[] Nerthus' Fury: Made from Red Dust, the face of a snarling beast with flames curling from it's mouth glares at you. Nerthus' Fury is seen as a Warrior's Dust, but not in the purest sense. The Fury which is spoken of is the Fury of which the wielder swears to protect the tribe from outsiders. It also bears the connotations of the Sun, the gift of Nerthus which brings life. (+? ???, ???)

War, which we are okay at.
Xenophobia which we've proven ourselves at, but also show doubt on.
And Life, which we've yet to bring.

[] Nerthus' Sorrow: Made from Blue Dust, the face of the Shattered Moon shines through, small carved droplets falling from it. Nerthus' Sorrow is the Dust of the Scouts, a reminder for them to be ever vigilant for those who would harm the tribe. It also represents the oceans of Remnant, which hold both great bounties, but also great terrors. (+? ???, ???)

Vigilance, riches and terrors huh?
Not our particular area of focus.

[] Nerthus' Harshness: Where the other necklaces have been made into devotional icons, this Brown Dust crystal was Woven to resemble a mountain. Nerthus' Harshness is the Dust of Remnant, representing the harsh land the tribe calls their home. It also represents the Schnee tribe itself, a hardy people who have withstood many hardships. (+? ???, ???)

Steadfast nationalism? Tenacity? We're weak here though. As in physically weak.

[] Nerthus' Howling: Carved from Green Dust, the icon resembles a thick coin with holes of varying size carved through. When air is blown through, various musical notes can be heard, depending on which holes are covered. Nerthus' Howling is the Dust of speech, favored by those who find words to be more powerful than blades. Obviously, it also represents the wind, both in the cold wind of winter and the warm winds of summer. (+? ???, ???)

Diplomacy, not our best skill, but not our worst either. Seems to symbolize an intent to reach out and mediate?

[] Nerthus' Temper: This Light Blue icon depicts a torch being snuffed out in water, a common symbol for patience and rationality in the tribe. However, like the steam the Dust can produce, it also represents an explosion of action when needed, or when the line in the snow has been crossed. The Dust itself is rather rare, as it has only been found in the ruins of the Old World. (+? ???, +? ???, ????)

Patience but action. Sort of suits?

[] Nerthus' Blood: This Yellow icon has been carved into a wounded heart, with lightning raining down from the wound. Where Nerthus' Temper depicts restrained action, Nerthus' Blood represents constant, unceasing action and determination. Like the thunderous bolts the Dust brings, Nerthus' Blood is the Dust of action, of an active life spent in service to the tribe. (+? ???, +? ???, ????)

Definitely not a good match to us.

[] Nerthus' Bounty: The Grey Dust of this icon have been carved into a litter of wolf pups drinking from their mother. Compared to the other Dusts, Nerthus' Bounty is focused upon one's family, rather than the tribe. This is because of Grey Dust's status as a Dust with no use in combat, serving both as a healer and a nurturer. As such, many who see themselves as the pillars of the tribe, the ones who Scavenge or Build, hold true to Nerthus' Bounty. It is a rare Dust, found not only in ruins, but underneath massive trees and verdant fields. (+? ???, +? ???, ???)

Family and nurturing. A good symbol, but in our present circumstances it seems...odd a pick?

[] Nerthus' Sight: Where all other Dust Icons bear signs of being Woven in some way, this Cyan Dust crystal has clearly been carved into the shape of an eye. Nerthus' Sight is an exceptionally rare Dust, found only in the ruins of the Old World. Some of the Scouts have claimed devotion to the Cyan Dust, using their faith to fuel their vigilance, as well as their swiftness in delivering their reports. Some would call this paranoia, but is it really paranoia when there are monsters outside the wall? (+? ???, +? ???, ???)

Intrigue?
It might be our best skill, but do we want to advertise that?


[] Nerthus' Corpse: Made from Black Dust, the icon depicts the Mother Goddess, a woman with countless animal traits, carved into four pieces. By an unspoken Tribal law, none can own even a fleck of Black Dust, for doing so is seen as claiming ownership of all Dust. However, as an Elder offered such a prize, perhaps it is a sign of honoring all Dust. This is truly something unique. (+? ???, +? ???, ???)

