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My people, to me! It is now the Sacred Time, and we tell the history of our clan in accordance with tradition.

In the previous two years, Clan Fimbulvetr strengthened Harvar the Elmali, fought off raids by the Tusk Riders and clans in Dragon Pass jealous of their wealth and power. Onelisin, last member of the First Ring died of old age, and Enothea disappeared exploring far from home. The Culbrea and Malani tribes went to war over trade, and the Avaltvar offered to arbitrate peace between them.
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King of Dragon Pass is a great game, but it does have its flaws, most of which can be summarized with "The endgame is a pain". Most of the game is wide open, you're free to develop your clan and tribe as you see fit and there are many ways to succeed depending on your playing style.

The victory path does away with that. Not only is there a specific sequence of events, most of these events have a single correct answer. Worse yet, success and failure is entirely random. You can have characters with max stats, appropriate empowering treasures, make all the right choices and still choke at any point, five or six times in a row. I intend to save scum over the worst of these.

Still, choose wisely. If you're unsure what the correct choice is, ask, I'm not your DM, just your guide.

Anyway, good harvest and hunters will be worse than usual.
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Idiot Horse-Spawn.

And come on, I thought Fimbulvetr thanes were better than that.

Forgot to point out: Because we've activated the making peace event, we can put an extra point into the Destiny attribute during Sacred Time.
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The path to a kingdom and the endgame is a bit like tribe building, except the chances of failing for no reason are a lot harder.

What do we propose to convince the rival kings to make peace?
4. Build that town.

What I wouldn't do for a KoDP themed city builder.
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This is an easy sticking point. To my delight, we got them to make peace and we'll be building a town. Anyone have a name for it?
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Prompts regarding the town will pop up for the rest of the year.

Come to think of it, who are the Culbrea and the Malani?

I remember that there was a name pitched for the tribe a while back, but was not chosen because it'd make a better name for the city. Can't remember what it was, though.
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Balls, we accidentally agreed to form a town with the Jenestni.

I checked the archive, it was Hoddmímis, after the forest where the humans who survive Fimbulvetr do so. It's pretty good, actually.

Any objections or other suggestions?
Sticking with our naming theme, it should be called Valhalla.
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For our action, we'll be hiring more weaponthanes.

Here's the master treasure list. We have 54 in all. If you don't recognize something ask and I'll look up what it does.

Arim's Cup
Bag of Winds
Bit of Kargzant
Board of Nails
Clay Cow
Eiritha's Paps
Eiritha's Switch
Ernalda's Boots
Ernalda's Oven
Eurmal's Balls
Eurmal's Shield
Eye Mirror
Fear Spirits
First Arrow
Flesh Man
Grey Net
Gustbran's Wheel
Hate Torch
Heort's Stone
Horse-Spawn Bowl
Humakt's Raven Banner
Humakt's Shield
Humakt's Sword
Humakt's Warning Rune
Hunting Horn
Jar of Gods' Earth
Kero Fin Ice
Issaries Tongue
Klanth of Orlanth
Necklace of Axes
Orlanth's Rattle
Quivin's Torc
Ralian Jewelry
Red Leather Mask
Ring Made From Vingkot's Crown
Sacred Clod
Scarf of Seven Runes
Shifting Statue
Shimmering Cloak
Silver Dragon
Sliver Sheep
Silver Tongue
Strong Man's Toothpick
Tarshite Woad
Tiger's Eye Necklace
Vargast's Ring
Veil of Chalana Arroy
Vinga's Comb
Voriof's Flute
Whirlwind Jar
Wyter's Staff
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A rash of butterfingers suggests someone cursed our training grounds. What are we going to do about it?

That would also be good.
1. Peek at our ancestors' test to see if they have the right answer.
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The absolute scumbags.

The worst part is, if we raid them we could fuck up the town building.

This neatly explains why the meeting kept failing, the Malani are led by someone who hates us.

#1: Let's see what the divination reveals.
Shamans must defeat shamans, right? Let's get some to change these spirits' minds.
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They want 15 cows. Cheap at the price.

Pay them in full price. We were having trouble with overcrowded pastures, and we need to have our weaponthanes in tip-top shape.
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Who you gonna call?

RIP Harold Ramis.
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Sea 2. We're still somewhat understrength so far as thanes are concerned, but we can't do much about that with Fire approaching.

We might seriously consider trading to get the Magnet back. When I was exploring options last night, I ran into the "leader unexpectedly dies, no resurrection" event. Very much do not want.

We also could try adjusting land use for the umpteenth time. And there's always blessings and shrines to play with.

Hmm. Maybe we should try trading for more treasures anyhow, just to see if there's anything left we need to get.
The trade treasures are shared, you can acquire them through trade with any clan. You know you have them all when you start getting Spirit Fetches.

The only treasures the game keeps track of are the ones you trade away.

Any preferred actions? I'll do land usage otherwise.
Shit, did we switch our crops back after last years "barley guaranteed to fail" event?

