Patapon Tribe: Learn how to kill sharks with no risk. Also try to get a spirit (let's call em Kamipon) to help guide our tribe to success.
Shark killing rolled a 41 - 2 = 39
Kamipon rolled a 50 = 50
Sadly, the sharks won again, the tactics mainly didn't work because the sharks were... well, sharks, and the folks who were thinking up ideas for a guiding spirit sorta also perished while trying to help with the shark killing tests
Soon, the remaining ones couldn't think up a guide, but began having ideas about something else...
Story Roll
Rolled a 14 + 5 = 19
That something else was nothing, apparently those creatives got eaten too, which is actually a good thing cause the idea was gonna be anthropomorphic sharks that were originally sharks that ate too many people, so you dodged a bullet there (I might later work on story rolls to make the results more interesting then the story doesn't come to life)
It is not a good day for the Patapon tribe, but they still endure
Tokka Beach
- Local shark population has a taste for human flesh after a couple incidents
The Dreaming Ones Tribe: Wander the dream.
Rolled a 43 + 20 = 63
Some dreamed of traveling forests where the trees had eyes, one dreamed of being a fully grown adult floating in the place they used to be before birth, another had dreams of sitting on a pile of very beautiful men
Barely any of them had trouble with Oleander during this travel through their mindscapes
They shared these stories, describing the myriad surreal scenes and the creative among them started having ideas...
Story Roll
Rolled a 100 + 11 = 111
The storytellers begin telling vivid tales about the directions one can walk to visit other dreams, of secret paths in the unconscious planes one can take to visit fellow dream wanderers
And so by the next morning, when they gathered around the campfire, multiple of the more well practiced lucid dreamers accidentally mentioned visiting other folks in their dreams
And described the contents of the visited dreams with complete accuracy, and the tribesmen they supposedly visited all remember the interaction
They checked the Dream-Wanderers for any strange signs, and saw that as the dream wanderers started have purple cloud tattoos appear on their bodies, which moved slightly if you looked long enough
It was a day to celebrate!
And so they did, dancing around the fire
The Dreaming Ones
- 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
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
Decide: Tell stories about a secret path to a forgotten world
Rolled a 16 + 20 = 36
(Okay, maybe this will make failed story rolls more interesting, instead of it failing to make a cultural impact or a living story I just make something that you'll be less likely to rein in)
The storytellers did spread their tales about the secret paths, but nobody was able to put enough heart into one of these tales to get it to form a Living Story
Except one man, he heard the story of an inhabitant of one of these forgotten worlds, and got attached since they really empathized with the concept for some strange reason
Which ended up being enough
As the Decide tribe camped for the night, the man who felt a connection to the fictional character heard grass being crushed underfoot and dirt crunching
He got up and saw it
A figure in black robes that flowed in winds that weren't there, marked by faded silver symbols, their meaning haven't been thought up yet, it's hands were cold, grey, and wrinkled
It's head was 3 horse skulls partially melded together, dust flowing out from within it and dissipating into the wind
It reached out to the man and said "Do you wish for a place to finally call home? Are you tired of running?"
The tribeman nodded
"Take my hand then, there is work to be done" the tribesman takes the Bishop-Of-Dust's hand "And if we do this right, we'll both finally belong"
The next morning, the tribe wake up to find that the weirdo of the tribe has gone missing, they paid no mind to it and continued their journey through the land to find a place safe enough from the end of days, which will surely come at any moment!
Decide
- 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 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
The Nayrin's Children: Take to their boats and explore beyond the Island.
Rolled a 75 + 20 = 95
"I'm on a boat boat boat!"
"We're on a boat boat boat!"
"And that's a goat goat goat!"
"Hope we'll float float float!"
"As I glooooaaaat! At the sharks!"
"Hurrah!"
That is the song the Nayrin's Children sung as they sailed towards the shore and the Patapons watched from afar, the Nayrin's Children landed, ate the goat the saw and began to celebrate on this new land they found, it was nice having something arrive at Tokka Beach that wasn't a shark
Hopefully colonialism won't be the problem to replace it though
Anyway, around the campfire, the Nayrin's children began to chat while drinking some good ol coconut juice, mainly cause they didn't find alcohol yet
And soon, stories began to be shared, the ideas gathered, aaaaaaaaand...
