Guess what I did?, Next round there will be a start to events, but I will start trimming some of the parts of the game, to make it easier for myself. Sorry I'm so bad at this part guys
Round 9 Round 9: The Age of Ancients serialkiller🌴 - Kometenvolk Desot Vote: Improve Carts (13/10)
Vote: Mining (8/15)
Trade: Math for Mining (Kore) (10/5) (Tech)
Trade: Wheels for Potatoes (Pyrea) (15/5) (Tech)
“Now we know, the outside is filled with those that pretend to be our friends. But for now, we too must pretend or our people will suffer”- Desot Sial Mulok to the head of his guard The development of the wheel gave the Komentenvolk a new means of moving goods and people across the vast distances of the desert that encompasses their homes, and with the more widespread use of the wheel, development was made into ways to improve both the lifespan of the wheel itself, and the tonnage of the carts used to transport the goods. Carts are becoming bigger, wheels are becoming better, and as semisolid trade routes become used by more and more carts, the beginnings of roads and routes begin to criss cross the desert itself.
With the rise of caravans of traders, and the subsequent development of Komentenvolk settlements at oasi and rest spots along the routes, interest began to grow in commodities to trade, so small groups of scouts were sent out in a small circle around the settlements. One group reports the discovery of large clusters of rocks that, while not currently able to quickly and efficiently dig through, can be broken down into smaller rocks. With their current ability, this has lead to small molding and crafting of small bits of jewelry for trading and as status symbols with the Desot being given the best molded ones.
Meanwhile the scout groups continue with their given missions, the ones dispatched to the southeast continue on their way home, and have been spotted by scouting patrols and nomadic komentenvolk, and are brought back to the new main village of the komentenvolk. They have so far kept the news of the spirit portal secret from the public, an easy enough task given the fact most of the komentenvolk seem to be keeping their distance, with some scouts hearing rumours the village thinks they are cursed or are strangers to the homestead. The leader of the group requests an imminent audience with the council and is surprised to be presented with a man he knew to be a member of the council, but not the council itself as a whole. Regardless he gave his report of the scouting expedition, and tells the story of the spirit portal they found. However, he keeps one thing secret, there are men from the trip who are seeing things no man has seen before, and he has managed to keep them from telling the others, but they speak in odd tongues at night, and during the day always glance southeast, towards the portal, sometimes for whole minutes before they seem to recollect themselves.
The group sent to the northwest, now with people who seem to be friendly, are spending their days partaking in group interactions, each of the three groups has something they are willing to share with the other two, though with no real means of communication between the groups things are limited in how much they can get across to one another. The Kore, as the hosts of the groups, take them all to an outlying village on the riverbed, seemingly downstream of a much larger settlement, but neither of the guest groups push their luck, many happy to have an actual place to stay. The Kore share some with the groups, including some beverage that has a bittersweet taste, but pleasant side effects, though they are not encouraged to drink nearly as much as the Kore seem to. The Pyreans seem to be enjoying themselves as well, though the scout chief does notice that the group seems to take a hour to themselves twice a day to practice a ritual that make no sense to the Komentenvolk.
After a few days spent with each other the groups begin to relax more, and begin to share things. The Kore begin to show off some fancy metals they claim to come from the earth, and the Pyreans share the food they brought with them in a feast, a hard brown object that, while hard when eaten raw, is quite soft and tasty when put into boiling water, and especially when mixed with the Kore’s beverage of choice. The groups enjoy each other's company well enough to prevent conflict, and the Komentenvolk share some of their own secrets with the groups. While the scouts themselves had left before the discovery of the wheel and the theory of mathematics and astronomy that help the Desot these days, they do have some idea about them thanks to scout groups moving quickly to report some things to the tribe, and have meet the scout patrols at the edge that have given them the basic info, and the scouts share their theories with the Kore and Pyreans.
Though they have enjoyed their meeting with the new group they have received a message from one of the scout messengers, requesting their return to the Desot to share their discoveries first hand, and convince the Pyreans and Kore to give them some of their “potatoes” and “metals” for their trip home.
