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Post by Immortal_Dragon on Nov 20, 2017 18:59:37 GMT
Woo, looks like we've got our first 20s this round. Let's see what the effects are. Round 9 Kashar ( serialkiller🌴) Vote: Attempt to tame the dogs (7) Outcome: After all of the progress that has been made, your people finally manage to tame a small number of the saber-toothed canines. They become stouter than your wild breed of saber, with thicker bodies and slightly larger, more intimidating saber teeth. They have less stamina than your usual wild saber, but speed isn’t necessary when downing the large reptiles that have moved in (the Clovern as named by the Thourians). They are also used as guard dogs for your band’s resting places, meaning scavengers as well as more aggressive saber packs stay away. This leads to a small population boom due to supplies lasting longer, though not as long as being able to preserve it in some way. With such an endeavor paying off, your people are a bit happier too. Stability: 2 Power: 1 Extra: Your scouts report that the Thourians seem to have tamed the large reptiles roaming the valley, much like the Azba, though they seem to have achieved a much larger breed than is present in the wild. Your people are envious of their prosperity, despite their accomplishments. They also express amusement at the failure of the Azba to replicate yours and the Thourians’ accomplishments, only to now become as much targets of the wild saber packs as the other animals of the home valley. Yirha ( aviscerator) Vote: Learn how to make strings (11) Outcome: Your people begin developing strings using animal tendons, and while Hunra tendon seems to be a lot stronger than using tendons from other animals, it is far too tough to make into string frequently. Your people begin using the string from regular tendons to make more complex clothing, as well as nets to carry things in. Leading to an ease of your haulers’ burden, and provides some protection from extreme temperatures. (Note: I changed your vote to string-making because your people don’t know how to make strings at all before now.) Stability: 3 Power: 1 Kathak ( blackink) Vote: Tame the boars (20) Outcome: Your hunters quickly track down dens of the boar creatures, and manage to make off with multiple litters’ worth of the animals, which not only turn out to be easy to tame, but quickly grow to adulthood. Your people quickly manage whole herds of the creatures, whose tusks you find out are shed yearly, your craftsmen quickly turning them into spear heads as well as knife blades that are much more easily molded than the stones you used before, and prove to be just as, if not more effective. Not only that, easy access to plenty of boar meat and tendons means your people experience a population boom as food supplies increase and the increased ability to craft the simple string-based tools that are now commonplace amongst your people. Your people are now some of the most numerous in the area. The constant supply of boar leather also allow you to create larger huts and tents, making your people much more comfortable than before. Indeed, some say you have entered a golden age. Stability: 3 Power: 2 Tuuk ( QuantumCrab of '18) Vote: Begin cultivating new food sources (1) Outcome: Your growers try to cultivate the cones (feel free to come up with your people’s own name for them) but they end up over harvesting from the trees, causing them to become scarce when they were already few in number when your scouts found them. Further famine results, leading to many doubting that your elders have the will of the land any more. Many call for venturing away from this unlucky place, or perhaps punishing any who might be responsible for your people’s woes. Stability: -2 Power: 1 Thaku ( oncpapa) Vote: Carve fishing spears (10) Outcome: Your people carve some primitive fishing spears using wood. This spear is primarily a cone-like point on the end of the spear, usually with a slight curve to it so that the point is bent slightly upward when held normally. This is to facilitate lifting the somewhat slippery eels from the lake waters without having to try and grab them by hand. With your wood shaping tools, these are fairly easy to make, but the process of properly shaping the point and the spear shaft is time consuming, leading to very few being made. These new fishing spears also tend to break after extended use, requiring they be replaced fairly regularly. The consistency in catching the eels is appreciated, as the meat makes a fine supplement to the harvests by your gatherers. Stability: 2 Power: 1 Yslach ( lordclassyus) Vote: Carve shelters from the cave walls (20) Outcome: Your people begin chipping away at the walls of the caves in an effort to improve their living conditions. In the process, the first mining tools are made, chisels and pickaxes make the job of cutting into the rock easier by an order of magnitudes. Rooms for individual families are formed, as well as storage rooms for your supplies. In addition to this, your people manage to find ways to string up primitive curtains of hides across entranceways, better segregating rooms and allowing privacy. They also allow for more focused cultivation of the cave mushrooms, expanding