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Post by Aphelyon on Mar 18, 2017 19:55:07 GMT -5
I thought it might be neat to make a roleplay of a primitive human tribe- you know, like mud and grass huts, wear animal skins, maybe have a few goats, probably worship the moon? I've never actually seen an rp like that before and I thought it might be cool. I've been thinking about it, vacillating on whether or not I should pursue this, but I think it has the potential to be really cool.
Currently, I'm not entirely sure of the setting. Not sure if I'd want to make it temperate or colder or more desert-like or what. I guess we can figure that out a bit later, though of course climate would heavily affect the culture of the tribe so we should definitely not save that for last. For time period, I'm thinking the tribe probably has figured out basic things like fire and stone tools, and so they do have primitive buildings and objects. I'm thinking mostly hunter-gatherer, so no farming or herding- not yet at least. Spiritually, the tribe would be animistic- believing in, essentially, the spirits of all things (spirit of the wind, spirit of the bear, etc.). There would of course be more to their faith than just that, but we can work out the details together.
I have a few more ideas than that but I'll mention them when we get there. So, would anyone be interested?
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Post by Aphelyon on Mar 18, 2017 20:13:42 GMT -5
So... to organize what's needed....
HISTORY -
HIERARCHY Chief(tess) - the leader of the tribe; a hereditary position passed down from parent to offspring (but not from chief[tess] to spouse). The chief(tess) is guided by the shaman and the elders in the tribe. If the shaman and elders believe that the chief(tess) is no longer fit to rule, they can remove them from power. The shaman is also the one who decides which of the chief(tess)'s children are most fit to take their place once the chief(tess) dies, retires, or is removed from power.
Shaman - the spiritual leader of the tribe, who is chosen at birth by the previous shaman and trained from a young age. The shaman's job is to communicate with the spirits, keep totems, read omens, and guide the tribe along the right path. The shaman is also the keeper of the moral and religious stories of the tribe, as well as all of the spirit runes. Shaman are often chosen due to physical or spiritual abnormalities, mostly non-fatal birth defects and abnormalities (an extra finger or blindness, for example). They may also be chosen due to having a spirit which is designated as sacred or otherwise special, or- even more rarely- having two spirits.
Elders - elders are people who have seen 50 winters and are considered to have completed their duty to the tribe. Elders are no longer required to work like the other members of the tribe, and instead continue to help by sharing knowledge and wisdom with the younger generation, and advising the chief(tess) on issues within the tribe. Elders are highly respected, as most people do not live to their 50th winter, and thus elders are considered to be strong, enduring, and wise despite their age.
Hunters - hunters are the physically elite in the tribe, being trained to be stealthy and quiet as well as strong. They must be able to quietly stalk and kill small prey such as rabbits or deer, but be equally capable of hunting larger game such as mastodons or bears, and fighting off deadly enemies like wolves. Besides the chief(tess), shaman, and elders, they are probably the most respected group in the tribe, as their role is both extremely important and often quite dangerous. Hunters are predominantly men, but there are women hunters as well.
Finders - finders are similar to hunters in that they also help provide the tribe with food. Finders are keen-eyed and crafty, able to locate and identify all sorts of edible and medicinal plants in the forest. They are also responsible for gathering other supplies for the tribe, such as stone and wood with which to make tools, and feathers, bones, and other items with which to make jewelry. The most elite finders are also responsible for the dangerous job of gathering tar from Blackwater. Finders are predominantly women, but there are some men who choose to be finders.
Shapers - shapers are the people who create the tools and structures used by the tribe, such as spears, bows, and arrows, as well as clothing, tents and buildings, cooking utensils, and other tools. While all shapers are able to create any of these items, most have a specialty, such as working specifically with wood, stone, or leather, building buildings or making arrowheads, and so on and so forth. Shapers are also responsible for applying tattoos to their tribemates, and therefore must be reasonably artistic as well. Shapers are pretty much equally divided between males and females.
Tenders - tenders are the smallest group, with the exception of the shaman, chief, and elders, as it is not necessary to have very many of them. Tenders are responsible for all of the domestic aspects of keeping the tribe running: cooking, tidying up, washing clothes, tending the fire, caring for children, and generally making sure the camp is in order. This job, while simple, is respected as it allows the rest of the tribe to get their own duties done without having to worry about things like maintaining the fire or preparing food. It also allows women to return to their own duties sooner, without having to stay with their children constantly for many, many years. It is also a way for people who are unable to take on other roles- usually due to physical disabilities- to still contribute to the well-being of the tribe. Tenders are almost exclusively female, with it being almost unheard of for males to become a tender.
