The Spirit of Civilization

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A civilization quest inspired by Chronicles of Nations, where you will play as the "guiding spirit" of a civilization.
The People
The People are ancient. Legend says that they were there when the sun first rose to warm the lands and when the first beasts ran down from the peaks to the great waters to the east, but there have been none who remember those days for many generations. The People roam the…

[] [ORIGIN] high hills, where goats roam and the plants are as harsh as the weather (gain a toughness-related Value)
[] [ORIGIN] plains, where game is plentiful but must be run down over days (gain a perseverance related Value)
[] [ORIGIN] woods, where there are predators and prey in abundance and potential threats can be anywhere (gain an awareness-related Value)
[] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)

…between the high mountains to the west and the water to the east, following the game and gathering berries and roots to fill their bellies. Thus it has always been, and thus it will always be, the elders say. And yet as time goes on, the People find some of the plants grow again and again every year. They make sure to always stop by these places when they journey, for there are always plants to gather. Gradually they cease moving and settle.
The first settlement of the People is built by a…

[] [FIRST] rushing river, pitching tents by the banks and fishing in it as often as they hunted (gain a water-related tech, gain fish as a natural resource)
[] [FIRST] large hill, with many stones growing from its slopes that the People used for tools (gain a stone- related natural resource, gain a tool-related tech)
[] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)

...and from there they live for many generations in peace, tending to their growing fields and building larger tents. Some among them still go hunting for meat and skins and bones, while others canvass the woods for stone and sticks and berries. They know harmony, even if some of the young and hot-blooded fight and wrestle more than is wise, the elders keep them in line. They know sorrow and joy, lose sons and daughters and give birth to new ones, they sing and dance. They know seasons of plenty and seasons of hunger. Slowly their numbers grow, and they plant new fields and raise new tents. They learn to attach knapped stones and carved bones to sticks to make better tools. Thus it has always been and thus it will always be.
But in time, there was one of the People who was different than the others. He was born spirit-touched, with hair like none any among the people had seen, seeming to glow with the light of the moon or the sun depending upon the hour. All knew he would be marked for greatness, but none knew just how great he would be. His parents named him Calling, for surely the spirits would give him a special one soon, but it did not appear for many years. As a child, everything he turned his hand to went well. The field he tended by his parents grew strong and full. The hunts he attended with his cousin always found plentiful game. The tools he made with his sisters were strong and sharp. But there was one thing he truly excelled at above all else, that which would be his calling…

[] [HERO] wrestling with the other youths
[] [HERO] telling stories
[] [HERO] convincing others to join his games
[] [HERO] organizing others for large hunts
[] [HERO] making clever tools

…and many among the People sought his aid and began to follow his suggestions despite his youth. Meanwhile, the People found themselves encountering a problem. For the first time in living memory, there were others not of the People who were nearby. Hunters had seen them walking in the places they went only rarely, for it was many days walk and there were beasts to hunt closer. They did not know how many of these strange people were, nor what they wanted. All they knew is what they looked like: they had the same shape as the People, but with lighter skin and darker eyes.

Only the very oldest of the People had any knowledge of such things. Fir the Ancient spoke of a tale his grandfather had told him, who had heard it in turn from his grandmother.

"Once, a band of the People found three others, not of the People, but more than beasts. One band gave them gifts, fine stones that they had never seen, green stones that glistened and were harder than any flint. One offered them meat and hides for those green stones and left when refused. One chased them with spears and stole the stones." The People wondered what these would do. Many suggestions were made to the correct course of action, and arguments broke out.

Some wanted to gather all who could hold a spear to raid them, others wanted to send the elders with gifts, others wished to pull back the hunters to guard their homes, and still others thought these strange people would leave. And no matter what, the ordinary business of the People needed to be completed. Tools needed to be made, children minded, fields sown and harvested, beasts hunted and skinned, homes repaired…in the end, the Elders managed to convince people to…

[] [NEW] Raid the newcomers.
[] [NEW] Send gifts to the newcomers.
[] [NEW] Meet the newcomers with the intention to trade.
[] [NEW] Meet the newcomers with the intent to tell them to leave.

Other tasks would be done of course, and the People would survive, but those were matters of lesser import that could be handled later.
 
Turn 1 Start
When the People lived in the swamps, they had found many strange and peculiar plants, and wherever they wandered the plants changed. Some had strongly beneficial effects, making those who chewed them stronger and smarter or giving strange abilities – supposedly, there had been one sprig that made those who ate it breathe fire for a night and a day. Some had made those who ate them sick, of course, but many of the People learned a reckless sort of curiosity that stayed with them as they left the swamps to settle by the Great Pit.

