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  1. - Top - End - #1
    Dwarf in the Playground
     
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    Default TW: Tribes of Twelve Seas

    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.

    The next morning the survivors have seen your island ravaged, your village destroyed and even memories of the past stripped away. All currents in the ocean waters have changed, dangerous things have risen from the ocean and the world was different in many strange ways. For months your tribe has barely endured, half-starved, sickly and scared. But last night the priests have managed to raise your Island God from its slumber. Though severely weakened, its gifts once more empower your tribe. The Great Gods remain, but they have grown reserved and restrained, the world is no longer their plaything. A new Age dawns - will your tribe survive it? Will your name be remembered forever in it’s legends? Or will you share the fate of the ancient men, forgotten deep below, as your Island is claimed by the ocean?


    Description
    You play as a Tribe in the world, where all land has sunk below ocean waters. The remaining islands are kept above water by the will of the Gods and powerful spirits. Your Tribe will explore, gather resources, fight or trade with others, sacrifice to Gods, and work to immortalize yourself in the legends of the world.

    Spoiler: Tribe Creation
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    1. You need to describe your island, it’s god and your tribe. Your Island God should represent character of your tribe. You should indicate long-term aspirations of your tribe. You will receive 2 Traits based on your description.

    2. You need to determine social structure of your Tribe.
    There are 6 Castes - Priests, Warriors, Dreamers, Sailors, Traders and Craftsmen. Below them are casteless Villagers.

    You need to pick 1 Ruling Caste, 2 Elite Castes and 3 Professional Castes.
    One Ruling Caste tribesman requires service of 2 Villagers per turn.
    One Elite Caste tribesman requires services of 1 Villager per turn.
    One Professional Caste tribesman requires services of 0.5 Villagers per turn.

    You start with 28 Villagers and 12 Castes Tribesmen.
    You must have 1-3 Ruling Class Tribesmen.

    3. You need to determine how your Tribe gathers food - Fishing, Gathering or a mix of both.
    You have 3 points to put into Fishing/Gathering, to represent your Tribe’s fishing fleets & gatherers.

    4. Describe 3 Paragons of your Tribe - leaders, wise men, heroes, skilled masters, village fools etc.


    Spoiler: Tribe Castes
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    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
    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: Sample Faction
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    Laoka Tribe

    Laoka Island is covered by thick, all-concealing jungle. In the depths of the island resides the sacred pool, on the bottom of which lives Island God Laoka. He is a quiet, contemplative god, who seldom shows himself directly. Those who peer into the pool may sometimes see the thoughts of Laoka, which show glimpses of the future. The tribe honors dreamers above all and their aspiration is to reach beyond the Sea of Dreams, to see what lies on the other side of the edge of the world. The jungles are also home to boisterous and mischievous colony of monkeys. Tribe gives them offerings of food and sometimes tames them.

    Renown: 3
    Mana: 3

    Small Tribe (40)
    Ruling: Priests (2)
    Elites: Warriors (1), Dreamers (3)
    Professionals: Sailors (3), Traders (1), Craftsmen (2)
    Villagers: 28
    Caste Upkeep: 14

    Paragons:
    Woodsman Loas, Priest
    Longfoot Sia, Dreamer
    Stronghand Poga, Sailor

    Food & Resources:
    Fishers: 1
    Gatherers: 2
    Wood: +2 Per Turn

    Loaka Island 2 (Lake of Visions, Jungle Monkeys)

    Goods:
    Map to Koriki Island
    Map to Skull Island

    Buildings (0/4):
    Temple of Island God 1 (+20 Food, +3 Renown, +2 Wood)


    Spoiler: Gameplay
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    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.
    Sacrifice to your Island God
    You can choose to perform ceremonies and sacrifice anything of value to your Island God.
    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: Ancient 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 that, a lot of time has passed. Humanity survived in the Age of Gods. It was a time of chaos and change, ruled by the will of Gods alone. But among them, strife began to take hold. What started as arguments, turned into fights and fights turned into war. Until the day when one of the Gods was slain, though death could not claim him. His body fell from the sky and into the Ocean. As it splashed into the water, a massive wave emerged and rolled all across the World, sweeping away human Tribes. Your Tribe has been located in the Middle Sea, far enough from the Godsplash, so that some managed to survive. Most of your wealth and knowledge has been lost, the world has changed again. Now is the time to explore, survive and prosper once more.


