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Post by Immortal_Dragon on Nov 27, 2017 20:37:58 GMT
Round 15
Kashar ( serialkiller🌴) Vote: Reattempt taming equines (1) Outcome: Whatever trust your handlers had built up before, it would seem that it cannot be regained again. At least not easily, as your handlers are chased away as soon as the equines lock onto their scent. Some aren’t fast enough and get trampled by the enraged animals, renewing your people’s fears of leaving the home valley once more. Vote: Wood shaping tools (8) Outcome: Your crafters begin shaping some specific stones into wedges, chisels to use in shaping the wood harvested by your gatherers, however, after a short amount of time, they tend to break without making much progress in the wood. There are plenty of shapeable stones about, but having to constantly replace one’s tools is still an annoyance your crafters would prefer to do without. Stability: -1 Power: 2 Extra: Your scouts report that the Azba have started to make their own strings now, having managed to catch up to your band and the Thourians in this regard. Their clothing becomes more complex, and thus more effective against the cold, which leads to their numbers further increasing. Your people express congratulations to the Azba at having managed the discovery on their own. Speaking of the Thourians, your scouts report they have attempted to tame an animal they call a Plowhorn, but haven’t managed to succeed yet. They also report that Thourian crafters have been attempting to improve upon their fishing tools to no avail, to some amusement from your handlers.
Yirha ( aviscerator) Vote: Retry smoking meat (3) Outcome: Your cooks once more attempt to smoke meat in order to preserve it, however, ineptitude strikes as meat is knocked over or once more improperly smoked. This results in a small famine, but is far from a total disaster. Vote: Try to capture and tame the equines (10) Outcome: Your handlers enjoy a bit more success than your cooks, as they manage to calm the alpha males of the equine herds so that they are no longer angered by their presence. While this is some progress, some would prefer to hunt the animals rather than try to tame them. Stability: 2 Power: 2 Extra: The trade is a resounding success. Rather than giving over the temperamental pack Hunra, your handlers gift the Bukar with the regular domesticated Hunra, which the Bukar call Hoobra. In exchange, they teach your people how to build their huts of grass, allowing your band to take shelter in open ground rather than the trees, though these huts can also be placed in the branches as well if need be. Your transition from band to tribe is a slow one, but many now thank your allies the Bukar for their good fortune. In other news, your emissaries also report seeing the Bukar crafting pots and small jugs out of a substance called clay, drying it with the sun into a waterproof form of pottery, sometimes painting it with a paste made from the ashes of their fires and water, giving it a beautiful reflective sheen in the light. Your people express some awe at this invention. They also report the Bukar planting the carcasses of the rays and fish in their growing patches, though this seems to be met with less success than intended.
Kathak ( blackink) Vote: Tame woolly bulls (17) Outcome: Your handlers manage to tame some woolly bull calves and adults. These are much better pack animals than the murloks, which they replace in pulling your carts almost instantly, able to do so in ones or twos depending on the size of the cart and the load it's carrying. Their thick fur coats also make for excellent fur clothing when skinned, and the consistent source of them makes them easier to acquire than hunting furred animals for them. Being bigger than the murloks, they are also a good source of additional meat for your food stores after being slaughtered. Vote: Combine reeds with tendons and animal grease for ropes (2) Outcome: Due to what seems to be bad luck or perhaps simple incompetence, the process doesn’t seem to work very well. Most prototypes for the ropes either rip at the seams, or are improperly treated with grease so as to become too slippery to hold, and in some instances was used before the mixture had properly cooled, resulting in burned hands. This fumbling about has hurt the reputation of your crafters within your community, though your elders manage to console your people enough to avoid them becoming more reluctant to experiment with new inventions in the future. Stability: 1 Power: 2 Extra: Your scouts bring back reports of Sartar crafters leaving out or throwing away tools that appear to be used for shaping wood. When these scavenged tools are tested, they are found to not be entirely effective, and tend to break when put under a certain level of strain. They work to a degree, but your people’s hatchets and chisels are still their preferred tools when working with wood. In other news, your traders report seeing the Thaku masterfully tilling their irrigation ditches for Thurn reeds using a new tool called a hoe, which they also use to grow patches of trees bearing edible cones to great effect. The flow of Thurn reeds grows greatly with this increase in production. However, your traders also report seeing the Thaku searching for something in the banks of the lake they live next to, only to seem to come up empty-handed.
Tuuk ( QuantumCrab of '18) Vote: Improve structural integrity of housing (17) Outcome: Your builders come upon a breakthrough in construction, the creation of simple wooden walls made of lashed together pieces of wood, with the woven grasses serving as roofs for your new huts. These improved accommodations are much sturdier than before, though this is offset by the need to place these constructions exclusively on the ground as they are too heavy to place in the trees. Vote: Harvest murk for leather (8) Outcome: Your people begin stepping up their hunts of the murk for their leather. And for a while this works, however, this doesn’t last long. Murk numbers start to drop drastically and herds start avoiding the area in which your tribe lives entirely. Some suggest decreasing these practices so that the murk return, while others suggest taming some murk so as to avoid worrying about the wild murk herds. The grumbling caused by this is somewhat overshadowed by the improvements your people have made to their housing. Stability: 3 Power: 2 Extra: Your scouts report the Sartar crafters in their camps experimenting with a form of wood-shaping tool. It is a strange tool used to chip away at the piece of wood when struck with a hammer stone. However, these tools don’t seem to be terribly effective and break under more strenuous use. This raises some curiosity amongst your people as to the possibilities, however.
