DragonfagQM

TribeSheets

Feb 14th, 2024 (edited)
952
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 34.32 KB | None | 0 0
  1. GrassGreen:
  2. Minor Blank
  3. Whitemane genesteal :
  4. Battle-Psyker : +2 in fight involving less-able psyker.
  5. Spells : Ice Shard, Shield, Shape Ice, Shape Wind
  6. Tactical - +10 on Fight roll when you can master the engagement
  7. Military Research : Trap-making (Rock fall, Fire)
  8. Cultural research :
  9. Nests (9 spreads all around the territory, the tribe stay in one for around 19 days at a time.)
  10. Cavern lined with foliage.
  11. Claw wall carving - simple figurative art itched into the rock.
  12. Itches of the discovery of fire.
  13. Itches of the Subjugation
  14. Itches of the Specialization of Vassals
  15. Itches of the Great Gathering
  16. Itches of Cassolette
  17. Itches of great Kilns
  18. Itches of things in the storm
  19.  
  20. Bonfire - A Stove Grove Pod launched on dead lianas.
  21. Pilgrimage : 2 significant sites : the staircase out of the crack, and the caldera
  22. Subjugation : Mastery of Fire coerced wild packs to give food, increasing max sustainable tribe size.
  23. Vassalization : 3 vassal packs, 8-14 sized.
  24. Specialized vassals :
  25. Evolution into Guild
  26. Guild Ivaas - deal with Rock Ivy and Ivy Fatty.
  27. Guild Trappers - hunt and trap
  28. Guild HotPot - fire and cooking
  29. Guild StoneStack: This guild focuses on using earth and stoneware, for mundane use and construction.
  30. Guild Corcraft : Collectors of bone, hide and sinew,
  31. Cooking
  32. Laying slices of meat upon patches of Light Moss to grill them.
  33. Cassolette, with Ferns tubers covered by a meat slab.
  34. Sour Berry Wine
  35. Canned food
  36.  
  37. Medicinal
  38. First Aid - apply burning patch of Light Moss to boil ichor in solid form.
  39. FlowerFerns blue flowers grounded seed paste - stimulant
  40.  
  41. Technological
  42. Earthenware - Tier 1; Yellow.
  43. Tier 2 : Mass production of Earthenware, access to Stoneware, Luxury Porcelain using Bone-ash, Luxury stone-ice
  44. Tier 3 : Discovery of tints and Emals (for now, red hue of Copper, blue from the flowers)
  45. Metalwork -
  46. Copperwork named Hardearth
  47. Bone tools
  48. Scrapers, needles, combs, punches
  49.  
  50. Agriculture(Stove Grove) : The tribe knows the grove are made of several lianas, that can be trimmed and replaced.
  51. The tribe knows the grove are sprouting better in Dahu feces.
  52.  
  53.  
  54. GhostClaw:
  55. Adequate Psyker
  56. Improved Ice Shards (Projectile shaped as carved rocks)
  57. Assassin - +15 on Ambush rolls
  58. Observant - +2 on Perception rolls
  59. Ethereal Spy - Grants your tribe +5 to replicate one research from another non-blank tribes
  60. Your replication will be less strong or can outright fail if I feel you lack development steps.
  61. Cultural Research :
  62. Nests (8 spreads all around the territory, the tribe stay in one for around 15 days at a time.)
  63. The nest is mainly lined with Fire Fern dried foliage, creating a warm spot for sleeping together and keeping the eggs warmer.
  64. Defensive Shelter - blocks of rock protect the nest entrances
  65. Mausoleum - stone structure holding the important deads.
  66. Celestial Temple of the Aki-Jar - Minor Archeological marvel.
  67. Subjugation : Control over nearby packs - Increased max sustainable tribe size.
  68. Evolution into Vassals - lineage of Land Wardens, Divine right theocracy
  69. Evolution of Land wardens into Core of Values
  70.  
  71. Taming (Holey Moley): a pride of Holey Moleys lives with the pack.
  72. Farming (Fire Ferns): Holey Moley are sent to dig the Fire Fern, letting a few behind. They even replant barren Groves.
  73. Painting - LianaHunter(Stickman) style
  74. Writing -
  75. Pictogram-based. Perfect for shamanic runes
  76. +3 to Psyker-based runes rolls
  77. Scribes
  78. Clothes -
  79. +1 to diplomacy rolls
  80. Code of Law
  81. Jobs :
  82. Matriarch, Land Wardens, Shamans, Warriors, Makers, Hunters and Growers.
  83.  
