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  1. - Top - End - #1
    Dwarf in the Playground
     
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    Default Tribes of Twelve Seas [OOC]

    EoT Date: 12 October

    Spoiler: Twelve Seas
    Show

    Middles Seas: Map
    Old Sea: Undiscovered
    Red Sea: Undiscovered
    Black Sea: Undiscovered
    Green Sea: Undiscovered
    Silver Sea: Undiscovered
    Sea of Storms: Undiscovered
    Sea of Dreams: Undiscovered
    Sea of Gods: Undiscovered


    Spoiler: Renown
    Show

    Most Powerful Tribes: -
    Most Knowledgable Tribes: -
    Most Prosperous Tribes: -

    Divine Favor:
    Tamihiro: -
    Rengu: -
    Tahiso: -
    Humia: -
    Semiramis: -
    Urgo: -

    Tribe
    Renown
    Great Achievements
    D`Raahash
    3
    Hell's Tribe
    3
    Arono Tribe
    3
    Groh
    3
    Kamarula
    3
    Korrowmal
    3
    Makoro
    3


    Spoiler: NPC Tribes
    Show

    Middle Seas Tribes

    Turtle Tribe
    Turtle Tribe lives on the back of their Island God, a giant turtle called Kamu. They hide in it’s protective shell during storms, subsist on fish, that Kamu calls from the oceans and rely on it for protection. Daily prayers and sacrifices are committed to dissuade Kamu from diving below the ocean waves. Yet Turtle Tribe is certain, a day will come, when Kamu will chose to plunge down and allow their village to perish.

    Masked Tribe
    Masked Tribe lives on an island covered by jungles, where they worship their Secret God. They never show their faces to strangers, always wearing elaborate, painted masks. Some claim the masks are connected to some kind of an old curse. The tribe trades in dyes they produce from fruits of their jungles.

    Blessed Isle
    Blessed Isle is held afloat not by the will of Island God, but by divine power of the Great Gods. The tribe of the Blessed Isle is dedicated to their worship, with every tribesman serving them in some capacity. The Island is famous for it’s Six Temples, each dedicated to one of the Great Gods.

    Akaneru Tribe
    Akaneru Tribe lives on a mountainous island, with narrow paths, secret paths carved in stone and dozens of small waterfalls. On the mountains, strange symbols are carved, that Akaneru claim to study. The tribe values it’s privacy and allows only a few to step on their island. Their village is hidden in the maze of mountain passages.

    Fish-Talkers Tribe
    Fish-Talkers Tribe has made deals with powerful spirits, that take form of ocean creatures. These pacts have granted the tribe prosperity, for an unknown price. Some say, their island is kept afloat not through power of an Island God, but in fact resides on the back of a giant spirit-octopus.

    Ash Tribe
    The Ash Tribe lives on an island dominated by their vulcano god Arrongar. He rains ash on the island, making its soil rich and fruitful, so that Ash Tribe can live without hunger. The price for this prosperity are sacrifices and constant veneration of the Island God. The tribe is led by Ash Bride, who rules with unquestionable authority, until the moment that Arrongar calls upon her to join him in marriage.

    Stone-Heads Tribe
    The Stone-Heads Tribe Island is a plateau, raised high above the ocean waters. The tribe has dedicated all of its resources into carving giant stone figures that can be seen far from the isle. The tribe is very secretive about the purpose of their work. There are stories about an old prophecy, that would be fulfilled, if either enough of the stone figures are erected or none of them remain on the face of the island.
    Last edited by Kessler; 2019-11-01 at 06:18 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
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    Default Re: Tribes of Twelve Seas [OOC]

    Spoiler: History
    Show
    In the ancient past, the world was full of land and little water. In that world, people prospered because they summoned powerful spirits to serve them. The spirits catered to their every whim, working, producing and protecting humankind. So people grew lazy and complacent, caring only for food, comfort and entertainment. They have turned away from the worship of gods and stopped caring about the World. The spirits saw the degradation of their masters and they grew willful and destructive. Their actions disrupted the natural order and their insults to the World grew by the day. So the World sent warnings to humankind. The first warning was ignored, because humans grew too lazy and did not care. So the World grew unrestful and sent a second warning. This time humans grew afraid of the ill omens and asked the spirits about them. But humankind has grown dull witted and spirits easily deceived them, calming their fears. So, the World grew wrathful and sent it’s last, most potent warning. This time humans were truly scared and they went to spirits to reign them in. But humankind has grown too weak to force spirits to do anything, so they just laughed at humans and continued their wicked deeds. And the World willed that all land shall be swallowed by water. The majority of humanity perished, but few has pleaded with the Gods, from whom they turned before, to save them. And some Gods took pity on humans and willed some of the land to remain. They became Island Gods and people they saved are your ancestors.

    After the Age of Ancient Men ended, for a long time it was the Age of Gods. But with each passing year, the quarrels between the Gods grew louder and louder. Your ancestors left the Old Sea, to settle in the Middle Sea, ravaged by storms, monsters and wicked spirits, but far enough from the Isle of Gods, not to be caught in their strife. One Moonless Night, your Dreamers have stalked the dream of Gods and saw a great quarrel between them, until one God fell into the ocean. Terrified, they informed Priests, so the Priests performed many auguries and in all of them, they saw a great catastrophe. Priests have called upon the protection of your Island God. They have led all tribesmen in sacred dances and sacrificed all of the tribe’s treasures, until Island God manifested on the shores of the Island as a great giant and faced the direction of the Island of Gods. There, on the horizon, a grand wave rolled, as high as the sky, unstoppable and powerful beyond imagination. In it’s waters roiled the dead spirits of the ancient men, roused from the ocean depths. In its wake flown wicked spirits, delighting in the chaos it caused. In its essence was divine power of the fallen god. It hit your island and most of your tribe was swept away. Never have you witnessed such devastation and it was fortunate that the wave took much of the memories of that night, for it might have driven you mad to remember. Still, in that horrible night, your Island God managed to protect some of you, before falling asleep, exhausted of all its power.