Thaku ( oncpapa) Vote: Develop a tool for digging soil (20) Outcome: Your people manage to create a form of hoe that is used to dig the irrigation channels for the Thurn plants. Not only does it see use for digging the channels, it is also used by your growers to till the soil the Thurn grows in, leading to greatly enhanced harvests and a similarly large population boom to go with it. Your people take great pride in this invention, with family tools being passed down between generations as a form of instrument of tending to the sacred waters of the lake. The channels also act as special traps for the raevees eels, which wander down the channels and become easy catches for your fishers. In addition to the channels, the tilled soil also allows your growers to grow what durnki cone seeds they had left in special orchards, further enhancing the population boom, which grows so fast that your builders have trouble creating housing for everyone. Vote: Search the banks for clay (8) Outcome: Your people attempt to search for a malleable substance at the lake banks. However, the only thing they find is mud, mud, and more mud. While certainly malleable, your people believe mud a better substance for being used to grow their crops rather than as a crafting material at the moment. If clay is in the lake, it doesn’t seem to be at the banks. Stability: 3 Power: 2 Extra: Your scouts report seeing the Kathak with newly tamed animals with long and thick fur coats that are much larger than the murloks whose meat they trade with you. These animals now pull their carts, and seem much more effective at it than the murloks of before. This results in a slight increase in traded murlok meat as the animals become pure livestock. They also report the Kathak experimenting with creating a stronger form of binding than their strings, but their efforts seem plagued by issues and ineptitude and result in failure.
Yslach ( lordclassyus) Vote: Retry making rope (15) Outcome: Using sparse mountain grasses, your crafters reinforce your strings into proper ropes. This allows for the creation of sturdier netting to carry harvests and catches in than your strings allowed before. While none have tried to climb down into the mysterious abyss using these new ropes, your crafters are much more certain that it would be possible to climb down there using them than the prototypes from before. This new possible exploration tool heightens your people’s curiosity even further. Stability: 3 Power: 1 Extra: Your emissaries are turned away by the Oshala, who still seem to be holding a grudge from your earlier attempt at confederation. However, before they have to leave, your people report seeing the Oshala experimenting with a new type of ranged weapon based around a handle topped with a holder for an arrow-like projectile. However, these prototypes don’t seem to be terribly effective, your brief glimpses revealing that the handles either snap during use, or the arrow shatters on impact with a target. So while your emissaries don’t retrieve the information you wanted, they didn’t return entirely empty-handed.
Bukar ( Aquos) Vote: Pottery (20) Outcome: By using clay dragged up from the banks of the lake your people call home, your people become the first to invent pottery, using bits of sand from the shores of the lake as well to temper the clay, leaving it to gradually warm in the sun, then placing it in a very simple kiln made up of a flat rock for the creation to sit on, large rocks placed around and on top of it so that it sits in a box, then a fire lit underneath. Sometimes, your more skilled crafters mix ashes from the campfires with water and sometimes a little extra clay lying around and paint these creations with it, creating a simple glaze that adds a beautiful sheen to your new potteryware. This gives your people easy access to water to carry with them as well as storage for food that isn’t out in the open or otherwise sitting on the ground. Vote: Fertilizer (12) Outcome: Your growers attempt to increase yields by placing Behrok carcasses into the soil of your growing patches. While this does help to a degree it doesn’t seem to have quite the desired effect. With these innovations, your people experience a moderate population boom. Stability: 3 Power: 2 Extra: Your agreement with the Yirha is a resounding success. While they weren’t willing to trade your people the pack breed of Hoobra that they use due to temperament issues, they were more than happy to share with you a breed not at all different from those in the wild aside from their domesticated behaviors. This is a great boon to your people as they now no longer have to try and move their carts by hand. In other news, your scouts also report the Yirha being seen attempting to hang their meat over smoky fires, only for ineptitude to ruin these attempts at smoking the meat. They also report Yirhan handlers coming back and speaking of a kind of creature roaming the lands around the old home valley, equines that they have managed to calm so that they're no longer chased away from the herds. Curiosity is at its highest amongst your people at this news.
Thourian ( soundwave) Vote: Attempt to tame Plowhorns (13) Outcome: While the plowhorns don’t seem to be very aggressive creatures, so far they don’t respond to your handlers’ attempts to tame them. However, your handlers become a welcome sight amongst the roaming herds, with some individual plowhorns seeming to form friendships with specific handlers, but otherwise not acting tame in any way. They seem to regard your people as fellow members of the herd. Vote: Improve fishing rod (9) Outcome: Your crafters make some improvements on the fishing rods, namely in that they break less often, but are still too flimsy for use as fishing tools in practice. Stability: 2 Power: 2 Extra: Your scouts report that the Azba have joined both your people and the Kashar in the ability to create strings from animal tendons, which has made their clothing much more complex as well as effective against the cold. They also use these strings to carry hauls of both fish from the central lake as well as the plants they gather for food when grass baskets aren’t available. Your people express little opinion, seeing it as the Azba managing to catch up to them. They also report that the Kashar are once more terrified at the world outside of the valley, likely due to the equines your people have heard about, but have managed to begin experimenting with tools to shape wood into specific shapes, which brings a sense of curiosity to your people.
