GODSTAR - a Science Fantasy Civilization Quest

[X] Plan Steel and Trade
Trade is the lifeblood of any advanced civilisation, having that seemed to be the best for the people to advance. Good steel also can't hurt
 
In fairness, the joke is that most endonyms translate to something like "the People" or "the Real People" or "the People Who Speak Our Language".

Calling yourself the people who speak our language makes sense, but when you call yourself "the true people" implies that all other people are "false people" and such an ingrained racism is troubling
 
Pretty sure there are loads of groups who call themselves variants of "the people" or "the true people". It's typical tribalism and not unusually xenophobic.
 
[X] The Acorn-Eaters. Masters of the coastal rainforests. You maintain sprawling forests, grinding acorn bread and hunting the wild boar that feed on their windfall.

Nature is cool

[X] Complacency. The League had too long without a serious rival. It had not changed, and so when a real crisis emerged to threaten it, they were unable to react, and chaos reigned.

Honestly fine with any of them just think it be nice to internalize to never go complacent

[X] The Matriarch. More of a "big woman", she is the formidable head of her band and many other members of the tribe are related by descent or marriage. Through a firm hand and extensive wisdom, what great-grandmother says goes.
[X] The Hero. An accomplished traveler and hunter, in his youth he traveled far, fought monsters, and returned with strange and wondrous trophies. Now a grown man with a family, he is still regarded as the most famous man in the area and is still a tough fighter.

Matriarch are cool and so are heros

[X] Improving the spirit. Your holy men are strong in the spiritual world. They can leave their bodies and see things far away; they can combat spirits on their home turf. After death they linger as Spirit Warriors who defend the tribe from malicious beings and spiritual attacks.
[X] The flow of energy. All things are connected. Life flows from the Sun to the earth and passes through the web of life. The energy produced by thoughts and feelings accumulates over time. It concentrates in times and places like pools – and can be channeled and collected.

ghost warriors are cool and so is having everything collected/magic that can be used/ everything is connected

[X] Solar power. Your Mechanicals can shape glass and metal to channel water and heat it by nothing more than the warmth of the Sun.

Renewable energy is sick

[X] Riddle of Steel. Your Mechanicals know how to burn metal brighter and hotter to produce a stronger form.

Better weapons to hit with and better building to build

[X] The White Clay People. The rare tribe that lives by trade, you dig in the earth, your mine-temples to the land spirits yielding up metal and stones that you shape and trade across many miles.

[X] Ambition. Powerful men seized leadership and fought among themselves to amass yet more influence within the League. It fell apart into civil war.

[X] The Trader. Trade between the tribes is known, but is limited. Some men, however, manage to range far and wide to trade goods, amassing great personal wealth (and his generosity has made him very well-regarded by the tribe).

[X] The flow of energy. All things are connected. Life flows from the Sun to the earth and passes through the web of life. The energy produced by thoughts and feelings accumulates over time. It concentrates in times and places like pools – and can be channeled and collected.

[X] Solar power. Your Mechanicals can shape glass and metal to channel water and heat it by nothing more than the warmth of the Sun.

You should format your votes as plans.
 
Vote closed. Steel and Trade wins.

Adhoc vote count started by ScottishMongol on May 9, 2022 at 11:57 PM, finished with 37 posts and 26 votes.
 
Turn 0 - Mato the Trader
Mato the Trader, called Far-walker, Tall-talker, and Open-handed, awakes under his pile of furs. His wife and mother-in-law are already preparing breakfast, for this is the latter's longhouse.

Mato takes his breakfast, a pan of venison stew with a hunk of acorn bread. He can feel his age today, the aches of many years of travel. His eyes scan the walls, the tools typical of a longhouse of the True People alongside trophies of his many wanderings; gold ornaments, an elaborate wood carving, the pelts and horns of dangerous beasts, a polished mirror.

"Today is the day," he says as he dresses. He wears well-tailored clothing of cured hide, the fringes picked out with beads of glass and precious metal and colored thread. He paints his face white, in the manner of the White Clay People.