Value Gained!

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 innovations.
Cons: increased risk from innovation attempts.

It was said that it had been made by a spirit, that is was a prison for spirits, that spirits slept there, but the only thing that was certain was that once every few days, strange gasses would rise up from the pit. Inhaling them was like chewing the plants that supposedly lived in the Great Swamp (although none had seen them for many years) in that it could give great gifts or inflict horrid curses, and there had been many who sought to find some sort of pattern in what sort of gas gave what sort of boon. None had found a pattern, but as young Calling grew and the People found him to possess a sharp and cunning mind, many found hope that he might be the one to discover the pattern if it existed. And for a time, Calling did give much attention to the way the gasses rose, but he found nothing, and his attention was soon drawn away by another mystery.

Many were the beasts of the lands, sharp-nosed wolves and great bounding deer, mighty lions and cunning jackals, and the rare and short-tempered great bear that lived in the forests to the south, and the mighty and lethal snakes that lived in the swamp to the north. But strangest of all were the Stonespitters, which roamed the plains the People lived on in small bands.
Squat, four-legged creatures with soft scaled hides, their heads were oddly shaped. They had two mouths, one normal with small but razor-sharp teeth and one round above the first from which is shot fist-sized stones. These were what Calling sought to understand, watching them shoot stones and cutting open their corpses when he could find them. It was from these he found inspiration, and made the first sling from vines and scraps of skin, which let hunters throw stones harder and faster and with better accuracy than ever before. He taught his sisters to make them, and his friends among the tribe, and soon every hunter had one to use together with their spears.

Jesper was weary. For many turnings of the sun, he and his kin had fled from the Mountain Beasts, never feeling far enough for them to stop for more than a turning or two. The old and young among them had died or been left behind, but still, they fled, the sheer terror of the Beasts driving them ever onward. And now there were strangers coming to them, many strangers coming with sharp stone spears. "Perhaps they are just a hunting party, they have many beasts with them," Sena suggested.

Jesper leaned forwards, shading his eyes. His sister's had always been keener, finding tracks, finding pools, she was always finding things. And once more, she had found something that might just be their salvation.

Calling had chosen to go with the trading parry, more out of curiosity than anything else, but none had gainsaid him. They set a steady pace, hoping to meet the Strange Ones well away from the rest of the People so that if things went wrong there would be time to prepare. It was exhausting for him and for several others, for they had all been up late preparing goods to trade. The fruits of that rested in their arms or hung from poles – four deer, a dozen slings, new spears and axes and a couple pretty rocks.

They halted a few feet away from the Strange Ones. Calling looked at them and found them a sad and sorry lot, thin and dirty and some were barely standing. They had nothing with them but a few spears that looked no different from the ones any of the People could make. An awkward conversation ensued, for neither understood the other, but one deer was butchered and shared among them as they laid out everything they brought with them, both sides making heaps of their worldly goods.

Finally Calling saw something worth trading for: three heavy bright green stones. He picked them out and offered first two spears, but was turned down. He added a sling, showing them how it worked, and though their apparent leader was interested, his…sister or daughter, Calling did not know which…shook her head stubbornly. He added another sling, then one of the deer. She nodded, and he took the stones, weighing them in his hands, testing his knife on one. A tiny fragment of the green chipped off, while his knife nearly broke in half.

-1 Crafting, -1 Food, +1 Luxury

Several more such trades were made among the two bands, and a slow understanding of both languages spread among them. From the sister Calling learned their story. "Demons rule the high peaks, demons with mighty magic and spirits bound to their will and axes taller than a man. They killed us and ate us and stole all we had. And so we fled, and kept fleeing, far enough that we need fear them not."
She glanced at one among her band, who was learning to use a sling. "Let the demons come, their magic will do them no good when they get a rock to their face," she said, and Calling found himself moved. And so where one band left, two returned, and Jesper and Sena and those who followed them raised tents with the People and shared bread and meat with them. The green stones found a place of honor in the tents of Calling and those who had accompanied them, slowly and carefully being carved. It was painstaking work, for knives must be broken to make a little chip in the green stone. Calling sought better tools to work the green stone with, while Sena soothed the tempers of both bands, for in some places there was tension – her people did not know of fields, and sometimes carelessly trampled them, while some of Calling's thought the newcomers cowards. Their popularity was such that the elders granted them the aid in both tasks they asked for.