    Spoiler: Tribe Castes
    Show

    Villager
    5 Villagers can construct new Building
    4 Villagers can help secure tribe against storms & curses
    1 Villager can collect 1 Resource
    Villagers can work to protect Tribe against Storms & Raids
    Villagers can assist other Castes with their tasks

    Priests
    Priests can conduct ceremonies to honor Gods, seek their aid and study their Blessings
    Priests can protect Tribe from curses and evil spirits.
    Priests can work to help their village (funeral rites, conflict resolution, giving comfort, caring for sick, etc)

    Dreamers
    Dreamers can spy on dreams of other tribes, islands and gods.
    Dreamers can intercept dream-communications between tribes
    Dreamers can inspire other castes by composing chants, playing music and storytelling.

    Warriors
    Warriors can conduct raids against other tribes
    Warriors can protect villagers and other castes from enemies
    Warriors can issue physical challenges to other tribes (friendly competition, a contest to gain a prize, a tool of intimidation)

    Traders
    Traders can gain Favors or trade goods with other tribes
    Traders can reliably discover rare, hidden resources on islands
    Traders can encourage migration to the tribe’s island

    Craftsmen
    Craftsmen can improve buildings
    Craftsmen convert Resources into Goods (2 Resources -> 2 Goods or 1 Resource-> 1 Good for higher chance of Mastercrafted Good)
    Craftsmen can assist village (crafting useful goods, repairs, making decorations)

    Sailors
    Sailors can charter currents to new Islands
    Sailors can charter currents in new Seas
    Sailors can explore Seas in search of adventure (whale hunting, fishing spots, sunken treasure)


    Spoiler: Gameplay
    Show

    Communications

    All Communications are assumed to be performed by Dreamers, visiting dreams of other Tribes and passing on message. Tribe can use their Dreamers to try to listen in on such communications, perhaps deciphering parts of them.

    If you Tribesmen physically visit another Island (a Caste member or Paragon), they can conduct personal diplomacy.

    Actions
    Action is when you use your Tribesmen and Goods to accomplish something.
    You can add Paragon to any action and spend mana to empower Paragon.
    You can add Villagers as support for any action.
    Some Castes can assist other Castes with their tasks.

    Spoiler: Example
    Show

    Ahiman The Strong
    Warrior 2 [Wooden Spear 1, Storm-Grass Armor 1]
    Sailor 1
    Villagers 2

    The group secures Island Belk against any threats.


    Dreamers
    You can use spoiled messages to GM, with address “Dreamers” to have them find out information about islands, seas, gods or other tribes.

    Mana & Sacrifices
    You gain Mana equal to your Renown each turn. You may also gain Mana from powerful storms, during the storm season.

    You can use spoiled messages to GM, with address “Mana” to spend Mana to gain favor of gods, empower your Paragons, barter with spirits and dead.

    If you have access to the Temple of particular god, you can also perform sacrifices for their favor.

    Island Actions
    You can interact with Islands with spoiler messages to GM, with address “Island Name”.
    You can send your sailors to discover islands, your warriors to secure them, your traders to check for valuable resources and your priests to discern presence of curses or divine treasures.
    Note: you can only collect resources during EoT.

    On your own Island you can build buildings and craft goods.

    EoTs
    You must send PM message to GM at the end of turn with the following actions:

    Resource Collection & Construction
    Assign your free Villagers to collect resources from other Islands or build buildings.
    If two Tribes try to collect the same resource, they will split the gains.
    If one of said tribes have Warriors and other doesn’t, the one with Warriors gets it all.
    Food Collection
    Assign your Fishers/Gatherers to Islands and Reefs to gather food. Weather may affect food collection.
    Tribe that doesn’t have enough Food by the time of next EoT will suffer from starvation. All food perishes between turns, consumed by spirits of rot and decay. You can’t stockpile reserves, unless you use Blessings or other methods.
    Sacrifice to your Island God
    At every EoT you can sacrifice to you Island God to bolster it’s power. Gods value symbols of strength and accomplishment. Whenever your tribe achieves something of note - charters a course to a new island, defeats a monster, raids successfully, etc, it will gain Trophies. Those can be kept as or sacrificed to Island God or Great Gods, if you have their temple.
    Raid
    You can chose to raid other Tribes with your Warriors.
    Storm Season
    You can choose to assign Villagers or Castes to secure your tribe against dangers of Storm Season.
    Other Actions
    You can do any action, you can do during diplomacy.


    Spoiler: World Seas
    Show

    All player Tribes start in one of the four seas of Middle Sea Region.

    Outer Seas Region
    The Outer Seas are located on the edges of the world. They have been dangerous to navigate, even by the sailors of the old Tribes, before the Godsplash. In the west is the Sea of Storms, from which all the Storms arrive to the world. In the east is a Sea of Dreams, a strange and haunting place.

    Middle Sea Region
    The Middle Sea used to be far flung colonies of the old Tribes. They were far enough from the Godsplash to survive, though the Wave of Oblivion has carried away much. Middle Sea is divided into four directions - North West, North East, South West and South East. Perhaps with time, new names will be given to these seas. It is mostly safe sea to navigate, except for the Storm Season, when the storms from the Outer Seas arrive.

    There are four grand currents that lead from the Middle Seas to the Old Sea, safely past the dangers of the Inner Seas.

