GODSTAR - a Science Fantasy Civilization Quest

Right, a fascinating turn, and really interesting. I think we will need to prioritize expanding the spirit temples soon though, that hint about the water spirits becoming displeased has got me a bit worried, as well as all the talk about how we're expanding our wood harvesting so rapidly
Yeah, there was an option to appease the Tree spirits that we should probably take next turn, along with something similar for the water spirits. We've seen how helpful they can be with the mine temples, I'd rather not find out how harmful they can be in turn if ignored and offended.
 
Turn 1 Rumors and Reports
Turn 1 Rumors and Reports

Raven Tribe – Settle Scores – 41%

The Raven Tribe, having declined to join the League, has instead continued to feud with their neighbors. This has resulted in a series of back-and-forth raids, with neither side gaining the upper hand – these small conflicts are effectively the norm for the fragmented state of the True People, but it does still cause unnecessary bloodshed. While they have adopted some useful aspects of your society, their stance towards you seems to have neither improved nor deteriorated.

Sanctuary – Make Some Friends – 50%

Strange news from the coast! A ship of gleaming metal was seen to have descended from the sky and landed in the delta. The people who emerged bore many strange and wondrous gifts, and exchanged them with the local tribes for the right to build, hunt, and fish there. Since then, there has been no news, but it can be assumed these strangers are busy establishing their new home and getting the lay of the land.

League of Strength – Expand – 73%

A wind blew from the north, and it carried the scent of smoke and fear. Calling themselves the League of Strength, a number of warrior-tribes of the far north has embarked on a campaign of conquest. They seek no ransoms, for those they take captive are said to be made to labor in the workshops and mines. They seek no peace treaties, for the tribes they conquer are scattered or absorbed into the growing League. As their neighbors fall, messengers travel across the northern woods, making pacts of defense.

??? – Unite the Machine Armies – 79%

A wind blew from the east, and it carried the smell of blood and oil. The Machine Army of the Holy Mountain has been conquered at their stronghold, one of the greatest landmarks in the barren interior steppes. Repurposed digging machines ate through the walls and into the automated factories, and the soldiers of this new warlord sacked the workshops and armories for a day and a night. What does this mean for the True People?

Tech Barons – Crush the Bandits – 97%

A man of the True People came fleeing from the southwest to speak in the tribal assembly of Whiteclay. Beyond the lands where the True People live, he says, is a land where men with terrible weapons lord over fields of serfs. From their walled compounds they strike out to crush all defiance. They are not like us, though they make war on us where they encroach on our borders. For a time, runaway serfs and survivors of the True People made a living in the hills and deep woods, but these Tech Barons have embarked on a campaign to root them out. Fire and steel served to drive these scattered, leaderless, and undisciplined folk from their hiding places, and they were crushed in open battle by numbers and weapons the True People have never seen. Are we truly surrounded on all sides by enemies?
 
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This looks like an interesting quest! Looking forward to seeing more.

Hopefully we can do the tree & (if it exists) water spirit research next turn to embed some sustainability before we get problems.
 
Turn 1 Rumors and Reports

Raven Tribe – Settle Scores – 41%

Hopefully we can work something out with them in the future.

Sanctuary – Make Some Friends – 50%

Awesome, the colonists have arrived!

Though come to think of it, I wonder if they have the same concepts of property we do and whether they view themselves as having given gifts in exchange for "the right to build, hunt, and fish" or or if they regard themselves as having purchased something much more far-reaching...

League of Strength – Expand – 73%

Okay, we need to work on expanding our League and beefing up our military might.

??? – Unite the Machine Armies – 79%

Okay we really need to work on expanding our League and beefing up our military might. Sounds like the Machine Armies are unified and on the march. I wonder if the colonists would work with us?

Tech Barons – Crush the Bandits – 97%

Right! We're all descended from a collapsed human civilization and it stands to reason some people have hung onto more tech than us. So these guys have monopolized their relatively advanced tech to lord it over others, huh?
 