Doggax ( GabrielGG) Vote: Try to make pickaxes (17) Outcome: Your craftsmen invent simple pickaxes for digging. These make the process of digging the aldeias much more efficient and quicker than before. These tools also make it much easier to acquire pieces of stone for shaping into further tools and spears by chipping away at existing stones and rocks dug up during the construction of your aldeias. This improvement in constructing housing and gathering materials greatly improves morale amongst your people. Stability: 3 Power: 1
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Post by Immortal_Dragon on Nov 27, 2017 2:08:35 GMT
There are, you just aren't living close to any that are particularly large. Large enough to contain fish-like creatures? Probably nothing that'd be particularly filling on its own, if anything.
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Post by Immortal_Dragon on Nov 27, 2017 1:39:45 GMT
Seriously though, I will make my votes more specific, for Immortal Dragon's sake. Vote 1: Improve the structural stability of all houses Vote 2: Create simple fishing rods (Actually, are there any large bodies of water?) There are, you just aren't living close to any that are particularly large.
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Post by Immortal_Dragon on Nov 27, 2017 1:33:57 GMT
Just a general notice to everyone, you don't have to make your votes super specific. But I will either give you something random or use my best judgment based on your tech level based on the vote you cast if it is as specific as "invent a new weapon" or "improve x."
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Post by Immortal_Dragon on Nov 26, 2017 3:31:14 GMT
Round 14
Kashar ( serialkiller🌴) Vote: Reattempt taming the horses again (3) Outcome: Just as it seems your handlers are making progress, one makes the mistake of getting agitated at the antics of an equine foal, resulting in the whole herd becoming angry and once more driving your handlers away on sight in future encounters. Thankfully nobody was injured in escaping the retaliation, but now your people are filled with a mixture of fear of the equines once more and some measure of anger at the flub of your handlers. Vote: Advance leatherworking (15) Outcome: Your people manage to create a form of leatherworking knife by attaching a sharpened stone to a wooden handle, with it they can cut leather into strips and other shapes, allowing for more carefully tailored clothing and a form of lead for Kashari Sabers, allowing them to be more easily controlled by your handlers. These, in addition to your newly acquired ability to make string, greatly benefit your ability to protect your people from the harsher cold snaps during the cold seasons. These boons to your people’s comfort has mostly mitigated the grumbling caused by the mistakes of your handlers. Stability: 1 Power: 2 Extra: The deal struck with the Thourians is a success. Your craftsmen now know how to refine animal tendon into string, which allows your people to more easily acquire complex clothing as well as simple nets for carrying hunters’ catches and growers’ harvests. Attitudes towards the Thourians amongst your people have improved as well due to the success of this trade. While your bandsmen were meeting, you learn that the Thourians have completely failed at creating some kind of fishing tool that would have utilized strings attached to a stick, but all prototypes broke when used or weren’t used properly. They also manage to catch wind of reports of the Thourians having found a new form of animal in the west, catching sight of them as they migrated in. Likely having migrated to fill the same niche as the clovern where they used to roam. In other news, your scouts also report sighting the Azba attempting to spread clovern feces in their gathering spots, however, this method doesn’t seem to be terribly effective at increasing possible yields. When told this information, your growers ponder what might be missing from the process.
Yirha ( aviscerator) Vote: Send scouts in the four directions (19) Outcome: Your scouts manage to get into contact with the Bukar, a tribe to your northwest who are under the nominal leadership of a king, though in reality even he is subservient to a council of elders whom both elect the next monarch and hold true power over the tribe. Your scouts also report sightings of herds of equines to your south, somehow having missed them during your migration long ago, along with them signs of a rather large band scouting the fringes of the home valley. They also report signs of bands of scouts to your northwest, past where the rainforests end and more temperate areas begin. They also report back of a river to the west filled with fish, where edible berries can be found growing along its banks, and two-legged boar-like creatures (murloks/murk). Vote: Leather curing (18) Outcome: Your craftsmen begin creating a form of cured leather using Hunra and bird hides. This allows more effective clothing to be created due to cured leather being easier to work with, and with some selective plucking and string work, bird feathers become decorations and Hunra plates become a form of makeshift protection. While the latter isn’t as effective as having another way to attach it to the leather, it provides your handlers with some protection from more unruly Yirhan Hunra and your hunters a modicum of protection from bird talons and beaks. Stability: 3 Power: 2
Kathak ( blackink) Vote: Send scouts to search for a quadruped that can be ridden (16) Outcome: Your scouts bring back reports of a woolly mammalian creature with four legs, each ending in a paw with three toes capped with large but blunt claws. It’s head is like a bovine’s, though it has two long, wide tusks that it uses to dig up roots to eat as well as uproot whole patches of grass at a time. The fur of the beast is long and thick, but it is plenty large enough to be ridden by your scouts’ estimates. It is also docile to a degree, as your scouts aren’t attacked outright, but are watched warily by herd sentries. Vote: Join strings into rope (2) Outcome: Your people attempt to bond their current strings into ropes, but their efforts seem to be all for naught as each time the prototypes fall apart all on their own or become too brittle to use at all. Your crafters suggest there might be some kind of component missing that might either replace animal tendons as rope materials, or help strengthen the tendons in use already so that they don’t break under strain. While this revelation is a major setback, the discovery of a new source of food helps to mitigate the drop in morale. Stability: 2 Power: 2 Extra: Your elders agree to the terms of the agreement. Your tribe will provide the Thaku with excess murlok meat as well as berries, while in return will receive surplus Thurn reeds, and raevees eels. This boosts both tribes’ food stores greatly, and a resulting population boom. In other news, your scouts report encounters with strange attempts to hang pieces of food, particularly meats, between branches and from trees. They report that the craftsmanship is reminiscent of Sartari work, but also report that they didn’t stick around to find out who made them.
