So, the very first omake.

Overall, I like this omake, although I have a few issues with it (you randomly switch tenses from present to past a few times), but I think it's definitely enough for it to be canonized and threadmarked under side story. Tell me whatever you want out of this story, and what category it should go under on the character sheet, and it'll be done right away.

Here ya go, Manus! If the formatting is okay, I want to add this to the Myths section please!

Fleshless Child of Cunning: There is a child like no other that wanders in dusty places where only worms previously tread, speaking to the newly dead with a rapacious appetite for stories and a curious sort of joy.
 
Last edited:
Here ya go, Manus! If the formatting is okay, I want to add this to the Myths section please!

Fleshless Child of Cunning: There is a child like no other that wanders in dusty places where only worms previously tread, speaking to the newly dead with a rapacious appetite for stories and a curious sort of joy.
Curious.*

Sorry, you failed the grammar exam Spear, I'm going to ask you to leave the quest now.

(It's been added.)
 
I'm expecting to run it until the evening of tomorrow or the day after that, and then stop it there, ideally to update the same evening or later in the week. If the quest builds up popularity and more voters, I will likely extend the voting periods consummate to the amount, but right now I'm looking into two-three days voting periods.

And here it finally is. Sorry for the wait, we are resuming a normal updating schedule again.

With this in mind, we have threadlock in 15 hours-ish at max

Leading is Life/Riches

Speak now or forever hold your peace :V
 
[X] Life - There are many women, who would surely make good wives for the hunters who have none, and there are children still, who can become Kin to Air too, by partaking of your blood, as you partake of theirs.
[X] Riches - Some of the men and women bear shiny necklaces, gold-hemmed shirts and rings, and you have seen other objects of elegant materials, glitter and shimmer within the huts. You will take these, and make them the property of the Kin to Air, showing your victory.
 
Hey @ManusDomine do the Kin's pictographs retain mnemonic qualities(i.e some people just come up with pictograms to remind themselves of something) of the earliest writing systems, or are they stable(ish) and becoming representative of a body of commonly accepted meanings and concepts?
 
Hey @ManusDomine do the Kin's pictographs retain mnemonic qualities(i.e some people just come up with pictograms to remind themselves of something) of the earliest writing systems, or are they stable(ish) and becoming representative of a body of commonly accepted meanings and concepts?
Yes and no. There is a meaningful core of symbols, primarily used among the potters, who have a consistent tradition of pottery and engravement, but keep it secret to non-potters because they use it for invoking spirits and the land in their art and rituals. However, most just draw random things that resemble stuff they see, so a bird gets something that resembles that bird and a mountain gets a reverse-V etc. There is a consistent tradition in how certain natural features are represented, but they don't hold any meaning in themselves, existing only as representational symbols of something else.
 
BungieONI - Essay on Diplomacy
Beh, I shouldn't be awake right now, but whatever I had me a thought.


So, as Diplomacy has been sort of a theme for the past three updates since we met Lugalkam I was struck by the question of "Well, how does diplomacy work when it's tribals?" It is a pretty substantial question, though not exactly crucial to our means of survival right at the moment.


A big thing to start with, which ties into my previous thing on legislation and the lack of Law context, is the fluid nature of Kin Diplomacy. To give context to what I mean, Law and legislation and legislative bodies can regularize both the protocol and formal requirements of diplomacy and they can regularize the effects of diplomacy and have it hold in treaty and contracts beyond the lifetimes of the negotiators. Law, and the other advanced social concepts that tend to appear along side it(for different reasons, and often not spawned from law itself) can make it so that societies elevate diplomacy beyond the level of an interpersonal relationship and into a contract which is binding under whatever agreed upon terms there are.

For the Kin however, they lack Law and legislation and also most advanced social structures beyond the interpersonal. What this means obviously is that in the Kin themselves rely on interpersonal skills taught by their parents and the honored grandmothers and extend this out to their diplomacy. You can see it in the interactions between Fire Defeats-Many and Lugalkam. Their agreement is not between the Kin and the Godlanders, it's between Lugalkam and Fire Defeats-Many. Lugalkam's people have the theoretical social basis to understand more complicated diplomatic overtures but in this context there really isn't any point.