Children - children, obviously, are the young members of the tribe who do not yet have a specific role. A tribe member is considered a "child" until they are fourteen years old. They will then decide which role that they want to take on. Children are for the most part raised by the tenders rather than their biological parents, though their parents are generally still involved in their life. A baby will stay with its mother until it is about a year old, at which time they will gradually begin to separate and at about 1.5 years, the child will be cared for primarily by the tenders, but the parents will still usually visit and bond with their child when they are not busy.
BELIEFS The main belief of the tribe is in the Mother Goddess, Asa-kel, who brought life to the world. All animals are her children, and those who are good are made into humans so that they can speak and think. Thus, the tribe believes that all people are inherently good, and those who become evil are influenced by Jek-durr, the trickster god, who is jealous of Asa-kel's creations and thus drives them to destroy each other and themselves. People who are good join Asa-kel when they die, and may sometimes be allowed to visit the living in their true form- their original animal form- to guide them. People who are evil are taken by Jek-durr and their corrupted souls are devoured.
Another thing that the tribe believes is that an creature's spirit and power resides in its bones. Vultures and other creatures who scavenge on dead bodies are seen as evil and followers of Jek-durr, who tries to collect the bones of Asa-kel's creatures and trap their souls. To prevent a dead tribe member's bones from being stolen, the tribe burns their dead, though they often keep a small piece- a tooth, knuckle, or other small bone- to create a special totem from so that the spirit of the dead tribemate can find their way back to the tribe and help to guide them. The totems carved from these bones, in the shape of the animal spirit of that person, is closely guarded by those who hold them.
Similarly, a totem may sometimes be made from the bones of regular animals. Though the tribe hunts many animals, animal totems are still uncommon, as only one totem can be made from a single animal, and not all animals that the tribe kills get totems. Totems are only made for special occasions, from special animals: for example, the first kill of a hunter, or a strong enemy overcome. These totems are sported with pride by those who have them, as they are symbols of their accomplishments. The tribe believes that in times of need, the totem may be burned or smashed to release the spirit of the animal, which will help them in some way.
NAMING When children are born, the shaman identifies which animal they originally were and names them after that animal in the "spirit language." Essentially, we make up a name for a character and attach a meaning to it. For example, if a character has the spirit of the bear and we make up the word maadua to mean "bear," the character would be named Maadua. In the rare case that there are two people of the same animal alive at once, an adjective will be added to the one born second. So, for example, there is a man named Maadua and then a child is born who also has the spirit of the bear. The child has red hair, and the "spirit word" for red is "ek," so the child is named Maadua-ek. In this situation, the child may be called by their full name, or just the adjective (Ek).
GEOGRAPHY The tribe lives on the shore of a vast lake, which stretches farther than the eye can see to the east. In the northeast, snowcapped mountains can be seen above the horizon, but members of the tribe are forbidden to go there and so all they know of the mountains are stories passed down through the generations. A river flows into the lake in the east, presumably coming from the mountains. This river is wide and rocky, and very cold. Most of the area immediately around the lake and along the river is made up of thick forest- mostly pines and other evergreens, but with some deciduous trees mixed in as well; primarily maples, aspens, and some oaks and willows. To the west and north is open, flat tundra. The tribe rarely ventures past the river in the east, and when going onto the tundra never goes so far that the treeline of the forest passes out of sight. The reason for this is that they believe that if a person ventures too far away from the forest they will get lost and be unable to find their way back, and Jek-durr will confuse and trick them into wandering the open tundra, unable to return home, forever. The same goes for the lake, and people rarely go far from the shore. Most members of the tribe cannot swim well, and will only wade at most.
