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The History of Y'amra Tia


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So due to some serious time constraints, and time zone issues, I was unable to pursue this whole tribe thing in the way I wanted to. Recruitment is officially over. xD Until I can figure out how to remove the thread entirely, I guess I'll leave this up here as a bit of a wiki of sorts. (I don't actually know how to use the RPC wiki cos I'm a derp) Until then, please know that the following information is an original tribe, and not specific to any other Y tribe or Y tribe character except my own. 

 

(Note: This lore, and the characters named below both listed as NPC, and Y'amra Tia, is something I created, and is specific to this particular Jaguar tribe. It is not for public use for other RPer's backstory.)

 

TRIBAL HISTORY

Settled in the warm clime of Vylbrand, this small sect of the Jaguar tribe has carved out an existence alongside the native Lominsans with which they share the island. What began as a simple culture striving to survive in the hopes that they could enjoy the sun and stars, and live in peace, has turned into a well-structured tribe that deals in many aspects of the Lominsan hierarchy. 

 

While the tribe operates as most do, there is a divisory line that splits how the tribe handles their affairs.

 

Cultural is the first. The Miqo'te of the Jaguar uphold Seeker traditions in the knowledge that they are not limited by it. The tribe will always be home to those born of it, even if individuals choose a different path. Should an inability to sustain numbers become a threat, such openness will be temporarily restricted until a solution has been found. Until then, the members of the Jaguar are free to do as they wish, within reason. 

 

The second is social. The integration of Lominsan traditions into Seeker ones, how it affects the tribe, and how open the tribe is with those who dwell in the settlements and Limsa Lominsa. The Jaguar have allowed themselves to adapt to La Noscea, and trade, work, and even friends cross from tribe to city without much difficulty. Several Jaguar Miqo'te can be seen living in the city itself, employed as Merchants, Yellowjackets, Maelstrom officers as well as in the Bismarck and Melvaan's Gate. Most Jaguar, however, do not stray outside of Vylbrand. 

 

The third and final segment of the Jaguar tribe is combat. Most believe this falls under a combination of cultural and social, but that is not so. One key aspect of Jaguar tradition is hunting. Maintaining numbers of usually four or five members, the dedicated hunters of the Jaguar are known as 'Rahzarr Kahl'. The most elite hunters follow this path, either trained from birth, or allowed under exceptional circumstances. The Rahzarr Kahl, the name given to the idea of hunting amongst the Jaguar, has become this dedicated group amongst the tribe. The transition was first noted during usual hunts. Vylbrand, possessed of notable large beasts and dangerous monsters, required a change to the prey they were used to before coming to Eorzea. From there, the ages have transformed the way the Jaguar tribe approaches hunting. Defence of the tribe, while the responsibility of everyone in the tribe, falls most importantly to the Rahzarr Kahl. Eventually, in a time of struggle, the Jaguar allowed Limsa to hire the services of the Rahzarr Kahl to quell those most dangerous of beasts and monsters. 

 

As it stands today, the Rahzarr Kahl are as much mercenaries as hunters, though their loyalty remains, rightly so, to the tribe above themselves. There have been exceptions, but this is the accepted way of things. 

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If anyone might be interested in RPing as either a member of the tribe, or hopefully even a member of the Rahzarr Kahl, send me a message here, reply to this thread, or contact me in game. Character name is Y'amra Tia.

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Jaguar Tribe - Recent History 

 

The earliest relevant event is when Rikke defeated Ihz in combat and took over the tribe as the new Nunh. This occurred seven years before Amra was born, and I'll be using his age as a baseline for the sequence of events. Amra is 22 years of age. 

 

As a member of the Rahzarr Kahl, Y'rikke Tia was inducted at the mere age of thirteen. Younger than most, but his exceptional combat skills set him apart from his peers. His fellow Tia, Y'ashake and Y'tyaka, were not offered a place in the RK. Not at first. During the initial trial amongst the three Tia, Tyaka was bested early, leaving Rikke and Ashake to vie for the right to challenge Ihz. The result of their match ended in a draw, though the bout was proof enough for Ashake to earn himself a spot in the Rahzarr Kahl, despite never quite achieving the same level of authority Rikke did. Rikke quickly established himself in the Rahzarr Kahl, and within the first ten years of his time as a hunter, he had adopted the role of unofficial leader. He was in prime position to take over as Nunh. At 20 years of age, Rikke bested both his fellow Tia in combat and challenged the Nunh, winning the bout.

 

He bore a few daughters during his seven-year reign as Nunh, and also fathered two sons. Kihba and Amra. During this period, the tribe saw a time of growth, their numbers swelling from 24 to 29 in that time, and the Rahzarr Kahl, while already established as a prime hunting unit in greater La Noscea, achieved official recognition by Lominsan society as Hunters of Notorious Monsters and other threats to the land.

 

Ashake, still in the Rahzarr Kahl at this point, ended up challenging Tyaka, and then Rikke to combat, and won the ensuing fight. His rise to Nunh-hood saw him leave as a member of the Rahzarr Kahl. Rikke, despite his defeat, maintained his authority as Chief, and to this day is still considered one of the greatest hunters the Rahzarr Kahl has ever seen. At the time when Ashake took over as Nunh, Ndelika was pregnant with Amra, making him Rikke's last-born child.

