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  4. This faction is dedicated to creating a realistic portrayal of a small, rebellious Native American band located in the Ambarino Mountain Range. While the Hoh'onookee tribe fictional, we draw inspiration from the real-life Southern Arapaho, emphasizing an accurate depiction of Plains Indian culture in the year 1885. Our primary focus is on passive role-play and fostering engaging interactions within the community. While there will be elements of aggression and the Hoh'onookee People's resentment towards white settlers, these aspects will be secondary. We aim to respect and highlight the struggles faced by American Indians during this historical period. If you're interested in joining the tribe, start by joining our discord channel. There, you will find detailed information to help you create a realistic and suitable character. We have also set up a guest chat channel to address any questions or provide assistance. https://discord.gg/ByZbrd8cte
  5. The Hoh'onookee Hineniteeb, whose name translates to Stone People were once a fierce mountain dwelling tribe that populated the Ambarino Mountain Range and parts of West Elizabeth County in Tahoma. The tribe was and still is sometimes referred to as Hoh'onookee for short. Known for their brutality and deep-rooted superstition, they were particularly aggressive towards outsiders when they were in their prime, especially towards white settlers. Even rival tribes like the Comanche and Kiowa, fierce tribes in their own right, feared the Hoh'onookee's ambushes when they were at their strongest. The Hoh'onookee speak a language called Teteesi, which is part of the Arapahoan language family, a sub-family of Algonquian languages that also includes the Arapaho, Nawathinehena, and Gros Ventre languages. They are culturally similar to the Arapaho, more specifically, the Southern Arapaho, with many of their beliefs, customs and traditions originating from that tribe. The Hoh'onookee are one of the few southern tribes to speak a language in the Algonquian family of languages. Algonquian languages are more commonly spoken by tribes in eastern North America. it is believed that the Hoh'onookee , or their ancestors, once lived in the woodlands around the Great Lakes, near the headwaters of the Mississippi River. During those times, they lived in semi-permenant villages, where they cultivated corn and other crops. At some point in their long history, their ancestors began moving onto the Great Plains, and later, in to the American south, where they found their way to Tahoma and settled in the Ambarino Mountain Range. Before the days of buffalo hunting, the Moose played a central role in the Hoh'onookee's way of life for generations, helping them survive their harsh mountain environments. Young warriors, in their quest for recognition, were often tasked with defeating a fully grown bull moose using only a short spear and a bone knife. By the mid-1700s, the Hoh'onookee had acquired horses and were rapidly expanding and adopting a new way of life—as highly skilled horsemen, buffalo hunters, traders, and raiders. As buffalo hunters, the men worked together to chase down animals and cut them from the herd. With bows and arrows, they shot the galloping beasts, which they butchered with flint or bone knives. They took the meat back to camp, where the women cut it into thin strips, which were then smoked and dried. They scraped and tanned the hides, which were used for making clothing, tipi covers, and many kinds of containers. This allowed for the Hoh'onookee's expansion on to the plains and woodlands of Big Valley. Despite having a brutal, sometimes unforgiving warrior culture, the Hoh'onookee thrived on trade. As traders, the Hoh'onookee established prosperous relationships with the farming tribes who lived in permanent villages along the Dakota River. With these people, they most often exchanged packs of dried buffalo meat and cured hides for supplies of corn, beans, and squash. The Hoh'onookee often travelled in the company of the Southern Cheyenne, with whom they had become close allies after encountering them in Big Valley. When they first encountered the Cheyenne, they immediately considered this tribe to be an enemy and tried to annihilate them. However, they soon sensed a kinship with these people who like themselves were relatively new to the plains. Although they had to use signs to make themselves understood, the tribes both spoke Algonquian languages. Thereafter, the two tribes became good friends, and the alliance proved to be of mutual benefit. The Hoh'onookee believed that the creator of the universe had formed the Ambarino Mountain Range as a barrier against their enemies—the Pawnee to the east; the Comanche and Kiowa to the south, along with the Shoshone in the western mountains. Often moving in their mountainous territories, the Hoh'onookee at first seldom encountered European trappers and traders who were making their way across the plains and the mountains. However, they increasingly came into contact with them—to trade or make war. They apparently either directly traded with the Spanish or knew of their settlements in the Southwest, since they obtained items that had come from them. Over time they also began to trade with French and English traders and trappers who had