There are a few significant landmarks within the tribe's hunting grounds, however. The most important is probably the camp, which sits roughly at the center of the hunting grounds in a man-made clearing where the trees have been cut down. The clearing is fairly large- probably about the size of a football field- and surrounded by a low and rudimentary wall where the trunks of trees have been stacked, mostly to form boundary which keeps children in and large predators such as bears and wolves out. The camp has three large fires set in a rough triangle in the clearing, and life mostly revolves around these fires. They provide light and heat, and are used to cook, as well as serve as a gathering place for the tribe members. All three fires have three poles around them, which can be used to hold a leather cover about 10 ft. above the fire in case of rain. Around the fires are many buildings. Most of the camp consists of tents of varying sizes, with very few permanent buildings. The primitive buildings are mostly wooden, made of logs and tar with leather for the roofs. The tents are made with wooden frames covered in leather. For both, the leather is stitched together with narrow leather stripes and tar is spread over the seam to waterproof it. Most of the tents are used for sleeping, though some are used for storage of weapons and other items. Food, however, is always stored in one of the wooden buildings, which is more secure than the tents. Elders and young children, too, stay in one of the buildings, which is warmer and safer. The last and largest building is known as the Moot Hall, where private meetings with the shaman, elders, and chief are held. The Moot Hall and the building where the elders and children sleep both have small fires in the center to warm the building and provide light.
A few other landmarks include the Overlook, which is a hill crested with a stony cliff, which is high enough to see over much of the forest and lake, and is the highest point in the area. It is also a good place to find stone to use in tools. The Overlook is located a bit north of the camp. Another location is the Grove, which is a shallow, rocky, and eternally foggy hollow near the lake and river where massive sequoia trees grow. A stream breaks off from the river and runs through the Grove, helping to provide the area with fog and the trees with water, as the stream runs over, between, and under many of the roots of the massive trees. In the northwest, just past the forest and somewhat near the river, is a large area known as the Colorpools or the Geyser Field. The area is slightly raised from the rest of the tundra and is filled with shallow, mineral-filled pools of warm water, which come from the many boiling geysers that occupy the place. It is considered a good place to bathe, as the water is warm and fresh, so long as one is careful not to be too near a geyser when it erupts. It is also good drinking water, as the water is very fresh. The tribe is careful to only drink from the highest pools, and bathe in the lowest. All the pools are connected by shallow streams and waterfalls which flow downhill into a cohesive creek, which runs slightly east to meet with the river. Finally, one of the most dangerous places in the tribe's hunting grounds is known as Blackwater. Blackwater is an area just a bit northeast of the Overlook, and is a large tar pit about 30 ft. across. It is extremely dangerous, as when a creature gets stuck in the tar there is no way to get them out and they will continue to sink until they disappear completely. The surrounding area is marked by hanging many pelts painted with the brightest colors that the tribe can manage, to warn hunters and finders away before they unknowingly get trapped in Blackwater. The upside to the tar, though, is that it is extremely useful as an adhesive and sealer for tools, clothes, and other items that the tribe makes.
CULTURE Tattoos - The tribe has found a kind of plant which if made into a paste and left on the skin for two dawns will permanently color that skin (basically, henna but has to stay on longer and is permanent). Thus, tattoos have become very important to the tribe, and mark many important aspects of their life. Their first is given to them at one year old, and is the symbol of their name, in black, on the base of their neck. Their next will show their rank, and all of their tattoos will be the color of their rank. A child decides what they want to become when they are 14, and they receive a thick ring halfway down their forearm. Males will have the tattoo on their left arm, while females have it on their right. Other tattoos include things like marriage (a line under one eye, again left for males and right for females) and number of children (dots next to the line under their eye). Most of their other tattoos will be purely aesthetic, and may demonstrate likes or achievements, but don't necessarily have a formal pattern or meaning.
Marriage - TBA
Death - TBA
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Post by Aphelyon on Mar 18, 2017 21:38:01 GMT -5
So, the ideas I have thus far:
HIERARCHY The tribe is led by a chief(tess), which is a hereditary position passed down from parent to offspring. The chief(tess) is guided by the elders- the oldest and wisest members of the tribe- as well as the tribe's shaman. The elders are members of the tribe who have seen fifty winters, and are considered to have done their duty to the tribe. They no longer work the same as the rest of the tribe, and instead share their wisdom through teaching the younger members and sharing stories. The shaman, meanwhile, is the spiritual advisor to the tribe and takes care of all of the more religious-based aspects of tribal life. The rest of the tribe is divided into many categories, sorted by job.
