The People had been wanderers for as long as anyone could remember, moving from place to place, living off the lands and never returning to the same location within a generation.
Such a life style had served the People for countless generations and while the People had not always thrived, they would always survive. It seemed like things would remain the same forever.
And yet they would not as the world around the People changed and the People would change along with it.
Living off prey slain and brought by hunters and the fruits and berries brought in by foragers, this way of life would change when the People discovered the ability to grow their own food. Not much food and it would be difficult, but it is enough for the elders of the People to decide that it was time to settle down.
While it would take time for them to begin growing enough food to sustain the People, the shortage could be made up by the old ways until the new ways were enough.
Many of the People argued against this change in way of life, seeing no reason for the old ways to replaced with the new. The elders and their supporters pointed out that the People were growing in number and they would soon need a stable source of food in hard times.
The old ways may have sufficed in lean periods in the past, but should the People fall on hard times in the future, they would be too numerous for the old ways. The young, the old and the sick would certainly die, claimed the elders, there would be too many of them for the old ways to support.
So while some still grumbled and complained about the changes to what they had known their entire lives, the majority of the People were swayed the arguments of the elders, unwillingly to condemn those in future generations to death even if they would never meet them.
And as of such, the People decided to settle down, putting up permanent homes and planting their own food to harvest. The old question was where.
There were three main choices for the People to choose from. They could head up the river or they could head down it while the third choice would be to settle near the forest, away from the river.
Ultimately, the People made their choice and…
[] The People headed up the river and settled down in the spot where the river entered a vast and unimaginable amount of water.
[] The People headed down the river and settled in fertile grasslands where the river split into three directions.
[] The People moved away from the river and settled down in in the area between the fertile plains and the bountiful forest.
***
Since I noticed a lack of civ quests recently, I decided to start my own. Unlike other civ quests, this one won't be in a not!Earth, but set in a world I have made using Hexographer.
This vote is choosing the starting location of your civ.
[X] The People headed up the river and settled down in the spot where the river entered a vast and unimaginable amount of water.
While the People had quickly decided to follow the river, which direction they would follow was a far more contested matter with the tribe nearly split down the middle on whether they should head up the river or go down the river.
The debate initially started between the elders, but as the elders were unable to come to a conclusion amongst themselves, other members of the people found themselves getting involved to the point that everyone, but the children were caught up in the debate.
As the season came to a close, those favouring heading up the river were able to convince the majority of the tribe to back them and not wishing to drag out the argument too long lest winter crept up on them and the People find themselves unprepared, the rest of the elders conceded on the matter.
The People journeyed up the river until the end of winter, finally coming to stop as they reached their destination as the snow began to melt. The People didn't stop by choice, but the world around them decided that their journey had come to an end as the river opened up into a massive lake of water, stretching as far as the eye could see.
To the People, such an unfathomable amount of water was a sight of awe as while the People had encountered lakes before, there was nothing on this scale. No, the water extended as far as the eye could see and no matter how far out the People would swim, no one could see the other side of the colossus lake or the sea as some had come to calling it.
Finding a bay where the river met the sea, the People made their first settlement, finally switching from a life of wandering to a life of huts and growing.
While the fields aren't as full of life as those further along the river, they are still bountiful and fit for growing the plants that the People wish to use for food.
Even as their lives change for the first time in forever, the world goes on around the People and People live in the ever changing and progressing world. As always, the women of the People give birth to new babies, babies who shall grow into members of the People who will never know the old wandering lifestyle.
And as death continues to come for the People, it will take mere generations before there is no one that remembers the old wandering lifestyle.
But despite the loss of the old way of life, the People mostly agreed that their new way of life is better. Only a few of the People tried to return to the old ways and even then, half of them would eventually come back to the safety of the People and their new home.
Seasons come and go just as the generations. The new harvests are poor at first due to inexperience of the People at farming and it requires foraging, hunting and fishing to make up the shortfalls.
Some are disheartened at these early failures, but at the urging of the elders, the People keep at it and continue to plant new seeds at the end of winter and then harvest them as the weather grew colder.
Over time, the people grew proficient at farming and soon the crops would be plentiful. The harvests wouldn't always be enough to feed the People, but the People didn't always rely upon the harvest for food, even when the harvest would be enough.
Berries and nuts would be collected by foragers to go along with the crops while fish would be hunted in the river and sea alongside other water foods while hunters would go out and hunt down animals for the People. If given the choice, the People would eat a mixture of these rather than just focusing on one.
As predicted by the earlier elders, the People would grow in number and within two to three generations, there was twice as many People as when the People first founded the village. It was within the latter of these generations that the boy called Arth was born to.
Whilst growing up, Arth stood out not only for his cunning as a child, but for his ability to sway the other children to go along with his schemes. He would cause trouble, but never true trouble and nothing that would harm the People as lad was smart enough to figure out when things would go too far.