ventured into their territory. They also fought against these newcomers. The Hoh'onookee occasionally came into conflict with American trappers as well, although they also went to trade fairs and trading posts to exchange horses for manufactured goods. Over time, this cycle of trade and conflict pressured the Hoh'onookee into shifting alliances with other tribes, including the Comanche and Kiowa, who they had once been at odds with. These conflicts with other tribes, including former allies, were intensified by the westward expansion of settlers and migrants passing through Hoh'onookee territory on the Ambarino Mountain Range's various trails. With the decline of the buffalo, the tribes had to compete for the remaining animals. To find the herds, the Hoh'onookee had to travel farther, so they needed more horses. Therefore, they increased their raids along the trails through the Ambarino Mountains and into Big Valley. These raids brought them into greater conflict with the United States. Yet they also became more dependent on trade goods, especially guns for hunting buffalo and fighting against rival tribes. The Hoh'onookee eventually united with many other plains tribes and fought a losing war against US soldiers. They allied with the Comanche, Southern Arapaho, Southern Cheyenne and Kiowa to wage war against the United States as early as the 1830s. On September 25th, 1851, representatives of eleven plains tribes, including the Hoh'onookee, met with US government officials in what came to be known as the Elk Creek Council. Subsequently, the Hoh'onookee were granted territory at Tempest Rim in the eastern mountains. Hoping for lasting peace, the Hoh'onookee agreed to the Fort Riggs Treaty in which they surrendered most of their territory in exchange for these lands and an annual payment of $50,000 in goods for fifty years (later reduced to $15,000 without the knowledge and consent of the tribes). The Hoh'onookee also retained open fishing and hunting rights, but serious problems ensued. As wagon trains rolled through Hoh'onookee territory, settlers hunted game and sometimes attacked Hoh'onookee bands. Pushed westward by American pioneers, other tribes also began to hunt in the dwindling lands of the Hoh'onookee. Gold miners also poured into their territory around 1858, setting up camps and towns in violation of the treaty and without any regard for the Hoh'onookee. When retaliating for Native attacks against settlers who were trespassing on their land, army troops often did not distinguish between one Native band and another. On November 29, 1865, hundreds of Hoh'onookee were camped peacefully near Tempest Rim in Ambarino, which the US Army had declared to be a safe place for them. However, US troops under Colonel Jimmy F. Charleston ambushed them while they slept. Charleston was leading a campaign to drive all Native peoples from Ambarino. As many as two hundred people, including many women and children, were slaughtered in what came to be known as the Tempest Rim Massacre. In retaliation, the Hoh'onookee, led by a war chief named False Horn, united with the Kiowa and Cheyenne once again in unrelenting attacks against settlers and soldiers for several years. The cycle of violence escalated into the Indian Wars of 1865-1868. However, the plains tribes had lost many people to warfare, disease, and starvation. Cut off from the buffalo herds, the Hoh'onookee and Cheyenne reluctantly took part in a council in the spring of 1870 on the banks of the Dakota River. False Horn, a talented orator and diplomat, as well as chief of the tribe, represented the tribes in these negotiations. In the ensuing treaty, Hoh'onookee agreed to cede all their territory north and west of the Dakota River and move to the Wapiti Indian Reservation, which they would share with the Cheyenne. When placed on the reservations, the Hoh'onookee faced considerable pressure to abandon their customs and traditional religious beliefs and adopt Euro-American culture. Missionaries tried to convert people to Christianity, and Hoh'onookee children were taken from their families and sent away to boarding schools By the late 1870s, after the Battle of Little Bighorn and the end of the Great Sioux War, which the Arapaho joined with their Sioux, Cheyenne and Arapaho allies to fight in, most subtribes of the Hoh'onookee had been forced onto reservations, with very few roving bands of the tribe roaming their former territory. However, not all were content with reservation life. The Hoh'onookee's many bands had always viewed the reservation as a prison without walls and remained restless in their confinement. the earliest days of 1885, a small Hoh'onookee subtribe known as the Ceniinowouhut (Quick To Anger) had devised a plan to escape. Led by a young warrior named Honoh'oehi Neeceeni (Boy Who Acts Like A Chief), the Quick To Anger band made an unexpected exodus from the reservation. Under the cover of night, the Hoh'onookee left the reservation, retreating into the familiar terrain of the Ambarino mountains, where they intended to live as their ancestors once had—hidden from the watchful eyes of the white settlers. The small Hoh'onookee band set up camp in the Ambarino Mountain Range, living in the frigid forests once again and remaining on the fringes of society, where they aimed to live as their ancestors once had under the noses of American authorities. Although they aimed to avoid conflict with the white man, they didn't trust them either. They carefully traded with the few mountain men and trappers that still roamed the mountains, but didn't like to let governmental authorities come too close. Often if encountered by government agents, the tribe would move their camp shortly after, fearing retaliation against their small band for their defiance. Subtribes of the Hoh'onookee Beesoowuuni (Big Lodges) Heneeneyooneei (Long Legs) Ceniinowouhut (Quick To Anger) Be'enouniicii (Turtle River) Niiciihihi (Moose River)
