For the longest while, the old man gazed into the flames of the campfire, listening more to the wind than the voices of those around him. The breeze was warmer than in his youth, yet old age made him feel the slightest breeze all the fiercer in his bones and joints. His father named him Lichen all those years ago, for how he clung to his mother as a babe and he felt that he had lived up to that name. He not only clung to her, but also life itself.
He had buried his parents as it was his duty, weaving their bodies into freshly cut steppe grass, so that they may become one with the land again. The same he had done to nearly all of his children. His eldest son passing from the frailties of age, while the second only a stillborn babe, having never drawn breath. His daughters had fared better. One was claimed by wolves, but the second passed after a wasting sickness, yet she had born three children of her own by then. His last daughter should have been here with him at the fireside tonight, yet as he saw her husband and their daughter approach alone, he knew that she would not return. What fate she had met, Lichen had not dared to ask, for the grief nearly tore his chest apart and there would be no use to follow her by having the tale retold.
That group had been thinned beyond just his daughter. Only half of those who had set out with them had returned and all of them so thin that the look outs thought the dead were walking among them. As long as he did not ask, he could pretend his daughter passed in peace, not from her stomach caving inwards and the hunger eating her from within, until in curdled pride it would even reject any food offered and instead devour what was left of her.
Those tales were all too common in these days. The plentiful bounties of the steppes that had seen him raise five children to adulthood had dwindled. Berries and edible roots were becoming scarce among the endless grass and the beasts grew ever more skittish, their herds thinning as the ranks of his tribe had swelled. They had tried to adapt to these hardships, sending out groups of hunters and gatherers ever further for entire turnings of the moon, yet they returned rarely with great bounties and far too often with less people than had set out. It was not enough. Whatever they did, it would not be enough and with every failed excursion, their supplies dwindled ever further.
In silent prayer, Lichen raised his eyes to the sky, pleading the spirits above to send him a sign. Had they angered the spirits of wind and grass? Had they taken so many of the beasts that the spirits made them shun the tribe? Long ago, so the stories went, this had happened before. The tribe had fought the lingering hunger for nearly a whole generation, until the spirits took pity on them and shone a light from the heavens to show them the way. Many days his forefathers had wandered until they came to the endless grass that had been Lichen's home for all those many years. Yet tonight, the spirits were not inclined to aid them. No sign was coming forth and he knew that as things were, the tribe would not last a whole generation again.
He let his gaze drop again, to the faces of those sitting with him by the fireside. As one, they dropped their quiet discussions and looked expectantly at the oldest member of their group. The best hunters of the tribe, the canniest gatherers, mothers who bore many healthy babes and the other elders all deferred to Lichen, for he was the oldest among them by far, the men and woman he knew in his youth having passed into myth already. It was times like these were he pondered if it was a gift or a curse to have lived that long, having outlasted all those he cared so deeply about, yet remaining to share the wisdom of his life with their children and children's children.
"We must move. The land can not bear the weight of the tribe any longer." He spoke the words with the somber air of old ritual. For times untold, these words were uttered every few moons, but lately they came far more often. Lichen was not surprised to see nods all around the fire, for the signs were obvious for all to see. They had arrived just a moon ago and the land was already depleted. Just as the overall agreement seemed to have settled in, he decided to let rustle them from their stupor by the second part of his proposal. "We must leave the grasslands."
At first there was incomprehension, then came the arguments. Some were agitated by this idea, others stunned at the thought of leaving their home. Some raised their voices at Lichen, but he held their gaze with the calm his age had granted him until they calmed down. After a while, the commotion died down again and the assembled people glanced at each other in uneasy contemplation. At last, a quite voice pierced the silence again, with a question many had on their mind. "But why, elder? The tales tell that the spirits themselves brought us to these lands. Do they no longer want us here?"
Lichen just shook his head and sighed deeply, for the same question had robbed him of his sleep over the last moons. "I do not know, for their ways are just as strange to me as they are to you. Perhaps they think we have grown strong enough to no longer need their aid like children coming into their own and that they starve us is merely their sign that we should move on. Or maybe we have angered them by taking so much from the beasts and the plants, but it matters little. They wish us to leave the grass and seek a new home, for the more we cling to it, the more insistent their signs have become. Let us heed their request, lest we incur their wrath for denying them."
A hunter spoke next, a young boy barely having come into his own, yet swift of feet and much admired for his skill. "We don't need a new home, we just need to step up to the challenges the spirits have given us. I will not leave behind the lands my fathers and brothers have become part of again. What would they think, to see me running from them like a coward?"
"I have known your father, though sadly your brothers only barely. And I too have given many of my kin back to the grass, yet I think know what they would say, if they could hear us today. That we should do what is best for tribe. Even if it sits ill with us and even if it is hard, they would not wish to see us laying down our lives in defiance of the world." The boy before him looked pained at this response, yet he nodded after a while. Maybe young man would be more apt a title, for it was all too easy in his age to remember the hotheadedness of the youths long after it had been begun to be tempered by wisdom.
After gathering himself, the hunter spoke again in measured tones. "Then let us leave, but not leave entirely. Let us not abandon our ancestors by leaving the steppe, but move to parts of it that can support us. The rivers near the mountains are capricious, yet their banks were always full of fresh growth and ample game."
"We do not go to these parts for a reason, boy. The spirits of the rivers are not merely capricious, but cruel if offended. It would be folly to leave behind those who cared for us since the oldest tales, just to embrace others who would drown us for their amusement."
The hunter bristled at the admonishment, but did not raise his voice in response, even though everyone could see how dearly he wanted to do so. "Maybe the spirits of grass would look kindly at us again, if we made peace with their river kin. The other tribes we've met would often carry warnings about other who were spiteful and respect-less to them, so why should not the spirits do likewise?"
"Yet you can't trust those tribes blindly, either," an elder chimed in, and he rose his mangled hand as proof of his point. "Their tales come from somewhere, so there must be tribes that carry malice within them and so too might spirits. We try to avoid others for a reason, after all." At his words, the gathering lapsed into silence again. It was true that the tribe tried to avoid other people wandering the steppe, for one never knew if they would be greeted with a place at the fire or a spear tip to the chest. Those meetings too had grown in frequency over the years.
It was Lichen that brought them back to the topic at hand, for while he shared the caution shown to strangers, he vividly remembered too many meetings with friendly groups to dismiss them entirely. And he remember the tales they told. "If we do not wish to brave the river spirits, then let us gaze to the sunset mountains. Many stories have I heard about the lands beyond them and we might yet find a place for our tribe in these places, however strange they might seem to us."
Another hunter spoke, clearly enamored by the idea to see the lands of stories for himself. "I heard about many mighty rivers beyond the tallest mountains. Their waters are clear and full of fish."
"Don't forget the meat of those tales." The same matron who had railed against the idea of going near rivers spoke again, clearly wishing to make her thoughts on running water heard again. "They spoke of people living among the banks of these rivers and putting nuts and berries into the earth as offering to the spirits, to have them grow more of it for them. The river spirits grew displeased by their ways and a great deluge of water took all of them and washed them away into the great poison water."
Yet the hunter spoke on, a small smirk confirming that he knew this reply would come. "Which is why we should not go there, but closer to the mountains. Among the hills, the river spirits become calmer and even their rages are lessened. And even better, there are plants there who grow so high as if to challenge the mountains themselves. A man can get lost among them, but a tribe could flourish there out of sight of any who wish it ill. And the game is plenty for the same reason."
"And why should we go to such a weird place? You can marvel at these plants on your journey there for all I care, but they also told about a great plain of grass just behind dip in the mountains. There is but a single river there and it's spirits are a calm lot. Let the tribe live on these fertile grounds as it is used to instead of chasing fancies about living among pretentious plants and weak spirits." One of the elders had spoken thus and many others nodded along, not caught up in the dreams of bold hunters.
Another rose his hand, sharing a different tale. "You should not forget how many tales we hear about that plain. Far too many others pass by it in their wanderings, but I know one that is rarely told about. At the very edge of the sunset mountains, where they fall into the poison water, is another such plain. It too has a gentle river and high hills besides. Let us go there and gather the riches of these lands in peace."
Again the second hunter spoke and again people listened, even if they didn't look too fond at his words. "Aren't we discussing this because the way of our fathers are no longer able to sustain us? If you all seem so frightened of river spirits, let us go to the land of water and earth. There the spirits of land and river live in harmony and the plants grow fat and plenty for it."
"And budge into that uninvited? I've heard from travelers that the spirits of this place grow angry if disturbed and gladly throw a curse at any who disturbs them." To her credit, the matron seemed honestly dubious, but her comment fanned the flames of the argument as the elders spoke their agreement and began to complain about the brashness of youth and the bravado of the hunters.
Lichen was more than tired by this, but took solace in the fact that his words had affected them. If you listened to them, you could clearly hear that they all agreed to bring the tribe to new lands, for their disagreement was now just over which ones that should be. "Perhaps we should agree not only on where to go, but also who shall lead the tribe for the journey. It would needlessly worry the others if they see us arguing like this every other night over everything." It was meant to bring peace back to the assembly, though Lichen regretted having spoken them. Now they were calmer again, but instead began to squabble over both the place and the leadership for the journey, not even able to agree if the leaders should pick the site or just bring the tribe hale and healthy to it.
It would be a long night yet, but it would be worth it. As Lichen raised his eyes to the heavens again, listening to the soft wind over the voices of the others, he was content with what he had achieved. He had sat here at the fireside with his father and likewise sat here with his children, passing tales of the past while drinking in the vastness of the world. It hurt to think that others would no longer share this experience with their elders, yet others there would be. The tribe would never forget the steppe that had nourished it for so long, but he was sure that the tale of this night would be retold by the fireside just the same. They would remember it just as they today remembered the tale of spirits leading them here, as a tale not of an old home lost, but a new one gained.
As long as the tribe endured, so would the tales of its history.
When the night was chased away by the sun, the group had come to an agreement.
Who would lead the tribe on the journey?
[] [Leadership] The Elders, who preach caution and seek to preserve the tribes way of life.
[] [Leadership] The Matrons, who seek to find a place of plenty for their children.
[] [Leadership] The Hunters, who are willing to go to the unknown, hoping for great rewards.
[] [Leadership] The assembly had managed to work out their differences and they would seek a compromise.
Where would the journey lead?
[] [Location] The fertile river plains in the steppe hills. Their spirits can be appeased, and it would still be nearly the home the tribe knows.
[] [Location] The hills among the great rivers. Hidden in between the great plants growing there, the tribe can prosper on the fertile lands in peace.
[] [Location] The plains behind the mountains. Truly malicious travelers are rare and much could be gained from peaceful contacts, when the tribe can share the spoils of these fertile lands.
[] [Location] The remote plains. While the tribe is not adverse to sharing, it rightfully fears that others might envy their new home. It would be better to go to a more secluded location.
[] [Location] The land of earth and water. Surely an arrangement can be made with the spirits of this strange place, which would grant the tribe a place both safe and fertile.
AN: Welcome to my new quest. This time I'm trying my hand at a civ-builder. I've always wanted to do something like this and Paths of Civilization and its spin-offs have convinced me that this concept can work out in a quest format. I'm going to take some cues from these quests, though I will be running a different system which is more focused on diplomacy, resource gathering, and is hopefully a bit more approachable for people new to this style of quest.
