakes and sometimes sinks under the feet of the visitors. Wikto Bay is a beautiful place, with golden sands and rocks protecting it from ocean waves. There are remnants of an old village, mostly gone now.
Spoiler: Groh Tribe
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Your tribe has collected 2 Stone. It would be useful for making knives, tools, and carving totems. Your gatherers collected 20 Food worth of fruit from gardens, shielded from storms by ancient masonry.
Your tribe has Stone Sense, a feeling for stone, caverns and structures, and a knack for working with it.
Your Island’s most prominent feature are Old Stoneworks. Your village can use them for its development, and who knows what secrets and lore can be discovered by studying them.
Your sailors chartered currents to Leofell Island. Leofell Island is covered by jungles, though there are some rocky spots, free of foliage. A narrow strip of stone leads to the island’s center, where a lone mountain rises to the skies. The soil of the island is muddy and steam rises from the ground. There are many pools of bubbling water.
Spoiler: Kamarula
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Your tribe collected 1 Black Water. Your tribe hasn’t yet developed ways of using it safely and effectively, but it certainly appears useful. Your gatherers collected 20 Food from scaled beast’s meat, caught with cunning traps.
Your tribe has great deal of Ingenuity. You can use mana to develop new ideas, instead of sacrificing it to the gods. Your tribe is also less set in the ways of tradition and how things ought to be done.
Your Island’s most prominent feature is Black Water. Your tribe has only recently begun to ponder the usefulness of this strange resource.
Your sailors have charted currents to Plymwitch Island. It’s mostly flat, with large open areas of short grass and sand. There are several small forests and areas with grass as tall as a man, usually surrounded a small pool of water. The temperature on the island is much hotter, then in the surrounding ocean and sun seems to scorch flesh with its heat.
Spoiler: Korrowmal Tribe
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Your tribe collected 2 Wood. It’ll be useful in making long-shafted weapons, musical instruments and writing tablets. Your tribe gathered 20 Food by raiding and intimidating smaller islands and ocean-bound.
Your tribe is Fearsome. Your tribesmen project fear and intimidate their enemies into submission.
Gorwhal’s most prominent feature are Caverns of Korrowmal. They serve as shelter during storms, if one does not mind the terrors, that dwell deep below.
Your sailors chartered currents to the Stone Flowers Island. Stone Flowers Island is actually two dozen mountain spires rising from the ocean. Narrow, steep, and very difficult to climb, they have flat slabs of stone balanced on their tops. Though it seems that they would could plunge down into water any second, they have withstood many storms without falling. The lowest of the stone spires can be climbed with difficulty, but those higher are almost impossible to reach.
Spoiler: Makoro
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Your tribe collected 2 Shells. They’ll be useful in making musical instruments, necklaces or be served as delicacy during feasts. Your gatherers collected 20 Food worth of fruit, avoiding poisonous ones or picking those, that the tribe built-up immunity to.
Your tribe are Tricksters. They are skilled in the arts of deception, trickery and navigating lies of others.
Your Island’s most prominent feature are Serpentine Jungle. Your tribe is skilled in dealing with serpents of all kinds. The Jungle teems with various snakes and poisons.
Your sailors have charted course to Zoal Island. It’s a single mountain, with round, flat top, where a forest grows. In the sides of the mountain there are hundreds of nests of various birds and more yet live in the forest on top. The climb to the top isn’t too steep, though one must be wary of stones rolling down.
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Re: Tribes of Twelve Seas [IC]
Arono Tribe
Kilio Oceancrosser stands before his tribe, the remaining members battered but still standing, watch as he stands in the tidepool on a rise overlooking the ocean. He plants his feet and cups a handful of water. He stands tall and sprinkles it over his head before taking a small shell and filling it with the tidepool water before stoppering it with a sap and ground fishbone mixture. "Let us thank our island goddess for her care and safety by reaffirming our love and dedication to her. Our promise to bring her adventure and exploration!"
The rest of the tribe follow suit, each taking the small shell their parents find at birth and refilling it with fresh tidepool water. After everyone has finished they all head their own way. All looking to doing their own part in the search for adventure.
Spoiler: Wikto Island Actions
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1 Trader to Explore for resources
Spoiler: Arono Island Actions
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10 Villagers will create 2 Buildings on the Island.
1 Craftsman will craft 1 shell into an item
Rassa Defthand (Craftsmen) will craft 1 shell into an item
Spoiler: Shell Island Actions
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1 Sailors will attempt to Discover Shell Island
Spoiler: Dark Water
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1 Sailor will attempt to discover Darkwater
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Re: Tribes of Twelve Seas [IC]
Hell's Tribe
Pyrom sits on thr ground praying and contemplating. With leadership finally settling down the tribe went back to its work. The recent increase in monster attacks was worrying. They had been holding out so far but something had to be done. Probably a wall and a good temple to the glorious Chemosh. Probably should contact the other tribes at some point as well. He slowly stands and heads off to hunt.
Spoiler: Korrowmal
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Hello, we are sending this message mostly to see what is happening.
We may be interested in trading for slaves to increase our population if you capture any and are willing to do a trade.
Spoiler: Turtle Tribe
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Hello, we were wondering if you have noticed any thing happening with Kamu since the god splash? Any restlessness or increase in aggressiveness?
Spoiler: Fish Talker Tribe
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Hello, we wanted to check on the other tribes with the god splash. Have the sea creatures been acting strange or more aggressive lately? The hunt has grown more fierce on our island and were wondering if the water creatures were affected as well.
Spoiler: Stone Head Tribe
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Hello, we wanted to check on the other near tribes after the god splash. How have things been going with your tribe? Did the splash have a negative impact on your head making?
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Re: Tribes of Twelve Seas [IC]
Hell's Tribe
Spoiler: Turtle Tribe
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Kamu does not get angry. She is calm as an ocean and her divine soul is one with it. Godsplash is but a tiny ripple for one such as she. We shall ask her for guidance in the coming days.
Spoiler: Fish-Talkers
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The spirits of the ocean know many hidden things. Islanders see, but the surface of the ocean, but many, many things happen in its depths. But why should we share those secrets with you? If you wish to know, send your traders and we shall prepare a mighty feast for them. We shall eat, dance and play games of wits and strength. Then, maybe we’ll share what is whispered to us from the oceans depths.
Spoiler: Stone-Heads Tribe
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It was a terrible thing that happened, but our purpose preserved us. We endure like stone, our duty too heavy to be swept away by any wave, even one produced by fallen god. Soon new statues will be raised and prosperity shall shine upon us.
Arono Tribe
Spoiler: Arono Island
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What buildings are you constructing?
What items are you crafting? Necklace? Musical Instrument? Something else?
Spoiler: Wikto Island
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Your traders search Wikto Island for valuables. There is no food, or in fact anything edible, not a single blade of grass remains nor are there any animals. They find a few human bones, scattered in the huts of the abandoned village. It seems the village was already dead by the time of Godsplash, and water washed most of the remains away. One of the traders recognizes the carvings in the Traders Hall - the village belonged to the Haputta Tribe. Your traders have bartered with them for sweet fruits and greenstone. They have been friendly and honest in their dealings, if somewhat careless and naive. Haputta have once traveled far and wide in search of interesting goods, but their canoes haven’t been seen for a while before the Godsplash. Soon your traders discover greenstone, in the pits not far from the village, with less valuable stone as well. Your traders discover Stone 2 and Greenstone 2 deposits. It’s a good find, but they are uneasy, as mystery of the isle and fate of Haputta troubles them. “Let’s not allow greed to blind us to the dangers of the seas.” speaks leader of the expedition.
Spoiler: Dark Water
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Your sailors are able plot course to the Dark Water, an area of the sea, where water inexplicably turns black. The fish disappears as current brings them closer. It seems there is no food to be found here by your fishers. Then one sailors cries, noticing light shining in darkness. Soon there are more of them - dozens and dozens of shining lights. Then a pair of them moves close to the canoes of your explorers. Cautious in the face of unknown creature and wishing to bring knowledge of the currents back to the tribe, they quickly reverse their course, seeking a current to take them away from the Dark Water.
You have charted currents to the Dark Water.
Spoiler: Shelled Island
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A sailor with graying hair speaks. “Ayup. Heard about Shelled Island - the waves bring many clams on the shores, delicious and filling. But it’s fisher’s lure, as the currents to the Island are treacherous and rocks are sharp as shells, ready to cut canoes in half. For the bounty they give, Spirits of the Shelled Island extract their price in blood of sailors. If we are to sail there, I’d prefer more men (3 Sailors) and better equipment. Though of course we may succeed with less, if gods and winds favor us.”
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Re: Tribes of Twelve Seas [IC]
Kamarula
Old Ekuvero looks over the treetop village of the Kamarula. Several pullies are being manned by the tribe, pulling up the bodies of heavy Scaled beasts to butcher for later. "The Tides are Turning High Crafter. Our Warriors say that the other tribes have begun mapping the islands nearby." Says Mako
"Ahh....so the tide calms. Then we have work to do" says Old Ekuvero, her wrinkled hands clutching tightly to her staff.
Spoiler: Traders
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Bebedus Livedeo will assist another trader in trying to find more Blackwater to obtain on the Island.
Spoiler: Building
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5 Villagers will try and create a Weaver House
5 Villagers will try to build a Hall of Crafters (Caste Hall)
Spoiler: Gathering
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5 Villagers will try and collect more Blackwater for the Crafters of the tribe
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Re: Tribes of Twelve Seas [IC]
The Korrowmal Tribe
https://i.ibb.co/pJtqpWf/sav02.png
The Korrowmal Tribe's Dreamers
Spoiler: Hell's Tribe
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"The venerable Chemosh is a callous and demanding patron, and this unassuming blessing has made his faithful hardy. The Karrowmal are no strangers hardship either. The ruthlessness of our patron has to made us mighty, made us fearsome as he. Perhaps, this gives us familiarity? Perhaps, we are brothers in hardship? But so alike, aren't brothers destined to quarrel? Only time will tell.
The Stone-Heads and Turtles belong to the Karrowmal. Respect our hunting grounds and we will have no quarrel. And if you make for amicable neighbours, then perhaps in time we can discuss the trade of lessers, of slaves."
Involved:
1x Leader (Dreamer); Lyra, the Night Haunt
Overview:
- Beginning a dialogue with the Hell's Tribe.
Spoiler: Arono Tribe
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"The Korrowmal respect the Gods. Every soul has a place in this world. Some are destined to rule, other to serve. Yet every soul has a place. It is the destiny of the Korrowmal to rule the lands, the earth beneath one's feet, the sand beneath one's toes.
That is our place. And we believe the Gods divine yours. You belong upon waves. The sea beckons to your kin in a way it never will for ours.
Respect begets respect, and such we will offer you a gift to aid your path. To rebuke it would be considered a slight. And all know how the Korrowmal repay insults."
Involved:
1x Leader (Dreamer); Lyra, the Night Haunt
Overview:
- The Korrowmal Tribe offers the Arono Tribe the safe currents they discovered to Stone Flowers Island as a gesture of good will.
Spoiler: Makoro Tribe
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"The Korrowmal respect the Gods. Every soul has a place in this world. Some are destined to rule, other to serve. Yet every soul has a place. It is the destiny of the Korrowmal to rule the lands, the earth beneath one's feet, the sand beneath one's toes.
That is our place. And we believe the Gods divine yours. You belong upon waves. The sea beckons to your kin in a way it never will for ours.
Respect begets respect, and such we will offer you a gift to aid your path. To rebuke it would be considered a slight. And all know how the Korrowmal repay insults."
Involved:
1x Leader (Dreamer); Lyra, the Night Haunt
Overview:
- The Korrowmal Tribe offers the Makoro the safe currents they discovered to Stone Flowers Island as a gesture of good will.
The Korrowmal Tribe's Warriors
Spoiler: Subjugation of the Turtle Tribe and Building an Outpost on Kamu
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Involved:
1x Leader (Warrior); Korgor, the Heart Eater
1x Leader (Priest); Cahmar, the Sacred Butcher
5x Warriors; Regular
1x Sailor
1x Craftsmen
4x Villagers
Relevant Traits:
- Fearsome
Overview:
Phase 1
- A mighty warhost of the Korrowmal Tribe sail to the island Kamu, home the Turtle Tribe, without warning.
- The Sailor (1) ensues a safe journey to and from the island.
- The Korrowmal Tribe launches a surprise daytime raid on the main village of the Turtle Tribe. This is in the hopes that it gives them enough time to gather their warriors for a pitched fight, but not enough time for the tribe to flee into the wilderness.
- Only Korgor, the Heart Eater (Leader) and his Warriors (5) initially disembark. The rest of the warhost remains in their canoes, to give the illusion of a greater number of combatants and strike more fear into the defenders, yet it also means they ready to flee in the case that things go poorly.
- Korgor, the Heart Eater (Leader/Warrior) and his Warriors (5) will ignore any initial parleys, and immediately engage the (hopefully outnumbered) Warriors (?) of the Turtle Tribe, and only Villagers who resist or carry weapons. The Warriors (6)of the Korrowmal Tribe do not engage in any pre-battle ritualist displays but go straight into the fighting. The warriors of the Korrowmal Tribe will not accept any surrenders from the Warriors (?) of the Turtle Tribe. If the Korrowmal Tribe are successful, all Warriors of the Turtle Tribe will be killed.
