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Nation Building Dawn of Man Monuments: Process

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SPRING 1, TURN 1
Pat Pat

Fishing and sport -- action 1

"And we were having such a good time, too."

The game began and many rules were made up on the fly to make things more interesting (and productive) -- great catfish and sturgeons were easier to herd into the dreamcatcher than many of the smaller fish, Colorful Zescu and wily Tribah who travelled in groups -- it was a game of weight, with the older shamans working smarter herding the heaviest bottom feeders and the younger shamans working harder trying to get schools of smaller fish into the scoring net. When a bait-ball was captured, a great hollar went up by all. After a fair amount of time a Giant Devil ray was attracted to all the commotion, and twice the net had to be moved to keep it from raiding the take in fish. Moving around the bend they found the Devil ray would not follow... but the KNARRAVÍK would have to deal with this monster -- non aggressive though it was, to determine who was the master fishers of this region of the river. The take was much larger the young shamans insisted before the Devil Ray helped itself... but 10 units of food had been captured before the Dream-catcher net had to be moved to it's third location.

Then the game took a turn.

A depression in the bottom of the river was full of crabs, but they were speedy, ornery, and threatened to cut the net up if herded into it. They were younglings, and more trouble to peel than worth it to eat. When they had been shooed away the adults showed up... trying to catch a finger or a toe of the odd shaman, and a couple of times the game needed to be called to treat an injury... The crabs would grab a body part and pull into their coconut shells and it was a practical bitch to pull them out until the right combination of water plants that repulsed them could be made into a cocktail....

Then they started seeing crabs wearing skulls. Human skulls. Lots of them. Wearing them like hats. Like it was common. Natural.

Under a layer of mud a WORLD of human skeletons had washed into this depression from upriver, Loas know how long ago... but there were hundreds of bodies. Animals bodies too... at least that's what the Knarravik wanted to believe. There couldn't be this many dead people washed down to the bottom of the river. The elementals caught more bones than ever they caught fish -- and the dreamcatcher filled with human skeletons and little vandalous crabs and a few middling fish. They dumped the net.

It filled again. They moved the net. More bones. People stopped laughing. Stopped playing. Stopped fishing. Was their home a gruesome abattoir, and if so, for what?

That Ray needed to die. Back to the sunny place. back to where fish lazed and not a thousand unsung and restless dead.

They took their bounty and dragged it to the new encampment. It would be time for the feast soon.

Regardless of what the leaders decided, the tribals did not want to talk of the events preceding the feast. They lost themselves in sweetleaf clouds and tried to forget what they had seen. Forget what first they had lived in this new land -- how the bounty of the land had turned to ash in their mouths...

(game has promising culture value but obvious obstacles must be addressed. has potential to propagate and be cherished by the tribe... but not yet.)


2. THE FEAST:

Great were the clouds of sweetleaf as each tribe brought their own personal cuisine... many things made of the same meats and plants popular in the valley of the first people, but each tribe had their own dishes and style of cuisine. It was valuable, this union -- and it carried long into the night when more than baubles and furs and sugar and other exotics were exchanged... it was a melding of the people, especially the young, that would strengthen the next generation with diversity and color.

the Gelrakes showed up in force... they had been following all the tribes, but a union of several tribes was too much too resist. The rakes offered beads made of polished shells and seeds, curios, and piles of malachite crumbs and chunks they traded for negligible cost.

Pat Pat Heyitsjiwon Heyitsjiwon GentleBreeze GentleBreeze gain a TREASURE ROLL for a minor item they buy from the gelrakes for a song. Kent Kent Heterological Heterological instead gain 1d4+1 units of Malachite from Gelrake trades (no mechanical cost, they mostly take junk and broken things for their own inscrutable purposes)
The leader of the Gelrakes, A giant sack of fluidy blue/clear plasma introduced himself, smoking giant sweetleaf cigars.

"I AM WAHSTON, GELRAKE TRADER LORD! MY NAME MEANS... UM.... GOD HAS SWEETENED MY WEALTH! YES! THAT IS WHAT IT MEANS! TRADE WITH US!"

and the festivities continued, with even stranger characters of every tribe showing themselves and making their own mark on the festivities.

After a few days people stopped sleeping with each other as wantonly, and everyone decided collectively that the feast was over and everyone should head home. For a while people forgot their troubles from the old land, and the KNARRAVÍK almost forgot their troubles in the new... The night after the feast many Knarravik had nightmares... wondering how many happy feasts had been held on these same shores only to end in destinies at the bottom of the river... but their secrets were their own.

EFFECTS:

Sharing of Incense with Wavewalkers gives KNARRAVÍK ** culture and Wavewalkers * culture.

Everyone attending the feast gains * social pip. (as of this post, sorry latecomers!)

Sweetleaf, Sugar, and White Cattail rise into demand. Tribes present will want to steal/trade knowledge of these goods. Not doing so may cultivate resentment or sadness. Doing so will enrich culture. Other exotics become more familiar.

Happiness of all involved tribes increased for this season. If sadness or poor morale strikes, the feast can be mentioned as an abatement.

Gelrake traders follow all attendees home. If you have stuff nobody wants, or just want to see what it's worth or see if you can drive a good bargain/swap -- you can trade with NPC gelrakes. This is a commerce action with NPCs, managed by the GM. (You may pricecheck or propose trades in discord before committing to a trade in post)

Gelrake traders have plenty of stupid offspring to eat. +2 passive food income for attendees as of this post, per turn.


Heterological Heterological : If you wish to give up your gold, you may immediately acquire two commodities you do not have. Each partner in the bargain gains +1 culture and +1 social.

GentleBreeze GentleBreeze : You marry into several other clans. You gain +1 social. Your hunt however on the way to the feast is a mysterious and unfortunate bust.

COMMERCE: Wavewalkers and KNARRAVÍK have PRECEDENT to trade techs at end of season...

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NPC Discovered: "Wahston, Gelrake Trader Lord" -- Wahston is the NPC gelrake trader that offers representatives to all attendees. Mini scenes with Wahston can be requested for ONE free commerce action that can be used any time ONCE this season. This is considered a free action.


Pat Pat You gain * free pip when you have 2 pips of any kind to take you over the top on a given discovery. Call this pip a "Chromatic pip" -- it may become a thing. this is your final boon for hosting the feast.
 
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ThatWhichShouldBe ThatWhichShouldBe SPRING 1, TURN 1
Commerce Action: VAAL-RUNES
The Par-Zi-Vaal will work with the Avacyn ( Auriel Maza Auriel Maza Auriel Maza Auriel Maza ) and Aldhar ( Crocodile Crocodile ) tribes to study the inscriptions upon the Vaal Tablet and the Vaal Tombs. This strange thing called 'writing', which pins thought to physical matter, seems to be what many of the inscriptions upon the tablet are. Perhaps a script could be devised, one based on the elegant forms. And in thus doing, the script on the Tombs and the Tablet both can be deciphered. The Zatameri ( Cosmo Cosmo Cosmo Cosmo ) will utilize their magics to help along the deciphering of texts.

EFFECT:

"Another symbol that looked the same but was different in context. there were 6 tablets of them now...
and the tribes involved wondered how they'd ever have cracked the code without Necril... but crack the code they did. It required a collection of "Emponymous stones" to keep Vaal writing straight even WITH the magical assistance, (Each tribe involved gets one of these items) but ones the stones were in hand the Vaal began to give up the first shreds of their secrets. A new Language had begun to form -- and then suddenly it did. A writing for all people... if all people were willing to subject themselves to the gauntlet of what was required to learn. It needed to be simplified, but once it was complete it would be a unifying key for all people to understand each other better than ever before.

1d2 more actions would be required to perfect the new written language, but all who adopted it would gain +2 culture and +2 magic ... the new dialect when these actions are complete it will trigger a "culture bomb" (random bag of pips) for ThatWhichShouldBe ThatWhichShouldBe Auriel Maza Auriel Maza Crocodile Crocodile Cosmo Cosmo at a value of at least ***** (five pips), based on how many tribes adopt the new written dialect. (Number of tribes +1 pips total for each party)

All who adopt the new language have PRECEDENT to learn WRITING as a tech, or gain other bonuses if they already have writing if they abandon their own writing systems for the new. When the time comes, it will not take an action to adopt the new dialect. It will be an EVENT all players either opt in or opt out of.

___________________________

The language of the Vaal was colorful, but efficient, once you learned the synonymous particles and the "rules of eponomy" -- the Tablet of forms the Par-Zi-Vahl began to translate they were happy to learn they had somewhat faithfully learned just from following illustration, but deeper secrets lied beneath once all the forms were learned.

For each culture advancement used on the tablet, a new melee or health/stat bonus would be obtained, maximum of three. The third Advancement contained the secret of the "third circle" -- how mere mortals could gain preternatural powers in combat (learn to be 3 dice martials)

The tomb had little text on it, but what secrets it had it gave up quickly. "We are the Justicars of the Vaal, The protectors Lankhmahr. Open our tombs only in direst need, We collect our own price, fight worthy or fight small."

____________________________

  • Action 1: INTO THE WOODS
    • Along with the Avacyn ( Auriel Maza Auriel Maza Auriel Maza Auriel Maza ) Tribe, explore the forest and cliffs in the area between/around their tribes, primarily focusing on searching for food sources, resources, or other points of interest to explore. (Avacyn tribe is People of Wood)
      • relevant Avacyn spells
        • Speak with animals -- doesn't imply control, but you can communicate.
        • Eagle Eyes -- Improves perception and vision range.
      • Relevant Par-Zi-Val spells
        • Astral Projection: Leave body (which stands exactly as how soul left it) and recon from short to long distance, relative to rolls. Astrally projected beings cannot be detected magically, but cannot move either.