Another thing that drew the attention of the adults of the People was that Arth preached loyalty and cooperation amongst the children who followed him, making it so that they stick with each other even in times of trouble and would never abandon another should things get tough.
To the surprise of many child and to the approval of the elders, Arth also insisted on showing kindness and charity to others, even when it there was seemingly no use to them. When questioned by the other kids, Arth claimed that by treating your fellows with kindness, especially in their time of need, they would remember that kindness and help you in turn in their time of aid.
By the time Arth became of age, it became apparent that he would be a major player in the leadership of the People despite his youth. With the majority of the People following the directions of Arth, he would…
Pick 2 Options
[] Organise the storage of uneaten foods to be preserved for latter dates.
[] Send out scouts to explore the lands beyond the village.
[] Help the farmers become more proficient at the growing and harvesting of the People's crops.
[] Direct the hunters to bring in meat from animals and fishes.
[] Coordinate the efforts of the People, helping aid each other and ensure that no one is abandoned or left unaided.
[X] Coordinate the efforts of the People, helping aid each other and ensure that no one is abandoned or left unaided.
[X] Organise the storage of uneaten foods to be preserved for latter dates.
"How fare the stockpiles?" asks Arth as the harvest season comes to an end and the winter begins to come.
Having led the People for over half his life, this will be Arth's twenty eighth winter.
While he has a sharp mind, a caring heart and the loyalty of the People, Arth is by no means the strongest or the toughest or best looking of the People. Wrapped in furs made from the animals that the hunters bring in, Arth is an average looking specimen and if it wasn't for his cunning and tongue, he wouldn't stand out amongst the People.
But he has his mind and words and Arth has used them well enough to gain leadership of the People. Despite most of them still being twice his age, the elders listen to Arth as if they were just any other member of the tribe.
And Arth has proved himself worthy of the trust placed in him. Under his leadership, the People have thrived. No member of the People goes hungry nor do those that find themselves ill or injured go without aid from the healthy members of the tribe. Even an elder has aged enough that they are no longer able to serve the People will still receive care and food from the rest of the village.
Part of it is due to Arth making sure that the People properly managed the food that the hunters, foragers and farmers bring it. While getting more food and making the current methods more efficient could be done by Arth, the young genius decided that preserving and managing the food that they did bring could go a long way.
He made sure that all of the uneaten meat and fish brought in by the hunters was dried and smoked before storing it away in pots. Grain that was not turned into bread was stored in pots and pots of both animal and plant get buried in the ground to make them last longer.
Arth also ensured that the People didn't waste food and stopped more foolish members of the People would destroying good edible food in reckless and in Arth's opinion, stupid deeds. While some chaffed at his strict managed of food, none doubted the effectiveness of his methods nor was anyone displeased with the results he got.
Those changes weren't the only ones that Arth is bringing about under his rule. Arth isn't sure how many others have noticed, but his leadership is shaping the People as the youngest generation will grow up under his rule and learn what values his leadership will impart on the People. If he lives long enough for another generation to mature under his leadership, Arth could quite easily determine what path the People shall follow in the future, even after his death.
The cause of it is simple and obvious to Arth's keen mind. He is both a leader who the People have no problem following and the youngest leader that the People have had. Before him, it was the elders leading, the oldest determining the future of the People with their experience and wisdom that their long lives had left them with.
It is an effective way of leading and Arth sees little problem with it, but it means that only a single generation will grow up under an elder. Combined with multiple elders with different ideas, no elder or group of elders has had the opportunity to shape the path of the People like Arth has right now.
Having led the core of his own generation as he was growing up and the next two generations growing up under him, should he live a long life, by the time Arth dies, the entirety of the People will have only known his leadership.
It is a heavy and grave burden, but one that Arth aspires to live up to and one he takes with grave serious enough. If his leadership is to determine the future path of the People, then he shall do his utmost to be a good leader. Anything less would be a failure on his part and a betrayal to the People.
"We have more than enough to last the winter," answers Garth, drawing Arth's attention back to the now and then, "Even if we have some shortages or loss, we shall have enough to keep the People fed until the snow melts and the cold gives way to new life."
"Good," says Arth, "When Harv gets back, have someone get her to come and speak with me. I want to talk with her about-"
Arth doesn't finish the sentence as one of the hunters, a younger lad, comes running towards them. Shifting his gaze from Garth to the hunter, Arth is quick witted enough to tell that something is wrong.
Someone must be hurt or dead or perhaps there is a particularly dangerous animal on the loose. They had a few years of trouble with a pack of wolves before Fern and Gara killed off half of them, scaring the rest off.
Deciding to make things easier for the lad, Arth marches towards him, reducing the distance that the hunter will need to travel to reach him.
"Arth! Arth!" cries the hunter as he approaches and Arth recognises him as being one of Fern's hunters, "Outsiders!"
"Outsiders?" demands Arth sharply as the young lad comes to a halt.
