*starts slamming face on the wall*
I!...HATE!...SEDUCTORS!!!
ugh you don't know if he is lying or not damnit ugh
 
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You're worrying a bit too much Hoshu. These things happen, but you're far from having an heir.

There are no succession laws in the Schnee Tribe. There's no dynastic lines, only populism. If the tribe wants someone to take charge, that someone takes charge. This is why the Rival system is in place, and not a statement of "This is who you'll be when the MC dies." Children are still important, in fact ensuring that your children become the Champion after you is one of the conditions for removing the Rival system and creating the Dynastic system.

So yeah, you may have a daddy issues kid, but it's not that big of a problem. In the mean time, you have a relatively safe person to make into an Advisor, as well as a Rival who has aligned themselves to you. Funny how seduction works out, isn't it?
 
Alright, Character Sheet has been updated for everything going into Turn 2.

I've also updated the Omake Policy clarifying a few things but also adding an automatic reward. The reward I mentioned is a way to get around the Non-Traditional Vote Weight, by spending the reward to remove the .5 weight modifier. This is very much an experiment, so we'll see how it ends up.

Now, from Turn 2 onwards, I'll be trying out the Alternative Vote system. I'll spell out exactly what that means once I have the Turn 2 Decisions up, but hopefully it will make things a bit more competitive.
 
You're worrying a bit too much Hoshu. These things happen, but you're far from having an heir.

There are no succession laws in the Schnee Tribe. There's no dynastic lines, only populism. If the tribe wants someone to take charge, that someone takes charge. This is why the Rival system is in place, and not a statement of "This is who you'll be when the MC dies." Children are still important, in fact ensuring that your children become the Champion after you is one of the conditions for removing the Rival system and creating the Dynastic system.

So yeah, you may have a daddy issues kid, but it's not that big of a problem. In the mean time, you have a relatively safe person to make into an Advisor, as well as a Rival who has aligned themselves to you. Funny how seduction works out, isn't it?
Oh i actually like having Daddy issues heir my Hatred screaming uses CAPS and alot of Exclamation like THIS!!!!!!!!! this is more woohoo type YAY!!!

idk why but thered just something fun about it.
 
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Oh i actually like having Daddy issues heir my Hatred screaming uses CAPS and alot of Exclamation like THIS!!!!!!!!! this is more woohoo type YAY!!!

idk why but thered just something fun about it.

*Here you see a text explanation of an image which does not exist. The image is animated, and shows the author staring at the screen before flicking off the cap of a flask and draining the contents.*

Well, this is going to be an interesting quest.
 
*Here you see a text explanation of an image which does not exist. The image is animated, and shows the author staring at the screen before flicking off the cap of a flask and draining the contents.*

Well, this is going to be an interesting quest.
On one hand i could really make my reactions clearer but on the other hand
 
A Warm Spring, Turn Two Decisions (2-1)
As the last cold winds of early spring are replaced by the warmer breeze of midspring, you find the Schnee Tribe to be in a strong position. Despite the loss of five Warriors and the betrayal of your closest friend, the Schnees are well prepared to last til the end of summer... So long as no one attacks. While food will not be a concern for a few months, gathering the resources to expand your tribe's reach would take some time. Without the demands of farms and stable living, however, you are much more free to take from other tribes.

The Schloss tribe was been well scouted, and while your Warriors would be hard pressed to break the walls of their greater camps, the Haben and Tarenti are tempting targets. The Tarenti in particular are interesting as a way to weaken the Schloss tribe, and though the Elders would balk at the thought of helping humans, perhaps you can spin contacting them as a strike against the Schloss. You will need to thank Ikarus later for giving you such an idea.

This was your view as Champion, but as Colubra, you're finding the company of Ikarus to be much better than loneliness. Charming and, you'll admit, usefully manipulative, his presence is doing much to keep you from crumbling under the pressure. Gaining an ally within the tribe was just a bonus for you. If you can manage to gain an ally outside of the tribe, or at least a useful tool, both you and the tribe would be much safer. There could be no doubt.

After all, you'd much rather face the Grimm amongst friends than potential enemies.



Alternative Voting is in Effect. Select as many plans as you want, if the plan you voted for first does not win, then your votes are transferred to your second choice, and so on. Please vote only with the plan name. (This restriction does not apply to declaring a plan, but it makes the vote tally look cleaner.)

Knowledge of the Before Times 1: Select an action to gain a +10 to the associated roll.

Choose One of Each, and which action Knowledge of the Before Times applies to.


