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.
This ain't threadmarked dear Whail!


[X] [Blood] Yes.

So for reasons we may want this:
It will encourage more martial bents in our people. It is very much a Pro-Horde type of trait, because as someone mentioned it encourages blobbing.
Punch based diplomacy is hilarious.
This has a good basis for a future Justice trait line, in that conflict resolution can potentially be resolved by fighting in ritualized duels or in fighting together against a designated enemy. Perhaps a ritualized hunt of dangerous animals or something.
I don't expect to be successful in getting SV to fight everyone.
 
[X] [Blood] No.

Take it if you want to be locked into furiously punching at an enemy you can't defeat and to which you aren't even doing damage to.
 
[X] [Blood] No

This value makes raids of opportunity an incredibly bad idea, as even minor skirmishes will boil over into blood feuds. I'd rather be able to take advantage of weakness when presented, and forge strong ties with the currently-strong neighbours rather than just the ones most familiar.

Major Mysticism value get.
 
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Turn 5.2: Odanebai Followup
Turn 5.2: Odanebai Followup
Additional New Info:
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}
As normal, choose 2 actions:
[] [Act] Expand Fishing
Set up nets and traps to supplement the tribe's diet.
S: +1 Temp Econ
D: +3 Temp Econ

[] [Act] Exploration and Scouting - (Direction)
(Direction) can be any of the 8 cardinal or semi-cardinal directions.
-1 Temp Econ, -1 Temp Martial, +Info about resources & people in target direction

[] [Act] Train Hunters
-1 Temp Econ; +1 Martial and Moderate Hunting, Raiding bonuses this turn and next.

[] [Act] Hunting Expeditions
Organize the labor of the population to build tools and send out additional hunting parties.
S: +2 Temp Econ, +1 Temp Martial, additional effects
D: +5 Temp Econ, +2 Temp Martial, additional effects

[] [Act] Raiding Parties - (Target)
Send people armed with weapons and fire to take food and goods and to destroy fields, houses, and lives.
Targets: All, Northern Farmers, Northern Nomads
S: -1 Temp Econ, +1 Temp Martial
D: -2 Temp Econ, +3 Temp Martial

[] [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

Current Civ Status

Government:
Hereditary Chieftains - Ritualized Trial of Combat
  • +1 Econ
Economic Type: Local Gift-Exchange

Legitimacy: ?/3
Stability: ?/?

Centralization: ? [Tolerance ?:?]

Prestige: ?

Diplomacy

(Attitude / Contact Frequency)
  • Northern Farmers: Peace / Rare
  • Northern Hunters: Amicable / Occasional
Stats
  • 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
Martial: 2
  • 1 base
  • 1 Legacy: Early Martial
Economy: 2
  • 1 base
  • 1 gov't
  • -0 (Villages 0/2)
  • Villages: 0
Wealth: ?
Culture: ?
Techne: ?

Values, Statuses, Legacies
Honor:
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
Tech and Concepts
Materials
  • Furs and Hides, Bone, Sinew
  • Wood, Plant Fibers, Plant-based adhesives
  • Flint, Naturally Shaped Stone, Rough-Hewn Stone
Agriculture/Food
  • 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)
Weapons and Armor
  • Clubs, Crude Axes
  • Spears / Atlatl
  • Primitive Archery
  • Thick Hide Armor
Cultural and Domestic
  • 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
Administration
  • Group Coordination, Collective Decision-Making
  • Leadership
    • Councils
    • Chiefs
Travel
  • 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:
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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:
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Jaguars:
@Rafin (2/3)
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Shamans:
@Aabcehmu (1/2)

Disciples of BOAT:
@Cariyaga (3/5) (0/4)

AN: Doctor app't done, looks like I'm not gonna die! Yay! Have a numbers pseudo-update!

For vote tallying this time around, I'll be taking *all* the votes from 5.1 onward (as in, "newest votes only" is unchecked in the tally), so you don't need to re-vote for your [Blood] choice.
 
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[X] [Blood] No

Now that I've thought about it, that downside has serious consequences later on. Right now, every one is weak enough we can smash them with one or two turns of raiding, but at later stages, going to have to fight every war unto the knife. Our diplomacy will be very inflexible, as we're going to have to decide whether to ally or destroy someone when we first meet them, and we'll have a very hard time changing that later on. Finally, if all our enemies take getting raided super personally, we run the risk of getting coalitions formed against us. If they all really hate us, why wouldn't they ally each other?

Oh hey, an update.

[X] Intensify Cultivation x 2

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.

[X] [Act] Train Hunters x 2

I'd also be cool with this.
Adhoc vote count started by JamesShazbond on Mar 15, 2018 at 1:29 PM, finished with 70 posts and 36 votes.
 
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[X] [Blood] Yes.

[X] [Act] Intensify Cultivation
[X] [Act] Raiding Parties - (Northern Farmers)
 
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[X] [Blood] Yes.
[X] [Act] Train Hunters
[X] [Act] Raiding Parties - (Northern Farmers)

Let's follow up on our success with another go at the farmers. We lost last time because they had stupidly good rolls, but that doesn't mean it'll happen again.

edit: also, we have enough Econ that even if we fail again we're still safe.
 
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[X] [Blood] Yes.
[X] [Act] Train Hunters
[X] [Act] Raiding Parties - (Northern Farmers)
 
[X] [Blood] No

[X] [Act] Intensify Cultivation
[X] [Act] Raiding Parties - Northern Farmers
 
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.

Thresholds are checked after immediate costs/gains for the turn have been applied, and the action goes forwards if it meets the threshold.

In our case, we need to have at least 1 Econ after all costs that turn for Intensify Cultivation to work. If our costs push us down to 0 Econ or lower, Intensify Cultivation will fail from lack of labour. It also stacks, so two Intensify Cultivation requires 2 Econ to pull off after costs.
 
[X] [Act] Train Hunters
[X] [Act] Raiding Parties - (Northern Farmers)

I can't decide on the Blood Brothers vote, so I'll leave it to someone else.
 
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