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Author Topic: Tribes of the White Sea [5/5]  (Read 12774 times)

TankKit

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Re: Tribes of the White Sea [5/5]
« Reply #15 on: December 16, 2018, 09:05:04 am »

Namif looked at the man with curiosity. While he could not understand the freezing emissary, words are not the only way one can gain information. He was clearly from a rich tribe, judging by the embroidered spider-silk cloak, and from somewhere warmer where he didn't have to deal with and get used to the cold. He was likely from far away, judging by the difference in language, but still close enough that a few words could be made out. And with the talk about spider gods and foreign peoples, on top of the embroidered spider silk cloak, it was likely his tribe worshiped spiders in a similar way to how the Plefir worshiped the mountains and the Great Gravekeeper Imvton. Maybe they worship another form of Segdoress? Either way, It was unlikely that any more information would come from the emissary before them, so this meeting was ultimately fruitless. With more important matters to attend to, Namif dismisses the emissary and gets to work.

Research Prospecting One thing the Plefir lacked was wealth. While they could theoretically make a smithy, it would almost completely deplete the Plefir wealth and likely cause infighting, which would be especially bad so early on into his Namif's rule. Therefore, prospecting and gathering more minerals was simply a better decision all round.

Send scouts(200 Army) to the nearby tribes and gather as much information as possible. The area controlled by the Plefir was once the land of the five tribes that now make up the five clans of the Plefir tribe. They were some of the oldest tribes, the first nomads to settle down and form tribes, meaning they were the most powerful in the region. Being the most powerful tribes in the area they constantly the majority of their efforts, both diplomatic and not, were focused on each other, even as tribes grew more powerful around them. This means they are severely lacking in knowledge about their neighbours, which is not good for any tribe that wants to survive. Therefore, it is time to learn about the neighbours.

Will NPC tribes be shown on the map once we learn about them?
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“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

Spoken like a true god TankKit.

Lord_lemonpie

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Re: Tribes of the White Sea [5/5]
« Reply #16 on: December 16, 2018, 09:15:45 am »

Will NPC tribes be shown on the map once we learn about them?
Yes, they will.
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TricMagic

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Re: Tribes of the White Sea [5/5]
« Reply #17 on: December 16, 2018, 09:24:27 am »

Can I make a Waitlist entry?
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Lord_lemonpie

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Re: Tribes of the White Sea [5/5]
« Reply #18 on: December 16, 2018, 09:38:31 am »

Can I make a Waitlist entry?
You can! Your tribe will then probably appear as an NPC first. If I think I'll be able to manage enough players, or someone opts out/gets wiped, you can get in control.
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piratejoe

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Re: Tribes of the White Sea [5/5]
« Reply #19 on: December 16, 2018, 12:07:13 pm »

To Ariella, the choice presented to her by the High Priests and the Clans was a simple one in terms of what she thought was best, however it was not so clear in terms of what she thought would bring the most stability, at least in the short run...She knew that making sure Fanw was pleased was one of the most important things for her people, especially considering how they relied quite heavily on hunting, and with Fanw's blessing those hunts would be plentiful. But that relied on Fanw giving her blessing, and while to the Children of Fanw they were a kind goddess, it wouldn't be a good idea to make them upset. So, Ariella would take some time on the decision before siding with the priests, explaining how while they may need to be careful with how much food they make today, they will be able to feast after the snows of winter melt away with their hunting blessed and if there are any shortages, Ariella herself would go out to hunt and not return until they had enough food to rectify that problem and then some.

Research Trapping It wouldn't come to anyone's surprise that she would have a few people look into the ideas of a couple of hunting techniques that relied on ones pray coming to you instead of you finding the pray. While certainty not as involved or grand as normal hunting, it still was hunting, and it was another way to get the creatures in the forest to feed her people, along with soothing the worry's of the clans.

Ariella would consider sending a few hunters and soldiers out to search the surrounding lands for any note worthy features, such as new resources or possibly people not part of Llychlyn, but for now thought against it for a number of reasons. It certainty might be a good thing to do later though.
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.
Re: Tribes of the White Sea [5/5]
« Reply #20 on: December 16, 2018, 12:37:24 pm »

Leader: Chieftain Arkiston (34)
Wealth: 13
Army: 500
Resources: Cliff Silk (2)
Research: Spinning (Silk), Weaving
Buildings: Basic Temple of Cu
Natural Features: Spider Cliffs (1 Cliff Silk/turn)


Arkiston looks upon the two girls in front of him. He.. distastes the way that the families are showing off their daughters, but this is a wonderful opportunity to bring others into the Web. The girls were both beautiful, no doubt about that, but it was more of what they brought to the tribe. He was wealthy, perhaps the most wealthy chieftain in the world at the moment. But his army... was lacking. But Frihnya would bring enough soldiers to bolster his army to acceptable levels.

