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File: EvoGame-World-Map2.png (1.49 MB, 5333x2750)
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Hello my fellow creators/questers. Picking up where we left off just a few days ago in our EvoGame/TribalEvo series. This thread will be focusing primarily on the cultural/nation building aspects of the early Sapient Tribes and proto-civilizations of Essari. Evolutions at this point in the game are 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 general technological innvoations in order to keep the game progressing. I'm still very new at the TribalEvo concept, so I'm still testing/tweaking some mechanics, but I intend to at least make it 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 1-2 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 is Thread 4 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.
>>
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--World Setting--
The current timeframe that this thread will be highlighting is about 8,000 years of time. We pick up at about 2,000 years after the Burning Skies event, an event where the planet of Essari was bombarded by a small asteroid storm, which choked out much of the sunlight from Sectum for over 50 years. In this time the many ecosystem suffered and strained near to their limits by this several decade long of dust-filled skies, and the sapient races of the world saw a near collapse of the early agricultural and trade systems of the world. These races spent the dark days in near isolation from many of their neighboring tribesmen, and the other races of the world, leading a slow, but steady rise of cultural and societal divergences among many of the Sapient tribes of the world.

As the world grew bright again though under the warm sun of Sectum, the world's sapients begin to rebuild their societies and expand their range of influence on their native lands once more. However, it is in this new dawn of early civilization, these small divergences in the cultures and societies on Essari, may one day give rise to new ideologies, new directions in technological innovation, and even new civilizations. Only time will tell what paths these Sapient tribes will walk.
>>
File: Sapient Race.pdf (1.36 MB, PDF)
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>>1894214
--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.)

--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 Red-Throat Tripods and 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)

Additional information regarding the ecology of Essari, a thread long event, and the information regarding the creating divergent tribes and/or nations with a Sapient Organism will be posted later this evening.

That's all for now folks. Enjoy.
>>
Rolled 8 (1d8)

>>1894229
rolling Currency for PGs
>>
Rolled 6 (1d8)

>>1894332
this is exactly the extent to which I planned them to have currency.

Let's try mining for the same species.
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>>1894332
oh, you need mathematics for currency(?) well then this roll will have to be math, and this one >>1894339 will have to be currency.
>>
Rolled 3 (1d8)

>>1894229
Rolling for currency for the Thinking Grabrafs of Sujardin.
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Rolled 5 (1d8)

>>1894367
rerolling
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Rolled 8 (1d8)

>>1894229
Sailing for the Forest Grabraf.
>>
Rolled 6 (1d8)

>>1894113
Rolling irrigation for Stitchers (The table lacks iron working for the stitchers)
>>
Rolled 1 (1d8)

>>1894229
Optics for Stitchers
>>
>>1894339
I don't know how kindly the CGs would take to dudes mining *their* mountains. It could be a little dicey in terms of diplomatic relations.
>>
Rolled 3 (1d8)

>>1894229
>Iron Working
For The Cockys
>>
Rolled 8 (1d8)

>>1894636
Let us try again.
>>
Rolled 8 (1d8)

>>1894229
Rolling freely for a cultural 'technology': Musical Instrument crafting. How high the roll determines how easy they are to make alternatively how they are come by, and their status in TG society.
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Rolled 8 (1d8)

>>1894229
Rolling for a new "technology"for the redthroats. Eugenics/ Selective breeding.By way of the shamans, the growth of the tribes will be directed as they migrate and intermingle, the most capable, intelligence, healthiest, and strongest shall spawn the next generations. While this will have nearly no impact in the near future, perhaps in the long run it will pay dividends.
>>
Rolled 8 (1d8)

>>1894229
rolling for mathematics
>r.tripods
>>
>>1895215
>>1895201
Every so often the nomadic tribes ancestral migration paths will lead to great convergences, the gregarious tripods will eagerly exchange in barter, sport, and knowledge. Temporary inter tribe partnering allows for a fresh intake of new blood to prevent thinning and enrich the populations. This moment in time is much more poignant than the occasional interactions the nomads would have moving from settlement to settlement.

No one knew how it started, but the concepts of mathematics spread like a fire across the plains and deserts of the Red Throats. With it came a comparison to record keeping, and a realization. The tribes could be better. Certain tripods had lived longer, or accomplished greater tasks, and so had their children. By ensuring that the most flawed of the tribe should only reproduce with the most flawed, while the most capable should be encouraged to take as many mates as possible.

At this moment in time, the Tripods simply encourage proliferation of strength, intelligence, and health. No individual is stopped from seeking child, but are encouraged to spawn at least several "selected" children.
>>
Rolled 6, 2 = 8 (2d8)

>>1894229
Alchemy for both Tripods
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Rolled 8, 1 = 9 (2d8)

Rolling for the CGs to explore the underground river that is their home (meta-searching for the exit to the bay so they can start sailing and exploring the surface.) Gotta get ON A MOTHERFUCKIN' BOAT.

I already have sailing, but those are likely still just riverboats and stuff, let's get out on that open water.
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>>1895802
Well that went better than expected. Seems the Yu'wsh have discovered the bay. They be treacherous waters, lads, but they be ours! Perhaps some ocean-going exploration is in our future. in b4 owl pirates.

Far to the east of their home, down river is a massive bay that opens into the sea, no doubt there will be expansion into these new regions, both for resources and space for the CGs' ever-expanding population.
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>>1894972
What would you do if one day the sky turned dark, and for several generations you had struggle against hunger and those you once thought friends, having become monsters? Would you blame the gods, Mother Nature or yourselves? The Thinking Grabrafs of Tootine did the latter. As they saw their kin fall one by one - dying to food-shortages, disease and desperate rowing tribes of Plains Grabrafs – they realized that this was Bootins way of judging them; and he had judged their faith lacking. It was not enough that the TG and some of the other Grabrafs followed the paths of the gods. All must follow the one true faith.

Many TG started to walk the paths of the priests, heralds of the gods, and those who didn’t still did their part of spreading the words of truth. In the forests, mountains and plains surrounding Tootine they spread Hootianism. A Grabraf has to respect the life of other Grabrafs, a Grabraf has to give respect to Mother Nature, and a Grabraf has to follow the scriptures that were written down so long ago. Those who answered the call, adopting the teachings of Hootianism was primarily the Forest Grabrafs of this region. One by one, they swore by the gods, for they had known the teachings to be true since time immemorial; it is Sacrilege to rob a Grabraf of its freedom and so too it is not to care for Mother Nature, for it is to her we must return after death. Most FG continued their way of life after swearing by the gods, but many still came down from the trees to join their cousins. It is therefore, when the Tootinites rebuilt their home, that they weren’t alone.

At first the Tootinites led their cousins, but as time passed the Forest Grabrafs too became Tootinites. While they retained their own script and many of their old traditions, they too followed the paths of the gods, becoming priests, farmers and warriors in this new, godly city. These Forest Grabrafs eventually came to be called “No Jatone Hotane-otan”, The Faithful Longbeaks.

As Tootine was rebuilt, its culture flourished. As the TG and FG cultures intermixed the TG learned the art of carpentry from their cousins and using this newfound knowledge not to make tools, but to create musical instruments that eventually became well known over all of Sujardin; for who haven’t heard of the famous Toate (To’ate) or the Katona? With these new inventions, song, or more correctly history and legends told in the form of song, increased in importance. Most Tootinites have have sang in public and most know the twelve great legends of Sujardin by heart. Of the followers of the Singer-dancer’s path, the one deemed greatest in the art by its peers became chosen to be “Voice of Tootin”; given the honour of reciting the most holy of text during the rituals starting the new month, be first amongst the followers of Tootin and wearing pants.
>>
>>1896151
Tootine wasn’t situated in the most hospitable of regions during it rebuilding phase. While the CG found in the mountains to the south were friendly, becoming close trading partners (ordering specially made bronze objects, primarily for ritualistic purposes from them) and even creating many a defensive alliances, many of the PG tribes found to the south were hostile; Often venturing into the border-plains and forest in search for settlements to raid and slaves to capture. Due to this, Tootine early developed a somewhat organized standing army, consisting of the more numerous Longbeaks, the domesticated Silva Broulders of the city, and lead by TG commanders. Their tactics were simple; the TG and Broulders charging into the enemy ranks, creating disorder and confusion among the foes, and the Longbeaks pelting the enemies with arrows from afar.

First among equals within the army is the Fist of Hootin. The Fist of Hootin is the greatest of warriors, having proven her/his mettle in many duels and battles. It is she/he who commands the army in times of war or whenever it is outside of the city. The Fist of Hootin is also the first within the paths of Hootin, advised by the priests of Hootin. When not knowing what to do in a situation, a common saying used to solve this problem among Hootin’s followers is to ask: “what would Honoke do?”

At first this army was only used to defend against the incursions of hostile PG tribes, but eventually it started being used to push to the north and south; expanding Tootines influence and spreading peace and the words of the gods with them. Parties, generally made up of an evangelizing priest and a group of Longbeak Faithfuls, now roam to the north and south of Tootine, in the forests and on the plains, attempting to convert Grabrafs wherever they go.
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>>1896151
> All must follow the one true faith.
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>>1895254
on culture and food.

Tripods have powerful gnawing mandibles, and are able to consume bone, fur, bark or even wood pulp, though nutritional value and miles vary. A common theme in cuisine is crunchy. Tripods like crunchy food. Bone is used as a basis for wrapping dehydrated meat and plant "dough" around and allowing the food items to dry in store houses, open air, or over a fire. These rods allow the calorie hungry tripods to snack throughout the day.

In the desert the snacks take the form of hardened spheres, similar in nature to hard tack, flavored with whatever plant matter is found, often having less animal material aside from bone and marrow.
---
The isolated population of Shatturne tripods however deviated, preferring "chewy". Fat, gristle, tendon, and meat will be chewed with a cheekfull of aromatic herbs or plants, and spat into clean intestines of local fauna. These cased meats will keep due to the astringent plant extractions mingled with the tripod's own spit. This allows a tripod to carry with them far more food than they could ever hope to stuff in their stomach, and thus increase range and avoid torpor.

Shatturne tripods deviate in their practice of shamanistic herbalism via way of using the herbs to create medicinal tattoos. Patterns, shapes, and crude pictograms often adorn their body with various bone piercings interspersed about them. These "inks" are actually the medicinal herb extract limned into their skin, slowly benefiting them over time. Periodically a tripod will have a shaman re-ink their body. These tripods also practice cannibalism out of practicality, with food often being in much shorter supply, though other tripods are not killed for the sake of eating alone.
>>
Rolled 5 (1d8)

>>1894339
>>1894347
>3
>>1894332
okay since I misremembered the rule, I had to change one of the rolls to masonry to even be able to roll for math.
So I'll try for currency NOW. Let's hope I roll over 6
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Rolled 8 (1d8)

>>1897489
oh it's five or higher. And I got a five. great stuff.

Now, to round this out, I'll roll for calendar
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>>1897019
on R.T.tripod lore-

The RT tripods are nomadic, but establish settlements for the periods of time when they rest. These settlements serve as a place to rest, recover, commune with other tribes. Originally they simply served as a place to trade, and operate forges and other duties that could not be taken on the endless journey. In time though, these settlements evolved to be a place where the travelers would leave their children until they were mature enough to join a tribe. Normally the young barely knew their parents, the tribe raising them on the road as a single unit. Now the youth were raised by experienced elders too frail to travel anymore, in the past such individuals would simply settle in place and die of isolation rather than slow down the collective.
>>
Just a thought on the Red-throat Tripod settlements: they started out as trading and forge centers, right? What if down the line, they get expanded to include child care centers? It would make sense if raising a child on the move is hard, so they deposit their children on a settlement for the settlers to raise. Then the children could join other tribes when they're grown up, or wait until their original tribe rolls by. If familyhood is not that strong, the kids could even be 'traded' for favors, other kids, or even goods from the tribes that come after.
What do you guys think?
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>>1897535
>>1897535
numerous such settlements. The elderly and infirm teach the youth, or harvest local supplies for travelers.
>>
Rolled 5, 2 = 7 (2d8)

>>1894113
Give the Jojo birds mining! (Roll: Sujardin and Denui)
>>
--Global Event: The Verdacene Era--

Just a few hundred years into the 8,000 year timeline of this thread, Essari experiencing a slight shift in its axial tilt, as a result of large gas giant in the system having an elliptiical orbit, bringing the planet into close proximity of one another for a brief period of time in cosmic terms.

This slight change in the axial tilt of Essari leads to an precedented period of calmer, less extreme shifts in weather patterns, and much longer harvesting seasons for agriculture. This change also brought an overall increase in annual precipitation throughout the world. Many sapient races of this time would refer to this time period in their writing from the perspective of how it impacted their civilizations early growth. The Grabrafs all roughly referred to it in their texts as "The Long Spring" and was largely considered a good omen or blessing from their various deities after having endured a series of hard trials in the past. The Red Throats would refer it as "The Greening Period" since this period brought a surge of lush plant that reached even as far as the arid deserts. The Cocky Tripods would call this time "The Season of Golden Rains" as the long periods of rain that would occur even in the middle of sunny days would nourish their crops, and exponentially increase their yields. Lastly, the Stitchers referred to the Verdacene Era in their writing as "The Days of Solace" as overall this time period was a marked by a general lack of disasters or tragedies that would greatly devastate their homelands, and was considered a time of unprecedented peace.
>>
>>1897791
--Bonus Event: The Shaking Leaves--

Meanwhile, focusing on the homelands of the Grabrafs; the forests of Sujardin have been strange lately. The native Forest Grabraf have noticed from their canopy settlements an appearance of spots on the forest floor that mysteriously swell, cracking the soil, forming hills, and knocking trees into each other. Sometimes they would appear within a village, slowly pulling trees apart, ripping up the bridges between homes, or slowly crushing homes between the trees.
The Forest Grabraf referred to these events not as "Swelling Ground", but as "Shaking Leaves" for how they could feel the leaves on the trees shake as they moved.

And then as mysteriously as it came, the swelling receded, and the Forest Grabraf never again saw the Shaking leaves.
>>
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Long ago, all the world was naught but mist and fog. Nothing could be seen, but there was nothing to be seen. The many gods descended to this primordial void and deigned fashion matter for their own purposes. They were many and great, but none so great as Shwlu. Shwlu saw the world that his brothers fashioned and found it lacking something. He bade life spring forth, and plucked at his own feathers that the grabraf come to life from his divine down and pinions. The other gods stood in awe of this, and did their best to appeal and appease Shwlu's children, that they could bask in adulation.

The early grabraf, being too young and impressionable, followed these petty god, and were somewhat rewarded, but the Other Gods did not discipline their children, instead giving them everything, instead spoiling them rather than raising them up to be better adults. Shwlu saw how the Others let his children grow fat and decadent and could stand it no longer. So Shwlu flew across the primordial skies, hoping against hope that there were some who had not become spoiled and greedy... he despaired at first for his first efforts seemed fruitless, but he at last came upon a people that were righteous in his sight. He landed among them and spoke his warning.

"Soon I shall cover the land in darkness, but you have proven yourselves righteous among the wicked, so I shall shelter you and your kin against my coming wrath. Take refuge beneath the earth, to the land of no sun and no sky. There you will live in the dark, hidden from the judgement to come."

So the Yu'wsh became Shwlu's chosen people, sheltered from the Scourge of Shwlu by resting in the mountain foundations of the earth. So they remained while the rest of the world, and the rest of the grabraf suffered Shwlu's punishment. He turned the skies black, the sea to brine, crops into dirt, and livestock into bones. All the wicked suffered but Yu'wsh remained.

While all the world's peoples suffered much loss, Shwlu's people only prospered, and when his just wrath had been sated, and the children of the earth reprimanded, at last did the surface become bountiful again. Now it is that all Shwlu's children have a choice. Choose the way of righteousness and Shwlu... or the path of wickedness and punishment. Few have answered Shwlu's call, save his chosen people the Yu'wsh, and so it is that the numbers of the Yu'wsh are many and strong. We all must make the choice, to do what is right and be blessed, or do what is easy and be disciplined.
>>
Rolled 2, 5 = 7 (2d8)

>>1896012
I'm going to roll for Iron Working, and then Mathematics. Time for the Yu'wsh to go full dorf fortress and start becoming smiths extraordinaire.
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>>1897871
Looks like iron working was a bust and I barely got math.

Experiments with a new plentiful metal found in certain veins of the mountains prove disappointing, many dismiss its properties entirely, and remain stuck in their old ways. Smiths and craftsmen continue to preach the potential of this new metal but their words fall on deaf ears (for now.)

Meanwhile, the scribes of Yu'wsh begin developing a written script for complex numbers. At first these are used to tally stores of braffibush fruit or fish yields soon something new occurs, numbers as abstract concepts and equations. It is primitive still, likely nothing more complex than basic algebra and rudimentary geometry, but it is a start. Perhaps soon more advanced functions will be outlined and discovered? Plus, such numerals could prove useful to a people with a basic currency, more advanced forms of economics. Only time will tell.
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Rolled 1 (1d8)

When a small group of Stitchers are sailing the seas to the north of the Torine chain, searching for new lands on which The Fields can be found, they eventually see something in the far distance. It is a vast verdant land, seemingly unendingly covered in forest and ripe for the taking. The explorers quickly return home to their colony, informing the Elders of their new discovery.

Out of crystal and wood (making use of their crystal binding), the largest ship ever crafted by Stitchers is made. Together with a party of smaller boats, they set sail towards this new land. Will they succeed in finding it, or will their hopes end at the bottom of the sea? only the Blessed One knows.
>>
Rolled 1 (1d8)

Rolling for resource redistribution as an alternative to currency for the R. Throats
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Rolled 7 (1d8)

>>1898016
reroll
>>
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>>1897976
Y'arrrr, them be treacherous waters matey! Maybe next time.
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Rolled 6 (1d8)

>>1896151
>>1896238
Lead by the current Fist of Hootin, Honokien, third of his name, half of the Tootine army makes a push south, into the plains. Here there mission is to eliminate hostiles and convert the PG found there to the true faith from their corrupted worship of the Mother and Father as one.
>>
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On the Denui Islands the Thinking grabraf have kept the nomad grabraf enslaved for generations, using them as a source of cheap labor or simply as toys. Generations of grueling labor, harsh conditions, and forced breeding has strengthened their bodies. Still, they are powerless against the might of those that bear the symbiotes. The only solace for the nomad grabraf is the rumors that spread amoung them. Rumors of a merciful god that will lead them across the sea to paradise. With nothing left, the nomads cling tightly to their religion. Praying every morning, every night, at every beating, and at every grave.
They call their god Skrigjaargen.
When the Nomads wandered the lands freely they had always followed Skrigjaargen, who left a fleeting paradise in its wake. But one day they lagged behind, and Skrigjaargen continued to walk, leaving them behind as he traveled the world. Now they've lost Skrigjaargen, but one day he will wander past again and bring paradise with him. When that day comes the nomads must be ready to follow, for nothing is worse than being left behind.
>>
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>>1897793
>>1897793
The swelling ground and shaking leaves inspired an adolescent Jungle Grabraf. Even something so immutable as their home, the land itself could move. So why not could his own people? Their lot in life to be followers, to be pawns, or slaves? Darker legends speak of times long past where they even served as food during times of long want. It would be a long work, a toil harder and more horrible than any their masters had ever inflicted on them. The reward would be freedom. A time where there would be no worries of why family members did not come home, and the quiet acceptance that it was the way of the world....he got up, the butchered corpse of the plains grabraf at his feet. It was not a quick death. There would be more. First the slavers...then the buyers.
...
A slaving party found their youngest member affixed outside the jungle. Skewered and split open like a beast ready for the fires, terror still frozen in his eyes.
...
As seasons gave way to years, slavers kept winding up displayed in more and more horrific ways, often barely alive.It spawned both fear and reprisal. Enough to spark a moment of defiance, of anger. Blood makes the grass grow.
>>
>>1898356
Those are Sujardin TGs not Denuians
>>
>>1898356
fucking kikes man
>>
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>>1898076
>>1896151
>>1894375
>>1897704

The army of Tootine is successful. it keeps pushing south until it reaches the coast, defeating the tribes that challenge them on the way. The PG, being primarily duelists, are simply not used to fighting an organized force.
Much of the western plains is brought into the Tootinite sphere of influence this way.

Being defeated by, or seeing how other tribes are defeated by, the Hootianism worshipping forces many of the PG of this region start believing that there might be some truth in the teachings of Hootianism. Why else would the Tootinites win? Victory is one of the paths to truth, after all. These PG start to merge their own beliefs with that of Hootianism, turning it into their own interpretation of the faith, similar to that of the Forest Grabrafs following Hootianism. Many reinterpretations are made of their old faith in order to make it not clash with that of Hootiansim. Xerho? Why obviously, the Godhead is simply another name for the father. All living things come from him, we are all therefore a part of him, and the three gods? They are aspects of him. While the PG generally retain many of their old beliefs this way, the Tootinites tolerate it. All Grabrafs are different and they all walk their own pathways to the gods.

The PG find Hootin particularly attractive. A god of war, strength and honor – a god to their liking. Those who follow Hootianism therefore often mark their clothes with a symbol for Hootin. Priests/Shamans in this region also start wearing masks in the fashion of the Tootine priests, usually in the style of Hootin.

In general, life for the PG here is unchanged. Tribes with herds of Hurkun still wander the plains under influence from Tootine, skirmishing and bartering with each other. Many tribes cross into and out of Tootine influenced areas, not really noticing any difference from previously. Living under Tootine rule even has its advantages. A follower of Hootianism can freely come to settlements to, at no cost, train in the temples of Hootin, read the vast amounts of texts in the temples of Bootin, trade or simply become a permanent member of that settlement. Many PG decide to live in the settlements permanently, joining the path of the warrior or joining one of the two paths of Tootin that were newly created with the introducation of PG to Tootinite society: that of the Bronze worker or the Coin minter.

