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In other parts of the world, the winds of change are blowing. Religions are being born, legends forged, empires built from the ground up. It is an age of myth and of the beginnings of history, of vast paradigm shifts and the creation of new orders, of the start of a whole new era in the history of the world.

And it is an age which you are wholly isolated from. For your people, society exists only in its most primitive form, if indeed it exists at all. You have no great wonders, no storied traditions or ancient legends. For you, life takes on its truest, basest form, just as it always has done.

You have been forgotten by history.

---

Where exactly is it that you call home?

>The Highlands: This rugged landscape is a contrasting one, towering hills rising above forested lowlands, criss-crossed by thin, clear rivers. Travel of any sort is difficult, and wherever it is that your home starts, you are likely to remain isolated there for a long time. Yet in isolation there is safety and abundance. Who need care about the outside world when you have everything you need right here?
>The Lakeside Plains: You live on the shores of a vast, expansive lake, with the surrounding lands being flat, fertile and forested. Survival is a breeze, but you can never get too complacent, for rivals are just as frequent in these parts, and land hotly contested.
>The Far Isles: You inhabit a single large island in the middle of an even larger and seemingly endless ocean. From the fruits of the interior and the fish of the coasts you are able to support your people comfortably, but growth will be more difficult, and should you ruin this small paradise, you may have nowhere to go.
>The Edge of the World: Overshadowed by the sharp peaks of mountains and ridges you have never been able to surmount, your land is cold and blustery, its summers short and its winters long. Life can be hard, but it has toughened your people, and the lands are rich with natural resources should you learn to exploit them.
>>
>>4281113
>The Highlands: This rugged landscape is a contrasting one, towering hills rising above forested lowlands, criss-crossed by thin, clear rivers. Travel of any sort is difficult, and wherever it is that your home starts, you are likely to remain isolated there for a long time. Yet in isolation there is safety and abundance. Who need care about the outside world when you have everything you need right here?
>>
>>4281113
>The Lakeside Plains: You live on the shores of a vast, expansive lake, with the surrounding lands being flat, fertile and forested. Survival is a breeze, but you can never get too complacent, for rivals are just as frequent in these parts, and land hotly contested.
>>
>>4281113
>>The Lakeside Plains: You live on the shores of a vast, expansive lake, with the surrounding lands being flat, fertile and forested. Survival is a breeze, but you can never get too complacent, for rivals are just as frequent in these parts, and land hotly contested.
>>
>>4281113
>>The Highlands: This rugged landscape is a contrasting one, towering hills rising above forested lowlands, criss-crossed by thin, clear rivers. Travel of any sort is difficult, and wherever it is that your home starts, you are likely to remain isolated there for a long time. Yet in isolation there is safety and abundance. Who need care about the outside world when you have everything you need right here?
>>
https://www.youtube.com/watch?v=VEyDNTLlRgU
>>4281113
>>The Edge of the World: Overshadowed by the sharp peaks of mountains and ridges you have never been able to surmount, your land is cold and blustery, its summers short and its winters long. Life can be hard, but it has toughened your people, and the lands are rich with natural resources should you learn to exploit them.
Sounds more interesting
>>
>>4281113
>>The Lakeside Plains: You live on the shores of a vast, expansive lake, with the surrounding lands being flat, fertile and forested. Survival is a breeze, but you can never get too complacent, for rivals are just as frequent in these parts, and land hotly contested.
>>
>>4281137
>>4281138
>>4281147

Lakeside Plains locked in. Next choice coming soon.
>>
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>The Lakeside Plains: You live on the shores of a vast, expansive lake, with the surrounding lands being flat, fertile and forested. Survival is a breeze, but you can never get too complacent, for rivals are just as frequent in these parts, and land hotly contested.

Of course, every group, every culture has to come from somewhere after all, and you are no different. What is the origin of your peoples?