Phase 2 (assuming a successful Phase 1)
- The remainer of the Korrowmal Tribe warhost lands on Kamu.
- Korgor, the Heart Eater (Leader/Warrior), and Cahmar, the Sacred Butcher (Leader/Priest), parleys with the leaders of the defeated Turtle Tribe and layout the terms of their subjugation.
- The Turtle Tribe is to become tributary of the Korrowmal Tribe. Any supplies (Food or Resources) not necessary to the immediate survive of the Turtle Tribe are to be given to the Korrowmal Tribe.
- The Turtle Tribe is not allowed to train any Warriors to replace those lost. They must now rely solely on the Korrowmal Tribe for protection.
- The Turtle Tribe will be allowed to continue worshipping it's God. Priests and Dreamers will not be harmed, so long they comply and agree to become a tributary of the Korrowmal Tribe.
- The Korrowmal Tribe takes as an important relative (preferably a daughter or son) of the Chief to the Turtle Tribe from Kamu back to Gorwhal as a ward to ensure cooperation.
- The Korrowmal Tribe takes as many slaves as possible from Kamu back to Gorwhal. The order of priority are Craftsmen, Sailors, and then Villagers. Priests and Dreamers are not be taken.
- Should the Turtle Tribe refuse to become tributary of the Korrowmal Tribe the Warriors of the Korrowmal Tribe will massacre as many of the now defenceless members of the Turtle Tribe as possible. They will in particular target Leaders, Dreamers and Priests. They will then leave with as many slaves and resources as possible.
Phase 3 (assuming a successful Phase 3)
- If the Turtle Tribe becomes a tributary of the Korrowmal Tribe, Villagers (4) begin construction on an Outpost on Kamu, under the supervision of a Craftsman (1).
- Cahmar, the Sacred Butcher (Leader/Priest), as a Priest, conducts ceremonies to honour the Korrowmal's Gods, seek their aid and study their blessings. She does this by collecting the bones of the fallen, both friend and foe.
- As the Korrowmal Tribe warhost leave to return to their home island, Warriors (3) remain to watch over and ensure loyalty from their new subject.
The Korrowmal Tribe's Craftsmen
Spoiler: Building a Hall of Warriors on Gorwhal
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Involved:
1x Craftsman
4x Villagers
Overview:
- Villagers (4) begin construction on a Hall of Warriors on Gorwhal, under the supervision of a Craftsman (1).
More actions this turn to follow...
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Re: Tribes of Twelve Seas [IC]
Kamarula
Spoiler: Kamarula Island
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Livedeo, assisted by the traders explore the island, in search of new sources of black water. They eventually discover a small amount of it dripping from behind massive boulders. A Black Water Cavern behind may conceal greater amounts of this strange resource. Of course in order to reach it, the boulders would need to be moved or an alternative way dug through rocks into the cavern. A task that would not be easy.
In the village, Hall of Weavers I is constructed. It improves the efficiency of the villagers (+2 villager workforce) and increases capacity for food collection by fishers and gatherers by 5.
Hall of Crafters I is finished, strengthening and improving mood of Crafter caste.
(You’ll have no villagers to perform other tasks for this turn, if you spend 5 of them on search for Black Water. Just confirming, if you want to do it.)
Korrowmal
Spoiler: Gorwhal Island
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You construct Hall of Warriors strengthening them and improving their mood.
Spoiler: Turtle Tribe
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I’ll process your action a couple posts later. Note, that resource collection happens at EoT, so raiding right now (if you beat their warriors, but fail at subjugation) may bring less loot. A successful subjugation will mean you will receive tribute at EoT, unless something alters situation. If you wish, you can delay this action to EoT, though of course then there is a possibility, something may happen, that would complicate things.
Khamar, The Sacred Butcher: Check Passed.
Khamar remembers that in the Turtle Tribe, Sailors are one of the Turtle’s elite castes. As such, in case of victory and proceeding negotiations, it may induce the tribe to greater resistance to your expedition’s demands, if they are enslaved.
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Re: Tribes of Twelve Seas [IC]
Spoiler: Zoal Island
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Mashara Diamond Eye
1 Trader
1 Warrior
1 Villager
The party will explore the island for resources.
Spoiler: Tamagoro Island
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5 villagers will build a Hall of Weaving
5 villagers will build a Hall of Traders
2 craftsmen will create 1 musical instrument and 1 ornament from the 2 shells.
Spoiler: Stone Flowers Island
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1 Trader
1 Sailor
1 Villager
The party will explore The island for resources.
Spoiler: Pole Reef
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Seki, The Wave Tamer will chart a course to Pole Reef
Spoiler: Korrowmal Tribe
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We are grateful for your offer and are happy to accept the offer of goodwill. We shall share some of what there may be on the island in hopes to further the goodwill between our people.
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Re: Tribes of Twelve Seas [IC]
Spoiler: The Korrowmal
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Quite possibly, with how similar we are with culture it might cause problems but ultimately our different goals should make it quite some time before we become in conflict. Humans rarely have hearts worth eating and monsters rarely produce anything on their own. We might call the Fish-Talkers just to see what fish they can call to their aid but for now we are just going to hunt.
Spoiler: construction
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Hall of weaving with 5 villagers (Not sure if this helps with future construction or just other things but building it first anyways).
It is a central gathering point for villagers who meet and talk with friends or find out the latest jobs. It is little more than a large tent with some small bone decorations but it isn't terrible.
Hall of Warriors with 5 villagers.
Larger than the Hall of Weaving this is actually several tent like structures all connected into separate rooms. Warriors have a place to sleep and there is a dining room for them to eat. Off to one side is a small room for tactical discussion with a place to display weapons of the tribe. In front of the hall is a flat area for sparring.
2 Craftsman are going to use 2 wood to make what ever weapons they can.
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Re: Tribes of Twelve Seas [IC]
Hell's Tribe
Spoiler: Construction
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You construct Hall of Weaving I. It improves the efficiency of your villagers (+2 “virtual” villagers to use for actions) and allows your hunters & gatherers to gather more food (+5 capacity).
You construct Hall of Warriors I strengthening your Warriors and improving their mood.
Crafting: are your craftsmen trying to make simple weapons or with more effort, try to produce masterwork weapons (% success).
Makoro
Spoiler: Zoal Island
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The birds chirp in alarm, as your explorers make the long track up the slope to the flat mountain top. Your traders test the wood and discover it to be usable - Wood 2. There are also a number of Strange Fruit 1, clearly favored by the local birds. Still enough of them are untouched to be harvested. There are also regular fruit, known to your village, that can be harvested for Food 5. And then one may try to catch and trap some of the local feathered fauna, if your expedition risks climbing to the nests or laying traps in the forest. Your warriors remain on alert, but Zoal island seems deserted of any life and lacking in animals, that may present danger.
Spoiler: Tamogoro Island
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You construct Hall of Weaving I. It improves the efficiency of your villagers (+2 “virtual” villagers to use for actions) and allows your hunters & gatherers to gather more food (+5 capacity).
You construct Hall of Traders I strengthening your Traders and improving their mood.
You make Ornament 1 & Musical Instrument 1
Spoiler: Stone-Flower Island
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Stone Flowers Island is actually two dozen mountain spires rising from the ocean. Narrow, steep, and very difficult to climb, they have flat slabs of stone balanced on their tops. Though it seems that they would could plunge down into water any second, they have withstood many storms without falling. The lowest of the stone spires can be climbed with difficulty, but those higher are almost impossible to reach.
Your traders quickly discover mushrooms growing on one of the lower spires that can provide Food 5 and Grass 2 is suitable for making durable clothes. One of your traders thinks for a moment, that he has seen something on the edge of one of the unreachable stone spires, but he is uncertain what it was.
Spoiler: Pole Reef
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Note: There is a % chance that Seki will not succeed in charting currents. A use of Sailor will guarantee success. Are you proceeding with the action?
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Re: Tribes of Twelve Seas [IC]
Arono Tribe
Kilio sees the Sailor he had sent to chart a course to Shell Island shake his head at the idea and makes some decisions he gestures to the grizzled old sailor "3 Sailors you need? 3 Sailors you shall receive! Shell island is clearly an island worth bringing out goddess too! Aoa and I shall join you on this journey!"
The village erupts at the proclamation of adventure from Kilio and that two of the islands favorite children will be involved. Kilio builds on this as he turns to the dreamer whe hsd received the message earlier. "We have also received word of even more tribes that have survived the Godsplash! We are not alone in the great wide ocean with brethren all over!
Spoiler: Korrowmal Tribe
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Thank you for your gift of the currents. Our Sailors relish the chance to visit Stone Flowers Island after we have explored our own neighboring islands. We will steer clear of your hunting grounds but we do plan on reaching out to the Blessed Isle survivors of you could leave them be?
We would like to return your favor of charts with the charts leading to Blackwater. Maybe next year (turn) we can send a joint expedition of warriors and traders to search the depths and see what treasures lie within.
Spoiler: Shell Island
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2 Sailors, Aoa Strongheart (Sailor), Kilio Silvertongue (Trader), and 1 Trader. They will attempt to charter a course to, and then explore, Shell Island.
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Re: Tribes of Twelve Seas [IC]
The Groh
Grom White-Hands oversaw the collection of stones with Yida, Iso, and a few villagers. As the first piles of useful material was beginning to be stacked he pronounced "It is time we began to reconstruct what was lost, to repair our ancestors land and rediscover the knowledge they held now lost to us."
"Inspiring words Grom, words I've heard many times before these past few months," said the priestess Yida "but do you know what you actually want done in a reasonable time period?"
"Well..."
Spoiler: Building
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Spoiler: Fluff
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"...first I would like the walls of our ancestors be repaired. They are so broken that only they're foundations remain, giving any raider free reign to harm our people. At the moment using mostly hardened mud and wood should do"
"It does little to honor our ancestors to create such weak things on their mighty foundations."
"Does it need to? I think it's a good temporary solution." Pipes in Iso "This task would take many crafters just to guide the construction and more worked stone than we can carve out of the ground in a short period of time, to properly repair what our ancestors made. Grom is right, having extra protection is needed."
"If that is what you think I'll have you over see it in my stead for now Iso. We'll also need a carving hall for us crafters to start the work needed to make the tools and shape the stone needed for this and other tasks. It's a task that I shall oversee."
5 villagers will make
Fortifications on the island of Groh, wooden spikes and a few mud walls built upon the old stone on the island. More if possible, but I don't know how far tier 1 fortifications go.
Iso Rockeye is overseeing this while he is awake using his wisdom to guide the construction.
5 villagers will create a
Hall of Crafters.
Grom Whitehands is personally overseeing this to make sure it fits his needs, at least as well as a tier 1 building with no resources put into can be. He'll use a point of mana to improve the result. [2 mana left]
Spoiler: Trade
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Spoiler: Fluff
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"While we are focused on our protection and productivity, I will have the traders gather what we need for our projects and warriors set to guard us. I'll have a trader look over the Old Stonework, for there might be something they can discover; and send one to Leofell to see what might be there."
A Trader will search Groh's Old Stonework for secrets, having
Yida Stoneseer help.
A Trader, Warrior, and two villagers to
Leofell; who will then search for resources.
The last warrior available and three villagers will try to keep Groh secure.
Two sailors will try and chart a way to
Golden Sands Island.
Spoiler: Craft
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A Crafter will try to create a set of proper Stone Tools. [Resources Used: 1 Stone]
Spoiler: Arono
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Greetings from Groh, we hope that you have survived well after the god's fall. We believe that you might have or will be able to access valuable material, and ask if you might be interested in trade?
Spoiler: Ash Tribe
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Greetings from Groh, we hope you have survived and done well.
Spoiler: Blessed Isle
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Greetings from Groh oh blessed tribesmen. We hope that all has been well for you.
Spoiler: Stone-Head Tribe
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Greetings from Groh, shapers of stone. We hope the godsplash has not harmed your legendary works too mightily.
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Re: Tribes of Twelve Seas [IC]
Several large pieces of wood are hauled up into the canopies to assist the building of several new projects, including a more efficient workshop for those working within the tribe. The crafters are very much grateful for it,, thats for sure. Old Ekuvero steps into the new workshop, brushing her old wrinkled hands over the new sets of bone tools, etched carefully to allow for more precision creations. "Now...let us work"
Spoiler: Crafters
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Ekuvero and another Crafter will both attempt to make a new creation using the collected one Black Water. Hopefully, there finding a unique and powerful way to use it. (OOC: 1 --> Potentially Masterwork Good)
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Re: Tribes of Twelve Seas [IC]
Korrowmal
Spoiler: Turtle Island
Show
As the mighty armada of Korrowmal approaches Kamu, the Giant Turtle Island, they see the Turtle Tribe warriors prepared for a fight. Somehow, they must have learned about the Korrowmal’s arrival and rallied to the defense of their island. While Korrowmal clearly hold numerical advantage, the fight does not promise to be easy, as Korgor, the Heart-Eater observes the enemy fortifications. Turtle Tribe has lived up to their name, investing their efforts into strong defense. The four legs of Kamu are the only way to climb up to the Giant Turtle’s back. Turtle Tribe has raised the rope bridges they use and built wooden platforms, from which they could assault anybody, who would be climbing Kamu’s legs. Their warriors are few in numbers, but fortifications allow their villagers to fling stones at the attackers.
