Tribes Of Tapeki: Stories hold power, also its a riot quest

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Trigger Warning: Expect the worst just incase
Welcome to a world much similar to ours during the primitive age
Control the various tribes wandering the lands and have them develop cultures and stories, war with eachother, develop in full civilizations
Then watch as the stories they tell spring to life, bringing wonders and terrors aplenty

How will YOU shape Tapeki?
Once Upon A Time....
The Aurochs graze in the steppe as Horses prance
The wind blows past the rocky surface of the mesa, sending waves of dust through the air
The seas are as turbulent and mysterious as ever, the deep blue place from which life crawled from
The Tribes gather around the campfire, telling stories to eachother about all kinds of wonderful little ideas, and sometimes, light contracts like a tensing muscle, the fire dances along like its excited, the wind stops as if holding its breath...

And the myth becomes truth
A fairy dances on moonlight
A demon rests in the fire
A god releases the breeze from it's lungs

Welcome to Tapeki

Da Rules
Each of you will create single Tribe and control them via Actions, then I'll roll a D100 to determine results with modifiers based off the circumstances, but this will require some explaining

Tribes
Groups of humans who you'll control, you can only make one, the culture you'll have to flesh out as you play, but you don't exclusively control a single Tribe, you all control the tribes together, thus if one person quits the quest the Tribe they made can still continue to be active

Actions & Phases
There 2 phases, Plans and Results, during Plans you can give a single Tribe of your choice a single action, limited to anything that makes sense with the chosen Tribe, you can't control individuals aligned with another Tribe if you're controlling a different one, and you can't make a Tribe or any of its assets perform an out of character action or something outside of their capabilities, also write-ins are subject to rewrite or veto for same reasons above, just incase someone didn't read this part, or just wrote something very gross
(Fyi, living stories you make are not automatically part of a Tribe unless otherwise stated)
If the success of an action is uncertain, I do the D100 thing, get above 50 and you succeed, with modifiers based off circumstances, if it's against another Tribe, both roll, highest wins, modifiers work the same
Voting for the exact same Actions will give it a + 10 to its roll
After that I describe the Result in the Results phase
P.S. don't try to sabotage others by writing bad actions for Tribes you don't like, I will declare you an honourless dog

Living Stories
As you make the Tribes do stuff, they'll form cultures, religions, and stories (Well, I'll write them based off your actions whether intentional or not), with sincerity the universe itself may take inspiration from these stories and make them come to life, so you simply can't just have the folks of your Tribe yell you rule the world over and over, expecting it to come true if they don't tell it in a genuinely emotional manner, and even if you somehow succeed it might not even come out how you want it, maybe it'll just create something that looks like you and lives in a castle at the "Centre" of the world
Living Stories are also not absolute in power, multiple Living Stories of an absolute only god could exist at the same time, not contradicting eachother's existence, but they'll generally manifest more easily in spots where the culture that made them permeates the land, there are occasionally exceptions, some stories might like to travel
Just know that trying to control the magic of Living Stories will most likely backfire, I recommend being clever with magic-based schemes, and also making sure your people are emotionally invested in something before relying on it for said magic schemes
Sincerity always helps

Also don't make your Tribes yet, give me a moment
 
Tapeki
The land where stories come to life

The Dreaming Ones
- A common adornment of theirs is tattoos, wide and vast pictographs stabbed into the skin, signifying accomplishments
- They're quite good at lucid dreaming, not much of a skill but many members of the tribe can remember what they dreamt of last week
- Terrible upper body strength, they will not do good during arm wrestling
- Questioning current knowledge and trying to discover secret knowledge is seen as an admirable trait by them
- Violence against kith or kin is considered shameful by
- Deep sleep is where they feel most comfortable
- Their main fear is getting hit by something in general
- Believe Oleander to be a source and sign of physical, mental, and spiritual sickness
- Have a couple members of their tribe who are Dream-Wanderers, who can visit the unconscious mindscapes of others via lucid dreaming and with some luck navigating the surreal secret pathways, some have apprentices (Who have a REALLY hard time learning)
- Believe in a tent in the Dream Realm where its very safe

Whiteram Tribe
- Members of this tribe use small trinkets made of sheep bones, in these trinkets they carve important accomplishments that they have done, the current leader of the tribe is given the skull of the strongest/biggest Mouflon of the generation to wear as a mask
- Great at domesticating/herding Mouflons (Basically wild ancient sheep)
- Have night blindness AKA Nyctalopia
- See achieving great feats as a admirable thing to do with ones time
- Sloth and stagnancy of self is greatly despised by them
- Comfortable in the cold open air of the mountains
- They have a fear of caves and tight spaces AKA they got Claustrophobia
- Has some Mouflon herds

Decide
- Members usually have a black triangle tattooed onto their faces
- Are nomadic
- Great at preserving and recording their stories
- Easily get impatient and like when stuff gets to the point
- Perseverance against great odds is something they find greatly admirable
- Quitting, giving up, and generally just not finishing a task one needs to accomplish is considered shameful by them
- Don't feel comfortable anywhere
- Are horrified that the world could end at any moment, for some reason
- Rumours have spread among the tribe, members of it have been approached by a pair of figures in cloaks, whispering very tempting offers of a better life if they just follow

The Patapons
- Members mainly have a black and white cloth donned upon their faces designed to share a resemblance to a big eye. They are also likely to have something upon their head to help keep the cloth in place. Non-unique clothing tends to be black &/or white though. Those who have surpassed a tough challenge, or are just want to stand out are free to customize their outfits more, which could just changing the color or having a helmet (assuming ones available) instead of a face mask
- "Teamwork Makes The Dreamwork" is what they say, they have great synergy working together with each other much more than if they were alone
- Once a course of action has been decided on they are extremely likely to stick to it till the end, regardless of any potential cost or consequences of the action
- An individual's personal skill, accomplishments, and effort put into bettering themselves is admirable thing to them
- Creating big problems unnecessarily for the rest of the tribe that could have easily been dealt with beforehand when it would have been easier to, alongside not wearing any head protection at all is seen as shameful
- Enjoy partying around a bonfire where they would feast on their food and dance to music
- Being isolated from each other where they could more easily be picked off by a rival tribe or a big animal or a demon or something is the stuff of their nightmares
- Scared of sharks, and rightfully so!

