[11 / 2 / 1]
The age of ice has passed, and the great beasts and monsters roam the land. Humanity is a flicker in the darkness, a handful of souls huddled together for warmth and safety. Your people are one such flicker. You have traveled far, through lands of biting wind and clinging mud, seeking a new home. Now, you stand at the edge of a new life, and the story of your tribe is about to be written.
But first, you must remember who you are. What is the story you tell your children around the fire?
[ ] The Survivors: "Our world was once a mountain of fire that spewed black rock and ash. We are the few who escaped its wrath, finding refuge in this new, green valley. We are cautious, for we know how quickly the world can turn to ruin."
Starting Population: 3 (1 Hunter, 1 Gatherer, 1 Shaman).
Unique Trait: Cautious: You are less likely to encounter dangerous world events but have a harder time innovating.
[ ] The Exiles: "We were cast out from the great Sun-Tribe for speaking against the elders. They called our ideas 'unnatural.' We call them 'progress.' We will build our own tribe in our own way and prove them wrong."
Starting Population: 3 (1 Hunter, 1 Gatherer, 1 Crafter).
Unique Trait: Ambitious: Your tribe generates progress toward Innovation events faster than normal but starts with lower Morale.
[ ] The Pilgrims: "A vision from the Sky-Spirits led us here, to this sacred grove. We are few, but our faith is strong. We know that if we honor the spirits, they will provide for us and guide us to greatness."
Starting Population: 2 (1 Gatherer, 1 Shaman).
Unique Trait: Devout: Your tribe has a higher chance of triggering positive spiritual events, and your Shaman is more effective at managing Morale.
But first, you must remember who you are. What is the story you tell your children around the fire?
[ ] The Survivors: "Our world was once a mountain of fire that spewed black rock and ash. We are the few who escaped its wrath, finding refuge in this new, green valley. We are cautious, for we know how quickly the world can turn to ruin."
Starting Population: 3 (1 Hunter, 1 Gatherer, 1 Shaman).
Unique Trait: Cautious: You are less likely to encounter dangerous world events but have a harder time innovating.
[ ] The Exiles: "We were cast out from the great Sun-Tribe for speaking against the elders. They called our ideas 'unnatural.' We call them 'progress.' We will build our own tribe in our own way and prove them wrong."
Starting Population: 3 (1 Hunter, 1 Gatherer, 1 Crafter).
Unique Trait: Ambitious: Your tribe generates progress toward Innovation events faster than normal but starts with lower Morale.
[ ] The Pilgrims: "A vision from the Sky-Spirits led us here, to this sacred grove. We are few, but our faith is strong. We know that if we honor the spirits, they will provide for us and guide us to greatness."
Starting Population: 2 (1 Gatherer, 1 Shaman).
Unique Trait: Devout: Your tribe has a higher chance of triggering positive spiritual events, and your Shaman is more effective at managing Morale.