Survivor (Big) Survivor: Bonteterra

Your home was small. Not all of you in size, but with the sheer scale of the world. Venturing out on your adventure to save Bonteterra is a risk, but one you feel happy to take. Following Sir Anton's guidance, as well as that of the Compendium, you centralize yourself in clusters of power.

Seeking out chances to build the power of the cause, you know that corrupt judges will be jailed by their own victims, warlords will be impaled on their own spears, and hawks will be crushed by their own armies. It's up to your parties of adventurers to do so.

But with so many other adventurers on the same quest as you, you can't all lead the party. So the question isn't if the knife will slip into a hopeful Bonteterran's back, but whose back it will slip into.

Phase 1
Those along the **Abonnian Coast have braved the bloody border and made their way to Abonne, the seat of religous power in Bonteterra. It's such a centralizing force of a city that it is untouched by the war raging on around it. Fortunately that makes the city an ideal location to build a network and amass influence outside of the watching eyes of the aristocrats above and below. Unfortunately the city that has led 4 crusades is unlikely to be too receptive itself to your brave new world.

a fairy
awa
Dicy
Exo
Ian
Platty
SlapShotVinny
Swiss
tyler
Zman

Perhaps the most paradoxical region of Bonteterra, the
**Barrens are surrounded by mountains. It rains so infrequently that water becomes a more valuable resource for those away from the borders of the desert where sand gives way to stone to give way to grass. But you are brave and thrifty, and you know that the barrens indirectly control the biggest trade corridor in eastern Bonteterra, all the while hardening and sharpening those souls unlucky enough to call it home. Seems like there's lots of options available for any up and coming uniter. So long as nobody punctures a hole in your waterskin that is.

Bees
chemdah
Ghoody
Gira
Spearklez
startree
Sunder
Tomfy
Wendi
Westcraft

Distinctly different from the Barrens in terms of temperature, if not temper,
**Freusa is the nestled behind the aptly named Freusan mountain range in the NE corner of Bonteterra. Once hope to a mighty Freusan dynasty, now fractured from conflict. Years of raids and bitter cold have driven away many settler Freusans, back towards the Northern coast. Despite the natives to the east, and upstart Monland-backed rebels to the south, the Freusan Kingdom is still a force to be reckoned with. Peace talks have put a stop to the fighting for now, just in time for winter, but it's untenable. Competing interests will push Freusa to the brink. Unless of course there was outside pressure. Perhaps a band of adventurers willing to cross the land and create common cause among the disparate cold dwellers. Native Freusans are slow to act, but methodical when they do. You must tread carefully, because the cold isn't the only thing out to get you.

Bun
Deadeye
FortniteGaymer69
GuyGuard
Jackson
lolo
Rebecce
shinx
SML
Starzono

After the last great Gastowan house was assassinated,
**Gastow has been a hair away from collapse. After 5 different claimants declared themselves the rightful heir of Gastow, war has ravaged the land. Despite the legally ongoing war, all participants are too scared to commit further reserves. Tentative peace has exist for near on a decade, but minor warlards roam the land, conducting their own border wars in an effort to make a name for themselves. A weary people cry out for a reprieve, and with that call comes a chance for your party to build their influence and eliminate some of the tactical power that this gauntlet of a region has forged. But the fickle nature of these warlords is hard to predict. After all, who could really be blamed if one of your party members was carried away in the night by a Sheared raiding party?

4keras
Banjo
Celever
Flare
lava
LongSpirit
Pie
Starshooter
TEK
WayanVistar

Ruled by a triumvirate of not-quite equals, the
**Great Plains are home to hordes of unrivaled cavalry might. Contained by unfavorable conditions they make their living from the saddle. Fending of Santorillans and fostering lucrative contracts with Gasan traders makes them money, but they have still yet to accomplish their goal. Nestled within Heawich is the carved mountain prize that Imperium and Mardin alike hunger for. Unfortunately the defense has made it impossible to gain access to the mountain just yet, but Sir Anton was able to share the location of this year's triumvirate of the Hordes. Gaining access and connection through the transport of Gasan caravans, your party should be able to if not unite the hordes among a less viscous cause, gain the breeding stock and knowledge of how to lead cavalry. What better excuse to cut the saddlestrap of the adventurer beside you?