The Net Walkers
- Use vines as adornment, necklaces, belts, etc
- Great at balancing on ropes and thin walkways
- Quite bad at long distance running
- Being clever and quick thinking is quite admirable for them
- Failing as a result of past actions you didn't plan for: "Getting tangled in your own web." Is seen as shameful
- Comfortable in dense foliage and enclosed spaces.
- Wide open and empty places, too much space, anything there is out in the open
- Have an easier time navigating a place when they know the local bug species and their habitats
- Tell stories about glowing many-legged blue roach-like things called the Crawling-Guides
- Have a decent understanding of insects
- They worship Furoch-The-Grand-Uniter, who they believe created the world by uniting the shards of reality with webs, sacrificing their own stability in the process

The Honored Blood
- Incredibly individualistic in appearence
- Great at learning and training, but in a more individual manner
- Terrible at following orders, organizing them into groups is gonna be difficult, the only reason they're even classified as a tribe is because their traditions are so similar and the fact their people had to work together in a hostile environment
- Legendary acts are very much admired by them, you can't just be good enough you've gotta earn a really cool unique title, they honour bloodlines by putting their deeds in the Records
- Dishonouring your bloodline is an incredible sin, performing a deed such as cowardice, disrupting the sleep pile, betraying allies, and other similar dishonorable things, doing stuff like that may potentially have your bloodline stricken from the Records
- Sleep piles are where they feel most safe, even enemies among the Honoured Blood dare not disrupt its sanctity
- Being forgotten scares them like no other thing in the world
- They believe Keir to be a warrior-saintess thanks to her great feat of slaying a powerful man-eating tiger singlehandedly by stabbing it in the heart
- Believe MAMMO the mammoth is one of the most terrifying creatures alive (With good reason) and they believe it's stomach contains an afterlife for the dishonoured and forgotten
- Has a tradition where adult volunteers each mentor a group of 5 children to hopefully create notable individuals and heroes
- Believe Keir's 5 apprentices, the Honoured-Saints Of Keir (They thought up the name) to be very powerful figures thanks to their achievements

The Nayrin's Children
- They wear plates that record their oaths, a simple replica of their family crest and carry weapons everywhere they go
- Great at navigation/sailing, basically travelling on the high seas
- Tend to have a quick temper and nearly endless grudges
- Loyalty to one's family and oaths is considered admirable to them
- They despise cowards
- A weapon in hand and family at your side is when they're most comfortable
- Hunger is a very dreadful thought for them
- Currently having ideas about the Nayrin, an ageless pantheon of warriors and sorcerer gods who live in the volcano in the center of the island
- Always feel a strange urge to sing while sailing
- Believe Kasko to be one of the chosen of a Nayrin
- Believe one of the Nayrin has the area beneath their home's volcano as a circulatory system

The Lost
- The Lost are adorned in carvings of stone and metal, tied together by what scarce fibres or twine the brave few that venture beyond the 'Gaping Maw' manage to recover
- The Lost have… ridiculously good night-vision, allowing them to easily traverse even the darkest of the interconnected caverns/caves they dwell in with ease
- The Lost are quicker (when compared to other tribes) to succumb to fatigue, with some members of the Lost welcoming the momentary respite of sleep in the form of (staggered) naps
- To aid others, to be altruistic and selfless, is a merit not only to those of the Lost that aid the rest of the Tribe, but for the whole of the Tribe as well. To aid others in their time of need without repayment, is the epitome of virtue for the Lost
- The very idea or mention of greed is abhorrent to the nascent tribe. To selfishly withhold what scarce sustenance or bountiful resource to be found with the caverns— is to branded an outcast
- The Lost feel the most comfort when shrouded in darkness in spaces that some would consider verging on claustrophobic
- Agoraphobia— wide, open spaces are almost nauseating. To be in the open is to be vulnerable to danger from any direction with no recourse for safety. This fear is slightly lessened in darkness, when the [sun] no longer illuminates the vastness of the sky, or when covered by carvings of stone/metal
- Whispers throughout the Lost speak of the safety of darkness deeper within the caves

Feather Speakers
- Wear ornamental feathers on all their clothing, colours and patterns indicate ones role in the tribe
- Singing is a natural talent most of them have
- Weak bones like birds
- Wisdom is highly valued in their tribe
- Betrayal is incredibly sinful and abhorrent to members of this tribe
- Being surrounded by birdsong calms them down the most
- Thoughts of disease give them nightmares
- Currently having ideas about there being secrets and wisdom hidden in the sounds of nature

The Singers of N'hil
- Upon reaching adulthood, each member of the tribe is given a plain mask made in the idea, rather than the image, of the face that is to wear it. Aside from this accessory all wear, there is a general trend towards neutral colored clothing with extravagant accessories and tattoos hidden beneath
- Group singing is a specialty of theirs
- Have no directional sense
- They see potential enlightenment in madness, and highly value the whispers of the disturbed
- Hoarding knowledge is a real dick move in this tribe
- Gazing at the stars above is when they feel most comfortable
- Isolation horrifies them
- Currently having ideas about a vast and glorious abomination of light hidden in the mists below the cliff in their homeland. As it swims through the mists, its body creates an endless cacophony of sounds and colors
- Think their homeland is actually the edge of the world
The Corpse-Nursing Goddess
- A living story made by some unknown individual or group
- Obsesed with feeding and taking care of a single dead body
- Is a woman whose presence is always accompanied by warmth, light, a feeling of comfort from a motherly figure, and air that smells like freshly grown produce
- Hostile to individuals that enter her tent