+1 Crafting, +1 Food, +1 Materials

And so the days of the People changed little. Where once they hunted only with spears, now they used slings, striking prey from hiding spots in the bushes with well-aimed stones and driving them into waiting friends with noise and spears. They still farmed the same as ever, they were still led by the eldest among them, who cajoled and persuaded others among them, they still simply traded goods among themselves. The stories of Sena's People joined their stories, but there was much that they shared, even if Sena's people thought the People to be too reckless. Life went on as it always did and always will.
But the time eventually came for the Elders, now joined by Jesper, although some resented his presence and others resented that he just did what Sena told him, to decide what the People would do now.

Do to the size and sophistication of the civilization and the type of government, you have 1 Medium Ruler Action and 1 Major Ruler Action, which means you get to decide those two actions and the government will persuade people to do them. Since there are no factions with more power than your government and Stability and Legitimacy are both positive, that's going to happen automatically, and all that's left is how well things actually go. Major actions can become two medium actions, medium actions can become two minor actions.
Your heroes will do their own things – Calling will Pursue an Idea, Sena will Ease Integration, and so will the government, but you can influence that by setting a policy. The listed actions are all minor actions. The numbers are per year, with turns lasting twenty years, unless otherwise noted. It's unlucky you will make it all the way through a turn without some sort of situation developing. Double all costs and impacts if they are made Medium, double them again if they are made Major unless otherwise noted.

Actions (1 Medium and 1 Major):
Expand Fields: +1 Food, -1 Building, Easy
Make Offerings to Spirits (Food): -1 Food, +1 Culture, ?? Medium
Make Offering to Spirits (Luxuries): -1 Luxuries, +1 Culture, ?? Medium
Tell Stories: +1 Culture, Medium
Build New Tents: -1 Materials, +1 Building, Easy
Craft More Tools: -1 Materials, +1 Crafting, Easy,
Pursue an Idea (Stronger Tools): -1 Materials, -1 Crafting, + 1 Knowledge, ??, Hard
Ease Integration: --Chance of Integration Problems, Medium
Gather Supplies: +1 Materials

Policies (1):
Gather Food
Seek Knowledge
Remember Stories

Provinces (1): Pitside
Settlements (1): Pitside

Food (1): 1
Building (1): 1
Crafting (1):1
Materials (1): 2
Luxuries (1): 2

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

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

Early Ancient Informal Tribal Council
Max Independence: 10
Min Independence: 0
Admin Strain Free Provinces: 1
Admin Strain Free Settlements: 1
Admin Penalties: Decrease Max Independence by 10
Government Player Action Cap: 2 Major Actions
Ruler Actions: 1 Medium Action
Government Province Actions: 1 Medium Action
Passive Policies: 1 per Province
Subordinates: 0
Special: N/A

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
Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings

Numbers
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
Arts
Vocal Storytelling
Economy
Bargaining
Religion
Spirits

Weapons
Spears
Slings
Thrown Spears
Axes
Knives
Clubs

Natural Phenomena
Magical Vapors
Creatures
Stonespitters

Trade and Goods

Wood
Hides
Bones
Stone
Flint
Meat
Grain
Berries
Greenstone

Please note what type of action you are using and vote in plant format.
 
Last edited:
Turn 1 Year 5
Calling had not wasted any time, the flint and bone tools they normally used were no good for carving the greenstone, and so they would need better tools. He went to the elders and asked for their aid, and at first it was granted. Calling led many in scouring the ground for different sorts of stone, even stealing some from Stone Spitters. None proved successful, breaking as easily as regular flint against the greenstone.
Calling stared at the greenstone pieces which had so entranced and frustrated him for five years now. It was dark in his tent, but he could still find every chip and curve of their surface as though it was as bright as day. There were four pieces, more than anyone else had. All the pieces his friends had gotten had long been traded amongst the People for pretty things like the hide of a white deer or a flat shiny rock. Only he had wanted to keep them, to understand how they were so hard, and to find things that were harder. He glanced up as Sena pulled the tent flap aside.

"How goes it?' he asked her. "Well enough, the fights have halted for now. I have had to bash some heads, but it has worked out. And how goes it for you?"
Calling frowned. "There are no good stones here. There must be some further away, these had to come from somewhere and there may be other ones, but the elders will not allow any to come with me. If I must go alone-"
He stopped speaking suddenly as they heard shouting and then screaming. Opening the tent, they grabbed their spears and rushed outside. One of Sena's people was thrashing about, his body horrifically transformed. An arm had burst from his chest, tearing his skin. In its skeletal grip was his heart, still beating. His eyes had melted shut, but new ones had appeared all along his back. And he was screaming and waving his arms, lashing out with spear and fist.