your people’s food supplies and leading to a small population boom. And with these new rock shaping abilities, come carving of alcoves your hunters can hide in to ambush both the Ti’zos and the cave serpents, resulting in more consistent hunting to fuel this population boom. Your people fear the caves much less now that they have figured out how to shape their underground environment to their desires. Stability: 2 Power: 1 Extra: Your scouts report that the band in the valley have attempted to somewhat corral the trees growing in this sparse landscape into small growing patches. This doesn’t seem to have succeeded to a degree considering they still roam the valley as nomads. Some of your people laugh at their apparent floundering with wood when they enjoy the protection of stone. Bukar ( Aquos) Vote: Retry agriculture (6) Outcome: Your growers manage to fix the overcrowding problem, however, seeing as they still roam to a degree, these growing patches can’t be tended to regularly. However, they have taken a lesson from their failure before, and have begun a form of rough crop rotation, leaving some patches to rest during some seasons. While not perfect without some way to track the seasons and tend to these patches regularly, the solution to this error hasn’t given your people the boons it could have. It has given your people some reassurance that they won’t starve, however. Stability: 0 Power: 1 Thourian ( soundwave) Vote: Tame the Clovern (20) Outcome: Your animal handlers manage to tame a whole herd of Clovern, which gives your people access to sturdy pack animals as well as a consistent source of meat for their meals. The Thourshian Clovern breed is larger than the wild variant as well as the Azban breed, with more muscle that not only makes it a fitter pack animal, but also yields more meat when slaughtered. Your growers especially enjoy the presence of these animals, as not only do they allow moving of greater amounts of crops, their dung also makes a good primitive fertilizer, increasing yields further. Your people enjoy some of the highest quality of life in the home valley with plenty of food, safe camps, and the most successful hunters. Your band has a reputation of pastoral herdsmen, the Clovern and Thourshian Sabers becoming symbols of the Thourians amongst the bands in the home valley. Your roaming grounds are some of the most well-maintained in the home valley, and your band one of the largest and most successful. Stability: 3 Power: 2 Extra: Your scouts bring reports that the Kashar have joined you in taming the saber hounds, though they appear to have bred a different breed to your Thourshian Sabers. While some express an amount of jealousy towards them having obtained something that previously was exclusive to your band, while others express admiration for their determination in the face of adversity. However, some also express concern as it seems the Azba tried to mimic your accomplishments, only to have their hunting groups now actively be sought out by wild saber packs. Doggax ( GabrielGG) Vote: Cultivate the edible leaves (16) Outcome: Your growers start cultivating patches of the succulent leaf plants, which now become a staple of your band’s diet, your people sometimes wrapping mashed berries in the leaves for a meal. However, your band’s nomadic nature means you can’t grow many of these plants, but your growers manage to do so consistently to supplement your band’s food stores. This means that your band has to defend more against the roving marauders from the valley, but these patches can be hard to distinguish from natural vegetation, lending them some natural protection. Stability: 3 Power: 1 Extra: Your scouts come upon another group of the marauders from before, having brought down an Astani. Rather than allow a repeat of previous events, your scouts take matters into their own hands and ambush the marauders, who appear to have shaved their heads and necks, painting their naked skin with bright reds to create an intimidating appearance. This does little in the face of your scouts’ vengeance as they repay the deaths of your people with the blood of the marauders. Your scouts drive them away, having wounded some and killed a few. While this emboldens your people, it is sure to bring a firmer response in time.
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Post by Immortal_Dragon on Nov 19, 2017 17:59:22 GMT
Extra: to the Toric Empire: "do you wish to be allies?" To the Thourians: "We would be honored to have you stand by our side against these invaders."
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Post by Immortal_Dragon on Nov 18, 2017 0:37:46 GMT
Well, this is familiar.
Vote: Muster more troops, and send simultaneous assaults against both the territory the Hiranq newly annexed as well as their other continental territory. Perhaps if we fight valiantly enough, we will inspire our former vassals to coordinate with us to fight these foul invaders.
Extra: To the Thourians: "I suppose this isn't so much a request as a plea in these dire times. Invaders from the sea threaten our shores, and our coffers dwindle as our compatriots abandon us. We offer you the Pronswesk territory in exchange for payment to refill our treasury. What say you?"