Tuuk ( QuantumCrab of '18) Vote: Refine strings into rope (16) Outcome: Your tribe becomes the first to create rope, combining murk tendon with grasses similar to the ones your people build their huts out of, creating a simple form of rope. This results in the creation of leads for your Moha, which while it doesn’t do anything to make them more cooperative, it makes them easier to lead around. These ropes also lead to stronger netting for carrying resources, easing your haulers’ jobs even more so than the advent of strings. Vote: Further develop housing (9) Outcome: Your builders attempt to make improvements upon the grass huts that your tribe make, and while draping stitched together hides for insulation during the cold season adds a modicum of warmth, very little actual improvement in the structures is made. Stability: 2 Power: 2 Extra: Your scouts report sightings of the Sartar hanging meat from branches and trees in general, seemingly in an attempt to hang it out to dry. However, with the generally cold climate, this doesn’t seem to be as effective as it could be.
Thaku ( oncpapa) Vote: Create irrigation channels for Thurn reeds (14) Outcome: Your people start attempting to dig channels for planting more Thurn reeds, however, without a dedicated tool, these channels are fairly shallow and irregularly shaped. This hinders their effectiveness as irrigation, but expands the area in which your people can grow the thurn reeds, leading to a small surplus in food supply. Stability: 3 Power: 2 Extra: Your proposed agreement with the Kathak is a success. Your elders agree to trade to them your excess thurn reeds and raevees eels in exchange for their murlok meat and berries. This increases the food stores of both tribes greatly. This leads to a population boom for both parties. Compared to the Kathak, the Thaku reap slightly more benefit, though this is hindered by the lack of the ability to preserve food for a long period of time.
Yslach ( lordclassyus) Vote: Refine strings into rope for spelunking (12) Outcome: Your craftsmen begin wrapping the animal tendon strings together into a form of rope. While sturdier than the strings from before, they do not make for effective ropes, and would not be good for using to delve into the holes opened up by your miners. Your crafters are glad this was tested before anyone decided to try and go down these holes with them, as these tougher strings cannot hold the weight of an Augrela by themselves, there needs to be a reinforcement of some kind. Stability: 2 Power: 1 Extra: Your offer of food is accepted, but the Oshala somewhat coldly refuse your offer of confederation. They see it as an attempt to exploit their weakness following the raid that greatly weakened their tribe. Before your scouts are ushered to leave the Oshala camp however, they notice the Oshalan crafters seemingly trying to experiment with fire and burning wood in some kind of mud pile. However, these mud piles end up falling apart more often than not, and don’t seem to be achieving whatever goal the Oshala are building them for.
Bukar ( Aquos) Vote: Domesticate the animals guarding the tubers (9) Outcome: Your handlers manage to become somewhat acquainted with the creatures, though they are still not allowed near the tuber patches. At the very least, your handlers are no longer aggressively chased away. Vote: Expand the dominance of the Elder Council (18) Outcome: The Elder Council become the true guiding force of your tribe. While nominally led by a king, the real power of royal succession and decision-making lies with the council. They ensure that successors are worthy of becoming the symbolic head of the tribe, which while not always from the same bloodline as the king before, greatly boosts your people’s confidence in their next monarch. Stability: 2 Power: 2 Extra: You have come into contact with the Yirha band, who roam the rainforests to the southwest of your tribe’s location. They call the creatures you have encountered Hunra, and seem to have domesticated the creatures to pull platforms on stone wheels similar to your own carts. This invention fascinates your people, though not without some envy due to their own struggles with your cart equivalents.
Thourian ( soundwave) Vote: Find an animal with wool (13) Outcome: Your scouts come upon a rather large creature. It is a mammal much like the Augrela, with four strong legs, each one possessing a three-toed foot with large but blunt claws. Its head is bovine in appearance, with two long yet wide tusks for digging up roots and patches of grass. They also possess a coat of long but thick hairs that appear to be good for keeping the animals warm. They roam the western fringes of the home valley, appearing to have migrated in to roam the old paths the clovern used to inhabit. Vote: Create fishing poles (1) Outcome: Your crafters attempt to create a new form of fishing tool using string, whoever, each and every prototype either snaps its shaft or its string whenever put under strain. The snap of the string results in some minor injuries, but more often than not it is irritation and temper that is the greater of the two. Stability: 2 Power: 2 Extra: Your agreement with the Kashar goes off without a hitch. In exchange for their ability to preserve food, you teach them how to make strings. This ability to preserve food such as meat for a long time is a great boon to the numbers of the band, solidifying your position as the largest group in the home valley once more, though perhaps not quite the most advanced. The smoothness with which this went has improved attitudes towards the Kashar amongst your people as well. Before they left, your emissaries report that the Kashar are sporting more intricately tailored leather clothing than before, a brief glimpse of a Kashari crafter shaping leather with a specially shaped knife being all they could get before negotiations had started. In other news, your scouts also report sighting the Azba attempting to spread clovern feces in their gathering spots. However, this doesn’t seem to be terribly effective at whatever they might be attempting to do. Your growers ponder this failure of the Azba, wondering what might be missing from whatever process they are using.
Doggax ( GabrielGG) Vote: Start worshipping nature (6) Outcome: Your shamans attempt to spread this belief of the promised land through your tribe, but very few new converts join, lending little traction and legitimacy to this new faith. In fact, some start to spurn it, remembering the disastrous events relating to their departure that left some of your people dead before they could reach this supposed promised land. Stability: 1 Power: 1
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Post by Immortal_Dragon on Nov 26, 2017 2:11:09 GMT
Alright, making progress. Time for some quality of life upgrades.