Eh, let's just do land usage, then. There doesn't seem to be a lot of urgent stuff to take care of now that the endgame is upon us.
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This captcha is an eyesore.

40 more hides of grazeland.

We did. But thanks to your reminder, we've also increased wheat for this year's good harvest. We'll make a profit off of that.
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Now we're making plans to build our town.

Wish I'd thought of this sooner: I've shopped Elusu's comment into the image. He suggests the third option.
Curious as to what a divination would do in this circumstance. Perhaps it would point us to some idea that we never would have thought of.
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It actually tells us what's coming next.
It tells us we're going to become awesome? We already knew that, but thanks for believing in us, ancestors. 2 magic is a pittance anyway.
Next we give the town a name. Elusu has his preferences, but we're free to choose our own (ten letter) name. We had two suggestions earlier, Valhalla and Hoddmimis.

Divining a name will give us Sartar, if you're curious.
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Associated picture, my mistake.

I nominate Hoddmímis. Valhalla is a pretty good name, but I think it's a bit tacky since pretty much every other awesome place with Norse naming conventions is named after it.
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We named it Hoddmimis. Couldn't get the accented "i" in there, sadly.

It's now Fire season. We haven't explored the tula in a while, so I'll go ahead and do that. Anything else we should look into doing? Still some blessings to learn, or we could curse the Greydogs. Sadly we won't be able to do much to the Jenestni going forward, that tends to backfire spectacularly.
I'm switching my nomination from Valhalla to Hoddmimis, Valhalla is just the only Norse mythology thing I knew, and Hoddmimis gives us more hipster cred.
Orstalorton, of course!
Just kidding, go with Hoddmimis.
Only living tricksters get towns named after them, he only had the one simple task to stay alive until a town was founded, and he even failed at that.

Curse Greydogs!
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Jarosar finds nothing in his explorations of our tula.

Isn't that 11 letters?
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The Apples come to us offering gifts.

Onelisin's successor is a matchmaking peacemaker it seems. A few of her other suggestions have been to this effect.

FINALLY, there was some kind of uploading error on that one.
We don't need goods, but rejecting them would be insulting, so to appear generous, we just regift them.
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We're exactly where we were on goods, but with a better global reputation.
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In the second half of Fire season we curse the Greydogs.
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Work on the town is picking up. It'll be done by Dark season. We now have the chance to improve it.

Note that we have no bandits in the area, and that shamans don't always come when called..
How do you know there's no bandits? Is there some bandit overlay that reports low bandit levels around Hoddmimis? If there's truly no bandits, then lets get some craftsman to get this town on its feet.
Call crafters. Higher risks, higher rewards.
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Many crafters came from Heortland to settle in Hoddmimis, having heard glowing reports of Fimbulvetr's exploits. They gifted us with goods equivalent in worth to 30 cows.

Elusu said there were no bandits, that's all. Should have spliced that comment in.
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Good news from the East.
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Earth season. Good time to send a short exploration, or do diplomacy.

It might behoove us to spend a few seasons diplomancing the Jenestni. We hate them, but they're leading one of the tribes we're working with on the city building project. Not feuding with them and being at neutral reputation with them could help immensely down the road.
Shit. If only we could assassinate their leader so they would be forced to pick a new king. Too bad we can't, so we have to go the groveling route.
Well, we don't have to. We could try to make it to the end allied with a tribe whose leaders hate us. It just could be difficult. I wonder if this is why the game wouldn't let us wipe the Jenestni out?

Should I go ahead and start that process?

Hmm... I kinda want to see if we can make peace with them. They've been real shitlords to us, but perhaps there's a way that we can repair relations with them so they don't screw us over on the endgame.
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Years of work to wipe these guys out and this is the result. This freaking game.
There's a Malia-sent plague infecting cows in in another clan's tula. The Uraldans want our help in purging it. Do we accede to their request, and if we do, what do we give them?
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Pic. My mistake.

By sending a god-talker, will we be sending a noble over to help? Or is it just an unnamed resource?
A noble. Should be back before Sacred Time, if that's what you're worried about.

Let's send over a god-talker, then.
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We get to pick between Leika and her eventual replacement.

Leika: Renowned Animals, Very Good Leadership, Fair Magic.
Rana: Excellent Animals, Fair Leadership (no magic skill)

Let's get Leika to go, unless Rana can gain experience from doing this type of event.
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I'm uncertain if she can, so I sent Leika along.
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In the second half of Fire season we learn the last Humakt blessing.
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Our gift of 15 horses rattles the Jenestni leadership. What do we offer their clan to convince them to normalize relations?
What are the clan and the chief known for?
The Jenestni are the (NPC) Elmali clan. We'd be natural allies in that we share a primary deities, if not for the whole "stead burning and tula ransacking" thing from the early game.