  6. Last week
  7. Both Sides of the River / Yin & Yang / Moral Thoughts New Austin Nature & Wildlife The Lonely Wooden Bridge
  8. 😭 😭 😭 😭 😭 😭 😭 😭
  9. Reggie

    Hodges’ Boys

    Robbed a train - Took that idiots hat
  10. abblohh

    Hodges’ Boys

    Miss my dead homies every day 😔
  11. Cowboy Tales I / Cattle Drive Cattle Drive / Cowboy Tales II Lunch
  12. Earlier
  13. Howdy beloved Tahomies. As we near the batch of updates we've been working on, it is time to poll the community to help us decide the road we wish to take, how we are going to push these updates, and when. Alongside these updates, we'd also like to celebrate Ticket 10000! That's right, we've hit that many tickets ever since STRP was released. While it would've been funny if ticket 10000 was, say, a staff report or a player report, thankfully it was just a server whitelist, which feels poetic! It belongs to player vatoloco.exe, and we'd like to welcome not only him, but all the recent players that have joined STRP. vatoloco.exe will be receiving a unique custom coat horse from the staff team, and one lucky winner who reacts to this post will also receive a unique horse a week from today. Now, let's dive right into it. Rule of Law Slight Additions After getting feedback from bout outlaw & LEO players, we've added slight additions, mainly to CK offences and reintroduced court for such cases, briefly. To allow the accused a chance to defend themselves, and define reasonable times that respect all involved (outlaw, LEO & FM). Additionally, the Flow Chart had been simplified for easier visual understanding, while the details remain written below the chart. Please refer to these updates in the Rule of Law thread. What has recently been added? As per Bill's recent announcement on Discord, the following has been added to STRP! Stealth System Animation Menu Custom Item Naming & Descriptions Some Quality of Life Commands New Blip System Mining Update You can read more about these in detail, and see videos of how they function in our 📯│announcements channel! Additionally, the old 13.0 is common sense. Since it's purple used as administrative capacity/discretion, there's no reason why it should be listed as "Rule" if it's not something we hold the player base to. This section was simply a mixture of 1.0 Common Sense, 2.1 Remain In Character, 2.5 Roleplay First, and 12.0 Seniors + Administrative discretion. So the following ruleset has been simplified: Changelog; 12.0 Character Kills Expanded bullet points to include old 12.1 and 12.2 12.1 Character Kills & Dead or Alive Bounties reworked to 12.1 Character Kills & Posse to cover the caveat that if one player is exempt/liable for a Character Kill, all those that elect to ride posse with them are as well. 12.2 Self PKing was removed and added to the cases of Character Kills 12.4 Safezones & Character Kills was removed due to redundancy. If you're expected to always follow safezone rules, and no exemption was mentioned in the 9.0 Safezones for pursuing Character Kills, it doesn't need to be stated. 13 FearRP and Preservation of Life Removed - Redundant with last bullet point of 12.0. Seniors+ can reserve the right to Character Kill based off of situations where utter lack of fear has lead to a character's demise (most of the time as a result of fighting odds for a heist/scheme, in which they are properly warned ahead of time). Redundant to tell players to properly portray their character, then list out circumstances where they need to engage in being fearful. New Community Video Thanks to the efforts of@mudgully, soon there will be a new video for STRP, and everyone is welcome to participate in it! It indeed has been great seeing so many new faces in Tahoma, and many of the old ones coming back. Over the next two weeks, Mudgully will be flying over the map, taking footage of all the RP that happens, or coordinate with you & your faction if you reach out and find a suitable date and time. Everyone is welcome to be part of this trailer. Development Update - What We're Working On First up, we’re putting the finishing touches on the new outsider_medical system. This is a big one and adds a lot of depth to our characters. Injuries and diseases will now matter in meaningful ways, with an extensive medical framework that allows doctors to examine bones, organs, and overall physical condition. Every diagnosis and treatment can be properly documented through a full medical records system, giving medical RP real weight and continuity. We’ll also be rolling out a major update to our needs and metabolism system. This overhaul brings expanded customisation options for your HUD, improved food, drink, and smoking animations, and several new mechanics designed to make day-to-day survival