Your mind raced what felt like miles a minute, grinding away at the length of the spool as your mind constructed images in your head. Complete access to knowledge of the elves held so many promising ideas in your mind, plants, animals, their magic, their
history. SURELY knowledge of your people's history as well?! The amount of knowledge that could be gained, alongside those other promises he made to assist your people-
But you tossed it all away in your head.
You were the Chieftain of the Shatterspear. Had you been merely the Wave-Rider a year ago you might very well have accepted that deal. You nearly had here. But you were no longer. The lives of the Tribesmen rested on your arms and in your mind. Even if your actions led to a war, you were certain of your ability to do so
without this thing's assistance.
"No." Your confidence put confusion across the face of Zalan, even as you continued solidifying your decree. "The Shatterspear Tribe welcomes ya' warnin' an' thanks ya' for it. But the Shatterspear also see no need o' ya' sect, nor ya' knowledge. We 'ave held d'ese lands since we gained d'em. We will hold d'em even longer."
Zalan attempted to burn a hole into your head with its stare yet you stared back, meeting its burning gaze with your cold confidence in the strength of your people. Then its shoulder shook once more before it laughed its cruel guttural barking laughter. "BAHAHAHA! THE CONFIDENCE OF MORTALITY!" Zalan covered its eyes with its hand, folding over as the laughter wracked its way through its body. When it finally recovered, it straightened and sighed "Haaaa. I was told the pride of the Trolls exceeded that of the Highbourne, but I see that was no exaggeration. Fine, fine." Zalan waved its hand dismissively, as it sneered distastefully "We shall meet again. Perhaps when I next visit, you will find yourself humbled enough to entertain assistance."
Then it left. Casually as if it owned the very hills and mountains it climbed past the lip of the pass with its clacking goat feet. The only sign left of its presence was the scorch marks, ashes, and some of the shattered bones of the elf it slew.
That it did so easily made you blink until confusion hit you harder than Jor'kill ever could.
The troll himself heaved a sigh of relief, the Headhunters still looked like they expected an attack. "'Ah t'ink d'at went well." Jor'kill said to you casually "'Ah didn't open mah mouth an' it left wit'out a fight!"
Bless the mind of Jor'kill, focusing on the simplest matters at that moment. "Yes." You glared after where the satyr left. "In that regard, this went incredibly well…" Your eyes regarded the headhunters who were slowly unwinding their nerves and debating having them follow the creature for a few moments before disregarding it. Testing a creature that could reduce a troll to ashes did not appeal to you. For now.
Maybe you should find some sort of protection against them…
"Let us be returnin'. D'ere might be 'ah war to fight."
The trolls fell in behind you easily after that.
It only took you a few minutes to realize Tojiar and Junjie were also there.
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[Waver-Rider En'don has Passed away to Da' Other Side. Can Now Access the Wave-Rider's Legacy]
[Warning: Change of Ways (Production Footing) Will start to incur dice rolls to see if anything bad will happen due to prolonged Production. Changing footing will prevent this.]
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Due to the Tribe's leaders looking to you in this time of Uncertainty and possible War, you have unlocked the Chieftain's Delegation temporarily, assuming you do no achieve Chieftain Legend Rank 4 by the time this power is taken away
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Actions:
You may use any number of Dice from for actions, with a minimum number of 1 (Excluding Initiating War). As Chieftain of the tribe, you are not only responsible for these actions being done, you are also expected to at least oversee it being done.
When Delegating actions, at least 1 Dice of the required dice action to delegate that Troll to their action, and your 1 dice is used to signify where you influence as chieftain is going. Until such a time as you recall them from the action using 1 dice or they complete the action.
Might Actions - Either Military or Labor intensive actions -
3 2 Dice Remaining
[ ] The Time of Axe and Spear (Free Action) - Military - It is time to set out… You have decided it is time to defend your homeland. The Tribe is angered and supports you, +3 Successes to all military Might action.
[ ] Built to Order (Variable Successes Required) - With your new understanding of exactly the inner machinations of the village distribution system and with it all laid out before you, you realized exactly what you have been missing this entire time. Knowledge of where exactly to send things to have other things built. Sure, you had Headhunters whittling their own spears, and Warriors more often than now training with old dulled wood or stone axes, but with the village laid out before you, you can now see their equipment become a reality. Perhaps, even a weapon fit for a chieftain…
- [ ] See Fit To Maintenance (1 Success Required) - Preparation - With your distribution of weapons to the Warriors and Headhunters, there is always the need to do upkeep on those weapons. The warriors may do their own, but you never know when you might need to replace a blade or distribute more spears. Alternatively, you could attempt to just simply replace them.