Besides chief and shaman, the most respected position is that of the hunters. The hunters, of course, go out to hunt animals with which to feed the tribe, but they also serve as warriors, killing animals that are a danger to the tribe or their other food sources, such as wolves or bears. Hunters are predominantly men, but women can be hunters as well. Similar to the hunters are the finders. The primary and most important job of a finder is to find and gather plant-based food such as berries or mushrooms. However, they also gather other materials that can be used by the tribe, such as stones that could be used by shapers, or feathers, bones, and stones, to use in jewelry, or anything else of interest. Finders are predominantly women, but men can also be finders. Shapers are roughly equally divided between men and women, and are the people who create the tools and structures used by the tribe, such as spears, bows, and arrows, as well as clothing, tents and buildings, cooking utensils, and other tools. Tenders are the last "normal" rank in the tribe, and besides the shaman, chief, and elders, they are the fewest. Tenders are almost exclusively women and it is almost unheard of for a male to become a tender. They take care of all of the domestic aspects of keeping the tribe running: cooking, tidying up, washing clothes, tending the fire, caring for children, and generally making sure the camp is in order.
BELIEFS The main belief of the tribe is in the Mother Goddess, Asa-kel, who brought life to the world. All animals are her children, and those who are good are made into humans so that they can speak and think. Thus, the tribe believes that all people are inherently good, and those who become evil are influenced by Jek-durr, the trickster god, who is jealous of Asa-kel's creations and thus drives them to destroy each other and themselves. People who are good join Asa-kel when they die, and may sometimes be allowed to visit the living in their true form- their original animal form- to guide them. People who are evil are taken by Jek-durr and their corrupted souls are devoured.
NAMING When children are born, the shaman identifies which animal they originally were and names them after that animal in the "spirit language." Essentially, we make up a name for a character and attach a meaning to it. For example, if a character has the spirit of the bear and we make up the word maadua to mean "bear," the character would be named Maadua. In the rare case that there are two people of the same animal alive at once, an adjective will be added to the one born second. So, for example, there is a man named Maadua and then a child is born who also has the spirit of the bear. The child has red hair, and the "spirit word" for red is "ek," so the child is named Maadua-ek. In this situation, the child may be called by their full name, or just the adjective (Ek).
CULTURE The tribe has found a kind of plant which if made into a paste and left on the skin for two dawns will permanently color that skin (basically, henna but has to stay on longer and is permanent). Thus, tattoos have become very important to the tribe, and mark many important aspects of their life. Their first is given to them at one year old, and is the symbol of their name, in black, on the base of their neck. Their next will show their rank, and all of their tattoos will be the color of their rank. A child decides what they want to become when they are 16, and they receive a thick ring halfway down their forearm. Males will have the tattoo on their left arm, while females have it on their right. Other tattoos include things like marriage (a line under one eye, again left for males and right for females) and number of children (dots next to the line under their eye). Most of their other tattoos will be purely aesthetic, and may demonstrate likes or achievements, but don't necessarily have a formal pattern or meaning.
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Post by shades on Mar 18, 2017 22:43:53 GMT -5
Oh I like this. I've been playing Horizon: Zero Dawn. And I have been adoring the outfits and the characters looks in that game. I'd be willing to help out with coding and such or even just keep you company if you don't need help.
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Post by Aphelyon on Mar 19, 2017 0:07:42 GMT -5
Oh hey sorry I only just saw that there was a comment! I've actually been playing MyTribe and planning to build a Viking-style tent bc reasons, so I just thought maybe a tribe sort of rp would be cool. Idk what that game is but I'll have to look it up now just so I can see what it looks like lol.
Anyways, coding would be helpful because I'm absolutely terrible at that. I would appreciate any ideas you might have to contribute as well, because while the ones I have are... adequate... they're not all ideal. Plus there's still a lot of major holes.
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Post by Salted Squid on Mar 19, 2017 0:16:50 GMT -5
I actually really like this idea!
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Post by Aphelyon on Mar 19, 2017 0:20:52 GMT -5
Awesome glad to have you :)
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Post by Salted Squid on Mar 19, 2017 0:34:24 GMT -5
Glad to be here! Though my Internet is being awful so I may give up on it. I work an early shift anyway so it wouldn't hurt to go to sleep xD
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Post by Aphelyon on Mar 19, 2017 0:44:12 GMT -5
Welp this will still be here tomorrow, probably without much progress made bc this forum is dead af all the time lol. Anything you'd like to contribute though before you go? Just so I could incorporate it in the off chance that by some strange twist of fate progress is made tonight.
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Post by shades on Mar 19, 2017 10:56:56 GMT -5
Hm. Might I add the idea of ranking within the Hunters? Like just something of a Head Hunter and people who Seek with light feet and people who Hunt. Some on Guard duty. Yadda. I feel that Hunters are most likely going to be the predominant that people want to RP as so it's always good to give options.
