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Hello my fellow creators/questers. It's been a while, but finally we're continuing with this EvoGame series. This thread marks an important shift in the Essari series, as this will be the starting point of Tribal evolution on Essari, which is now the primary focus of the story. Evolutions at this point in the game will be predominantly restricted to small, speciation evolutions, but are otherwise still on the table.

As GM, I'll be actively observing the thread, making sure to catalog and note any new evolutions to the world and where they belong. Additionally, I'll be providing folks that are building and fostering the growth of their sapient societies cues and some general technological jumps in order to keep the game progressing. This is my first real pass at TribalEvo, so its not going to be too streamlined, but I intend to at least make freeform enough so that unique societies can develop without, letting things run off the rails.

How to play:
• For regular evolutions, just open an image of a species in MS Paint, Photoshop, etc; make one small evolutionary change to that species, save as .PNG, and post it with a description about the evolution and why.
• Please indicate the Generation #, the region it lives in, and any other important details about your organism.
• Details regarding a creatures size or name aren't necessary, but are encouraged.
• Nothing too outlandish. Anything incredibly silly or outlandish will not be considered a canon species.
• TribalEvo Rules will be explained in a later post.

Notes:
• Unless stated explicitly, no species ever goes extinct. Old species can still evolve, even if they're not on the latest "chain"
• Evolutions now must microevolutions or speciation only (Think like the Darwin Finches)
• I will be providing a comprehensive Phylogeny Chart on the Wednesday following this thread.
• Every 24 hours, I'll be posting a world or regional event coupled with technology options for advancing sapient groups.
• Every 72-96 hours there will be an Emra Evolution. (More details on that in a later post.)
• This will be Thread 3 of 7 for the Return to Essari series.

New to the Game?:
•The focus of the game has shifted towards the Tribal Evo aspects, but I'm leaving enough tools and information behind to allow new players to join in and either make new organisms, or participate in developing the sapient organisms of Essari.
• We have a Discord to keep you up to date on EvoGame stuff, and chat with other folks. https://discord.gg/kk8eJgJ
• In this thread and in the imgur gallery will be a Blank Template that you can use to make any organisms you wish to make for this game.
• Just a note, most of Essari's ecosystem has a basic food web in place, but are in dire need of diversification since many unmentioned organisms are just said to exist via lore.

Above is a map of the present state of Essari. Details on the world, extant organisms, sentient organisms rules, and more in the next post.
>>
--World Setting--
The world is now entering the Mid Emrialatic Era. This particular era has been marked by two unique events on Essari. The first is an unforeseen geological event, whose cause has been partially attributed to the Braffberg Emra, and its AA-Nodes. The continental shift of the landmasses has gradually begun to slow, and while extensive observation has yet to be conducted on this, it is believed the taproots of Emra's AA-Nodes has had an impact on this slowing. Fortunately, Essari's seismic activity has remained mostly normal, meaning the planet's physical and atmospheric properties are still functionally normal.

The second unique event, is a biological one, in the form of multiple sapient organisms blossoming into young paleolithic tribes. Most of them are centered in Region 2 on Sujardin, while the remainder are scattered on other continents, but these organisms have shown intuition and a surprising progress towards the path of sentience and even civilization. Such prospects are still a long way down the road, but each of these sapient organisms shows promise in that. As for Emra, once more the AI of the satellite array left by The Librarian is putting into question whether Emra is an entity that should be allowed to persist on Essari, in light of its more recent docile nature towards other life on the planet. And yet the behemoth organism drifts silently over the world, watching the life of Essari, and these young developing sapients, with eager eyes.

-- Size Increment Chart--
• Size 1: Sugar Ant (0.01 - 1 cm)
• Size 2: Bumblebee (1.01 - 2.5 cm)
• Size 3: Mosquitofish (2.5 - 5 cm)
• Size 4: Poison Dart Frog (5 - 10 cm)
• Size 5: Giant Water Bug (11 - 20 cm)
• Size 6: Birdwing Butterfly (21 - 35 cm)
• Size 7: Horseshoe Crab (35 - 70 cm)
• Size 8: Australian Trumpet Snail (71 - 100 cm)
• Size 9: Japanese Giant Salamander (100 - 150 cm)
• Size 10: Aldabra Giant Tortoise (150 - 200 cm)
• Size 11: Leatherback Sea Turtle (2.01 - 2.5 m)
• Size 12: Mekong Giant Catfish (2.5 - 3 m)
• Size 13: Giant Pacific Octopus (3 - 4 m)
• Size 14: Ocean Sunfish (4.1 - 4.6 m)
• Size 15: Tiger Shark (4.6 - 5.2 m)
• Size 16: White Sturgeon (5.2 - 5.8 m)
• Size 17: African Elephant (5.8 - 6.5 m)
• Size 18: Great White Shark (6.5 - 8 m)
• Size 19: Manta Ray (8.1 - 9 m)
• Size 20: Porites Coral Reef Colony (9 - 10.5 m)
• Size 21: Whale Shark (10.5 - 12 m)
• Size 22: Gigantosaurus (12 - 16 m)
• Size 23: Blue Whale (16.1 - 22 m)
• Size 24: Brachiosaurus (22.1 - 30 m)
• Size 25: Smaug, The Desolater (30 - 55m)

A closer look at our Sapient Organisms, the landmasses they reside on, Erma, and the Tribal Evo rules in the next post.
>>
Alright so first, new rules for regular evolution.

--Organism Evolution Rules--
> All evolutions must now be exclusively either a microevolution, or a speciation evolution. (No big evolutionary jumps/changes)
> Marine Organisms are allowed to freely migrate between each of the identified habitats.
> Organisms that can be found in all habitats are not discouraged, but are not too realistic in current biological standards. If you wish to create new global organisms though, then simply state how or why the organism is global, and it’ll be considered canon.
> Terrestrial/Aquatic Organisms that are regionally exclusive can only migrate between landmasses found within the said region.
> Plant Organisms may now be as large as the size 25 increment as stated above.
> Animal Organisms may now be as large as the size 25 increment as stated above.
> No new/emerging organisms may be more than 2 size increments larger or smaller than its predecessor.
> Silicates, Calcium, and rich quantities of Iron, Copper, Silver, Zinc, Crystal deposits, heavy metals, and many other resources are present in the environment and may be incorporated into an organisms diet/evolutions if desired.

Now we'll be focusing on the TirbalEvo rules. Again as I said in the OP, I'm still experimenting with the Tribal Rules/Formula, so don't be surprised if the rules get tweaked, revised, or completely changed next thread.

--Tribal Organism Advancement Rules--
> Every day the tribal organisms will be presented with 6-8 technologies, and may select one of the technological advancement provided. These are not exclusive advancements, and can be learned later on, but to a lesser effect to each tribe.
> Only one technological advancement per tribe in these daily selections.
> In order for a technology to learned by a sapient organism, a poster must roll a 6 or higher of a 1d8 roll (put "dice+1d8" in the options field when posting.)
> Only two rolls per poster ID.
> For any technological advancement made outside of these daily events, a poster must roll a 1d8 to determine how well the new technology is learned and what impact it will have on its tribe. (A 1 or 2, does not mean a failure in this scenario.)

--Daily Technologies--
- Animal Husbandry
- Mining
- Sailing
- Astronomy
- Irrigation
- Masonry
- The Wheel
- Fire
>>
Oh, just a detail I forgot to add the Tribal Organism Advancement Rules
> Only two rolls per poster on a Technological Advancement.

Blank Template for making new organism is here. My initial spam posting is done.

Have fun folks.
>>
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Almost forgot. Here's the detailed maps for sapient organisms ranges, and Emra.
>>
Rolled 3 (1d8)

>>1852356
rolling for the Thinking Grabrafs and Astronomy
>>
Rolled 1 (1d8)

>>1852356
>- Mining
For the Cocky Tripods
>>
Rolled 1 (1d8)

>>1852356
Throughout the caverns of Sujardin strange sounds can be heard. These sounds are the language of the Cavernous Grabrafs. Developed mostly isolated from the tongues of their cousin species, it is the least similar of the Grabraf languages.

Having started making permanent settlements, the Cavernous Grabrafs slowly carve homes out of the rock by smashing their own, harder rocks against it. The walls and floor of the created room is then covered in square blocks, making the damp stay between the cracks. Dried straw from essarian grass is a valuable commodity that is brought from the surface and then used as for bedding as well as fertilizer for the bushes, once it starts to rot. 10 to 20 of these houses can often be found next to each other. Each housing a pair of Adults as well as their many offspring.

Aside from housing, the Cavernous Grabrafs have also started to carve out small rectangular pools into the bedrock; gathering and providing the Grabrafs as well as the bushes with water. Perhaps this is but the beginning in their exploits of striking the earth?
>>
>>1852356
Rolling fire for the plains gabrafs
>>
>>1852679
>>
Rolled 6 (1d8)

>>1852679
>>1852683
Third times the charm?
>>
Rolled 1, 1 = 2 (2d8)

>>1852356
Rolling animal husbandry for the Stitchers
>>
Rolled 3, 7 = 10 (2d8)

Animal Husbandry for the Red Throats
>>
>>1852984
>>1852343
As time passes the Stitchers realize that the Soumalainen Jewols, while being slow moving, is very strong. Taking advantage of its mild temper, they capture and breed some of them for traits they deem beneficial, such as strength and endurance. These Jewols are then put in crystalline harnesses (halters?) and are then used to drag food and other materials in larger quantities than multiple regular stitchers are capable of.

When not used, the jewols are left to graze just outside the boundary of the colony.

(In his infinite mercy, The Librarian has through discord allowed the tech rolls that were 1's so far, to pass)
>>
Rolled 8 (1d8)

>>1852333
rolling for the redthroats, this technology will dictate their template.

>Sailing
>>
>>1853622
Adventure and exploration, ho!
>>
Rolled 8 (1d8)

>>1852356
forest grabraf
>Irrigation

Also OP, If i am assuming this correctly, no one poster is in control of an entire faction, we are collectively contributing to the entities, yes? So while I may have two rolls, I only make 1 roll for a given faction, not to view it as second chance should I not make my first?
>>
>>1853628
I have the power! I am the crit commander!
>>
>>1853628
Yup, anyone and everyone has the ability to dictate/guide the path of sapient organism path to civilization.

Although, I do almost certainly expect in time for their to be centric groups of people to be primarily focused on each individual race.
>>
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Hey guys. I have nothing to add to the thread right now. Just love seeing these threads!
>>
>>1853787
Hey Aether. Stop by in the discord chat sometime.
https://discord.gg/3akzhFn
>>
>>1852356
Alright, so right as we're starting this thread off, I've already noticed where some revisments/improvements to the rules can be made. So presenting to you now are the revised rules that will go into effect as of this post.

--Tribal Organism Advancement Rules--
> Every day the tribal organisms will be presented with 6-8 technologies, and may select one of the technological advancement provided. These are not exclusive advancements, and can be learned later on, but to a lesser effect to each tribe.
> Only one technological advancement per tribe in these daily selections.
> The aforementioned technology will be considered to be successfully implemented/learned by a sapient organism when a poster rolls a 5 or higher of a 1d8 roll (put "dice+1d8" in the options field when posting.)
> Only two rolls per poster ID.
> The other technological advancements in the daily event may be freely rolled for by any poster via a 1d8 roll.
> The resulting roll will dictate how successful the technology is implemented into a sapient tribe. (This will result will also determine whether positive or negative cultural events will occur to the sapient organisms.)

I also want to mention that in regards to the sapient organisms of Essari, I've been trying my best to avoid influencing the direction of the sapient organisms paths towards civilization, beyond identifying the biological aspects and range of each organism as seen here. >>1852371 The information provided here should pave the way to building the lore behind how every sapient organism will progress.

Have fun folks. Also, slightly honored to see you here goodsir. >>1853787
>>
Is there a reason why region 1 seems so under developed species wise?
>>
>>1854302
Probably a combination of being hit hard by a mass extinction, followed receiving little attention in the previous thread.
>>
>>1852689
>>1852679
A bit of story for the Plains Grabrafs, then.

How Jodurri Traded for Fire

In the days long past where the sun hung around all the time, Hurkuns could talk, and the plains-people don't know what fire is, there lived a simple grabraf named Jodurri. Now, since the sun lingers all the time, there wasn't any night, and it was hot all the time. The people were slowly cooking under the heat of the sun. Jodurri saw this and decided to ask the sun.
"Why do you stay up in the sky, sun?" Jodurri asked.
"I have nothing else to do but shine."
"But the people are suffering from your heat, can't you do something about it?"
"Give me something to do, then."
Jodurri thought for some time. "I need to give the sun a reason to go do something else."
So Jodurri walked, and came upon some Hurkun, who are similarly suffering under the heat. In this time, they do not treat Grabrafs as friends, so their leader strode to Jodurri. "Halt! Who tresspasses my territory?"
Jodurri replied, "I am but a humble grabraf, trying to find a way for the sun to do something else than cook us alive."
The Hurkun leader thought. "Can you do it? Ask the sun to go do something?"
"Yes, as soon as I find something for the sun to do."
"Hmm. We have seen creatures that would chase others, so why don't you ask the sun to chase something?"
"Very well, I will do so." So Jodurri took some sticks, several lumps of clay, and some grass, then took them to the sun.
"Sun, why don't you make some balls out of these, and put some of you inside it? You can then play with it when you're not shining on the world."
"Very well, I am growing tired of shining all the time." So the sun made a frame out of the sticks, lumped the clay around it, and covered it with grass, and made it hollow. Then the sun put a bit of itself in the balls, and lo and behold the balls moves on their own!
"Hoo hoo, hee hee! I can play with this now!" said the sun. Jodurri noticed that the sun left parts of itself as it went chasing the balls, most became the stars. When the sun left, it was dark, but the balls can sometimes be seen in the sky at night - it is the moons. When the sun came back the next day, Jodurri asked the sun about the leftover parts.
"Do what you want with it, I am now busy chasing the balls. Keep them for me." And so the parts of the sun that did not become stars, become fire, and Jodurri used them well. When Jodurri returned to the Hurkun, the leader cannot believe his eyes - Jodurri has done it! "You have done something us Hurkuns haven't thought of. The Hurkuns will be honored to follow you and your descendants."
"I accept you not as subjects but as friends, Hurkuns. Lift your head up!" And then they both walked along forevermore.
That is how we now know how to make fire, why there are day and night, and why Hurkuns are our best friends.
>>
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Plains Grabraf often have problems understanding in what way the 'gods' of the Thinking Grabraf differ from simply skilled Grabraf.
"Bootin put his eyes into the sky to become moon and sun!" the thinking ones might say.
But "His loss! Moon and Sun are in the sky anyway, he should have kept his eyes!" they would reply.

To them, the only divine thing is the pantheistic Xerho, which the Librarian struggles to translate as "Godhead", the world. It's the force that makes animals and plants grow, and that forces them to die, that circles through day and night and makes it that Plains Grabraf always have to move. The Godhead is evident when an animal is cut, as blood that drives through it, when a plant is killed and consumed by its own inability to grow, and most of all: When something is consumed by flames and turns from stagnant thing to nothing but force, and becomes Xerho until it is gone.

Worship happens any time an animal is slaughtered, a tribe moves on, fighting happens and in a hundred different situations, so priests have less prestige than one might imagine from earth culture. But still, carrying a torch of Xerho is a way for a Grabraf not adept at herding or at combat to gain some social standing in the tribe, as one that carries evidence of Godhead with him always, that officiates burrials and blesses holy feasts.
>>
>>1852343
>>1852356
Why Nomad Grabrafs aren't included with others sapient organisms?
>>
>>1854752
because they're not sapient. they're probably on the level of chimps.
>>
Rolled 1 (1d8)

>>1852356
Sailing for Denui
>>
>>1852356
Irrigation for desert dwelling Red-Throats
>>
Rolled 7 (1d8)

>>1854870
Whoops, didn't roll
>>
Just mentioning this/reinforcing what this poster stated >>1853353

All 1s in this initial round are being counted as passing for the Daily Technology Rolls I posted yesterday.

So these rolls have counted as passing
>>1852473
>>1852499
>>1854860
>>
>>1853622
A few communities of the Red-Throat Tripod begin to use hollowed out trunks of fallen Eggfruit Trees as crude rafts, with the hopes of reaching out into deeper waters to collect more Sunderal and Bzols offshore. These daring few find their gambles not only successful, but bearing much larger harvests of fished organisms, as the Red-Throats begin to sail the sea-green waters of the coral sea, they refer to as "Freda" in their tongue.

>>1854870
>>1854871
The successes of the paleolithic Red-Throats further progress inland where some Red-Throats that migrate through the central desert of Panoram. They have begun to harvest and grow the Desert Eggfruit Trees for food. They struggle at first to maintain these Eggfruit crops without a reliable source of water to nurture multiple young plants. That is until a few Red-Throats begin to dig shallow moats in the ground, and diverting water from nearby rivers and arid lakes that dot the desert landscape. This ends up working out greatly for many future generations of Desert Eggfruit Trees they grow, yielding more fruit, and necessitating for these Red-Throats to more sustainably survive the desert climate of central Panoram.
>>
>>1854880
Do you still have the pdf of all the creatures that you've posted in previous threads?
>>
>>1853628
Many of the cloud canopy tribes of the Forest Grabraf, begin to experiment with their "sky-gardens" in the upper canopies of their forest communities. They come to learn that not every season in the forest provides them with rain to properly water their crops. With their growing population, they now look to innovate their sky-gardens to deal with these drier seasons. They begin construct moats in the upper canopies around their sky-garden, made from carved wood and dried mud. These structure collect rain water, and trickle the water into small holes that drop gentle, steady flows of water into the adjacent sky-garden. This allows the Forest Grabraf to now yield crops of tree lichen and fruits even in the drier seasons of the year.

>>1854860
A few hundred of the Denui Thinking Grabraf peer out into the warmer seas of the North. They dream to sail north in these waters, with the hopes of reaching the fabled Noor'land that the elders speak of on the Denui Island. Whether or not this land exists, matters not to these brave Thinking Grabraf, as they construct crude rafts made from the branches of Braffitrees to sail these waters to find out for themselves. What many of them would find though tragedy and death. Of the believed 200-300 that made this daring voyage, only a few dozen returned, recounting tales of giant sea creatures that breached the water off the shore and tore many of their rafts to pieces. They could only look on in terror as their brothers and sisters were devoured by these behemoth creatures, while they fled back to familiar shores.
>>
>>1854885
This is the last Comprehensive Dossier, I put together. Unfortunately its not up-to-date with most of the new organisms that were added in the last two threads.