"Don't mess this up, Mato," his wife's mother says. He smiles and puts his hands on her shoulders.

"Have I ever let you down, mother-of-my-love? Has Mato Tall-talker ever fumbled a deal?"

"Yes."

He laughs and steps out onto the porch and looks at Whiteclay, and is pleased.

It is larger than a village, it is a true town, three hundred people. Many of those are not even White Clay People, but travelers come from afar to trade for metal and stones. There are longhouses, and the workshops of the Mechanicals, and the lodges of the holy men and the Warrior Societies. There are many buildings of stone, and the entire town is nestled in the elbow between two cliffs; at the head of the defile are the entrances to the mines, where men gather the bones of the earth.

The first to arrive is Drewan the Mechanical. The man has the thick limbs and calloused hands of someone who works with metal. He greets Mato and the two sit cross-legged on the porch. After pleasantries, Mato begins to prod his guest.

"The Mechanicals are key to all this," he says, "We will trade what we have for what we need, rather than trying to make both."

The Mechanical nods.

"We can increase production of steel," he says, "But we need more of this." He produces a lump of charcoal. "It is the only thing that burns hot enough to temper the steel. We will need to harvest more wood for it."

"I will have to speak to the holy men about that," Mato says.

"There is another thing. Making this is a process. Men will need to stay in the woods for many days to control the burn. We will need to train them."

"But it can be done?"

"Yes."

"Then I shall give you what you need."

Colliers added as a class.

The next to arrive is Alran, one of the holy men. His clothes are painted with astrological signs and constellations, his necklace holds medallions of different metals, representing the stars.

"Are the omens good?" Mato asks.

The holy man nods and smile reassuringly.

"Yes. The Wanderer, who governs merchants and travelers – your birth star – is ascendant."

"Good," Mato says, letting out a breath.

He and the holy man speak more on the spirits and the stars, and then he leaves, giving Mato a moment to collect his thoughts.

However, he is interrupted by an unexpected visitor. The man is stocky, with a layer of fat over a muscular body. He has a bare chest and a pot belly, and rough hands. He is one of the miners.

"Mato, we must talk," the man says. Mato leans forward, encouraging him to speak.

"I am Ganet of the Miners. Mato, in times past every man worked for himself. He took so much as he needed from the mines and then left. But now, the demand is higher. We must work full-time. This we can do, for we are strong, but the work is dangerous. The land spirits must be propitiated. We need assurances."

Mato nods.

"Your work is valued. You shall be reward for all you bring up from the earth," he says carefully, "And we shall see what can be done for you."

"You should. Because the tribal assembly shall hear us."

He slaps his chest and leaves Mato to consider his words.

Miners added as a class.

Finally, the time has come. Mato makes his way to the assembly field, where the tribe usually meets. Today, Mato is standing here as Speaker of the White Clay People, and he is likewise meeting with the chosen Speakers for three of the neighboring tribes.

Mato is different from them; while his face is painted white, their faces and bare limbs are smeared with red earth. But they all know him, know him to be a fair dealer, a well-connected and intelligent and generous man.

"My brothers, my neighbor-tribes, thank you for coming," Mato says, looking at each in turn.

The Speaker for the People of the Long-River Lands, who carry goods far on their canoes. The Speaker for the Pine-Nut Eaters, who winter in the lowlands and summer in the high mountains, managing the pine forests. The Speaker for the Raven Tribe, with their famous Warrior Societies; enemies of the White Clay People in the past, but now in a truce.

"You have all traded with me before," Mato says, "But you also know that trade is hard in these less-ideal days. The roads are difficult, and every tribe is against another. A peace treaty may stand for a generation or two, but not forever. Once, I myself had my favorite hat shot from my head in an ambush."

Mato takes a breath.

"We need a New League," Mato says, "One that will bring peace and common prosperity."

"The Great League was a failure," one of the Speakers points out, although their tone is not overly dismissive.