With the discovery of mining, many TG settlements now can become quite wealthy if situated in a mineral-rich area; trading it with the ever metal-hungry PG. With this access to minerals another invention comes to fruition - that of currency. In Tootine in particular, coins called “Tokenti” are minted. These are worth their weight in whatever metal they are made of. There are three main denominations: Bronze, Silver and Gold.
>>
>>1898766

Coins turn out to be quite useful. Now you don’t have to bring large amounts goods with you if you decide to travel long distances. You can just exchange those hides, dyes or meats for coins and then use those coins to pay for whatever you want once you reach your destination. Heck, some PG even find that they now more easily can make use of price differences. Making a good profit by simply buying goods in one area and selling it in another.
>>
>>1898766
I'm gonna have to intervene here actually. Give me sometime to make a post further explaining this, but basically, even with the benefits of the Symbiote, the TG would still be at a grave numbers advantage.
>>
>>1898856
*numbers disadvantage

Basically, a war between the TG and PG, even with PG being consisted of a bunch of disorganized tribes is gonna be far too complex to just be "simply won"
>>
>>1898864
>>1898856
For future reference (and so that nobody gets confused by how this turns out): I've further explained my case on the main discord channel.
>>
Rolled 6, 3 = 9 (2d8)

>>1898766
Oh shit, son! I see some red CG territory in that map! The children of Shwlu will not allow you take their lands so easily!!!

Rolling first for archery and second for mercenaries, need some non-tiny-owl-people to fight our wars too, help even the odds.
>>
>>1899564
> you have slaves, why not jannasaries?
>>
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--Region 1 Neutral Event: The Advent of the Druids--

On Shatturne, the isolated colonies of the Red-Throats that were left marooned several thousand years ago by a great tsunami, have been very slow to regain their footing and rebuild as a unified community. Largely, the R-T still maintain their ancestral nomadic ways, only have a handful of large permanent settlements where the very young, old, and sick primarily reside in. One of the more significant reasons for their inability to effectively re-establish a flourishing R-T society has to do with the lack of beast of burden and/or a large game animal that is easy hunt in general. This would forever continue to be the case, until a recent invention by a handful of R-T shamans whom had begun to dabble and experiment with herbal concoctions, using the many new and exotic ingredients found on Shatturne.

One such herbal concoction yielded a pulpy oil-textured solvent made from the poison of a Greenery Scorpibraf, bone powder, and the cooked remains of a Dolpfeesh that is grounded down into mush. This elixir was traditionally used to cure ailments and counteract the poison of Scorpibraf stings, but its most valued use was discovered on accident. A pack of Grizzly Tripods raided a small band of wandering tribesmen campsite one night, and in their curious nature discovered the stores of elixir and consumed it. The temperament and aggressive nature of these animals was almost immediately quelled as they seem to wander around aimlessly in a drunken-like stupor. The shamans that had discovered quickly that the Scorpibraf poison mixed with bone powder and Dolpfeesh pulp gave it a narcotic effect to an animal, largely sedating its aggressive tendencies for a period of time, with larger doses of the elixir extending the time period of these effects.

With the discovery of this dubbed "Druidic Elixir", the ability to domesticate the aggressive animals of Shatturne was made much easier, as they self-proclaimed Druid R-T would begin exploring with Warrior R-T packs, in search of animals in the foreign lands of Shatturne to eventually domesticate and harness for the rebirth of the Red-Throat Tripod people of Shatturne.
>>
Rolled 8 (1d8)

Alright, I was advised in the Discord that I would be permitted to roll again for iron working, so let's roll them knucklebones, baby! If iron becomes implemented, I'm hoping to start making armour next. You know, in case they dig too greedily and too deep.
>>
Rolled 2, 8 = 10 (2d8)

>>1894229
R.T.tripods
Architecture (Need Masonry & Mathematics)
Engineering (Need Masonry & Architecture)
>>
File: Sapient Race.pdf (1.37 MB, PDF)
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--TribalEvo Progress--
Many of the Sapients races of Essari have begun to gradually hone there technologies, and boldly seeking out the technologies and societal standards of the Bronze Age and even the Iron Age. While some emboldened few of the sapients dare to learn technologies and concepts they know little of, others have begun to expand their influences and culture to their neighbors, as the first loosely defined borders nation-states begin to form. Truly these early days Verdacene Era could be considered the final days of the Neolithic Stone Age.

--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 Red-Throat Tripods and 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 (with some exception to technologies above a sapient races current tech level), or some completely unique technology.
> Sapients may only roll for technologies above their current tech level (as shown in the pdf file attached) if they 6 or more technologies known of that current era.
> 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.)

Also, new rule regarding concepts like war and the establishment/expanding of nations/kingdoms territories and/or influence; and a semi-updated guide to Essarian Wildlife that lives throughout Modern Essari to come in the next posts.
>>
Rolled 6 (1d8)

>>1900666
>Iron Working
For cocky tipods
>>
File: Modern-Essarian-Organisms.png (4.18 MB, 7800x6000)
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I should mention that the rolls from this post >>1900401 were not applied to the latest chart, but will be considered canon that the R-T Tripods do know Architecture now.

So just real quick, the image attached to this post features an semi-updated guide that shows the distribution of organisms throughout Essari, either regionally or globally. Do keep in mind though that this guide is somewhat incomplete as it does not feature many of the crop plants bred by sapients, and it also does not feature a menagerie of organisms that will be canonically added to the world as of this thread. Otherwise, this should give everyone a good idea of what lives where in the world as modern day Essari.

Now then onto some additions to the standard rules for my TribalEvo/CivEvo game settings.

To begin with in regards to nation-states and cultures within a Sapient Race, I will be generally avoiding having any Sapient Race developed down a technologically unique route. In otherwords, a learned technology for a Sapient race will be learned convergently by all the separate cultures of that Sapient Race; but how those cultures choose to utilize a technology is still largely freeform, and creatively in the hands of the people here.

Rest of the rules will boil down to as follows.
--Allowed Cultures per Sapient Race--
TG: 10 distinct nations/cultures (Applies to both Sujardin & Denuian TG) [2/10]
PG: 6 distinct nations/cultures
FG: 4 distinct nations/cultures
CG: 9 distinct nations/cultures [1/9]
R-T Tripod: 8 distinct nations/cultures [4/8]
C. Tripod: 9 distinct nations/cultures
Stitchers: 11 distinct nations/cultures

--Nation/Culture Creation & Advancement Rules--
> The creation of a distinct nation/culture in a Sapient race can be done so at anytime, but is heavily encouraged to have some detailed lore behind their society.
> Any Sapient Race culture may only exist within the confines of the Sapient races range at the present time.
> Should a culture wish to expand into unclaimed territory, may be freely rolled for by any poster via a 1d8 roll. (The resulting roll determines how well the expansion goes for the nation/culure. 1s do not mean failure, and 8s, do not guarantee success.)
> The resulting roll will dictate how successful an expansion of territory is implemented into a sapient tribe. (This will result will also determine whether positive or negative cultural events will occur to the sapient organisms.)
> If a sapient nation/culture tries to claim territory from another sapient race, it would be considered an act of war, unless explicitly specified as otherwise. (For example, expanding a nation's sphere of influence on a region, as it has been demonstrated and sanctioned here >>1898766 .)
> Maps will be updated as frequently as possible by me to feature the appearance and changes within a nations borders, but posters are also free to provide their own maps showing this and are also heavily encouraged to do so.

Rules for War & Conquest in the next post.
>>
>>1900778

--War & Conquest Rules/Guidelines--
> Any movements of war made by a sapient race/poster must be done so in a form of a proposal, rather than a freely made declaration.
> All war actions are heavily encouraged to be discussed in the OOC EvoGame (otherwise known as my Discord Chat), and should include any major details regarding the involved faction details, and if possible a battle map with the conflicted lands in question highlighted. (The battle map is heavily encouraged, but should the event call for it, I can quickly draw one up for posters.)
> Victory odds, battle tactics, and so on for each faction may be discussed in OOC, to give some indication of the victory odds between either faction, but are subject to intervention by myself should any odds seem too stacked.
> All war proposals must be approved by The Librarian, and finalized victory odds for each party will be determined via a 1d20 roll (additional rolls may be applied under extraneous circumstances.)
> Each faction will be given a minimum victory number to roll for and a static number of turns that determines the length of the war/conflict and number of rounds each faction gets to roll.
> To avoid a dreaded succession of unlucky rolls, a losing faction may still be provided with valuable resources or a neutral/positive event based on the results of the roll.
> At the end of the last round of rolls, I will detail to both factions the progression of the conflict for both parties, and highlight what spoils (which includes annexed territory) the victor and the possibly the loser have acquired.

These rules will likely be subject to modification, tweaking, and improvements as this system is tested out by my fellow posters and creators here.
>>
>>1898466
In the quiet moments, Frugij tended the canopies, collecting fruit, interacting with the tribe, enjoying the simple life of a gardener. Occasionally selling outside the village. Life was good. Quiet. At night, he and the others would walk the plains outside the jungles, tools of his true craft in hand. A sleeping troop of Plains Grabrafs were found, their fire a low guttering pile of embers, but still enough to obscure the starlight with smoke. They might as well have shouted a challenge to the gods.

The lone sentry failed his duty for the last time, and never woke up as a mallet crushed his skull. Feathers fluttered away in the breeze. Ugly grey like ash. Hate? The feeling went beyond many things, reason was one of them. He used to tell himself it was for his people, for safety, even for the young. The truth was Frugij just liked to kill Plains Grabrafs. Before long the work was over, a new crop harvested in the silence of the night.

He realized something in the still air, he felt a final sadness at the loss of something, and then a simple emptiness, and from that emptiness...something new but cold. The moment of reflection was interrupted by the rhythmic ripping of his skinning blade, really just a shorn off spear of a plains warrior. The acts had been mechanical. The bodies were stripped, ritually mutilated, and hauled back to the forest, where they would be hung from the vines far away from the village.

...it wasn't enough. His dreams haunted him. Piles and piles of corpses, burning, melting, rotting. He was atop them all. All around his mountain of dead were slain members of his tribe, even in this dream he knew it was the cost of this achievement. The dead faces of family, friends, those who would call him brother looked at him with dull eyes, and yet instead of horror..he felt a profound sense of duty and willingness to sacrifice.
---
The morning light shone through the canopy upon the dwelling of Frugij, his mate and children rousing slowly. Today was another day to gather.
>>
Rolled 6 (1d8)

>>1900666
>>1900666
Fishing, Stitchers. Fishing kelp, that is!
>>
Rolled 1 (1d8)

>>1900850
Some stitchers have made a discovery. If you eat the green rocks sometimes found while digging your crystal ends up glowing in the dark! And you too glow in the dark! Perhaps this discovery can be made use of?

Roll, Stitchers Fire (Glow Crystal)
>>
Rolled 7 (1d8)

>>1901345
Why not them discovering fire instead?
>tfw they found iron pyrite firestones
>captcha sez 1700e Coalburn
>>
Rolled 8 (1d8)

>>1900850
While we are on a Stitcher roll let's also try for the wheel
>>
Rolled 3 (1d8)

>>1901383
Wooh!
Let's try for Ironworking next!
>>
>>1901383
>>1901355
>fire and wheel at the same time
oh boy, Stitcher combat has turned very interesting.
>>
Rolled 4 (1d8)

>>1900666
rolling for calendar for PG
>>
>>1897489
In most plain grabraf cultures, currency develops from the debt books of the scribes. PGs that have earned a reward from the tribe's herd begin asking for the leather strip denoting the debt of Hurkuns instead of the Hurkuns themselves, as it saves on herders and effort, but is still recognized by everybody of the tribe to be easily exchangeable at the tribe's scribe or one of his aprentices.

As this practice becomes more wide spread, scribes develop unique markers that assure that the strip of leather comes from them, and quickly they stop just denoting Hurken, but bronze, gold, even worked goods.

This type of currency , the Kitr'chenxar, literally translated as the 'debt of leather' at first of course only has local value. Only if you know and trust the chieftain the scribe behind the leather works for, you can use the strip as currency.

This changes in Nekonahu, the pains to the east of the western peninsula. (cont.)
>>
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>>1901580
In Nekonahu, (where the PG skin is a bit different) for a long time grand chieftains had battled. The fruitful plain was conducive for larger tribes, and so the unification of a number of them was a common occurance, as was warfare of unusual scale between them. But this disrupted trade, and so some Pailbloosh towns developed to be culturally agreed upon to be neutral. These grew into small cities, with the newly quarried stone making low walls to lob acid grenades over. They offered refugee for anyone, even an army in pursuit, and it was considered an insult to Xerho to attack it (although challenging the enemy commander to a duel within its wall was more than fine and resolved many conflicts).

One generation, a grand chief died in the middle of such a war due to an accident, and instead of his successors fighting for his title, his scribe bought all of them out, as happened from time to time - never before however, on this scale. This new chieftain brought all the many hurkuns of his flock into one of the cities, overfilling it greatly, and took up shop in its largest house, where he resolved to remain to govern, while his tribe would continue their nomadic trades, taking Hurken with them only as they needed them.

And so suddenly there was this wealth of Hurken that hadn't to fear being stolen in the holy city, and with them, a man whose Rekitr'chenxar were sure to continue to have value.

One by one the scribe king, being the sole distributor of money more desirable even than hard, real Hurken, bought up the tribes of Nekonahu, finally consolidating power in one central authority and giving his title to one of his apprentices when he died.

Of course a king cannot write out any but the most important Rekitr'chenxar, so he has a legion of scribes, each with their own mark and their own herds they are responsible for and can give out loans from, and there are thus Rekitr'chenxar with a more and less secure value.
>>
Rolled 7 (1d8)

>>1901509
okay rolling for iron work instead
>>
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>>1901612
here's a rough map of current Nekonahu territory with a few of the larger cities.

What I forgot to mention is that the Kitr'chenxar of course also has value for TG and CG that mainly trade with Nekonahu Grabraf, so the currency has cross-species appeal and especially the TG in the marked territory start using it in day-to-day life.
>>
>>1899564
>>1900026
>>1900666
The rapid expansion of the various surface-worlders has the Cavernous Grabraf very concerned, from the golden halls of Rukhw'ul to Everburning Forges of Narzdeg technology is studied and theories posted, it is a time of change, one the xenophobic Grabraf hope to prepare for and weather should the worst happen.

> 6 for Archery
The CGs begin leveling the forests on the surface of their mountain homes to make wood for both houses and now bows and arrows as well. For the first time, the CGs must learn war, an unknown thing for most of them, locked away in their subterranean oases.

> 3 for Mercenaries
Most mercenaries laugh at the CGs to their face. The little owls' defense is seen as a hopeless cause, and other grabraf pay better anyway. The grabraf of the deep will have to face their foes alone.

> 8 for Iron Working
The smithies of the great Ko Satokher holds burn bright as implements and tools of all kinds are forged, this new metal is far more common and useful than the old bronze, which is relegated to a standardized currency, now no longer based on the medium of "shiny objects." Some even begin making sharp weapons to replace those of stone and bronze previously relied on, armour is crafted that is the envy of Sujardin, but from the CG perspective a tiny owl person needs all the help he can get to stand up to his burlier cousins.

Some pose the idea of using slaves as the soldiers or at least supplementary military forces but others see that as a very dangerous game. There are also movements that regard the practice as unethical or even heretical. The debate on the issue will continue for now.
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>>1897793
--Sujardin Exclusive Event: The Great Forest Wall--

The Plains Grabraf have raided the neighboring Forest Grabraf for generations, but soon they found it is becoming more difficult in recent times. At the border between the plains and the forest the Plains Grabraf have observed the slow growth of what they called "The Forest Wall". It was a sheer cliff that separated the forest and the plains, and atop the cliff rested the forests. Though the cliff was really more of an edge, it had started small and has now grown to be nearly 3 meters in height; the sudden appearance of this cliff face was a great inconvenience to the Plains Grabraf.

They had grown used to using tools to climbing the trees for raids, but had always been able to freely walk to the villages they raided without climbing. Now anything they brought to the forest had to be raised: people, supplies, animals, and then gently lowered again when they left. Additionally, during this delicate time of lifting an lowering supplies on the forest edge, the Plains Grabraf are vulnerable to guerrilla strikes from the now more hostile Forest Grabraf. Worse yet, the Forest Grabraf now possess a drive that terrifies many of the raiding bands of Plains Grabraf. They'll do whatever it takes to sabotage their raids, and captives will often take their own lives before they can be sold as slaves.

To see a Longbeak child slip from it's bindings and stab at your allies, and continue to fight until they have been beaten half to death. To wake in the night to the sound of screaming, as your camp finds the corpse of it's chief strung up from a tree, fresh blood dripping from jagged stab wounds. To see a family of Longbeaks dead, slaughtered by their own hand to avoid capture. To find your livestock sick, and your supplies tainted with excrement.

The Plains Grabraf raiders are afraid.

It now takes them much more time and effort to prepare a raid in the forests. Time that leaves them vulnerable, time that costs them lives, and time that could be spent elsewhere. Few raiders now brave to venture into the forests, where the dangers are great and the spoils few. Those that can still make a profit from the raids are truly exceptional warriors, but even they will acknowledge themselves to be a touch mad to venture into the forests.

(The black lines on the map indicate where the Forest Walls have appeared.
>>
>>1898356
--Denui Island Exclusive Event: The Last Song of The Slaves--

An Anticipation hangs in the air surrounding the Denui Islands. The Denui Thinking Grabraf call a meeting to discuss what must be done.

The reason is simple, the Nomad Grabraf have been singing. They hadn't noticed it at first, but there had been whispers among them. There were always whispers of course, but those had merely been about some foolish deity they thought had abandoned them. Nonsense that kept them happy, probably the result a lie told by a slave owner to make his slaves work harder. But now they were quietly chirping songs as the day went by. Chirping in harmony, filling the air of the island with that damned melody.

It had started off as a nuisance, but no matter how much they were threatened or beat the Nomads, they would continue singing the moment you left. Tens of thousands of tiny beaks sang in harmony, and the noble warriors of the Denui Thinking Grabraf were starting to feel afraid. Because the only answer they got from their slaves, after beating them until they stopped singing, the only explanation that could be coerced from the Nomads before they began to sing again, was said with eyes full of defiance and hope.
"Skrigjaargen is coming"

The meeting dragged on, but in the end, it was decided. The following day the hordes of defiant Nomads would be slaughtered, as there was no need for such slaves on the islands.

And then, the singing stopped.
>>
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Rolled 4 (1d8)

It is the 503th passing of the seasons since the rebirth of Tootine. Tootine's current Will of Bootin, Gakowa, the first of his name, has motioned that all days should be considered good days! And as is the way with all mayor changes to the ways (laws) of Tootine, The motion has come to a vote in the Tootinite Council.
>>
>>1902066
The council has decided that all days cannot be considered good days, because then there would be no bad days. Without bad days, good days cannot exist!

Still, they've conceded that three new celebratory good days shall be introduced at the beginning of each month.

Gakowa reluctantly agrees with their decision.
>>
Rolled 1 (1d8)

Calendar for Denui
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Rolled 2 (1d8)

>>1902102
reroll
>>
Rolled 3 (1d8)

>>1900778
Rolling Bronze Working for the Sujardin TG
>>
Rolled 5 (1d8)

>>1902108
rerolling Bronze working
>>
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Rolled 6 (1d8)

>>1901385
On the Torrine Chain the population has started to increase once again. This has however caused conflicts to increase over the available nodes and farmland. Some colonies have even managed to defeat their neighbours and force them into fealty to the victorious colony. Currently the fighting is steadily increasing on the Torrine chain. How will it all turn out?
>>
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The sons of Xerho is the name of a loose collection of northern Plains Grabraf tribes, that share a common taste for war, which they sate by military alliances providing ample opportunity for it.

These tribes have fallen on hard times since the slave trade dried up, and they never had been the most advanced of the Plains Grabraf in all things but military. In that regard however, they had always been pioneer. The acid grenade has come from the north, as has the climbing gear for the raids on Forest Grabrafs, when that had still been viable.

And now, as iron is used more and more all across Grabraf society, the sons of Xerho use it for war once more. The war fork with hooks is a tool to bleed out a foe even if the hit was imperfect, the helmet is a new design that so far is a little brittle due to the necessity of a hole to display the mowhawk, but still very effective against most attacks, and the net complements the strength of the fork.

The sons of Xerho are formidable fighters, but they are not soldiers - they are warriors, duelists, and that is how they fight, even armies are clearly cut up in loose small groups that find 1-on-1 confrontations to test their mettle in. Similarly, no cities emerge, only the towns that dot the nomad routes grow, as tribes walk in step with each other more and more. A consequence of this attitude is that, while raids are no longer profitable, forrays into the forrest still happen simply to fight against enemies so dangerous that their skulls make excellent trophies.
Only warriors may call themselves sons of Xerho. Scribes still exist, they are still necessary, but they are seen as lesser Grabraf, or in some cases simply are warriors as well as writers.

What is new with the SoX is that some Grabraf cease to be herders, only dedicating themselves to the art of war, and some Grabraf losing their opportunity to be warriors by low birth and stature, and only being allowed to herd.
>>
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>>1902273
Here's the map, they're dark green. They're as I said a very loose collection, and still nomads, so I tried to show this by intentionally not giving them a unified territory.

They don't really venture into the forest for anything but daring raids, but they do sometimes simply attack TG villages to kill and sack, though the sheer death toll this brings with it makes that not too common an occurance.
>>
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>>1901932
i like it.
>>
--Negative Event: Death Comes for All Grabraf-- Part 1 of 2
The cause of this event can be initially traced back to a Hurkun herd led by Nekonahu tribesmen whose livestock contracted the disease that caused a minor die off. The herders showed some concern for the sudden death of a hundred or so of its flock, but assumed nothing of it when the Hurkun deaths tapered off after a few months, and the herders continued on as normal raising offspring, and trading their Hurkun with neighboring herders of Nekonahu and beyond. It was when this next generation of Hurkun livestock were killed, and their meat would find its way into the many Grabraf societies throughout Sujardin via trade that the virulent disease struck.