It took three men working together to bring him down. No one else had been killed, but many had been injured. And now there was spite and fury amongst them as the People argued. Some said that this was the wrath of the spirits for bringing in outsiders, some said this was the first blow of the mountain demons, some said it was bad luck like getting attacked by a bear – after all, normally the worst that happened was your hair changed color. Regardless, something needed to be done. The debate was long and fierce, but in the end it was decided…

[] [Pit] that this was simple bad fortune.
[] [Pit] that this was a sign from the spirits, and someone must be appointed to hear them (-1 stability, +1 Culture Cap, +2 Culture).
[] [Pit] that this was proof that the pit was dangerous and must be avoided (-1 stability, Value upgraded).
[] [Pit] that this was proof of the dangers of bringing in outsiders (-1 stability, ??).

The debate was not done for a day when Calling left, frustrated with the elders. He had decided to seek out the Great Running Water that cut through the forest, reasoning that the green stone came from near the mountains and the Great Running Water did too. For some months he was gone, and then he returned, eyes alight, and in a sack of skin he carried three types of stone that none had ever seen. One was pure white and almost as hard as greenstone, but it was far easier to shape – if you hit it at the right angle, pieces broke off. The second type was also white, but it was really too soft to be any good. You could practically powder it with your bare hands. The third type was the strangest. Calling had been digging through some dirt along the river, trying to pry up a large piece of whitestone, and had flung several chunks of a thick, heavy patch of dirt by where he then made his fire. He had later noticed the dirt had turned to stone. Some further experimentation revealed that this dirtstone could be made to hold a shape and then put into the fire, where it would harden.

Calling wanted to at least establish a camp where the whitestone and dirtstone was, or possibly a proper settlement. While he agreed to defer on that, it raised the subject. How would such a distant camp be run?

In the discussion, the powers of the council of elders were formalized, at least to some extent. For now, the People would be led by the seven eldest members of the tribe, although many looked to Calling and Sena as well. There would perhaps be an opportunity to change how they were led at some point in the future.

Meanwhile, the more mundane business of the tribe continued well enough. Rocks were gathered and stocked for use in tools, the eastern fields nearly doubled in size, the stalks of grain growing ever taller, while in the western fields, efforts to do the same suffered under the depredations of trampling stonespitters and hungry birds. A few of the newly built tents nearly collapsed, but enough were built or repaired to keep shelter for all in the tribe.
Calling experimented with dirtstone, shaping larger and larger pieces, making it into pots to store grain and meat, which helped keep many insects out of the food, letting it last longer. Having found something adequate for shaping the greenstone, even if he only had a few pieces of it, this was his focus for now.

Provinces (1): Pitside
Settlements (1): Pitside

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

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

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

Early Ancient Tribal Council
Max Independence: 10
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 2
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 1 Moderate Action
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: N/A

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
Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
Pottery
Numbers
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
Arts
Vocal Storytelling
Economy
Bargaining
Religion
Spirits
Weapons
Spears
Slings
Thrown Spears
Axes
Knives
Clubs
Natural Phenomena
Magical Vapors
Creatures
Stonespitters

Trade and Goods

Wood
Hides
Bones
Stone
Flint
Meat
Grain
Berries
Greenstone
Whitestone
Powderstone (chalk)
Dirtstone (clay)
 
Turn 1 Year 20
The arguments had gone long into the night. Three times the fires had burned low and the young of the People sent to fetch more wood for it. In the end, it was agreed that this had been a message from the spirits, and that it would be wise to heed their woods. Tents were broken down and placed further away, such that none would accidentally inhale the breath of the spirits. A line was drawn in the earth, and sticks planted in the ground, to serve as the barrier between the place of the spirit-talkers and the place of the ordinary People. And life went on as it always did, even if there was a new tension. The spirits had spoken once, but who knew what they would say next…but they stayed silent. And though there was now a new tension for the People, some found comfort, offering grain and meat and fine furs to the spirit-talkers and the spirits themselves for their aid in hunting and farming, asking them to grant rain and sun in turn as the seasons passed.

And when Ancient Fir fell sick and died one cool winter's night, his body was wrapped in a shroud of hides and his name sewn into it and he was carried to the pit to join with the spirits. Sena spoke then, and both spirit-talkers, and Ancient Fir's sons and daughters and grandchildren, and they held a feast in celebration of his life. Tears were shed, but there was great laughter as well, and life went on for the People. Another joined the council of elders, and while there was a moment of potential danger when some said it should be Sena who replaced him, they were shouted down by Sena herself and so the next-eldest joined as had become the custom.