"Men and women, but not of the People," explains the hunter, "My hunting group saw them heading towards the village and I was sent to warn you."
"And you did good work," Arth tells the hunter even as he is already thinking of how to deal with this people who are not People.
Outsiders come. How shall Arth and the People deal with them?
[] The People have more than enough food. Send some food to them as a gesture of good will.
[] Send a group to talk with the outsiders. See who they are and what they want.
[] Rally the hunters and prepare to drive them off. These outsiders are not the People and shall be treated like all those that pose threats to the People.
***
So I have figured out that I am not so good at writing stone age tribes. A tad too low tech for me and I keep struggling not to throw things in that they shouldn't know or have discovered yet.
[X] Send a group to talk with the outsiders. See who they are and what they want.
Arth doesn't take long to come to a decision. These unknown men and women may not be the People, but they are not animals either. He certainly wouldn't approve of his hunters treating them like more prey to be slain and brought back for meat, skins and bones.
That said, they are not the People either so while they should not be rejected out of hand, neither should they be embraced and treated like the People for they are not. While it had been generations since any such thing had happened, a few tales remain of the People fighting against men and women who are not People when they were encountered in the days of old.
Arth doesn't put enough faith in a few old stories to let them determine how he will deal with these outsiders, but between those tales and these people not being People, Arth isn't going to welcome the outsiders with open arms like he would if they were People.
He will welcome them, but he shall do so cautiously. Arth decides that keeping the food and hunters at home for now if the best course of action while he shall lead a small group out to talk with these outsiders.
***
Leading Garth in charge of the village, Arth watches the outsiders approach the village with a group of four elders and four hunters with him. While he will negotiate as part of his responsibility as leader of the People, the elders can provide support for him with their wisdom and experience while the hunters can defend them should these outsiders turn out to be hostile.
There are a dozen people in the approaching group, all of them looking like hunters, armed with either spears or bows and arrows, sometimes both.
As the outsiders, Arth narrows his eyes as he realises that not all of these outsiders are outsiders like he thought.
"Sorn!" calls Arth, "Abandoner of family! Why do you return here and with whom?"
The outsiders come to a halt some distance away, pausing as they turn to look at the former member of the People within their midst. While it has been some winters since he last saw Sorn, Arth still recognises the man even after he fled the village so long ago, unhappy with Arth's leadership when he was still so young.
Glancing at Arth, but not meeting the eyes of the People's leader, Sorn instead turns his attention to one of the outsider women rather than reply to Arth's challenge. As the woman turn her focus from Sorn to Arth and the People with him, Arth gets a better look at her.
Tall, muscular and healthy, the woman carries herself with an air of leadership despite being even younger than Arth is and even at this distance, Arth can tell she looks rather attractive and easy on the eyes.
"I am Vryn of the People," declares the woman as she strides towards Arth, clearly the leader of these outsiders, "I wish to speak with Arth of the Sea Farmers."
"I am Arth," replies Arth, "What do seek here?"
"Knowledge and a new future," answers Vryn, "Sorn has told us of his old people, how you live in huts by the river and the Sea lake. He has also told us that you are able to do so by growing your own food rather than relying on what nature provides you."
"That is true," confirms Arth, wondering how much Sorn has told these outsiders of the People.
"The elders of my People wish to have such knowledge and the ability to shape our own future," continues Vryn, "I have been sent to get it."
Sent to get it. Those word make Arth wary. This woman seems to be willingly to do things peacefully, but that wording leaves open the possibility of Vryn and the outsiders attempting to claim the People's knowledge of farming by force.
Maybe they would try taking some of the farmers or grown crops. Perhaps they might attempt to claim the village for themselves.
But if they wish to talk, well, talking is something that Arth is rather good at and he has a talent for bringing people about to his way of things.
"Then let us talk," Arth tells Vryn with a smile on his face.
The Outsiders wish to settle down and set up their own farms after learning about the People from a former member of the People.
[] Reject the Outsiders. They are not the People and shall not lay claim to the People's knowledge and hard work.
[] Teach the Outsiders how to farm and let them set up their own village.
[] Offer to exchange knowledge of farming in return for something from the Outsiders.
[] Invite the Outsiders into the village and let them join the People.
[X] Invite the Outsiders into the village and let them join the People.
Farming is invaluable to the People and it wasn't something that Arth was going to give up freely to outsiders with no gain for the People.
The negotiations took time and while it was simple enough to get some like Vryn onboard, many more were hesitant and a few like Sorn were outright opposed. Apart from the few exceptions, the Outsiders were quite eager for knowledge of how to farm, but less eager about what Arth was offering in return.
The main problem with wanting something in return was that the Outsiders had little to offer the People. They were less numerous than the People with one person for every three that the People had and while they could have offered furs and food to the People, the People didn't have a particular need for those things as the hunters brought in enough furs while Arth's leadership had ensure that the People did not want for food.