    Inner Seas Region
    The Inner Seas are called Red, Green, Dark and Silver. They are full of peril and danger - none risk entering them, for fear of death. The Red Sea is full of volcanic islands and it’s waters are hot and steamy. The Green Sea is called so because of the kelp, that covers most of its surface. The Dark Sea is rumored to be the deepest one in the world and plagued by curses. The Silver Sea is concealed by a wall of mist, that make navigation all, but impossible.

    Old Sea Region
    The majority of the old Tribes used to live in the Old Sea, far from the storms of the Outer Seas and as close as possible to the Gods. But Godsplash destroyed all those Islands and now the region lies desolate and empty.

    God’s Eye Region
    In the center of the world is Sea of Gods. The high priests of all tribes are granted divine protection to visit it via currents, hidden from everybody by gods. There, in the center of Sea of Gods, sits Island of Gods. What happens there is known only to high priests and they abide by the oaths of silence.


    Spoiler: Gods
    Show

    Tamihira of Ocean
    Tamihira commands the power of waves, ocean currents and it’s depths. He is also called Whalefather, father of all whales. He is calm god, who weighs all things, before acting. But if moved to act, he can be a powerful, overwhelming force.

    Ringu of Vulcans
    Ringu is god of earth and fire. He is a brash god, with hot temper, who respects courage and action. Ringu often meddles in the affairs of men. He is generous to those who prove themselves worthy, but hard on those cowardly and weak. He is a rival to Urgo of Dreams.

    Semiramis of Sky
    Semiramis is goddess of sky, flighty and mercurial. She is curious, but her interest in mortal affairs can wane quickly, if they prove dull. Semiramis is patron of all birds and they in turn serve the sky goddess.

    Humia of Life
    Humia is goddess of life and plants. She is single-minded in making sure life spreads and grows. She can however be merciless, believing in the survival of the fittest, as she has no patience for those who stop struggling.

    Tahiso of Storms
    Tahiso is a powerful god, who lives far west, in the Sea of Storms. His storms spare no one and he does not care for the destruction they wreak.

    Urgo of Dreams
    Urgo is a strange god, walking the dreams and islands in guise of man. He revels in tricking mortals, but also rewards those who can see through his deceptions.

    One Below of Undying
    The god who fell into the ocean. He is dead, yet the gods can’t die. No one remembers his name. His existence is a curse and those who sacrifice to him, often ask for his curse to afflict their enemies.


    Spoiler: Divine Blessings
    Show

    Tamihiro of Ocean
    Blessing of Water Breathing
    Whalefather grants a few chosen ability to breath underwater. Those granted this blessing must not use it to seek the sunken relics of the Ancient Men, lest they provoke the wrath of Tamihiro.

    Blessing of Ocean's Bounty
    Your tribe is blessed in searching for ocean’s treasures. This blessing is often used to appease Whalefather, when tribe engages in sacred hunt for Whales. It can also help with fishing or finding things, sunken or floating in the ocean.

    Blessing of Currents
    Tamihiro may grant favorable currents, making sailing faster and safer for the sailors.

    Rangu of Vulcans

    Blessing of Woe
    Ringu sends a foe or calamity against the Tribe to strengthen it. Tribe that defeats this challenge is often generously rewarded.

    Blessing of Courage
    Ringu grants fiery spirit to the Tribe, giving it strength to face the most dangerous foes.

    Blessing of Fire
    Ringu grants Tribe temporary assistance of his fire - allowing men to wield and command it.

    Semiramis of Sky

    Blessing of Bird Language
    Semiramis allows a few chosen people understand the tongues of birds.

    Blessing of Joy
    Semiramis blesses a festival, held by tribe, filling people’s hearts with joy, inspiring musicians and attracting good guests.

    Blessing of Exchange
    Tribe asks for an opportunity to find something rare or unique. In the course of such a search, something is often lost as a price.

    Humia of Life

    Blessing of Preservation
    Humia’s blessing preserves some of the Tribe’s food from spoilage.

    Blessing of Fertility
    Humia blesses virility of Tribe’s men and fertility of Tribe’s women.

    Blessing of Strength
    Humia grants physical strength to those who are worthy of it. This blessing is potent, but not without costs.

    Tahiso of Storms

    Blessing of the Storm
    The hand of destruction can’t be stayed, but it can be directed. Priests designate things of lesser importance, that the storm shall claim, instead of more valuable ones. Some tribes give people to storm - either deplored criminals or blessed paragons.

    Blessing of Stormwind
    This blessing allows your crafters weave baskets, capable of containing winds.

    Blessing of Stormflight
    You plead with Tahiso to allow chosen few to ride his storms.

    Urgo of Dreams

    Blessing of Paragons
    Urgo grants an opportunity for your tribe’s paragons to prove their worth.

    Blessing of Dream Wanderers
    Urgo protects and strengthens dreams of your people.

    Blessing of Cunning
    Urgo grants your people insight and helps them solve riddles and mysteries.

    One Below of Undying

    Curse of One Below
    You send ill fortune against another Tribe.

    Curse of Ghosts
    You beg One Below to help you in your dealings with the Undead.

    Curse of Undying
    You sacrifice men to One Below to gain their life.


    Spoiler: Buildings
    Show
    Buildings
    Level 1: 5 Villagers
    Level 2: 2 Villagers + 2 Craftsmen + 4 Tier I Resources
    Level 3: 3 Villagers + 4 Craftsmen + 3 Tier II Resources + 1 Trophy
    Level 4: 4 Villagers + 6 Craftsmen + 3 Tier III Resources +3 Trophies
    Level 5: 5 Villagers + 8 Craftsmen + 2 Tier IV Resources +5 Trophies

    You start with 4 building slots. Every time your Island God grows in power, it’s power raises more land, giving you 2 extra building slots.