Stability: Sturdy (3)
Power: Minor (2)
Government Type: Despotism
Military Organization: Hunter groups, Desot Guard
Weaponry: Spears, Axes, Clubs
EconomyDomesticated: Komentenfolger, Fruit clusters (potato delay)
Focus: Subsistence farming
Trade Route: (delay)
Society Organization: Tribalism
Classes: Desot, Shamans, Guards, Hunters, Gatherers
Diplomacy Contacts:
The Kingdom of Pyrea- Potential for trade, friendly indifference (delay)
Kore Republic- Potential for trade, friendly indifference (delay)
Technology Economy: Farming (I) (delay II), Domesticated Animals (I), Food Preservation (I), Wheels (II), Roads/Trails (I), Mining (I) (delay II)
Military: Weapons (II)
Society: Medicine (I), Housing (I), Navigation(I)
Science: Geometry (I), Astronomy (I)
Past Votes:
R1: Migrate East (18)
R2: Domesticate Komentenfolger (13)
R3: Farming surrounding area (18)
R4: Construction (17)
R4: Mounted Weapons (7)
R5: Food Preservation (16)
R5: Medicine (14)
R6: Send Scouts looking for other people (18)
R6: Send another expedition looking for other tribes (3)
R7: Weapons (17)
R7: Meritocracy Chiefdom (10)
R8: Wheels (8/10)
R8: Mathematics (13/10)
Immortal_Dragon - Hakshah Holy StateVote: Develop Atlatl (Ranged Weapons) (18/10)
Vote: Noktuk Sled (16/10)
“We continue to explore these great gardens that spread across the whole of our world. But one must ask the question, what really lives within these deep grasses? Mosi? Creatures of Blood? Parasites that killed the Giants? We must prepare”- Tiku Malis speaking to the Tahso of the dangers of the Gardens Having returned from the Gardens that surround the growing settlements of the Hakshah, Chief Scout Tiku Malis inquired of the council's plan if they discovered the existence of creatures rumored to stack the tall grasses. Beings so vicious it was they who hunted the Giants whom the Hakshah descend from, hunting them from the inside, and tearing them apart. The enemies of the Giants were thought extinct, killed by the Giants soon after the creation of the Gatekeeper Mosi, but evidence of hunting creatures in the grasses, specifically the torn open carcasses of Noktuk, leads to fears of the creatures return.
To help comfort the Hakshah, the Tahso task the experienced hunters with something that would help bring a sense of safety should they have to fight the creatures of legend. The hunters tasked quickly tried many different things, but trying to make weapons of the stalks of grass accomplish virtually nothing. These efforts were not for naught however, simply misguided. When they shifted to efforts to utilize the rare wood found around the tribe they came up with a, in retrospect, simple invention. Namely the making of a way of extending the throwing range and speed of their spears, a counter weight and lever all in one. The Atlatl helps the hunter launch their weapons at a longer rage and at much greater speed, and even accuracy. This new tool is put to work in many different ways, from as a simple toy for children, to the instrument allowing hunters to hunt game from a further distance, limiting potential of the prey discovering the hunters beforehand. Another thing created by the Hakshah tasked with protecting the settlement from any creatures who would threaten it is the development of traps, often hidden in the long grasses and unseeable by an untrained eye, these traps are mainly designed for smaller animals, but have the potential to be adapted for much larger creatures, and have already caught some that could have threatened the Noktuk.
A secondary development within the Holy State was the invention of something that was also, in retrospect, a simple invention. Rather than just allowing the Noktuk to pull bags of things along the routes, some Hakshah have created simple sleds and raised platforms that help hold the goods and distribute the weight more equally, allowing the Noktuk to be tricked into carrying much more than before, especially on ground that is more covered in stomped grasses. This invention does much to allowing great exchange of goods between the settlements and in the amount of food brought in each haul from hunters and gathers.
Mosi Colonies continue to climb in number surrounding the now permanent settlements of the Hakshah, with the sight of Mosi groups common in the pathways of the settlement. As the number of Mosi grow, so too does their seemingly benevolent behavior reap even more gifts of small berries and dead creatures meant to be food. Perhaps these creatures are the last gifts of the Giants before.