It started small, reports of tribesmen becoming ill with blood trickling from their nasal cavities on occasion. These ill tribesmen assumed it to be no more than a bloody nose and simply wiped their noses with their bare hands and continue with daily activities, some socializing frequently with other tribesmen, as they unknowing passed the disease through their blood stained hands. Then came the deaths. At first they were isolated and went unnoticed except for those that discovered the bodies. Two or three Warrior PG found dead with blood dripping from every orifice. Reports of a few miner CG found slumped in their digging holes lifeless, as a pool of blood filled the ground around them. The "tragedy" of an elder Tootine priest and her family found dead in their beds after choking on their own blood; of which the Tootine would shortly after decry the elder and her family for "displeasing the Gods." Whispers of these incidents would pass through deft ears, as Grabraf continued to consume Hurkun meat that was unknowingly tainted with the disease; only for the incidents to grow more numerous and grotesque as the those observers of these incidents would soon also be found dead. By the time Grabraf societies tried to control and curb the impacts of the bloodborne disease, it had already throughout nearly every pocket of tribesmen and Grabraf in the region, with some reported deaths even on the somewhat isolated Voltan Isles. The disease killed all, healthy and sick, the young and old, and the rich and poor. Those that would bury or burn the recently deceased would within just a few weeks time find themselves weakened and dying as blood dripped from their nasal cavities, mouth, ears, and even their eyes.
>>
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>>1902162
>>1901383
In times of war, victory goes to the most inventive Stitcher. Taking advantage of the recent invention of larger ships, a Stitcher colony called The Carnelians (so named after their ruling house), make use of an invention they had quietly refined on their island of 'Ee'i'i'i'ee''r''ii. Here they tested on their neighbours, improving it and training themselves in using it. This new invention is the crystal war chariot.

When they came, few colonies found on the other Torrine islands where prepared. The crop-fields would suddenly catch fire and then, through the cover of the fiery smoke the chariots would appear, charging straight at the settlments or those unfortunate enough to be located outside of it.

This tactic was quite successful. When the conflicts had ended, the Carnelians stood as one of the main victors. They had subjugated all of the islands in the central cluster of the Torrine chain. The losers had either sworn loyalty to their new hedgemons, or had been bound and left to be taken by The Fields.

How ironic that the Carnelians, not even named after truly precious gemstone, would end up having several houses named after the Ruby as their subjects.

Posting a map soon.
>>
>>1902610
--Negative Event: Death Comes for All Grabraf-- Part 2 of 2
Due to the disease's nature of transferring through consumption of Hurkun meat and bloodborne contact, the disease swept through Sujardin like a dark storm, wiping out nearly a third of the Sujardin population, before dying out due to its incredibly efficent method of killing its Grabraf host. The disease would also eventually die out within the Hurkun herds as more resistance to the bloodborne bacteria strain would lead to its own extinction in a few generations. The damage would be done though, as the CG would swiftly ban nearly all trade of Hurkun meat and in some cases Hurkun products all together. The Sons of Xerho would suffer the worst by the disease, as their endless exposure to blood through raids and combat would only serve to proliferate their deaths. Even the wise TG of Tootine whose elders worked day and night to setup measures to curb the loss of innocent life, at the end resorted to the morbid decision of executing or exiling those infected by the disease to suffer and die in isolation; and amassed the bodies of dead Grabraf that were burned to ashes in the hopes of seeking forgiveness from the Gods for whatever the diseased had done to incite their wrath.

In the 10-20 years of time it would take for these wounded Grabraf cultures to rebound from this event, an animosity towards the Plains Grabraf would begin to fester amongst the other cultures of Sujardin. Some council elders of the CG empires, including the Yu'wsh saw this incident as reason to potentially curb and review a great deal of daily trade that is conducted with the Plains Grabraf out of fear of future incidents similar to this one occurring. A select minority of CG would even go as far as implying that the diseased meat was intentionally sold to them in an attempt to weaken their people so that their mountains homes would be easier to raid. Of course, wiser minds dismissed this notion, pointing out that all their Grabraf brethren suffered equally, but nevertheless elected to cut their traditional trade activities down to three-quarters of what it traditionally had been just a millennia before.

The TG would also reduce much of their trading interactions with the PG as a result of this incident for similar reasons to the CG, fearing a future plague. Going a step further though, the Tootine nation-state also began to diminish the rank and stature of PG that were living within their lands of influence, condemning them for their barbaric nature and incessant desire for conflict that was said to of brought about the disease as a result.

Lastly, the FG though largely isolated and already showing animosity towards the PG, actually took steps to remove themselves further from interaction with PG tribes and even the CG tribes. Their bloody and retaliatory nature of ambushing and killing unsuspecting PGs that were raiding their forests. This led to great deal of their stronger warriors dying as a result.
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>>1902653
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Rolled 4 (1d8)

>>1902074
Downstream, what was once a small TG settlement has turned into a city, almost capable of challenging Tootine in size. Here the main population is made up of FG and PG, more priests found serving here being Longbeaks rather than TG. This settlement has been given the name of Kakowa'Ano; a crude corruption the name the Longbeaks thought the TG called it, so long ago.

Now the city has requested to be recognized as its own city. This would mean being given the right to regulate tariffs on its own, as well as having its own minor Voice, Fist and Will of the three gods.

How will this motion from Kakowa'Ano for city-status be recieved by the Council of Tootine?
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>>1902723
They said no, but they'll consider it in the future
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>>1902610
>>1902659

--Death Comes for All Grabraf: The Aftermath--

>Lastly, the FG though largely isolated and already showing animosity towards the PG, actually took steps to remove themselves further from interaction with PG tribes and even the CG tribes.
Their bloody and retaliatory nature of ambushing and killing unsuspecting PGs that were raiding their forests. This led to great deal of their stronger warriors dying as a result.
The FG were quick to identify the death of their warriors being directly attributed to their warriors being drenched in the blood of their enemies. They come to believe that those who touched the PGs are considered "rotted by the PG Root" since they had been drenched in the blood of their enemies, and were as such quarantined, so that they would not spread "the Root" as the disease was described in their tongue. Thus those that fight off the raiders are kept away from the rest of the village, and are forbidden to touch civilians from the villages lest the root spread. Though they still receive food from the village, they are effectively outcasts, and many leave the village entirely. These outcasts now come devoting their lives to the slaughter of the PG, and would continue to follow this lifestyle even after "the Root" had disappeared.

In the decades that followed the restrictions of trade with between the CG, TG, and the decried PG there would be a great deal of new issues to arise from this, the most pressing being a lack of materials and resources that many cultures had grown dependent on. For the large tribes and societies of Sujardin, this shortage of raw materials, led to some destabilization in their nation-states, and as a result, some more lenient tribes of the CG and TG were willing to renegotiate and establish new trading agreements with the PG tribes. For other like the Tootine and the Yuu'wsh, this led to a firmer and more productive alliance between the two nation-states, as they overtime learned to resolved much of their raw materials shortages by refining trading routes between their two nations. This tentative alliance may one day prove to be foundation for becoming two great allies, or possibly two competitive nations.

For the PG, the loss of many of their largest lucrative trade partners, resulted in surprisingly less in-fighting amongst their neighboring tribes as a result. While raid and wars with their neighbors was still common, the PG nation states, and even the smaller tribes began to establish more integrated trade routes amongst their own people, and the other Grabraf nations that were still willing to trade with them. The aftermath of the "Crimson Tears Plague" also led to a slight reformation of herding tactics. Herds of Hurkun become much small, with the largest herd now no more that 30,000 in size as PGs begin to more wisely breed offspring and kill off Hurkun that show signs of sickness or weakness. A select few Hurkun, also begin to focus more heavily into agriculture for food.
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>>1902824
A select few *Grabraf* also begin to focus more heavily into agriculture for food.
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Rolled 4, 6 = 10 (2d8)

>>1900401
R.T.tripods
>Engineering
>Architecture

post coming tonight.
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Rolled 7, 3, 2 = 12 (3d8)

Rolling for, in order: Engineering, Aqueducts, and how well the Yu'wsh/Arziduwl first encounter goes.
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>>1902961
Initially, the first encounters between the Yu'wsh and Arzidul are cordial, and would be all accounts be considered a success. The two CG city-states profit much from this initial encounter, trading wares, and handcrafted goods from one another's cities.

The great disconnect however occurs when priests of Shwlu begin to arrive with the pilgrimages of Yu'wshian traders, trying to convert citizens of Arzidul to their theology. While not taken as a direct affront by some citizens the Shwlu priests try to convert, the council elders of the city-state find the priests meddling and attempts to convert their people far more offensive. This of course leads to most of the priests being kicked out of the city, although some of the more lenient and arguably greedy members of the Arzidul council pushing to continue their trade missions with the city-state of Yu'wsh.

Alas, a shaky alliance is built as a result of the two state firms beliefs in their form of Theology being correct, but the profits of trade between the two cities is too profitable to throw away over a disagreement of theological standards.
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>>1903054
In the crowded warrens of Arziduwl, the CGs developed an interesting alternative to their population problems. To the shock of the Yu'wsh explorers who happen upon this strange new land, they see towers of stone and lumber, but on the SURFACE!!! Rising from the very rock itself, their sprawl slowly extending up the treeline of the slopes. The citizens of this new land do this in belief that their pantheon resides at the very top of their mountain, and so devote considerable resources in hopes of seeing the divine said to be situated at the snow-capped peaks. They have yet to get very far in this pursuit, but they work towards it nonetheless. (They will later learn the hard lessons of thin air and oxygen deprivation, but not yet.)

Arziduwl is a very mercantile hold, active in both trade and with many a craftsmen to spare. The richest heads of the various craft and trade guilds form a council that debates the proper course for the city, everything from public works to legislation. They had good relations with the local tribes and states of Plains, Thinking, and Forest Grabraf that surround their mountain. As a result, they had little in terms of military might, nor saw much point to it. Most of the council was too profit focused to consider spending the coin to maintain a standing army. Some on the council pushed for a motion to change this and raise a mighty host, others petitioned the construction of defensive fortifications… for a long time these requests went unheeded.

Until the Red Weeping… as more and more grabraf died to this horrific disease some of the more paranoid guild members of Arziduwl feared the poisoning was intentional, and called for a stop on any and all trade. It was a time when the Children of the Deep feared the crumbling of all they held dear. In that fear and panic, the subterranean grabraf prepared for some invasion or monster that they were sure would follow. Soaring mansion-like towers became ramparts and archer's nests, great gates were built, walls dozens of feet high... but all their preparation had been no defense against the silent enemy of contagion.

Once the storm had passed the Arziduwlites found their numbers greatly reduced, but with their new defenses, the next time would not find them so unprepared. Plus, they had new allies upon which to call, fellow Cavernous Grabraf in the form of the Yu'wshite zealots to the south. Arziduwl considers them kin, and while they do not agree with the dour fundamentalist types... well, you can choose your friends, but not your family.
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(Part 1/2)
In the Southernmost area of Western Panoram, on the Red Throat island of Garúa, lays the Fhqwad desert. This desert is characterized by it's morning fog, that reach miles into the desert, showering the dunes and hills, before reaching the mountains and becoming snow. This mist was first utilized by Fluffbubbles, that were able to condense it into water using their flesh as a cooling surface. This practice was replicated by the R. Throats, that built several moisture collecting nets, that covered the dunes of the desert, and were connected to an extensive aqueduct network, providing larger freshwater to the coasts of the island, that had small rivers or floodbasins but didn't provide enough water for bigger settlements, since their waters are brackish, and are rather used to grow euryhaline crops.
These crops include the Flowering Skreesh Berry, a natural ocurring skreesh speciation that produces large amounts of small, floating berries. The Scroll Reed Swamplilly, valued highly by the Fhqwadians, due to it's versatility, since it's grains are considered a staple food, and it's fibers are used to create paper and textiles. The Stake Reed can be eaten by both cattle and tripods alike, with the latter enjoying it's crunchiness. The larger ones are sometimes used as construction materials, and it's sap is used in many connoctions, ointemnts and salves. They are sometimes grown as structural support for the Climbing Spikefruit Plant, harvested for it's flowers, fruits and vines, which are used in paper and ropes, or can be also left to dry and latter used similarily to wicker or rattan in the creation of furniture and on a lesser extent, jewelery. Fluffbubbles are usually grown closely to the mist collecting nets.
The Fhqwad are heavily dependant on seafood however, and alongside the usual fishing trips near the coasts, they go on long voyages to the reefs, these journeys can last weeks, but the turn outs is amazing, providing large amounts of food and coral, which is used in the elaboration of beads and other jewelery.
To facilitate these voyages, the Red Throats have learned to build large lighthouses, that burn Fluffbubble methane during the night for visibility, and emanate large amounts of smoke during the day.
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>>1902824
Hello, I'm Emra, and I'm here to tell you what the real impacts of this event should be since my friend the librarian isn't listening to reason. Buckle up kids.

Blaming hurkun means by extension blaming the PG. Overall an immense amount of blame will be placed on the PG, leading many cultures to look down upon them in a racist manner. Under these conditions, the once strong trade partners of the PG will shut them out entirely, since they have brought forth a disaster more horrible than any ever imagined.
The PG have long since been the primary merchant race of Sujardin, with their traveling tribes facilitating a vast majority of the trade between the various tribes, and many of the most important trade routes existing in PG territories.
As fear shuts down the PG trade network, intertribal trade grinds to a halt.
The TG that heavily depend on this trade suffer greatly, not only losing the important hurkun food source, but access to the trade network that allowed their peaceful economy to thrive. Unemployment for the TG will become an issue. As the trade goods they once sold are overproduced with no foreign buyers, the value of the goods will drop and entire markets for luxury goods will disappear as a new equilibrium is reached. With so many specialists forced to close shop, unemployment will rise. Most are not trained in anything but their craft, and will have difficulty finding work. Inevitably becoming beggars, and often dying on the street.
This newly displaced class of merchants will create unrest in the cities, forcing radical shifts in the government to preserve order. In addition to their crackdown on civil unrest the TG will attempt to curb the unemployment issue by expanding farmland to employ them. However, preparing farmland is long and expensive work, and the fields cannot be expanded fast enough to meet the demand for labor, nor overcome the shortage of food. These farmlands on the fringe are also prime targets for raiders that are becoming ever more aggressive.
Losing confidence in the city governments, many groups will leave the cities in search of a better life. Some will take on the role of merchant, and leave the cities in caravans loaded with devalued trade goods, in hopes of reaching the CG and selling their goods at high prices. But these will rarely reach their destination, and even fewer will return...
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>>1903276
The CG had primarily relied upon the PG for all trade from the outside. Closing them off will lead to a shortage of certain resources, as well as the valuable food the hurkun provided. The halt of trade will also lead to an overproduction of trade goods, dropping the price of the trade goods and causing an economic crash. The CG are unable to expand farmland beyond the cave systems, and understand that carving out new caverns would be too time intensive and costly to relieve the shortage of food. The unemployed CG will turn to religion as a source of salvation, participating in the sacrificial games with the hope of earning enough to get by. This will lead to an era of the bloodiest, most savage games seen in generations, with martyrdom being the great spectacle of the masses.
Those unwilling to risk their lives in the games will either move to work in the mines providing a greater yield of the raw materials that the unskilled labor brings. Others will depart on deeper explorations of the deepest tunnels of the mountain. A maze of small tunnels will find itself filled with the corpses of amateur spelunkers, but great discoveries will be made. Some will leave the mountain in caravans loaded with the devalued trade goods, in hopes of reaching the TG and selling their goods at high prices. But these will rarely reach their destination, and even fewer will return...
Many of the ruling class will decry the outside world as dangerous, and that the other races as untrustworthy. The lack of returning merchants will enforce this view, and the CG will isolate themselves further.
The FG slave population will earn the resentment of many CG, their free labor costs the jobs of many CG. Racial hatred will continue to grow, and many slave farms will be attacked by the outraged lower classes. This will force many to retire their slaves to employ cheaper labor from the newly impoverished. This well inevitably lead to a government mandate freeing the slaves to make room for CG workers. The newly freed slaves will be treated as second class citizens, with few options for employment. Many will join the sacrificial games, with their tall muscular bodies they easily dominate the CG competitors. Overtime some FG grow rich from these exploits, but the games begin to stack the odds against them as the audience calls for CG victors. Some FG athletes become idols to the CG though, tearing small holes in the racism that plagues the CG cities. The FG that become wealthy often work to give back to the FG community, and slowly improve their standards of living, and society's outlook on them.
Still many FG leave the city in hopes of finding a better life. They return to the forests, and spread tales of their lives to the other FG, as well as innovative CG technologies and ideas. The FG that remain in the cities view themselves as citizens of these nations, and loyally work to improve their community and serve the CG gods.
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>>1903263
(Part 2/2)
Like any R. Throat, the Fhqwadians are interested in alchemy and shamanism, knowing hundreds of recipes for everything from allergy medicine, to textile dying and metal oxide cleansing. However they stand out from the other R. Throat cultures due to the invention of a lasting and powerful pigment, the Garúa Ink. Although almost all R. Throats have their own pigments, such as the Grasslands Wool Dyes, or the Zutsuilan watercolour pigments, the Garúa Ink stands outs because it can be stored, is hard to remove, and because it's ingredients are incredibly common and cheap, unlike mineral or plant ones. It's manufacturing is pretty simple; Animal cartilage is heated until it turns into goo, although the most common used are Desert Pouchytail or Pterror Tail wings, any will suffice. This goo is later mixed with soot, ash, or charcoal, and left to dry until it turns into a solidified block, similar to chalk. Due to the relatively easy way to acquire/produce ink and paper, most R. Throats in Fhqwad know how to read and write to a point, this is facilitated by the new "Simplified" Alphabet, that is easier to understand and reproduce.
This also causes a boom in R. Throat literature, where most individuals or communities are expected to have their own journals, filled with "diary-like" entires and short poems consisting of very few verses, with no specific topic in mind. These are the two prefered literary structures, since they allow the Tripods to share their thoughts and emotions, eliminating the barriers of distance and time. One of the most famous short poems, or Yuyaychakuy, is "Tears" by Lopab Renadu; "What is rain, anyway? ● Some define it as Sky Juice. ● It's essence is wetness."
Visual arts are also part of their culture, and their ink doodles are sometimes hung up on their walls. Howver, knitted art still predominates that area of art.
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>>1903279
The PG experience a standstill in trade due to being shut out from the other tribes. The hurkun based currency of the PG rapidly drops in value as the confidence in the Hurkun trade takes hit after hit from both the plague and it's after affects. The Hurkun herds numbers begin to dwindle, and many fear that their debtor’s herds will grow too small to repay their debts, or worse yet having those herds become infected. All hurkun debts are rapidly called in due to this fear, and many tribes find they have more debts than they do Hurkun. The scribes had already been writing out more debt than their tribe could pay for, as they believed that these debts would never be called in often enough to endanger their tribe. With this many tribes lose their entire herds, some refuse to payback debts and violence ensues, and the economy of the PG collapses.
The PG still desire the benefits that had come from inter-tribal trade, but with no willing trade partners they return to the old means of securing foreign goods. Raiding. Numerous PG tribes raid desperate caravans that need to go through PG controlled lands to reach their destination. This destroys any hope of trade between the CG and TG, but offers economic relief to the PG that are left without herds. Some tribes decide that instead of competing over raiding territory it would better to unite and take on greater targets. This leads tribes to unite into raiding parties that threaten even the TG and CG cities.
Overtime the PG economy will reestablish itself in a different form, though the value of hurkun may never reach the same heights it once did, as many PG turn to crops to supplement their diets. This new reliance on farming will lead to true PG cities, as tribes settle around the farmlands and form a larger community.
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>>1903284
The FG will be less effected by the plague, as their diet primarily consists of fruit and they do not trade with the PG. Though incidents of raiders had fallen to historic lows with the rise of the forest wall, the crisis once again draws a few foolish groups of PG. These PG have little to gain from raiding the FG, as they have nowhere to sell slaves, but they value the FG goods and are many cannot reach the prime raiding grounds near the CG and TG cities. The vast majority of these raiders die, unable to deal with the FG battle tactics, and unable to sustain their tribes from with the risky raids.
Still the FG ways of dealing with PG raiders are very bloody with will lead to many warriors contracting the disease. These warriors will be quarantined limiting the spread of the disease. The disease becomes associated with the PG raiders and those that touch them are considered "rotted/spoiled" as they would say in their language. Thus, those that fight off the raiders are kept away from the rest of the village, and it is forbidden to touch them lest the rot spread. Though they still receive food from the village, they are outcasts, and many leave the village entirely. Devoting their lives to the slaughter of the PG. Some even form small groups and take the fight to the plains, with mixed results.

-Analysis end-
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>>1903276
>>1903279
>>1903282
>>1903284

Thank you sir, as usual your incite into economics it more than helpful. It should be considered by all creators that read these posts to be an in-depth canonical interpretation of the events that transpired during and shortly after the "Death Comes for All Grabraf" Event ((>>1902610)). With that in the mind the only addendum I'll throw out there is that the bonds of trade between the TG and CG do eventually strengthen with time, though perhaps not in the short period of a few decades, more like a century or so.

Anyway, I bring resources for you all, in the form of political maps, now depicting the placement of nation-states, empires, etc. The accuracy is pretty much one point based on the reference materials you guys have all graciously provided (thank you so much btw.)

First of three maps is featuring Sujardin, and also includes updated populations.
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>>1903398
Second Map features Panoram, and the loosely defined borders of the Desert States.
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>>1903402
And the last map features the Torray Isles with the featuring the newly risen Carnelian Hedgemony.
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File: Sapient Race.pdf (1.37 MB, PDF)
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--TribalEvo Progress--
As the fledging nations of the Sapient races begin to take root across Essari, the Neolithic Era fades into the ancient past, as the Bronze Age is now in full swing throughout the world. The Forest Grabraf would be the last race to leave their Neolithic ways, as in the advent of sailing that was recently harnessed by the FG would later learn the craft of fishing, and thus gaining a new source of food, and more importantly protein to fuel their now growing population. And so tribal societies will soon rise everywhere throughout Essari, but how will these Sapient culture come to interact with one another. Will these interactions of young nations bring peace and prosperation, or war and death.

