In Cultural Evo, you will control a small but growing tribe, interact with other tribes, and watch as culture, belief, and tradition evolve over time in response to events, scarcity, and contact with others.You may form alliances, enforce taboos, invent rituals, start wars, or disappear entirely.Lets start simple. We got three tribes. Three people can control a civilization at a time. We will begin when at least 4 players have assigned themselves to a tribe. Tribes are assigned first-come, first-serve. Next post I will show you what traits are and how we play with themFor the real OGs this is a revival for a series of threads that I loved over almost a decade ago.
>>6353258I will claim Ash Tribe's #1 SpotAll must BURN
>>6353258Wavetreaders rise up. Claiming Tide Tribe #1.
The Ash Tribe are a settlement of 30 people living among volcanic lands and fields of cooled lava. Fire defines their way of life. Children are taught from birth to tend flames, read ash, and work volcanic waste. They create disturbing sculptures from slag, obsidian, and hardened ash as a form of artistic expression, often frightening one another and outsiders with them. Nothing can be sacred unless it has been burned. Despite their harsh environment, they possess an extensive and surprisingly refined cuisine, preparing many distinct dishes using varied ingredients and the intense heat of the volcano.The Tide Tribe are a coastal people of 20 individuals. They survive through fishing, scavenging, and what the sea allows them to take. They keep and cherish crab-like pets, which are treated as companions rather than food. They worship a sea god who is believed to be deeply angered, and many of their customs are shaped by attempts to appease it. The weak are set adrift upon the water; those who survive are considered chosen by the ocean.The Wind Tribe are a nomadic group of 30 people who roam a wide grassland prairie where the wind is constant. They do not build permanent settlements. They believe spoken words shape reality itself. Writing is forbidden, as fixing words permanently is seen as a distortion of truth. History exists only as long as it is remembered and repeated. Lying is considered the greatest crime, as false words are believed to damage the world.Members of a tribe may make their people perform *rudimentary actions*, or instead use their turn *evolving or adding a new cultural trait.*Once everyone has taken a turn, I will post a brief status update, after which the next set of turns may begin.
>>6353258Claiming Wind Tribe #1. Just as the wind reaches all corners of this land, so shall we.>>6353261>adding new cultural trait: an exchange of breath >it is a deeply held belief that our knowledge of how the world came to be is shared with whoever we meet.
>>6353261Volcanos, huh...? I think I know just what to use!>Rudimentary ActionThere are many types of volcanic rock, and they can be pretty useful. Time to get working on Obsidian!
>>6353261We need one more anon before we begin in earnest, but I do have some ideas.
We got 3 players already. So everyone can make a move now for this turn (a tribe acction, evolving a trait or adding a new trait). I will wait a little longer for a fourth player but if no one else shows up for the next couple of minutes we will continue with the current players.Ash Tribe: Ash Man (two vacant spots).Tide Tribe: TideChud (two vacant spots).Wind Tribe: Apostle of the Wind (two vacant spots)If you are alone in the tribe you make all the calls but when more people join lets try to make some kind of discussion if posible.
>>6353275Hmm, in that case...>>6353261After an argument, the Tide Tribe realizes that the sea god's chosen people don't always stay chosen. To make sure they don't anger the sea god further, the children and adults of the Tide Tribe begin swimming at least once a week.>Evolve Trait: Babies are tested in small boats >>> The entire tribe is tested regularly
>>6353258Claiming the Ash Tribe's #2 spot.>>6353271You and me, TOGETHA, as FAMILEEEEE.>Obsidian toolsGood, good, but, hear me out, what if we try to make stones and other ores sacred?
>>6353282You can't get more sacred than volcanic glass. And they'll make baller weapons too.
Great lets start the second turn.Turn Event (at the start of each turn we will have a new event. For now it is a small one without any real concecuence but there are going to be ones with more implications (bad and/or good) in the future): The Bloom: Across the lands, a sudden and vibrant bloom has occurred. Beautiful new flowers blanket the prairies, unfamiliar plants have taken root along the coast, and even the harsh volcanic slopes now show patches of strange, resilient life pushing through the ash.Ash Tribe (35 people): you start to see ores as sacred too and learn how to work with them using the good ol´fire (literally nothing cant be made better with some BURNING). You get some obsidian tools and weapons!Tide Tribe: sending babies to taste their strenght isnt enought, the sea god seems SO ANGRY anyway and some adults dont look so choosen anymore. So you start to take all people to the ANGRY sea once a year every year of their lifes. Now there are less people but they are all pretty metal I am not gonna lie.Wind Tribe: other tribes start to talk about you walking people with no homes that like to tell stories about de beggining of all things. You get to have really cool creation myths..
Forgot this: Ash Tribe (35 people), Tide Tribe (18 people), Wind Tribe (35 people).Current players:Ash Tribe: Ash Man, Ashlander (1 spot left)Tide Tribe: TideChud (2 spot left)Wind Tribe: Apostle of the Wind (2 spot left)New turn. Now every tribe can make a move (an action, evolve a trait or add new trait).Sometimes actions results in new traits, sometimes not, but always have some sort of consecuence.
>>6353304>>6353304We should see what comes from these "ash plants". Surely anything that grows from ash is better than something that doesn't.
>>6353302Misread our result for a quick second and thought people were calling hobos, almost had a crash out.>action: Work on animal husbandry with whatever large beasts are in the area. So as to further grow our wondering tribes.
>>6353304These pet crabs are great, but they've got some of the elders thinking. If crabs can live in the sea, unlike humans, yet have a shell and pincers, unlike fish, that means they are neither humans or fish. That must mean they are a middle-ground between humans and fish, and therefore, embody the sacred beach sands that separate the angry sea god from the land. Since the sea god obviously is not sandy, that must mean he has a sister, the sand goddess, who is mother of all crabs.To appease the sea god, the Tide Tribe will hold a feast of survival the day after the sea testing, where people eat fish and feed their pet crabs.>Evolve Trait: Keep crabs as pets >>> Worship crabs as nephews and nieces of the sea god
Third turn! Past Event: The Bloom ended and all those beautiful flowers died away with the exception of the ones near the volcano since the Ash Tribe learned to take care of them (more of that later. Current Event: The Storm: The weather across the island has turned volatile and dangerous. Violent thunderstorms with lashing rain are now frequent, striking without warning. The storms bring different terrors to each region: the coast is pounded by surging, violent tides; the grasslands are scoured by gales and sudden spinning columns of dust and debris; and the volcanic lands face explosive lightning strikes that agitate the unstable earth below.Ash Tribe (40 people): Your people learn how to plant and take care of this flowers. Congratulations, you are gardening in a volcano! Now you have more food and learn of some medicinal properties of this plants.Tide Tribe (20 people): Them crabs are really cool, lets make em as deities. Also your people start to slowly get stronger and die less of all the sea swimming.Wind Tribe (40 people): you grow your tribe with lots of animals. Some farm animals but mostly big fast horses that let you travel a lot faster.
Current players:Ash Tribe: Ash Man, Ashlander (1 spot left)Tide Tribe: TideChud (2 spot left)Wind Tribe: Apostle of the Wind (2 spot left)New turn! Make some moves and take care, we have storms now. First dangerous event.
