Thrive Civilization Game (Part 3 Reboot)

I desire the join, may I enter the list for waiting? (Help I don’t know why I wrote it like that)

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Of course. I’ll add you to the waiting list. Just be warned I have a terrible tendency to write a round every few months lol

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“A sacred animal has come to us as a gift! It’s body its strong to help us carry our cruel journey and its flesh so many resources for us to use. Let it come with us and its children play with ours, let it grow and help the scouts, let it get it old and sacrifice it, so it can return to our Horned God and with their remains feed us and warm us!” -Margus, head priest
Action: Integrate this beast to our caravans and train them as draft animals

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well shit… that could have gone better.
Vote 1: we lost many people because of Tom so we will need to recover our losses with more food. we will weave fishing nets so we can catch more fish and have an extra food source all year long.
Vote 2: we will make charcoal kilns

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Thanks for the new round Skyguy! :grin:

Vote: With the abundance of material, we may begin establishing a more permanent home here, in this paradise. We will begin the construction of shelters using hand tools and the use of slotting to stack pieces of wood and fit them together.

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Quick questions: those who have the written speaker do you guys like that or the more third-person analysis type? And two, what do you guys think I should do for round 10 as a special thing

Round 9: Ancients and Disasters
To the North, there is further evidence of divergence between two cultural groups, one of which is a hunting society with advanced metallurgy and metal spears, the other of which is a primarily agricultural community with boats and farming. Further south of those cultural groups is a disruption of the environment and damaged skeletons indicating that related groups waged primitive warfare with each other.
There is evidence that more permanent structures began to form around this time alongside a large body of water, indicating the development of a settlement to the East.
To the West lies evidence of more complex housing and crafting techniques amongst two significant communities, and a violent mass grave indicating civil conflict amongst the third.
In the Central Valley, structural damage among stone buildings recovered from the time leading to the assumption that some form of widespread fire occurred, but not enough to destroy the community that raised the structures with markings consistent with a repair effort. To the south of that is another mass grave, this one with little evidence of violence. Recent DNA analysis has led to the conclusion of a mass casualty event associated with the dreaded Hot Eye virus.

@agenttine- Akeer Directorate
Vote: Smelting (18)
Metal

Akeer

"Great Dictate, Master of the Hunt,

As you’ll recall, our craftspeople had recently reported a grand discovery, the strange and robust rocks found around the lakeside. We collected what few we could break off with our stone tools and began experimentation per your orders. Thankfully those efforts have finally borne fruit. When heated to a very high temperature, the rocks become malleable and can be shaped differently. Luckily for us, we have found a strange black powder that burns very hot for a few seconds when ignited. Like the metal, this power is hard to find and is ground through intense effort that cannot be easily replicated. This new material is stronger than the stone tools we currently use, but there are some problems we have discovered.

First, our supply is minimal, as the rock deposits are small and hard to find, even around the lake. Second, the new metal, while more robust than our stone tools, is much weaker than the deposits still, not faring much better than the stone tools when attempting to mine, and being rarer, we cannot justify its usage in that aspect. Perhaps we could dedicate more people to mining, but this requires a more efficient food source, as most of the tribe is already devoted to their current tasks. Or we could attempt to refine our materials using different techniques, but we have reached the limits of what we can do for now.

We have decided to utilize the remaining metals to craft small spearheads to grant to our hunters. We have chosen our hunting parties’ leaders to wield these metal spears as a sign of privilege and power with your grace. These spears tear through flesh quite quickly and have improved the hunt’s efficiency, increasing our ability to cut the meat of our kill. The Metlar have taken the sign of your faith in them to heart, and a tradition has grown. When granted the spear, a Metlar will take an oath in blood towards preserving the Akeer and towards the honor of the Dictate. They agree to stand by your side, Dictate, and fight for you as their sworn leader. Only the most loyal have been granted this honor, the hunting parties’ leadership with the best territory, and eat by your side during meals. We have dispatched the Metlar among the outskirt villages, their new spears, and the privileges associated helping not only keep the towns within our control but encouraging impressionable youths to join the hunt in search of gaining this honor.