>Northmen: Your people are new to this land, even moreso than the Hillfolk. Pushed out of your settlements in the far north, you have brought with you the knowledge from your homelands of agriculture and settled life. However, as newcomers the divide between you and your neighbours will be great indeed, and your knowledge of the land and its contents comparatively little.
>Hillfolk: The warring clans of the eastern Hillfolk have fought amongst each other and their neighbours for generations, but though they have sent raiding parties into this land before, your clan was the first to migrate entirely. Your knowledge of the arts of warfare is unparalleled, and your language and culture is related to that of the locals, if somewhat distantly. Just be careful the others in the Hills don’t get the same idea as you…
>The First People: You have always called yourselves The First People, for it is you have lived in this land for as long as time itself. In your wisdom and understanding of the plants and animals here you are unmatched, and relations with your neighbours will generally be quite cordial. But be wary about falling into stagnancy and complacency.
>The Ancient Ones: You are not like the others here, oh no. You are something… older, older than even the so called ‘First People’. Your features are robust, your bodies squat, strong and well muscled, moreso than any of the weak folk could hope to me. Most consider you myths, or extinct, but in spite of everything your tribe has persisted. Yet your numbers are small, and your existence rests on a knife’s edge. Try not to attract the ire of those who would destroy your kind completely.
>>
>>4281175
>>The Ancient Ones: You are not like the others here, oh no. You are something… older, older than even the so called ‘First People’. Your features are robust, your bodies squat, strong and well muscled, moreso than any of the weak folk could hope to me. Most consider you myths, or extinct, but in spite of everything your tribe has persisted. Yet your numbers are small, and your existence rests on a knife’s edge. Try not to attract the ire of those who would destroy your kind completely.
>>
>>4281175
>>The Ancient Ones: You are not like the others here, oh no. You are something… older, older than even the so called ‘First People’. Your features are robust, your bodies squat, strong and well muscled, moreso than any of the weak folk could hope to me. Most consider you myths, or extinct, but in spite of everything your tribe has persisted. Yet your numbers are small, and your existence rests on a knife’s edge. Try not to attract the ire of those who would destroy your kind completely.
>>
>>4281175
>>The First People: You have always called yourselves The First People, for it is you have lived in this land for as long as time itself. In your wisdom and understanding of the plants and animals here you are unmatched, and relations with your neighbours will generally be quite cordial. But be wary about falling into stagnancy and complacency.
>>
>>4281175
>>Hillfolk: The warring clans of the eastern Hillfolk have fought amongst each other and their neighbours for generations, but though they have sent raiding parties into this land before, your clan was the first to migrate entirely. Your knowledge of the arts of warfare is unparalleled, and your language and culture is related to that of the locals, if somewhat distantly. Just be careful the others in the Hills don’t get the same idea as you…
>>
>>4281175
>>The Ancient Ones
>>
>>4281179
>>4281181
>>4281203

The Ancient Ones locked in. Update coming henceforth.
>>
>>4281175
>>The Ancient Ones: You are not like the others here, oh no. You are something… older, older than even the so called ‘First People’. Your features are robust, your bodies squat, strong and well muscled, moreso than any of the weak folk could hope to me. Most consider you myths, or extinct, but in spite of everything your tribe has persisted. Yet your numbers are small, and your existence rests on a knife’s edge. Try not to attract the ire of those who would destroy your kind completely.
>>
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Long ago, your kind ruled all these lands. By day you hunted with tools of stone, and by night the plains were dotted with your campfired, the loud sombre noises of your singing carrying throughout the still, dark air. Such was the way it was for generations, thousands upon thousands of years of birth and death, the old songs, the old tools, the old ways carrying on unchanging.

Then, they came. The newcomers, with their tall, frail bodies, their childlike features. Strangest of all though was their ways, chattering to one another in a manner that was like song yet unlike it entirely, utilising wide assortments of specialised tools, living in tribes larger than anything you had ever seen. The equilibrium shifted, and soon you found yourselves being pushed back, your territories lost, your people exterminated, all the time utterly helpless to stop the moving tide.