On the vote options, they are entirely independent of each other. You can decide to go to a wild place like the land of earth and water, yet put the elders in charge. The leadership group will affect that exact placement of your starting spot, with the more daring factions going for high-risk, high-reward, while the conservatives will go for a more secure spot.
This quest uses a modified FATE system for it's rolls. Each time a check is made, there are 4 dice rolled, each of which can show -1, 0 or +1 with equal chance. The result of this roll is added to the relevant score for the check. Should the score be higher then 4, then dice equal to the score are rolled.
Cultural Ideas
As the history of the people grows longer and the world around them more complex, they will form ideas about their own place in all of this. Be it something to aspire to, a belief that they have a predetermined place, or simply a rule that governs how they interact with each other, these thoughts will shape them and the communities they build.
Cultural Ideas come in three levels and usually give specific advantages or drawbacks to certain actions. They will also shape the way the group will interact with others and might block certain actions, enable others, or even force the group to do something specific. The deeper the idea is ingrained into the group's culture, the stronger these effects become. Acting against an idea can cause strife and will slowly degrade it to a lower lever, before it passes away entirely. Reinforcing an idea by acting in accordance with it will keep it alive and lead to it reaching a higher tier. Over time, an idea might change and evolve through time, interacting with other ideas or simply changing circumstances of the group.
Fad - A short-lived idea that will fade within a few generations at most.
Ideal - This idea has gotten some traction and is viewed either as commonly held goal or widely-held belief. It will last over many generations, unless actively worked against.
Identity - Due to being held in the common consciousness for so long, this idea has become a defining trait of the group. It will never fade on its own and is very unlikely to degrade, even if actively worked against, though it can evolve normally.
Factions
Factions represent groups within an organization that have specific goals or wish to promote their own ideas and opinions. They have three stats, ranked from 1 to 10:
Size - Represents how many members a faction has. This is relative to the size of both the polity they are part of and the other factions of said polity.
Influence - Shows how much pressure a faction can apply to further its own goals. This can represent a wide array of tactics, from popular support by the masses over economic might to having many members in a kings court.
Mood - How happy the faction is with the current state of things. This usually has also an impact on how loyal said group is to the current leadership, though specific circumstances can have even disgruntled factions stay loyal and ecstatic factions attempt to overthrow a ruler.
Furthermore, each faction as Main Issues and Secondary Issues, representing their goals and desires. If their issues are addressed and support, their mood will rise, while failure to satisfy these demands or working against them will lower it.
Like full polities, a faction can earn and retain cultural ideas. This is either a result of a long existing faction developing its own self-identity or because the faction itself formed around the promotion or opposition of an idea.
Some very large factions might even form sub-factions.
Religions are one form of factions.
Settlements and Population
Settlement Statistics
A settlement is a large or otherwise important center of habitation, which usually controls minor sub settlements in its vicinity. This can cover just a single hex field on the map or large areas, depending on various factors from political system, specifics of the settlement or the structure of habitation in the area. Each settlement has the following attributes:
- list of important buildings it houses
- natural resources that it controls
- stability score
- mood score
- list of the local population units
- dominant factions in the settlement
Other attributes might be added as a result of specific political circumstances, forms of government, or other special cases.
Stability
This is a measure of how coherent and functional a community is, ranked from 1 to 10. At maximum stability, the government can control the community without problems and the social and political order of the polity is upheld and functional. At low stability, order in the community is breaking down, leading to criminality, chaos, and anarchy.
Whenever an event occurs that can negatively affect stability and at the end of each turn, a Stability Check is made. Penalties or bonuses might apply to this check due to circumstances or the work of factions. Roll with a score of 2, plus any bonuses or maluses gained from political system or ideals to stability checks. If the result is more then 1 point above the current stability score, it is increased by 1. If it is more then 1 point below the current score, it is decreased by 1.
Specific actions, depending on a polities Cultural Ideas or the circumstances of the underlying crises, can add or detract to the stability score directly.
Other events, such as political upheaval, natural disasters or similar will make a check against this stability score. This uses the score plus any bonuses or maluses that apply to it and is rolled against a DC defined by the event in question. The consequences of this check depend on the event in question.
Mood
This statistic is mechanically similar to the Stability Score, but measures how content the population of a settlement is. Unlike Stability, the Mood does not generally improve on its own, but fluctuates without a change in circumstances of the population. Settlements with a low Mood are prone to random events that will impact stability, sedition, civil wars and similar detrimental events. As settlements grow in size and importance, the population will begin to demand goods for consumption and will loose mood if these demands are not met. Political circumstances like a lack of government attention, wars or instability likewise impact the mood.
At the end of each turn, roll a check for the current mood. The new mood is equal to the result of that check.
Settlements with high mood will furthermore attract immigrants while those with low mood will loose Pops to migration. Furthermore, should the mood be low, it might trigger checks against the stability due to civil unrest.
Population
The inhabitants of each settlement are split into roughly equally seized units, called Pops. Each Pop has a type, which determines what work they can perform, a culture and a faction allegiance.
Every Pop consumes Food and will, depending on type, consume goods as upkeep and potentially produce other goods. Changing the type of a Pop is generally difficult and restricted to specific events and decisions, with the exception of Workers, who can be freely retrained to other types.
A Pop will always continue with the last action it performed until it receives new orders.
Currently available types of Pops:
Type
Actions
Upkeep
Workers
- Retrain (turns into other Pop-Type)
- Produce Ressources
Basic Goods and Luxury Goods
In each settlement, a number of resources can be produced. For each of them, a settlement has a number of production slots, which give the number of workers that can be assigned to create that good, with events or special actions being able to create additional goods or modify the number of available slots. The number of slots can also be increased by spending a number of Production to do so, depending on the type of good.
For all goods, the income per turn is determined by making a check against the number of Workers allotted to it's production that turn. The result of this roll is further modified by a percentual bonus for each type, which models local circumstances, technology or event modifiers, such as fertile land, overgrazed steppe or droughts.
Goods are divided into Basic Goods and Luxury Goods. Basic Goods can be converted into either Production or Culture by Artisans at a rate of 1 Good to 1 Production or 1 Culture. Luxury Goods are automatically converted to Culture at a rate of 1 to 0.5 unless traded away, or can be turned to Culture at a 1 to 1 ratio by a Artisan Pop. A settlement is assumed to have access to a resource when at least one unit of that good was converted to Production or Culture in this settlement on the turn in question, which is necessary for certain actions to become available. So for example it is not possible to build a palisade without access to Wood or a stone wall without access to one type of stone. Furthermore, for each distinct type of Luxury Good that a settlement has available, it gains +0.5 Culture.
The good Food is handled differently and will be described in the next passage.
The known goods are:
Name
Type
Expansion Cost
Requirements
Special
Plants
Food
-
land that is not desert or contains a river
Game
Food
-
land that is not desert or contains a river
Grain
Food
1
land that is not desert or contains a river
Fruit
Food
1
land that is not desert or contains a river
Fish
Food
1
access to a river or ocean
Cattle
Food
1
land that is not desert or contains a river
Flint
Basic
2
local deposit
Obsidian
Luxury
2
local deposit
can be treated as Flint
Limestone
Basic
2
local deposit
Clay
Basic
1
river, lake or local deposit
Wood
Basic
1
requires grassland (not steppe!) or forest
Sea Shells
Luxury
1
ocean access
Dye (Azurite)
Luxury
3
local deposit
Dye (Cinnabar)
Luxury
3
local deposit
Dye (Ochre)
Luxury
3
local deposit
Copper
Basic
3
local deposit
Silver
Luxury
3
local deposit
Gold
Luxury
3
local deposit
Food
This good differs markedly from others. Each Pop, regardless of type, will always consume one unit of Food each turn. Should there be too little food, stability and mood of the settlement suffer, likely resulting in migration of the population. If less than half the Pops could consume a unit of Food in a turn, Pops will die off until half of the remaining Pops can consume a unit of Food.
Available Food: 4 Units
Pops: 10
Two Pops die to starvation, leaving 8. Thus half the Pops can consume a unit of Food and no more deaths will occur.
Food can only be traded in limited amounts until the advent of pottery. Without pottery being available in either the sender or receiver of the trade, for every unit the target receives, the sender has to loose two units.
Production
The created Production of a settlement is used up to pay the upkeep of buildings, pops and other expenses, with the sum of the expenses rounded up to the next full number. Any remaining Production above that can be used to convert Pops, build new buildings or be invested in other projects. Any Production not used up is wasted.
Culture
All culture produced is associated with a specific cultural background, depending on the settlement or population that created it. So the Culture created in the same settlement might be of a different type if, for example, two artisan pops with different culture produced them.
A settlement uses Culture to uphold it's own values, to invest them in special projects or to pay for special actions by certain Pop types. Whenever a culture that is not matching the settlements current majority culture is used to uphold values, there is a small chance that it's values chance or that it gains additional values from the group that produced the Culture point. Likewise, when a Pop consumes a point of Culture, there is a chance that it switches to that culture.
The upkeep for Ideas is 1 Culture per Ideal and 2 Culture per Identity. Fads do not require upkeep.
Any Culture not used up is wasted, but may trigger various events, such as societal advancements, additional Pop culture changes, the creation of new values or even technological innovations.
Settlement Action
Each turn, a settlement has one free action. This action can be used to either gain 1 free Production, 1 free Culture, perform 1 Diplomacy action or perform certain special actions.
Military
Basics
A battle has two components, the commander and the forces.
The troops are positioned in three rows, the front row, which usually holds mostly melee units, the back row, which usually is where ranged units are placed, and the reserve row, where units are waiting when not yet engaged in the battle. When battle is given, the front rows can attack each other and the ranged units from the back row can attack the enemy front row, but not be attacked in turn. If a ranged unit is placed in the front row, it can also attack the enemies back row. Units in the reserve row can usually not be attacked or affect the battle themselves until moved to one of the other rows. The special abilities of certain units or special circumstances can alter these default rules.
The back row may never contain more units then the front row and if such a event occurs, the commander must immediately move a unit from the back row to the front row until the front row contains an equal or greater number of units.
The commander of a force has three stats: Strategy, Command, Inspiration
The strategy score is used for opposed checks against other commanders before a battle and determines troop movements, scouting results, and the location where the actual battle will take place. The strategy score is modified by the total Maneuver score of the force, but can never be raised beyond double the actual skill of the commander.
Command is used during battle to give orders to units. Each round, the commander rolls his Command skill and can then give a number of orders equal to the result. These orders can be:
- move a unit to a different row
- activate a units special ability
- try to inspire a unit
- support the attack or defense of a row, adding +1 to their total attack or defense
Inspiration is only used when the action to inspire a unit is picked. Roll the Inspiration skill and heal morale damage taken by a unit equal to the result. If the result is higher then necessary to bring a unit back to full morale, the unit gains a 1 point of bonus morale for each 2 additional points made on the check.
Each unit has the following four stats: Maneuver, Attack, Defense, Morale
Maneuver is mainly used to determine the total maneuver score of an army, which modifies the commanders Strategy ability, though many high maneuver units have special abilities that leverage it for other purposes.