Four Maidens. All Or Nothing. High risk gambit of declaring supremacy?


[X] Nerthus' Howling: Carved from Green Dust, the icon resembles a thick coin with holes of varying size carved through. When air is blown through, various musical notes can be heard, depending on which holes are covered. Nerthus' Howling is the Dust of speech, favored by those who find words to be more powerful than blades. Obviously, it also represents the wind, both in the cold wind of winter and the warm winds of summer. (+? ???, ???)

I'm inclined to send a message to our rivals that we're not unreasonable. Better to engage politically than to gamble the tribe on supremacy.
 
[X] Nerthus' Corpse: Made from Black Dust, the icon depicts the Mother Goddess, a woman with countless animal traits, carved into four pieces. By an unspoken Tribal law, none can own even a fleck of Black Dust, for doing so is seen as claiming ownership of all Dust. However, as an Elder offered such a prize, perhaps it is a sign of honoring all Dust. This is truly something unique. (+? ???, +? ???, ???)
 
Perhaps we should explain to the Freebeasts how the Elders have neutered their decision-making power, and continue tending to their needs as a subset of the Tribesmen. That way if we need a few hardy souls to carry out a coup or something we'll have a loyal group at our beck and call. Liberating more slaves to add to this loyal subset of the tribe should be a priority so we can tip the demographics in our favor.

As for the Elder's gift, I think Nerthus' Corpse will leave us hooped no matter what we do. Choose it and we're branded heretics by the Elders when we're on thin ice to start with. Don't choose it and they'll give it to Diamant publicly and declare it a sign of the Mother Goddess' favor. I vote for either Nerthus' Harshness (as a display of loyalty to the tribe and our homeland in spite of whatever changes we might make) or Nerthus' Temper ("Hey guys, maybe we should talk this out first instead of our usual method of shouting 'HUMANS AAARGH' and then killing everyone").

Also, Merry Christmas everyone!
 
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[X] Nerthus' Howling: Carved from Green Dust, the icon resembles a thick coin with holes of varying size carved through. When air is blown through, various musical notes can be heard, depending on which holes are covered. Nerthus' Howling is the Dust of speech, favored by those who find words to be more powerful than blades. Obviously, it also represents the wind, both in the cold wind of winter and the warm winds of summer. (+? ???, ???)
 
Well, now that we have a few votes in and the holiday rush has ended, by this time tomorrow the vote will be ended. I'm going to be a little ambitious here. The end of the Turn 2 Event and the rumor mill will come before the start of the new year, meaning we'll be starting 2019 off with Turn 3.
 
[X] Nerthus' Corpse: Made from Black Dust, the icon depicts the Mother Goddess, a woman with countless animal traits, carved into four pieces. By an unspoken Tribal law, none can own even a fleck of Black Dust, for doing so is seen as claiming ownership of all Dust. However, as an Elder offered such a prize, perhaps it is a sign of honoring all Dust. This is truly something unique. (+? ???, +? ???, ???)

My curiosity demands it.
 
Well then, it appears we'll be taking Nerthus' Corpse as our favored Dust.
 
An Elder's Lesson (2-8, Event End)
You spent some time considering your options, quickly narrowing down to just two. A primary Dust represented nature, but Nerthus' Howling was the Dust of speech. If you embraced the Green, you could send a message to the tribe, showing your willingness to talk. While it could possibly be used to discredit you as overly diplomatic, Bubo was clear on the power of word and deed.

However, your eyes were drawn to the Black icon, placed to the side as if to place it out of mind. Nerthus' Corpse was a rare gift, something which no one else in the tribe could claim as their own. 'No,' You thought, 'don't think of it as claiming. That's an actual taboo, instead... Accepting. It's a gift from the Elders, and though I'm opposed to them, the rest of the tribe would more readily accept a gift than a claiming.'

