Round 13
Kashar (
serialkillerš“)
Vote: Reattempt to tame the horses (14)
Outcome: Your handlers manage to make some progress with the horse herds, as your people are no longer attacked on sight. In fact, the herds almost seem to be comfortable in your handlersā presence, though they back away from any attempts to do anything further. This calming of their ire greatly calms your peopleās fears of the outside of the valley. Though it does nothing to calm them over their aversion to the mountains.
Stability: 0
Power: 2
Extra: The Azba graciously accept your teachings, however, they do not wish to unite with you after their success in innovating a new process of curing leather as well as fur clothing depending on how the hides are scraped. The Azba now create short fur shawls from saber hides, their inability to create a form of thread hindering their ability to utilize these cured hides more effectively. However, they are very grateful for your shared knowledge, and teach your scouts about this process of curing leather in exchange. You now know how to create cured leather and furs to better keep your people warm during the cold season, though like the Azba you cannot create anything more complex than fur shawls without a form of thread.
Yirha (
aviscerator)
Vote: Learn how to smoke meat (8)
Outcome: Your people attempt to leave meat out to absorb smoke from your campfires as a way to preserve it. However, they quickly become impatient with the process and eat the meat before it can be properly preserved. While it gives the meat a slightly smoky taste that some enjoy, it ultimately does nothing to keep your meat stocks from rotting.
Vote: Learn leather hardening (8)
Outcome: Your people try various methods to harden leather, from slathering it in animal fat to soaking it in water. However, the raw hides that your people work with seem ill-suited to this form of process, leaving your experiments ultimately a failure. Perhaps there is something to this process your crafters are missing that is hindering your efforts? Due to this string of failures to get an intended outcome results in a minor hit to morale.
Stability: 2
Power: 2
Kathak (
blackink)
Vote: Use stone shaping tools to create wheels (17)
Outcome: Your people make yet another instance of the wheel on this ringworld. Being made out of stone they are hard to maneuver through the trees, but thankfully your tribe possess the murloks (boars), which are lashed to these primitive two-wheeled carts in teams of three to four, their lower center of gravity assisting in their tasks. Your carts are little more than tied together platforms on wheels, but it is much easier to carry the history boulders and tree trunks now.
Vote: Create more advanced woodworking using the trees (14)
Outcome: Your people begin to find new uses for their newly developed chisels, to shape wood. One of the first things they create are masks that can be worn on the face, attached via string wrapped around the head, and sometimes decorated with tied on murlok tusks. Another of their inventions using these methods are crude renditions of various animals and prominent figures of the tribe in the wood. These small pieces of artwork can often be found adorning homes and the history boulders, while the masks find use by your tribeās shamans and elders when telling the stories associated with the images on the aforementioned boulders.
Stability: 2
Power: 2
Extra: Invite the Sartar to share stories by the history boulders (1) The Sartar accept the invitation. However, upon the description of your journey to where you have put down roots, some amongst their group quickly become agitated, particularly when it is revealed that no search efforts were mounted. The Sartar visitors quickly storm off, any efforts to apologize are spurned violently, a small brawl erupting between your two groups. When everyone manages to settle down, the Sartar visitors once more leave in a rage, spitting in your shamanās face and declaring that any further contact is no longer welcome between your tribe and their band. Though before this event, you hear a report from your scouts of Sartarish attempts to tame the murloks as well. While not nearly as successful as your own attempts to tame the beasts, the Sartar are now reacted to with indifference by certain herds of the boar-like creatures.
On a slightly brighter note, your people have come into contact with the Thaku tribe, who have settled to your southwest by a lake described as flourishing with wildlife. The smoothness of this meeting has somewhat mitigated the effects of the terrible visit by the Sartar.
Tuuk (
QuantumCrab of '18)
Vote: Begin string-making (11)
Outcome: Your people begin creating a form of string from animal tendons. While these strings are effective in the form of thread for more complex clothing as well as simple carrying nets, they frequently snap when put under further strain than that. This improvement in your quality of life has bolstered your tribeās morale slightly, and the slightly thicker clothing you can make means less freeze during the cold seasons.
Stability: 1
Power: 2
Extra: Your scouts report that the Sartar have attempted to tame the murks, though with fairly little success. They manage to be an indifferent sight amongst certain wild herds of the creatures, but in others the animals still flee the hunters. They also report with some curiosity that something seems to have upset the Sartar greatly, who speak of a people called Kathak who wrought some great insult upon them. This curiosity calls for investigation to the south, to find these mysterious Kathak and find out whatās going on.