Attack and Defense determine how much damage a unit can deal or take.
Morale measures how much damage a unit can take before fleeing the battlefield. This stat is strongly influenced by a civs Ideas and can be further modified by the circumstances of a battle. While the stat can be 0 or even negative for a unit type, the effective moral of a unit can never be lower the 1.
At the start of a battle, both commanders roll their Command score and can move a number of units up to their result to their front and back rows.
Each round, after the commanders have given their orders and announced which row to attack for any of their units that could attack different rows, sum up the total attack score leveraged against each row and roll opposed checks between the incoming attack and the rows total defense. If the Defense result is higher, the row takes no damage. If the Attack result is higher, the row looses a number of Morale points equal to the checks difference. Which unit takes this damage is the decision of the commander of the attacked force, but he can't assign more then one point of damage for a unit unless every unit of that row has been assigned a point of damage.
When a units morale hits 0, it flees the battlefield and can no longer affect the battle. Once one side has lost all troops in it's front row and back row, the battle is lost, even if the commander still has units in his reserve row.
Unit Types
Type
Maneuver
Attack
Defense
Morale
Special
Mob
-2
+1
-1
-2
- must start a battle in the Reserve Row, unless only mobs are fielded by the commander
Hunters
+1
Heavy Infantry
-1
+2
+1
+1
Regular Infantry
+1
+1
Light Infantry
+1
+1
-1
- Special Ability: Harassment - Add Maneuver to Attack and Defense for one round. Can only be used in the first round or in the same round this units is moved from the Reserve Row to the Front Row.
Archers
+1
-2
- ranged unit
Default Commanders
Default commanders are used when no hero special character is assigned to lead a force. Their quality is determined by the military experience level of the civ. Roll the Military Experience of the spawning settlement. The result of this rule is the number of steps the commander can be advanced beyond green. No more then half the points can be invested into a single skill.
Level
Strategy
Command
Inspiration
Green
+1
+1
-1
Regular
+2
+2
Veteran
+3
+3
+1
Elite
+4
+4
+2
Heroic
+5
+5
+3
Default Diplomat
Default diplomats are used when no hero special character is assigned to a task. Their quality is determined by the diplomatic experience level of the civ. This functions like the generation of Default Commanders, except using the Diplomatic Experience score of the settlement.
The Valley People
Symbol: The heads of a bear, a wolf and a man.
Government: Absolute Directorial Despotism - Mandate of the Ancestors
General rules
- Meetings of all Councils will be held in private. However, each person attending the council may bring an additional guest, who may listen but not speak unless invited to speak by the council.
- All groups setting out to interact with outsiders must contain a representative of the their Council. Low Council representatives can only do so for groups smaller than their own community with larger groups being the domain of the High Council.
- All matters affecting more than two communities must be brought to the High Council. Matters between two communities may be resolved by their Low Councils if they can come to a consensus, or otherwise be brought to the High Council for arbitration.
- Disputes between individuals and families within a community are to be resolved by the Low Council of the community.
- High Councilor, Low Councilor, Mediums, Priests and Vice-Councilors positions are exclusive. Upon gaining one title they lose all others of the list
Organization structure
- High Council:
-- The High Council will be the highest authority of the state, referring to the three who comprise supreme authority.
-- The High Council is advised by Mediums, one selected by each Low Council. The Mediums can be a member of any community.
-- The High Council can appoint representatives from any community to speak with their authority for specific tasks when the Council cannot be present themselves.
-- Each member of the High Council must maintain at least one, and no more than three Vice-Councilors for their council duties. These Vice-Councilors must be taught how to perform and assist with the duties of a High Councilor. They can be chosen from anyone under the authority of the High Council, except for High Councilors, Low Councilors and Mediums.
- Low Council:
-- The Low Councils refer to the local authorities, each governing one permanent(lasting at least one full lifetime from birth to death) community comprising of at least three population units of adults. Such a community may be fixed or mobile in nature, so long as someone can be born into it and die belonging to it.
-- Each Low Council consists of two leaders chosen by the community, and one leader chosen by the High Council. The community leaders must be members of the community, but the High Council can choose either a local or send a representative.
-- The Low Council can appoint representatives from their community to speak with their authority for specific tasks when the Council cannot be present themselves. They may appoint representatives from other communities with the agreement of either the High Council or the other community involved.
- Priests
-- The priests must maintain an advisor to the High Council at all times, who will be allowed to listen to and advise any decisions.
-- The priests may send one advisor to any Low Council, who will be allowed to listen to and advise any decisions.
-- The priests must preferentially raise their new initiates from the orphans of the People where available. Where there are more orphans than need for new initiates, they will be chosen by lot.
Succession
- High Councilors are elected with a majority vote by the High Council and the Mediums of each Low Council from the pool of Vice-Councilors. At least two thirds of the Mediums must be present to pass such a vote.
- Mediums are selected with a majority vote by the Low Council they represent. Their status can be revoked by the same process.
- One Low Councilor seat of each community is fixed to the High Council's appointment, if this Low Councilor is removed by any means, they will be replaced by the next appointed representative of the High Council.
- The remaining two Low Councilor seats are chosen by the community they govern. Groups with preexisting selection methods may use their traditional methods, or permanently change their process to a simple majority of their community.
- High Councilors will step down in the following events:
-- Voluntary abdication, which will start the process of raising a new councilor while they remain a councilor until their successor is chosen.
-- Death
-- Incapacitation such that they are no longer able to perform their duties for more than a season.
- Low Councilors will step down in the following events:
-- Half or more of the community they govern votes to replace them.
Religion: Faith of Bones
Capital: Greenvalley
Cultural Ideas
At the dawn of time, the people were lost and separated. But in these trying times emerged three great persons that led them together again to build a brighter future. Like the Mountain Father, the Black Bear and the White Wolf, the Council of Three rules to this day, the wisdom of the ancestors guiding them on their path. No higher authority can there be in this world.
Effects:
- gain +2 on combat morale
- gain +2 on stability checks
- troops will never disobey orders or join revolts, but may participate in civil-wars normally
- allow the deployment of military units to temporarily raise stability
- may use Subjugation actions even outside of wars with that war-goal
-- can destroy Pops to eliminate cultural values of a Faction
-- can destroy Pops to eliminate a Faction entirely
-- can forcibly resettle Pops
- using subjugation actions or deploying military units to establish order raises mood
- weaker polities receive -1 Morale when facing someone with this value
- must always treat other polities as lesser and can't interact with them as peers
- Council of Three must always be the highest authority in the state
- factions unable to alter social order or political system, but can still try to gain control of the government
- social change occurs slower, but sometimes breaks violently
- during a civil war, other groups can claim the Mandate of the Ancestors to gain legitimacy
- this idea will be destroyed when the government collapses or the polity is absorbed by another polity
Challenges come and go, but only the steadfast will remain in their wake. Neither directionless action, nor hiding from them will save the people from these trials. One must face these challenges no matter how daunting they seem, and though the price they reap might be dire one will grow stronger for these losses.
Effects:
- gain +1 on stability checks
- gain +1 on Inspiration stat of all commanders
- stability loss when radically changing a started course of action due to difficulties
Blood is life. It is shed when we come into the world and all too often it is shed when we leave it. To willingly give it to another, be they living or dead, is the highest gift one can make, for the giver offers nothing less then a piece of his life. Never should such a deed be done lightly and gravest misfortune will come to those who befoul such sacred acts.
Effects:
- gain +1 on stability checks
- religion more likely to spread to populations who have no codified rites
- religion less likely to be subsumed by other faiths
- lower risk of betrayal by oath-sworn subjects sharing this value
- factions more resistant to size and influence loss, except when caused by population drop
- lower chance to detect faction plots
A man might build himself a home. He can stack stone and wood to find shelter against the elements and make a place he can call his own. Yet many man can build many homes, and with dedication and effort, even greater works they can accomplish. The world is there for man to shape and to make it more pleasing for himself.
Effects:
- bonus to development of landscaping technologies
- large-scale landscaping projects increase mood
- diplomacy malus of -1 with all groups who venerate nature
- malus to stability checks and increased mood loss from natural disasters
Current Factions
Artisans
Description: Having their support chiefly among the miners and artisans of Cliffside, Crackhome and Greenvalley itself, this group is second in prestige only to the hunters and more numerous too.
Size: 7 (Large)
Influence: 7 (High)
Mood: 7 (Happy)
Main Issues: Stability, Ressources, Trade
Secondary Issues: Diplomatic Ties
Fishes
Description: Named after a joking answer to the question who they support, the fishers of Laketop have slowly drifted apart from the rest of Greenvalley to form their own distinct group. While wielding little direct influence in Greenvalley, the amount of food they contribute to the valley gives them still some leverage.
Size: 7 (Large)
Influence: 6 (Average)
Mood: 3 (Unhappy)
Main Issues: Peace, Stability, Segregation
Secondary Issues: Isolationism
Bone Tenders
Description: While they generally try to stay out of political affairs, the Bone Tenders wield quiet some influence among the population and are known to try and keep the peace among the people in times of strife.
Size: 1 (Tiny)
Influence: 7 (High)
Mood: 5 (Content)
Main Issues: spread of Faith of Bones, honoring the Ancestors, Neutrality
Secondary Issues: Peace
Settlements
Greenvalley
Location: Clearing in the forest near a river bend.
Size: Large Tribe
Development: Long House settlement
Minor Villages:
- Crackhome - Limestone Quarry Village
- Cliffside - Obsidian Quarry Village
- Laketop - Fishing Village
- White Halls - Holy Site with Pilgrim Village
- Rivercrossing - Village
Population:
Type
Number
Culture
Faction
Notes
Workers
20
Valley People
Fishes (13)
Valley People
Artisans (7)
Hunters
3
Valley People
Artisans (1)
1x Regular Infantry
Fishes (2)
2x Light Infantry
Artisans
5
Valley People
Artisans (4)
4x Basic Goods -> Production
Buildings:
Name
Upkeep
Effect
Holy Site - Faith of Bones
0.6 Production
3 Culture
Pilgrim Village
1 Food
can generate 1 Culture of own or friendly culture, or create 1 own Culture in friendly polity
Stone Wall
0.2 Production
defensive bonuses in combat
Active Trades:
- give 0.7 Production to White Clans for 1 Dye (Azurite)
- give 1 Culture and 0.2 Production to Lakerest
Resource Production:
Name
Current
Maximum
Bonus
Gathering
2
-
+30% (Base)
+20% (river)
+20% (low area utilization)
Total: +70%
White Clans
Living in the mountains near the valley, these nomadic people have been a constant companion of the Valley People, quite a few even being able to trace their lineage back to the clans. Though since they spent most of the time in the mountains, only coming down to the lower lands to endure the winter, contact is rather rare.
High Herdsmen
Living on the plateaus of the mountain range, these people briefly had a settlement called Softhill near the territory of the Valley people. After said village was destroyed and the counter-raid by the Herdsmen failed, contact broke up again.