--Daily Technologies--

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
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)

Tier 3
Coming Soon :)

--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 (with some exception to technologies above a sapient races current tech level), or some completely unique technology.
> Sapients may only roll for technologies above their current tech level (as shown in the pdf file attached) if they 6 or more technologies known of that current era.
> 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.)
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>>1903480
>Mathematics
For Cocky Tripods
>>
Rolled 7 (1d8)

>>1903503
Im an idiot.
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>>1902880
Ever expanding, reaching towards new goals, the tripods moved as something of a whole. Knowledge was documented and shared. Barter was often involved, in the way of fit youths to enhance the bloodlines, or skilled members, and on occasion, for simple resource. Tripods placed a lot of value in the concept of "potential" over "here and now".

Emerging from the "creche villages" was a new skillset, of elders who had much spare time, and a few youths who were quick studies. Simple wood and metal devices, spinning, thumping, ever moving. On occasion maiming! Engineering allowed water to be pumped, bone meal to be crushed quickly, steel to be flattened with great hammer presses instead of a day of hand striking.
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Rolled 6 (1d8)

>>1903480
Rolling for Engineering for the Stitchers.
These house wars gonna get interesting fast.
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>>1903602
an early example of innovation. diverting water around either side of a large wheeled platform would slowly spin it, while a team of tripods would operate a hoist on the surface. This allowed them to move large loads rather quickly onto water going forms of transportation, or off of boats and onto land transport.
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>>1903734
>sweet

The Three Emerging Houses of the Torray Islands

Scribe I'i're'i of House Emerald writes for posterity.

Let history record the events of the time, and may the truth be persevered.
So speaketh our great lord Kai'i''e: There are few things that make me forsake sleep at night, and today news came of three of such concerns. Far to the north, the House Carnelian have conquered island after island of the Houses of Ruby; Their menacing new invention, the 'chariot', behind much of their success. Although our Praetors' mettle have been tested in battle, we need to know how to defeat their chariots to protect our lands.
The second concern is that another house might have just found that weakness, but our spies have failed to enter their domain. House Sardonyx, a hitherto unknown house situated to the nearest AA-nodes on the mainland, have apparently repelled one such Carnelian invasion on their headland. Rumors say that they have developed some kind of tactic using fire to defeat the chariots. Due to the failure of our spies to return, we assume that the Sardonyx also have formidable spies of their own. My personal strategist thinks that they might be using fire to scare their Jewol beasts, but much need to be verified.
The third concern is of House Moonstone located to the west of us; Our spies have uncovered plans of massive gemstone contraptions developed by this minor house, and of new forts in construction. Their shapes unconventional. My strategist thinks that they might have heard of the Carnelians too, and developed these fortifications in order to prepare for an incoming Carnelian invasion, but the places they place their new forts are quite threatening for our own glorious House Emerald. It may be soon that we must fight the Moonstone and subjugate them before they could secure their borders properly, and gain their knowledge of these new forts.
Thus speaketh our great lord Kai'i''e, may history record the events of this time.
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>>1903760
also a behind-the-scenes look at what the Sardonyx and the Moonstone actually have:
The Sardonyx didn't just use fire to scare the Jewols, they outright made primitive mines. Basically take a jar, fill it with sun-dried fluffbubbles or other flammable material, put an iron pyrite rock on the center that almost poked the lid, and a lid made of iron pyrite. When the lid gets stepped on (rudely), sparks fly, combustibles aflame, invaders spooked, Jewol-beasts injured or killed. At least 40% of the time, anyways, but that's enough to put fear into the Carnelian invaders. Sardonyx love their mindgames.

Now the Moonstones' contraptions are actually battering rams, but with interchangeable and replaceable heads. So you could switch to a heavier head if the initial swing doesn't crack forts, or a flammable-filled one for extra punch or intimidation factor. Their forts are arranged in such a way that spear killzones are everywhere, and that potential ways to go in the fort or escape the killzone just turns into more killzones.
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Rolled 1 (1d8)

>>1903480
Rolling sailing for the Sujardin TG
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Rolled 2 (1d8)

>>1903805
rerolling
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Rolled 8 (1d8)

>>1903480
Stitcherino Optics!
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Rolled 2 (1d8)

>>1904214
Stitcherado Ironworking!
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Rolled 7, 6 = 13 (2d8)

Engineering and Mathematics for the cocky tripods
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Rolled 8 (1d8)

>>1903480
rolling for sailing for the PGs to cross the straits of Nekonahu to finally get access to some CG that would trade with them.
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Rolled 8 (1d8)

>>1904254
also, rolling for preventive medicine and medical testing for the PGs for obviouse reasons.
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>>1903276
As the Hurkun begin to die, so does Nekonahu. The death of lifestock removes the debts of leather lose their values. Nomad tribes fill the cities to retrieve their debts, only to find empty stables, and looting soon follows. The merchant kings of Nekonahu fall one by one.

A year one of the kings has held out in Eshtenxar under siege, having stored huge amounts of Plainbloosh on a whim for trade purposes, sustaining his court and soldiers from it now.
At the end of the year, he opens the gates to the starved marauders, and inside wait priests, their beaks and nose ridges covered, a row of Hurken with them.

There are still Hurkun in the city, the king explains. The priests are seekers of Xerho, which is of course what has hastened death so much over the last years. They can seek out the Hurkuns blessed by Xerho, using herbs that make the red tears appear even on those Hurkun that hide their blessing.

He, he explains, can deal with the red tears. He also can (to an extent) give pailbloosh to those which would vow to keep the others from sacking the city.

He can be trusted, he says, trusted to provide security, trusted to be the protector of Hurkun, trusted to get everyone their due. He simply needs that trust.

He manages to bribe enough Grabraf to keep the hordes out, and he closes the doors once more. In the city, his Rekitrchenxar begin to regain value. He might not have the Hurkun now, the Grabraf say, but he has shown: we can trust him to get them to us when we need them.

It is decades until the same is said just outside the city gates, and generations until it is common knowledge in Nekonahu.

But at some point it is known: He who has the Seekers of Xerho on his side, must not fear. For the world is ever moving, and they alone know in which direction.
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>>1904714
Here's Eshtenxar on the map, as well as the route of >>1904254

and I just wanted to add, the seekers of Xerho are continuously looking for new ways of revealing Xerho as sickness, and don't confine themselves to the red tears.
One example is that they develop means to determine when a Grabraf female has a fertilized egg within herself.
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Rolled 1 (1d8)

>>1903776
Seeing the way the fates are turning down south, a colony on the northernmost isles of the Torrine Chain currently ruled by The Maxixes decides that it is time to risk to sea and find the land to the north that their ancestral texts, imprinted on crystal slabs, speak of. Hopefully they will be able to avoid being forced to serve another colony this way.

Now, with the invention of the Monocular, what could possibly go wrong! (?)
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>>1904927
They find Foltania, alright.

But then they crash their ship into the rocks, killing everyone.

Stitchers can't swim.
>>
--Neutral Event: They Fly on Wings of Quartz-- Part 1 of 2.

Personal study of organisms around Essari, is rare and often limited to the small minority of Sapients farmers or herders whom had the working knowledge to write and preserve scripture. One such early account of studying the organisms of Essari comes from a handful Gatherers and Scribes of House Emerald.

"The Ki"re'i''e"io (Faceted Tourmaline) are wondrous creatures, with wings made of a beautiful, thin crystal filament. They would seem to hover in winds with little effort, despite being larger than two praetors. Some speakteth of a Ki"re'i''e"io as a sign of good fortune if one should pass over your fields and graze upon your cryst fields; although I have heard tales of whole fields of crops devoured by geodes (term for a group of Faceted Tourmaline) of 5-8, with some even feeding on the crystal walls of houses and gates. One would only imagine what misfortune a geode of Ki"re'i''e"io amassing in the dozens could do. I pray to our great lord Kai'i"e that we never seeth such a tragedy."

Neither luck or fortune would be on the side of this nameless Stitcher Scribe however. Normally, you would see Tourmaline either as a lone individual, a mating pair, or sometimes a small geode of 5-10 that wandered the land in their constant search for food. What had yet to be seem though were the giant geodes of Tourmaline that numbered in the hundreds over the oceans, following great "clouds" of Fluffbubbles. A such group would find themselves marooned on the shores of the Torray Isles one day over the lands of House Emerald. Now these creatures could be identified as Herbivores, as well as essential pollinators, whose rough eroded shell of crystal would catch pollen and seeds, and carry with them over hundreds of miles. However, the Faceted Tourmalines ancient homeland is the Torray Isles, and while 'normal' plant matter only supplies with low amounts of energy, but crystalline plants supplied the Tourmaline with a high yield of energy; and the Faceted Tourmaline are voracious silicavores.
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>>1904961
--They Fly on Wings of Quartz-- Part 2 of 2.

They descended on the settlements of House Emerald, in a geode said to have numbered in nearly a 1000 Ki"re'i''e"io. They devoured the cryst fields, destroyed many crystalline homes, great walls, and pretty much anything that wasn't comprised of the crystal substance. The great Praetors did their best to ward off the crystalline butterflies, but their aloof and overly curious nature led to the Tourmaline generally being undeterred by their loud screeching, waving of spears and fire. Some of these Tourmaline were even "bold" enough to try taking a bite out of the AA-Node's crystalline shell, though they did live long after such attempts.

The settlements were left in shambles by the time the Tourmaline fluttered away, with a hundred or so of their kind dead on the floor. However many of these Ki"re'i''e"io did not fall by the hands of the Stitchers, but rather were seen landing on the ground, popping out 15-20 spherical "eggs" of crystal, and then slowly fading. The Stitcher in the loss of their present season of crops gained something invaluable in return. Eggs of Tourmaline, which were swiftly taken and stored, where it would later be learned that the Faceted Tourmaline's docile nature, made it quite easy to raise and tame these hatchling Tourmaline to become great fertilizers of Cryst plants, nearly doubling the yields in the following year, and the great House of Emerald prospered as a result. Perhaps it was good fortune.

In addition to finding the Faceted Tourmaline to make great this some curious warriors of House Emerald discovering that these creatures were capable of hauling a decent amount of weight, with some Tourmaline even capable of carrying a Praetor in full armor on its back and fly.
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Rolled 8 (1d8)

>>1902653
>>1904949

With one of the colonies found on the northernmost isle of the Torrine Chain weakened due to a unfortunate accident killing many of their fit adults and the Patriarch-Matriarch pair, the power balance there has been distrubed. The Carmelians see their this as their chance to subjugate to remaining isles to the north. The call of war goes out to all allied colonies; it is time to head north!

Now, what could possibly go wrong?
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Rolled 2, 1 = 3 (2d8)

>>1902961
>>1903054
>>1903165

Rolling for AQUEDUCTS and FORTIFICATIONS
Picture unrelated.

Unlike Yu'wsh, the Arziduwl do not have access to a ready reliable source of freshwater, having essentially to ship it in from other nations but now they can get it from Yu'wsh which they're more comfortable with, simply because they're fellow Cavernous.

> (them-surface-world-types-don't-get-it.jpg)

If they fail I suspect it's because Yu'wsh industrial spies sabatoged efforts so they could keep the lucrative trade deal.

As for fortifications, well, the CG are a private sort, and they have learned well that the lands they inhabit are essentially in comparison to the surface world, and as such they jealously guard their homeland against any who would attempt a conquest of that paradise. So far though, no one has any idea how good the little owls have it, but better to be prepared just in case...
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>>1905039
The aqueducts end in horrific failure, either leaking, crumbling, or the water becoming polluted, just about anything that could go wrong DID go wrong. Yu'wsh expresses remorse that their brothers and sisters in Shwlu are suffering so, and "generously" continue to offer freshwater where they can.

Fortifications are similarly plagued by disaster, as their attempted fortresses never get off the ground, fall apart shortly after completion, or simply become cost-prohibitive. The CGs fear for their mountain sanctuaries should the other grabraf get wind of their world of bountiful fields and wondrous riches... why did the gods curse them to be so damn short?
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>>1905024
Glory! The Carnelians and the allied colonies (subjects) are victorious in their campaign. Many spoils are taken from losers by the victors; gems, jewelry, jewols, weapons and much more. A couple of strange objects are found on the northernmost island. The natives call them "monoculars", highly useful both when navigating and when in war. After being adopted by the Colonies of the hegemony the invention quickly spreads south, to the other Islands of Torray.

The allies of the Carnelians now find that they made the right choice in bowing down to the colony.
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Rolled 6 (1d8)

>>1902727
A strange subject has come to vote in the Council of Hootine. Many Longbeaks throughout the Hootine unity have motioned that the sellers of cropseed sandwiches that contain Hurkun meat must disclose the contents of their sandwiches! To many Longbeaks have unintentionally eaten flesh and broken their pact with Tootine.

How will the Tootinite Council rule?

(1-2: They agree with the Longbeaks' motion. 3-4: They dismiss the motion) (Lower = more in favour of the FG's motion, and vice versa)
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Rolled 2 (1d4)

>>1905165
Welp. rerolling, but with the proper die this time
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>>1905165
The Council have approved of the motion! All sellers of sandwiches (teleologically all food sellers) from now on have to disclose whether their products contain Hurkun or not!

>Correction: its is Tootine, not Hootine
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Rolled 3 (1d8)

>>1905184
>>1905171
The pro-Hurkun lobby of the Hootine plains Grabraf come forth to challenge the decision: The vote of the Council was on a good day, and to make a decision based on negation goes against the spirit of the goodness of the days that have been decreed to be good.

It is considered a strange mispronounciation when the 'reconsider' in the 'time to reconsider' that the Plains Grabraf promise to come from this, sounds something akin to 'brybe'?

Let's see if the appeal goes through. 1-4 yes, 5-8 no.
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>>1905216
The appeal goes through, and some of the biggest Hurkun farmers go for fermented Hurkun milk with some of the councilmembers.

Said councilmembers find the Longbeak desire for more clearly labeled sandwiches to be unsupported by any religious texts, where sandwich labeling only occupies select sections. As the council does not want to assume the Longbeak's desire to act without divine backing, it helpfully invalidates the motion outright.
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Rolled 4 (1d8)

>>1905132
Rolling for the colonization of the southernmost Torray Isle
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>>1905944
A large groups of exiles, defectors and outcasts begin leaving the Stitcher Island due to social pressures. Although many of them end up establishing cities of wreck on the bottom of the sea, many of them are also succesful. One of these groups would become the Olivine house, building their capital inbetween the lake and the AA Node in the now baptised K''e'r''k' Island. They quickly begin working the land, filling the plains inbetween the multiple rivers with Cryst Crops and digging holes into the hills, looking for precious metals to make weaponry out of, since they know peace doesn't last in the Torray Isles. Similar succesful voyages are carried out on the following years, and so, the southernmost island chain became colonized by the strange tiny bugmen, who learned the hard way that war does pay. With time, these exiles who longed for peace became the thing they escaped all those years ago, and flames engulfed the once peaceful archipeleago yet again.
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>>1906083
>>
>>1905320
Just gonna put this out there. Fermented food still largely can't exist since the invention of fermentation has not been discovered...yet.
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>>1898356
>>1901932
--Denui Island Exclusive Event: The Song Fades, and The Nomads Rise--
(To begin with a disclaimer. All three of these events chronologically could said to occurs with in the span of oh maybe a year. So the start of this event is at around the time of any other recent events with other Sapient Races.)

Day breaks on Denui Island, with the previous night saw the slaughter of thousands.

The Denui Thinking Grabraf had finally decided to massacre their entire slave population. Every slave owner was to kill their slaves, leaving no survivors. A complete genocide of an already oppressed race, helpless to fight against the power of the TG's symbiotes. However, on that night when the singing stopped, the haunting melody that had filled the air for days on end was suddenly replaced by total silence.

Skrigjaargen had come.

Everything was different now. There was no longer an insurmountable gap between slave and master. The greatest weapon of the Thinking Grabraf was no longer a concern to the Nomads of Denui. Skrigjaargen's gift had manifested itself on every Nomad. The gift of balance: a symbiote to call their own. Six strong tendrils, each a meter in length, sprouted from the backs of the nomads.

The nomads did not waste time making use of their gift. At what could be said was the peak of the Di'wardi Kingdom, which was arguably leading up to the days of this event, there were perhaps around 39,600 Denuian Thinking Grabraf. The Nomad's slave population though numbered in over 400,000 vastly outnumbering their masters by 10:1.

Day breaks on the Denui Islands. The previous night saw the slaughter of tens of thousands, wiping out 99% of the Denui TG population. The Nomads would be all that remains now, and they all shared one goal. Escape the islands, and chase the paradise in Skrigjaargen's wake until the time of their death.

((The fate of the straggling survivors will be decided in the next post.))
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Rolled 6 (1d8)

>>1906592
The bloodcurdling screams of their brothers and sisters could be heard for miles, as Denuian Thinking Grabraf desparately fleeing relentless waves of enraged slaves, overwheleming even their strongest warriors. Even as mother's lying crippled, enveloping their younglings pleaded for mercy, their begging was met only with Skrigjaarden's blessing: Their bodies lying cold as blood seeped from their gutted throat.

One of the last flotilla villages to be raided by the swarm of Noamds, Jy'lene was located in northernmost edge of Denui Island. The village that once held but little over a hundred Grabraf was now huddled with what few Grabraf had fled the initial hours of the slaughter, terrified, as they prayed to Di'wardo for guidance in this dark hours. The elders of Jy'lene huddled together in an impromptu meeting, knowing full well that time was short and that their decision may very well decide the lives of everyone on the flotilla. After panicked notions, and bickering of what should be done, a unanimous decision is finally made: Cut the weighing anchors of the flotilla.

The villagers and displaced survivors of the slaughter, totalling no more than 376 Grabraf frantically gathered anything they could carry, and cut their anchoring ropes from the Denui Mainland. They looked on in horror as just moments after cutting anchor, the horde of Nomad charged over the hill towards their village, stopping just short of the water's edge. The enrgaged former slaves of the Di'wardi stared at the shambled flotilla and its worn and scared occuppants with eyes filled with cold, unrelenting hate. And then, a few started to sing, followed by the entire horde the very same song they had remembered hearing so many months before. The chorus of Nomad shrill voice, haunted the very souls of these Thinking Grabraf now cast off from Denui, the land of their now destroyed home.

Those few that could maintain composure thought not of the horrific songs of the Nomads, but whether they would ever see land again.
>>
>>1906603
The survivors continued to hear the song of Skrigjaargen echo in their minds long after their homeland dissappeared over the horizon.

Food was plentiful, at first. The many homes of the Floatilla stored enough food to last for weeks if not months, and this could be supplemented by fishing. Water was a different issue. All the sea before them, and only enough water to survive a week. As days dragged on the mood of the survivors only worsened. Water supplies dropped low, and with no rain it seemed they would all die of thirst should they divide it equally.

By the 5th day violence broke out, a number died, and food and water was no longer being distributed equally. The sick and the elderly were no longer to receive food or water. This allowed them to survive just long enough to catch a passing storm. They had prayed for water, they had been given water, but the storm damaged portions of the flotilla and dragged many under the waves.

A cycle of fear, thirst, violence, starvation, and death consumed the flotilla for 16 months. By the time they had finally hit the shore, not a single one of the remaining 138 survivors could muster the strength to set foot on land.

Nor did they have time to rejoice.

A traveling band of Plains Grabraf from the Nekonahu found the battered remains of the flotilla, along with 138 strange looking Thinking Grabraf and some seeds from the Denui Island. There could truly not have been a kinder tribe on the plains. The deeply compassionate Nekonahu tribe, tied up the dying survivors, and gave them the best care possible as they traveled to Eshtenxar to sell their newly acquired seeds and exotic slaves.
Only a small few died on the short journey, leaving the tribe with 98 slaves to sell. Rich Plains merchants bought the slaves at high prices, not only was this a rare case of successfully captured Thinking Grabraf, but they were exotic and interesting.
The Plains Grabraf then began the long process of learning about their new purchase. It was difficult since they didn't speak any known tongue, but it didn't take too long to understand the basics of their language. This was enough to understand the one thing every slave was desperately trying to tell the merchants. A strange thought indeed.

"Skrigjaargen is coming."

--Global Impacts--
> The Denui Thinking Grabraf are now officially extinct, with around 70% of the survivors never having the opportunity to even integrate with the Thinking Grabraf of Sujardin
> A new Spaient Race has now officially risen: The Nomad Grabraf. They lack much of the intuitive knowledge of the other Sapient Races developing new technologies at a far slower rate, but are capable of rapidly reverse-engineering the technologies left behind by the destroyed Thinking Grabraf civilization of Denui Island.
> The Plains Grabraf of Nekonahu, and eventually the rest of the Plain Grabraf gain the crops of the Denui Thinking Grabraf.
> The world remains unaware of the presence of the Nomad Grabraf.
>>
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Once the mighty hold of Joturg had friendly contact with the Tootine, once there was a vibrant trade relationship between the two, and a diplomatic truce between the two. The Joturg would not intrude upon Caliphate lands, and the Caliphate would keep away from the holy mountain.

Then the days of Crimson Tears came... the ancestor-kings of Joturg, said to be the reincarnation of the gods, fell to the plague and left no heirs. Their gods dead, and fearing for their lives from this surface-plague, the once placid folk of Joturg went back to the ancient days of war and conflict, but not amongst each other as before, but instead united against a single enemy. That of the entire surface world. The Joturn closed the great gates to the mountain hold and prayed the disease would not find them.

Tootine did not take kindly to this, the economic backlash was too severe, too vital to that particular region, and so they met the imposing iron gates with force, prying it open and attempting to annex the mountains, in violation of all they promised long ago.

The Joturg had not been warriors for a long time... but they never forgot. The Tootine were surprised to see the tiny owl-folk in iron plates and broad shields. The little dwarves would not be conquered so easily, and so a bitter war between the Hold and the Caliphate began. What the Tootine thought at first would be an easy victory has turned to anything but, becoming a meatgrinder for many of their better warriors (they are not foolish enough to send their best to such a hopeless offensive.)

