The Spirit of Civilization

And the vote is closed, writing will begin shortly,
Adhoc vote count started by notbirdofprey on Jul 9, 2020 at 10:32 AM, finished with 20 posts and 16 votes.
 
Turn 2 Year 17
The men and women of Pitside gathered all the food they could spare easily and some of the stored grain, gathering it in great pots and baskets. Then they went off, their journey painfully slow as their backs bent under the weight of all they carried. But they made it to Huntcamp eventually, and praise was heaped upon them and the Elders of the People and upon the spirits. The fire had greatly damaged Huntcamp, even if relatively few had died thanks to the quick wit of one young woman named Fisa, but much of their stored food had gone up in flames and they had been forced to spend many hours that could have been spent rebuilding and replanting hunting instead, seeking to gather enough food to feed their bellies.

Now they could instead turn their efforts to restoring Huntcamp, and the work began. None of the houses were quite as fine as they had been before, but that mattered little. What was more important was that they had roofs over their head. And soon enough everyone did and the council of Huntcamp thanked the People and the Elders of the People once more, standing in the scorched field where the fire had begun, sending Fisa with them to serve as their representative. And before they left, a young hunter presented something strange and precious he had found while hunting deeper than he had ever gone before: a fist sized chunk of a yellow rock, with the wings of a butterfly in it. She accepted the gift and clutched it to her chest as she slept on the way to Pitside.

Some thought she had the same spark of brilliance Callin and Sena had, others were uncertain. A few even whispered foul words at her, claiming she had made pacts with dark spirits and saying other such blasphemies, to which she replied that there were no evil spirits, only the malice of men and women. The idea seemed to hold some weight to it, and it began to feature in the speeches of the sprit-talkers.

And once more there was harmony in the People. They slowly spread out more, more clusters of huts growing as the space between their two great settlements began to get filled in, but the vast empty plains would take many generations to fill completely. In the meantime, trade continued between the River-Folk and the People, and more rumors came from them. They were warring among themselves again, clashing with axes and spears. Some had created some strange device to make their spears fly further, which they used to deadly effect. There was never any peace among the River-Folk, many said, shaking their heads at such foolishness.

As for the People, little troubled them. Their spears only found purchase in the flesh of beasts, the granary was nearly half-full, the stories and the wrestling were equally amusing, and the spirits were quiet. Some fields had not given as great a harvest as expected, but new fields more than made up for that. However, Fisa had a thought which she mentioned to Sena, and Sena proposed it to the council. The stone with the butterfly inside it was found in the forest. Perhaps there was more, deeper inside. Even Callin had only skirted the edges of the forest when he found whitestone after all. Perhaps they should send a band of brave young hunters into the depths, to find what they could. Perhaps there was even another tribe there.

One of the elders was taken with the idea, but suggested they go a different direction, and travel up the river by Pitside to see where it flowed from. Another thought they should follow the flow of the Great River. A fourth thought this was all a waste of time. What size was needed and who should be sent was debated long and hard, with many taking up the speaking stick. In the end, they decided to…

[] send one expedition
[] send two
[] send three
[] send none

…and they would go…

[] into the forest (-1 food)
[] down the great river (-1 food, -1 crafting)
[] up the river (-1 food)

The actual vote proved a chaotic affair, but it was eventually resolved. It left Fisa dissatisfied however, and she began to consider a solution to this problem. Normally the elders laid down in front of the elder who proposed something to show their support, but that hadn't quite worked out this time. She wondered if there was a better way…


Provinces (1): Pitside
Settlements (2): Pitside (Major Granary), Huntcamp

Food (8): 4
Building (4): 1
Crafting (3):2
Materials (4): 4
Luxuries (4): 4

Diplomacy (0): 0
Martial (1): 1
Culture (2): 2
Knowledge (0): 0

Legitimacy: 3
Stability: 4
Power: 6
Wealth (0): 0
Independence: 3
Hierarchy: 2
Prestige: 0

Early Ancient Tribal Council
Max Independence: 12
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 3
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 2 Moderate Actions
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: Wealth Cap can never be more than 5
Special: Excess Wealth will be converted to Luxury
Special: Independence will trend towards the max value each turn it is not changed by an event until it reaches ¾ of the max.