    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.

  2. - Top - End - #2
    Pixie in the Playground
     
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    Default Re: TW: Tribes of Twelve Seas

    Oh, Hey!

    This got me strangely inspired, so I hope I will be able to pull something up.

    This is something lik a First Idea:
    Spoiler: Tribe D’raahash
    Show


    Tribe D’raahash

    When Tahi daughter of Tahiso first rode one of her father’s storms into the Middle seas she sung, she danced and laughed enjoying her newly found freedom, oblivious how destructive storm under her feet became. Kahoonu hero of the Old Tribes heard song and laughter through the rain and thunder went bravely to the open sea to seek their origin. There, in the eye of the storm he found Tahi. He called to her once, to stop beating rain, but his mortal voice did not penetrated wind of the divine storm. He called second time begging her to calm raging waves, but thunder cut his words short. Kahoonu called to Tahi for a third time, pointing out how her hair get all tangled up and knotted in the wind. Hearing this, Tahi stopped her dance and storm calmed as she descended to face the hero. She would be embarrassed should anyone else saw her hair ungroomed she admitted to Kahoonu. He then slew hundred big whales and made a comb out of theirs baleens, the strongest and most beautiful ever created. Tahi’s hair, however, were divine and tangled by divine winds. No creation made by mortal hands could survive her grooming. Whalebones from broken comb had fallen to the sea where she was standing, but five had stuck standing into seafloor. Kahoonu reached to pick them up, but Tahi stayed his hand. Those five whalebones will forever mark the place when she first met someone dear to her.

    That is how five cliffs of Whalebone Island came to be.

    Whalebone Island is defined by a chain of five limestone cliffs resembling huge pillars. On the western side, they are exposed directly to stormy ocean, while much calmer currents on the eastern side allowed sediments to deposit and thus mangrove and brackish marshes were created.
    D’raahasi tend to build their nest like homes high on the cliffs in order to keep them away from mosquitos and other dangerous fauna of the mangroves. Most of daily activities, however are done on a boats in the swamp or on a deck of a ship. Tribe is mostly dependent on fishing and whaling, but mangroves offers abundance of honey, charcoal, tanning supplies and quality timber.

    Tahi is regarded as Island goddess. She is believed to be daughter of storm god Tahisi. She is portrayed as an adolescent girl who rides her father’s storms and has limited power over them. In contrast to Tahisi she can be occasionally negotiated with as destruction she wreaks is caused by her temperament rather than disregard for mortals.

    In face of their patron being unstable and unpredictable D’raahasi has developed certain degree of fatalism, which can lead to stupidly courageous deeds, especially in face of unfavorable weather.
    Sailors leads the tribe. Each of their expeditions is also a spiritual exercise to collects omens for Dreamers to interpret. Nature of omens and their interpretation will decide the course of the whole tribe until the next expedition returns with new omens.

    Warriors are often present on a ships during whaling and exploration expeditions. Thrown and projectile weapons are preferred. They often have a serrated heads and are usually adorned with nacre and mica to resemble lightning bolts while in flight. War cry sounds D’raahash with emphasized ‘D’ to mimic sound of thunder.

    Dreamers are navigators, both physical and spiritual. Their council is preferred from priests as it is seen as a more pragmatic.

    Many Sailors and Warriors will become Priests when they reach old age, or suffer a severe injury. They are expected to use their life experience to try and negotiate with gods and spirits.

    Stats:
    Ruling: Sailors(3)
    Elites: Warriors(2) ,Dreamers(1)
    Professionals: Traders(1), Craftsmen(3) , Priests(2)

    Paragons:
    Kahotahi the Westbound, Sailor
    Lem the Lost, Priest
    Elle the Bonecarver, Trader



  3. - Top - End - #3
    Ettin in the Playground
     
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    Default Re: TW: Tribes of Twelve Seas

    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 being and 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 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


    Still a work in progress, need to work on paragons still and do some more editing.
    Last edited by Hamste; 2019-09-20 at 11:24 PM.
    Avatar created by Elder Tsofu