Keir
- Member of the Honoured Blood inhabited by a Living Story
- Sorta crude but cares a lot about others, slightly vindictive though
- Behind her is a halo, depicting a heart at it's centre stabbed with a knife, its leaking rainbow blood that makes up the ring of the halo, it's not a phsyical thing
- Despite the halo she is incredibly good at blending into the scenery now, can indefinitely last without breathing or making noise, and with a weapon she can aim at hearts quite easily
- Wears tiger skin
- Back is covered in a ton of scars
- Needs therapy
- Mentor to the 5 Honoured-Saints Of Keir

The Bishop-Of-Dust
- Tall figure in a black cloak covered in faded silver symbols, their skin was old gray, and wrinkly, their head is an amalgamation of 3 horse skulls leaking dust that dissipates into nothing as it flows through the air
- Supernaturally charismatic, mainly cause their role in the story is a religious figure that is supposed to express their beliefs in a grandiose and convincing manner
- Is planning something, you don't know what

The Outcast
- Former member of the Decide tribe
- Has become a follower of the Bishop-Of-Dust
- Wears a cloak like the Bishop's, though a poorly made imitation

MAMMO
- The last mammoth, inhabited by a Living Story created by the Honoured Blood
- Is incredibly strong, durable, fast, and sorta good at strategy for an old wooly mammoth, quadrupled by their Living Story
- Violent and paranoid, trying to survive and eliminate potential threats till it finds a mate, doesn't comprehend the fact it's all alone in the world
- Inside of their belly is now the Honoured Blood version of hell, where the dishonoured and forgotten are digested and fade away slowly, every aspect of themselves being consumed for centures until nothing remains
- You'll get sent to it's hell stomach if this beast eats you, but luckily for everyone it's a herbivore, so mainly plants are sent there, it's first human victims are simply inside it cause the storytellers don't know that MAMMO's diet is mainly grass

Kasko
- A member of the Nayrin's Children, inhabited by a Living Story
- Brave and heroic, willing to risk his life to save others
- Is scarred from intensely heated steam and other burns from volcanic tunnels, thus some of his body is numb cause the nerves were burnt off, his veins glow beneath the skin
- Has the ability to scan for natural magma veins, tunnels, and steam vents beneath the earth, and recognize each set individually with ease, a blessing from one of his gods

The Magma-Blooded Nayrin
- A Living Story with a not completely defined form
- Has a circulatory system made of volcanic steam vents, lava veins, and stone tunnels
- Apparently likes the virtuous
- Definitely dislikes it when you enter their blood

Bip
- Member of the Patapon tribe
- Has a VERY nice ass
- Hard worker

Jablo
- Member of the Decide tribe
- A REALLY good juggler
- Surprisingly strong

Furoch-The-Grand-Uniter
- A Living Story made by the Netwalker Tribe
- Is a giant spider made from shards of pure reality, is also a god
- Can make webs that can hold a lot of things together, even abstract concepts
- Likes to dance around fires and yell their achievements out loud, the storytellers haven't really worked out Furoch's personality yet

Gruf The Elegant
- A member of the Honoured Blood tribe and of the Honoured-Saints Of Keir, eldest brother of the Ruf siblings, and inhabited by a Living Story
- Hair is sparkly and white, flowing in winds that aren't there, feathers can be seen growing in his long hair
- Is incredibly beautiful and graceful, quite the acrobat too
- Their story exaggerated their gracefulness to the point they can walk across falling feathers and glide on strong winds with ease
- Highly values his adoration from the other tribesmen, and tries to keep up appearences more then his siblings

Druf The Masculine
- A member of the Honoured Blood tribe and of the Honoured-Saints Of Keir, eldest sister of the Ruf siblings, and inhabited by a Living Story
- Arms and legs are rough and feel like tree bark, hair tied into a single braid, carries a large rope tied around her waist
- Is freakishly strong, not much combat instincts though, in a fight with other amateurs she'll be difficult to beat, but someone who knows what they're doing could land some good hits and even win
- Her story allows her to control ropes shes holding like they're extra limbs, which means they get some of her strength too
- Flirts with girls frequently cause it makes her feel like she's less likely to die alone, also she becomes easily touch-starved

Hruf The Red
- A member of the Honoured Blood tribe and of the Honoured-Saints Of Keir, middle brother of the Ruf siblings, and inhabited by a Living Story
- Is just wearing some cloth rags and a belt to hold his axes, any weapon he wields drips constantly with blood that belongs to nobody
- Very good at murder
- Very quiet

Mruf The Feline
- A member of the Honoured Blood tribe and of the Honoured-Saints Of Keir, youngest brother of the Ruf siblings, and inhabited by a living story
- Has messy air, wears a necklace of rat skulls, blessed by their story with cat-like eyes and whiskers
- Is very skilled at taming felines, having tamed an entire pack of panthers by himself
- Has gained the ability to talk to all felines thanks to their story
- Is a bit of a show off, trying to make himself and his panther pals look cooler then they actually are, mainly since he admires Keir a fuck ton and aspires to be as amazing as he sees her

Uruf The Hound
- a member of the Honoured Blood tribe and of the Honoured-Saints Of Keir, youngest sister of the Ruf siblings, and inhabited by a living story
- Cut off all the hair on her head to avoid giving enemies something to grab, and wears enough animal hides to keep herself warm but light enough to travel fast, is also a bit short
- Is quite skilled with bows and spears, alongside tracking and recognizing animals based off their trails
- Has had her tracking skills exaggerated by her story to the point of being able to see mirages of past events if she analyzes an area long enough, these glimpses are quite blurry though
- Acts serious all the time, she is often taken less seriously then her siblings thanks to her stature, she also has a tendency to take more responsibility for things then she can handle and act the most mature to seem more important
Mundane Animals
- Basic bitches

Mundane Planes
- Basic birches

Humans
- Weird semi-hairless apes

The Crawling-Guides
- A living story made by the Net Walkers
- Creatures like cockroaches, but they're as big as horses, glow blue, and have far too many legs
- They like helping folks get home when they're lost
Mundane Ores
- Basic bismuths
Deep Dark Woods
- A forest of trees that tower so high that they block out the sun
- Has some babbling brooks
- Homeland and territory belonging to the tribe of The Dreaming Ones