 

Ashake's time as Nunh has lasted for the past 22 years, and the tribe continues to grow and thrive. He had many daughters, and offered refuge to those few Miqo'te outsiders they found as well. Ashake recently fathered his first son, 2 year old Y'tahl Tia. 

 

Over the course of those 22 years, the Jaguar Tribe was not without struggle. They were not the only tribe to inhabit La Noscea. An splinter N tribe settled close enough that they were considered a threat, and the I tribe, while small, presented both problems and help. 

 

When Rikke first met with N'undai Nunh many years ago, before Ashake bested him, to say their meeting did not go well would be an understatement. To be fair, it was doomed regardless. The meeting was brought about because Rikke had taken not one, but two N tribe females into his bed. 

 

At the same time. 

 

Undai was not pleased, and demanded compensation for this betrayal. There were numerous offers, from the disbanding of the Rahzarr Kahl, to the stepping down of Rikke as Nunh, to having two Y Tribe females sent to the N tribe. All of these were denied, and the two tribes have been on sour terms ever since. Several times, the current generation Tia on both sides have engaged in non-fatal, but violent clashes. 

 

The I tribe, on the other hand, are much more pleasant company. Unlike the Y Tribe, many of their Miqo'te possess magical abilities, and it isn't strange to see those few in the Y spend time with the I tribe to learn. They are led by I'kahn Nunh, who has held his Nunh-hood for more than forty years. 

 

Other notable issues were presented by way of pirates, raiders, and even slavers at times who roamed the La Noscea wilderness.

 

The Calamity saw a major upheaval in the tribe. Three of the four members of the Rahzarr Kahl were killed at Cartenau, and Rikke was left searching for a way to fill out the tribes main source of income. He and Ashake both garnered much respect from the tribe for getting them through that time in one piece, and the tribe has been gradually returning to a thriving state. 

 

One notable event is that the Rahzarr Kahl now maintain a loose partnership with the Grand Companies of Eorzea. Recent years has seen the GCs take over a large aspect of hunting, along with the implementation of the Raimdelle Codex, which the RK now have access to along with their already immense tribe records. On the surface, this partnership is amicable, but it was born of necessity, and Amra in particular is resentful of the way hunting has begun to be controlled so tightly by the GCs.

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Jaguar Tribe - Y'amra Tia 

 

Amra of the Jaguar, or as he has come to be known, the 'Black Jaguar', is a rebellious, blunt, and usually snarky young Miqo'te. He has problems with authority, and the authorities themselves, and deflects most attempts at a personal connection with quick wit, or black humour. Despite his antagonistic demeanour, Amra has a kind heart, and his moral compass is firmly set in the right direction, seeking fairness in most every situation. He enjoys what luxury he can attain, and has respect for the trades many would find demeaning, such as prostitution or hard labour.

As one of two sons of Rikke, who was considered a great Hunter, many in the tribe expect similar greatness from him. His tenacity in battle, while derived from talent of his own, is considered to be proof of Rikke's strong genetics. Most were not surprised when he was accepted into the Rahzarr Kahl, and Amra's drive to live up to his father's name fuels his ambition. Of the five Tia currently in the tribe, Amra is one of the favourites to become the next Nunh.

Amra has also come into possession of a black coeurl kit. And while he has had the kit for several months, he hasn't settled on a name yet. Many in the tribe know of the kitten and adore him, and the playful coeurl seems to respond in kind to most of the other tribe members as well. 

 

Timeline

 

Prior Rikke taking over as Nunh: Good terms are established between the Y Tribe and the I Tribe. 

Age -7: Y'rikke takes over as Nunh. 

Age -5: N Tribe quarrel reaches a peak. 

Age -4: Rahzarr Kahl are recognised by Limsa. 

Age -0.5: Ashake takes over as Nunh

Age 0: Last-born of Rikke Nunh before the power shift.

Age 5: Begins training with the other Hunters. 

Age 6: Follows one of the older members on a hunt in secret. Gets lost and is stranded out in La Noscea for two sons. Eventually found. 

Age 7: Lana is found and taken in by the tribe. 

Age 8: By this time, Amra has already begun to show signs that he would make a perfect candidate for the Rahzarr Kahl. 

Age 9: Atoh is taken in by the tribe. Becomes the third Y Tribe Tia of the current generation. 

Age 9: A skirmish with the N tribe finds 

Amra and an opposing N tribe Tia facing against each other. 

Age 10: At this stage in his training, Amra begins to specialise in close-range weaponry. Blades and axes in particular.

Age 10: Amra is offered a spot in the Rahzarr Kahl. Accepts immediately. 

Age 11: Training begins in earnest with Rikke. 

Age 11: Three Tia from the N tribe sneak in the Jaguar camp and bait out Amra and the other two younger Tia. A scuffle rouses the camp and both parties are punished.

Ages 12-15: Continues hunting, training, and now that he is old enough, excursions into Limsa is common. Rikke also has Amra accompany him on a few trips to the I Tribe. Sometimes just Amra, sometimes he would take one of the other Tia. Sometimes all three.

Age 13: Y'hrora and I'reti sneak out of the camp late at night, and are kidnapped by slavers. Rahzarr Kahl (along with Amra and possibly Atoh) and a couple other huntresses from both the Y and I tribe dispatched to track them down. It was upwards of two weeks before they found Y'hrora, crying and starving a few malms from the burning slaver camp. Search party split, half escorting Y'hrora back to camp, the other half investigating the burned campsite and hunting down any surviving slavers. 