So for those new creatures you, should seek out the archives of the last two threads.
>>
>>1852356
>>1852473
The cocky tripods eventually started raising cubs of sabretails that they killed. This eventually led to the breeding/domestication of some of the sabretail population. Selected for was friendliness and herding behavior. They are now used to help chase landlords into traps.

The Cocly tripods have also started mining, creating small pits all over Nihiloram. The source of this being the search for gems and metalls bits to wear as ornaments.
>>
>>1854917
I was literally about to post something very similar to this. Good job!
>>
Rolled 8 (1d8)

>>1852343
Rolling irrigation for the Sujardin Thinkings
>>
--Regional Event: Sudjardin & Denui-- "The Green Death"
A virulent bacterium springs up in the forests and plains of Sujardin that puts stress on the Braffitrees and Braffidrasils across the land as the bacterium eats away at the lignin and soft tissue of the tree roots. The trees begin to overproduce their Braffifruits in response to this, which in turn drains the life out of many of these trees, causing hundreds of trees a day to decay and collapse down onto the forest floor below. In the window of few thousand years, almost half the Braffitrees and Braffidrasil of Sujardin are lost to this bacteria. The silverlining is that the surviving Braffitrees are develop a strong resistance to the bacteria, and the bacterium dies out in a few more generations. This bacterium even briefly overwhelms the local AA-Nodes, although these Nodes are much quicker to respond and build-up resistance to the bacterial strain.

The forest and plains of Sujardin do gradually recover their Braffitree population to its natural state over the next few thousand years, but the damage done to local ecosystems, and especially the Forest Grabraf is jarring. Many of the Braffidrasil that well fell by this event, were homes to some of the larger Forest Grabraf communities that collapsed before many of them could flee. This resulted in the deaths of tens of thousands of Forest Grabraf, and displaced much of their population. The survivors of this disaster would eventually either rebuild in new canopies, or migrate to neighboring Forest Grabraf communities, but would forever remember this tragedy. In addition to this, many organisms that were endemic to the forests of Sujardin were forced into denser communities and led some species like the Sujardin Rainetail, and the massive Broulders venturing into the open Plains of Sujardin for food, and to escape the daily timbering trees.
>>
>>1854891
The less adventurous Denui families that dared to sail into the oceans of Essari begin settling in the wetland islands in the northern Denui archipeleago. They incorporate the swamps' plantimal fishes and the fruits of the skreesh family of water berries into their diets. They also become more dependant on mollusks and seafood such as Floatzol or Egg Mulu. Due to the nature of the land they settled in, their architectural needs change, and completely abandon their nomad ways, building floating dwellings atop of big rafts, with bigger ones being anchored on top of palafittes.
>>
>>1854880
The central desert tribes of Panoram begin fishing in their inland sea, where they find species that they thought only lived in coral reefs, and although this source of food isn't as reliable as their Eggfruit farms, it provides a nice boost to their population growth, causing some of the first "cities" to spring up in Panoram. However, due to the primitive nature of the Red Throats' dwellings, mass emigrations begin to occur, with smaller settlements springing up far away from the unnamed inland sea. But more importantly, many exiled caravans leave the desert, but instead of returning to (atleast to them) more primitive tribes of the plains, they extend their voyages, preferring to settle in the Western and Southern deserts of Panoram, leaving only that of Panoram Minor unocuppied.
>>
--TribalEvo Progress--
As many of the sapients of the world continue to either nomadic roam their native homelands, or gradually settle into larger communities. The once isolated concepts of writing, pictographs, and even language are now prevalent amongst all the sapient species of Essari. As populations become bigger, and new ideas start to flourish amongst these communities, it is only a matter of time before new technologies are innovated amongst each tribe.

Passively learned technologies.
Thinking Grabraf (Sujardin & Denui) - Writing, Crafting, Toolmaking
Forest Grabraf - Writing, Astronomy, Toolmaking
Plains Grabraf - Writing, Fishing, Agriculture
Cavernous Grabraf - Writing, Fishing, Crafting
Red-Throat Tripod - Agriculture, Toolmaking, Animal Husbandry
Cocky Tripod - Writing, Fishing, Permanent Settlements
Stitchers - Writing, Agriculture, Crafting

--Daily Technologies--
- Bronze Working
- Mining
- Sailing
- Calender
- Irrigation
- Masonry
- The Wheel
- Fire

--Tribal Organism Advancement Rules--
> Every day the tribal organisms will be presented with 6-8 technologies, and may select one of the technological advancement provided. These are not exclusive advancements, and can be learned later on, but to a lesser effect to each tribe.
> Only one technological advancement per tribe in these daily selections.
> The aforementioned technology will be considered to be successfully implemented/learned by a sapient organism when a poster rolls a 5 or higher of a 1d8 roll (put "dice+1d8" in the options field when posting.)
> Only two rolls per poster ID.
> The other technological advancements in the daily event may be freely rolled for by any poster via a 1d8 roll.
> The resulting roll will dictate how successful the technology is implemented into a sapient tribe. (This will result will also determine whether positive or negative cultural events will occur to the sapient organisms.)
>>
>>1855004
I forgot to mention, but the "cities" of the Red Throats are their caravans, considering how they don't have permanent settlements yet.
>>
Rolled 5 (1d8)

>>1855005
rolling for bronze working on the plain Grabrafs


and Masonry for the Thinking Grabrafs
>>
Rolled 7 (1d8)

>>1855013
the thinking roll
>>
>>1854920
Around the settlements of the Thinking Grabrafs of Sujardin the essarian tallgrass crops have with time been selected for more and larger seed pods. Now the next phase takes place in the evolution of Thinking society: channels are dug from rivers and other bodies of water to the fields, watering them and allowing for larger and more recurrently stable harvests. With more food being available, this has caused a relative explosion in population for the sujardin Thinkings.

Here's their creation myth and the origin of their three gods:

Before the beginning, the world was all and none. The all existed, yet it lacked shape. The all was moving, yet its will slept. The all was both order and chaos, yet it was therefore neither. So it was, and so it always had been. There was no before and no after; there was no time, for time is the moving form, time is the will, time is the division and clash of order and chaos. Instead it all slept, far beneath the dark ur-waters.
Then the Ur-waters rippled, and all began. Order and Chaos divided, the will awoke and it all started to take shape. Time was born.
Out of the bottomless water Mother rose, verdant and shapely. On her Father, now awake, walked. Mother saw the beauty of this being, and took him as her spouse. For a year they slowly embraced each other in passionate lusts; the four efforts of father shaking mother, creating the four seasons. Out of this love all that swims in the oceans, all that soars in the sky and all that walks upon the earth, was born.
Mother loved all of her children born from this marriage and provided for them, for in each of them she a part of herself. Father however, did not love their children, for he did not see himself in them. The children did not understand him when he spoke to them, they did not look upon him, and they did not pay their respects, as all good children should. Instead many of them bickered, fought and ate each other; disregarding that all was already provided for them. Seeing this, Father became enraged. Wherever he walked the land dried, wherever he swam the oceans boiled, and wherever he flew the sky burned. One by one the children died, until but a few remained.
Father, acting out his judgment, did not realize that: when he burned the skies, Mother’s eyes too did bur. When he dried the ground, Mother too did thirst. And when he boiled the oceans, Mother’s blood too did boil. For she was everything around him. All of this Mother forgave. However, she still loved all of her children regardless of their faults and would not idly stand by as they were taken from her.
And so the ground shook, opening up underneath Father, pulling his lower body into the bedrock. The seas surged, great waves rushing towards Father, beating against his body. And the heavens thundered, storm winds pulling on his body upward. Father struggled, but was eventually torn into four pieces.
>>
>>1855029

Father’s skull was carried by the storm winds ever higher, eventually piercing the veil of day and night into the before of the beginning. As this happened the skull took shape, and Bootin was born.
Father’s torso was carried out into the sea. While Father was dead, the torso continued to struggle against the currents, swimming with all of its might towards the shores of Sujardin. The seas alone could not overpower it, for the torso had Father’s spine; source of bravery and strength. When the torso eventually reached land and walked upon its shore, it had changed. Hootin had been born.
Father’s legs where pulled into the depths of Essari. Here it heard the echoes of the All’s motion before the beginning. Enough to kill a mortal, the sounds tell the story of all that was, all that wasn’t, all that could be and all that will be. These sounds reshaped the legs and brought them to life again. Tootin was born.
Lastly, Father’s member was embraced by Mother. Still loving him dearly and knowing how Father had not been able to see himself in their children, she poured all of her feelings into it. In Father’s image the first Grabraf was shaped. And it is from her that we all descend.
These four became the last children to be born from Father’s and Mother’s passions. Now mother rests; waiting for it all to once again lose shape, the will to fall asleep, and order and chaos to once again merge.

Bootin
God of judgment, balance and astronomy. Basically represents karma / the golden rule / what goes around come around.
Took out its eyes and put them in the sky to watch over the Grabrafs. These eyes can be seen in the nighttime sky as stars. It weights the action of every Grabraf using his simple scales. Act wrongfully against another Grabraf or Nature and a failed harvest, disease, or strife within the community is sure to follow.
Hootin
The god of conflict/war and birth. Born from Father’s spine, it represents fitness and fertility, while bearing a resemblance to the symbiote.

Tootin
God of Writing, knowledge and socializing. Brought dancing and writing to the Thinking Grabrafs, according to the legends. Believed to be responsible for the whistling sounds that winds sometimes can create. Is omniscient due to having heard echoes of the sounds from before the beginning.
>>
Rolled 4 (1d8)

>>1855005
Bronze working for the Cavernous Grabrafs
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>>1855004
>>1855007
Like anyone living in the desert, these guys got a tan.
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>>1855005
Rolling for the stitchers achieving sailing!
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Rolled 7 (1d8)

>>1855078
Second time's the charm
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There are many ways a plains Grabraf could show his superiority. By the blood of others on his chest, by the scars on his body, by the feathers of his comb or by the size of his herd, or by the quality of his trophies.

To become a chieftan, a Grabraf must display all these qualities. But to become a hypothetical grand chieftan, one that unites a number of tribes under his rule, one more thing is required - a purpose.

And with the green death
>>1854986
a purpose is found for Kuchal, chieftan of the Tatek tribe. Venturing int the forest one day to trade with the ellusive forest Grabraf, he comes back not with rope and fruit, but with a forest grabraf skull. It's a trophy so rare and exquisite that it alone gives him a right of audience with other leaders, and not only it, but other, greater preys await in the forests that have ceased to be a surefire defense for its inhabitants, so he says.

A dozen tribes band together under his leadership to hunt inside the forest and they come out with trophies of forest grabrafs and other, far larger game.

The allience dissolves soon after, but it leaves behind a network of coperation within the Grabrafs and the cultural understanding that being of different tribes does not necessarily mean working against each other. With this as a precedence, tribes begin merging here and there, and the groups in which Plains Grabraf travel multiply in size over the generations.
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Rolled 3 (1d8)

Yuu'ush tribe of Cavernous Grabraf (hereafter abbreviated as CG for my convenience.)

Live in a cave system connected a network of underground lakes and seas. One of these bodies of water has a leaking gas pocket that their prophet periodically visits to trip balls and receive messages from the gods. For the next few months/year the society will organize itself around these visions until the prophet visits the gas again and has another hallucination.
>>
>>1855005
>>1855273
Forgot to mention that my roll was for sailing.
>>
Rolled 4 (1d8)

>>1855005
>- Masonry
For the Cocky Tripods
>>
Rolled 6 (1d8)

>>1855305
Lets try again.
>>
>>1855080
(Clarification: The things in the image aren't roads, but dirt paths. And this probably one of the largest and oldest colonies)

One day a couple of weavers are playing around, creating random crystal shapes and materials (for that is one of the ways they learn), and then suddenly: Eureka! By creating a crystalline object the shape of an elongated bucket, its structure filled with hollow air pockets, a weaver has managed to create something that has never been seen before: Crystal that floats.

The Stitchers are quick to take advantage of this new discovery. Larger copies are made. They are fragile and unable to survive storms, but they float and can carry 2 - 4 stitchers. The boats are outfitted with a mast made out of brafiwood and a sail woven out of the finest non-brittling crystalline thread the weavers can create. Using the stars as their guide individuals of the different colonies set sail. Who knows what will happen, maybe they will run into the Blessed One?
>>
>>1855313
Fluff no.1:
On the twenty fourth cycle of the Elders’ reign the matriarch died. As was custom the patriarch soon after left for The Fields, never to return. Now house Tanzanite, the ruling house of the colony up until the untimely death of the matriach, stood without leadership. Surrounded by rivaling houses eager to take its place, the house had to quickly find a replacement couple charismatic enough to be endorsed by the colony’s council of Elders, most of whom would rather see themselves be selected.

The oldest six Tanzanites had assembled in the Elders’ room to discuss which pair among them would be the next Elders. They had been in there for two days now: Loud screeching noises, clicking and smacking of tongues could be heard throughout the Tanzanites’ home. As was custom, only Stitchers were allowed in the assembly. During the process of selecting the next elders neither praetors nor weavers could even visit rooms bordering to the Elder’s room. It was seen as a source of bad fortunes if they did.

The assembly had finally come to a conclusion. Eee’rrii’rii, the oldest living member of house Tanzanite, finalized the decision with an announcement, as was the way the blessed one had decided it should be done so long ago.

‘Tanzanite has decided, one will undivided, that ‘Iiii’ee’iii, daughter of our Elders-gone, and Rei’r’y, embraced one and son of the Beryl’s Elders-current, will be Elders until the day they are a pair no more. Those not accepting the will of the family will leave, never to return.’

Eee’rrii’rii didn’t like this decision. She didn’t like it at all. She would’ve rather seen herself become Eldest, but that was impossible for her since long ago. The Elders had to be a pair and her mate had become one with The Fields many cycles ago. Her chances of being chosen Eldest was therefore as great as that of one of the sexless ones, the weavers and praetors, being chosen. The only thing that made her accept this outcome was the knowledge that the elders would be close-blood, her niece and nephew both.

( ‘ are click sounds)
>>
>>1855324
Fluff no.2:

All good things are even. Two legs, four arms, two eyes, two tongues and four glands; all good things are even. Young ones are born in even numbers. That is the way it is supposed to be but it isn’t always the way things turn out. Impure, the sexless ones are not born in pairs. This can be forgiven, for they too have their place and purpose in the grand plan. What can’t be forgiven is when the litter of regular ones born is uneven. The third, fifth, or even seventh one born is then to be given to The Fields, ridding the house of ill fortunes.

But this is only the way it is done during the good cycles, the even ones. When the cycle is uneven, not even The Fields will take the young one and remove the impurity of the house. Before the world sees, before the ill fortune spreads the young one has to be erased. There’s only one way to do that: The young one will have to return from whence it came; the family. Its spark has to be extinguished and the remains be consumed by the adults in the family. Reversing the birth and reversing the ill fortunes.

Blessed be the One, and fuck the dark elves!
>>
>>1855273
>>1855303
The shaman/prophet makes the first trip to huff gas, and receive his "vision from the gods." This time he sees the image of a lake of diamonds, like a real-life Scrooge McDuck money vault, but with gemstones instead of coins. The prophet interprets this to mean that there are great riches and prosperity to be found in the underground seas, and so a concerted effort is made by the tribe to fish more and venture further and further into the waters. In the future they may even start looking for ways to develop scuba gear but for now, CG's practice holding their breath in order to dive deeper and deeper looking for the supposed bounties hidden in the water.

Those CG's who can dive deepest and stay underwater longest tend to be considered the best potential partners, and those who actually do find things, like gems, pearls, or other assorted "treasures" are almost guaranteed a mate.

*Note they're still hunter gatherers, so the treasure isn't of a monetary value here as much as just baubles, like crows collecting shiny objects.
>>
Rolled 3 (1d8)

>>1855005
Masonry for Cocky Tripods
>>
>>1855005
Rolling Fire for Forest Grabraf
>>
Rolled 2, 2 = 4 (2d6)

>>1857324
wrong place
>>
Rolled 8 (1d8)

>>1857325
Oh goddamit
>>
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Being a Plains Grabraf means being a warrior and a herder. There are the priests, of course, that keep Xerho's light evident when fighting or herding, and the chieftains that only fight when they choose to and have others to herd for them.

But now there are also the scribes. A chieftain, or a Grabraf with a private herd needs a scribe. In a script derived from the Thinking Grabraf's pictograms (detailed in the next post) they write down debts, transactions, trade agreements. For unimportant matters, dye from rubygrass can be used as ink, but if something lasting is needed, they use the ink of ink solibees, watered down to a safe concentration to scorch their letters into leather, and they keep track of the herds and riches of the tribe. If they use this, they need 'quills' in the form of pseudo-claws (as they usually write with their bare claws) made of the little bronze they can forge from above ground deposits of copper and zinc.

Using the books to amass wealth for themselves is something that is not only common, but accepted. The quill is the weapon of the scribe as the spear is the weapon of the warrior. As long as a chieftain's herd prospers under a scribes watchful eye, it is his to manage, even if it is to his benefits.
Should the chieftain feel like things aren't going too well however, he knows which head will have to roll first.

As scribes have little opportunity to acquire trophies, they adorn themselves with strands of leather instead, on which they write down vows and statements of strength and superiority.
>>
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>>1857501
and here's the language.