Stability: Solid (2)
Power: Minor (2)
Government Type: Theocratic Oligarchy
Military Organization : Hunter groups
Weapons: Spears, Atlatl (ranged levers), Traps
EconomyDomesticated: Mosi, Wheat, Noktuk
Focus: Subsistence farming
Society Organization: Tribalism
Classes: Tahnso, Shamans, Scouts, Farmers, Hunter-Gatherers, Mosi
Religion: Cantism
Diplomacy Contacts:
None
Technology Economy: Farming (I), Domesticated Animals (I), Food Preservation (I)
Military: Weapons (ranged (I))
Society: Pottery (I), Housing (II), Religion (II)
Past Votes:
R1: Migrate Northeast (6)
R2: Hunt killers for food (19)
R3: Cultivate Mosi as food sources (19)
R4: Agriculture (19)
R4: Food Preservation (3)
R5: Food preservation (12)
R5: Develop Housing (13)
R6: Pottery (17)
R6: Religion of Cantism (18)
R7: Theocratic Oligarchy (16)
R7: Scout the Grasslands (15)
R8: Improve Construction (16/8)
R8: Domesticate Animals (Noktuk) (8/9)
agenttine -Kore Republic Vote: Musical Instruments (14/8)
Vote: Measurement Mathematics (13/13)
Trade: Math for Mining (Komentenvolk) (7/5)
Trade: Axes and Bows for Potato (Pyrea) (9/5)
“Beauty has many forms, for some it is found in the sound of music, for others it is found in the elegance of mathematics, and for others still, it is found in the joys of friendship. Of course that could be the wine talking”- Overheard at a feastAs they welcomed their guests to a village on the outskirts of the Kore settlements, the Republic debated how they should treat the newcomers, and what exactly they would be willing to share with them.
During this time, however, there are other developments that occur. Thanks to the Kore having ample time due to the large supply of fish in the river and berries that provide a great amount of both food and wine, there has been a cultural awakening within the Republic. With access to things like the bones of crocigators and the plants of the river and the nearby woods, the Kore have shaped these tools into something much different, things that make sounds and can be played at the feasts and festivals. These instruments have becomes commonplace during the days of the Kore, and are often played multiple times throughout the day to help raise spirits.
As they have developed more means of keeping time and measuring the depth of the river, and as these become more widespread to help deal with the life giving waters they call their home, the Kore have begun to develop the very beginnings of mathematics and calendars that help them deal with the annual floods, and help them develop a system to deal with the flooding that helps measure the amount of water expected to flood.
As their guests notice the things such as the musics and the math used to help the Kore survive, they share some of their own developments to help the Kore in exchange for safe harbor on their journies. This is helped by the throwing of a few feasts in a more remote village to help acclimatize their new neighbors.
Noticing the use of timekeeping among the Kore, the ones known as the Komementenvolk share some of their own methods of crossing the vast desert they call home, and also share the means they use to measure the distances, giving the Kore the basics in skywatching and land measurements.
The Pyreans, on the other hand, are more interested in the fact the Kore live along a similar river as the one they live by on their own homeland, and while feasting one day, they share their rations of potatoes the Rex gave them for their journey. This is actually revealed to be quite popular with the Kore, and the Pyreans share a few more of these odd tubers with the Kore. They however, note the fact that it is hard at home for them to catch any meaningful amount of meat, and tell the Kore how lucky they are that they have the means to gather large amounts of meat for their meals. The Council of the Kore agree that the fact the river of the Pyrean lacking fish is a tragedy, and so are willing to share the now quite popular design of the bow to the Pyreans in exchange for a larger share of potatoes than initially agreed. The Pyrean Scouts agree.