You hesitated for a moment, mulling the choices over in your mind. The Howling was a safe choice, a common one, one which would be accepted easily by the tribe. The Corpse, however, was new. In your studies, you had found not one mention of a tribesmen claiming devotion to the Black, a taboo on nigh blasphemy. Would your choice even be accepted, or would you ruin your relationship with the Elders even more?

In the end, you chose to accept the risk. You gestured towards the Black icon with an open palm, trying to convey your views. This was not a claiming, but a gift. Semantics, yes, but with the Elders, semantics were deathly important.

Natalius frowned, "I knew you could not resist such a prize." Already, you could see he misinterpreted your action. "I had hoped someone of your education would realize the taboo of claiming the Mother Goddess' corpse, but I was wrong." His hand moved to the linen-

Only for your hand to cover his own. You needed to salvage this right now. You opened your mouth.

"..." Once more your voice failed you. Fate was screwing you over, and it was ruining your one chance to fix this. Your frustration bubbled into your thoughts. 'Come on, damn you! Work!'

"Champion, please let go of my arm." Natalius said, civility keeping him from outright commanding. You were skirting some serious tribal law, as violence against against an Elder was one of the few capital offenses. If you could just made this work...

'Come on...' You tried once more, receiving nothing but another strained gasp. You could see Natalius' annoyance grow, and you knew he wouldn't have the patience for anything other than your voice. In short, this sucked.

"Colubra." Natalius said once more, his tone switching from politeness to a demand. "Let go of my arm." You felt his hand start to clench, the contact dragging on for far too long. You were running out of time, and getting desperate.

'So I can't speak, I don't have the time to write, and if he wanted to, he could easily break my grip. I can't keep him here, and if I can't, I'm screwed. Angelus already threatens me, and if the Elders throw their weight fully against me, I'm at that zealot's mercy.' You ground your teeth as you thought, 'What the fuck can I even do?'

A desperate idea came to you, and you knew it was nothing more than a drowning man grasping at straw. Still, it was better than nothing. 'Fuck it. Nerthus, I know you're a corpse, but if you're actually there, help me out. Please.'

His patience fully drained, you saw Natalius' eyes shimmer strangely and his voice take on a strange quality. "Colubra, release-"


39 + 11 (personal Diplomacy) = 50 vs 50
Success

"I'm not claiming it." Your voice, small, wheezy and painful, managed to escape your mouth. "I'm accepting a path offered to me by the highest religious authority in the tribe, and a close friend of my late teacher. I intend to honor all Dust, not just one."

Silence dominated the hut for a long moment, before Natalius pursed his lips and nodded. The shimmering colors of his eyes were gone now, just a trick of the light. "You skirt blasphemy rather well, Champion. While unusual, your logic is quite sound. I did promise a lesson of your choice, and so I shall provide one as I consider your words. Now please, let go of my hand."

Granted a reprieve, you barely contained a sigh as you released his wrist and settled back down on your pile of furs. "Please." You answered, letting him take control of the flow once more. For his part, Natalius firmly planted himself on the stool, eyes closed as he composed the lesson.

"Faith and history are closely entwined for the Schnee tribe, and Nerthus' Corpse is woven into the very founding of our tribe. Allow me a moment to speak our oldest tale, that of Hama and his Host, though a bit differently than the one told to children.

"In the dying days of the Kingdom of Atlas, there lived a young Huntsman by the name of Abend. Red of hair and fiery of temper, he was a promising warrior from even the earliest days of his training. Many Grimm fell to his blade, Wudga, even as Atlas fell to corruption and decay. In any other land, Abend would have become a shield against the Grimm, a pillar supporting a great nation.

"In the lands of Atlas, however, the vileness of Humanity seeped into even their greatest defenders. For every great achievement Abend forced his leaders to acknowledge, the jealousy and hatred of his peers grew. 'How dare a animal attempt to overshadow a Human,' they said. 'The beast does not know his place.'