>>6353327Forgot the Wind Tribe trait, sorry!Also doing this for an hour more at most. Probably will come back tomorrow.
>>6353324The sea god has become very, VERY angry, so angry that he will choose nobody and the tribe will go extinct. We can't let that happen, but we also can't anger the sea god by ignoring him. A solution is clear. We need to feed the sea god sacrifices from the land.We'll carve spears from the trees and use them to hunt for deer and hogs. Once they're dead, we'll prepare them as if for a feast and throw them into the sea. These will work as sacrifices until the sea god has been satisfied and to keep him that way, become part of our survival feast.>Add Trait: Hunt to make sacrifices of meat to the sea god.
>>6353324We have found tools and food. It's time to find out COOL SHIT to BURN
>>6353331Does this replace the anual ritual forever somehow?
>>6353335No, it becomes part of the ritual. If the sea god is too angry to choose, he gets a sacrifice instead. The people are still expected to swim after the sea god calms down.
>>6353338The sacrifices are to temporarily tide the sea god over while he's too stormy for anyone to survive. Everyone is still tested.
>>6353324Damn, whatever is happening to the gods for this to happen?…Either way, we all better gather up whatever supplies we have incase we need to leave in aaaaAAAAA WHY IS DAL THE LOUD RIDING A HORSE INTO ONE OF THE SPINNING COLUMNS??!?!?>One of our strongest and loudest tribe members ride into the storm as an attempt to commune with the gods of the sky so as to understand the reasoning behind this terrifying storm
>>6353341(To the GM if you need like, an actual action and not just a bit of writing fluf)>new trait: The lord of breath; Have the physically mightiest of the wind tribe become the religious leader of our tribe
Fourth Turn!Past Event: The storms eventually ended and all is fine again but you all lost some people.Current event: New animal species appear! Now we got big strong bad Bearducks, little, fast and tasty Bunnybirds and poisonus, sneaky and many of Snakesheeps.Ash Tribe (35 people): You BURN things, lot of things. You learn how to make glasTide tribe (15 people): Sea god keeps being angry but at least your people didnt die in the storms, but now you have much less food. If you dont make something with that you will keep losing population.Wind tribe (35 people): Everyone laughted at the boy, they said he was too crazy and wild for his own good. Now whos laughting? Congratulations, now you have a man with weak electric powers and all the first borns of his bloodline will have the same abilities.
>>6353352Storms...are the OPPOSITE of burning...we need to find out who caused this storm and BURN THEM TO DEATH
>>6353352We need to eat, and there are an abundance of fat and juicy beasts. Clearly this is a blessing from the sea god, but our primitive pointy sticks won't do. We need more sophisticated blades of sharpened flint supported by tied bone!>Action: The Tide Tribe starts to make sharper and lighter spears for more successful hunting.
>>6353352Mother of god…>new trait: Free as the wind, but still bound to earth; You are allowed to have as many lovers as you want (both for the men and women) but if you reach your late 20s without one you are forced to take oneGiving the lightning man a harem.
>>6353344The writing fluf was great, I used that since I didnt see your new comment.Current players:Ash Tribe: Ash Man, Ashlander (1 spot left or maybe 2 since Ashlander didnt post anything more)Tide Tribe: TideChud (2 spot left)Wind Tribe: Apostle of the Wind (2 spot left)Make your moves tribes! This will be the last turn for today but tomorrow I will come back probably same time, maybe earlier.
You all responded pretty quickly so here we have: FIFTH TURNPast event: the new beasts came to stay and now are all over the land.Current event: First real contact. All tribes met eachother. Is this diplomacy? Politics? War? Nationalism? Union? You choooseAsh Tribe (40 people): in search for a culprit you find that the nomad tribe of the planes have a lighting guy. Also you are so BURN hungt that start to see visions in the fire (NEW TRAIT)Tide Tribe (20 people): You made some cool spears and since you are so metal that you swim every year in the sea you start to get pretty good at fighting the Bearducks (land, sky and sea predators), the nightmare of any other tribe.Wind Tribe (45 people): harems for everyone! Now children appear way more often.
This is the last turn for today. You can make a move for this turn and I will make a quick update of each consecuences but wont make another turn post until tomorrow.
>>6353363THE FIRE TELLS THE FUTURETHE CIMBERS TELL US THE PASTTHE WORLD IS FLAME(The Tribe creates an caste of Firesages whose purpose is to look into the future)
(I will post the final replies with another ID, I need to go to see family)
>>6353360It turns out that the Tide Tribe is not alone. There are other, more numerous tribes that haven't been chosen by the sea god. Hmm...This is a good thing since the sea god is angry and has no mercy. This is also a bad thing, since we are outnumbered and the other tribes might covet our sacred crabs. We need to prepare.If we aren't as numerous as the other tribes, every Tide Tribe member must be as strong as multiple other tribe members. Every day when we return from hunting, we'll spend two hours training to better use our spears.>Evolve Trait: Spearcrafting >>> Every tribe member trains to fight with spears, both stabbing and throwing.Just because we are training to fight doesn't mean we must fight. It would be better to have fellowship, and feast together. The elders agree to send visitors to better understand our neighbors.>>6353358>Contact the Wind TribeYour people have great mystic power and many children. Your storm god must be very powerful, and a brother of our sea god. Should we share stories and learn how to worship together?>>6353282>>6353365>Contact Ash TribeYour people are wise and learned in the fire that is the opposite of our sea god. While we struggle on the sands, you have made marvels and found truths we'd have never thought of. It is impressive but we are curious. How do you test which of your people is chosen by the fire?
>>6353369That should be the Ash Tribe, made a typo.>>6353366Thank you for running. These tribe games are always fun.
>>6353365We got a bunch of Oracles guys!>>6353369Better be prepared. You are few but strong.The new relationships are interesting.>>6353370I found an old Game we played in a few threads almost 10 yrs ago recently. It was the Richard one. Really fun to run a new one
>>6353360Hmm, intriguing. It seems we aren’t the only ones our god has whispered into being.>Evolve Trait: Animal husbandry -> Mobile forces; after witnessing Dal’s heroic display riding into the wind, many of the other hunters adopted many of our horses to help them on their hunts.>>6353369>Contact the Tide TribeAs the highest representative of my tribe and speaker of my people, we would be all more than overjoyed to exchange our beliefs with you-and even the Ash Tribe if they are willing. Knowledge of this beautiful world must be shared with open arms, and any who would deny that would be a fool indeed.>Contact the Ash TribeMany welcomes and greetings from us to you, we of the never ending wind wish only to share our knowledge of this world with you-and hope you do the same inturn
Hello again! Hope you had a great New Years Eve! Now lets keep this ball going.Past Event: now everyone met eachother. There is an extra move for this turn only to make a diplomacy move. You all have to agree or disagree inyour king of relationship. Maybe you want to trade good, maybe you want to force your religion, maybe you want more land, maybe you dont want anything to do with other tribes. Tell everyone what are your general interests with the other tribes and we I will write it in the next turn.Current Event: The Rain. Gentle but persistent rains are frequent in the tribal lands. They are neither storms nor do they bring floods, but now everyone is getting used to having wet clothes. They also have to be somewhat careful so that the plants they harvest don't drown.Ash Tribe: 45 people. Now you have a caste of Firesages. They look upon the future with their fire visions. You can use a move in any turn to ask someting about the future (you cant ask anything about the decisions of other tribes).Tide Tribe: 23 people. Preparing for any possible conflict with other tribes you start to get good with your spears and train everyday. You people are becoming natural warriors with all that proving themselves and training thingy.Also you seem to be really open to know the other tribes!Wind Tribe: 55 people. You become great riders both for hunting and in general. Your tribe is becoming massive but you have the livestock to feed your people luckly. When people see your tribe moving bthey see a lot a big group of people with lots of animals and horses. Also you greet the other tribes nicely!
