Turn 5.1: Odanebai? - "Blood-Siblings?"
Turn 5.1: Odanebai? - "Blood-Siblings?"

As the drought became less severe your hunters began fielding actual successes, and by avoiding conflicts with other bands your people ultimately began to recover.

While most of those who remembered the conflict with the jendeseri bore a strong dislike of them, none could deny that their methods seemed to have been helpful in remaining strong through the drier years. The earth-families within the band began coordinating their sowing on the fertile land just at the place where the rivers met, so that the fields were never far from the tribe's camp, no matter the season.

Neither of your northern neighbors seemed interested in taking advantage of your weakened state, a fact which many, including your new Chief, took to be extremely encouraging. The cowardice of the jendeseri hardly needed a separate explanation, but a notion developed among your people as a whole that perhaps the other jendibili and you now shared something of a blood-bond, your fathers and brothers and sons having fought together. They had, it was generally observed, been honest and fair, neither encroaching on the lands your hunters frequented, nor leaving your raiders to face the jendeseri alone, nor striking your people in the back when you were vulnerable.

Perhaps this could grow into something more?
Article:
Major Mysticism Innovation Roll!

Potential New Value:
Blood-Bond: Those who have fought together are joined as surely as brothers and sisters.
Pro: Any group you have fought on the same side receives long-lasting Diplomacy bonuses and an improved likelihood of accepting future cooperative offers.
Con: Any group you have fought *against* experiences long-lasting Diplomacy penalties.

(Hidden Legacy Effect: +1 Honor Value slot from Early Martial)
Accept New Value?
[] [Blood] Yes.
(Value takes effect)
[] [Blood] No.
(Unknown Mysticism Innovation replaces Value)

AN: Off to a doctor's app't, rest of the chapter should drop around lunchtime. We'll figure out how to deal with the vote mess later, it'll be fine.
 
Y'all don't want that unknown mysticism innovation?
(Unknown Mysticism Innovation replaces Value)
It's a "Major" one.
 
Y'all don't want that unknown mysticism innovation?
(Unknown Mysticism Innovation replaces Value)
It's a "Major" one.

The one we have seems neat enough, and it gives us a path to the diplomacy needed to become a real power.

It seems we're getting closer to proper agriculture, which is not what I would expect from double hunting, but I won't complain.
Adhoc vote count started by JamesShazbond on Mar 14, 2018 at 1:46 PM, finished with 884 posts and 23 votes.
 
Last edited:
[X] [Blood] No.

I'm not fully against it given how it's basically punch-based form of diplomacy but it's also less indiscriminate punching. Even if it might lead to more blobbing.
Also, the boat people are haunting us, our first innovation was a hunting tech that wasn't useful for punching and now our second innovation is mysticism. What is this I don't even:jackiechan:
 
[X] [Blood] Yes.

Stable diplomacy enables good punching. If we can have allies we can trust, we are that much more formidable, and that much less likely to wind up with enemies on all sides.
 
[X] [Blood] No.

I don't care either way, but there has been minimal amount of discussion, so I vote to move closer to a tie in case people start changing their minds for good reason.
 
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