Now, there are hardly any of you left. You have changed somewhat, taken from their ways - it is not just song you use now, but language, you make art and wear jewellery where once there was only practicality, even your tools have changed somewhat to grow more complex. Yet it was all too little, too late, and now your tribe is one of the only ones left, as those others of your kind continue to dwindle in number.

But even now, you must continue. How does your tribe feed itself?

>Fish from the lake forms the primary part of your diet. This is a reliable foodsource and generally a nutritious one at that, but it tends not to keep particularly well unfortunately, so in worse times you may find yourselves wanting.
>Fruits and vegetables gathered from around your territories. This is an adaptable and varied diet, but it requires a relatively greater deal of effort and time from all your people, leaving less free time for other activities.
>Meat, hunted from animals. This is particularly morale raising for your people and a filling one too, but if you aren’t careful you could risk overhunting the wild animals of the nearby area, and go hungry as a result.
>Cultivated plants, specifically tended and grown in wild gardens. Though this generally allows you to stock up on supplies and have a more reliable source of food in good times, without a stockpile you will go hungry in winter, and relying entirely upon this is likely to lead to malnutrition.
>>
Additionally, how is your tribe led, and decisions made?

>A single chieftain rules over you and makes all the decisions. This centralises power and makes things more efficient, but it has the potential to lead to discontent too, especially should the chieftain prove to be a poor one.
>A small tribal council is your body of authority. A fine balance between total centralisation and power for everybody, it doesn’t suffer quite so greatly from the drawbacks of both, but neither does it gain as much benefit either.
>Every member of your tribe has a say in what decisions are made and how things are run. Though this total democracy will make your people more happy, it will also slow decision making, something which could well prove fatal for your tribe if a consensus is urgently needed.
>>
>>4281297
>>Meat, hunted from animals. This is particularly morale raising for your people and a filling one too, but if you aren’t careful you could risk overhunting the wild animals of the nearby area, and go hungry as a result.

We ruled when the stones were new. We do not dine on plants.

>A single chieftain rules over you and makes all the decisions. This centralizes power and makes things more efficient, but it has the potential to lead to discontent too, especially should the chieftain prove to be a poor one.
>>
>>4281302
Supporting this
>>
>>4281297
>Fish from the lake forms the primary part of your diet. This is a reliable foodsource and generally a nutritious one at that, but it tends not to keep particularly well unfortunately, so in worse times you may find yourselves wanting.
>A single chieftain rules over you and makes all the decisions. This centralises power and makes things more efficient, but it has the potential to lead to discontent too, especially should the chieftain prove to be a poor one.

We need to breed the newcomers, the future does not belong to the old ways
>>
>>4281313
+1
>>
>>4281302
+1

Nomads who traveled with their animals were the strongest in early times.
>>
>>4281297
>Meat, hunted from animals. This is particularly morale raising for your people and a filling one too, but if you aren’t careful you could risk overhunting the wild animals of the nearby area, and go hungry as a result.
>A single chieftain rules over you and makes all the decisions. This centralises power and makes things more efficient, but it has the potential to lead to discontent too, especially should the chieftain prove to be a poor one.
>>
>>4281302
>>4281304
>>4281332
>>4281344


Meat is, and always has been your primary source of food. Certainly you gather berries, roots and plants, collect fish from the river, but ultimately it is the meat of the animals you hunt that has always formed the backbone of your diet. With it you have grown strong, and though the vast grazing beasts that the legends say once wandered these lands have long since disappeared, there is still no shortage of plentiful animals nearby to hunt.

Since time immemorial you were ruled over by the line of the Knowing Ones, whose ways and knowledge were passed down from generation to generation. At least, you were. The last winter, the Burning Sickness struck your people, killing a third of you before its work was done. Among the victims was Guranga, last of the Knowing Ones, who died before he could name an heir, before he could pass down even an inkling of the knowledge they contained: knowledge of your history, your past, everything.