All they had was their People and while they were willingly to hand over Vryn to be one of Arth's wives, Arth assumed that they wouldn't be willingly to hand over too many of their men and women. Even if they were, Arth disliked the implications of trading people, even those that weren't People, like they were furs and meat. People were more than just animals or food and if such things could be done to those not of the People, they could be done to those of the People.
No, Arth decided that he could get the Outsiders to become one with the People, but it would take time, planning and cunning. Trying to force when there was opposition amongst both the People and the Outsiders would have led to disaster. Instead, Arth invited some of the Outsiders to live with the People and learn how to farm, correctly claiming that teaching someone to farm properly would take time and effort and the easiest way for the Outsiders to learn farming was do so by farming alongside the People.
So a group of Outsiders came and lived with the People, while they did learn to farm, Arth made sure that they got integrated into the People. When it came time for the Outsiders to return to the other Outsiders, none desired to for that they were now People.
To avoid outrage from the Outsiders and claims that they were stealing their people, Arth made it clear that the Outsiders joining the People were doing so by choice and then extended the same offer to the rest of the Outsiders.
Most were sceptical, but they still lacked knowledge of farming and all those that had gone to the People had chosen to stay with them of their own free will. Combined with how the People were doing better and were thriving, many of the Outsiders decided to take up the offer that Arth presented them with.
While less than half of the Outsiders, they were still a significant number of the Outsiders. It didn't take long for the Outsiders to settle in the village. After that, it was something of a chain reaction.
Seeing their friends and family were doing well amongst the People, more of the Outsiders left to join the People, deciding that they would rather be with their relatives and a thriving village than attempt to set up their own village.
Over the next few seasons, most of the Outsiders ultimately came to the conclusion that they are better off joining the People than founding their own village. A few tried to start their own, but without knowledge of how to farm and greatly lacking in numbers, the Outsider village lasted only two winters before its starving villagers came to the People. Others decided to stick to the old ways, moving away from the People and the Outsiders who had joined them.
As the Outsiders settled in with the People, Arth kept waiting for the troubles to start. He did his best to keep on top of things, settling minor arguments and disagreements before they could escalate into something more serious. He ensured that everyone got fed and looked after, that the old People didn't get favoured over the new People and all got treated with the respect that they deserved regardless of origin.
Working tirelessly as he grew older, the elder grey appearing in his beard and hair and the children that Vryn bore him coming of age, Arth did his best avert the incoming crisis until one day, he realised that there was no crisis coming. The People were one and his unrelentingly leadership ensured that the cracks and divisions formed when the Outsiders joined had been ground away.
The Outsiders had come and Arth had turned them into People.
Value Gained!
Communal Compassion Loyalty and kindness to one's people is a value thing and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent,
Cons: Increase stability loss from taking actions which harm the People,
***
"So what now?" asks Vryn as the matron leans against her husband.
The favoured wife of Arth the Great, the woman is no longer young and like her older husband, the elder grey begins to claim her own hair. While she has given her husband several children, Vryn has finally past the age of being able to produce a child in her womb.
"There is a few things that the people can do," replies Arth as he enjoys the comfort of his favourite wife against him as the two of them watch their youngest children play with each other, "Since I took leadership, the People have grown in number fourfold one way or another. The village has more than enough room to grow and we do not want for space, but we could expand further. We could set up another village and put some trusted elders in charge to handle the day to day affairs while I handle the main village and the overall state of the People."
"And the problem is?" inquires Vryn, reading her husband's hesitation with ease after knowing him so long."
"I can manage multiple villages, but I will not live forever," says Arth, "No one does. And when I die and it will be a when, I do not know if my successor, whoever they may be, will be able to handle leading multiple villages. Even if they can, could their successor handle it? No, as I always do, I need to plan for the future and not just the present."
"And you successfully do," says Vryn, "When was the last time that someone went hungry? Or was abandoned to die? You have ensured that those things do not happen. I am grateful for it."
"Speaking of planning for the future," says Arth, returning to the original subject, "I could get focus on a specific type of food. Encourage farming. Or hunting or perhaps fishing. We would not go hungry and it may provide new insights for the future."
"Pick what you will," Vryn tells Arth as she leans into kiss him, "You always make the right choices."
Pick 2 Actions. Each Action may be taken multiple times.
[] Found a new settlement.
[] More Fishing.
[] More Hunting.
[] More Farming.
***
So funny thing happened this turn, there was four crits with you guys getting one failure and one success while both splinter groups of Outsiders got one of the other crit failures.
While you crit failed the tech roll (technically you just regular failed because tech rolls can't crit fail), you got a 100 on the roll to integrate the Outsiders after barely managing to convince the majority of them to join. Between that and Arth's Hero bonus, you managed to get away without any trouble, something which got you a slightly better Value.