The treasonous Bananarama has not been able to persuade our faithful brethren from falling from grace, in no small part due to the increased amount of food our hunt has brought in, combined in part with the loyalty of the Metlar. The Metlar have noted that they encounter far less Bananarama hunters outside of the villages, with a higher concentration of their people working within their towns or on the lake. While our scouts cannot risk getting to close, we see that they are growing strangely colored plants that we have not seen before, and their presence in the water does raise some concern. Perhaps they have discovered new ways of collecting food to compensate for their lack of dedicated hunters."- Verbal report of Pricas (Hunt Leader) Akkim Solaka to Desot (Hunt Master) Musiama Nuktok

Stability: Steady (2)
Power: Tiny (1)

Description

The Akeer Directorate live in several small villages across the continent’s northern savanna, their largest concentration being a central village located to the south of a major lake. They share with the Bananarama, whom they consider heretics and traitors. Their primary food source has been the various quadrupedal prey herds of the savanna, which they hunt alongside their carnivorous allies and with several specialized tools. One of the devices is an object meant to be thrown and break legs. The second is a spear crafted with a metalhead. The metal is relatively weak and scarce, only being used among the hunt’s elite leaders, known as Metlar. Their limited structures mainly compose small huts and fences that house and shelter their populations and limited food sources. They live under the rule of an authoritarian dictator who rose to power following a disastrous fire and supported by the hunters’ loyalty.

Location: Northern Savanna (lakes, berry bushes, quadruped prey)
Technology: Boomerangs (Flurks), Structures (Fences, Housing)
Domestication: Hunters (Carnivore hunters)
Population: ~2,600, (several villages, mainly centered around the south side of the lake)
Diplomacy: Bananarama Splinter (Aggressive, northern neighbor, share lake)
Government: Authoritarian Dictatorship
Note: Lack of a permanent and reliable source of food has their people tense, though recent technological advances have allowed the rise of the population (+200). Relations are worsening with the Bananarama (tense encounters)

Previous Votes

Previous Votes: North (18), Ranged Weapons (10), Deal with the Hunters (20), Structures (19), Agriculture (13), Agriculture 2 (1), Division of Labor (14), Improve Hunting (8)

@jellyfishmon- Ol’yamata Pentarchy
Vote 1: Fishing (9)
Vote 2: Charcoal Kilns (16)

Ol'yamata

"Ol Council of Five,
The foolish one known as Tom has been exiled, sent into the forest with but the packings on his back. We are a people of hard work and mutual support. His carelessness has led to numerous deaths, and the Komtevok fool will no longer be welcome amongst our people.

To compensate for the fool, and our lost brethren, we have put forth the effort to gather what we can from the river instead. Our craftspeople have attempted to fashion different tools to aid in our efforts of catching the fish. Spears with barbed heads and strings have been the go-to so far, but hampering further development is the recent plague’s elimination of our artisans. Most of those skilled in the Fishing Arts have also died off, and the various remaining groups do not have the background to craft the needed tools effectively. Communication between the groups is too tricky, many blame others for the disease, and the lack of food and the situation is fraught. Luckily the Machi are creative creatures. Upon seeing our efforts to fish, they sit high in the trees above the water and point out to our fishers where they see prey. While not foolproof, and the Machi take a portion of the catch back to their tribes, this does help our daily catch increase, effectively allowing our fishermen to catch more than before, if only enough to keep the population stable given their few numbers.

The remaining craftsmen have also had to compensate for their losses and have an innovative way. The craftsmen create and repair the tools of the Ol’yamata. They are either fixing or replacing what is broken throughout the day, often leaving little time for what’s next, especially as they are often specialized and uniquely skilled. After the devastating losses of the plague, they can no longer afford to do as they did before, not enough time in the day. So they have decided to create specialized structures that can be heated to high temperatures without risk of spreading fire. Artisans use these enclosed fire pits in various ways, primarily to burn wood into charcoal. The craftsmen use this charcoal to burn their fires at higher temperatures, allowing them to harden the tools they craft effectively. While there may be future uses we have not thought of, the craftsmen have been able to prepare more durable tools at a quicker pace, which means less crafting and repairing each day to account for the overall needs of the Ol’yamata.

These more durable tools have been used by our hunters and our anglers to keep the population fed, and combined with the angler’s successes, the fears of a food shortage have primarily been allayed." Verbal report of Craftmata Timoty to the Council of Five.

Stability: Shaky (0)
Power: Minor (2)

Description

The Ol’yamata live among the western forests, living in a single central village along a larger than average stream in the woods. Their primary food source is a type of plant known as Goma and lives in buildings based around the large trees surrounding them. They share these structures with curious little creatures colloquially called the Machi, who keep out of their food through their storage containers. They are organized in a complex caste system headed by a Council of Five and have a strong cultural emphasis on personal hard work. They are recovering from a devastating plague.