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Post by Aphelyon on Mar 19, 2017 11:57:31 GMT -5
Yeah I did consider having separate ranks for hunters, guards, and possibly scouts, but if the hunters are supposed to be, like, elite I would figure they would probably be trained to be pretty versatile so that they could stalk quietly or fight outright, especially since some kinds of hunting would less involve quiet with bows and arrows and would be more straightforward and violent, for example killing bears or (of applicable to the geography) mastodons. So the difference between those would pretty much just be what they were assigned to do that day.
And yeah, I figure probably most people are gonna want to be hunters, so I'm gonna see what I can do to make the other ranks appealing as well, though of course hunters and finders are probably going to make up the majority of the tribe since food is #1 priority and you don't really need that many shapers or tenders to keep the tribe running.
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Post by shades on Mar 19, 2017 12:31:06 GMT -5
That's true. Very true.
What sort of geography are you looking at? It seems like you're kinda making it definitely more likened to what I just am gonna call 'Brother Bear' because I imagine the animals and everything in life. So maybe make a ritual in relation to what theit original animal form is and that animal is their guidance. I'm immediately thinking the Brother Bear totem thing but maybe try and think of something different.
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Post by Aphelyon on Mar 19, 2017 12:49:00 GMT -5
I am sort of leaning towards something like that but it doesn't have to be depending on what others think. As for totems, yeah, I was thinking of trying to utilize them somehow but I wasn't quite sure how.
I had this idea before for a cat tribe, but it could work this possibly too? The tribe basically believed that a creature's "power" resided in their bones, and so if you take their bones you take their power. Thus animals like vultures who scavenge on bones are seen as bad because they try to steal the power of others. Also, the tribe would throw their dead into a volcano to burn the body and release their spirit from the bones so that their power could never be stolen. So maybe this tribe believes something similar, and on special occasions they might take the bones of creatures and make them into totems so that they can utilize their power? Perhaps they keep a bone from their deceased, too, like a tooth or knucklebone or something, so that they can stay in contact with them by keeping a small piece of their spirit anchored to the tribe? And that bone would be carved into the shape of the animal that the person had the spirit of?
Perhaps the other totems would come from regular animals and be used on special occasions. Maybe burning/breaking the bone releases the spirit and its power from the bone, and so in times of need they would release spirits to help them? Like if someone is in trouble and think they, idk, need the strength of a bear or something, they would break a bear totem so that that spirit could help them and then be free? But because of how sacred this is, they don't just make totems from any animal- it has to be one that is significant, like a hunter's very first kill or a bear that had been plaguing the tribe for a while, things like that. Also, only one totem can come from an animal, even though it has many bones. As for the human totems, again, only one can be made, and would probably be given to the one closest to that person- a spouse or child, for example.
Heheh that whole explanation ended up being longer than I intended. But I think it's a neat idea. What about you?
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Post by shades on Mar 19, 2017 12:54:37 GMT -5
Ooh I like that idea. I really do. And the totems could be something significant and kinda a symbol of power? Like the Hunters with a totem around their neck, onlookers will know that is something they did on their own or something that they contributed too. First kill, or killing the large cat that attacked camp, etc. And so having a totem is kinda representative to power and the power that they could beheld. And for some it's a representation of All-Mother guiding them with that animal. And to others it can get to their head and inflate their ego. The trickster god is surely working it's way through them.
Also what geography are you thinking for this rp? Any ideas?
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Post by Aphelyon on Mar 19, 2017 13:02:14 GMT -5
Yes I like that!
As for geography... well, if we go with something North American, "Brother Bear" as you say, probably somewhere somewhat Alaskan or Canadian in style. So mountains, probably pine forests. I'm thinking probably Ice Age era, so it would be colder and wildlife would consist mostly of large mammals such as mastodons, saber-tooth cats, dire wolves, woolly rhinos, etc. I actually had a full list at some point of significant Ice Age animals that would be present in a region such as this (bc reasons) but I have to find it.
To be a bit more specific geographically, I would probably prefer that they are near a major fresh water source- probably a river, but a lake is also an option. Or perhaps both. I'm thinking they should be inland, away from the ocean, because I think it might be neat to later have some people venture away from their established living ground and see the ocean for the first time. Why, how, and what comes of that, we'll see. Past water, I think there should be mountains nearby, but they don't actually live in the mountains because that would be too dangerous. Said mountains could be considered a sort of "forbidden territory" where people are not allowed to go. Other than that, I'm thinking it should mostly be forests, with some open tundra nearby? Not quite sure there.