Stability: Solid (2)
Power: Minor (2)
Government Type: Meritocracy Republic
Military Organization: Hunter groups
Weaponry: Spears, Axes, Clubs, Bows
EconomyDomesticated: Crocigators, Teal Berries, Potatoes (Delay)
Focus: Subsistence farming, Fishing, Trade between villages, Mining (Delay)
Luxuries: Wine
Society Organization: Villages
Classes: Scribe, Councilors, Keepers, Guardians, Fishers, Farmers
Religion: Crogigators
Diplomacy Contacts:
The Kingdom of Pyrea- Trading
Komentenvolk Desot- Trading
Technology Economy: Farming (I), Domesticated Animals (I), Food Preservation (I), Barges (II), Domesticated Plants (II)
Military: Weapons (II)
Society: Wine(I), Housing (II), Writing (II), Timekeeping (I), Mining (I)
Past Votes:
R1: Migrate Northwest (17)
R2: Friendly Crocigators (13)
R3: Cultivate Teal Berries (18)
R4: Construction (14)
R4: Writing System (6)
R5: Meritocracy Republic (16)
R5: Sharpened Flint (for Writing) (9)
R6: Crocigatorism (worship of Crocigators) (2)
R6: Develop Bows (8)
R7: Larger Water Vessels (16)
R7: Longbows (12)
R8: Wine (16/10)
R8: Metalworking (15/15)
TheGraveKnight - Xi`thoi Tribe Vote: Ranged Weapons (Bows) (15/10)
Vote: Xi’thoi Religion (Parthenon of Gods) (16/10)
“Ru’Ta, great finder of food and bringer of herds, bless this hunt and your faithful hunters. May our arrows fly true and our feets leads us home.” Hunter Xas’Murok, giving the Hunters Prayer As the Xi’thoi tribe continue to expand their various villages, they slowly begin to view the world in a more mystical light. The Mountains and Passes that separate the Xi’thoi from the Great Blue Expanse has become the noted homes of some beings much more powerful than the tribe members, a late explanation for the many missing colonizers who failed in the expedition to the seaside. On the side of the Mountains the Xi’thoi live, the gods inhabit many places, from the Lake that continues to give substance to the tribe, to the forest and supernatural beings that live within. The gods are numerous, and take the form of Hunters, Lakes, Animals, and even Mountains. These new gods give the Xi’thoi both a new outlook on the world, helping explain some of the mysteries of the world, and serve to help bring the Xi’thoi together by spawning many different tales of these gods, serving as fables and tales to tell the children during their daily teaching lessons, with the best stories being voted on to create more merit to their tellers.
Another effect of the growing tribes and settlements, the Xi’thoi have more loggers creating more wood that can be used for other goods, such as something new to the tribe, bows. The sinew of animals, the stones of the lakes, and the woods of the forest all come together to create the new ranged weaponry, which has become widespread throughout the tribe's hunters. This has lead to the rising tradition of mounted hunters shooting their prey. The distinction of quick and steady aim on the backs of the Xi’thardans has become something of a competition among the hunters, and has also lead to a great rise of hunted food for the villages, as well as an increased means of protection for the people.
Stability: Stable (1)
Power: Minor (2)
Government Type: Point based Meritocracy system
Military Organization: Hunter groups
Weaponry: Spears, Bows
EconomyDomesticated: Xi’Thardans
Focus: Gathering, Minor Fishing
Society Organization: Tribal
Classes: Elders, Scouts, Mounted Hunters, Hunters, Gatherers, Youth
Diplomacy Lost tribe (just saying)
Technology Economy: Domesticated Animals (I)
Society: Organization (I), Housing (I), Education (I)
Military: Weapons (I)
Past Votes:
R1: Migrate Southwest (20)
R2: Collect Supplies (11)
R3: Educate the Youth (4)
R4: Organized Teenage Hunters (19)
R5: Scout “Hills” (16)
R6: Colonize new land (beach) (3)
R7: Improve Huts (11)
R8: Xi`Thardan Diversification (14/10)
NickTheNick - Kingdom of Pyrea Vote: Domesticat Birds as Mounts (16/13)
Vote: Improve Metalworking (12/10)
Trade: Potato for Axes/Bows (Kore) (10/5)
Trade: Potato for Wheel (Komentenvolk) (6/5)
“A city made of metal and jewels, a city of flying monsters chained to the ground, a city of clever men, and even more clever women. A city to last for the ages” Detailed account of Pyrus from an unknown trader, thought to be from a land lost to time The Kingdom of Pyrea has continued its expansion under the Rex Marcus, with new settlements being created following the discovery of metalworking and the desire to mine more jewels and metals for their leaders as a means of rising above their stations. This has lead to a minor revolution among the lower classes, as the need for miners and the ability to craft the metals into things has become a valued skill. As the members of the council compete for favor from the Rex and the Gods, they often hire people with novel designs that are beneficial to the Kingdom. This has lead to a wide variety of designs being tested, from tools useful for farming, such as hoes and metal hand-shovels, to things that are purely decorative, such as necklaces and rings. Another thing created was barbed spear tips useful for hunting.