Personal:
  • Family: Even in these dark times, you can always rely on your family as a pillar of support.
  • Spouse: As Champion, your spouse is either your greatest ally or your most dangerous foe. You'd much rather have an ally.
  • Lover: While the Elders may not like people having relationships beyond marriage, they happen anyway. Perhaps spending a bit more time with Ikarus could help you rule better.
  • Marry: In the most dire of circumstances, people hold tight to the last remnants of the old times to give them hope. Marriage is one such remnant. Begins Marriage Event.
  • Attempt to Solve Disputes Peacefully: Even in this difficult times, or perhaps because of such times, your people still have countless quarrels of little import. Perhaps by solving some of those quarrels, you can improve your own Diplomacy.
  • Weapon Training: You born weak, and though you make up for it through leadership, you could always do more. Perhaps by training yourself, you can increase your Martial.
  • Administration Experimentation: The scavengers and builders do their job admirably, but without a leader with a head for practical knowledge, they may miss something important. Perhaps you can increase your capacity for such thought through practice, thereby increasing your Stewardship.
  • Learn From The Scouts: The scouts are masters of subtle arts, of staying hidden from sight as they gather important knowledge for the tribe. You could learn from them, increasing your capacity of Intrigue.
  • Delve Into the Mysteries of Dust: While you never approached Dust with the reverence of the Elders, there are some mysteries which you have yet to fully uncover about the Dust. Perhaps through intense study, you can pierce the veil and increase your Learning.
  • Focus on Leading: You don't have the time to deal with personal matters this month. (Gain 2 Prestige.)
  • Write-In: There is no doubt more you can do for personal matters.
Diplomacy:
  • Start a Feast: Partially an attempt to improve your popularity with your tribesmen, partially to improve the wellbeing of your people, you can open the tribe's store of food and call a feast. The people will enjoy the chance to celebrate, but wouldn't such food be better served in the harsh winter?
  • Contact [Tribe]: The Schnees have not had much contact with nearby tribes, though this has mostly been to avoid attacks from other tribes. Perhaps it is time to talk. Contacting a Human tribe is not Traditional.
  • Challenge [Rival]'s popularity with [Popularity Group]: One of your rivals has become too popular for your liking. Publicly challenging them on issues the tribe cares about can damage their reputation while increasing you own, though it can cut both ways.
  • Befriend [Rival]: There is an old saying from the Before Times: "Keep your friends close and your enemies far away." Perhaps by improving one of your rival's opinion of you, you can turn an enemy into a friend.
  • Focus on Leading: You don't have time for talking. (Gain 2 Prestige)
  • Write-In: There is no doubt more you can do with words.
Martial:
  • Start a Contest: By tradition, young men and women can only become a Warrior by distinguishing themselves in a contest of arms. The Elders are the ones who choose who joins the Warriors, though you do have some say in the choice.
  • Train Warriors: Your Warriors are all able fighters, but even the greatest warriors has to work to ensure they are not surpassed.
  • Develop Military Advances (Write-In the theme for the military research or the name of a discovered technology): There are many stories of great warriors before the Fall, and though your people have fallen from great heights, there is always a way to climb back out.
  • Raid [Target]: It is time to attack one of your nearby tribes, taking from them valuable resources which you can use to help your tribe. (Starts the Raid Event. Can Raid for Food, Resources, Dust, Artifacts, Liberate Slaves or Send A Message.)
  • Prepare For A Massive Raid on [Tribe]: This is it, you've found a target worthy of sending every willing soul to attack. You will destroy the target and gain everything they have or die trying. (Once taken, all Martial actions will be replaced by Keep Preparing, Attack or Cancel The Raid until the attack happens or it is canceled.)
  • Attack the Grimm: The Grimm have come too close to your camp, and their numbers are small enough you are confident you can drive them back. Warriors will die against these monsters, but it is a sacrifice you are willing to make.
  • Duel [Rival]: One of your rivals has become too much of a threat towards you. By risking death in combat, you can ensure your power won't be challenged for a time, perhaps even killing your rival in the process.
  • Focus on Leading: It is a time of peace, and you don't have the time for matters of war.
  • Write-In: There is always more you can do with Warriors and a fair amount of bloodlust.
Stewardship:
  • Entrench the Camp: You have found a good position for the camp, and you do not want to give it up. While it would be harder to pack everything up, you can increase the defensiveness of your camp substantially.
  • Explore The Ruins of Mantle: The Ruins of Mantle are a barely touched treasure trove of artifacts, and they are less Grimm infested than the Ruins of Atlas. If you risk an expedition to the city, you can no doubt find many interesting things hidden in the rubble. (Begins Expedition Event.)
  • Search for Settling Site: Your people have traveled for long enough. It is time to set down roots. Once you have found a good location, you can truly make a stand against the Grimm.
  • Establish Trade With [Tribe]: The Schnees have been isolated for a long time, and you have found those who are willing to trade with you. Perhaps this will lead to greatness for your tribe and their's. Conducting Trade with Humans is not Traditional.
