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The <span class="mu-s">Jupiter</span> tribe, despite doing its best, couldn't do much about the Stove Grove management.
However, the plants are there for good in the Western mountains.
The <span class="mu-s">Cerulean</span> Cold Dream remains a death sentence.
<span class="mu-s">Grassgreen</span> people developped a berry whine. However, the process used by your people lead to something acrid, sourer than the sweet one made by the western dwelver of Jupiter. A fine addition to drink in accompagnement to the meat cassolettes.
<span class="mu-s">Whitemane's</span> effort of conquest keep paying off. Thanks to your Dahu Culture, your logistics aren't stretched for now.
However, even you are starting to struggle with such a big territory to cover. The new wild zones are a source of more Glacier Drifter though.
Speaking of, the last Glacier Drifter captured... Remains fine and well. But for How Long?
On the impressive developments side, BadBack reached an age of steel, with tools made from the Crack Moley's claws.
Already, the brought back Moleys are displaying ditinctive traits from their Peaks cousins, in particular harder, more metallized claws.
But two tribes are showing impressive displays.
The Ghostclaw tribe developped <span class="mu-s">Runic Amulets</span>. What was originally a trinket of goodluck and protection became something insanely strong.
>+4 roll when "Protection" from the Warp would matter
A Hunter dying while wearing such an Amulet doesn't go for ever : is spirits remains, materializing in time of great needs.
The spirit can't interract in the physical world, but their advice remains a precious source of Insight.
>Clothes synergy
In particular, your Hunters working a job get the habit of wearing the amulet till their death. This cement the job structure created.
In addition, the collection of spirit stored in amulet give insight to the living hunters.
>+4 to rolls where Insight from the deceased would help. You'll have to convince me good.
The BurningGrass tribe's Many Pelt bold and daring act, a few cycles after the Cerulean, lead to a second attempt to live closer to the Mighty Fourbeaks.
This happy development is born from an unique quirk of biology : The ManyPelt line Psyker Heart mutated, letting them Bound with Kraken.
This link is hereditary. The former Lady Many Pelt was the first to bound to a Fourbeak. When he splitted into three, she was still linked with all of them. Two of the offspring link where succesfully transmitted to her next-in-line and second-favored daughter.
This started a tradition.
>You have now Fourbeak-bound Many-Pelt elite.
They improve your Knowledge[Fourbeak] trait by granting you a fat +10 to any roll involving Fourbeaks.
And now, for the last time of this thread...
>How should your Tribe evolve?