Round 11
Kashar (
serialkillerš“)
Vote: Try to tame a fast and ridable animal (1)
Outcome: You send your scouts into the mountains and surrounding areas to look for animals that your people might be able to ride. While the Clovern would make good candidates, they are hardly able to keep up with the Kashari Sabers or their Thourshian or wild counterparts at a run. So your scouts attempt to find new, faster animals. The scouts return from the mountains completely terrified with tales of not only aggressive, predatory birds, but packs of roving marauders that attacked them on sight. Your scouting in the surrounding area of the valley comes back with stories of herds of animals with four hooved legs that are similar to horses, only instead of grazers these animals possess a long tongue to slurp a form of liquid from large bell-shaped flowers, and barbs to strip leaves off of trees. These animals roam the trees and groves in herds, but are led by extremely territorial males that charged and sometimes trampled your scouts to death. This renews your peopleās fear in the mountains and makes them reluctant to leave the home valley in general, stories of monsters that devour any who leave the valley abound around your campfires.
Stability: 0
Power: 1
Extra: Your scouts report of failings amongst the Thourians to better control their Cloverns, attempting to lead them with food, but instead teaching the creatures to mob their handlers in search of these treats. However, they seem to have fixed a form of tool that they are using to till their field locations, making growing much easier for them than any other band in the valley, leading to a mixture of further amusement and envy amongst your people. They also report that the Azba have failed miserably at trying to smoke their meat once more, with meat either falling into the fire or being improperly prepared. The resulting famine that hits the Azba brings some sympathy from your people, who know well what itās like to go hungry. Some suggest sharing your process of preserving meat with them and even sharing some of your surplus food.
Yirha (
aviscerator)
Vote: Invent wheels (18)
Outcome: Your people manage to shape the first wheels from stone, and attach them to simple platforms to make carts that are pulled by Hunra. This speeds up your peopleās ability to haul wood immensely, but the weight of the wheels means only the Hunra are able to pull these carts. With how temperamental your pack Hunra can be, this isnāt always successful, making your handlers even more important in your bandās society. However, many feel the benefits outweigh the risks involved, and your wood clearing axes see much more use to clear paths for these carts to not only travel, but harvest the wood around you.
Stability: 3
Power: 1
Kathak (
blackink)
Vote: Bring a large rock back to camp and carve our history into it (14)
Outcome: Your people manage to haul a large boulder back into camp, and start to carve images from your history into it. However, without proper rock shaping tools, the work is slow and tedious at best. Your crafters also report there not being enough room on the single boulder to record your peopleās entire history, though with both hauling and carving the rock being such a taxing job, your people are reluctant to make a habit of recording your history this way.
Vote: Invent hatchets for wood harvesting (6)
Outcome: Your crafters make a prototype for a more effective wood chopping axe with a larger stone head than your regular axes. While it is more efficient at chopping down trees, it often breaks after a few swings, and the stone head quickly dulls or chips away into uselessness. This tool also has to take a backseat when being replaced in favor of your hoes, leading to it being used very little by your woodsmen.
Stability: 2
Power: 2
Extra: Your scouts have come into contact with another band, who call themselves the Sartar. They learn that these are the descendants of those who became lost amongst the forest trails, having found one another over time and uniting into a single band. They desire no conflict with your people, only to travel safely through your peopleās territory. They offer feline meat as well as aromatic herbs that help soothe anxiety when burned as a gift, which is graciously accepted. While this is an overall pleasant event, your people still distrust these strangers who will be using up the same resources as your own people. They especially note that this band roams with these same felines by their side, and with strange weapons in their hands (bows).
Tuuk (
QuantumCrab of '18)
Vote: Continue domesticating the Moha as pack animals/transportation (8)
Outcome: Your handlers attempt to breed bigger Moha for use as pack animals. And while they manage to create a bigger breed of Moha that can carry heavier loads, the animals have lost a lot of their stamina in the process, and refuse to go any further when they reach their limit, no matter how much they are coaxed or goaded by your handlers. So while your people can carry heavier loads using the sloths, the new breed is actually slower than the previous breed of Moha in doing so.
Stability: -1
Power: 1
Extra: Your scouts have come into contact with a new band who call themselves the Sartar
, who explain that they are the descendants of those who had gotten lost over time amongst the various forest trails, uniting over time into a single band that now roams the area. They desire no conflict with your people, only to peacefully pass through your people's territory. They offer Ba'arb meat and aromatic herbs that, when burned, emit an earthy scent that soothes anxieties. This gift, while accepted gratefully, still breeds some distrust amongst your people, these strangers keep Ba'arb as pets, an animal that has become hated by your people, and carry strange weapons (bows) in their hands. This knowledge that they will be competing with your people for resources, even if temporarily, also causes some grumbling.
