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Two Centuries after the fall of Remnant, the first tribes wander it's surface, slowly piecing together the fabric of their new world. One such tribe, a tribe of Faunus who hold their fight for equality with Humanity to the point of religion, shall change the face of Solitas forever. If they manage to survive when the deck is stacked against them that is.
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Quest Start 0-1

Raiu

Per Aspera Ad Astra
Location
United States
QM Note: The Quest you see in front of you is in the process of being rewritten or has already been rewritten. If you wish to see the original versions, contact me and I will send it to you.

Five hundred years ago, the Four Kingdoms of Atlas, Vale, Vauco and Mistral were destroyed by tides of Grimm. The world stopped making sense. Sons were turned against fathers. Friends fought to the death. Enemies became allies. The light of civilization was snuffed out, leaving darkness in it's wake.

Look up to the sky and what do you see? Darkness, but inside that consuming dark are points of light. The same is true here on Remnant. Darkness covers the land, but the light is not gone. The flame has been stamped, covered with dirt, but the embers remain.

You hold one such ember. You are the leader of a tribe, a collection of men and women who were strong enough to survive in this new world. The times of the Four Kingdoms have become the matter of myth and legend but there can be no doubt your people have fallen from great heights. But you retain fragments of the Before Times, great boons which have helped your people survive.

[] Your people have many weapons from the Before Times, weapons which spit bullets ten times before an archer can fire his bow once. While less pure than their Before Times fathers, your people know how to make ammunition for your weapons. You, in particular, possess a weapon once held by the Huntsmen of old, a weapon of death to any Grimm. (Gain Weaponry 2, Mecha-shift Weapon, your tribe values Knowledge and Martial Might.)
[] Your people are builders, having studied the ways of the Before Times to construct great defenses. While you have yet to find a place to settle, you will turn your newfound home into a great fortress. (Gain Building 2, camps have mobile defenses, your tribe values Endurance and Intelligence.)
[] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)
[] Your people are not descendants of the Four Kingdoms. Even in the times where the Four stood strong, your ancestors rejected the comfort of the walled cities. They were bandits, people who understood the true cost of freedom. Your people, who have tasted freedom, are warriors who would never let it be taken away. (Less, but stronger warriors, raiding more profitable. Other tribes dislike you. Your tribe values only Strength and those who are not strong die.)
[] Your people are not warriors, not raiders, nor are they keepers of old knowledge. Your people are farmers, craftsmen, people who work the land to create something better than themselves. Your people have found a land to call their own, and you will never return to wandering. (Tribe is already settled and established in their region, and their military has suffered for it. Your tribe values Stability and Stewardship.)

While your tribe has fought against the Grimm for generations, the land has been your greatest ally, and most foul enemy. If the Grimm were actively malevolent, the land is utterly indifferent to your survival. Still, the land is your's, and if you come to master it, you will not need to fear the Grimm any longer.

[] You reside in the lands of Vale, a land of hills and forests. The temperate climate leads to four seasons, but it is a cursed land as it was the first to fall to the Grimm.
[] You call the sandy wastes of Vacuo home. The sun looks down harshly upon Vacuo, and sources of water are few and far between. Buried under the sand, however, are remnants of the Kingdom of Vacuo, which is said to have been destroyed not by the Grimm but by the desert.
[] You hail from the frozen lands of Solitas, the former domain of the Kingdom of Atlas. Your earliest memories are huddling around the Dust Crystals which pierce the ground for warmth, and there can be no doubt it is a rewarding, but harsh land.
[] The marshes and swamps of Mistral are your home, and in those dark, dismal places, you find not only unique varieties of Grimm, but also safety.
[] You grew up in the shadow of the Iron Walls of Kuo Kuwama in Menagerie, banished from it's safety in your Grandfather's Father's time. Your people survive in a land where the wildlife is as dangerous as the Grimm, a life of comfort forever out of reach.

You are the leader of your tribe, and your decisions will lead your people to feast and famine. You are, however, but one of many who would lead your people, and you must be careful lest another takes your place.

~~~~~

  1. I am the Quest Master. I am not kind, and neither is the Age of Grimm. This is a CKII quest very much in the spirit of the original game, now with hordes of eldritch abominations waiting to gnaw your face off.
  2. As a third-generation QM running a quest in an identical setting, it is necessary to note the canon of the original, From a Single Ember, is not in lock step with any other Age of Grimm quest.
