The Groh

Spoiler: Groh
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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
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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
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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
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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).