Strange news from the coast! A ship of gleaming metal was seen to have descended from the sky and landed in the delta. The people who emerged bore many strange and wondrous gifts, and exchanged them with the local tribes for the right to build, hunt, and fish there. Since then, there has been no news, but it can be assumed these strangers are busy establishing their new home and getting the lay of the land.

Fuck, the colonists have arrived.
 
Turn 2
Turn 2

The New Great League of the True People

Federal representative consensus democracy

Classes

Warrior Societies – the trained and disciplined men who spend their lives seeking honor and wealth in war against enemies of the League
Merchants – the men and women who make deals and move goods in the trade that is the League's lifeblood
Holy Men – the religious leaders of the League who mediate between them and the spirits
Historians and Couriers – trained oral storytellers who preserve the collective knowledge of the League through memory
Mechanicals – skilled professional craftsmen who produce the everyday things and trade goods the League needs
Miners, Colliers, and Foresters – the workers of the League, they provide the raw materials needed to supply everything the other classes need

Mato dies, as all men must. Hailed as the founder of the League and mourned by many, his spirit is released from the mortal coil to join the invisible hosts.

As is custom, Mato's wealth is divided up by his tribe, but his legacy lives on in other ways. In his time, many other individuals became wealthy through trade, making deals with the Mechanicals and miners for goods that they shipped to other tribes. However, the usual methods of wealth redistribution are not always working as intended. There are so many people in the growing cities of the League, and such accumulation of wealth, that even the communal gift-giving ceremonies mean that a small number of hands can still hold much. For now, they use this wealth to further their influence, with many of the Speaker positions now occupied by the merchants. The Mechanicals and miners do not seem to mind, as their wealth is growing as well, and the holy men are still valued, but there are mutterings heard in the barracks of the Warrior Societies that their place is being eroded.

Merchants added as a class.

Meanwhile, the land is restless. Colliers report the sensation of being watched while journeying into the woods, or speak of unusually large flocks of ravens. A canoe overturns on a stretch of river near to Whiteclay, drowning all hands, and the holy men believe the river spirit may have been…hungry.

Diplomacy
After some reflection I've decided to separate this out into its own category. You can take one diplomatic action per turn.

[] Reach out to the Raven Tribe.
The Raven Tribe has been a fair neighbor, and they feel no ill-will towards you for your prosperity. They may still be willing to join the League, if you revisit their offer to fight the enemies. The Warrior Societies approve of this, as they welcome the chance to win honor and wealth in battle.

[] Recruit for the League.
There are other neighboring tribes, of course. They are influenced culturally and economically by the League, and you have much to offer them. While it cannot be guaranteed you will succeed, you can still hope to make a deal.

[] Expand the League by force.
The League is never truly at peace. Pinpoint raids are still launched by – and against – neighboring tribes, and with your growing wealth you are tempting targets. The Warrior Societies want a chance to prove your strength and settle these raiders for good.

[] Establish relations with Sanctuary.
These strangers to the west are said to have impressive goods; it may be that they have something to offer the League, especially its merchants. At the very least, understanding more of their intentions could stop the League from being surprised in the future.

[] Establish relations with the League of Strength.
This rival League to the north is dangerous, but little is known of their inner workings or true intentions. It may be possible for an understanding of some kind to be reached between you and them.

Material Science
You have 1 Research Point to spend.

[] Public Storehouses
With rising populations and greater volumes of goods being moved, whether it be charcoal, ore, trade goods, or food supplies, the question of storage space has become a key issue in the tribal assemblies. What is needed is the construction of public storehouses where goods can be kept, specially designed for safety, to prevent food spoilage, and for organization.

[] Walled Towns
As your villages grow, they also grow more vulnerable. Perhaps a system of fortifications could be constructed, encompassing towns like Whiteclay and offering a final defense against raiders.

[] Gunpowder Weapons (Tier 2)
Firearms are used among your people for hunting and as a secondary weapon in war. However, there may be further applications for the substance, given the right amount of experimenting – which is to say, letting Mechanicals blow things up.