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Post by Immortal_Dragon on Nov 17, 2017 19:32:09 GMT
Round 8
Kashar ( serialkiller🌴) Vote: Try to tame the dogs (13) Outcome: Your people once more try to tame the saber packs, and this time manage to make better progress than before, as saber packs now gather around your band’s campfires in a more coordinated fashion. Provided your hunters share, they even coordinate to take down larger prey such as the large reptiles tamed by the Azba where they roam in the wild. While not truly tame, your people no longer fear them and their presence nearby, your people seeing them as partners in nature rather than a danger. Stability: 1 Power: 1 Extra: Your scouts report sightings of the Azba hanging meats over open fires, particularly so that they’re shrouded in the smoke produced. Whatever their aim is, it doesn’t seem to be doing it particularly well, as many overseeing the process express visible frustration when the wind changes. They also report sightings of the Thourians with some new kind of fruit in hand, though they know not where it comes from, nor its purpose to the Thourians. Yirha ( aviscerator) Vote: Tame the Hunra (15) Outcome: By luring young Hunra with the tubers, your handlers manage to tame a small number of the armored creatures. They provide protection from their wild counterparts, and their presence seems to help your tuber yields to a degree, your handlers saying that Hunra dung seems especially helpful in increasing the yields of your growing patches. They also provide some help as pack animals in carrying heavier loads, though they tend to be more sluggish than their wild cousins. Taming what was once a hazard has lifted your people’s spirits greatly. Stability: 3 Power: 1 Kathak ( blackink) Vote: Make tools specialized for agriculture (11) Outcome: Your craftsmen look into creating new tools for your growers to use, and while a prototype for a hoe was created, the new tool isn’t as sturdy as hoped for. The handle often breaks, and while your growers often simply use the new one-handed tool to furrow the ground, this is much more labor intensive than using the full invention. Your berry patches see an increase in yield due to better management, but this is hindered due to needing to replace your tools with some regularity as well as the labor needed to accomplish tilling the soil. Stability: 1 Power: 1 Tuuk ( QuantumCrab of '18) Vote: Search and experiment for new food sources (16) Outcome: Your scouts search for new sources of food to help supplement your wavering stores, and they report finding trees bearing cones that, with a little effort, can be cooked and eaten (Durnki cones) over an open fire. They also report the presence of bushes bearing bright yellow berries (those found by both the Bukar and Kathak). Your gatherers set to work immediately to stock back up on food to prevent starvation. Your people give thanks to the land for their reversal of fortunes. Stability: 1 Power: 1 Thaku ( oncpapa) Vote: Migrate to the lake (10) Outcome: Your band manages to make their way to the lake, though not without losing people amongst the trails and to attacks by packs of felines (Ba’arb), which disheartens many, but the sight of the promised lake is enough to prevent the blow to morale from being too severe. Your gatherers immediately set back to work gathering Durnki cones and your hunters begin hunting thick-furred sloth-like creatures (woolly cousins of the Moha) that wander down from the higher mountains to the lake to drink, as well as gather eels from the shallows when they can. Stability: 2 Power: 1 Yslach ( lordclassyus) Vote: Send expeditions further into the caverns (2) Outcome: You send out expeditions to try and explore the caverns, but this ends in tragedy as very few return from scouting, whom report attacks by Ti’zos, but also long bodied creatures with scales, a frill that can flare out covered in glowing circles, and a venomous bite that ambushed not only your scouts but the Ti’zos as well. (Think snakes a little smaller than a Titanoboa with a large frill). This news frightens your people greatly, whom express a desire to stay in the caverns you’ve already explored, despite reports that the caves go deeper still. Stability: -1 Power: 1 Extra: Your scouts report the presence of another band that appear similar to those of the Fern and Kashar that you encountered migrating in from the east. These individuals appear very battle-hardened, with many sentries spotted around their camps. They have settled into a small nearby valley, but whenever your scouts try to make contact, they are driven away by thrown spears. No fatalities have been reported and no major injuries have been inflicted, but this harsh response has made many of your people angry at these strangers, with some calling for a retaliation. This is only exacerbated by the hardship your people have faced recently. Bukar ( Aquos) Vote: Agriculture (1) Outcome: Your people attempt to increase yields of your farms by crowding more plants together into the same space. Instead, the crowding leads to overuse of the soil leads to the patches becoming drained and nearly dead, resulting in even fewer harvests