Realizing the practical application of these new metal tools, the Rex has began distributing the metal tools to his workers in the fields, which has increased production of food through the Kingdom as workers trade their stones and rocks for the metal tools. This has even extended to the hunter parties gaining access to the copper spears, though for the large part the Rex has limited their deployment to his personal guard and other groups that have gained his favor.
With the news of the strange birdlike creatures reaching the Rex from his scouts, and realizing the potential of mounts to help transport foods, metals, and peoples, the Rex has sent groups of herdsmen use to corralling birds to help domesticate the large birds. The efforts go well, and the men return with the mounts who quickly become a part of the lives of the Pyreans. The odd bird creatures can easily hold packs on their backs, and a single passenger, but if they are connected to sleds, they cannot carry much more without becoming irritated. They are being incorporated into the scouting groups and the groups responsible for trading goods around the settlements. However, a few have been conscripted into the Rex’s personal guard.
Meanwhile, the expedition sent to interact with the other people have good news to report. They have established friendly relations with the two groups during the nights of feasting and parties. They spend their time at the parties gathering all the information they can from the scouts of the Komentenvolk and the representatives of the Kore. They listen to their stories and share in their meals, with the Pyreans sharing some of their own tools and foods in an attempt to help facilitate good relations. They mainly contribute their rations of potatoes to the soups made by their Kore hosts. While negotiating with their hosts, the head of the party Daemones Quintillus manages to negotiate some of their spare potato rations for the Kore bows, in order to help with the catching of food in their homeland. He also manages to trade even more of the potatoes for the novel idea of the Komentenvolk “Wheel”, which Quintillus realizes would be helpful for the odd bird-creatures the scouts encountered on their journey.
With the trading of their rations requiring much more than they initially expected, the Pyrean scouts are now relying much on the Kore hospitality for their meals while they try to conserve their own potatoes for their eventual journey home, however, they can only stay in one's house for so long before they become unwelcome.
Stability: Solid (2)
Power: Minor (2)
Government Type: Theocratic Monarchy
Capital: Pyrus
Military Organization: Trained Militia
Weaponry: Slings, Spears, Axes (Delay), Bows (Delay)
EconomyDomesticated: Potatoes, Birds, Mounting Birds
Focus: Subsistence Farming, Mining
Luxuries: Jewelry
Society Organization: City-State
Religion: Pyranism
Classes: Rex, Priestium, Tribal Council Nobles, Guards, Army, Miners, Farmers
Diplomacy Contacts:
Kore Republic- Trade
Kometenvolk Desot- Trade
Technology Economy: Domestication (Plants I Animals II), Mining (I), Food Preservation (II)
Military: Organization (I), Weapons (II)(Delay)
Society: Structures (I), Writing (I), Wheels (I)(Delay)
Past Votes:
R1: Migrate North (11)
R2: Divine message to move North (Found Pyranism) (12)
R3: Hunt, Gather, and Cultivate (8)
R4: Domestication of Plants (16)
R5: Kingdom of Pyrea (19)
R5: Form Army/Militia (17)
R6: Food Preservation (17)
R6: Pottery/Storage (16)
R6: Animal Domestication (13)
R7: Structures (18)
R7: Writing (9)
R8: Mission to the West (15/12)
R8: Metalworking (17/15)
evolution4weαk - Acirema Tribe Vote: Metalworking (14/15)
Vote: Medicine (13/13)
“We must work toward building our own homes, and healing our own bodies, rather than harming the bodies of others”- Healer Ralef Gomec to his class of students With the conflict within the Valley continuing to smolder beneath the surface, and the skirmishes outside the Valley continuing to send people back to the tribe with wounds, there was the pressing need to find something to help fight infections and prevent disease from spreading within the increasingly densely populated Valley. This need was eventually somewhat relieved with the discovery of a plant just beyond the valley that, when crushed under rocks, became a paste that could be applied to body parts with wounds, helping with both the pain and speeding up the healing process.
The newly discovered metals are more difficult to melt and shape than initially expected, with specific techniques taking months to learn and apply to the metals. This is not helped by the fact the Acirema are still more a collection of bands than any organized force. Some members have, however, found employment within the Alcos Clans, whose Dikl leaders have given food and shelter in exchange for supplying metal arms to their warriors.
