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  1. - Top - End - #1
    Dwarf in the Playground
     
    Kessler's Avatar

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    Oct 2009

    Default 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
    Show
    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
    Show
    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
    Show
    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
    Show
    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
    Show
    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
    Show
    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
    Show
    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.

  2. - Top - End - #2
    Ogre in the Playground
     
    GameOfChampions's Avatar

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    Default 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
    Show

    1 Trader to Explore for resources


    Spoiler: Arono Island Actions
    Show

    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
    Show

    1 Sailors will attempt to Discover Shell Island


    Spoiler: Dark Water
    Show

    1 Sailor will attempt to discover Darkwater
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


  3. - Top - End - #3
    Ettin in the Playground
     
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    Default 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
    Show
    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
    Show

    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
    Show

    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
    Show

    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?

    Avatar created by Elder Tsofu

    Spoiler: Giant in the Playground Hearthstone Champion
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  4. - Top - End - #4
    Dwarf in the Playground
     
    Kessler's Avatar

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    Default Re: Tribes of Twelve Seas [IC]

    Hell's Tribe

    Spoiler: Turtle Tribe
    Show
    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
    Show
    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
    Show

    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
    Show

    What buildings are you constructing?
    What items are you crafting? Necklace? Musical Instrument? Something else?


    Spoiler: Wikto Island
    Show

    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
    Show

    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
    Show

    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.

  5. - Top - End - #5
    Ogre in the Playground
     
    NecromancerGuy

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    Default 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
    Show

    Bebedus Livedeo will assist another trader in trying to find more Blackwater to obtain on the Island.



    Spoiler: Building
    Show

    5 Villagers will try and create a Weaver House

    5 Villagers will try to build a Hall of Crafters (Caste Hall)




    Spoiler: Gathering
    Show

    5 Villagers will try and collect more Blackwater for the Crafters of the tribe



  6. - Top - End - #6
    Halfling in the Playground
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    Default Re: Tribes of Twelve Seas [IC]

    The Korrowmal Tribe


    The Korrowmal Tribe's Dreamers
    Spoiler: Hell's Tribe
    Show
    "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
    Show
    "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
    Show
    "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
    Show
    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
    Show
    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...
    Last edited by - Hack -; 2019-10-02 at 06:50 PM. Reason: Spelling and Formatting

  7. - Top - End - #7
    Dwarf in the Playground
     
    Kessler's Avatar

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    Default Re: Tribes of Twelve Seas [IC]

    Kamarula


    Spoiler: Kamarula Island
    Show
    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
    Show

    You construct Hall of Warriors strengthening them and improving their mood.


    Spoiler: Turtle Tribe
    Show
    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.
    Last edited by Kessler; 2019-10-02 at 06:08 PM.

  8. - Top - End - #8
    Dwarf in the Playground
     
    OrcBarbarianGuy

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    Default Re: Tribes of Twelve Seas [IC]

    Spoiler: Zoal Island
    Show
    Mashara Diamond Eye
    1 Trader
    1 Warrior
    1 Villager
    The party will explore the island for resources.

    Spoiler: Tamagoro Island
    Show

    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
    Show

    1 Trader
    1 Sailor
    1 Villager
    The party will explore The island for resources.


    Spoiler: Pole Reef
    Show
    Seki, The Wave Tamer will chart a course to Pole Reef


    Spoiler: Korrowmal Tribe
    Show
    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.

  9. - Top - End - #9
    Ettin in the Playground
     
    Hamste's Avatar

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    Default Re: Tribes of Twelve Seas [IC]

    Spoiler: The Korrowmal
    Show

    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
    Show

    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.

    Avatar created by Elder Tsofu

    Spoiler: Giant in the Playground Hearthstone Champion
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  10. - Top - End - #10
    Dwarf in the Playground
     
    Kessler's Avatar

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    Oct 2009

    Default Re: Tribes of Twelve Seas [IC]

    Hell's Tribe

    Spoiler: Construction
    Show

    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
    Show

    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
    Show

    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
    Show

    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
    Show

    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?
    Last edited by Kessler; 2019-10-03 at 10:23 AM.