than before. A small famine occurs, resulting in many casualties and morale to plummet. Stability: 0 Power: 1 Thourian ( soundwave) Vote: Find and domesticate new plants for food (17) Outcome: Your scouts report finding a sort of small tree that grows around the Degi nut trees, its branches laden with small, green lemon-shaped fruits with a thick and slightly gravelly skin. The taste of them is bitter at first, but when roasted over a fire release not only emit a pleasant aroma but also seem to change the taste from bitter to a pleasantly spicy one. This new food source excites your people as your gatherers quickly seek out these fruits to supplement your people’s diet. Stability: 3 Power: 1 Extra: Your scouts report sightings of the Azba hanging their meats over open fires, particularly so they can absorb the smoke. This method doesn’t seem to be particularly effective at whatever the aim of it is, but your scouts believe that the other band may be on to something, particularly when they report of visible frustration when the wind messes up this process. They also report to your elders that the Kashar and Sabers appear to be moving closer and closer to cooperation, with some expressing relief that the Kashar aren’t being hunter, while others wish to keep the sabers out of their hands. Doggax ( GabrielGG) Vote: Scavenge the area properly for flora and fauna and terrain (19) Outcome: Your scouts report finding many Astani resting grounds, recognizing the flattened grass and brush from many moons ago. They also report finding squat, leafy plants with large, thick leaves that appear edible, almost akin to the berries and other plants your band encountered in their flight from the other splinter bands. The leaves have little taste to them, slightly earthy, but these plants are quite common and go well with the berries your people cultivate when resting. They also report sightings of small rat-like creatures that can move on both their two hind legs as well as all fours, but they mostly leave your people alone. Your scouts also report that the grasslands not only lie to the west, but also a day’s walk to the north, the forest ending abruptly similarly to where your band ended up. However, they noticed that Astani herds seem to transition between these two biomes fairly frequently, meaning that should your band move into the grassland, they wouldn’t be left without a food source they know, which lifts spirits greatly. Stability: 1 Power: 1 Extra: Your scouts report sightings of scouting groups of another band, though you know not what they call themselves. They move aggressively through your band’s stomping grounds, hunting and taking whatever they find. Some of your scouts have tried to make contact, but one has ended up killed by a thrown spear, another has been severely injured. Your people are angered by this event, with some calling for these scouts to be exterminated as a message to whoever sent them. This puts a strong damper on the good fortune your people have experienced.
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Post by Immortal_Dragon on Nov 16, 2017 21:46:52 GMT
Round 7
Kashar ( serialkiller🌴) Vote: Tame the canines (8) Outcome: Some of your hunters venture out to try and bring back members of the saber packs and tempt them with food they brought along. This approach doesn’t particularly endear your people to the sabers, but now your sentries report the packs seem more comfortable around your people’s camping grounds. In fact, they almost seem to be following you as a source of food. While unnerving, it’s better than being attacked and eaten. Stability: 0 Power: 1 Extra: Your scouts report the Azba utilizing large reptiles that now roam the home valley as pack animals, as well as to both haul their simple rafts out of the water during the cold season, and push them back in when the lake unfreezes. This prosperity instills a sense of envy in our people after the failure to tame the sabers. This envy is only exacerbated when your hunters report seeing sabers that were clearly tamed by the Thourians, who use their Thourshian Sabers as hunting companions and guard animals. Yirha ( aviscerator) Vote: Cultivate the tuber plant (14) Outcome: Your people attempt to cultivate the tuber plants, but there seems to be some missing element to their growth that prevents them from being grown in numbers similar to the growths seen in the wild. Your growers speculate that perhaps these tubers might be connected to the tusked reptiles that guard them, thus preventing your band from growing them in large numbers. Stability: 2 Power: 1 Kathak ( blackink) Vote: Cultivate the berries (7) Outcome: Your growers attempt to cultivate the berries they’ve seen in the wild, but poor management of the clusters of bushes leads to limited harvests. Growth is generally stable, but this lack of knowledge about the growth of the berries leads to plenty of losses. Thankfully there are plenty of these berries in the wild to gather to supplement the meager harvests. Stability: 1 Power: 1 Tuuk ( QuantumCrab of '18) Vote: Attempt to domesticate the Ba’arb (1) Outcome: Your animal handlers, in a drastic miscalculation, decide to bring a whole pack of Ba’arb