Age 16: Official induction into the Rahzarr Kahl. 

Age 16: Calamity. 

Age 17: While Rikke and Ashake work to bring the tribe back to order, Amra takes it upon himself to do his part as a member of the Rahzarr Kahl. 

Age 18: Rez arrives and stays with the tribe for a time.

Age 19: Rez leaves.

Age 18-20: Amra learns as much as he can about other styles of hunting. Spending his time travelling, though he returns home every couple of weeks for a period of time to ensure his position within the tribe remains strong. One notable journey had him staying with the U tribe in the Sagolii Desert for a time. 

Age 20: Amra returns to La Noscea to stay, though as a Rahzarr Kahl, work takes him and his fellow RK members all over the realm. 

Age 21: Another skirmish with the N tribe resulted in yet another clash between the Tia from both tribes. 

Present day: Amra's time is spent on a variety of activities. Hunting, relaxing, drinking, engaging in general debauchery and other such things. Hunts sometimes take him away from home for days at a time, but he always returns. Ashake is getting on in years, and there is talk that it's high time the trials returned and he was challenged.

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This next post is a more detailed look at the Rahzarr Kahl, and how it came to be. 

 

Jaguar Tribe - The Rahzarr Kahl

 

As the elite hunters of the Jaguar, the selection process for the Rahzarr Kahl is firm and strict. Not only must a candidate demonstrate skill and ability, they are also considered for their utility as part of the whole. Rahzarr Kahl rarely hunt alone. 

 

In the early stages of the tribe, the Rahzarr Kahl were not known by name, but rather the techniques they were shown. Strength. Agility. A keen mind and an ability to work well as a team. These were the things that made up the hunters of the Jaguar Tribe.

 

It began with Kahl. Greatest Hunter of the Y. His list of accomplishments were detailed and many. Possessed of an innate magical talent, and an almost otherworldly skill at mastering all forms of weaponry, from axe, to blade, to bow, Kahl was heralded as a Hunter among Hunters, a new breed in what a Miqo'te Hunter should strive to be. Not content in his younger years to stay close to his tribe, Kahl wandered the realm in search of greater conquests. From the deserts of the Sagolii to the snowy tundras of Coerthas. His travels often brought him into contact with numerous beasts, but despite their size and aggression, which would send most running in the other direction, he slew those beasts he found. His reputation grew, and when he retuned to his tribe, the Nunh willingly gave up his position and offered it to Kahl. 

 

Kahl bested him in combat anyway. 

 

Y'kahl Nunh. The original Hunter. 

 

Many in the tribe beseeched to learn from him, and eventually, he gathered the most promising hunters in his tribe and taught them. From the best of those, he formed the first group of Monster Hunters. 

 

When Y'kahl Nunh passed, the group continued the tradition of passing on their knowledge and training. Generation after generation, the bloodline of the Hunter Kahl continues to this day. There are other Y tribes out there, but only can claim ancestry to Kahl. Eventually, they came to be called Rahzarr Kahl.

 

As the tribe currently is, each member is given similar training from birth. Cultural, social, and combat. Hunting, foraging, schooling and tradition are all taught. This training usually starts at birth to the age of 12-15, depending on the individual. Even as a trainee, each member is responsible for contributing to the tribe. During this time, the Tribe elders select the best hunters to be considered as Rahzarr Kahl. 

 

In this fashion, even those that are not Tribe-born are given equal opportunity to become Rahzarr Kahl. Once selected, a member is offered extensive training separate from his peers, from Rikke himself. While they can refuse such an offer, it is extremely rare. To be Rahzarr Kahl is considered one of the highest honours. Regardless of age, one is not an official member of the RK until they come of age and are considered an adult. In the Y Tribe, this age is 16, though it is not unheard of for older members to join the Rahzarr Kahl as well. Usually, when a new member joins the ranks, an old one leaves. This ensures that each generation of Rahzarr Kahl remains in due shape. The young filter out the old.

 

While there is no official leader of the group, Rikke is considered to be head of the Rahzarr Kahl. When on hunts outside of the tribe, the group operates as a team, though in most cases one usually steps up to lead in an unofficial capacity. This is can be decided by several factors. Age. Length of time one has been a Rahzarr Kahl. Strength. And sometimes it's simple who gave the order first.

 

It is also not uncommon for members of the Rahzarr Kahl to seek outside training to further their knowledge and experience. Once chosen, they have leave to do what they wish in order to better themselves, under the agreement that their loyalty to the Y be unshakeable, and that they return at least once a month. Should a member be gone for a period of a year or more without contact, their membership is revoked and they are no longer considered Rahzarr Kahl. After all, what use is a hunting unit if there's no unit?

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  • 2 weeks later...

Some new information, this time on the N tribe.

 

Aldgoat (N) Tribe - History

 

The Aldgoat tribe had settled in La Noscea many years after the Jaguar. It began as a splinter tribe, with N'venn Tia, and a small handful of women both from his tribe, and ones he had claimed along the way. Venn's exile did not stem from inadequacy, but quite the opposite. Threatened by Venn's strength, the Nunh exiled him on the grounds of treachery, claiming he had been working with a rival tribe. Cast out, Venn made what pleas he could with the others of his tribe. Few listened, but it was enough that he and a group of six females left to seek greener pastures. The original tribe still thrives to this day.