and immersion feel more natural. Once those systems are live, my focus will shift toward developing in-house content aimed at both outlaw factions and law enforcement, giving each side more structured, group-oriented gameplay. Outlaw Faction Content Outlaw factions will gain access to a mission board located at their camp, offering a variety of activities designed to be tackled as a group: Scripted Heists: High-risk jobs that require preparation and specific items before they can begin, with significant cooldowns to keep them impactful. Outpost Clearing: Taking down NPC-controlled camps and outposts for rewards. Property Burglaries: Breaking into properties and stealing valuables. Cattle Rustling: Stealing livestock and delivering it to designated locations. Most of these activities will reward items rather than straight cash. These goods can be traded with locals or sold through Fences. There will be two Fence locations: one in Thieves Landing and another in Van Horn. These will serve as hubs for outlaws to sell stolen goods, as well as purchase certain materials and supplies they may need. The plan is to make these outlaw-obtained items necessary, not just optional loot. I’m still brainstorming their exact uses, but the goal is for them to tie into higher-end content, such as allowing gunsmiths to craft certain weapons that will be harder to obtain. (Just an example) Law Enforcement Content For LEO factions, we’ll be introducing a Bounty Hunter Board. This will provide access to randomized NPC bounty missions, offering targets that can be brought in dead or alive. Missions will be generated within the jurisdiction of the sheriff’s office that initiates them, reinforcing territorial responsibility and localised law enforcement RP. They will also have access to the same outpost clearing missions that Outlaws have, but it will be in their local region. As always, the goal with all of this is to create systems that support long-term roleplay, give factions meaningful things to do together, and keep the world feeling alive. - Bill --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Strawberry & Blackwater Reborn MLOs We'll be adding these MLOs as soon as we have the property script adjusted to accommodate these new areas. With these new sections, we intend to introduce the changes mentioned in our January Newsletter and not require Property Whitelists for the buildings. Instead, they will be bought with in-game funds and subject to an updated Property Management ruleset. This will all be announced as soon as the update is ready. Notary System The notary system is nearly complete. We are merely waiting on the completion of our in-game LEO report system in order to properly integrate all facets of the script addition. This will more than likely be introduced with the Blackwater MLO addition. Farms & Ranches Updates With the un-whitelisting of several properties, we'll also be introducing a new farming system. Some properties will naturally have larger growing amounts with their gardens, while others will benefit from being farms with large fields. A new guide introducing what properties will benefit from these Farms and Ranch systems that will be purchasable in-game will be released alongside this update to help answer any questions that may arise. - Meatloaf Community Survey With all of the mechanical and script advancements and updates to the server, there's always a chance that sometimes wipes, reimbursements, and resets will be necessary to progress forward as a server and remain on the innovative edge of scripts available to help flesh out your story with us at South Tahoma. We've come a long way over the course of a year after the great hard reset putting us into STRP 1884 - through many ups and downs as both a community and a server - and we will remain dedicated to providing an environment that's conducive to telling your story. That being said, we will be providing a survey to see both where you are with the enjoyment of the server, as well as probing the community to see how you all feel about a reset - or rather; parameters and cases where you all would feel comfortable with a reset. I will be entirely honest with you; this is not a guaranteed reset as we saw going into STRP 1884 - at that time the server was in a dire state in the need of a breath of fresh air, and it was deemed that a hard reset would be a necessity. This is not the case at all in this circumstance; there are merely a myriad of changes coming to the server where we as the management thought that perhaps now would be a good time to see where the community stands on what the community would like to see surrounding a reset - what parameters would be acceptable to you as an individual in order to trigger a reset (frequency, major changes to the mechanics of the server), as well as what precisely should be reset should the need arise. We, of course, do not want to destroy any current storylines or experiences being had on the server, and always intend to introduce mechanical changes to the server in ways that will impact the in-game and in-character aspects of our servers the least while still allowing us to progress. All this is intended to probe to see where you stand on the issue, and a reset is not guaranteed at all. Why bring it up at all? Given the large amounts of changes to scripts on