- [ ] Do you replace any? If so What?
- [X] Craftsmanship Worthy of the Name (Variable Successes Required) - Alongside knowing what goes into outfitting your Warriors and Headhunters, you now know you could order the creation of something worthy of your position. With war seemingly on the cusp of starting, you could order armor, weapons, or anything you could possibly think up or remember. But what's more, if you find special materials outside the norm, you could even craft an item of greater quality.
- [X]Armor For Champion of Warriors (1 Dice Taken) - Preparation - The Elder craftstroll that you had ordered construct armor for Jor'kill has isolated himself within his home to focus wholly on its construction. What he will exit with, none will even know.
- [ ] Write In; What are you making?
[ ] Ordered to Build - preparation - With your new understanding of exactly the inner machinations of the village distribution system and with it all laid out before you, you realized exactly what you have been missing this entire time. Knowledge of where exactly to send things to have other things built. Taking what you know of your village's ability to build, craft, and how to get things they need to them and use it to construct something grand, maybe a monument, a new shrine, perhaps even some sort of arena! The possibilities are endless, all you have to do is put your mind to it.
- [ ] Jail for Captives (1 Success Needed) - Preparation - With the newly captured squad of Hippogryph riders, there is now the uncomfortable truth that you have no true place to hold these captured elves. The cell on the stick treatment you had with the one won't work here. So, let's build a building purely for the purpose of holding these elves so they cannot escape.
- [ ] Write In?
[ ] A Guard for the Guards (1 Success Needed) - Military - With the warning of Zalan, even if you turned down its assistance in slaying the elves that would rescue the others, you can never be too careful. Establish Headhunters and Warriors throughout the village to keep a lookout for infiltrating elves that might attempt to take away these captives you hold. The same captives that hold many answers for you the moment you can translate their tongue.
(Note: Prayer to Bethekk can be used on this action)
[ ] They Shall Not Pass (2 Successes Needed) - Combat - Military - Though lacking in information and unknowing of what exactly you face, Jor'kill has offered to take his Warriors to hold the most likely passes into the vale. You live in high and dangerous mountains that make it exceptionally easy to hold off any ground forces from entering, assuming they enter the traditional way. Whether or not the elves will meet you there is another thing entirely.
[ ] A Lover's Embrace (2 Successes Needed) - During the last season you went about and searched through the village for those rare talents that weren't picked up by the wider tribe. With that searching, you came across Tojiar & Junjie, two lovers who were so skilled at sneaking away to find each other due to unapproving families that Shivallah herself directed you to the pairing. Now it is time to decide how you would like to use them. Krah'ranik leads the Headhunters in general, but you could decide to add more to that roster or do something more niche but no less important.
- [ ] A Chieftain's Guard - Have the two become the first members of your elite bodyguard. You aren't martially inclined with very minimal training, but these two would certainly make good shields in a pinch.
- [ ] Hunterkillers - Turn these two into your own personal killers in the dark, having them focus even further into their ability to sneak around to arrive unnoticed and spear their targets to death.
- [ ] A Champion's A Champion - The end of the day, you can never have enough talented individuals to lead the headhunters, especially since you're about to head directly into a war if things do not change soon. Have them train under Krah'ranik to learn leadership.
- [ ] Write In?
[ ] Increase Activity (2 Successes Needed) - Military - The Elves on their hippogryphs have been captured and now sit alongside your other elf captive. But the fact stands they only managed to capture those elves due to the elves' own distraction… You need these patrols properly organized and you need it last year. Get the Headhunter organized in their patrols so you don't repeat these mistakes… You can only hope it's not too late to implement them.
[ ] A Village Given Time (4 Successes Needed) - Preparation - Almost once a generation, except once three centuries previously due to a particularly egregious case of alcohol poisoning that saw it done twice in a year, the houses and supports of the Village are seen too and repaired as they age, deconstructing before raising them back up. If you are to head to war, you will need to pre-emptively do this as much of your Labor will be fighting.
[ ] Reinforce the Village (6 Successes Needed) - Preparation - With there clearly being something inside the jungle and mountains alongside the trolls, it is unclear if it is dangerous or not. Not to mention the fact this entire situation could spiral into conflict depending on the action of the Elves, the need to build up the defenses of the Village itself are prevalent. If there was an attack and the village was not prepared could lead to devastating consequences.