 

Venn's path took him to La Noscea, where he and the females settled. Within the first year, they met the Jaguar. Already, the Jaguar had established themselves as formidable hunters, especially among the settlers and villagers who resided outside the perimeter of Limsa Lominsa  One of the females, a woman called N'halabi, was found by two Jaguar huntresses moments after she had been wounded by the beast she fancied her prey. With their aid, she lived, and was taken back to the Jaguar camp. Y'obho was Nunh at that time, and after questioning N'halabi, he sent one of the Tia, and those same two huntresses to seek out Venn, and alert him to what was going on.

 

The meeting was civil, and Venn was greeted amicably when he arrived to retrieve his lost huntress. Y'obho even went so far as to offer Venn sanctuary in his own tribe. They would absorb each member, along with Venn himself into the Jaguar. Venn refused the offer, largely out of pride. With great respect, Venn was allowed to leave once more, and for a time, the Jaguar helped protect the few N tribe members who they shared the land with. 

 

Over time, Venn's tribe grew, until it was a thriving community in its own right. Respected within and without his tribe, Venn remained on good terms with the Jaguar throughout his time as Nunh. Venn's successor was not quite so easily swayed. The Tia who bested Venn had engaged in many scruples with one of the Y Tribe Tia. So much so, that small aggressive slights turned into all-out skirmishes. On the surface, it would seem as if the two tribes got along well enough, but to probe deeper would reveal a slew of brawls, fights, and other acts. Hunting grounds were contested, gathering spots, trade routes...  But it all came to a head when two opposing hunting parties forsook their prey and tore at each other. Up until that point, there had been no fatal wounds given to either side. In that attack, a Y Tribe huntress was killed. 

 

Both tribes knew that war would devastate their families, and their already thinning numbers would dwindle further. That period also saw a few members of both tribes leave their home in pursuit of other lifestyles. A truce was established, one that would last with minor incidents only, almost always instigated by the N tribe. 

 

Until Rikke, during his time as Nunh, took two N tribe females into his bed. 

 

The past twenty-five years has seen a dramatic increase in N tribe aggression, and the past ten in particular has displayed a throw-back to the time of skirmishing and contests. The N tribe have even gone so far as to enter the Jaguar camp and initiate fights. 

 

It won't be long until things come to a head once more.

 

{Y'rikke's Meeting with N'undai Nunh} 

(Heavy language warning) 

 

 Y’rikke stands atop the La Noscean hill bordering the hunting ground between his tribe and the Aldgoats. His black, mid-length hair was left messy today intentionally, trying to show a lack of respect for N’undai. Despite this supposedly being a civil discussion, he came armed to the teeth. A greatsword was slung across his back, with two lightweight shortswords strapped to either hip. His back had a custom made sheath of throwing daggers that ran the length of his spine. 

 

To his left stood Y’ashake, a fellow member of the Rahzarr Kahl, though only recently, and most of the tribe’s second choice for Nunhood. On his left was Y’tyaka. A great hunter and another member of the Rahzarr Kahl, his speciality was more in trapping, baiting, and luring. It made him a valuable asset to any hunt, but his sparring skills were substandard. Well, substandard by Rahzarr Kahl standards. Which were admittedly pretty damn high since Y’rikke took over. Both Ashake and Tyaka were armed to nearly the same extent Rikke was.

 

 There was no secret why they were here. Two nights ago, Rikke had seduced two of the `N tribe’s females. Much to the disapproval of a few of the members of his own tribe, the two had spent the night in his quarters, leaving only the next morning. It barely took the Aldgoat tribe a bell before a runner was sent with a message demanding a meeting between the two Nunhs. Rikke picked the time and place. He had no idea what kind of outrageous demands N’undai was going to make, but they were all going to be fun to shoot down. 

 

 A smile crosses Rikke’s features as he thinks that thought. A chieftain would be more diplomatic, but a Nunh would defend what he did. Being both was becoming more of a bother than his time was worth. Not to mention there was word of a big-ass dragon to hunt in Coerthas. His eyes turned north just as N’undai and his two escorts approached the top of the hill.

 

 N’undai, the older of the two Nunhs, had barely entered his 30s, and was certainly deserving of the title. He was strong, quick, and a natural leader. If it came to a duel, Rikke wasn’t entirely certain he could win easily. He’d at least sport a few scars from the bout.

 

 “I’ll keep this brief.” N’undai spoke first. Of course he would. He was hasty. Which was probably why it was easy to steal two of his women. Rikke had to try not to smile at the thought. The older man continues. “Despite our tribe’s truce, you have done us a dishonor by breeding with two of our women. We have not done anything to provoke such action-”

 

 “Bullshit.” Rikke interrupts, continuing. “Hunting on our grounds, purposefully scaring away prey whenever our huntresses get close. Harassing our young when they are learning the basics, attempting to provoke fights.”

 

 “None of which constitute a break of the-”

 

 “Oh will you shut the fuck up with the diplomatic bullshit. You’ve been begging for us to break the truce for at least three cycles now. You’re just pissed I did it by fucking two of your women. The blonde wasn’t even that great. The redhead though… she knew how to do this thing with her pinky -”

 

 “Enough! In recompense for your actions, the Rahzarr Kahl will disband immediately and permanently.”