Early Ancient Informal Barter Economy
Temp Econ Damage: Event, 0
Wealth Generation: 0
Passive Policies: 0
Additional Actions: None
Special: N/A

Diplomacy
N/A

Subordinates
N/A

Values & Legacies
Incautious Curiosity: There are always some who prefer to find what something does by sticking it in their mouths. Such courage can be laudable. Potentially dangerous, but laudable. Pros: Increased chance of successful innovation. Cons: increased risk from successful innovation.
Megaprojects
N/A

Factions
N/A
N/A


Technologies
Agriculture
Hunting
Ambush Hunting
Prey Driving
Perseverance Hunting
Gathering
Fire
Materials
Bone
Stone
Wood
Clay
Reeds
Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
Pestles and Mortars
Bags and Packs
Crafting
Earthenware Pottery
Basketmaking
Weaving
Construction
Mud Bricks
Hide Tents
Frame Roofs
Food
Primitive Beer
Primitive Porridge
Food Preservation
Primitive Food Storage
Primitive Meat Smoking
Gambling
Numbers
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
Meetings
Arts
Vocal Storytelling
Pottery
Decorative Weaving
Economy
Bargaining
Religion
Spirits
Priests
Sacrifice
Prayer
Weapons
Spears
Slings
Thrown Spears
Axes
Knives
Clubs
Wrestling
Natural Phenomena
Magical Vapors
Creatures
Stonespitters

Trade and Goods
River-Folk
Greenstone – Receiving, Dominant, Luxury
Whitestone – Giving, Dominant, Luxury
Pelts – Giving, Dominant, Luxury
Weavings – Giving, Significant, Luxury
Total: +3 Luxury, +2 Luxury Cap

Wood
Hides
Bones
Stone
Flint
Meat
Grain
Berries
Greenstone
Whitestone
Powderstone (chalk)
Dirtstone (clay)

This was the turn of your rolls being almost good enough.
 
[X] send three
[X] into the forest (-1 food)

We got a huge food cap thanks to our super granary, and we found amber in the forest, which might be very useful with magic, so I want to look for what is there.
 
@notbirdofprey Where are the river-folk compared to us? (ie up the river, down the river?) It may not be the best idea to send expeditions into a warzone, lest won of the sides mistake us for a radinng party and decide to attack.
 
Thanks. In that case, I'll go with this. While we may get some goodies from the forest, we ought to see what all is going on around us and we're more likely to run into another civ along the river.

[X] send two
[X] down the great river (-1 food, -1 crafting)
[X] into the forest (-1 food)

Edit: now that I think about, we seem to be sending more than one expedition, so we may as well check out the forest as well.
 
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[X] send three

[X] into the forest (-1 food)
[X] down the great river (-1 food, -1 crafting)
[X] up the river (-1 food)

One in every direction.
 
[X] send three

[X] into the forest (-1 food)
[X] down the great river (-1 food, -1 crafting)
[X] up the river (-1 food)
 
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[X] send three
[X] into the forest (-1 food)
[X] down the great river (-1 food, -1 crafting)
[X] up the river (-1 food)
 
Vote will close in an hour.
Adhoc vote count started by notbirdofprey on Jul 10, 2020 at 3:49 PM, finished with 13 posts and 9 votes.

  • [X] send three
    [X] into the forest (-1 food)
    [X] down the great river (-1 food, -1 crafting)
    [X] up the river (-1 food)
    [X] send two
    [X] down the great river (-1 food, -1 crafting)
    [X] send three
    [X] into the forest (-1 food)
    [X] send two
    [X] down the great river (-1 food, -1 crafting)
    [X] into the forest (-1 food)
 
Vote is closed, I will try to get an update out tonight.
Adhoc vote count started by notbirdofprey on Jul 10, 2020 at 5:06 PM, finished with 15 posts and 10 votes.

  • [X] send three
    [X] into the forest (-1 food)
    [X] down the great river (-1 food, -1 crafting)
    [X] up the river (-1 food)
    [X] send two
    [X] down the great river (-1 food, -1 crafting)
    [X] send three
    [X] into the forest (-1 food)
    [X] send two
    [X] down the great river (-1 food, -1 crafting)
    [X] into the forest (-1 food)
 
Turn 2 Year 20
The People sent our three bands, one to travel against the flow of the river, one to travel with the flow of the Great River, and one to seek treasure and knowledge in the depths of the forest. Each would consist of twenty stout hunters, all ones widely admired and known for fierceness, wit, and bravery. Each had fine spears and newly made slings and packs of food. All the effort that went to preparing this left the granary emptier than some considered wise, but their concerns proved unfounded as the harvests continued steadily and fresh meat was frequently brought in by the hunters.