[] Roads
Until now, travel between villages and tribes was along game trails or, more frequently, along waterways. Now, the League has brought safety, and there are more travelers. We can cut out more permanent tracks that will make it easier to move between population centers, especially through more hilly terrain.

[] Waste Management
You have the water and can get it to your cities, but surely there is a better solution to your waste problems than simply pumping it away? Water reclamation and purification can reduce wastage and find a use for all that...you know.

[] Wind and Water Power
You have mills – acorn bread is a staple of the region, and it needs to be ground into flour and processed. However, these things are turned by muscle power, a process that consumes time and energy. If there was a way to turn wheels by some other means, then it would save hundreds of man-hours in work on a key food source.

Social Science
You have 3 Research Points to spend.

[] Writing
The benefits of this should be obvious. A combination of the Mechanicals' notation, the holy men's religious symbols, and some invented numerals could serve as the foundation of a writing system.

[] Currency
At the moment, barter is the only method of trade there is. However, your merchants would have a much easier time if there were, say, a system of tokens that could easily be exchanged for goods and services. Maybe we could use some of the more useless metals, or some similarly difficult to find material.

[] Schools
There are many skilled professionals needed for the functioning of the League, but they are still being trained by a master and apprentice system that does not expand well. The League can set up a school system where their children can be trained in useful skills, whether they be Mechanicals or Historians.

[] Taxes
The gift economy of the True People is under strain from the growth of population and the rise of a mercantile economy. There are also many projects that need food and supplies to function, such as the Courier system. One of the proposed schemes to solve this is levying taxes against merchants and tradesmen, collecting wealth that can be spent on the common good. If not taken with currency, goods can be taxed "in kind".

[] Permanent Councils
The tribal assemblies are still the most basic organizing unit of the League, but in many cases the size of a settlement's population has made such things unwieldy, with hundreds if not thousands of adults clamoring to make their voices heard. Forming permanent representative councils to manage day-to-day issues – still answerable to assemblies – would help address many of these issues.

[] Merchant Guilds
Your merchants are a growing class and have rapidly become prominent members of society, eclipsing even older, more established professions. Organizing them into their own associations will open up all sorts of new avenues of growth and trade, and will let them react to their own problems as they arise.

Exotic Science
You have 4 Research Points to spend.

[] Calendar
Your holy men know the names of the stars and their associations, but their knowledge can always be refined. A model of the stars that can accurately predict their future positions would be invaluable, and all it requires is long-term observation and some mathematics.

[] The Tree Spirits
The demand for wood is rising, and it has become necessary to harvest more of it from the forest. The tree spirits must be propitiated, and available forest stocks must be carefully managed, as they serve to provide both food and fuel. We must find a way to work with the spirits to fuel our industry.

[] The River Spirits
As the forest must be managed, so too the control of the League's waterways must be enacted with care. The water spirits must be bargained with, or they will come to resent being shackled. Also, maybe we shouldn't dump our garbage in them.

[] Rituals
With your deeper knowledge of the stellar rays, your holy men can craft more complex rituals able to harness the power of the stars and direct it to your purposes. Rituals able to effect entire cities or tribes will be opened up.

[] Magic of Metal
The Mechanicals have their own magic, of a sort. Working metal is an art, using fire and strength to break something down and make it anew. However, this goes deeper, and the Mechanicals preserve the art of working magic into items as they make them. Previously this was a trade secret of the Mechanicals, but now it can be studied, perhaps even expanded on.

[] Monuments
With your knowledge of incorporating astrological resonances into your architecture, you can start to construct purpose-built monuments with the attention of focusing stellar rays. These will require a large amount of labor, but the benefits include a boost to the power of your rituals and the beginning of magical infrastructure.

As before, voting opens in 24 hours. Vote by plan.
 