Location: Western Forest (Streams, Trees, Machi)
Technology: Storage Containers, Structures (Tree Buildings)
Domestication: Goma
Population: ~1,400 (recently settled in a major village around the stream)
Government: Council of Five
Note: A recent disease outbreak has shaken the Ol’yamata, and the population has stalled as food production is relatively stable to population

previous votes

Previous Votes: West (17), Storage Containers (7), Portable Storage (16), Search for Water to the West (14), Agriculture (16), Structures (18), Division of Labor (18), V1: Council of Five (13)
V2: Arts and Pottery (1),

@immortaldragon- Khurissa Tribe
Vote: Housing (10)
Structures

Khurissa

The Khurissa settlement into the Khuranna has not been without its trials. The Khurissa has been a somewhat nomadic people until recently, and so their structures have primarily been non-permanent huts easy to tear down and replace. Now though, the Shamans claim that this place will be their permanent home, and so the Khurissa have begun to work to make it so. Using the plentiful trees and crafted hand tools, the Khurissa have steadily replaced their huts with wooden structures, shaped mainly as thick rectangles. These buildings are made by crafting small cuts into the wood and interlocking them together and covered overhead with rigid sheets. While sturdier than their huts, the buildings themselves are not very tall, only slightly taller than an average Khurissa, and constituting only one or two rooms and fitting only five or eight individuals depending on specifics. These small shelters protect the nighttime and can be a storage place for collected supplies but are of little use beyond that.

Despite their small size, these buildings allow the Khurissa to settle in one permanent area, and people have begun to settle in more ways than one, with the first children soon being born amongst our people. Unfortunately, the small buildings do not provide shelter to the Tenhafen. They spend most of their days grazing as they are no longer utilized as pack animals to near the same extent as during the Aroknasesha.

Stability: Steady (2)
Power: Tiny (1)

Description

The Khurissa live beyond the Eastern desert, alongside a large water body with no end in sight. They were a nomadic people, only recently settling in the new area, known as the Khuranna. Noted for their fury rhetoric, they are mostly led by several prominent shamans who maintain society’s oral traditions and are trusted leaders. The Khurissa have companions known as the Tenhafen, who have been useful pack animals during their long journey known as the Aroknasesha (the Trial of Fire and Sand).

Location: Beyond the Eastern desert (Along a large water body)
Technology:
Domestication: Tenhafen (Herbivore pack carrying animal)
Population: ~1,700 (semi-sedentary population)
Note: Housing allowed the births of new children increasing spirits and population, but strain food supplies (+200 pop)

previous votes

Previous votes: East (20), Go with the Flow (8), Scout the River (18), Check the River (10), Train Tenhafen to cross the river (16), Coherent Crossing (9), Continue East (17), Settlement (16)

@omnipotentfnarr- Ack Nan Hierarchy
Vote 1: Smithing 2 (2)
Vote 2: Parchment (2)
Points: 0
Fire

Ack Nan

“Kuna Haf, Hierarch of the Ack Nan

The Valley of Ancestors burns Hierarch!

While our efforts to collect the strange stones saw some minor success with our new tools and techniques, the fools decided to place the valuable material in simple wooden huts, with the stone structures being set aside for food as by the mandate of the Kuna. The Crinat performed their work in these wooden structures and believed that placing the metals close to their fires would allow them to experiment more often and save them their journeys. Leaving their fires going overnight to try to get the metal to melt, one foolish Crinat fell asleep while on duty, and his workshop caught aflame.

As an unfortunate matter of timing, our Kuna has been experimenting with different plants collected by the Agria for better writing material. The Agria placed these plants in the buildings next to the Crinat craftsmen villages, and one such structure was coincidentally the alight one. While the fire might not have spread very much otherwise, the many dried plants in a wooden frame fed the flames.
The flames spread quickly across the Crinat outskirt village and expanded through the field to several nearby Crinat and Agria villages, most of which consisted mainly of wooden structures and burned to the ground before we could respond. Luckily our people are no stranger to flames, and organized response by local Kuna leaders and Huniac prevented the fire from spreading to the larger central villages. While a few of our storage silos did burn, the new stone structures prevented most from burning or fanning the flames as much as possible, and our food surplus is still intact for the coming months.