 

 Rikke stares for a few moments before breaking out into a fit of laughter. He knew it made him vulnerable to attack, but he couldn’t help it. “Disband our elite hunting force? That’s been the pride of our tribe for generations? What the fuck are you smoking because holy shit do I need some of it.” 

 

 N’undai scowled. “Very well. Then you will revoke your Nunhood.”

 

 Rikke managed to collect himself after another few moments and straighten up, though a smile remains on his face. “Revoke my Nunhood? You wish for me to revoke my breeding rights because I was good at breeding? Next option.”

 

 N’undai was glaring now, clearly growing angry. “Fine! Then two of your females will be sent to my tribe, and they will stay in my quarters for an evening!”

 

 Rikke was no longer amused. That sounded like a threat. Rikke did not respond well to threats. “If you wish for two of MY women to come pleasure you for the evening, you are more than welcome to attempt to seduce them. But if I so much as catch a whiff of your sniveling shit-nosed pathetic excuse for hunters trying to kidnap them, I won’t bother with diplomatic negotiations.” 

 

 Rikke and N’undai stare at eachother for a long time, each of their bodyguards nervously moving for weapons. Rikke speaks first. “You and your bodyguards are outmatched. Piss off and I’ll try to forget this conversation ever happened. You come anywhere near MY hunting grounds again, and I’ll not turn a blind eye.” With the final words spoken, Rikke showed Undai his back and begins walking away. 

 

 There was only silence as he descended the hills, the sound of Ashake and Tyaka walking backwards to watch for any arrows that may come flying their way. 

 

Truce…

 

Truce my ass.

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The Buffalo are a long-standing tribe in La Noscea, though unlike the Jaguar, they are much firmer in their customs and traditions. Despite this, or perhaps directly because of this, their numbers have never been large, ranging from a mere seven at the lowest to fifteen at the most. Yet they are fortunate enough in their breeding attempts that the tribe continues to grow, albeit slowly.

 

 

 

 

Unlile the Jaguar, magic is prevalent among the I Tribe, with almost all of its members possessing some form of magical talent. As such, many pursue the arts of Arcanima and Conjury. Though one above all is the standout when it comes to aetheric ability. I'riza, acting matron of the I Tribe, takes it upon herself to school the others in the ways of magic. 

 

 

 

 

I'mitno Nunh has lead the tribe for over forty years, his position strong until only recently. It was Y'ihz Nunh who established the good relations that the two tribes experience, and it has lasted for many years, with no sign of that alliance breaking. Because of their numbers, the Jaguar offer a certain amount of protection to the I Tribe, and in return, I'riza helps teach those few with magic ability in the Jaguar. Y'ndelika and I'riza can often be seen in close proximity to each other, discussing the finer points of magic, and the growth of their students. 

 

 

 

 

Y'rikke, Y'ashake, and I'mitno hold nothing but respect for each other, and even friendship is to be found between the Buffalo Nunh and the Jaguar Chieftain, though in recent moons, the Buffalo has undergone a major change. 

 

 

 

 

I'mitno, after forty years of leading, has lost his title to the young Tia I'kran. This has strained things with the Jaguar. His rise, while not out of the ordinary, was not exactly smooth. Out of respect for I'mitno, I'kran did not hold back, and being much younger and stronger, landed a final, and fatal blow. I'mitno did not survive the bout, but such is the risk of the trials, and the outcome was accepted by the tribe. Ashake and Rikke have both been quick to maintain the friendly relations between both tribes, but the new Nunh of the Buffalo is young and inexperienced. The future may unravel the firm alliance that had held steady for forty years. 

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This next piece of information is a short description on the Jaguar campsite and hunting grounds.

Jaguar Tribe - Camp and Hunting Grounds

 

 

 

 

The Jaguar make their camp on the outskirts of Cederwood, amidst the borders of the lush jungles of Eastern La Noscea and the Longstop. They have fresh water, plentiful game, and the perfect training grounds for their hunters and huntresses. Canyons, gullies, cliffs and swampland, thick trees and rushing streams, the Jaguar have most everything they need to survive.

 

 

 

 

While they possess no buildings of stone or mortar, the Jaguar campsite consists of a large arrangement of tents, many of them ornate in design and luxurious in furnishings. Rikke and Ashake possess (obviously) the best tents to themselves. Sharing is optional, though all males have separate tents. 

 

 

 

 

With approximately thirty members in the tribe, it is often a bustle of activity as members hunt, forage, clean, cook, and look after the kits. The youngest of the current generation of Jaguar can often be seen taking their lessons with one of the elders. It is, in many respects, a family, and acts as a family should, functioning in perfect synchrony. 

 

 

 

 

Usually. As with any family, there are scruples, fights, and arguments, but most do not last the night. Talk can often be heard on a range of subjects. Supplies are spoken of often, reserves for winter, trade and merchant involvement, the unceasing debate upon how much they should allow outsiders to participate, and what they should be limited to. Politics is mentioned  often, especially given the current state of things. With the N tribe being more aggressive, and talks of trials amongst the Tia, some feel that the Jaguar are on the brink of change. For others, it's just a part of life.

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  • 2 months later...
  • 4 weeks later...

Here's some expanded history for the Aldgoat Tribe. 