"I have made my choice."

He beckons Frihnya up to join him, and dismisses the other family.

Research: We shall put more thought into the many uses of Spider Silk, with it being the strongest material we have available.

Send: 100 scouts, each in a group of ten, with an ambassador accompanying them, go to seek out trade routes with nearby tribes.
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TricMagic

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Re: Tribes of the White Sea [5/5]
« Reply #21 on: December 16, 2018, 01:53:03 pm »

Name of Tribe: Lycia
Color: Lightgreen
Name of Ruler: Sacae Meadowrain
Starting Resource: Archery/Horses
Main Deity: Lyndis, Goddess of the Wind and Sky
Lore: Long have the people of the plains fought each other, with spear and club. Hunting the plains and forests, gathering and fishing. A number of tribes against each other, until now.

Using Bow and Arrow, and domesticating Horses, they have conquered the various disparate tribes under one banner. The Rain has come to the Plains, and they now seek prosperity for al their people..


Waitlist/NPC
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TankKit

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Re: Tribes of the White Sea [5/5]
« Reply #22 on: December 16, 2018, 02:02:15 pm »

I wrote some more lore about the Plefir. Not as good as I'd like, but I'm really only getting a good basic overview over the history of the Plefir tribe and how it works. If I want I'll go into more detail later, once the framework is done.

Spoiler: The First Tribe (click to show/hide)
I'll add to the pantheon as I write more about the history of the Plefir tribe. Basically, Imvton the Great Gravekeeper was the god of the Plefir tribe, the one which managed to unite the others, and the Four Primaries are the main gods of the other tribes turned clans. Then theres the Lesser Gods, which are basically everything else in the pantheon. As you can probably tell from the fact that Ganrutod is counted as a Primary, this isn't the last we'll see of the nomads.
Spoiler: The Plefir Pantheon (click to show/hide)

Archery sounds more like a researched thing to me.
« Last Edit: December 26, 2018, 03:21:52 pm by TankKit »
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“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

Spoken like a true god TankKit.

Glass

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Re: Tribes of the White Sea [5/5]
« Reply #23 on: December 16, 2018, 02:31:35 pm »

(Just so you know, Lemonpie, trolling is the actual, real-life term for the thing, and since it’s really just dragging the fishing lines, it’s not exactly something that needs to get taught :p )

Yes, of course we must go and investigate the fate of Ata’una. On land or sea, the Keepers keep each other. And, of course, we cannot grow if we do not tend to what we already have.

Research: We would likely be best served to look into more palatable ways to cook our foods. Morale will be higher, we’ll probably be able to make the meals more nutritous, and they may be useable as trade goods with other tribes we may encounter.
(In other words, research cooking II.)

Additionally, let’s build some jellyfish nets. Not all the seas have the jellyfish our turtles need, so it’s better to stock up when and where we can.
« Last Edit: December 16, 2018, 11:30:13 pm by Glass »
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

mightymushroom

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Re: Tribes of the White Sea [5/5]
« Reply #24 on: December 16, 2018, 06:29:10 pm »

The Carazan –

Forne pressed his stumpy hand against his temple. He truly didn't understand. He wasn't one of the nobles, he was just an old village gossip who had a gift for talking with people. He wasn't a priest, he just had heard his parents' generation speaking all the old lore and gave his own advice by spinning the same stories. And he was never a warrior, though it seemed his injury earned their respect. It was all silly. He wasn't braver because a razortooth shark had attacked him; it's not as if the tribe were the only predators who loved to hunt the Tullyfish. And couching advice in a story about the gods just helps to soften the blow when you have to straighten someone out to do the right thing. Listen well enough and everyone will tell you just want they want to hear, or need to hear. All I have to do is tell them their conscience is on the right path, he thought, and maybe kick them once in a while to keep them there.