    Temple: honors one of the gods and allows sacrifice of goods and trophies
    (Each Temple is dedicated to a single god)
    Fortifications: protects against raids
    Storm Shelters: protects against storms
    Hall of Dreams: strengthens your dream defenses & helps gather rumors
    Hall of Ancestors: honors the tribe’s dead
    Hall of Caste: strengthens caste
    (Each Caste has its own Hall)
    Hall of Weaving: improves productivity of your villagers
    Hall of Carving: allows your craftsmen to produce carvings or carve canoes to attract helpful spirits
    Hall of Festivals: a place for celebrations and meeting guests from other islands
    Outpost: constructed on other islands, to protect and assist your forces there

    These are buildings available to everybody. There will be unique buildings, based on character of your tribe. You can also ask me, whether you can construct a building for a different purpose.
    Last edited by Kessler; 2019-09-29 at 01:26 PM.

  3. - Top - End - #3
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    Default Re: Tribes of Twelve Seas [OOC]

    All right, so it begins! Here are the Arono! I updated them with the IC stuff.

    Arono Tribe

    Spoiler: Arono Tribe
    Show
    The Arono tribe lives on their island and takes their name from the ancient piece of painted wood they found in the heart of their island with the name Arono faintly visible on it. The piece of wood was the last they needed to finish their first ship. It let them first set sail, start to fish, and explore the rich waters around them. They believed that piece of wood to be a sign, a sign to dedicate their lives to the ship. Explore and adventure through the sea.

    Their island of Haprii is riddled with tidepools, salt springs, and gentle lagoons to set sail from. They are mostly surrounded by large reefs, from which they fish most of their food from. The various salt water and springs in their island does not leave much to gather from that does not come from the ocean. They mostly gather mollusks, seaweed, and hardy root vegetables that can thrive in the salt rich environment when they are supplimenting their fishing.

    Their island god is called Hapriss, the island is named after her, and is believed to be the cause of the various springs and tidepools that thread their way through the island, her way of bringing the ocean she loves into her home. She is believed to flit from source of salt water to salt water and the Traders, Sailors, and fishermen all carry a vial of spring water from the island to bring a part or her on their journey and maybe provide her with more of what she loves as they travel. She is said to blunt the storms as they hit if properly appeased and amused by the Arono, directing the storms to uncover new possible spots of adventure, resources, or danger.

    Renown: 6
    Mana: 5/6

    Medium Tribe (54)

    Ruling: Traders (4): The traders were elevated to the ruling class not just due to their dedication to travel and the seas but also the importance they played within the Arono. They were responsible for trading for many of the foods and rare resources their island did not provide. They brought new villagers to the island to embrace their ways.

    Elites: The two supporting pillars of the Traders are the Sailors and the Priests who embody the adventure and the sea that the Arono love.
    Sailors (3): The Sailors are arguably a very close second to importance in the tribe. They are dedicated to the sea and adventure, many a young islander dreams of being a sailor, but they lost out to the Traders because all they bring is adventure. Still though the dedication the Sailors show to discovery and adventure has brought the Arono many important discoveries.
    Priests (2): The Priests are dedicated to the calming of the sea, something of great importance on an island dedicated to sea travel and with an island so vulnerable to storms. This grants them great importance and responsibility on the island as they try to balance sacrifice to both their Island god Hapriss, and the god Tamihira.

    Professionals: The body of the island to the Ruling/Elites Soul. They make the dreams and goals of the Arono into the usable or follow up to maintain what has been discovered.
    Warriors (3): The most important of the professional Castes they are often considered close to replacing one of the Elites. The only reason they don't is they are too busy. The Arono warriors are constant moving around to protect new islands and resources that are discovered, put down monsters that are woken, or guarding against new tribes that are found and possibly hostile.
    Dreamers (1): Kept very busy trying to maintain connections to the new tribes and islands that are discovered the Dreamers are overworked and understaffed, often related to massage carriers more then anything else.
    Craftsmen (2): Swamped with the resources their rulers and elites keep finding but not knowledgable or skilled enough, or having enough craftsmen to make use of them all. They try to focus on goods for the Traders to use in their bartering but are known to provide a weapon every now and then to their overworked Warrior brethren.

    Villagers: 44
    Caste Upkeep: 16
    Available: 28

    Paragons:
    Aoa Strongheart, Sailor
    Kilio Oceancrosser, Trader
    Rassa Defthand, Craftsmen

    Food & Resources:
    Fishers: 2
    Gatherers: 3
    Food: 22
    Shells: 1
    Blue Shell: 3
    Stone: 0
    Greenstone: 1
    Stormwind: 1

    Haprii Island Traits:
    - Adventurous: Your tribesmen often push just a little bit further to find something interesting and are always on the prowl for a new adventure.
    - Tidepools: Every storm, many interesting things wash up in them and your tribesman developed a keen eye in spotting tiniest things.

    Goods:
    - Shell Necklace x2
    - Stone Knife x2
    - Blade of Hapriss

    Islands Explored/Currents Chartered:
    - Wickto Island chartered (Explored)
    Spoiler: Resources
    Show
    Resources: 2 Stone, 2 Greenstone

    - Blackwater Chartered
    - Shell Island Chartered
    Spoiler: Resources
    Show
    Resources: 2 Shell, Food 30


    Buildings (4/4):
    - Fortifications
    - Caste Hall (Traders)
    - Weaving Hall
    - Storm Shelters
    -
    Last edited by GameOfChampions; 2019-11-08 at 12:57 PM.
    "Facilis Descensus Averni." - Virgil, The Aeneid

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

    Summery of the Total War Hanrui game I ran.
    Spoiler
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    Thank you to Ceika for my awesome Avatar!