Dream Realm
- A Living Story made by every tribe in Tapeki, connecting the unconscious minds of all beings capable of dreaming
- Difficult to navigate
The Star Shader
- A Living Story made by a child from the Dreaming Ones tribe
- Tent in the Dream Realm with an aura of safety, the ceiling has glowing stars and dancing stick figure markings
- Territory of the Dreaming Ones, their Dream-Wanderers and the apprentices of said Dream-Wanderers hang out here when asleep

Whiteram Peaks
- Windy mountain tops, home to some herds of Mouflons
- Also homeland and territory of the Whiteram tribe
- Most of the dangerous places in Whiteram Peaks have a red stake driven into the ground nearby to warn others of potential danger, and also at every cave that the Whiteram tribe noticed
The Starving Camp
- Some old tents weathered by time
- Couple husks that died from starvation laying around
- Home of the Corpse-Nursing Goddess

The Cave Of Sorrows
- Cave with multiple hard to notice holes that drop you down into deeper caverns at just the right height to break your legs but not kill you

The Bloodstained Stones
- Area stained red cause multiple rocks there are loose, causing people to injure themselves with ease

The Lake Of Silent Death
- A mountain hot spring, emits a poisonous gas (Consisting of hydrogen sulfide and sulfer dioxide) you will most likely die near this thing

The Crevice Of Pain
- Large crevice, almost impossible to climb out of cause the walls are sharp

The Monoliths Of The Raider-God
- Couple stone structures built by some raiders to worship their god, so they come here to offer a small portion of raid loot
- Has shrines made of dead bodies with stitched up bellies, open them up and you'll see the raiders have stuffed them full of wild animals
- "This place is where men hath not separated themselves from the savagery of beasts" is written on one of the monoliths

The Pit
- Its just a big pit
- Nothing sinister at the bottom but gravitys gory results

The Mouflon Circle
- Circle of stones surrounding a large field of grass, where Mouflons graze
- Territory of the Whiteram tribe, some of their shepards sleep on the stones

The Gaping Maw
- Dark caverns beneath the Whiteram Peaks
- Home and territory to the Lost Ones

Tokka Beach
- Where the land meets the sea
- Homeland and territory of the Patapon tribe
- Local shark population has a taste for human flesh after a couple incidents
Jango Village
- Where the Patapon tribe call home

Shark Cliff
- Seaside cliff-face where a bunch of Patapon hunters all died when some sharks they were teasing jumped in unison and ate the majority of them

The Woven Jungle
- Giant viney rainforest
- Homeland and territory of the Net Walker tribe

The Bleeding Forest
- Incredibly violent and deadly rainforest, home to all kinds of dangerous animals
- Homeland and territory of the Honoured Blood tribe
Cave Of Records
- Where the Honoured Blood keep note of all their greatest legends and notable bloodlines

The Rumbling Island
- A freezing cold island which is only livable thanks the volcanic vents and abundant fish and seals
- Home to the Nayrin's Children tribe

Oaknest
- Forest of giant oak trees
- Homeland and territory of the Feather Speakers

The Edge Of The World
- Giant barren cliff that leads down to a giant sea of mist, there is water hidden beneath it
- Homeland and territory of the Singers Of N'hil
The Dream-Wanderers
- A Living Story made by the Dreaming Ones Tribe
- Individuals affected by it are mainly good at lucid dreaming, some are also known regularly practice spiritual journeys in their dreams
- Those inhabited by this story have the ability to enter the dreams of others via lucid dreaming, but another factor is being able to navigate the surreal secret paths in the dream realm
- Purple cloud tattoos that move slightly appear on the bodies of those inhabited by this story
- Apparently learning to be one is very difficult

Shanties Aplenty
- A Living Story made by the Nayrin's Children
- Born from the joy of singing shanties on the high seas, makes NC sailors very likely to sing while on a aquatic vehicle traversing anything they would consider an ocean
- Causes those that are currently affected to have visible clouds of breath resembling little waves moving with the song
 
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Tribe Creation
(If you miss this, don't worry there will be future opportunities)
There are many peoples who inhabit Tapeki, varied and scattered across the lands, each with their own strengths, weaknesses, and their own identity slowly bending the fabric of reality given enough emotional juice

What tribe is this?
(Subject to rewrite or veto, use plan format)
[] Tribe Name
- [] Appearance: How does the tribe present themselves, to identify who is a part of their people?
(Something like a uniform)
Copper ring piercings, bone tattoos, dyed rags, their favourite animal painted on a loincloth, etc

- [] Homeland: Where is their first village?
(Think up a name and biome)
Thundercrackler Hills/Mesa, The Blue Pearl Sands/Beach, Home Of The Feral Felines/Steppe, etc

- [] Skill: One thing they're notably good at
(Can't be too broad, like combat, strength, speed, intelligence, make it sorta specific)
Taming llamas, weaving baskets, writing, tracking prey, etc

- [] Weakness, One thing they're notably bad at
(Can't be too broad, like bad at combat, strength, speed, intelligence, make it sorta specific)
Weak immune systems, terrible cardio, now good at strategy, handle cats terribly, etc

- [] Virtue: Something they find admirable
Courage in the face of great odds, wisdom from a long life, a bond with nature, a good dose of humility, etc

- [] Vice: Something they find shameful
Forsaking your role in the Tribe, slaying your direct blood relatives by your own hand, consuming a wolf, etc

- [] Comfort: When, where, or how do they feel most safe?
In the arms of someone they trust, during their sleep, with a weapon in their hand, with a full belly, etc

- [] Fear: The stuff of their nightmares
Loneliness, bears, sickness, starvation, darkness, etc

- [] Whispers: The first ideas being shared around the campfire
(This will heavily influence the first aspects of their culture, avoid specifics, be evocative, make up 1)
Dancing silks in the night air, beasts with faces like masks, giant men living in the clouds, spears made of bones that glow, etc

Now you may make a tribe
 
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[X]The Dreaming Ones
-[X]Appearance: Tattoos, wide and vast pictographs stabbed into the skin, signifying accomplishments
-[X]Homeland: A dark, deep and dooming forest. Near a babbling brook.
-[X]Skill: Dreaming
-[X]Weakness: horrible upper body strength
-[X]Virtue: Questioning the known and questing for the unknown.
-[X]Vice: Violence against kith or kin
-[X]Comfort: During their sleep.
-[X]Fear: Violence.
-[X]Whispers: Power found in the deep dreams

Very cool. Is this ok?
 