>>6353576The rules are simple. There are 3 tribes and each tribe can have up to 3 players each. First come first serve. You can start to make your moves but I will post the results of the turn only after there are at list 1 member in each tribe. Hopefully we will have more than one member for each tribe, when that happens the game becomes a lot faster and interesting.>Ash Tribe: 3 spots left (yesterday we got Ash Man and Ashlander)>Tide Tribe: 3 spots left (yesterday we got TideChud)>Wind Tribe: 3 spots left (yesterday we got Apostle of the Wind)Claim a tribe and make your moves! Remember that in this turn only you have to make a move (an action, evolving a trait or make a new trait) and also declare what you want or dont want with the other two tribes (here you can even have a small talk with the other tribe members to agree in some trading).Also remember that if there are more than one member there is only one move per tribe so you may want to agree with other tribe members what is your move (or not and I decide)
>>6353582I'll continue to play. It is clear to us that there are other people in this land...and they are LAME and NON-HOT. We need to create a caste of BURNING WARRIORS who will be ready to go out and burn their stuff until they learn to be cool.
Made this one fot the current state of all tribes>>6353587So your new trait is gona be a caste of warriors and diplomatic move will be hostile?
>>6353589No, my diplomatic move is nothing, unless I can use it to ask the firesages about a future where we attack the thunder people.
>>6353587They don't need to learn to be cool. They need to learn to be hot.
>>6353594Those are the same things.Anyway, we're gonna burn all their shit. Possibly. We need to ask the fire if it's good.
Still waiting for a Tide Tribe player and a Wind Tribe one>>6353592Ok. I will say that preparing for war is the diplomatic move>>6353594lol
>>6353582Claiming the first spot for the tide tribe today. ACTION:Evolve sand goddess worship into a secondary religion with people striving to become more crab-like, wearing armor, burying themselves in sand and living in the sea as much as on the land.DIPLOMACY:Ask the other tribes to respect our sacred crab companions and refrain from hunting and eating them. Offer to trade goods (bearduck meat, bones, etc for metal spear tips) with the lava tribe. Offer to learn about the storm god from the wind tribe and teach them of the angry sea god and the beloving sand goddess.
>>6353608You offer the Ash Tribe to trade goods>>6353592>>6353594Are you willing? Or no trade with the people that don't burn stuff?
>>6353612We'll be waiting to see what the fire tells us.
>>6353576Gods, these rains might be nothing now, but if we aren’t careful…>evolve trait: mobile forces -> one’s duty to the tribe; Any member of the tribe that’s main role does not help in food production (i.e. blacksmiths, leatherworks, ect ect) must take up hunting>Diplomatic Action: after hearing certain…roomers, of the ash tribe and their relationship towards us. The wind tribe offers our services to them in any way we can to mend this division between us(even if we don’t know what it is that’s the problem)>>6353608The wind tribe more then accepts these terms
>>6353582Things seem to be going quite well! The Tide Tribe is definitely the most warlike, but we have some way to go before we are truly secure in our position.>>6353589Very soulful art. I especially like the little crabs.>>6353608Becoming more like our crab friends is brilliant, this has my full support, as do the diplomatic overtures. I'm thinking that we should try to setup an annual tournament on the opposite day of our feasts, where people spar to see who is the greatest fighter of the year. There would be glory in this but the important part is that it encourages people to train harder and defuses any tensions with friendly competition. We could evolve this into a culture of sports and athleticism later on. What do you think?
>>6353624Not right now, of course, but maybe next turn. I also like the idea of making some kind of priest whose job is to pray to the sea god and oversee our holidays. With luck, maybe the sea would give us back something for our sacrifices.
Seventh Turn guys!Past Event: The rains are no more. Now back to regular weather.Current Event: The Smoke Dragon: A smoke dragon flies over the tribal lands. It hunts large animals, and occasionally tribesmen who have strayed far and find themselves alone. Yet, it never seems to appear when there are large groups of people. The dragon is slightly larger than a horse but fiercer and more terrifying than a Bearduck.Ash Tribe (50 people): They now have a strong military force armed with obsidian weapons. They dont like the other tribes at all but they wait for the fire to speak for now.Tide Tribe (27 people): The new crab people become temible sand warriors with rudimentary armor.They ask for the other tribes to respect their crabs friends.Wind Tribe (65 people): Now the tribe is weel organized, everyone has clear jobs and they have very competent hunters but also their own livestock. You offer peace to the other tribes.RELATIONSHIPS:Ash and Tide: Tide offer to trade good to Ash but they need to ask the fire first.Ash and Wind: Wind offer peace but Ash are still preparing for any conflict.Tide and Wind: They are now trading religion! Both Tide ann Wind now know of the angry sea god, the beloving sand godess and the talking storm god>>6353624Thanks!
>>6353626Absolutely on board with the tournament. Maybe start with a focus on hunting, fishing, pearl diving and building sand fortresses and later on either add competitions that reflect our fiery and our lofty neighbors or alternatively transition to throwing, lifting, running, swimming etc?Some Priests to appease the sea god (Brine tenders?) and some to further understanding with our crab companions and neighborsb (crab talkers?) and maybe even help a bit with our population problems sound great too!
>>6353631Smoke dragon...like an ASH Dragon? We must make make offerings to it.
>>6353633Agreed. One of our warriors should bring it the largest beast they can hunt.
>Ash Tribe: 1 spots left (Current members: Ash Man and Lava Man)>Tide Tribe: 1 spot left (Current members: TideChud, Tidewalker)>Wind Tribe: 2 spots left (Current members: Apostle of the Wind)
>>6353631Forgot the image!
>>6353632Remember that you have only one move per turn! Chose with your partner which one do now
>>6353634We're still willing to provide trophies or even fresh corpses of the mighty Bearducks for some processed metal.>>6353626Should we try to set a trap for the smoke dragon with some burrowed crab warriors (and maybe ask the wind people if they can support with cavalry or lightning people)?Else or on top, I'd propose we develop the annual tournament this turn.
>>6353632I like the idea of there being multiple tournaments for separate skillsets, or better yet, one massive and multifaceted tournament. For now, I think we should add a basic fighting tournament so that we can evolve it to be more complicated later, and have an incentive for the martial culture we've got going on so far.Priests would be cool, to deepen the polytheistic bent we've got going on. I'm down for either. Which would you prefer? Although I am leaning slightly towards the tourney to strengthen us, since the Ash Tribe is unpredictable and trying to tame a dragon.