Jevra had been so proud when he had been chosen to lead the band of the People who would travel into the depths of the forest. Now he wondered if it would lead to his death.
For days they had traveled, the trees growing taller and denser. The other plants had steadily vanished, except for strange vines which grew in patterns up the sides of trees and thorny bushes that wrapped themselves about the base of the trees. The beasts had turned strange and pale, some of them seeming almost to step through trees and thorns like they were mere illusions. Cries had been heard in the night, sounding terribly familiar. Two had been lured away by these cries, never to be seen again.

They had found things clearly of value though. Strong and sturdy woods, and one which seemed so light that it almost floated on the air itself. More of that mysterious stone he had gifted to Fisa. White berries that had let the one who ate them see the spirits flowing everywhere. That last one seemed to be what would kill them.

That and the twenty masked men pointing sharp things at them. Many sharp things, some of which glowed. Jevra was very careful not to move as the tallest among them snarled in an unfamiliar language, but it did not help. They only grew angrier. Then a figure appeared, with the wrinkled skin of an elder but the vigor of a young man. He pressed the spears aside and looked between them. Then he offered Jevra a drink from a pouch of leather. Jevra drank the water, seeing no better option. And all the pointy things were suddenly pointing at the ground.

A very awkward conversation ensued, in which Jevra managed to learn that the berries were reserved for only some and that while Jevra possibly, maybe was worthy, the others were not, and that the strange elder would be returning to Pitside to see who was worthy there. With an escort of fierce warriors. However, they were at least somewhat friendly, and even showed Jevra how to use their weapon, which could shoot spears a long distance. He showed them a sling in return, and they boasted of fine kills to each other, although none were familiar with the beasts of the other.

And thus Jevra returned to learn what had befallen the others. The ones who had gone up the river had found nothing of interest, but they had seen a strange beast making structures that blocked water and let them cross parts of stream unimpeded by the flow of water. The elders began to wonder about the possibilities of making such a thing for the river.

The ones who had went down the river though, had found terrible misfortune. Not only had the terrain been even harsher than the forest, with the ground turned muddy and treacherous, the beasts ravenous and impossible to spot, and the air swarming with biting things, but they had accidentally killed someone, thinking her another beast, and fled back to Pitside in shame. Since it was an accident, they were put to hard labor as punishment and none spoke to them for a month, but it had soured the mood of the People.

On the other hand, someone had finally figured out a way to catch fish. By carefully weaving fibers loose enough, the resulting mat could be dragged through the water and brought up with some fish wriggling in it. And Fisa had designed a system to keep track of votes. A wet mudstone tablet would be marked, and each time an elder declared their support, a line would be drawn in it. If no one declared their support, two crossed lines were used to mark it and the tablet was left for later. Now she just needed a way to distinguish one from another…

And life went on for the People. Some tried to make the weapons of the Forest-Tribe, who were mighty and wise in the ways of the spirits, able to imbue the blessing of spirits, but they couldn't quite get them right, and more than a few were blinded trying. The strange elder of the Forest-Tribe thought a few among them worthy of the spiritberries, and did give them some, including three of the Spirit-Talkers. And Callin died trying to make a way to float on water when his improvised boat flipped and he drowned in the rapid waters of the Great River. His body was lost, and so it were his prized greenstone carvings which were carried to the Pit and thrown down to the depths, and many mourned long and hard, for he had given the People many gifts in his time. Stories of him would be told for many years, all knew. And though they did not say it, all knew Sena would be just as prominent in those stories.

Provinces (1): Pitside
Settlements (2): Pitside (Major Granary), Huntcamp

Food (8): 1
Building (4): 1
Crafting (3):1
Materials (4): 4
Luxuries (4): 4

Diplomacy (0): 0
Martial (1): 1
Culture (2): 2
Knowledge (0): 0

Legitimacy: 3
Stability: 4
Power: 6
Wealth (0): 0
Independence: 3
Hierarchy: 2
Prestige: 0

Early Ancient Tribal Council
Max Independence: 12
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 3
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 2 Moderate Actions
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: Wealth Cap can never be more than 5
Special: Excess Wealth will be converted to Luxury
Special: Independence will trend towards the max value each turn it is not changed by an event until it reaches ¾ of the max.