 

Aldgoat Tribe - Recent History

 

The feud between the Jaguar and the Aldgoat seems, at times, to be the result of the N tribe reaching for more than what they have. A bid of greed and prejudice. Other times it appears as the belittling of a well-positioned tribe refusing to aid their lesser cousins, hoping to maintain their strength at the cost of those less fortunate than them. Regardless of the incident that began it, why can neither tribe seem to let it go? 

 

The answer can be revealed by delving deep into the Aldgoat lifestyle. Unlike the Jaguar, their smaller camp is contested almost daily, regular incursions of Kobold forces, and more dangerous beasts are commonplace for a member of the N tribe. Their location in the northern parts of La Noscea keeps them close to the beastmen and their mines, and constant operations performed by the Maelstrom are a further interruption to their hunts and foraging excursions. Every day is a struggle, far greater than anything the Jaguar need to face on a regular basis.

 

That resentment is not shared among all members of the Aldgoat. Some of the huntresses are able to interact with the Y without hostility. This does not, however, extend to the N tribe Tia. The duty of the Nunh, or chief, is to improve the life of their tribe. The Aldgoat find themselves at an impasse, their lands locked, unable to expand nor eliminate the threats that besiege them. Undai, the Aldgoat Nunh, knows that the only way for the N tribe to reach further than what they have is to remove the limiter that is the Jaguar. If an Aldgoat Tia has any hope of helping his tribe, he needs to hold on to that resentment, that hatred. Sympathising with the Jaguar, or halting their feud will keep the Aldgoat right where they are.

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Here is the Structure of the Aldgoat Tribe that have been harassing the Jaguar. This is a list of all members, with a short description of the most notable. 

 

Aldgoat Tribe - Structure

 

The following is a list of all members of the N tribe, with a few notable names of those who have either left the tribe of their own volition, or due to exile. 

 

Elder Generation

 

N'undai Nunh: Undai has held the Nunhhood for many years. Unable to move on, nor improve the situation of his tribe in the same way the Jaguar have due to their location, the position of Nunh brings with it not just honour and privilege, but an overwhelming sense of responsibility that most of the Aldgoat do not wish to bear. Surpass the Jaguar, or eliminate them is the only way to improve their tribe, otherwise, the Aldgoat will remain as they are. And where they are is not ideal.

 

N'lokhe Tia: A veteran of the tribe, and Undai's elder by three years. The position of Chieftain would have gone to Lokhe, if the man wanted any sort of power over the tribe. He doesn't, and so Undai is Nunh and Chief both. 

 

N'laia: Eldest of the Aldgoat females, and resident huntress teacher. 

N'ika: One of the two who succumbed to Rikke's seduction. She has since denounced the act, and lives only for her duty. 

N'pala: The second of those who slept with Rikke during his time as Nunh. Like Ika, Pala has publicly shown shame and regret for her actions, though in secret, still harbours feelings for the man, and to this day, regards Rikke as the greatest Seeker she has ever known. 

N'itka: Itka and Ika are twin sisters, though Itka shares Undai's bitterness towards the Jaguar. It is she who oversees the defences of their tribe grounds, and looks after the youngest of the cubs and kits. 

 

Current Generation 

 

N'ohde Tia: Ohde is the eldest of the Aldgoat Tia, and the man who carries the most resentment towards the Jaguar. Constant skirmishes and brawls with Amra have left him bitter and spiteful. Make no mistake, however. Ohde is the fiercest and most skilled hunter the Aldgoat have to offer. Though like all N tribe hunters, his style is far more violent and brutal, a direct result of the Aldgoat's life or death war with the Kobolds.

N'jann Tia: Jann still carries the hope that the Jaguar will come around, and a peaceful treaty will be established that will last. It is he who has made the greatest efforts in establishing what trade he can with Limsa Lominsa. Unfortunately, their remote location in the northern reaches of La Noscea prevent anything of note. 

N'kith Tia: Kith holds the passion and strength to be Nunh of the Aldgoat's, but unlike Ohde, he lacks the conviction to best the Jaguar. The rival tribe is still their ultimate obstacle. Kith, however, never passes up the chance to harass the Jaguar. 

 

N'Tamu: One of Undai's daughters, the girl was chosen by the Nunh to be taken under his tutelage due to her mother's indiscretion with Y'rikke. She's been molded to be one of the best fighters of the Aldgoat but in the process has broken slightly mentally leaving her with little wants besides fighting and general chaos or mischief. She's never shy to jump into a fight with the Jaguars and has a reputation for being vicious.

N'airobe: One of three huntresses who actually go out of their way to harass the Jaguar. She takes pleasure in doing whatever she can to disrupt their day to day lives. 

N'silica: Airobe's second. 

N'ahru: Airobe's third.

N'waladja: Waladja leads the four huntresses who actively repel the Kobold threat. 

N'pikka

N'lahahba

N'airra

N'ari

N'autica

N'arasha

N'astha

 

Younger Generation 

 

N'rin

N'avi

N'arran

N'ethe

 

Notable Aldgoats

 

N'kiera: Kiera was exiled from the tribe after a brief, two-moon dalliance with Amra that was discovered. She was given the choice of either exile, or performing her duties without her consent. She chose the former, and now works at Melvaan's Gate in Limsa, pushing through some of the more illegal weapons that Amra purchases.