into your village to tame, however, things go wrong right from the start. Your handlers misjudge the aggressiveness of the scavenging felines as they wander too close to a den full of kittens. The Ba’arb chase your handlers down all the way back to your village, ransacking food stores and severely injuring anyone too slow to not flee into the trees as well as the domesticated Moha. Your hunters finally manage to drive them off, but your people return to a trashed village, most supplies devoured or driven off. It is a sobering moment, and many of your people now hate the Ba’arb and wish to see them chased off or wiped out. Vote: Store food in leaves high off the ground (4) Outcome: Your people once more try to store food wrapped in leaves, this time up in the branches of trees to keep them out of reach of ground-bound scavengers. However, they’re not safe even up there, as tiny flying reptiles with long thin beaks quickly make off with them. As a result of this and low supplies in general, your people go hungry in the next cold season, leading to many fatalities from starvation. Now many huts sit empty, and your people long for a change of fortunes. Stability: -1 Power: 1 Thaku ( oncpapa) Vote: Scout the west for major water sources (19) Outcome: Your scouts bring back good news, reports of a small lake fed by a waterfall from the higher mountains. In addition, this lake feeds down below in no less than three rivers, starting small, but all winding down further north. This water is much cleaner and more abundant than the springs and creeks your people drink from now, causing much excitement amongst your people and a desire to move closer to this new water source. Stability: 3 Power: 1 Yslach ( lordclassyus) Vote: Explore the caves for plants/fungi to cultivate (17) Outcome: Your scouts report back with great news, having evaded small packs of the Ti’zos, they have stumbled upon what appear to be the beginnings of an underground ecosystem. With mushrooms that grow easily as tall as an Augrela, and coatings of fungus (some of which glows) along the floor and in patches on the walls and ceiling being found. Some of these mushrooms are brought back, which your people discover can be grown even so close to the entrance of the cave system. However, they must remain in complete darkness in order to grow, wilting when exposed to sunlight for any amount of time. This new food source outside of the occasional Ti’zos, bird, or whatever the gatherers can scavenge brightens your people’s spirits considerably. Many call for further expeditions into the caves. Stability: 1 Power: 1 Bukar ( Aquos) Vote: Better weapons (12) Outcome: Your crafters begin creating prototypes of a weapon called a sling, a weapon composed of a strip of leather shaped so as to hold a stone with the wielder swinging it around their head to produce a potentially damaging projectile. While these early prototypes are successful in launching stones at a distance, they aren’t the most accurate of weapons, and are prone to snapping with prolonged use. Stability: 3 Power: 1 Thourian ( soundwave) Vote: Tame the Thourshian Saber (18) Outcome: Your handlers manage to tame some Saber pups, creating a new breed of loyal hounds to guard your people when they sleep as well as assist your hunters. These Sabers are leaner than their wild counterparts, but have more stamina and slightly smaller saber teeth. These loyal companions have given your people a much needed feeling of safety at night, and the increased hunting yields lead to a small population boom. Stability: 3 Power: 1 Extra: Your scouts report the Azba seem to have tamed the large reptiles that moved in to replace the Astani. Using them as pack animals as well as to haul their simple rafts onto shore as well as push them into the water when needed. Your people express envy after having gained the friendship of these creatures, and watch the wild herds warily whenever they know the Azba are nearby. They also report seeing signs of packs of Sabers following Kashar hunting groups, expressing concern that the Kashar are being hunted. Doggax ( GabrielGG) Vote: Plant the berries (12) Outcome: Your people manage to grow small clusters of the berry bushes, but the lack of consistent attention to them as well as a lack of knowledge on how to attend to them leads to meager harvests. Thankfully your people hunt the Astani herds as they return in their own seasonal migrations, and the berries also grow in sufficient numbers in the wild to feed your band. This continued reversal of your ill fortune has led to a feeling of contentment amongst your people. Stability: 0 Power: 1
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Post by Immortal_Dragon on Nov 16, 2017 15:06:12 GMT
Only vote missing is Aquos.
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Post by Immortal_Dragon on Nov 15, 2017 22:09:53 GMT
I'm ready to look for a final place to settle down Vote: scout westward in search for a water source(Like a river or lake) Just so you know, your people get their water from sources like freshwater springs and small creeks.
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Post by Immortal_Dragon on Nov 15, 2017 21:57:08 GMT
I think so.