  84. Belief system :
  85. Primitive tombs - encase dead in Ice.
  86. Faith
  87. For the Ghost Claw tribe, Ice is a pure natural force against all evil and it allows for the spirits of the dead to leave their bodies and go in the great dark ice land of above.
  88. From there they will watch over the tribe and ensure they are safe, while they do this they live in the great dark ice land hunting the dead animal spirits and eating the dead plants spirits.
  89. One day they might return ready to aid the tribe, until then we must honor and mourn them for what they did for us.
  90. Taboo :
  91. Great Night Mother - A superior but malevolent spirit delving the Warp, praying on the Under Hunters.
  92. Evolved into Religion.
  93. Avatars - The gods have very tangible chosen ones, acting as their envoy. Avatar are elite, disposable generals.
  94.  
  95. Shaman, specialized psyker-priests.
  96. Runic Amulets :
  97. +4 to "Protection".
  98. +4 to roll where a job's insight could help.
  99.  
  100. Military Resarch :
  101. Ice Weapons (+2), made of Shape Ice to improve Nose Horn and claws
  102. Runic Morningstar : + 7 in Fight rolls. Divide by 2 the efficiency of Armor. Runic.
  103. Runic Armor : +7 in Fight rolls
  104.  
  105.  
  106. Infrastructure :
  107. Stone Totem
  108. At the top there will be the great matriarch of the Ghost Claw tribe spirit, the mother of the mother of her mother, the powerful, wise and silent matriarch.
  109. In the second spot there will be the face of the Holey Moley spirit, companions loyal and true, hardworking and good. Friends of the Ghost Claws that aid them in work.
  110. In the third spot there will be the face of the fearsome Glacier Drifter spirit, powerful animals both in mind and body. They are strong and a force of nature made of pure ice.
  111. In the fourth spot there is the plant face of the Fire Fern. Tasty and good, this plant feeds the tribe. It is kind and just, we and the Holey Moley take care of it and it feeds us in exchange.
  112. In the last spot there will be the face of the Dahu spirit, good preys, good to devour, food. A fast and agile prey, a reminder for a tribesman to learn this traits for have a successful ambush-hunt.
  113.  
  114.  
  115. Technological Research :
  116. Carved rocks - Points, Bludgeon, cutting Edges
  117. Bladed tools - claws of Holey Moley
  118. Stonecarving tools : claws embedded
  119.  
  120. BurningGrass:
  121. Adequate Psyker
  122. Spells : Ice Shard, Shield, Shape Ice, Immobilize
  123. Strength - +5 on all relevant rolls
  124. Knowledge[fourbeaks] - +3
  125. Improved by BeastBound : +10 to any roll involving fourbeaks
  126. Cultural Reasearch
  127. Extortion : Increased max sustainable tribe size.
  128. Nobility : Created 3 vassal packs (8-14 sized), lead by a Bipedal daughter
  129. Nursery Keeps - protect youth and eggs while other are battling.
  130. Critical : Created an Architectural Marvel : Ever Ice Keep
  131. Castle Towns
  132. Lordship : Vassals got 5 vassal themself.
  133. Territory Mastery : the feodal network you put in place let any wild packs confined to the outer ridge
  134. Hunterpower Tithe : Numbers increasing thanks to trickle-up of vassals.
  135. Glasshouse - grow vegetables.
  136. A frame in stone, and inside path of carved slabs.
  137. Ice tunnels - under the ice and snow. reinforced with stone pillars and heavy doors that only her tribe is strong enough to open.
  138.  
  139. Technical Research :
  140. StoneWork : Due to their unique biology, the BurningGrass tribe is strong enough to claw directly at rock
  141. Style : things are made from a single block of stone. Claw are used to carve flowing naturalist patterns into the stone and then use cyromancy to fill those groves with ice adding colour. instead of coming off the lids have a handle which the tribe use their enhanced strength to slide it into a grove.
  142. Furniture : Massive round tables with bench-like seats connected to them. with an area underneath for the younglings to eat. the table has half-sphere carved bowls.
  143. Tableware : A stone gauntlet with long thin nails to stab meat and bring it to their mouths without getting their claws dirty. the gauntlet also has a half-sphere shape in the palm which the underhunters use like a spoon.