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  • 1 month later...

Jaguar Tribe - The Story So Far: Recent Events

 

The past few months for the tribe have seen some short, but major events take place, but their day to day life has not changed much. Rikke commands the direction of the tribe, as it has always been. The members of the Rahzarr Kahl, Amra, Zhet, and Hime continue to hunt across the realm, whether for practice or for gil, their exploits take them all over Eorzea. Good standing with the Adventurer's Guild in Limsa affords them hunt priority for large beasts and monsters in La Noscea as well. Aldgoat attacks became more aggressive, resulting in increased patrols by both the huntresses and the Tia. A new development was seen in the form of a Mamool Ja raiding party spotted in the jungle. Their only sighting resulted in Amra being shot twice with heavy arrows, and tumbling to the bottom of Red Mantis Falls. He has since recovered, but the group of beastkin remain at large. 

 

Tension came to a head when Undai, chieftain and Nunh of the N tribe, requested that Rikke and Ashake enter Aldgoat grounds for a feast, and negotiations to once again attempt to settle their dispute. Rikke, sensing a trap, offered an alternative plan, inviting the N tribe elders to the Jaguar camp under the condition that the Aldgoats were not to be harmed in any way. This meeting did not go well, and a challenge was issued by Rikke. Traditional Seeker combat. A bout of strength, between Rikke and whoever the N tribe chose as their champion. If Rikke emerged the victor, the Aldgoats would cease all hostility immediately, and Undai would step down as Chieftain and Nunh, and a temporary replacement decided by the Elders until the three N tribe Tia could commence the Trials of Nunh. If Rikke lost... The Aldgoats would claim Jaguar lands as their own, and the entire Y tribe would move to the more hostile northern parts of La Noscea. 

 

Tamu, Undai's daughter and one of the fiercest fighters the Aldgoat have to offer, was chosen as champion to fight against Rikke. The bout was fierce, the fight bloody, but the struggle ended with Rikke's triumph. For now, the Aldgoats have respected the terms of that challenge, but Rikke has maintained a stare of alert amongst the Jaguar, a keen eye watching for unexpected retaliation. 

 

Meanwhile, increased activity from the Castrum in Eastern La Noscea saw Amra and Zhet investigating the Garlean stronghold. They didn't get very far before they were captured by the Imperial garrison, along with two others who were also present. Both hunters managed to escape, and for now, all seems to be at peace, though Amra has been working unofficially with a new group once or twice a week, and returns home to the jungle bearing new wounds and scars. He doesn't let this distract himself from his duty as Rahzarr Kahl, however.

 

Rez Aria was a man who knew how to procure things. Having good relations with most privateers and not-pirates, he always kept a fair price and oftentimes smuggled certain things over borders. Nothing too illegal, Rez was always certain to keep just to the right of the Rogues,  but that crate of fruit or something plundered from some ruins wasn't bad. Recently he's had some dealings with a crew that was cut worse than the rest. Rez hadn't dealt with them, knowing what kind of people they were, but they've taken to a keen eye to the Miqo'te Sky Captain. It was just talk at the moment, but Rez knew the threats would be coming.

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The following is a standard battle system to be used during tribe RP hunts, currently in a trial basis. 

 

Jaguar Hunts - Battle System 2.0 -

 

Changes: 

-Adjusted roll window to have more clearly defined boundaries.

-Adjusted all HP and damage values to be more concise. 

-Adjusted HP values for individual player roles for a greater sense of realism.

-Added in variable changes to monster health and damage for a greater sense of realism.

-Changed the name of "hit" to "glancing hit" in roll tables.

-Removed Elemental DOTS system

-NEW: Added Vulnerability debuff.

-NEW: Added in Dodge mechanic.

-Changed "Enmity Hit" mechanic

-Added enmity values to healing roll window.

-Added "Potent Heals"

 

The Jaguar tribe hunts monsters great and small, creatures with power beyond what a single Hunter could bring down alone. This may take the form of a single monster, or multiple. In all cases, the fight will be handled using a turn-based roll system. 

Each attending player, and the monster, will begin the fight with a finite amount of HP. The health of the enemy will be adjusted depending on the amount of hunters involved.

The current ratio (to be adjusted as needed) is 5 HP for tanks, 4 HP for melee DPS, and 3 HP for ranged, casters, and healers. The monster will have varried HP based on monster type and number of hunters present. (A Behemoth with 4 hunters present will be more resilient than an Imp with 2.)

 

There will be other factors involved in the fight beyond HP, but we'll get to those later. For now, the most important part is that most fights will play out with each player rolling for their hit, and then typing out a post accordingly. 

Instead of rolling against the enemy, the player's attack will hit or miss depending on the 'roll window'. The roll windows are as follows:

 

0-50: Critical miss. Rolling a 50 or below will result in your attack being countered, and the character suffering 1 damage. 

51-200: Miss. No damage is taken to either the player of the monster. 

201-500 Glancing Hit. Your attack was successful, and the monster takes 1 damage. 

501-900: Solid Hit. The attack is successful, and the monster takes 2 damage. 

901-1000: Critical Hit. You have struck an extreme hit to the monster, and deal 3 damage. 