Vote 1: Develop the process of dowsing for water, this should facilitate construction in areas away from rivers due to aquifers.
Vote 2: Begin construction of aqueducts to transport water from rivers and springs into our cities proper so that all may enjoy fresh water without leaving the city.
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Post by Immortal_Dragon on Nov 25, 2017 21:27:46 GMT
vote 2: make a spear something of the like Your people already make use of simple spears.
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Post by Immortal_Dragon on Nov 25, 2017 19:54:15 GMT
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Post by Immortal_Dragon on Nov 24, 2017 20:43:00 GMT
Round 13
Kashar ( serialkiller🌴) 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 handlers’ presence, though they back away from any attempts to do anything further. This calming of their ire greatly calms your people’s 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 tribe’s 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 shaman’s 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 tribe’s 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 what’s 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 Ti’zos 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 aren’t successful, small groups of these goats are now a common sight in and around the Oshala’s 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 couldn’t 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 parasaur’s). 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 aren’t 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 aren’t 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.
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Post by Immortal_Dragon on Nov 24, 2017 19:16:44 GMT
Hmm, this turned out very well. Very well indeed. Let's hope this luck holds.
Vote: Establish a new religion known as Alkalaiea. A polytheistic religion in which the various gods blessed and/or shaped the world with its various aspects. Satae, Goddess of the Earth, created the soil and rock from primordial clay. Her sister Alwa, Goddess of Water, created the rivers and springs with her tears of joy. Namao, God of Nature, planted seeds from his divine garden that became the plants we know. In a similar fashion his brother Saket placed animals into the world from his hunting grounds. Alk and Ala, king and queen of the gods respectively, took direct stewardship over the world as the moon and sun, also respectively. Finally, Maowa, Queen of Magic, was the one to create mortals as well as gift magic unto them. When a mortal dies, it is into Maowa's care that they return, making her something of a death god as well.
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Post by Immortal_Dragon on Nov 23, 2017 21:19:14 GMT
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Post by Immortal_Dragon on Nov 23, 2017 1:52:20 GMT
Round 12
Kashar ( serialkiller🌴) Vote: Attempt to tame the horses, kill the males if necessary (5) Outcome: Your handlers attempt to approach the equine herds with their sabers’ assistance, but it seems that the herds were waiting for your approach. Your handlers are driven off with some minor injuries, though your sabers manage to inflict injuries to the dominant males of the equine herds, and even kill some of them. However, now the herds are on alert whenever they smell an Augrela nearby, alpha males aggressively patrolling around their herds. Stability: -1 Power: 1 Extra: Your offer of integration is graciously declined, and while the gift of food is accepted, instead, the elders of the Azba offer their methods in handling the clovern in exchange for your process to preserve meats. While there, your scouts notice the Azba are experimenting with farming tools, having created a tool similar to the ones the Thourians use to till their fields. However, this doesn’t seem to be the most effective of tools as it requires a lot of effort to till the ground, and quickly breaks after extended use. Your people begin to admire the determination of the Azba, as acceptance of your elders’ offer would have solved many of their problems. Instead they choose to try and solve them themselves while still offering to help your own people. This slightly bolsters your people’s spirits in the face of their failure.
Yirha ( aviscerator) Vote: Create bows (19) Outcome: Your people manage to create some simple bows using string and shaped pieces of wood. This helps your hunters immensely in the face of attacks by wild Hunra, as well as the discovery of large long-beaked flightless birds that roam the canopies of the rainforests. These birds prefer to jump down from the high branches, and stab the Hunra through their armor. Your new bows allow your hunters to take down such predators, whether out in the wild or when they try to poach your Hunra herds. Though it seems the concentration of Hunra around draws these birds. This influx of fresh meat leads to a population boom, though it is mitigated by having no way to store it for long periods of time. This time of plenty plus dominance over their environment leads to many a celebration and feast around your campfires. Stability: 3 Power: 2
Kathak ( blackink) Vote: Improve stone tools, specifically hammer, chisel, and hatchet (17) Outcome: Your crafters create a few improvements to your tools, managing to fix the hatchets so that they’re much sturdier. They also perfect a form of hammer and chisel, which makes carving your people’s history into the large boulders much easier than before. While hauling is still an issue, once the stone is hauled into the center of your village, your history keepers are more than happy to get to work carving images of your tribe’s history into them. Vote: Research local plants for herbalism (4) Outcome: Your scouts discover a plant with bright blue flowers with five petals, darkening into a dark purple color in the middle. In trying to figure out what effects it might have, one of your scouts eats the flower in question. They report immediate numbness in their hands and feet, then shortly after they collapse, completely comatose. They wake up some time later, and despite some wooziness they eventually recover. Your people now caution your scouts, hunters, and gatherers to avoid these flowers when out in the wild. Stability: 2 Power: 2 Extra: Your offer of an exchange of knowledge is rejected, the Sartar elders explaining that their bows are a much superior weapon when compared to the knives and spears that you have offered them. While they were visiting, your scouts report they observed Sartar handlers working with what appear to be birds with heads covered in natural armor and sharp, curved beaks. They don’t appear to be awfully successful as the birds ignore their commands more often than not, and generally not more than once. While your people are indignant at their offer being refused, they take comfort in knowing they enjoy a solid bond with their boars. (still need your own name for them, the Tuuk call them Murk)
Tuuk ( QuantumCrab of '18) Vote: Improve hygiene (10) Outcome: Your crafters begin experimenting with methods of finding ways to clean oneself. In experimenting, they have managed to discover a way to separate and render Murk fat, which while excellent as a cooking additive and personal insulation when swimming during the cold season, has no cleaning properties on its own. This results in a minor morale boost and a tiny population increase due to resistance to cold water, but not an improvement in personal hygiene as intended. Perhaps there is something else that could be created to assist in this process? Stability: 0 Power: 1 Extra: Your scouts report the Sartar have been attempting to tame large hawks with armored heads and sharp, curved beaks. However, their handlers have little to no control over the creatures, which are often harassed by their tamed Ba’arb. Your people believe it serves them right to have such troubles related to their domestication of the hated felines.