It's also not even really a formal agreement at all, given that Fire did not exchange an item with Lugalkam when they talked, for it to be held as collateral, as described in their practices. In fact from what I can tell those sorts of formal binding agreements are purely Kin to Kin associations, and it hasn't occurred to them yet for such things to apply to deals between other people outside the Kin. This goes beyond diplomacy as well, into the nature of binding trade agreements, which are similar enough that there is a lot of overlap. In the sense that the trade agreements are not going to be contracts per se and will be purely personal constructs between two people based on personal connection.

Now interestingly, for all tribals on or near the Kin's level of development this sort of diplomacy holds true both nomadic and semi-nomadic/settled. They may approach first contact, and extended diplomacy, in different ways based on cultural context but the bed rock of it will be interpersonal relations between the important people who meet each other as those people representing themselves because there isn't exactly a sense of "The state/kingdom/overarching social structure".

What are the consequences of this? Well it leads into the "Diplomancing Nomads is Hard" concept common to history, because you have no wider connection or social structure to address and get to everyone in a particular region, and that each particular tribe you basically have to make friends with on your own merits as a person and not a representative of something larger. They may respect that something larger as a force to consider, but they'll listen to your negotiations because of the charisma of the negotiator and their ability to sell their shinnies. So it leads to the dilemma where you have to do this with every tribe in a region and some of them will hate each other's guts in feuds spanning literally generations over shit we would consider weird. (Go look up the Basus War, I am not kidding)

That's for more complex folk interacting with Kin like nomads and nomads in general, as well as settled but un-advanced tribal peoples. For the Kin interacting with other tribes close to their level it leads to a couple of things. First is that every relationship will be between people, and families instead of Tribes. For the most part, with stuff only escalating to the Tribes getting involved when stuff goes sideways. If people don't like each other, then that's a big limiter and it is not one we can really effect at all. This limits the direct number of relations the Kin can actually sustain.

However, in a different part of this, you can actually have webs of relationships and inter-tribal diplomacy which span huuuuge areas of land. (again look at the Basus war) No one person or tribe will be personally connected to everyone else, but you can have the formation of tribal blocs based on interpersonal connection. Which in turn means that for certain things you can get masses of tribes coming together over something.

Now of course a lot of this interpersonal diplomatic stuff is predicated on family blood ties. That's a thing which will be common for most people, since humans are still at the point where tribalism and its associated common thoughts(usually that trust worthiness is an extension of blood relation, which tended to end up being true) are predominate. It actually will even apply to one degree or another, though likely be executed in different ways for truly settled non-tribals like the Godlanders. This means that a lot of ties between tribes which are more than a fleeting "How do ya do?" are bound using familial marriage ties, though depending on the culture they may not be exactly common. Often it may be that marriage will be between members of different families in the same clan, or between members of different clans, and then sometimes between members of different tribes.

It really kinda depends. Then there's things like blood brother traditions and blood oaths, which can facilitate the same role without marriage becoming involved. And then all the other traditions and rituals I don't know about.

What this means for us as a player base is that we will essentially have to hold diplomacy on a case by case basis. And that playing based on the idea of "Do I like this person, and how bad can they hurt." is actually totally viable and in character, and probably exceptionally reasonable when dealing with other tribes since they will be doing something similar. The barriers we'll have to overcome are different definitions on what is prestigious and also a variety of different social practices.

A big part of it that intercession in conflict will often come down to arbitration by the spirits and those in our societies that truck with the spirits. As well as deeper relationships and friendships will need to be consecrated beneath their domains.

I think that's it for now... *rummages around*

Yeah, I'm done on this topic for now.
 
Last edited:
BungieONI - Art of the Kin Scrolls
Apologies for the double post but I got hit with a inspiration.


"Kin Scrolls I"

The beginning of a pictorial chronicle of the Kin to Air's first Great Journey.
Adhoc vote count started by BungieONI on Jul 23, 2018 at 3:26 PM, finished with 310 posts and 25 votes.

  • [X] Life - There are many women, who would surely make good wives for the hunters who have none, and there are children still, who can become Kin to Air too, by partaking of your blood, as you partake of theirs.
    [X] Riches - Some of the men and women bear shiny necklaces, gold-hemmed shirts and rings, and you have seen other objects of elegant materials, glitter and shimmer within the huts. You will take these, and make them the property of the Kin to Air, showing your victory.
    [X] Speak of Us - Lugalkam fought well and earned your respect. You would request he and his compatriots speak of you in great detail so that their blood can remember you in the far future should your Journeys cross again.
    [X] Sacrifice - The wolf is the destroyer of all the works of man, but today, you have become wolves and harried and slain many men. Thus, you slay the defeated foe and lay them together, in an isolated place, and send them thusly to the Lonely Ancestor, as thanks for your great victory.
    [X] Chains - The men may be taken with you, and set to work for you, making them servants and slaves. Lugalkam has explained to you, how a woman in the Land of the Gods, may become property, so could men and women not become the same to the Kin to Air?
    [X] Land - You will take this place, turning it into a place of the Kin to Air; huts, river, pier and rafts will all become yours, and you will own it as your own. You may use the huts, and all the things within them, for your own.
    [X] Life
    [X] Land
 