The script is taken from the Thinking Grabraf pictograms, which they first only used as indicators of numbers. The sign for tootin, in its most abstracted form, was used for a one, the sign for bootin as a three. When they started signifying names with a collection of numbers the sound of which approximated the sounds of the name they wanted to write down, an alphabet emerged.
>>
Rolled 7 (1d8)

>>1855005
> The aforementioned technology will be considered to be successfully implemented/learned by a sapient organism when a poster rolls a 5 or higher of a 1d8

Well shit. I guess sailing is a bust this time. Going to try one more time as per the rules here.
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>>1855313
the stitchers breed the rubystalks to grow taller and have larger bulbs. Another trick they employ for better harvests is cutting off stalks of other crystaline plants, such as the Azure rubygrass and the glotrees, and graft them to the plants when they're growing, resulting in larg, full bulbs of different colours and nutritional value.
>>
--Global Event: The Horux Winter Part 1 of 3--
This event occurs in the mid Paleolithic history of Essari is among one of the first prolific events to have ever recorded or recounted globally in the historical contexts of sapient life on Essari. For the satellite array that the Librarian left behind, the origin of this event was tied to a volcanic range in the southern region of Shatturne. Shatturne is among one the few regions in the world to still to this day experience overly frequent volcanic and tectonic activity, and one particular mountain called Mt. Horux by the Librarian, is believed to have erupted at least 4 times every decade. That was until the Braffberg Emra had placed an AA-Node near its caldera, which in time stemmed much of the volcanoes tumultuous activity as it siphoned geothermal energy from the volcano. That was until this day, where more than half of the Mt. Horux mountainside exploded with cataclysmic force. The eruption within the first hours decimates life on Shatturne, leaving no more than a few pockets of surviving organisms, that owe their survival almost exclusively to the aid of the resilient AA-Nodes.

For sapient life on Essari, though the recounting of the event from their perspective was greatly detailed, especially for the Cocky Tripod tribes of Nihiloram. The story is recounted on a day when some observers that noted the presence of the floating Braffberg over their lands, suddenly ascended towards the white clouds above. Sometime after that event, their writings describe an earth-shattering boom, followed by "black cloud" that darkened the skies, and rained "grey snow" onto the floodplains of their home range.

Similar stories are recounted in the early writings of the Stitchers, though their perspective of the story has far more detail, due to the unexpected reaction of the AA-Nodes and in turn Emra to this event. Those Stitchers that lived outside the reach of the AA-Nodes died within first black winter; but those within the reach of the Nodes found themselves protected almost entirely from the world disaster. It is written that the villages near the AA-Nodes abruptly sunk into the ground, as the black clouds filled the skies above them, blotting out the sun. The Stitchers panicked assuming they had somehow angered the AA-Nodes with their actions, and tried to flee, only to find themselves enveloped by the body of the Nodes, forming a living cavern around the Stitcher settlements as it blocked out the sky from view. In time, though they had come to believe that the Nodes were in fact protecting them from the "black clouds" and the "great crackle" they heard from the North. So the surviving Stitchers, spent that black winter under the warm and protection of the AA-Nodes, watching vigilantly from portholes made to provide crops with whatever light could break through the dark skies.
>>
>>1858142
--Part 2 of 3--
The Red-Throats Tripods of Panoram, also have recounting of this black winter, detailing in their pictographs and scripts, a period where the sun was dim, and the moons glowed errie tints of blue and green. Even the deserts were claimed to have been cool during the peaks of dry seasons by these writers, as well as a terrifying depiction of rivers being covered in a glossy surface that was chilling to the touch. Famine and death of crops, wildlife and fellow Tripods were also written here, but it did not seem to impede the daily lives of these nomadic people as greatly as did for their Cocky Tripod cousins.

After the initial writings done by the Cocky Tripod that speak of “black clouds” and “grey snow” dwindle to but a handful of pictographs and scriptures, many recounting only famine, death, and a biting cold that enveloped their own lush. Only a few scriptures recount optimistic hope for the Cocky Tripods though, and that speaks of a day, where the great Braffberg, made landfall on Nihiloram. Details, regarding this event from the Paleolithic records of the Cocky Tripod, but it is believed what was left of population of Cocky Tripods huddled around this great Braffberg, and were even said to have been provided with food and materials to shelter themselves with under the great Braffberg. It was in this black winter too that the Sapients of Essari for the first time refer to the Braffberg by its name, Emra. While it is not specified how this name was understood or passed down to the Cocky Tripod would begin exclusively refer to the Braffberg as Emra in all their writings, and the AA-Nodes as “Hand of Emra.” By the end of this event though, only around 30,000 Cocky Tripods would remain, but the majority of which had spent the 14-year volcanic winter in communities around Emra, and thus formed very strong lasting bonds with one another.
>>
>>1858145
--Part 3 of 3--
Lastly, in the writings of the Grabrafs of Sujardin, a variety of stories told of the “black winter” that lasted over a decade, bringing about death, famine, and conflict amongst the different Grabrafs of Sujardin. The Denuian Thinking Grabrafs, and the Cavernous Grabrafs, were the most fortunate in this event. There are many mentioned in their writings of a biting cold, and darker skies that lasted years, but their early tribal communities were largely unaffected by this event. As for the Sujardin Thinking Grabrafs, the Plains Grabraf, and Forest Grabraf, they recount a much darker history during those years.

For the Forest Grabraf, many still remember the stories of “The Green Death” that had ravaged their homelands and people in the past, and watched on in horror as their forest communities once again decayed and collapsed around them, with many trees simply collapsing because they couldn’t support the weight of the falling ash. There are even mentions, of Forest Grabraf growing so desperate to find food and safety in Sujardin Forests that they would violently attack the foragers of small Forest Grabraf settlements, taking whatever they had foraged or harvested for themselves. The Plains Grabraf have written accounts of seeing lush endless fields of Essarian Grass grow brown, and barren in put a single season. The scribes recount wars that were fought between fellow tribesmen to protect whatever grassy plains were left, even at times resorting to attacking and pillaging the villages of Thinking Grabrafs, and Forest Grabrafs for what little food and supplies they may of stored up. All the while in this panic, thousands of domesticated Hurkun Grabraf died of famine, weakening the perceived power of larger Plains Grabraf tribes that could no longer sustain their great herds.

The Thinking Grabraf of Sujardin, speak in their writings of seeing the lands around this wilt and die, as they watched their fellow Grabraf brethren of the plains and forest desperately squabble for any food or safe harbor from the “grey snow” and biting cold. It was only these Grabraf though that had taken note of the AA-Nodes reaction to the “Black Winter” They wrote about how where these “Braffberg Anchors” were found, would be the only places where the “grey snow” would disappear, and where plant and animal life seemed to flourish. They even noted how young Braffidrasils that lived near the AA-Nodes suddenly bursted life, bolstering in size, and seeming to “shake” off the ash that collected on its canopies. The Thinking Grabraf were quick to approach as many of the tribes of Forest and Plains Grabraf they could reach during these dangerous times, to help guide these tribes towards the AA-Nodes with the thought that they may be the best place to weather this dark winter.
>>
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>>1855029
Posting this ante disaster:
As the Sujardin Thinking Grabraf settlements grow larger and older with the passage of time, and as the thinking grabraf become more proficient in replicating and even outdoing many plains grabraf tools, they start carving out rock and constructing larger and more durable housing. It is usually clad with a plaster made out of mud or crushed lime stone, depending on the area.

As the plains grabrafs grow ever bolder and more violent, the thinking grabrafs don't develop weapons: they become the weapon. Different martial arts crop up on Sujardin in Hootins name, focusing on fighting while making use of their symbiotes. The primary schools being named "Wayward Son" "Stomp!" and "When Pouchytails Cry'".


Side note: That little guy in the window probably died of starvation when the disaster hit.
>>
--Global Event Aftermath/TribalEvo Progress--
The sapient organisms of the world would in time recover from this global event, as the volcanic winter came to end after 14-years, and the sunlight finally shined brilliantly onto the world again. The AA-Nodes returned to their original states, and with the overall conditions of the world's ecosystems now improving, the Sapient tribes are now able to freely roam their original ranges again, although with many of these tribes, they have suffered a loss of 30-50% of their populations, and in the case of the Cocky Tripods, only around 30,000 of their tribesmen remain. All of the sapient organisms are made stronger though from this incident, as in this trying time, they were forced to innovate and improve on their settlements and lifestyles. Additionally, the sapients have now all come to realize that Emra may very well of been their savior.

--Learned Technologies--
Thinking Grabraf (Sujardin Tribes) - Writing, Permanent Settlements, Agriculture, Astronomy, Crafting, Toolmaking, Irrigation, Masonry
Thinking Grabraf (Sujardin Tribes) - Writing, Permanent Settlements, Fishing, Agriculture, Crafting, Toolmaking, Sailing, Irrigation
Forest Grabraf - Crafting, Permanent Settlements, Agriculture, Writing, Astronomy, Toolmaking, Irrigation, Fire
Plains Grabraf - Toolmaking, Animal Husbandry, Astronomy, Writing, Fishing, Agriculture, Fire, Mining
Cavernous Grabraf - Agriculture, Toolmaking, Permanent Settlement, Writing, Fishing, Crafting, Mining, Sailing
Red-Throat Tripod - Fishing, Writing, Astronomy, Agriculture, Toolmaking, Animal Husbandry, Irrigation, Sailing
Cocky Tripod - Animal Husbandry, Toolmaking, Crafting, Writing, Fishing, Permanent Settlements, Mining, Masonry
Stitchers - Permanent Settlements, Toolmaking, Astronomy, Writing, Agriculture, Crafting, Animal Husbandry

--Daily Technologies--
-Brozne Working (Need Toolmaking & Mining)
-Calendar (Need Astronomy)
-Fire
-Irrigation (Need Agriculture)
-Masonry (Need Permanent Settlements)
-Mining
-Sailing (Need Crafting)
-The Wheel

--Tribal Organism Advancement Rules--
> Every day the tribal organisms will be presented with 6-8 technologies, and may select one of the technological advancement provided. These are not exclusive advancements, and can be learned later on, but to a lesser effect to each tribe.
> Only one technological advancement per tribe in these daily selections.
> The aforementioned technology will be considered to be successfully implemented/learned by a sapient organism when a poster rolls a 4 or higher of a 1d8 roll (put "dice+1d8" in the options field when posting.)
> Only two rolls per poster ID.
> The other technological advancements in the daily event may be freely rolled for by any poster via a 1d8 roll.
> The resulting roll will dictate how successful the technology is implemented into a sapient tribe. (This will result will also determine whether positive or negative cultural events will occur to the sapient organisms.)
>>
Rolled 2, 1 = 3 (2d8)

>>1858301
rolling bronze working for plains grabraf

(because I already used it for the scribes having thought I had succeeded the roll before)
>>
Rolled 4 (1d8)

>>1858301
Rolling for sujardin thinkbraf fire
>>
Rolled 5 (1d8)

Rolling for Redthroats. The wheel.
>>
Rolled 6 (1d8)

>>1858301
Fire for the Cocky Tripods.
>>
Rolled 3 (1d8)

>>1858705
And one more try.
>>
>>1858705
You passed the roll dude.

Red Throat's have the wheel. Now do keep in mind, it doesn't have to be exactly like "the wheel" that is seen in human primitive civilization. It's basically just an indicator of this particular sapient society developing a type of implement that is either the wheel, or similar to the wheel that make transport and movement of goods on land easier.
>>
>>1858743
Oh, I see. Didn't notice that it was changed from 6+.
>>
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>>1858732
The new fear of the cold drives the Cocky Tripods to develop new tools to stay warm including fire pits and the starting of clothing formed from furs. They also begin to worship Emra as a god building large structures in worship.
>>
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>>1858301

The Denui Grabarf Tribes, both northern and southern, have been selecting the seeds of the most successful and useful crops they grow, resulting in (but not limited to) the following subspecies. The Skreesh Thornberries are easily grown in the muddy swamp beds of the northern Denuian wetlands, the plant itself doesn't have any real thorns, since they fused with it's leaves, resulting in prickly and resiliant perennial foliage. It's seedpods develop a thicker membrane and a sweeter flavour, as well as a blue/purple-ish colouration. The Denuian Puffblade is able to grow in incredibly poor soil, and reproduces fairly quickly. Unlike it's ancestor, it doesn't create offshoots or grows horizonantly, but rather manifiests itself as a single "bush" that flowers many times. It's blades become significantly thicker and nutritious, and it's flower is a "poof" of spicy seeds that are considered a delicacy in Denuian Cousine. The Innbralo tuber is pretty much just Bristlegrass with incredibly big roots. It is mildly poisonous and has to be boiled before eaten, it's leaves are edible to some herbivores, and therefore are used as livestock food. It's flower is pretty disgusting, and some relatives of this plant are used as pest repellants. The Pailbloom Dryfruit is one of the most intriguing species of the Denui Islands. A huge, slightly bark covered reproductive pistil sprouts out of the nectarhole of the plant once it has been fertilized, waiting for it to die and it's bark to rot in order for the seeds to sprout more plants. However, the Denuians pull the pistil once it has grown to a certain size, and crack it open, extracting the seeds and allowing several harvests from a single flower.
>>
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>>1858301
The CG's explore the many islands in the darkness of the subterranean sea, encountering troglodyte versions of surface creatures that they either hunt or attempt to domesticate.

Scribes record the many adventures of great legendary explorers like Zuurash the Bold, Twaado the Swift, and Guutuu the Visionary.

After tumultous years in which the surface dwellers preach doom and destruction, the CG's closed off their borders to trade. Their god had blessed only the CG's and were clearly punishing their heathen kin. In those times the CG's learned to provide for themselves, farming the many kinds of lichen and braffibush that grew where the light never touched. Once the horror subsided, more progressive voices opened up the gates again, but things were different, as the CG's had many gifts of their own to trade. Specialized materials found only in the islands of the caves...

The line of priest-kings is restored (the shaman's role having become combined into both sacred and secular leader), and for the first time in a generation, a king visits the Pool of Knowledge, where the vapors of God waft through the king's sanctified nostrils.

> A vision of light... of a sun beneath the earth. The caverns shine on their own, all is seen and nothing is hidden from divine eyes... or from justice. LIGHT!

The king takes this to mean that they must shed light upon their dark world. This takes the form of breeding new and more radiant breeds of bioluminescent lichen. Hopefully, as they bring the light of the sun to the darkness of the earth, God will see what they have made and be pleased.

With writing the CG's also start writing the first legal code. As literal light shines, so must they bring the concept of justice and fairness to their lands. The priest-king commissions a basic set of laws for their society to function by. Society slowly starts to move away from tribes and huts, and begin to take shape as more advanced organizations. (Nothing super-advanced, obviously, but things like law and record keeping are those first steps...)
>>
Rolled 5 (1d8)

>>1859471
Rolling for masonry so I can start building proper cities.
>>
Rolled 4 (1d8)

>>1858301
Rolling for Stitchers learning mining. Their curiosity showing itself during the Dark Winter, where their villages sunk; some begin to examine and perhaps dig into the ground to pass the time. What will they find?
>>
Rolled 1, 1 = 2 (2d8)

>>1858301
rolling for red throat tripods
>fire, the wheel
>>
>>1859909
two 8s, two 1s. i also wasted my roll today on the wheel, but GG.
>>
Rolled 2, 6 = 8 (2d8)

>>1858301
Using my two rolls:
Rolling for the Thinking Grabrafs creating a Calendar. Second roll is for them instead achieving mastery of fire.
If both succeed, the highest one is the one they actually get.
>>
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>>1855313
as the stitchers mine opals, rubies and quartz from Essari, they find use for them in jewelry. It is not so much a sign of wealth to display many gem stones, as it is a sign of a great lineage: For jewlery is given down from generation to generation, and even though they have to be divided up among the litter, this is a more common way of obtaining adornments than producing them or trading for them.
>>
>>1859532
>>1859471
The CG's start to build their cities outward and establish colonies on the islands in the Undersea.

From the mud and sand of lightless beaches, and the straw of cultivated plants, they build primitive adobe dwellings for their people.

With writing comes a new class of citizen, the scribe. These individuals become a highly trained and sought-after demographic, being used to record everything from the yield of crops to priest-king prophecies. It is a primitive script, similar to real-world Cuneiform, and it takes years to master. One thing they start record is their efforts to grow brighter and brighter glowing braffibush and lichen, the better to comply with the priest-kings vision of light in the darkness. So far their progress has been slow, but farmers and breeders remain hopeful, knowing they are doing the will of their god Shuuluu. So far the best they can do is the equivalent light of a torch, and these are often hung over doors and upon posts to mark the borders of the water for boats (like very faint lighthouses.) Some cave feesh are attracted to these lights and so fishermen use them to lure food for the cities.
>>
--The Results of Early Mining--

The Plains Grabraf upon discovering mining only occasionally took to mining up small deposits of exposed copper, tin, and gemstones or quartz they may have found. However, in time shortly after the volcanic winter ended, many Plains Grbraf noticed there were much larger deposits of copper and tin, as well as three new metals they had never seen before. The first two only found in small quantities were brightly colored hues of yellow and white, and were found to be glossy and iridescent when dug out and carved by some Plains Grabraf crafters and scribes (Gold & Silver. The third metal was found in large quantities in some of the grasslands valleys jutting out in the exposed bluffs and river quarries. This metal had a mix of dark grey and nearly blood-like coloration to it (Iron). And was significantly difficult to mine with just stone implements.

The Cavernous Grabraf as they dig deeper into their mountain homeland, discover a plethora of metals, minerals, and gems. Among these metals, copper, zinc, nickel, tin, and iron were the most common. Some of the CG tribes also discovered mineral deposits containing rare gems in the form of Jewol fossil remains, as well as Quartz, Dolomite, Unakite, and Malachite near the surface layers of the mountains they called home.

For the CG of the Yuu'ush Homeland, one daring martyr discover a gemstone that only adds to the mystical properties of the underground lakes, as while digging near one of the lakes, they discover a vein of Opal, whose roots can found along the edges of these lakes.

During the years after the volcanic winter, the Cocky Tripods begin to more rigorously mine in search of metals and materials to aid in rebuilding their diminished civilization. In this attempt, the Cocky Tripod do finally find a stroke of good luck. They manage to unearth a massive vein of copper and tin in the central mountain range of Nihiloram. They additionally find huge deposits of limestone and slate in the mountains and stone river basins, that may be a great building material.