Stability: Solid(1)
Power: Minor (2)
Government Type: Basic Tribalism
Military Organization: Hunter Gather Groups
Weapons: Spears (Bronze Tips), Throwing Spears, Proto Swords (Bronze)
EconomyDomesticated: Poars, Plants
Focus: Subsistence Farming
Society Organization: Tribalism
Diplomacy Contacts: Limu Confederation- Border Skirmishes
Alcos- Close Allies
Technology Economy: Domestication (Plants I, Animal I), Mining (I)
Military: Weaponry (I)
Cultural: Medicine (I)
Past Votes:
R1: Migrate East (8)
R2: Keep Moving East (16)
R3: Realize wanted to move west all along (16)
R4: Continue West (13)
R5: Scout Valley for Resources (17)
R6: Agriculture (and share with Limu) (15)
R7: Weapons (9)
R7: Mining (10)
R8: Weapons (12/10)
R8: Mining (16/15)
GabrielGG -Potatorynu Tribe Vote: Explore Caves and Caverns (17/10)
Vote: Hunt Forbears/Night Hunters (for clothes and dominance) (20/14)
“The Hunters, now the Hunted. Their skins, their homes, their lives. All forfeit.”- After generations of being hunted by the strange creatures of the night, the Potatorynu have finally been able to go on the offensive, and go on the offensive they have. Armed with their bows and spears, groups of hunters and scouts journey to the caves the Forbars call their homes, and begin a campaign of killing them in their sleep and attempting to drive them away from their caches of fish. After killing some of the Forbars, nightly attacks have noticeably decreased around the settlement. Moreover, the skins of the dead Forbars are given to the hunters who make the kills, and are seen as a symbol of authority of the tribe. It becomes a mark of both pride and excellence to make a kill of a Forbar.
Unusually however, the Nighthunters are not among the caves and caverns as once thought, and seem to have disappeared into the night of their names without a trace.
Within the caves and caverns themselves the scouts and hunters report them to be very large and spacious, with large streams within them and even, to the dismay of some, areas where the ceiling opens and large groupings of plants are found, many of which bare fruits and vegetables easily eatable. The caverns also contain some of oddly color rocks that give off some type of feeling of energy to those near them.
Stability: Solid (1)
Power: Minor (2)
Government Type: Chiefdom
Military Organization: Hunter Gather groups/Fisher's/Security
Weapons: Spears, Harpoons, Nets, Barbed Tips, Bows
EconomyDomesticated: Wall of Thorn, Berries, Fish
Focus: Subsistence Farming, Fishing, Hunting
Luxuries: Fish Bone Jewelry
Society Organization: Tribalism
Diplomacy None
Technology Economy: Domesticated (Plants II), Fishing Tools (I)
Military: Weaponry (II)
Social: Housing (II)
Past Votes:
R1: Migrate South (7)
R2: Hunt Forbars (18)
R3: Scout Local Area (3)
R4: Fruit Search (11)
R5: Forest Torches (16)
R6: Wall of Berries (17)
R7: Housing (14)
R7: Fishing Tools (18)
R8: Mining (13/15)
R8: Bows (15/13)
Aquos -Orzal Kingdom of Ektar Vote: Develop Metalworking (16/13)
Vote: Better Boats (10/12)
Story: Peasant woman is oracle
“It is She who sees The Gods, and it is She to whom They speak. Perhaps there is something to be said about this.”- Ertori Vicant Luciot to Ertori Cant Huro The story begins as such, there was once a woman born of not but ash. She grew in a small village along the ponds of the Swamp, whom each day worked in the fields bringing back fish and berries. It was not an easy life, but she did as she should, for the Ekuros speaks for Ektar, and Ektar is the one who gives life. But one day Ekuros said to the Orzal people “Come to me, and bring me bounties never seen, and you shall live in comfort for all your life”, and so the village went to their fields to try to make the bounty. All but one, who stood by the pond, for she thought “I am but a simple woman, for simple things, I care not for the glory of the trappings of court, but for only glory of Ektar”, and Ektar heard. While all others went only to better their own place in life, this woman seeks to make the Orzal strong, and so he spoke to but her, through a form not of his own, to test her and her will. Ektar spoke to her though Geost, god of past, present and future, for It sees all and knows what shall come. “Take this fish, my child, and plant it under the bushes that hold my bearings, and there shall be a feast more bountiful than shall ever been seen before.” And so she did, and so it was as It said. And so Ekuros kept his word and spoke to her, “From where did you get this idea, young one, for it had saved our people.” And so she said “The one who spoke to me also speaks to you, and their word is a true as the plane in which we live”, and they all knew about who she spoke. But she was not finished, as she spoke again “That which spoke to me, says again the power that lies beneath our very feet shall be ours, should we wish for control beyond the bounds of man”. And as she spoke, Geost spoke through her, just as Ektar spoke through It.