>>6353643Hmm, we could try to set a trap, but the dragon has an aspect of fire and it's dangerous to offend the Ash Tribe too soon. I think it's best to ignore it, for now.>>6353639>Add Trait: Every year, on the opposite side to the feast, the Tide Tribe holds a friendly fighting tournament to see who's the strongest for each year.
>>6353645If someone wants to fight or trap the dragon you can throw a d20. I will say that catching it is a 18 and fighting it is a 17. I will add +1 and +2 for the tribes with warriors in fighting. I dont know if someone would have a +1 in trapping, but if anyone has a good argument that their tribe should be particulary good with someting they can get +1 or +2
>>6353644Alright, let's go with the big multifaceted (but very physical) tournament for now!Do you want the fighting tournament to be a stand-alone tournament, a major part of the big tournament or something else (e.g. a follow-up)? I'm good with all of the above.
Missed your earlier post.Annual fighting tournament and leaving the dragon alone it is.
>>6353631Dear god! If this beast continues to roam freely, who knows what tragedy will wait us.>>6353643>The wind tribe offers 45 of their men in assisting taking down the dragon, and if the tide tribe doesn’t go with the plan, then 55 will go instead. With Dal going acting as bait, waiting alone in a deep valley, while the rest of the army waits for the dragon
Now that's an interesting offer here. What do you say on that TideChud?We will probably not be able to hide our participation from the ash people though, with all that "lying is weakness" policy of our talkative friends...
>>6353646Hmm, this is tempting. Personally I lean towards leaving it be, as the risk of casualties is high and our population is low, but I'll defer to Tidewalker. We are both Tide appreciators, after all.>>6353648I'm hesitant on letting the dragon roam free too but worry that casualties could set us even further behind the other tribes. We really need to get our population up. Maybe some rituals could help? Definitely something for priests to handle.
>>6353649It seems that the Tide Tribe already decided to make another move. So you will do it alone (unless Tide change their minds before your next comment). Now throw a d20 + 1 (you are good hunters, have a lot of people and a lighting guy, but you dont have a prepared military like the other tribes). 17 or more you kill the shadow dragon and it dicipates, nat 20 you can harvest it. Whatever happens you will have some casualities
>>6353650We could go for it, and if you want to I will be in full support. However if you aren't 100% sure we should withhold our men.
>>6353652Okay. We try to talk our wind friends out of it with regards to the ash tribe's possible feelings about it. But if they insist to try taking it down, we will help them with 10 of our strongest hunters.Those will, of course, be determined by a grand tournament that will be held annually from this year on.And I wholeheartedly agree on the population issue. We need more newborn so we don't have to lower our standards while striving for a bigger pop.
>>6353655I will agree with this. In that case, we are set.>>6353653If they would have us, we'll send the 10 strongest hunters of the Tide Tribe to assist our friends in the Wind Tribe.
>>6353650We need now a Wind Tribe member to decide. If you choose to fight the Smoke Dragon and accept the help of your Tide friends then you need to roll a d20 die + 2 (thanks with the military help of your friends). 17 or more and you kill the dragon. Nat 20 you can harvest it. Whatever happens both you and your friends lose population (the number depends of that roll).If you decide to not risk it you have to make another move to use in your turn and the Tide people makes the tournament trait move that they already disscussed
>>6353658This one was for >>6353649
>>6353659Also I remind you (if there are lurkers anywhere) that you can enter the game whenever you want and claim a spot in any tribe. Ash and Tide have 1 spot left and Wind has 2 and needs someone to choose a move now
I don't think wind man is here. You should probably just have them do the action since he agreed on it in >>6353649, 45 men.
Rolled 20 (1d20)>>6353653>>6353658No matter what happens now, we cannot let what follows to happen because we’re scared of what could’ve been.It is spoken.>>6353665Anyone please join Wind Tribe I didn’t want to be the sole dictator of our people they just put this shit on me/jk I love being one
>>6353685damn dog, you got it
>>6353685It looks like the storm god really is strong.
So is our turn wasted or can we do something else?
Eight Round!I am not in My PC but god I wanted to write the results of that nat 20Past Event: see tribesCurent Event: The Fairies. Sea Fairies appear swimming along the coast, Grassland Fairies appear flying over the prairie, and Fire Fairies appear in the volcanic zone. These small creatures seem to possess minor magical powers and enjoy playing tricks on the tribal inhabitants. Personal belongings go missing, penned animals escape, food spoils, nauseating smells disturb the tribespeople, and many more pranks are orchestrated by these magical fairies.Ash Tribe 55 (: You start to workship the Smoke Dragon. It seems pleased and doesnt eat your people like with the other tribes but it eats a lot of your really tasty food. You now have a shortage of food. In exchage You now have a cult! Cult members know smoke magic (mosly ilusions and a smoke form) but are a little crazyTide Tribe (20 people): You help the Wind Tribe members with 10 of your people and defeat the dragon!Wind Tribe 60 people: not only You defeat the dragon with minimum casualities. You gain some loot! Choose what to keep and what to pay the Tide Tribe (if any)!Loot: Smoke Dragon ash (3 small urns): when you throw some at something it Will burn for hoursSmoke Dragon Scales 60kgs : perfect for armor, tools and weaponsSmoke Dragon Teeth (36): really sharp and prettySmoke Dragon heart (1): it seems magical somehow.. and tasty. Maybe if you eat it...
>>6353711LETS FUCKING GOOOOOOOOOOO!!!!>Diplomatic Action: The wind tribe gives the tide tribe 40lbs of scales and 25 teeth, as thanks for those they lost>The wind tribe takes the dragon’s heart, and using their talents as hunters, preserve it. So even after each and every warrior that fought that day breathes their last breath, one can just look at this heart and know in their own, how when the gods tested them, they succeeded
>>6353711A glorious victory and a strong symbol of the true faith and the forming friendship between the wind and the tide!In remembrance of the victory and to celebrate our warriors, we now establish an annual tournament centered around fighting and hunting (our secondary action choice from last turn).In regard to the dragon loot I would like to discuss it with my fellow tide appreciators. We got one third of the scales and most of the teeth. The scales should be good for one to three sets of scale mail, maybe four. The teeth sound like they'd make very good spear tips and/or proud jewelry. Maybe make one set of armor for the tourney winner to wear and give one scale to each surviving warrior as a proud symbol of their victory, while we improve our spears with the teeth?
>>6353802If using the loot will be an action of its own, we might have to postpone that until we have hopefully established priests after next turn anyway, of course.As for the fairies, I'd imagine our competitive folks feeling encouraged by them to strive even harder.
>>6353711These fae appearing shortly after our God was unjustly murdered is clearly a sign. The cult shall study and if possible, live among them to further improve our magic.
>>6353711They KILLED the Smoke Dragon??? We CANNOT LET IT STAND. WE MUST HAVE REVENGE. REVEEEEEEEENGE. We need to ATTACK THEM and BURN ALL THEIR SHIT.>>6353808Fairies? They don't look very burn-y.
>>6353816Surely, they must be burn-y. Otherwise why would they be fire fairies. Their magic will be helpful in burning the heretics as right now we are slightly outnumbered
>>6353823They're not particularly doing anything burn-y, though. Also, we need to raid them before they start desecrating the corpse of the smoke dragon.
>>6353825Very well. Let's get as much of our dragon from them as possible.