Story roll
Rolled a 45 = 45
When they finished checking Tokka Beach out and making silly faces at the locals to scare them for funsies, the NCs started sailing back home, but something came over them...
The urge
To SHANTY!
"Yo ho ho ho! I'll witness all seas with the Nayrin's favour and love, cause sailing these vast blue water fits me better then a glove!" The captain's breath was visible, blue, and looked like rolling waves moving to the rhythm
"Fits him better then a gloooove, hurrah!"
".......Why the fuck did we do that?"
The Nayrin's Children
- Always feel a strange urge to sing while sailing
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
The Netwalkers: Study Insect/Arachnid behavior.
Rolled a 51 = 51
"And see that little one?" A father held his daughter as they watched some bees
"Ye"
"Those bees are dancing"
"Coool, I didn't know they liked to do that too"
"Indeed, AND that is actually how they communicate to eachother"
"... why don't we do that?"
"Cause we kinda got lazy when making the language, and couldn't agree on a shimmy or a handstand meaning hello"
The Netwalkers
- Have a decent understanding of insects
Whiteram Tribe: The discovery of The Corpse-Nursing Goddess has show that the peaks are not as safe as the tribe would like, thus the current chief as ordered the scouts to find all the dangerous places of the peaks and mark them with highly visible warnings so that they can be avoided starting with The Starving Camp and also any caves they know of, for as everyone knows all caves are dangerous and evil.
Rolled a 82 = 82
The hard part wasn't the warning signs, the scouts simplt grabbed wooden stakes, painted them red, and stuck them in the ground near sights of danger
Mainly near caves, lots of caves, they're scawy
The real hard part was finding the actual dangerous places, there were a couple close calls, but they find a small amount of dangerous places in the peaks, which the traveling tribe called Decide were grateful to be warned about and thus left a couple small end of the world survival prep scrolls as a thank you gift
Now here is a tiny list of dangerous places in Whiteram Peaks
Whiteram Peaks
- 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 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
And worst of all
The Pit
- Its just a big pit
- Nothing sinister at the bottom but gravitys gory results
The Honored Blood: Send dozens of hunting bands into the Forest in search of great beasts and greater slayings. Many will die, but those who survive, those who win, will be Exalted above all else. The Records will keep their names, and their people's tongues will remember them for the rest of eternity, however long that may last in the Bleeding Forest. The Honored Blood needs Honored Bloodlines, after all.
Rolled a 32 = 32
None of the aspiring warrior-saints came back
The groups all came across the king of the monsters, a gargantuan beast, a creature that can handle arrows, spears, blades, and clubs aplenty with it's mighty hide, it is, the one, the only, MAMMO
The Last Mammoth, who was marching through the jungle that day and got pissed off by some groups of Honoured Blood hunters
Keir, once she heard of the small groups traveling out to find beasts to slay, was mortified by the dangerous trend she started, even more so by the result
The only reason people knew MAMMO was the one responsible is because a child followed some of the hunting parties and witnessed the massacre, then came back and told everybody, said child is now traumatized for life and afraid of fuzzy things, but at least you know
And dang it, people are starting to talk about the mammoth
Brace yourself
Story roll
Rolled a 39 = 39
MAMMO was depicted as a monster, a disaster that walks the earth, a beast that brings blood and death wherever it goes, this exaggerated description of a really tough nearly extinct mammoth has given it a very bad boost
Now the tribe think it's belly contains the souls of the dishonoured and forgotten, alongside any victims it kills
(MAMMO doesn't eat the bodies, the tribe just didn't understand that it's just very violent and paranoid, not hungry)
Which is very bad
MAMMO themselves is now just confused about why they can hear the reverberation of distant screaming beneath them, it doesn't bother the wooly killing machine, just a weird new thing they've gotta deal with in their crazy life
The Honoured Blood
- 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
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