Of course, this is all assuming we continue with the North American Ice Age theme. If you have any other ideas or preferences let me know.
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Post by shades on Mar 19, 2017 13:14:44 GMT -5
I like the geography location. You also said volcano but instead maybe a geyser could be where they send their dead? Because it's hot and such. Plus I was so reading up on dumb people who go into the geyser zone and up dead with little to no remains.
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Post by Aphelyon on Mar 19, 2017 13:19:17 GMT -5
Well in the original concept it was a cat tribe with no access to fire besides the volcano, which is why the volcano was included. In this, I would assume they just burn their dead. However, I do like including geyser fields in this sort of territory, regardless of how they're utilized. Also: tar pit?
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Post by shades on Mar 19, 2017 13:23:11 GMT -5
Ooh yes. That would be fun.
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Post by Aphelyon on Mar 19, 2017 13:27:00 GMT -5
I agree. It would add a unique danger, but also quite a bit of utility for the tribe, since the tar could also be used as an adhesive in their clothes, buildings, and tools. But of course they would probably only allow certain members of the tribe to venture near there because of the danger of getting caught in the pit.
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Post by shades on Mar 19, 2017 13:30:29 GMT -5
Maybe that could be the significant difference for Shaper or Finder: be able to navigate and gather tar without being caught. Maybe they also have to get caught in the pit as ritual to know how to get out or how others help them out?
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Post by Aphelyon on Mar 19, 2017 13:34:51 GMT -5
Yeah possibly. I'll have to look up how to get out of a tar pit so we can know if that's actually a feasible trial or not. But I do like the idea. However, probably not all finders are allowed to go near the pit, only the most elite of them. Similarly, probably only elite hunters are allowed to go on hunts for larger, more dangerous prey like mastodons.
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Post by shades on Mar 19, 2017 13:41:20 GMT -5
I know it's possible to get out of quicksand. Don't think it's possible to get out of tar alone if at all.
If you get me a list of animals I can make cool silhouette graphics for them and star a simple, rough layout.
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Post by Aphelyon on Mar 19, 2017 13:47:23 GMT -5
Yeah sure.
- Yukon wild donkey - Woolly mammoth - Giant beaver - Short-faced bear - Saber-toothed cat - Reindeer (caribou) - Giant polar bear - American lion - Dire wolf - Mastadon - Bison - Moose - Elk - Grizzly bear - Deer - Musk ox - Mountain goat - Big horn sheep
Obviously some would probably be called something different by the characters. For example, they would probably not be specifically mountain goats, just goats, since as the only kind of goat the tribe knows about there would be no reason to distinguish them from other goats. Same goes for musk oxen, big-horned sheep, woolly mammoths, and dire wolves. Short-faced bear would probably be cave bear, if they're distinguished from grizzlies at all. And then of course there's saber-tooth cats, American lion, polar bear, etc. because the tribe wouldn't know what a saber, America, or polar is. So probably white bear, fang cat, and... idk about the American lion. I thinnk those are also called cave lions? I'd have to look again.
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Post by Aphelyon on Mar 19, 2017 13:56:19 GMT -5
Apparently it's completely impossible to get out of a tar pit if trapped. I mean, I assume using technology and machines they can do it nowadays as they're always pulling fossils and stuff out of them, but short of that, you cannot. So the finders would just have to be very, very careful. Perhaps they believe that the tar pits are one of Jek-durr's tricks, to try to trap people and bring them to his lair? And of course if someone is sucked into the pit there is no way to retrieve their bodies so it would be a way for Jek-durr to steal people's bones as well.
Also, I'm gonna go ahead and try to come up with a general description of the area. Might sketch a rough map too but first I'm just gonna come up with a description.
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Post by shades on Mar 19, 2017 14:11:31 GMT -5
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
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Post by shades on Mar 19, 2017 14:12:40 GMT -5
That's a style I came up with. How do you like it? I'll try and make it simple so you can fill in spots or copy and paste.
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Post by Aphelyon on Mar 19, 2017 14:50:29 GMT -5
Hm. I would probably use different colors and fonts, but besides that, I like it. Is there any chance you could put a box for a title as well?