    1. Nor, for that matter, should my quest be considered canon for anything other than this particular instance of the quest. If you wish to create your own version of the Age of Grimm setting, you may take as much or as little from previous quests as you want, treated as though it was under Creative Commons. Just don't be a dick.
  3. It's a succession game, which means that once your character dies or is thrown from power, you will play as their successor. Each turn is one month, but time-skips can be granted upon voluminous request.
  4. This quest uses a 1d100 system for rolling. I will be performing all the rolls at my own discretion, and will display them as I see fit. I'll also be doing secret rolls for things that aren't within your character's ken to know, but let's be honest, you'll know where all the critical rolls are.
  5. This quest's system is an amalgamation of various quest systems and CK2's mechanics. If you want a better idea, I'm running this quest through foppery and whim, but there's logic.
  6. 80-90% of voting will be planned. Please use standard planned voting format and refer to rules 16 and 18. Note that your traits and background may influence the weight of your plan.
    1. As of the most recent turn, I have disabled vote weights, and will be looking to make certain character backgrounds more important in ways which do not limit the freedom of my players to choose.
  7. I will close the voting when I feel like there isn't a need to continue it. I will either ask for a tally or do so my self.
  8. Updates will be completed on availability, though I will attempt to keep a bimonthly update schedule as much as is possible.
  9. Be creative! Write-ins are Encouraged. Don't limit yourself to the presented options! Innovative and imaginative ideas will serve you very well. They are the way you survive.
  10. Fate Points are powerful tools for any character, be they Rival or Main. Fate Points can be spent to force a reroll or break the system in a minor way. Fate Points can also be burnt to automatically crit-succeed, survive certain death, or break the system in a major way. The cost for this ultimate power, however, is that any Fate Point burnt does not return at Turn's end.
  11. Omakes are welcome and appreciated! They might even net you related bonuses, but that bonus will always be a secret! View my omake policy for more information, and if you create a work which I enjoy, it will find it's way into the quest.
  12. Please be kind to your fellow quest-goers. Everyone's here to have fun, and lively debates are encouraged, but this isn't a place to pick fights. Don't be a dick. The writer is a much better target.
  13. This quest was inspired by RedrumSprinkles. She give her some love, but also support CthulhuWasRight in Sparks Flicker, a quest run in much the same setting. Mentions go to PowerofMind, for although he has moved away from this setting, my quests wouldn't be the same without him.
  14. Enjoy the quest. Things have changed quite a lot, but if you must die, then die gloriously.
  15. This quest is not a happy quest. Things will go wrong, your plans will fail, people will die. The main character will be dragged through the mud. It falls on you to stand back up.
  16. If you are voting for a plan, only vote for the plan name. I will be ignoring all votes which copy and paste the entirety of the plan. It's a planned vote for a reason people! You can also vote for any plan which contains an option you want to see by simply stating the option itself and add the word ALL at the end . This is allowed, and if you read this HORA, you deserve it.
  17. I reserve the right to break the rules. You players will be rewarded for this, however.
  18. Finally, all votes in this Quest are Alternate votes. If you have two plans or options you really want to see, simply mark which one you like the best with [X]1: Plan Name and [X]2: Plan Name. There is no limit to the amount of Alternate votes, so long as you mark the order your vote will be in. Please don't abuse this with #18.
The Story Clause: Mechanics stated over the course of the game can be subverted in service of the story, if a reasonable case is made and accepted. This can be as simple as the MC forming a Coalition, to as drastic as temporarily replacing the system with something else entirely.
Accepted Omakes usually gives +10 to a single roll (only one omake bonus can be applied to a roll) when I'm writing up the results or before I roll the dice on them, a truthfully answered question, a reciprocated Omake (which you can choose the subject for if I give this option), or even a Character Sheet. I tend to offer choices, and you can also request something other than what I ask, if you so want.

A good rule of thumb for a creative writing Omake is that it's well written and at least 500 words, but that restriction can be lowered if it's a suitably entertaining piece. Non-creative writing pieces don't apply to the word count restriction, so don't sweat that. Also, the bonus happens whether it's Canon or not.

AN: This is becoming a theme for me, isn't it? Well, welcome to another take on RedrumSprinkle's Age of Grimm setting, this time where I've removed much of the viscera like a lovely Tauntaun. That's why you're getting an Author's Notes rather than a primer. Things are very, very different from the previous quests, mostly due to there being no real nations at this point. Welcome to CK2: Age of Grimm, at the earliest start point.