They also find some isolated surface veins of a dark grey, and blood colored metal (Iron) that is found in between sections of quartz rock quarries. In addition, the Cocky Tripod come across strange shimmering black crystals that are also rich in iron, which they are quick to collect for its aesthetic beauty, non the wiser of the significance this mineral will play in their future. (Magnetite)

So shortly after the Stitchers learned mining they likely discover a few ore veins of copper and tin, as well as some deposits of ruby, quartz, aquamarine, and even opal found throughout some of the larger colonies.
>>
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>>1859909
I think you can get one of those back. Red Throats already succeeded for the wheel.

The earliest usage of the wheel for the Red Throats was in setting up artificial landslides, for both hunting and war. They simply used logs as rollers for positioning boulders near the tops of cliffs or steep hills.
In time, they would learn to adapt this, developing the axle, allowing for early carts. Combined with beasts of burden, most likely some form of tamed Feroctail, the Red Throats could bring more supplies for their travels. A number of strictly nomadic tribes would be greatly benefited by this, as some would live right out of their wagons, not needing to always unpack for camp, or vice versa.
Semi permanent settlements would also be benefited. Passing nomads were more likely to have exotic goods with them, which could be traded for.
>>
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--Regional Event: Starfall on Jobani--

A few thousand years have passed now, since the catastrophic volcanic winter that tested the resolves and unity of the sapient organisms throughout Essari. Life, has since, gradually returned to normal, with much of world's greenery having returned to its natural state. The Shatturne Landmass is perhaps the last region of the planet, still recovering from the Mt. Horux, but even life has returned. The focus of this event, though is one of a celestial context. One fateful night on Essari, the sky was illuminated by brilliant spectacle. A passing meteor storm shoots past Essari, with much of the meteorites and meteoroids being well outside the pull of Essari, but close enough to host a vibrant show of streaking lights in the night sky. Many of the sapients are left in awe of this event, and didn't know what to think of it. Then it happened: a flash of blue light streaks across the sky in a brilliant arc. The light lasted in the sky for felt like an eternity, only to then shatter into dozens colorful balls of blue and purple light (a result of it majority iridium mass) arc towards the western skies, before disappearing in the night. The sapients would never know what actually happened, but they come to refer to event under many names. "Starfall" in the various Grabraf languages, "Blessing of the Azurian Light" in Stitcher accounts, and for the Tripod's they called it "The Tears of the Heavens"

The meteoroid that broke through the atmosphere of Essari, was no bigger than perhaps 600 metres, and was torn by the atmosphere as its fragments crashed in the prairies and coastal deserts of Jobani. Some minor environmental damage endured, but the only sentient creature to have witnessed be Emra, via its AA-Nodes. The AA-Nodes become highly curious of the falling rocks, immediately prompting Emra to visit the landmass for few days, collecting and analyzing the rocks materials, before assimilating as much as the Braffberg could find into its store of resources.
>>
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>>1860381
The opal found 'round the Pool of Knowledge becomes a rare and sought after commodity, like the relics of saints in Catholicism. It catches the light of the new torches grown in God's name. They are called Mountain-Stars and they are counted as holy. Particularly pious CG's have them displayed in pride of place in their homes.

Gems in general become valued things, while metal is prized for utility, precious stones earn their value in beauty and their shine. Mining becomes a potentially very profitable career, nearly equal to scribes, and soon a nobility clad in stone that blaze with the light of a sun that Yuu'ush never knows adorn cloaks velvet and sewn.

Note though that careers here are not castes, and that upward mobility is common, as a single discovery of a gemstone by a lucky laborer can catapult their status tremendously, as can progress on shinier bioluminescent braffrig farming.

Explorers remain respected, as long as their travels bring new wealth and resources to the communities, but their time in the spotlight is over since the priest-king's new vision of light. Now it is the time of scribes and the farmers. Eventually though, a new vision and their day in the sun too will set.

The Age of Explorers ended, the Age of Light has begun.
>>
>>1859919
>>1858351
>>1858301
>>1858229

During the time of need, when summer never came and the night was unyielding, the different Grabrafkinds lived next to each other. It was during these times that the Thinking learned the art of taming fire through their interactions with the few Plains Grabrafs that weren’t hostile to anything that moved. With the fire they could keep themselves and their children warm, and even more important; The fire gave them the light in which to record the events of this time, when mother’s rest was disturbed and all of her children had to huddle together.

As normalcy eventually returned the Thinking Grabrafs of Sujardin started to take extra importance in the growth of their crops. The changing of the seasons was noted down, how many days and “months” there were in a year, when children normally was born, and when the best time was to plant and harvest their crops.

The Thinking Grabrafs started seeing association with the gods in the changing of the seasons. Winter was Hootin’s time: a time of need and conflict, but also a time of birth and the return of the sun (the winter solstice). Early summer / late spring was Tootin’s time: the time of the first harvest and a time of leisure, song and dance. Fall was Bootin’s time: It was the time of the last harvest, of working together and being judged by the god ahead of the coming months of need. Following one of these months there was always a month also named after the respective god. These were considered continuations of the gods’ times, but they were also times when the gods’ influence was assumed to be waning.
>>
--TribalEvo Progress--
The Meteor Shower seen in the skies is viewed as a good omen by many of the Sapient Organisms of the world. Only a few thousand years have passed since the volcanic winter that devastated life, but now that world has nearly recovered from that, so too has the quality of life for Sapients. They've come to place a bit of faith even in Emra and its AA-Nodes a springwell, of resources in dire times. Some Sapients have even begun to revere Emra as a living diety. As communities advance further, so too are they becoming more sedentary, and some of the first true cities have begun to appear throughout the Sapient races of Essari. What comes next for these race, though only time can tell.

--Daily Technologies--
Tier 0
- Agriculture (Cocky Tripod Only)
- Crafting (Red-Throat Tripod Only)
- Animal Husbandry
- Fishing
- Astronomy
- Permanent Settlements

Tier 1
- Brozne Working (Need Toolmaking & Mining)
- Calendar (Need Astronomy)
- Fire
- Irrigation (Need Agriculture)
- Masonry (Need Permanent Settlements)
- Mining
- Sailing (Need Crafting)
- The Wheel

--Tribal Organism Advancement Rules--
> Every day the tribal organisms will be presented with 6-8 technologies, and may select one of the technological advancement provided. These are not exclusive advancements, and can be learned later on, but to a lesser effect to each tribe.
> Only one technological advancement per tribe in these daily selections.
> The aforementioned technology will be considered to be successfully implemented/learned by a sapient organism when a poster rolls a 5 or higher of a 1d8 roll (put "dice+1d8" in the options field when posting.)
> Only two rolls per poster ID.
> You are not restricted to one technology roll for a sapient race per day, and are free to apply any of the technologies above to a sapient organism at any point, or some completely unique technology.
> Any other technological advancements that aren't a daily event may be freely rolled for by any poster via a 1d8 roll. (The resulting roll determines how well the technology is implemented. 1s do not mean failure, and 8s, do not guarantee success.)
> The resulting roll will dictate how successful the technology is implemented into a sapient tribe. (This will result will also determine whether positive or negative cultural events will occur to the sapient organisms.)
>>
>>1860864
Permanent Settlements for (Desert exclusive?) Red Throats
>>
Rolled 2 (1d8)

>>1861170
Forgot to roll
>>
Rolled 3 (1d8)

>>1861173
reroll
>>
Rolled 1 (1d8)

>>1860864
Bronze working for Cocky Tripods
>>
Rolled 1 (1d8)

>>1861221
Lets try that again.
>>
Rolled 2 (1d8)

>>1860864
>- Agriculture (Cocky Tripod Only)
Lets give this a try.
>>
Rolled 7 (1d8)

>>1860864
Rolling for the wheel.
>>
>>1861475
An enterprising young CG craftsman begins experimenting with a more efficient method of transport than sleds and boats. It was never a problem before as most major transportation was nautical, but now as more and more halls are hollowed out via mining and masonry, the need for faster travel between A to B is necessary. With his success, the chiseled tunnels turn into subterranean highways. Carts of ore and gravel are excavated out of the mines quicker and faster, allowing for speedier tunnel digging. The cities expand upon the Undersea and into the solid rock of the mountain as well.

Living in a paradise has its benefits, but it also means that without predators the population booms, and thus the need for constant expansion.
>>
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--Emra Event 5: Blessings of Emra--
For several thousands of years now Emra has been watching the young Sapient Organisms of Essari, develop, and flesh out their young tribes. It has observed their individual approaches to progressing their own collective intelligence, cultures, and societal development. It especially learned a great deal about these Sapient Organisms during the Volcanic Winter, just a mere 6,000 years or so earlier, when the Braffberg had decided to act in a manner of protecting and even nurturing these primitive tribes of Sapients depending on how one were to look at it.

To Emra though, the struggle of survival for these young sapient creatures during this Volcanic Winter, and additionally how inefficiently life had adapted to what Emra had determined to be a minor world event if anything was concerning to the Braffberg. Emra still has much to learn from these Sapient Organisms and the ecology of Essari, and begins relaying new instructions to its AA-Node network.

In the written accounts of the Sapients, they tell similar of stories back when the AA-Nodes would at time ensnare, organisms, domesticated beast, and even aloof, or perhaps reckless members of their tribes in their viscous mass, where they consume the body of the trapped creatures at their leisure. For a few of these Sapient Organisms, these occurrences were treated a menial event, and for the Thinking Grabraf, and Stitchers, the consumption of their deceased, or elderly members of their tribe was treated as an almost sanctimonious act. The AA-Nodes had long since altered their behavior, seeming to no longer need to sustain themselves by consuming organisms, and were fairly docile now as mentioned in the writings of these Sapient tribes. So when a wild creature, domesticated beast, or members of Sapient tribes that wandered too close to AA-Nodes by themselves disappeared, or in some rarer cases seen ensnared by an AA-Node and absorbed into it, most thought it peculiar, but not an event, they had the power or right to prevent. Strangely enough, recent stories begin mentioning accounts, of tribesmen or livestock that had were seen being absorbed by the AA-Nodes were said to have returned to their people unharmed and with seemingly no memory of the event. Some viewed it as miracle, while other like the Cocky Tripod and Stitchers went as far as to revere those tribesmen that returned as "Emra's chosen" or "The Blessed Ones."
>>
Rolled 6, 8 = 14 (2d8)

>>1860864
red throat tripods
Fire, Crafting
>>
>>1861663
Though without city, the redthroats were not without capability. The land provided, and where others would stay and exploit, they would expand and explore. Chewing mandibles and brute strength began to give way to carefully shaped tools made from the world around them. It was that tool shaping that discovered the spark, which gave them fire.
>>
Rolled 1 (1d8)

>>1861663
>>1861667

Red throats already had a grasp of fire and tool making. However, they do not yet have any permanent settlements.
Speaking of which, rolling for that. Some tribes forming small, permanent villages.
>>
>>1861536
The Cocky Tripods begin to take these "chosen" and give them the best available to there species and look to them for leadership and guidance for the tribal villages creating a primitive theocracy of sorts.
>>
Rolled 2 (1d8)

>>1861259
reroll
>>
Rolled 7 (1d8)

>>1861743
And reroll
>>
Rolled 4, 6 = 10 (2d8)

>>1860864
Bronze working for pgs
>>
Rolled 8, 5 = 13 (2d8)

>>1860864
Rolling bronzeworking, Stitchers
>>
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>>1861910
with the working of bronze and the working of leather, armour and weaponry in the alloy slowly replace trophies as status symbols among the Plains Grabraf. Leatherwork and inks and dyes mean that instead of blood on their body, they can write of their achievements on their clothing, and the fashion of the scribes of wearing strands of leather with writing on them becomes more and more widespread.

Instead of vows however, these leather bands are of receipts and promissory notes, signs of a prosperous herd.
>>
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>>1862074
As the scribes become richer and gain importance through the sophistication of trade with thinking and cave grabrafs, some of them aim to distinguish themselves by dying their clothing in the ink of the solibee, as well as colour their eyes with charcoal.

There are still scribes bellow and at a level with herdsmen, but what has changed is that scribes, through their potential to amass wealth, have gained power in most tribes, even going so far as to be the chieftains of some - though those are regarded with distrust by other tribes, as this is still seen as a breach with tradition.

By now the need for ovens to work the bronze, huge stables to house the animals and simple commodities has brought it about that plains grabraf are constructing large wood and clay towns in which to winter or stay over longer periods of time should the circumstances demand it.
>>
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>>1862116
Gold and Silver is reserved for Grabrafs that own herds, and none have more than the Grand Chieftains, whose written leathers reach all the way to the ground, so large are their transactions, and who can freely dye their clothing with no heed to the cost.

For smaller chieftains that want to attain the same wealth, recently a new opportunity to do so has arisen: Using scythe-like bronze tools to scale the humongous trees they live in, some daring smallr tribes attack and raid forrest grabraf villages to sell the inhabitants to cave grabrafs for salt and gemstones. Especially the former, and its ability to keep even the dead of a herd a valuable asset even if not consumed right away, make slaver Grabrafs the powerful other option to those with giant herds.

Slavers aren't treated as criminals, but often with a healthy amount of distrust as its not unheard of that among the tall green forest grabraf some unfortunate plain grabraf are sold as well.
>>
Rolled 1, 5 = 6 (2d8)

>>1860655
As the the wildlife of sujardin's forests has ended up dispersed after the green death and the long winter that soon followed, more silva broulders can be found living on the borders of the plains and the forests. The Thinking Grabrafs, needing a source of labor to help them with the construction of their villages, among other things, and being quite unwilling to kill the animals intruding on their lands and trampling their crops, instead end up trying to take care of the Silva Broulders.

They feed the huge beasts and try to teach them to follow the instructions of their new companions/owners. While this feat might be impossible for any other grabraf species, maybe it will work out for the thinking Grabrafs of Sujardin?

>Rolling Animal husbandry
>>
>>1862745
Eventually the Thinking Grabrafs are successful in domesticating the beasts, turning them into animals of burden. The Silva Broulder’s temperament becomes slightly milder, but it doesn’t disappear completely. It’s not uncommon for them to still act hostile against Grabrafs and others of their own species; thought it is less likely for them to do so against the Thinking Grabrafs. Thankfully the Thinking Grabrafs are capable of handling these events. Strengthening themselves through chemical reactions in their bodies caused by the discolodite symbiotes, a group of eight to twelve male thinking grabrafs can stop the massive beast’s charge and even pin it down. The Broulder is then calmed down by quietly singing hymns to it; the tone of the thinking grabraf’s voice somehow having a calming effect on it. Many a Silva Broulder ends up forming a life-long bond with its favorite thinking grabraf; similar to that of a cat and its favorite family member.

While an outsider might view this new relation between broulder and grabraf as a servant-master relationship; this is not how the Thinking Grabrafs see it. Instead they view these Broulders as their companions and members of their society. These silva broulders, with their fierce temperaments and bodies seemingly partly made of rock and plants, are seen as carrying aspects of the thinking Grabrafs’ three gods.

Usually these Broulders are marked with symbols signifying their membership of a village or a city. One symbol in the old script and one in the new, as is tradition.
>>
Rolled 8 (1d8)

>>1861894
Masonry for R. Tripods
>>
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>>1863782
Even if most R. Tripods still prefer a nomadic lifestyle, a number of villages has recently begun turning into bigger, larger scale cities. Far away from the lush grasslands or any life blooming oasis, the tribes living in the desert hills are forced to ration what little crops they are able to grow, this need is satisfied by the wonders of proper food stockpiling, that combined with trading of goods with passing caravans of farmers or hunters, leads to the construction of amazing city-fortresses.
>>
Rolled 7 (1d8)

>>1863828
"Advanced Knitting" for these guys as well
>>
>>1862196
Seeing as these FG's aren't Shulu's chosen people, none of the CG authorities really find anything wrong with the slave trade. Besides, there is a constant need for expansion, a paradise allows for booming population growth. Somehow they fail to see the irony in solving their population problem by bringing in MORE people...

The slave trade begins to develop a sort of monetary system among the CG's, akin to the PG's herds. Those who possess many slaves are the elite and those with few are considered not as well off.

Most slaves are put to work in mines or quarries, working to excavate the gemstones and salt that will enable the Yu'wsh people to purchase even more slaves. Expansion of the tunnels and halls moves forward like never before. Great halls and cities are built from the efforts of kidnapped grabrafs.

It should be noted however that while there is no law or edict against it, it is generally considered in poor taste to abuse one's slaves (though it does happen.) To the CG, a slave that is half-dead is not effective.
>>
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>>1863884
Most of the nomadic Red Tripods in the vast green plains of Panoram have abandoned their hunting-gathering ways in favour of nomadic pastoralism of Fluffback Landlords. These animals are bred specially for their hair, and after enough generations of cautious selective breeding, a new subpecies, with long dreadlock like wool hanging from it's back is born. These Domestic Landlords have very tender meat and have males that produce a sour, yet very nutricious substance out of specialized glands. This ability was inherited from the Alpha males that had to protect and feed the litters of their packs thousands of years ago. The Red Throats quickly find a way to shear and refine the wool produced by the Fluffbacks, and begin producing and trading a vast amount of goods from it, ranging from basic clothing, to sails for their boats. A golden age of trading caravans, taking goods from the grassland villages to the desert metropolis and back begins, however, it is not until after the invention of the wind-driven carriage that trade routes can be properly implemented. These strange vehicles are quite simples, the Red Throat, lacking any proper beasts of burden, had to find a way to move large loads through their territories. The answer to this enigma came not from the vast plains that they struggled so hard to cross, but from the coasts. Naval vessels used for fishing were fitted with wheels and bigger sails made from Fluffback wool and vegetable fiber. The result was a very fast and powerful means of transport, that was only viable to use in certain parts of the world.
>>
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--Neutral Event: The Mystery Box of Nihiloram--

On one faithful day on Essari, a mysterious cuboid object was sighted by the Librarian’s satellite array, of which the origin and material composition are both largely unknown. After the array, assesses the object to not have the potential to cause a significant impact, the onboard AI of the satellite begin analyzing the fly-by data of the unknown object, as it careens towards the Nihiloram mainland.

The mysterious object, no larger than 2 meters across crashes into the western floodplains of Nihiloram, with a great boom that could be heard for miles. The first sentient organism to of observed this impact was an AA-Node, no more than half a kilometer from it main core. Despite seeing the impact however, the AA-Node assesses there to nothing in the crater but rubble, though the Node continues to cautiously observe the crater.