  4. - Top - End - #4
    Dwarf in the Playground
     
    OrcBarbarianGuy

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    Default Re: Tribes of Twelve Seas [OOC]

    Spoiler: Makoro Tribe
    Show
    Makoro Tribe

    The island of Tamagoro is a large ring built upon a massive coral atoll. In the center of the island lies a deep freshwater lake where the island god Kamikirus lives. Kamikirus is a massive serpent formed from many different varieties of coral. Kamikirus is a trickster god who enjoys surprising its worshipers and confounding them with riddles. The inner part of the ring is a lush jungle full of all manner of sea snakes and lizards. The jungle is full of brightly colored fruit, but many of them contain poisons whose effects range from stomach pains to horrible hemorrhaging death. The outer part of the ring is a sandy beach where the Makoro people make their home. The surrounding reef is full of all manner of sea creatures and it is from here that the Makoro people get the majority of their sustenance.


    Renown: 3
    Mana: 3

    Small Tribe (40)
    Ruling: Sailors (2)
    Elites: Traders (3), Dreamers (1)
    Professionals: Warriors (3), Priests (1), Craftsmen (2)
    Villagers: 28
    Caste Upkeep: 11

    Paragons:
    Seki, The Wave Tamer, Sailor
    Mashara, Diamond Eye, Trader
    Tomunga, The Despoiler, Warrior

    Food & Resources:
    Fishers: 2
    Gatherers: 1

    Goods:


    Buildings (0/4):

  5. - Top - End - #5
    Ettin in the Playground
     
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    Default Re: Tribes of Twelve Seas [OOC]

    Hell's Tribe

    Hell's Mouth was once a peaceful and bountiful land full of resources. It went by another name back then and the people were mostly traders and sailors. Trade was king and warriors derided as a waste of resources. Then the god splash happened. The traders and sailors were swept away and the animals started going mad. Trees started to rot and valuable herbs disappeared. With most of the sailors and traders gone, the entire political system shifted. They were pushed back to their bastions and the priests and warriors have risen in power. Those that can push back the monsters are praised while those too weak to defend themselves are derided.

    Their god is Chemosh a being said to be the most monstrous creature and the one who claims to be the cause of the insane animals and monsters in the jungles of Hell's Mouth. He rewards those who can slay his monsters and likes sacrifices of strong beings. He also demands that his followers consume the hearts of particularly strong creatures to absorb their power. It is said the most devout of his followers will change and grow stronger. The tribe's goal is to obtain the heart of the One Below.

    Spoiler: Castes
    Show
    Ruling Caste: Priests (3) The followers of Chemosh, to become a priest you must kill and consume the heart of a particularly powerful enemy you have killed yourself. They often lead monster hunts with the warriors so sacrifices can be done as quickly as possible.

    Elite Caste: Warriors (3) Unsurprisingly warriors are well respected among the tribe. While many fight, to become a part of the warrior caste you must travel into the wilderness with just a weapon and survive a week bringing back at least one animal of significant strength. Given the aggressiveness of the animals in Hell's Mouth this is quite difficult.

    Craftsman (2) A left over of a time gone, the craftsman have managed to hold onto their power mostly through clever negotiations and the value of their weapons, defensive structures and holy implements. To become a craftsman you must make a weapon or holy implement good enough for a warrior or priest to bring on a hunt. Once the weapon or implement has been coated with the blood of one of significant strength, it then examined for any faults. If the weapon breaks, found to be faulty or unsatisfactory by the warriors then the craftsman fails but if all is found to be satisfactory then they will be added to the craftsman class. It is quite common for potential craftsman to give gifts to the person testing their equipment in the hopes that any slight problem would be ignored.

    Professional Caste

    Sailor (2) Still well respected, the sailor caste hunts monsters at sea and searches for resources and possible expansions. To be a part of the sailor caste you must survive an expedition and help defend the boat against a sea monster attack.

    Dreamer (1) Some respect is given to dreamers but for what ever reason it is an extremely rare skill in Hell's Mouth. The only requirement to be a dreamer is to have the ability to dream, making their low numbers even more confusing.

    Traders (1) The lowest caste above villager and some argue even below villager. It has the easiest requirement of any of the castes requiring only that you be good enough at trading but many villagers would rather their station than to be a trader. The resources they find are vital though so the views on this caste shift rapidly depending on what they bring home.

    Upkeep: 13 villagers


    Spoiler: Resources
    Show

    Fishing: 1
    Gathering:2


    Spoiler: Characters
    Show

    Pyrom the Unending Storm (Priest)
    Known for his rapid and brutal strikes, he is considered the toughest priest in the tribe. Seen as blessed by Chemosh, Pyrom is the leader of the tribe and is known for his forward thinking approach to leadership. Jaina is his mate.

    Shog the Unyielding (Warrior)
    Thought by some to be immortal, Shog is known for his durability. He is most famous for being the only survivor of a monster attack that took the previous general's life. Soon after he was made general and now he leads the warrior caste.

    Jaina the Destroyer (Priest)
    With muscles the size of a normal person's head and the stature of a giant, she is well respected even among the priests. She uses a particularly destructive style of that involves hitting her target very, very hard. She became a priest after she collapsed a tree onto a giant monster in the forest crushing it instantly. Pyrom is her mate.