Meanwhile you got lucky again as both potential rivals from the non-joining Outsiders collapsed as they failed to get off the ground after losing the bulk of their population.
Normally I wouldn't comment like this, but things almost went perfectly for you this turn (minus Arth almost failing to convince the Outsiders to join beyond a minority of them) and I felt you ought to know how lucky you got.
Wyrn doesn't bother to hide her grief or sadness like so many others around her as they watch Vryn the Mighty's body get carried to the burial mound containing her husband.
While she still lived, Vryn was the oldest and wisest of the elders, having been alive so long that there was no member of the People who could remember a time when she wasn't alive. Or even a member of the People as claimed in the old tales.
Wyrn wonders if this was what it was like when Arth died as she never knew her grandfather as she was born a couple of winters after death claimed him. She knows that Arth was the greatest of the People and brought the Outsiders and the People together as the older members of the People are always willingly to share tales of Arth's greatest.
Even Vryn claimed that most of her leadership was just following Arth's path and doing what he did.
Now Vryn is gone and the People have no great elders to lead them. While they are officially still led by the elders, that has not been the case in living memory as the elders have been stepping aside in favour of first Arth and then Vryn.
While some wish to return to the older ways of letting the elders lead, others wish to continue having a single leader with most of them championing for Wyrn's Uncle Varth to take over as leader.
Wyrn doesn't mind either as both methods have proven to work and have served the People well.
[] [LEAD] Have the elders return to leading the People in practice.
[] [LEAD] Have Varth take over from Vryn as leader of the People.
While Wyrn sees herself taking over as leader in the future, she knows that right now, she is too young and unaccomplished, only coming up on her sixteenth winter. She may have inherited the beauty of her grandmother and the silver tongue of her grandfather in addition to having her own talent at weaving tales and carving stone, but Wyrn needs time to make a name and following for herself.
She has already gotten started on that, making friends with the youth of her own generation and worming her way into the good graces of the adult members of the People.
Beyond that, Wyrn has found herself a hobby for her talents, using stone to carve images into other materials. While she can use wood or bone, Wyrn prefers to carve stone into stone as while it is harder than with wood or bone, stone lasts longer than the others.
Wood and bone rot and crumble while stone doesn't. She may not be a smart as Arth is claimed to be, but Wyrn has figured out that her works made with wood and bone won't last beyond her lifetime while those she makes with stone will be around until they are destroyed or damaged.
So she carves into stone if she has the chance. It started out as a hobby when she was only a few winters young, making patterns and images into unused bits of wood. When she got older, a few of the elders noticed her talent and got her to carve images to help them teach the young generations and pass on the stories of old.
Since then, Wyrn has been able to build up her reputation in the village so she has can devote significant amounts of her time to stone carving.
One thing that Wyrn has noticed is that while the elders can pass on tales of what happened in the past, they cannot pass on images. She has heard all about Arth, yet she has no idea for what he looks like if it wasn't her some of her uncles and cousins looking like him.
So while she is too late to carve the likeness of her grandfather, Wyrn can still make stone carvings of her grandmother. Oh, she has tried her hand at making sculptures of Arth and some other important members of the People, but Wyrn puts most of her efforts towards Vryn so no one forgets what her beloved grandmother looks like.
Wyrn usually just carves the face and head of Vryn, but sometimes she goes for the full likeness, making a full body figurine of Vryn.
And now Vryn is dead and if Wyrn is make further carvings, she will need to rely upon her memory and existing works. She takes some solace in the fact that her existing works are plentiful as she has made enough for most families to have at least one.
As she watches Vryn's body get carried into the burial mound, knowing that it will be the last time she sees her grandmother in the flesh, Wyrn wonders what legacy that Vryn will leave. Arth left one of compassion and a caring community, ensuring that none of the People got hungry or abandoned when there is another of the People there to help.
Thinking about the matter, Wyrn realises that she has the chance to shape the lessons that Vryn will pass on to future generations and perhaps she could expand upon Arth's legacy. She just needs to decide what story needs to be told and then start sharing the right words with the right ears.
Vote for at least two options
[] [LEGACY] While Arth and Vryn ruled above the People as their leaders, they did not see themselves as being inherently better, instead earning their positions through hard work and their actions.
[] [LEGACY] Arth and Vryn made sure that the People prepared for the future and it was Arth's strict management of the food that made it possible for starvation to be all, but wiped out.
[] [LEGACY] By keeping an open mind and open hand, Arth made it possible to see for the Outsiders to join the People, gaining many of today's people as well as Vryn herself. Even if they are not People, people should be considered people.
[] [LEGACY] Arth and Vryn were born special, the greatest of the People and the Outsiders respectively. Born to be great, they were both fated to be the grand leaders that they were.
***
You got organised hunting groups as a tech while one of Arth's and Vryn's grandchildren is a Diplo/Culture Hero because you managed to get a second 100 on a Hero generation roll.