Then enter the Sapients of Nihiloram. A small hunting party of Cocky Tripod is seen scouting the floodplains in search of Nihiloram Landlords to hunt. That is until one of the Tripods, spots the strange crater in the ground, prompting the party to curiously investigate the scene. One of the Tripods, the elder of the group takes note of how the nearby AA-Node seems to also be staring at the crater although it hasn’t made any approach to it yet. As the party of Cocky Tripods approaches the crater, they see a strange metallic cube, or something akin to a box. They find themselves enthralled by the pulsing light of this strange object, and strange markings on its iridescent surface. The elder of the Tripods, also notes that there are five lights in the shape of long lines, on its central axis. The Tripod also cannot help but feel something “unworldly” emanating from the strange box. Before the elder can, warn its fellow Tripods, one of the younger Tripod reaches out to touch the metal box, and a burst of light is loosed from the mysterious vessel as it opens, emitting a aurora-like light. The light from the Mysterious Box seems to call to the Tripods, like a Siren's song; and one-by-one, the Tripod reach into the beckoning light.

--Mystery Box Rolling Rule--
> Roll a 1d20, to find out what gift may be bestowed by the light of The Mystery Box.
> Only one roll per poster, and only five rolls in total can be made.
> Rolling a 1, and one other number will proc, a result that ends the event.
> The first 1 rolled will be mulliganed for the sake of how common that number has been rolled, but said roller, will not be allowed to re-roll.
> The results of these rolls will be posted tomorrow.
>>
>>1864469
Oh I wonder-wonder-wonder WHAT'S IN A WONDER BALL!
>>
Rolled 6 (1d20)

>>1864469
>>
Rolled 5 (1d20)

>>1864469
May Shulu have mercy on these three-armed freaks.
>>
>>1864587
Sorry man, only one roll per poster. Gonna be going with this one >>1864551 for your roll.
>>
Rolled 4, 2 = 6 (2d6)

>>1864469
>>
>>1864610
I realised deleted the other one.
>>
Rolled 6 (1d20)

>>1864521
Whoops, I'm tired.
>>
Rolled 13 (1d20)

>>1864469
doot dee doo
>>
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Rolled 15 (1d20)

And this should be the fifth.
>>
Rolled 18 (1d20)

>>1864469
>>
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Rolled 7 (1d8)

To comply with the priest-king's vision and light the caverns (that no evil can be hidden from Shulu) the CG's decide to plant farms of bushes and lichen on the ceilings of the cave, however, some of these are very high up. This will take a feat of engineering never seen on this world, and it is fraught with the potential for danger.

To reach the ceiling the CG's (or at least their slaves will) will construct a truly massive tower that will serve as a scaffold to the great high roofs of the mountain chambers. If successful, they can begin cultivating braffibush on the ceilings, and not just fulfilling the will of Shulu, but also doubling their agricultural output (which could come in handy with a booming population.)
>>
>>1864551
>>1864561
>>1864649
>>1864875
>>1864949

6: Echoes Through Time (Nihiloram Only)
5: The Mantle of the Architect (Effects only the individual Tripod)
6: Echoes Through Time (Global Effect)
13: Visions of the Future (Effects only the individual Tripod)
15: Light of Knowledge (Effects only the individual Tripod)
>>
>>1866091
Would you mind giving a short overview of how you want those to work? I have a bit of a story cooking but want to make sure I execute it right.
>>
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>>1866183
As you wish. Here's the whole post -Part 1 of 2-

>Echoes Through Time (Nihiloram Only)
The first Tripod reaches into the mystifying light, and find himself engulfed by the light. In the Tripod momentary panic, it tries to run from the light, as it sees its surroundings morph and change before it. Every second the light envelops a million years of time passes, as the Tripod is witness to seeing the past of life of Nihiloram unravel before it. It sees strange plants and creatures, it had never even fathomed to imagine. And then, a second flash light, jolts the Tripod out of its stupor. The hunting party looks in confusion and fear for their fellow tribesmen that seem bewildered by whatever it had just seen. Then, to their shock they see new plants and animals spontaneously appear before them in the great floodplains. Throughout the landmass of Nihiloram, ancient creatures of past, once more reclaiming the land's they once thrived in.

>Echoes Through Time (Global Effect)
As the young Tripod struggle in its awe and excitement to recount what it had seen in the light, another of the tribesmen curiosity of the aurora-like light reaches out to touch the light of the Mysterious Box. And like its fellow tribesmen he is engulfed by the light, and has visions of time passing before it millions of years a second. The difference is this time, this fellow Tripod sees more than just the past lives of Nihiloram, and instead he is privy to a collage of Essari's history, all the way back to the very beginning of life. And after that moment of sensory overload that overtakes the Tripod tribesmen, the light flashes, and snaps him back into reality. He too recounts seeing landscapes and organisms, unlike anything in their lands, and in addition tells his fellow tribesmen of strange lands farther out beyond the great body of water that surrounds their home. Throughout Essari now dozens of once extinct organisms are revived to the world, with most of them redistributed to their ancestral lands and habitats.

(The organisms introduced back into Nihiloram are in the picture included in this post. The organisms that were reintroduced to Essari, will be posted later this evening.
>>
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>>1861919
>>1859950
>>1861919

Eventually the Stitchers found a use for the tin and copper that they dug up from the earth. They realized that by crushing the materials into small pebbles and then swallowing it they can absorb it and excrete it through their glands, similar to how they do with other minerals consumed through eating the crystalline plants in combination with an occasional mouth-full of dirt. Because of this new breakthrough they are capable of excreting a simple alloy very similar to bronze, though not completely pure due to it containing trace amounts of other minerals.
Weavers and Stitchers take advantage of this new discovery. They shape the new material into weapons as well as ornaments, which are used as well as worn by the Praetors.
The weapons are mostly used to fight the dangerous predator, the scutum scorpibraf, as well as to make war against rivaling colonies. Four main varieties of weapons are crafted in this age:
- The ‘’k’k’’’’’ : a mace that is mainly used to make dents in the scutum scropibrafs armor, causing internal hemorrhaging.
- The R’’iii’k’k: A curved blade with an integrated guard covered in large spines. This is a very hard object to make, therefore it is generally only worn by veterans in the most affluent households. More common is instead the traditional crystal spear pictured next to the weaver, the R’ee’I’eek.
- Lii’’iikk: Is a large bronze shield, mimicking nature in its design by resembling the shields of the scutum scorpibraf. It is primarily used to defend against the scorpibraf’s venomous blade-stinger.
- Eee’’ii’k’: Is a dagger worn in the hand underneath the shield-arm. It is usually as a back-up weapon as well as the main killing tool in close quarter tumbles.
The bronze ornaments are lip rings. These symbolize and signalizes the praetor’s status within the house as well as in the colony. Only the praetors of most esteem are awarded the rings by their household’s matriarch-patriarch pair. These ringed praetors usually take charge of troops while out in the field, and also serve as main guards of their family’s matriarch and patriarch.
>>
>>1866249
-Part 2 of 3-

>The Mantle of the Architect (Effects individual Tripod: Luo'ly)
After watching the two young Tripods touch the mysterious cube, and claim to see visions of lands unimaginable even to their wildest dreams, Luo'ly whom had been somewhat cautiously watching the AA-Node decides that he will take this opportunity to see what he may experience as he presses his hand into the pulsating light. Luo'ly expects to see visions of strange and wonderful land as the light surrounds him with it blinding brilliance; but to his surprise the Tripods find himself in have been physically transported to some cuboid room. In this room Luo'ly see glowing images sprawling on the walls of the room, as well as tables where it spots curious eidolons and statues of complex, and highly alien-like implements on the tabletop. Luo'ly curiously pickups some of these object and implements, each one releasing what feels like a resonating pulse into Luo'lys' body. He find that after a short while the images on the walls, the alien statues, and strange implements become more familiar to the Tripod. He begins to recognize the images and statues as great structures, possibly from other worlds it ponders, and then it gazes at the implements that it nows recognizes as tools that were likely used to help construct these strange and wondrous structures. Before Luo'ly could ponder further, a flash of light blinds the Tripod again, and he awakens back out in the crater, surrounded by his concerned tribesmen. Whether or not the experience was real or a dream, Luo'ly can vividly recall each image, and every item in the room as his mind races to make sense of it all.
>>
>>1866304
-Part 3 of 3(4)-
>Visions of the Future (Effects individual Tripod: Tau'seh)
Tau'seh is the one female huntress of the small hunting party. More stoic and dismissive of the curiosities that seem to bewilder the younger Tripods of her tribe, she at first contently watches her fellow tribesmen as they exclaim in wonder and awe of the metallic object that had just fallen from the sky. Her curiosity is peaked though when she observe Luo'ly approach the Mysterious Box, and then disappear suddenly after a flash of light. Naturally, she was worried for here tribesmen safety, and was relieve when he had returned again in another flash of light. What intrigued her to approach the Mystery Box was some of the passing details Luo'ly recounted. Knowledge from other worlds, didn't necessarily intrigue her, but the chance to perhaps acquire physical trinkets from the cube did. So as Tau'seh touched the box, she too was swallowed by the flash of vibrant light. She too was seemingly transported to a room in, of which it contained a single pedestal with a silver chalice in the center. Looking into the chalice Tau'seh noticed a black ichor-like liquid was in it. Catching a waft of the liquid fragrance she noted that it had a sweet smell, much like the fresh fruits of an Eggfruit Tree. Intrigued, Tau'seh tasted the black liquid, but when it reached her lips, the flavor of the liquid sent her into a frenzy, gulping down the entirety of the black drink. Her vision became clouded with thousands of flashing visions, each one depicting what Tau'seh believed to the visions of other Tripods from her tribe. What confused and frightened her though was a sinking feeling, that made her quickly realized these were not visions of the past or present lives of Tripods she was seeing, but glimpses of the future. Times of Prosperity and Expedition, were coupled with visions of War, Famine, and Strife. And at the end of it all: a vision of a Tripod standing before Emra whom seemed to stretch all beyond the horizon. Then another flash of light, Tau'seh finds herself ejected from the world, with a gift in tow. A small necklace with an amulet in the shape of a chalice. Her fellow tribesmen, looked at her, exclaiming she had a look for fear in her expression. For Tau'seh though she was not afraid of anything she had sen, but rather was afraid of what events would lead into those visions of a future.
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>>1866349
-Part 4 of 4-
>Light of Knowledge (Effects individual: Elder Omir'ah)
Lastly, the eldest of the hunting party, Omir'ah approached the mysterious glowing box. He had watched as each of his fellow tribesmen reach out to the box, and have the box fill their minds with visions of strange worlds, both here and elsewhere. He knew not if these visions were the works of some otherworldly being, some form of magic, or if the events unraveling before them was the meddling of Emra itself. Elder Omir'ah pondered these possibilities briefly, but with him being the last of Tripods in the hunting party, and but a single streak of light remaining, he moved slowly over to the Mystery Box, and reached out to the glowing aurora within. True to what he had seen occur to his fellow tribe member, Omir'ah saw the light react to his touch and encircle him in a brilliant display of flashing colors. As the light faded, he found himself transported to a room that was very much real in the eyes of elder Tripod. In this room, he saw shelves and stand constructed from a metal he thought to be similar in appearance to that of the Mystery Box. The shelves were lined with a series of objects containing hundreds of pages with writings in seemingly dozens of strange, alien languages that were bound by a hardback, that felt like the dried hide of a Landlord. On the stands were scrolls of parchment, and stone tablets with pictographic carvings on them.

At first, any attempts Omir'ah had made to decipher the texts was futile, but then as if it were by magic itself, the texts had morphed into the phonetic script of his people. Each of these hardbound scribes contained writings, from what seemed to be hundreds of worlds that were alien, yet eerily familiar to Omir'ah. The elder Tripod browsed through each of these scribes, trying to best interpret the overwhelming amounts of information and knowledge that surrounded him in this room. It was only then that he saw the flashing of aurora light again down by the far end of the room. It was down at the end of this room, that Omir'ah noticed a single large set bound parchment that bound and covered with the dried leather of a Landlord's hide. Confused, by the familiar material as her slid his hand over the hide, he went to flip through the pages, only to find the light in front flash in a brilliant show of colors that jutted him back into valley he and tribesmen had been scouting, with the heavy bounded parchment in tow. Feeling a youthful sense of wonder, he too recounted what he had seen in the blinding light, telling his tribesmen the object he carried with had also came from wherever the place the light had transported him to as he flipped through pages to show them dozens of individual pieces of parchment brimming written in their language.

The Mystery Box's light grows dim and stops humming. To the Tripods, it had seemed almost as if the object had died, as it felt now cold to the touch. The Tripods then headed for home.
>>
Rolled 3 (1d8)

>>1861851
Reroll
>>
>>1866304
>>1866349
>>1866421

So, this is the short, non-fluff/lore version of what happened with these three Tripods.

Luo'ly has now been blessed with the knowledge and savant thinking of architects and artisans that would be akin to DaVinci. This Tripod and many if not all of his descendent will now carry with them the gifts necessary to build great wonders, art masterpieces, and super structures to support their civilization as it advances and grows.

Tau'sek, is now essentially a Seer or Oracle. Her and her descendents are blessed/cursed with the gift of being able to see glimpses of the future, much like Nostradamus claimed, only in this case, the visions of the future will have modicum of accuracy and precision in terms of where and when something is to occur.

And there's Elder Omir'ah. He is the Cocky Tripod equivalent of an Aristotle or Archimedes. Him and the majority of his descendants will be able to easily pass down knowledge to their fellow Tripods, and also learn and create new technologies and innovations with ease.
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>>1866863
Cocky Tripods got it good for once.
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>>1866249
>Echoes Through Time (Global Effect)
>As the young Tripod struggle in its awe and excitement to recount what it had seen in the light, another of the tribesmen curiosity of the aurora-like light reaches out to touch the light of the Mysterious Box. And like its fellow tribesmen he is engulfed by the light, and has visions of time passing before it millions of years a second. The difference is this time, this fellow Tripod sees more than just the past lives of Nihiloram, and instead he is privy to a collage of Essari's history, all the way back to the very beginning of life. And after that moment of sensory overload that overtakes the Tripod tribesmen, the light flashes, and snaps him back into reality. He too recounts seeing landscapes and organisms, unlike anything in their lands, and in addition tells his fellow tribesmen of strange lands farther out beyond the great body of water that surrounds their home. Throughout Essari now dozens of once extinct organisms are revived back to the world, with most of them redistributed to their ancestral lands and habitats.

Throughout the world in the months and years immediately to follow this event, the world's sapient organism as well as Emra are in awe and wonder of the appearance of new organisms in the lands, seas, and skies they had called home. Now many sapients of the world find themselves with new organisms to potentially hunt and domesticate.
>>
--Neutral Event: The Emra Biodivesity Bloom--

In the lands and waters of Region 3, Emra having long accessed there being an existence niches in the ecosystems throughout Panoram, the Bebin Islands, and Nihiloram that have long been left unfilled by life. Emra in its endless search for knowledge and experimentation leads to a change in the behavior of the AA-Nodes of Region 3. The AA-Nodes throughout the high density biomass regions of the world once again begin to capture organisms throughout the region. These creatures are released back into the wild sometime afterwards with just a slight change to their biology. These "Chosen of Emra" that the Sapients of Essari affectionately refer to the organisms that are said to have survived being ensnared by the AA-Nodes are have had their genelogy altered in a such a matter where the chances of a genetic or evolutionary mutation to occur in this organism's offspring is near a hundred times more likely to occur. This opens the door for potentially dozens if not hundreds of new species to emerge throughout Region 3.

--Biodiversity Bloom Rules--
> Any kinds of evolution (small evolutions, speciation, and big evolutions) are now allowed exclusively in Region 3, until the end of this thread.
> Marine Organisms are allowed to freely migrate between landmasses in Region 3
> Organisms that are globally endemic, are also effected by this rule.
> Organisms that can be found in all habitats are not discouraged, but are not too realistic in current biological standards. If you wish to create new global organisms though, then simply state how or why the organism is global, and it’ll be considered canon.
> Plant Organisms may now be as large as the size 25 increment as stated above.
> Animal Organisms may now be as large as the size 25 increment as stated above.
> Silicates, Calcium, and rich quantities of Iron, Copper, Silver, Zinc, Crystal deposits, heavy metals, and many other resources are present in the environment and may be incorporated into an organisms diet/evolutions if desired.
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>>1866349
>a single pedestal with a silver chalice in the center.
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Rolled 8 (1d8)

Lets do a agriculture roll for Cocky Tripods
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As teased, I have completed the map of the Undersea and the Yu'wsh cities and colonies.
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>>1867039
The Faceted Tourmaline is introduced to Yu'wsh caverns as a pollinator for the tribe's many glowing braffibushes. It is far more efficient than doing it by hand (which is what the poor CG's had been doing.)

Different Tourmaline's are crossbred and interbred to develop several different varieties according to practical needs as well as fashion, as breeding becomes a fad among the wealthier Yu'wsh elite. Tourmaline shows are held and extensive pedigrees are sometimes kept by serious breeders.

Of course, writing is still a gated thing only available to very skilled and educated individuals so the keeping of a pedigree requires hiring a scribe for an exorbitant fee. This continues to elevate the scribe class to higher and higher wealth and status, further cementing their status as second only to the priest king.
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>>1867039
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>>1852333
requesting a tribal tech tracker so we do not reroll.