  144. Stone Armor : +10 in fight rolls.
  145. Thrown Rocks - Ranged weapon (+3). Specialist troups.
  146. Lightning stone pendants - +1 against psykers
  147. Protective runes : tentacle shaped buildings, blocks Warpway over controlled hex
  148. Lightning step runes : fast travel from a starting point to an arbitrary destination
  149.  
  150. Economical research :
  151. Currency - for trading goods. Carved rock tokens.
  152. From low to high - Crawlers, Gliders, Ivy fatty, Meaty Fatty, Fourbeaks.
  153.  
  154. IceyOne:
  155. Adequate Psyker
  156. Orator : +5 on all relevent Charisma rolls
  157. Cultural Research:
  158. Songs Harmonization - Passive male poaching by seducing them each turn (1d3 rolled by yours truly)
  159. Military Research :
  160. Battle-cry : +1 for fighting.
  161.  
  162. Jupiter :
  163. Dabbling Blank
  164. Can turn out Blankness enough for Warp Travel.
  165. Deception : +10 on stealth rolls
  166. Superior Intellect : +5 in all smart-test rolls
  167. Military Research :
  168. Vertical Guerilla Warfare - + 7 on fight rolls on well-known terrain.
  169. Horn-Sinew Bow : +10 in ranged fight
  170. Cultural research :
  171. Signpost Pictogram - a first form of written language.
  172. Tier 2 : Evolved into abstract glyphs
  173. Nocturnal.
  174. Holidays - The western peak act as a Resort of some sorts.
  175. Technological :
  176. Earthenware Tier 2.
  177. Stockpile of Moss Crawler and Ivy Berries
  178. Historical Figure - Scientist Chaas Da'in
  179. Deep knowledge of biological cycles.
  180.  
  181. Agricultural :
  182. Crawler Pens : bowls laced with ice, with light moss in the bottom.
  183. Crawler Cheese, Berry Wine.
  184. Tier 2 : refined process, some variety.
  185. Seen as a luxury by other tribes, disposable income.
  186. Trade deal : Cheese and Wine against Testicles - a trickle of new members each turn.
  187. A small Domesticated Fatty herd from BadBack
  188. Infrastructure :
  189. Trail
  190. Stone cairns mark the path between BadBack and Jupiter tribes. (+5 over each Hex)
  191. Secret Bunkers : Control over path, and safe spot to retreat. Reinforced and waterproofed
  192. Warp-trail Highjack - Jupiter can walk Badback's warp trail, unspottably.
  193. Towns
  194. Walls+shitty roof. Made by melting ice and using it as concrete. Think boxes with sloped roofs.
  195. Tier 2 : Waterproof Mortar. Stone houses, tiles, suspended silos.
  196. Tier 3 : Crackaforming of Western peaks resort - Turning every Jupiter controlled tile into Vertical terrain.
  197.  
  198.  
  199. BadBack :
  200. Adequate Psyker
  201. Spells : Ice Shard, Shield, Shape Ice, Frost Mirror
  202. Merchant : +10 on Trade rolls
  203. Cultural Research :
  204. Barter system - exchange favors for foodstuffs or services. This proves as a powerful motivator, enabling your tribe to work on a project without immediate usefulness - if your Matriarch have enough personal wealth to pay the tribe members.
  205. Tolls - conceptualized by the tribe. Not enforceable for now.
  206. Mercenary - Food income + tribe capacity improvement
  207. Oral Tradition, to remember history and debts.
  208. History : Meeting Jupiter
  209. Meeting all tribe in the Red Mist
  210. Lightning Rock
  211. Tensions with BurningGrass and Expansion
  212. Battles of Flatland
  213. Reach of the new world
  214.  
  215. Learned Jupiter's writen pictograms.
  216. Cooking - laying slices of meat upon patches of Light Moss to grill them.
  217. Skewers.
  218. First Aid - apply burning patch of Light Moss to boil ichor in solid form.
  219. Vassalization - theoretical knowledge.
  220. Slavery - practical application.
  221.  
  222. Technological
  223. Lightning Bulb - Lightning rock powder in a bubble of Shaped Ice.
  224. Archive of failed Insight : +4 to roll for each time you attempted and failed the development in the past.
  225. Steel Tool - made of the better-metalled claws of Crack Moleys
  226. Rock-Carving
  227. Metalwork (using Crack Moley claws)
  228.  