Quest Content Packs:
The Nikean Creed - Active
A Flame From Cold Ash - Active
The Mother Maiden's Song - Active

Soundwave3591 for the locations of ruins and their names.
DritterRitter and Nakama-Kai for new Grimm species.
 
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Character Sheet

The red dot above Mantle is the White Castle.

Teal: Grimmsbane Mountains
Dark Orange: The Burned Lands
Lavender: Mantle Highlands. Red dot is Mantle Runs, Yellow is the White Castle.
Red: Atlas Outskirts, with the Atlas Ruins being the Yellow dot.
Lime Green: Mantle Plains, with the Red dot being Bessimer Ruins.
Salmon Pink: The Southlands.
Dark Grey: The Old Fort, with the Red dot being the [NAME UNKNOWN] Ruins.

Current as of Turn 3-1

Name: Colubra Ezkutuko, The Cobra of Schnee
Age: 20
Gender: Female
Race: Faunus - Cobra Fangs
Faith: Dust Worship


Ambition:
Focus: Leadership
Quest:
Favored Dust: Black
Fate Points: 1

Diplomacy: 11
Martial: 11
Stewardship: 6 (9 with Focus)
Intrigue: 10
Learning: 19 (22 due to Favored Dust)

Diplomacy: 16
Martial: 14
Stewardship: 8 (11 with Focus)
Intrigue: 20
Learning: 21 (24 due to Favored Dust)

Personal Combat Score: 11 9 (14 12 with Elatha)
Weapons:
  • Elatha, the Moonscar, the Blade of the Crossroads, a Bronze Kopesh with a long and storied history.: +3 PCS

Tribal Influenced Education - Learning: Dutiful Dust Scholar -1 Intrigue, +3 Learning.
Blessed by the Mother Goddess: Venomous Fangs - Intrigue +2, Assassination +5
Cynical +2 Intrigue, -2 Learning, -2 Relation with Faithful, -2 Relation with Pious
Weak -1 Martial, -1 Health, -5 Fertility, -1 Personal Combat Skill, -1 Attraction, -1 Tribal
Quick-witted +3 to all stats
Dust Aficionado +2 Learning
Dust Weaver +3 Learning, +10 when working with Dust, +2 Relation with Dust Worshipers.
Mystic: +1 Stewardship, +2 Learning, +1 Relation with Elders
Pregnant: -2 Personal Combat Score
Destiny Touched: +1 Fate Point

Spouse: Ikarus
Lovers: Ikarus
Children: None
Siblings: None
Parents: What parents?


Food Consumption: 1 per turn
Raw Food: 1 (-1 per 2 turns due to rot)
Preserved Food: 4 (1 Fresh Food converted to Preserved every 3 turns.)
Your people have secured enough food for the Spring, but without a way to easily preserve food, your stores will empty during the Summer.

Dust:
-Medium Green "Wind" Dust Crystal
-Medium Blue "Water" Dust Crystal
-Small Green "Wind" Dust Crystal
-Medium Yellow "Lightning" Dust Crystal (Found by Crowe Angelus.)
Your tribe has a decent amount of Dust, but beyond turning it into Dust Strands or giving it to someone with an Awakened Aura, there is little your people can do with them. Also, without a Dust Vein to mine, you're reduced to searching for Dust on your own.

Wood: 8
Wood is an invaluable resource for your people. Not only does it serve as a source of fire during the cold Winter months, it is also the primary building material for the tribe. Any wood you gather now will be useful in the time to come, and, thankfully, it doesn't rot like Food.

Weapons: 354
- 300 Schnee Bronze Axes: Without regular trade with the Reclaimers, the Schnee tribe has taken to forging their precious little bronze into axe heads, which do good work in cutting down trees and foes alike. (Weapon Level: +0 PCS)
- 38 Schloss Bronze Swords: As much a statement of wealth as a killing weapon, these bronze swords have lists of names etched onto the blade. Each has a long legacy etched onto it's length. (Weapon Level: +0 PCS)
- 12 Krieger Beaten Steel Hammers: Taken from the rusting hulks which clutter the "Mo-tore Ways", these steel hammers can shatter even the strongest of bronze blades with their sheer weight. (Weapon Level: +1 PCS)

Special Weapons: 4
- 4 Schloss Prototype Crossbows: Strange constructions stolen from the Schloss, these odd bows fire a small arrow with uncommon power. Unfortunately, the power is too much for the bronze to handle. (Weapon Level: +3 PCS at Range, may catastrophically break when used.)