Thaku ( oncpapa) Vote: Construct housing out of wood and thatch (15) Outcome: Your people begin making huts out of simple arranged wooden walls and thatch roofing. This allows them to not only stay in one place to tend to their reed patches, but also take shelter away from the cover of the branches. Your people have established their first village, transitioning from band to tribe. Your people have high hopes that settling around this beloved lake will bring them great fortune. Stability: 3 Power: 1
Yslach ( lordclassyus) Vote: Find clay to bake pots (1) Outcome: Your gatherers have no luck finding deposits of clay, instead only finding nests of the aggressive birds, resulting in some fatalities from birds knocking your people down below to their deaths to be later devoured. This is a very stark reminder that despite your people’s dominance of the caves and what lies inside, this is not a safe place to live in the slightest. Morale has taken a very severe hit, with some wishing to abandon the outside world entirely in favor of living in your caves forever. Stability: -1 Power: 1 Extra: Your scouts report the approach of another band of marauders, heading directly for your people’s hideaway. This advance warning gives your people plenty of time to prepare, one particularly inspired villager gathers your drummers together, who begin creating a massive cacophony that echoes across the peaks and the cavern, unnerving the marauders enough to allow your hunters to ambush them. The marauders retreat with their wounded, not a single casualty inflicted by them on your people, though some inevitable injuries. Seeing off the marauders has mitigated the effects of the tragedy that recently befell your people. However, just as reports come in of the Oshala experimenting with curing leather using bird dung, reports of another tragedy also come in. Marauders much like the ones your people just sent running have attacked the Oshala village down below, making off with many Oshala and setting fire to what supplies they could not carry with them. This fills your people with both a sympathy for your neighbors, but also an anger that desires retribution be paid to whoever sent these marauders from the east.
Bukar ( Aquos) Vote: Create wheels (17) Outcome: Your people shape the second instance in history of the wheel out of large stones. With this invention comes the cart, a wooden platform not unlike your rafts with the two wheels attached, though with its weight and no strong animals to pull it, it takes multiple Augrela to maneuver effectively. This limits its use to hauling felled trees back to your village, unable to be moved in the sands that ring the shores of your lake. Vote: Establish a monarchy (13) Outcome: As leadership in your tribe passes on, a singular figure called the High Chief rises to prominence, declaring himself the singular ruler of your people. However, many question his legitimacy, preferring the combined judgment of the elders of your tribe. Some suggest turning the elders into advisers to the king, while others suggest having the elders elect a High Chief that would be more accepted by the people, and others suggest scrapping the idea entirely and establish the elders as the true guides of the tribe. These squabbles are enough to slightly dampen your people’s spirits despite their accomplishment. Stability: 2 Power: 2
Thourian ( soundwave) Vote: Train the clovern to pull the plow (7) Outcome: Some clovern respond to the attempts to train them as plow animals, but very few actually become truly trained to accept the plow, let alone pulling it. With so few animals to help food production directly to feed so many, any tilled fields are small at best. Vote: Advance farming (3) Outcome: Your growers experiment with mixing Degi nuts into your grain fields. Instead of supplementing each other, the two plants compete for resources in the soil, with the Degi nut trees completely starving the grain plants of sunlight and eventually choking them out entirely. This results in nearly nonexistent grain harvests, a severe drop in a third of your food sources leading to a moderate famine amongst your people. Your advancements in plow training mitigate this to some degree, but some still go hungry in the cold months. Stability: 0 Power: 2 Extra: Your scouts report an attempted deal between the Kashar and the Azba, with the former offering food support and how to preserve it to the latter provided the two peoples become one. Indignation over what some see as an attempt to grab power is limited as the Azba decline the deal and make a counter-offer of trading knowledge instead. They also report the Azba seem to be following your band’s lead of tilling the land, though their versions are flimsy and much less effective than the ones developed by your people.
Doggax ( GabrielGG) Vote: Move to the northern forests (16) Outcome: Your people make a successful migration, moving along the edge of the forests and the plains. While your village had taken much effort to set up, many do not miss the cramped confines of these structures. They find themselves with grassland to the west and northwest, with forest to the immediate north that disappears into grassland within a day’s walk, and further forest to the east. Thankfully you have access to much the same food sources here as you did before, your growers making up for deficiencies in the wild. Moving away from the valley has calmed your people some, though it is mitigated by events related to your departure (See Extra). Stability: 1 Power: 1 Extra: As your people pack up and leave, they are set upon by a raiding party from the valley to the southwest, the one they fled from. Screaming warriors with face paint and wielding spears and large clubs charge from the trees, managing to cut down some of the unaware and the frightened. Your hunters were quick to respond back to defend their tribe, injuring many if the raiders but not managing to kill a single one. However, the supplies they manage to steal is minimal and casualties from your tribe are also minimal, but still casualties have been inflicted. This makes your people all the more eager to leave the valley behind.