  229. Farming
  230. Glasshouse - grow vegetables.
  231. Tamed Cattle Fatty
  232. Taming Holey Moley
  233. Transplanted Fire Ferns (less than 10 growing)
  234.  
  235. Military Research :
  236. Ice Weapons (+2), made of Shape Ice to improve Nose Horn and claws
  237. Vertical Guerilla Warfare - + 7 on fight rolls on those well-known terrain.
  238. Horn-Sinew Bow : +10 in ranged fight (Superscede Ice Weapons)
  239. +10 in bow-related development.
  240. Slayer Arrow - An arrow specialized to hit horror from the warp - +5 against Demons.
  241. Ballistae : additional +13 against big target
  242. Favored munition is the improved Slayer Arrow Psyker-Phosphex rocket
  243.  
  244. Infrastructure :
  245. Trails (tier 1 over the territory, improved into...)
  246. Warp-trail:
  247. Culturally defining marvel. On travel rolls, Warp-trailed tiles are free to travel on.
  248. Conquered territory are automatically paved.
  249. Defensive shelters : bulky, square base, round tops. Place against Rock cliffs as bearing loads.
  250.  
  251.  
  252. PridefulWhitemane
  253. Adequate Psyker
  254. Battle-Psyker : +10 in fight involving less-able psyker.
  255. Spells : Ice Shard, Shield, Shape Ice, Frost Mirror, Astral projection
  256. Farmer : +2 in related rolls
  257. Cultural Research :
  258. Nests : walled-star shape mounted by a smaller, opened star. Built around Stove Grove for heat.
  259. Tribe coucil : Active tribe members are consulted and take decisions together - Can't take decision going against the Hunter's individual interests. Can keep course of action despite Matriarch dying.
  260. Farming Research :
  261. Taming(Dahu) : The tribe owns Herd of Dahu. Decentralization of the tribe. The Zigguraths act as hubs
  262. The manure from Dahu are regrouped in pits, and runner can go fetch a scoop of feces when a Grove needs it.
  263. Dahy selective breeding - Dahu can be mounted. +5 in relevant rolls.
  264. Agriculture(Stove Grove) : The tribe knows the grove are made of several lianas, that can be trimmed and replaced.
  265. The tribe knows the grove are sprouting better in Dahu feces.
  266. Technological Research :
  267. Bonfire - A Stove Grove Pod launched on dead lianas.
  268. First Aid - apply burning patch of Light Moss to boil ichor in solid form.
  269. Strings and ropes - from Storm delver's gowns
  270.  
  271. Military research :
  272. Dahu plate Armor : +2 in fight rolls.
  273. Vassals - 2 packs
  274. Any boring or dangerous form of manual labor shall be handled by the Vassals. They will receive food in return of course
  275. Hun-Hun - Culturally defining weapon-tool. +7 to rolls related.
  276. Archeon - Elite Unite (Tank, Psyker, Perpetual) +10 to rolls related. 2 of them.
  277. Infrastructure :
  278. Glasshouse - grow vegetables. Need to be adapted to the Frozen Peaks environment.
  279. Meat Pillars - eldritch constructs of flesh and bones, charting path in matterial and Immaterium alike.
  280. First layer of Immaterium defense as unsettling.
  281.  
  282.  
  283. CerulanandLilac
  284. Minor Psyker : Shape Ice, Telepathic Transe, Psychic Illusion, Warp-Gate, Fleshcraft
  285. Potent Psyker : +5 in all psyker-related rolls.
  286. Farming :
  287. Glider taming
  288. Find an approach to stay tolerated by Fourbeaks (by gifting meat)
  289. Cultural Research :
  290. Nests : A flattened half-sphere of ice, mounted around a Light Moss patch. One hour for the tribe to create the nest.
  291. Evolved with Glider Porch at the top for the tribe's critters.
  292. Artistical Ice Carving - art on the walls of the temporary nests.
  293. History :
  294. Great Winter of 1st Living Memory : onslaught of predators due to the cold.
  295. Death of Matriarch-daughter-of-First-Matriarch because of tunnel attempt collapse.
  296. Daughter of Collapsed matriarch succeeded where her mother didn't.
  297. Wild Packs wildening
  298. Wild Packs appeasing
  299. The merging of 7 groups.
  300. The meeting in Red Mist
  301. Enlightenment of Blackglider and Fourbeak
  302. Lost Settlement
  303. Convert and meet BurningGrass
  304. Age of Rot
  305. Hidden Gardens: the tribe find caves along their travel paths where they decide to cultivate moss. When they leave the area, they seal and hide this gardens behind ice walls.The idea is to preserve the moss as a food cache for their return.