    Spoiler: Giant in the Playground Hearthstone Champion
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  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: TW: Tribes of Twelve Seas

    Definitely interested in this! Thinking of doing a Trader ruler caste with high Sailors focusing on travel and interaction!
    "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.
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  5. - Top - End - #5
    Dwarf in the Playground
     
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    Default Re: TW: Tribes of Twelve Seas

    Well, great tribes :)

    A few notes:

    In terms of ranged weapons tribes use stones and thrown spears. Bows are non-existent. Stones are mostly thrown by villagers in support of warriors or as an improvised weapon. Spears are used by both Warriors and Sailors. There is a very strong cultural preference for combat to be close and personal. A significant part of it also relies on intimidation - warriors often perform a ritual Dance before fighting, display trophies of their vanquished foes and call upon the gods to gain their divine favor in battle.

    Whalebone is an advanced resource - weapons made from it are worthy to gain a Legend, unlike simple weapons of wood and stone. It’s also a material that can be possessed by spirits, who can be helpful to certain castes. Tribes that hunt whales generally commit sacrifices to Tamihira, as whales are considered to be his children. It’s not something you must do, but it may save you on some divine displeasure.

  6. - Top - End - #6
    Ogre in the Playground
     
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    Default Re: TW: Tribes of Twelve Seas

    So I'm just making my faction now and I have a few questions. Do we start with any mana or renown?

    Also for 'Island Actions' and EoTs I'm kinda confused. It seems like Island Actions take place before EoTs in the middle of the turn? If that is true then if I use any of my caste people for island actions does that impact what they can do in my EoT? If I send 3 traders to explore islands does that mean they can't do something else during my EoT, like encourage migration? Or if I send someone out to communicate are they free for actions during my EoT? Can warriors secure an island as an island action then raid another tribe during EoT?

    Can I grow my stats somehow? I know Traders can encourage migration but is that for castes or villagers or both?

    Are there tiers of goods? Like I know you have a wooden spear in your example action but if more resources and/or craftsmen were dedicated to that could it be a better spear like a whalebone searcthat is more effective?

    What are Favors? Its mentioned in the Trader section but not elaborated on. Is it something to do with NPC factions, if there are any?

    What effect is it exactly when craftsmen and priests just assist/help the village?

    I'm sorry about all the questions I just want to get some clarification before making a faction and dedicating to a game plan.
    "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.
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  7. - Top - End - #7
    Dwarf in the Playground
     
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    Default Re: TW: Tribes of Twelve Seas

    You start with Renown & Mana 3. This is sufficient to get a Blessing from a single god for your tribe or you can use it for deals with spirits & paragons.

    Anything used during the turn, can’t be used at the end of the turn (EoT). If your warriors are protecting an island, they’ll be doing it until the start of the new turn.

    Your villagers will reproduce at base rate of 6 to 1.
    Migration is a way of directly adding villagers. Or you can raid, taking captives.
    Castes can train villagers to join their ranks. I may set an upper limit per turn, based on tribe’s size.

    There are tiers of goods and certain materials may have special qualities. Craftsmen will have a chance to craft masterwork items. One of the things that would improve the chance of that, would be using extra resources.

    There will be NPC factions. I’ll wait for recruitment to end, so as not to create NPCs that would overlap with their ideas. NPCs will be mostly passive, but you could trade, raid, exchange information, etc. with them.

    Favors are part of the economic system. There is no currency and barter doesn’t always work, since the other tribe might not need the stuff you have. In that case one side may receive goods in exchange for debt, which is described as favors. Tribes who are owed many favors are considered powerful and wealthy. Other tribes would treat them with greater respect and would be more helpful. Favors can be cashed in for help, for example, if tribe faces food shortages and need to acquire more. While it’s possible to refuse repayment of favor, it would destroy tribe's reputation and have severe repercussions.

    The effects of assisting village improve it’s mood, which may help with it’s growth, prevent negative developments, motivate villagers to be more effective or raise spirits of castes.

  8. - Top - End - #8
    Ogre in the Playground
     
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    Default Re: TW: Tribes of Twelve Seas

    Well that clears up my questions! Here are the Arono!