We've never gotten an info blurb about the that I can remember, so there's no telling what he's like.
Any treasures we can give up? I don't know what most of them do.
Randella says a hundred cows would be excellent, let's make it 150 cows!
We have two Tiger Eye Necklaces, come to think of it. Duplicates don't stack, so the extra's not doing anything for us. Want to offer that, or a pittance of cows?
Giving away the treasure is practically free then, unless it doesn't work. If we blow this, would we be able to try again with cows?
Of course. Any action you initiate can be repeated, it's the events that are one-time as a rule.
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Gods above I hate these guys. We'd best keep the treasure, even if having it does nothing.
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Look at all that food. It's beautiful.
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The town is now complete. It's time to celebrate. How do we do so? I think doing the quest will use up ours for this year. Not that we've anything left to get from the others.
Give gifts, it'll probably help the Jenestni end the feud.
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We give each of them 100 goods.
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Dark season means we raid the Greydogs, the Jenestni being unavailable.
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We did pretty good.
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The Greydogs immediately sue for peace, offering 24 cows. What do we tell them?
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They hire Tarshites to hold us off.
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The annual troll attack comes.
These guys are so lame, I almost feel sorry for them.
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And is beaten off with no one taking any injuries.
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We've no option to investigate ourselves, but it's the Listening Wind issue again, same claimants. I'll be divining the truth momentarily.
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Thus is justice served.
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In the second half of Dark season, we do the same thing we did in the first half.
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The text blurb in the first cap is actually long enough that the options extend into the frame. Took me a minute to recognize that.

Pretty cool sequence of events.
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Very nice. That makes 8 steads burnt.
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This feels oddly familiar...
Why don't we just cut out the middlemen and just feud with Tarsh?
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It's now Storm season. I'll send off another expedition to get the Jenestni to end the feud, this time not led by Randella due to needing her for Sacred Time.
So at what point do they just all crawl away in shame?
Is it heroquest time? Let's do one that boosts our troops, unless there are more treasures to get.
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Before I do anything else, I reset our grain schedule.

And what the fuck, the pastures reset themselves. No wonder the animals are starving, the amount of land available for them decreases whenever the game feels like it.

These are mercenaries, not necessarily agents of the kingdom.

In my experience? Never. AI bullshit will let them continue forever.
That's a lot of wildland, can we clear it to make pastures, if animal starvation is such a big deal, or would we need more herders for that?
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Here's our next attempt at diplomacy with the Jenestni.

Heroquesting will always move the game to the next season. It's best to do it after something else. Resetting the planting schedule is a free action, so we'll be doing that next.

I've been doing that. The problem is that after a certain amount of time it resets to "just enough for animals to survive". No idea why; there's something similar going on with our hunters increasing in number.

Keeping our amount of pastures high is a priority though, I'll bump them up again next year.
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Leika claims victory over mad cow disease.
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Now that our town is built the endgame events will come with some frequency. Other tribes of Dragon Pass are at war with the Telmori wolf-men--the same ones mentioned >>30490025, that we have to make peace with.

Most of our advisors suggest option 4 and 5.
4 I guess.
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4 it is. No points for guessing who leads the expedition.
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8 thanes and 15 warriors make their way to Hauberk Jon.
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How do we convince Jon that we should be allowed to attempt peacemaking?
Brag about successfully making peace with tribes?
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He accepts that answer.
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We're going all out, it's time to meet the Telmori.
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We arrive in the Telmori encampment and find ourselves needing to make a good first impression. How are we going to do that?

Note that giving gifts will not count as peacemaking.
Growl at them. We respect no one's supremacy but our own.
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Elusu's growl is recognized as a challenge, and Elusu fights one of their champions. Elusu emerges victorious.

The Telmori agree to make peace if Elusu can revive their chieftan.
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Our party is taken to the bier where the chieftain lies dead. How do we go about solving the Telmori's problem?
Revive. We know the ritual.
Revive him, that's what they asked for.
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No 5,000gp diamond necessary. It did take 9 clan magic though.
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Local clans are gathering for an Orlanthi kite flying festival. What do we decide to do during the festivities?

I've never seen this event before.
We shall become the Santa of Dragon Pass!
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We give 50 cows and 50 goods, split five ways. They give return gifts. We come out ahead on goods.
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Sorry, connection died. It's time for Orlanth and Aroka. We'll be improving all of our leader's martial abilities by a small amount.
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Hindala successfully completes the heroquest, and our warriors (meaning nobles Combat stats) get a boost.
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Another failed attempt to end the Fimbulvetr-Jenestni feud.
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And that's the year! Surprisingly busy, things are happening at a nice pace.

There's something seriously wrong with this computer's wireless. I'm going to call the thread for today, we'll pick up tomorrow if it's still around. I'll post on twitter (@WatashiwaOnline) before I start.
Looks like King Elusu had to CHOKE A BITCH

How old is he, anyway? Gotta be nearing 50?
51 or 52 by my count.
If he were that old, he would have his third tier portrait already.

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