Rolling for how long they lived, Arth died at the age of 84 and Vryn managed to last until she was almost a hundred and a full two decades after Arth died. In fact, if her luck had lasted a little longer, she would have still been alive in this update.
I will introduce the stats in an update or two as you reached the point where I will they properly represent things.
[X][LEAD] Have the elders return to leading the People in practice.
[X][LEGACY] By keeping an open mind and open hand, Arth made it possible to see for the Outsiders to join the People, gaining many of today's people as well as Vryn herself. Even if they are not People, people should be considered people.
[X][LEGACY] While Arth and Vryn ruled above the People as their leaders, they did not see themselves as being inherently better, instead earning their positions through hard work and their actions.
[X][LEGACY] Arth and Vryn made sure that the People prepared for the future and it was Arth's strict management of the food that made it possible for starvation to be all, but wiped out.
Forty and five winters have passed since Arth died and two generations of the People have grown up without having met the greatest of the People. Twenty and five winters have passed since Vryn died and a single generation has grown up without knowing the second greatest of the People. Ten and five winters have passed since Wyrn claimed the mantle that Arth and Vryn once held and the latest generation of People have grown up on her stories of Arth and Vryn.
It didn't take much effort for Wyrn to become the leader of the People. While the People might have returned to having the elders lead, that decision only had a slight majority of support with plenty of the People desiring another leader like Arth or Vryn.
When Wyrn stood up to fulfil that position of leadership, most welcomed her with open arms and while there were some complaints, she had the backing of the People for all intents and purposes.
Wyrn was not the genius that Arth was nor did she have the advantage of being Arth's wife and an elder like Vryn, but she had the silver tongue of her grandfather and her grandmother's beauty. Having already leveraged those to get the People listening to her tales, she could get them listening to her even if she wasn't as good as Arth.
Then again, no one, not even Vryn, can be as good as Arth.
Nonetheless, following the example of her grandfather, Wyrn gets by. It helps that Arth was wise enough to know that he wasn't going to live forever and made sure to teach others how to organise things. So while Wyrn never got to learn from Arth himself, those taught by Arth have been able to teach Wyrn and Wyrn will be one of those teaching the next generation.
How to lead the People won't the only thing that the next generation will learn from Wyrn. While not an elder yet, Wyrn has still been able to get the People to listen to her tales of Arth and Vryn.
The tales she speaks are varied. Sometimes she tells them of how Arth was wise enough to prepare for the future and not only did he make sure that future leaders of the People would know what to do, but he his strict management of the food situation resulted in the current system which kept anyone from dying of hunger.
Other tales include how by being open minded and offering a friendly hand, Arth not only avoided conflict with the Outsiders, but he convinced most of them to join the People and many of those living today can trace their descent back to an Outsider or two. If he had refused to treat the Outsiders as not being people due to not being part of the People, the People would be worse off and many of those alive today would not be around.
A third tale would be one of how neither Arth or Vryn were born special. Both of them earned their positions through hard work instead of being granted their places in life due to being born special. They were both great, but that greatness was earned through work and not given by birth.
Of these stories, the younger generations have taken away one main lesson from them. People are people and everyone is born equal. You should judge people by their actions and not the nature of their birth.
New Value Gained!
Born Equal While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,
Wyrn just hopes that the People have learnt the right lesson from her tales.
You have two Secondary Actions. Two Secondary Actions make a single Main Action.
Please tag actions as [SEC] & [MAIN] and NO PLAN VOTING.
[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation
[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation
[] [SEC/MAIN] More Farming.
S: +1 Temp Econ, Chance of Innovation,
M: -3 Temp Econ, +1 Econ (0/1) (Limited by number of Settlements), Chance of Innovation,
[] [SEC/MAIN] Explore Lands
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -3 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
***
I'm not going to explain everything in this post so if something is unclear, just ask. I will say that stat wise I am using permanent stats and temporary stats with the latter being in the brackets. Temp stats can be raised as high as twice the permanent stat before they begin to overflow and at the start of each turn, the temp stat will move halfway back towards the permanent stat. For example with Econ 6, Temp Econ 4 would become Temp Econ 5 at the start of each turn while Temp Econ 10 would become Temp Econ 8. A lot of the stuff in the Civ Sheet isn't relevant right now, but is in there so I can keep track of things more easily.
The People Council of Elders Upper Centralization Limit: ??? Lower Centralization Limit: ??? Admin Strain Free Provinces: ??? Penalty Accumulation: ??? Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 2 Provinces Subordinates: ???
Early Ancient Palace Economy Temp Econ Damage: Event, -1 per 1 Centralisation, Wealth Generation: 1 per Dominant, Passive Policies: N/A Additional Actions: None Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse. Special: Increased polity size will raise the level of Minimum Centralisation required.