In his stead, you were chosen as chieftain. You are a strong man and a good hunter, but more importantly you are capable, always proving a good leader, knowing the right decisions to make, leading those who follow you to success. It is true that you are a bit of an escapist, often zoning out and withdrawing into your own inner world in your free time, but the stories and tales you can weave are enough to match any any of those told by the Knowing Ones.

You are Garingi, and it is your job to lead your people to success.

Technology:
>Agriculture - Animal Corralling
>Weaponry - Ranged Weapons
Diplomacy:
>War - Organize a raid on one of your neighbours
>Peace - Attempt to find and contact any remaining bands of ancient ones
Economy:
>Camps - Settle Down
Culture:
>Music - Instruments
>Art - Significant Jewellery
Roleplay:
>Public - Grand hunting party
Miscellaneous:
>Migrate to another location
>Write-In
>>
>>4281405
Do we select which one we want? If so then how many?
>>
>>4281406

Yep, pick one. Sorry about not making that clearer.
>>
>>4281405
>Agriculture - Animal Corralling
The backbone of any nomad is their animals. With animal corraling, we have the ability to make sure our animals stay with us and unlock animal riding in the future.
>>
>>4281405
>>Agriculture - Animal Corralling
we will have water, fish and homebred meat. a good foundation. now we just need some human feamles to breed, and we'll be good
>>
>>4281407
What happened to your other quest?
>>
>>4281405
>>Agriculture - Animal Corralling
Also can we be permanently nomad or do we have to settle down?
>>
>>4281409
+1
>>
>>4281409
support
>>
>>4281431
Being a nomad is way more powerful than being settled since none of your people are specialized and are instead warriors, hunters, and herders allowing for a larger army. Recurve bows can punch through plate armor combine that with the mobility horses give you and you get a force great at destroying settled people. The only problem is maintaining control over the people you conquer. So we may want to transition when we want to move from rapid growth to stability.

https://www.youtube.com/watch?v=XgjiJHV8P0w&t=322s

This video does a great job of explaining the advantages of being a nomad. From 8:54 to 20:00
>>
>>4281420

I'm not the guy doing the Alternate History Quest, if that's what you're wondering. I'm just using the format because it's a really good one and I have no creativity when it comes to designing my own system
>>
Itt white-Neanderthal quest.

>Their ancestors were big game hunters who survived the ice age in Russia and were the first to tame horses.
>>
>>4281910

We're not exactly Neanderthals and this area is a fair bit warmer than Russia, but it's certainly a fair comparison (Though I should mention this is an Earth-analogue rather than Earth itself. Keeps at least a little mystery that way)
>>
>>4281526
Thanks for the video btw, that was actually really educational.

>>4281409
>>4281416
>>4281431
>>4281522
>>4281523

The idea comes to you on one of your hunts as your party stalks a herd of kuringé. Everyone knows of course that these beasts, like many of those that you hunt, live in a firm, hierarchical herd structure, as natural to them as song is to you. Yet what if that herd structure could be exploited? What if a person could somehow make themselves head of one such herd, and thus allow the beasts to be corralled, making hunting and the obtaining of food all the easier? It’s certainly an interesting idea. The question is, what kind of beast would be best for it?

The Kuringé are certainly an option. With their large, muscled bodies, they make ample targets for hunting, and if you could herd them you’d certainly have no shortage of food. Even so though, they are a slow and belligerent bunch, and properly taming them could well prove an issue, dampening prospects somewhat.

Then there are of course the Qeranga. A most versatile beast, they can of course be used for their meat as most do, but their silky hair can prove quite the fine material for making textiles with, and they can even be harvested for their milk too. The only issue of course is their relatively small size, that and the little prestige they have in comparison to most other junted beasts.

Finally, there are the Giringi. Though they bear a rough similarity in appearance to the Kuringé, where the Kuringé are large, slow, placid, the Giringi are lithe and fast, faster indeed than most predators when spooked. Useful certainly compared to their cousins, even if they do bear comparatively less meat on their bones.