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[X]The Dreaming Ones
-[X]Appearance: Tattoos, wide and vast pictographs stabbed into the skin, signifying accomplishments
-[X]Homeland: A dark, deep and dooming forest. Near a babbling brook.
-[X]Skill: Dreaming
-[X]Weakness: Fear of violence
-[X]Virtue: Questioning the known and questing for the unknown.
-[X]Vice: Violence against kith or kin
-[X]Whispers: Power spoken in mortal tongues, heavenly fire stolen by human hands.

Very cool. Is this ok?
Sorta, you skipped the fear and comfort part, and the weakness should be less something they fear and more something they have difficulty doing, maybe math
Also you're supposed to pick 1 whisper but I can see that my lack of specificity led to that
 
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Whiteram Peaks
[X] Whiteram Tribe
- [X] Appearance: Member of this tribe use small trinkets made of sheep bones, in these trinkets they carve important accomplishments that they have done, be it hunting an dangerous animal or creating a masterpiece of art, furthermore the current leader of the tribe is given the skull of the strongest/biggest ram of the generation to wear as a mask.
- [X] Homeland: Whiteram Peaks/Mountains
- [X] Skill: Domesticating/Herding sheep
- [X] Weakness: Night blindness AKA Nyctalopia.
- [X] Virtue: Achieving great things with your life.
- [X] Vice: Sloth and stagnancy of self.
- [X] Comfort: In the cold open air of the mountains.
- [X] Fear: fear of caves and tight spaces AKA Claustrophobia
- [X] Whispers: Histories of our founder and the Eight Task he accomplished before he created our tribe.

Do not know if the Whispers is too specific, but for some reason this quest has given me great inspiration, I have pretty much a whole page of lore in my mind of why the tribe is like this and how they came to be and the Whisper is related to that.

Edit:
 
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[X] Decide
-[X] Appearance: A black triangle tattooed onto the face.
-[X] Homeland: Nomadic
-[X] Skill: Recording Stories
-[X] Weakness: Impatience
-[X] Virtue: Persevering
-[X] Vice: Giving up
-[X] Comfort: No comfort can exist in a world that can end at any moment.
-[X] Fear: The end of the world.
-[X] Whispers: Secret paths that lead to forgotten worlds.
 
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[X] The Patapons
-[X] Appearance: A black and white cloth donned upon their faces designed to share a resemblance to a big unblinking eye that they can see through when so near to their face. They are also likely to have something upon their head to help keep the cloth in place, although this isn't necessarily required. Non-unique clothing tends to be black &/or white though. Those who have done something unique, surpassed a tough challenge, or are just want to stand out are free to customize their outfits more, which could just changing the color or having a helmet (assuming ones available) instead of a face mask.
-[X] Homeland: Jango Village, close to Tokka Beach where land and water join together.
-[X] Skill: Teamwork Makes The Dreamwork: They have great synergy working together with each other much more than if they were alone. The more of the same tribe members are around, will result in keeping morale and staying determined in whatever objective they have.
-[X] Weakness: Too Determined To Give Up: Once a course of action has been decided on they are extremely likely to stick to it till the end, regardless of any potential cost or consequences of the action. This also makes big surprises and working with outsiders tougher to deal with.
-[X] Virtue: Individual's personal skill, accomplishments, and effort put into bettering themselves.
-[X] Vice: Creating big problems unnecessarily for the rest of the tribe that could have easily been dealt with beforehand when it would have been easier to. Also not wearing any head protection at all (minor).
-[X] Comfort: Partying around a bonfire where they would feast on their food and dance to music.
-[X] Fear: Being isolated from each other where they could more easily be picked off by a rival tribe or a big animal or a demon or something!
-[X] Whispers: Great and terrible beasts, with rewards awaiting for those that slay them.

Phew, that took a while to write.
Might have written too much now that I think about it.
Regarding the patapon stuff I have an easier time coming up with ideas when I base it on something as a starting point.
If the name is too on the nose I can come up with another one.
 
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[X] The Net Walkers
-[X] Appearance: Vines as adornment, necklaces, belts, etc.
-[X] Homeland: The Woven Jungle/Tropical Rainforest
-[X] Skill: Balancing on ropes and thin walkways.
-[X] Weakness: Long distance running.
-[X] Virtue: Being Clever
-[X] Vice: Failing as a result of past actions you didn't plan for: "Getting tangled in your own web."
-[X] Comfort: In dense foliage and enclosed spaces.
-[X] Fear: Emptinesses
-[X] Whispers: Enormous Insects/Arachnids
 
[X] The Honored Blood
- [X] Appearance: Those of the Blood differentiate themselves from other tribes through pure uniqueness. To an extent, there is no 'standard' to them, save that every single individual strives to be unique in their own way. They will wear unique patterned tattoos, necklaces of the teeth of the first beast they slayed, oddly braided hair, and anything else to differentiate themselves from anyone they see. Their unique trait is just how out of place they seem in almost any location, with even the most culturally blind individuals able to pick them out of a crowd just through their pure pizzazz. One of the few ways to tell them apart from each other is a unique wristband each of them wears which dictates their bloodline by color, one of the few ways in which they are not individually unique.