Here is the initial idea. It could just be done in a spreadsheet, but I dont know how involved you want to get in this game.
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>>1868082
none of that data is accurate, just there to demo.
>>
--Negative Event: Rising Tide--

An abrupt shift in the tectonic plates that comprise the great landmass of Panoram. This sparked a series of major earthquake throughout the major fault lines of Panoram. One in particular measured as a 9.5 magnitude earthquake according to the Librarian satellite array. This one devastating earthquake caused a chunk of seaside cliff roughly 4 miles wide to crash into the ocean, producing a megatsunami with a wave at nearly 150m in height. The water trailed across the Panoramic Sea into the coastlines and islands surrounding the area. While only coastal ecosystems and organism populations were damaged, the unexpected event brought towering waves of doom to tens of thousands of Red-Throat Tripods. It was estimated that by the time the waters receded, somewhere around 50,000 Red-Throats Tripods were dead, and multiple coastal settlements swepted away by the might of the ocean.
>>
Rolled 6 (1d8)

>>1862844
>>1860655
Rolling for a social change/evo (non-tech) I've taken to calling "The Path". The number rolled will determine the initial impact of this change, i.e how major it will be at first.
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>>1860864
Packs of Sweetspringts often follow Hurkun herds and have to be chased off by the Sheppard Grabrafs. In those cases, often some betas are left behind, which sometimes get taken on by PG's specifically to ward against their kind. As those betas breed, they become smaller, stouter and less flamboyant as the beta traits become exaggerated.
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>>1867039
Braffious Swamptrees living nearby rivers on the grasslands and forests of Nihiloram become acostumed to the different substrates present on it's waters and the lesser amount of competition, growing much larger. Their leaves become elongated and it's branches thinner, which causes Cocky Tripods to nickname it Wig Tree, due to it's similarities to long hair on a Feroctail. It's fruits also change, become long strands of bitter seedpods that camouflague between the longer branches.
Dwarf Swamptrees living in the grasslands rivers lose their bark, adopting a soft flesh that branches out, acting like obese leaves, that sometimes bloom into very tender "flowers". Meanwhile, Dwarf Swamptrees living in tundra rivers have to develop much harder perennial leaves in order to not lose them to the cold winters.
>>
Rolled 2 (1d8)

Irrigation for Cocky
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Rolled 4 (1d8)

>>1861223
>>
Rolled 2 (1d8)

>>1860864
lets roll for solibee ink corrossive grenades for plains grabrafs
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Rolled 5 (1d8)

>>1870399
once more
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>>1870399
The initial invention of was spawned warrior clans in the southeasterrn plains of Sujardin, by the self proclaimed name of "Xerho Korexar", which in the PG tongue translates to "Sons of Xerho." They are apart one of the many despotic tribes over the colder southeastern plains. Because of this war between tribes is common and merciless during the cold falls and winters of southeastern Sujardin. It was this tribe though that came with the invention of the "Lek'tsh Chi" or Ink Soil Pod, which is a dried Hurkun-hide stitched into a pouch that they fill with the a high concentrate Ink Soilbee Poison. By slightly diluting it with water in about a 20% water mix, poison is just weak enough to not burn through the Hurkun-hide it is able to easily burst from its container, with enough force.

Almost certainly one of the first instances of Biological Warfare, the Xerho Korexar tribe, though being a diminutive tribe, begins to rapidly and aggressively annex lands from its the larger tribes that neighbored their lands, and rapidly gaining notoriety throughout that region of Sujardin. After awhile, the Lek'tsh Chi was passed onto other regions, and became a deadly addition to armaments of the larger, more advanced tribes in northern, and western Sujardin.
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--Negative Event: The Rise of Di'rado--

On the southernmost Denui Island of Region 2, the Thinking Grabraf of this land have since their population became isolated begun to vastly diverge culturally, and socially. While the TG's of Sujardin happily cooperate with other races, and focus on life in a sunny plains or borders of forests, where their tribes act as trading posts among the Grabrafs there; the TG of Denui Isle have become more aggressive, and self-reliant, using their superior intelligence to spread across Denui, growing crops in coastal villages, and using their lesser relatives, the Nomad Grabraf as a labor force to hasten the construction of buildings, gathering materials, and as a bartering item amongst neighboring villages. In spite of this more aggressive and brutish behavior, the Denui TG have never found much interest in violent conflict between neighboring villages or tribes, opting in lieu of using their social skills and intellect to defuse issues between tribes, over violence.

That was the norm, until the rise of Warlord Di'rado. Treated someone akin to a deformed child due to his blonde hair, and red eyes, he found that many in his village, even at times his own family would avoid interacting with him. This left Di'rado with only his Disclodite to truly socialize with on most days, and he became strong and learned how to develop his Disclodite into a deadly weapon. What started as violent outbursts towards other children in his tribe as a child, quickly devolved into conflict and eventually a bloody violence.

In a dispute with a neighboring tribe that was snagging the Nomad Grabraf in his tribe's territory, Di'rado elected to confront the Trappers personally. When these neighboring TG tribesmen tried to dismiss Di'rado while making a mockery of his strange appearance, the anger young man, snapped and killed the elder of Trapper with a single strike from his Disclodite. The other TG's alarmed and enraged by this act, tried to fight back but were no match for Di'rados physical strength, and the might of his Disclodite.

Di'rado realized quickly that his strength was perhaps unrivaled by anyone in his TG tribe, and decided to overthrow the leader of his village, in a match of strength martial combat, nearly killing his former leader in the match. After Di'rado rallied as many able bodied warriors of his tribe, and began teaching them how to hone their own Disclodites into the proper tool, Di'rado now thought they should be used as. Di'rado's TG tribe begins pillaging neighboring village and annexing land from other nearby tribes. Most of the opposing TG tribes were too late to react to the Rise of Di'rado, and within 10 years and with the deaths of a third of the TGs of Denui Island, the entirety of Denui Island is unified under Di'rado tribe, dubbing himself the ruler of De'wardi and all of the world the TG's dare to call home.
>>
File: Sapient Race.pdf (1.02 MB, PDF)
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--TribalEvo Progress--
One-by-one, sapients of Essari have begun to advance their tribes out of the paleolithic societies of their early days, as now many of these species looked to the concepts forming homelands, and large tribes or even cities where large number of sapients gather to live. The introduction of dozens of the new organisms to Essari, has also helped in preventing unfortunate circumstances like overhunting or overfishing. Now though, as organisms begin to become reliant on materials like bronze, salt, stone, and other resources that are no longer as widespread as the favored materials of their Paleolithic past, trade routes and alliances are beginning to form, while elsewhere, the clouds of war and conflict begin to gather.

I also went ahead and made a comprehensive guide for keeping track of technologies and innovations learned by each Sapient Race. This might be liable to change or expand, as cultures within Sapient Organisms begin to diverge.

--Daily Technologies--
Tier 0
- Fishing (Thinking Grabraf [Sujardin], Forest Grabraf, Stitchers Only)

Tier 1
- Brozne Working (Need Toolmaking & Mining)
- Calendar (Need Astronomy)
- Fire
- Irrigation (Need Agriculture)
- Masonry (Need Permanent Settlements)
- Mining
- Sailing (Need Crafting)
- The Wheel

Tier 2 (Only accessable to Cocky Tripods
Alchemy (Need Fire)
Archery (Need Toolmaking)
Architecture (Need Masonry & Mathematics)
Currency (Need Mathematics)
Engineering (Need Masonry & Architecture)
Iron Working (Need Bronze Working)
Mathematics
Optics (Need Astronomy)

--Tribal Organism Advancement Rules--
> Every day the tribal organisms will be presented with 6-8 technologies, and may select one of the technological advancement provided. These are not exclusive advancements, and can be learned later on, but to a lesser effect to each tribe.
> Only one technological advancement per tribe in these daily selections.
> The aforementioned technology will be considered to be successfully implemented/learned by a sapient organism when a poster rolls a 5 or higher of a 1d8 roll (put "dice+1d8" in the options field when posting.)
> As a bonus to Cocky Tripods, they only need to roll a 4 or higher.
> Only two rolls per poster ID.
> You are not restricted to one technology roll for a sapient race per day, and are free to apply any of the technologies above to a sapient organism at any point, or some completely unique technology.
> Any other technological advancements that aren't a daily event may be freely rolled for by any poster via a 1d8 roll. (The resulting roll determines how well the technology is implemented. 1s do not mean failure, and 8s, do not guarantee success.)
> The resulting roll will dictate how successful the technology is implemented into a sapient tribe. (This will result will also determine whether positive or negative cultural events will occur to the sapient organisms.)
>>
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>>1868182

Feeding into each other, as society and technology has evolved, so too has the TG’s religion, Hootianism, become more important in the Thinking Grabraf’s daily life. In the larger villages, temples have been constructed in the name of the three gods’ as well as various Grabrafs of legend. What previously was just a loose connection of myths and beliefs has become more organized and structured. As a TG grows up he/she learns the stories of the three gods and those individuals who bravely acted in their, and the mother’s, name. Once a TG becomes a juvenile he/she will have to choose what his/her main path will be.

The Path is a concept that has become engrained in Thinking Grabraf society. The Path is essentially a template determining how a Grabraf thinks, acts and lives. It is believed that every Grabraf’s path is unique, however, there are main pathways in life upon which many Grabrafs have walked or will walk upon. These paths are blessed by and lead in the direction of the three gods. It is every Thinking Grabraf’s goal in life to get as far as possible on his or her path, so that he or she can be united with the Gods after death.

The three main directions of paths are:

The paths of Bootin. This is the most followed direction in TG society. Those who follow it are mainly farmers, “politicians” and the priests/priestesses of Bootin. Farming is an honorable path, often called Notiano’s path. Natiano was the Grabraf who, according to legend, was the first farmer and the one who first domesticated the plants of Sujardin. It is said that before his time Grabrafs wandered the plains, from forest to forest, foraging what little food they could find.

The paths of Hootin. This direction is followed by warriors, Broulder-keepers, builders, and priest/priestesses of Hootin, among others. When a Grabraf makes love he/she temporarily walks on a path in the direction of Hootin. The warrior’s path is also referred to as Honokia’s path. Honokia, firstborn of the Ur-mother from which all Grabrafs can trace their descent, was the one who stood against the uprising of the Firstborn. Fighting side by side with Hootin and Johone (The only Firstborn not to raise its hand against mother), she used her wit to defeat many of the Firstborn. Once the Firstborn were sealed in their eternal prison far underneath Sujardin, Hootin rewarded Honokia by giving her a piece of itself. This piece, the symbiote, she then passed on to all of her descendants, marking every single Thinking Grabraf.

The paths of Tootin. This direction is followed by the writers, musician, dancers and priests/priestesses of Tootin. One of these paths, the writer’s path is commonly called Kohotio’s Path. Kohotio is the Grabraf who managed to tell Tootin, The Omniscient, a legend which had never heard. As a reward for giving the god a hearty laugh Kohotio was rewarded with the art of writing. He was later the one to spread this art amongst all Grabrafs.
>>
>>1871293
While some TG’s solely walk in one of these directions for the most of their lives, it is much more common for a Grabraf to walk in all of these directions throughout different parts of their lives. It is not uncommon for a Grabraf who farms to walk path of the warrior or the singer by training his/her body in the temple of Hootin, or singing in the temple of Tootin during the evenings.

Aside from the paths, Hootianísm teaches that all living beings have the right to live free and to be heard. It is for this reason Thinking Grabraf villages and cities are normally ruled by councils in which all adults can express their opinions, and why they feel a strong disgust towards slavery. Hootianism also teaches that knowledge is important. It is for this reason that the temples to the gods resemble schools more than churches, and why most TGs get taught how to read and write. However, knowledge shouldn’t just be spread to the TGs. Many TG’s therefore make it their life’s path to journey far and wide, while evangelizing the teachings of Hootianism to the other Grabrafs of Sujardin. The Forest Grabrafs seem to find Hootianisms teachings of all life’s equal value appealing, being herbivores and frequent victims of slavers themselves. Hootianism is less successful among the other Grabrafs. The PG find its ideas laughable and only some CG incorporate it into their current faith.

These teachings and beliefs have with time led to religious rituals, such as fertility rites, and the domestication and refinement of plants. Having evolved from the TG’s domesticated Essarian Grass, Cropgrass is one of the staple plants that the TGs grow. From this plant they harvest seed pods, from which they can make flour as well as a kind of oil-paste, and the stems, which they process into fibers and then linen-like textiles. Also stemming from the TG’s domesticated Essarian Grass, Swampgrass is a plant that once again has found its home in the wilderness. Swampgrass grows on the riverside and in the irrigation-channels watering the TG’s crops. From this plant the stem is often extracted and eaten, the sap found within it also has minor restorative properties; lessening swelling and dulling pain. The Brafifruit Tree is a domesticated Sujardin Braffitree that has been selected to be smaller as well as having larger yields of fruit.
>>
Rolled 4 (1d8)

Rolling math for cocky tripods.
>>
Rolled 5, 3 = 8 (2d8)

>>1871236
>>1871236
>rolling for mining for redthroats
second roll
>rolling for fishing for Forest Grabraf
>>
>>1868105
The redthroats lost many, but their early adoption of sailing and ship making actually allowed some to survive, and others to be rescued. A small disporia of redthroats rode the currents in a minor floatilla, unsure of where the tides would take them, or if they would survive at all. The sea provided food, rain provided water, but the relentless sun beat down on them, and bit by bit tiny boats never meant for open oceanic voyage began to sink.

The Redthroats as a whole uncovered the concept of mining and due to their highly social, communal, and nomadic nature, quickly began a process of traveling mining. Forges would be built in stationary camps, which would gradually grow into small towns of transient populations. Each wave of travelers would take care of the structures and land until it was their time to move on. The more common paths grew more frequently placed and larger "stop overs". From an aerial view, thin etched lines could be seen, where unintentional paths were formed from linear surface mining/ scraping.
>>
Rolled 2, 5 = 7 (2d8)

>>1871236
Rolling Ironworking for stitchers and fishing for S TG.
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>>1852356

One night the villagers of a small CG settlement are awoken by loud noises coming from outside of their homes. Fearless, all adults walk out of their homes to meet the intruders, stone weapons in hand. What they find, however, is not Cavernous Grabrafs from another village nor is it escaped Forest Grabraf slaves. Standing before them is a pack of eight humongous Rainetails, patterns glowing in the dark, feasting on the Grabrafs' Brafibushes. Then the Rainetails notice them...

One hour later and the village lies in ruins. The Rainetails are gone, having moved on to greener pastures, and the still warm corpses of Cavernous Grabrafs, young and old alike, lie silent. All that can be heard is the quiet sobbing of a Grabraf newborn, having just awoken from its nap.
>>
Rolled 5, 6 = 11 (2d8)

>>1871236
The CG's actually do have Mining, Sailing, and Irrigation.

Going to roll for bronze-working. Replace those spears with glorious Spartan shields! Also, enjoy the new and improved map.

>>1871631
This will be the catalyst for the research of bronze working, if there be monsters in the mountain, then the children of the mountain must strike back. Deus vult, motherfuckers.
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>>1867039
>>1871164

On Denui the Pterrortails have become isolated from the rest of the global population, diverging from them evolutionary. The amount of melanin in their skin has increased, turning their red into a dark brown. Here size is king, as the males fight each other over singing-spots on the beaches to attract mates. Due to the Pterrortails here fighting each other with head-slams as well as bites, they've evolved a thicker and pointed chin which they slam into the necks of their rivals.

Many Thinking Grabrafs and Nomad Grabrafs living near the coasts have been killed while mistakenly entering the territories of the Pterrortails. And recently, many Grabrafs have died while intentionally attacking the creatures, trying to capture them. Even in the face of all of these failures Di'rado doesn't care. These beasts might prove useful in the Di'wardians glorious future...
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>>1871930
Di'wardian future.
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>>1871783
Bronze working is discovered via trade with the PG's and their use of it, but seeing its shininess, the CG's think it is jewelry and use it as such, little realizing its military capability. Some very rich CG's will hire special scribes to etch writing into their trinkets, further flaunting their wealth to average CG's.
>>
Rolled 2 (1d8)

>>1871236
Let's see if the Stitchers can learn mathematics
>>
Rolled 7 (1d8)

>>1872357
Forget that, didn't see it wasn't available. Rolling for the Calendar instead.
>>
Rolled 8, 3 = 11 (2d8)

>>1871236
Red ThroatBronze Working/Mathematics if first roll is succesful, if not reroll
>>
>>1873272
>>1871382
Eventually, these forges grew larger and more plentiful, especially in the hill areas of the grasslands, where some of them even evolved to be medium-sized mining cities, with multiple "plazas" built around forges. With the metalworking industry expanding so quickly, more advanced smithing and smelting techniques were due to arise, and in little time bronze replaced tin and copper as the standard smelting material. In the deserts, metal wasn't as easily found on the surface as the rest of Panoram. However, due to the multiple meteor showers Essari had been subject to during it's history, precious gems and glasses were plentiful, giving the desert dwellers a similar good they could exchange with their neighbours. Desert cities lack their counterparts forge-plazas, with it's citizens preferring to shape their social lives around sources of fresh water or the food distribution stands.
>>
>>1873332
Yeah, and I bet it also isn't too popular b/c the desert is already hot as fuck, why crowd around a place even hotter?
>>
Rolled 2 (1d8)

>>1871236
rolling for the wheel for the plains grabraf while I prepare other stuff for them
>>
>>1873916
alright, rolling again for the wheel, except if it's an 8. If it's an 8 it'll be advanced math (if that's possible in tier 1, otherwise it'll be wheel)
>>
Rolled 6 (1d8)

>>1873916
>>1873933
>>
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Rolled 5, 5 = 10 (2d8)

A drought occurs, not in water but in metals, which serve as a such a vital part of CG society and culture. Scarcity in the once endless gems and metals begins to take its toll in the form of value. Bronze becomes more common than a gemstone, iron is rare, but the rarest are the most vibrant of what CG's refer to as "shinies." This scarcity prompts what some scribes deign a monetary system for the new age, an abstract measure of wealth. They call it "money," and if successfully integrated, could change the whole of Essari.
>>
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>>1873962
The introduction of abstract value puzzles many CG's and this new monetary system has difficulty being accepted by the common grabraf. What is the point of something with unseen value? Surely wealth is best measured in terms of slaves or goods.

The system for the most part remains a function of the elite society, who trade it among themselves. It is no advanced system, merely the assigning of value to something that all CG's are naturally attracted to, and that is reflective properties of polished stones. In this system, a smooth river stone, a shard of glass, and a diamond all have equal worth, as they are all "shiny."

For now, the system stays in the hands of CG elites and does not catch on to other peoples.
>>
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The plains grabraf have bred some paleblooms to exhibit two qualities: Firstly, for the ability to grow anywhere with little to no need of being tended to. And secondly, that when there ARE plenty of nutrients, and the proper care IS taken, that they can process all that energy.