Korgor considers his options, and chooses to assault all four legs at once, holding a fifth group of warriors in reserve, to hit the enemy, once a foothold is established in the enemy defenses. This plan relies on the Korrowmal superior numbers, forcing Turtle Tribe to split among four defense locations. Korrowmal warriors charge with screams and begin climbing. Their skills are a match for the advantage that defensible location provides to the Turtle Tribe. Soon however, powerful winds begin to blow, ripping Korrowmal’s warriors from their footholds in the Kamu’s leg. It seems Turtle Tribe has called upon the aid of gods or spirits, or perhaps such aid from another tribe. The assault of powerful winds throws Korrowmal assault in disarray and for a moment the outcome dances on a tip of a spear. So Korgor joins the fray. He climbs fast, making it to the defensive platform and single-handedly killing three Turtle Tribe warriors, that were defending it. Sensing an opening High Priest Kahmar signals the reserve force to attack. Korgor holds seized fortifications against counter-attacks, his screams imitating the terrifying roars of the beasts in the jungles of Gorhwal. The reserve force arrives and takes fortifications. The defenses of Turtle Tribe crumble - their warriors are not bad, but Korrowmal are clearly superior in skill and soon are able to bring their full numbers to quickly crush all resistance.
Korrowmal have slain 2 Warriors & 2 Villagers of the Turtle Tribe.
Korrowmal have lost 1 Warrior and have 1 Warrior (Wounded).
Korrowmal have taken Seven Skulls 3 of warriors, slain by the Korgor, as he took and defended defensive platform as a Trophy.
.
The news of the Korrowmal victory would soon spread across the Middle Sea. But for now, there are diplomatic negotiations to conduct - ultimatum to be handed to the Turtle Tribe.
(You can adjust your diplomatic action. If not, I’ll carry on with what you described originally)
Arono Tribe
Spoiler: Shell Island
Show
The sailors seems fearful of sailing to the Shell Island. The stories of the sailors, who perished to it’s waters are many. Kilio Silvertongue makes a speech before them, describing it as a great adventure and the rewards of braving the dangerous waters. In the end, sailors are salivating at the feast that awaits them, once they succeed and fears are forgotten.
As canoes approach the Shell Island, water currents speed up and become more violent. Some sailors swear, they see sharp-toothed faces in the water, the greedy spirits of the Isle. Prayers are muttered to the Tamihiro, as sailors fight currents, but whether the Great God of Ocean Currents hears them or not is unknown.
The canoes are shaken from one side to another, many times sharp reefs and treacherous shallows threaten to claim them and twice the ships nearly overturn. Yet in the end, miraculously, through sheer luck, they find a safe current to the Island. There a veritable feast of delicious clams, indeed awaits the tired sailors, as they slurp them from their pearly-white homes. There is 30 Food worth of clams here - enough to feed the entire tribe and Shells 3. The spirits of the Island swim lesiruly around it, taking forms of translucent eels and silvery fish. They are seemingly no longer interested in obstructing Arono Tribesmen and some even appear playful.
Aoa Strongheart orders sailors to load a Giant Blue Shell 3, found among other mollus bounty of the island, as a trophy of tribe’s achievement.
As news reach Arnon Tribe’s Island, the priests gather to discuss this great success. After many arguments, they declare thus. “We have received great luck - we must show our gratitude for it, or we shall anger those who gave it to us.” However, the priests are split about who exactly to thank for this luck. Some are certain it were Gods, perhaps Tamihiro or cunning Urgo. Others are certain it were spirits of ancestors, rewarding tribe for it’s adventurous spirits. Among traders, there have been a couple, who think that priests are wrong - “Sometimes good luck is just good luck.”
Kamarula
Spoiler: Craftsmen
Show
You need to specify, what exactly you are making.
Groh
Spoiler: Groh Tribe Island
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Construction: Your Tribe builds mud walls, and plants wooden spikes to deter attackers. You finish Fortifications 1.
The Hall of Crafters 1 is finished, strengthening your Craftsmen and improving their mood. Grom Whitehands input helps make the building better suited for your craftsmen.
Craftsmen: your crafters succeed in making a high-quality Stone Tools 2 from 1 Stone. As they work in the newly constructed Hall of Crafters, a small Spirit of Stone appears, a miniature figure, made of pebbles. It rolls around, clacking it’s tiny fists. Your priests believe it’s a spirit of good fortune - if it chooses to inhabit an object or building, it would certainly be of use or perhaps a favor can be coaxed from it.
Yida Stoneseer discovers a buried Strange Statue of a man. Only his head can be seen, the rest is under earth. Something about this statue seems special.
Spoiler: Leofell Island
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As Traders, accompanied by Warriors go deeper into the Leofell jungle, sharp cries of challenge raise from the branches of the trees. Figures descend from them, with animal agility - apes, with brown fur and red faces. They bare their fangs and make threatening movements, waving their muscular hands. The forest is rich with Wood 3, and 10 Food of forest berries and game can be gathered. But the apes present a danger, and they block your access to the center of the island. The warriors are concerned, that they’ll be hard pressed - double their current numbers would even the odds of showing red-faced apes, who’s boss.
Spoiler: Golden Sands Island
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The Golden Sands is an Island with beautiful sandy beach, with small fish swimming in a calm lagoon, shielded from waves by a long reef. There are some fruit trees, which with the fish provide 10 Food. A small grove of trees provides the only shade in the island. There, a large wooden house can be seen, rising above the treetops. From it emerges a giant figure, four-five times the size of a normal man. He wields a club, that seems to have been a tree, torn from the ground. The giant looks at your sailors, as they circle the Island, not risking to land, at the sight of him.
Spoiler: Ash Tribe
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We have survived and prospered. Arrongar is powerful god. He has protected us against Godsplash and made certain that we want for nothing.
Spoiler: Blessed Isle
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All has been well, for we are in the hands of Gods. Visit us, if you wish to show your piety and seek their favor. Our Temples stand as they always did.
Spoiler: Stone-Head Tribe
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It was a trying time, but we endure.
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Re: Tribes of Twelve Seas [IC]
Spoiler: Crafting
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The kamarula Crafters have seen some of the interactions between Fire and Blackwater, and thus, they decided to expand this understanding Further. They wish to craft either A: Blackwater Bombs, or B: A Flamtongue. A Design made by a young Tribe Member names Saza. Theoretically, it would allow one to launch a stream of blackwater out of a tube of damp wood. The Blackwater would them be set on fire by a match at the end of the tube, allowing for a stream of flam to be projected! Many have told Saza that it is rather impossible and very dangerous.
That, or just try and use the crafting to get some more ingenuity
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Re: Tribes of Twelve Seas [IC]
Spoiler: crafting
Show
Do I still get weapons but fewer if I try to go masterwork and fail compared to just making weapons? If I can still get weapons I will try for masterwork, if not just going to make normal weapons.
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Re: Tribes of Twelve Seas [IC]
Kamarula
Spoiler: Crafting
Show
You will be investing 2 Mana, as this would a process of discovery.
Your crafters make jars, in which black water can be held and fuses to light them. The process requires some experimentation with the black water, mixing it with other materials, found on the island. Their work produces masterwork Fire Jars 2 from 1 Black Water.
Flametongue design is a bit too complex for now, both conceptually and technologically.
Hell's Tribe
Spoiler: Crafting
Show
One craftsmen can turn 2 resources into 2 items per turn. Or 1 resource into 1 item per turn, but with a greater chance to make that item masterwork. If craftsmen fail, they'll just get regular item. So - it's quantity or quality. The odds are based on Craftsmen's skill, bonuses, and type of material.
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Re: Tribes of Twelve Seas [IC]
Quote:
Originally Posted by
AlexanderML
The Groh
Spoiler: Arono
Show
Greetings from Groh, we hope that you have survived well after the god's fall. We believe that you might have or will be able to access valuable material, and ask if you might be interested in trade?
The Arono
Spoiler: The Grog
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Greetings Groh,
The Arono have not let the Godsplash dampen our spirit for adventure! Though our village took a beating we will be stronger then ever and travel everfar on the wide seas, bringing our island spirit with us. We hope you and the rest of our brethren on the sea have survived the Godsplash with minimal issues.
We have found some of the more rare varieties of resources on our travels for sure, though we have yet to gather much of them yet. We would be interested in trade for sure. We would trade a rare resource for a villager or 2 for a lesser caste member you do not need. Conversely we would give you a resource to craft with if you craft a second piece for us out of another resource we provide.
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Re: Tribes of Twelve Seas [IC]
The Groh
Spoiler: Arono
Show
Your offer in trade is fair and we would be happy to work under those conditions, though we cannot trade away the labor of any of our kinsmen at the moment we shall consider it for another time.
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Re: Tribes of Twelve Seas [IC]
Turn 2
Spoiler: Renown
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Korrowmal are the most Powerful of the Tribes. They gain Renown 3.
Arono Tribe are the most Knowledgeable. They gain Renown 2.
Groh Tribe are second most Knowledgeable. They gain Renown 1.
Hell’s Tribe is most Prosperous. They gain Renown 2.
Groh Tribe is second most Prosperous. They gain Renown 1.
Arono Tribe has rapidly grown in numbers. They gain +1 Renown.
Korrowmal Island God grows in power and their Island rises from Sea. They gain +1 Renown.
(OOC: You have Mana equal to whatever you have left from Turn 1 + Renown after accounting for increases)
The Stormriders have disappeared somewhere, gone with the last storm.
A procession of the dead is marching across the water. Their ghostly forms shimmer and their faces have been washed away. “I do not see my way. Are you my child? Are you my brother? Did you know my living flesh? I have no eyes to see. I have passed, but where is my place of rest and peace. Where is my land?” they moan as they travel the seas. It seems the dead are increasing in number, the longer they march.
The storm that struck Middle Seas has mostly left, but parts of it remain. On one hand stormy weather occasionally hits traveling canoes of the tribes. On the other hand fishers claim that such storms attract rare storm fish to the sea surface.
A group of priests wearing feathered-cloaks sails between Tribes. They are worshipers of Semiramis, and they tell the following tale. “Semiramis has met a man in the sky. The man has not asked Gods permission to fly, but Semiramis cared not for such things, for sometimes one must be free to do as one wills. She talked with the man and enjoyed his company, for he came from the East and things are always interesting there. But then came Tahiso’s storm, and Tahiso was angry, that the man flew without his permission. So, to punish him, he lifted the man to the cold stars above and they stole the warmth of his air. Down he fell, and landed on a high mountain.” As priests finish telling their tale, they declare “Find the man who fell and Semiramis will reward you. She is cross with Tahiso and will reward any tribe to fulfil her request, by shielding them from the Tahiso’s storm. For storms may be his domain, but she is ruler of the skies and their freedom.”
Korrowmal have attacked and subjugated the Turtle Tribe, slaying all of their warriors and pledging to serve as Turtle’s protectors - as long as tribute arrives punctually. The fact that defenses of the heavily fortified Turtle Tribe could be breached speaks about pure strength of Korrowmal Tribe. Many fear them and their ambition. There is talk of defensive alliances, especially considering news of new arrivals to the Middle Seas.
A massive flotilla of canoes, painted with reptilian yellow eye and teeth has surrounded Atinear Island. The Tribes has received dreams of menace and threats. “Our Queen commands us to collect tribute from the weak tribes of the Middle Seas. Send canoes filled with your offerings and you shall be spared her wrath.” Rumors fly that these Yellow Eyes have arrived from one of the Chromatic Seas, that are so dangerous, that few sailors would dare to venture into them. Whoever they are, they would be powerful enemy to have.
Ash Tribe has declared a contest of strength and cunning. Any Tribe is free to participate and their boon will be food and treasures of the Ash Tribe, should they win. There are rumors, that among the treasures offered will be Named Obsidian Spear “Burnscar”, in which flames of Arrongar live.
A floating building called “Pleasure Palace” has taken anchor at Rainbow Reef. All are welcome to visit this amazing place to partake in the foods, enjoy music, dance and enjoy strange, exotic drinks, that make blood warm and head dizzy. The proprietress of the “Pleasure Palace” Alifi, claims to come from the kingdom Orm of the Old Sea, that survived the Godsplash. Now Orm needs new men and women to take claim of the Old Sea’s riches and repopulate the desolated islands. “All are welcome in the Kingdom of Orm, where storms don’t reach and many Islands Gods yearn for return of men, ready to shower them in gifts and blessings. Come and enjoy our bounty. Leave with us to the Kingdom of Orm”
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Re: Tribes of Twelve Seas [IC]
Arono Tribe
Kilio watches with pride as his village comes together, not letting the recent storm get them down as they start to repair the broken fortifications and other damaged buildings of their home. There were many newcomers to the village and many of the children had come of age this year. The new comers would help them fix up the buildings again but it was time to start taking a greater interest in the surrounding islands.