As the years passed, the Humans' animosity towards Abend grew into a true hatred. They searched for a chance to be rid of the Faunus Huntsman, and they found such a chance in a great tragedy. For reasons lost to time, the distant and sand filled lands of Vacuo attacked Atlas, throwing the world into chaos. The Last War, which drew in every Kingdom on Remnant, even the distant homeland of our people, killed the Kingdom of Atlas. And as Atlas burned, the Human Huntsmen struck.

"Knowing they could not strike down Abend honorably, his four greatest enemies joined forces and ambushed the Faunus Huntsman. The battle raged from midday to midnight, and at the end, four Humans laid dead at the cost of Abend's arm. This was the act which revealed the extent of Humanity's hatred for our kind, and finally drove Abend to break free.

"Abend gathered other great warriors to him, gathering friends and their families for a great exodus from Atlas' heart. At the gates of Atlas, Abend abandoned his birth name, instead choosing the name which entered legend: Hama."

Natalius paused to shift on the chair, which caused you some annoyance. You knew the legend well, learned it personally from Bubo, and yet the Elder of Elders was taking his sweet time. You knew what came after this: 'Hama and his Host left the Kingdom of Atlas, taking refuge in the forests as they drew others to them.'

Natalius read the look on your face and shook his head. "Yes, Hama and his Host did leave the Kingdom of Atlas, but in truth they did not hide in the forests of Solitas. At least, not yet. Instead they made way to Titan, in what is now known as the Burned Land. The city was known as a haven for our people in the last days of the Old World, but Hama never reached the city. Two days away from Titan, four lights descended upon the Burned Lands, the four pieces of Nerthus' flesh hurled to the ground in Ingwaz's fury. A great light engulfed the Burned Lands, turning everything within into a blighted wasteland.

"As the dust settled on the Burning Lands, Hama went forth with a band of his most trusted companions to search for survivors. What he found within is unknown even to us Elders, but we do know he returned with a Black Dust crystal and a divine mission. Hama and his Host formed the foundation of both our tribe and faith, gathering Faunus with which to strike back against Humanity."

Natalius looked directly at you, his eyes especially piercing. "The Black Dust crystal Hama found in the Burned Lands became his emblem, and this is the second reason why claiming such is taboo. There has been no Champion since Hama who is worthy of being called his equal. Bubo believed either you or Diamant would be the first. I, however, have my doubts."

You opened your mouth once more, but Natalius cut you off. "However, I am a fair man. As Elder of Elders, I charge you with the stewardship of the icon. You may follow the path of honoring all Dust, but if someone worthy of being Hama's successor reveals themselves, give the icon to them and find a new path. Do not display it unless you have proved you are Hama's true successor."

While the gift was an order, you had achieved your goal. You nodded, and the Black Dust icon was placed in your hand. You had your prize, even if it was not a gift but rather a charge.

Oh well, you'll deal with it.

Black Dust chosen as Favored Dust. +3 Learning, Destiny Touched (+1 Fate Point)

"What happened to Hama's crystal?" You asked, making the most of your ability to speak. Natalius' expression grew cloudy in response.

"It, and Hama's Wudga were taken from the tribe when I was but a boy. I do not remember who had taken it, but it has been a stain upon our tribe's honor for three generations." He reached down, rolling up the linen rug once more and stood. "With this, I bid you a good night, Champion. May your leadership prove my generosity was not misplaced."
 
Black Dust chosen as Favored Dust. +3 Learning, Destiny Touched (+1 Fate Point)

"What happened to Hama's crystal?" You asked, making the most of your ability to speak. Natalius' expression grew cloudy in response.

"It, and Hama's Wudga were taken from the tribe when I was but a boy. I do not remember who had taken it, but it has been a stain upon our tribe's honor for three generations." He reached down, rolling up the linen rug once more and stood. "With this, I bid you a good night, Champion. May your leadership prove my generosity was not misplaced."

Well now we have a quest to prove our worthiness. Relcaim Hama's Black Crystal and Wudga. Also I'm calling BS on them not knowing. They lost their greatest artifacts and they don't remember who took them? Its probably part of the test.