The Joturg fight on, knowing that a glorious death in battle will only reward them in a Valhalla-like afterlife. They will at last see their beloved kings again. If they all die, then they will do so with honour, and having fought to their last breath. They will not give an inch of ground while they live, for to give up would be to risk the death of everything they hold dear, to tears of crimson and painful death. The surface is poison, it must not breach the hold.
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>>1906818
That was all amazing... but I'll leave the Nomads to some other enterprising soul. Writing 10 CG cultures is exhausting enough. Have fun, some-other-person.
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>>1906848
Make some Stitcher houses then :B

Also wouldn't bronze Machuachuitls be prevalent in Torray, since there's plenty of crystals to go around?
>>
Oh, and one more thing, the location of Joturg, along with the other holds for future reference. There is way more fluff than I can post here for the various holds, I'm toying with the idea of a .pdf covering each one as I design them. So far we have,
YU'WSH, The River-Folk
ARZIDUWL, The Tradesmen
JOTURG, The Warriors
NARZDEG, The Stargazers (will post later)

Coming soon,
HUZDUK, The Seafarers
RUKHW'UL, The Opulent
DARZADGAR, (Smiths? Engineers? TBD4)
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>>1906876
As for the rest I haven't even begun to decide on their traits. Even I can only worldbuild so fast. Rest assured though, their time in the sun will come, and eventually, they too will join the Under-Empire.
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>>1906848
you know, it's fun to leave some stuff for others so you can interact with them.
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Rolled 5 (1d8)

>>1903480
rolling for alchemy for the PGs
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Rolled 5 (1d8)

>>1900666
and rolling for bronze work for the FG
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Rolled 7, 2 = 9 (2d8)

>>1903480
Ironworking and architecure for stitchers, perhaps?

Love how they are developing so far
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Rolled 2, 5, 3, 7 = 17 (4d8)

>>1906884
>>1906876
Rolling for
1. AQUEDUCTS
2. ASTRONOMY
3. FIRE
4. MEETING BETWEEN HUZDUK & THE YU'WSH-ARZIDUWL ALLIANCE, How does it pan out?

The enterprising CGs of a cosmopolitan vibrant metropolis that stretches from the government centers of the mountains down the river to the sea, it is said that the grabraf of Huzduk were meant for the water. They build great ships that ply all the waters of Sujardin, exploring new lands and bringing back exotic treasures and fascinating foreign wonders for the markets back home. In stark contrast to other holds, Huzduk is adventurous, and open to new ideas and cultures, willingly hosting visitors in the city (though the mountains were made long before they allowed visitors and are too low and short for any but the CG to walk in... so when one says "city," one refers to the outside.)

One day a brave explorer passes by a Yu'wsh sailing ship, one bound with goods to the River-Folk's allies to northeastern Arziduwl, contact is made, and diplomatic envoys are sent to each other. Hopefully the meeting of these distant cousins goes well.
>>
File: Sapient Race.pdf (1.19 MB, PDF)
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--TribalEvo Progress--
The Denuian TG civilization of Di'wardi falls to ash within a single, which is not an uncommon occurrence in the history of Sapient Races. What would be perhaps unique is that within that same night, the Denui TG were also driven to extinction. Their story goes into the annals of history, and now we begin the story the newly risen Nomad Grabraf. What will their Sapient cultures look like? How will they one day interact with the other Sapients of the world? This last question could be asked any of our young Sapient Races on Essari, as many of them are slowly beginning to explore, and dare to look in to unknown abyss.

--Daily Technologies--

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
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)

Tier 3 (Accessible to CG Only)
Animal Riding (Requires Iron Working)
Compass (Requires Optics)
Fermentation (Requires Alchemy)
Gunpowder (Requires Alchemy)
Laws of Physics (Requires Mathematics)
Metal Casting (Requires Iron Working)
Mill Power
Ship Building (Requires Sailing)

--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 (with some exception to technologies above a sapient races current tech level), or some completely unique technology.
> Sapients may only roll for technologies above their current tech level (as shown in the pdf file attached) if they 6 or more technologies known of that current era.
> 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. Rolls for Nomad Grabraf must be a 6 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.)
>>
>>1907225
Aqueducts continue to be plagued with disaster, Arziduwl despairs at ever being able to provide itself with its own freshwater (then again, keeping allies like Yu'wsh happy is definitely a good thing, keeps them on your side in case you need help.)

Astronomy is at last discovered and mastered by the sailors of Huzduk, who use it to navigate and ply the seas effectively. Stars and constellations are named and mapped.

Fire goes less well, Huzduk sailors try to find an alternative to glowing braffifruit to light the way and instead set one of their prize schooners alight. The pyre of this failed experience can be seen all the way from the shore. Ironically, the ship was christened as "The Unsinkable." CG society decides it is better perhaps to stick with the old ways of glowing fruit to light the night. In response to this, Yu'wsh begins breeding and cultivating new and brighter forms of braffibush in hopes of creating better non-flammable illumination for ships and buildings. It is an eerie glow to other races, but it suits the CG just fine.

Huzduk's meeting with its distant relatives in the twin holds to their west is a success. Discoveries, technology, cultures and customs begin to be shared between them, trade flourishes, and all three great city-states experience a Golden Age of progress, learning, and power. Isolated for so long, the Children of the Deep are finding each other and growing slowly more powerful. A syncretism of beliefs and customs begins between the allies, and their mythologies blend and cross-pollinate into something new and different. Some still follow the old ways, but others take to these new faiths and denominations instead. It is a time of great societal change for the CG... perhaps soon they will be ready to make their mark on Sujardin.

In other news... things do not bode well for Yu'wsh slaves. At all. When reports make their way back to the River-Folk of the Nomad Grabraf uprising panic grips every citizen. In a single night each and every slave in the hold of Yu'wsh is freed, financially compensated, and thrown out the door. The CGs no longer dare keep them in their homes and cities, but they dare not simply murder them, fearing the wrath of this Skrigjaargen. The FG released gleefully return to their ancient forest homes, there hopefully to be welcomed by their long-lost kin.
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>>1907225
two rolls per bastard, bastard
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>>1907237
I am an idiot who apparently can't read directions. Please forgive my oversight.
>>
Rolled 7 (1d8)

>>1907140
The PG of the fledgling nations all begin to small sects of scribes, and unranked citizens of their societies begin to experiment with materials. Producing strange recipes and concoctions. Instructions written in abstract phonetic codes or even illustrations.

What might come of these strange practices as they slowly creep closer into the light of the public will only be determined in time.
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Rolled 5 (1d8)

>>1907232
Cities and larger villages require large amounts of goods to be moved in and out of their perimeters. Goods also needs to be moved within the settlements, between homes and guilds of different trades. Up until now Hurkuns, Broulders and Grabraf labor has been enough, but a lot of human capital gets tied up in this effort.

One day a TG realizes the solution to this: what if you affix a round object, capable of rolling, to the underside of a sled?

Rolling for the TG discovering the wheel.
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>>1907232
Rolling Architecture for the TG
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Rolled 8 (1d8)

>>1907313
woops!
>>
Rolled 1 (1d8)

>>1907232
Rolling Archery for Stitchers.
Also, the optics for Stitchers made me think: they could have created Archimedes mirrors for defense, couldn't they? They got Optics and Engineering, after all.
>>
Rolled 2, 3 = 5 (2d8)

>>1907232
Rolling for 1. FIRE, and 2. METAL CASTING

A demon from the surface world... fire, it burns it warms, it kills, it may be horrible surface tech, but it could be useful in driving off future incursions by the Caliphate. Send the deicidal surface-worlders and their Crimson Tears running away screaming. Hopefully this toying with such dark forces does not backfire on them.

Metal casting... already skilled in making armour and weaponry, the Joturg discover a rich vein of iron and other metals that could improve their armoursmithing twice over. The short little CGs need every advantage they can get over the TGs and their symbiotes.
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>>1907346
I have been informed that the CG already had fire. Herp-derp.

Despite their skill, not even the master smiths of Joturg have any luck on improving their armour. It seems they shall have to rely on courage and valor, as they always have.
>>
>>1907332
>fuck, no archery yet
But the archimedes mirrors, tho.

The Moonstone's New Defences

"Another month, another raid by the accursed Carnelian hordes defeated on the walls of our forts. House Sardonyx were supposed to hold them off! Where did they come from?" The Lord of House Moonstone, Rkl'i'ee, paces angrily before his advisors and generals.
"Those treacherous Sardonyx could have very well let some of them through their lands, milord." A general of the Praetors said.
"Still, we cannot just build more forts, not if we want to stretch ourselves thin. Then there's the worrying movements of House Emerald to the east." Another general quips. "They seem to be intent on resuming their assaults on our borders."
Suddenly, a wiry-looking Weaver busts in the meeting room. "Milord! I've done it! I've really done it!" The wild-eyed Weaver said with delight.
Rkl'i'ee sighs. It's true, Cl'ee'' is a brilliant engineer behind House Moonstone's inventions, but he is awfully excited today. "Well? Share us how your invention could help us in the coming war."
Cl'ee'' calms down, and ushers in a complex crystal assembly almost as big as a Praetor. "Right, milord. May I present to you, the Gaze of the Sun!"
"What does it do?" An advisor asks.
"Well, when this part is facing the sun, and this other part faces a target, you can use the power of the sun to smite the target! Allow me to demonst- uhh, let's do this outside."
Soon enough, most of the generals and advisors gather in the palace courtyard. An effigy made of crystal stalks has been set up on the center of the courtyard, and Cl'ee'' prepares the device. "Right, the angle is this, and then... wait for it..."
As the sun shone itself through the clouds, it strikes the device brilliantly; and then, as if the sun itself was shining momentarily, the target bursts into flames.
Almost immediately, the advisors and generals loudly discuss it amongst themselves. Cl'ee'' just strolls back, smiling, and proclaimed: "My fellow Stitchers! This is but a prototype, I have the plans for bigger versions ready!"
I know then, as I grant Cl'ee'' with the necessary materials to make his full-sized version, that we'll have a chance against our treacherous neighbors.
>>
>>1906818
Nice man. I like it.
>>
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Rolled 5, 1 = 6 (2d8)

>>1907232
rolling for red throat tripods, Engineering.
----
Halfbreeds
In the wake of the suicidal, and genocidal death cults spawned from revenge seeking Forest grabfrafs, and the remaining hardline warrior troops of the Plains grabrafs, was ruination. Two bitter enemies found each other and met with near mutual annihilation. In generations it was viewed as a footnote, but their actions left ripples in history, and blood. Plains warriors raided, not to take slaves, but to leave a mark the forest dwellers would never forget, and indeed they did not. The Forest dwellers returned the favor. Children were born, offspring of parents who never wanted them as anything beyond a tool of revenge. Mottled, imperfect, and different to any observer. They were removed from the forests and left to survive on their own in the open plains, where they would eventually find others of their ilk from an earlier moment of spite. Outcasts with little room to call their own, to the thrifty plains merchants though, while none would want such an abhorrent thing as a slave, there was value in their capability. Strong. Tall. Sullen and surly. Easily guided without a culture or family.

They did not die out, but continued to breed, with each other or other outcasts. Halfbreeds became some of the most prolific purchasers of slaves, not as tools of burden, but new mates. Laboring for months or years to gain enough scrip to purchase something life would not give them freely. family.
>>
Rolled 4 (1d8)

>>1907332
On a related note: Rolling for something called a K''eet'ii''k.

If it succeeds I will make a post in a couple of hours
>>
>>1907372
>>1907232
>>1903737
ok. see engineering.

Redthroat engineering and architecture allowed for a boom in quality of life. Nomad tribes with their new knowledge would spend the better part of a year at each "stop" improving the local residence, and in turn, meeting with a backlog of other travelers, spreading information and skill. Old pathways slowly became worn in to roads, with dumped stone chip and other waste material becoming compacted, forming something akin to a terrazzo pavement. These roads allowed for easier transport of goods and material between colonies. Slowly but surely necessity was forcing the Tripods into a less nomadic life style. For some of the most skilled, but health engineers, yearly sabbaticals were taken allowing them to roam once more.
>>
>>1907140
It is the duty of the Seekers of Xerho to never stop delving into the innter makings of not only Hurkun and Grabraf, but the world itself to reveal Xerho.

Both medicine and primitive chemistry are seen to be a religious practice especially in Nekonahu, while the sons of Xerho see it as an aid to the warrior (though they tend to import most).
>>
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>>1903398

Honoke; hallowed be thy name, you most ancient of cities. It was you who witnessed the world when it was still young and its children younger still. It was in your fields Honokia was born, mother to all bearing Hootin’s blessing. It was onto your forum that Johone (Emra) descended when he came for her, calling Honokia to join the fight the Uprising of the Firstborn. And it was on you, in these very streets, where Hootin walked amongst us in corporeal form for the very last time.

You, most noble and illustrious, have seen many a time of hardship and against all odds survived each time. You stood against the Long Night, the Breaking of the Earth, the Plague of the Crimson Tears and the unending attacks from the hostile Wanderers. Neither Daemon nor Grabraf could ever best you.

But once again, in this time of turmoil, your people call on you for strength; to fill their spirits and lead them to a brighter tomorrow. To the east small, black-hearted creatures, who have never seen the light of the Gods, plot against us. To the north, vast armies of Wanderers assemble, calling each other brethren and wearing objects made out of strange metal. And finally, the south. Here Wanderers mimic the sophistication of your people, creating cities for the sole intent of stealing your glory. They call themselves our friends, offering riches and blessings, all the while conspiring to destroy us.

But we will not fall. Never will we be subjugated. For we, with both the blood of Honokia and the Pure Wanderers, like our city are the greatest of peoples; each and every one of us bearing Hootin’s Blessing to prove it. Evil ones may come for us, but they will all with time fall by our hands.

And so we decree, to all who would see us weakened: Come! For we are many, our walls impenetrable and our hearts filled with courage. We will fight down to the last Grabraf, woman and man, child and adult – all alike!

HARRACH TOKER!
>>
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>>1907352
>>1906088
>>1905132
Just posting this to show how the internal politics of a stitcher colony works, based on the last two threads and some intuition.

Though, added The Ill-fortunate Ones myself.
>>
Rolled 8 (1d8)

>>1905320
>>1907315
>>1907310
>>1907702

After much debate in the temple of Tootin and many a song made about it, the current Voice of Tootin, Kahotano, sixth of her name, has motioned the Council that the "good days" introduced at the beginning of each month should include procreation as a part in the festivities! "That would increase the singers' potential audience!"

The Council of Tootine question the legitimacy of the last part of the motion, but put it under consideration. How will they decide?

>Rolling for unique tech: Fertility Rites (Increasing the TG pop.growth rate, or perhaps specifically the pop growth rate of ALL Grabrafs living in just the Tootine culture?)
>>
Rolled 1, 5 = 6 (2d8)

>>1907235
1. ALCHEMY
2. MILL POWER

While leisure time is not something these creatures know, many of the more progressive thinkers in the holds see the benefit of indulging eccentric inventors in hopes that new ideas could be profitable or help expand the Alliance's power. Huzduk especially breeds this independent spirit and many ideas come from them. Alchemy and strange concoctions are tried and tested by nobles and clients who hope to get rich off of any findings... one wonders what odd science their greed will unlock.

A different path is taken to mill power, a wise scribe-priest of Yu'wsh thinks even more blessings can be gained from their blessed river. He wonders if existing wheel technology could be modified to use the movement of the river in place of the mechanical work of a grabraf-pulled vehicle (such as a mine cart.)

What strange discoveries lie in the future for the Children of the Deep?
>>
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>>1908858
Alchemy... well, it goes poorly. Entire city blocks of the city of Huzduk go up in smoke (or stranger things,) neighborhoods rendered uninhabitable by bizarre vapors... the common citizenry does not take kindly to these unhinged alchemists... all is not lost, and mortal greed remains undiminished, alchemy is not officially banned, but anyone interested in such "combustible" studies is likely ostracized by the community.

Arziduwl reacts in its own way, seeing the success or failure of almost any venture as a commentary on the individual. If they were virtuous or worthy subjects then the lab would not have blown up in their face! The Guildmasters search for more virtuous scientists, such that the gods will grant them the secrets of alchemy that the merchants of Arziduwl seek.

Yu'wsh engaged in little of the alchemical sciences save for a single heretic who bought, stole, and swindled relics containing gasses from the sacred Pool of Knowledge, his research and efforts are discovered, and he is summarily executed for blasphemy. His research is burned, and the sale of relics is more closely monitored by the scribe-priests in case any other abberant souls decide to misuse holy vapors.

In happier news, the mill wheel is successful, and the priest-scribes see its utility as yet another gift of Shwlu to his chosen people. Soon the entire Alliance begins to use such things to improve their cities and societies. The grabraf who invented it however, was already thinking of ways to improve upon his designs...
>>
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Rolled 8 (1d8)

Oracles

Its no secret to the population of the Cocky Tripods, their people were gifted by the gods. Advanced knowledge was theirs and despite a very low birthrate, their people endure through this gift, their craftsmanship second to none. Though their people still get their knowledge in glimmers of endless potential, so many see and hear dreams in foreign tongues. Titillating glimpses of what could be if only they were able to better decipher it. Foreign lands and foreign creations.Many have attempted to study the sight, but few have been able to truly being mastery of the god's gifts. Perhaps this generation will yield better? There are some dreams that are near the same, the pictures are comprehensible, even if the language is not. The mind is not so alien like the crystalline nightmares, or endless violence of blood and feathers. Somewhere...across the ocean, there is more, and in time perhaps this land will not be enough. The Cocky Tripod's blood grows thin, though the gift is still rich.

>Cocky Tripods, 1d8
>trading the ability to innovate unlisted technology for the ability to passively gain any technology learned by the Red Throat Tripods.
>>
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Rolled 2 (1d8)

>>1909241

...
It was on their adopted home that their bodies and minds were tested, against the waves, the sun, and even the life around them. They alone have learned to live off of the poison of the land, and even thrive. Each generation has become stronger, and so too have their boats, as if to mirror their bodies. The etcher's tattoos give them strength, and shaman's brews give them vision. This land has grown too small, and their bodies too strong. They would test their resolve against kin who had long forgotten them. If they were worthy, if the world tested them as it had they...it would be a reunion of family. If they were found wanting, it would be a conquest.
---
Small exploration fleets will attempt to find their ancestral home, for entirely benign reasons.
>>
Rolled 4, 4 = 8 (2d8)

>>1907232
rolling for architecture and engineering for the PG.

Since one is a prereq of the other, if one fails, th eother has to be for architecture
>>
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Rolled 3, 3 = 6 (2d8)

>>1908895

> 1. ALCHEMY
As previously mentioned, alchemy is taboo in Huzduk, banned in Yu'wsh, but allowed in Arziduwl due to their religious worldviews of virtue and success (which I may detail in later posts.) As such, alchemy and chemical experimentation are things that are openly practiced and encouraged in the hold in hopes of finding ever new avenues of profit and status. Hopefully it goes better than last time, and that the gods find at least one ambitious soul that is worthy of these secrets.

> 2. CAVE WAYFINDING (Unique Technology)
One thing that has always plagued the Cavernous Grabraf is overpopulation. Living in a paradise with no natural predators, no natural disasters to speak of (other than the occasional cave-in or the rare earthquake), and effective farming techniques, well, while they do not live long (this is still late Bronze/early Iron Age after all) the CGs live relatively healthy lives. They also breed like rabbits, and with their resources are able to support large families where few children go hungry.

The problem with this is that there is sometimes little room to go around... in fact that is often the case, with CG cities having population density that dwarfs some of the busiest surfaces metropoli. One thing the Alliance is always needing is more space. Digging and excavating new tunnels and halls is a time-consuming and labor-intensive task. It is far preferable to find already existing cave system and repurpose them for living space and farmland. Finding them is tricky though, but there are those who have taken to studying the bones of the earth in hopes of discerning where new caves and caverns can be found. Hopefully in time expanded living space will be easily discovered and utilized for the ever-growing population.

It is called cavefinding, and includes such methods of examining soil, rock identification, and using sound tools to listen for echoes of open chambers. It is a young idea, and yet to be tested on a large scale, nevertheless it is endorsed by every hold as the potential benefits are staggering.
>>
>>1909921
ALCHEMY
Once again, little success is had with alchemy, but at least Arziduwl hold is no longer plagued by unexplained explosions and strange smells. Mere failure and inert materials are all that result. Seems the gods continue to find the alchemists of Arziduwl wanting in virtue.

CAVEFINDING (Unique Technology)
Little comes of the efforts in cavefinding, this strange technique needs more refinement before it can be properly called a science. For now, much of it is guesswork and experimentation. Nevertheless, the potential benefits are too important to ignore, and participation in cavefinding guilds and societies is encouraged. For now they serve as underground explorers, hopefully finding cavern systems by sheer luck.
>>
Rolled 6, 4 = 10 (2d8)

>>1909921
Rolling for CGs because pity. Alchemy and Cavefinding
>>
Rolled 5 (1d8)

>>1910024
as ordered I obey
>>
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Rolled 6 (1d8)

>>1907896
>>1905216

The Thinking Grabraf and Longbeak communities living in the forested area called Eastern Gawako and who follow Hootianism have requested that missionaries should be sent in order to spread the light of the three Gods. This comes as an aftermath of Longbeak "pagans" in the region repeatedly befouling idols that honor the gods and heroes of old and occasionally killing PG merchants visiting the region from the eastern plains. There has also been rumors circulating of blood rituals spreading among the Longbeak pagans from the far north east of Sujardin.

The Council of Tootine have decided to heed the request of the locals. A large troupe of Priests and Longbeak Faithful bodyguards head out north east to gift enlightenment to the locals.

How will it turn out?

