Tribes chronicles - The Wanderers

AETHERIS

Aetheris is a tactical RPG with challenging turn-based battles set in an immersive and vibrant environment. Make the right choices and find the best strategy to survive in the unforgiving Wilderness. Journey alone or as a party of four—the adventure awaits!

[h1]Greetings, fellow Vazzards![/h1] Prepare yourself to dive deeper into the enchanting universe of AETHERIS with a captivating series of tales unraveling the mysteries behind each unique tribe. In the upcoming series of announcements here we are going over the different tribes of our game, so stay tuned. [b]We want to start with one of the most interesting and exciting tribes: The Wanderers..[/b] [img]{STEAM_CLAN_IMAGE}/42303859/7dffffe26d2e4da84e6d2891a0e37c3c6ba556f1.png[/img] [h2]The Wanderers, the empathic tribe[/h2] The Wanderers, the empathic tribe, are a nomadic people divided into several caravans that travel across the Wilderness. Their entire life revolves around traveling, and they find it difficult to stay put, even when their survival is at stake. For them, dying means "leaving the road" or "not finding the way back". As peddlers and messengers, they regularly trade with other tribes and villages, who usually warmly welcome their arrival. Their gentle, selfless, and peaceful nature makes them the trusted friends of most Vazzards, a role they take very much to heart, for without them, the various Vazzard communities would be completely isolated from one another. One of the special things about the Wanderers is avoiding conflict as much as possible; they can detach their tails in the event of danger to distract enemies and help them flee. As with our lizards, this can only happen once in a lifetime, as once the tail grows back it's permanent. Nevertheless, the latest seasons are putting their way of life to the test, not to mention the advance of the Aether, which has already claimed the lives of several caravans. [h3]Now let's dive into the culture and traditions of the Wanderers.[/h3] A caravan's cycle of travel is called Wandering, during which it will cross all territories of the Wilderness. Although Wanderers are free spirits who let themselves be carried along by the thrill of the road, the caravan's itinerary is, in fact, carefully and rigorously planned, for the Wilderness is not merciful to the unwary. The Wanderers are also excellent cartographers and know the Wilderness better than anyone else (of the Vazzard type, at least). They are also skilled dancers and musicians, and their soothing songs are famous among other tribes. Music is an essential part of all their traditions, from prayers to celebrations of all kinds. Each caravan elects its own chief, and all the chiefs together elect a caravan leader, someone they deem capable of always looking after the Wanderer's best interests. [list] [*] [b]Tribal chief: Lua'Nu.[/b] Gentle and venerable, Lua of the 'Nu caravan was chosen several years ago by her peers as caravan leader. It's a responsibility she handles to the best of her ability, but all of her great wisdom doesn't prevent her from being troubled with doubts and worries. Each passing season brings its own new set of problems, and each time Lua'Nu disconnects herself ever more from the daily life of the caravan, alienated with anxieties she can't share with her own kind. [img]{STEAM_CLAN_IMAGE}/42303859/081123933f48a8a5f2b6f655a1e69d7cc09da481.png[/img] [*] Each caravan also has its cartographer, who helps the chief decide and adjust the itinerary of their convoy and updates their maps at every wander. Without them, the tribes and villages would know very little about the Wilderness, which is one of the reasons why cartographers are so highly respected among the Noseys. Last but not least, the survival of the caravans would not be possible without their "pathfinders", who are both warriors and scouts. Their incessant travels and experience make them among the best scouts of any tribe, but the responsibility that comes with this role requires the utmost rigor. The slightest error or distraction from a pathfinder could cost the life of an entire caravan. [*] [b]Funeral rites:[/b] Just as they do in the villages, the Wanderers bury their dead with a fruit tree seed, so that they can first return to the earth, then ascend as Spirits and watch over their own. As their nomadic lifestyle doesn't allow for cemeteries, they usually bury their dead on the side of the road, so that each time they roam, they can be reunited with their Ancestors and thank them for their compassion. However, the vicissitudes of traveling mean that they are not always certain to be able to bury their deceased according to tradition, so those who stray from the road are always entrusted with a seed to keep in the corner of their mouth. That way, even when they're away from their loved ones, they can return to the earth as they should. These rites are therefore omnipresent in their lives, as they are not only linked to their past but are a long-term part of the Wanderers' future. [/list] [b] See you soon with our second Vazzards story, "[b]The Augurs[/b]." Stay tuned and follow us on social media so you don't miss a thing.[/b] [url=https://linktr.ee/wildwits][img]{STEAM_CLAN_IMAGE}/42303859/9be08789c064d31e21c1e9e1f26fa597a717876b.png[/img][/url] [b]Catch you in the Wilderness soon!✌️[/b] [i]~[b]WILD WITS Team[/b][/i]