There had been many children born to the People over the past years, more than any among them could remember. There was ample food to feed them, even in the depths of winter, for the food stored in pots of hardened dirtstone stayed good better and longer, letting the People have plenty in winter. Every adult of the People had a few young assistants who helped in all manner of tasks, gathering stones and sticks, scraping hides, and generally letting the skilled adults do more. The People were growing stronger.

Three significant changes had come to the People as well, and only one came from Calling. First, sheer chance led to a new discovery. Some water had been left in a pot, and then a foolish child dumped grains in it and closed the lid. Ordinarily, this would ruin the grain, but for some reason, something different happened and the water gained a strange taste. Drinking it felt…good.
Making it was not entirely reliable though. A girl with nothing better to do had tried to fix it by crushing and grinding the grain between two large stones and then putting the powder in water. It hadn't worked, but adding crushed berries to the mix resulted in something nice and tasty, and this porridge became popular.

Calling, meanwhile, had turned his attention from carving greenstone to finding more uses for dirtstone. He thought that mixing it with mud might make it stretch further, but that hadn't worked out the way he wanted. He tried adding other things to the mix, and eventually managed to make something useful by adding in the discarded stalks of grain and then letting the result dry in the sun. It became a solid block. Putting more mud on top and then stacking another dried block made them stick together. Long hours of work turned this into a solid home for Calling and Sena and their kin, with walls of mudbricks and a door framed in logs and a roof of hides.
Gradually these replaced the tents since they lasted longer and kept out the heat better and they were simpler to make bigger. Drying bricks became a common sight in Pitside, as common as bowls of porridge and the curses when another attempt at making beer didn't turn out right. The People labored from dawn to dusk, their fields steadily expanding and growing more organized as the years wore on.

Some years were better than others, some saw storms that ruined crops while others saw grand bounties of crops. Some saw strife and tension, others saw peace, but every year the numbers of the People grew. Pitside expanded so large that one could no longer throw a stone from one end to the others, and there were some among the People who raised their homes outside it so that they had shorter walks to their fields. Even the hunting camp expanded, gaining a stout mudbrick house of its own where those not actively hunting the forests could rest.

Stories slowly grew among them, of how the spirits flowed from the Lands Below, where the dead rested and dreamed, through the Great Pit and out into the world, and how traces of their passing could be seen in the fumes that rose from the Pit and in the lightning that split the sky and the great white bars that crossed it at night. It was said that the spirit-talkers could speak to these spirits as they left, and that the spirit-talkers could see the future by seeing what spirits left when, and that the spirits always returned to the Lands Below with the setting or rising of the sun. Some did not like these stories, but they were told nonetheless.
And through it all Calling and Sena and the elders guided the People, settling disputes, teaching the young, leading their fellows on expeditions to gather whitestone, and generally seeing to it that the People prospered. Some whispered that Calling and Sena should be granted a place on the council despite their youth, and some went so far to say that the council should be subservient to them. But nothing ever came of these whispers, and another fifteen years passed away in peace. Sena and Calling grew older, into the fullness of adulthood, while more among the elders died and were replaced.

Provinces (1): Pitside
Settlements (1): Pitside

Food (5): 3
Building (4): 2
Crafting (3):1
Materials (3): 1
Luxuries (2): 1

Diplomacy (0): 0
Martial (1): 1
Culture (2): 3
Knowledge (0): 0

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

Early Ancient Council of Elders
Max Independence: 10
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 2
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 1 Moderate Action
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: N/A

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
Primitive Millstones
Hunting
Ambush Hunting
Prey Driving
Perseverance Hunting
Gathering
Fire
Materials

Bone
Stone
Wood
Clay
Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
Crafting
Earthenware Pottery
Construction
Mud Bricks
Food
Primitive Beer
Primitive Porridge
Numbers
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
Arts
Vocal Storytelling
Pottery
Economy
Bargaining
Religion
Spirits
Priests
Sacrifice
Prayer
Weapons
Spears
Slings
Thrown Spears
Axes
Knives
Clubs
Natural Phenomena
Magical Vapors
Creatures
Stonespitters

Trade and Goods

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

So things did not work out to get you guys a vote, everything was going peachy for the next fifteen years, so this is basically just a status update so you can see what happened. Incautious Curiosity triggered, which was how you got beer. Any questions or things I missed?
 