The revelation of one who spoke through the voice of the Gods hit the upper crust of the Kingdom hard, especially when they made the discovery of small groupings of rocks which could be easily melted to form many different shapes, some of which would form spearheads and tools for the workers in the field, once more showing the woman's close connection to the Gods. Other small rocks also found held even more power, those who went near those rocks felt connections not felt in generations, to the plane the world exist on, perhaps holding the fabric of the world together itself.
Even on the surface world, other discoveries were made still. The rafts which allowed the people to fish easily on the ponds of the Swamp were to be made even better, holding not only more fish, but able to travel across more of the thick and hard to cross ponds, giving them the ability to travel from village to village rather easily.
Stability: Solid (1)
Power: Minor (2)
Government Type: Theocratic Monarchy
Capital: Ormen
Military Organization: Ertori Guard, Guardians
Weapons: Spears, Harpoons, Nets, Clubs
EconomyDomesticated: Neshlek Berries, Ashar Berries
Focus: Subsistence Farming, Fishing
Society Organization: City-State
Classes: Ertori Guards, Ekuros, Karti, Priesthood, Peasantry
Religion: Ektarism
Diplomacy Contact:
Mukoi Splinter- Hostile (No Contact)
Technology Economic: Domestication (II), Fishing (I)
Military: Weapons (I)
Society: Religion (II), Organization (II), Housing (I)
Past Votes:
R1: Migrate South (16)
R2: Scout local area (9)
R3: Cultivate Neshlek Berry population (16)
R4: Fishing Tools (17)
R4: Weapons (16)
R5: Pole Huts (6)
R5: Form Ektarism (Different Forms of the Same God) (12)
R6: God-King/ Orzal Theocratic Kingdom (13)
R6: Theocracy based Kingdom (3)
R7: Clergy (12)
R7: Housing (16)
R8: Agriculture (10/8)
R8: Metalworking (5/15)
limeyhoney - Limu Confederation Vote: Prophet of Peace
Vote: Scouts after Thorians
“War only exists to harm us, to really break through and achieve who we really are, we must forsake arms, and exist only through peace.”- The Prophet of Peace, whose name is lost
War has a cost. That cost is paid for by the ones who fight, they are injured, missing limbs, or more still not seen as easily be the naked eye. One such man, wounded in another meaningless skirmish for a meaningless reason, decided this was not the way of the world. It is way of greedy men, Dikhls with power, who only crave more without care for the people injured, and an ineffective Kun, who exists only to do as the Dikhl commands. So he went to the others in his Milita, his friends and allies who fought with him, and told them of his way. He would refuse to fight, and sit in the center of the village, and only move when death itself called him. And so he did, and so the others did. They sat in the center of their villages, and told those who pass they do not fight a meaningless fight. And as they passed, others would spread the word to those who would listen, of the men who laid down their arms, and sat for peace. After more fights, and more deaths, others would join, finding no meaning in the endless war. They would sit, and not move. And the guards would not fight their own, not when these very people had fought with them not to long ago. So they sat, and others sat too. And the Dihkls noticed, and they came down to stand and ask, and none would speak to them, for they were the cause of the war. And so some felt the shame, and others felt only fury. Who were the people to question the will of their betters? But nonetheless, some were more than none. And so they promised to cease their wars, so long as people would continue their works instead of sit all day.
As they tried for peace, so too did they try to heal past wounds, and they sent some scouts after the Thorian Outcasts hoping to have them as their voice to the Alcos and Acirema. However, as their scouts journeyed out following the Thorians, whom have continued on their journey south, they have not managed to catch up to the group yet, as they have a head start and have not yet stopped.
