[X] [Sunset] They conquered their lands and took them as their own.
[X] [Oldshore] They intercepted the Oldshore raiders while at sea.
[X] [Beyond] They traded with both the Forest Priests and the Sunset Clans.
[X] [Faction] The Traders.
Rather than strike back at the raids from Oldshore or let them come to them before fighting, the People decide to not let the attackers reach their shores in the first place. The hunters of the People took to the sea, but for defence rather than offence.
It turns out to be harder than expected as while crossing the ocean to reach Oldshore or Newshore is easy enough, finding canoes in the middle of the ocean is not. Despite the difficulty, the hunters of the People soon develop a proficiency when it comes to sailing on the sea.
Yet for all their skill when it comes to ocean, their successes at sea come down more to luck. Thanks to the favour of the spirits, the hunters of the People intercept most of the Oldshore raiders before they reach Newshore. While the People take losses, they inflict heaver losses on their foes as the Stormfolk and Oldlanders lose hunters at sea than the People do.
Despite their successes, the People are not always successful and several raiding groups are able to successful make their way to Newshore and prey upon the settlements of the People. But the Newshore villages are not undefended and of the few attackers who reach them, even fewer managed to successful attack a village. And of those very few who managed to get away with their loot, even few survived the return trip home.
Those raiders who survived their attack on the People would return to great glory, but the risks weren't seen as worth it by the Oldlanders and Stormfolk. Why risk their lives on a near-suicidal mission to raid the People on the other side of the ocean when they could just raid each other and themselves? Over the generation the raids from Oldshore crawl to a halt as only a handful of daring fools from the Oldlanders and the Stormfolk decide to continue attempts to raid the People.
The Oldshore raiders aren't the only outsiders that the People have interactions with. They trade with both the Sunset Clans towards the sunset and the Forest Priests to the sunrise. Both peoples are happy to trade with the People, happy to do business with the traders from Newshore.
Beyond the usual trade, each of the three peoples had their own set of trade goods that they specialised in and each one had one that was particularly special. The Forest Priests provided meat, leather and hides from the animals within their forest, trading their surpluses for luxuries and staples from their sunrise trading partners. They also had some special flowers with had interesting spirits. If properly coaxed by a shaman who knows that they are doing, the petals and leaves of these flowers can be used to heal the sick and relieve the pain of the injured.
Meanwhile the Sunset Clans provided fine pottery and plenty of grain. With more than enough for their own needs, like the Forest Priests, the Sunset Clans traded their surpluses to their sunset neighbours for luxuries and staples. The Sunset Clans had also figured out the secret of taming the bee spirits thanks to their goddess Kharolind. While the Forest Priests and the People could acquire honey on their own, neither of them could do so on the same scale as the Sunset Clans.
As for the People, they provided fish and booze. Their hunters would often bring back fishes from on their ventures out to the sea, which were many while the People had a particular fondness for alcoholic drinks, resulting them producing many and becoming skilled at making them. The People also traded Black Rock to the Forest Priests and the Sunset Clans as neither of them had any of it within their own land.
Over the generations, the trade between the People, the Forest Priests and the Sunset Clans flourished and all three groups prospered from it, especially the People. Thanks to the position of Newshore, the People ended up being the middleman for the Forest Priests and Sunset Clans. Rather than make the long journey to each other, their traders would go to Newshore and trade with each other there. This arrangement suited everyone just fine, especially the People who benefitted from being the centre of the trade networks.
These trade networks and how the People slotted into them had an interesting effect on the People. Their traders became influential within society while wealth and riches became a sign of status and prominence. The authority of the elders and shamans had fallen wayside as the traders and hunters proved to be important folk within the People. It was not the shamans or elders who the People answered to, but the traders and warriors.
As the seasons went on and generations passed, a new form of government sprung up amongst the People, replacing the informal elder councils and big men of old.
[] [Gov] Tribal Oligarchic Kingdom. (Positive Centralisation, More Player Actions, Less Province Actions)
[] [Gov] Tribal Oligarchic Republic. (Positive Centralisation, More Player Actions, Less Province Actions)
[] [Gov] Tribal Oligarchic Petty Kingdoms. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
[] [Gov] Tribal Oligarchic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
[] [Gov] Tribal Democratic Kingdom. (Positive Centralisation, More Player Actions, Less Province Actions)
[] [Gov] Tribal Democratic Republic. (Positive Centralisation, More Player Actions, Less Province Actions)
[] [Gov] Tribal Democratic Petty Kingdoms. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
[] [Gov] Tribal Democratic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
[] [Gov] Tribal Oligarchic Confederation. (Negative Centralisation, Less Player Actions, More Province Actions)
[] [Gov] Tribal Democratic Confederation. (Negative Centralisation, Less Player Actions, More Province Actions)
[] [Gov] Tribal Oligarchic Federation. (Positive Centralisation, More Province Actions)
[] [Gov] Tribal Democratic Federation. (Positive Centralisation, More Province Actions)
***
A single vote this time around. Pick your government type and unlike most civ quests, you get options for decentralised governments. The benefit of decentralised governments is that you exchange control for getting more things done. Your civ will have more actions available, but you have reduced control over them.
You also have the traders and hunters as your dominant factions, the former with slightly more influence than the latter. The traders are because you choose them to be the top dogs and you are the regional centre of trade while the hunters are due to conquering the Sunset Tribes and fighting the Oldlanders and Stormfolk at sea.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.