The reefs that were around their home needed to be explored, Wickta island was cursed or had something wrong with it, and the dreams of the priests when communing with the gods were disturbing. Did they have something to do with these new warriors coming out of nowhere to lay siege to vulnerable tribes? Maybe it was time for the Arono to start exploring the distant seas instead of just what's around us.
Kilio calls to the other village leaders "Aoa, Rassa can you join me?" The man and women join him as they start to plan their future, the need to explore the distant oceans fell to Aoa, which he took up with gusto, and the need to secure themselves fell to Rassa and her Craftsman.
Spoiler: Arono Island
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15 Villagers will build buildings, or rebuild in some cases. They will rebuild the Fortifications, and build the Hall of Weaving and Storm Shelters.
2 Villagers will explore Tidepools(Trait) after the storm hoping for something interesting.
1 Craftsman will use 2 stone to build two stone spears.
1 Craftsman and Rassa Defthand, with 1 mana empowering her, will craft the Greenstone into a weapon, aiming for masterwork.
Spoiler: Wickta Island
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1 Priest and 2 Villagers will attempt to search Wikta Island for curses or bad juju.
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Re: Tribes of Twelve Seas [IC]
Arono Tribe
Spoiler: Arono Island
Show
Hall of Weavers I: Your Gatherers/Fishers gain +5 Capacity. You gain +2 Villagers to use in actions due to increased productivity.
Storm Shelters I & Fortifications I: These storm shelters should help protect your tribe against storms, as would fortifications against raiders. However, with the increase in population, it’s also more difficult to safeguard. Both structures could benefit from improvements to better serve the tribe.
Tidepools
Your Villagers search the tidepools and discover one swirling with waves. After a short dive, one of the braver villagers retrieves a shell, from which a soft breeze blows. It seems some of the passing storm’s wind has gotten trapped in the shell - you have acquired Stormwind 1. Villagers also fish out 2 Food worth of fish, that got caught in the Tidepools.
Stone Knives
Craftsman makes 2 Stone Knives
(Stone is used to make short-shafted weapons, such as knives which are distinct from long-shafted weapons, like spears. Warriors use both, switching between weapons, as combat dictates)
Greenstone Knife
As Rassa Defthand works on the greenstone dagger, he feels the mana flow freely into the new form, with almost no loss. The spirits shall find it a worthy receptacle of their power. He feels the weapon in his hand demand him to speak - wanting to be named. What name does Rassa Defthand give to it?
(Most weapons acquire Names in combat, but sometimes skilled craftsmen, assisted by empowered paragons, can achieve it in the process of crafting)
Spoiler: Wikta Island
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The priests sense presence of the dead in the abandoned village. They linger, skeletons, stripped of their flesh, devoured of every single bit of softness. It is rare to see ghosts in such a state - perhaps criminals, abandoned to the elements in the wild, denied proper burial. Would priests attempt to converse with the ghosts? Another possibility is that there is a powerful curse on the island, perhaps something that was brought here by careless traders. The priests can focus on trying to find such objects. Or could be a divine punishment, an act of Gods or a very powerful spirit. Such an event would not require cursed object, but could be traced by searching for traces of powerful spiritual power. What approach do your priests chose?
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Re: Tribes of Twelve Seas [IC]
Arono Tribe
Kilio looks with awe at what Rassa has crafted, blessed by the island spirit to craft the green stone into something powerful. He can feel the spirits within it and smiles at Rassa and what she crafted. Her craftsman have the stone knives they also created and he looks them over, proud their warriors will be able to defend themselves properly.
He gathers the sailors and some warriors under Aoa, forming them into small groups to head out to the seas to explore. A focus on the reefs in their area and a special mission for Aoa Strongheart. Kilio and Aoa lead the others through the Island Spirit Ritual, refilling their small shells with water from the tidepools before heading out to explore.
Spoiler: Blessed Island
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Greetings Fellows,
As boon neighbors we have been lax in reaching out to see how the holy peoples of the Blessed Isle are faring in these trying times. We have found ourselves recently at a loss of spiritual talent and guidance. If you would be able to recommend a solution or perhaps we could come to an arrangement to trade some resources we have gathered for your spiritual guidance?
Your Neighbors
The Arono
Spoiler: Wickta Island
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The priests will search for cursed objects that may have been lost on the island and cursing it's people to death.
Spoiler: Shark Reef
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1 Sailor and 1 Trader will charter and explore Shark Reef.
Spoiler: Blackwater Reef
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1 Trader and 1 Warrior, with a Stone Knife, with 1 Villager will explore Blackwater.
Spoiler: Green Sea
Show
1 Sailor, 2 Villagers, and Aoa Strongheart, empowered with 2 Mana, will attempt to charter to the green sea.
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Re: Tribes of Twelve Seas [IC]
The Groh
Grom Whitehands looked over his village after the passing of the recent storm, villagers going about their lives thankful for the old stone and priests that let the Groh avoid a complete disaster. The damage done to the old gardens would be repaired, and measures would be taken to make sure the Groh have what they will need. He himself had heard from the dreamers about some of the activities of what was happening in the Middle Sea, some of it interesting, most of it a challenge that would need to be faced, in particular the Ash Tribe's challenge was on his mind.
Walking down the thin pathway from one of the white tipped points of Groh, Grom saw the priestess Yida leading a group of priests to the Old Stoneworks. He thought of how it will be an interesting discussion with Yida later no matter what the discoveries she'll make from the sacred ruins are.
Along the thin shores of Groh a number of Sailors were seen leaving to gather what they could from the storm battered seas.
Spoiler: Groh
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To help make up somewhat for the damage to the gardens, and to collect resources faster, five villagers create a Hall of Weaving.
Yida Stoneseer will guide a group of (1) Priests to help her investigate the Old Stoneworks, particularly the Strange Statue that she found before. If they can they will bring along the Spirit of Stone.
Two Sailors will go off on adventure to try to find rare storm fish and other valuables.
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Re: Tribes of Twelve Seas [IC]
The Groh
Spoiler: Groh
Show
The Hall of Weaving I improves Gatherers/Fishers capacity by 5 and improves villager productivity (+2 villagers to be used in actions).
The Priests study the statue, staring at it wordlessly day and night. Eventually an answer is found. The statue was once vessel for the spirits, that gave it life. The builders of the ancient ruins used many statues like this to do certain work for them. Your priests can bring this statue to life with 1 Mana and Spirit of Stone, though they can assign it only a singular purpose - it would not be capable of anything beyond that. Some priests are wondering whether more of such statutes could be created, if the secret of their making is discovered.
Spoiler: Middle Sea
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Your sailors find lots of fish, swimming alongside the current. They catch it, though their spears and nets are of poor quality and much fish escapes, mocking them. Still, it’s a generous haul - the prize of the hunt is Red-Finned Storm Fish 2 and 8 Food worth of fish. But suddenly a storm gathers from the south. Sailors rush to row as fast as they can to outrun it and return to Groh. As the storm nears, despairing sailors begin to call on all gods they know to help them survive the storm, promising everything they can think of. The storm passes your sailors by and they return to Groh happy about their good fortune.
Arono Tribe
Spoiler: Blessed Isle
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We are glad to hear you have recognized the need for divine guidance. The gods are testing us all and it’s vital to follow currents of virtue. For a token of respect to the gods, we can give you access to the Six Temples so you may petition Gods in the holiest of places in the Middle Seas. Or is it some specific guidance you require?
Spoiler: Wikta Island
Show
In the ruins of village, they locate a totem from some unknown, exotic wood. The item may have been beautiful once, but now it’s half-ruined and it would crumble, if not for priest’s gentle touch. The two small eyes of the totem are dark, empty holes - as it’s insides, hollow and empty. The priests fill spiritual emptiness inside - there is no curse, no spirit, no life there. It’s empty. Too empty, unnaturally empty. Whatever was there has crawled out into the Wikta Island. And now the entire island has been hollowed out. The priests are at a loss how to proceed. They find no more answers. But perhaps an augury can be the answer. As long as the right god is asked the right question, all truth may be revealed.
Spoiler: Blackwater Reef
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As canoes swim into the center of the Blackwater Reef the shining lights surround them and water begins to bubble. Long tentacles emerge, wrapping themselves around the exploring craft and something large begins to emerge, the brightly shining eyes rising to the surface. The traders cower, though they are prepared to defend their lives it comes to it, while warriors prepare to fight these monstrous aquatic foes.
Spoiler: Shark Reef
Show
The Shark Reef is located within a shark-like jaws of stone, rising from the water, that encircle a large area of the sea. Sailors locate one of the possible currents, that would allow their canoes to pass and enter inside. The immediately discover waters teeming with fish worth of 20 Food. The stones can be collected - Stone 2 and beautiful Coral 3 harvested. However, they are not alone there. It seems other tribes and oceanbound has found this place as well, and their canoes are circling the area, watching each other.
Spoiler: Green Sea
Show
The sailors talk among themselves, then pick a powerful, broad-shouldered representative. “We won’t sail. It’s too dangerous. We are not like D`Raahash, who have accepted death.”
(Sailor Morale too low, even accounting for your Trait. But perhaps a small boost would be sufficient to get them sailing).
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Re: Tribes of Twelve Seas [IC]
The Groh:
Spoiler: Groh
Show
Yida and the priests will invest the
1 mana to place the
Spirit of Stone into the
Strange Statue and assign the
Living Statue (? not sure what to call it) with the task of gathering stone from the quarry.
Spoiler
Show
While I'd rather put it to guard duty, my mental image of the Groh makes me think that they'd not trust it with that; after all, putting too much faith on the strength of spirits is what brought humanity into ruin before.
Spoiler: Ash Tribe
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Grom Whitehands will leave to participate in the Ash Tribes contest, taking along a group of (1) Crafters, (1) Traders, and (1) Warriors for the contest. If the non-paragons cannot participate, then I guess they can help prop up the image of the Groh. Grom will expend 1 mana to help with this action.
Spoiler: Leofell Island
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Five villagers will work on establishing an Outpost here to help with local defense and resource collection.
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Re: Tribes of Twelve Seas [IC]
Arono Tribe
Spoiler: Blessed Isle
Show
We would welcome access to the six temples to make our plea to the gods but would like a priest (1 Priest) from your island to join us for the rite and offer their expertise in such matters. We would offer you a favor to be called upon, the gift of some beautiful shells (1 Shell) to decorate your temples, and some food (10 food) to be sent you to feed your hungry.
Spoiler: Blackwater Reef
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The warriors with the knife and villagers will attempt to fight it out.
Spoiler: Groh Island
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Greetings Neighbors,
We are inquiring about the tentative deal we made last season. We have an abundance of resources this season and would be glad to send you some of the rare resources for you to craft if you make something for us as well. We will send some beautiful shells (2 Blue Shells) for you to craft as long as you send something created from it back (1 Item crafted from 1 Blue Shell. Preferably a Necklace or something).
What say you?
Kilio Silvertongue
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Re: Tribes of Twelve Seas [IC]
The Groh:
Spoiler: The Arono Tribe
Show
Greetings from the People of Groh, sailors of the sea.
We would be pleased to have one of our sacred craftsmen lace together a necklace or (similar accessory) out of some of the beautiful shells that you have gathered. Bring to our island the materials, and we shall begin work immediately.
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Re: Tribes of Twelve Seas [IC]
Hell's Tribe
The tribe celebrates a successful hunt with meat and celebration around the camp fire. The heart has long ago been consumed by the warriors but still they celebrate. Slowly a temple made from hides was set up by some villagers and they gather around to worship.
Struck with hopefully divine inspiration a couple of crafter rush to talk to Pyrom and getting permission run off with the horn from the beast they killed.
Spoiler: Anyone
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We are looking for more places to hunt. If anyone has directions we are willing to trade the current maps to Gleamer Island and a secret about it in exchange for directions to an island with beasts to kill or food to gather.
Spoiler: Korrowmal
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It looks like the Yellow Eyes are calling everyone weak and trying to demand a tribute. Do you want to work together to show them who's boss?
Spoiler: The Arano
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We were wondering if any of your sailors would be interested in helping us with an attack on the Yellow Eyes. Their demands irk us but we believe our sailors alone would be to slow to catch them off guard. Given where they claim to come from this is a good opportunity to get some information on the Chromatic Seas.
Spoiler: Tribal activity
Show
The villagers able to enter a caste become a crafter and a fisher (is that an option?).
5 villagers will work together to make a Hall of Crafters. A simple hall built next to the weavers to allow for easy goods transportation.
2 crafters will take a beastbone, the mighty horn 3 and a mana. They ask for inspiration from Chemosh in making a spear with as much piercing power as the monster they killed.
5 villagers get together to make a temple to Chemosh. It is made from hides stitched together from beasts they have hunted. It is in as central of a location as possible for the tribe.