Mind Actions - Used to find a solution to a problem - 6 Dice Remaining
[ ] Drama's An Old Friend (Free) - You are a well known face with the Elders of the tribe, and are more than welcome to participate in the Gossip Mongering that they love oh so much.
(Note: The 1 dice used to activate this isn't to see if it succeeds, but to see what has happened inside the tribe)
[ ] Fix Me A Dream (Variable Successes Needed) - Preparation - Nominally, the Witch Doctors and their apprentices fall outside of your knowledge of the Tribe's internals, but you know enough about their stores by now and vaguely aware of what they can and cannot produce. It would be as simple as to request from them a specific potion or some sort of elixir to see if they could produce such. Plus if you do manage to gather some exotic ingredients, surely that will allow the Witch Doctors to brew greater creations.
- [ ] Write In
[ ] A Witch Doctor's Airways (2 Successes Needed) - During the last season you went about and searched through the village for those rare talents that weren't picked up by the wider tribe. With that searching, you came across Shani who despite being a bit strange even by Witch Doctor standards, still holds a unique ability. Meet with the boy, pick his brain, and see if you cannot think of a good role for him within the tribe.
[ ] Untangling of Tongues (
4 3 Successes Needed) - The truth of the matter is you have no real ability to speak with the new elf captive you have sitting within the village under guard. As far as you are aware, there is no true method to speak with the Elf besides either learning their tongue or doing a very complicated dance of gesture and body language until you find some mutual ground. Teaching them Zandali would be heretical at best, so Elf tongue it will be.
[ ] The Other Side of the Mountain (4 Successes Needed) - Intrigue - With the Elves getting ever closer to the heart of Shatterspear lands, the question remains that the Tribe has no knowledge of what is happening within the Elf lands. Answers must be found, no matter the stance taken. Take some Headhunters and find exactly what is happening. Not to mention the need to verify Zalan's warning ourselves.
Moxie Action - Things that require diplomacy or dealing with other - 4 Dice Remaining
[ ] Release the Prisoner(s) (No Dice Needed) - Whether for your conscience, your choice, or simply from pressure, you have decided to let the Elf go, released from the vale and into Elven lands. Whatever could have been gained will not now, and whatever you have lost, you might not regain. But perhaps this might assure you the peaceful isolation your tribe had before… Or it might bring upon the war you tried to avoid.
[ ] A Change of Ways (1 Success Needed) - With your ascension into the position of Chieftain you now stand atop a trip who is directionless. Direct them. Tell them what they must do for preparation for the future. Yet the Trolls of your tribe will eventually grow weary if you spend too long, or disaster can occur, in a differing footing from their traditional ways if spent without good cause.
- [ ] War Footing - Tell the Tribe to prepare for war. Families will begin stockpiling supplies, Artisans will begin preparing for orders of weapons, and Witch Doctors will begin preparations for more elixirs and potions. - Adds +3 Successes to Military Might actions
- [ ] Stockpile Footing - Tell the Tribe to stock up on all they can. The tribe collectively will begin hoarding supplies and resources either given, gathered, or made by their own hands. Often these times require rationing, so the tribe will be prepared for the worst of it. - Adds +3 Successes to Preparation actions
- [X] Production Footing - Tell the Tribe to collect and produce raw material ready to be used for a large project of some kind. Whether it is stone, wood, or some other material needed, the tribe will rally and assist in the collection of that material to assist the village. - Adds +3 Successes to Collection Actions
- []Peacetime Footing - The Tribe continues as it ever has. - No Added Successes
[ ] Go and Meet the Family (1 Success Needed) - The Shatterspear is a tight knit group of trolls. Everyone knows everyone, even if it's only by reputation or through a friend of a friend. In truth, if you go back far enough, everyone is related to everyone. You've now met the Children and Elders of the tribe.
[ ] A Divide Addressed - Intrigue Action - With both Krah'ranik and Jor'kill both refusing to back down from their feud that is splitting the tribe, its time to attack the matter from a different perspective. Assuming of course you do not wish to simply try and find someway to get 'justice' from the elves the next matter is to find the alternative. Currently Krah'ranik and Jor'kill both hold a little below half of the Tribe under their shared sway, while you hold the rest of the Village under your power. If you cannot get the leaders to end their feud, what about speaking to the Warriors or Headhunters directly? It will upset the two leaders to know you are going behind their backs like this, but that might be the only way forward.