- [X] Homeland: The Honored Blood's homeland is in the Bleeding Forest, a sprawling rainforest where great beasts are plenty and safe places few. Here, any moment spent alive is a blessing from the gods and honor, and a moment's hesitation can see one among the honorless dead. The Blood only survive such a treacherous location through a mix of daring courage and a promiscuous culture, them dying just as quickly as they are born, only barely managing to break even their death rate and birth rate. Here, the bloodlines of great warriors are prized for their lowered chance of dying horribly, any individual striving to be unique and renowned in their own way, to establish an honored bloodline of their own before they inevitably die, to each other, or to the horrific place they live.

- [X] Skill: The Blood excel at training and learning. Their culture prizes learning and honing one's abilities, if only because of the increasing chances of available mentors dying. Great heroes and great deeds emerge from this tribe just as quickly as they fall, names and bloodlines recorded by the Honored Elders, those few skilled enough to survive into old age. Every individual strives to learn and hone as many skills and abilities as possible in hopes of earning their own place into the Records and having their bloodline honored for years to come. As such, they excel at teaching and learning, unique and honored techniques passing down bloodlines and mentorships with ease as they are born and die in droves in the Bleeding Forest.

- [X] Weakness: The Blood are inherently terrible at following orders. Instead of organized assaults, they are roving bands of well-honed murderers. Leaders emerge not through voting or spirituality, but through great deeds enough to rally behind them. The Blood are only a collective tribe by virtue of their environment being so hostile as to kill any who try to leave and make their own tribe. Each individual capable of surviving to adulthood is a honed warrior, but also prone to being more headstrong and prideful, valuing honor over following commands. In any gathered warband, it's likely at least half of them will split off to accomplish the goal in their own way, and the only way to even assemble such a warband would be for a greatly charismatic leader and experienced warrior to appeal on a personal level, such that warriors gather behind them.

- [X] Virtue: Great deeds are valued here. Above all else, one must learn and hone their skills, and become such a unique individual as to earn their own Bloodline kept in the Records. They each strive to be skilled in their own way, and any who do not strive to do so will not be killed, but will die by virtue of simply living in the Bleeding Forest. If they have not honed their abilities, they will die, regardless of anything else. Thus, all strive to be the peak of excellence, and those few who perform a deed great enough to earn their place in the Records are renowned in bloodline and festival for all eternity to come.

- [X] Vice: Dishonor is hated amongst all else. To do anything to make your bloodline hated. To run from a fight, to betray one's comrades. All are ways of tarnishing the honor of oneself and one's bloodline, thus to make oneself the most hated of individuals. To dishonor oneself is to reject one's excellence and bloodline for all eternity, to have your name and family stricken from the Records, to die in every possible way save direct murder, for any ousted from the Tribe will quickly find themselves in the Bleeding Forest alone, and soon be nothing but dishonored bones. Often, such a dishonored figure would slay themselves before one's family would be stricken from the Records.

- [X] Comfort: The Honored Blood trust themselves most in sleeping in groups. To sleep in a group is to sleep with a guard on high alert, as any slumbering may find themselves subject to the great beasts of the Bleeding Forest, and quickly find themselves slain. To sleep in a group is to assure one will survive the night, or otherwise have the chance to survive if a great beast deigned to attack their night camps. As such, they only find themselves safely asleep in such arrangements, regardless of their alignment. It is a unique trend here for even warring lines of Blood to sleep in groups together, as any betraying such a deep bond as to guard each other's backs in the night would be forever forsaken.

- [X] Fear: Above all, those of the Blood fear being forgotten. All strive to be remembered, unique appearances, unique skills, unique techniques and learning all to make themselves instilled in a Bloodline and in the Records forever. To be forgotten is for one's spirit to be dispersed forever, rather than living on in an Honored Bloodline or the Records. To be forgotten is a fate none would wish upon their worst enemies, and so all strive to never be forgotten, be it by sprawling alliances, great deeds, or the Records.

- [X] Whispers: The first ideas shared among the blood are those of Heroes. Of honored bloodlines and great warriors and learned folks making their mark on the history of the tribe forever through great deeds, such as the slaying of grand beasts, the uncovering of sprawling plots, and revolutionary innovation. Those who are forever exalted in the Records and Bloodlines, their stories told amongst each other for all time, their descendants forever striving to earn the honor of their ancestors, forever looking over their children. All strive to be among these Heroes, to have one's bloodline exalted, to have one's name in the Records before you die, and are forgotten. Above all, stories of Heroes and Honor circulate, making their mark on the culture of the Blood forever. All individuals try to make their own mark, telling stories of their own great deeds as well as those of Honored Heroes, hoping to both honor their ancestors and earn their own Bloodline in the Records.
 
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[X] Decide
-[X] Appearance: A black triangle tattooed onto the face.
-[X] Homeland: Nomadic
-[X] Skill: Living Stories
-[X] Weakness: Impatience
-[X] Virtue: Persevering
-[X] Vice: Giving up
-[X] Comfort: No comfort can exist in a world that can end at any moment.
-[X] Fear: The end of the world.
-[X] Whispers: Secret paths that lead to forgotten worlds.
Sadly I cannot accept a group whose skill is handling Living Stories
I can of course let them record stories more easily and efficiently, thus potentially letting folks get attached to those stories later
 
Give me a bit to get it all written down
Scheduled vote count started by Donald Darf on Apr 6, 2024 at 1:21 PM, finished with 13 posts and 6 votes.

