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