(Note: Will not trigger Bethekk's Blessing due to not leading others during these actions)
- [ ] Speak with the Warriors (2 Successes Needed) - The warriors of the Village no doubt follow their leader, Jor'kill, in his mentality of justice against the elves, but is that fully shared? You are not well versed in the Warriors since you have yet to meet them in any capacity yet. Perhaps there are those amidst the Warriors who simply follow Jor'kill due to bonds forged through martial skill and training. Find them, and see if you cannot strip Jor'kill away from some of his followers.
- [ ] Speak with the Headhunters (2 Successes Needed) - Though they no doubt remember your disastrous attempt to outfit them with spears that broke the moment they tried to use them, there can be no doubt that they have seen you lead and your own actions to diffuse the situation within the tribe. Perhaps you can attempt to sway some from there stances, or to find those who never truly shared them with their leader.
[ ] Envoy For Answers (3 Successes Needed) - Diplomatic - The answer is quite clear, if the Elves are encroached upon your people's lands answers must be sought out. Approach the elves directly, hopefully with some signs of peace. Establish communication to the nearest elves within the forests west of the Vale.
[ ] Matters of the Faith (3 Successes Needed) - Your people have only two loa to which they pray. Each is honored equally and some given proper respect amidst the Tribe. Nevertheless, speaking on the matters of the Loa will give some insights into the people, why they prey on each loa in particular. Every troll has their own reasons to praying towards these great protectors of your people. Assuming they give you a DAMNED ANSWER!
Delegation Actions - The list of trolls capable enough in your eyes to delegate tasks to.
[ ] Krah'ranik - Action Strategy: Reserve
[ ] Jor'kill - Action Strategy: Simple
[ ] Jory Zaga - Action Strategy: ???
[ ] Tojiar - Action Strategy: ???
[ ] Junjie - Action Strategy: ???
[ ] Shoni - Action Strategy: ???
Prayer Actions - Related directly to the Loa of your people. As Chieftain, they might just respond.
[ ] Pray to Bethekk - Ask the Panther Goddess for her guidance for an action (1 Turn Cooldown)
- Unavailable until called upon on a Might Action against an Elven Faction
[ ] Pray to Shirvallah - Ask for the Tiger Goddess for her Guidance for an Action (1 Turn Cooldown)
[ ] A Bargain Struck - With the revelation that a Loa oversaw the deal with the Elves, it is time to go and speak with the Loa about said deal. While the histories speak in vague words, the Loa might yet be able to recall the meeting in better detail. Ask them, and see what they say.
(Disclaimer: Unable to be used in the same turn you use a Prayer Action, and cannot Use a prayer on this)
- [ ] Speak with Shirvallah (2 dice of your choice)
[ ] Speak with Bethekk (2 dice of your Choice
[ ] Speak with Both at the same time (4 Dice of your Choice)
Personal Action - You are not always managing your people. Sometimes you simply have matters of your own you wish to partake, or simply relax.
[ ] Wave-Rider's Legacy: Your master has passed…Do you dare to go and seek out which he has told you? Its not exactly like it will be moving anytime soon… But, what did it tell him that it will tell you? Your heart tells you that it is too dangerous, but your mind, curiosity, and hungry soul craves that knowledge - Will start an Interlude after Turn results
(WARNING: Motivation: Glory is in effect on this action. You will suffer +2 Failures on all other actions if this is not taken)
[ ] Sort your Memories and Oral tales. What? It can be a Job AND hobby. No Master, I am not obsessed-
[ ] Train
- [ ] In What Skill or Weapon?
[ ] Socialize
- [ ] Krah'ranik
- [ ] Jor'kill
- [ ] Nyrilin
- [ ] Shani
- [ ] Tojiar & Junjie
- [ ] Hippogryph Elves
- [ ] Write In
[ ] Write in?
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AN: Bit anti-climatic but what can ya' do. Enjoy the perks of being able to properly lead people for once. I have updated the
Mechanics Section with a part about Delegation for you to work over.
We're also going to try this next bit and see how it goes to get some discussion before voting, even if its trying to plan out said actions during turns. I'll enable voting with a Voting post (even though I'm posting this at midnight and so most of my readers aren't even on buts it'll be fiiiiiine);
Moratorium Time: 2 Hours