The impact of the flames is more social than material. The villagers displaced will have to be resettled, the food fields will have to be regrown, and our progress with smelting and written materials have been halted until we can be sure that this will not occur again. The Huniac also reports that there are grumblings amongst the lower class that we do not care for them and that we should replace their wooden domiciles with ones similar to ours. Our material is too short to supply the needed amounts, however, and they are becoming frustrated. This could be trouble in the future." - A written report of Kuna Ranindo, Schola of the Ack Nan, to Kuna Haf, Hierarch of the Ack Nan

Stability: Stable (1)
Power: Minor (2)

Description

The Ack Nan lives in the Valley of the Ancestors, surrounded by rivers, trees, and hilltops. They have a varied food source, elaborate berry bushes, and select Solkesh, avian bipeds that also provide mounts, both on land and for the sky, which is housed in stone structures after being cultivated. They live in several villages spread across the central valley and several side valleys and rivers, the largest of which is located in the Valley of Ancestors. They have a complex hierarchy; at the top are the Kuna, the brains of the Ack Nan, and their default aristocracy, who often are seen living in their stone houses. Below them are the Huniac, hunters, scouts, and guards who maintain order and the Kuna rule. Then come to the Crinat, specialized crafters responsible for the construction and maintenance of tools and houses. At the bottom are the numerous Agria, who handle the berry bushes’ farming and storage, and are often inspired towards direct competition with other Agria to maintain whatever privileges they can. The Ack Nan also has a rudimentary writing system that helps keep tabs of food storage and numbers within the Hierarchy, the first.

Location: Valley of Ancestors (rivers, hilltops, trees, animal prey)
Technology: Housing, Writing, Masonry
Domestication: Berry Bushes, Solkesh
Population: 5,500 (Villages centered around rivers and status based on Hierarchy)
Government: Caste-based Hierarchy
Note: Fires did not impact population or food production noticeably, but civil unrest has grown significantly

previous votes

Previous votes: Stay in the valley (20), Agriculture (7), Domesticate the Birds (17), Agriculture (16), Housing (9), Trade System (12), Writing (19), Smithing (9), V1: Solkesh Mounts (20)
V2: Masonry (16),

@serialkiller- Kometenvolk Tribe
Vote: Sustain

Komentenvolk

No significant changes occurred to the Komentenvolk around this time; instead, they kept exploring both the surrounding oases and the river. Their people maintain their steady spirits.

Stability: Steady (2)
Power: Tiny (1)

Description

The Komentenvolk is a Desert people, traveling from Oasis to Oasis and their Guides, squat creatures who instinctively know where to go for water and food, and tall Herders, who provide some much-needed mounts. After many years in the desert, the Komentenvolk discovered a way to track and read the stars and use their long journeys from oasis to oasis.

Location: Eastern Desert (Minor river, Oases, salt plains)
Technology: Star Reading
Domestication: Guides, Herders
Population: ~1,500 (nomadic population traveling from Oases to Oases with the help of Guides)
Note:

previous votes

Previous votes: East (8), Animal Friends (11), Retry Animal Search (17), Domestication (14), Domesticate amount (18), Agriculture (4), Search for fertile land (19), Agriculture(9)

@teaking- Oprectim Triarchy
Vote 1: Improve Housing (11)
Vote 2: Irrigation (9)
Points: 0

Oprectim

"Wise Volkid,

The patchwork tents that have so far housed our people are inadequate, and so we have begun experimentation with the rather many trees surrounding us to try and create something better. The results have been mixed. Like most other Volkid, the Hand is well versed in the sciences and instructs the craftsmen to try different forms of creating housing using the wood. Unfortunately, there is a difference of communication and understanding between the leading volkid, who has never worked as a craftsman himself, and the craftsmen, who have no education or background in the theories he speaks. The process is long, slow, and frustrating for both sides. Eventually, they do manage to come together to an understanding regarding the structures. Tents can be replaced with more complex wooden frames with a stable base and curving, interlocking wooden poles, forming a long archway covered with various straws and hides. The interlocking structure is much stronger than the previous tents while being large enough to house several families. These longhouses can accommodate upwards of thirty people but have very little privacy. Internal sections are marked off by sheets rather than any form of walling. Regardless these buildings are much more sturdy than the tents used previously, and the families that live within these houses have formed strong bonds with one another, and they collect for nightly dinners under a hole made in the center to let out fires.