Much was observed in the forest and cliffs...

Food sources:

Above the cliffs, migratory herds of rabbits moved endlessly ahead of giant constrictor snakes that tracked them, poorly, across the clifftop plains. The snakes might be worth leather and food themselves but were spoilers for a fight, while the rabbits were easy prey with enough manpower.

Bagfruits that tasted horrible but were full of nutritious seeds and water-value were all over the clifftop wooded area, as well as giant Matabele ant hills. It might take some technique to get the ants out in quantity and prepare them for food, but it might be a lesson worth learning. It was also worth noting that matabele themselves ate all other sorts of pests, so domesticating them for food in your locale could be useful for cleaner and happier living...

A Vein of silver lay underneath a particularly large outcrop of the cliffs above, guarded by a small village of skinwalkers (Quasi-lycanthropes) ruled by a true werewolf of great power. As expected these folk were highly territorial but with magical surveillance the worst of their anger was avoided.

Caves in the high middle cliffs three separate camps containing Sparassidae Spiderfolk -- Spider Huntsmen. Non web-spinners, these "people" preferred to ambush prey below them, usually other huntsmen but not beyond grabbing the odd gelrake, Greenskin, or tribal it would seem.

Greenskins. The mythical enemies of the dwarves -- who followed the dwarves out of the bowels of the earth while the dwarves underwent the sunquest -- their search for the surface. There were no orcs or goblins in the valley of the first people... but the huntsmen ate lots of them, so they were definitely in these parts. The tribals wondered how first contact with an orc or a goblin tribe would go... they were rumored to be vicious opponents, with stories varying from great strategists to irredeemable savages.

Granite deposits were found in the cliffs here and there, along with a single cube-like crystal of Purestone the size of a house fit for an accomplished chief.

All was seen, but none was touched.

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  • Action 2: EVERYBODY WAS KUNG-FU FIGHTIN'
    • Refine the forms learned from the Vaal Tablet into specific 'schools', developing codified 'Arts' of martial techniques that work well together. Name them after the 'principle' that the 'system' seems to resemble the most- Tiger Art, Fire Art, Patient Art, so on. By organizing techniques, we will be able to develop much more sophisticated training programs to enable our warriors greater mastery of these 'Martial Arts'. Having a greater understanding of the runes on the Vaal tablet will help understand the intricacies of its teachings. (See Commerce Action)
The forms began to be broken into digestable chunks, with the final forms still far out of reach this was a great means to aspire to them. The "X forms" would take a great investment of martial and cultural currency... but the path was laid before them.

** Culture (2 pips) as the study of the martial arts and the further development of a martial culture takes hold. After 1 cultural discovery Two martial forms can be adopted by the Par-zi-Vahl. With two more forms for every cultural discovery used in this manner until the X-forms are unlocked.

It was true what the Par-Zi-Vahl believed about the Vaal -- indeed these were forms to fight monsters, for again and again a word synonymous with monster presented itself, especially in the X forms. The Vaal used these arts to teach their common people how to destroy something called THE TROW, over and over they were mentioned... Monsters AND men of such terrible power it was implied that genocide was as natural to the foe of the Vaal as was breathing...
 
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Kent Kent :

FEAST!: See above process.

Order 1: Herbal Fields for All!

The land was sectioned off, mannikins summoned, fences built and labor placed in the ground to turn the soil as well as range for the herbs they sought to make better medicine and posions... The Lifeseekers found: (these do not take additional actions to make/gather/produce.)

Blue Bamboo -- Only small amounts of this would actually grow to maturity, but it allowed one reroll on a healing spell or check in a scene/action/turn -- or could be used to give a character a plus 2 to any save vs. death except a melee/missile attack. (particularly poison or magic)
Dour Winterberry -- delicious, but woe be unto those who ate them unprescribed. Can be used on the dying to enter a torpor for an additional turn for a cure/healing to be sought. In winter it does not put people in stabilizing comas but instead halves the need for food per turn by slowing metabolism at cost of happiness.

Fatigue Grapevine -- requiring almost absurd amounts of water to thrive, Fatigue grapevine cures fatigue in tribal warriors (+25% fatigue from potions) and does not restore mana to exhausted mages but restores vigor and ability to move/act. Can be habit forming.

These bonuses can be shared individually or all at once as part of a commerce action, or as a free action with other folk who have herbalism.

Order 2: Ruin Exploration
The Lifeseekers will explore the ruins West of the Palefolk settlement along with the Laternis ( Heterological Heterological Heterological Heterological ) and Niislel ( Heyitsjiwon Heyitsjiwon Heyitsjiwon Heyitsjiwon ). +any other player that will join after this post.

SCENE!

This is an Orc/Goblin Ruin of some size, and it looks like after it was abandoned once was the home of a much smaller human community hiding in the husk of the community as well. THIS SITE/ACTION PROVOKES A SCENE. Any players that do not have a scene on their own turn can, with or without the above group, explore these ruins.
 
Heyitsjiwon Heyitsjiwon :

Action 1: Construction of a fishing weir - using locally found stones and fiber from their cultivated White Cat Tails and any other fibrous plants, the Niislel go to work on creating a fishing weir in the river where fish and other useful things flowing from upriver will be trapped in various nets and shallow pools.

Resources, Spells, Perks that may apply:

White Cat Tails (for their fiber)
Red Reinvigoration - +2 speed and cures fatigue, allowing people to work faster and longer
Wardpact - to summon additional labor to assist in the project
People of the River - used to living by the river

7 food was generated from fishing, further fishing attempts here should generate 2d6 food with a minimum of 6. (something to mention but no guarantees)

Gold nuggets and crumbs flow into the net, obviously it was a very long time since anyone "panned" here for the stuff. 2 units of gold are rapidly found... though it was by their culture of the river that diving and dredging for this treasure was truly possible.

The Niislel are excited by the promise of bounty and treasure where they have decided to settle. Gain one Happiness.
_________

Action 2: Joint expedition to the ruins to the northeast of the Niislel camp with various other tribes

Provokes scene as stated above.

________

Free (Commerce actually) Action: The Niislel join the Knarravik feast with 5 units of food and samples of their White Cat Tails
 
Heterological Heterological : Spring 1, Turn 1
Commerce Action:
The Laternis joins the feast hosted by the Knarravik ( Pat Pat Pat Pat ). They will bring along 3 units of their food, along with 1 unit of gold and ample supply of their exotic river furs & sugarcane. Amber Leaves heads this delegation, eager to establish trading relations with other tribes and gelrakes.

EFFECT: Results related in PAT post above. By the end of turn one the tribe must decide if it is parting with gold to quickly snag commodities... as gold greases all palms, as gold can facillitate all things.

Order 1: Sugarcane Processing

Tribespeople crush a part of their cane supply to extract sugarcane juice, as well as leaving behind sugarcane fibers. These fibers are used to weave ropes and nets to help with fishing practices.
Minor Water Power - summons small water elementals to help with the labor

Enough Sugar is made for three pips of happiness -- these can be saved or used at any time, and can be considered tender for trade "giving happiness" to other tribes in exchange for goods and services. If more than one happiness is spent in this way, Gain * culture and * social. If all three units are traded at once, the recipient gains Sugar commodity for their culture without needing to elsewise trade or develop for it.

Alternatively, you can gain 15 food units by making the food you already have more fattening. This can only be done once a season. (and all happiness is forfeit)

Order 2: Ruin Exploration
Joint ruin exploration with other tribes, led by Northern Star.

SCENE!
 
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Cosmo Cosmo Spring 1, Turn 1

Commerce: Processed in Pat Pat post

Celebratory Festival: (action 1)

This was an event of both culture and art, with each tribe encouraging and challenging the others to outdo the norm. The Guiding Longdead even coached and judged the festivities, improving the styles of dance, pottery, and Oral tradition.

The Festival only lasted three days, as on the third night the scraol began barking in the darkness even hours before dusk. The tribes hurried to the safety of home rather than wait for what the scraol had in store, and breaking up the party seemed to be enough to disband them before they gathered in any real force...

The Gelrakes appeared happily, and plied their junk (and wares) to all those gathered. Their "Merchant Lord" -- named "Oowarahoon" made sure gelrakes would spread to the tribes present, and watched the festivities.

Then something odd happened during the festival. Oowarahoon opened a portal in his face and it bent into an arc of a smile at something the Lepidoptera said in their Oratory. He spent three hours explaining it to his personal circle of gelrakes, and they "smiled" too. It was the first instance of geniune entertainment experienced by a gelrake, since the discovery of laughter. This didn't seem like much of a deal to the assembled tribals, but the Gelrakes thought so, and so were especially generous with their trades. Gelrakes attempted to don Atzu dresses after the festival as a cultural affectation, but most accidentally digested them, as the clothes they were used to wearing were not as delicate or ostentacious.




EFFECTS:

All participants gain * culture *social *art tradition.

Honey Glaze
is discovered in the course of the festival, mixing honey with food. This is a major hit and no small advancement, and the succulent centerpiece of the meals had will be remembered for months to come. Happiness is increased for the season, if something sad or depressing takes place, the festival can be recalled to mitigate it.

All the participants want honey now! If honey is not acquired through trade by the end of turn 3, sadness or resentment may breed among the tribals that do not have it.