Also nice we got fate point.
 
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And Character Sheet should be completely current now. I hope you all enjoyed my little experiment with a quicker release time. Rumor mill will be popping up in the next few hours, unless something strange happens.
 
The Close to a Bloody Month, Turn Two Rumor Mill (2-9)
For most of the tribe, midspring was filled with welcoming the newcomers to the tribe, celebrating a audacious strike against the greatest enemy, and the day to day miracles of life. For you, however, midspring was a time to be very paranoid. While you had secured a possible (if not friend, then) ally in the Tarenti tribe, Angelus' rise was a cause for no small degree of concern. For the first time in your Championship, you were threatened, and how you would deal with the next month was going to be key.

But for now, there were other matters to concern yourself with. Three tribesmen came of age this month, as did a Freebeast. While there were significant losses in the raid, your own actions turned a loss into a solid gain. While a contest to recruit more Warriors is more than possible now, this was not a great loss.

With this done, you turned your attention to reports of the other tribes.

Your scouts report the Schloss are in disarray after the night raid upon their military camp, as to be expected. However, they also reported the Schloss massing Warriors in their camps. While they don't know where the Schnee tribe is, they are thirsting for revenge. Perhaps now would be a good time to lay low.

For the Bauernhofs, midspring has been a time of change, not wanted for a community which values stability. A rival had grown powerful enough to challenge the rule of the Farm Lord, Leben, and the political struggle has ground the farms to a halt. As of yet, the situation is stable, but with the rocking of the political boat you caused, this can quickly change.

The Tier bandits has been busy this month. A combination of diplomacy with the Gathering of Winter Warriors and raids outside the Mantle Highlands had lead to the bandit tribe becoming much stronger. While still weaker than the Schnee is terms of numbers, they are becoming a force to be wary of. Perhaps extending a hand of friendship would be a good course to take.

The Kriegers, as always, have been characteristically isolationist, but your scouts report Krieger scouts searching for other tribes. While they have not stumbled upon the Schnees yet, this could be a danger in the near future.

You received interesting news of the Zuruck Fords. It seems two of their expeditions safely returned from the Ruins of Mantle, the third stumbled upon a cache of Old War weaponry. While they were attacked by Grimm in the ruins, they managed to return safely with their powerful prize.

With the Tiers siphoning away the majority of their tribe, the Gathering of Winter Warriors have been reduced to a bare twenty. At this point, they hardly count as a tribe, but rather a small clan. No doubt by the end of the next month, they will either be devoured by the Grimm or absorbed by another tribe.

Finally, the Tarenti have made good on their freedom from the Schloss and taken to the wind. While your scouts were able to find signs of their passage, their new campsite has been well hidden. If nothing else, you know the way to contact them, so no doubt they are still nearby.

And so, midspring came to an end, as well as the second month of your rule. You struck a telling blow for the Schnee tribe, one which will no doubt have repercussions going forwards. Now the problem would be holding onto your Championship.
 
And now, I can enjoy New Year's with a jump in my step. Here's looking forward to 2019.
 
Your scouts report the Schloss are in disarray after the night raid upon their military camp, as to be expected. However, they also reported the Schloss massing Warriors in their camps. While they don't know where the Schnee tribe is, they are thirsting for revenge. Perhaps now would be a good time to lay low.
Expected. Hide or fortify? Thinking hide.
Maybe even move.
You received interesting news of the Zuruck Fords. It seems two of their expeditions safely returned from the Ruins of Mantle, the third stumbled upon a cache of Old War weaponry. While they were attacked by Grimm in the ruins, they managed to return safely with their powerful prize.
Good for them, but that's going to change the balance of power. Can't remember what they liked/disliked though.
 
Can't remember what they liked/disliked though.

Likes: Technology, Toasters

Dislikes: "No, you can't replace your dong with a toaster."