And so the Pailbloosh is born, a form of Pailbloom that grows its pollen holds larger the more nutrients it gets, and keeps them small if it doesn't. For many, many miles around the temporary Grabraf towns, and in large patches around frequented routes, these large blue flowers cover the ground, and when Plains Grabrafs stay close to them, and fertilize them with Hurkun dung and see that their pollen stalks aren't eaten by vermin, they grow aformentioned stalks to be large, nutrient rich, and delicious.

At the larger towns, some weaker PG's find work staying there and tending to the plants before large caravans arrive, so that food is always readily available.
>>
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>>1870873
The Lek'tsh Chi finds usage amongst many tribes very quickly, and slings are developed to lob them further (which of course are also used for throwing stones).

Especially among the slavers of the north a high concentration of Lek'tsh (ink) is desirable, as its used to flush out wooden fortifications. This more concentrated Lek'tsh burns away stitches too easily, and so some Lek'tsh Rechi are outfitted with stone plugs that are fitted onto the leather bags, and some bags are lined with an incredibly thin layer of zinc on the inside, which is not corroded by the ink.
>>
Rolled 1 (1d8)

>>1871236
Optics for Denuians
>>
Rolled 2 (1d8)

>>1874223
reroll
>>
Rolled 2 (1d8)

>>1871236
Due to interactions with Thinking Grabraf evangelizers and villages, the TG calendar gets introduced to the Forest Grabrafs. Some Forest Grabrafs find it very useful when it comes to growing their plants, allowing for increased yields, potentially supporting larger populations. However, the question is if the calendar will be embraced by a majority of forest grabraf societies.
>Using my last roll this turn to roll for the forest Grabrafs learning the calendar.
>>
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>>1852356
The PGs breed a select few Hurkun Grabrafs for their strength and muscle mass, to have them pull the carts they build with the invention of the wheel.

As size comes with aggressiveness in Hurkuns, these new Bull Hurkuns have to be pacified through castration.
>>
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Not sure if this is going to far, but posting anyway.

Some Skyzol and Fluffbubbles in the area of Brouldia and Jobani are inflicted with an illness that end up killing their symbiotic bacteria that produces methane. Probably a sort of bacteriophage. In time, a strain of bacteria becomes resistant to this pathogen and proliferates through the zols and bubbles, but many were left isolated on the ground, unable to obtain the healthy bacteria. The grounded bubbles were quick to die without being able to distance themselves from the terrestrial herbivores. Skyzols, however, were able to survive.

This is not a new species yet. Just an isolated population adapting to a new lifestyle. Genetic drift is already favoring shorter tendrils and stronger legs. These skyzols appear slim due to their flotation sacks being empty. In addition to sproutlings, some terrestrial plant life has taken root on the backs of a few these giant arthropods.
>>
Posting an picture I made and posted on Discord quite a while ago.

Pictured is a simple forest grabraf dwelling in the lower canopy.
>>
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>>1874798
I made and posted this on Discord a while ago as well.

It'll probably end up being non-canon, though.
>>
>>1875159
A note on it, I meant for it to be written top to bottom, then left to right in columns.
>>
>>1875159
>>1875162
The forest grabraf develop three kinds of wooden stake ("takii"):

The hunting stake, a practically-sized stake ("gokow takii" or simply "takii"");

The long stake ("kagaw takii"), a longer stake used for active defence against climbing invaders;

And the fortification stake ("kagakii takii", literally "branch stake"), static fortifications roped onto the underside of branches and onto tree trunks, designed to impede invaders.

Culturally, they develop their symbolic daubing custom into tattooing, using an ink made from the pailbloom - which they also use to write with. The grabraf pictured has "kajow" ("strong") tattooed onto his right leg, and a stake design on his left. This identifies him as a veteran warrior.
>>
>>1875288
One more thing: they invent bows, which they call "gogaw kakow", "far hitter". This is inevitably shortened to gogaw for most casual conversation. These bows are made from wood and the elastic fibre of the palmbloom.

About forest grabraf society:

A forest grabraf society is run by a hereditary chief ("tatow"). If the chef grows too old, he retires (although nominally remaining chief) and his eldest son takes his administrative place, his title being "togaa jaw", "village leader". The chief lives in the highest dwelling, dwelling elevation being a status symbol.

The elders ("gataa", literally "gnarled") are responsible for teaching the younger individuals about herblore.
>>
>>1871297

With increased crop yields and a new source of protein (in the form of creatures found in the rivers and lakes of Sujardin >>1871492 ) in combination with fertility rites during certain dates of the year, has boosted the Thinking Grabraf population significantly in certain areas, particularly where the inter-grabraf trade is the greatest. This has caused three villages to grow large enough that they could be called cities. These three cities are in the TG tongue called Honoke, Kohote and Tootine. The TG population in these cities ranges from 3000 to 5000 adults, while the population of other Grabrafs varies. During trade times there could be as many as 30 000 individuals, many camping outside of a city, trading their various goods with each other; anything ranging from PG Hurkun pelts and meat, to FG pailbloom dyes and CG metals. Around 1000 to 3000 Forest Grabrafs live permanently in the two cities closer to the forests, a result of historical events having upped them from their old homes. Many of them are fled slaves who’ve found refuge in the TG settlements, being allowed to live there and become a (non-voting) member of village/city.
Due to the growth of these cities, the daily running can’t be handled by the council. Due to this the city is generally run by a Voice of Bootin. A Voice of Bootin is a female TG of high esteem within the community who’ve taken on the task of walking a path of Bootin, becoming the vessel of the God of Justice and Order. During the ceremony when she officially takes on this role, her eyes are cut out and placed on top of the temple to Bootin; replicating the selfless act their god so long ago. Afterwards the Voice of Bootin is left close to blind, only able to see through the eye of the symbiote on her stomach after many years of concentrating.
>>
--Neutral Event: Shifting Tides of the Suitan--

In a natural phenomenon that on average occurs roughly every million years, the Suitan Ocean gyre, a spiraling current found off the southwestern coast of Foltania, adjacent to the Trifolt Delta begins it churn in an opposite direction. For the lands of western Foltania, this change in the currents means that a majority of major tropical storms, and hurricanes no longer will strike the mainland, destroying coastal forests and flooding lowlands. This shift also means that Foltania for the next million years will receive less average precipitation annually as a mediterranean-like climate begins to set in on the western and southern plains and forests of Foltania.

For the Torray Isles however, this change in climate means a great change to the small island life there. In the past more primitive ancestors of the now Bronze Era Stitchers had experienced long periods of monsoons and devastating tropical storms that would ravage the islands, flooding fertile lands where Crystgrass and edible plants commonly grew. While Cryst Plants aren't damaged by excessive flooding, these plants stop growing entirely when submerged in water, or during wet conditions. Now that cycle of storms has once more turned towards the Torray Isles, and with greater intensity now that Essari has begun to warm over the last 60,000 years. Predominantly most of the heavy, violent storms occur during the early summer, as the peak growing season for Cryst Crops begins, meaning that the Stitchers are now forced to adapt and adapt quickly to a scenario where the yield from their primary crops will be significantly less.
>>
File: Sapient Race.pdf (1.02 MB, PDF)
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1.02 MB PDF
>>1876538
--Bonus Event: The Rain of Seeds--
Around the same time as the changing weather systems of Region 4 begin shape, we look elsewhere towards the forests of Sujardin, the natal homelands of the Forest Grabraf. For thousands of years now, the more advanced Plains Grabraf and the Cavernous Grabraf continue to push deeper into the forests, destroying the Forest Grabraf's way of life, ripping apart tribes, and enslaving them.

In these trying times an omen further shook the balance of the Forest Grabraf. One day, at the height of noon the Forest Grabraf great Braffberg known as Emra passed overhead blocking out the sun, as it had a thousand times before, but this time was different.
Emra rained seeds down upon the great forests of Sujardin. Tiny, round, and soft. The seeds bounced lightly as they hit the ground, and minutes later they had melted away into the soil. The tribes of the Forest Grabraf all took this as an omen, but few could agree on what future the omen points to.

--TribalEvo Progress--
More and more tribes begin to bold steps out of the Stone Age of their societal lives, as the Essari begins to enter the late Neolithic Era for Sapients. More sapients discover the wonders of metal tools and implements made of bronze and the convenience and security of city settlements. Especially in Sujardin where trade, warfare, and slavery have become the cornerstone to life.

--Daily Technologies--
Tier 0
- Fishing (Thinking Grabraf [Sujardin], Forest Grabraf, Stitchers Only)

Tier 1
- Brozne Working (Need Toolmaking & Mining)
- Calendar (Need Astronomy)
- Fire
- Irrigation (Need Agriculture)
- Masonry (Need Permanent Settlements)
- Mining
- Sailing (Need Crafting)
- The Wheel

Tier 2 (Only accessable to Cocky Tripods)
Alchemy (Need Fire)
Archery (Need Toolmaking)
Architecture (Need Masonry & Mathematics)
Currency (Need Mathematics)
Engineering (Need Masonry & Architecture)
Iron Working (Need Bronze Working)
Mathematics
Optics (Need Astronomy)

--Tribal Organism Advancement Rules--
> Only two rolls per poster ID.
> You are not restricted to one technology roll for a sapient race per day, and are free to apply any of the technologies above to a sapient organism at any point, or some completely unique technology.
> For the first technology to be taught to a sapient organism, a poster must roll a 5 or higher of a 1d8 roll to successfully implement/learn a new technology (put "dice+1d8" in the options field when posting.)
> Rolls for the Cocky Tripods only need to be a 4 or higher.
> Any other technological advancements that aren't a daily event may be freely rolled for by any poster via a 1d8 roll. (The resulting roll determines how well the technology is implemented. 1s do not mean failure, and 8s, do not guarantee success.)
> The resulting roll will dictate how successful the technology is implemented into a sapient tribe. (This will result will also determine whether positive or negative cultural events will occur to the sapient organisms.)
>>
>>1876729
Just an addendum real quick
>Tier 0
>- Fishing ( Forest Grabraf & Stitchers Only)
>>
Rolled 6 (1d8)

>>1876729
>Architecture
For Cocky tripods
>>
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>>1876729
The world provides. Everything from the AA nodes, to the glands of various animals, to the substance of plants, can heal, can poison. Can even show hidden truths. The redthroats nomadic lifestyle allowed them to constantly explore the world around them, to see that which was previously unknown to the individual. Oral lore of old wonders would become first hand experience within the lifetime. So too do medicines come into hand. Thick liquids to heal, thin liquids to clear the mind, strange poultices and powders to show truths, to heal stings, to even close wounds...and at darker times, to kill.

What ever became of the oceanic refugees few would know, but through a great number of generations, they would find themselves on the subcontinent of Shatturne, few in number, but hearty ocean fairing folk. Adept at navigating the stars, fishing, and repairing their ancestral hard top great skiffs. Legends tell of a time when they slithered upon land, and now once more they do again.

Rolling for
>Redthroat gaining knowledge of shamanistic herbalism and implementation. If first roll fails, second takes it's place.
>>
Rolled 8, 1 = 9 (2d8)

>>1876918
>>
>>1876922
The Red-Throats of of Panoram and now are quick to learn to use the organic substances of plants and animals, as means of herbal medicine within 2-3 generations of experimentation. Rapidly the two distinct desert and grassland cultures of the Red-Throats quickly diverge into two unique fields of herbal medicine, largely because of the difference of herbal ingredients available to these two cultures.

The Grassland Red-Throats shamanistic herbalism is predominantly focused around medicines that can heal wounds to both tribesmen and domesticated beasts and help alleviate some ailments that are common during the cooler, wet seasons. They also developed a unique herbal tonic, which provides their hunters and warriors with a boost of stamina and endurance, which allows them to range farther in search of game, and fight for longer in any conflicts.

The Deserts Red-Throats shamanistic herbalism is focused on tonics and medicines meant to cure the effects of dehydration and heat sickness, as well as medicines for healing wounds. The Desert Red-Throats have also created a specialized tonic made from the fermented juices of Eggfruit, which when consumed allows the Red-Throats to go several hours a day, without needing to drink water, or feeling dehydrating, making it a great commodity for farmers and caravaners traveling across the deserts between outposts.
>>
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In the arid Bushdar desert, under the unbearable heat of Sectum, the Red Throat Tripods owe their existance to their most fundamental rule; Work hard to survive-or die. Such is the Bushdarean way of life, hard work isn't rewarded, it's a necessity, and so is cooperation. Compasion and fraternity are the core values of these people, without it they would struggle to meet ends, but with it they can do the impossible. Their once humble fishing settlements on the coasts of the Bushdar Sea have become large cities with complex irrigation systems and intertwined roads that reach every corner of Western Panoram. Those two innovations allowed them to domesticate the Dwarf Oasis Tree, a descendant of the once thought to be extinct Dwarf Swamptree that adapted to the small amounts of water that existed on the desert, developing soft flesh that stored large amounts of moisture, and spiky saw-like leaves that protected it from predators. Once domesticated, the tree was bred to grow larger and to produce sweeter and bigger fruits, becoming the Dwarf Spikefruit Tree. As technology advanced, conflicts between the Red Throats became less and less frequent, leading to the abandoning of the imposing City Fortresses of the Central Panoramian mountainranges. That was until the Red Throats discovered the Mountainous Aromatrees; another Dwarf Swamptree descendant that grew near the waterfalls of the snowy peaks. The Mountainous Aromatree recieve it's name due to the strong and pleasant fragance it's flowers and leaves emit. However, the Red Throats due to their poor sense of smell, weren't interested in that charasteristic of the plant, and after many generations of incredibly cautious breeding, the once small berries of the tree became adelicous sweet-sour fruits with large seeds. However, the non-domesticated plant is still an important part of the Red-Throats life, with it's leaves being harvested due to it's particular property of curing altitute diziness due to lack of oxygen when chewed, and mild anti-inflamatory properties when brewed. Quickly, the once abandoned fortresses became inhabited once again, with large plantations of indigenous flowers and Aromatrees being tended by it's new residents. The many flowers of the desert and mountains too have a place in Bushdarian farms, being used in oils, teas, healing salves and even as key the main ingridients of the first alcoholic drinks of Essari. All these crops meant a significant population boom, and as cities grew larger, their architecture had to be improved. Mud huts became impresive adobe buildings. Urban life also meant the need of non-verbal communication had to expand, and the hieroglyphs of the Red Throats quickly grew in number and complexity, with most of them being adapted to the textile patterns used in the beautiful woven crafts the desert dwellers had grown adept to making.
>>
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>>1877046
Their craftmanship wasn't limited to wool though, as this wasn't the only material they exchanged with their grassland neighbours. Bronze was no longer a commodity to the Desert dwellers, but rather a main component of their wardrobe and fashion. The gems they collected from the desert were made into bracalets, cuffs, rings, tiaras and amulets held together by patinated bronze. The gems are usually impact glass, quartzers, geodes or opalucids found in the desert.
>>
Rolled 1 (1d8)

>>1876729
Thinking Grabrafs, rolling mathematics
>>
>>1876729
rolling for advanced woodworking on the Forest Grabraf
>>
Rolled 7 (1d8)

>>1877548
christ
>>
Rolled 7 (1d8)

>>1877547
Rerolling
>>
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>>1877046
pulling a strand of bronze is not a complex task. What was wire for jewelry gradually became a new idea. Woven metal. Simple mesh to become simple armor. Initially woven metal was just more adornment, glittering strands in cloth. It wasn't until hunters noticed the beasts had a hard time shredding that which was most ornate did a practical application emerge.

>super abstract image of weaving.
>>
Rolled 4 (1d8)

>>1876538
>>1876729
>Roll irrigation, Stitchers
>>
Rolled 6 (1d8)

>>1877620
Roll Masonry (Crystal binding), Stitchers
>>
Rolled 4 (1d8)

>>1876729
roll iron working for plain grabrafs
>>
>>1876729
Some of the forest grabraf interpret the omen as forboding, predicting that the seeds will grow into poisonous plants, which will in turn poison the air and provoke a terrible plague.

About 15,000 forest grabraf thus decide to leave the forest and migrate onto the western plains. They build houses on stilts, reminiscent of their old homes in the trees.

>>1875288
I messed up here, since the FG don't hunt. So we'll call gokow "short" instead, "gokow takii" translating as "short stake".
>>
Rolled 1 (1d8)

>>1876729
Let's try bronzeworking for the Jojo birds. (Do I just roll for anything and any sapient species here?)
>>
Rolled 3 (1d8)

>>1877806
Trying again
>>
Rolled 6 (1d8)

As detailed in the Discord chat, rolling for further exploration of the cave network, due to a further need for expansion to the CGs ever-growing population.

OOC, looking for an ocean-bay exit that Librarian says exists. May the dice-gods grant me their favour.
>>
Rolled 5 (1d8)

Rolling for the construction of a great aqueduct in the Duuluh desert.
>>
Rolled 3 (1d8)

>>1876729
Cmon stitchers, time to make bricks outta crystals!
>learn Masonry for Stitchers
>>
Rolled 1 (1d8)

>>1877973
>dangit I didn't see that they already did that
Okay, then blast that roll, this one's for them to discover fire.
>>
>>1877809
While they do not find the exit, the Yu'wsh people do gain much new territory through exploration and discovery, establishing some district and villages beyond their original borders. They also have expanded their mining project creating even more room for both housing and farms.

More land, more resources are always good things.
>>
>>1876538
>>1877621
>>1877620


Eventually the Stitchers learn how to create a crystalline structure capable of bonding with rock as it hardens. This turns out to be very useful for them. Forming crystal threads in sufficient amounts is not possible in these desperate times. With this new discovery they can create structures using rock as brick and crystal as mortar. They call this form of masonry Crystal Binding (?).

Of course this technique isn't considered worthy for creating the houses of the colonies, being seen as inferior in most ways to the glory that is pure crystal. Still, the Stitchers find them quite useful. Combining these water-tight walls with their discovery of irrigation, they create Crystalbinding-walled channels to keep the flooding at a minimum, while also supplying a stable amount of water to their crops. Walls and Embankments/Levees are also created in certain lower areas to keep the water from reaching the colonies.