Dooley
Electric
kim
LN
Mamoswindle
mich
Pigeon
s8n
Snowman99
Spence

The breadbasket of Bonteterra,
**Greater Basile is touched by war less than most. But corruption is it's vice. From Gasaland to the District of Basile, there isn't a soldier or middleman who can't be bought. Many adventurers begin their journey in Basileon, only to find Laketown a paradise compared to it's neighbors. With such an invisible enemy, your party's goal is cut out for them. By rooting out corruption and supporting the installation of figureheads more sympathetic to the cause, you can claim a foothold in the sleeping lion of Bonteterra. While the relative lack of warfare makes Greater Basile seem an appealing choice, it only takes your party selling you out to a corrupt officer of the law for you to become just another husk fed to the machine.

Bowman
Crespo
Crystal
Dyo
Harry
joey
Matieu
Sificon
Torin
zoa

Following the recent election of the Bonteterra Minor, the
**Major Publica has grown strong, but also gnarled and rigid. Behind it's facade of democracy lies a corrupt aristocracy. Six dukes who "serve" their Minor, ultimately perpetuate the same cruelty to their own people that they claim to be liberating others for. They straddle an important peninsula, and their position makes them an ideal intermediary between the Coast, Howler, and Basile. If you can utilize the aristocracy to your advantage, it could become a powerful force on the side of good, or at least on the side of you.

Arvid
Austin
DinoDan
Hydro
MixieSticks
Nova
RainMan
velvet
saberslasher
Totter

Fueled by a legendary bloodfued,
**Monland is a region of war. North and South both claim to be the true power of the region, and instead of demonstrating their worth through works and benefit to the people, they do so with war. The singlemindedness of the Monland factions leads to a bloody battle with trenches and virtu tearing the land apart, matching the most notable historic scarred land in Bonteterra. Fortunately those around them are able to prosper from the singlemindedness of the war with only nominal cost. But there must be some way out of the cycle. Surely your party can put a stop to the war, by revolution, assassination, or intervention. As your goal becomes clear, so too does that of the profiteers. Your party may share the same goal, but that doesn't mean profit wouldn't help, and of course selling out one of your own has the potential for lots of money.

a person
Colin
Desy
Ethan
FortColors
Garrett
gragson
Keira
Ramzi
Vic

In a land tempered by fear and isolation,
**The Howler stands resolute. Half of the region is dedicated to an empire supposedly at the peak of technological haven that foregos virtu for slaves, and the other half for a region ruled by economic oligarchs with slaves in all but name. But both are proud and resilient in the face of the brackish ocean surrounding them. People who are able to fend for themselves have been pushed down and feel unable to, which is exactly where your party of adventurers comes in. Supporting Leper Witch terrorists, trapping Pavan shipping routes, and salting the Bellian Delta all create the instability needed to help people realize the fragility of their overlords. Instability isn't limited to the aristocrats though, your own party is just as liable to succumb to infighting, and who can truly speak to what happens in the dark during a storm?

Carl-bot
Dorm
gnocchi
Hayes
Kaiacha
KawaiiMuski
Mia
phoebe
Quack
Willow

Home to an empire in the truest sense of the word,
**Woodcatch was fallen under the dominion of the Midian Empire. Efficent use of virtu has made them a force to be reckoned with, but their fall has already been beckoned from within. Having spread themselves far outside of the valley, their ranks are thinning to attrition. But the hastening of an empire oppressing what was once the Blomstring of the West is a goal beyond noble. Having your party spread across Woodcatch poses a chance to gain momentun for the cause. With Conangan and Venerangium resisting on the mainland, and Salistepp and the Worker's Republic on the crescent, there is plenty of opportunity for a band of adventurers to lead the oppressed people away from the blight of Midia. But the secret police are out for blood, and revolution is a fickle business. If you wanted, you could always lead your fellow adventurer astray.

Andresnharold
Baruch
Clink
floradogfarm
fua
heist
latias999
Meam
Turt
Val
 
F100: Secret Sidler
For this challenge, you will be learning real politics probably

Each party will be assigned a faction randomly. 6 Liberal, 3 Fascist, and 1 Hitler. Fascists will be told who other Fascists and Hitler are.

There are 3 phases to each round of the game.