Turn 2 Start
Lela was too young to remember the days before mudbrick buildings, but he could see why they had changed away from tents. It might be easier to make a tent, but sleeping in one made him sweat and it had torn three times in the short while he had used it. Frankly, he would have preferred to sleep outside, except for the snakes. And that terrifying black bird that seemed to fly right through trees. He idly wondered who had angered the Fleshaper so to make it send such a creature. With a sigh he rolled over, accidentally bumping into his traveling companions and stifling a yelp when one elbowed him hard for it. Instead he closed his eyes and tried to sleep, as difficult as it was. Tomorrow would be his first hunt without any of the elders. He couldn't wait! He could practically smell the deer he would bring home, and he could already picture the way Cen would look at him when he laid the antlers at his feet…life was good, he decided.

That was a sentiment widespread across nearly every single one of the People. There was more food than ever before, and more children as well. Beer was delicious, even if drinking it could be risky, as the People had still not quite found a reliable way to make it, but they were constantly trying too. The mudbrick huts were cooler in the heat of summer and lasted longer and could be built larger, even if the design had needed some refinement to allow for sloped roofs. The wood of the plains was found to be too stiff for this, and branches needed to be hauled all the way from the hunting camp to make the frame of sticks for the hide. It was inconvenient, hard work, but the elders were able to persuade some to do the work in exchange for gifts of whitestone and greenstone. Other than that annoying task, the People spent their days laboring at their farms or knapping tools or hunting, and one or two filled their bellies telling stories that entertained people enough for them to offer the tale-tellers porridge and berries. The spirit-talkers offered their advice and read the future as best they could, although it was always a chancy and difficult thing.

Calling and Sena had grown into the prime of life, both vigorous and cunning, and they often advised the council, always careful to not appear to be commanding them, even if they occasionally wished to do so. Calling wandered back and forth between the hunting camp and Pitside and the whitestone deposits, looking for more whitestone or greenstone or anything else of interest. He found a young boy trying to make something out of grass, and inspired, Calling wove some reeds into a shape like a pot – nowhere near as good for holding water or storing food, but lighter and easier to carry – and Sena took the idea and used the colorful reeds that grew along the river to make patterned arrangements that she hung from the walls of her home, something which others began to imitate, especially the elders.

There were hints of other changes as well. The hunting camp had grown, with farms beginning to spring up outside it. The elders had begun to complain of always having to meet in one person or another's home and broached the subject of building a hall purely for hosting meetings of the councils. A spirit-talker had suggested making a dedicated altar for the spirits, describing how grand and beautiful it would be – half the height of a man, built of mudbrick, with the finest weavings hanging from the side and a broad flat piece of stone on top. Some had proposed building a dedicated house for storing part of every harvest in case of fire or flood or drought. And some had begun complaining of a new game which had sprung up among the youth. They had begun to wrestle fiercely and competitively, often leaving both loser and winner bleeding. Worse, they had begun to bet food or greenstone or tools on who would win and who would lose. The council decided to…

[] [Wrest] ignore it as the foolishness of youth
[] [Wrest] forbid it as offensive to the spirits (-1 Stability, gain Value)
[] [Wrest] encourage it (-1 Stability, +1 Martial cap, +1 Martial)

…and perhaps most urgently of all, a new People had been found, living by the Great River. They had villages which resembled those of the people, except smaller and more numerous and crudely made of reeds slathered with mud, but they had greenstone in much greater abundance than the People. Which meant that the People wanted to get it from them, and decided to…
[
] [New] send hunters to steal it (the government will take Raid as their action)
[] [New] offer fine pelts for it (the government will take Trade Expedition as their action)

You have one Major Action and one Moderate Action. Also, I have changed the available actions a bit. Finally, I have added a new type of action: Settlement. Settlement actions have names like Build Granary (Settlement). Settlement actions can only be taken once per settlement unless there is some sort of major change (you can only have one shrine per settlement, unless it burns down or you get a massive influx of immigration. This is once, regardless if you use a minor, moderate, or major action, you cannot upgrade it later without something big happening.

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 (1): Pitside

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

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

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

Early Ancient Council of Elders
Max Independence: 10
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 2
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 1 Moderate Action
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: N/A

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
Crafting
Earthenware Pottery
Basketmaking
Weaving
Construction
Mud Bricks
Hide Tents
Frame Roofs
Food
Primitive Beer
Primitive Porridge
Numbers
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
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

Wood
Hides
Bones
Stone
Flint
Meat
Grain
Berries
Greenstone
Whitestone
Powderstone (chalk)
Dirtstone (clay)
1 hour moratorium.
 