Popularity:
-Tribe 8/10
--Elders: 3/10
--Warriors: 8/10
You were chosen to be the leader of the tribe due to your popularity with your people, but the Elders have always disliked your impious ways. As it stands, you have a strong hold on the Tribe, but you must take care, lest others make themselves into a more popular ruler.

Morale: 5/50 - Hopeful
With a blow struck against the Schloss, your people have become happy with your rule. While this will change over time, if you prove your ability, the Grimm will become less powerful.

Prestige: .22 (+.11 per turn)
You are not an established Champion just yet, but in time you will earn your place among your honored predecessors.

Piety: 10.36 (+.18 per turn)
While you do not personally believe in the tales of the Elder, your talents and outward appearance will no doubt help convince the Elders you believe in their words. The fact you followed the custom of marriage also helps.

Tribal Population: 1075
-Tribemen: 692 (Slow Increase)
--Minor: Freebeast: 99 (Strong Increase for Nine Turns)
-Warriors: 234
-Elders: 50 (Slow Decline)
Your tribe has yet to see an explosive growth, but you have reached a comfortable ground. While you are not as populous as the giant Schloss tribe, you are more populous than nearly all of your rival tribes, though much less specialized.

Currently None
The Wedding Bell (The bell alights when struck, symbolizing the heat of passion. +5% Fertility. Crafted by Elder Bubo.)
Redemption (This bronze short sword carries a rune from each Champion which held it, with scant little space remaining for new runes. The last, the mark of the Traitor, has been stamped out. +1 PCS, +10 to commanding the Tribe by pulling on tradition.)
Gramr, The Unfinished Blade (The Orange Mystery Dust in this Iron Shortsword is asleep. It's effects are unknown. Started by Elder Bubo.)

Military Technologies
Walls: 0 (+10 to research Walls 1)

Economic Technologies
Dust Use: 1
-Unlocked: Your people can make use of the four Basic Dust Types (Fire, Earth, Wind, Water).
Building: 0 (+20 to research Building 1)

Cultural Technologies
Knowledge of the Before Times: 1
-Unlocked at 1: You can select a single action to gain a +10 bonus to the roll.
Culture: 1
-Unlocked at 1: Second level of Education may be obtained on a roll of 6 on a d10.

Elder Tent: 1
-Unlocked: Elders resist against Morale Shock.
Walls: 1
-Unlocked: Basic Defensive Walls
Tents: 1
-Unlocked: Your people have some defense against cold weather.
Supply Stores: 0
Smoke House: 0

Camp Buildings​
Elder Tent: 100 Piety, 5*Level Wood. Unknown Effect.
Walls: 20*Level Wood Provides a sturdier defense against the Grimm and raiders.
Tents: 10*Level Wood Provides shelter for a larger population.
Supply Stores: 10*Level Wood Slows the decay of resources, and protects them against raiders.
Smoke House: 10*Level Wood, Requires 1*Level Wood Per Turn Speeds up the conversion of Raw Food to Preserved Food.

Camps​
Logging Camp: 50 Wood, 100 Tribal Population Moves to Camp. Creates a small camp which generates a random amount of Wood per turn. This camp starts with Walls 1, Lumber Yard 1, and Tents 1, but must be protected and supplied to work. Lumber Yard can be upgraded to increase the amount of Wood gained.
-Lumber Yard: 20*Level Wood. Each Level increases the amount of Wood gained per turn by +1 and a die size (d4,d6,d8,d10,d12,d20).
Scavenger Camp: 50 Wood, 100 Tribal Population Moves To Camp. Creates a small camp which generates a random amount of Food per turn. This camp starts with Walls 1, Gathering Post 1 and Tents 1, but must be protected.
-
Gathering Post: 20*Level Wood. Each Level increases the amount of Food gained per turn by +1 and a die size (d4,d6,d8,d10,d12,d20). This is affected by the seasons.
Dust Camp: 130 Wood, 100 Tribal Population Moves to Camp. Requires Dust Vein. Creates a small camp which generates a random amount of Dust per turn. The Dust produced is dependent on the Dust Vein. This camp starts with Walls 1, Dust Mine 1, and Tents 1, but must be protected as they are a valuable prize.