Brushcrest
Once a minor farming village, Brushcrest has greatly grown in power in the last generations, creating multiple minor villages around itself. It is ruled by a chieftain, advised by a council of elected people from the main village. The other local power are the Water Maidens, a group of priestesses who venerate the spirits of the seas and rivers. Due to their proficiency in boat building, they have become a great trading power in the region, selling lumber and sea shells in return for tools and other luxuries from both the western plains villages and some settlements to the south-east.
Roiling Waters
Located at a lagoon that falls dry during low tide, this is a young settlement of unknown origin. No formal contact has been made so far, though from their location, it stands to reason that they are at least connected by trade ties to Brushcrest and probably likewise trade in sea shells.
Shallowlake
Sitting near a large, yet shallow lake formed by the Clear River, this community seems to mostly get by through fishing. Ruins of smaller villages nearby and abandoned fields imply a more prosperous past, though the reason for their fall is unknown.
Goldenfields
Further north of Shallowlake on the banks of the Clear River, this settlement is surrounded by vast untended fields of grain. The occupants of the large village seem to fit in badly, consisting mainly of gatherers who harvest, yet not plant, the grain, and large groups of fierce looking hunters.
[X] [Leadership] The Hunters, who are willing to go to the unknown, hoping for great rewards.
[X] [Leadership] The Hunters, who are willing to go to the unknown, hoping for great rewards.
The debate had been long and quickly seemed to get heated as the elders saw that none would heed their warnings, but in the end they relented. Neither the hunters nor the matrons were willing to listen to the pleas for caution, for the elders had waited too long to acknowledge the troubles of the tribe. Now that decisive action was needed, it would be the hunters who should lead the people for a while, for it was their doing that they had been spared the pangs of hunger for so long, so they too could be trusted to end them for good.
On the matter of the destination of their march, there was more division. Despite the notion having been brought forth mostly as an act of defiance, some of the hunters and even matrons were enamored by the idea to travel to the strange place where earth and water mingled, while others felt that the tribe should not abandon their ways, merely seek out richer grasslands for themselves. Here it was that the elders voices were heard again, as they argued against an open plain were it was known that many other tribes walked. Perhaps they were too convincing in their arguments, for as the stars were slowly driven away by the sun, it was the hillsides of the rivers that had found the most support among the group.
And so they all dispersed, going back to their kin and the tribe at large to tell them of the decision they had reached. Many were frightened by the idea to leave the steppe, even more so when they were told how strange and far away a place they would wander to. Some even challenged it altogether, inventing ever more outlandish theories about the dangers of the journey, ranging from evil men to ambush them to the spirits making the mountains come crashing down on them for turning their back on them. It was Lichen's calm manner that managed to cool their tempers. Even with the exhausting night before, he took time to listen to every complaint and worry, steadily wearing them away with soothing words and the occasional argument at a growling stomach. He had started all of this after all, not to splinter the tribe, but to keep it united and strong.
The tribe had always wandered and so breaking camp did not take more then that single day for them. As they began to march, some still began to skittishly look at the endless grass around them, as if to see as much of it as possible before leaving. It took a good two days of walking until they accepted that they would still see quite a bit of grass before they would be anywhere else. Later on, some others nearly left the tribe as they had crossed one of the great rivers, though that too passed quickly. The lands here were not richer then those that they had left behind and having waded through the water, always having to fear to be dragged away by it, had quickly cured them of the desire to stay in this mercurial place.
Which path from here on?
24 - Hunters pressing to go over the mountains. The other groups are not happy.
Not long after though, another argument broke out among the small group that had spurred the tribe to this long march. Some of the hunters, emboldened by tales of other tribes walking among the mountains themselves and seizing the wariness of having to cross more rivers on the route that was initially agreed upon, wanted to use those little used paths instead. They spoke at length of the prudence of their plan, how it would spare the tribe the chance to come upon unfriendly travelers and that the waters themselves would guide them unerringly. All remembered though how the hunters had so far argued against such caution and saw through to their true desires. Some merely were curious to see what lay between the peaks, others lusted for the glory of having led the people on such hostile grounds. In the end, no words could sway the hunters and grudgingly, the tribe let them have their will. It would have sat ill with many to first state their trust in the hunters, just to take it away at the first opportunity.
How well does it go?
97 - A merry jaunt.
So they followed the river to the peaks that birthed it. The imposing rocks looming ever larger as they came closer. The grass around them seemed to turn drier and sparser with every step taken, the herds of beasts thinning between the hills that led towards the mountains. Yet at the same time, there always seemed to be just enough food to fill their bellies to be gathered among the dry shrubs. Some said that this was because no tribe not touched by madness would ever dare to wander here, while others saw in it the work of the spirits, a parting gift to their children leaving their old home behind. Whatever the reason, the mood quickly turned around again and sharp words spoken behind turned backs became praise to the hunters for their cunning choice.
It was not fear that dominated as they began to climb the hills leading behind the rocky peaks, but determination. They had come so far with little trouble, a whole two moons of marching and eating what could be found on the way, so whatever may lay ahead, they felt prepared for it. Still some let there gazes linger on the endless hills topped by steppe grass as they disappeared behind stone and haze. Now they had truly left their home. Were there had always been fresh grass under their feet and the warm sun on their skin, there was now only dry earth and cold shadows as they marched.
For many days they walked like that, always towards the peak where they had seen the sun set behind the day before. Their trek slowed as the hunters had to switch between scouting ahead and bringing meat to nourish the tribe. Even the gazelles of these lands were weird. Some were, tiny, stocky things, who seemed so slow on the ground, yet climbed the rocks around them as if they were even land. Others seemed to have gone the other direction, becoming fat and ponderous, yet quite terrifying when provoked. They all seemed weirdly unconcerned by the peoples passing, as if they felt like staying and gawking at the weird things trudging through their home.
Location
74 - A great spot.
Something else?
88 - Something great waits for discovery.
Though after all the days of wandering, the journey came to a close. The scouts had come back looking almost giddy with excitement and not long after, all the people saw the reason. Behind the last mound of stones and shrubbery, they saw a valley like they had never seen before. The greenery seemed to creep up the mountains as if competing with them, just as the tales had told and the entire place was filled with them. At a distance, they looked almost like grass and only those closer hinted at their true seize. Between the slopes and small hills was a river, moving almost lazily around it all and small patches of lush, green grass adorned its sides.
Chatter sprang up immediately as the last uncertainty bled from the tribes-folk. Their journey had not only ended, but it was a success. These green lands, nestled in between the mountains, would see them safe and fed for many generations to come. With the sun setting, they would only go down tomorrow, making camp between the rocks for one last time, but many would come back to this spot to gawk all evening.
Just one man never left the place. Lichen, who had started all of this, had sat down on a outcropping of rock and gazed at the valley. While even the other elders had stomached the hardships of the march quite well, he had not, requiring more and more rest each evening and having to be helped to walk on more then one occasion. A few sat beside him and savored the view, others tried to talk with him, but he refused. "It is done" was all he had to say and so they left the venerable elder to spend his night there. On the next morning though, they would find him still sitting in his spot, slightly slumped over. Any who saw knew that he would never stir again.
It was not grass that they wrapped him with, but stones and thin shrubbery that they laid on top of him, right on the slope of that mount. They had left their ancestors in the steppes, but the one of them that still lived had come this far with them. Now he would rest on the mountain and forever gaze upon his kin living in the valley, to see the fruits of his work. The climb down is somber for the loss, yet the tribe goes on to explore their new home.
With the tribe having arrived at their new home, many things must be decided and many a voice is raised to argue for one thing or another. Their task completed, the hunters gladly let go of their authority again and join the chorus like everyone else. Nonetheless, nobody shall soon forget their leadership and that it was their boldness that led them to the right path.
Mechanic Revealed: Cultural Ideas
As the history of the people grows longer and the world around them more complex, they will form ideas about their own place in all of this. Be it something to aspire to, a belief that they have a predetermined place or simply a rule that governs how they interact with each other, these thoughts will shape them and the communities they build.
Cultural Ideas come in three levels and usually give specific advantages or drawbacks to certain actions. They will also shape the way the group will interact with others and might block certain actions, enable others or even force the group to do something specific. The deeper the idea is ingrained into the groups culture, the stronger these effects become. Acting against an idea can cause strife and will slowly degrade it to a lower lever, before it passes away entirely. Reinforcing an idea by acting in accordance with it will keep it alive and lead to it reaching a higher tier. Over time, an idea might change and evolve through time, interaction with other ideas or simply changing circumstances of the group.
Fad - A short lived idea that will fade within a few generations at most.
Ideal - This idea has gotten some traction and is viewed either as commonly held goal or widespread held belief. It will last over many generations, unless actively worked against.
Identity - Due to being held in the common consciousness for so long, this idea has become a defining trait of the group. It will never fade on its own and is very unlikely to degrade, even if actively worked against, though it can evolve normally.
Grained Cultural Idea: Boldness - Fad
The tale of the tribes great journey and its leadership is fresh in the memory of the people. The lesson they learned is that fears and uncertainty should not govern you and that great things can only be achieved by taking risks.
Effects:
- small bonus to Exploration actions
- critical successes and failures for hunting and exploration actions become more likely
- small risk of tribe members acting on their own without regard for the consequences
With every group wanting to do their own thing, the tribe needs to settle on what is the most important for the first days. You must erect a permanent camp and start at least one food gathering action:
[] [Hunters] Explore the valley and its immediate surroundings.
[] [Hunters] Explore where the river leads to.
[] [Hunters] Take stock of the local animals and begin hunting them. (Food)
[] [Hunters] The tribe has caught fish by hand and spear in the past. See if the shallows of the river are suitable for that. (Food)
[] [Elders] Explore the valley and its immediate surroundings.
[] [Elders] Erect a camp-site.
[] [Elders] Go out with the gatherers and look for edible plants. (Food)
[] [Elders] Take a good look at the tall plants of the valley. The tall shrubs whose branches you use for spears don't grow here and you will need replacements soon.
[] [Elders] Take a good look at the stones of the mountains. You might find some of the special rock that other tribes have sold you for cutting.
[] [Matrons] Erect a camp-site.
[] [Matrons] Take a good look at the tall plants of the valley. The tall shrubs whose branches you use for spears don't grow here and you will need replacements soon.
[] [Matrons] Take a good look at the stones of the mountains. You might find some of the special rock that other tribes have sold you for cutting.
AN: The journey could have made some problems, especially when the hunters got their way with the mountain route, but instead it became a cake-walk. Likewise, you've got the best site on the mountain slopes. A valley enclosed on three sides by mountains and the only entrance is semi-blocked by the river crossing from one side of the valley to the other.
[X] Plan Overview
-[X] [Hunters] Explore the valley and its immediate surroundings.
-[X] [Elders] Go out with the gatherers and look for edible plants. (Food)
-[X] [Matrons] Erect a camp-site.
Soon enough, busy people could be found all over the valley. The largest group by far was the matrons and the children who had been tasked with making a proper camp. There was a lot of arguing about were to put it, especially with a few of the elders who had stayed with them due the exhaustion from the march. First they wanted to put the camp in the woods, so that it would be hard to spot from a distance, but the elders thought that all those tree things were too dangerous to be around. There was no telling when they would fall over like the taller shrubs tended to do in the steppe and there was even proof of that, since a few could be found laying on the ground. That all the other trees seemed to stand firm was no argument for them, since clearly, if one falls, they soon all will.
