This ain't threadmarked dear Whail!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?Accept New Value?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)
[] [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.
Heresy! We PUNCH.I don't expect to be successful in getting SV to fight everyone.
As normal, choose 2 actions:Article: Innovations:
Admin:Apprenticeship
[] [Act] Train Hunters
-1 Temp Econ; +1 Martial and Moderate Hunting, Raiding bonuses this turn and next.
Econ:[] [Act] Intensify Cultivation
Threshold: 1 Econ
+2 Econ this turn and next
0/3 slots active, slots use goes away once its Econ bump goes away
Actions:
Hunting Expeditions x2: E+5+1 (Minicrit), M+2
Stats:
Econ 2{4}
Martial 2{4}
Current Civ Status
Government: Hereditary Chieftains - Ritualized Trial of Combat
Economic Type: Local Gift-Exchange
- +1 Econ
Legitimacy: ?/3
Stability: ?/?
Centralization: ? [Tolerance ?:?]
Prestige: ?
Diplomacy
(Attitude / Contact Frequency)
Stats
- Northern Farmers: Peace / Rare
- Northern Hunters: Amicable / Occasional
Martial: 2
- Temp stats can at most double your pool.
- Payment order: Apply stats that don't depend on thresholds, check thresholds, apply stats that do depend on thresholds, modify infrastructure, modify stat pools
Economy: 2
- 1 base
- 1 Legacy: Early Martial
Wealth: ?
- 1 base
- 1 gov't
- -0 (Villages 0/2)
- Villages: 0
Culture: ?
Techne: ?
Values, Statuses, Legacies
Tech and ConceptsHonor:
Glory in Destruction: What is best in life? To crush your enemies, and see them driven before you.
Pro: Moderate bonuses to all Martial Actions. Can utilize untargeted Raiding actions.
Con: Upon conflict loss, roll for additional Legitimacy loss.
?
Social:
Mystical:
Legacies
Legacy: Early Martial
+1 Martial Pool, Martial Stat visible, +1 Honor Value Slot
Materials
Agriculture/Food
- Furs and Hides, Bone, Sinew
- Wood, Plant Fibers, Plant-based adhesives
- Flint, Naturally Shaped Stone, Rough-Hewn Stone
Weapons and Armor
- Edible Plant Gathering
- Cooking, Drying, Smoking
- Spear Hunting, Bow Hunting (enables [Act] Hunting Expeditions)
- Trapping (Hunting Temp Econ +?)
- Trap, Net, Spear, and Bait Fishing (enables Action: Fishing)
Cultural and Domestic
- Clubs, Crude Axes
- Spears / Atlatl
- Primitive Archery
- Thick Hide Armor
Administration
- Ground Pigments
- Ornamentation, Personal Adornment
- Tattoos
- Sewing, Beads
- Counting
- Animism, Vague Dualism
- Ceremonial Burial, Cremation, Ancestor Veneration
- Stargazing, Folk Meteorology
- Folk Empiricism
- Folk Medicine (Minuscule Martial bonus)
- Bandages and Bindings
- Herbalism
Travel
- Group Coordination, Collective Decision-Making
- Leadership
- Councils
- Chiefs
- Game Trails
An overview of this quest's mechanics can be found here.
Each side of a hex marks out ~3 miles.
The black border is the area your camp wanders around within, and the area shown is how far out your hunters typically travel.
Article: Supporters and PatronsIt amazes me that people are willing to support my writing like this. You guys are awesome and you help inspire the continuation of this project.
If you think my work is worth encouraging and supporting, I would forever appreciate it if you would click the link in my sig to my Patreon.
Pearl-Divers:
@gbear605
@mcclay
Jaguars:
@Rafin (2/3)
@racnor (1/2)
@Oshha (0/2)
Shamans:
@Aabcehmu (1/2)
Disciples of BOAT:
@Cariyaga (3/5) (0/4)
I don't know what threshold means, but I want to move towards settlements. We've developed an anti-settler culture, so this is going to cause trouble, but it has to be done. Might as well rip the band aid off.
I thought about it and decided I didn't like my reasons for picking Yes.[X] [Blood] Yes.
[X] [Act] Raiding Parties - (Northern Farmers)
[X] [Act] Raiding Parties - (Northern Farmers) X2