  306. Historian is in charge to remember the garden's locations.
  307. Bodies Cremation
  308. The bodies of the dead are burned to ash in special chambers with the help of Warp Moss in the Hidden Gardens.
  309. Part of the ash is used to paint a portrait of the deceased, the rest is spread in the Garden to feed it. The living feed on the Moss and the dead feed the Moss, supporting the tribe one last time.
  310. Huntress Games : Creation of Ritual Sport!
  311. Grappling: two Huntresses fight each other until one has immobilised the other
  312. Rock Pass: two teams of 5 Huntresses each. 1 skull as a ball. 1 terrain with 2 opposed goals. Each team must mark points by passing the opposing goal with the rock in their hands. They can throw the rock to one another and punch and kick the members of the other team to intercept them. The team with the most point at the end of the match wins. Injuring gravely and maiming the other huntresses is forbidden.
  313. Strenght to Strenght: 2 huntresses, shoulder to shoulder push against each other until one falls or surrender
  314. Accademy
  315. Pinacle of knowledge of Under Hunters
  316. Technological research :
  317. Anatomy 101
  318. Academy
  319. Religion :
  320. Blackglider-cult - Viking aesthetics
  321. Tenants are opportunity, scavenging.
  322. Agricultural-temple : Rebuke pile; Death as a craddle to let life blossoming once again
  323. Include RavenPriests
  324. Infrastructure - Tunnels; false walls, hidden nests
  325. Stealthy but harder to navigate
  326.  
  327. Military Research :
  328. Trap-making (Shape-Ice made)
  329. Warbread Fourbeak (+3)
  330.  
  331. ==================================================================================================
  332.  
  333. Written Deal among Badback and Jupiter
  334. Non Aggression
  335. Mutual Aid
  336. Jupiter gives cheese, wine, earthenware
  337. Badback provides mercenary escort for Jupiter explorers and diplomats, and will sell/share slaves for cheap and gives eggs
  338. Share the secret ways of walking the warp, both take on custodianship of the warp paths, patrolling and updating everyone with any changes.
  339. Military alliance to provide aid in full force if the Burning Grass tribe push into either of our territory.
  340.  
  341. ==================================================================================================
  342.  
  343. BurningGrass vassals:
  344. Vassals: note the name is of both the leader of the tribe and the name of the tribe itself.
  345. The new Lady matriarch takes the name of the old one upon becoming a matriarch:
  346.  
  347. Many Pelts: being one of the first vassals rewarded for their service of providing the largest tribute to their overlord.
  348. The tribe eventually outcompeted the other two vassals and was granted ladyship over them.
  349. This tribe is filled with the greatest hunters within the queendom. members of the tribe are often noted to be free-spirited and competitive than most underhunters of the queendom.
  350. Always seeking that next bit of glory, the next thrill, the next great hunt.
  351. This tribe can often be told apart from other tribes by their tendency to wear trophies and pelts not for warmth but to display their hunting prowess to each other.
  352. Instead of the usual ritual fights for dominance that Underhunters undergo to determine the new Lady matriarch the many pelts tribe instead hold a great hunt where the competing matriarchs hunt and the one to bring back the most food wins and is crowned the new Lady Many Pelts.
  353. This hunt must be either done solo or with a group of matriarchs supporting their preferred candidate.
  354. The current Lady Many Pelts has become enamoured with the four beaks and wishes to not only hunt one like her ancestors but to tame them and ride it like the tribe to the south.
  355. She has not had much to show for her efforts so far except some regrown limbs but she hasn't let that detter her.
  356.  
  357. Under Snow: This tribe is full of the visionaries, artists, and architects of the queendom.
  358. The tribe's claim to fame is that the first Lady Under Snow was the mind behind Ever Ice Keep.
  359. The under snow tribe builds and maintains the tunnels, equipment, and keeps across the queendom.
  360. The members of this tribe are often considered the most intelligent, creative, and prideful underhunters of the queendom.
  361. They are also considered by those outside the tribe as arrogant and snobbish as they look down on their lesser-minded sistren.
  362. The tribe is often frustrated by others refusing to innovate or use new tools.
  363. You can tell members of this tribe apart by the tools they always carry around and that their fur is white, green, and ice blue.