8: better than expected (slightly larger area than marked on the map)
7-6: They succeed according to the map.
5: They succeed, but it is a slightly smaller area.
4-3: Meh, they go home disapointed. Looks like the Pagans will be keeping their faith for a while longer.
2: The Troupe gets killed off by angered pagans.
1: see 2, and border skirmishes becomes a normal occurence along the north western border of the Tootine cultural area.
>>
Rolled 1 (1d8)

>>1907232
Stitcher Ironworking roll!
>>
Rolled 4 (1d8)

>>1910745
Reroll!
>>
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>>1910701
>>
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Rolled 2 (1d4)

>>1910701
Hey! they succeed!

On an unrelated note:

The Council of Tootine is considering a motion that would mean obligatory schooling for all inhabitants within the Unity. Up until now it has only been obligatory for TG children based on cultural tradition. If the motion succeeds this would change. Both children of the Longbeaks and Wanderers alike would be obligated to take schooling in writing (TG hieroglyphs, Neo-TG script as well as Longbeak script or PG script depending on the species), history and theology. Of course there would be exceptions. Those not following Hootianism would be excluded and Nomadic PG would be exempt, only needing to prove sufficient mastery of the three arts in a Hootianism Temple.

>High (4-3): it succeeds to a major or lesser extent.
>2: Perhaps another time.
>1: There won't be any obligatory schooling for the PG or FG, atleast not for several centuries.
>>
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>>1910701
AHEM, some of that land claimed (specifically THE FUCKING MOUNTAINS) are property of Joturg, and Nazdreg holds.

You can't just draw lines on a map and claim ownership. You're going to have to fight for the mountains.
>>
Rolled 8 (1d8)

>>1912079
Oh, and while I am thinking of it, rolling for the Three Holds encountering their cousins in Joturg, and making friends with their most well-armoured and resolute bretheren. All children of Shwlu shall one day be united, and all will rest forever in the underground paradise away from the cruelties of the sun.
>>
>>1912087
Through its many contacts and trade partners, rumours trickle down to the various local governments of the Alliance holds. They have cousins across the gap... mighty warriors in black plate and with unwavering resolve. Joturg is elated to at last have help in what they see as inevitable war with the growing Caliphate. Alchemy, cavefinding, and many other technologies are shared, and the Silver Hosts already have ideas as to how to weaponize them.

The Children of the Deep gather once again... brethren united by a single cause... fuck the surface-world.

> *note, I am informed via Discord that the dorfs in fact, did not fail alchemy and cavefinding and I am allowed to have them. So, for future reference... the dorfs have those.
>>
>>1876729
>>1897793
>>1901928

--Emra Event: Seeds Blossom, and The Forests Rise--
((Approximately 3900 years into this threads timeline))

Since the Great Forest Walls had appeared along the forests edge some millennia ago, there was a sharp decline in the number of excursions into the Forests by the Plains Grabraf. The practice now only be conducted by the Sons of Xerho and a few independent war bands of the PG would make climb over the Forest Wall, which had now grown to almost 7 meters in height on average, in order to hunt the Forest Grabraf for the sole purpose of the prestige of killing a Forest Grabraf. Elsewhere among the more stoic PG tribes, the wall had simply become a natural barrier that defined the edge of their borders as they watched the wall slowly rise over the years.

Within the Forest Grabraf villages, their young and surprisingly primitive society had grown in relative peace, scarcely ever seeing a raiding party assault their Braffidrasil villages. In this millennia of peace and gradual growth for the FG, some tribes had even begun to integrate their long lost cousins, the now freed and exiled slaves of the CG, while many of them would treat their once enslaved brethren as lower-ranking citizens, or even exiles that they would send to live among the Warrior Clans. The peace in the forests would be abruptly broken one day though, as across nearly all the forests of Sujardin, the ground started to violently shake. This was nothing like the shaking the FG that were recorded from in writing from over a millennia ago, as the tremors could even be felt in the great City-State of Tootine, and deep within the caverns of Huzduk and Azriduwl.
Right at the peak of the most violent shaking, thundering cracks could be heard, as the very surface of the land around Sujardin cracked and began to pull away. The fissures formed around the border of the Forest Wall, and as far out as the coastal shores, but cracks did not pull apart horizontally.

The torn away land chunks of forest started to ascend.

The seeds laid by Emra from thousands of years ago, would finally blossom today in what would be the greatest of Emra's wonders yet. Over 80% of the Sujardin Forest began to ascend in the air, as the core AA-Nodes and a series of smaller nodes rapidly began to form a mold underneath the chunks of lands, each measuring around 250 meters in depth at their base. Avalanches of rock, forest, land, and even animals became falling projectiles in the lands around the freshly formed valleys of barren rock. Entirely TG settlements and FG canopies settlements were uprooted as the islands ascended to a stable altitude, along with the surface dwellings and mid sections of the CG city-state, Huzduk, leaving only the lower caverns, with much of the ceiling now exposed to daylight. As the island at last pulled away from the ground entirely the AA-Nodes holding them together began to corral the islands by their dominant biome and then floated away.
>>
>>1912155
--Seeds Blossom, and The Forests Rise: Part 2--

The islands formed into three groups as they slowly drifted to predetermined latitudes that could best maintain their respective habitats with appropriate precipitation and temperature ranges.

The islands containing Monsoon Forest drifted up along the tropic lines of Essari, where they would collect rainfall daily to nourish its forests. The Temperate Rainforest islands followed a wave pattern dipping into the subtropics, and wet temperate zones throughout the Southern Hemisphere of Essari so as to mimic the wet and dry seasons of the forest climate. Lastly, the Continental Forest Island followed along the more southern latitudes of Essari, feeding on cool precipitation, mild summers, and wet winters.

The now permanent residents of these floating islands, were terrified at first as they coward in their various hovels. When the shaking stopped though, and they started to breath in the cool air, and saw for the first time the beauty and wonder of these flying paradises. The FG would come to see the Raining of Seeds from several millennia ago as a gift from Emra itself, providing them with a floating eden, free of the savage PG of the Plains. The TG were shocked to find their lives uprooted from a land they may never see again, but also believed in this to be will of their Gods as they too would rapidly embrace this new life. The CG of Huzduk that were uprooted found themselves for the first time in their history completely out of touch with the world they had been so familiar with.

It was later discovered that up to 68% of the Huzduk City-State population was uprooted onto a single floating island. While the rest of the Grabraf grew to accept their new lives on these floating forest islands, the CG citizens of the renamed “High Huzduk” resolved to one day return to their brethren of Sujardin, no matter how long it may take.

On Sujardin, the remaining Sapient Races of continent found many of their towns and settlements along the borders of these now bare-rock valleys either heavily damaged by falling rocks and debris, or completely buried. Taking the lives of thousands. The council elders of the Tootine Unity would discover just 2 years after the dubbed “Day of the Rising Forests” that more than 15,000 of their TG brethren were lifted away with these flying islands, likely never to be seen again. The distraught and severed remnants of the Huzduk City-State found could only weep at loss of loved ones either to the falling rocks and debris, or optimistically to of been believed to be swept away by these flying islands. It was a time of mourning for all. The CG of the now renamed “Tierre Huzduk” would resolve to rebuild from this event with the aid of their CG brethren of the neighboring City-States of Yu’wsh and Azriduwl. While they did not where their brethren had flown off to with those islands, they to strived to one day seek out their lost CG brothers and sisters.
>>
>>1912191
--Seeds Blossom, and The Forests Rise: Part 3--

The PG and CG that explored the barren lands where forests once stood and discovered a wealth of exposed rock where veins of iron, zinc, copper, silver, gold, and even metals and types of rock they had never seen before. Many of the larger, more aggressive tribes of PG like the Sons of Xerho are quick to begin scouting these lands with aspirations of expanding their lands.

However, a new potential disaster looms now for the Grabraf cultures. The loss of more than 4/5ths of Sujardin's forest brings with it an unexpected consequence of warping the climates and environments that were once around them. Over the next three millennia, much of Northern Sujardin will see its climate become drier and similar to a mediterranean climate. The AA-Nodes of Sujardin, whose cores had split into two entities during the Forest Rising, begin to go to work per Emra's request and start planting new saplings of forest plants with the intent of accelerating the regrowth of the Sujardin Forests. Unfortunately, it would take well over 3,000 years to regrow the forests to around 85% of their natural range and state. In addition, with over 97% of the Forest Grabraf now gone from Sujardin, much of the caretakers to these forests have now disappeared.

Somewhere around 124,630 Forest Grabraf to remain, many of them living in some of the last intact forests of Sujardin. Now with these forests being some of the last plentiful sites for wood to build materials with, the FG residing in some of the last standing ancient Braffidrasil of Sujardin begin to form alliances amongst each other. In this, the next few decades sees the sprouting of four distinct FG cultures outsides of the a few thousand of the remaining Warrior Clans that range the scattered remnants of forest, hunting any PG that dare to encroach on them.

--FG Cultures & Population Distributions--
> Gawako: 30.85% (38,448)
> Oyosat: 21.85% (27,232)
> Tsu’ya: 18% (22,433)
> Che’wa: 21.65% (26,982)
> Rest of Sujardin: 7.65% (9,534)
>>
((Neutral Event: Advent of the Emrialic Calendar))

Meanwhile on Shatturne!

The population of Red-Throats has been steadily rising, as small coastal villages along the arid eastern Shatturne. Around a 100,000 in population now, they begin push further inland in greater numbers, relying the on the scouting Druids of the Shatturne R-T Tripods to minimize threats, and use the powerful creatures of the subcontinent.

In this time, they discover the first truly fertile grasslands in a gentle sloping valley where a single AA-Node resides. The Red-Throats are quick to establish one of their first inland settlements in this valley, under the watchful guise of the AA-Node.

It is during this time the Druids of Shatturne take this opportunity to more closely observe the Node as it quietly watches over the daily occurrences of nature around it. The inquisitive nature of the Red Throats leads to them noticing a great many revelations after several years of study.

To begin they record that twice in a 34 day period, the Node appears to alter its habit just slightly, with these instance occurring a total of 26 times per year. They also noticed that on a weekly occurrence the Node would be visited by the great behemoth, Emra now stretching across the sky as it passed over, being several miles across now. The Red-Throats also take note of the AA-Nodes tracking of organisms that passed through with the changing seasons, and several other small cues

All of this information is eventually compiled by the Red-Throat Druids and would become the Red-Throat's first calendar. The Druids would proudly dub it the title "The Emrialic Calendar" in veneration of its creation as result of observing the daily actions of AA-Nodes as a guideline for its creation.

With this the Red-Throats would rapidly begin to implement the calendar into schedules for planting crops during optimal seasons, and when it is best to hunt and acquire new beasts of burden. Some even began to record the births of Red-Throats as a means of accurately tracking an individuals' age
>>
File: Sapient Race.pdf (1.19 MB, PDF)
1.19 MB
1.19 MB PDF
--TribalEvo Progress--
Even as the lands Sapients once knew forever change, such as the lives of the Grabraf on the Floating Forests and the now cragged lands of Sujardin, civilization still steadily forges its way forward on Essari

--Daily Technologies--

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
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)

Tier 3 (Accessible to CG, and C.Tripods Only)
Animal Riding (Requires Iron Working)
Compass (Requires Optics)
Fermentation (Requires Alchemy)
Gunpowder (Requires Alchemy)
Laws of Physics (Requires Mathematics)
Metal Casting (Requires Iron Working)
Mill Power
Ship Building (Requires Sailing)

--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 (with some exception to technologies above a sapient races current tech level), or some completely unique technology.
> Sapients may only roll for technologies above their current tech level (as shown in the pdf file attached) if they 6 or more technologies known of that current era.
> 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. Rolls for Nomad Grabraf must be a 6 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 8, 7 = 15 (2d8)

>>1912568
rolling for redthroats ironworking and alchemy
>>
Rolled 6, 5 = 11 (2d8)

>>1912827
rolling for implementation of iron working and alchemy
>>
Rolled 7 (1d8)

>>1912568
>Animal Riding
This is for the Cocky tripods
>>
Rolled 5 (1d8)

>>1912568
>Bronze Working
For the Nomads
>>
Rolled 2, 7 = 9 (2d8)

>>1912568
1. GUNPOWDER
A dark invention is proposed by the alchemists of Joturg working in joint with those of Arziduwl. A concoction that could clear new tunnelways in an instant... but the Joturg have very different ideas in mind. Either way, and whether the alchemists know it or not, it is something that will change the face of Essari forever.

2. LAWS OF PHYSICS
An enterprising young owl from Yu'wsh, a scribe named Darkimiidiiz, begins to explore the deeper truths of mathematics. He hopes to follow in the footsteps of the long-forgotten inventor of the water wheel that helped his society progress so. Pouring over scrolls of vellum and ancient tablets, he hopes to make a breakthrough in understand the math that he believes underpins nature itself... perhaps Shwlu in his wisdom installed laws to bring sense to the world.
>>
Rolled 4, 6 = 10 (2d8)

>>1912568
>Alchemy
>Archery
Both for the Stitchers. Let's see how they do!
>>
>>1913257
>no alchemy, but archery GET!

Somewhere in House Sardonyx lands, and most definitely not in the main house...
"Those Carnelian curs are still raiding us, eh?"
A Stitcher behind dark gemstone curtains convenes with two other similarly hidden ones.
"They have figured out the trick behind our firepots. Another trick must be found."
"Our spies tell us that our Moonstone neighbors have driven them off with a weapon that uses sunlight, but what plans we have found is too cryptic even for our codemasters."
"Their chief engineer Cl'ee'' is way beyond our reach, it seems."
"Ah, but not all of them are that cryptic. Most of them are just unbuildable with our resources."
One of them loudly smacks their head with all four hands. "This is getting nowhere. Not only the Carnelians we have to worry about, those pompous Emerald have figured out how to bypass walls using their tamed Facets. Do we have anything against them all?"
Behind one of the curtains, another Stitcher joins, only to whisper to the first occupant.
"Perfect timing! A raise to those spies in Moonstone lands - they have just deciphered a plan of that eccentric engineer. Of course, like their previous projects, it was too big for official use."
"Interesting. But how would we use it, when they don't?"
"Ah, why don't we build a smaller version?"
"Exactly my thoughts as well. We shall take their discarded 'spear-launcher', and make it small enough for our Praetors to use."
"Hell, let's make it small enough for normal Stitchers to use, too!"
"Then, meeting adjourned. I'll have the copies of the smaller design distributed to our network. May House Sardonyx hide in shadows!"
"May House Sardonyx hide in shadows!"
The curtains slid, and there are no more Stitchers behind them.
Such is the way House Sardonyx conduct their business.
>>
Rolled 6 (1d8)

>>1912568
Rolling Ironworking for the TG
>>
Rolled 1 (1d8)

>>1913274
>>1912568

Rolling Engineering for the TG
>>
Rolled 5 (1d8)

>>1912568
>>1912568
Roll, stitcher Alchemy
>>
Rolled 8 (1d8)

>>1912568
Roll, Stitcher Mathemagicians!
>>
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Rolled 1, 2 = 3 (2d8)

>>1913040
1. GUNPOWDER, Failure
Nothing but sputtering fires and cold ash results from the experiments of the efforts of Joturg and Arziduwl. Perhaps another time.

2. LAWS OF PHYSICS, Success
At last, Arkw'iidiiz (retconning the name) has it! He as begun to understand the deeper truths of how the natural world functions and how he believes Shwlu instilled the world with order. Already his minds whirls with ideas as to utilize these principles, pulleys, screws, weights, pedals... one endeavor complete, but with far more work to be done!

There are yet many holds to be discovered and contacted, there are the mighty smiths of Darzadgar to the north, and the beleagured forces of Narzdeg to the south, rolling to see if contact can be made with these new holds.

1. Contact with the Everburning Forges of Darzadgar
2. Contact with the Shattered Library of Narzdeg
>>
Rolled 5, 8 = 13 (2d8)

>>1913741
Scouts from across the Alliance search far and wide for both evidence and rumor of any fellow holds, but come up with nothing. The Four Mountains wonder if they stand alone in the world...

Rolling for technology.
1. OPTICS
Sometimes a tinkerer or alchemist just needs help, sometimes small things need revealing and the unaided eye is not enough. It is noticed by one young inventor how under droplets of water the image of something is distorted, but partly enlarged. He wonders if there is some way to manufacture that, to create that artificially so that CG inventors could craft even finer objects of value.

2. METAL CASTING
Efforts at creating explosive fire may have failed, but Joturg will not be stopped. With research and hard work their forges are labor long to improve their armoursmithing, in hopes that their small frames can be even more protected within iron shells. From the hordes of the Plains Grabraf to the symbiotes of the Thinking Grabraf, they will need all the help they can get.
>>
Rolled 6 (1d8)

>>1913418
Rolling to see how well implemented alchemy becomes in Stitcher society
>>
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>>1912203
>>1910701

All gone.

A Longbeak Faithful had come north after serving down south, patrolling the most commonly traveled paths between the cities of the Tootine Unity. He had returned to Western Gawako, where his friends and family lived, dear to him all:

Gakore, his best friend, who would always play pranks on him, even after becoming an adult. He had decided to stay here and follow the path of his parents, becoming a treetop farmer. They still got drunk on old braffifruits, whenever the Longbeak soldier returned home.

Hekawa, his sister who had cried until she lost her voice when she had heard that her little brother would join the army “to die by the hands of heretics”, she had said.

His sons and daughters, too many for him to keep track of nowadays. Always cheering and laughing when he came home, every single one of them wanting to be picked up and have their beaks tapped.

The one dearest to him, Techowa; His mate. Her belly would be swollen by now; she was soon to lay the gifts of life for the fourth time, after all.

But the place the Longbeak Faithful had returned to – where he stood - the trees were no more. The river was no more. The village was no more. Where once there was life and chatter, all that remained was the hollow call of the wind and the swaying of newly sprung grass.

The Longbeak walks in silence over to where his family tree used to be; where his home once was. In its place lies a decomposing Braffifruit alone in the grass. He picks it up, slowly moving his fingertips against it.

All gone.

“Techowa”

All gone.

The Longbeak cries out. His howls and wails filled with the insanity of one unable to grasp or accept the reality in front of him. But no one is there to hear him.

All gone.

With a field knife he carves the symbol of “Tesh” into his hand; the first letter of Techowa’s name. The blood runs red from his hand; the pain nothing to the pain in his heart. He would not forget. He would not give up. He would be reunited with his loved ones again, whatever it took. For he was faithful; faithful that one day they would see each other again.

From this day on the word “Faithful” would take on a new, secondary meaning to all Tootinites. They would see would see their families again, no matter how long it would take, no matter how many centuries they would have to wait. For they had faith.
>>
--Sujardin Positive Event: The Three Rivers Devoted of Eromat--

"Glory be to Eromat, child and living embodiment of the Mother and Father. For you protect us during days of Black Skies, and bless our harvests so that no Grabraf may ever go hungry. You provide us with boundless land of which you let us mold as seen fit. May we forever be in your gratitude and walk in your guiding light."

These were among many of the hymns spoken by Thinking Grabraf located along the southwestern coast of Sujardin living along the banks of three winding rivers. These evangelists first appeared in Boutan, where fishers and farmers of the TG would regularly provide tributes to the AA-Node that resides near the center of the their settlement for good fortune. To the AA-Node, while it was not uncommon nor outside its ability to acquire any of the native organisms, whose fresh bodies were readily offered to the Node; its was the tribute of the crop plants grown by the TG that piqued the interest of the AA-Node. Ultimately many of these offering of plants and caught aquatic organisms would prove to be no more than a footnote to the AA-Node

Then one day, the great braffberg Emra flew over the shores of Boutan to gather energy and access new data from its AA-Node. The TG of Boutan were in awe to Emra's sudden appearance, with many unsure if they should be concerned for their safety. For some brave souls though, they choset to approach the AA-Node and Emra at this time with more offerings from their harvests. Emra was more than willing to accept these "offerings," as being voluntarily given resources by Sapients was not uncommon to it. Emra would take these offerings directly and then fly away on its endless flight in the night.

To the TG of Boutan however, they would come to believe that Emra was gracious of these gifts, and they returned to their villages to tell other TGs of what had transpired. Soon the TG of Boutan would come out in droves, providing offerings to the AA-Node in the hopes that it would find something among their goods to prompt Emra to return once more. Emra would return many more times to refuel at this AA-Node, but the TG were convinced it returned for the offerings. Word spread to Boutan's sister settlements of Hotsin and Tooyin of Emra's "gracious acceptance" of tributes that had been offered up to its Node.

At first they were in disbelief, but as pilgrims from these settlements went to bring tributes from their own villages to the AA-Node. And they too witnessed the arrival of Emra to embrace their offerings with "gratitude towards them." They too became evangelists, speaking of the encounter with flowery overtones. In the decades that followed, these three settlements gradually expanded, establishing trade roads between their larger villages. And now once a year, the TG of the Three Rivers come together with gifts and tributes to give to the AA-Node in what is known as "The Festival of Eromat"

And in time, the theology of Eromat was born.
>>
rolling for a new technology for the Red throat tripods.

>Logistics, an entirely new school of thought and study. Tripods have yet to develop currency and may never in terms of script, but they will understand resource management and exchange.
>>
Rolled 1 (1d8)

>>1917280
CAPCHA....
>>
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Rolled 5 (1d8)

>>1917283
trying that again for my second roll of the day.
>>
>>1917285
Tripods learn of resources and resource management. Currency never really takes off as an idea thus far, due to the concept of owed resource, or resource that does not exist but being promised an alien concept to them. Barter occurs on the spot, and if physical goods are not available, labor, mating rights, or other exchanges and arrangements are acceptable once documented into a ledger.
>>
Rolled 4 (1d8)

>>1912568
>>1914407

Rolling engineering for the TG. Hopefully it succeeds, so that they can make a bet for roads.
>>
Rolled 5 (1d8)

>>1917759
Rerolling Engineering
>>
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>>1905132
>>1907789

After invading the northern Torrine Chain and recieving the submission of all colonies, the Carnelians turned their attention south. A message was sent to the ruling colony, at that time headed by the Heliotrope Household, on the isle Ii'ee'i'k:

"You are advised to submit without further delay, for if we bring our armies onto your land, we will destroy your farmland, slay your people, and raze your colony."