But this, he didn't understand. He'd been invited to the Council of Councils on his own merits, little as they were. Why weren't they treating his children the same? He supposed he knew the answer, or one answer at least: that the generation before was gone. These people looked to Forne for reassurance that they were going the right direction, same as he had looked to his own elders once. But even knowing that, who would comfort the comforter?

Aranar was a fine man and accomplished weaponcrafter, but also very shy, not much like his father. Some of the priests had the curious idea that Obali handed out talents in a family line; but for all Forne's pride he thought they would never bring Aranar forward except for his family connection. Rulership would be a burden to him without his father's easy gregariousness. He didn't think Aranar wanted it either, but hadn't brought himself to say no. No chief can afford that weakness.

Ironically, the youths who might benefit most from an inherited nobility supported Ithian. They calculated that his accession to chief would overcome the traditional deference to age. On the opposite hand, most of the older ones in the noble faction hoped to control and manipulate a man barely into adulthood. Of the three, though it pained him to admit it, Ithian was least ready and perhaps never would be. He has little more kindness in him than a spider in its web.

And Threia? He knew she was popular among her warrior friends, but she had too few other connections in the tribe. And she was extraordinarily beautiful, grown into the image of her mother just before the birth fever took her. He could barely look at her without his eyes tearing up from memory. If I grumble they ask if my hand still pains me, he thought. I know that losing a few fingers is hardly any pain at all. But Threia had never married, despite having one young son, and had no fond memories of her mother to wound her. Her service as a warrior had been light as well. Forne couldn't be sure how well she might hold under adversity.

Most of all, though, he felt angry. Crotchety, perhaps. Was he old enough yet to be crotchety? Maybe, there weren't many folk around more advanced in years these days. How dare these silly people ask him to choose among his own children! So he started the same thing he always did in these meetings, talking each side into a truce. Let them choose after I'm gone, he thought. Don't they owe me that much? But of course they didn't see things that way. What my children need most, he concluded privately, is more time and I don't know how much I have to give to them.

Perhaps he could speed things a up a little. Give them each a task, both to prove their merits and to season them a bit more. Yes, that was a good idea. Did he have have a story ready?  Maybe he could adapt the one about Junae the Moon spurning her father when she thought he loved the Lomik the Deep Whale more than his other children. "Come forw—"

* * * * *

Threia gasped as her father toppled in a heap. For a bleak moment she feared the worst, before the councillors nearest the throne confirmed that he still breathed. She was barely a step behind them to reach Forne's side. She cradled him softly, shook his hand, called his name. His eyes opened briefly and rolled in his head before closing again. She heard somebody calling for a doctor. Others were muttering, too, gossip already forming.

"I think he was calling for Ithian," someone spoke up. "Forne was pointing toward him as he fell."

She looked. The boy who spoke was one of Ithian's group, the so-called junior nobles he was always hanging around with. Ithian stood next to him, piously looking surprised. Threia felt sick at his fakery, but the shock of the lie scrambled her wits.

"It t t tw w was s s Th Th Thr Threia," someone else said. Only her oldest brother stuttered like that, and only when he was very nervous or surprised. "I think h he w wanted Threia." Aranar's voice firmed up even as he continued.

Her head whipped around, as did everybody else's. Aranar was looking at her, though. She met his gaze, and in a flash she understood. She and Ithian had been near each other; Aranar was on the wrong side of the room. He saw the plot and how to defuse it, she realized. He acted, when I froze. Aranar deserves to be chief more than me. And now, it can't be him.

"Our father is sick and troubled," she heard herself say. "We will carry him to bed and seek a doctor's care. Then I will go to the temple and pray to Sea Father and Sky Mother. All other business for the council will have to wait. Including asking who is the next chief, until we know if we need one." Numbly, Threia stood and motioned to some of the warriors who had come with her tonight. What am I doing? she wondered. What will happen now if father lives, or if he dies?

* * * * *

Spoiler: notes on the lore (click to show/hide)

The Carazan send bands (50 each) of scouts to the northwest and southwest, and also by sea to the east. They will be instructed especially to make contact with other tribes or nomads and inquire about medicines that might help Forne's condition. (Threia is too distraught to min-max our turn with research or building.)