Spoiler: dreamers (GM only)
Show
The only dreamer of the tribe and a villager go to Gleamer Island in the night to try to use its weird abilities to dream upon the Yellow Eyes. The villager is just there to wake the dreamer in case of an attack or it is getting close to daylight. The villager will forcibly move the dreamer onto the boat if they can't wake.
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Re: Tribes of Twelve Seas [IC]
The Groh
Spoiler: Groh Island
Show
Living Statue walks to the quarry and begins gathering the stone. The output of the stone production increases by 2.
The warriors are pleased that Living Statue wasn’t given guard duty - “Our strength shall defend Groh.” Warriors’s morale improves by 1.
Spoiler: Leofell Island
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The Outpost is constructed. It will help villagers to gather resources and serve as defense.
Spoiler: Ash Island
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The faces of the Ash Tribe warriors are painted with ash. They seem muscular and strong, many carry high quality weapons. Clearly it’s a way for Ash Tribe to show their strength to the Middle Sea. Your tribesmen are treated to a great feast, as beautiful girls deliver bowls filled with fruit and meat. There is little music and dance, instead the focus is on the plentiful food and small gifts of finely crafted stones. The Bride of Arrongar presides over the feast. At her feet food, weapons, various goods and other treasures are gathered - the promised prizes of the contest. “In seven days time we shall begin. For now rest from your journey, feast, prepare for the coming contest.” she declares.
Your warriors are concerned that Ash Tribe warriors are better equipped and at least as strong as they are. Traders sharpen their tongues and consider how they can sway the contests to favor Groh Tribe. Perhaps they can argue for contests that would favor skills of the Groh Tribe or negotiate with other participants to ally against their hosts in the competitions. Craftsmen eye the tools of the Ash Tribe - their skill may be superior, but Ash Tribe has access to better materials.
Arono Tribe
Spoiler: Blessed Isle
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“You show a truly generous spirit. Arono tribe must be mighty and pious. We shall accept your gifts and 1 Favor. Our Priest would assist you. What power do you seek from the Gods? Their protection? Mercy? Or wisdom?”
You have access to Six Temples 2 and Divine Presence 3.
Spoiler: Blackwater Reef
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The battle commences and warriors strike against the tentacles, scoring some hits. But there are a lot of them and their targets are not warriors but canoes themselves. They spin them and seek to overturn the water craft. Some of the tribesmen are thrown into the water, where aquatic beasts hold decisive advantage. As their losses mount, the fighting spirit of warriors is broken and they sail away.
Warriors 1 are now (Wounded)
Hell’s Tribe
Spoiler: Anyone
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You’ll need to write to specific NPC Tribes to get an answer.
Spoiler: Tribe Activity
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Crafter - yes. Fisher - no. Fishers represent the part of your tribe that gathers food.
Your tribes completes Hall of Crafters I, providing better working conditions for the crafters.
Your crafters create Spear 2. With the aid of the Chemosh and Mighty Horn, they infuse divine power and create Spear “Fleshpiercer” 3.
(Ah. You already have Temple to Chemosh - it’s a default building. You can improve, decorate and make sacrifices there. If you add 1 Priest you can spend 5 Villagers in a ritual, honoring Chemosh).
5 villagers get together to make a temple to Chemosh. It is made from hides stitched together from beasts they have hunted. It is in as central of a location as possible for the tribe.
Spoiler: Dream Activity
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Dreamers fall into the realm of sleep, where islands are water and ocean is land. They swim to the surface of the dream and find themselves in a swirling vortex of water bubbles, floating from the lake surface. They rise into the sky, that gathers water as it rains in reverse. Dreamers jump from bubble to bubble, trying to avoid darker ones to reach dreams of yellow eyes. Their skills are up to the challenge, but they are hindered by small spirits, that flow between the bubbles, herding them to some place high above. The spirits attack dreamers, trying to push them off the rising water bubbles and a few slip, dropping into the waters below. But one of your Dreamers succeeds in reaching the bubble of Yellow Eyes. He peers into it and sees a dream…
A dream of eggs. The creatures crawl inside, small, scaly lizards. An altar where offerings are made and where eggs are placed to be filled with divine power. An altar on an island near the lost stream to the Old Sea. Eggs buried in the sands of islands of the Middle Sea, waiting for the time when they hatch and creatures in them would grow…
Spirits swarm angrily around the Dreamer, but faithful villager wakes him, sensing his distress and Dreamer slips away.
Your tribe has found Map to Yellow Eye Island and discovered the Dream Bubbles II of Gleamer Island. The dreamer finds in his hand a single sip of Dream Water I.
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Re: Tribes of Twelve Seas [IC]
Ratalan Tribe
Spoiler: Rataloka Island
Show
Your tribe has collected 4 Wood from island jungles. It’ll be useful in making long-shafted weapons, musical instruments and writing tablets.
Your population grew by 6 Villagers and you can induct 2 Villagers into the ranks of Castes, if you chose so.
Your Island provided your villagers with 20 Food worth of mushrooms and fruits.
Your tribe is Generous. The old sayings of the people are, that generosity brings wealth and it’s certainly easier to make friends with generous spirit, rather then miserly one.
Your island has rich Volcanic Lands, providing bountiful harvests from soil, enriched by volcanic ash.
Your sailors chartered currents to the Red Island. The entire Red Island is covered by blooming red flowers. They lack thorns and give away a strong aroma. Red Island’s terrain is low hills with three small rivers running through it. There is a constant buzz of insects, that build pillar-like hives.
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Re: Tribes of Twelve Seas [IC]
Ratalan Tribe
The bonfires are dying down and the celebrations coming to a close as Taraloka calls the Ratalan tribe together. "My people! Hear the word of Ratal!" A crowd of villagers draws around the high priestess, ready for her teachings. "Our dreamers have dreamt of others, navigating the currents of the sea once more! We must be ready to greet our lost brothers and sisters with open arms in the name of Ratal! It is his will that we too take to our canoes once again, for his glory!" The preaching continues into the night, as the tribe decides just how to prepare for the task ahead. Days later, the first canoes set out from Rataloka Island, in search of new lands and new friends.
Spoiler: Rataloka Island
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Induct 1 villager as a Trader and 1 as a Sailor.
1 Trader and 2 Villagers search for valuable resources
Okara Okano and 2 Dreamers search their dreams for messages from the gods.
Anok, empowered by 1 mana and 2 Crafters attempt to create ritual implements using 1 wood.
Spoiler: Red Island
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1 Trader and 2 Villagers search for valuable resources
1 Priest searches for divine presence
Spoiler: Middle Sea
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3 Sailors try to chart a course to new islands.
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Re: Tribes of Twelve Seas [IC]
The Groh
Spoiler: Ratalan Tribe
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Greeting from Groh.
We ask if you might be interested in trade. If you give us a resource we can use our sacred crafting to create two of what you ask for (or something very similar), and you shall receive one of the finished items. Or you could give us two resources so we can use our sacred crafting to create a single item of high quality for you.
Our sacred craftsmen are also willing to craft a stone item next season for your tribe if your priests were to help ours in a matter of wards and protection this season. The dead grow ever more weary, if your priests would help ours to appease the dead and protect Groh; we would be grateful and reward you with a creation of stone next season.
Stay strong, endure.
Spoiler: Ash Island
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Spoiler: In Dreams Between Two Friends...
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"Well, Grom, is everything going as well as you expected? Last I saw you, you had high hopes in your chances to take our neighbor's challenge." Said the silhouette form of Iso, the only discernible part of his face being his white eye.
"They're challenge is indeed worthy of us; I'll admit that their tools are superior to our own. For now. We'll find a way to succeed, or at least make our hosts remember the Groh's inner strength." Grom said back
"Right, so does that mean you would not want me to come over there with our stone tools and knives to help you guys?"
"I think..."
If the Ash Tribe find it acceptable (or at least, Grom understands that it would be acceptable), Grom will have Iso Rockeye join the Groh in the competition (to guide the warriors), bringing along the Stone Tools (2) and the Red-Finned Storm Fish 2 for the crafters to use, and the Stone Knives for the warriors. If this is potentially offensive to the Ash Tribe or a show of great weakness, Grom will not ask Iso to come.
Grom will have his traders try and negotiate with the other contestants, particularly with the warriors, to try and create some alliances in the coming challenges. They'll offer splitting the food and treasures, the Groh taking none of the extra food, and only half of a share of treasure; however they do state that Burnscar would go to the Groh. The Traders are acting in good faith, being blunt and truthful about what they offer and what they want, but leaving little room for negotiation.
Grom will try to inspire the warriors, to be exemplars of what it is to be of the Groh, strong and enduring. Even if they lose, they must make those they face respect the Groh.
(The inspiring speech is not to represent Grom helping with their action, simply to show the 1 mana investment from earlier, leaving 3 left. If Iso is available, he'll do the talking, properly aiding the warriors action unlike what Grom can do.)
The crafters will stick to what the Groh naturally prefer, simple yet high-quality craft. Using what materials are available Grom will oversee the crafters personally to make sure everything is as he desires. He prays to the Statue god and the spirits that watch his craftsmen that they may succeed even if they have inferior material.
(Grom is properly aiding the crafters here. I'll invest 2 Mana into this, leaving me with 1 left, since I think they'll need the boost to have a chance at properly impressing the other tribes-people.)
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Re: Tribes of Twelve Seas [IC]
Ratalan Tribe
Spoiler: Groh
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That would be wonderful! We can gladly send over some canoes with wood for the crafting and priests to help you appease the dead. So says Ratal.
Spoiler: Groh Island
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Canoes from Rataloka carrying 1 wood, 2 villagers, 1 warrior, and 1 priest arrive for the exchange.
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Re: Tribes of Twelve Seas [IC]
Ash Tribe Contest
A number of tribes have gathered for the contests of strength organized by the Ash Tribe - Groh, Stone-Heads, Masked Tribe and Fish-Talkers. It’s still possible for a last minute arrivals to join in, before the last feast is done and the contests begin. During the preparations, Trader Jin of Masked Tribe persuaded Ash to have diving as one of the contests. The tribesmen shall dive to search through shells, pots and stones to find a pearl hidden in one of them. The first to find it will win. Another contest would be that of weapons, where warriors shall fight until their enemy surrenders or their weapon is lost or broken. The contest uses ceremonial shields, to block weapon attacks. They are also very heavy, so if skill doesn't prevail, the contest will be decided by Endurance. The third contest remains a secret from all tribes, including Ash - it will be chosen by the Gods.
Ratalan Tribe
Spoiler: Red Island
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The entire Red Island is covered by blooming red flowers. They lack thorns and give away a strong aroma. Red Island’s terrain is low hills with three small rivers running through it. There is a constant buzz of insects, that build pillar-like hives all around the island. There is Grass 2 to be harvested on the island, useful for making clothes and 20 Food worth of berries, fruits and river fish.
The Priests are concerned, as they sense a powerful spirit on the Island, they suspect to be malign. It’s connected to the red flowers, that draw your villagers and traders to them with their intoxicating smell. Already Ratalan tribesmen idle around, smiling and relaxing in the soft meadows. The priests believe that the spirit should be confronted or it’s influence curtailed in another manner. They are more then match to the spirit in skill and power, but it would improve odds to have assistance of either villagers or other priests, to extend the range of the ritual to all places, where the red flowers grow.
Spoiler: Groh Island
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Groh Island has Fortifications, built around old ruins. Groh have also constructed Halls of Crafting & Weaving. The mood of the tribe appears to be high - villagers are working happily. Your priests don't feel any strong curses present in the Village.
Spoiler: Ratalan Tribe
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(Forgot to include it. Your Tribe has constructed one Building of your choice previous Turn.)
Spoiler: Middle Sea
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You need to specify the islands, to which you are charting course (you can check the map).
Groh
Spoiler: Ash Island
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Ash Tribe doesn’t find use of tools and weapons offensive - indeed they seem to favor contests, where they can use their own to gain advantage.
Grom finds little progress with Fish-Talkers - they seem intent on acquiring the Burnscar. The Stone-Heads are eager to join an alliance, but their eagerness betrays their weakness. It seems they don’t think they can succeed on their own and are desperate for allies. Masked Tribe on the other hand, is more reserved - they seem willing to ally, but leave negotiations for rewards open - Groh can keep Burnscar, but if victory is primarily delivered by Masked Tribe, they’ll view it as a favor given to Groh.
Only Stone-Heads are willing to ally with more than one tribe. Others refuse greater alliances, citing low rewards or this giving too much honor to Ash, by showing it takes three tribes to beat them.
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Re: Tribes of Twelve Seas [IC]
Ratalan Tribe
Spoiler: Rataloka Island
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The building I'll have built is a Hall of Festivals
Spoiler: Red Island
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After discovering the malign spirit on Red Island, Taraloka and 1 Priest will attempt to combat its intoxicating influence.
Spoiler: Middle Sea
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The sailors will try to chart a course to Stone Flowers Island
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Re: Tribes of Twelve Seas [IC]
Ratalan Tribe
Spoiler: Red Island
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The Priests work on subduing the spirit. The ritual goes without anything unexpected happening, almost a routine. Though the spirit seeks to lull Priests into a powerless slumber, they resist it's powers and with loud shouts drive it back. It seems Ratalan Priests were either lucky or favored by fate, catching the spirit at its weakest. It should no longer tempt tribesmen. The priests harvest Red Flower 2, as a symbol of their victory. There is a discussion about what to do now - put the spirit to slumber, ask it for tribute or perhaps bind its powers to serve the tribe. It’s powers can grant pleasant feelings, intoxication, take away the pain and worries.