The Zuruck Fords enjoy a neutral relation which can roughly be summed up as "This guys are completely nuts, but they're my dealer and I need my fix." Basically a mix of the Swiss (neutral power with exceptional economic power) and a comedic version of Venetians (sell anything to anyone), which means it's just yet another thing to trade/raid for. This, and their propensity for using weapons which may or may not violently detonate when used, has lead to most tribes just leaving the crazy cultists alone.

Oh, and they operate on a barter system. Resources for Old World artifacts, their prices go, no haggling because techno-barbarians.

Yeah, they're more than a little weird, but that's what happens when your entire religion revolves around finding stuff from the Old World. And then adding it to your body if possible.
 
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Spring's First End, Turn Three Decisions (3-1)
The days grew warmer, and the furs worn for most of the year have been stored in favor for lighter cloths. Spring is ending, and the heralds of the warm months approach. Finally, the last vestiges of Winter have been banished, leaving nothing but good weather. For many, this the time find resources for the rest of the year, or to trade with other tribes.

For you, however, it is a dangerous time. Angelus, the Shield of the Elders, has become your greatest threat within the tribe. Her hold on the people after her stunt during the raid rivals your own, and with her support from the Elders, she could throw the tribe into chaos. Worse, the Schloss are going on the war path while the Kriegers seem ready to swoop in to steal your people's freedom. With no friends and many enemies, the position of both you and the tribe has become precarious. One misstep and everything would fall apart.

For the sake of the tribe, and the life within you, you can't let that happen.

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.

All actions are assumed to be Challenging if not marked, but you can choose to Up The Ante on most any action by adding UTA ([Insert Higher Difficulty]) at the end of the action. This increases the difficulty of the roll, however, it also increases the rewards.