Values & Legacies
Communal Compassion Loyalty and kindness to one's people is a value thing and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent,
Cons: Increase stability loss from taking actions which harm the People,
Born Equal While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,
Arwyn was a hunter and explorer of the People and he had just survived his thirty and one winter. While he spent his early years exploring the lands near to the village and hunting wild beasts for the People, he had come to join the expeditions in the last few years.
Most of the hunters didn't stray too far from the village and never spent more than a season away from the village. Arwyn used to be one of those until he grew truly confident in his abilities.
It was only once he felt comfortable leaving the area of the village and the safety that it provides that he agreed to go on one of the expeditions.
The expeditions are something of a tradition amongst the explorers at this point. A band of hunters will gather up some supplies and head away from the village. Supplementing their supplies with hunting and foraging like in the ancient ways, the expedition would go far from the village, often spending winters away from the village as they seek new lands to discover.
Only three types of people go on an expedition. Arwyn is one type, the experienced explorers. An experienced explorer like him will only go on an expedition when they have been a hunter and explorer for several winters and are confident enough in their abilities to truly be away from the safety of the village and the rest of the People.
The second type is the young hunter in search of glory. Still young and with heads full of tales of glory and fame, these hunters seek to explore new lands and discover the wonders of the world so they can return home famous. From Arwyn's observations, they either die off, settle down or live long enough to become an experienced explorer.
The final type of expedition explorers is the loner. Not quite outcasts, but the people who don't fit in with the rest of the People and would rather spend their time away from others. While most people like this end up becoming a hunter or forager to get away from the rest of the People, some take a step further by going on an expedition to spend multiple winters away from the People.
It has been two winters since Arwyn's current expedition set out and by now, supplies are beginning to run low despite their best efforts and they have already lost two of their number to harshness of the world.
If they are to start heading back now, Arwyn estimates they could make it back by the time harvest ends and before the snow of the next winter begins to fall. It is also quicker to get back to the village than it is to find new places by wandering about.
Yet Arwyn had hoped to reach his chosen destination as he gazes at the massive mountain in the distance, still looming in the horizon despite the progress made by the expedition. Other explorers have discovered the mountains on either side of the sea, stretching out both inland and into the sea.
But Arwyn wants to discover this singular mountain that dominates the horizon as you follow the river upstream.
Unfortunately, it is not to be. The mountain is too far away and distance for this expedition and Arwyn isn't the sort to needless risk the lives of his fellow people just for a chance at fame.
"Arwyn!" calls one of the younger hunters, "An arrow! In the tree!".
Perking up at this discovery, Arwyn wonders what it could mean as there is no way that a member of the People could have made it this far away from the village before.
***
The Lowlanders unnerve Arwyn even after spending a few days with them. Or perhaps it is because he has spent a few days with them that they unnerve him.
They look like people and they act like people, but they do not act like People. That much is certain. For starters, they lack the unity and the community of the People. Rather than all together in a single village, they are scattered across multiple villages, each one with their own leaders. There is no great single leader like in the old tales nor is that a council of elders that rules over the entirety of the Lowlanders.
They are also a lot stricter than the People with those in positions of power expecting unquestioning obedience, something which puts Arwyn on edge as there is a lot more freedom of choice amongst the People. While the elders lead and put some rules in place, the People are generally allowed to do as they wish as long as it doesn't hurt other members of the People and are trusted to make themselves of use to the People.
Worst of all is these 'warriors' that the Lowlanders have. While the People have the elders to lead them, the Lowlanders have warriors to choose the path of each Lowlander village, but what makes them bad is the very nature of the warriors. The warriors are hunters, but unlike true hunters such as Arwyn, the warriors hunt other people rather than beasts.
Absolutely vile.
Yet the initial meeting between the Lowlanders and Arwyn's expedition went well. There plenty of wariness, but peace was given a chance and Arwyn and his hunters found themselves invited to spend some nights with the Lowlanders before returning back to the People.
It has gone alright despite everything that is wrong with the Lowlanders. Arwyn and his expedition are treated like warriors and get to eat and drink with the Lowlander warriors along being given the appropriate respect that a warrior is owed by the Lowlanders.
It helps that the Arwyn has been peaceful with the Lowlanders despite having the opportunity to be otherwise. It turns out that the Lowlander Tribes are aware of other groups people that are neither of the Lowlander Tribes or the People.
There are the Forest Folk in the forest sunfall of the Lowlanders, who apparently wield powerful magics and shun all outsiders. While the Lowlanders occasionally suffer a few raids, the Lowlanders and the Foresters leave each other alone. Sunrise of the Lowlanders, are another group of Lowlanders, who the Lowlander Tribes call the Freak Folk. Arwyn doesn't know what to make of them as while the Lowlanders are happy to tell about how vile and unworthy the Freak Folk are, he isn't sure how much faith to put into stories. He does know that the Freaks and the Lowlanders regularly clash with each other and the Lowlanders don't consider all of the Freak Folk to be real people.