>>6353802>>6353803These seem eminently reasonable, and I agree. My biggest concern, after our population decline, is that the Ash Tribe is going berserk at our blasphemy to their cult and is the most technologically advanced of us all. We need to prepare for the risk of eventual warmongering, although we need to hope for peace.
>>6353861True. They got weird prophets and magicians that can turn to smoke according to rumors from the east. And with their desire to burn everything, every peace we build will probably be fragile even without factoring in having helped in killing their sacred creature.That said, I do fully trust in our crab warriors should they make an attempt. And we can always flee to the sea, where they will fall victim to the angry god should they dare to follow.Still hoping for peace of course, but not sure if the wind offering the heart of the creature to them would calm their fiery temper. And them offering their main trophy is probably not very likely anyway.
>>63538805hrs later and I realize I posted without name. ^^
Sorry for being late, had a really long day. Hope some people join today. I will probably be here for a couple hours>>6353825>>6353829If you attack first you need to make a d20 roll 11 or more and you succed in first attack against the Wind tribe (if you want to attack tide it is going yo need 17 or more, they are not near your lands at all) and can loot some stuff (including maybe some dragon stuff), the better the roll, the better the loot.>>6353780If you or any representative of the wind tribe decides to use your diplomatic move to defend then it is an opposed roll (your d20 vs their d20) and you take 11 or your d20, whatever is better.In all cases if you can convince me that you deserve a +1 ,or +2 in any of the rolls, I will grant you it ((From now on all turns have a diplomatic move (attack, trade, defend) and a normal move (action, evolve trait or add new trait)Also I would say that spliting the loot from the dragon is a free action
>>6354014Could we use our firesages to help "predict" the attack? You know, like consulting oracles of old before going to war.
Remeber everyone can join the game anytime! You just have to declare a tribe and thats it. Tribes have a maximun member of 3 players but all tribes have free spots now. If someone new comes I would recommed the Wind tribe that needs some players>>6354015mm I guess knowing the future helps with the odds. Sure. +1
Rolled 5 + 1 (1d20 + 1)>>6354022Alright, sure, let's go. We're attacking the wind since they're the closer ones.
>>6354025Welp, that's a failure, they dont even need to roll to contest. Maybe next time.
>>6354014>>6354022Things are doing alright for now. I'll enact Tidewalker's plan again.Diplo:>Trade: Swap religious stories with the Wind Tribe and see if there are any similarities in our separate faiths.Normal:>Add Trait: Every year, the Tide Tribe has a martial tournament to see which of them is the strongest fighter.
>>6354025You made your "diplomatic" move, you still have to do you normal move (it cant be attacking/trading with another tribe)
>>6354036If we've got a shortage of food, then perhaps we ought to begin spreading our flower cultivation into real farms. Volcano land is very good for farming because it's sacred burnt land.
Ninth turn!Past Event: Scpecial faeries from the three lands stop appearing but there are still common faeries causing mischieve in all the landsCurrent Event: The Fae People: Members of the tribe have glimpsed them walking in the wild, though they are not easily seen. Some say they come from another world... whatever that may mean. They are mysterious and show no interest in your presence... for now.Ash Tribe: 55 people. Your tribe develops farms, leading to a surplus of food and an expansion of your culinary arts. The food you create even holds medicinal properties. Also, after a poorly executed attack on the Wind Tribe, that conflict ended in failure. Not only are your hostile intentions now known, but you also lost several members in the fight.Tide Tribe: 25 people. You begin a study of the beliefs held by both tribes, documenting them in newly invented books of history and religion. Notably, you become the first to write about the Talking Storm God, a task your friends show little interest in. To hone your tribe's strength, you institute an annual martial tournament to crown its best fighter. Furthermore, the acquisition of dragon scales and teeth presents a new opportunity: will you forge them into formidable weapons and armor, or craft them into exquisite jewelry?Wind Tribe: 68 people. The heart of the Smoke Dragon has been enshrined as a potent symbol of your hunters' strength, a trophy that inspires the entire tribe. The epic tale of your great feat—and the crucial aid of your crab-loving allies—is now a fireside legend, passed from mouth to mouth. However, this triumph was nearly stolen when the Ash Tribe launched a brazen attack to plunder your dragon's loot. Though they killed some of your warriors, you repelled them with a costly victory. Now, their aggression demands a response. What is your next move?
>>6354056If our attack failed, then we clearly weren't strong enough. With our new farms, we must grow our numbers big, that our warrior caste will also become big with dedicated warriors.Diplomatically, we're not doing anything except preparing for any possible attacks. They'll want to get to us, they'll have to go through the smoke and ash.
I remid you everyone can join! There can be 3 players max per tribe and we have 3 tribes. Wind tribe is the one that needs more players. You claim it and then you start playing!One diplomatic move (attack/defend/trade) and one normal move (action, evolve trait, add new trair) per round>Ash tribe: 1 or 2 spots left. Current player: Ash man (Lava man may be avaible or not)>Tide Tribe: 1 spot left. Current players: Tidechub and Tidewalker>Wind Tribe: 2 spots left. Current player: Apostle of the Wind
>>6354056>>6354063Things are going well, but the recent dragocide and skirmishes have me concerned at our low population. Perhaps we should rectify that? The wisest members of the Tide Tribe (re: anybody that survives to be elderly) will be appointed as priests, who'll watch over the annual rituals, build the baby testing boats, and worship the gods all day.Normal:>Evolve Trait: Religious books and recordings >>> Priests who maintain the Tide Tribe's religionBesides that, hmm... there is a lot of unexplored land. Maybe the sea god is less angry on other shores? Or better yet, maybe he's even angrier, and we can be tested even harder!Diplo:>Attack: Send some of our warriors to scout the unknown lands to our southIf that's possible, otherwise, they can wait.
>>6354082Diplomatic moves are stricly attack/defend/trade moves or any other move that has a direct interaction with another players tribe. Expanding your land or sending scouts to unknow lands are normal moves
>>6354099That makes sense. In that case, we'll just Defend.
>>6354056…welp, when one barks back instead of talk, all you can do it put them down.>after the decorating loss of life from the Ash Tribe’s attack-who they’ve only ever shown peace and generosity towards-they’ve decided it shall never happen again>thus the tribe gathered all of its hunters-those who’s job is only hunting and nothing else-and set about training them into their own army to fight back against the ash tribe!…the only problem is however, how could the tribe ever hope to match the grizzled veterans that the ash tribe has?>Diplomatic: To the Tide Tribe; we offer 41lbs of our remaining dragon scales and 6 teeth in exchange for a supply of your armor to our warriors, and sending over one of your spear warriors to train ourselves men and women
>>6354150In that case (and unless TideChud is against it), we will send you a spear huntress and a crab warrior to help your hunters to become stronger. And who knows maybe they can learn a bit about horse catching, taming and riding too. Or produce offspring with your strongest hunter. XDTrading crab-style armor for dragon parts sounds like a deal to me too.If that's two separate actions, we can split that to two turns of course.I'm all for developing our eldest (if any) into lorekeeping priests as TideChud already proposed.