  • Discover Economic Techniques (Write in the theme for the research or a discovered technology): The people of the Before Times had many great technological advancements. Perhaps by searching for the root of their greatness, you can reclaim some of that glory for yourself.
  • Scavenge For Food: Without established farms and the defenses to ensure the Grimm don't taint your fields, your people must either forage for food or steal from other tribes. You'll do the former.
  • Dispatch Logging Parties: After Food and Dust, Wood is the greatest resource for your tribe. Not only does it keep you warm during the harsh winter, it is the primary building material for your tribe. By sending out strong tribesmen to cut down trees, you may be able to gather enough for a great bonfire or two.
  • Focus on Leading: Your people have more than enough resources at the moment. You'll come to this matter later. (Gain 2 Prestige.)
  • Write-In: There is always more which can be done in a barter economy.
Intrigue:
  • Assassinate [Character]: Someone has raised too many questions about your rule, but you can't overtly kill them. Perhaps it's time for them to die in their sleep.
  • Assess [Character]: You need to know more about a certain person, so it is time to have your scouts learn all they can.
  • Seduce [Character]: While you are not particularly skilled in the art of pillow talk, there is someone you would like to have wrapped around your little finger.
  • Spy On [Character]: You know someone is hiding dangerous secrets. By knowing such secrets, you can ensure they won't move against you or be ruined.
  • Scout [Tribe]: You need to know more about one of the neighboring tribes. Send the scouts to learn all they can.
  • Scout the White Castle: The White Castle has never been breached by any tribe, but that means it would contain items of great power. Perhaps if you could find a way to it...
  • Steal Technology From [Tribe]: One of your neighboring tribes no doubt has made some interesting discoveries. Through subtle arts, your scouts can find their knowledge and bring it to your tribe.
  • Damage [Rival] Reputation With [Popularity Type]: One of your rivals has grown too powerful for your taste, but you can't risk publicly confronting them. Perhaps it's time to plant a few rumors.
    Focus on Ruling: Skullduggery was never your thing, and you can put it off for another month. (Gain 2 Prestige.)
  • Write-In: The subtle arts are many and varied. No doubt you can come up with more.
Learning:
  • Pray: You don't believe in the muck about deities and if there is something out there, you'd do better by doing work rather than doing some nonsensical praying.
  • Search for Dust: Atlas is a land known for it's excess of Dust, so there must be veins nearby which have erupted from the ground. If you find such a vein, your people will be able to harvest the Dust.
  • Find Cultural Discoveries (Write-In the theme of the research or the name of a discovered technology): Your people are collectors of the knowledge of the Before Times, but the knowledge now is limited. Perhaps by learning from the remnants of the past, you can recover another precious drop of their wisdom.
  • Weave Dust: The process of turning Dust Crystals into Dust Strands is a long and complicated one, but you are a master of it's working. Dust Strands are easier to work into objects, and the process makes it much easier to activate the Dust by a person who's Aura is dormant. Dust Strands are also easier to implant into someone's body, though it is a dangerous but powerful art. (You can choose to weave the resulting Dust Strands into an object such as a weapon or a selected character as part of this action, or you can save the Dust Strands for later.)
  • Learn from the Elders: The Elders are the oldest and most learned of your tribe, and you could learn much from their tutelage. They will no doubt try to convince you to become more pious, but that is always a risk with the Elders.
  • Conduct Religious Ceremony: There is value in faith as a way of giving people hope, and there are countless religious ceremonies you can conduct for each season. Conducting such can earn you the respect of the Elders, and make you seem more pious.
  • Send Missionaries to [Tribe]: As the wisdom of the ancients says: "Religion is the opium of the masses." While you do not know what this "opium" is, it is easier to control people who share your faith.
  • Write-In: Faith is a strange concept, but there is much more you can do with it.
Free: These actions may be taken at any time and do not cost an action.
  • Decrease the Ration of Food: Your food supplies are running low, and you have not been able to find as much as you hoped. You can stretch out food supplies by ensuring your people are hungry but alive. Obviously, they will not enjoy this.
  • Induct More Warriors: While not traditional, your Warriors have suffered a massive blow. By allowing people to circumvent the contest, you can quickly bring your warband up to speed, though this will displease the Elders. This Option is Not Traditional.
  • Give [Dust Crystal] to [Awakened Warrior]: While your people can make use of Dust without the need for an Awakened Aura, a powerful Aura is required to bring out the full power of Dust. When the chosen warrior uses the crystal, it is consumed completely.
  • Elevate [Rival] to Adviser of [Attribute]: While you are an able ruler, there are limits to what you are able to do alone. While it would give your rivals more power, you can elevate one of them to assist you in ruling.
  • Choose Favored Dust: Everyone who worships Dust has one type which they revere above all others, having an affinity towards it over all others. (Choose One: Nerthus' Fury (Red), Nerthus' Sorrow (Blue), Nerthus' Voice (Yellow), Nerthus' Freedom (Green).)
Special: This Action can only be taken on it's own, as it takes up every action available for the turn.
  • Move The Camp: Things have become too dangerous in the tribe's current location. Though your tribe will be vulnerable to the Grimm and other tribes, you must move if your tribe is to survive. (Begins Move Camp Event)
 