As the Hand-worked with the craftsmen, the Heart worked with the farmers to come up with ways to better utilize the river to water our plants. The Heart believes that a series of trenches and ditches can be dug by the farmers to allow the river to reach farther from the bank, which will make more fertile and workable land, and therefore more food. Unfortunately, the process has been extended, slow, and demanding. Even with our new metal tools, which are few and far between, the land under the soil is much harder to dig through than previously anticipated. We’ve crafted several sections, but the techniques will need to be more refined before making more trenches. Another Volkid argues that the simple design is dangerous, as the stream has noticeably dropped in size after our efforts, not enough to be too damaging yet, but the risk remains." -Verbal report of Zovoro, Grand Shaman of the Oprectimishva to the Triarchy of the Head, Hand, and Heart

Stability: Stable (1)
Power: Minor (2)

Description

The Oprectium are religious people along the Eastern edge of the Western forest. Settled in several communities along some streams near the trees’ border, the Oprectium eat a mixture of the Giopek, herbivores that provide food and some other materials, and their berry bushes. They live in longhouses that fit upwards of thirty and are sturdy enough to prevent easy collapse. They are organized in a strict caste system, once born in a place where you will die. The Head leads the Volkid, the philosopher class, scientists, scholars, priests, and community leaders. The Hand leads the craftsmen, responsible for the building and maintenance of the tools of the Oprectium. The Heart leads the farmers, responsible for the food of the Oprectium. Each of the Triarchy is a member of the Volkid. They are raised to know the tales that form the Oprectimishva, their religion, based around the idea of returning to the gods among the stars through discovery and technology.

Location: Eastern Edge of Western Forest (Trees, minor streams)
Technology: Structures (Weak Housing, Fences)
Domestication: Giopek (herbivores) Berry Plants
Population: 4,700 (centered around the edge of Forest)
Religion: Oprectimishva
Government: Enlightened Theocratic Triarchy (Philosopher leadership)
Note: Population has grown due to increased housing and limited increase of food (+200) but increased chance of negative effects from improper irrigation

previous votes

Previous votes: West (14), Agriculture (20), Found Oprectimishva (Star Gods) (20), Structures (5), Housing (6), Physics (12), Tribal Commandments (12), Council leadership (6), V1: Writing (9), V2: Smithing (G15)

2 Likes

@MisterMustachio- BeastMen Tribe
Vote: Agriculture 2 (1)
Civil Conflict

BeastMen

Beastmen clans live and die by the bounty of their territory, and when one’s land cannot support their Clan, a Champion must decide on how to help their people. While plenty of this new land provides for much, nature and luck are fickle, and one of the Clan’s territory has recently seen its prey flee from its land. While at first, this Clan was able to claim another section of the plains for itself, this is soon contested by another clan who has seen similar fortunes. Both Clans engaged in low-intensity skirmishes that usually settled these differences amongst the Beastmen, but neither side could afford to back down. Eventually, this issue had to be resolved by the Champions, who faced each other in a noble duel. During this duel, they came to understand the cause of their problems. The prey was not fleeing because of the hunters. Moving instead into another clans territory, who discovered a secret that helped attract animals from across the plains.

This Clan, which lived in the most prosperous of the lands, had discovered that their plants could be planted into the ground and that they could grow into fresh new plants that release a sweet smell into the air, attracting the animals for hunters as well as bringing forth fruit for the Beastmen to eat. This would typically have been a grand discovery, but the plants attracted the prey of other Beastmen clans, and these clans grew desperate from worries over their territory.

The two Champions agreed to turn their attention towards the more prosperous Clan to provide for their hungry people. During the raid, the allied clans overwhelmed the farming clans hunters and Champion, who agreed to an honorable defeat. Unfortunately, in the chaos of an attack, a fire was started that burned up the plants and caused the nearby animals to spook. The resulting chaos reignited confusing conflict between the various clans, and each of them suffered terrible losses, and the knowledge of the farming techniques was lost.

Other Beastmen Clans, hearing of the destructive raid and its horrific loss of life, launched their more punitive attacks against the perceived aggressors, and by months end, each of the remaining clans was now at each other’s throats. As the once bountiful valley is currently recovering from both the fires and the fleeing animals, some lines are more prosperous than others, and as people grow hungry, they grow desperate.

Stability: Shaky (0)
Power: Tiny (1)

Description

The Beastmen are a nomadic people living near a large lake near the Northern Savanna’s southern portion. They are honorable hunters possessing a complex range of weapons and tactics, from slings to bows to bolas and spears. They live by an honor system and in clans led by Champions, who are the most clever, strongest, or fastest, or bravest of the Clan. Each Clan stakes its claim in the region, and recent changes in food concentration have led to conflict between the clans.