Tenth Round!>Past Event:The Fae continue to appear sporadically in the wilderness, but no meaningful interactions have yet occurred.>Current Event: The Cold AgeA long winter has descended, bringing freezing temperatures across the tribal lands. Snow falls steadily, the coastlines grow icy, and food is scarce for all. The nights are long and harsh. Survival demands more food and warmer clothing.>Ash Tribe (60 members):You prepare for future conflict. Your warrior caste trains relentlessly, enduring both the heat of the volcanic pits and the bitter cold. This harsh discipline is forging stronger, more resilient fighters.>Tide Tribe (28 members):The tribe's elders dedicate themselves to the annual rituals, constructing ceremonial baby boats and worshipping throughout the day. Their devotion yields great wisdom, and they begin authoring numerous texts to preserve their expanding knowledge.>Wind Tribe (78 members):The hunters undergo military drills, preparing for potential war with the Ash Tribe. You have a large and highly organized cavalry force now!>Trade:Wind Tribe gives Tide Tribe: 41 lbs of smoke dragon scales and 6 smoke dragon teeth.Tide Tribe gives Wind Tribe: A skilled spear huntress (providing spear training) and a set of Crab-style armor.
>>6354273It would seem that cold has fallen. Too bad we have our FIRE to warm ourselves. Let's continue growing our numbers while they languish in the cold.
>>6354279We can build our homes near geothermal vents to remain warm.
>>6354282Maybe we should send our sneaky smokemen to go burn down their food supplies so they'll starve, too.
>>6354283great idea.
>>6354284They have illusions and can turn into smoke, so a night attack would be very much impossible to spot. Just burn their warehouses n shit. BURN IT. Revenge for the Dragon.
Remember that anybody can join anythime!The rules are simple. Rach tribe can have up to 3 players. Every round each tribe can make one diplomatic move (attack, defend, trade) and one normal move (action, evolve trait of add new trait).We mostly need members in the Wind Tribe, but all tribes have spots left. You just need to claim it.>Ash Tribe: Ashman (two spots left if Lava man isnt active)>Tide Tribe: Tidechud and Tidewalker (one spot left)>Wind Tribe: Apostle of the Wind (two spots left)
>>6354285a sneaky attack with the cult members its a double edge sword. They are sneaky but they are also crazy.Roll a d20+2. They are probably alert so 16 or more to succed and burn some housesAlso if the final number is an odd number, then they also make some crazy stuff thats going to be negative for the ash tribe
Rolled 13 (1d20)>>635429116 is pretty high. Oh well.
>>6354293aww man, that's literally 1 shortShouldn't we get an extra +1 from the fire prediction given it worked last time? We're attacking at night, can predict the future, *and* have smoke illusionists. You can't get more sneaky than that.
>>6354295sorry. I dont like to change numbers after the roll. I will say what are the consecuences in the nect round
>>6354299That's lame, 16 is already a really high DC, we literally had the perfect set-up for it and it still wasn't enough because of an +1 we were supposed to have gotten anyways. Lame.
>>6354300I may have been harsh with the DC and didnt know. Next time I will be more carefull choosing it. Players can also let me know before rolling so I can can change it if you want
>>6354364Maybe, but it doesn't change that we should have been able to hit that with the roll we had and the bonuses we were supposed to get.Big bummer.
>>6354369Don't be sour fellow anon. Changing rolls after IS bad, at the least in a somewhat competitive scenario. And a +1 would actually turn both results of the roll around, that seems hardly fair to do in retrospect. And for the sake of your argument: while you did have three distinct advantages, maybe four if assuming that your warriors are still better than the wind tribe's, it was told that they were on the watch, they're very mobile and good hunters so probably rather perceptive. They live in tight-knit nomad societies, are in their home territory and have recently received some spear training. The +2 were and the TN of 16 could bee reasoned for, but could be very well be reasoned against, but you DID know the odds when you were rolling.
>>6354383>And a +1 would actually turn both results of the roll around, that seems hardly fair to do in retrospect. That's exactly the point, it *should* have been given in the first place given the standards for bonuss of previous rolls.>they're very mobile and good hunters so probably rather perceptiveHaving horses doesn't give you night vision, nor the ability to see smoke.You only think it's "unfair to change later" because it would mean winning.
>>6354386Changing it after a roll is a bad idea. Accepting the terms of your roll before you roll is an implied necessity in multiplayer quests. Impartiality is not a necessary prerequisite of that reasoning. That said, I'm no part of the wind tribe and I don't care who won that battle. Please refrain from that assumption.Having horses makes you fast, so you can react quickly to spread the word and to overwhelm perpetrators locally. And also to hunt them down. Good perception and a bit of natural and maybe even artificial lightning is good enough when arsonists need to reach and ignite crucial structures (probably tents in this case). Smoke is not invisible. I'll stop here. Let's continue to play a game, shall we?
>>6354394>bad ideaVery easy to say that when you got the best of it and we ended up with an active backfire despite not getting the bonuses we should have.
>>6354273Diplomatic:>Offer to trade and record history with the wind and the ash tribe. Also hint/offer that the year after this (next diplo turn) we would send one of our elders to them and host one of theirs for one year.Normal action: Since building boats and exploring the sea might be difficult due to the current coldness and I don't have a good idea to help with our population issues right now, I'll go with:>Craft spear tips, daggers and armor using the scales and the teeth. [Hopefully TideChud or another tide appreciator pops in with a better idea]
>>6354299>>6354300>>6354364I also think this was pretty questionable. If they have the bonus, they either do or don't have it. For the sake of fairness, maybe Ash Tribe should get a bonus on their next roll to compensate? It's unfortunate for them to have lost due to a mechanical error, but it happens. I recommend having a stat sheet of every Tribe's bonuses to avoid issues in the future.>>6354189I wasn't quick enough, but I'm unsure of the offer. We basically gave up our spear technology and training methods for a limited amount of resource they also have. Now our only edge on the Wind Tribe is in individual quality, but they outnumber us 3:1 and have horses. I doubt we'll enter into conflict soon but I think we're in a much weaker position than we were.>>6354401This is alright, but with the cold temperature and our hunting culture, maybe we should learn to make tents out of pelts? This would give us warmth in the short-term and reduce deaths by sickness and exposure in the long-term.
>>6354417Regarding last turn's diplo:Yeah, I can see where you're coming from there. Although we still have more dedicated warriors that are better trained and better equipped, fighting folks with spears and horses ain't no joke. Plus they have their lightning guy(s) and one decently armored hunter. Attacking them would probably be bad right now, although I'd argue they'd have slim chances should they attack us too. What frustrates me the most is that getting any improvement by crafting weapons and armor will take up another normal action, upping the action cost for us while the improvement was free for them action-wise. At the least we do have the best armor and the sharpest tools and weapons for the time being if we do.
>>6354417Regarding this turns action: How about going straight to erecting housing and defense structures with mortar or even concrete (we have an abundance of sand)? We got a lot of fur/pelts from all our hunting, so I'd assume we would use that for personal and structural cold protection anyway.A small fortified structure with houses, workshops, sea access, towers and a wall would be kinda nice, I think.
>>6354438Concrete is way too advanced for a single action by my line of thinking. That's like busting out iron. Mortar is more reasonable, making bricks and so on, but I'm concerned too much comfort will weaken us. Tents on the other hand fit with our whole hunting thing. Although I mean tents less like nomads, but more permanent yurt structures. We could go all-in on bricks and crude huts. Whichever you think would work better, but we've got to get our lack of warmth taken care of.