Which shall you choose?

>Kuringé
>Qeranga
>Giringi
>>
>>4282088
All decent choices, but an abundance of food isn't really needed if we're going to be nomadic and we can always trade or take textiles by force so I'm going to say the Giringi is our best with their fast speed we might be able to ride them into combat as calvary.
>Giringi
>>
>>4282088
>>Kuringé
>>
>>4282088
>Qeranga
get dat material,
>>
>>4282163
Exactly my thoughts.

+1
>>
so are we in the french and german plains?,given the description of our land it certainly fits even if it is an earthlike world
>>
>>4282088
>Qeranqa

Start with a simple species that also provides a multitude of resources, we can get the more difficult ones later
>>
>>4282605
Support
>>
>>4282088
>Qeranga
>>
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>>4282376
>>4282605
>>4282616
>>4282630


The Qeranga are ugly animals, ill-tempered and fairly small too, being less than chest height to you. Still, for all this, few can deny the versatility and usefulness of the sheer amount of products that can be obtained from them, and so it is them that you decide to try corralling and herding.

It is of course a difficult task at first, but it is one that grows a great deal easier after the first new generation is raised a couple of years later. The beasts it seems have a natural pecking order of sorts they work out in their herds, and with work your herders have managed to place themselves at the top of that hierarchy, making the actual control of the things all the easier.

Certainly you still obtain your meat from hunting too of course, but a rather greater portion of your diet now comes from your herded Qeranga, a stable source of meat even when all else may fail.

Technology:
>Warfare - Ranged Weapons
>Textiles - Felt
>Industry - Fermentation
>Industry - Cheesemaking
Diplomacy:
>War - Organize a raid on one of your neighbours
>Peace - Attempt to find and contact any remaining bands of Ancient Ones
Economy:
>Camps - Settle Down
Culture:
>Music - Instruments
>Art - Significant Jewellery
Roleplay:
>Public - Grand hunting party
>Public - Feast
Miscellaneous:
>Migrate to another location
>Write-In
>>
>>4282659
>>Textiles - Felt
>>
>>4282659
>Warfare - Ranged Weapons
>>
>>4282659
>>Textiles - Felt
>>
>>4282659
>Industry - Cheesemaking
>>
>>4282659
Also did you draw the pic op?
>>
>>4282736

Yes actually, I did.
>>
>>4282659
>Industry - Fermentation
>>
>>4282748
Not bad, it really helps to immerse in the story. I particularly like the expression of it.
>>
>>4282659
>Textiles - Felt
Felts can be used for better tents, while I would say that cheese is a good food source once we settle down. Until then I dont think it should be prioritized
>>
>>4282755

Thanks, I'm glad to hear it! Art is a bit of a hobby of mine so these kinda drawings will probably be appearing every now and then when it's relevant, though it'll likely take me a bit of practise before I'm able to draw one of The Ancient Ones as I properly envision them.
>>
>so these kinda drawings will probably be appearing every now and then when it's relevant

That is nice to hear, I will follow your quest with great interest.
>>
>>4282659
>>Textiles - Felt
>>
>>4282659
>Textiles - Felt
>>
>>4282659
>Textiles - Felt
>>
>>4282659
>textiles - Felt

Lmao that sheep has down syndrome
>>
Apologies about the lack of updates today, mostly been busy with college work I'm afraid to say. I should be able to have something out later on tonight though!
>>
(Sorry for the wait on this one, as per usual I overestimated my ability to quickly finish off college stuff)

The hair of the Qeranga is a material your people have come to use quite frequently for a variety of purposes, and it isn't an uncommon sight at all to see an individual or two hard at work waving together pads and sheets of the stuff. Yet one day, you notice a particular man whose fabric looks rather... different from the standard.