Gelrake traders follow all attendees home. If you have stuff nobody wants, or just want to see what it's worth or see if you can drive a good bargain/swap -- you can trade with NPC gelrakes. This is a commerce action with NPCs, managed by the GM. (You may pricecheck or propose trades in discord before committing to a trade in post)

Gelrake traders have plenty of stupid offspring to eat. +2 passive food income for attendees as of this post, per turn.


Gelrakes make almost ridiculous trades for small parcels of commodities, junk, personal items, and apparently nail clippings and hair were big hits for the gelrakes to buy this time round. Gelrakes are experimenting with wigs and merkins to appear more "like people". deer deer palmtree219 palmtree219 Cosmo Cosmo all recieve special items on top of negligible trades: each player makes a d100 treasure roll that either cannot be below 30, or is +15.

The Zatameri Cosmo Cosmo Accidentally discover "Pens" while mucking with dyes and feathers. This discovery grants +2 culture to anyone who also has the writing Tech. Zatameri gain * culture as this enhances the inking of the terracotta. Pens can be traded, emulated, or stolen. (Atzu palmtree219 palmtree219 automatically gain pens from seeing them used and they have all the feathers)

Scroal are active in the area!

______________________________

2. Sea Dredging
Working alongside the Lepidoptera deer deer deer deer , the Zatameri are going to be dredging the nearby coastal region! The Lepidoptera will use the spell 'North Star's Constance' to try and find places of treasure, value or resources and the Zatameri will use 'Besides Us' to have Longdead, guided by the Lepidoptera Navigation, to walk into the sea and bring them to shore. If they were lucky, perhaps the fallen of the Zata had advice or knew better places to search and would tell their descendants.

The dredge is long and difficult, and much ground is covered before the Constance finds anything in the sea close enough to reach without watercraft (2 offshore "unreachable" sites located in deep water!) but almost before everyone was ready to give up something encouraging was found... The longdead retrieved the bones of a magical serpent... six units of Enchanted bone were found buried behind a silty sandbar... and it was there, finally, something of interest was found...

Potential SCENE: (DECISION POINT!)


An underwater ruin is found in 8 feet of water offshore, the front broken gate being sylized with strange blobby fish with three vertically stacked eyes. The ruins were impossibly old, but emitted a kind of bad vibe like dark powers still worked there. A powerful undead Loa slumbered there, the longdead gestured, but pointed to where rubies and topaz could easily be gathered from barely buried statues and pillars of a palace ruin long gone...

A) Gather all the gems you can and forget the site (TBD amount of Topaz and other gems gained safely)
B) SCENE!? each tribe involved brings 1 unit of swimmers/floaters to direct the longdead to explore the ruin... this will be an unwieldy quest, one not very fit for folk not of the river or shore (swimming and diving traditions help here!) but the treasures and/or the Loa could promise great fortune (and peril) if dared....

if one tribe picks A and the other B, both avenues can be explored, but separately.
 
GentleBreeze GentleBreeze : SPRING 1, Turn 1

Commerce Action:
Mezkadruk leads a delegation from the Hazakarski, including a handful of men and women who have reached a point in their lives where they are willing and able to get married, to gather in an exchange of words, gifts, and socialisation. The delegation is bringing enough Food for themselves (2 Food), but will opportunistically hunt small game/birds and forage as they travel there and back if this proves convenient on their route.

Effects in Pat Pat post.

Incidental from tool/trap culture:

Leaving some traps along the near-invisible trail they made to and from the Feast, the Hazakarski find on their way back home, an ALICORN (winged unicorn) stuck in one of their snares. The snare, filled with succulent leaves and flowers, proved too tempting for the magical beast. The creature was beautiful, and much time was needed to consider a course of action besides letting it go -- so awesome and beautiful was the creature.

DECISION POINT:

A) with great difficulty overcoming it's charms, slaughter this creature and use every part. ** magic, * tool tradition. 10 food, Magical wings (Craftable), Alicorn Wand (spell focus)
B) Free the creature. Myth and Legend say that to do right by these creatures is to receive a boon and good fortune.
C) Bind the Alicorn as chattle with intent to break it. (would best be done with Animal Hubandry) and dangerous in any case!

____________________________________

Order 1:
In a synchronised process, groups of hunter-gatherers are sent out from the central camp of the Hazakarski, to comb the surrounding area for opportunistic hunts of game, as well as foraging primarily for food. At any one point up to three units of people will be conducting such excursions, so that if there is any danger those remaining at the camp might reinforce the party that needs support- communicating via grass whistles, imitated bird calls, and even a runner if necessary. The hope is that a substantial proportion of food can be collected in this manner.

EFFECT: 10 units of food (mostly nuts and bagfruit) are gathered by cyclical groups. while on this gathering process in expanding circles, two large prey animals are found nearby:

A) A gargantuan Sloth
B) A herd of tiny (dog sized) Running-Camels

Instead of a SCENE, a HUNT against one of these targets may be chosen this turn to maximize food take, if successful. The sloth is especially dangerous, but valuable plants and even small trees grow on it's back, as well as a chance of incidental loot in it's lair. (considered a monster)

_________________________________________

Order 2:
Methodically making their way out from the camp, the Hazakarski keep an eye to collect what may have been left behind in the foraging- perhaps there may be leftover herbs and mushrooms, though the primary purpose is to gather firewood and useful branches which could serve in the making of tools or traps. Of course should some of them bring back any good stones they come across, which could be used to decorate the Heart-Totem, then provided this does not detract from their main objective there should be no issue. A few of the more eager-eyed may be keeping their wits about them to consider if beehives or oozing tree-sap might be spotted.

A fallen glade of cystalwood is found hidden in a field of wet grass that has sprung up in the absence of the trees shade. Normally this would go unheeded, but such is a sign of the forest, and the Hazardruki are a Forest Tribe. 5 units of Crystalwood are found downed in this once-glade... the razor-sharp stumps shining blue with the crystal underneath the bark of the trees.

Despite all of these good omens, they could tell the Scraol were watching them.

Tracking:
3 Culture, 4 Magic, 4 Tool Tradition
5 Units People, 4 Wood, 10 Food --> 3 Food
 
Auriel Maza Auriel Maza SPRING 1, Turn 1
Action 1| Forest Exploration with The Pah-Zi-Vaal (and others if applicable)

The Avacyn will work with the Pah-Zi-Vaal to explore the forests around their homes to look for resources, animals, and other points of interest in the forest. Using various spells and their pendant to aid in the search. With building a home for animals, the Avacyn will see if some animals would accept their offer of a home for their cooperation with the tribe. (Gather resources, guards, etc. whatever applicable to them.)

Relevant Spells: Speak with Animals, Eagle Eyes.

Relevant Effects: Third power of Eye of Providence (Weal, Woe, both related power)

________________________________

The Avacyn, despite the many wounded and unsettled in the tribe, and many that died in glorious battle the night before -- settled in to the duties of the days ahead. It was harder being shorthanded, 2 in 5 of the tribe could not work from death or injury, but they embraced their serenity, the strength of their culture, and Pressed on. As a wise elder once said when confronted with loss and potential ill-fate... "fuck it, we ball."

The seers and sages were tired from reading divination and prognostication, and mana was low. (cost of casting in scene and cost of tealeaves)

But those that still stood, would run.

A granite mound was found at the top of the hill of the Avacyn, a useful resource to exploit, if desired... and among the common trees around the hill clutches of darkwood trees that could also be culled for materials.

There was scant magic to talk to animals, but where it could be done it was done.

The panthers made no violence, but would not home with the Avacyn.

The Hinds they chased that ran hither and thither, would not shelter with them either.

But their words found purchase with the GIANT EAGLES of the neighboring peak.

"We will not home with you yet, but lift your heads to the sun and embrace your glory's full wingspan, and we will allow you to live with us. You are the ones with whom the ravens play, and the Great Raven is wise. We are not as wise as the raven, but we are not without our own talents. Tell me, how will you honor your recent dead? We offer Sky burial, little ones. We will not hunt your living, but we will eat your dead and return their spirits to the sky, and cast their bones into the ocean from we both long ago came. What say you?"

DECISION POINT:
A) Give the approximately twenty dead tribals to the eagles to ritually consume in exchange for friendship
B) Keep your dead and bury them in accordance with prevailing custom...

LABOR IS CURRENTLY SHORT! (However, next turn not only will you have 4 tribals (one losing disruption, but 2 new units of green huntsmen spiderfolk. though their full assimilation is far from certain at this point!)
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Action 2| Construction of a Living Library

As customary, a greeting of the spirits of the trees and animals are to be in order. To do, a proper place for intermingling is needed. Alastor tasks the tribe to construct a living library, A living library incorporates natural elements to make it beautiful such as trees, flowers, and other plants. Built to incorporate some strong trees, using their thick canopy as a roof. Using wood to make walls, shelves, and other furniture ( "furniture" ). This will be a half circle where flat side will face the Avacyn monument. The "door" will be visible as the path to the monument will be cleared. Allowing spirits and other holy spirits to arrive through the Torii gate. Inscriptions in charcoal or other inks if discovered in action 1 will be used to attract friendly spirits to guide them to a new monument for them.

It was not until the construction of the Living Library (Living trees and 2 units of crystalwood) that the mood began to lighten. A path was built between the library and the monument, and the spirits were greeted, and some, they came. The spirits of the small woodland beasts and of the birds and the insects came and rested in peace with their followings. Gentle bees made home hither and thither, and the Hedgehog and the chipmunk came in great numbers to home in and near the library, showing indirectly where hidden stores of high-tree nuts could be gathered -- gain +1 passive food per turn. The Library would give * culture and * magic. (one each)

Most of the spirits were slight and nameless, but three came and introduced themselves in wind and whisper and reply to quiet prayer. These spirits were free Loas... and they saw promise in the Avacyn and their regard...