**Phase 1**
There are 2 positions of power: **President, and Chancellor**.

President will rotate alphabetically beginning with the Coast and going to the Barrens and so on.

The nominated President party will select a different party to be the Chancellor. All other tribes will vote on this pair as the "government".

If the majority votes **JA!** or **YES** then the game continues to Phase 2.
If the majority fails to vote **JA!** or **YES**, then the President passes per the rotation, and the new President nomination gets a chance to select a new government. If the election fails 3 times in a row, then the next policy will be enacted (but only for it's faction effect), and the count resets.

(Note: if you were just President or Chancellor, you cannot be either on the following round, unless the election fails 3 times in a row)

**Phase 2**
Communication among anyone is forbidden during Phase 2.

The President party is randomly given **3 policy cards**, and discards one.

The **two remaining policies** are offered to the Chancellor party to select one.

Selections are secret, except the enacted policy.

After the **5th** Fascist Policy is enacted, the Chancellor may offer the President to not enact either policy. If the President accepts, the round ends.

There are 6 Liberal Policy Cards and 11 Fascist Policy Cards in the "deck". When the deck runs down to <3 cards, the discard pile will be "shuffled" in.

Either card will be reflected in the Policy Tracker
If a Fascist Policy is enacted then the game continues to Phase 3.
If a Liberal Policy is enacted then the round ends.

**Phase 3**The President Party will take the action denoted on the Policy Tracker. Communication is allowed during Phase 3. After Phase 3, the Presidential candidacy passes per the rotation. **Liberals** win when either:Hitler is killed OR **5** Liberal policies are enacted**Fascists** win when either:**6** Fascists policies are enacted OR Hitler becomes Chancellor following **3** Fascist policies being enacted.If the Fascist parties win, then all Liberal parties will attend Tribal Council. If the Liberal parties win, then all Fascist parties will attend Tribal Council. Additionally, the 2 Liberal tribes who earned the fewest points (+1 point for their government enacting liberal policy, -1 point for their government enacting fascist policy) will attend Tribal Council. If there is a tie, then there is a tiebreaker challenge in mind. Please check out the rules to the actual Secret Hitler and ask questions if you have them.
https://www.secrethitler.com/assets/Secret_Hitler_Rules.pdf Since this is live, Sid will determine the resolution speed depending on the flow of the game. Faster decision making means faster resolution. Discussion will be held in the public channel, but private decisions will be made **in your party's challenge chat**.

Private discussion among your party should be in **camp** specifically.
 
After our first round of Tribal Councils, saberslasher, Dooley, TEK, phoebe, FortColors, and Rebecce have been found guilty of sedition and become martyrs of the cause.

F94 - The Obligatory Jackbox Game
For this RAVEN, you will be playing !!QUIPLASH!!​

If you don't know the rules, it's quite simple:

You and a random anonymous opponent will be given a prompt,

You will give an answer to that prompt that you think is funny or silly enough to get the remaining players to vote for your answer over your opponent,

The votes will be given out by the remaining castaways,

For each vote you get, you will earn a point,

If you get all of the votes over your opponent, you QUIPLASH them and get an extra 3 points!,

If your opponent doesn't answer, you get the full points, but no QUIPLASH bonus NOR does this quiplash count towards the tiebreaker,

There is a 120 limit - To be clear, I am not going to be checking each and every input to see if its exactly 120. If you go over 1 or 2 characters with punctuation I'm not gonna nuke you, but if it's egregious I will not accept the answer and it will be BLANK instead and your opponent will get the points,

Also, please keep all answers PG13 as not everyone playing is an old head like YOU,


We will be giving you all TWO different prompts and you will have 12 hours to answer (9 AM EST) (So like 11.5 hours from now really).

If you do not submit an answer, your opponent gets all the points, sorry! In the second 12ish hours you will vote on all of the prompts (besides your own) selecting which answers you think are the best for each.

Now to go into the scoring, I first must tell you

This is no ORDINARY challenge

More

This is a...

RAVEN!

The player who gets the most points on their tribe will win individual immunity!!! In the case of a tie, the player with the most quiplashes will win! In the case of a further tie, the player who voted for the winning prompts the most will win!

In each party, only the 4 players who perform the best will have FULL votes. Everyone else will be relegated to the audience and have only HALF votes.
 
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