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Post by Immortal_Dragon on Nov 22, 2017 23:46:36 GMT
also what is with the dots on the map now? They're cities. The stars are capital cities.
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Post by Immortal_Dragon on Nov 22, 2017 22:20:21 GMT
I tried being nice, the Four know I've tried my hardest to be nice. But this, this is insolence of the highest order! I offered them reunification in peace. Now they will know what the Hiranq faced!
Vote: Rally the imperial armies, levy our troops. Using Pronswesk as an additional staging ground, we will conquer the Kwaitonic Kingdoms in the name of the Imperator!
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Post by Immortal_Dragon on Nov 22, 2017 20:04:39 GMT
soundwave Just so you know, you can use an extra to send some support to the Azba. You don't need to dedicate a vote to it. The Extras have their own rules. Which I will go ahead and put in the OP.
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Post by Immortal_Dragon on Nov 22, 2017 18:10:42 GMT
Round 11
Kashar ( serialkiller🌴) 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 people’s 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 it’s 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 people’s 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 isn’t always successful, making your handlers even more important in your band’s 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 people’s 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 people’s 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 what’s 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, don’t 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 Ti’zos or Nathari. This has lowered your people’s trust in your crafters’ 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.
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Post by Immortal_Dragon on Nov 22, 2017 6:45:01 GMT
Round 10
Kashar ( serialkiller🌴) Vote: Food preservation (19) Outcome: Your people begin a process of looking for ways to make foods such as meat last longer. Taking some lessons from the Azba attempts seen before, your people begin hanging strips and slabs of meat over open fires. This process of allowing the smoke to be absorbed into the meat dries and cures it, allowing it to be held onto longer into the cold season and in general. Your cooks spend most of their time after a hunt slathering the meat in Clovern fat then hanging it over these fires, meaning much less goes to waste than before and with less people going hungry, your band’s numbers grow. Your band quickly grows in number to almost rival the Thourian band, leading to far more encounters than before between them. Stability: 3 Power: 1 Extra: Your scouts report sightings of the Azba experimenting with huts made of grass and branches. While these new structures aren’t very big, enough to house a single family but not much else, they allow the Azba to take shelter in the open ground around the central lake, a village soon springing into existence. Their rafts are now a common sight out on the lake as they fish. Your people express a small amount of envy, though this is mitigated by the knowledge that you have succeeded where they did not. They also report the Thourians attempting to harness their Clovern to some kind of invention that the beasts reject and experimentation with a new form of weapon that only snapped in their hands. This leads to some amusement amongst your band, who tell tales of the Thourians not being able to do anything right.
Yirha ( aviscerator) Vote: Breed stronger and faster Hunra (5) Outcome: Your handlers manage to selectively breed a new form of Hunra that is slightly bigger and stronger than the wild variety. However, this new breed is very temperamental, turning aggressive if not handled by an expert. Thus, they see little use as pack animals, instead your handlers gently guiding them to settle in your tuber patches so that their dung increases crop yields. Few injuries have been sustained, but plenty enough to dishearten a few of your band. Stability: 2 Power: 1
Kathak ( blackink) Vote: Use boar dung as fertilizer (4) Outcome: Your growers attempt to spread the boar dung across your berry patches in hopes of increasing yields. Instead, the boar dung seems to poison the ground when applied in that manner, stifling your berry patches’ growth. This leads to some poor yields and going hungry in some cases, but your growers quickly realize their mistake which mitigates the fallout. However, the boar dung is found to be very useful in a different process entirely. Vote: Use boar hide to create armor (19) Outcome: Your craftsmen develop a way to cure and tan leather. By using the dung of the boars (of which there is plenty) to cure the hides, and some selective scraping, your people create clothing with both insulating layers of leather and an outer coating of fur made from stitched together hides taken from packs of scavenging felines (Ba’arb). This provides great insulation during the cold seasons, and the extra layers provide a modicum of protection from the claws of animals. However, your craftsmen have not figured out a way to actually harden the leather to provide further protection, yet. Stability: 3 Power: 2
Tuuk ( QuantumCrab of '18) Vote: Find new food sources (17) Outcome: Your scouts quickly come back with news of edible bright yellow berry bushes that grow in abundance to the east and south of you. While this abundance is great news indeed, they also report that gatherers will have to compete with two-legged boar-like creatures to gather from the wild. Your growers begin cultivation of patches of these berries almost immediately, which further supplement your people’s food stores and increase morale. Some still grumble about the possibility of the elders’ leadership once more leading to hardship, but for now your people are content as your numbers start to climb back to their previous levels. Stability: 0 Power: 1 Extra: Your scouts bring back reports of signs of another group in the area, telling of footprints in the soil and underbrush. They followed these footprints and came upon a group of hunters wielding strange spears with points that seemed to be made out of large teeth or carved boar-creature tusk. Deciding to err on the side of caution, your scouts quietly left the scene without a trace. (You now know the Kathak are in the area, but have not made official contact.)