So they looked for a spot on the grassy shores of the large river next and obviously, that wouldn't do either. It was quite evident that the exposed pebbles at some places meant bad things, either because the river had spat them out, they had rained down there from the mountains or because the riverbank might slide into the waters any second now. The plants on the calmer edges were even worse, because who knew what strange monsters might hide in there? The gently rising meadow was right out, since the river spirits would flood it any moment now and hadn't they come here exactly for the reason to no longer live on grass? Clearly they had been right when they had proposed to go to other lands instead of this dreadful valley.
At this point, the matrons had been fed up and told them that they could live on the mountains if they found everything here so bad or go away entirely. And besides, if they had recovered enough to whine all day, they had recovered enough to make themselves useful. The good thing about the squabbling was that the people had found a great place while walking around the valley arguing with each other. There was a larger clearing in the woods, just a short walk from one of the shallows of the river, yet well hidden from sight by the trees and shrubbery.
Gathering without knowledge.
56 -> work goes slow, but no deaths
Meanwhile the gatherers went on with the unenviable task of finding out where some food might be found and more importantly, if it was actually food or poison. Never in living memory of the tribe were the elders part of the efforts as much as in these days. First on the journey and now again here. It was their lot to carefully taste everything that nobody recognized, since in the end, if they were laid low by sickness, the tribe would loose the least. The hunters needed to bring in meat and the matrons needed to take care of the children, but an elder laid low by cramps and fevers for a few days would not spell doom to the tribe.
The big problem was that nothing in this valley could be recognized by anyone. Sure enough, many plants looked similar as things they knew from the steppe, but nobody was quite willing to gamble the tribes health on that alone. And thus came the great gnawing and chewing, tasting everything from berries to leaves and roots. Carefully of course, especially since one had to wait a while to see if something made you ill, yet that also meant that it was going slowly. In the end, many of the gatherers had to chime in and taste their finds themselves, hoping for the best, though nothing worse then a few cramps had been the toll of the efforts. One particularly unlucky girl was in quite some pain after stepping through the stalks of what was quickly dubbed Fire-Vine, for it felt on her skin as if she had passed through a flame, though even that passed after just a few minutes again.
It was thus not much that they brought home for the tribe to eat. Enough to keep them fed for a bit, yet not a truly great bounty either. Unlike in the steppes, many plants here seemed much softer, their stems and leaves much thicker and of a wild variety of tastes. Some were sour, others sweet or tasting of even stranger things. Especially a certain kind that they had found to grow in the small ponds where twigs and dirt had clogged some of the many minor creeks had been deemed quite tasty. Beside those, the forest offered ample amounts of berries, of which most seemed edible and the trees seemed to shed many kinds of tiny, hard things, that were quite filling after having them crushed by a rock or roasted in the hot ashes of a fire.
Gained passive food income from Gathering.
They also spotted quite a few animals during their search, both small things that scurried through the brush and antelopes whose horns were like the branches of the trees to make them blend into their surroundings. Though those were things the hunters would have to investigate.
As for them...
"I swear it to you! I saw it with my own eyes!" His words did nothing to banish the dubious looks the others leveled at the young boy. Especially the older ones seemed to see his tale as confirmation that they shouldn't have brought so many of the youngster with them.
"You want us to believe in a beast that walks on his hind legs and is tall as two men?" It was meant as a reproach, but the boy just nodded. "That is so fat that it could feed the entire tribe?" Another flurry of nods. "And a pelt large enough to cloth four of us?"
This made the boy look thoughtful for a moment, before he raised his head again. "Maybe even five, if you just make cloaks and boots from it."
That made most of the assembled hunters groan at the outrageous tale again, yet some seemed more thoughtful then incredulous. After some murmurs, one of those raised his voice to address the crowd. "Maybe we should just go there and see if he told the truth. What does it matter if we travel in that direction as a group before splitting up again? If it's just a tall tale, we lost nothing, but if the beast is real, we can bring it down together."
"I've said it back then and I say it again. It was a bad idea to make the young ones scout on their own. They are supposed to watch and learn from us, not run off on their own and get in trouble or invent stories. If we follow every flight of fancy, we will get nothing done at all." Many nodded at that, even some of the youngest members of the group, who looked pretty frightened just from the description of the alleged monster of the woods.
"But think of the tribe! The others make a camp for us and try to gather plants, but what would they say if we surprise them with such a magnificent bounty upon our return? Knowing the lands is well and good, but seeing hills and rivers does not fill your stomach."
"Maybe it would be wise to see if the tale is true, just to confirm the existence of such a beast. Wouldn't it be wise to also look for dangers while exploring? We should not discount his words, just because we never saw something like that ourselves."
And thus the murmurs grew around the boy, the hunters debating what to do.
He carefully crept forwards, one step at a time. His eyes darting around the clearing to see the others doing likewise, only their silhouettes visible in the pale light of the moon. In the middle of the rapidly shrinking circle was their quarry for this night. Maybe the boy had exaggerated a bit about it's size, though it was hard to say for sure. A massive boulder, wrapped in pelt, was laying on the grass, its back slowly rising and falling as it breathed.
It was the argument that they should know about such beasts, for they might attack the tribe, that swayed the hunters to follow the trail, though all knew that it would not end with just watching it. Why report a danger, when you might as well eliminate it? And so they had followed it until the sun had set and it had lain down for the night, just there in the clearing, as if nothing in the woods would be able to hurt it if it slept so in the open.
For men that were used to hide among stalks of grass no higher then their knees, it was almost too easy to hide in these overgrown lands. They had gotten so close that they could smell his fur and even hear the sound of its breathing. The ambush was nigh perfect. Many hunters, spears raised and ready to throw them at any moment, yet their quarry still unaware of the danger.
At last, the beast stirred, raising his head as it had finally noticed them, but it was too late. The spears flew towards it as one and as his own had left his hand, he almost wanted to cry out in victory, assured that nothing could survive that many weapons. He thought wrong.
To the horror of the hunters, the spears failed to kill the thing. It seemed as if they hadn't even hurt it much, just filled it with wrath at their impudence. Some outright glanced off its hide, other failed to strike deep enough to even bury the whole tip. He rushed in, together with some others, trying to thrust their spears directly into the creature, but it rose further to stand on its hind-legs. The monster roared, a deep and terrible sound that struck terror into the hunters hearts, just as much as to see their spears breaking uselessly against its skin.
He dropped the useless stump of his weapon as he staggered backwards and the beast looked now directly at him. Sharp claws adorned its paws and teeth bigger then his fingers gleamed in the night. Quickly he raised his arm before his face, trying to dampen the blow he knew would come and hiding the terrible sight of it from view. Though right after, he saw it again. Why had he lowered his arm? And where did the water come from? Then he saw the moon above, not remembering why he looked up. Then he knew nothing.
Critical Failure!
Hunters found something and angered it. They paid the price.
Map Unlocked
Many tears were shed as the hunters returned to the camp a few days later, for it were not many that did return. Worry spread together with the tale of their failed hunt and of the terrible monster that had slain so many in its rage. Not all died immediately to its claws and bites, but some succumbed later to their wounds, while others got lost in the woods in their mad scramble to get away.
In the end, the hunters have been all but gutted. Many of them are dead or missing with nary a spear left for those who survived. At least most of the youngest made it back safely, though they are only half trained at best and make pure substitutes for their elders. There are still those who had stayed behind to protect the camp, though they number few and neither are they the best, nor would it be wise to send even their last defenders away. What said defenders should do against a creature that can't be fought with spears is a question nobody dares to raise. The success of the gatherers is all that stands between the tribe and outright panic, for it seems that no great hunting spoils will come any time soon.
Again the groups squabble with each other, trying to find a way to deal with the crisis. With the hunter decimated though, they have nearly no voice and will have to accept the decisions of the matrons and the elders.
What should be done with the remainder of the hunters?
[] [Hunters] Let them mourn their lost kin and friends, and let them decide themselves what to do. (Unknown effect.)
[] [Hunters] Tell them to go hunting, so that they can rebuild their confidence. (Food, low-efficiency due to lack of skilled hunters, will deplete weapon supplies further)
[] [Hunters] Tell them to try to fish in the rivers and streams. More supplies are always good and it will make them feel useful. (Food)
[] [Hunters] Tell them to go with the gatherers and find a way to make new weapons. (Might find a way to make new weapons.)
[] [Hunters] Tell them to guard the camp. (Reassures the people.)
What does the rest of the tribe do? Pick two options:
[] [Action] Clearly the invulnerable creature was a spirit, not a beast. Try to find a way to appease the spirits for this slight. (Might reassure the people.)
[] [Action] The spirits have aided the tribe to get to this valley. Try to ask them for guidance again. (Might reassure the people.)
[] [Action] The people always believed that the ancestors have become one with the world again. Maybe you can ask them for guidance? At least one of them is not even far. (Might reassure the people.)
[] [Action] Look at the trees and see if you can make new spears from their branches. (Might find a way to make new weapons.)
[] [Action] Look at the rocks of the valley and see if something useful can be made from them. (Might find a way to make new tools or weapons.)
[] [Action] Look for a way to defend the camp or at least make it easier to detect the beast if it comes. (Might find something. Might reassure the people.)
AN: The good news is that you are not overly likely to starve to death soon, since gathering went well and the valley hasn't been taxed by human habitation so far. The bad news is that winter is a thing and the gathering output during it will be not able to sustain you on its own.
[X] Plan Practicality
-[X] [Hunters] Tell them to go with the gatherers and find a way to make new weapons. (Might find a way to make new weapons.)
-[X] [Action] Look at the trees and see if you can make new spears from their branches. (Might find a way to make new weapons.) -[X] [Action] Look for a way to defend the camp or at least make it easier to detect the beast if it comes. (Might find something.
Food situation?
46 -> Stable, no reserves
Tribe mood?
54 -> Stable, but still spooked and worried by the events.
Hunter mood?
72 + 10 (Boldness) + 20 (Told to arm themselves) = 102 -> Driven by the desire to feast on the flesh of their enemy.
The mood in the tribe was tense. The idea of a beast that could effortlessly tear through their hunters worried many, yet they also knew that panic would not improve the situation. Ideas were bandied around at the campfire, weighted, and dismissed. At first many advocated to let the remaining hunters rest and mourn and while they seemed to calmly accept that notion, others didn't want to order them to sit around and brood. Their defeat had been crushing, but they should rather spend their time to arm themselves again. The beasts of the wilds would not grant them a period to rest.
And so, from the next morning onward, the hunters marched with the gatherers, tasked to find new spears for themselves. Some of the elders joined them, seeking to study the trees and what may be wrought from them, while others stayed with the matrons to figure out how to defend their camp.
Defense Building:
24 -> Ideas, but nothing practical.
At first, they where at a loss. Never before had the tribe stayed in one place when danger loomed and likewise, never had they felt the need to build anything that could withstand efforts to tear it down. Stone seemed like a good thing to make something sturdy, but they could hardly carve apart a mountain like a goat and drape it around their camp, and loose stones would just tumble down on their own. As the elders came back with parts of the trees to study them in peace, they took some of the larger pieces and tried ramming them into the ground. If a tree was sturdy when firmly rooted in the earth, then they could just put down their own tiny trees and make them too close together for something to pass through.