-
Dust Mine: 100*Level Wood, Requires Dust Vein Generates an income of Dust based on the Dust Vein, with each level increasing the die size (d2,d3,d4,d5,d6,d10).
Outpost: 50 Wood, 50 Warrior Population Moves to Camp. Creates a small camp which serves as a base for Warriors in your territory, and helps protect nearby camps. Starts with Walls 1, Tents 1 and [UNKNOWN BUILDING] 1.
-[UNKNOWN BUILDING]: ?????
Msic. Buildings​
Supply Cache: 5 Wood, 2 Preserved Food. Extends the reach of raids. Does not move when the camp changes location.

Rivals in the Schnee Tribe


Gender: Female
Race: Faunus (Lynx Ears)
Religion: Dust Worship


Opinion of Colubra: (-3/10)

Diplomacy: 5
Martial: 0
Stewardship: 8
Intrigue: 4
Learning: 17

Personal Combat Score: 6
Weapons:
*Silverstaff +1 PCS, Unknown effects if used with Dust

Tribal Influenced Education - Learning: Dutiful Dust Scholar -1 Intrigue, +3 Learning.
Coward: -2 Martial, -1 Personal Combat Skill
Awakened Aura: +1 Martial, +.5 Health, +1 Aura
Dust Aficionado +2 Learning
Dust Weaver +3 Learning, +10 when working with Dust, +2 Relation with Dust Worshippers.
Spark of Insight: Chance to gain +20 or -20 to rolls.

Popularity:
-Tribe 6/10
--Elders: 5/10
--Warriors: 0/10

Prestige: 0.1 (+.05 per turn)
Piety: 0.12 (+.06 per turn)

Gender: Female
Race: Faunus (Fox Ears)
Religion: Dust Worship


Opinion of Colubra: (0/10)

Diplomacy: 7
Martial: 14
Stewardship: 10
Intrigue: 12
Learning: 19

Personal Combat Score: 11
Weapons:
*Grannus, Trivial Red Bronze Longsword: +1 PCS, Blade can be set on fire for an additional +1 PCS, Shaped Dust

Tribal Influenced Education - Learning: Scholarly Dust Scholar: Diplomacy +1, Stewardship +1, Intrigue -1, Learning +6, -5 Fertility
Clubfooted: -1 Martial, -1 Attraction, -1 Personal Combat Score
Scarred: +.5 Tribal, +.1 Prestige
Brawny: +1 Diplomacy, +2 Martial, +1 Health, +1 Attraction, +1 Tribal, +1 Personal Combat Score
Cynical: +2 Intrigue, -2 Learning, -2 Relation with Faithful, -2 Relation with Pious
Weak: -1 Martial, -1 Health, -5 Fertility, -1 Personal Combat Skill, -1 Attraction, -1 Tribal
Quick-Witted: +3 to all stats
Leader: +2 Martial, +1 Stewardship, +2 Defense
Dust Aficionado: +2 Learning
Dust Weaver: +3 Learning, +10 when working with Dust, +2 Relation with Dust Worshippers
-Tribe 3/10
--Elders: 1/10
--Warriors: 5/10

Prestige: 10.34 (+.17 per turn)
Piety: 0.36 (+.18 per turn)

Gender: Male
Race: Faunus (Poisonous Scorpion Tail)
Religion: Faithless


Opinion of Colubra: (2/10)

Diplomacy: 2
Martial: 13
Stewardship: 4
Intrigue: 5
Learning: -1

Personal Combat Score: 23 (25/28)
Weapons:
*Alkutul Alhamra, the Red Talons: +2 PCS, can set the claws on fire for +3 PCS.