 

The monster's attacks will take one of two forms. The first is a single target attack against a specific player, in which case the roll window will be the same. NOTE: Roll window and damage may be adjusted for specific monsters. (A dragon may hit harder than a wolf, but be easier to avoid)

The second is an AOE attack (occasionally accompanied by a debuff) that will have an alternate roll system. The monster will roll for attack, and all players within range (as judged by the DM) will roll to avoid the damage. Highest roll wins. 

NEW: Dodge. Instead of attacking, a player can choose to take a defensive stance. This will grant them a +250 boost to all monster attacks against them until it is their turn again. Flavor text will vary on this ability, obviously. A Paladin may choose to hunker down behind his shield, while an archer may nimbly dodge an attack. 

The monster will also have the ability to apply debuff at the discretion of the DM. During any attack accompanied by a debuff, the targeted player (if struck by the attack) will then roll to see if they are hit by the debuff. The roll window is as follows:

 

0-500: Debuff taken. 

501-1000: Debuff avoided. 

 

The debuff list is as follows:

Poison: A single target only debuff. The affected character will take 1 damage at the end of their turn every round until incapacitated, or the debuff is removed. 

Bleed: Circumstantial. Certain monsters will have the ability to inflict Bleed on a player. The affected player will take 1 damage at the end of their turn every round until incapacitated, or the debuff is removed.

Petrifaction: A single target or AOE debuff. Affected players will be unable to attack for one round. 

Blind: An AOE only debuff. Affected players will have a 200 point deduction to their roll for one turn. 

Vulnerability: Single target or AOE. All attacks against the character will score an automatic 200 bonus.

Paralysis: Single target or AOE. The affected characters will have their roll window adjusted as follows for every attack until the Paralysis is removed or wears off. Paralysis lasts for 3 rounds. 

Paralysis Roll Window:

 

0-50: Critical Miss. As normal. 

51-200: Miss. As normal. 

201-700: Glancing Hit. The monster takes 1 damage. 

701-1000: Solid Hit. The monster takes 2 damage. 

 

These Debuffs can also be applied to the monster situationally. Be creative! 

 

Each character in the game is sorted into the role of either Tank, DPS, or Healer, depending on class. To emulate this, an 'Enmity System' will be present for each fight. 

Emnity and Initiative:

At the beginning if the fight, each player and the monster will roll for initiative to determine the turn order for the battle. Highest first, lowest last. At the beginning of the fight, each player will be given an 'aggro rating' determined by their role. Tanks will start off with 4 enmity, DPS with 3, Healers with 2. The initiative roll will place certain characters above others.  Enmity will determine the player that is most often attacked by the monster during single target attacks. Enmity may shift (as determined by the DM) upon orders or actions being given out or taken throughout the fight. During the initiative roll, the highest rolling character of each roll will gain 1 extra enmity. 

 

Each attack has the opportunity to generate enmity as follows:

 

Glancing Hit: 0 enmity gained. 

Solid Hit: 1 enmity gained. 

Critical Hit: 2 enmity gained. 

 

Note: Tank characters have the choice of turning any hit into an Enmity Hit. They will deal 1 less damage to the monster, but generate 1 more enmity. 

 

Example: Amra rolls a 692, a Solid Hit. Instead of doing 2 damage and generating 1 emity, he can choose to instead deal 1 damage and generate 2 enmity.

Tank characters can also designate themselves as DPS for the fight, in which case they will not have the ability to use Emnity Hits, and and will begin the fight with 4 hp and 3 emnity. 

 

Healers (obviously) have the ability to heal people. Casting a healing spell requires a full turn, preventing them from attacking, but they can choose to either send out an AOE heal for 1 HP restoration, or a single target heal for 2 HP restoration. A healing spell has an alternate roll window as follows:

 

0-100: Failure. The Spell is a bust. 0 enmity gained.

101-900: Success! You healed someone! 1 enmity gained.

901-1000: Critical Heal! The spell heals for double the amount! 2 enmity gained.

 

AOE Healing spells are limited by range (as determined by your in game effective AOE healing range). Characters outside of the effective range will not be healed. 

 

Healers also have the option of casting a "potent heal". An AOE potent heal will restore 2 HP, and a single target potent heal will restore 4 HP. However, the healer will be "out of mana" for one turn, preventing them from casting spells while their mana regenerates. 

 

NOTE: Potent heals can only be cast once per fight, so use them wisely!

 

Cleansing Debuffs is also an option, and requires one full turn. This is a single target only ability, and the roll window is as follows:

 

0-100: You fail! (lolhow?) 

101-900: Success! You removed a Debuff.

901-1000: Critical Cleanse! Not only did you remove a debuff, but you can choose a second target to ALSO remove a debuff from!

 

Combo Attacks. 

It is possible for two characters (or two monsters) to deal a combined attack. In the event of a combo attack, the player initiating the attack must communicate with the player chosen for the combo. The second character will sacrifice their next turn to assist. Both players will then roll, and the combined result will determine the outcome of the attack. Both players will get a chance to post (as determined by the DM), back and forth if necessary, to a maximum of two posts each. 

 

Interrupts

An interruption may occur in the fight when certain conditions are met (to be determined by the DM). In the case of an interruption, the DM will immediately post in the designated OOC chat channel (default: Party) that an interruption is occurring, and they will then post what the interruption is. This could be a shift in the battleground, a new monster incoming, a sudden attack, a buff applied to the monster, or anything else that may change the dynamic of the fight.

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