(Edited late to retcon a few naming details that I changed as the story progressed.)
« Last Edit: December 19, 2018, 12:51:22 pm by mightymushroom »
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Lord_lemonpie

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Re: Tribes of the White Sea [5/5]
« Reply #25 on: December 16, 2018, 08:36:38 pm »

Lovely writing everyone! I love it that you all put a lot of effort in this. Some OOC replies to some of you before I update:

Spoiler: To Glass (click to show/hide)
Spoiler: To Mightymushroom (click to show/hide)

Feel free to read any of these, as they're not secrets, just comments directed to individual players. If there's ever any secrets, I'll be PMing you. You can of course also PM me for your secret plots, if you feel the plot is grave enough to want to avoid metagaming.

Also updated the second post with all known tribes and their heraldry, as well as a short description.
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mightymushroom

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Re: Tribes of the White Sea [5/5]
« Reply #26 on: December 16, 2018, 10:38:09 pm »

Spoiler (click to show/hide)
Spoiler (click to show/hide)

P.S. In case it's not clear, I imagine Threia being rather young (probably mid-20's), just not as bad as Ithian (~18). This is one of the points against her as she tries to keep things running. Aranar is quite a bit older and settled (late 30's, going off his father's age).
« Last Edit: December 17, 2018, 12:29:03 am by mightymushroom »
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Glass

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Re: Tribes of the White Sea [5/5]
« Reply #27 on: December 16, 2018, 11:29:42 pm »

Spoiler: To Glass (click to show/hide)
Ah, sorry, I hadn’t realized that. I’ll edit it.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Lord_lemonpie

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Re: Tribes of the White Sea [5/5]
« Reply #28 on: December 17, 2018, 11:34:01 am »

The Reach

The ceremony is quite quiet and sober. After a minor dowry is paid to Frihnya's Father, the priest of Cu unites you in holy matrimony. Altar boys wrap the two of you in a sheet of spider silk together, as is custom. The only oddity is that Frihnya and her family refer to Cu as Segdoress, though you attribute this to a difference in language. After consummating the marriage, the two of you head out, and celebrate for a week. The tribe is in ecstasy, and this is sure to bolster morale and support.

Two weeks later, Friht, Frihnya's father, sends a 80 soldiers to your settlement. They are to protect the bride and groom.

Congratulations! You have diplomatically annexed the minor Frihtsfolk tribe!

Your scouts take varied times to return. Some return in days. Others take weeks or even months. Many bring gifts from family-groups, nomads, and minor settlements, yet none have managed to secure a trade deal. The gifts are not incredibly valuable, but enough to recover the costs of the dowry and celebrations. One group returns with incredible stories of men who rode great hooved beasts and were unmatched in their skill with the bow. They have brought one of those living beasts as a gift. Another group still has not returned.

This group, in question, is being escorted through a Plefir settlement, shivering in the crisp spring air. Guards bearing weapons made of odd rock stand poised at the doors of an especially large hut. As they open the doors, an important man waits on the other side

You have contacted the Plefir and the Lycians.

Your tailors have found ways to use spider silk to create a durable silk armor. Though it will do nothing to stop the blunt force of a club or axe, it does reduce the impact of arrows, slings and javelins.
The Silk armor technology has been discovered.

Leader: Chieftain Arkiston (35) (x Frihnya Frihtsdaughter)
Wealth: 17
Army: 600
Resources: Cliff Silk (3)
Research: Spinning (Silk), Weaving, Silk Armor
Buildings: Basic Temple of Cu
Natural Features: Spider Cliffs (1 Cliff Silk/turn)

Spoiler: Research and Building (click to show/hide)

Encounter with the Plefir will be RP'd between the two of you.




The Keepers of Nowhere

You leave Nowhere Prime with a small entourage of followers, most of them soldiers. The journey in your long canoes is arduous, yet after some days you arrive. The entire settlement is in ashes, and the charred bodies of your subjects are impaled on crude wooden stakes. As you are about to get ashore, you are hailed with a rain of javelins. The attackers remain unseen in the bushes, but you decide to back off, and go down the coast, to a fishing hovel. The old man inhabiting it speaks of savages to the north, laying claim to the beaches of Ata'una.

You have encountered the Azan Amber tribe.

Your researchers have found more ways to preserve food, enhancing its value.

Leader: Octavian Atlantis (44)
Wealth: 9
Army: 630
Resources: Great Turtle (1), Jellyfish (4)
Research: Basic Turtle Guiding, Canooing, Cooking II
Buildings: Turtle Village (8x)
Natural Features: Jellyfish Pools (1 Jellyfish/turn)

Spoiler: Research and Building (click to show/hide)



The Carazan

Scouts sent to the northwest only encounter family groups and dense forests on their three month journey. A sage of one of the family groups has gifted your men a bushel of dried herbs, to be burned next to your father, as priests chant hymns.