>>6354447Maybe we could start with tents and transition to native/viking style longhouses? That would be a nice balance of warm and defensible, and give us a large structure for our rituals that we could build off of from there.
>>6354448Yeah, concrete will (if at all) be somewhere further down the road. I realize now that I kind of assumed that we were all living in caves or tents. Thinking about it now, I'm not sure if any other than the ash tribe already know how to make fire. Which again would be a prerequisite of mortar and many other things. I do like the image of brick bunker-like caves spread along the shore as it fits with the way of the crab in my imagination, but I'll leave the decision to you. If you prefer tents or longhouses, so shall it be.The fear that all of our tribesmen go soft is one I acknowledge but don't feel much right now. We got the baby test, our annual sea test for everyone, the fighting tourney and priests that probably despise weakness for religious and cultural reasons.
>>6354467True, I'm just paranoid. I agree you on laying down brick-caves to mimic the crabs we both cherish. Structurally, I'm thinking like a sandy igloo. Do you think we should do anything about the fae later?
>>6354482Sandy brick igloos spread across the coastline sound great.As for the fae people I thought about interacting with them but since they're land-based (in contrast to the sea sprites from earlier) I'm not really invested enough to warrant using yet another normie action for maybe nothing. I'm halfway into thinking they'll attack all tribes anyway sooner or later, so I'd rather be investing in boats, weapons and armor. Ofc that might be me being a little bit paranoid here .
>>6354293After thinking about it, I'm going to retcon this to use a clearer system. Your roll is still a 13, but I'm changing how the modifiers and the DC work.From now on, we'll use rolls like this: the base DC for an attack is always 11. You add modifiers from your traits, resources, or anything that helps you. Each helpful thing gives a +1, or maybe a +2 if it's really powerful, but the total can't go over +4 unless you have a super good reason, like a very advanced trait. That means the DC usually won't go over 15. Things like dragons or the fae will just have a higher DC to start with.The people attacking also get +1 or +2 for each thing they use in their attack, but normally the max is +3. You can get more, but you'd need a really, really good reason. And both sides can sometimes get a -1 or -2 if things are really bad for them.I'm putting these limits mostly so one side doesn't get completely unbeatable. This is a story game first, so if you ask for a reasonable trait, you'll probably get it. We don't need to stress about perfect balance.So, looking back: The DC for Wind Tribe was probably 13 (that's 11, plus being alert, plus having a big military). You could argue for a +1 more for having more people, but it wouldn't change what happened.Ash Tribe had a +3 to their roll (their obsidian weapons and smoke magic alone are enough for that).That means with a 13, Ash Tribe wins. Sorry it was unfair before; I just didn't think the DC through when I set it. This new way should cause less trouble.Also, I don't like changing results after the fact. It wasn't really fair to Wind Tribe this time, but Ash Tribe did have good points. Next time, you can all argue about the DC or modifiers after I say what they are, but before you roll. After the roll is big no-no
>>6354516Thanks for being considerate.
>>6354448I think I misjudged and attacking with small forces is the way while peace and prosperity won't happen. If you want to change our diplomatic move to attack one or both, feel free.>>6354516Your game, your call. Regarding the last paragraph though, I'd advise that you should be the one to call for the roll then. If the attacker just rolls whenever they like the currently negotiated DC that's a severe disadvantage to the defender.
>Joining the Wind Tribe>Voting for adding dogs to the herds to alert us to the ash-smell of violent volcano folk. They can help with hunting and stuff too.
>>6354659Supporting this.
>>6354659Great to see another anon joining the wind!
>>6354467I would say that everyone know how to make fire and have some basic homes (caves or tents), fur clothes and really basic weak tools. But Ash tribe knows how to use fire the best with glass, advanced cooking and tool making. Tide have a lot more with with written language, armor, good spears and at least the idea of boats (you only have baby sized for now). Wind now are better with animals for animal husbanry and know how to ride horses (but have 0 written language, ash maybe has some basic stuff).As of how much someone can advance tech wise in a turn. idk, lets make it more or less reasonable but not so much. I mean ash tribe has glass before iron and Tide has decent armor and books before a lot of other things that probably go usually before. If you want cement before mortar sure, I actually dont know much or the difference between.
>>6354401We should probably formalize the igloo thing.>>6354288Diplomatic:>Offer to trade and record history with the wind and the ash tribe. Also hint/offer that the year after this (next diplo turn) we would send one of our elders to them and host one of theirs for one year.Normal:>Add Trait: The Tide Tribe makes bricks out of mortared sand and clay, then piles them into caves to mimic their beloved crabs
>>6354516This seems really reasonable.
>>6354659Welcome! Great to see another wind person here. Now remember you have two moves per turn. A diplomatic move (attack, trade, etc) and one normal move (action, evolve trait and add new trait) I will advance to the next turn now since the wind tribe has a new member and probably didnt know about the two moves I woul let you use the missing diplomatic move in this next turn (one normal move and two diplomatic).ELEVENTH TURN TIMEPass events: still have the 3 fantastic animal species. Still have some faeries doing mischeaveous things, still have Fae people roming the wilds.Current Event: (ice age): The intense cold sweeps through the lands of the tribes. Snow falls constantly; these are no longer just colder days, but a deep frost that spreads across these lands. Water freezes. Food is becoming increasingly scarce. The homes of tribes with fewer advancements in that area cannot retain enough heat. Tribes that lack adequate homes will suffer -5 population, and those that do not grow their own food and cannot protect it will suffer another -5 (this is in addition to the normal numbers usually added to all tribes: Ash +5, Tide +2~4, Wind +10).>Ash Tribe (61 people):You make some sort of geothermal vent system in your homes with your fire knowledge that helps you with the cold.The cult attack to the wind tribes homes was a sucess! Beutiful fire everywhere. You had some casualities but the Wind Tribe had more and also lost a lot of homes that would have help them in this cold winters.>Tide Tribe (30 people):You offer to trade and record history with your so wise and academic sages in their books to the two other tribes! Now in the next turn they can choose to take the offer or ignore it without using a move.You make nice crab shaped homes using sand bricks. Sand Igloos!>Wind TribeAfter a flaming attack to your homes you start to have loyal dog pets that help you with the hers and protect your homes
>>6354822The rules are simple. There are 3 tribes. You can join whenever you want and claim a spot in a tribe. Each turn the tribes have one diplomatic move (attack/defend/trade) and one normal move (action/add new trait/evolve trait). >Ash Tribe (1 spot left)- Ash Man- Lava Man>Tide Tribe (1 spot left)- Tidewalker- TideChud>Wind Tribe (1 spot left)- Apostle of the Wind- Whipping Wind
>>6354825Forgot the traits!Also for more rules: all attack rolls use a base difficulty of 11. You can increase this number by adding bonuses for your advantages, such as strong traits, favorable conditions, or superior abilities. Each helpful factor gives you a +1 or sometimes a +2, but your total bonus should not exceed +4 unless you have an exceptionally powerful reason, like a highly advanced trait. This means the final difficulty to beat will usually be 15 or less. Certain powerful beings, like dragons or fae, will simply start with a higher base difficulty.When you are the one attacking, you also add +1 or +2 for each advantage you use in your assault, with a normal maximum of +3. You can exceed this only with a truly exceptional justification. Additionally, in situations where things go very badly for either side, a penalty of -1 or -2 can be applied to the roll.