  • [X]The Dreaming Ones
    -[X]Appearance: Tattoos, wide and vast pictographs stabbed into the skin, signifying accomplishments
    -[X]Homeland: A dark, deep and dooming forest. Near a babbling brook.
    -[X]Skill: Dreaming
    -[X]Weakness: horrible upper body strength
    -[X]Virtue: Questioning the known and questing for the unknown.
    -[X]Vice: Violence against kith or kin
    -[X]Comfort: During their sleep.
    -[X]Fear: Violence.
    -[X]Whispers: Power found in the deep dreams
    [X] Whiteram Tribe
    - [X] Appearance: Member of this tribe use small trinkets made of sheep bones, in these trinkets they carve important accomplishments that they have done, be it hunting an dangerous animal or creating a masterpiece of art, furthermore the current leader of the tribe is given the skull of the strongest/biggest ram of the generation to wear as a mask.
    - [X] Homeland: Whiteram Peaks/Mountains
    - [X] Skill: Domesticating/Herding sheep
    - [X] Weakness: Night blindness AKA Nyctalopia.
    - [X] Virtue: Achieving great things with your life.
    - [X] Vice: Sloth and stagnancy of self.
    - [X] Comfort: In the cold open air of the mountains.
    - [X] Fear: fear of caves and tight spaces AKA Claustrophobia
    - [X] Whispers: Histories of our founder and the Eight Task he accomplished before he created our tribe.
    [X] Decide
    -[X] Appearance: A black triangle tattooed onto the face.
    -[X] Homeland: Nomadic
    -[X] Skill: Living Stories
    -[X] Weakness: Impatience
    -[X] Virtue: Persevering
    -[X] Vice: Giving up
    -[X] Comfort: No comfort can exist in a world that can end at any moment.
    -[X] Fear: The end of the world.
    -[X] Whispers: Secret paths that lead to forgotten worlds.
    [X] The Patapons
    -[X] Appearance: A black and white cloth donned upon their faces designed to share a resemblance to a big unblinking eye that they can see through when so near to their face. They are also likely to have something upon their head to help keep the cloth in place, although this isn't necessarily required. Non-unique clothing tends to be black &/or white though. Those who have done something unique, surpassed a tough challenge, or are just want to stand out are free to customize their outfits more, which could just changing the color or having a helmet (assuming ones available) instead of a face mask.
    -[X] Homeland: Jango Village, close to Tokka Beach where land and water join together.
    -[X] Skill: Teamwork Makes The Dreamwork: They have great synergy working together with each other much more than if they were alone. The more of the same tribe members are around, will result in keeping morale and staying determined in whatever objective they have.
    -[X] Weakness: Too Determined To Give Up: Once a course of action has been decided on they are extremely likely to stick to it till the end, regardless of any potential cost or consequences of the action. This also makes big surprises and working with outsiders tougher to deal with.
    -[X] Virtue: Individual's personal skill, accomplishments, and effort put into bettering themselves.
    -[X] Vice: Creating big problems unnecessarily for the rest of the tribe that could have easily been dealt with beforehand when it would have been easier to. Also not wearing any head protection at all (minor).
    -[X] Comfort: Partying around a bonfire where they would feast on their food and dance to music.
    -[X] Fear: Being isolated from each other where they could more easily be picked off by a rival tribe or a big animal or a demon or something!
    -[X] Whispers: Great and terrible beasts, with rewards awaiting for those that slay them.
    [X] The Net Walkers
    -[X] Appearance: Vines as adornment, necklaces, belts, etc.
    -[X] Homeland: The Woven Jungle/Tropical Rainforest
    -[X] Skill: Balancing on ropes and thin walkways.
    -[X] Weakness: Long distance running.
    -[X] Virtue: Being Clever
    -[X] Vice: Failing as a result of past actions you didn't plan for: "Getting tangled in your own web."
    -[X] Comfort: In dense foliage and enclosed spaces.
    -[X] Fear: Emptinesses
    -[X] Whispers: Enormous Insects/Arachnids
    [X] The Honored Blood
    - [X] Appearance: Those of the Blood differentiate themselves from other tribes through pure uniqueness. To an extent, there is no 'standard' to them, save that every single individual strives to be unique in their own way. They will wear unique patterned tattoos, necklaces of the teeth of the first beast they slayed, oddly braided hair, and anything else to differentiate themselves from anyone they see. Their unique trait is just how out of place they seem in almost any location, with even the most culturally blind individuals able to pick them out of a crowd just through their pure pizzazz. One of the few ways to tell them apart from each other is a unique wristband each of them wears which dictates their bloodline by color, one of the few ways in which they are not individually unique.
    - [X] Homeland: The Honored Blood's homeland is in the Bleeding Forest, a sprawling rainforest where great beasts are plenty and safe places few. Here, any moment spent alive is a blessing from the gods and honor, and a moment's hesitation can see one among the honorless dead. The Blood only survive such a treacherous location through a mix of daring courage and a promiscuous culture, them dying just as quickly as they are born, only barely managing to break even their death rate and birth rate. Here, the bloodlines of great warriors are prized for their lowered chance of dying horribly, any individual striving to be unique and renowned in their own way, to establish an honored bloodline of their own before they inevitably die, to each other, or to the horrific place they live.
    - [X] Skill: The Blood excel at training and learning. Their culture prizes learning and honing one's abilities, if only because of the increasing chances of available mentors dying. Great heroes and great deeds emerge from this tribe just as quickly as they fall, names and bloodlines recorded by the Honored Elders, those few skilled enough to survive into old age. Every individual strives to learn and hone as many skills and abilities as possible in hopes of earning their own place into the Records and having their bloodline honored for years to come. As such, they excel at teaching and learning, unique and honored techniques passing down bloodlines and mentorships with ease as they are born and die in droves in the Bleeding Forest.
    - [X] Weakness: The Blood are inherently terrible at following orders. Instead of organized assaults, they are roving bands of well-honed murderers. Leaders emerge not through voting or spirituality, but through great deeds enough to rally behind them. The Blood are only a collective tribe by virtue of their environment being so hostile as to kill any who try to leave and make their own tribe. Each individual capable of surviving to adulthood is a honed warrior, but also prone to being more headstrong and prideful, valuing honor over following commands. In any gathered warband, it's likely at least half of them will split off to accomplish the goal in their own way, and the only way to even assemble such a warband would be for a greatly charismatic leader and experienced warrior to appeal on a personal level, such that warriors gather behind them.
    - [X] Virtue: Great deeds are valued here. Above all else, one must learn and hone their skills, and become such a unique individual as to earn their own Bloodline kept in the Records. They each strive to be skilled in their own way, and any who do not strive to do so will not be killed, but will die by virtue of simply living in the Bleeding Forest. If they have not honed their abilities, they will die, regardless of anything else. Thus, all strive to be the peak of excellence, and those few who perform a deed great enough to earn their place in the Records are renowned in bloodline and festival for all eternity to come.
    - [X] Vice: Dishonor is hated amongst all else. To do anything to make your bloodline hated. To run from a fight, to betray one's comrades. All are ways of tarnishing the honor of oneself and one's bloodline, thus to make oneself the most hated of individuals. To dishonor oneself is to reject one's excellence and bloodline for all eternity, to have your name and family stricken from the Records, to die in every possible way save direct murder, for any ousted from the Tribe will quickly find themselves in the Bleeding Forest alone, and soon be nothing but dishonored bones. Often, such a dishonored figure would slay themselves before one's family would be stricken from the Records.
    - [X] Comfort: The Honored Blood trust themselves most in sleeping in groups. To sleep in a group is to sleep with a guard on high alert, as any slumbering may find themselves subject to the great beasts of the Bleeding Forest, and quickly find themselves slain. To sleep in a group is to assure one will survive the night, or otherwise have the chance to survive if a great beast deigned to attack their night camps. As such, they only find themselves safely asleep in such arrangements, regardless of their alignment. It is a unique trend here for even warring lines of Blood to sleep in groups together, as any betraying such a deep bond as to guard each other's backs in the night would be forever forsaken.
    - [X] Fear: Above all, those of the Blood fear being forgotten. All strive to be remembered, unique appearances, unique skills, unique techniques and learning all to make themselves instilled in a Bloodline and in the Records forever. To be forgotten is for one's spirit to be dispersed forever, rather than living on in an Honored Bloodline or the Records. To be forgotten is a fate none would wish upon their worst enemies, and so all strive to never be forgotten, be it by sprawling alliances, great deeds, or the Records.
    - [X] Whispers: The first ideas shared among the blood are those of Heroes. Of honored bloodlines and great warriors and learned folks making their mark on the history of the tribe forever through great deeds, such as the slaying of grand beasts, the uncovering of sprawling plots, and revolutionary innovation. Those who are forever exalted in the Records and Bloodlines, their stories told amongst each other for all time, their descendants forever striving to earn the honor of their ancestors, forever looking over their children. All strive to be among these Heroes, to have one's bloodline exalted, to have one's name in the Records before you die, and are forgotten. Above all, stories of Heroes and Honor circulate, making their mark on the culture of the Blood forever. All individuals try to make their own mark, telling stories of their own great deeds as well as those of Honored Heroes, hoping to both honor their ancestors and earn their own Bloodline in the Records.
 