    Last edited by Hamste; 2019-10-12 at 07:44 PM.
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    Spoiler: The Korrowmal
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    The Korrowmal Tribe

    The rugged island of Gorwhal is home to the fearsome Korrowmal tribe. It is a barren windswept rock, littered with ancient gnarled trees, whose deep roots cling definanely to the stoney earth. A labyrinth of caverns offers refuge from the unforgiving elements, so long as one is willing to share the darkness with all manner of hungry predators and the restless spirits that stalk the maze of tunnels.

    The Korrowmal people that inhabitant the island are a dour folk to say the least. Molded by the perpetual fear and violence of their homeland, they reveal in projecting these hardships upon those they believe beneath them. They are merciless raiders and slavers, eager to project strength and take what they desire through force. To the Korrowmal warrior, terror is just a potent weapon as the spear or bone axe. He takes to field of battle adorned in unsettling trophies and talismans, fashioned by his Butcher Sharmans from the remains of those foolish enough to defy him.

    Some neighboring tribes dissuade Korrowmal's incessant raiding through tribute or tokens gestures of submission, whilst others lacking in a martial cultures are sometimes even eager to use their macabre services for their own mutual benefit.

    Renown: 3
    Mana: 3

    Small Tribe (40)
    Ruling: Warriors (6)
    Elites: Priests (2), Craftsmen (2)
    Professionals: Dreamers (1), Sailors (1), Traders (0)
    Villagers: 28
    Caste Upkeep: 14

    Paragons:
    Korgor, the Heart Eater (Warrior): This battle scarred monstrosity is the grizzled patriarch of Korrowmal Tribe. Years ago he usurped his father, murdering him and devouring his heart as per his people's unsettling custom. He is a terrifying figure not merely for his animalistic brutality, but his predatory cunning.
    Cahmar, the Sacred Butcher (Priest): The first sister-wife of the tribe's warchief, Korgor. This perverse holy woman is a Sacred Butcher, a flayer of the dead and collector bones. She harvests the gruesome trophies that Korrowmal tribe proudly display to honour their macabre deity.
    Lyra, the Night Haunt (Dreamer): The second sister-wife of the tribe's warchief, Korgor. This eerily oracle has a deep connection with the spirit world. Her passing presence in the minds of foreign Dreamers is an uncomfortable reminder their rather unsettling neighbours.

    Food & Resources:
    Fishing: 1
    Gatherers: 2
    Last edited by - Hack -; 2019-10-02 at 09:23 AM.

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    Spoiler: The Kamarula
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    The Island of the Murky Fire has made for..interesting living conditions for the Kamarula tribe. Simply put, it is at odd's with each other. The island itself if more of a massive swamp then a tropic,. winding branches reaching down into the dark green waters beneath, but at the center of the island, a stark change happens. A Massive, gaping, volcano, with active lava deep down. There are various river flows of this magma that snakes through the island, frequently causing forest fires. As well, various ponds of 'black water' as the tribe calls it can be found in various places of the island. It holds the attributes that almost...clash with the traits of water. Instead off stopping fires, it causes them. Strengthens them. Even spreads them.

    Add to this scaled beasts that lurk the shallow waters, the people of the Kamarula tribe have had to fight hard to survive there green hell. Not through brute strength though, a simple man could never wrestle a scaled beast, or stop a fire with nothing but there hands. No, they instead use there ingenuity. Using what they find on the island, they try to instead master nature themselves. They build there homes above the water, so that scaled beasts may not reach them. They use the Black water to create more effective torches to light the night. They use long spears with specially made spear launchers to pierce the hides of the scaled beasts, or even use there own traps....even make shift firebombs to coral them. With the lava flows, they pour water on them, in order to make a more powerful black stone they tip there most powerful spears with.

    Through these feats and hardships though, the tribe has come to grow an odd resentment to the gods. There lives are filled with hardships. Little blessings befall them, and it seems they only receive curses. The only time they have found success is through there own doings. There own creations. Thus, they have found that they have little need to worship idle deity's who demand worship for nothing in return.

    Renown: 3
    Mana: 3
    Ingenuity: 0
    Black Water:1

    Small Tribe: 40

    Ruling Caste:

    Crafters (4): The Blood and soul of the Kamarula. Through there inventions the people have been able to survive, if not even thrive on there island. They have created the elaborate pulley systems and tree top homes which the tribe uses for shelter. They are also the masters behind the secrets of the Blackwater, using it's abilities to further the tribes power.

    Elite Class:

    Warriors(2): In such a dangerous place, knowing how to throw a spear has come in handy. The top warriors double as hunters in the tribe, wearing the skins of the scaled beasts as trophies. They also wield the black stone spears made by the best crafters in the tribe. At first glance though, they dont seem incredibly built. More lean and flexible, with enough tools to create effective traps for who they may be facing.



    Traders(2): Serving more as surveyors, these people explore the island and try and take advantage of the natural resources they have. Though, with the tides changing as you'd say, they now look to the horizon for new discoveries to bring back home and exploit for there own interest

    Professional

    Sailors(1): The rivers of The Murky Fire can be a dangerous place, thus, sailors have become somewhat needed to move around the island. However, do to there more..isolated focus, they haven't gone out into the ocean as much.

    Dreamers(1): With there new inventions, the old way of dreaming is slowly falling out of fashion. Still, some try and keep this old way up

    Priests(1): To say there priests would almost be an insult. There are a few people on the island who have a substantial willpower, capable of almost reflecting the traits of a priest. There used exclusively for handling evil spirits.

    Paragons

    Mako Kora (Warrior)

    Ekuvero Manleo (Crafter)

    Bebedus Livedeo (Trader)

    Resources:
    Gatherers: 2
    Fisher:1




  8. - Top - End - #8
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    Default Re: Tribes of Twelve Seas [OOC]

    I've updated OOC thread and added points on food spoilage and craftsmen productivity (2 resources to 2 goods or 1 resource to 1 good, but higher chance of making a higher quality item).