[X] Life - There are many women, who would surely make good wives for the hunters who have none, and there are children still, who can become Kin to Air too, by partaking of your blood, as you partake of theirs.

[X] Speak of Us - Lugalkam fought well and earned your respect. You would request he and his compatriots speak of you in great detail so that their blood can remember you in the far future should your Journeys cross again.
 

[X] Life - There are many women, who would surely make good wives for the hunters who have none, and there are children still, who can become Kin to Air too, by partaking of your blood, as you partake of theirs.

[X] Speak of Us - Lugalkam fought well and earned your respect. You would request he and his compatriots speak of you in great detail so that their blood can remember you in the far future should your Journeys cross again.​
 
[X] Life - There are many women, who would surely make good wives for the hunters who have none, and there are children still, who can become Kin to Air too, by partaking of your blood, as you partake of theirs.

[X] Speak of Us - Lugalkam fought well and earned your respect. You would request he and his compatriots speak of you in great detail so that their blood can remember you in the far future should your Journeys cross again.
 
[X] Speak of Us - Lugalkam fought well and earned your respect. You would request he and his compatriots speak of you in great detail so that their blood can remember you in the far future should your Journeys cross again.
 
Soo, are we going full raiding and pillaging nomads?

Taking Riches I could see leading to trading just as taking slaves would.


Glory has a warm home in burning houses though :V
 
Soo, are we going full raiding and pillaging nomads?

Taking Riches I could see leading to trading just as taking slaves would.


Glory has a warm home in burning houses though :V
I don't have really any appreciable issue with the whole raid, pillage, death thing in the context of this quest. So yeah, I think doing raiding and pillaging nomads is something that could be fun. My particular desired course is to present ourselves like we did to Lugalkam and act sort of like primitive mercenaries and develop a particular MO.

In this case I'd like the MO to be, take Lives as we are here for our main "price" and then have a secondary smaller thing we ask for which changes depending on the scenario and our whims. And that's just because it's cool reading about that sort of thing from the perspective of looking at a societal chronicle.
 
I don't have really any appreciable issue with the whole raid, pillage, death thing in the context of this quest. So yeah, I think doing raiding and pillaging nomads is something that could be fun. My particular desired course is to present ourselves like we did to Lugalkam and act sort of like primitive mercenaries and develop a particular MO.

In this case I'd like the MO to be, take Lives as we are here for our main "price" and then have a secondary smaller thing we ask for which changes depending on the scenario and our whims. And that's just because it's cool reading about that sort of thing from the perspective of looking at a societal chronicle.
I mean, I am not against raiding as nomads...

I just want to be shiny while we do it. :D

It also gives us a chance to trade for things we cannot make ourselves, such as those neat-o spearheads the south folk be walking about with.
 
"Kin Scrolls II" and "Fire Defeats-Many's spear"

Okay, so I'm going to be horrifically unfair here and going to give you one change for your artwork in totality and one change for the insight you made. As usual, the changes must pertain to what they were about, so you can't use your insight into diplomacy to declare that the Kin to Air are going to become the Roman legions. :mad:
 
Look Upon My Works - Partitioning
Author's Note: Warning, this gets pretty grim some places, so if you aren't for reading about a village getting burned to the ground, I would not recommend reading.

[X] - Life
[X] - Speak of Us

Partitioning


In the middle of the camp of the fishing folk, they huddle; at the mercy of the Kin to Air, who wrestled with demons in the underworld, and the black-headed men of the Land of the Gods, they huddle. Women, children, men; old and young, all subdued by the demons that possessed you in battle, and made each of you as tenfold warriors of theirs. They whisper among each other, whispering in a strange, guttural tongue of harsh words and slithering sentences, like the scaled fish they take from the water and eat; like the strange spirits of the river, they no doubt worship.