1) First was Kliehhorn of the warring wood: "Avacyn of the humans, so new to this land and so quick to war for peace. You brought the huntsmen into your fold without reservation, even though they be weak from the fight, even though they be strangers, even though they share no common spirits. I am impressed by your little souls... make me your Loa and I shall guide the arms of your people in battle, and you shall honor me at your feasts and name your first bites of food the Klietake.

2) Second was Haru, she who named herself Sunlight: "I am a Kitsune and your people amuse me. There is much sadness in your village, but it is akin to a dark box waiting to be open. We have so many surprises to show each other! You will give me your prayer and intent, and little presents and treats and things I have yet to fathom. Oh, the songs you will write for me, the little birds that will embody and enact my joys. I have a human form as well, if it pleases you. One I would take to defend your home from harm... should you give me dominion over it. The Gelrakes have to go, of course... but who are we both kidding? You will love me, and I might love you back. I am already chosen in your iconography... You need a fox goddess to keep things clean and fresh around here. Call me Loa, and line my shrines with gold."

3) Third was Oris Thun, The thundering earth: "I AM this hill, little ones, and I have come because you have welcomed me. Your monument is a tassle in my hair that is the grass, your road a tattoo on my back that runs up my spine. Your houses? My Garb. Honor the land and you will be it's people... embrace one of these pretenders and I shall chide you but once -- An earthquake to remind you of your insult to me, is an insult from the land in kind. I do not mean to threat, nor to make such idle -- but if you take another Loa but me, I must shake you off as you indeed shake me off -- and I will leave to embody another hill, with people who will respect when the earth speaks. What do I offer? The earth is not all brown and black -- just... mostly. I will yield to you the gem and the metal, the stone and the tree -- and your gate which is my tassle will grow, and other hills shall become ours. Consider this."

Would The Avacyn take one of the Loas to the exclusion of the others, or take none at all? (the only way to have even a chance of not offending those not chosen)

______________________

COMMERCE ACTION:

ThatWhichShouldBe ThatWhichShouldBe Par-zi gains PRECEDENT to learn writing come season end, and the Avacyn gain PRECEDENT for MARTIAL SOCIETY and/or MARTIAL ARTS.
(no actual tech is gained yet)

For Auriel Maza Auriel Maza The Avacyn put their own unique handprint on the development of a universal vaal-derived script, making them party to cultural gains of it's adoption, just as Par-zi would. Note this.
 
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Kloudy Kloudy Spring 1, Turn 1

Summary - Turn 1

  • Action 1 [Stockpiling] - We must search the nearby woods for food and crafting materials to sustain us in the coming times. We have been in this land for some generations, but our scouts have found a land more suitable with which to serve Eld. (Spell: Minor Earth Power, Tools Tradition, Mithril Arm)
The beach yielded some broken ediface, no longer identifiable from time. From it, 3 units of Armorstone we're pulled from the sand, and nearby on the cliffs an angry Jag of Obsidian could be found... the smallest and easiest pieces were taken, leaving the vein untouched for others to find or to be exploited later. gain 5 obsidian. 5 stonewood were also found growing from the cliff, cut and stockpiled, and quickly packed away.

A small pack of Giant Grison were happened upon and slaughtered for fur and meat. 5 food, 3 units of Fur Leather.
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  • Action 2 [Build Thy Foundation] - Into the stone of the new land shall we carve the bones of our homesteads so we may continue to herald the Will of Eld. The Sunborne shall implement sanctified tools toward this. Into the blessed mountains shall the foundations of a great fortress soon stand. (Spell: Shape Earth, Spell: Minor Earth Power, Tools Tradition, Writing, Mithril Arm, Gathered Mats)

    Once arrived at the place of settlement, A suitable flat cliff platform commanding a view of the lands below was found and the bones of the settlement began to form. The footprints of houses were made, and even some houses rose in their place. where the cliff met the mountainside several caves into the stone were located, and some were made safe for settlment, floored, and even sparingly decorated. Three main caves existed, the center the largest, with the two side caves connecting to the larger caverns on the wings. Living areas were made in these wings while the central areas were speculated for industry, community, and worship.

    The crowning achievement was the chamber of Rock, Ore, and Flame, a circular chamber with Obsidian tiles, great stonewood religious edifaces, and new armorstone tools made emulating Sunborne methods. ( Obsidian Obsidian gains ** culture -- Trektek Trektek Obsidian Obsidian and Kloudy Kloudy each gain * religion)

    -5 obsidian, -5 stonewood, -3 armorstone (easy come easy go)
  • Commerce Action [The Great Embarkation] - "From Eld we wander, to Eld are we destined." Pagemaster Pagemaster Pagemaster Pagemaster
POTENTIAL SCENE:

During the great embarkation, a storm separates the crafts of 2 units of Wave Walkers and all of the Architects of Eld.
While out to sea, the watercrafts of the Wave Walkers gain the interest of a MEGALACANTH -- a Gigantic Armored Bony Fish.

Decision Point:
A) Dump 10 units of food into the water to feed the 'Canth and get it to go away
OR
B) SCENE! -- Board the Shallow water Leviathan and kill it above it's lair!

  • Procs - [Religion, Magic, Tool Tradition]
 
Crocodile Crocodile : Spring 1, Turn 1

THREE MOUNTAINS, THREE FONTS.

Action 1: The Ald-Har will begin scouting the Three Mountains area to learn its lands and secrets if possible.

Ample (renewable) stonewood is foudn here, but would require the construction of an industry for passive income. For now, +6 units of fallen T5 stonewood is claimed.

Massive pits of common bone indicate that weather and runoff deposited animal and human bones in "pools" all over the valley. Renewable common bone (T1) lay everywhere... Crocodile Crocodile Ald-har gain 10 units of common bone immediately, and may incidentally take 5 units of common bone per turn.

Large amounts of amber lay amoung the bone pits where the Stonewood trees loomed. commodity "amber fossils"
is added to the tribe (+1 culture +1 art +1 magic)
It would need an industry to be exploited, but 7 units of amber are easily collected by the tribe.

There was also much GOLEM LEATHER (T8)
draped over the fallen idols and shrines of loas now dead from the valley's previous occupants. No Golem Leather is obtained, preferring not to carelessly tear it free of the idols, but if an industry is built it could carefully and reverently cut from the edifaces and produce a passive income...

_____________________

Action 2: The Ald-Har will tap their nascent Mining knowledge to begin prospecting for other materials they can pull from the Three Mountains.

It was here that fortune smiled, and perhaps the guidance of the dead. in the back of the furthest caves slotted to one day become a part of the necropolis was a deep pit. At the bottom of the deep pit was a deposit of Pristine Matter. One unit of pristine matter is taken easily, but the rest will need to be exploited. If a building/industry to exploit it is made (will cost an action and mats) 1d2 pristine matter can be produced passively per turn.

Besides that, deposits of steel lay all around the tunnels of the necropolis, strata of steel equipment flattened by the earth and the ravages of time. gain 5 Steel, Steel industry, if built, will passively produce 1d6+3 steel per turn.

one thing that was not found yet in the valley was FOOD... however efforts to search the waterfalls for fish and animals, as well as the disturbance in the entry and settling in the valley moved most animals, at least for now -- away from the Ald-Har. They would need to try harder, and commit action to finding sustenance, though there was plenty of fresh water from the falls...

____________________________
Commerce Action: The Ald-Har join with the Par-zi-vaal, Avacyn and Zatameri in the exploration and development of the Vaal Tablets and Tomb to develop the written word that the Ald-Har will take to calling Deadspeak. This is because the Vaal have proven that words can exist beyond the living.

Effects related in Pat Pat post. PRECENDENT for writing established. Ald-har "handprint" on the translation remains significant.
 
Pagemaster Pagemaster : Spring 1, turn 1

Action 1: The Wave Walkers will begin exploring more of their island home on a journey of discovery - With luck they will find new resources or items vital to their survival.

Several locales on the exterior of the island were found, each catalogued for use by the wavewalkers as soon as possible:

1) The Bay of Grunion: A small shallow inlet were filled with a muddy, shallow water fish that strangely enough -- sought to breed on land. Easily caught, the grunion would be a useful source of food, if care was taken not to overfish them. (+4 passive food income, up to +8 if (Decision point) they were to be exploited fully, which would make them a finite resource.

2) The field of Glass: A place of pain for the reckless or careless, this patch of land off the beach was full of sharp pieces of Obsidian, mixed with pointy bits of crumbly volcanic stone. As the wavewalkers had nothing to cover their feet, gathering obsidian here would take work and perhaps investment of resources beyond the labor to make it safe to mine and gather the stone.
(Obsidian here is renewable, but requires a building (mine) to exploit it) -- WAIT... A SOLUTION!

Wave walkers Pagemaster Pagemaster develop shoes
(This discovery grants **culture and will be readily implemented by other tribes. Unlike most trades, Shoes can be made in tandem with other trades as a free "double trade" if the other party does not have shoes. When this happens the recipient receives ** culture, and the Wave Walkers gain an additional * culture, for their ways being emulated by broader civilization)

3) Pearl Diving -- Off some of the furthest overhanging cliffs was uneven topography lending itself to deep tidal pools and a variety of shellfish. While these shellfish were poor eating (they were bottom feeders of toxins coming from sub-surface volcanic activity) -- the impurities they took in gave them an uncharacteristically high chance of finding pearls from them. Wave walkers gain "Pearls" as a commodity, enhancing both culture and ornamentation. (+1 culture, +2 social) OR (+2 culture, +1 religion) (indicate decision in next post, but record pips immediately for purposes of procing advancements)

4) Coastal woodlands: The wood around the island was mostly of the common (T1) variety, with patches of T3 Dryadwood. eventually the Drayad wood would run out if a Logger Building was built, but the wood was valuable not only as a strong building material, but had adhesive sap and potentially other applications.