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Post by Immortal_Dragon on Nov 15, 2017 21:52:54 GMT
Aren't canines also teeth ? Indeed they are. Though they're also a term for animals such as dogs and their relatives.
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Post by Immortal_Dragon on Nov 15, 2017 21:33:47 GMT
Okay thank you for the info Vote: Tame Thourshian Cat (The name for the creature) hopefully i can tame some They're canines.
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Post by Immortal_Dragon on Nov 15, 2017 20:48:10 GMT
hey Immortal_Dragon what are these new carnivores look like and how do they act? Think a bit like a large dog with a large, slightly elongated muzzle bearing the two pairs of saber teeth. Their fur is short but very thick, with a slightly pronounced scruff, and their coats tend to be black and white speckled to better blend into the shadows of foliage. Their build is a bit like that of a mastiff, but also crossed with a saber-toothed cat, with heavy shoulders and large forelegs, but also muscular hindlegs for bounding after their prey. Their tails are short and whip-like. They generally avoid groups of your people, but it would be unwise to be out alone whenever a pack of these animals are roaming about.
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Post by Immortal_Dragon on Nov 15, 2017 20:28:34 GMT
Round 6
Kashar ( serialkiller🌴) Vote: Search for ridable creatures (8) Outcome: You people discover the same reptiles discovered by the Thourians that now roam the home valley. However, after a simple misstep your scouts were driven away by aggressive individuals after getting between an apparent mother and her two offspring. However, you have also discovered a short, stocky canid (comes up to an adult Augrela’s hips at the shoulder) that features two pairs of saber teeth (one large “main” pair, and one behind that that are smaller) that prey upon the grazers, they seem to have followed the herds into your home valley. Stability: 1 Power: 1 Extra: Our scouts report the Thourian band have invented a form of thread or string that allows them to carry heavier loads more easily, as well as create more complex clothing that better protects them from the harsher colds. They also report seeing the Azba carrying baskets woven out of grasses and twigs, allowing them a greater ease of hauling as well. Many express a certain jealousy at the inventiveness of the other bands. Yirha ( aviscerator) Vote: Develop poisoned spears (20) Outcome: Your people dip their spear points in the venom of the Higill, causing prey animals to fall in fits of itching, becoming easy targets for your hunters. Even better, the venom is easily cooked away over your campfires, and the six-legged reptiles seem particularly susceptible to it, allowing your people to gather some of the tubers they guard, provided they have a hunter escort. This new development leads to small celebrations by your people, morale is soaring. Stability: 2 Power: 1 Kathak ( blackink) Vote: Settle and build housing using boar hides (10) Outcome: Your people begin building more permanent housing, using simple tents and huts made of hide lashed to branches. However, these huts tend to be small, just big enough for a single family to huddle inside, creating a cramped atmosphere. However, they provide good protection from harsh winds and snows or rains depending on the season. So while not the best of solutions, it is better than trying to shield oneself from the elements with branches. Stability: 1 Power: 1 Tuuk ( QuantumCrab of '18) Vote 1: Develop a way of storing food for long periods of time (3) Outcome: Your people attempt to store their food by wrapping them in leaves and burying the package in the ground. However, their efforts are thwarted by scavengers such as the Ba’arb that dig them up and eat most if not all of the contents, resulting in lost supplies and sometimes food poisoning in those daring enough to try to eat the scraps. Vote 2: Tame the Moha (12) Outcome: Your people manage to somewhat tame the Moha sloths, providing you with good pack animals, though the Moha prove easily distracted by nearby leaves. Handlers describe difficulties in keeping their animals on track, even more so when the Moha become startled by a Ba’arb pack, leading their handler on a surprisingly wild chase through the brush. This means the Moha are relegated to more of a hauling role within your village, but their carrying capacity is much greater than that of an Augrela regardless, easing the burden of your laborers. Stability: 2 Power: 2 Thaku ( oncpapa) Vote: Develop other stone tools such as an adze (14) Outcome: Your craftsmen develop a new tool, specialized for shaping wood. This tool consists of a wide stone shaped into a flat wedge attached perpendicularly to a short handle that can easily cut into the wood your people shape into tools and weapons. The tool doesn’t last for very long, and requires replacing by your most skilled craftsmen, but you have plenty of stone around that can be used for the head of the tool and wood to shape into more