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- [X] 2 Harpy Days – Harpies... you’ve grown to hate the smelly pests, even though you’ve also come to have a strange appreciation for their forms. Better to be rid of the creatures, your Lore Keeper says, before they actually become a real problem. Though they might be dealt with in other ways you suppose. And they do seem to be rabid collectors of any shiny useful thing they can find.: (Tavarokk, Akritedes)
- [X] 6 Kitten training V – You barely knew what you’re doing, assisting the Tidehunters with properly taming the squirming bag of creatures which you’d brought home, and yet here you are now. They’ve matured and ready are for the harness if you devote some time to them. Or to one of them. A fine mount for a god the tide hunters say... and you can’t help but remember their mother with a grin.: (Korburss, Biigoh, Delcer, Hangwind, Lazurman, mc2rpg)
- -[X] 4 Lead your scouting parties further inland, this strange corruption of the land is troubling and you still need to find the source of those stinking birdwomen, whether to ally and trade with them or slaughter them and take their younglings for your own. If you can find them swiftly, you can scout their defenses and prepare for later..."relations".: (Korburss, Biigoh, Delcer, hunter09)
- [X] 8 Learning to live with others – You are Murloc. You are strong. You are proud… you are quite intimidated by the claws on those bears-men whom you’ve seen come and go. It really is weird how it occurs to you that you might not need to fight them, such large claws and paws could indeed aid your people.: (CptTagon, Night_stalker, rcnr, Adyen, Hangwind, Jack Folstam, Walkir, mc2rpg)
- [X] 1 Lobster Farming II – Well you’ve managed to convince your people to do this project, now you want to convince them of its need and show them just how to treat the new resource for maximum profit. Unfortunately while you may be their god and can command their actions, it’s always particularly hard actually to change Murloc minds. But you’re dammed well going to try.: (Lazurman)
- --[X] 2 Note any resources that the village would benefit from harvesting.: (Tavarokk, Akritedes)
- [X] 12 Scouting – It’s a big world, and you barely even know a fraction of it... time to change that. There’s quite a bit of world out there... and you have hardly looked out past the shores of your amber sands.: (CptTagon, Night_stalker, Korburss, Biigoh, rcnr, Tavarokk, Adyen, Delcer, Jack Folstam, Akritedes, hunter09, Walkir)
- --[X] 2 Take what spellcasters you have and have them intercept retreating harpies. Try to leave no witnesses of the attack.: (Tavarokk, Akritedes)
- --[X] 1 The ancient is likely a menace to both your peoples. Attempt to communicate to them of this threat, and your desire to work together against it. While you cannot speak their tongue, and they yours, perhaps your tribe's more learned members may be able to devise a way of communication. If nothing else, creating effigies of the ancient and displaying it attacking: (Hangwind)
- --[X] 7 The ancient is likely a menace to both your peoples. Attempt to communicate to them of this threat, and your desire to work together against it. While you cannot speak their tongue, and they yours, perhaps your tribe's more learned members may be able to devise a way of communication. If nothing else, creating effigies of the ancient and displaying it attacking murlocs and furbolgs fighting it together might work.: (CptTagon, Night_stalker, rcnr, Adyen, Jack Folstam, Walkir, mc2rpg)
- --[X] 6 The corrupted ancient is becoming worrisome. Send out scout parties with instructions to search for anything or anyone that might be helpful dealing with the menace. If they come across the ancient itself, they are to observe if possible, and run if challenged.: (CptTagon, Night_stalker, rcnr, Adyen, Jack Folstam, Walkir)
- --[X] 1 Try to find harpies' base.The scouts are to keep an eye for harpies and note the direction they're coming from if empty handed and, especially, returning towards with prey.: (Akritedes)
- --[X] 1 Try to find harpies' base.The scouts are to keep an eye for harpies and note the direction they're coming from if emptyhanded and, especially, returning towards with prey.: (Tavarokk)
- [X] 1 Waterborn – The Tidehunters and Wavecallers have been looking to expand their operations a bit, trying to stake out proper holdings on their areas of the beach and create a greater shrine to the Mother Deep. You’ve decided that you would like to help. After a grand victory like that over the Makrura, the tribe is energized for such a project. Remodel one of the new buildings and expand into it.: (hunter09)
- --[X] 1 With the success of your first mining venture, now is the time to press forward and train more Wave-Callers to take advantage of this watery mineral bounty. That it will also allow you to control the water itself to aid your incursions inland and summon Elementals of the very Tides themselves is even better.: (hunter09)
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