the horizon, some members of management believe that with so many changes to the mechanics that impact the server on an in-game level, we arrived at a "Well... if there was a reset for any large shifts in scripts, now would be the time." Why would we need a reset? With the sheer number of fundamental changes to how the server works, some may argue that a reset would be the healthiest and cleanest way to deal with things. We may run into technical issues piece mailing in new systems while phasing out the old, which may lead to unintended server performance consequences. Some other in-game and community impact we may see from the upcoming scripts are outlined below: The Un-Whitelisting of Properties With the upcoming changes to the un-whitelisting of some properties mentioned above: There will still be many properties that will be reserved for use of whitelisted trait characters (stables for people that work with horses, clinics for doctors, gunsmith shops for gunsmiths) and others when purchased will grant you access to scripts (purchasing a ranch such as Downes Ranch granting access to the ranching script, or purchasing Southfield Flats granting access to the farming script). This will provide some characters with the ability now to purchase these properties and gain access to scripts a player would previously have to apply for. This creates an environment that some might take issue with, some examples being: - Some of these properties that now fall under the purchasable category are already occupied, and some would view it unfair, a proverbial "pulling up the ladder" where some players didn't have to interact with the economy pay for these properties. People that feel this way might believe that it's best we reset all the properties, allowing fair game for all these properties under the new system. - These properties are priced at a rate that are reasonable so a person just starting out might be able to purchase it within a few days of interacting with the economy associated with the given property (A couple weeks of working on an existing ranch yielding enough money to purchase one of these smaller ranches, for example). These lower prices mean that existing characters with deep pockets could stake claim to several of these properties, spreading their wealth amongst friends and purchasing a handful of these properties. People that feel this way might believe that it's best we reset all the character's money assets, allowing fair game for claiming the large magnitude of these unbought properties that'll crop up. The Sire Horse Update With a new stables script on the horizon, there will be a fundamental shift in not only how they function but the quantity of breeds available to the players. We've previously refunded horses when there was a large shift onto that script (thank you for your patience in that matter, as well as the countless staff that had to wade through reports and spreadsheets to return our four-legged companions to the player base), and we can certainly attempt to do so again. But with so many changes coming to the script, there will crop up a lot of issues in refunds: new mechanics that don't translate 1:1 to our current system, such as new breeds, personalities, and stats being brought in. Without the guarantee we can refund 1:1 to the current horse your character has, it may leave some characters in a lurch and having to explain the absence of their once-close companions. As radical as it sounds, this compounded with many other changes to systems might lead some players to preferring some sort of reset, allowing them for a more convenient explanation of the change of horses. Once again, a reset is not guaranteed in the slightest, and these new scripts being introduced might not even illicit the reactions above; we merely wished to allow the community a chance to voice their opinion ahead of these changes. In the survey there will be several options regarding how the reset could go (if it does at all). All in all, we wish to remain transparent about moving forward with the server and the community and wanted to allow some input in this large hypothetical scenario. I know the management prefer the options that will be least disruptive to the majority of the player base and their current storylines they wish to see to fruition, and will, in the end, opt to put the health of the server and continuation of stories above all else. https://docs.google.com/forms/d/e/1FAIpQLSeqBbnPKkYy3p0xYvC82KVJ37m9sYWkzoxv5b4N_deFABzzPQ/viewform?usp=dialog
  14. Julian Mercer, what a G. never forget when he took things into his own hands and dug the bullet out of Joe Blood's ass after he got shot in the big bubbly delight. now he's robbin trains. look how far he's come.
  15. Miss Zuniga // Weird Offer Morning on the Ranch // Fire Crackle Breakfast Time
  16. The Map & The Points of Interest Informing the Ranch // Checking it Out Roleplay Summary: After the four ventured and saw the camp, they split up, one going to the ranch, and the other three in to town to inform the Sherriff. The two, Jeremy Cochran and Patrick Bill were unsuccessful in finding Mister Covington, the Sherriff Deputy in Armadillo.
  17. Ranch Watchman / Camp 1 Found Finding Something / Camp 2 Found
  18. Late Night on the Ranch "Where'd ya' learn that?"
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