Early Ancient Informal Barter Economy
Temp Econ Damage: Event, 0
Wealth Generation: 0
Passive Policies: 0
Additional Actions: None
Special: N/A

Diplomacy
N/A

Subordinates
N/A

Values & Legacies
Incautious Curiosity: There are always some who prefer to find what something does by sticking it in their mouths. Such courage can be laudable. Potentially dangerous, but laudable. Pros: Increased chance of successful innovation. Cons: increased risk from successful innovation.
Megaprojects
N/A

Factions
N/A
N/A


Technologies
Agriculture
Hunting
Ambush Hunting
Prey Driving
Perseverance Hunting
Gathering
Fishing
Net Fishing
Fire
Materials
Bone
Stone
Wood
Clay
Reeds
Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
Pestles and Mortars
Bags and Packs
Crafting
Earthenware Pottery
Basketmaking
Weaving
Construction
Mud Bricks
Hide Tents
Frame Roofs
Food
Primitive Beer
Primitive Porridge
Food Preservation
Primitive Food Storage
Primitive Meat Smoking
Gambling
Numbers
Zero
Administration
Tally Marks
Clay Tablets
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
Meetings
Arts
Vocal Storytelling
Pottery
Decorative Weaving
Economy
Bargaining
Religion
Spirits
Priests
Sacrifice
Prayer
Weapons
Spears
Slings
Thrown Spears
Axes
Knives
Clubs
Wrestling
Natural Phenomena
Magical Vapors
Creatures
Stonespitters

Trade and Goods
River-Folk
Greenstone – Receiving, Dominant, Luxury
Whitestone – Giving, Dominant, Luxury
Pelts – Giving, Dominant, Luxury
Weavings – Giving, Significant, Luxury
Total: +3 Luxury, +2 Luxury Cap

Wood
Hides
Bones
Stone
Flint
Meat
Grain
Berries
Greenstone
Whitestone
Powderstone (chalk)
Dirtstone (clay)

So fun fact, by this evening I actually meant tomorrow.

So the group I expected to make hostile contact actually managed to make peaceable contact, so that's fun. And I meant for this to be longer, but I have been having some troubles with sleep and stress and everything, and even though writing is one of my best ways to relax, I can only do it in a certain state...I will try to get the turn post up tomorrow.
 
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Either this is a great tool, or it is just a bog standard hallucinogen.
Why not both?

And Callin died trying to make a way to float on water when his improvised boat flipped and he drowned in the rapid waters of the Great River.
No, Callin! He was so young! Damn, that value really is a double-edged sword. His invention output while alive was off the charts, but on the other hand he died young.
 
Turn 3 Year 0
There are many stories among the People these days, and some strangers as well. The Forest-Folk, close to the spirits and strong with them, visit often with spirit-berries and amber, and their shamans visit the spirit-talkers and watch the signs from the Pit, speaking admiringly of it. Huntcamp grows, as does Pitside, but there are relatively few places for new farms left. Some begin to cross the river to make their huts there, while a few go further from it, only to find their soil turning to dust after a few years. Still, there is no cause to fear, for the land is vast and the People will not war among themselves. Such a thing is unthinkable. Even in the days of chaos, when the wrath of the spirits had come upon the People, they had stayed steadfast.

What some did fear is that the River-Folk would find some grudge against the People, or the mysterious people of the swamps would seek vengeance against them. But there had been no sign of either, and the spirits claimed that it would never come. The spirit-talkers had grown more skillful in how they interpreted the signs the spirits left for them, even if it was never perfectly reliable. The spirits could be mischievous, this was known, but the wisdom of the spirit-talkers was great and with the help of spirit-berries they could understand the ways of the spirits much better, even if exactly what they had learned would be forgotten after the berries left their bodies.

Sena had grown old, and rarely left her tent, preferring to rest there with her family. Sometimes she traveled to hear the council, and even if she was not formally a member of it (and that was only because she had refused a position on it) she was greatly respected, if perhaps resented for precisely that reason by one or two members of the council. But she always gave them perfect courtesy and respect, and so they ever returned it. She had grown fond of Fisa, at least a little, for while Fisa lacked her way with people they both had a sharp and cunning mind.