5) Nearer to the foot of "The Guardian" mound, were spikes of metal and other minerals that had been forced from beneath the earth. Spikes of Mithril and Metal Composite were here to be exploited, if a proper building was built to exploit the deposits. The minerals were a mystery however, to be examined by wiser folk or in more civilized times (Enhance culture to unlock)

Action 2: The Wave Walkers continue to develop and evolve their watercraft as they are the only true means of travel available to the tribe.

NOTE: things like boats and other tools/techs/most everything are improved THROUGH ADVANCEMENT FROM PIPS. if you want better boats, get sets of 3 pips and cash them in at the end of turns to improve an aspect of your tribe... and make it associate with boats/ships. For the purposes of this action though, I will have your entire tribe experiment with and practice their art of boating. You gain ** Boating Tradition. (When the Voyage with Kloudy Kloudy Trektek Trektek and Obsidian Obsidian is finished at the end of the turn you will, if you remind the GM, gain an additional */** (one or two) Boating Tradition. This will likely proc the advancement you crave.
Commerce Action: The Wave Walkers begin to ferry the tribes of the Three Followers north up the Great River. Kloudy Kloudy Kloudy Kloudy Trektek Trektek Trektek Trektek Obsidian Obsidian Obsidian Obsidian

Action in progress, payment pending

ADDENDUM: EXPLORATION INLAND -- POTENTIAL SCENE FOR TURN TWO.
 
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Trektek Trektek Spring 1, turn 1

Commerce action: The Wave Walkers will ferry the Followers of The Three to the Mountains to the North up the Great River.

in process, Payment pending


Action 1: Stockpiling: For the Journey to the North, it us necessary to gather as much supplies as they need as they know not what awaits them in their destination. GATHER FOOD STORES AND CRAFTING MATERIALS.

The Kraggson Tribe finds a great landslide of Granite in the cliffs, fallen from a short time before. On the lookout for building materials, this was too good to pass up, as the stone was already broken up into chunks to be carried away and loaded onto the precarious vessels of the wave walkers. 15 units of Granite hauled away! (since stone is the faith of the Kraggson, they gain * religion -- it is a sign of Saxum!)

Popo-Tam (Rhino Folk) seemed to have a clandestine hunting party nearby, and while hunting snakes caused a giant rabbit stampede that ran off the cliffs and fell on and around the Kraggson -- it was raining meat! (8 units of food obtained gathering resources)

POTENTIAL SCENE:
while searching for resources and more food, a Great Serpent pit was found at the top of the cliffs. Swarms of her young crawled all over her, most too immature to be much threat, but the older young were aggressive and potentially venomous. The real attraction was the mother Serpent herself, her orange, grey and blue checkered skin seemed to glimmer with the three facets of Saxum, Aes, and Flamma. This was a sign. This monster not only called to be defeated for to pacify the land, but the skin would make armor, tapestry and banners for the three. Not to mention prodigious amounts of meat and bone, it was hoped!

(Scene can be done alone or with Obsidian Obsidian assistance, if take is shared, others may be invited, action economy permitting -- but Obsidian is ON HAND, if desired)

_______________________________
Action 2: Once arriving at their new home with fortification in place, The Kraggson shall begin their Great Work into the mountainside. It is a HOLY TASK from which they derived great pleasure. Carving out The Stone for use in many things. During which they do rhythmic religious chants (In a sea shanty/ Railroad construction type way) which keepd them all in step as well as motivates them.

The Stone Provides.

And this stone from this mine will become many things. Homes, weapons, armor, tools, statues, tablets.

It shall all be useful for The Followers of The Three. CONSTRUCTION OF A MINE SHALL BEGIN.

And what a mine it was! Just below the surface of the central work chambers lie a great deposit of Purestone ripe for the taking, and the mine was immediately set up to exploit it. +5 purestone immediately, 1d6 purestone per turn, (min of three) -- production may improve with tools, culture or other factors. This deposit was renewable, but one could not help but think that the deposit would be stripped to make the holy buildings and edifaces for the 3. (actions taken on top of this mine will produce significantly more stone, and likely religion pips, but will exhaust the deposit faster)

(Kraggson gains *culture and *magic OR **religion for the purestone find!) (indicate decision in DM and next post as decision point, for recordkeeping.)
 
Abstracty Abstracty Spring 1, Turn 1

Action 1: The safety of the Earth
The Palefolk expand their underground tunnels to create defensible caves in close proximity to one another for secure underground living space, as well as several hidden escape tunnels on different mountain sides.
(Technology: Mining and Synergy with Stonesinging Spell)

Without incident or complexity, the palefolk dug in the earth out of the angry scrutiny and blistering of the sun. Calling to each other in the stonesinging and in more conventional calls and taps, Intricate and complex passages were sown into the earth to impressive depth, and existing caverns were located and such voids exploited as areas to search for resources or ample living space. Chambers that other tribes would find claustrophobic or unwelcoming, the palefolk loved. A cavern filled with stony toothy stalactites and stalagmites that almost made it dangerous to navigate with any speed? Home sweet home. Chambers where rockslides threatened to bury the entire cavern at a loud noise or misstep? Hazards sung away by the tribe. The maze of tunnels was ridiculously defensible and downright frightening to a would be neighbor tribe -- but the Palefolk didn't have any close neighbors... and less reason to expect welcome guests in their home. Settlement has the (Bewildering) and (Highly Fortified) descriptors. Some wondered if they could find suitable food beneath ground if they would ever need, or want, to ever see the surface again...

The Palefolk found several interesting aspects of their new home, but could find they could not incorporate all of them and maintain a kind of complexity and condensedness desired by what the stone offered them. They would have to choose one of the three features below, and eschew the others... incorporating only one.

1) An extinct Ankheg colony. Ankhegs were known to the tribes as highly territorial giant ant-like creatures of varying but low intelligence. This colony seemingly was raided by a marauding army of even bigger "Stink Ants" that seemed to have carried the entire colony -- leaving only their tunnels, down a vast crevesse at the edge of palefolk territory. Unlikely to return, it stood as a reminder that predator and prey relationships surrounded all things, not just the tribals... but if they were to make it a part of their territory they could gain some of the treasures and materials the Ankhegs stockpiled, likely as trash underneath their larders... and even more space if they moved into the ant caves.

2) A deep and almost frozen-cold subterranean lake. Free of large predators and rich in minerals from the surrounding ground, water and fish would be here for the taking.

3) A great vertical shaft made long ago by volcanic activity, this lava tube shot straight up to the top of the palefolk's mountain, to the misty peak above.

(indicate decision in next post)
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Action 2: The riches of the Earth
The Palefolk search their expanded tunnels for valuable Metals and Stones, hoping to find mineable veins and create mines or quarries.
(Technology: Mining and Synergy with Stone Kinship Spell, as well as Rod of Batholiths)

One of the most remarkable finds in the settlement and expansion was a giant cave which was, if it was anything, a humongous cracked geode buried deep in the ground. The chamber was floor to ceiling Quartz and Topaz stones, with some other rare mineral inclusions. Plenty of these gems were loose or already broken in siesmic activity, so travel through this central-hub chamber became a sort of "passive mine" for the Palefolk who always grabbed a few chunks of material as they passed through to other destinations underground. Chamber passively produces 3 units of quartz and 3 units of Topaz each turn, if developed into a mine, this number can be increased.

By using the rod of Batholiths in a central chamber that had steam fissures in it (which would provide warm places to rest comfortably deep underground) an IGNEOUS SPIKE was raised from far below! This (T9 material) Stone wonder would need to be mined to be exploited, but would likley produce 1-3 units of this spectacular material per turn when such a mine was made. (No material gains for now, but when a mine is constructed this is a spectacular find) -- The Igneous spike had the properties of both leather and stone, and was one of the most coveted and powerful materials the tribals knew of. How much there was below ground remained to be seen, for how long could such good fortune last?!

Along with this, renewable Granite and Clay were found aplenty in the caves. +8 granite and +5 clay had already been incidentally harvested while clearing passages, in fact!

______________________________________
Commerce: Join the Heyitsjiwon Heyitsjiwon Heyitsjiwon Heyitsjiwon Niislel expedition to explore the nearby ruins along with other tribes.

Already processed.
 
CaptainSully CaptainSully

• Action 1:
Attempt to discover who the mercenaries were hired by.

The fogsight told a tale. It seldom didn't. At it's periphery, the Elven Pioneer "Scrivnae" wanted a piece of the marker... to what ends? Only her master knew. But she had the year to get it, and her first move was to pay the Vucmal tribe with gold and trinkets. They Had numerous fodder to spare, and it only made sense to cull them... it was a win win, recover the marker piece and in vengeance the Mabinogi would likely cull them anyways. Fail? And the tribe would be pruned nicely. She had plenty of time left to gain her prize... and had gathered plenty of intel observing events from above the mist, such as such observance could be trusted...

This was disconcerting. When elves wanted a part of something, it was usually to make wards or compulsions or their worst... the Geas. A family of spells that could get whole entities to operate against themselves. The Mabinogi looked to Carwyn to tell them what to do...