Stability: Shaky (0)
Power: Minor (2)
Government Type: Oligarchic Confederation
Military Organization: Dikl Militia groups
Weapons: Spears (Bronze), Bows (Bronze), Slings
EconomyDomesticated: Poars, Tubers
Focus: Subsistence Farming, Mining
Society Organization: Clans
Classes: Kun, Dikl, Militia, Farmers
Diplomacy Contacts:
Acirema- Border Skirmishes
Alcos- Cold War
Thorian- Outcasts
Technology Economic: Domestication (II)
Military: Organization (I), Weaponry (I)
Social: Organization (I)
Past Votes:
R1: Migrate Southeast (5)
R2: Stay in the Valley (19)
R3: Spread out the population (11)
R4: Tribal Confederation (12)
R5: Animal Husbandry (sharing with Acirema) (14)
R5: Militia Forming (5)
R6: Domesticate Poars for Agriculture (9)
R6 Surprise Attack on Acirema (13)
R7: Call for Armistice (18)
R7: Weaponry (9)
R8: Wheel (17/10)
R8: Mining (18/15)
February Steam of Foushoo - Mukoi Splinter
Vote: Ashar Berries Development (Less potent, more berries)
“Ashar Berries, the food of our people, and the eggs of the Fish we hold dear, can only be better the more we make”- Person
As the Mukoi continue living in their own place away from the others, they have created more Ashar berry plants, and as they breed them, they begin to develop plants that have more berries per bushels, with the berries still managing to be less potent. This has allowed the Mukoi to both eat more while not having the problems of the poisonous berries that happen when eating to many. This is on top of finding ways to cook the berries that does not cause the release of the poison.
Stability: Shaky (0)
Power: Tiny (1)
Government Type: Bandom
Military Organization: Hunter Groups
Weapons: Spears, Slings, Rockslings, Clubs
EconomyDomesticated: Ashar Berries
Focus: Hunting Gathering, Subsistence Farming
Luxury: Ashar Berries
Society Organization: Tribalism
Religion: Mukoi
Diplomacy Contacts:
Orzal- Hostile (No Contact)
Technology Economic: Domestication (I), Wood tools (I)
Military: Weapons (I)
Social: Housing (I)
Past Votes:
R3: Splinter off Orzal tribe due to Religious Differences (3)
R4: Cross towards the Forest (19)
R5: Form Dwellings (wigwams) (13)
R6: Wood cutting tools (11)
R7: Explore Forest (5)
R8: Weapons (10/10)
soundwave -Thorian Outcasts
Vote: South (towards foggy lands)
The Thorians continue on their journey south, this time towards a heavy fog that clings to the ground. As they continue south their scout report they are finding some occurrences of groups of people clinging to the fog, and odd beings within the fog that seem to follow the scouts as they hold to the edges. The Thorians also have scouts to their back to make sure they are not followed, but the scouts have recently reported to the Dikhl the fact there are some milita behind them from the Limcas. The scouts advise the Dikhl to the situation.
Stability: Shaky (0)
Power: Tiny (1)
Government Type: Clan
Military Organization Militia
Weapons: Bows, Spears
EconomyDomesticated: Poars, Tubers
Focus: Hunting Gathering
Society Organization: Band
Diplomacy Acirema Tribe- Unfriendly (Split off from Enemy)
Alcos- Unfriendly (Splinter Group)
Limu Confederation- Unfriendly (Splinter Group)
Technology Economic: Domestication (II)
Military: Organization (I), Weaponry (I)
Social: Organization (I)
Past Votes:
R8: Head South (17/5)
NPC Civs
Tilucera
The Tilucera people are currently found within the Tiluceran Ascendancy within a large forest to the West. They live under the rule of a Chieftain who is thought to be the divine rebirth of the previous Chieftain. They live in a small village within the forests. With no contact from the other civilizations of the world, they continue to advance on their own.
Alcos
The Alcos are a break-off of the Limu Confederation, found within the Valley of the Ancestors. They are a loose grouping of villages who sided with the Acirema tribe over the Limca attack. Currently individual villages are under the control of their own Dikhl, and form a loose coalition. In close contact to both the Acirema, with whom they are allies, and the Limu Confederation, who they view as rivals.
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