Ambition: Choose One
  • Become A Paragon of Virtue.
  • Have your Name Remembered Proudly.
  • Improve Stewardship.
  • Become The Strongest Tribe in the Mantle Highlands. (This Ambition cannot be canceled.)
  • Strengthen Religion.
  • Find a Great Artifact.
  • Claim The White Castle. (This Ambition cannot be canceled.)
Personal: Choose One
  • 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.
  • 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 improve your health and Martial prowess.
  • 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, staying hidden from sight as they gather important knowledge for the tribe. You could learn from them, increasing your capacity for 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: Choose One
  • Start a Feast: Partially an attempt to improve your popularity with your tribesmen, partially to improve the well being 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. Write-In what the message is for the contact.
  • Contact the Tarenti: Having helped the Tarenti find their freedom, you've developed a nascent alliance. In addition, since the tribe has somewhat accepted them as converts, doing so is merely unorthodox. Write-In what the message is for the contact.
  • 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: Choose One
  • 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 end.
  • 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): 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.
Old War Weapons (Heroic), Tactics, Defense, Professionalism, Training.
  • Study Schloss Prototype Crossbows: A strange weapon stolen from the Schloss, these strange bows use a bar of bronze rather than a length of wood in order to propel a small arrow with great force. While fragile, they are exceptionally interesting. (Fragile.)
    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, Send A Message or Write-In.)
  • 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: Choose One
  • 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.
  • Construct Building (Select Building): While you can't match the ability of the Schloss, the Schnee builders are good at their craft. While it does take a goodly amount of wood, your tribe can only grow stronger. (No resource requirements met.)
  • Construct New Camp: The Schnee camp has gotten crowded recently, or you have found a resource ready for the taking. Send out the builders and settlers. The Tribe is ready to grow. (Select which Camp type. No resource requirements met.)
  • Bonfire Ash Concrete: At the center of the Schnee camp, there usually is a bonfire used for communal cooking and religious ceremonies. As it stands, the flames are not hot enough to create the white ash needed. However, if you increase the heat with more wood, you would have a source of Ash Concrete. (Enlarges communial bonfire, making it produce .5 Ash Concrete for the cost of 1 Wood every turn, other unknown effects.)
  • 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.
  • Search for new Camp Location: Life as a tribe is one punctuated by frequent moves, and some Champions prefer to leave it all up to chance for their new home. However, perhaps a bit of preparation would be good.
  • 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 own. Conducting Trade with Humans is not Traditional, except with the Zuruck Fords.
  • Discover Economic Techniques (Write in the theme for the research or Discovered Tech): 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.
Hunting, Logging, Artifacts (Difficult), Scavenging, Trade.
  • 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 Good 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.
  • Improve Ash Concrete Efficiency: The current production rate for Ash Concrete leaves much to be desired, and much of this comes from the open flames used. Perhaps enclosing the flames would lead to a more usable ash. (Requires Ash Concrete production) (Difficult)
  • Focus on Leading: Your people have enough food as is, this can wait. (Gain 2 Prestige.)
  • Write-In: There is always more which can be done with Food in a barter economy.
Intrigue: Choose Two.
  • 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.
  • Disguise Walls: The Schloss' walls were nothing more than wood walls covered with a layer of ash concrete. While this did not improve the hardiness of their walls, it served as an excellent psychological weapon. If others saw a sheer wall of white, no doubt they would also hesitate. In addition, the tribe will no doubt feel safer behind such a sight. (Require 10 Ash Concrete at Wall Level 1, 20 at Wall Level 2, 40 at Wall Level 3 and so on.)
  • Disguise Buildings: Just like the walls, you are sure you can do the same to buildings. While less likely to ward off raids, no doubt it would serve as a good distraction if any managed to breech the wall. In addition, it would look rather nice. Hmm, it also gives you some ideas. (Requires 5 Ash Concrete for every Building Level. Write-In which building.)
  • Trap Building (Suggested by Ikarus): After conferring with your husband, you can turn a Disguised Building into a Trapped Building sure to add to the dead on any Raiders which breaches the walls. Curiosity brutally slaughtered the feline, after all. All you need to do it make sure the traps are only active when you want them to be. (Requires Disguised Building.)
  • 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: Choose One
  • 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. Still, there's always the chance something is out there.
  • 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 discovered Tech): 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.
Faith, Prestige, Honor, Dust.
  • 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 the tribe's faith.
  • Search for Bubo's Secret: Elder Bubo, your late teacher, could weave Dust in such a way that even a person without an Awakened Aura could use. There must be a secret to his work,
  • Develop Mystic Technique: Your Coins have been a valuable asset to you, but you can't help but feel they have a much greater significance than just a yes or no answer. Perhaps this warrants some investigation.
  • Establish Holy Site (Write-In where): As Champion, you technically can direct the tribe's faith to one location, entering it into the tribal cannon as a place of great power. It is not a fast process, but thankfully it is hands off. Unfortunately, the tribe has to agree it is worthy of worship, a daunting prospect.
  • Focus on Leading: You don't have time for matters of faith. (+2 Prestige)
  • 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 obvious 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. This completely consumes the crystal.
  • Elevate [Rival] to Advisor 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.
Variable: These actions can be taken by multiple attributes, taking up an action assigned to said Attribute.
  • Fortify Structure (Martial, Stewardship, Intrigue): Ash concrete, while heavier than wood, is far stronger and impossible to burn. Fortifying an existing tribal building by replacing the wood with ash concrete would make said building much harder to destroy. (Write-In building name to replace Wood with Ash Concrete, with as much Ash Concrete going in as Wood removed.)
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. (-10 to this roll for every time you Entrenched. Can either stay in the region or flee to another. Moving regions is much more dangerous, but sometimes necessary.)
 
Happy Revolution_Around_A_Giant_Ball_Of_Fire Day. This last few days have been an experiment on how quickly I can put out the updates. Expect a slightly faster update schedule from now on, depending on the titan called Real Life.
 
[X] Plan Preparing To Evade Consequences
-[X] Ambition: Have your Name Remembered Proudly
-[X] Personal: Spouse
-[X] Diplomacy: Challenge Angelus's popularity with Tribesmen. +10
-[X] Martial: Study Schloss Prototype Crossbows
-[X] Stewardship: Search for new Camp Location
-[X] Intrigue: Spy on Angelus
-[X] Intrigue: Spy on Diamant
-[X] Learning: Search for Bubo's Secret
 
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A primer on Election Turns
Just a reminder to everyone, but Angelus's popularity with the Tribe equals your own, while with the Elders it far exceeds. While your popularity with the Warriors is far higher, she is still able to challenge your rule as Champion due to having two out of three at or above your own, which will turn Turn 4 into an Election Turn. Angelus triggering the Election only happens during the rival action phase, so use your turn wisely.