  364. The dominance ritual of this tribe has evolved from tradition.
  365. The matriarchs of this tribe create temporary fortifications that they must hold against aggressors with the last one standing becoming the new Lady Under Snow.
  366.  
  367. Egg Carer: The egg carers are a tribe of gentle giants.
  368. They are seen as patient, honourable, loyal, stubborn, and traditional.
  369. The members of this tribe are slow to anger but when they get angry their rage is apocalyptic and nothing gets their blood boiling faster than a threat to the eggs and young they care for.
  370. The tribe not only cares for the young but also teaches them the ways of the underhunters until they are old enough to become a full member of their birth tribe.
  371. For this duty, they are seen fondly by all underhunters of the queendom.
  372. Egg carers are never seen outside of the nursery keeps, their barracks, or guarding the doors of the under tunnels.
  373. You can tell members of this tribe apart from other hunters by a couple of features.
  374. Their fur replaces the white of the Burning Grass tribe with a stone grey colour.
  375. They are never without their armour. they are the largest and strongest underhunters within the queendom (which is saying something).
  376. Many underhunters believe that if they weren't so devoted to their duty or so loyal to their oaths they would be the ruling tribe of the queendom.
  377. The current Egg Carer is a genetic freak. They are the most unique and controversial the tribe has ever had.
  378. For the first time in underhunter history a male rules a tribe. The current Egg Carer is the half-brother of Burning Grass and the largest underhunter in the queendom if not the world.
  379. Egg carer was formerly known as Fights Well (or Crasley as “that stud” among the matriarchs) was content in his duty, teaching the younglings and reproducing until his mother went too far in training the younglings.
  380. Egg Carer had killed several of the tribes' young by pushing them too hard. In the aftermath, every matriarch had challenged Egg Carer to a duel for leadership and all had failed.
  381. At the urging of his favoured reproductive partner and his unwillingness to let this abide Fights Well challenged his mother to a duel and won, taking the name Egg Carer in the process.
  382. Recently two large factions have formed within the tribe those who believe as the strongest of the tribe he deserves to lead and those who believe as a male that he should step down.
  383. Those against the Patriarch not only believe having a male lead breaks tradition but are also concerned that his genetic material has yet to produce a single female.
  384. Considering his offspring are the largest they are worried that the tribe may never have another Lady Egg Carer.
  385. Not a day goes by when the Patriarch isn’t challenged to a duel for his leadership.
  386. He considers himself lucky that more often than not those he beats become his supporters.
  387.  
  388. Far Travelers: This tribe is even more reclusive than the egg carers hiding in their spire keeps.
  389. The tribe values the power of the soul and the realm of dreams over the physical.
  390. these dour, stoic, paranoid people practice night and day to push their psychic abilities to the max.
  391. masters of discipline they will often forgo sleep and food to distance the mind and soul from the body.
  392. while not exactly the most personable they often provide valued advice to the various matriarchs of the tribe.
  393. Some more superstitious underhunters even claim that the far walkers have the ability to see far into the future, talk to each other over vast distances, read minds, or curse those that displease them with bad luck.
  394. how much of those claims are true or deliberate misdirection only those within the tribe know and they aren’t eager to share their secrets with outsiders.
  395. you can tell them, members of the tribe, from other underhunters from their white, green, and purple fur and their tall and skinny bodies.
  396. the dominance rituals of the underhunters are heavily modified for this tribe.
  397. instead of a physical duel, both contestants will not move from their spot and will try and encase their opponent in ice with their powers.
  398. The first one who becomes frozen loses.
  399.  
  400. Lightning Fur: The newest of the major vassals the lightning Furs were given control and the responsibility of being the wardens of the lightning rocks.
  401. A task they have taken to with gusto. Being on the border of two major tribes has heavily affected the culture of the tribe resulting in them being much more mercantile than their northern kin.
  402. The members of this tribe use small tokens made of rocks inscribed with runes as a primitive form of currency among one another.
  403. The most valuable of the tokens are those made of lightning rock. some other focuses of the tribe are the jewellery they make (both lightning rock and not) and the current focus of Lady Lightning Fur is the runes.
  404. She seeks to expand her tribe's knowledge of the runes. the hows, whys, and in her opinion the most important question, what new ones can she make?
  405. to this end, she has been working heavily with the Far Travelers to uncover their secrets.