*Stone and Mortar, Runed Bronze Longsword and Knife, +2 PCS, Defensive

Tribal Influenced Education - Martial: Tough Warrior +3 Martial, -1 Learning, +.5 Health, +1 Personal Combat Skill
Scarred: +.5 Tribal, +.1 Prestige
Brawny: +1 Diplomacy, +2 Martial, +1 Health, +1 Attraction, +1 Tribal, +1 Personal Combat Score
Branded: -5 relation with Humans
Cynical: +2 Intrigue, -2 Learning, -2 Relation with Faithful, -2 Relation with Pious
Awakened Aura: +1 Martial, +.5 Health, +1 Aura
Blessed by the Mother Goddess: +1 Martial, +5 Personal Combat
Duelist: +3 Martial, +5 Personal Combat Score

-Tribe 0/10
--Elders: -3/10
--Warriors: 8/10
Prestige: 50.24 (+.12 per turn)
Piety: -0.42 (-.21 per turn)

Gender: Female
Race: Faunus (Grey Feathered Wings)
Religion: Dust Worship


Opinion of Colubra: (0/10)

Diplomacy: 9
Martial: 7
Stewardship: 5
Intrigue: 2
Learning: 12

Fate Points: 1

Personal Combat Score: 7 (8/9)
Weapons:
*Defender, a Shield and Musket: +1 PCS in close combat, +2 PCS at range.

Tribal Influenced Education - Learning: Dutiful Dust Scholar
Clubfooted: -1 Martial, -1 Attraction, -1 Personal Combat Score
Brawny: +1 Diplomacy, +2 Martial, +1 Health, +1 Attraction, +1 Tribal, +1 Personal Combat Score
Grievously Scarred: +.5 Tribal, +.15 Prestige Gain,
Touched By Destiny: Gain +10 to any roll once per turn.
Ugly: -1 Diplomacy, -2 Attraction
Weak: -1 Martial, -1 Health, -5 Fertility, -1 Personal Combat Skill, -1 Attraction, -1 Tribal
Idealist: Gain a Fate Point
Grimm Expert: +10 to actions against the Grimm
Dust Aficionado:+2 Learning
Dust Weaver: +3 Learning, +10 when working with Dust, +2 Relation with Dust Worshippers
Favored By The Elders: +2 Relation with the Elders, Unlikely to take any actions against the Elders' wishes.
Pious: +1 Martial, +1 Learning, -1 Relation with Cynical

-Tribe 8/10
--Elders: 9/10
--Warriors: 3/10
Prestige: 0.38 (+.19 per turn)
Piety: 0.44 (+.22 per turn)

Gender: Male
Race: Faunus (White Feathered Wings)
Religion: Dust Worship


Opinion of Colubra: (6/10)

Diplomacy: 11
Martial: 7
Stewardship: 4
Intrigue: 20
Learning: 5

Personal Combat Score: 6
Weapons:
*Silberstaff: +0 PCS, Insulting to Diamant

Tribal Influenced Education - Intrigue: Intricate Webweaver +1 Diplomacy, +1 Martial, -1 Stewardship, +6 Intrigue
Master Seducer: +1 Diplomacy, +2 Intrigue, +5 Attraction
Coward: -2 Martial, -1 Personal Combat Skill
Cynical: +2 Intrigue, -2 Learning, -2 Relation with Faithful, -2 Relation with Pious
Awakened Aura: +1 Martial, +.5 Health, +1 Aura
Dust Aficionado:+2 Learning
Dust Weaver: +3 Learning, +10 when working with Dust, +2 Relation with Dust Worshippers
Spark of Insight: Chance to gain +20 or -20 to rolls.

Spouse: Colubra
Lovers: Colubra
Children:
Parents:

-Tribe 3/10
--Elders: 1/10
--Warriors: 5/10
Prestige: 0.22 (+.11 per turn)
Piety: -0.38 (-.19 per turn)

Owl Faunus (Feathered Hair)
Known Traits: Pragmatic, Pious
Relation to Colubra: (?/10)
Goat Faunus (Impressive Beard)
Known Traits: Brawny, Wroth
Relation to Colubra: (?/10)
Race: Faunus (Aquatic - Unknown)
Age: 57
Known Traits: Pious, Eldest Elder, Devoted
Suspected Highest Attribute: Learning
Relation to Colubra (?/10)


Known Characters Outside the Schnee Tribe
Suspected Age: 14
Suspected Traits: Experienced Rider, Vengeful, Pragmatic
Suspected Highest Attribute: Martial
Relation to Colubra (2/10)
-Historical Schnee Tribe Actions (-3)
-Helped me break free of the Schloss (+5)
 
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[X] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)

[X] You hail from the frozen lands of Solitas, the former domain of the Kingdom of Atlas. Your earliest memories are huddling around the Dust Crystals which pierce the ground for warmth, and there can be no doubt it is a rewarding, but harsh land.