The Election Turn, if trigger, has a slightly different format than every other turn thus far. It's much more short term, with two Decision Phases divided by a Rival Action phase, and ended with a second Rival Action phase. You'll be able to sacrifice actions in order to gain Election Progress, or choose to carry out actions as normal in exchange for no growth or even loss in Election Progress. In the Rival Phases, you'll see things like endorsements and coalitions form, and who knows, another Rival may throw themselves into the mix to muddy the waters.

It should also be noted that moving a camp can only be triggered at the first decision phase, and takes up all action slots for that phase. It's quite possible to move camps, but it's a trade off since you'll be missing out on actions, reducing the advantage you have as the incumbent severely.

At the end of the second Rival Action phase there will be an End Step, where both the Main Character and any Challengers (Rivals who are using the Election to try and take control) have their Election Progress tallied up, and each side will have one last chance to establish dominance. If the Main Character's Election Progress is higher, then they remain as the Champion. If a Challenger's Election Progress is higher, then they become the Champion and Main Character, with the previous Main Character becoming a Rival. This changes the storyline as well as character specific actions.

Regardless of who wins, the winner has a season (3 turns) before a Rival can call for an Election.

In short, Election Turns are a lot of mini-updates rather than a few larger updates, and some Rival Actions, especially Coalitions, can span over two or three mini-updates. It's a chaotic time, but an important one.
 
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Phew, well that turned from a reminder on Angelus' popularity to a short explanation on Election mechanics. Hopefully it shines a bit of light onto how this quest differs from normal CK2 quests.
 
[X]Plan: Avoiding the election.
-[X]Ambition: Improve Stewardship.
-[X]Personal: Spouse.
-[X]Diplomacy: Challenge Angelus's popularity with Tribesmen. +10
-[X]Martial: Study Schloss Prototype Crossbows.
-[X]Stewardship: Dispatch Logging Parties. UTA Difficult
-[X]Intrigue: Assess Vulpina.
-[X]Intrigue: Assess Ebon.
-[X]Learning: Search for Dust.
-[X]Free: Induct More Warriors.

Crowe and the zealots got killed a lot of people we wanted alive and destroyed caches of dust and tech in the process. It shouldn't be too hard to paint her actions as putting her own agenda before the good of the tribe.

Also what are the difficulty levels for actions?
 
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Also what are the difficulty levels for actions?

The Difficulty levels can be found in the "Changes with A Flame From Cold Ash additions" Informational threadmark under Difficulty Tweaks, but I'll copy them here.

Difficulty Tweaks: Where before the difficulty of tests have been vague and hidden, now each test has a rating associated with it which determines the target number. These ratings are Easy (30), Challenging (50), Difficult (70), Hard (90), Heroic (100), and Mythic (100+). These ratings can only been seen by those with high stats of the associated action, or by having Advisors worthy of trust. In some cases, these ratings can be increased by one step at will by the readers to increase the rewards for the test, though it can make failure more dire.

All actions are assumed to be Challenging if not otherwise marked.
 
Two plans with one vote each, and each approaching the problems of the tribe differently. One is focused on the threats both within and without the tribe, preparing to move at the first sign of danger. The other, conversely, prepares for the upcoming crisis by finding allies and quickly recruiting more Warriors.

Both plans have merits, and it will be interesting to see if either plan claims dominance or a dark horse sweeps in to victory.

Now, just so I can pad this out a little more, my Proofreaders each have 3, let's call them Bennies, which can be used to remove weight modifiers on plans, if they choose to do so. I won't be handing those out to proofreaders, but they're an automatic part of Omake rewards. And with that, I think I typed enough to trigger the alert.
 
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