The first attempt failed miserably, the wood easily pushed over, so they tried to dig holes so that they sat deeper, but that meant that they needed longer pieces and those were rare. The only thing that came to mind would be to cut down entire trees, though that would mean even more effort and they would never finish their task before winter, not even with the whole tribe helping. It was then that those trying to build their tiny forest came upon what the others had done with the small twigs and branches.
Trying to carve wood:
71 -> Learned Simple Woodcarving and adapted Basket-weaving techniques
Synergy roll with Defense Building:
84 -> Learned Wattle Weaving
While they had toiled, the elders had begun to carve apart twigs and branches in an attempt to make new spears. It seemed like they had just as much problems with that thing, though they steadily got closer to something usable. While the first few attempts were too weak, too short or oddly shaped, they learned a lot from their mistakes and their latest ones already begun to look like a spear. What pieces they had ruined were not allowed to go to waste, though. Some women had taken the more pliable parts and begun to weave some baskets from them to replace those that had torn on their journey. Their work too looked crude at first, yet they were much sturdier then anything they had ever made from the grass of the stepper.
A quick debate broke out over how many long and thick branches they might be able to get and how many long twigs. Luckily, some of the trees near the water had twigs that were longer then a man, yet thin and soft to bend them easily. There was some confusion as the women happily declared that they would weave a basket around their camp, though they paid it no mind and simply elected to show them what they meant. It still took the better part of the a moon to finish their odd idea, but at the end, they had a sturdy ring of woven twigs, anchored to a few dug in branches around their home. It was not that high and given the strength of the beast, it might even break it entirely, though the tribe still slept a lot better after it was finished. It would keep out the small animals at least and even the large beast would take a bit and cause a ruckus when breaking it. At least they would no longer be caught unaware.
Gained Wattle Fence
What do the hunters do?
78 -> Great Progress at something
As for the hunters, they were not idle either, though they played they didn't show the tribe their efforts at first. On the first few days, they stuck to the gatherers, prodding and pocking everything in the valley and kept an eye on the efforts of the elders, but then they started sneak off and do something else. A few could be spotted near a cliff face some distance from the camp now and then, though try as they might, nobody would get an answer to what they were doing there. They wanted to make it a surprise to the tribe and reveal what they had wrought to all of them, once they were done. A few people were worried by their strange behavior, though they looked a lot less downcast then before, so they were allowed to keep their secret for now.
The whole tribe had gathered this evening and sat in a great semi-circle around the fire, curious what the hunters had been doing. Today they had announced that they had finished their task and so the gathering had been arranged. Some of them were already present and sat among the rest of the tribe, eager to see the fruits of their labor revealed. Then they came, carrying a long bundle between them that they sat down by the fire.
"The great beast has defeated us." The leader of the group spoke with a solemn air. They called him Wind for how fast he could run and many knew how much it shamed him that this prized skill was why he had survived the disastrous hunt. "The beast is strong and tough. So hardy that our weapons broke against his hide and so brutal that it could tear a man apart with but a single swipe of its claws."
A quiet murmur passed through the people. They all had heard the story by now and how gruesome the fight had been. Yet the man was not done with his speech. "But can many a beast slay a man? The bite of the great cats has felled many of us, yet they flee when our spears hit them. The antelopes can break a limb with just a kick, yet we dine on them and wear their skins. The beast can be slain just like them, if we just use the right tools."
With this he opened the first bundle, showing strange blades that none of the people had ever seen before. The shape was the same as those they sometimes traded from other tribes, but they were not a dull grey. They looked as if one had carved them out of the darkest night. Gleaming in the light of the fire as if the stars had been trapped in them, as the blades were torn out of the heavens. He took one of those blades and turned to two of the other hunters. Between them, they held one of the small animals from the forest, dead already, but not yet taken apart. With a quick strike, the blade came down and the carcass was cut apart, even the spine unable to even slow the blade.
More murmuring followed and a few stepped forwards to see those blades for themselves. Not even the best blades they ever traded for could have matched that feat. Though as the blades were passed around, one of the elders shook his head and rose to his feet. "They are the finest weapon that I ever saw Wind, I will give you that, but even if they slay the beast, how many more of you shall we have to mourn for this revenge? None doubt your skill, yet if not the first blow brings it low, it will break your spears and bodies just the same. I'm grateful for what you made for us, though I must ask you to stay your hand. Don't lay down your life just for hatred's sake."
To call him cowed by those words would be an overstatement, but they gave Wind pause and after a long while, he nodded in acknowledgement. Though he was not done yet and had the others unwrap the long package. Three spears it held, longer then any the tribe had ever seen, much longer even then Wind was tall, as they saw when he took one and held it. "I do not seek to die on the beasts claws and neither does any other of us. Yet the beast might give us no choice and we would rather see it dead than wait for it to claim any more of our kin."
He twisted his grip on the spear, now holding it with both hands near the center and one of the other hunters nearly got hit by the blunt end as he swung it around. "We made these spears not for throwing, but for thrusting. We will encircle the beast just like before, but this time we will not strike as one. One of us will attack it from behind and when it turns around, he will flee and another hunter will attack it from behind again. Some of us will stay father away and replace those that run, while they can take a new spear. The beast will never come close enough to strike us and all we need is enough spears to see the deed done."
The camp grew quiet at his words. Most were not hunters and could thus not truly judge his proposal, but those elders who could seemed not unconvinced. It would be wasteful to see so many spears shattered, that was true, but trees were many in this green valley. But there was still the risk that his cunning plan would not pan out and even if it did, they might loose another hunter to a single mistake.
What did the tribe think of Wind's plan?
[] [Hunters] Allow them to proceed. They will make enough of the new spears for their plan and slay the beast.
[] [Hunters] Ask them to let go of their wrath and no longer try to slay the beast. (Might fail. A few might slip off to do it with a smaller party.)
[] [Hunters] Write-In
What would the rest of the tribe do in the coming moon?
Available Actions: 2
Food Situation: Stable (Gathering only)
Reserves: None
Time until winter: 4 moons
Simple defenses build and tribe on the way to re-arming: +40 to tribe mood roll next turn
[] [Action] Start fishing.
[] [Action] Put more effort into gathering to create a stockpile.
[] [Action] Make new tools from the strange stones for the entire tribe. (Bonus to Gathering efficiency.)
[] [Action] Train more hunters to bring them back up to full strength. (Malus to Gathering due to redirected manpower. Eliminates malus for future hunting actions.)
[] [Action] Try to figure out a way to fell entire trees.
[] [Action] Look into replicating the methods to preserve food you have heard about from other tribes.
[] [Action] Explore your surroundings further.
-[] Follow the river into the valleys.
-[] Go towards the sunset.
-[] Explore the mountains.
-[] Write-In
AN: Regardless of what the hunters do, they will be busy re-arming themselves next turn. Afterwards, you get a 3rd action and a few additional options.
[X] Plan Rebuild first -[X] [Hunters] Ask them to wait until more hunters are trained, at least until the winter has come and gone. Loosing even more to the beast now might spell the end for the tribe when the plants grow scarce in the cold.
--[X] Also the bear might be weakened from the lack of food over the winter, making for an easier kill.
-[X] [Action] Start fishing.
-[X] [Action] Train more hunters to bring them back up to full strength. (Malus to Gathering due to redirected manpower. Eliminates malus for future hunting actions.)
Hunters reaction:
71 - 10 (Boldness) + 10 (Asked to train reinforcements) + 20 (Asked to wait) = 91 -> Hunters wholly convinced. No desertions.
For a while the gathered tribe discussed the plan brought forth by Wind, and none could deny that it had merit. Some even chimed in with ideas how to improve it, though other voices won out in the end. One of the matrons rose at last, motioning for quiet before she answered the hunter. "Winter will be upon as far too soon and your number is small now. If you lose, the tribe will starve as the plants wither and the snow comes for us. If you win, you will bring great glory, but the meat will not last us until those times. Either we let it rot without use or we let the plants wither needlessly that could sustain us for now. Wait until the snow has come. Let the beast nourish us when we need it the most in return for having taken so many from us."
Now it was the hunters turn to murmur among themselves, but before the proceedings could drag on, Wind cut in again. His voice lacked the earlier convection and his question sounded more like asked for completeness sake then any true need to be convinced any further. "And what if it comes for us instead to sate its lust for blood?"
"Then the wall we've build will hamper it as your spears do their bloody work. Place the arms you make around the camp and whatever beast may come to our camp, you will slay it with the whole tribe at your back." Unspoken went the implication that the whole tribe would be watching such an affair and many of those that had looked rebellious before now seemed thoughtful. Glory was what drove some of them, and much more of it would they have if the tribe would see their deeds.
With a short glance around the faces of the people, Wind nodded his agreement. "Then we will do it so. Once winter comes and our stocks dwindle, the beast shall be our quarry, but until then we prepare for it. There are many small animals in these forests and most of the larger ones travel alone and shy away from us instead of attacking with hoof and horn. Let us use the time to train some of the younger in our skills, so that they may hunt the safer game come winter."
The notion was not unexpected and neither unwelcome. Many had expressed worry about the loss of knowledge and that too few spears would be available to overcome the cold and dark ahead. Some of the younger among the gatherers had started to chase the small critters of the woods on their own already, more of boredom than true desire to catch them. Some expressed worry that it would take them away from other tasks, though in the end, the decision was nearly unanimous. Even some of the elders who felt no longer fit enough to go on the taxing trips of the hunters had chimed in and offered to lend a hand in the training effort. It seemed the worries of the past moon had passed already. No one would forget the people lost, though all felt that this hardship would be overcome.
Fishing:
Gained re-roll from synergy with hunter training. 46 98 -> Formalized Spear Fishing techniques.
Instituted Spear Fishing as a form of hunter training.
Gained half a month of food reserves.
The stones in the river they stood upon were both natural and the result of hard work. A while ago, some had noticed that many fish liked to rest in the shallow river outcropping that was filled with gravel and a smattering of larger boulders, especially right between those larger rocks. So a few people were gathered to spread them around a little bit more and now they had quite a few spots for a prospective fisher to stand without overly alerting his perspective prey. The only thing that still felt odd to some was that most of them were pretty much still children, not grown hunters showing off their skills. Thus the one old man of the group who darted from boulder to boulder stuck out like a sore thumb.
He had been a hunter once, until a twisted shoulder meant that he now longer had the strength to properly throw or thrust a spear. Yet his eyes were still sharp as ever and he remembered well the lessons taught to him. Not all of them he would pass on to this bunch and truth be told, they would develop all kinds of bad habits in regards to how they wielded their spears from this, but he was still pleased by his efforts. They learned quickly and after but a few days of training, they could thrust the spear with reasonable strength into the water. With the river so pleasantly clear, the only thing left for them to learn was speed and a steady aim. And patience of course, but that was a skill that could not be instilled too early or too often in his opinion.