    I'd like to clarify - at the start of the game, your tribe knows currents to Islands of any other player and NPC tribes, plus 1 Island. You'll need to send your sailors to find currents to other islands or trade for them with others. You can exchange knowledge of currents with other players via dream diplomacy.

    As soon as you have 1 tribesman (caste or villager) on an Island, you’ll know whether there is food there and basic (Tier 1) resources. Villagers are cheapest scouts, but some islands can be dangerous. Tier 2+ resources are not automatically discovered. Traders are the best at sniffing them out.

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    Default Re: Tribes of Twelve Seas [OOC]

    I posted but let me know if I was wrong about the actions and stuff.
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    Default Re: Tribes of Twelve Seas [OOC]

    Alright, time to get started on this. I'm not quite sure how the food system works, do we assign villagers to gather food, and how much food is needed?

    Spoiler: The Groh
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    The Groh

    The Groh tribe have settled upon an island where white chalk shines along steep cliffs with plenty of shallow rivers and waterfalls. Beautiful old broken stoneworks linger across the island’s foliage that are said to somehow hold old knowledge, making them sacred to the Groh.

    Inside a white cave the island’s Statue God lives; none but the priests of the Groh are allowed to enter the particular cavern that holds the statue god and are required to apply chalk onto their entire body before being in its presence. The statue god asks for precious objects be made for it, liking things made of rare stone most of all. Sometimes, when someone who has pleased the statue god is walking through the white stone cave, they might find a particularly meaningful or valuable piece of the earth. The Groh wish to gather more resources to survive and to build lasting momentos of stone across the archipelago.

    Renown: 3
    Mana: 3

    Small Tribe (40)

    Ruling Caste:

    -Crafters (3): The Groh hold those that can work stone and create tools to be almost as sacred as priests, and far more useful for daily needs. These crafters are responsible for the making of both mundane creations such as spears and nets, as well as shaping stone. Crafters get to decide on tribal matters of the material world which they work, only superseded in authority in matters not-material (which the priests/dreamers have control of) and war (which warriors handle). To become a crafter, one needs to craft something using stone and have it examined by the priests during a full moon. If the piece has a flaw or is offensive in some way, then the villager’s submission is rejected but may try again after three more moons have passed; but if it is flawless then the villager is accepted as a crafter-apprentice for three more moons, becoming a full crafter at the end.

    Elite Caste:

    -Priest (2): The most sacred men and women of the tribe, they control who may become a crafter and act to appease both the Statue god and the greater gods. While they have a great deal of authority, it is limited to religious affairs and other supernatural matters. It is an open secret that the priests dislike dreamers, resenting the fact that they share authority on supernatural matters.

    -Warrior (2): Warriors are the men who handle the matters of War; both protecting the Groh and killing their enemies. In these tiresome times, anyone with the skill to use a spear and the courage to face the dark things stalking the world can become a warrior after joining in a hunt and personally killing either a rival tribe’s warrior or some monster that stalks the land.

    Professional Caste:

    -Trader (2): These men and women are those entrusted with finding new resources and deal with the villagers for the crafters, a task that before the godsplash granted them more prestige (if not authority) than the warriors. These days the need for the warriors is greater than ever, firmly putting the traders below them. To become a trader, one needs to apprentice under an existing trader and make a discovery or trader insight that impresses the trader-master.

    -Sailor (2): Sailors have been granted a great increase in status since the day the godsplash. Having to rediscover the currents once again, the Groh entrust the sailors to find the paths across the sea to the other islands, as well as to defend themselves against the monsters that have made their home in the waves. All one needs to do to be a sailor is to be at sea for around a moon (this can be done through multiple trips, in which case they look for 30 days), accepting the risks of meeting a sea monster.

    -Dreamer (1): While the dreamers of the Groh tribe have never been particularly beloved, they have suffered a great deal these past few months from being partially blamed for the disaster of the godsplash. A few of their number have ‘mysteriously’ died, leaving but one left. Holding a position similar to the priests (but below them), the dreamers are responsible for guiding the village through supernatural matters with their wisdom, and to inspire the hearts of those that would listen to them using chants and tales of old. Becoming a dreamer used to be a difficult thing, but these days all it takes is the talent and desire to become a dreamer.

    Villagers: 28
    Caste Upkeep: 12.5

    Food and Resources:
    Fishing-1
    Gatherers-2

    Paragons:
    Yida Stoneseer (Priest)
    Grom Whitehands (Crafter)
    Iso Rockeye (Dreamer)
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  11. - Top - End - #11
    Halfling in the Playground
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    Default Re: Tribes of Twelve Seas [OOC]

    Hey all,
    I'm stoke to be a part of this game, however unexpected medical issues are probably gonna put me out for a week or two.
    I'm still gonna try and get some bare bones posts up tomorrow and from here on out, but my posts might be a bit light on detail and ropleplaying fluff for the first few weeks.

    EDIT: I'll also try and fluff out my tribe's god when I can. Essentially, the Korrowmal tribe worships a gaint bat monster that may or may not inhabit the vast tunnels of their island. They homage to the great demon bat and mark their territories with shrines and totem poles made from the bones of beasts and men.

    Also a question. If my tribe needs 14 Upkeep does that mean my tribe needs 14 Food per turn? Does that mean I need to dedicate 14 villages per turn to gather 14 Food?

    Another question, do my tribe's unique trait "Caverns of Korrowmal" mean that my tribe living on my home island doesn't have to spend 4 villages each turn preparing for storms as they already live in the sheltered caves?
    Last edited by - Hack -; 2019-10-02 at 06:46 PM.