  406. there are a couple of ways to tell a lightning fur from a member of the other tribes. Their fur is white, gold, and red it also tends to stick out in spikes with little sparks of electricity travelling between tips.
  407. most underhunters will often experience a tingley sensation from hanging around a lightning fur long enough.
  408. Lighting furs love to cover themselves in jewellery. another way to tell is from their hyperactive and greedy personalities.
  409. they hate idle hands so you will always find them doing something to occupy themselves.
  410.  
  411.  
  412. ================================================================================================
  413.  
  414. The Hre"Adi-Jark - Stone of the Silent Faith
  415.  
  416. "With the death of Matriarch Gaa"Nhat'çae Ghost Claw (She-Snow-Calm Ghost Claw), her daughter, Gaa"Asd'hre Ghost Claw (She-Stone-Death Ghost Claw) has become Matriarch. Her rule started in a difficult age, has it always was for Ghost Claw, foul warp spirits attack and the Great Night Mother showed herself somehow. But Gaa"Asd'hre has found guidance, when from a dream she had seen from the spirits, she was able to write down on a great stone of the faith of the tribe. She writes of our gods, what they want, what they have done. This is our most important Hre, this Hre has such value that none could hold it in their hands. This holds our Adi-Jark, our Silent Faith"
  417.  
  418. >The five spirits have revealed they are gods. And they have told me much of them and our faith, even of her the Great Night Mother. Gavdai, the head and ice god, the patron of leaders and wisdom, she was the spirit of the Ghost Claw Tribe and has become much more. Agaar arrived from the Holey Moley spirit, the maker and stone god, patron of makers and hardwork, companion of Gavdai and courage made form. Ior made from the Glacier Drifter, pure strength, the deity of war and hunt, the slayer of foul and wicked, with his divine aura of ice. Lramd had risen from the frozen ground of a seed of Fire Fern, patron of all life, protector of the weak and the one that loves growers. Then Keer, the messenger of wind and erudite of the gods, made from a slice of Dahu, the one that inspires the scribes and the ones learned.
  419. >They have protected our ancestors spirits from the beginning, in the holy ice, in the Great Dark Ice Land Above (Meda"Uyd-Nhit-Khas'Bger) the land where they live. It was here in fact that the ancestors spirits made a pact with the Gods, the tribe since then gained their protection and their path was shaped like writing on a stone. Made stronger and wiser.
  420. >But long ago, she, the outlaw, the thief, the dishonored. The one that wanted more, sinned against the Adi-Jark. The one that was once a sister and companion to the rest of the Adi-Jark, the Mother of the Night (Rarn"Aeea). The self-called "Great", Rarn"Aeea decided to steal the spirit of one of our ancestors spirits and devoured it. From that day she was banned by Meda"Uyd-Nhit-Khas'Bger, throw in the shadows in punishment.
  421. >From then on Gavdai commanded Agaar and Ior to make battle on Rarn"Aeea ensuring that no faithful could be touched by her claws while the one that sinned did, while Gavdai, Lramd and Keer tended and ruled the Great Dark Ice Land Above. In this new age, horrid devils, foes of all existence and destroyers of all life, showed themselves and arrived to the real world against Ghost Claw. These devils though attacked first in endless hordes Meda"Uyd-Nhit-Khas'Bger, there Ior crushed them with his giant morningstar, while Agaar sliced through them with his claws and by throwing stones. The ancestors themselves took to the spiritual battle fighting side by side with the gods.
  422. >Rarn"Aeea watching in secret and after being alone for so long, had seen one alone devil marching on a path that was and wasn't arriving to Ghost Claw directly. There she hunted it, and killed it and then she spoke. While too far gone for return to Meda"Uyd-Nhit-Khas'Bger and too entwined with the shadows, she made an offer to Adi-Jark and Gavdai : she would give her blessing, to only one willing Ghost Claw sinner, that would renounce Meda"Uyd-Nhit-Khas'Bger to become one with her, and fight the devils.
  423. >Such sinner could not find redemption anymore, oblivion and then end, would be their path. The Gods will not protect it any longer. She or He, would never rise when the Final War (Nomre"Kar) will arrive. Rarn"Aeea promised on her dark hide, to only have one sinner have this blessing until the sinner was truly no more.
  424.  
  425. ==================================================================================================
  426.  
  427. - Njate Ake Ghost Claw
  428. CORE OF DUTY
  429.  