Spoiler: Rataloka Island
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Hall of Festivals is constructed. Celebrations are held there improving the morale of Tribe and Castes. Visitors from other Islands are welcomed in the Hall, to show generosity and wealth of Ratalan Tribe, improving tribe’s reputation.
Spoiler: Stone Flowers Island
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Your sailors charter currents to the Stone Flowers Island.
Stone Flowers Island is actually two dozen mountain spires rising from the ocean. Narrow, steep, and very difficult to climb, they have flat slabs of stone balanced on their tops. Though it seems that they would could plunge down into water any second, they have withstood many storms without falling. The lowest of the stone spires can be climbed with difficulty, but those higher are almost impossible to reach.
There are mushrooms growing on one of the lower spires that can provide Food 5 and there is Grass 2, suitable for making durable clothes. There are also plates on top of spires, that are unreachable.
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Re: Tribes of Twelve Seas [IC]
Ratalan Tribe
Spoiler: Red Island
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Bind the red spirit into the service of Ratal. Its powers will be of use for healing.
Spoiler: Stone-Flowers Island
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The sailors return to Rataloka with news of the island, planning to return with ropes and tools to climb with later.
Spoiler: Groh Island
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1 wood is turned over to the Groh so they can make musical instruments for the Ratalan. The Ratalan priest, villagers, and warrior will aid the Groh in appeasing the dead as requested.
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Re: Tribes of Twelve Seas [IC]
Hell's Tribe
Shog the unyielding grins happily as he arrives at the Ash Tribe for the games. Over his shoulder he carries a bone spear with what appears to be a well sharpened horn on the end and he is clad in various hides from hunts. Several other tribes people join him most seemingly equipped with sticks and rocks with hide clothes.
Upon arriving they seemed eager to feast and extremely excited about the sparring examining the shields that are going to be used if they are allowed to.
Spoiler: GM
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If they are allowed to look at the shields with the Ash Tribe presumably watching they are going to examine them looking for any weakness in them either physically or in their usability. Shog will also try to get used to the feeling of them as he will obviously be the extra fighter.
Seeing Fisher is not an option I will choose warrior for the rank up.
Also the Karrowmal haven't spoken recently. What happens if they don't do anything before the EoT? Should I just ignore the question I asked them about a joint raid and just continue on normally.
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Re: Tribes of Twelve Seas [IC]
The Groh
Spoiler: Groh Island
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The guests from the Ratalan Tribe are meet with the white-faced priests and white-handed craftsmen of the Groh. They guide the group through the fortifications and the Old Stoneworks littering the island to a place where they can have their fill of food and rest from their journey.
One of the group of Groh Crafters will take the 1 Wood into the Crafter's Hall and focus on making the musical instruments that the Ratalan's requested. A bit of an odd request the Groh cannot help but show on their faces, but one they'll do their best to fulfill. Besides, it would be nice to hand one of the finished pieces over to the Ratalan guests and hear how they play.
The priests inform the Ratalan's more on what they want, in regards to the dead. It's not that their is an active curse affecting the Groh specifically, just that the procession of the dead from the wake of the Godsplash frighten those that go out into sea or listen to the tales of frightened sailors. While this might or might not be an actual problem, it would be a great relief to the villagers of Groh to have priests preform rituals that would either appease these dead somehow, or ward Groh from these tragic figures and what misfortune they may bring. How specifically the Ratalan's want to help in this is up to them, but the Groh priests feel that somehow warding Groh may work best (but they are the type to "weather the storm" rather than stop it or direct it elsewhere... the wisdom in that is up for the Ratalan's to decide, and in truth the Groh don't know how to respond).
Spoiler: Ash Island
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I'm not sure if there is anything I need to do here, at least as of now.
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Re: Tribes of Twelve Seas [IC]
Ratalan Tribe
Spoiler: Red Island
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The Priests draw power from the spirit, obtaining Miracle of Soothing 2. It could be used to take away pain and exhaustion, grant restorative slumber and help your Priests in treating wounds. There is enough power to use this Miracle twice.
Spoiler: Groh Island
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(I’ll wait for new instructions, based on Groh’s reply)
Hell’s Tribe
Spoiler: Korrowmal
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(OOC - I’ll take them over for now.)
Our strength is greatest in the Middle Sea, but there seems to be enough skulls for everyone to crush. We may share. What is your proposal?
Spoiler: Ash Island
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(You mention several other tribespeople - do you mean Warriors?)
Craftsmen Level Check = Failed.
Unfortunately Shog can’t discern weakness in the ceremonial shield. It weighs a lot - clearly, not a shield that is used in combat, too heavy. The purpose of the shield is to test weapon, that will be used against it. Shog will need to make certain his opponents weapon breaks.
Groh
Spoiler: Ash Island
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(You can choose whether to ally with Stone-Heads or Masked Tribe, as you can’t ally with them both. I’ll run the contest, once I get your answer. Note, that Stone-Heads won't object against three tribes alliance, if Hell's Tribe joins in, but Masked Tribe will opt out.)
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Re: Tribes of Twelve Seas [IC]
Spoiler: Groh Island
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The Ratalan visitors, with this information, decide the best course of action is to perform a ritual to shield Groh from the procession of the dead. 1 Priest, 1 Warrior, and 2 Villagers, along with any aid the Groh give, will perform the ritual.
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Re: Tribes of Twelve Seas [IC]
The Groh
Spoiler: Groh Island
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The Groh priests will approve of the ritual, and will give their support to the Ratalans attempt to ward Groh from the procession of the dead.
When the wooden musical instruments are finished, they will be given to the Ratalan's.
Spoiler: Ash Island
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The Groh will ally with the Masked Tribe for now, favoring those that are more confident. The Groh will do their best with the 2 paragons that are there, the 3 mana I was going to spend earlier will be used here I guess.
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Re: Tribes of Twelve Seas [IC]
Ratalan/Groh
Spoiler: Groh Island
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Wooden Musical Instruments 2 (Masterwork) are given to the Ratalan Tribe.
The Priests walk around the Island, chanting and clapping, to establish a barrier, that will hide it from the unwanted dead. Hopefully, they shall pass Groh Island by.
Ash Island
In the first competition, the warriors form rows with shields and advance on each other, striking against the opponents, so that they would fall from the ranks of their fellow warriors, while defending against attacks with heavy ceremonial shields. Those, whose weapons break or lost must withdraw. Stone-Heads Tribe is first to destroyed by the clashes. Fish-Talkers and Hell’s Tribe slowly wittle each other, with Hell’s Tribe having an upper hand. Meanwhile Groh and Masked Tribe press against Ash Tribe, giving their warriors no time to rest, so that eventually even their mighty warriors are overwhelmed with exhaustion. The end game is between Groh, Masked Tribe and Hell’s Tribe - things get pretty close, as tired warriors, blinded by sweat in their eyes, can barely fight. The Masked tribe concedes - Groh and Hell’s tribe however simply refuse to give up - their fighting spirit is almost equally matched. In the end, the champion of Groh Tribe manages through a stroke of luck and divine inspiration, break the weapon of his counterpart Shog, who seemed to be winning the battle of endurance. Groh press their advantage and succeed.
The second competition follows in the next evening, as warriors gather to dive for a white pearl, hidden at the bottom of the lagoon. The dives will happen until the sun would set and as daylight fades, would become increasingly more difficult. Teams of divers scour the bottom of the ocean, for their prize, those able to hold more air in their lungs, having an advantage. Ash Tribe proves to be weaker in the ocean, as their God is that of land and rocks. Fish-Talkers on other hand seem to thrive in this challenge - and soon become favorites to win. The other tribes seem to be fairly on par. As more than half of the sun disk disappears beneath the horizon, Fish-Talkers champions predictably win the challenge.
Next evening, the Priests declare the last challenge - offered by Urgo. It shall be a challenge of Dreams. The Tribes champions shall seek to dream a dream, that shall outshine dreams of their competitors. A day is given for the participants to come up with a good idea for a dream and in the evening they shall be put to a magical slumber by God’s power and compete in the dream realm.
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Re: Tribes of Twelve Seas [IC]
Arono Tribe
Spoiler: Grog Island
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The shells will be shipped to you by the end of this season so you will have time for your creations and we look forward to the magnificent crafting we will receive in turn.
I'll send 2 blue shells in my EoT you craft and send back a blue shell necklace and do with the other what you will. Sound good?
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Re: Tribes of Twelve Seas [IC]
Ratalan Tribe
Spoiler: Groh Island
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The Ratalan give 1 of the Wooden Musical Instruments (masterwork) to the Groh. They then hold a small celebration before heading home.
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Re: Tribes of Twelve Seas [IC]
Hell's Tribe
Spoiler: GM
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Does that mean the special named spear that Shog had broke in the competition? There were a few others other than warriors but no crafters that would help a crafting check.
Spoiler: Karrowmal
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We have learned the location of their island. All we have to do is sail over there and crack some heads. We tried to get another tribe to assist with the sailing part but no response so we can't be too surprising.
Be prepared to fight lizard creatures blessed by their god. We aren't sure if they have any grown yet but if they have my tribe will attempt to deal with them.
Spoiler: Lunai
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Would you be interested in lending some sailors for a raid on the Yellow Eyes? They are demanding tribute from all the tribes around here and we want to show them that they can't just threaten everyone. We need sailors to make it as much of a surprise as possible.
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Re: Tribes of Twelve Seas [IC]
Lunai Tribe
Spoiler: Island of Fog
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Lunai Tribe grew in the previous season by 6 villagers. You can advance 2 Villagers into Castes of your choice. Additionally, 1 building of your choice was constructed the previous season.
Fog: The Island is surrounded by an ever present fog. It serves as a defense against aggressors and may have strange effect on those who venture deep into it.
Night’s Secrets: Lunai are both inquisitive and secretive, gathering precious information from rumors, dreams and exploration. They are well versed in obfuscation and concealment of their own motives.
(Dream Fish Pools has a Trait quality. I’ll file it for later - if power of your Island God grows, you’ll have the option of unlocking this trait.)
Tribe has gathered 4 Wood and 20 Food. It’s sailors have charted currents to Plymwitch Island. It’s mostly flat, with large open areas of short grass and sand. There are several small forests and areas with grass as tall as a man, usually surrounded a small pool of water. The temperature on the island is much hotter, then in the surrounding ocean and sun seems to scorch flesh with its heat.
Hell’s Tribe
Spoiler: GM
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I haven’t seen you specify that you have used said spear in this action. With resources, my default assumption, is that they are used only if players specify them.
Spoiler: Karrowmal
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That may interest us. We would like to know, how many warriors you would send and how spoils of this raid shall be divided? Our tribe is prepared to lend warriors to this expedition as a favor to your tribe, for you no doubt would need our strength. Or would you prefer it to be a raid, where spoils shall go to the strongest, those who would take them from the dead hands of the enemies?
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Re: Tribes of Twelve Seas [IC]
The Lunai
Spoiler: Dreamers
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2 Dreamers will listen to general conversations for gathering information in particular about Yellow Eyes because of the message from Hell's Tribe.
Spoiler: Island Plymwitch
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1 Warrior, 1 Sailor (Wayfinder Gara) and 1 Villager will explore Plymwitch Island and chart the other Islands in the area.
Spoiler: Hell's Tribe
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We shall need some more time to decide.
Spoiler: Tribe Lunai
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Tribe Lunai
I've underlined the changes, hope I did everything right :smalleek:.
I'll advance the two villagers to one Sailor and one Dreamer.
Renown: 3
Mana: 2
Small Tribe (46):
Ruling: Dreamers (3)
Elites: Sailor (4), Trader (1)
Professionals: Priests (2), Craftsmen (2), Warriors (2)
Villagers: 32
Caste Upkeep: 14
Paragons:
Farseer Taeg, Dreamer
Wayfinder Gara, Sailor
Stronghand Veia, Warrior
Food & Resources:
Pondfisher(s): 2
Gatherer(s):1
Goods:
Wood 4
Food 20
Buildings:
Hall of Dreams
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Re: Tribes of Twelve Seas [IC]
Lunai Tribe
Spoiler: Plymwitch Island
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Your villagers soon find various berries and edible plants on the island, worth 15 Food. They also discover animals and birds, with valuable furs and colorful feathers - Furs & Feathers 1, that can be used to make clothing and headwear. Suddenly a villager screams. A face of a large predator feline emerges from the grass, it’s fangs long and sharp, it's fur striped. The eyes of the beast track Lunai’s exploration party. Then it disappears without making any sound. Only slight movements of the tall grass betray its movement. Warriors grip their spears so strongly, that their knuckles go white. One of them whispers “It’s no ordinary beast, but a spirit of the hunt. It showed itself to us, so we would know it as master of the island.” Another warrior nods in agreement. “I saw hunger for the manflesh in its eyes. I think I heard a name in the wind - Sharan”.