Location: Southern Savanna (Grasslands, hills, large lake, large prey)
Technology: Slings, Bows, Bolas
Domestication:
Population: 1,300 (Nomadic hunting parties loosely related to one another, currently based near a large grassland lake)
Note: Civil conflict has led to a loss of life (-200), and the remaining clans are in a tense state that could boil over

previous votes

Previous votes: North (14), Search for Herds (18), Hunt the Hunters (10), Improve Hunting (18), Housing (11), Agriculture (10), Follow the Herds south (20), Claim the Watering Hole (12)

@blackink- Morbus Tribe
Vote: Domestication (1)
Disease
“A sacred animal has come to us as a gift! It’s body its strength to help us carry our cruel journey, and its flesh so many resources for us to use. Let it come with its children and play with ours, let it grow and help the scouts, let it get it old and sacrifice it, so it can return to our Horned God and with their remains feed us and warm us!” -Margus, head priest".

Morbus

The Morbus has decided to adopt the creature into their midst, and soon more animals like it join the Morbus. Their herd lives close to the Morbus clan and follow them in their wandering journey. So far, most have refused to do more than carry children in their travels, but even that has helped build the bond between them.

The creatures have been a gift from the Horned God; as they grow old, they journey to the center of the tribe to die, and they are kindly put to sleep, and their bodies are used to help continue life, providing food, bone, and leather to the Morbus. That is to say until one of the creatures begins to act strangely. It joins the herd, like many of the others before it, but its eyes leak red. Before long, many more of the pack begins to show the same red eyes. Afterward, its body becomes jerky and no longer entirely under its control. Like the others, it journeys to the center of the tribe to be embraced in its death. But this one is unlike the others, for when its throat is cut, its blood burns slightly. Fearful, the Morbus do not feast upon the body like the others. But it does not matter, for the Shaman’s eyes turn red before the next day.

It happens quickly. One day the herd is there, eating and journeying with children upon their back; the only strange things are the red eyes. The next day the Morbus wakes to see the herd gone, each and every one of the creatures dead, though several tracks into the forest indicate at least a few live. The Shaman consults with the Horned God, but he cannot concentrate, for his eyes are red, his bones are weak, and his mind not entirely his own. By the end of the week, the red eyes have spread across the tribe, and people grow afraid of their weak bones and minds that play tricks, and the image of the Horned God haunts their waking moments. Like the herd, it happens quickly. The Morbus tribe spends one last night together, and they sleep; when they awaken in the morning, they find that their brothers, sisters, mothers, and fathers breathe no more. Over the relatively short few weeks, just under half of the tribe dies. Another hundred or so flee into the forest to avoid the terrible fate, forsaking the Morbus and the Horned God.

Most of the Elders of the tribe died, and most of the working-age and youngest. Only the young adults live through at relatively high numbers, and they live in a world that has seen their families stripped from them. The Horned God must be laughing. He rode in on the backs of beautiful creatures, bringing forth his great blessing of life with the inevitable curse of death following.

Stability: Unstable (-1)
Power: Tiny (1)

Description

The Morbus is a nomadic people located within the many hills around the Valley of Ancestors. Surrounded by small forests and hills, the Morbus is a very mobile population, never staying in one place long, with packs of supplies and syrup trees that provide for them that they leave in their wake. The most curious thing about the Morbus is their belief in Life and Death, the Horned God who provides both grants life, and is the harbinger of death. A delicate balance exists between the two, and so the Horned God maintains that balance, just as the Morbus do.

Location: Valley of Ancestors (Hills, small forests)
Technology: Bone tools. Footwear, Supply Packs
Domestication: Syrup Trees
Religion: The Horned God of Life and Death
Population: 1,000 (mobile population in the southeastern VOA)
Note: The population was devastated by plague and desertions (-1,000), and the remaining population (young adults) is in a state of shock, which may soon devolve to panic (Unstable level 1)

previous votes

Previous votes: Southeast (11), Continue SouthEast (7), Settle on the Hills (13), Improve Tools (using the dead) (15), Agriculture (17), The Horned God (12), Scoutwear and equipment (14), Domesticatable Animals (18)

@positivetower- Kurichen Theocracy
Vote: Fertilization (1)
Rebellion

Kurichen

"Great Bludh, speaker of Thanza,

Our precarious situation has led to a grave problem. Your meeting with the Priests and farmers seemed to have bore fruit. The priesthood all agreed that your vision made sense and was aligned with the visions that Thanza had gifted you. And so the farmers went amongst their fields and bled themselves upon the soil to help the plants grow and for our harvest to bring forth great plenty. The first harvest, it would seem so, the food came in plenty, and the people celebrated.