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Post by Aphelyon on Mar 19, 2017 14:54:58 GMT -5
The tribe lives on the shore of a vast lake, which stretches farther than the eye can see to the east. In the northeast, snowcapped mountains can be seen above the horizon, but members of the tribe are forbidden to go there and so all they know of the mountains are stories passed down through the generations. A river flows into the lake in the east, presumably coming from the mountains. This river is wide and rocky, and very cold. Most of the area immediately around the lake and along the river is made up of thick forest- mostly pines and other evergreens, but with some deciduous trees mixed in as well; primarily maples, aspens, and some oaks and willows. To the west and north is open, flat tundra. The tribe rarely ventures past the river in the east, and when going onto the tundra never goes so far that the treeline of the forest passes out of sight. The reason for this is that they believe that if a person ventures too far away from the forest they will get lost and be unable to find their way back, and Jek-durr will confuse and trick them into wandering the open tundra, unable to return home, forever. The same goes for the lake, and people rarely go far from the shore. Most members of the tribe cannot swim well, and will only wade at most.
There are a few significant landmarks within the tribe's hunting grounds, however. The most important is probably the camp, which sits roughly at the center of the hunting grounds in a man-made clearing where the trees have been cut down. The clearing is fairly large- probably about the size of a football field- and surrounded by a low and rudimentary wall where the trunks of trees have been stacked, mostly to form boundary which keeps children in and large predators such as bears and wolves out. The camp has three large fires set in a rough triangle in the clearing, and life mostly revolves around these fires. They provide light and heat, and are used to cook, as well as serve as a gathering place for the tribe members. All three fires have three poles around them, which can be used to hold a leather cover about 10 ft. above the fire in case of rain. Around the fires are many buildings. Most of the camp consists of tents of varying sizes, with very few permanent buildings. The primitive buildings are mostly wooden, made of logs and tar with leather for the roofs. The tents are made with wooden frames covered in leather. For both, the leather is stitched together with narrow leather stripes and tar is spread over the seam to waterproof it. Most of the tents are used for sleeping, though some are used for storage of weapons and other items. Food, however, is always stored in one of the wooden buildings, which is more secure than the tents. Elders and young children, too, stay in one of the buildings, which is warmer and safer. The last and largest building is known as the Moot Hall, where private meetings with the shaman, elders, and chief are held. The Moot Hall and the building where the elders and children sleep both have small fires in the center to warm the building and provide light.
A few other landmarks include the Overlook, which is a hill crested with a stony cliff, which is high enough to see over much of the forest and lake, and is the highest point in the area. It is also a good place to find stone to use in tools. The Overlook is located a bit north of the camp. Another location is the Grove, which is a shallow, rocky, and eternally foggy hollow near the lake and river where massive sequoia trees grow. A stream breaks off from the river and runs through the Grove, helping to provide the area with fog and the trees with water, as the stream runs over, between, and under many of the roots of the massive trees. In the northwest, just past the forest and somewhat near the river, is a large area known as the Colorpools or the Geyser Field. The area is slightly raised from the rest of the tundra and is filled with shallow, mineral-filled pools of warm water, which come from the many boiling geysers that occupy the place. It is considered a good place to bathe, as the water is warm and fresh, so long as one is careful not to be too near a geyser when it erupts. It is also good drinking water, as the water is very fresh. The tribe is careful to only drink from the highest pools, and bathe in the lowest. All the pools are connected by shallow streams and waterfalls which flow downhill into a cohesive creek, which runs slightly east to meet with the river. Finally, one of the most dangerous places in the tribe's hunting grounds is known as Blackwater. Blackwater is an area just a bit northeast of the Overlook, and is a large tar pit about 30 ft. across. It is extremely dangerous, as when a creature gets stuck in the tar there is no way to get them out and they will continue to sink until they disappear completely. The surrounding area is marked by hanging many pelts painted with the brightest colors that the tribe can manage, to warn hunters and finders away before they unknowingly get trapped in Blackwater. The upside to the tar, though, is that it is extremely useful as an adhesive and sealer for tools, clothes, and other items that the tribe makes.
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Post by shades on Mar 19, 2017 14:57:46 GMT -5
I can change the colors and yeah I can add a title box. Any ideas on colors? I went with natural colors for the feel of the rp. But I can do others as well.
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Post by shades on Mar 19, 2017 15:40:06 GMT -5
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