Spoiler: Dreams
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The messages seem to revolve around alliances. Hell’s Tribe and Korrowmal are discussing a joint raid against Yellow Eyes, with Hell’s Tribe mentioning some kind of dream, that gave them insight into Yellow Eyes and location of their hidden island. Your Dreamers have some trouble penetrating dreams of Masked Tribes, but they seem to be allying with Fish-Talkers and working to gain support of Blessed Isle, as a defense against both Yellow Eyes and Korrowmal. Stone-Heads Tribe is concerned about Yellow Eyes, but seems to find no allies to protect them. Ash Tribe seems to be deliberating between paying them off in a way that won’t lose them face or fighting them. Turtle Tribe seems to have communicated with Yellow Eyes, but they have carefully guarded their dreams. Unfortunately even Hall of Dreams wasn’t enough to boost the strength of your Dreamers to gain any insights in this case.
Yellow Eyes seem intent on raiding multiple tribes - though your Dreamers catching something about “trick” in their dreams.
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Re: Tribes of Twelve Seas [IC]
Spoiler: Plymwitch Island
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The group will go back with the finds and bring 1 Priest to communicate with "Sharan" in hopes of making some sort of agreement to be able to gather food there.
Spoiler: Dreamers
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2 Dreamers will continue to observe general information and 1 (Taeg) will focus on Yellow Eyes.
Spoiler: Tribe Lunai
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Tribe Lunai
Renown: 3
Mana: 3
Small Tribe (46):
Ruling: Dreamers (3)
Elites: Sailor (4), Trader (1)
Professionals: Priests (2), Craftsmen (2), Warriors (2)
Villagers: 32
Caste Upkeep: 14
Paragons:
Farseer Taeg, Dreamer
Wayfinder Gara, Sailor
Stronghand Veia, Warrior
Food & Resources:
Pondfisher(s): 2
Gatherer(s):1
Goods:
Wood 4
Food 45
Furs & Feathers 1
Buildings:
Hall of Dreams
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Re: Tribes of Twelve Seas [IC]
Groh
Spoiler: Ash Tribe Island
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Spoiler: Fluff
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"It was close, the Ash and Hell tribes have shown themselves to have great warriors. While we might have endured without the Mask's direct help, it gained us both glory to have faced our hosts." A wet and grumpy looking Grom said, not even acknowledging the swimming challenge.
"Don't forget to include how I helped the Warriors gain victory and glory over the Hell tribe! Just because it was close just means that the victor (us) were strong. You should have been there, truly one of my most impressive feats yet." Iso said, grinning while covered in bruises and scrapes.
After a while of resting, Grom asked Iso: "What shall we do for the last challange?"
I'm not sure if you actually want any input as to what kind of dream the Groh (in particular Iso and Grom I think?) would create. It's not their strong suit, and I don't know the how this works; so I'll just say that Iso would want to create something that expresses his desire to travel, and Grom would ask that he keeps it underground. Fantastical tunnels? maybe a river-ride through an underground one that has a few interesting sights?
Spoiler: Arono Tribe
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That works, the people of Groh will craft the blue shell necklace for you next season.
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Re: Tribes of Twelve Seas [IC]
Lunai Tribe
Spoiler: Plymwitch Island
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The Priests approach Sharan with a show of humility, calling him the king of the island and mighty hunter. Their words flatter the predator spirit and it shows itself in all of it’s glory - powerful body, sharp claws and shining intelligent eyes. With catlike grace it circles around Lunai Priests, testing them for signs of fear. They manage to maintain their composure, sufficiently impressing him. Thus negotiations begin. An early attempt to invoke Great Gods doesn’t go well, but fortunately, the high priest quickly shifts the discussion. His personal experience with lesser spirits comes in handy and he manages to weave a cage of words to trap Sharan - the trick is of course making him walk inside. Sharan insists tribute of blood, but clever high priest makes certain that it doesn’t not require loss of life. Blood can be collected from villagers and left in offering bowls at dusk.
The final agreement is that Lunai will provide 2 Blood to Sharan per season (you spend 2 Villagers to do that), and in return he will allow the tribe to collect food and furs, as well as assist them against other interlopers.
Additionally, should Tribe decided to provide living sacrifice - Sharan shall hunt them and will generously reward both Lunai and survivors. Of course said sacrifices don’t need to belong to the Lunai Tribe.
If Priests agree to this deal, it would be sealed with a lock of Sharan’s Fur 3. Additionally, Sharan seems impressed by the Priests and offers to show Lunai the resting place of other visitors to Plymwitch. “There are many long, sharp sticks there, with which they sought to hunt me. Useless as they were against my hide, you may find them helpful in hunts against lesser prey. ”
Groh
Spoiler: Contest
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(OOC: Pretty much what I wanted to hear. I'll resolve it at EoT)
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Re: Tribes of Twelve Seas [IC]
Turn 3
Korrowmal and Hell’s Tribe jointly attack Yellow Eyes Island. In a heated battle against scaled beasts and Yellow Eyes warriors, the raiders prevail, slaying Mother Lizard and capturing Yellow Eyes Queen. The rest of the Yellow Eyes scatter, many becoming oceanbound or fleeing to distant parts of the Middle Sea. Some however issue a warning: “We have arrived from the Red Sea. There, we have been the weakest and here our queen sought to grow our strength. One day, the Mighty Tribes of Red Sea will come and purge your sea of those, who are too weak to survive.”
A terrible curse has struck Middle Sea - the Island Spirits blessings of harvests and fishing have weakened. This season, they will produce only half their usual bounty. The source of the curse is unknown, but it may mean starvation for many of the tribes.
Smoke Island has been consumed by thick, dark smoke. None can approach it, as it seeps into lungs and provokes violent bouts of coughing.
Sailors report many whale sightings. It seems that a season of blessed hunt has arrived. The whales offer their power to the tribes - for those who prove themselves lucky. Meanwhile, some of the Tribes are preparing to leave land and join whales in the ocean.
There are rumors that Sorcerer is offering to levy a curse on Tribe’s enemy, for a price.
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Re: Tribes of Twelve Seas [IC]
Spoiler: Renown
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Korrowmal are the most powerful Tribe: 2 Renown
Hell’s Tribe are second most powerful Tribe: 1 Renown
Arono Tribe are the most knowledgeable: 2 Renown
Groh Tribe are second most knowledgeable: 1 Renown
Hell’s Tribe is the most prosperous: 2 Renown
Groh Tribe is second most prosperous: 1 Renown
Arono Tribe has gained favor of Great Gods: 2 Renown
Lunai Tribe has expanded power of their Island God: +1 Renown
Korrowmal and Hell's Tribe have defeated Yellow Eyes, saving Middle Sea from their Raids: +1 Renown.
Spoiler: Dream Duel (Groh, Hell's Tribe, Fish-Talkers, Stone-Heads, Masked Tribe, Ash Tribe)
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(OOC: I’ll extend this a little bit more. You can make a change to your dream or react to dreams of others. As a bonus, Urgo shall deliver an extra blessing to the winner).
The dreams of Ash Tribe, Stone-Heads, Masked-Tribe, Fish-Talkers, Hell’s Tribe and Groh flow together.
Ash Tribe’s dream is direct. A volcano, running with rivers of red, rumbling with the power of earth. “When rivers of lava run, when Earth exerts its power, no living thing can oppose it. Only run away.” Though simple, their dream carries an elemental power and strong truth about it.
The Fish-Talkers conjure a monster of the depths, with tentacles, glistening, green skin and ancient, unfathomable eyes. It carries a trident and a tsunami wave follows in its wake. There is a claim to the power of the ocean and all of its strength.
Stone-Heads dream is haunting and seemingly without rhyme or reason. Grains of sand, flowing, watching eyes, a feeling of urgency and impossibility.
Masked Tribe seems to be most proficient in this contest, as they risk dreaming of a masked man, running through all of the dreams, to claim to be the dreamer who dreams all of these dreams and thus, though man is powerless, his waking shall end this world and in it’s unmaking claim mastery over it all. Of course this strategy also makes them vulnerable.
Groh dream of a passage through underground caverns, a sense of excitement and adventure. Where other dreams present figures and forces of unimaginable power, Groh’s dream is that of journey and state of mind.
https://i.pinimg.com/originals/68/7c...1c3cd0d0fa.jpg
Hell’s Tribe presents a monster. Unsurprising for their tribe but this monster is a truly terrifying one. A horrendous amalgamation of the best of every beast it represents Hell's Tribe ideals perfectly. Eyes of an eagle peer out for the many ridged face of the beast. Tusks, horn and sharpened antlers just from the creatures head each carefully designed to deflect blows away from the creature. Venom drips from the various sharp edges of the best. The few parts of the head and neck not covered in spikes have thick leathery skin resistant to being pierced. The creature has almost no neck but it twists its head around to always look directly at the viewer even going so far as twisting entirely around in a similar manner as an owl. Most of the body is obscured by a thick shell covered in spikes a strange combination of turtle and porcupine. Hundreds of legs just from the bottom of the the creature each covered in a thick carapace protecting it's legs in thick armor. 6 arms reach out from the creature. 4 of them are reminiscent of a gorilla's covered in muscle and a thick matted fur. Each of the Gorilla arms carries a massive horn like spear like a horn was torn from a narwhal. The remaining 2 arms look like a massive crab's claws designed for snapping and blocking with. The most terrifying thing of all is something not seen however. For hidden inside the shell, piloting the creature is a human brain, heart and soul. For no matter how dangerous the body nothing will ever equal the power of those three things.
Island Income
Spoiler: Hell's Tribe
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You gain 7 Mana from your renown.
You gain 2 Wood and your Island will produce 10 Food by EoT.
Spoiler: Arono Tribe
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You gain 7 Mana from your renown.
You gain 2 Shalls and your Island will produce 10 Food by EoT.
Pleasure Palace has tempted 3 of your Villagers. They will leave your Tribe at EoT, unless their minds are changed.
Spoiler: Groh
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You gain 5 Mana from your Renown.
You gain 4 Stone and your Island will produce 10 Food by EoT
Spoiler: Ratalan Tribe
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You gain 3 Mana from your Renown.
You gain 2 Wood. Mighty Ratal has resisted Curse - the plentiful vulcanic lands of Ratal will produce 20 Food by EoT.
Your Villagers have been tempted by Pleasure Palace, but remained faithful to Ratal.
Spoiler: Lunai Tribe
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You gain 4 Mana from your Renown.
You gain 2 Wood. Your Island will produce 10 Food by EoT.
Pleasure Palace has tempted 3 of your Villagers. They will leave at EoT, unless persuaded to stay.
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Re: Tribes of Twelve Seas [IC]
Spoiler: Dreamers
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2 Dreamers (Taeg included) will continue to watch the events happening in the seas along with trying to intercept messages between the other tribes and another Dreamer will try to inspire the tribe to prevent them from leaving, as the tribe will need them for the hard times ahead.
Spoiler: Island of Fog
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1 Priest along with 2 Villagers will investigate the curse and try to find out the cause to remove it. 5 Villagers will start building Hall of Weaving I.
Spoiler: Preparation
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3 Warriors will equip themselves with the Grass Armors and Spears among themselves to prepare for the Yellow Eyes (Veia will take the Armor). 1 Craftsman and 1 Villager will try to make some more spears with the wood
Spoiler: Mana
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I'll sacrifice 2 Mana to strengthen the spirits of nature.
Spoiler: Sailors
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1 Sailor and 1 Trader will explore Pole Reef for materials and food and 2 Sailors will go try their luck with the whales.
Spoiler: Plymwitch Island
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The Trader will continue to look for interesting objects.
Spoiler: Tribe
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The Lunai
Renown: 4
Mana: 7
Medium Tribe (53):
Ruling: Dreamers (4)
Elites: Sailor (4), Trader (2)
Professionals: Priests (2), Craftsmen (2), Warriors (3)
Villagers: 36
Caste Upkeep: 17.5
Villagers in use:
Repairing the damage from the storm (4)
Blood Sacrifice (2)
Helping (5)
Building (5)
Caste Upkeep (18.5)
Total: 32.5
Paragons:
Farseer Taeg, Dreamer
Wayfinder Gara, Sailor
Stronghand Veia, Warrior
Food & Resources:
Fisher(s): 3
Gatherer(s): 2
Resources & Goods:
Wood 6
Food 0
Feathered Headdress 1
Coral 1
Grass Armor (1) 1
Spear (1) 2
Dream Fruit 1 (?)
Buildings (2/5):
Hall of Dreams I
Outpost (Plymwitch Island)
Traits:
Fog I
Night's Secrets I
??? I (I'll unlock the new trait)
Could you also add Island of Fog to the map?
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Re: Tribes of Twelve Seas [IC]
Hell's Tribe
The celebration back home. The spoils sit on a dais while all the tribe gather around feasting on meat. Stories of the epic fights are shared around and the tribe is getting rowdy. Jaina smiles at the crowd before yelling.
Everyone listen up! It is time for the sacrifice and the consumption of the heart.