The Heliotropes replied with a single word:

"If."
>>
Rolled 2, 6 = 8 (2d8)

>>1912568
The costal fines provided rich pickings for the snake like red throat tripods. Bits of glass and polished metal served as their primary method for long range sporting and signalling. Their current forms were a far cry from what could be though. In that same hand the beach hunters struggle to provide enough meat for the winters, their stick rocks not packing enough capability to bring down larger prey...or hostile tribe members.
>>
>>1918839
Gained archery. The red throat beach dwellers use powerful bows that no other race could hope to fire. The muscular body and two primary arms hold and pull a very tense cable, while the tertiary arm simply loads and stabilizes arrows. Optics evade the dune tribes.
>>
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Good evening dudes.

Attached is an updated map of all Sapient expansions and notable nations on Essari, with the two exceptions of the Shatturne close up map which is currently in the works, and small nation-state of Heliotrope in the Torray Isles. This map include up-to-date populations of each Sapient species, and the general range and distribution of Sapient throughout the world as of now. Should be a very helpful resource for Nation builder and lorecrafters alike.

I also went ahead and held off on a daily event today, due to my recently busied schedule, but plan to post the next one early tomorrow. Look forward to it friends.
>>
>>1894113
>>1919923

Old issues and loose ends...

The Plains Grabrafs keep a long record, and grudges are often business. Debts handed down generation to generation, eventually to be cashed in, surer than any merchant king's script.

The walls fell a long...long time ago, and the Forest Grabraf prance about in their forests as if they are untouchable. They arent. By fire and by spear, they will bend to the knee and accept their rightful place under our feet. They will toil as their ancestors did, because it pleases us, and we will not allow them to breed with their own kind, because it pleases history that they be forgotten by their own, and despised by their halfbreed children. It will please me to see our line grow stronger, and an old debt of blood paid in full.

-Xereeches

(cultural event. determining to see the participation and enthusiasm for the restart of capturing FGs amongst the PGs.)
>>
Rolled 1 (1d8)

>>1920523
>>
>>1920533
seems not too many PGs want to commit soft genocide. :(
>>
>>1920540
Maybe they see the forest going to the heavens as a sign that they dun goofed. Enslaving FGs too much is bad!
>>
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Still a very rough work in progress, but I just want to put this in.

Just as society has formed in Panoram's west and central regions, so to has there been one in the far reaches to the north-eastern peninsula.
Early in their history, after moving into these plains, agriculture became a bit more prevalent in their way of life. They had to stay in one place longer to tend to the fields. Between raiding clans, or attackers from lands suffering from poor harvests, fortified communities began to become a thing.
Some tripods better defended their lands. Others moved to them for the protection offered. This lead to the creation of the noble class. Fast forward a couple centuries, and the region is carved up between numerous clans.

Again, WIP
>>
Rolled 4, 4 = 8 (2d8)

>>1919923
panoram minor
bebin islands
-non tech roll.

The RTs of Panoram have been very fruitful, and spread far and wide, but the cities have become crowded, and some clans seek to make their own fortune. Legend tells of a time when the ocean itself pulled away tripods to live in far away lands. Well, these tripods are not quite so ambitios and choose to navigate the inlet sea to Panoram Minor, a relatively easy task with even simple boats. However those who are perhaps a bit more at risk of hostile intent wish to travel even further. but not too much further, though the way is a bit more dangerous; the Bebin isles.

seeing how popular and safe each destination is. Minor/ Bebin
>>
Rolled 7, 1 = 8 (2d8)

rolling for architecture and engineering for PG
>>
>>1921111
The cities of the sedentary PGs grow and gain walls and towers, large underground stables are constructed and roads are paved between the largest of them.

Even the Sons of Xerho start building large constructs - castles and manufacturas, with which they first pepper the land they usually travel, and then start to move further south, claiming it with forts in which aged veterans reside.

With the advent of architecture, a new PG culture arises around Kohote, where an equivalent to the seekers of Xerho have risen to the ranks of kings and had large towers constructed for themselves to gaze the stars from and to dabble in alchemy, medicine and math in. These large, tiered towers house acolytes, guards, apprentices and the scientists themselves, the Retichren. As a consequence of advances in the use of fertilizer and crop irrigation from the minds of the Retichren, large farmland begins to appear around the towers, which become earthen spikes coming out of a blue and yellow sea of crops.
>>
>>1920927
--Neutral Evenet (Panoram) Schism of the Red-Throats--

For tens of thousands of years since the first city-states of the deserts formed in Panoram, the Red-Throats had long identified themselves as one in the same people. Time would prove to wear away at this concept, as the city-states of the deserts, continued to advance and flourish, while the grassland nomads seemed to remain unchanged and stagnate in comparison. This great difference in cultures between the R-T of the deserts and grasslands would eventually lead to schism between their peoples as difference greater of the millenniums.

These most recent explorations of Panoram Minor would be proof of this great schism. For many vessel would be sent daringly across the turbulent seas to the lands of Panoram Minor, but only a handful of these vessel would succesfully land between the two societies of the grasslands and deserts. Gradually as early settlements formed, these two growing cultures on Panoram Minor would come into contact with one another, and realize just how great their differences were. While the physical and aesthetic differences between them were not great, time had caused a distinct divergence in their societal norms and even their native tongues, to the point that one group could no longer understand the other.

This gave rise to some minor conflicts upon the first contact between these two groups, but with time they learned to intercommunicate with one another and bridge the gaps of communication between their cultures. This would only prove to be a prelude though to the potential for much greater incidents which may loom in the near future for the Red-Throat Tripods.
>>
Rolled 7, 5 = 12 (2d8)

>>1913768
1. GUNPOWDER
The clever and industrious miners of Arziduwl have some theories regarding the combinations of certain alchemical substances. They believe that certain mixtures could create something unseen before on the planet. An explosion, what the theorists call "Loud Fire." It is hoped that it will provide a much quicker way to clear mines and dig tunnels. Joturg also sends its alchemists, who report back to the Joturg embassy on any findings. Joturg has less friendly ideas in mind for Loud Fire, seeing destructive potential to forge weapons for the Ragnarok they believe will one day arrive.

2. DIPLOMACY W/ DARZADGAR
Rumours of more of their kin to the north intrigue the explorers of Yu'wsh and Arziduwl. They hope to find others of their kind to add to the League, perhaps make it one of Five Mountains. After much searching their searches bear fruit and contact is made with a hold called "The Everburning Forges of Darzadgar."

The CG here are industrious and inventive, and their blacksmiths are the most skilled of any CG holds (possibly even Sujardin... maybe even the world.) They are also of note for being the nation-state that has dug deeper into the earth than any other community.

This is less because of population booms as in the other holds, and has more to do with religion. They believe that their god (or gods) reside at the bottom of the world, perhaps trapped or waiting for them. (We can work out details in the Discord chat.) They find much iron and other metals to fuel their metalworking passions, but this is a mere side-benefit to getting closer to the Divine.

When the explorers from Arziduwl and Yu'wsh arrive, how does the meeting go? Is it amiable and friendly, with distant brothers embracing each other in welcome? Or does it turn sour, making any later attempts at alliance more difficult?
>>
>>1921477
FUCK YES!!!

1. GUNPOWDER, Success
A primitive blasting powder is at last developed by Arziduwl alchemists, and digging tunnels has become even faster. The excavation of new halls for the ever growing population of Ka-Satokher holds. This in combination with cavefinding (which saves them massive amounts of time) and their Rube-Goldberg simple-machine devices that provide quicker digging, they can tunnel through rock in mere decades (or even years) rather than centuries. A honeycomb of tunnels and warrens spreads invisible across Sujardin, the other grabraf having little idea of the vast complex system of caverns and cities beneath their very feet.

Joturg certainly needs more room for their population, as they too are blessed/cursed with startling growth. They however find a very different use for the Loud Fire. They begin experimenting and soon find that the force produced by an explosion can propel objects, and do so much farther than even the most masterwork bows, slings, and ballistae.

They find that loading a tube with gravel and boulders can release a deadly proto-buckshot cannon that would be devastating to any force invading their cramped tunnels. Soon what could be called giant blunderbusses are made, crude weapons that are inelegant but exceedingly destructive. They are massive hollow cylinders of black iron, forged with bleeding edge technology (for a Medieval society, anyway) and blessed with the traditional silver runes of warding and protection that accompany all Joturg arms and armour.
>>
>>1921477
>>1921515
2. DIPLOMACY W/ DARZADGAR, Success
The meeting between the League and Darzadgar goes off without a hitch. Nothing of note happens, but neither does anything go wrong. The League is now one of Five Mountains.

I. The Sacred River of Yu'wsh
II. The Towers of Arziduwl
III. The Port of Huzduk
IV. The Silver Hosts of Joturg
V. The Everburning Forges of Darzadgar
>>
Rolled 5 (1d8)

For decades have the plains Grabraf of Nekonahu crossed the narrow gate, those few miles of water between the eastern and western peninsula of Sujardin to trade with their brethren, Cavern Grabraf and even the fanatics of Tootine. To do this, Grabraf have to board ships in Raurtradera, the city at the water.

But now it is time to build a city on the other shore of the narrow gate, across from Raurtadera, so that the makeshift harbors there can be extended and trade sped up! For this of course, the land of that small tongue of land has to be annexed!

Thus speaks the chief herdsman of the merchant king in Raurtadera, sharpening his blade in his mind as he speaks, hoping for blood in the future.

Let us see how the king responds.
5-7: he agrees
2-4: he disagrees
1: he sends an envoy to the Tootines, inviting them to build a joint port there across the gate
8: he agrees and furthermore feels that enough land has to be available there to freely march a herd of Hurkun through the seasons.
>>
Rolled 4 (1d8)

>>1917285
rolling to see how well tripods take to logistics
>>
>>1921757
Huzzah, the king gives his approval! He informs his fellow merchant kings in Nekonahu, and they all send masons and soldiers down, and together they cross the narrow gate to build Entitenka, "The great tool", a walled city on the shore of the narrow gate, with a roofed harbor within its walls and a road lined with towers far inland. Pailbloosh and Thinking Grabraf crops are planted all around it, and crowing and gawking, the soldiers march further inland to secure the small peninsula they've landed on, driving Hurkun before them.

They stop at what they'd been told to be the edge of Hootine territory, and while the masons begin the construction of a toll castle where the road will eventually meet, the soldiers burn a pyre to marvel at Xerho, which a priest feeds with a dozen Hurkun.
>>
Rolled 5, 6 = 11 (2d8)

>>1921771
its ok.
Rolling now for daily tech roll 10/1/2017
-R.T.Tripods
-Optics, and their first step into medieval technology; ship building
>>
>>1921790
It is common knowledge amongst tripods that the desert tribes are wealthy, yes, and of sound judgement, yes. That is why they never took to the sea like the Plains tripods did. Oh yes! The Plains tripods took to the sea with the same tenacity that they took to their nomadic lifestyle, and why should they not? They journey out on the water was endless, the exploration even more grand, and the speed of which was unparalleled. Yes, Desert tripods had stability, but they forgot what makes a Tripod...freedom.

In short decades, a booming trade of ships began to cross the sea, and even up and down the coastline to deliver supplies, material, and passengers in an act that forever changed tripod society. Tribe and Clan Representatives would meet with each other in days instead of weeks, and this sped up social development.

New forms of barter and resource collection were gained in the form of sea going fisher and "whalers", their ships loaded with nets, and powerful multi tripod bows, great harpoons tethered with lengths of rope. The people would not go hungry with this bounty of the sea.

A crude Pidgin language emerged between the Desert and Plains tribes as well. Many would never stop to think about how seemingly easy everything happened, had it not been for the humble spyglass and telescope.
>>
Rolled 7, 8 = 15 (2d8)

>>1921831
Hard times make hard men they say, and for the Tripods of the Shatturne subcontinent times have been hard, but both their exile and salvation comes from the sea. With the advent of the sailing age, the sea provides, for the first time they have food in abundance, and the population begins to grow. Small ships, large ships, and all things in between start to crop up around shanty docks. Thatched rooves or crude slab shingles form early houseboats, and suddenly the winters are not so brutal thanks to small clay ovens and 4 walls with a roof.
----
The cocky tripods began construction of a great city, one to house all their people when the time to leave would come. In the years since the birth of the seers and oracles, the C.Tripods have come to worship the begins from the stars in contrast to the worship of the planet or even the braffberg. The great city "Bastion" would start out as nothing more than an idea of the elders from various C.tripod lineages during an annual gathering, to establish a new collective.

rolling for cultural events for the C.Tripods: establishment and initial pace of "bastion", and the cohesion/ unity of their tribes. Low scores indicate maintaining tradition, while high scores indicate deliberate moves towards a unified society under one banner.
>>
Rolled 5 (1d8)

Many Thinking Grabraf from the territory of the sons of Xerho have left for the south, shrinking the size of their settlements, making them appear weak.

And there is nothing quite like weakness to wake a Son of Xerho's greed, and nothing like a worthy foe to make him salivate. Very seldom these opposites are united, but here they are.

Rolling, will the Sons of Xerho invade and sack the few Thinking Grabraf Settlements in their territory?

5-7: Yes. They (attempt to) take over the settlements, taking what is valuable, killing who opposes them and throwing out the ones that surrender.

2-4 They decide against waking the bear.

1 They collectively realize how bad of an idea attacking Thinking Grabraf is and seek to establish diplomatic relations with them instead

8: They (attempt to) take over the settlements, killing every man, woman and child in them.
>>
>>1922055
War! War bands gather, tribal champions squabble over right of first blood, and armies draw together around the Thinking Grabraf settlements. Because the Librarian isn't in the Discord right now, I cannot tell you the result, but I will roll once he sanctions this attack.
>>
File: Sapient Race.pdf (1.19 MB, PDF)
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--TribalEvo Progress--
The Early Medieval is now in full swing for many of the Sapient societies of Essari. The Grabraf of Sujardin have begun forming alliances between their own kind and cousins through the wealth of trade. The long culturally divided R-T Tripod have begun to reunify as one people under the advent of naval transit, and the construction of sea worthy vessels. Stitchers have expanded their reach and power over much of the Torray Isles. Even the FG of the Floating Islands and the C. Tripod have begun to stabilize in growth and started to build their own fledgling nations.

The Future is looking bright.

(24 hours remain now until the final thread event. A set number of tech rolls is now in place for each civilization.)

--Tech Rolls Remaining--
Thinking Grabraf: 10 Rolls
Nomad Grabraf: 14 Rolls
Forest Grabraf: 12 Rolls
Plains Grabraf: 8 Rolls
Cavernous Grabraf: 6 Rolls
Red-Throat Tripods: 6 Rolls
Cocky Tripods: 8 Rolls
Stitchers: 8 Rolls

--Daily Technologies--

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
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)

Tier 3
Animal Riding (Requires Iron Working)
Compass (Requires Optics)
Fermentation (Requires Alchemy)
Gunpowder (Requires Alchemy)
Laws of Physics (Requires Mathematics)
Metal Casting (Requires Iron Working)
Mill Power
Ship Building (Requires Sailing)

--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 (with some exception to technologies above a sapient races current tech level), or some completely unique technology.
> Sapients may only roll for technologies above their current tech level (as shown in the pdf file attached) if they 6 or more technologies known of that current era.
> 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. Rolls for Nomad Grabraf must be a 6 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 2 (1d8)

>>1922189
Roll, Stitcher Shipbuilding
>>
Rolled 2 (1d8)

>>1922301
Let's try that again.

>Stitcher Shipbuilding
>>
Rolled 7, 4 = 11 (2d8)

>>1922189
alright rolls for tomorrow: twice for fermentation, if one hits, the other is engineering.

Fluff will come tomorrow
>>
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Rolled 8 (1d8)

>>1922189
The Settlements, having survived for millennia surrounded by occasionally hostile PG tribes, are not stupid. They've sensed the strange movement of Xerho groups, understanding that there will soon be war. A group of couriers get sent southwards, traveling by river and running by foot, to ask Honoke for aid.

Will they make it in time?
>>
Rolled 5 (1d8)

>>1922189
>>1917766
>>1914407

Rolling Archery for the TG
>>
Rolled 6, 3 = 9 (2d8)

>>1922476
>>1922189
Rolling for Alchemy, as well as a "unique" technology (which many species have already discovered): how to make Aqueducts.
>>
Rolled 1, 5 = 6 (2d8)

>>1922189
going to bed early, so this roll set counts for 10/2/2017

the game has a distinct problem. a lack of bad decisions fueled by substance abuse. I release vice unto this world.

RT.tripods-Fermentation, compass
>>
>>1924323
Fermentation escapes the tripods, who never really learn much of a lesson from clay casks of food and drink that spoil on sea voyages. The fizzy effervescent beverages are a sailors last resort, their biology not suited to alcohol consumption. Land dwellers would balk at the concept of eating such food and beverages, so for the time being it is a sailors delight. and blight. really wrecks havoc on the bowels.
-
The Tripod Compass, in this particular iteration is actually a complex device married to a magnetic compass and spyglass. It is rare to see these owned by any other than a wealthy ship owner. Frequently a guide ship will lead a small fleet with such a device. At present the manufacture of these items is a closely guarded secret by two small but wealthy guilds.

That being said, poorer tripods simply use a magnetic compass made of a needle, magnet, and oil basin.

see: Cosmolabe
>>
Rolled 1, 7 = 8 (2d8)

>>1922189
Pg roll 2 for fermentation. If first makes it, take second as gunpowder.
>>
Beer is made. It is from wild fermentation of sweet fruit drinks and crushed seeds. Normally dried fruit and seed mixture is stored in pits. Rainwater got into the pits and caused ruin to the suplies. However the livestock are the spoilt good and became intoxicated with no I'll effect. Ranchers decided it was good enough for them too. The acquired taste and effect are enjoyable to PGs. Now there is draught.
>>
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Rolled 4 (1d8)

>>1921669
1. SHIP BUILDING
After the Forest Rising event, the "Port of Huzduk" went from a nation of ship builders, sailors, and fishermen... and it became a haven instead for pirates, freebooters, smugglers, and crime lords. All of the worst sort of folk prevailed, taking control and carving up the remnants of the hold for their factions and gangs. Anyone that wants anything from Huzduk, has to go through the crime bosses and the pirate lords.

Speaking with these cutthroats is a delicate task that only the bravest emissaries are chosen for. The various pirate lords of the city have mastered building better sailing vessels, having taken and studied the ships from many nations and peoples, and learned from it. The question is, will they share that knowledge with the rest of League? Or will they send the messengers home dead, with a knife in their eye?
>>
>>1924638
1. SHIP BUILDING, Failure
The meeting almost goes well, there is nearly progress with the pirate lords and the League seems certain to have the secret of better sailing vessels. However, one of the emissaries, hoping to thank the pirates for their cooperation, uses a word that while perfectly genteel back in Yu'wsh, has become pirate slang for "someone who sleeps in manure."

One of the pirate lords, not being a bird of patience or restraint, asks no questions and has his men kill the confused diplomat on the spot. For now, any vital goods delivered by ship must go through the pirates... just how they like it.

Huzduk gains a new name, The Pirate Haven. No longer is it considered a proper hold, more a den of thieves whose skills are useful to the rest of the League. As distasteful as it is, the League must continue to do business with them, for if Huzduk were to be angered, they would no longer honour the agreement. No League vessels are to be harmed. The pirates can do what they like with the ships and caravans of foreign powers, but if they wish their city not to be torched then they keep their filthy mitts off League ships. For the most part, the pirates obey (though the League does have to look the other way now and again when a civilian ship suddenly ends up missing.) They are useful but by no means trusted allies.

Neither the League nor the Pirate Haven trust each other, but their current relationship is profitable, and so they are essentially stuck with one another.
>>
>>1922310
What race?
>>
Rolled 7, 1 = 8 (2d8)

>>1924667
>>1922308
Fuck it, let's roll shipbuildings
>one for Stitchers
>one for CG
>>
Rolled 8, 7 = 15 (2d8)

>>1924563
Day 2 roll as per rules. Plains Grabraf. Animal riding x2 and if first is good, second is gunpowder.
>>
>>1924787
Despite herding for so long it never occured to the Grabraf to ride their animals. The largest and most capable of their livestock start under a new line of breeding as mounts. At the moment these creatures allow for lightning fast raids using the new invention of gunpowder. Exploding grenades and flaming war beasts. The worst of their livestock are greased up and loaded with slow burning fused bombs. They are then lit on fire and kicked in the direction of their target.
>>
>>1924751
Thanks IG, but it seems the Dice Gods are displeased with me. That or the Pirate Lords of Huzduk are really screwing over the other members of the League.
>>
>>1924545
Pg already have fermentation, so thisll be gunpowder
>>
>>1924787
So heres one roll for nothing right now, which i will apropriate for engineering.
>>
now the secret of fermentation is uncovered by the Plains Grabraf, of course mead is made ot of the nectar of the Pailbloosh and beer from >>1924563, but what truly changes Grabraf life is the invention of HURKUN CHEESE!

The contents of nonfertalized hurkun eggs are cultured in large basins, often underground in the cities or Pailblooshtowns, and then dried and cleaned stomaches are sliced into the mix, the enzymes within hardening it to a cheese which, when drained, does not spoil for decades.

This is a great new addition to the PG menu, but it has a particular effect on Nekonahu, where kings begin to secretly stockpile the unspoilable foodstuff in order to always appear fully stocked even in times of famine and thus to uphold their reputation of liquidity even through calamities.
>>
Rolled 7, 6 = 13 (2d8)

>>1922189
Engineering for Forest grabrafs. If the first roll succeeds, second will be for the wheel.
>>
Rolled 2 (1d8)

>>1924667
1. DIPLOMACY WITH NARZDEG
A hold to the south of Joturg is discovered, The Shattered Libraries of Narzdeg. It was a hold of vast libraries and clay tablets that detailed advanced topics of economics, math, science, art, literature, things far in advanced of the other Holds. Though the rest of the Ka-Satokher we re not aware of it, they were the very first of the CG to develop astronomy, as their mountain home was a dormant volcano, through the crater they could actually see the sky. They believed these stars were gods, and so their pantheon numbered in the thousands.