Last edited:
Turn 2 Year 3
The games of the wrestling that had sprung up among the youth found approval in the eyes of the council, and while the gambling was less popular it was still tolerated out of recognition that banning such things was likely useless. While this meant that the youth, especially the hunters who proved most skilled at these games, but also some of the stronger hunters, was kept fit and skilled in combat, it made many of the elders not on the council uncomfortable, and some of the spirit-callers claimed the spirits would punish those who fought for their own amusement. This did cause a few of the wrestling youth to cease, but it made many more angry, and another undercurrent of tension developed.

The construction of the granary is fraught with difficulties. First, people have to decide where it will be placed. Obviously, it should be in Pitside, that much is clear. Even aside from that being where the elder council is, it is the largest concentration of the People, and the farms are closest. There is some grumbling about the choice, but even the most stubborn complainers can acknowledge the logic. It's where in Pitside that gets troublesome. Some people want it on the outskirts, closest to the farms. Some people want it as close to the Pit as possible, so that the spirit-talkers can watch over it. Others think it should be placed in the center. The debates range for weeks, and whenever one faction seems to gain ground, protests spring up, for building the granary would require destroying existing homes. Finally, progress begins, and an enormous structure, larger than any the People have ever made, begins to take shape. It is roughly circular, longer than twenty men lying down, and built so high that most can't reach the top of the walls. Long branches are hauled from the hunting camp and pressed into the mud bricks to make a frame for the roof, and others are pushed horizontally into the wall to serve as supports for shelves. Even before it is complete, the People begin storing extra food in it. Slowly, pots of grain and meat begin to accumulate, as a portion of every harvest is taken from the farmers and gathered for the use of all the People. And since the council was the one who decided how much was taken and how much was given out, that meant their power increased even if it made some upset, and wonder why it was the council who had all the power. The council told people that they were in charge because…

[] [Council] the spirits had placed them in charge (Government becomes theocratic, ??)
[] [Council] they had the strength to make others listen (Government becomes autocratic, ??)
[] [Council] they were chosen to serve the People by the People (Government becomes democratic, ??)
[] [Council] they are old and wise and can best lead the People (Government reforms)

While all this developed, labor continued on the many tasks of the People. Sena was taught some of the rites of the Spirit-Talkers, and led others of the People in giving offerings and making requests of the spirits, some of which were granted. Callin, meanwhile, had given up on dirtstone for the moment, and turned his attention to food, occasionally poking at the meat in the granary, trying to make it last longer. As long as it stayed dry and the insects were kept out, grain would last for months. Berries rotted much quicker, but they were relatively unimportant. Meat though, did not last as long as Callin would have liked. He aimed to change that, borrowing a few pieces and trying different things to keep it good. What worked best was hanging it above a fire high enough that the smoke would touch it but not the fire.

New huts rose up on the outskirts of Pitside, and a few more were built in the hunting camp too, which was growing noticeably larger – more than eighty people called it home permanently these days, although most traveled to Pitside at least once a month. Many of the new huts in the hunting camp were not made for hunters to live in, but instead for tree-cutters, who focused on gathering branches for use in making other homes, trading them for food and skins and tools, although they usually made sure to gather roots and berries when they worked. If one ignored the troubles of leadership, life was almost idyllic for the People.

Temen was one who ignored those troubles. He had spent most of his life in a little cluster of huts far enough from Pitside that he had never actually seen any of the council, and so the rumors of squabbles among them and others of the People did not touch him. Far more interesting was the slowly rising granary and the immense Pit with its Sprit-Talker attendants, and the small gathering he had joined more out of curiosity than anything else. A dozen men and women stood in a loose grip with him, next to a pile of baskets and bags containing plenty of food, some whitestone, and fine furs and woven mats. The leader amongst them, whose name he had not yet learned, was sketching in the dirt. "We are here…we will travel to the hunting camp first and then go along the edge of the true forest, hunting game as we go. Once we reach the Great River we walk along it until we see the Other-People's villages."

And it proved so. Walking was far more difficult than Temen expected, for their packs were heavy, but he was strong and easily kept the pace, even participating in their nightly wrestling despite how his limbs ached. There had been a few days when they had not managed to hunt well, and on those days his bellies ached. Still, he enjoyed himself, for he was seeing new things and some of the women with him were pretty. When they reached the Great River his mouth had fallen open in awe as he watched the water crash and tumble ever onwards. And as they continued traveling, he saw even more wonderful things. The first sight they had of the Other-People was when they found three of them, sitting in a log they had somehow carved out and steering it through the river. His limbs ached at the thought of how much work either task would take, and yet they seemed to do it with ease. And somehow they were stabbing into the river and bringing fish out, something which had been near impossible. He wondered what magic they had to catch the fish so, for all among the People had tried to do the same and failed, even when their spears had seemed to go directly through the fish.