Pyrom slowly lifts a pair of eyes above his head ever so careful not to damage them as he displays them for all the tribe to see. Carefully he lays them on the later next to a lifeless corpse.
It was a glorious hunt. We fought hard and we fought long. Even at home we fought off the Yellow Eyes. In the end we killed a mighty beast and drove away the Yellow Eyes but we still lost a warrior. May their sacrifice never be forgotten and may Chemosh absorb their power for his own. Pyrom says solemnly before the altar. He sits down to start praying.
Spoiler: Stonehead Tribe
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We rescued some of your tribe members from the Yellow Eyes and we will return them if you want. Though we do have an offer. Your tribe is clearly at risk of being raided again, it seems like food will be harder to get and it seems your tribe is having a lot of difficulties if the dream that was entered into the competition speak of anything. If you want instead of returning all of them we can ask to see if any want to stay with us instead as full members of our tribe to lower the mouths you have to feed and to give them an opportunity to get away from what ever is causing your tribe so much pressure.
Either way it is your choice. We were also wondering if your tribe would be available to make us some weapons and armor? Your tribe is well for known for its craftsmanship and the heads you craft so we were hoping you could craft other things.
Spoiler: Karrowmal
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All in all that seemed like a very successful fight. We are glad to have worked with you and if you ever want assistance hunting a monster just tell us.The talk about the red sea threats is interesting. It is going to be interesting to see what monsters comes from there.
Spoiler: Lunai Tribe
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We won't need help now as the Yellow Eyes are dealt with. In the future we will try to contact you earlier if we are asking for to work together.
Though if there is truly more threats in the Red Sea it might be a good idea to get as many tribes united as possible.
Spoiler: GM
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Using Pyrom and 4 villagers to pray to give Chemosh power. They are sacrificing the Mother Lizard eyes to Chemosh and if he wants it the body of the fallen warrior who died in the hunt (If not it is just symbolically disposed of by leaving it out to be eaten by the wild life). I'm also spending 4 mana to strengthen Chemosh.
Am I able to spend Mana to distinguish a warrior into a leader of the tribe particularly seeing the tribe is classified as a larger tribe now? I would like to make a warrior into Ivin the Monster Slayer. The child of Jaina and Pyrom, he distinguished himself finally in the battle against the Yellow EyeTribe in which he managed to achieve the final blow against the Mother Lizard with Fleshpiercer.
If I'm allowed to raise up Ivin I would like him to eat the Lizard heart. If not Pyrom will. Spending 2 extra mana as well as a single person eating the entire thing in the hopes it will strengthen the effect and give the consuming scaly skin the equal to the lizards.
Two of the crafters work with some of the lizard hide and grass to make hide armor with the grass being braided together and used as a thread for the hide. Again both are trying for the best quality possible before asking for Chemosh to bless it with 1 mana.
Spoiler: Dream Competition
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Spoiler: slight fixing of my dream
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Hell’s Tribe presents a monster. Unsurprising for their tribe but this monster is a truly terrifying one. A horrendous amalgamation of the best of every beast it represents Hell's Tribe ideals perfectly. Eyes of an eagle peer out for the many ridged face of the beast. Tusks, horn and sharpened antlers jut from the creature's head each carefully designed to deflect blows away from the creature. Venom drips from the various sharp edges of the beast. The few parts of the head and neck not covered in spikes have thick leathery skin resistant to being pierced. The creature has almost no neck but it twists its head around to always look directly at the viewer even going so far as twisting entirely around in a similar manner as an owl. Most of the body is obscured by a thick shell covered in spikes a strange combination of turtle and porcupine. Hundreds of legs just from the bottom of the the creature each covered in a thick carapace protecting it's legs in thick armor. 6 arms reach out from the creature. 4 of them are reminiscent of a gorilla's covered in muscle and a thick matted fur. Each of the Gorilla arms carries a massive horn like spear like a horn was torn from a narwhal. The remaining 2 arms look like a massive crab's claws designed for snapping and blocking with. The most terrifying thing of all is something not seen however. For hidden inside the shell, piloting the creature is a human brain, heart and soul. For no matter how dangerous the body nothing will ever equal the adaptability of those three things.
Response to the Dreams (Not sure what is exactly supposed to be done with the responses but I just thought of possible answers that might weaken the dream or concepts. If they can let other concepts fight it out they will)
Spoiler: Masked Man
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When he gets close to the chimera the creature will start threatening it and chasing it. Not attempting to hurt it but trying to force the dreamer to feel fear. You can smile and say it was just a dream if you want and that you were the master but that is just you lying to yourself. When you wake up in the middle of the night, in a cold sweat and shaking in fear from your nightmares, can you say you were the master? Has the nightmare truly ended when the dreamer awakes or has the dreamer just shut their eyes looking away from a world they simply can't understand?
Spoiler: Volcano
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The creature moves away from the volcano but then it sits down to wait. It plans to wait and wait for eons. Moss growing on its back as it uses a tortoise's life span and hibernation to stare at the volcano as its life inevitably ebbs. For while volcanos can kill almost anything they have a life span and no matter how big their tantrum is eventually they have to calm down. And when they do, the mighty volcano's corpse finds the very things it sought to destroy growing on it and thriving as its energy it feeds them. For life will evolve and adapt until it triumphs over even the worst disaster For life can be eternal while all disasters must one day end.
Spoiler: The Ocean
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The Chimera is unperturbed at the advancing onslaught and prepares to fight back. A land creature may fear the oceans with its apparent merciless nature but the oceans teem with life which has adapted to its moods. The ocean is only a harsh mistress to those who don't belong and the Chimera is a creature of the ocean just as much as it is a creature of the land or even the air.
Spoiler: Adventure and Desperation
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Rather than try to get metaphysical with the conceptual dreams, Jaina is going to try to force the Stone Head's Dream and the Groh's dream to meet for she believes they are antithetical to each other. One running out of time, not excited but terrified of one day having to face the eyes that watch them and realizing they are not enough. The other about taking your time and enjoying yourself and being adventurous. To seek out new goals and adventures. They should not exist at the same time and so hopefully if they meet they will cease to be.
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Re: Tribes of Twelve Seas [IC]
Ratalan Tribe
Spoiler: Rataloka Island
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I'll retroactively gather that 5 food, thanks.
Two villagers are inducted as Warriors. The raid by the Yellow Eyes reveals the danger of being undefended. Another villager is inducted as a Sailor to complement the current fleet.
The expanding need for food prompts the Ratalan to begin combing the sea for food. They add two Fishers to their harvesting ranks.
With the discovery of the Stone Flowers island, any attempt to explore further will need more equipment. Anok, empowered by 1 Mana, crafts climbing tools from 1 Wood
3 Crafters craft ropes from 1 Grass
Urgo's revelation spurs the tribe into action. The dreamers, led by Okara Okano, attempt to spy on the dreams of the other tribes to gain a clue as to who might have the Secret.
Spoiler: Middle Sea
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2 Sailors attempt to chart a course to Rainbow Reef
2 Sailors attempt to chart a course to Wakasonee Island
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Re: Tribes of Twelve Seas [IC]
Wikto Island
Arono Tribe has discovered an infestation of Devourer Ants on Wikto Island, vicious insects that infest Islands and hollow them out, devouring everything edible. After stripping Islands of life, they hibernate until either latching to visiting canoes or migrating in floating balls of ants, holding each other.
Fortunately, Arono Tribe discovered them before they completed their hibernation cycle and it’s priests have conducted a ritual, to release the infest Wikto Isle from it’s sorry existence. As they have completed their chants, the priests have witnessed as Isle collapsed into itself, cleansing the Devourer Ants in the light of Wikto Spirit. The last waves have flowed from where once Wikto has been, carrying in them sorrow of loss and hope of a new beginning, for Wikto Spirit has been given a chance to recover its strength and be reborn, once more rising land from the ocean.
The people of the Middle Sea are grateful to Arono Tribe for saving them, from this horrible menace.
Arono Tribe gains +1 Renown.
Spoiler: Arono Tribe
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Temple of Hapriss grows as she gains power.
Arono Island Temple Renown 3 -> 4
Arono Tribe can advance Trait to Level 2 or gain a new Trait.
Arono Tribe gains +1 Building Slot as land rises from the water. There, 1 Stormgrass grows.
Arono’s Tribe deeds attract 1 Villagers and it’s divers recover 3 Greenstone.
Korrowmal
Korrowmal invite other Tribes to the feast, to celebrate their victory over the Yellow Eyes. Hell’s Tribe is invited by Korrowmal’s Trader, while other Tribes receive a general invitation over a dream.
Launai Tribe
Spoiler: Dreamers
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Dreamers sing songs and entertain people, weaving stories of the Island of Fog, to anchor the hearts of people. The Tribe’s Mood improves (+1) and many begin to reconsider leaving Island of Fog.
Spoiler: Island of Fog
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The Priest immediately discovers Curse of Mad Spirits 3, that shall attract angry, dangerous spirits to Island of Fog. It seems the curse isn’t natural, but rather it was crafted by somebody skilled in dark arts.
There is a fairly easy way to dispel it - blasphemy against any Great God. Were Lunai to forsake even one of the Great Gods and the curse will spare the island. Your priest senses anger behind the curse - a terrible secret that could rob people of their mind. There are three other ways to deal with the curse - blood sacrifice, dispelling it, though Priest would prefer to have more assistance or tracking down the one who cast it.
Spoiler: Mana
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Can you specify what spirits of nature?
Spoiler: Pole Reef
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The waters of Pole Reef are quiet and smooth, there isn’t a single ripple disturbing them. Beneath the water surface you see swarms of fish, swimming between the red corals. The fishers could likely gather 20 Food worth of them. In the center of the Pole Reef stands a single wooden pole. You can’t see it’s base, as it’s too deep. On the pole resides an old, bald man. He throws a disapproving glance at your sailors, before closing his eyes again.
Hell’s Tribe
Spoiler: Stone-Heads
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Thank you so much for their rescue. We would prefer for our Tribesmen to return, as they have their duties at home. We will owe you 6 Favor for this, and if you wish, you can call upon it, so we would craft you, what you need.
Spoiler: GM
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I’ll resolve sacrifices to Chemosh at EoT.
On spending Mana to make a leader - certainly. Ivin The Monsterslayer (Scaly Skin) it is.
How many lizard skin armors are you making?
Ratalan Tribe
Spoiler: Ratal Island
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The ropes and ladders made with careful work of many craftsmen and assistance of Weaver Hall should be sufficient to conquer Stone Flower heights. A small celebration in the Hall of Festivals strengthens the spirits of the climbers. Everything is ready to find the secrets of the island.
Spoiler: Rainbow Reef
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As your sailors arrive to the Rainbow Reef, that has this name because of the colorful coral and fish that live in it, they spot a great number of fish, worth 30 Food. A massive boat - more like a building floats nearby. It’s the pleasure palace. From it come smells of cooking fish and sounds of music. A beautiful proprietress of the Palace calls to your sailors - “Come and be welcome. There’s enough fish for everybody. We’ll give refuge to your fishers, if they decide to throw their nets here.”
Spoiler: Wakasonee Island
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Goji Island is covered by mountains, from which dozens of water streams roll down, creating beautiful waterfalls. Life on the island finds itself in narrow valleys or on flat tops of the mountains. There are some ruined structures there as well, remnants from the past, that somehow cling on, despite storm seasons.
Your sailors observer 15 Food and they are certain, there is Stone and possible Greenstone on the Island. They also spot a figure, wearing a cloak of black-feathers and staff with a skull on top of it. This could be a powerful sorcerer.
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Re: Tribes of Twelve Seas [IC]
Arono Tribe
The Arono hold a vigil in remembrance of Wikto Island for the fallen island, dedicating their safety and adventure to the great Hapriss spirit. Wikto will be remembered and the Arono will spread the story of the Wikto to the far reaches of the seas so hopefully no one else makes the same mistake the unfortunate Wikto did. However the Arono made sure to break their vigil with a proper Arono celebration of life, they had much to celebrate for; surviving the Yellow Eye raids, ending the island destroying threat on Wikto island, and the successful adventures of their sailors.
The celebration went long into the night, as word spread through the seas the Arono started to look to the inner seas of their world. Wondering what adventures and treasures lay within. Aoa clutched the Stormwind in his hand, seeing a possible way to make it to the inner seas that he had so long dreamed of. Dreaming of the future he went to find Rassa and see if she could aid him in his dream.
Spoiler: Arono Tribe
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2 Villagers and 2 Craftsmen using 4 Shells will upgrade the Storm Shelters to Level 2.
1 Craftsman will create 2 Coral Tipped Spears.
1 Craftsman, and Rassa Defthand, with 3 Mana, will attempt to create a Masterwork Stormwind Shell Sailing Item out of Stormwind 1 and Blue Shell 1. *Note: If you can combine two resources to make a better item that is. If not ignore the shell add on. I was just picturing a Conch Shell filled with the winds of the sea.
6 Villagers will explore the Tidepools.
Spoiler: Shell Island
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4 Villagers will create an Outpost on Shell Island.
1 Trader will attempt to look for more resources, focusing on Rare ones.