handles. This ability to shape wood more easily into tools and weapons eases your crafters’ complaints. Stability: 1 Power: 1 Yslach ( lordclassyus) Vote: Develop drums (11) Outcome: Your crafters stretch the scraped hides of animals over hollowed out sections of cut logs, securing them with your new strings. The sounds of your new drums allow your people to create the first music of your world, but they appear to attract the bat creatures from within the caves as well as the birds from outside when played too raucously. They also use up precious wood in their creation, leading to these drums being treated very preciously and replaced as sparingly as possible. Stability: -1 Power: 1 Bukar ( Aquos) Vote: Develop agriculture (17) Outcome: Your people begin cultivating clusters of the berry bushes, as well as small groups of 2-3 of the trees bearing the smooth-shelled nuts. This results in a minor population boom as your people enjoy feasting upon berries as well as the nuts, supplementing the catches of your fishermen quite nicely. Your people dance around their campfires in celebration of your good fortune, attributing their luck to the spirits of the land and water. Stability: 3 Power: 1 Thourian ( soundwave) Vote: Develop string making (16) Outcome: Your people begin making strings out of the tendons of animals that they catch, this leads to the implementation of small nets to catch scavengers for meat, as well as netting to carry catches and hauls in. This ease of lugging things around has led to a rise in morale, as well as a small population boom due to increased food supplies. In addition, your crafters can make thicker and more complex clothing to keep out the cold. The Azba marvel at this new invention, as do the Kashar. Stability: 3 Power: 1 Extra: Your scouts report seeing the Azba carrying around baskets made out of woven grasses and twigs, allowing them to carry heavier loads much like your nets do. Some express curiosity at this new invention. They also report sightings of new carnivores that attack the grazing reptiles in packs, seemingly drawn by their migration into the home valley, the herds are skittish now compared to before. Doggax ( GabrielGG) Vote: Scout the region for resources and information (12) Outcome: Your scouts report sights of animals roaming the plains, the Astani of your home valley seem to have become seasonal migrators along these plains, as a herd of them is spotted leaving the forests your band have found themselves in, headed for the open plains. Seeing these creatures mentioned in the elders’ stories elevates your people’s spirits somewhat, though your gatherers are still scrambling to feed everyone with berries they’ve found growing on bushes and your hunters catch as many scavengers as they can. Your scouts dare not scout further into the plains, lest they get lost amongst the grass, leaving you short on information on this “sea of grass.” Stability: -1 Power: 1
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Post by Immortal_Dragon on Nov 15, 2017 18:36:13 GMT
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Post by Immortal_Dragon on Nov 15, 2017 15:46:58 GMT
Btw, I'm a bit surprised that I'm in the herbivore niche now. How'd that happen StealthStyleL?
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Post by Immortal_Dragon on Nov 15, 2017 6:57:19 GMT
Shall I put you down for a string-making vote? Like everyone else, you're going to need to develop string-making first. Which is different from the grass weaving your people already know to create their caches.
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Post by Immortal_Dragon on Nov 15, 2017 4:19:31 GMT
vote 2: If they haven't developed fire yet, experiment with fire away from any houses/trees Yes, your people know of fire and its uses. They cook their food over campfires and use them to keep warm when it gets especially cold out. From the first post under Past Policies: " Fire: Your people have acquired the ability to create fire, whether in the form of a cooking fire or a simple torch. It allows materials to be heated to a degree when crafting as well as warms you at night. "
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Post by Immortal_Dragon on Nov 15, 2017 3:51:49 GMT
And now my people march to war. May Zama'tor guide their arrows and weapon arms.
Votes sent in via PM.
Extra: To the Thourians: "You have our deepest gratitude in your assistance to the Imperator. To you, we will grant the secrets of Toric Steel, one of the strongest metals in the world. We hope you find this to be satisfactory payment for services rendered."
To the Asteoridenreich: "We have heard that you are the originators of the gorphons. Not only that, but you have bred those specifically for battle. Our handlers seem to have gotten it into their heads that the labor breed we imported are meant for war. Might we procure some of these war gorphons from you to get these silly ideas out of their heads? We can offer the secrets of our steel to you in exchange if that so interests you."
To the Zirk: Let's make that deal we agreed on if it didn't take.