The second harvest, though, all that could be seen was dead plants. Not a single berry to be found, so the people’s whispering that you were not the favored of Thanza grew. When your next vision said that it was the blood of newborns that would raise the plants, the heathens could take no more.

Under the darkness of night, your guards’ throats were slit, and you were dragged before a crowd of heathens to answer for your truths. The mob was angry and loud. The shouts were heard by the faithful who would not see Thanza’s chosen killed for sharing his vision with the people. A desperate melee broke out. Your supporters rushed to free you from your bonds while the conspirators panicked and fought back.

Pressed against your throat was a cold knife, but the warm liquid that came down was not your own. The man behind you suffocated in his own blood as you were freed from your bounds to flee alongside some of your loyal priests. By daybreak, the village was burning, heathens, and faithful strewn across the fields and burning buildings. Your Faithful have been victorious this night, but not all the heathens have been killed, tracks indicating that some have survived and fled into the woods. They may very much pose a future threat, and several of the villages are fearful of what will come next."- Verbal report of surviving priest Suskoli to the Bludh

Stability: Collapsing (-2)
Power: Tiny (1)

Description

The Kurichen live along the eastern edge of the Western Forest, alongside a significant river. Born of strife and grief, The Kurichen have forsaken meat of animals, believing that nature provides enough and that animals are not to be eaten, and instead are mostly vegetarian, excepting one major thing. They live in small villages mostly centered around the river, in large but not very efficient structures that help grow the berry bush that most eat. They have nets to capture and release animals that get too close to the villages or eat their food. They believe in Prikilism; the Blood God Thanza demands annual sacrifice to ensure a bountiful harvest. Those who refuse to partake are instead Sacrificed by their leader, The Bludh, high priestess of Thanza, and consumed by their community as a piety show. The organization has become fiercely divided over the Visions of the Bludh and her role as interpreter of Thanza, and civil conflict has broken out.

Location: Western Forest (Major river, Forest)
Technology: Structures, Nets
Domestication: Berry plants
Population: 1,000-1,500 (Centered around a river just outside the Forest)
Government: Theocratic Autocracy
Religion: Prikilism
Note: Tensions have boiled over, with a revolution against the Autocracy leading to a large number of deaths (-500) and splintering (weakened support amongst 500 (Level 2 collapse)), threatening the current Bludh. Civil conflict is occurring

previous votes

Previous votes: Northwest (10), Decide to go West (3), Continue West (20), Agriculture (17), Weapons (18), Structures (12), Prikilism (18), Theocratic Autocracy(8)

@zenzonegaming - Bananarama Splinter
Vote: Agriculture (18)
Agriculture
Complex Division of Labor

Bananarama

The Bananarama know they are outclassed when it comes to hunting; many of the most prominent hunting groups sided with the Dictate when he rose to power. So they at first shifted over to fishing. Now with the seas primarily tamed by the Bananarama boats and fishing tools, they have shifted their attention once again to the land. This time, to a recent discovery located near the northern edge of the lake.

During their time together, the Akeer and what would become the Bananarama searched fruitlessly in the Northern Plains for a domesticable plant that could be utilized for long term farming around their villages. However, most scouting parties focused on the plains surrounding the towns and the lake’s southern edge, which was the farthest most scouts went. After the wildfire and their subsequent exile from the Akeer, the Bananarama settled the lake’s northern side, which was largely unexplored by Akeer scouts. On a recent journey further north, Bananarama scouts report a new plant that neither the Akeer nor the Bananarama has ever seen. The plant consists of an orange tuber under the soil with strangely purple steam that splits into a stalk that resembles most of the wheat that the plains contain. This rare species looks very similar to the surrounding grain but is identifiable by how its stalk fans release its seeds. After collecting many of these seeds, the Bananarama has discovered how to encourage the growth of these tubers amongst their villages closer to the lake. The plant offers not only the tuber as its food, but the stalk on top can be crushed into grains that can be utilized in different ways. By happenstance, Bananarama’s growing techniques and artificial selection mean that these new plants have become distinct from their wild cousins. The wheat portion is turning a vibrant pink color when harvestable, which has sped up the identification harvesting of mature plants.