Thaku (
oncpapa)
Vote: Plant whatās left at the Raevis Medrum (19)
Outcome: Your growers start planting more of the reeds at the shores of Raevis Medrum, using careful observation of how the plants grow in the wild, and soon the shores are overflowing with them, leaving plenty for both your people and the wildlife to eat without much competition between you. This abundance of food in addition to the eels makes for very high morale and a desire for your band to stay at the lake shore, with some starting to tell stories of this life giving lake as a deity of sorts.
Stability: 3
Power: 1
Yslach (
lordclassyus)
Vote: Try to invent the wheel (1)
Outcome: Your crafters, for all their expertise in shaping stone, donāt manage to create the wheel. In fact, all prototypes shatter either in the process of making them or during testing, leading to some crushed hands and feet, and a wheel little more than heavy chunks good for throwing at errant Tiāzos or Nathari. This has lowered your peopleās trust in your craftersā abilities, while heightening their trust in your miners who carve their homes as the work is simple compared to the more complex stone shaping by your crafters.
Stability: 1
Power: 1
Extra: Your scouts approach the band in the valley with a gift of the edible mushrooms you have found, which they receive with great gratitude from their mountain dwelling neighbors. During this visit, they discover that they call themselves the Oshala, and that they are descendants of the Fern band that your people thought had disappeared long ago. They fled into the mountains to escape the chaos that had ensued, but were forced to take shelter in this narrow valley, and are glad to have found peaceful neighbors. However, when your scouts prepare to leave, they are given a warning of groups of marauders from the east roaming the mountain trails and passes, seeking other Augrela and attacking those they find. Indeed, this warning was well heeded, as your scouts report signs of these marauders on their way back. Their heads are shaven completely bald and painted with garish red like blood and they scour the passes with clearly aggressive intent. Your scouts avoid them and bring this worrying news to your elders, concerned about the possibility of them finding where your people have hidden away.
In brighter news, your scouts report that the Oshala have begun construction of simple tents made of hides attached and supported by branches in a conical shape that allows fires to be lit inside them without issue.
Bukar (
Aquos)
Vote: Develop boats for fishing (18)
Outcome: Your people manage to construct simple rafts out of tree trunks, powered by small simple paddles, allowing them to venture into deeper water, which allows them to catch large golden-scaled fish that roam the waters of the lake. This supplements the rays nicely along with the fern nuts and berries. This time of plenty greatly pleases your people. (Always free to come up with a name for these, or I can name them for you)
Stability: 3
Power: 2
Thourian (
soundwave)
Vote: Reward Cloverns who pull the plows (5)
Outcome: Your handlers attempt to reward the Clovern that pull your prototype plows with food, but instead this results in your Clovern becoming slightly less controllable as they start crowding your handlers expecting to be given food at all times. They still reject the plow in favor of trying to get the food. Perhaps a different method is needed.
Vote: Fix our farming tools (10)
Outcome: Your crafters manage to fix the problem of your hoes breaking, but they do not manage to find a way to reliably attach Clovern to plows, nor keep the plow from breaking after being attached.
Stability: 1
Power: 2
Extra: Your scouts report encounters with severely terrified Kashari scouts, who tell tale of monstrous creatures that trample the unwary in the woods outside the valley, as well as aggressive marauders in the mountains to the east. This sort of news is greatly troubling to your people. The misfortune of the Azba, who have tried again to smoke their meat, have failed miserably as it is either prepared improperly or falls into the flames directly in the process. Some amongst your people suggest sharing some of the plenty that they now enjoy with the Azba, who are facing a small famine.
Doggax (
GabrielGG)
Vote: Make houses of mud, branches, twigs, and leather (10)
Outcome: Your people manage to create some small huts out of a combination of mud reinforced by branches, but these structures are small and make for uncomfortable accommodations at best. Lighting fires inside them during the cold season is also a no go as the smoke becomes trapped inside, leading to coughing fits and hasty quenching of the flames.
Stability: 1
Power: 1
Extra: Still, there is no outward action from the valley your people fled from. While the new innovation does slightly distract them, many still wonder when retribution will come from the new power that is clearly growing in that valley.