"We are the masters of nature! To think the sea would dare to challenge us!"
>>
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>>1875542
An illustration of the gogaw in use.
>>
>>1876729
iron work for Plain Grabrafs, since it has been established that they have so much of it.
>>
--Neutral Event: A Vision of Fire--
Rei'seh, a young daughter of prestigious lineage of Tau'seh the Seer collapses to the floor one day inside on the limestones floor of the city center of Ti'ras, a look of shrill terror affixed to her face. When the elders of her family rushed to her aid, and curiously asking if she had seen something just now. Rei'seh uttered responded to their concerns with an ominous statement: "I see fire. The land burnt by a falling star."

The premonition of a dark days to follow quickly prompts a meeting between the great families of the Cocky Tripods in Ti'ras, one of the first cities that was gradually constructed from huddled settlements of the Tripod back during the great volcanic winter where they hid under the protection and nurturing of Emra and one of its large AA-Nodes. The elders are quick to come to a unanimous agreement that even if the proposed vision for Rei'seh is false, they cannot risk another great era of death to their people. With that plans are put into place to help fortify the city of Ti'ras to support a far larger, permanent population. More crops are planted and harvested, and supplies and materials gathered and stored, in preparation for an ominous event.

>Thread Closing Event in 8 hours.
>>
Rolled 3 (1d8)

>>1878013
>>
File: Sapient Race.pdf (1.02 MB, PDF)
1.02 MB
1.02 MB PDF
--TribalEvo Progress--
Life on Essari has now become calm and relatively uneventful in the last few thousand years without any great event to shake up the stability of sapient life. It seems eerily like the calm before the storm for all the sapient races, minus the Cocky Tripod which have begun to obsessively gather materials and food. In the late Neolithic Era, sapient societies have begun to some uniqueness and diversity in their early innovations and technology, as well as more and more cultural divergences. This goes especially for the Red-Throat Tripods, which now have a defined Grassland and Desert culture on Panoram, and an emerging, though isolated population of coastal Red-Throats that had found themselves marooned on the eastern coast of Shatturne thousands of years ago.

--Daily Technologies--
Tier 0
- Fishing (Forest Grabraf & Stitchers Only)

Tier 1
- Brozne Working (Need Toolmaking & Mining)
- Calendar (Need Astronomy)
- Fire
- Irrigation (Need Agriculture)
- Masonry (Need Permanent Settlements)
- Mining
- Sailing (Need Crafting)
- The Wheel

Tier 2 (Only accessable to Cocky Tripods)
Alchemy (Need Fire)
Archery (Need Toolmaking)
Architecture (Need Masonry & Mathematics)
Currency (Need Mathematics)
Engineering (Need Masonry & Architecture)
Iron Working (Need Bronze Working)
Mathematics
Optics (Need Astronomy)

--Tribal Organism Advancement Rules--
> Only two rolls per poster ID.
> You are not restricted to one technology roll for a sapient race per day, and are free to apply any of the technologies above to a sapient organism at any point, or some completely unique technology.
> For the first technology to be taught to a sapient organism, a poster must roll a 5 or higher of a 1d8 roll to successfully implement/learn a new technology (put "dice+1d8" in the options field when posting.)
> Rolls for the Cocky Tripods only need to be a 4 or higher.
> Any other technological advancements that aren't a daily event may be freely rolled for by any poster via a 1d8 roll. (The resulting roll determines how well the technology is implemented. 1s do not mean failure, and 8s, do not guarantee success.)
> The resulting roll will dictate how successful the technology is implemented into a sapient tribe. (This will result will also determine whether positive or negative cultural events will occur to the sapient organisms.)
>>
Rolled 1 (1d8)

>>1878038
rolling for Sujardin TG learning how to mine through connections with the other species.
>>
Rolled 1 (1d8)

>>1878060
well, fuck it then. Rolling Architecture instead.
>>
>>1878038
>Roll Stitchers, Ironworking
>>
Rolled 5 (1d8)

>>1878117
>>
Rolled 4 (1d8)

>>1878119
Wooh!
>Roll Stitchers, Irrigation
>>
Rolled 5 (1d8)

>>1878038
Engineering for The Cocky Tripods
>>
Rolled 8, 8 = 16 (2d8)

>>1878038
Rolling for stonecutting (astronomy replacement) so that I can get serious about hollowing out these caverns and hollowing glorious dwarven halls.
>>
Rolled 5 (1d8)

>>1878186
The CGs become master stone cutters and miners, able to hollow out great and impressive halls beneath the earth, their paradise looks less like a village and slowly more like a true civilization. There is never a want for excavation, and thousands upon thousands of grabraf begin digging out and fashioning the tunnels and keeps of the Kingdom of the Deep.

One cannot grow enough glowing lichen to light all these splendid new caverns and cities, they CGs must at last master fire, and taking cues from their cousins on the plains, they put their minds to the test in hopes of grasping this concept of the red flower that stings the feathers.
>>
Rolled 4, 4 = 8 (2d8)

>>1878038
rolling for the redthroat tripods
>Calendar
rolling second for Forest Grabrafs: Masonry
>>
>>1878038
>1878186
Shatturne; Region 1. A land very unfamiliar to the redthroats, but now a home for many generations. The diaspora has adapted. The early settlement was at risk many times over, inbreeding was carefully controlled through arranged mating by elders and then shamans. Legends of where they came from persisted in story, but non who dared to cross the ocean towards their home ever returned. The story became legend, the legend became myth, the myth became a story to tell children, a cautionary tale of unfocused exertion or effort on fruitless tasks.

Despite their isolation, the Redthroat tribe spread. Their culture fragmented over and over, out of necessity. Food shortages, drought, hostile beasts, a need to create breeding populations. Many hundreds of tiny 8-30 member tribes dot shattrune. Their way of life is simple, at times frozen in place. Discoveries were made in pace with the mainlanders, but the chosen implementation often different. While the tripods of Panoram would eventually come to concensus via trade on a common Calendar, the tribals of Shatturne would eventually devise their own. It was only a matter of time, a pity they still have no proper time keeping system.
>>
Rolled 3 (1d8)

>>1878038
Math for R-T
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>>1878022
--Thread Closing Event: And The Skies of Essari Burned--
-1 of 2-3--

Several decades later after the ominous premonition of the Rei'seh, the daughter of Tau'seh lineage would come to be venerated once more for the accuracy of such predictions of world event.

The Librarians' Satellite Array sounds a doomsday alarm for Essari Observation Array as a cluster meteors and asteroids are detected entering the star system. The cluster of hurdling rocks makes its closest pass to the planet, one of these asteroids, measured at about a 1.5 km in size is pulled in by Essari's gravity and careens into the planets atmosphere. As the AI onboard the Librarian's satellites rushed to calculate the precise damage to the biosphere from a full impact, the integrity of the asteroid is suddenly compromised as it breaks through the upper Stratosphere of Essari.

A majority of the asteroid's mass is disintegrated before it can even make it through the lower stratosphere over the Foltania continent. As the asteroid broke up into smaller chunks, the smaller fragments ranging between 1-10m in size crash into the landmass leaving small burning craters, while the larger chunks that range from 30-250m crackle and erupt into great balls of fire just 2 or 3 miles over the land, resulting in a series of fiery explosions and deafening air blasts that reduced thousands of miles of landscape in smoldering ash, purging over 80% of Western Foltania's life, and nearly incinerating all of the Trifolt Wetlands. The heat and concussion of the of blasts travels almost 3,500 miles, rupturing the eardrums and auditory organs of terrestrials living on Nihiloram and the Torray Isles.

The initial damage caused by this asteroid storm was critically devastating, especially to Foltania, but it would be ripple effect caused by the fiery explosions that would shroud the skies of Essari in another 45-50 years of darkness. As the fires ignited by the explosion of these larger asteroids raged on unchecked, eventually much of the flattened foliage in Western Foltania would become kindling for a raging fire that could be seen from even high orbit, creating a thick sooty clouds of smoke that eventually spread across the much of the planet.
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>>1879621
--Thread Closing Event: Post 2 of 3--

Of all the sapient races of the worlds that saw the burning fires arcing in the twilight skies above, perhaps the Cocky Tripod were most prepared for what the firestorm in the sky meant. The Cocky Tripod writing recount how just a few hours after the seeing the fires streaking across the red sky, there was a great blast of wind that injured and even killed many fellow Tripods whose ear bleed as they writhed on the ground in agony. This air blast also damaged many permanent structures found on the southern coasts of Nihiloram. However, the Cocky Tripod city of Ti'ras was prepared for this event, as they had heeded the warnings of Rei'seh, and preparations for the event. In the decades that followed where the summers were almost 10ºF colder, and the many Tripods would perish from famine and the cold, but the Cocky Tripod would endure, and the Tripods of Ti'ras and other settlements that had come to heed the seer's premonition from decades ago would come to thrive in "The Era of Light" that are referenced to follow these dark decades in the writings of Cocky Tripod.

The Stitchers inversely find themselves caught off-guard by this event, with many of the Stitcher colonies not even seeing the fires in the sky the Tripods had observed. The Stitcher writings speak of a deafening blast, which was so powerful that it was said to of damaged and even shattered hundreds of crystal buildings and structures. The blast also ruptured the auditory organs of thousands of Stitchers living in the northernmost AA-Node colonies and settlements of Stitchers with many collapsing to the ground in shock from the pain immediate after. Unlike the last great disaster though, the Stitchers of Torray Isles were quick to migrate to the closest AA-Nodes, and once more the AA-Nodes of the Torray Isles envelop the colonies and towns of Stitchers that were built on their resilient and enduring bodies. In spite of this though, many Stitchers would lose their lives in the winters to follow as the soot filled skies reduce the crop yields and much needed food to support their now overpopulated colonies in the decades of darkness to follow. What's more, the cultural isolation in this time creates distinct culture among the survivors of this event.
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>>1879711
--Thread Closing Event: Post 3 of 3--

Further west, the Sapient races of the world are spared from the immediate impacts of the asteroid impact, but many write ominously of the black soot filled clouds that would blot out the skies and freeze the world for decades to come.

The Red-Throat Tripods were the only race to of seem the burning fires in the sky, with many immediately recognizing the event for the negative impacts it would soon derive for Red-Throats of Panoram and the isolated colonies of Shatturne. In Shatturne, due to how isolated the population is there, many of these Tripods tribes on Shatturne would perish, due to how underdeveloped and spread out their tribes were only. Only those said to of gathered into larger communities during these dark times would survive, to see the dark skies finally clear up. In Panoram however, the Red-Throats there faired much better, as even with their agriculture yield to decrease drastically, there advancements in the tending of plants, and improved implements for hunting and traveling more efficiently, the survivors of the "Era with No Summer" in the Red-Throat writings in Panoram would come out of this dark age fairly unbroken, although more distinctly divided culturally amongst the desert Tripods and the Grassland Tripods.

On Denui, the Thinking Grabraf nation of De'wardi would be the last culture to see the soot-filled smoke envelop their tundral skies. Fortunately for them, the hardened resolve of this unified sect of the Thinking Grabraf, and the resilience provided to them by their enhanced Disclodites; as well as a wealth of hardy crops that are already adapted to colder climates allowed them to endure these decades of darkness, without their society being too crippled.
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>>1879817
--Thread Closing Event: Post 4 of 3--

Unlike the Sapients of Denui Island, the residents of Sujardin would be the ones to suffer the most from the decades of cold and shrouded skies. The decades of colder weather, and lack of sunlight lead to a much lower yield of crops, throughout nearly all of Essari. In the case of Sujardin though, this led to a domino effect for the all the Grabraf cultures of Sujardin. The decrease of crop yields leads to a decrease leads to famine among the many early cities of the Grabraf.

This in turn causes a halt, and borderline complete collapse of the trading system amongst the Grabrafs. Even the great cavern cities of the Yu'wsh are hit hard by the famine, as many higher clades of the CG declare to prioritize feeding and fostering their own people over the enslaved Forest Grabraf population. This led to the death of nearly 80-85% of the slave population. After roughly 20-25 years of famine and resources shortages the shrinking population, finally began to level out, and the subterranean Grabraf began to adapt to the one more living isolated from the contact of the other Grabraf races, but this time spent in isolation even from the Grabraf of the other cavern cities, would lead sharp divides in cultures, and their outlook on the other Grabraf races.

The Forest Grabraf were perhaps the most impacted by this event, out of all the Grabraf races of Sujardin, with 4/5ths of their enslaved brothers and sisters dying during this tumultuous time. In addition to this, many of the Forest Grabraf that fled to the plains also die as a result of famine, raids by Plains Grabraf, or the cold weather. However, the Forest Grabraf that remained in the forest, find themselves to be the only bastions to survive the decades of black skies, as the grounds around the Braffidrasil strangely continue to produce healthy crop yields.

The Plains Grabraf suffer the worst blow, with their trade system in shambles, and grinded to a total halt, and struggling to feed their populations, many tribes resort to slaughtering swathes of precious Hurkuns just to keep their people fed and warm in the "Black Winter" as the Plains Grabraf scribes would describe these decades. Other tribes of Plains Grabraf resorted to barbaric raids against their more vulnerable neighbors, even daring to attack the great cities of the Thinking Grabraf in a few accounts.

As for the Thinking Grabraf, the loss of the trade routes, and the increased difficulty in travel due to the colder climate created during the "Sunless Times" of the Thinking Grabraf scriptures, led even the three great cities slowly deteriorating, as their large populations began to succumb to famine. Only difference here is the Thinking Grabraf of Sujardin were wise enough and brave enough to caravan to nearby AA-Nodes in order to stockpile as much food they could gather from the AA-Nodes in order to substitute the decreased annual crop yields in their own cities and settlements.
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>>1879832
Thanks for the nice event man. Good read before I hit the sack.

10/10, would suffer catastrophic hearing loss again. Though...I wonder what was on or in that asteroid.
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>>1879848
Oh hi guys, what's going on in this thread?
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>>1879852
You are not me. Yu'mel posting is what I normally do. So i love you for it.
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>>1879852
once upon a time there was a slime...
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>>1879926
Wow, I did not think the Yu'mel could be made any more horrifying. Well done, I will just be curled in a fetal position in the corner.
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>>1879929
darnit! I posted the wrong version. ok now you have it all. If we are all here in another 5 years ill do another re-release.
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None of the Cocky Tripod cultures has a word for lake, since most of their languages don't make a distinction between lakes and inland seas, considering them to be the same concept. Only after clarifying this minor idiomatic barrier one could understand how the Duuluh Sea could house the magnificent city Zutsuil.
The freshwater lake's coasts had been the homes of multiple R. Throat tribes, who fished, hunted and chopped trees without any consideration for the enviroment. This was until they all noticed the consequences of their actions, the lake was actively diminishing in size. Multiple efforts to combat this were made, all with varying results, until a final solution was found; The Great Aqueduct of Saletsan. With underground and arch-suspended that spaned miles and miles of desert, the aqueduct brought connected several springs that flowed from the melting snows of the Inasatalan Mountainrange to the lake, not only stopping it from evaporating, but expanding it's radius by almost twice times it's original size.
This expansion caused several islands to spring up where settlements once stood, and the Red Throats, stubborn as always, continued life as usual on these islands. Eventually, the cities expanded, and joined together, resulting in the largest Tripod city of the time. With it's multiple districts connected by a series of uncountable canals, the city population quickly grew, and it's citizens had to find a way to farm while stranded in the Venice of Essari. The solution was incredibly clever, yet simple. Artificial islands made from the lakebed mud were erected, and crops would be grown atop them, and besides them.
These island farms need proper structural support, and so plants such as the Reed Swamp Lilly are grown in the water near them, or larger trees such as the Grand Swamptree are planted on top of them on their borders, compacting and holding soil together. Other aquatic plants grown near the farms are the Poisonous Swamplily and the Spicy Skreesh Colony, both used for culinary, medicinal and shamanistic purposes. The island soil can grow pretty much anything due to it's high quality, so planting the generic R. Throat crops is no problem for the citizens of Zutsuil. However, they have also domesticated species of their own, such as the Dwarf Spikefruit Shrub, with large fruits and strong leaves, and the Aromatree shrub, grown for the fragance of it's leaves, and the versatility of it's fruits.
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>>1880237
>>1880237
With such plentiful food came larger amounts of citizens, and thus the city had to combat the problems of overpopulation, homelessness and space management. Solutions such as a planned city grid, high focus on public works and Communal Public Housing were developed. This last one consisted on dwellings that were much larger than your average adobe house, but housed multiple families on it. They even came with their own miniature plazas that granted them access to freshwater and food.
Communication was essential in order to maintain city order, and the Standard R. Tripod Alphabet was adapted for large urban life, becoming the Dalehan script; an extensive hieroglyphic language that could be read both as Pictograms, with the drawings meaning certain words, or as Phonograms with a limited amount of symbols that were interpreted as syllables. This last use is harder to learn, and is used for administrative purposes, and in large literary works, while the former use is used in mundane life and as decorations for monuments. The script also includes a numeric system, which is used in calendars and in the administration of resources and production.
The large number of citizens of Zutsuil also meant that they could no longer depend on trade for certain resources, and so multiple mining and hunting enterprises exist. The mines of the Inasatalan Mountainrange are rich in bronze, zinc, osmium and mercury. Bronze is used as a decorative item, with chains, amulets, finger ornaments and brass knuckles being the more popular types of jewelery, and are usually accompanied by leather bracers among other clothing items made out of animal hides. Miners usually have their tusks fall out due to mercury poisioning or other illnesses, and so they often replace them with fashionable osmium prothesis. Mercury is used in reflective pools, ceremonial baths and worn in pendant bottles very often.
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>>1880279
>Backstory on the tripods. the tusks are actually part of their mouthpieces as chewing mandibles. It still works to replace them with metal, but it implies a limited degree of early prosthetic surgery, if even just screwing metal to bone which was exhibited in early history.
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--Post "The Skies of Essari Burned" Sapient Races Population Count--

Thinking Grabraf [Sujardin]: ~53,200
Thinking Grabraf [Denui]: ~16,700
Forest Grabraf: ~1,049,600 (~84,000 still living enslaved under their Cavernous Grabraf overlords)
Plains Grabraf: ~1,732,900
Cavernous Grabraf: ~1,907,738
Red-Throat Tripod: ~845,500 (~12,900 in an isolated population on Shatturne)
Cocky Tripod: ~92,900
Stitchers: ~98,100




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