Lugalkam looks at you expectantly, waiting for you to make your choice. You ask him to stand back and let you confer, to which he agrees, and you bring the hunters together. You ask of them, their desires, but you can already see the gazes that the young hunters, faces still flushed with blood, cast towards the women of the fishing folk, and you yourself, are in need of a wife. You ask of them, if they desire anything more, but must quickly calm them when they speak of the golden jewelry, wishing to save that for Lugalkam, whose eyes you have seen glitter at least as much as the gold, when they fall upon it.
Brilliance strikes you, and you know what to ask for, smiling as you call off the conference and return with your host, to Lugalkam and Ninthutha, and the fishing folk.

"I ask firstly, of you, Lugalkam of the black-headed people, who come from the Land of the Gods, that I be given the unmarried women and the children of the fishing folk, and that all who are married be given the same fate as their husbands, as to not to separate them."

To this request, Lugalkam seems to acquiesce easily, smiling happily that you make such a light request, and motions to his men to stand ready, as he shouts in the language of the fishing folk, to separate the married from the unmarried, lifting his bloody blade so it glints evilly in the dying sunlight of the evening. Terrified, they separate from each other, those who will not move, being moved by the soldiers with crude gestures and rough pulling. You bid Lugalkam speak, and he commands, once again in their strange tongue, and the mass of unmarried women, and children move, shuffling and clustered together, towards you.

Then you speak to Lugalkam again, and give your second request; your stroke of genius, which will secure greatness for the Kin.

"Secondly, I ask of you, Lugalkam of the black-headed people, who has become to me like a brother, through battle, that you and your men speak of us, and speak of our greatness, and say, "The Kin to Air, who are all kin to the woman who went into the land of dry dust and worms, and wrestled with the demons within, are great in the eyes of the spirits, and our gods", and that you bring this message with you wherever you go."

At this, Lugalkam laughs joyfully; a cheery laughter, not in mockery or jest, but in friendship forged, speaking up heartily.

"As you wish, Izidabduesh, of the Kin to Air, who says to me "you have become to me like a brother, through battle", I shall spread far your story, and say to them, "this man was born of Arashgichar, who is queen of the underworld and sister to the Queen of Heaven", and I shall tell them of your great deeds."

This, you find a most pleasing agreement.

Then, it is Ninthuta, property to the god Merthoch, who speaks up. In a harsh voice, she bids Lugalkam have the men and married women brought back, guarded by the soldiers, so they can be made to work. She also then bids him set the buildings aflame, to terrify others of their kind into fearing the retribution of the Land of the Gods, and seek other raiding targets. To these wishes, Lugalkam agrees, and he bids his soldiers take the remaining and lead them from the place, to stand afar under guard.
Also to this, Lugalkam agrees, giving the command and sending a group of men to make torches and bring forth fire.

Finally, it is Lugalkam's time to make his own claim, and he takes nothing but the gold and jewelry; personally looking through every hut and house for the tiniest piece that glimmers, bringing back necklaces with amber inlays and elaborate statuettes. Signs from trade afar and signs of wealth; both things that are now Lugalkam's.

Then, he calls forth again, the men who have returned bearing long sticks and timber. They arrange the timber and surround it with large stones, taken from the banks of the river. His men impale the long sticks they held, which you realize are the broken spears of the fishing folk, into the ground, while Lugalkam then takes a small stick and begins spinning it quickly between his hands, as he holds it to the collection of unburning timber. Around him, the three men he called forth begin stomping their feet in the earth, singing a song which you understand not, despite your partial understanding of their language.

"Ana Merthoche imen! Elenu thiemethoa imen!"

They stomp their feet, they shout their cry to the heavens, and the warriors keeping the captives, bid the ones they have taken kneel and lay hands upon their shoulders, forcing them down.

"Urumerthoch! Elenu keskel imen! Emkereene panazue imenak!"

In the dying, golden glow of the sun, dark clouds have begun to gather on the sky, slowly blotting out the last, feeble rays of light. The warriors take from the captives, an old man, bringing him forward, towards the great camp, held by his arms, by two warriors, as Ninthutha's eyes have rotated, so her visage is spots of white, full of tiny, red veins. From her mouth come words that sound nothing like what the warriors now holler and scream, if they are word, they are words of Merthoch.

In Lugalkam's hands, fire has begun as one would expect, and the smoke it gives off is caught in the heavy winds, dancing in a quick and murderous dance, while the three warriors have picked up their sticks, bashing them towards each other, roaring like beasts while they run around in circles. In the smoke and flame, the demons within your masks come alive, snarling and biting in the well-carved wood.