>>6354822It's a cold age...good thing we have exactly what it takes to survive it. Just to be sure, however, we would be wise to work on our food supply - this time, maybe look at husbadry? I'm sure there would be plenty of animals who'd enjoy the heat of our vents...ideally something big and strong but not carnivorous.Diplomatically, our demands will be very simple! Return the Heart of the Smoke Dragon or the attacks will continue.
>>6354822>>6354833Hmm... our population is going to decline if we can't come up with a proper food source. We've been hunting and are strong enough to protect what we can get, but are starving. I think the best strategy here is to start fishing.After all, the sea god is freezing over! For once, he is more relaxed than angry. The land is cold but our hearts are warm. Maybe this is a sign he's accepted our faith?Normal:>Add Trait: Those who are too young or old to hunt spend their days fishing, to gather fish in a communion with the sea god.>>6354836The Ash Tribe are strong and skilled warriors, and so are we, in the Tide Tribe. Some of our elder priests think we have much to learn from each other. Would you like to have a friendly tournament?Diplomacy:>Trade: Offer to send warriors to spar with the Ash Tribe, and vice versa, to improve our fighting methods.
>>6354670How do you feel about sheep next for warm wool (or alpaca or carabou or yak or even Rimworld's muffalo or some other shaggy herdbeast)? It's your heart that you won, so I have no comment on that. Showing the sea tribes the doggos and studying their sand castles as a model for a yurt could be a useful way to deal with the current cold climate crisis.Also, how do you feel about leaving milk out for the fey at some point?
>>6354836>>6354853>>6354884offering a trade uses your diplomatic move but accepting it wont. Also if in accepting it you add something else to the trade then that uses your diplomatic move. One can accept to a trade offer in the same round or in the next round if the tribe didnt answear in the same round. You must accept the trade if you want it.>>6354884Remember that for this turn only you have one normal move (action/add or evolve a trait) and two different diplomatic moves (attack/defend/trade)
>>6354895As stated, we'll only accept peace when we receive the heart of the smoke dragon.
>>6354853>>6354853How about embracing the cold into our competitive nature. Using our strategically placed crab igloos as warm radius enhancers and our bearduck furs (and maybe snakesheep wool clothing) as personal cold protection, our people go hunting and ice fishing outside to get stronger and tougher. Ice bathing could become a thing instead of the sea test.Dunno if that's too much for a trait, but fishing seems like not enough to me.I agree with the diplomatic action.
>>6354907I also find the wind tribe's possible offer if dogs vs. construction tech reasonable and would accept it. Final decision is yours TideChud, because I got to sleep now. Unless it's not settled in 7 hours or so ofc.
Okay, let's try:>Add trait: They revere the cold climate and learn to fish, bathe and hunt in the ice.>Trade: Offer to send warriors to spar with the Ash Tribe, and vice versa, to improve our fighting methods.>Passive diplomacy: Adopt dog taming from the wind tribe and teach them basic construction.
>>6354895I see.>>6354907>>6355027These are good ideas. I don't think we should abandon the ocean testing, but adding ice bathing on top of that would be great. Likewise on accepting the trade of igloos for dogs. I will support this.
Hey. I have lots of things to do today so I won't make a new round until tomorrow. You can still tall to eschother and plan some things for the future>>6354884>>6354670Also I remind You that for this round You have 1 normal move and 2 diplomatic moves. Use them before tomorrow in any form You want
>>6355096I absolutely don't want to abandon it, I just thought when the sea freezes over we might have to vary it for this year only. Sounds to me like we're on the same page there.>>6355101Alright, good to know, best of luck with your endeavors!
The wind blow and voices come and go. Since I'm alone, with the 2nd diplo action: defend. Retain the heart. Confirm trade of dog-tech for construction (I'd like to flavor it as yak/horse hide yurts based on the Tide's sand-igloos). In the interest of moving things forward, I'll go with the Yak as the warm clothing source unless another Wind Triber voices a different opinion.
>>6355027>Passive diplomacy: Adopt dog taming from the wind tribe and teach them basic construction.You can accept the dog offer but cant train them in construction until next turn since that would be a trait. But the dogs are already trained with guarding and helping with animalsTwetfth Round!!!Past Events: we still goth the three special animal species, the faeries and the fae. The Ice Age ended with no many casualities since you all got prepared.Current Event: Sunny Days! The climate is warm and nice with some rains. The climate seems to have calm down.>Ash Tribe (66 members):You start to develop animal husbandry in you nice warm homes. You also state that you want the Heart of the Smoke Dragon from the Wind Tribe or the attacks will continue>Tide Tribe (33 tribe members):You learn to fish efficently even in the cold. You also learn to hunt and bathe in the cold>Wind Tribe (85 members):You herd sheep and use their wool for clothing and warming your homes! You are alert in your homes.Trade:Tide Tribe teaches the Wind tribe how to make better homesWind Tribe gives the Tide Tribe some loyal dogsBoth Wind and Tide Tribe exchange some warriors to learn some of eachother tactics.
Today I will not post more than this and maybe one other round. Hopefully tomorrow I can post more.I remind everyone can join any tribe they want. We got 3 tribes. Ash, Wind and Tide
>>6355469forgot the traits
>>6355466>>6355469With the winter over, we can put our new animal husbandry to good practice...with driven plows! Using metal driven plows + our knowledge of agriculture + superfertile volcanic land, we can superboost our agriculture to insane levels and have crazy amounts of food to allow us to increase our populational growth.
>>6355471I really want to start building boats, but I think we need to improve our tools first. So unless TideChud or a third tide friend has another priority, we'll go with:>Use the dragon scales and teeth to produce better weapons, armor and tools so we can make dog carts and boats in the future.For diplomacy, I would like to repeat towards the ash tribe that we are interested in exchanging warriors for training and/or trade goods. But I'm not gonna use up yet another diplomacy action for it unless just to be ignored again. So let's expand our trade with the wind tribe:>Offer the wind tribe to establish a permanent goods trade, trading mortar, fish and bearduck parts for wood and wool
>>6355761We've needed to get around to this for awhile, I'll agree.
>>6355474>>6355761Cool. I will wait for a wind Tribe person to make movies. I remind everyone can join anytime
>>6355471>Voting to start milking the horses and yak-sheep for delicious milk.>Diplo Action: Leave milk out for the Fey. Offer the Tide Tribe milk for free. Leave some milk out for the Ash tribe on the border, because milk is a gift from the gods and we won't withold this gift just because of a little war. Milk for everyone. If some other Wind tribber wants to do something different, I'm fine with that too.
>>6355943Milk for the masses, yay, ty!How do you react with regards to our diplomatic action?[>Offer the wind tribe to establish a permanent goods trade, trading mortar, fish and bearduck parts for wood and wool]
>>6356094Yes, the trade is good.
The wind blew forlornly through the abandoned forum.
>>6359396And the tide receded and ebb came to last forever.
A shame this ended soon