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.