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-Reach Out to the Ravens
-Wind and Water Power
-Writing, Schools and Taxes (non of us like them but they are necessary)
-Calender, Tree Spirits, Water Spirits, Magic of Metal
 
[ ] Plan: Preparation
-[X] Reach out to the Raven Tribe
-[X] MatSci: Waste Management
-[X] SocSci: Permanent Councils
-[X] SocSci: Taxes
-[X] SocSci: Schools
-[X] ExSci: Calendar
-[X] ExSci: Tree Spirits
-[X] ExSci: River Spirits
-[X] ExSci: Rituals

Quick and dirty plan: goal here is to make sure we don't get hit as hard by the colonists by improving sanitation (reducing the chance at nasty diseases, because, well, colonists), as well as econ improvements and, via calendar and rituals, the methods and tools needed to do ritual strikes against the colonists if they decide to pull a...well, colonizer.
 
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*Sigh* War comes sooner than anticipated it seems.

Very well.

[] Plan Wall Of Armaments
-[] Reach out to the Raven Tribe
-[] Walled Towns
-[] Writing
-[] Currency
-[] Taxes
-[] Calendar
-[] The Tree Spirits
-[] Rituals
-[] Magic of Metal
 
[X] Plan: Preparation
-[X] Recruit for the League.
-[X] MatSci: Waste Management
-[X] SocSci: Permanent Councils
-[X] SocSci: Taxes
-[X] SocSci: Schools
-[X] ExSci: Calendar
-[X] ExSci: Tree Spirits
-[X] ExSci: River Spirits
-[X] ExSci: Rituals

I like this plan, but I would rather have us reach out to Raven Tribe for diplomacy since the update talking about warrior fearing their position being eroded. While I am normally anti-militarism, we seem to be going to conflict either way soon-ish, if not with colonist then with the northern league or techno-barbarian, so letting them go to war and gain wealth so they won't try to coup or start a civil war sound like a good idea. The Raven clan also have strong warrior so absorbing might balance out the increasing power of other class.

Also, I don't think the vote is open yet?
 
I like this plan, but I would rather have us reach out to Raven Tribe for diplomacy since the update talking about warrior fearing their position being eroded. While I am normally anti-militarism, we seem to be going to conflict either way soon-ish, if not with colonist then with the northern league or techno-barbarian, so letting them go to war and gain wealth so they won't try to coup or start a civil war sound like a good idea. The Raven clan also have strong warrior so absorbing might balance out the increasing power of other class.

Thats fair, gimme a moment to change it.

Also yeah I forgot to leave out the X's.
 
[] Present Strength Through Unity

-[] Reach out to the Raven Tribe.

We will likely need warriors soon so this seems like the place to start

-[] Gunpowder Weapons (Tier 2)

Passive war bonuses are great, but so are better weapons

-[] Writing

I like Oral Tradition and want to keep investing, but mundane admin benefits greatly from the written word

-[] Currency
-[] Taxes

These go hand in hand to build us a war chest and continue integration

-[] The Tree Spirits
-[] The River Spirits

These do as well to preface waste management next round

-[] Rituals
-[] Magic of Metal

Continues the Magi-tech chain to continue our competitive advantages
 
[ ] Plan: Preparation
-[X] Reach out to the Raven Tribe
-[X] MatSci: Waste Management
-[X] SocSci: Permanent Councils
-[X] SocSci: Taxes
-[X] SocSci: Schools
-[X] ExSci: Calendar
-[X] ExSci: Tree Spirits
-[X] ExSci: River Spirits
-[X] ExSci: Rituals
I like this, but maybe with roads to promote trade and unity within the league?
 
I like this, but maybe with roads to promote trade and unity within the league?

next turn definitely: trade and unity aren't immediate priorities compared to making sure we don't get butt-fucked by colonists even if they're really noice. Like the econ bonii would be great, certainly, but this plan already helps with that via the temples, taxes, and councils.

But roads deffo needs to be soon because they also present a military advantage.
 
I like the Wall of Armaments Plan, we need to expand our military and administrative apparatus in preparation for a potential war. Gunpowder weapons are a neat trinket but we need to prioritize more immediately effective measures.
 
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