A loud whack and a splash behind him tore him from his musings, his thoughts on patience echoing mockingly in his mind as his was tested yet again. True enough, it was the usual suspects who he saw when he turned around. They were siblings, him a boy of ten winters and the girl maybe two more, if he recalled correctly. Both of them were quite clever and eager pupils on their own, but they just couldn't stop squabbling among each other.
"And what was it this time?" he asked in a weary tone as he stepped over to them. The girl still sat in the shallow water she had fallen into, he scowl turning into a eager grin at his approach. Her brother on the other hand looked red as the evening sky and couldn't stop glaring at her.
As his gaze rested on the boy, he snapped his eyes around and began to babble quietly. "She said something... and..."
"You didn't like it, I take it. What did she say?" Somehow the boy managed to get even redder at that and as his sister tried to speak, he quickly threw some water into her face with the butt of his spear. "I think I do not want to know. However, what did I tell you about using your spear? And about making splashes in the water by, say, pushing people into it?"
He mumbled something at first, then repeated it louder at the old mans urging. "That a spear is for hunting and for fishing. That I should not use my spear on people, let alone my sister. And that splashes in the water are bad, because they scare away the fishes."
"Indeed. It would be good if you remembered that before doing something like this next time." He glanced around at the other children, who were watching the exchange like always with the keenest interest. Then he glanced down at the few tiny fished that swill swam beneath the stones. It would take a day or two for them to feel safe again and return to the stones, they tended to get scared away by their work sooner or later and a lot sooner when the children couldn't behave themselves like today. "Well, after three of you have had a bath in the river today, we might as well go back home. Gather our catches and bring them to your parents."
Just as he had finished to speak he saw it in the corner of his eye. It was not a spear as he first thought, but just a long reed that the girl had swung at her brothers feet, where she got it so fast he could only guess. The boy yelped from the quite hard hit, lost his balance and fell promptly into the river. The old man didn't know if he should show anger, exasperation or resignation on his face as he turned to the girl, who just shrugged and smiled at him. "Lesson is over anyway. And he needed the bath."
Definitely resignation.
As the days progressed, the tribe went back to the ease it felt on the last stretches of their great march. Even with many of the children tied up by other tasks, food was coming steadily and thanks to the bounty they had reaped from the river, they even had enough to store most of the nuts and roots they found for the coming winter. The hunters had made good on their goal to make weapons and both throwing spears and their new thrusting spears were plenty. The idea to have the younger children hunt the forest creatures had not panned out, for they quickly learned to avoid any person they saw, yet the tribe felt safe enough to trust the fence and half-trained people to defend them in a pinch, freeing up the hunters for their other tasks.
The only trouble that came was the storm that swiped through the valley. The spirits seemed intent on keeping the tribe busy and had the winds make the trees creak dangerously, throwing leaves and branches though the valley. The rain and thunder, once good signs in the steppe, was mostly something to endure here, for the meadows were lush already. Many tents had been blown over and everyone was miserable from the wetness of those two days. Some pointed out that the rain seemed to come here much more often and if the rain was plenty, so might be the stone. Since the fence had survived the weather much better then the hide tents, some began to argue to build new homes for the tribe in the same fashion.
What will the tribe focus on during the next turn of the moon?
Available Actions: 3
Food Situation: Stable(Gathering, Fishing)
Reserves: 0.5 Months
Time until winter: 3 moons
Instability ended.
Available Actions
Sustenance:
[] [Action] Go hunting.
-[] In the valley.
-[] In the mountains.
-[] Write-In
[] [Action] The small forest critters exist in great numbers, but are hard to catch. Try to catch them with traps.
[] [Action] Put more effort into gathering to create a stockpile.
[] [Action] Put more effort into fishing to create a stockpile. Unavailable, due to lacking preservation techniques.
[] [Action] Look into replicating the methods to preserve food you have heard about from other tribes.
Resources:
[] [Action] Make new tools from the strange stones for the entire tribe. (Bonus to Gathering efficiency.)
[] [Action] Try to figure out a way to fell entire trees.
[] [Action] While the wattle makes for sturdy construction, it does little to keep the rain out. Try to find a solution.
[] [Action] Investigate the mountains if you can find other useful things.
Construction:
[] [Action] Your tents are ill suited for this places weather. Begin making more sturdy and permanent homes. (Takes 3 Actions total, can be spread out over multiple turns.)
Other:
[] [Action] The spirits have shown their hand again. Try to find ways to appease them.
[] [Action] Explore your surroundings further.
-[] Follow the river into the valleys.
-[] Go towards the sunset.
-[] Explore the mountains.
-[] Write-In
AN: Fishing income is a good bit smaller than that from gathering, since your methods are still quite labor intensive and the river doesn't have infinite fish in easy to reach spots. You will get a small, passive income from it and as long as Gathering also goes well, you get a bit of stockpile out of it by consuming the fish immediately and instead storing plants.
From here on please always vote in plan format. The tally seems to gets hiccups otherwise.
[X] Plan Prepare to Prepare
-[X] [Action] Try to figure out a way to fell entire trees.
-[X] [Action] Look into replicating the methods to preserve food you have heard about from other tribes.
-[X] [Action] While the wattle makes for sturdy construction, it does little to keep the rain out. Try to find a solution.
This time, the decision on what the tribe should do next is not an easy one. The small assembly of esteemed members of the tribe argue all night and as they retire to catch some sleep, others take their place. Soon enough, the debate spills out to everyone. That the people need stronger homes, that everyone agrees on. That they should keep out the rain is not contested either, but when to start building them is something most seem unable to agree upon. Many wish to start immediately, concerned mostly with not having to sit in the rain again after the wind tears down their tents, while others argue that better wood should be obtained first. Having to find that many long and sturdy branches to build something large enough for a family to live in would take far too long in their opinion or they would have to use branches that are too weak and would break in the wind just like their tents did.
It takes a few days for this too settle down, the debates even spilling over into the worker groups, worst of all the gatherers. Tempers flare as the same arguments are traded back and forth, interrupting the work greatly, and it gets even worse when first some good spots are mostly eaten bare by the forest critters and then twice the haul of a day has to be abandoned due to wolves in the woods. This is when disaster strikes.
Tribe only able to consume 0.8 months of food.
Minor bouts of hunger.
Storage depleted.
As the gatherers went to find a new patch to harvest some of the fleshy herbs, they noticed quickly that it seemed not to be entirely the same plants as they had eaten before. Carefully they got two elders from the village to see if they were good to eat and as the two old men felt no illness for a while after eating, they filled their baskets to the brim with the ample greens. Had they just returned thus, the worst might have been prevented, yet they stayed a while longer and ate a lot of the plants right then and there. By the time they made it back home, the elders had fallen sick with cramps and fever, most of the tribes gatherers following in the night and the morning after.
Of all that were brought low by this, only one of the elders died, though it would take the better part of the moon until the affected had recovered. Some other people had ventured out in their stead to gather food, though they brought little and since all who knew where good food was to be found and what was safe to eat lay sick, their efforts did little more then allow the tribe to scrape by on grumbling stomachs. Were it not for the children fishing and the reserves, the situation would have been even more dire, yet to see empty baskets all through the camp was more then enough to have everyone worried. They knew that the air was already growing chillier.
Woodcutting:
48 -> Obsidian axes and saws crafted. Wood available as construction material.
Waterproofing:
57 -> Found loam deposit. Unlocked Wattle and Daub construction.
Preservation:
9 -> No progress at all.
Amidst this crisis, other work continued with mixed success. Those tasked with finding way to preserve the fish caught never had a real chance to get something done. The moment they brought fish into the camp, someone would already be waiting and asking for it. Not that anyone truly wanted to play around, potentially ruining it with a mistake while people around him hungered. So they instead spent most of their time to tend to the sick instead.
Those who wanted to find ways to take down trees entirely instead of just using the wood from broken branches and easily cut twigs didn't even notice all of this. They had set up a small camp near the night-stone with a few hunters, working day and night to make a better tool for the task then the bone saws that barely managed to cut through the bark. First they tried to set many small blades into a row, just as they did with the saws they knew, though as they were done, they abandoned it as a failure. The stones would get dislodged and broke far too easily, and even if the saw did not fall apart before coming that deep, the branch they've set them into meant that they could not cut the trees any deeper then the tiny blades were long.
It was mostly an act of frustration as one of them tied a large chunk of sharped stone to a branch and began to wail on the nearest tree. They thought the brittle stone would shatter from the punishment, though to their surprise, the big chunk survived it just fine, while the tree had shown quite some damage. A few days later, they had made a few more refined axes and while it was still hard work, they could chop down some trees quite fine with them. Even the serrated knifes that others had come up with as a solution to the failure of their saw turned out to be quite useful, allowing them to partition the massive trunks into more useful sized pieces.
Meanwhile another group investigated a find made by the hunters during the latest rains. They told of a small hillside where the plants struggled to root into the hard and unyielding earth, yet as the rain fell on it, that same hard earth had turned slippery and the water ran of it in streams. So they took some rations with them and went to experiment with that. It quickly became apparent that the water had trouble to sink into that strange earth, yet if you kneaded it into the soil by hand, you got sticky mud that could be formed easily and which would turn hard again as it dried out.
At first they thought about making small blocks that way, letting them dry out and then stack them on top of each other. The matrons had thought about making the villages fence from stones after all and only had to give up because the stones would not properly sit on top of each other. If you could make smooth stones though, they would stack just fine. Sadly that plan went nowhere, their blocks failing to dry properly and leaving them soft and brittle. Then someone suggested to mix in plants to keep the blocks from falling apart so easily, though while those blocks were a bit more sturdy, they would still crumple if pressed on too hard.
They nearly gave up at that point, but then took a closer look at the baskets they had used to haul the red soil around. A small layer of the earth had formed within them and unless you spend a day to peel it off, it would stick to the basket just fine. More then that, if the layer was thick and even, you could even carry water in that basket now. That discovery made their trip worthwhile at last. They could just smear the earth on a wattle wall and the water would no longer bother anyone inside. It would probably take some effort to keep they layer thick and even enough, given that the rain would soften it every time, though that seemed not that bad a problem. So they filled their baskets with the substance they had dubbed loam and made their way back home.
By coincidence, they met the group with the tree cutting tools on their way back and thus they all arrived together in the village. The good mood that had built as they talked about their respective successes crumbled quickly when they beheld the state the tribe was in.
Pure pandemonium ruled the camp. The people had split in three groups, standing apart from each other and arguing loudly. One group was mostly made up of matrons and their children, complaining about the rain and that the tribe thought it prudent to play around with trees and dirt instead of making proper shelters. The elders formed another group that was much smaller and sounded a lot less coherent. They too complained over the rain, about the trees, about the lack of grass and only agreed with the matrons that the tribe was wasting time, though they felt it should have been spend to leave this blighted place. The last ones were the hunters, alternating between complaining that the tribe preferred to use them as guards then to actively hunt anything and that all this arguing was getting the people nowhere. Wind was curiously enough not with them, but darted between each group and futile tried to calm the agitated people down. The gatherers meanwhile had not formed their own bunch, instead throwing their lot in with whatever group they had close kin or friends in, as they usually did.
The only thing everyone could agree on was that the lack of food was bad and that this particular problem was the fault of the other two groups.