The scouts off to the southeast encounter an oddity. Villages atop drifting isles in the sea. On closer inspection, these islands turn out to be humongous turtles. Another naval tribe is located in this region. Your men have decided to call them the Tornegari, the turtle-sailors in your own language. An old woman has given your men a bushel of dried white algae, demonstrating through gestures that it is to be put in a warm bath with the ill person.

The sailors to the east have a less peaceful encounter. Grey-skinned folk speaking a horrid guttural language, describing themselves as the Nach'tleri control the seas and islands, flying banners with crudely painted skulls on them. They gesture you that their priests have heard of you in their visions. They give your scouts a dagger, which they demonstrate is poisoned after testing it on one of their slaves, to kill the weak leader and usurp his throne.

Three months later, the parties return, each with their gifts. Your father's condition has worsened, weighing no more than fourty kilograms and having trouble breathing.

You have contacted the Keepers of Nowhere and the Nach'tleri

Leader: Forne Kio (58) (regn. Threia Forne)
Wealth: 11
Army: 550
Resources: Tullyfish (4), Medicinal herbs (1)
Research: Sailing, Navigation
Buildings: Basic Temple to the Pantheon
Natural Features: Tullyfish Shoals (1 Tullyfish/Turn)

Spoiler: Research and Building (click to show/hide)


Plefir

Your miners start to take a closer look at the rocks they mine. In doing so, they learn a lot about the rock around them. In your Iron mine, a Labradorite deposit was discovered and mined out.

Your scouts bring a variety of news from the outside world. Some of the family groups around you have taken a liking to the Plefir pantheon, and adopted your gods, often adding several of their own. To the north, a group of scouts describes a terrifying sight. Men riding great beasts of war, carrying fierce bows. They encircled the party, but did not fire a single shot. The message was clear: leave my lands alone. They returned afterwards. To the west, a tribe of moon-worshipers was discovered.

Additionally, a group of emissaries from a foreign nation has arrived. They wear clothes similar to the silk seen before, but this group is definitely sent by an entity, as opposed to a single traveler.

You have contacted the Lycians, The Reach and the Thargovians.

Leader: Namif (23)
Wealth: 6
Army: 850
Resources: Iron (2), Labradorite (1)
Research: Mining, Smelting, Prospecting
Buildings: Simple Barracks
Natural Features: Iron Mountains (1 Iron/turn)

Spoiler: Research and Building (click to show/hide)


Llychlyn

The sacrifice is made, to the dismay of some clans. Yet each obeys, and brings their share. The air is ripe with the burning of deer-carcasses that night, and the burnt antlers are crafted into sacred figurines and flutes. The next morning, you throw up. The mornings after, as well. The midwife determines you have become pregnant, even though you have not had sexual relationships for over a year.

Trapping has proven hugely successful. However, some animals are trapped alive and well. Your subjects have captured a significant amount of live reindeer, and given them to you.

An emissary from a southern tribe arrives just as the reindeer are brought in. He offers to buy them for a variety of gemstones, furs and lumber, worth 3 wealth.

You have contacted the Durmonians

Leader: Ariella Cadigan (31)
Wealth: 10
Army: 735
Resources: Flax (5), Badger Furs (1), Live Wild Reindeer (1)
Research: Spinning (Cloth), Advanced Archery, Trapping
Buildings: Fanw Runestones
Natural Features: Flax Valley (1 Flax/turn)

Spoiler: Research and Building (click to show/hide)


Made some changes to the heraldry. The few extra pixels on the shields might not look like a lot, but they allow me a lot more creativity.
Spoiler: Map (click to show/hide)
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Glass

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Re: Tribes of the White Sea [5/5]
« Reply #29 on: December 17, 2018, 12:55:21 pm »

They hide in the bushes; we will scour the shadows they hide in with flames. Coat the harpoons with fat and dried seaweed, and set them aflame, to remove their cover. Gather what shields we have - likely mostly bone and driftwood - to defend from their weapons. Once we know their positions, we will attack them directly.
However, should an enemy be disabled, I would rather we capture them as opposed to kill them. It may be useful.

For construction, build some jellyfish nets.


Also, if one of the other tribes contacts us, does that mean we’ve contacted them, or did they meet a different section of our tribe?
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.
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