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    Default Re: Tribes of Twelve Seas [OOC]

    Upkeep
    Upkeep is villagers working to maintain castes - gathering extra food for warriors, so they can build up muscles, assisting Priests in their rituals, etc. Your Villagers 28 - Upkeep 14 = 14 Villagers you can use during the turn to gather resources, build, assist Castes, etc.

    Food System
    You need to have food equal to the number of your villagers. You have 40 Population and there’ll be some population growth. So this turn you will need to gather 20 + Population Growth of Food, as your Islands automatically produce 20 Food. If you fall short, you’ll be able to either barter, raid or adventure for food in the next turn to make up for it.

    You have Fishers & Gatherers to collect food. In EoT, you need to assign them to Islands & Reefs, where they will gather & fish. You can assume Fisher/Gatherer can collect 10 Food from a location (if said location has food), more if you have Hall of Weaving or their mood is good and they are feeling productive. The amount of food collected can also be affected by local dangers, location safety, weather and of course interference of other players. And then there is storm season, which may destroy your food reserves and threat of being raided. The system is meant for uncertainty - you can’t always be sure whether your tribe will have enough to eat. The effects of malnutrition would be villagers falling ill and potentially dying.

    You can send Villagers to seek Food. It’s not very efficient, as one villager at best gathers just 1 food, but you might not have a choice.

    Storm Preparation
    You don’t need to spend Villagers to prepare for Storms. It’s optional. However, if you know that a very powerful storm is coming or just prefer to be cautious, you can do it. Any preparation mitigates damage from powerful storms, but would be a waste of resources, if all you get is a light breeze. Your Trait strengthens your storm defenses, but whether it would be enough, depends on the strength of the storm.

    -Hack-

    Hey, get well soon :) I don’t think we’ll be rushing with new turn anyway.

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    NecromancerGuy

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    Default Re: Tribes of Twelve Seas [OOC]

    Just saw that OOC message. Think I'll just have one of them Search for Blackwater

  14. - Top - End - #14
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    Default Re: Tribes of Twelve Seas [OOC]

    So will the EoT be soon? We've had the IC for like a week right?
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    Default Re: Tribes of Twelve Seas [OOC]

    It's 1st turn, so players might need more time to figure things out, plus as I understand, -Hack- is unable to post regularly for now. So, I was thinking about giving it another week - though of course if players prefer to have EoT earlier, I can move the date.

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    Default Re: Tribes of Twelve Seas [OOC]

    When we have tribesmen or villagers used in an action, can we use them again for something else?
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  17. - Top - End - #17
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    Default Re: Tribes of Twelve Seas [OOC]

    You can use them only once per turn, so you need to manage your resources carefully.

    For the first turn, you should have around 12-14 Villagers, so for example enough to built 2 Buildings and gather 2-4 resources on the Islands. But of course there are a number of options to get more economic power out of your Tribe - negotiate for a loan of workforce from a NPC Tribe, seek out ocean-bound, motivate your villagers to work harder, build buildings that bolster productivity, sacrifice mana to Gods for an appropriate miracle or try to take advantage of your traits.
    Last edited by Kessler; 2019-10-07 at 08:15 AM.

  18. - Top - End - #18
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    Default Re: Tribes of Twelve Seas [OOC]

    I'd be down to move to EoT honestly. Don't think much is happening IC at the moment.
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  19. - Top - End - #19
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    Default Re: Tribes of Twelve Seas [OOC]

    Okay. You can start sending your EoTs. IC would be open until I get the last one.

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    Default Re: Tribes of Twelve Seas [OOC]

    I don't think I ever got an answer on crafting? I will get an EoT soon.
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    Default Re: Tribes of Twelve Seas [OOC]

    Apologies, I've written the wrong tribe's name in my reply. It's in the Post 17, I've fixed it.

  22. - Top - End - #22
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    Default Re: Tribes of Twelve Seas [OOC]

    EoTs have been sent. I'll post new turn today-late/tomorrow.

    Pickerwick hasn't been active on Forums for a time, so for now I'll be taking over D`Rahaash as NPC Tribe.
    I'm hoping -Hack- will be back soon. Fortunately, he left enough actions for me to complete his EoT. Korrowmal are doing some interesting things.

  23. - Top - End - #23
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    Default Re: Tribes of Twelve Seas [OOC]

    Gah, food poisoning… weak as a kitten. I’m posting Turn 2 and might update it tomorrow, if I missed anything, once my strength returns.

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    Default Re: Tribes of Twelve Seas [OOC]

    Quote Originally Posted by Kessler View Post
    Gah, food poisoning… weak as a kitten. I’m posting Turn 2 and might update it tomorrow, if I missed anything, once my strength returns.
    Damn that's never fun. Feel better soon!
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  25. - Top - End - #25
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    Default Re: Tribes of Twelve Seas [OOC]

    Is Stormwind a rare resource like Greenstone that can be turned into something or already an item I can equip to actions? Or a one shot item?
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  26. - Top - End - #26
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    Default Re: Tribes of Twelve Seas [OOC]

    It can be both a permanent enhancement and one-use item. Anybody can use it as one-shot item, while certain Castes (most likely Priests) can with some work put in, seek to fashion something more permanent.

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

    So how many other people still playing besides the two of us that have posted this turn?
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  28. - Top - End - #28
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    Default Re: Tribes of Twelve Seas [OOC]

    I'm working on a post but it is taking awhile due to a busy work schedule and another total war game I'm in.
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    Default Re: Tribes of Twelve Seas [OOC]

    I'm considering trying a new round of recruitment.

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    Default Re: Tribes of Twelve Seas [OOC]

    I'm down with that. Are we going to have another EoT before that?
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