  11. - Top - End - #11
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    GameOfChampions's Avatar

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    Default 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
    Show
    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
    Show
    2 Sailors, Aoa Strongheart (Sailor), Kilio Silvertongue (Trader), and 1 Trader. They will attempt to charter a course to, and then explore, Shell Island.
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


  12. - Top - End - #12
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    Default 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
    Show
    Spoiler: Fluff
    Show
    "...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
    Show
    Spoiler: Fluff
    Show
    "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
    Show

    A Crafter will try to create a set of proper Stone Tools. [Resources Used: 1 Stone]





    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?


    Spoiler: Ash Tribe
    Show
    Greetings from Groh, we hope you have survived and done well.


    Spoiler: Blessed Isle
    Show
    Greetings from Groh oh blessed tribesmen. We hope that all has been well for you.


    Spoiler: Stone-Head Tribe
    Show
    Greetings from Groh, shapers of stone. We hope the godsplash has not harmed your legendary works too mightily.
    Last edited by AlexanderML; 2019-10-03 at 06:34 PM.

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    Default 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
    Show

    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)


    Last edited by Shadowflick; 2019-10-03 at 07:30 PM.

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    Default 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
    Show

    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
    Show

    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
    Show

    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
    Show

    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
    Show

    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
    Show

    It was a trying time, but we endure.
    Last edited by Kessler; 2019-10-04 at 04:55 PM.

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    NecromancerGuy

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    Default Re: Tribes of Twelve Seas [IC]

    Spoiler: Crafting
    Show

    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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    Default 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.

    Avatar created by Elder Tsofu

    Spoiler: Giant in the Playground Hearthstone Champion
    Show

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    Default 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.
    Last edited by Kessler; 2019-10-10 at 09:44 AM.

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    Default Re: Tribes of Twelve Seas [IC]

    Quote Originally Posted by AlexanderML View Post
    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
    Show
    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.
    Last edited by GameOfChampions; 2019-10-08 at 08:17 AM.
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


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    The Groh

    Spoiler: Arono
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    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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    Default Re: Tribes of Twelve Seas [IC]

    Turn 2

    Spoiler: Renown
    Show
    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”
    Last edited by Kessler; 2019-10-15 at 06:35 AM.

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    Default 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
    Show
    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
    Show
    1 Priest and 2 Villagers will attempt to search Wikta Island for curses or bad juju.
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


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    Default 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
    Show

    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?
    Last edited by Kessler; 2019-10-17 at 06:37 PM.

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    Default 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
    Show
    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
    Show
    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
    Show
    1 Sailor and 1 Trader will charter and explore Shark Reef.


    Spoiler: Blackwater Reef
    Show
    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.
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


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    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
    Show
    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.
    Last edited by AlexanderML; 2019-10-27 at 07:27 PM.

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    Default 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
    Show

    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
    Show

    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
    Show

    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
    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).

  26. - Top - End - #26
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    AlexanderML's Avatar

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    Default Re: Tribes of Twelve Seas [IC]

    The Groh:

    Spoiler: Groh
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    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
    Show
    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
    Show
    Five villagers will work on establishing an Outpost here to help with local defense and resource collection.

  27. - Top - End - #27
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    Default Re: Tribes of Twelve Seas [IC]

    Arono Tribe

    Spoiler: Blessed Isle
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    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
    Show
    The warriors with the knife and villagers will attempt to fight it out.


    Spoiler: Groh Island
    Show
    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
    Last edited by GameOfChampions; 2019-10-25 at 12:01 PM.
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


  28. - Top - End - #28
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    AlexanderML's Avatar

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    Default 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.

    Last edited by AlexanderML; 2019-10-27 at 07:39 PM.

  29. - Top - End - #29
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    Default 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
    Show

    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
    Show


    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
    Show

    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.
    Avatar created by Elder Tsofu

    Spoiler: Giant in the Playground Hearthstone Champion
    Show

  30. - Top - End - #30
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    Default 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
    Show

    The Outpost is constructed. It will help villagers to gather resources and serve as defense.


    Spoiler: Ash Island
    Show

    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
    Show

    “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
    Show

    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
    Show

    You’ll need to write to specific NPC Tribes to get an answer.


    Spoiler: Tribe Activity
    Show

    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
    Show

    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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