    Arono Tribe

    Spoiler: Arono Tribe
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    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: 3
    Mana: 3

    Small Tribe (40)

    Ruling: Traders (3): 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 (2): 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 (1): 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: 28
    Caste Upkeep: 13

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

    Food & Resources:
    Fishers: 2
    Gatherers: 1

    Haprii Island Traits:
    -
    -

    Goods:
    -
    -

    Buildings (0/4):
    -
    -
    -
    -
    Last edited by GameOfChampions; 2019-09-28 at 11:24 AM.
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  9. - Top - End - #9
    Bugbear in the Playground
     
    NecromancerGuy

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    Default Re: TW: Tribes of Twelve Seas

    Alright! Expressing interest on my tribe that shuns the gods! When I get the chance, I’ll go ahead and type out there stuff

  10. - Top - End - #10
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    AlexanderML's Avatar

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    Default Re: TW: Tribes of Twelve Seas

    Very interesting! Wonder how a craftsmen focused tribe could play out. I'll try to think of something specific to type out.

    Edit: Got it done, hope this works.
    Spoiler: The Groh
    Show
    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)
    Last edited by AlexanderML; 2019-09-20 at 09:13 PM.
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  11. - Top - End - #11
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    NecromancerGuy

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    Default Re: TW: Tribes of Twelve Seas

    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

    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



    Last edited by Shadowflick; 2019-09-29 at 08:37 AM.

  12. - Top - End - #12
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    Kessler's Avatar

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    Default Re: TW: Tribes of Twelve Seas

    Glad to see new tribes join the Twelve Seas.

    I'll be setting game start for the next weekend.

  13. - Top - End - #13
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    GameOfChampions's Avatar

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    Default Re: TW: Tribes of Twelve Seas

    So how will traits work exactly?
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  14. - Top - End - #14
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    Kessler's Avatar

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    Default Re: TW: Tribes of Twelve Seas

    You’ll start with two traits - one reflecting character of your tribe and one describing a feature of your island. There will be a trait progression as your island and tribe expand, so they’ll become more potent. Traits can do two things:

    They can be invoked for any action, where they would reasonably make a difference. In that case I may add a bonus to that action, decreasing risks, improving rewards, mitigating losses, etc.

    They can be used to do a special action - for example contemplative tribe may be able to use Dreamers to try to see the future or it’s warriors can try to develop meditation techniques that would make them into “warrior-monks”. Or it’s craftsmen seek to make tools, that pass to the soul and character of the owner.

    And here are preliminary divine blessings. They may stay the same or change slightly by the game start.

    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.
    Last edited by Kessler; 2019-09-23 at 03:10 AM.

  15. - Top - End - #15
    Halfling in the Playground
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    Default Re: TW: Tribes of Twelve Seas

    Posting interest...

    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.
    Work in progress.

    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:
    Beast Hunters: 1
    Gatherers: 2
    Last edited by - Hack -; 2019-09-24 at 10:52 AM.

  16. - Top - End - #16
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    OrcBarbarianGuy

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    Default Re: TW: Tribes of Twelve Seas

    Spoiler: Makoro Tribe
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    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 (4), Dreamers (2)
    Professionals: Warriors (4), Priests (1), Craftsmen (3)
    Villagers: 28
    Caste Upkeep: 14

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

    Food & Resources:
    Fishers: 2
    Gatherers: 1

    Goods:


    Buildings (0/4):

  17. - Top - End - #17
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    Kessler's Avatar

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    Default Re: TW: Tribes of Twelve Seas

    Korrowmal seem like nice people. You’ve put “Beast Hunters” as one of your food gathering units.
    May I suggest “Slavers” or something like “Marauders”, as in those gathering tribute and preying on the vulnerable, as more in concept with your tribe? It’ll be linked with your Trait, as tribe relying on terror and intimidation of others to survive. Also, I think your upkeep should be 15.

    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
    Level 4: 4 Villagers + 6 Craftsmen + 3 Tier III Resources
    Level 5: 5 Villagers + 8 Craftsmen + 2 Tier IV Resources

    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; 2019-09-25 at 10:15 AM.

  18. - Top - End - #18
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    Default Re: TW: Tribes of Twelve Seas

    I've posted IC Thread and OOC Thread. I'll be working on finishing OOC thread during the weekend.

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