Thaku ( oncpapa) Vote: Search for crops at the edge of the water (8) Outcome: Your scouts bring back reports of plants similar in appearance to cattails, with a long frond-like stem topped by a capsule full of seeds flanked by two wavy leaves. When cooked, this seed capsule is perfectly edible, as are the leaves and roots of the plant. However, attempts to gather are hindered by not only the presence of the woolly sloth creatures that crunch up the seed capsule, but also large water-dwelling arthropods as long as an Augrela arm possessing two long arms with pinching pincers that like to devour the plant’s roots. Your gatherers manage to gather these plants in small numbers, but often have to give up one or other part of the plant to a roving herbivore. News of this competition disheartens your people slightly, but morale is still stable. Stability: 1 Power: 1
Yslach ( lordclassyus) Vote: Craft Ti’zo wing cloaks (17) Outcome: Your people begin crafting cloaks from the sewn together skins of Ti’zo wings, these provide some extra insulation in the colder parts of the caves, as well as a certain amount of protection from glancing hits from the serpents’ fangs. It seems to have had the unintended effect of, if prepared carefully enough, allowing your scouts to bypass Ti’zos roosts entirely unmolested. Your scouts exploit this to make short expeditions to the fringes of the mushroom and fungus growths to bring back fresh specimens to supplement what your growing chambers can produce. This ability to bypass what was once a great obstacle has your people ecstatic at your good fortune. Stability: 3 Power: 1 Extra: Your scouts report noticing that your neighbors in the valley down below have tried to experiment with string. Like your own attempts, these strings are good for little more than carrying catches of small prey as well as creating complex clothing. Your people express some small sympathy, knowing that such inventions are needed in the harsh landscape your two peoples have found themselves in. Some suggest sending a gift of food to them as a gesture of friendship.
Bukar ( Aquos) Vote: Create housing (18) Outcome: Your crafters manage to expand upon the woven grass and twig baskets your people employ, and turn them into full-sized huts that allow families, even large ones, to sit and lay down in comfortably. This ability to take shelter in open ground has emboldened your people to settle on the shore of the lake you fish from, with rays, fern nuts, and berries retrieved from long trips back south into the forest make up your people’s diet, and they are happy to live such a life of ease compared to before. Stability: 2 Power: 1
Thourian ( soundwave) Vote: Create Clovern driven plows (7) Outcome: Your growers attempt to find ways to attach a sort of plow to the Clovern, but all attempts are foiled by the creatures rejecting any form of becoming attached to the prototypes your crafters make. However, you have managed to develop a form of hoe, allowing your people to till the soil in which they grow their food, leading to tilled patches of Degi nuts, grains, and spicy fruits. These tools are unwieldy and somewhat fragile, but they manage to do their job well enough. Your people migrate between these locations, rather than from resting place to resting place, knowing that they will be able to procure food from these places easily. Vote: Create bows (6) Outcome: Your crafters begin experimenting with a form of bow, however, most of the prototypes snap when drawn. The arrows made to be fired from them are still usable as thrown weapons, but they do not have the same power as if they were shot from a bow or other similar weapon. This failure to achieve the intended goal, amongst others, slightly disheartens your people, but knowing that they made some progress mitigates the disappointment somewhat. Stability: 1 Power: 2 Extra: Your scouts report sightings of the Azba experimenting with small huts made from grass and shaped branches. These huts are hardly big enough for all but a single family to huddle in, but unlike the other bands of the home valley they now can settle in open ground. They have settled along the shore of the central lake from which they fish, their rafts seen constantly leaving and returning to shore. This matters little to your people, as they see it as an accomplishment similar to their own in settling near a stable food source. However, reports that the Kashar have found a way to preserve meat, which the Azba did not succeed at, stirs some envy in your people, who have to make do with eating their meat as fresh as possible.
Doggax ( GabrielGG) Vote: Start making permanent housing (6) Outcome: Your people attempt to create housing by tying Astani hides to branches and twigs using strips cut from other pieces of leather. However, these structures, when attempted at full size, collapse and fail. However, your people manage to replicate them on a smaller scale as simple leather pouches to be carried by hand or tied to a branch carried by two of your hunters or gatherers. This makes hauling materials much easier, whether when migrating between resting places or simply carrying resources around. Your people, while disappointed in this failure to create the intended shelter, enjoy this ability to haul things more easily in the new pouches. Stability: 1 Power: 1 Extra: Your scouts report no signs of the previous marauders, rather, whenever they venture towards the valley your people fled from some time ago, they now report seeing markings painted in red on the trees, as well as totems bearing skulls of Astani and the rat creatures mounted on spears. Many say that this is a sign of an opportunity to leave the conflict of the valley behind by fleeing either to the forests in the north or to the grasslands in the east, as clearly whatever band sent those marauders is not friendly and these totems are messages to stay away.
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Post by Immortal_Dragon on Nov 21, 2017 23:07:13 GMT
Huh, odd, still listed as an herbivore? Anyway, thanks for the round Stealth! Action: Swim closer to the surface to avoid the worst of the currents in searching for food. Question though, why'd I get a +1 on my action?
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Post by Immortal_Dragon on Nov 21, 2017 3:06:23 GMT
Yes. No war.
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Post by Immortal_Dragon on Nov 20, 2017 23:49:33 GMT
Message to the Commonwealth: "This war has cost my empire much in a short time. Time to recoup my losses is the best course of action. However, 'tis not me you might have to worry about with this peace accord. You shall have your continental territories back Hiranq, provided you return what you took. It is best we put this conflict aside for now."
New Vote: With this peace accord signed, we will send a message of apology to our former comrades the Kwaitonic Kingdoms. We will offer a place of solidarity with us once more, so that we might protect them from further incursions by the Hiranq now that their war with us is over. As further incentive, we will offer the construction of a new imperial capital that will be more centralized, equidistant between the Kwaitonic Kingdoms and ancestral Toric land, with the old capital becoming a spiritual center.
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