I'd like to add another caveat to the rules which Hoshu is no doubt going to post again.

How you go about something is often as important as what you do. If you make a convincing case in your reasoning for taking a Non-Traditional option, the .5 modifier for that particular option will be removed from your plan. It's a little arbitrary, but the tribe is as much a creature of emotion as it is a fathful community. So spin those words like spin doctors!
 
[X] Plan Wedding Bells
-[X][Personal] Marry
-[X][Diplomacy] Contact [Tarenti]
--[X] Reasoning: The Tarenti are the best tools for striking against the Schloss, and liberating Faunus slaves. The enemy of my enemy is not my friend, but they can be counted upon to strike against the same foe when weakness is exposed.
--[X] Aim to coordinate their own efforts with your Raid.
-[X][Martial] Raid [Schloss](Liberate Slaves)
--[X] Knowledge of the Before Times
-[X][Stewardship] Scavenge For Food
-[X][Intrigue] Assess [Crowe]
-[X][Learning] Conduct Religious Ceremony
--[X] Bless the Raid for morale purposes
-[X][Free] Elevate [Ikarus] to Adviser of [Intrigue]

Going to pivot around fulfilling our Ambition. I suspect Diamante is going to recruit Crowe, but an assessment would tell us what can sway him back.
Overall the answer to the popularity woes is to liberate faunus slaves. If we succeed on that everything's going to compound to buy us breathing room(though we might want to move after the raid, given how big the Schloss are)
 
Only one plan this time, but it's certainly an interesting one. The reasoning is solid, and well worth removing the weight modifier for. One little clarification though, Crowe is not a he, but a she. Everything else is quite solid.

That being said, I'll call the vote in about six hours if there's no upsets.
 
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[X] Plan Wedding Bells

I'd do my own plan but I've got to work on TSF. This seems very solid though.
 
[X]Plan: Starting the Schnee-mobile
-[X]Personal- Marry
-[X]Diplomacy- Contact Winter Warriors
--[X]Try and convince them to help with the raid.
(Does this need a rationalization?)
-[X]Martial- Raid Schloss
-[X]Stewardship- Dispatch Logging Parties
-[X]Intrigue- Scout the White Castle:
--[X]Before Times bonus
-[X]Learning- Conduct Religious Ceremony:
--[X]Bless the raid.
-[X]Free- Elevate Ikarus to Adviser of Intrigue
 
Turn Two Opportunity Interrupt: The Death of Scavengers
Rolls have been completed for the update, but something special happened. Sometimes a failure in one action can present an opportunity to affect another action. These Opportunity Interrupts have unique effects when taken, but you can always choose to not stir the pot.

Scavenge For Food 8 + 9 = 17 (Grimm attack your foraging parties, killing 2 Tribesmen.)

Opportunity Interrupt:

Do you use the death of a few scavengers by the Grimm to inspire your Warriors to greater acts of violence during the raid?

[] Yes
[] No
 
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[X] No

More violence does not necessarily equate to being better fighters. More violence draws the grimm. More violence pisses off the Schloss, and might even drive them to focus their efforts on taking us down. The Schloss, need I remind you, are much more powerful than us.

I know it's tempting, but it's just not worth it to get medieval on their asses.
 
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