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Post by Immortal_Dragon on Nov 15, 2017 2:50:32 GMT
Round 5 Kashar ( serialkiller🌴) Vote: Develop agriculture (7) Outcome: Your people clear plots of land to try planting Degi nuts in the ground, however, they don’t fare too well, mainly because your band still roams part of the valley with the warm and cold seasons, thus not allowing you to tend to them constantly. Perhaps if your band settled down with their fields, they’d be able to learn more about this new craft. Stability: 1 Power: 1 Extra: Your scouts inform you that the Azba have been seen using wooden platforms that float on the water to traverse the lake in the center of the home valley. Allowing their fishermen a greater range for gathering. (Note: Your people are also aware of the presence of the Thourian band.) Yirha ( aviscerator) Vote: Clear land to cultivate the purple fruit (3) Outcome: Your people try to clear the land so that the purple fruits can be properly cultivated, but by the time they return, there’s already new growth in the area that they cleared. Not to mention the purple fruit trees seem to not respond well to this method of growing, it would seem. This dip in food supply has left your people disheartened. Stability: 0 Power: 1 Kathak ( blackink) Vote: Create bows (3) Outcome: You try to create bows, but most of the prototypes snap when the wielder attempts to draw them back. Your people have become distrustful of this attempt to create something new using strings, opting to stick more to the inventions that have already appeared using them. Stability: 1 Power: 1 Tuuk ( QuantumCrab of '18) Vote: Create weapons for protection and hunting (17) Outcome: Your people have come upon yet another breakthrough, this time in the form of a large arrow-like throwing dart. With your hunters’ strong arms, they can fell plenty of prey, including the Ba’arb, but also towering sloth-like creatures that feast on the leaves of trees using a combination of long claws and a long, tapering tongue covered with barbs to scrape said leaves off of branches. This increase in food once more leads to a larger population as well as an increase in solidarity as your people take pride in being Tuuk. Stability: 3 Power: 2 Thaku ( oncpapa) Vote: Reverse engineer spear heads (1) Outcome: Your crafters attempt to recreate the spear heads your scouts have found, but each attempt ends up crumbling to dust or shattering when tested. While vastly disappointing, in a fit of temper, the originals are destroyed by a frustrated craftsman, leaving you with no template to build off of anymore. This leads to some grumblings amongst your other crafters, who wish to see the offender punished. Stability: 0 Power: 1 Yslach ( lordclassyus) Vote: Develop string-making (10) Outcome: Your craftsmen start using tendons from your meat stores to make string. The results are good for carrying light loads such as twigs and small sticks for tinder as well as what small creatures can be found roaming such sparse underbrush. Anything larger or heavier quickly snaps them. The ease of carrying things this allows means your gatherers and hunters don’t have to stay out in the harsh wind and cold for as long, lifting spirits some, though conversation around the campfires remains somber. Stability: -2 Power: 1 Bukar ( Aquos) Vote: Create housing (7) Outcome: Your people attempt to create structures from local grasses and branches, but they can barely be made large enough to do more than shield catches of rays from the sun as well as store nuts. Some of your people use these as makeshift baskets instead, allowing your people to more easily carry their hauls, though the failure to achieve the intended goal is disappointing. Stability: 2 Power: 1 Thourian ( soundwave) Vote: Start cultivating the land (19) Outcome: Your people start creating small clearings, in which they grow Degi nut trees. While labor intensive, this has given your people plenty of incentive to stay near their caches of resources. They’ve even discovered a new crop, a grain that grows on the fronds of a short, stubby plant, the buds on these fronds “blooming” into wheat-like kernels when ready to harvest. Stability: 3 Power: 1 Extra: Your scouts inform you that the Azba have been seen using wooden platforms that float on the water to traverse the lake in the center of the home valley. Allowing their fishermen a greater range for gathering. Doggax ( GabrielGG) Vote: Migrate Northeast (3) Outcome: Your people attempt to migrate to the northeast, but are ambushed by another one of the splinter bands, robbing you of a fair chunk of your supplies. Your people desperately flee to the lowlands, finding themselves on the edge of a forest of leaves, with a great grassy plain beyond as far as the eye can see. Hungry and scared, your people look to their elders for guidance. Stability: -2 Power: 1
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Post by Immortal_Dragon on Nov 14, 2017 14:54:08 GMT
Due to a lack of response, GabrielGG will be joining the game now instead. Pick your band name and take a vote.
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Post by Immortal_Dragon on Nov 13, 2017 5:19:21 GMT
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