Fisa spent her days walking back and forth between Huntcamp and Pitside, hearing both councils and sharing their decisions among them. Thoughts quickened in her mind constantly, of ways to make this better. The granary was not full, but it was filling. There was plenty to hunt and plenty to farm, and some even managed to catch fish, although it was not a common meal. Perhaps some could be spared to serve as dedicated messengers, or maybe a better path could be made. She had even heard some among the Forest-Folk had managed to bond with beasts so closely they could ride them.

Minor Action: Build Granary (Settlement): - 1 Building, +1 Food Cap, ??. Medium.
Minor Action: Build Meeting Hall (Settlement): -2 Building, +1 Hierarchy, +1 Power, ??. Medium.
Minor Action: Build Shrine (Settlement): -1 Building, -1 Luxury, +2 Culture, +1 Culture Cap, ??. Medium
Minor Action: Expand the Fields: +1 Food, -1 Building, Easy.
Moderate Action: Expand the Fields: +3 Food, -2 Building, Easy.
Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
Minor Action: Trade Expedition (Target): -1 Crafting, -1 Luxury, ??.
Minor Action: Raid (Target): -1 Crafting, -1 Martial, ??.
Minor Action: Increase Hunting: +1 Food, -1 Crafting, Easy.
Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
Minor Action: Make Tools: +1 Crafting, -1 Material. Easy.
Minor Action: Gather Supplies: +1 Material. Easy.
Minor Action: Venerate the Spirits: +2 Culture, -1 Food, -1 Luxury. Medium

Provinces (1): Pitside
Settlements (2): Pitside (Major Granary), Huntcamp

Food (8): 5
Building (4): 3
Crafting (3):2
Materials (4): 4
Luxuries (4): 4

Diplomacy (2): 1
Martial (1): 1
Culture (2): 2
Knowledge (0): 0

Legitimacy: 3
Stability: 4
Power: 6
Wealth (0): 0
Independence: 3
Hierarchy: 2
Prestige: 0

Early Ancient Tribal Council
Max Independence: 12
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 3
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 2 Moderate Actions
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: Wealth Cap can never be more than 5
Special: Excess Wealth will be converted to Luxury
Special: Independence will trend towards the max value each turn it is not changed by an event until it reaches ¾ of the max.

Early Ancient Informal Barter Economy
Temp Econ Damage: Event, 0
Wealth Generation: 0
Passive Policies: 0
Additional Actions: None
Special: N/A

Diplomacy
River-Folk – Friendly, Friendly, Infrequent
Forest-Folk – Good, Friendly, Uncommon
Swamp-Folk – Cautious, Unknown, Unheard Of


Subordinates
N/A

Values & Legacies
Incautious Curiosity: There are always some who prefer to find what something does by sticking it in their mouths. Such courage can be laudable. Potentially dangerous, but laudable. Pros: Increased chance of successful innovation. Cons: increased risk from innovations.
Megaprojects
N/A

Factions
N/A
N/A


Technologies
Agriculture
Hunting
Ambush Hunting
Prey Driving
Perseverance Hunting
Gathering
Fishing
Net Fishing
Fire
Materials
Bone
Stone
Wood
Clay
Reeds
Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
Pestles and Mortars
Bags and Packs
Crafting
Earthenware Pottery
Basketmaking
Weaving
Construction
Mud Bricks
Hide Tents
Frame Roofs
Food
Primitive Beer
Primitive Porridge
Food Preservation
Primitive Food Storage
Primitive Meat Smoking
Gambling
Numbers
Zero
Administration
Tally Marks
Clay Tablets
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
Meetings
Arts
Vocal Storytelling
Pottery
Decorative Weaving
Economy
Bargaining
Religion
Spirits
Priests
Sacrifice
Prayer
Weapons
Spears
Slings
Thrown Spears
Axes
Knives
Clubs
Wrestling
Natural Phenomena
Magical Vapors
Creatures
Stonespitters
Traditions
Sprit-Talking

Trade and Goods
River-Folk
Greenstone – Receiving, Dominant, Luxury
Whitestone – Giving, Dominant, Luxury
Pelts – Giving, Dominant, Luxury
Weavings – Giving, Significant, Luxury
Total: +3 Luxury, +2 Luxury Cap

Wood
Hides
Bones
Stone
Flint
Meat
Grain
Berries
Greenstone
Whitestone
Powderstone (chalk)
Dirtstone (clay)
Amber
Spirit-Berries

You have two moderate and one major action.

9 hour moratorium.
 
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