Thaku (
oncpapa)
Vote: Send a scouting group back and explore north of previous location (18)
Outcome: Your scouts manage to backtrack not only along the way which your tribe has come, but they also scouted out the presence of another tribe that call themselves the Kathak. First contact goes smoothly, something which the Kathak appear to appreciate, as they describe an incident that occurred shortly before your scouts arrived involving themselves and a group they call the Sartar. This news stirs some grumblings amongst your people, some demanding sending out parties to seek out these Sartar and demand an explanation. Though this does little to dampen the excitement at meeting the group that you had only seen signs of before.
Stability: 3
Power: 1
Yslach (
lordclassyus)
Vote: Dig deeper tunnels (8)
Outcome: Your miners attempt to dig out deeper tunnels in an attempt to avoid the tunnels infested with Tiāzos and Nathari. However, these tunnels are either dug out poorly and collapse (thankfully with no casualties), or your miners suddenly find themselves nearly falling into a hole so deep they cannot see the bottom. It would seem that your miners have stumbled upon some great hollow space underground, much larger than the caves your people have taken shelter in. Curiosity at what may lie below overrides the discomfit of the failure to find a way around the predators.
Stability: 0
Power: 1
Extra: Your scouts report sightings of goat-like creatures that stand nearly as tall as an Augrela at the shoulder, with two small eyes placed where it would be expected for creatures of a similar structure, but also a somewhat large eye in the tops of their heads. Your scouts surmise that this helps them try to avoid the predator birds that make the mountains their home. They also possess large curved horns, and small tusks that they use to dig up roots to eat from the sparse vegetation. Their hooved legs have three toes as well and their fur is long and shaggy. While these taming attempts arenāt successful, small groups of these goats are now a common sight in and around the Oshalaās valley home.
On a brighter note, your ease at driving away the marauders seems to have scared them out of the mountains entirely, despite their own ease at attacking the Oshala sometime before. Your people consider this a form of good riddance, though there are also calls to assist the Oshala, who suffered much worse than your own people did.
Bukar (
Aquos)
Vote: Search for animals to domesticate (13)
Outcome: Your scouts bring back reports of large predatory birds that live in the canopies of rainforests to the southwest, as well as territorial armored reptiles (Hunra) that guard patches of tubers growing the ground that your scouts couldnāt manage to get near. They also report the presence of roaming herds of squat (half the height of an Augrela) yet very stout animals with thick hair that possess two large horns and a crest on their heads that produce a shrill and very loud sound through it (Think of a squat yak with the large horns and a head crest that works like a parasaurās).
Vote: Establish a system of the elders electing the king (7)
Outcome: Your elders attempt to reassert their authority, and with the support of the people, they manage to become a sort of council that oversees the king and his successors. However, more time is spent with the ruling royal bickering with his council than truly ruling. Some call for one or the other side to assume sole authority over your tribe, while others call for another solution to be found. This bickering between different factions within your tribe as well as its leadership makes for a precarious position regardless of good or bad news.
Stability: 0
Power: 2
Thourian (
soundwave)
Vote: Separate plants into individual fields (15)
Outcome: Your growers manage to sort out turning your growing fields back into individual fields, which stabilizes your food income to sustainable levels once more. However, with regular tending, they could probably benefit even more from the advancements you have made in farming. Though this would mean staying in one place which your people arenāt inclined to do at the moment without more significant shelter.
Vote: Look for another source of food (3)
Outcome: Your scouts attempt to follow the reports given by the Kashari scouts from before, and encounter the equine herds that roam the fringes of the valley. Seeing the Kashar at peace with the animals fools your scouts into thinking the animals peaceful. Instead, they are driven off by snorting, screaming alpha males, some of which manage to kick and severely injure some of your scouts in the process. This confuses your people as to how the Kashar can be at peace with such wild creatures.
Stability: 2
Power: 2
Extra: Your scouts report seeing the Azba using clovern dung on leather hides as a method of creating a sort of cured leather. They also manage to, with selective scraping, create furs using the pelts of wild sabers they hunt. These garments arenāt very complex given they have no way of binding the leather and furs together, but your scouts comment that should you acquire this process, combined with your ability to make strings and thus more complex clothing, you could make your protection against the cold even more effective. There is some grumbling at the cooperation between the Kashar and Azba, particularly this sharing of knowledge and the report that the Kashar once more tried to confederate with the Azba, with the latter once more refusing.
Doggax (
GabrielGG)
Vote: Dig holes below the houses for aldeia structures (15)
Outcome: Your people manage to dig out holes in the floors of their huts, and while a new use of branches as roofing helps with the smoke problem somewhat, it is not a perfect solution. However, with this addition of the ability to heat the insides of their homes during the cold season, your people enjoy a new level of comfort after an almost disastrous getaway from the raiders.
Stability: 2
Power: 1
Extra: After fleeing the valley, your scouts report no further signs of the raiders nor any groups of marauders. This greatly calms your people, who see this edge of the forest as a form of salvation, a promised land of sorts that offered them solace from their attackers.