The last group that the Lowlanders know of are more Lowlanders, but these ones are Lowlander Zealots, who despise all outsiders and wield the magic of the spirit-servants of their great god. Unyielding in their hatred of outsiders and worship of their god, the only contact between the Zealots and the Tribes is violent and the Tribes only hold hatred and rage towards the Zealots.
The Lowlanders are also eager to tell Arwyn about the mountain he has been seeking or more accurately, eager to warn him about it. According to the Lowlanders, it is the home of winged monsters that none of the Lowlander warriors dare even consider fighting, considering an automatic death sentence to fight one of the Winged Beasts.
After several days of hospitality, Arwyn and his hunters begin their long journey home and with plenty of stories for the elders and the rest of the People.
You have two Secondary Actions. Two Secondary Actions make a single Main Action.
Please tag actions as [SEC] & [MAIN].
[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation
[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation
[] [SEC/MAIN] More Farming.
S: +1 Temp Econ, Chance of Innovation,
M: -3 Temp Econ, +1 Econ (Limited by number of Settlements), Chance of Innovation,
[] [SEC/MAIN] Explore Lands.
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -3 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
[] [SEC/MAIN] Trade Mission = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -3 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Lowlander Tribes,
***
The People Council of Elders Upper Centralization Limit: ??? Lower Centralization Limit: ??? Admin Strain Free Provinces: ??? Penalty Accumulation: ??? Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 2 Provinces Subordinates: ???
Early Ancient Palace Economy Temp Econ Damage: Event, -1 per 1 Centralisation, Wealth Generation: 1 per Dominant, Passive Policies: N/A Additional Actions: None Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse. Special: Increased polity size will raise the level of Minimum Centralisation required.
Diplomatic Relations
Lowlander Tribes = Minimal/Cautiously Friendly
Forest Folk = None
Freak Folk = None
Lowlander Zealots = None
Values & Legacies
Communal Compassion Loyalty and kindness to one's people is a value thing and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent,
Cons: Increase stability loss from taking actions which harm the People,
Born Equal While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,
Despite the discoveries by Arwyn and his explorers of what existed far upriver of the People, the People choose to focus on their own affairs.
The Lowlanders, the Foresters and whatever people may out there are too far away for the People to concern themselves with. It would take many weeks of travel for someone to travel between the village and the Lowlands and the elders decided it wouldn't be worth the effort.
Not with how savage and violent the Lowlanders are. No, the People ought to keep out of the Lowlands and the dangerous ways of those that live there.
The People concerned themselves with living off the lands and sea as their numbers slowly increased with time.
Where as the hunters had been the focus of the older generations, the newest generations of the People flocked to the sea and river, seeking fish and shell over beasts and new lands.
It was by focusing these areas that the People were able to make two important discoveries. The first was that using the straw, the stalk of the crops grown by the farmers once the grain had been plucked, it was possible to weave into something thick, strong and flexible which came to be called rope.
From there, it wasn't long before someone had the bright idea to weave the rope together, forming nets that could be used to carry stuff by putting things into the net and then carrying the net and everything inside.
While exploring the uses of the new rope and the nets made from it, the fishers came up with the idea of using the nets to catch fish in the sea and river. Rather than wait and spear the fish, the fishers would place the net in the water and attempt to catch the fish by having it swim into the net.
Helping bring in more fishes then before, there was some disagreement amongst the People about whether the nets saved time as while it made fishing easier, it took time and people to weave straw into rope and then rope into net.
Over the generations, life is peaceful amongst the People as the harvests are good, the sea and river are plentiful and the villagers are content.
You have two Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].
[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation
[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation
[] [SEC/MAIN] More Farming.
S: +1 Temp Econ, Chance of Innovation,
M: -3 Temp Econ, +1 Econ (Limited by number of Settlements), Chance of Innovation,
[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -3 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Forest, Lowlands,
[] [SEC/MAIN] Trade Mission = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -3 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Lowlander Tribes,
***
Not much this turn. Hard to find stuff to write about at this level of development whilst you are isolated from everyone else. I ended up writing three different updates before deciding on this impersonal overhead view of what happened.
The People Council of Elders Upper Centralization Limit: ??? Lower Centralization Limit: ??? Admin Strain Free Provinces: ??? Penalty Accumulation: ??? Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 2 Provinces Subordinates: ???
Early Ancient Palace Economy Temp Econ Damage: Event, -1 per 1 Centralisation, Wealth Generation: 1 per Dominant, Passive Policies: N/A Additional Actions: None Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse. Special: Increased polity size will raise the level of Minimum Centralisation required.
Diplomatic Relations
Lowlander Tribes = Minimal/Cautiously Friendly
Forest Folk = None
Freak Folk = None
Lowlander Zealots = None
Values & Legacies
Communal Compassion Loyalty and kindness to one's people is a value thing and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent,
Cons: Increase stability loss from taking actions which harm the People,
Born Equal While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,