______________________________________

• Action 2:
Carwyn will explore the nearby area in and around the Mabinogi settlement with two pop. [Spell: Fogsight / Magic 6]

Nothing
was found inside the mist of the Mabinogi that was out of turn once the last of the Vucmal was dead and risen again... but outside the mist numerous things were observed:

1) A great ape with a flock of smaller apes was moving south from the darklands northward. Darklands animals were normally very dangerous (and had to be, to survive the scraol) but these normally territorial creatures were on the move, which itself was disconcerting. Still, if bushmeat was on the menu, this could make for a fine hunt (potential scene)

2) A collapsing temple, it's main structure of Runebone (T7-8), was wearing away in an unexamined corner of the forest. Perhaps in a time before Carwyn, when the mist was larger, the horrors had already swept this place aside. Perhaps the faith that observed this temple died out or fell from favor. A hungry Loa walked this place, but the Valuable Runebone was of more interest to the Mabinogi than some spirit-want-to-be-god.

3) Across the River, The scroal were moving south in large numbers. If they stayed to the riverside maybe they'd miss the triumverate, but such did not look likely. Attracted by the influx of humans, they travelled openly still, likely only going to ground when they perceived human prey -- and the Mabinogi were not, thankfully -- not for a long time at least. A scraol wouldn't hesitate to eat tribals that left the mist and travelled few in number... but the Mabinogi had lived in the greater valley long enough to know how to "respect" their instincts to attack, and their regard for their own defenses... one had to wonder, would they warn the their new neighbors of the traffic?

________________________________

COMMERCE ACTION EFFECTS:

Mabinogi gain +1 culture and +1 social for semi-precious stones. for adornment and decoration. Kloudy Kloudy the architechts gain +2 culture for their ways of adornment being emulated.

The exchange of religious culture gives ONE member of the triumverate (at their discretion) Obsidian Obsidian Trektek Trektek Kloudy Kloudy +2 religion.
The Mabinogi, for their gain, Receive 1 religion and 1 magic as the ways of faith become more understood.

Quartz paymnent pending possesion by participating parties.
 
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palmtree219 palmtree219 : Spring 1, turn 1

Action 1) Celebratory Festival - Myself, Cosmo Cosmo Cosmo Cosmo , and deer deer deer deer will meet to hold a festival of the arts and culture, hosted on Kala'eshi land. The Kala'esh will donate 4 units of Food and 1 unit of Birds of Paradise meat to the festival's feast, and will entertain guests with their wind dancing.
Relevant Factors: Commodities- Birds of Paradise; Talents- Dance; Artifacts- Echo of the Morning Breeze (Awe 6+ fans); Monument- Tribal Regalia (20 people with T10 regalia (Forgotten Essence), 40 people with T5 regalia (Birds of Paradise feathers = T5 Mythic Leather))

The dance is intoxicating as if there had been more than the humble amounts of intoxicants brought by some tribals. Many galavanted until they were in trancendental or otherwise compromised states -- and it was in this dance of three tribes that Atzu was reached by some great power -- a hope, an exhilaration, a feeling of something more never experienced in the old valley before. Technique. True Grace. ARTISTRY. these powers had come loose, and they felt like a new magic that Atzu alone could wield... or she could share and teach it to the other tribes.

**** Art is generated at the festival in addition to aformentioned effects in the Zatameri post. The Atzu palmtree219 palmtree219 may take ALL this art for themselves, or distribute it however they like among the assembled tribes. (DM me will the distribution when you decide, as it may trigger other effects... especially if the Atzu keep ALL or NONE of the art *'s to themselves.)

____________________________________________________________


Action 2) Windspeaker Meditation - Atzu will travel to the tallest point within a couple hours of the tribe with a unit of her tribe members as guards. She will then meditate on the nature of Air and Kala (Kala'eshi word for Wind). Her meditation will not be sitting and thinking, but rather twirling, swaying, and otherwise moving with the wind, finding deeper, more intimate ways to guide the wind's movements.
Relevant Factors: Talents- Climbing; Devotion- Air; Monument- Atzu's tribal regalia (T10 Forgotten Essence)

DECISION POINT: By focusing her art, she can bring about one of the following -- indicate decision in turn 2 post OR contact GM directly to resolve in turn 1.

A) The Dance attracts a POWEFUL Loa, a minor god called "The annanuki of Wind and Water" -- beautiful and resplendent, She desires all the gifts of the Kala'esh, and perhaps to share her own so much more. ** religion and mini-scene with the Annanuki to establish potential relations with the tribe.

B) The Dance brings about a powerful storm, Striking the outskirts of Kala'esh lands and the base of the cliffs with powerful lightning. The Scroal are terrorized by this, perhaps keeping them more at arms length for a time. (Seasonal fire counts as 4 units of wood brighter than normal) and the Scroal cannot ambush/assault the Atzu this turn nor anyone leaving the festival. (cosmo/deer)

C) Something akin to enlightenment comes. **magic and *religion are gained by the Kala'esh.


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Commerce Action) Weaving Arts - deer deer deer deer and I will meet to develop a basis of understanding for the art of Weaving. In return, I will teach Deer the secrets of finding and catching Birds of Paradise, while Deer will teach me how to create silk.
Relevant factors: Tech- Art; Commodities- Silk, Feathers

THE PRECEDENT for weaving is invented by deer deer Lepidoptera tribe and Atzu of the Kala'esh -- this precedent can also be copied/stolen by the Zatameri at the end of the season when new techs are granted... but no tech comes of it YET. +1 culture to Lepidoptera / Kala'esh for their cooperation on this and the exchange of silk and feathers.

Weaving by the Kala'esh (or others) with other materials besides feathers and silk will produce light/medium armors (depending on Tier of mats) that are weightless or one tier lower in weight for the purposes of determining encumberance. This is something to remember for when the appropriate techs are achieved, and no pips are awarded for this at this time. (remind GM that such pips should be forthcoming when the needed conditions are met!)

(Lepidoptera and Kala'esh have been given in DMs a choice of taking a culture or a social point for the silk/feather exchange. I am including it here for records, but do not double up on the reward for reading it here!)

Zatameri Cosmo Cosmo can copy/steal either FEATHERS or SILK and gain * culture and * social. If they do not, They instead study the power of the dances and gain * magic instead.
 
Mechking Mechking :

The Scroal caught the Ummuk runner -- with their message of the dangers of the scroal in the area. The Ummuk lived in some peace and stability in the new valley for some time before the new tribes, and had sent this runner to greet their new neighbors before being hunted by the scroal, and the runners message turned to one of terror, and of warning.

It was never to be heard. The scroal that killed the runner devoured every piece of the tribal that carried it's messages, and draped itself in the runners banner as if in some mockery of clothing, it covered in tears, and blood and ichor. The Ummuk's tracks would lead back to it's village... and since this tribe sought to bring humans together, and much more iresome, to warn them of danger, the Scroal pack catching it wondered if nothing was so important as punishing this tribe... and silencing it so that no such messages of goodwill and warning would ever sound again.

The Howling continued... and with it, the pack grew. DECISION, Immediate:
A) 3 units gained of Faster Scroal
B) 4 units of Stronger Scroal


With their appetites only whetted... The Scroal NEEDED victims this night... decisions would need to be made:

A) The Ummuk must be silenced, and punished. Attack this NPC tribe with full force, and make an example of it before it could share knowledge of this land and more unify the humans.
B) Fan out and ambush any tribals that can be caught leaving Pat Pat the Narvik feast. The pickings would be slimmer, but fear would travel faster and farther if the hunt was a success.
C) Spread thin and grab stragglers from all surrounding tribes. This would have the least impact, but the pack would be fed and perhaps the most fear would be spread as well.

(Possible scene)
 
deer deer

DECISION POINT!: (travel)

While following the North Star's Constance, The Lepidoptera made their paths to and with their Aponi and Zatamari neighbors. Everywhere they travelled, the Butterflies so attracted to their magics found new bountiful breeding grounds and it was not long before the very trails the Lepidoptera walked were lined with iridescent butterflies virtually guiding the way.

The enthusiasm of the tribe lead to small forays around and between these territories, leading to the discovery of a handful of beautiful sites the Butterflies particularly took too, practically leading the Lepidoptera to find them... though only one feature could be incorporated swiftly by the tribe.

A) A beautiful Cenote was found, that the butterflies loved, and upon seeing it the Lepidoptera fell in love with it too. A pit of fresh water far from the sea, it was fed by underground waterfalls but the pit never seemed to fill. Shimmering and sparkling could be seen at the bottom of the Cenote, but even those tribals who were the first and bravest to jump in and dive there could not reach the bottom, as hot water currents of an underground river fed into the bottom, making reaching the floor of the Cenote difficult, but giving the entire pool at it's center a spa-like warmth. Strange brain-like fresh water corals bloomed all over the sides of the underwater walls, filtering out minterals and toxins and giving the feature a kind of healthful aura.
Most interesting is that no Loas seemed to make their home here, it was wild, it was beautiful and it was unpossessed. Not even the tracks of the scraol could be found here... though that did not mean they had not passed this way... (Claim is ** Culture or ** Religion)

B) The wetland full of medicinal and other strange plants, but also full of bubbling mud. Tribals enjoyed themselves here and wondered at the various herbs and flowers here, but were not sure they could trust the land to give up it's secrets. Still, the butterflies thickly settled here, and while an invasive species, they seemed only to disrupt the presence of more irritating and dangerous insects and critters. (Claim is **Magic)

C) The painted cliff: Just northeast of Kala'esh, This cliff was painted with images of a variety of animals -- great birds, spiders, even a mammoth. By whom or how long ago was long lost to time, but there was beauty here, and it felt very much alive. (Claim is **Art)

D) Frequent them all, but possess none: To go this road would give the least reward to the tribe, but allow the Lepidoptera's allies quickly secure these sites instead. Cosmo Cosmo Zatameri Claim one site and palmtree219 palmtree219 Kala'esh also Claim one site... (remote chance of a culture reward at end of season) (Claim is * social only!)