 
[X] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)

[X] The marshes and swamps of Mistral are your home, and in those dark, dismal places, you find not only unique varieties of Grimm, but also safety.
 
[X] You grew up in the shadow of the Iron Walls of Kuo Kuwama in Menagerie, banished from it's safety in your Grandfather's Father's time. Your people survive in a land where the wildlife is as dangerous as the Grimm, a life of comfort forever out of reach.
[X] Your people are builders, having studied the ways of the Before Times to construct great defenses. While you have yet to find a place to settle, you will turn your newfound home into a great fortress. (Gain Building 2, camps have mobile defenses, your tribe values Endurance and Intelligence.)

are you still running The Torches Rise?
 
We've got some interesting selections going on. Let me just say Knowledge from the Before Times is different from the Before Times tree from previous games.

And I'm still running The Torches Rise, but I have a more generic CK2 itch which needs scratching.
 
[X] You grew up in the shadow of the Iron Walls of Kuo Kuwama in Menagerie, banished from it's safety in your Grandfather's Father's time. Your people survive in a land where the wildlife is as dangerous as the Grimm, a life of comfort forever out of reach.
[X] Your people are builders, having studied the ways of the Before Times to construct great defenses. While you have yet to find a place to settle, you will turn your newfound home into a great fortress. (Gain Building 2, camps have mobile defenses, your tribe values Endurance and Intelligence.)
 
[X] You grew up in the shadow of the Iron Walls of Kuo Kuwama in Menagerie, banished from it's safety in your Grandfather's Father's time. Your people survive in a land where the wildlife is as dangerous as the Grimm, a life of comfort forever out of reach.
[X] Your people are builders, having studied the ways of the Before Times to construct great defenses. While you have yet to find a place to settle, you will turn your newfound home into a great fortress. (Gain Building 2, camps have mobile defenses, your tribe values Endurance and Intelligence.)
 
[X] Your people have many weapons from the Before Times, weapons which spit bullets ten times before an archer can fire his bow once. While less pure than their Before Times fathers, your people know how to make ammunition for your weapons. You, in particular, possess a weapon once held by the Huntsmen of old, a weapon of death to any Grimm. (Gain Weaponry 2, Mecha-shift Weapon, your tribe values Knowledge and Martial Might.)

[X] You hail from the frozen lands of Solitas, the former domain of the Kingdom of Atlas. Your earliest memories are huddling around the Dust Crystals which pierce the ground for warmth, and there can be no doubt it is a rewarding, but harsh land.
 
If there is one thing I love about new quests, it's the fact people make a diverse mix of plans.

To reward this turnout, the options that weren't chosen will be used to generate nearby rival tribes, who can either be allies or enemies.
 
[X] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)

[X] You hail from the frozen lands of Solitas, the former domain of the Kingdom of Atlas. Your earliest memories are huddling around the Dust Crystals which pierce the ground for warmth, and there can be no doubt it is a rewarding, but harsh land.
 
[X] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)

[X] The marshes and swamps of Mistral are your home, and in those dark, dismal places, you find not only unique varieties of Grimm, but also safety.
 
And all of the sudden we have a sea change! This is exciting to watch!
 
[X] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)

[X] The marshes and swamps of Mistral are your home, and in those dark, dismal places, you find not only unique varieties of Grimm, but also safety.
 
[X] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)

[X] You hail from the frozen lands of Solitas, the former domain of the Kingdom of Atlas. Your earliest memories are huddling around the Dust Crystals which pierce the ground for warmth, and there can be no doubt it is a rewarding, but harsh land.
 
Just as I start writing down the unique options for one combination, the location changes! Ho boy, there's absolutely no stagnation here.

The vote will continue for a while yet, until the votes stop coming. This is a promising sight.
 
[X] Your people are not descendants of the Four Kingdoms. Even in the times where the Four stood strong, your ancestors rejected the comfort of the walled cities. They were bandits, people who understood the true cost of freedom. Your people, who have tasted freedom, are warriors who would never let it be taken away. (Less, but stronger warriors, raiding more profitable. Other tribes dislike you. Your tribe values only Strength and those who are not strong die.)

[X] The marshes and swamps of Mistral are your home, and in those dark, dismal places, you find not only unique varieties of Grimm, but also safety.