  430. Founded by Meda'Nsa (Great Speaker) Gaa"Asd'hre Ghost Claw (She-Stone-Death Ghost Claw) after the conclusion of the victorious First Holy War, the Njate Ake Ghost Claw is the ruling Njate Ake of the Holy Realm Upon The Land of the Adi-Jark (often simply said Holy Realm of the Silent Faith).
  431. This Njate Ake has countless great ancestors, and was the leader of the tribe from the very beginning. Their rule is holy, and this can be seen in what they did.
  432. The respect of the dead, the caring of the people and land, the skill in war and most of all their faith. While in this new age, Ghost Claw is victorious it wasn't always like this.
  433. In the rule of her mother Gaa"Nhat'çae Ghost Claw (She-Snow-Calm Ghost Claw), and prior to her, many tragedies happened to the tribe. In all of this though, Ghost Claw pushed forward.
  434. A personal lesson has been given from ruler to ruler, and in the family at large. DUTY.
  435. DUTY, to the Adi-Jark, the Holy Realm, the Ancestors and Ghost Claw. Where emotions fail, when tragedies and defeat arrive it is through DUTY that Ghost Claw moves forward.
  436. Their blood has been blessed and given the burden of leadership, so they must repay it with the CORE OF DUTY.
  437.  
  438.  
  439. - Njate Ake Snow Moon
  440. CORE OF VALOR
  441.  
  442. Founded by Land Warden Gaa"Saf'Suh Snow Moon (She-Word-Happy Snow Moon), its a Njate Ake placed on the new north.
  443. This Njate Ake, has fought closely with their Ghost Claw rulers and being their first line in many wars, be the ancient past, the invasion of devils or the first holy war.
  444. Very devoted to the Adi-Jark like all in the Holy Kingdom, and particulary Agaar and Ior are very appreciated by them.
  445. Such thing has reflected inevitably with the passing of time, and it has become a personal lesson, that envelopes not just in war but in peace this Njate Ake. VALOR.
  446. VALOR, in the face of monsters and barbarians that would see the Holy Realm defiled and destroyed, VALOR for gain greater honor for the holiness of Ghost Claw and the Adi-Jark, VALOR when great and little tasks that seems insurmountable face them to take them head on and surpass them.
  447. Theirs is the CORE OF VALOR, in war and peace no matter the cost.
  448.  
  449. - Njate Ake Ice Boulder
  450. CORE OF PATIENCE
  451.  
  452. Founded by Land Warden Gaa"Tfa'Bof Ice Boulder (She-Friend-Wind Ice Boulder), is a Njate Ake made in the west. This Njate Ake is fairly recent, even their Land Warden didn't become one not too long ago.
  453. And yet their service, has been quite important for the Holy Realm. The idea it self of the Njate Ake was partially thought by them while talking with Gaa"Asd'hre Ghost Claw, and prior to this they have been pious in pray, with firm claws on their morning stars and with keen eyes in construction and writing.
  454. Theirs is a Njate Ake that has a method that for others may seem slow even. But it is methodical, it is not a case that they appreciate a lot Keer and Gavdai.
  455. Wisdom, Observation and Intelligence resonate with them and they have made it in a personal lesson. PATIENCE.
  456. PATIENCE it is needed for the good Land Warden to rule, PATIENCE is needed for the good Warrior to win, PATIENCE is needed for the good Scribe to finish.
  457. Through the CORE OF PATIENCE, the Holy Kingdom and the Adi-Jark will bless us.
  458.  
  459.  
  460. - Njate Ake Bone Storm
  461. CORE OF INTEGRITY
  462.  
  463. Founded by Land Warden Gaa"Uyd'Asd Bone Storm (She-Dark-Stone Bone Storm), by order of Gaa"Asd'hre was placed in the east.
  464. This Njate Ake has some history in the past with Ghost Claw, their path intertwining many a time. Faithful, exceptional growers and enforcers of the Code of Law.
  465. Lramd, is the one they follow the most, to repay her kindness to the Holy Realm much must be done. By following the law, the weak can be protected and the realm is secure.
  466. All of this has been encapsulated in to a lesson. INTEGRITY. INTEGRITY is the rock that holds the house, INTEGRITY is the answer against the sin, INTEGRITY is the arm of law, INTEGRITY is the bulwark against the devils.
  467. With the CORE OF INTEGRITY, the ancestors will be pleased and sins kept away.
  468.  
Advertisement
Add Comment
Please, Sign In to add comment