____________________________________

Action One: Celebratory Festival: Hosted by Kala'esh ( palmtree219 palmtree219 palmtree219 palmtree219 ), Lepidoptera and Zatameri ( Cosmo Cosmo Cosmo Cosmo ) tribes will join in arranging a festival to share and celebrate the traditions of all three. Lepidoptera will bring 5 units of food and share their oral traditions. The festival will provide an opportunity for the tribes to gather, learn from one another, feast, and celebrate the beauty of their cultures.

Processed above in previous post.

______________________________

Commerce Action: In order to learn and experience more about silk, Lepidoptera and Kala'esh ( palmtree219 palmtree219 palmtree219 palmtree219 ) will work a trade between their commodities in order to uncover an understanding the art of Weaving. Lepidoptera wlll teach how to create silk and Kala'esh wlll share secrets of finding and catching Birds of Paradise.

(minor reward for recieving already assigned, each tribe gains larger reward of +2 culture for their giving commodity, Silks and Feathers respectively)

_________________________________

Action Two: Sea Dredging: Lepidoptera will work with Zatameri ( Cosmo Cosmo Cosmo Cosmo ) to explore the nearby coastal region. Chieftess Aponi will use her spell North Star's Constance to assist Zatameri's Longdead dredge under the water. Her ability will act as a guide for the Longdeads to walk into the sea to find treasure, valuables, resources, etc. and to shore when finished.

processed in scene on discord, completed. <3
 
Thrakosti Spring 1, Turn 1

Actions:
♦- Use a casting of 'The Deep Hand' to begin expanding the bog for Thrakosin (The Zmey) to feel more at home
Even with the whole tribe casting "The Deep Hand" to near exhaustion, the Thrakosti tribe knew something else was at work -- something supporting their magic, magnifying it. Before their very eyes the swamp they wished for, but so much larger began to form around the woodland at the base of the hill they had settled. Whole patches of forest hardwood mossed and melted into the now wet and black watery earth, and a lake came up to drench it all and bring lizards and insects and all manner of feeders and thrivers in the decay from who knows where. By the time they were done a true swamp existed here, one that dwarfed the black pool of their monument which they placed within.

It was here and then that the tribals were contacted by what they'd begun to suspect -- A powerful Loa of Death and Rebirth. "I am Ba-ha-rhee, the son of myself" It seductively postured... it was like a black wind or wave, a swamp itself if a swamp was a spirit or ghost... and I am that which held your hands to make your swamp. I come from far to the west, but I have heard the footfalls of your people, and I have acted in proposal so that your tribe might adopt me as your tribal spirit. What say you?

DECISION POINT:

A) Accept the Loa, and pay it honor and occasionally, sacrifice.
B) Reject the Loa, Which may anger the spirit and/or compromise the lifespan of your swamp.

(State in discord or on turn two, there may be additional effects associated with either choice)

♦- Look around for food sources, especially animals or Fungi

The new swamp was full of wild bulrush, Dandelions, and blue artichoke... but the greatest find was swathes of Water-Spinach: Kang Kong. The previous three could be gathered (gain +6 food, more gatherable with dedicated actions) However Kang Kong created a passive +3 food income wild, with +6 to +10 possible if cultivated (with superior tools and/or appropriate tech)

There was one creature that was NOT pleased with the advent of the swamp -- a giant Bower Bird who'd made it's elaborate nest in the now flooded lowlands. The Thrakosti could Hunt this potentially dangerous giant, or loose their Zmey on it. (potential scene)

Lastly, various fungi were found in the swamp, and around it, but none were edible -- Particularly large patches of Bloody Tooth fungus, and a rare and aggressive species of mushroom, the giant Mancatcher-Parasol. These mushrooms were taller than a man, who's caps would snap shut over a hapless tribal and flood their system with paralyzing narcotics for a pleasurable, if somewhat horrid demise. Perhaps the tribe would have to try harder, or range farther to find the fungi they craved...
 
LucasGhost LucasGhost Agigants, Spring 1, Turn 1
Action One: What We Need. The tortoises so treasured by the Agigants always seem to know what the Agigants need, before they need it. A few small groups will go out and follow the tortoises, seeing what things of interest can be discovered. New plants perhaps? Or something easily missed in the hustle of daily life?

The tortoises ranged, and the Agigants followed them... and the turtles found ready supplies of uncut gems, workable stone, and good quality wood for construction.
First the found a half-buried crater, sparkling with uncut malachite, that presumably fell from the stars. This T4 gem was renewable when claimed from this location, 5 units were readily gathered, for more a mine would need to be built to organize the gathering and portioning of the gems and effective exploitation of the site. But it was as if there was no coincidence. Green malachite like the shells of the turtles, that could adorn the people, or be used in enchanting and crafting....

Also was found An Elvenwood Grove (T4 Wood) -- this wood was very strong, supple, and burned with high light and little smoke. Somewhere within elvenwood was the secret of archery, it was said... but this was only whispered as it was a secret of the elves. 8 Elvenwood was found already standing dead or fallen, but the rest could be exploited by the construction of a forester.

Lastly, the turtles lead them to the side of a place in the trackless wood where a sandy batholith of crumbled Granite (T4 stone) seemed to simply jut out of the ground in the middle of the forest. A source of stone for building! There was plenty of all these resources. and 5 Granite was easily gathered though the rest would need a quarry to generate passive exploitation.

At the heart of the Batholith was a beating heart of T10 Morph material (1 unit) -- this rare material was seldom seen in the old valley, it was an extremely flexible and mouldable composite that often served the place of leather or bone in construction. Highly magical and doubly prized, the tribe wondered what the elders would do with it...

Two interesting plants were discovered by the Tortoise and the Agigants that followed them... the first was

Sacred Skunkweed: Rich and odeous, it could likely be, coupled with flowers and some kind of oil, the making of perfume. But more importantly, when spread around the settlement, it made sure that anyone approaching would be smelled before they were seen, as long as they were downwind when they came. (Security of Agigant settlement improved)
* magic OR * religion

Hovering Ginger:
These plants grew by themselves well spaced apart on near-invisible stalk-like hairs... the stalks were strong fiber that could hold up a ginger much larger than the size of the fiber that held it. The ginger was fresh and healthy, and the tortoises treasured it as much as the Agigants. With the right reagents this plant could become the basis of healing kits or potions. But they were if cultivated, a commodity of their own.

The last thing the tortoises lead them to was a part of the forest the Agigants would need to claim, but was controlled and ranged by a great and aggressive Territorial Land Puffer. This creature represented a threat to the settlement, and had potential for a HUNT (Scene) Or the totem-Turtle could be pitted to run it off (Monster Fight Scene) ... because there seemed no way to pacify it. The food and the quills might come in handy as well...

(resource amounts are factored in with deductions for building an Elephant Ranch)

_________________________

Action Two: The Way of Growth. The future of the tribe is always at the forefront of Ankaesh's mind, and it is for this that the Agigants look towards the elephants that roam the forest. The creatures are already harvested for plentiful foods, but if the Agigants are to grow sturdier then they need to further this relationship. The Agigants will use their technology of Animal Husbandry to grow their relationship with the elephants, with the goal of gaining small amounts of bone and ivory and perhaps, one day, using them as mounts.

The Elephant Ranch was properly built with some of the excess materials the turtles brought to the tribe in their own strange ponderous way, And the eldest and most infirm elephants, seen growing apart from the herd, were cultivated for meat and ivory, while some were milked or followed for dung -- Precedent existed from seeing the nourishment of plants and insects for the discovery of fertilizer. (note this)

Passive Food from elephants rises to +10 from +3.
Commodity Ivory Obtained. ** culture, * magic OR * Religion
Passive Monster Bone T4 is +4 per turn.
Passive Mythic Leather T5 is +4 per turn.

_________________________
Commerce Action: Meet the Neighbors.
The Knarravík Pat Pat Pat Pat had extended an invitation, and the Agigants will most graciously accept... At their own pace, of course. Following one of the great tortoises to the feasting spot will inevitably have them arriving later than expected, but they wish to still make a good impression upon those that remain. The Agigants bring 1 Unit of People and 3 Units of Food to this meeting. A tortoise shell will be brought as well, to be gifted if they are impressed by any guests or their host.

Feast Event processed in previous post.

________________________


Great was the bounty of the Agigants! Great was the guidance of the turtles even as another great crowd of hatchlings began to rise and grow in the shadow of the monument....
 
Obsidian Obsidian Spring 1, Turn 1

~ Action 1 ~
[ Materials Gathering ]
The Sunborne, with the use of their tools and their faith in Flamma, search for whatever materials they can in preparation for their Great Journey further north. The Sunborne pray to Flamma for Her guidance in finding useful materials.
[ Religion ***** ~~ Tools **** ]

The Sunborne looked to the guidance of Flamma to find the materials needed before embarking on their venture, and one of the elders was struck in the eye by sunlight parting the clouds, temporarily blinding them. In their fit, they were given a vision -- "Where I cannot touch, where you cannot see, Where I rise not far, beneath my shine shall be." -- the elders contemplated this thought? Daydream? True message? And decided to go to the shore. "Fire cannot touch the shore, and there we shall dig where we cannot see. To the east is where the sun rises, we shall search for a sign of light."