Unfortunately, the actual village of the Other-People, who some among the group had named the River-Tribe, was far less impressive. Every hut was smaller than the ones the People built, and they seemed cruder, made of branches hammered into the dirt and smeared with mud, roofed with piles of reeds. There was greenstone among them, but not as much as the People had hoped. Still, they traded well, and returned with greenstone and stories, both of the River-Tribe and of those the River-Tribe knew: of the Wanderers who roamed the hills and the Stone Folk of the mountains who were led by a demonic champion and raided as he pleased among the other peoples of the mountains. They claimed the River-Folk were too fierce for him to attack, but Temen found himself doubting that, although he did see a battle among the River-Folk, for they seemed a fractious people.
A dozen men had come upon the village in the dead of night, wounded a few among the villagers and toppled a hut. The River-Folk who hosted them made dramatic and bloody vows of vengeance that left Temen quite unsettled.

He decided he had enough of the River-Folk. When he returned he would stay in his hut.


Provinces (1): Pitside
Settlements (1): Pitside (Major Granary)

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

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

Legitimacy: 1
Stability: 3
Power: 5
Wealth (0): 0
Independence: 5
Hierarchy: 0
Prestige: 0

Early Ancient Council of Elders
Max Independence: 10
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 2
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 1 Moderate Action
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: N/A

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
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)
 
Turn 2 Year 7
The People would change, but those who ruled would stay the same. There was a broad base of support for the elder council, for they had always been those who settled disputes and other matters of the People as a whole. And the People had prospered and grown mighty under their rule. Look at how fine their huts were, how rich their homes, look at how they had been blessed by the spirits with the Pit, all this had happened under the rule of the council.

And look at the River-Folk, those who had visited added when they returned. Look how pathetic and violent and foolish they are, let us not be like them. Let us keep the council as they are. But some still demanded changes, and changes were made. Though the elders still wished for a proper meeting house, they began to always meet in the same spot, picking the space in front of the granary. There they would handles disputes and listen to complaints, and from there they would make suggestions and commands as well.

The first meetings were loud, chaotic things, and so order was gradually established. A wooden stick was carved and used to indicate who could speak, and it was forbidden to hold it too long while another wished to speak. The spirit-talkers would begin every meeting with a prayer. A few of the best wrestlers would stand to ensure order was kept. And so the meetings became more peaceful and less dramatic, and the People lived in harmony once more.

Trade continued between the River-Folk and the People, and more greenstone began to appear in Pitside and Huntcamp, while more people moved to Huntcamp to take advantage of it being closer to the River-Folk and then moving there to farm and hunt to support the traders. It grew steadily, only slightly delayed when someone tried to burn out the inside of a log and accidentally caused a serious fire. Several people died in it, but more devastating were the burnt fields.

Not a week later, two emissaries from Huntcamp arrived to speak at the council meeting, to make two requests. First, they asked for aid, and the elders said…

[] [Help] that of course they could offer some food (-1 Food, +1 Stability)
[] [Help] that they could send workers to help rebuild huts (-1 Building, +1 Stability)
[] [Help] they would give generously to the People (-2 Food, -2 Building, +1 Stability, chance of gaining Value)
[] [Help] that they would give what they could spare (-1 Food, -1 Building, +1 Stability, small chance of gaining Value)
[] [Help] that Huntcamp will be fine (-1 Stability, chance of gaining Value)

The emissaries accepted this, even if there was some grumbling. The next thing they brought up was their desire to have their own council…

[] [Coun] and the elders offered to send a representative to Huntcamp to handle disputes there (-1 Stability, +2 Hierarchy, -1 Independence, +3 Power,??)
[] [Coun] and the elders suggested they form their own and send a representative to Pitside (+1 Hierarchy, -1 Independence, +1 Power,??)
[] [Coun] and the elders said that they could if they wished (+2 Independence, -1 Power, ??)

Provinces (1): Pitside
Settlements (1): Pitside (Major Granary)

Food (8): 6
Building (4): 3
Crafting (3):2
Materials (4): 4
Luxuries (4): 4

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

Legitimacy: 3
Stability: 3
Power: 5
Wealth (0): 0
Independence: 4
Hierarchy: 1
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

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)

I am still kind of tired, so it's a short update, but these two votes could have long term consequences.

Edit: I am going to do a 1-hour moratorium.
 
Last edited:
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.
 
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.
 
Last edited:
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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