Plans 1
Here is something for those that missed the Tribe creation post
(Subject to rewrite or veto, use plan format)
[] Tribe Name
- [] Appearance: How does the tribe present themselves, to identify who is a part of their people?
(Something like a uniform)
Copper ring piercings, bone tattoos, dyed rags, their favourite animal painted on a loincloth, etc

- [] Homeland: Where is their first village?
(Think up a name and biome)
Thundercrackler Hills/Mesa, The Blue Pearl Sands/Beach, Home Of The Feral Felines/Steppe, etc

- [] Skill: One thing they're notably good at
(Can't be too broad, like combat, strength, speed, intelligence, make it sorta specific)
Taming llamas, weaving baskets, writing, tracking prey, etc

- [] Weakness, One thing they're notably bad at
(Can't be too broad, like bad at combat, strength, speed, intelligence, make it sorta specific)
Weak immune systems, terrible cardio, now good at strategy, handle cats terribly, etc

- [] Virtue: Something they find admirable
Courage in the face of great odds, wisdom from a long life, a bond with nature, a good dose of humility, etc

- [] Vice: Something they find shameful
Forsaking your role in the Tribe, slaying your direct blood relatives by your own hand, consuming a wolf, etc

- [] Comfort: When, where, or how do they feel most safe?
In the arms of someone they trust, during their sleep, with a weapon in their hand, with a full belly, etc

- [] Fear: The stuff of their nightmares
Loneliness, bears, sickness, starvation, darkness, etc

- [] Whispers: The first ideas being shared around the campfire
(This will heavily influence the first aspects of their culture, avoid specifics, be evocative, make up 1)
Dancing silks in the night air, beasts with faces like masks, giant men living in the clouds, spears made of bones that glow, etc

For those who have already made a Tribe or just wanna vote normally, here are the actions, choose or write-up 1

[] Patapon Tribe: Talk about potential big scary monsters in the wilderness

[] The Honoured Blood Tribe: Investigate the other Tribes

[] The Dreaming Ones Tribe: Look for mushrooms that could be good for "Mind expanding"

[] Write-In
 
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[X] Whiteram Tribe: Explore Whiteram Peaks in search of interesting locations for the raising of the Mouflons.
 
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[X] The Dreaming Ones Tribe: Search for herbs that will calm the mind and lengthen sleep.

Hopefully they will find something that would allow tribe members to fall into a coma like state so they can go on extended dream quests.
 
[X] The Honoured Blood Tribe: Search for Great Beasts to slay, to be Recorded and exalted for eternity.

I'd want to try getting some buildup before checking the other tribes.

Get a few Honored Bloodlines in via great deeds before interaction, and ideally get some Stories running around those bloodlines, given the focus on Heroes and Honored Bloodlines in stories told by the Blood.

In other words, start killing cool stuff to become cool.
 
[X] The Dreaming Ones Tribe: Search for herbs that will calm the mind and lengthen sleep.

Hopefully they will find something that would allow tribe members to fall into a coma like state so they can go on extended dream quests.
Took awhile, but I found a plant online that your Tribe can potentially gain if the roll succeeds
Be careful ingesting it, if the roll goes well
 
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