There they found a part in the clouds, a location at high tide that was bathed in the hot sun met by cool sea waters. The sunborn took up their tools, and where they could dig effectively where other tribes could not, they found the buried remains of what was once a strong settlement. Wood, Stone, and metal made up the skeletons of crushed and fallen structures, and contained theirin were smaller amounts of bone, rotting leathers, and shiny gems. This was a cornucopia of supplies to jump start a new settlement, once the chaff had been separated from what was still good. Materials recovered:

Wood:
All the wood of the settlement was wasted by and dried by the sea, except a single building, the bones of an unfinished temple, yet to be devoted to any spirit. It was a sign this wood waited for the holy purpose of Flamma, the Elders said. Gain 6 units of T8 Sacred Wood
Stone:
Stone was mostly broken down into sand, but 3 units of Clay T2 and 5 units of Quartz T3 were still good.
Metal: ingots of purified silver were found in a series of cracked chests. 6 T4 silver metal awaited them... perhaps to holy items, or weapons and armor in the days to come?
Gems: in small Rotten bags of unworked T2 Topaz (4 units) were found in the debris -- not used for adornment, nor enchanting or other common use... the sunborne wondered their purpose... but it seemed the tribe that lived here all owned some topaz, with the more affluent the tribal, the more topaz they seemed to possess, in tiny bits.
Bone: it seemed these lost tribals made most of their tools and items out of enchanted Bone (4 units) T6 ... but the purposes of most tools escaped them. One however, did not -- Long and hooked Gathering Sticks were obviously used to spear fish with one end, and to reach high fruits with the other. Would they have need for such tools where they were going, or just repurpose some as holy staves of the elders? (gain "Rotational Gathering" as a tech, or ** Religion -- DM the GM with choice)
Leather: No leather was found... it was eaten away by crabs and bleached by the sun, and cracked by salt from the sea.


But what a haul! Flamma had indeed smiled. ... and the elders considered "Divine Guidance" to be a potential religious advancement in the time to come.(T

(Treasure was also found, but decision point in DMs to GM is necessary to determine nature of prize)

Action 2 ~
[ Build Thy Foundation ]
Into the stone of the new land shall we carve the bones of our homesteads so we may continue to herald the Will of Flamma. The Sunborne shall implement sanctified tools toward this. Into the blessed mountains shall the foundations of a great fortress soon stand.
[ Spell: Shape Earth ~~ Spell: Minor Earth Power ~~ Tools **** ~~ Toolmaking ~~ Writing ~~ Mithril Arm ~~ Gathered Mats ]

The Sunborne and the will of the brightlord:

It became a complicated question of how much materials to spend on the new construction once they got to the new site... how much on living? How much on defenses? how much on holy ediface and foci? (To be discussed with GM on Discord)

Decision Point: Three points of interest were found, but only one could be exploited, the others too far, or proven false. What would the Sunborne add to their fortress?

A) Upper Strata (heat rises): A natural and enhanced cave system located above the rest of the settlement, this level would be where all the heat of labor and production would rise to make the cold of the caves a comfort. The greatest temples and fires of the sunborne would burn below, but where the Sunborne LIVED would be the most inviting of all housing in the system. It also placed the sleeping areas of the sunborne directly above the most holy and industrious places in the complex so that they could quickly be guarded and defended.

B) A cavern of veins: Metals and Gems were of promise here, but their boons were far from certain unless brought into the fold. More materials WOULD be greater for the settlement, but would it be what the sunborne chose?

C) The Chokepoint: Running beneath the main entrances of the settlement complex were two fast flowing underground rivers, and one deep crevasse that ran under the complex like a spine. By creating hardpoints and sturdy gates, foes could be funneled into these difficult avenues and faced from a single direction. While fighting in these avenues would be tiring and undesirable, forcing invaders to fatigue and concentrate in these channels to come out at the far end of the complex from a single place could prove very strategically significant... if the defenses that funneled such enemies into them were solid, and more doubly, would hold...


~ Commerce Action ~
[ The Great Journey ]
Long have our peoples travelled in search of a new home. Now, finally, our travels are coming to an end. The Promised Home of our people has come so very close, with only one last voyage left. Let us reach our destiny together
[ Trektek Trektek Trektek Trektek Kloudy Kloudy Kloudy Kloudy Pagemaster Pagemaster Pagemaster Pagemaster ]

Outcome and Payment to be resolved.
 
TipToeToast TipToeToast Spring 1, Turn 1
Movement: The Bonesifters are NOMADIC and must move. After the completion of their business, they go North.

Movement through the forests up the hilly valley revealed a jungle-like closed environs... it was intemperately warm, pools nearby bubbled and steamed and geysered with mineral tainted waters, some guessed were glorious, others guessed were toxic. Fireflies flitted day or night (especially obnoxiously bright during the day) and tasteless, nutritionally poor fungus grew everywhere. Even the Trees it seemed grew in circles... this was a territory of the Unseelie -- the wild primordial fey who often toyed with and played tricks on the fledgling humans.

Two things were certain: Not a Scraol was heard stalking behind or lurking ahead in this wood, and the bonesifters were definitely and inexorably lost.

The Fey were playing with them.

Potential Scene: Sport and Business of the Fey

if a scene is not done placating the fey, the Bonesifters find their way out of the valley -- eventually -- and time was distorted while they were in there. Consume double food this turn and next turn 2/5 units of the tribe are disrupted.

HOWEVER BEFORE THIS:

Scavenging:
The Bonesifters attempt to live up to their name by "sifting bones" anywhere and everywhere for what they need to survive. The Dowser of the Slain is used when needed.
AND
Burial: Per, "The spot you came to settle is beneath a cliff where two whole tribes of humans fought a bold last stand against the scraol. Most were carried away it seemed (they were large tribes) but about half of them were pushed or backed off the cliffs and died in agony on the rocks below. This is the seat of suffering and restless dead you found to make your home."
... In keeping with the Bonesifters' tradition, the dead are laid to rest. [Relevant Spell: Astral Commune.]

There were plenty of bones at the base of the cliff for the bonesifters to work on. They quieted many a distressed soul -- and put to the grave more than one soul-become-creature that had given up on ever being at peace. Bonesifters gain ** religion OR ** social, AND ** magic.

The restless dead that the bonesifters seemed unable to help were known as Ma'hir -- "Hopeless dead" -- and they were especially cruel and frightening opponents, the elders said. Paradoxically, 5-10 Ma'hir slid in and out of the Shadowfell to watch and protect the Bonesifters. The bonesifters saw undead as abberation or worse, so there was difficulty in the tribe on what to do... many said the Ma'Hir must die to pass on -- but how many bonesifters would have to die to ensure that? Also, was thier help worth looking the other way for now, considering today they could not be laid to rest but tommorow (or many morrows) the Ma'hir definitely could be saved?
DECISION POINT:

A) Allow the Ma'hir to help your tribe (Powerful martial undead)
B) Rebuke and drive away the Ma'Hir. (would offend them, but they would know they were not welcome!)
C) An idea of your own handled in discord.


It was also worth knowing that the thankful dead were often not very mysterious about their treasures -- and many bonesifters did not see the harm in procuring these gifts before burial.
Gain 2 units of Amber, 1 unit of Ruby, Basic Hunting/Gathering Tools, Improved basic weapons, 2 units of silver and 2 units of Steel.

Many departed spirits and even a Loa or two came calling in thanks and seeking arrangements. The bonesifters banished them, but not before plying the most interesting of them for information. gain * tool tradition and * art. These pips are mechanically normal, but in the context of the game may contain little secrets.

Scavenging produces 8 basic leather and 12 basic bone. 6 units of Shadowbone are found, and 6 units of enchanted leather -- the skins of interesting beasts the persisted after much else went to rot. 5 units of darkwood are picked up on the way into the forest.

Commerce:
Trade with spider people. The Huntsmen spiders were known necromancers. Hidehead desires to be taught bone crafting in some manner as to make use of the dead his people will encounter. The spidermens cave was recently sacked and their undead servants were killed so perhaps they may want help cleaning up damages or even to come with the Bonesifters and away from scary neighbors.


For protection and asylum, one unit of "Safe Ones" necromantic spiderfolk, the last survivors of their group -- will join with you... promising secrets and development of your magic.

Trade will Red (Common Friendly) or Green (Dark Necromantic) can be handled through discord before scene with the fey (ABOVE)
 
TURN ONE OFFICIALLY CLOSED AND PROCESSED. A PERIOD OF "WRAP-UP" where scenes and discoveries (all those pips!) get resolved will precede Pat Pat opening turn 2 and new posts being posted. Turn 2 should officially open by end of weekend ideally, or a day or two after. Keep an eye on discord if you have questions, resolutions, or other exciting stuff!
 
END OF TURN EVENT!

SCRAOL TERRORIZE THE LATERNIS, NARVIK, AND LIFESEEKER TRIBES.

Narvik cancel spiritual costs with feast happiness abatement Pat Pat

Lifeseekers save well and despite high and unending assailment, only gain 1 disrupted unit for turn 2 (some people are hauled off in the night) Kent Kent

LATERNIS LOTTO! -- Long it was believed that strong currents could deter the Scroal, but now the Laternis have proof of it. By selecting the right areas on the river to park watercraft they maximally reduce the liklihood of interloping Scraol. Henceforth, if the Laternis are terrorized, they suffer 2 less dice of intimidation than normal.
Heterological Heterological
 

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