"Merthoch! Arashgichar imene ninzu! Arashgichar imene shusum tumuzuene!"

The light and heat of the fire can be felt even where you stand, the warriors have set their sticks alight. Only one holds the old man now, the other has digged a hole, in which they force him to kneel before filling it with earth again, so only his head pokes above the earth. Ninthutha has spread her arms, screaming words unknown to man, shaking violently in the light of the flame.

"Merthoch!" The warriors and Lugalkam scream in unison, shouting to the heavens as Ninthutha collapses, as if her spirit had journeyed away from her vessel, while the warriors run to the village, setting alight every building they come nearby. In the reddish-orange sunset gleam of the burning village, you can yourself shiver, despite the heat; perhaps the warriors of the Land of the Gods are not vultures as they say they are.

In the awful gleam, the fiery colours cast their eyes a terrible gold, and Lugalkam's snarl resembles a toothy maw; imagery that reminds you all too well, of a wolf ready to pounce on weakened prey. Soon, the fire is over, and the village has been reduced to nothing but ash, skeletal timber and a single old man's head sticking up from the earthen ground, long since choked to death in the ash.

You go each to your own, finding places to camp and sleep, and when the morning comes, you part your ways, Lugalkam's soldiers having long since left in the night, only seen by the few you had awake to guard the women and children. The morning sun colours the sky a pale grey, a light blanket of clouds drifting across the dullish blue at snail-pace speed, while hunters gather their spears and get ready for movement, and both captives and younger hunters look with horror at the place that used to be their home.

You yourself, are unsure what you feel about the black-headed people have done, while you do not know these people, it is not hard for you to see for your inner eye, one of the honoured grandmothers, or - Wolven Dream devour you for the thought - most honoured elder Air, themselves interred in the earth, choking on ashes as your people are dragged away and all you know to be, burns in front of your eyes, if you yourself do not lie in a shallow grave with only a metal-tipped spear as your corpse's adornments.
Regardless, you must move onwards.

What Will You Do On Your Journey Back?
You have claim on at two choices.

[ ] Language - You will attempt to learn the language of your captives, by means of interaction with them, naming things in your language, and making them do the same in theirs. You will also attempt to teach them your own language, thus ensuring that they can speak, and know what to say when they come to the rest of the Kin to Air.

[ ] Food - You will attempt to gather food and forage while you travel, ensuring that you have more than just what you need to complete the journey. Thus, the Kin to Air will be able to walk and travel for longer, as will surely be necessary many times during the Great Journey towards the place seen in the fire.

[ ] Exploration - You will attempt to learn more of this strange land by the river, which you have come to, by sending out hunters short of days to return with news of what they see, and sending out hunters long of days to experience personally what it is, and give their verdict on the nature of all that they find.

[ ] Joy - You will attempt to bring good cheer over the hunters, ensuring that they are in good mood when they return. Both the captives and the hunters you bring, should both be cheerful, so that they best as possible can get along, and meet the rest of the Kin to Air with smiles rather than surly faces.

The Hunters of the Kin to Air

Stressed Morale

Panoply of spears, slings and stones, completely unarmoured. Protected by demon-masks.

Lead by Fire Defeats-Many, armed with several javelins and a fine tusk-tipped long spear. Protected by the blessings of a demon-mask.

Thirty warriors and around eighty captives.
 
Last edited:
[X] Language - You will attempt to learn the language of your captives, by means of interaction with them, naming things in your language, and making them do the same in theirs. You will also attempt to teach them your own language, thus ensuring that they can speak, and know what to say when they come to the rest of the Kin to Air.

[X] Joy
- You will attempt to bring good cheer over the hunters, ensuring that they are in good mood when they return. Both the captives and the hunters you bring, should both be cheerful, so that they best as possible can get along, and meet the rest of the Kin to Air with smiles rather than surly faces.

Born of Ereshkigal, eh, isn't that somethin'! :V

My initial gut instinct is to go for communication and making them feel welcome, but food is always a good choice in these kinds of things as well.
 
[X] Language - You will attempt to learn the language of your captives, by means of interaction with them, naming things in your language, and making them do the same in theirs. You will also attempt to teach them your own language, thus ensuring that they can speak, and know what to say when they come to the rest of the Kin to Air.