Mechanics Unlocked: Factions
Factions represent groups within an organisation that have specific goals or wish to promote their own ideas and opinions. They have tree stats, ranked from 1 to 10:
Size - Represents how many members a faction has. This is relative to the size of both the polity they are part of and the other factions of said polity.
Influence - Shows how much pressure a faction can apply to further its own goals. This can represent a wide array of tactics, from popular support by the masses over economic might to having many members in a kings court.
Mood - How happy the faction is with the current state of things. This usually has also an impact on how loyal said group is to the current leadership, though specific circumstances can have even disgruntled factions stay loyal and ecstatic factions attempt to overthrow a ruler.
Furthermore, each faction as Main Issues and Secondary Issues, representing their goals and desires. If their issues are addressed and support, their mood will rise, while failure to satisfy these demands or working against them will lower it.
Like full polities, a faction can earn and retain cultural ideas. This is either a result of a long existing faction developing its own self-identity or because the faction itself formed around the promotion or opposition of an idea.
Some very large factions might even form sub-factions.
Main Issues: Food, Glory
Secondary Issues: Slaying the Beast
Cultural Ideas: Boldness - Ideal
The tale of the tribes great journey and its leadership is fresh in the memory of the people. The lesson they learned is that fears and uncertainty should not govern you and that great things can only be achieved by taking risks.
Main Issues: Food, Respect (feel disrespected due to recent marginalization)
Secondary Issues: Moving the Settlement, Returning to Nomadic Lifestyle, Returning to Steppes
It was not as if these groups were new or that they not always had different interests, though with the stress of having left the steppe and the strange place they had now settled in, the small divides threatened to truly divide the tribe. The recent misfortunes had hastened the process, but the people knew that this squabble would have escalated sooner or later. None the less, they also knew that it could not go on like this. If they fought each other, they would not survive and something needed to be changed.
So the groups that had been away stepped into the fray, not to join the shouting, but to patch things up. They had not been involved in the slowly worsening situation and had people who identified with each of the groups in their midst. It was still a grueling and long task to make everyone listen to them, accept them as a neutral intermediate and finally resolve the whole mess.
What did the tribe identify as the core of their problems?
[] The factions themselves. The tribe should work as one, not tear itself apart over the desires of just a few of them.
[] That nobody was responsible or accountable for decisions, instead having the whole tribe argue about everything. They needed to have someone or a small group that made decisions in the interest of everyone.
[] The spirits being disgruntled by their actions. They had send the beast, the storm, and now had poisoned the people and sowed strife among them.
[] That they had tried to settle down in this valley. The tribe should pack their things and wander the land again as it was meant to do, maybe returning here now and then for the night-stone.
[] Something entirely different: Write-In
AN: That mechanic should have come a decent bit later, but between the matrons not getting new homes built, the elders mutinous for a while, the hunters cooling their heels and food running out, it has reached the point where everyone got ornery and needed to vent. Enjoy your first truly political crisis.
After you've determined the core of the problem, the next update will deal with how to fix it. So no, the first option isn't automatically inventing democracy, the second isn't going to crown a king out of nowhere and the third won't result in a shaman and a temple. This is just about in which direction you want to meddle.
It had taken while to sort out the mess enough that everyone was willing to talk with each other again, as opposed to shouting barely coherent accusations at each other. Apparently the whole thing had started with some of the elders complaining about the small rations everyone had to get by on, which prompted the hunters to complain that they hadn't been allowed to hunt or travel ever since encountering the beast. From there on the groups had separated into their corners and the tone of the discussion got a lot less productive. Now that everyone had either calmed down or was to tired to keep up the anger, the tribe had settled around the largest campfire. The groups had been broken up on purpose, everyone agreeing that nothing would be achieved unless they mingled again with each other.
One of the more venerable elders, called Winter-Sun, had stepped forth to oversee this meeting, promising to let everyone say their piece, as long as it was not just an attempt to throw blame at others. He was quite adamant that they all were to blame for letting it come this far. Each choice of the past moons, both the good and the bad, had been made with the whole tribe's agreement, so everyone of them could have voiced their concerns, but didn't. One by one, he called upon the influential members of the tribe, asking them to state their grievances and cutting them off whenever their words became too inflammatory. That caused some more grumbling at first, though it settled down after he made good on his promise and quite directly told one of the other elders to stuff it when we tried to go on a rant about the womenfolk whining about silly things like rain.
The night was already half over by the time that everyone felt his problems had been heard, for towards the end, the people felt confident enough to bring forth even the tiniest and marginal issues. Winter-Sun had let them continue regardless, citing that he was not the one who should judge what was so important that the whole tribe needed to hear it and what was not. At long last though, even those petty things ran out, leaving the whole tribe to silently ponder the things said. After listening to everyone side, many felt that the others had good reasons to demand the things they wanted, even if they did not wholly share their opinions. Some of the speakers, though, clearly cared mostly for themselves, having gone on long speeches for why their needs were more important than those of others, simply for who they were.
As the silence began to break with hushed discussions, Winter-Sun stepped back up and called the tribe down again, their contemplation of what was heard apparently done. "Now that all have heard, how shall we proceed? Choices still need to be made and we can't let everyone have his way or at least not right now. If the whole tribe works to build our new homes, no one will hunt for food. If everyone goes out to gather, fish and hunt, we will have ample to eat, yet most of it will spoil soon enough."
One of the gatherers rose, a young woman who had not found a man yet. "We've made the hunters our leaders during the march and that worked well, even when we didn't agree with their ideas sometimes." Many around the fire nodded, though not nearly as many as when they had first arrived. The new hardships faced here had dispelled the illusion of a land of plenty for many. "And now the hunters mostly follow Wind, because he has good ideas and tries to do the best for them." Another round of nods, especially among the hunters followed. Some even clapped the man in question on the back, who looked rather uncomfortable with the whole attention. He hadn't spoken earlier either, instead asking others among the hunter to speak for themselves.
"So you think we all should heed his words over any other, then?" an elder woman spoke without raising from her seat, earning a reproachful look from Winter-Sun for it. "He still wants to hunt that bloody beast, doesn't he? Why should we follow such a brash boy, who--" Murmurs grew around her and Winter-Sun now raised his hand, motioning her to stop. It looked as if she wanted to go on anyway, though the glares from the tribe at large made her shut up.
The girl, though, chose to ignore the scathing comment and answer anyway. "Because when we asked him to reconsider and brought forth good reasons for it, he did so without complaint. If a single of us should be allowed to make choices for the tribe, isn't that the most important thing? We won't ever find someone who actually knows everything better than all of us, but as long as they listen to the tribe and respect its voices, they will make good choices."
"If I may..." a matron spoke and stood after Winter-Sun's nod. "What if we choose someone though who thinks to know everything better? It's a lot of trust for a single person. Why not have a few more people who work together to make choices? We have always listened to the wisest of the elders, the strongest of the hunters and the most capable of the matrons. Let Wind speak for the hunters and two others for the other groups. Let them argue among each other and come to a choice, then we don't need to trust a single person, but neither have the whole tribe descend to shouting at each other over something either." In response, the girl shrugged and settled back down, not seeing anything wrong with that proposal either, followed shortly by the matron.
A hush went through the tribe as the next speaker rose. After having been quiet the whole night, Wind finally spoke to them. "But have we not always made our choices as a group? As bad as today was, we are sitting around the fire as one again. In the past, we mostly heeded whatever those held in high-esteem hashed out among themselves without having to give any one of them the right to command around others. Why don't we just keep doing it that way, letting anyone who wishes to do so join these gatherings and merely appointing someone to keep them clam and orderly?" With this he gestured to Winter-Sun, followed by murmurs of the gathered people. Many liked the suggestion, while others thought that it was Wind who made it showed all the clearer that he should be the one to lead them all.
Tribal Chiefdom
A single man or woman is appointed by public support to lead a whole tribe and make choices on its behalf. Sometimes such leaders also appoint themselves, either by force or other, less savory means.
Mechanical Effects:
- Decisive Action
This government can freely act against the interests of all factions or groups of the polity.
Tribal Council
In this government, a small group of people, chosen by public support to represent larger factions or groups, make all the choices among themselves.
Mechanical Effects:
- Factionalism
Each faction that is represented in this government gains greater influence and support in the population. Other factions will try to become represented in the government or to oust their rivals from it. The government faces some restrictions on how much it can work against or censure factions represented in it.
- Democratic Choice
If factions are unhappy and their desires not met or actively worked against, they might be able to force the government to certain actions or prevent others.
Tribal Democracy
The tribe as whole makes choices and every member has the right to speak. Some provisions are in place to make sure that these gatherings are orderly and that every voice receives the same weight.
Mechanical Effects:
- Faction Influence
Since everyone can affect policy in this government, all factions can influence the choices of the polity. The government has trouble to act against the interests of the most influential factions and it is very difficult to censure them.
- Democratic Choice
If factions are unhappy and their desires not met or actively worked against, they might be able to force the government to certain actions or prevent others.
With the discussion winding down, what did the tribe decide?
[] [Government] There should be one of them who is responsible to make choices for the whole tribe. (Government becomes Tribal Chiefdom)
[] [Government] Each of the three groups should name someone to speak in their name and hash out decisions for everyone. (Government becomes Tribal Council)
[] [Government] This night has shown that the tribe can make choices just fine on its own. Name someone to oversee discussions to prevent strife, but let the group decide as before. (Government becomes Tribal Democracy)
[] [Government] Write-In
What will the tribe focus on during the next turn of the moon?
Available Actions: 3
Food Situation: Mostly Stable (Gathering, Fishing)
Reserves: None
Time until winter: 2 moons
Available Actions
Sustenance:
[] [Action] Go hunting.
-[] In the valley.
-[] In the mountains.
-[] Write-In
[] [Action] The small forest critters exist in great numbers, but are hard to catch. Try to catch them with traps.
[] [Action] Put more effort into gathering to create a stockpile.
[] [Action] Put more effort into fishing to create a stockpile. Unavailable, due to lacking preservation techniques.
[] [Action] Look into replicating the methods to preserve food you have heard about from other tribes.
Resources:
[] [Action] Make new tools from the strange stones for the entire tribe. (Bonus to Gathering efficiency.)
[] [Action] Try to learn more about the wood you can now gather and look for useful things to make from it.
[] [Action] Investigate the mountains if you can find other useful things.
Construction:
[] [Action] Your tents are ill suited for this places weather. Begin making more sturdy and permanent homes. (Takes 3 Actions total, can be spread out over multiple turns.)
Other:
[] [Action] The spirits have shown their hand again. Try to find ways to appease them.
[] [Action] Explore your surroundings further.
-[] Follow the river into the valleys.
-[] Go towards the sunset.
-[] Explore the mountains.
-[] Write-In
AN: To be clear on that, I'm perfectly fine with a complete Write-In government, as long as they are sufficiently simple for an actual tribe to come up with. Otherwise this option is mostly there to change specifics, like the number and groups of the council or to mandate that the chieftain must have advisers from the other two groups.
Democratic Choice can go as far as to alter voted upon plans by the way, if the factions are all angry enough or something unforeseen happens, though usually you will loose actions up-front to their demands. This mirrors the effects of a failing state for more authoritative forms of government.