Long ago raiders from nearby unaligned PG and TG tribes actually managed to invade their mountain stronghold. Their libraries were burned, the countless shelves overturned, their tablets dashed to pieces on the floor. The bookish librarians and philosophers had to become warriors overnight. It was a difficult struggle, much knowledge was lost to them. Those archives that remained were often sealed behind walls of stone and rock, nearly impenetrable with primitive modern technology. So the CG of Narzdeg have spent the centuries gathering and recording the lost knowledge of their ancestors, trying to piece together their former glory, to recover what little remained of the once city-sized libraries. It is a difficult task, though one made simpler by vellum, which is far easier to store than clay. Still, much remains undiscovered.

It is to these broken and despairing bookworms that Joturg encounters, having dug a great tunnel searching for iron and silver. When they finished the tunnel they discovered an underground river that led them down to the extinct volcano that Narzdeg called home. Contact is made, hopefully it will go well and not plagued by the all-too-common mistrust and xenophobia so common among the Ka-Satokher.
>>
Rolled 7 (1d8)

>>1925352
Narzdeg has been invaded before, just because these foreigners have the faces of CG does not mean they are friendly. Besides, they are armoured for war and combat, this makes Narzdeg nervous, too nervous to open diplomatic contact with them. (What they didn't know is that Joturg wear their armour almost everywhere.) Either way, for now, The Shattered Libraries of Narzdeg will remain independent. The League remains one of five mountains.

>>1924638
>>1924667
1. ESPIONAGE
A new tactic is needed to gain the information of better ships from the pirate lords. Espionage, stealth and trickery, blackmail, bribes, and backstabbing. A culture as homogeneous as the League has a much better chance of infiltrating each other. Anyone could be from anywhere, and the League knows this. Though nominally allies, the Pirate Haven has been charging through the nose for any access to their trade and shipping network, and even started sinking Arziduwl ships that try to sneak past blockades and sea patrols of the pirates. Hopefully this perfidious new tactic on the League's part will bear fruit and they can at last have their own mighty ships to sail the waters and challenge their "allies."
>>
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>>1925365
1. ESPIONAGE, Success
The League's new spies and infiltrators ingratiate themselves into the Pirate Haven, blending seamlessly into their gangs and crews, reporting back to their superiors in the far away holds of the League. It is an incredibly dangerous game, all spies know that if caught, death is certain, and knowing the pirates, likely a painful death. Surely the ship building technologies of the pirates will soon be in the hands of the League.

Joturg begins training and using spies to infiltrate Narzdeg, assisting excavation teams and recording discovered tablets and ancient secrets, to send back to their masters. Perhaps these librarians will help the Joturg develop ever more deadly weapons. (Of course, most of the libraries are records of arts, philosophy, and economics. The Joturg are likely to be disappointed.)

One other use has been discovered for this invisible and insidious advancement. Assassins. Yu'wsh begins training and utilizing assassins to eliminate high-value targets for the glory of Shwlu. At first it is used to influence the endless gang wars in Huzduk, but the Priest-King has a more dangerous idea, one that could shatter the League if discovered.

The Priest-King begins spies on other Holds and even assassinating leaders, heretics, and "troublesome" individuals. Though their faith has spread far and wide, not all CGs are devotees of the one true god, the Great Owl Shwlu. Faithful converts are put into positions of power, and "heretic" leaders find themselves the victims of unfortunate (and highly improbable) accidents. A barrel of gunpowder in private quarters, poisonous insects allowed into storage spaces of food, the victim of "random" mob violence (courtesy of religious fervor among peasants, whipped up by Yu'wsh agents.)

Arziduwl, Darzadgar, Joturg, Huzduk , and even far away Narzdeg are being slowly manipulated... and should Yu'wsh's nefarious activities be discovered, it could spell all-out civil war between the Holds. For now though, the power of the Yu'wshite monotheistic faith spreads far and wide, converts more receptive to the Priest King's edicts than to local leaders.
>>
Rolled 3, 5 = 8 (2d8)

>>1922189
>>1922500

Rolling Shipbuilding and Gunpowder, if just one succeeds, then it's shipbuilding.

The TG set their sights on the vast seas. Surely there must be something beyond the horizon?


Also, this post:
>>1922463
was supposed to reference these posts: >>1922061
>>1922055
>>
Rolled 4, 2 = 6 (2d8)

>>1925498
>>1922189
Rolling fermentation and Metalcasting. If only one succeeds, then it is fermentation.
>>
Rolled 1, 8, 1 = 10 (3d8)

>>1925501
>>1922189
I'm making use of the last remaining three TG rolls.
Rolling for fermentation, metalcasting and optics, in that order of priority.


Hey, Big Spender!
>>
>>1925548
Fermentation has been learned.

TG rolls are cut off. This ID may not roll for any other Sapients since they rolled the remaining Tech Rolls for Thinking Grabraf in this thread.
>>
Rolled 8, 5 = 13 (2d8)

>>1922189
Rolling for the RT.Tripods!
Mill Power and Metal Casting
>>
>>1925555
Sand and clay casting became a viable way to quickly make the same part over and over again from a general impression. While some durability was lost on cast parts, in areas where it was not needed production greatly sped up. Soon nails, cups, arrows, and other such items were being churned out at a great pace. This sudden boom of development came largely from the previously untapped power of mills, wind and water. The great wheels would turn billows tirelessly, and clever belts would drive fuel to the furnaces instead of carrying them long distances. Metal began to replace wood in some areas of construction, and even ornamentation. A common feature was a Masthead on a boat, depicting a tripod reaching ahead.
>>
Rolled 3, 1 = 4 (2d8)

>>1925561
Rolling for the RT.Tripods!
Laws of Physics + Animal Riding
>>
Rolled 6 (1d8)

>>1925568
Once again the cocky tripod oracles sense the need to bring their society forward into a new era. They attempt to learn the secrets of their cousins, the Red Throats, via dream and divination.
>>
>>1925555
>>1925568
Red-Throats learn Mill Power and Metal Casting

>>1925571
Cocky Tripod via their Seers are able to catch glimmers of many of the new technologies of their Red-Throat and learn a majority of them.

Red-Throat rolls are cut off. This ID may not roll for any other Sapients since they rolled the remaining Tech Rolls for the Red-Throat Tripods this thread.
>>
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Rolled 6, 7, 8 = 21 (3d8)

>>1925392
1. STEAM POWER
The Hold of Darzadgar has been experimenting (as they often do) with various drilling implements. The Rube-Goldberg machines and the blasting powder do well, but they are always ready to dig faster and faster, their Goddess lives at the bottom of the world, the sooner they dig to that bottom, the sooner their entire race will reach enlightenment (or so the Darzadgarites believe.)

2. SHIP BUILDING
This again, the League is getting pissed at being strong-armed into dealing with the pirate lords. The Holds double their espionage, hoping to at last wring out the secrets from the brigands and corsairs they are unfortunate to have to ally with. Will their spies be successful and bring glory to their families and Hold? Or will their skulls be mounted aboard pirate ships' decks as trophies?

3. COMPASS
Two young Ka-Satokher, both alchemists, but one originally from Joturg, and the other from Arziduwl, pool their knowledge of metals and science, seeking to create a new device, one that will aid in navigation for ships, miners, traveling merchants, anyone who needs it. A knowledge of physics, mathematics, cavefinding, and acumen with metals and ores, it is all going towards this, towards a new way of navigating the world.

> In short... fuckin' magnets, how do they work?
>>
Rolled 3, 6, 5, 1, 7, 6, 4 = 32 (7d8)

>>1925571
fermentation, laws of physics, and then, solid rockets (ala Chinese rockets), study of anatomy, early medicine (simple surgery), chemistry, and simple gliders.

It would be a trying time to see if the bloodlines of the Cocky Tripods were still blessed with the knowledge of the gods.
>>
Optics, mill power, casting and laws of physics for pg
>>
Rolled 8, 7, 1, 3 = 19 (4d8)

>>1925591
Fuck, not laws of physics, shipbuilding. This should even have top priority.
>>
>>1925587
Steam Power fails. Not in a catastrophic manner mind you, but more a of the "just doesn't work in anything by a miniature test model.

An interesting concept though to many of the savant builders and thinkers of the CG society. If might be something worth returning to in the future.

CG's do successfully acquire Ship Building and the Compass.

CG rolls are now cut off. This ID may not roll for any other Sapients since they rolled the remaining Tech Rolls for the Cavernous Grabraf this thread.
>>
>>1925593
Shipbuilding and Optics are acquired by the PG.

PG rolls are cut off. This ID may not roll for any other Sapients since they rolled the remaining Tech Rolls for the Plains Grabraf this thread.
>>
>>1925593
So ship building and optics got done.

The latter are used all across the northern towers to find the secrets of the stars, and the former are firat built to traverse the inner sea of sujardin.
>>
>>1925589
Cocky Tripods learn the Law of Physics, and while several greater thinkers of their generation work hard to develop new and amazing inventions, most just don't come to fruition.

Cocky Tripod rolls are cut off. This ID may not roll for any other Sapients since they rolled the remaining Tech Rolls for the Cocky Tripods this thread.
>>
Rolled 4, 7, 4, 5, 4 = 24 (5d8)

>>1922189
Stitcherados!

Compass, Gunpowder, Metal Casting, Fermentation, Laws of Physics.

In that order of priority!

I'm about to commot the most unholy of acts: the dice+5d8 !
>>
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>>1925632
> 5d8
> 5
>>
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--Thread Closing Event: The Bounties of Essari--
((This event takes place at approximately 7500 years in the thread timeline and lasts for a duration of 500 years))

There have long existed great beings throughout the many great civilizations of the universe that dedicated their lives to properly understanding and demonstrating the mechanics of everything in the known universe via the principles of science. However, when these same great thinkers are presented with technology or phenomenons so far advanced and beyond their comprehension, even they would say it could not have occurred by any other means than magic.

Such an event would occur on Essari one faithful night, when yet another series of comets passed around the planet. And just like so many times before, these comets careened into the atmosphere only to breakup into a series of glimmering lights in the night. This event would be like no other before, as upon examination of these comets, the only discernible properties to them was a strange green-cyan hued material that appeared to be nothing more than a strange form of ice. However, it would be this unknown material that would forever change life on Essari for nearly all organisms.

The frozen, green balls of ice could be seen burning up in the night skies throughout all of Essari, disintegrating into beautiful streaks of aurora light over the skies, with glints of green light gently falling to the surface like embers from a flame. It would be an event the sapients of Essari would all ubiquitously refer to as "The Rain of the Gods." In the following days, many Sapients would go on to record and even illustrate how the land seemed to of changed in almost an instant. Forests, plains and desert were more vibrant, the skies brighter, and the world teeming with life. Crops that following year would be among some of the highest recorded yields in the collective histories of the Essarian Sapients.

The very world itself, from its plants and animals, to its Sapients, and even Emra and its AA-Nodes prospered and flourished in this brief frame of time. There were sparsely any records of war, famine, or rebellion in this time; and instead there would only be records of booming Culture, the Arts, and Trade throughout all Sapients of Essari.

This 500-year period would be known by the Librarian as "The Verdant Renaissance"

((Event Guidelines to follow next post.))
>>
>>1925851
--Bounties of Essari Roll Guide--

1: Population Boom
>The populations of great cities, bustling towns, and even distant settlements boom in this 500-year period. New fertile fields are found to support this growing population, and societies gradually adapt to the exponential growth of their said population.
2: 3 Technologies Learned
> A subsequent chart featuring 8-10 technologies will be featured in a subsequent post to posters that roll this. Technologies will vary with each Sapient Race.
3: Masters of Conquest
> This sapient race will be bestowed with a grand conqueror and leader of his people. He/she will appear at the start of the next thread and will be guaranteed to have 2-4 ancestors that will vary in being more or less competent then their predecessor. This will also lead to the creation of a grand army, capable of taking on any other nation and/or Sapient Races' military might.
4: 6 Technologies Learned
> A subsequent chart featuring 8-10 technologies will be featured in a subsequent post to posters that roll this. Technologies will vary with each Sapient Race.
5: Masters of Trade
> Great Merchant Guilds will form within this Sapient Race capable of rivaling even those in trade and exploration that would have previously existed. These guilds will appear at the start of the next thread, and will be able to immediately send out exploration vessels in searches of lands far beyond the shores of their homeland.
6: 9 Technologies Learned
> A subsequent chart featuring 8-10 technologies will be featured in a subsequent post to posters that roll this. Technologies will vary with each Sapient Race.
7: The Chosen of Emra
> Sapients that roll this will receive a valuable gift from the Braffberg that'll effectively place them ahead of other races technologically. (Only one Sapient may roll this. Multiple instances of a 7 result will be an instant mulligan.)
8: 12 Technologies Learned
> A subsequent chart featuring 8-10 technologies will be featured in a subsequent post to posters that roll this. Technologies will vary with each Sapient Race.

--Rules for Rolling--
> A poster must what race they are rolling for, and will be responsible for rolling for any subsequent rolls that may follow.
> Only one Sapient Race to a Poster
> To roll, posters must make a 1d8 roll. All subsequent rolls will be 1d8s as well unless explicitly specified.
> No mulligans or do-overs on these rolls.
>>
Rolled 3 (1d8)

>>1925872
>>
Rolled 6 (1d8)

>>1925872
TG luck, GO!
>>
Rolled 2 (1d8)

>>1925872

Fortune Host, rolling for the Cavernous Grabraf.
>>
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>>1925893
>>
Rolled 4 (1d8)

>>1925872
>>
File: Sapient Race.pdf (1.19 MB, PDF)
1.19 MB
1.19 MB PDF
This is the EvoTribe Tech Progress Table prior to the events of "Bounties of Essari"
>>
>>1925893
Roll 3d8s. Multiple instances of the same number will guarantee something great for each individual technology.

1: Optics
2: Banking (Tier 4 Tech)
3: Animal Riding
4: Calculus (Tier 4 Tech)
5: Chemistry (Tier 4 Tech)
6: Water Pump/Filtration Systems
7: Fermentation
8: Steam Power Engine
>>
Rolled 4 (1d8)

>>1925939
this roll is for the birds...so to speak.
>>
Rolled 1 (1d8)

>>1925872
Rolling for the Stitchers, if no one minds. I don't have access to Discord at the moment so I don't know if there are any rules I'm missing. If so, then disregard this post.
>>
>>1925983
I'd rather not have two rolls by the same ID. So, I'm going to not consider this a canon roll unless no one else steps in.

>>1925878
Roll 9d10s. Multiple instances of the same number will guarantee something great for each individual technology.

1: Inksoil Grenade
2: Laws of Physics
3: Advanced Woodworking
4: Mill Power
5: Metal Casting
6: Compass
7: Apothecarism
8: Animal Riding
9: Aqueducts
10: Gunpowder
>>
Rolled 6, 4, 10, 9, 4, 4, 10, 8, 4 = 59 (9d10)

>>1926031
Let's see how many 1's and 2' I can roll!
>>
>>1926031
that would be preferable man.
>>
>>1925939
Roll 6d8s. Multiple instances of the same number will guarantee something great for each individual technology.

1: Alchemy (??? Improvement)
2: Laws of Physics
3: Calculus
4: Animal Riding
5: Fermentation
6: Gunpowder
7: Compass
8: Chemistry
>>
Rolled 6, 3, 5 = 14 (3d8)

>>1925970
Let's get dangerous.
>>
>>1926067
New Technologies for Cavernous Grabraf
>The fundamental of Chemistry
>Animal Riding (Using Subterranean Rainetails)
>Water Pump/Filtration Systens

>>1926044
New Technologies for the Thinking Grabraf
> Mill Power
> Paper/Lumber Mill (Mill Power advancement)
This gives TG access to easily crafted lumber, wood materials and paper.
> Water Mill (Mill Power advancement)
This variant of mills are capable of moving simple machinery, using the force of the water for energy.
> Field Mill (Mill Power advancement) A portable variant of the traditional Mill that can grind grains into flour for bread, and effectively feed large caravans and/or armies of TG.
> Animal Riding (Using Sujardin Rainetail & Silva Broulder)
> Aqueducts
> Gunpowder
> Fireworks/Flares (Gunpowder advancement) This variant of gunpowder is devised into a mobile vertical projectile that can act a long-distance communication system for armies, and for entertainment during festivals.
>>
Rolled 5 (1d8)

>>1925872
Rolling for the nomads
>>
>>1926118
Oh, I thought I was gonna get to choose which animal the CG got, I was gonna give them those burrowing mole insects.
>>
>>1926234
They can have those too
>>
Rolled 4, 3, 3, 3, 1, 1 = 15 (6d8)

>>1926057
go forwards young tripods, slither into the annals of history.
>>
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>>1926282
>>
>>1926282
Turned two of those 1s into a 6 and 7.

New Technologies for the Red-Throat Tripods
> Alchemy
> Transmutation Circle (Advancement on Alchemy) Yeah, so they're Alchemists now like you would see in FMA.
> Calculus
> Animal Riding (Panzerg Lords, Fluffbacks, and the Panoram Humongous Brutail)
> Gunpowder
> Compass
>>
Rolled 1 (1d8)

I was told to roll a d8. Forest Grabrafs
>>
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>>1926411
Looks like Toucan Sam is gonna get his beak wet.
>>
>>1926252

Actually I just looked up what a Rainetail was. Those are actually cooler.
>>
Rolled 3 (1d8)

rolling for cocky tripods
>>
Rolled 7 (1d8)

Alright, going to roll for the Stitchers, since they're the last Sapient Race to be rolled for.
>>
>>1926702
--Emra Event: A Spark of Ingenuity--

Since the very days of their sapience, the Stitchers have found and security living under the protection of the AA-Nodes, the vigilant watchers of Essari for Emra. The Stitchers along with all the Sapients of the world have known that the AA-Nodes were a reliable source of food when during desperate times, but never truly knew just how much they could utilize from the AA-Nodes.

That would change though one day, when a curious Stitcher of one of the unknown Houses of the Torray Isles was tinkering with crystal and metals near the edge of the the AA-Nodes. Whether if it is thought to be an accident or a coincidence of Stitcher ingenuity, the tinkering Stitcher gave himself quite a good zap, when he stuck his contraption of metal and quartz into the Node's surface.

Unknowingly to the Stitcher though, he and in extension, his Sapient Race would discover a "gift" that had been lying in wait for them to use for tens of thousands of years: Electricity.

The AA-Nodes have been storing this energy that they acquire from the tapping into the geothermal flows of Essari, and while the Nodes primarily use this energy to produce their High-Density Fuel for Emra, a great deal of it is left in excess. Enough so to potnetially be tapped into by the likes of the Stitchers.

When the Stitchers came to and saw that a thin strip of copper on his contraption was glowing with brilliant, he too knew that he had discovered something. That something he would surmise to the head of his House to be a "gift" bestowed onto them by the Nodes and the behemoth Braffberg.

And so the story goes that from that faithful day, the Stitchers began to think of themselves as "The Chosen of Emra."
>>
>>1926702
Hol up, Stitchers was rolled here >>1925996
>>
>>1927279
Yeah, I noticed that a little while after I posted the above stuff. Think I'm gonna leave the two rolls made as canon for the Stitchers.
>>
Rolled 3, 8, 7 = 18 (3d10)

>>1927288
Hmmm, I can work with this.

So, House Olivine was experimenting with outriggers and trimarans before the population boom happened. Now their holds are almost full, and thus new expeditions for resources and most importantly, more land for their people, is planned. With sturdier, bigger trimaran fleets they shall go, off into new lands, with their holds filled with as much supplies they can muster.

Three rough directions were chosen.
One expeditionary fleet heads south, towards the unknown Suomalainen Islands.
Another heads north, hopefully resupplying in House Moonstone ports if they can, and dodge possible Carnelian coastal raiders, to a fabled land of their ancestors.
And the other, led by what some call a wanderlust-obsessed mad noble, would sail west, following the trail of AA-nodes and hopefully chart the vast, unknown ocean.

Rolling 3d10 for their fate.
>>
>>1928161
(IG is rangebanned for the time. As dictated)

House Olivine is starting to get crowded, and thus sent 3 exploration fleets for new living places and resources. One heads south towards the Suomalainen islands (gets a 3, fail), another heads north towards 'ancestral homelands', resupplying at Moonstone and dodging Carnelian raiders (gets an 8, success), and the third is trying to follow the trail of AA-nodes to the west, maybe landing on Sujardin (gets a 7, success).

So, the southwards expedition could be struck by mismanagement of resources, and then hit by a hurricane during their trip south, with only a small ship or two returning to port, the rest sank or hopelessly lost in the seas to the west. The northwards expedition was welcomed by Moonstone, who provided supplies and some of their own explorers who wish to join, and dodged Carnelian patrols successfully. They made landfall in Foltania, set up shop at the nearest AA-node. The westwards expedition managed to manage their supplies well, and gathered enough supplies at each AA-node they came upon, finally landing on the eastern coast of Sujardin where they might meet Plains Grabrafs.

First Contact.
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Rolled 8 (1d10)

>>1930246
"which would need a d10 roll to see if they're hostile or not"

I am the instrument of your judgement.
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>>1930545
Thanks, man.

The Olivine explorers saw the weird, hooting things making their home near the beach, larger than them. As they make landfall, curiosity seem to drive both groups together; it seems like they've brought their elder to the beach. The Olivines think this is honorable behavior, and gave the elder some trinkets; at which point, the elder hoots at a younger hooter, and they brought back some fish and gave it to the Olivine noble.
Though their language is composed of hooting and tooting, and they brazenly clothe themselves, these hooters seem friendly enough. The Olivine noble, Ktk'k, orders his scribe to record the events for posterity. This is the day they met other noble creatures.
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>>1930572
> hooters seem friendly enough

I know, I have the maturity of a twelve year old.




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