 
[X] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)

[X] You hail from the frozen lands of Solitas, the former domain of the Kingdom of Atlas. Your earliest memories are huddling around the Dust Crystals which pierce the ground for warmth, and there can be no doubt it is a rewarding, but harsh land.
 
[X] Your people are not warriors, not raiders, nor are they keepers of old knowledge. Your people are farmers, craftsmen, people who work the land to create something better than themselves. Your people have found a land to call their own, and you will never return to wandering. (Tribe is already settled and established in their region, and their military has suffered for it. Your tribe values Stability and Stewardship.)

[X] You grew up in the shadow of the Iron Walls of Kuo Kuwama in Menagerie, banished from it's safety in your Grandfather's Father's time. Your people survive in a land where the wildlife is as dangerous as the Grimm, a life of comfort forever out of reach.

I am a simple man, I see RWBY after the end quest, I join.
 
[X] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)

[X] You hail from the frozen lands of Solitas, the former domain of the Kingdom of Atlas. Your earliest memories are huddling around the Dust Crystals which pierce the ground for warmth, and there can be no doubt it is a rewarding, but harsh land.
 
And that, I believe is that. The starting tribe is one which holds knowledge from the Before Times and places a high significance on the gathering of such knowledge, which resides in the unforgiving land of Solitas. The richness of Dust and the harshness of winter leads to people who are guarded, but respectful, with equal parts generosity and cruelty.

Unique Specializations Unlocked:
Keepers of the Atlas Vaults
Scholars of the Solitary Eye

Next update will be the location and specialty of your tribe. I'll be using the votes which didn't win to create a few nearby rival tribes, so don't expect a quiet first turn.
 
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Inserted tally
Adhoc vote count started by Raiu on May 1, 2018 at 4:17 PM, finished with 20 posts and 14 votes.

  • [X] Your people are keepers of knowledge, the old tales of the Four Kingdoms clear in your cultural memory. In the darkest times, the wisdom of the ancients has given you strength, for he who does not learn from history is doomed to relive it. (Gain Knowledge from the Before Times 1, Culture 1, your tribe values Knowledge and Learning.)
    [X] You hail from the frozen lands of Solitas, the former domain of the Kingdom of Atlas. Your earliest memories are huddling around the Dust Crystals which pierce the ground for warmth, and there can be no doubt it is a rewarding, but harsh land.
    [X] The marshes and swamps of Mistral are your home, and in those dark, dismal places, you find not only unique varieties of Grimm, but also safety.
    [X] You grew up in the shadow of the Iron Walls of Kuo Kuwama in Menagerie, banished from it's safety in your Grandfather's Father's time. Your people survive in a land where the wildlife is as dangerous as the Grimm, a life of comfort forever out of reach.
    [X] Your people are builders, having studied the ways of the Before Times to construct great defenses. While you have yet to find a place to settle, you will turn your newfound home into a great fortress. (Gain Building 2, camps have mobile defenses, your tribe values Endurance and Intelligence.)
    [X] Your people have many weapons from the Before Times, weapons which spit bullets ten times before an archer can fire his bow once. While less pure than their Before Times fathers, your people know how to make ammunition for your weapons. You, in particular, possess a weapon once held by the Huntsmen of old, a weapon of death to any Grimm. (Gain Weaponry 2, Mecha-shift Weapon, your tribe values Knowledge and Martial Might.)
    [X] Your people are not descendants of the Four Kingdoms. Even in the times where the Four stood strong, your ancestors rejected the comfort of the walled cities. They were bandits, people who understood the true cost of freedom. Your people, who have tasted freedom, are warriors who would never let it be taken away. (Less, but stronger warriors, raiding more profitable. Other tribes dislike you. Your tribe values only Strength and those who are not strong die.)
    [X] Your people are not warriors, not raiders, nor are they keepers of old knowledge. Your people are farmers, craftsmen, people who work the land to create something better than themselves. Your people have found a land to call their own, and you will never return to wandering. (Tribe is already settled and established in their region, and their military has suffered for it. Your tribe values Stability and Stewardship.)
 
Here is how it stacks up. Surrounding our tribe in Solitas, there is a powerful tribe of builders in a series of fortified camps, a small but useful village who no longer needs to rely on scavenging to survive, a weak tribe of warriors who is often used as mercenaries by the builders and villagers, and a small bandit tribe who raids EVERYONE. The bandits are small, but they're extremely skilled at raiding, so they are one hell of a threat.
 
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