[X] Joy
- You will attempt to bring good cheer over the hunters, ensuring that they are in good mood when they return. Both the captives and the hunters you bring, should both be cheerful, so that they best as possible can get along, and meet the rest of the Kin to Air with smiles rather than surly faces.

Born of Ereshkigal, eh, isn't that somethin'! :V

My initial gut instinct is to go for communication and making them feel welcome, but food is always a good choice in these kinds of things as well.

I'm inclined to agree. I'll also note that they have stressed morale and are outnumbered eighty to thirty, which seems ripe for additional tension between the hunters and the captives. Plus, this feels like a way of doubling down again on stories and family. These women and children have now also become family, Kin to Air, and this feels like we're treating them like that (as much as we can given their village was just ravaged, they were abducted, and what they get to look forward to. yay).

[X] Language - You will attempt to learn the language of your captives, by means of interaction with them, naming things in your language, and making them do the same in theirs. You will also attempt to teach them your own language, thus ensuring that they can speak, and know what to say when they come to the rest of the Kin to Air.

[X] Joy
- You will attempt to bring good cheer over the hunters, ensuring that they are in good mood when they return. Both the captives and the hunters you bring, should both be cheerful, so that they best as possible can get along, and meet the rest of the Kin to Air with smiles rather than surly faces.
 
[X] Language - You will attempt to learn the language of your captives, by means of interaction with them, naming things in your language, and making them do the same in theirs. You will also attempt to teach them your own language, thus ensuring that they can speak, and know what to say when they come to the rest of the Kin to Air.

[X] Exploration - You will attempt to learn more of this strange land by the river, which you have come to, by sending out hunters short of days to return with news of what they see, and sending out hunters long of days to experience personally what it is, and give their verdict on the nature of all that they find.
 
[X] Language - You will attempt to learn the language of your captives, by means of interaction with them, naming things in your language, and making them do the same in theirs. You will also attempt to teach them your own language, thus ensuring that they can speak, and know what to say when they come to the rest of the Kin to Air.

[X] Joy
- You will attempt to bring good cheer over the hunters, ensuring that they are in good mood when they return. Both the captives and the hunters you bring, should both be cheerful, so that they best as possible can get along, and meet the rest of the Kin to Air with smiles rather than surly faces.
 
That was pretty brutal. The mythic tone was interesting.

Seems like Air's respect is rising posthumously. Also kudo's to @Spear on discord they figured out that Arashgicar may be Ereshkigal.

I'll think about the vote.

Okay, so I'm going to be horrifically unfair here and going to give you one change for your artwork in totality and one change for the insight you made. As usual, the changes must pertain to what they were about, so you can't use your insight into diplomacy to declare that the Kin to Air are going to become the Roman legions. :mad:
I was actually going to ask that you treat the art so far as one thing so that's fine!

For the art I would like this change in practices.

Practice, Maiden Art: The granddaughter of an honored grandmother, who are both talented in the arts, carries with her a series of cured scrolls, on the inside is cured tan and on the outside the fur of the beast it came from. On these scrolls are inscribed the pictorial images which detail the Great Journey. This daughter carries them everywhere, guided in her art by her grandmother.

Basically got it into my head that there's this one character named Ochre Painted-Sky who was struck by the idea to make pictures out of the Great Journey and brought it to her grandmother, who approved and now helps her paint the Kin Scrolls.

For the Diplomacy... Hmmm... something in myths I think?

Mother, Maiden: When the Ancestors of Ancestors came to the valley, it was recalcitrant and sad. It would not support life and health. The People Before They Were Kin were at a loss until a mother and her maiden daughter were struck by insight and so went round the valley, finding the precious herbs and good waters, soothing the angry spirits with gifts of fine food and drink and making the valley welcoming for all.

A little explanation as to why we might include women in diplomatic parties.
 
[X] Language - You will attempt to learn the language of your captives, by means of interaction with them, naming things in your language, and making them do the same in theirs. You will also attempt to teach them your own language, thus ensuring that they can speak, and know what to say when they come to the rest of the Kin to Air.

[X] Joy
- You will attempt to bring good cheer over the hunters, ensuring that they are in good mood when they return. Both the captives and the hunters you bring, should both be cheerful, so that they best as possible can get along, and meet the rest of the Kin to Air with smiles rather than surly faces.

We asked for them to know the life of the Kin to Air. They should not look towards the ashes of their time as Fishermen.
 
Back
Top