"The Great League fell because of complacency," Mato replies, "We grew too comfortable. This time, we will be vigilant, we will change to match the times."

There are nods; vigilance is good, change is good. Mato spreads his hands.

"The White Clay People produce metal and stone in enough quantities for all of you, and better than any tribe in a hundred-day-walk. If you give us such goods that we do not make ourselves, we will give you the tools and weapons you need, so that you no longer need to make them yourselves."

Now there are some calculating looks.

The Speaker for the People of the Long-River Lands strokes his chin. "We will carry your goods, but what of our own? Our Mechanicals must make a living as well. Let them also make goods in our lands."

The Speaker of the Pine-Nut Eaters shrugs. "We do not have much to trade. Perhaps there are things in the hills that we have not found; teach us to find them and we will provide."

The Speaker for the Raven Tribe crosses her arms. "What of our enemies? Help us to settle our scores, and we will join our strength to yours."

Mato pauses.

"You ask for much. And I cannot guarantee we can do all these things..."



This is the introduction of a new mechanic: class influence. You have to balance the needs and demands of your different classes by making decisions that affect them. If a class has too little influence, they become subjugated; if a class is prominent but loses influence, they will push back against their loss of status. Currently your Religious Lodges and Warrior Societies have the most influence, the Miners and Mechanicals less.

You cannot currently expend energy on all three of these things, but be assured that whoever you don't pick can still be made an ally later, albeit with more difficulty.

[] The Long-River Lands. The Long-River Lands will become a second manufacturing center. +Influence to Mechanicals.
[] The Pine-Nut Eaters. You will teach them to be miners in the hills. +Influence to Miners.
[] The Raven Tribe. You will have to fight a war against their rivals. +Influence to Warrior Societies.

Pick two.
 
[X] The Long-River Lands. The Long-River Lands will become a second manufacturing center. +Influence to Mechanicals.
[X] The Pine-Nut Eaters. You will teach them to be miners in the hills. +Influence to Miners.

The great maw of industry hungers.
 
Hmmmm...

[X]Plan National Security
-[X]The Long-River Lands. The Long-River Lands will become a second manufacturing center. +Influence to Mechanicals.
-[X] The Raven Tribe. You will have to fight a war against their rivals. +Influence to Warrior Societies.

The borders must be secure before the league could prosper, and weapons are needed to achieve this security
 
I don't think we need a plan for this vote lmao

[X] The Long-River Lands. The Long-River Lands will become a second manufacturing center. +Influence to Mechanicals.
[X] The Pine-Nut Eaters. You will teach them to be miners in the hills. +Influence to Miners.
 
[X] The Long-River Lands. The Long-River Lands will become a second manufacturing center. +Influence to Mechanicals.
[X] The Pine-Nut Eaters. You will teach them to be miners in the hills. +Influence to Miners.

Spiffing Brit our enemies into oblivion!
 
[X] The Long-River Lands. The Long-River Lands will become a second manufacturing center. +Influence to Mechanicals.
[X] The Pine-Nut Eaters. You will teach them to be miners in the hills. +Influence to Miners.
 
[X]The Long-River Lands. The Long-River Lands will become a second manufacturing center. +Influence to Mechanicals.
[X] The Raven Tribe. You will have to fight a war against their rivals. +Influence to Warrior Societies.

Unfortunately for the Pine-Nut Eaters they don't have anything actively going on right now. They might start mining before we can ally with them but I'd rather deal with people who are starting to mine then people with an established manufacturing industry (Long river) or an established warrior tradition (Raven)
 
[X] The Long-River Lands. The Long-River Lands will become a second manufacturing center. +Influence to Mechanicals.
[X] The Pine-Nut Eaters. You will teach them to be miners in the hills. +Influence to Miners.
 
[X] The Long-River Lands. The Long-River Lands will become a second manufacturing center. +Influence to Mechanicals.
[X] The Pine-Nut Eaters. You will teach them to be miners in the hills. +Influence to Miners.
 
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