Their population has continued to grow over this time. With a steady source of food, water, and even building material, the Bananarama has reached a point where interactions within the tribe and villages have grown more complex. A distinct division of labor has been achieved with different professions of farmers, fishers, and artisans. There will need to be a more complex and permanent form of administration than the ad hoc elder councils that have advised the tribe until now, especially as the outskirts report Akeer scouts have been braving closer to the villages. Some now carry strange new spears with shining tips.

Stability: Prosperous (3)
Power: Tiny (1)

Description

The Banarmama is an offshoot of the Akeer, broken off following the rise of the Dictate over a disagreement with the role of the Council. They occupy the northern half of the lake that separates the Akeer and the Bananarama in the Northern Savanna. They share many of the technologies of the Akeer, including the Boomerangs, the domesticated Hunters, and their limited structures mainly compose of small huts and fences that house and shelter their population, mostly restricted by available building materials. They make a noticeable difference in their invention of boats, reliance on fishing and agriculture, and their staunch opposition to the Dictate of the Akeer.

Location: Northern Savanna (lakes, berry bushes, quadruped prey)
Technology: Ranged Weapons (Boomerangs), Structures (Fences, Housing), Boats
Domestication: Hunters (Carnivore hunters)
Population: 2,200 (Centered in a major village around the northern side of the lake, with several outlying villages bordering the Akeer)
Diplomacy: Akeer Directorate (Threatened, southern neighbor, share lake)
Note: Agriculture has led to a boom in the population (+300), and the Akeer have been seen with new tools that could threaten the Bananarama (Worse relations, tense). The tribe needs a more complex administration to deal with their increasingly complex division of labor.

Previous Votes

Previous Votes: North (18), Ranged Weapons (10), Deal with the Hunters (20), Structures (19), Agriculture (13), Agriculture 2 (1), Fishing (6), Fishing 2 (20)

If anyone has any questions, comments, advice, etc. there is discord feel free to join us https://discord.gg/eAQQznf

4 Likes

Action:Abandon the kurichen nation and any ideas such as vegetarianism or prikilism and migrate north (Im no longer the bludh)(Also renamed to the Kurich)
“We never learn… We have yet fallen into another trap of sedentry life and created foolishness of meat abstaination and prikilism,it is time to abandon our temporary settlement and learn from our mistakes”-Leader of the newly created Kurich

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Oooh… That’s a lot of ones.
As for something special for round 10, maybe some sort of event or natural phenomena everyone’s peoples get to see. Like a meteor shower or something.
Also, the Discord link doesn’t bring me to a server. It just brings me to the Discord main page.

So quickly have we forgotten ourselves and our heritage. The Beastmen are not simple hunters scouring for our next meal. We are a pack. A pack that works together for the safety and prosperity of all within it. These squabbles have only brought pain and suffering to our people.
Vote: Unite the Beastmen clans

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https://discord.gg/eAQQznf should work now

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Well, i guess there is only one way of escaping this gaping hole… keep digging!
Action: Work specialization into herders, caretakers, people who forage and deal with seeds, toolmakers and loremasters such as to make the best of the poor labour pool we have.

“The Horned has come for our tribe, yet has spared half of us, the strong and healthier, and now we must take this second chance as a blessing, let it demostrate to our God the strength of our life by improving on what we have as heritage. That every one of us can count as a ten-fold if we dedicate to one thing” -New Chief Kraggan

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uh oh…
action: develop archery.

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Well, at least they weren’t ones…

Perhaps if we discovered more nations to trade with, we could gain more resources to build stone housing for everyone. Action 1: Our flying scouts shall explore West.

To compensate for the resource losses,we shall develop new farming techniques to ensure food security for all. Action 2: Irrigation

Thanks for the new round by the way, that was pretty quick

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thanks for the round!

i think its time to get more food so…
action: start fishing

also, why am i getting bad roles lately?
action: develop writing

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Thanks everyone for being so prompt, it really helps because it gives me time to think about how I want the rolls to go and allows me to procrastinate

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Is there an open spot? I would love to join.

I can add you to the waiting list. There may be a spot in a round or two depending on who responds. Sorry I can barely do 10 people as it is

That is perfectly fine! Thank you!

@jellyfishmon @serialkiller @immortaldragon