Intrigued, you question him and he proved quite happy indeed to tell of how he came across this substance. Apparently, it occurred quite by accident when a stone-carved bowl of rock heated water spilt on the textiles he had been working on up until that point. Panicked by the thought of all his work being ruined, he frantically beat and strained out the sheets, yet when all was done he found himself faced with a quite different material indeed. Apparently, not only is this material far better at insulation than normal woven hair, it is also extremely strong and durable, handling even water far better than any other substance.

Over the coming months, you see this material gradually grow more and more common as people begin using it everywhere, from their clothing to their bedding, even in their tents. You feel that a whole new discovery has been made to change your people's way of life, just like the handaxe, fire, or the myriad tools brought by the new folk. This man it seems certainly has earned his place in the songs.

---

Technology:
>Warfare - Ranged Weapons
>Industry - Fermentation
>Industry - Cheesemaking
Diplomacy:
>War - Organize a raid on one of your neighbours
>Peace - Attempt to find and contact any remaining bands of Ancient Ones
Economy:
>Camps - Settle Down
>Textiles - Expand felt production
Culture:
>Music - Instruments
>Society - Felt Hype
Roleplay:
>Public - Grand hunting party
>Public - Feast
Miscellaneous:
>Migrate to another location
>Write-In
>>
>>4288027
>Warfare - Ranged Weapons
>>
>>4288027
>>Industry - Fermentation
>>
>>4288046
+1
>>
>>4288027
>>Industry - Fermentation

Probably the most important part of any civilization
>>
>>4288027

>Camps - Settle down

For us to compete with the others we must grow sedentary and increase our population. A couple of good raids and we'll be dead if we just keep mindlessly researching techs
>>
>>4288027
>>Industry - Fermentation
>>
>>4288120

Eh, as Shi mentioned above there are certain advantages to being a nomad - ultimately though it's up to you guys of course.

>>4281526
>>
>>4288027
>>Industry - Fermentation
>>
>>4288114
>>4288074
>>4288075
>>4288168
>>4289023

(Note: Events will occur roughly once every thread or two. Expect to see our first one soon after next turn)

The milk of the Qeranga is wonderful stuff - cool, refreshing and with a wonderful tang to its taste. There is only one singular problem with it: in the hot weather of your lands, it doesn't take very long at all for Qeranga milk to spoil, and once it does the liquid has effectively become useless. As certain poetic individuals put it, the milk has expired.

One day though, a man of your tribe became one of those unfortunate enough to make the mistake everyone has made at some point or another - drinking milk that has been left in the container, be it bag or sealed bowl, for far too long. Yet far from hating the taste, it seems he came to like it: thicker than normal milk and with almost a sour-sweetness to it. Most importantly of all though, it created a buzz of sorts, a loosened altering of the mind that left some fearing he had half gone mad for the first night as he drunkenly interacted with them, and been poisoned when he awoke with squints and groans of pain the next day.

But after a few days the man proved fine, and with more of a taste for this strange new product than ever before. Indeed, though many are understandably cautious, a number are beginning to develop quite a taste for this fermented milk, including even you.

It's not like this could ever interfere in their actual duties after all, right?

---

Technology:
>Warfare - Ranged Weapons
>Industry - Cheesemaking
Diplomacy:
>War - Organize a raid on one of your neighbours
>Peace - Attempt to find and contact any remaining bands of Ancient Ones
Economy:
>Camps - Settle Down
>Textiles - Expand Felt Production
Culture:
>Music - Instruments
>Society - Felt popularity
>Society - Fermented Milk Ritualisation
Roleplay:
>Public - Grand Hunting Party
>Public - Feast
Miscellaneous:
>Migrate to another location
>Write-In
>>
>>4289445
>>Warfare - Ranged Weapons
We really need to upgrade our weapons, we'd be fucked if another tribe raided us since they have more population than us and possibly more advanced weapons.
Also, what does stuff like "Felt popularity" do?
>>
>>4289445
>Warfare - Ranged Weapons
>>
>>4289447

'Felt Popularity' is basically centred around increasing the degree to which felt is esteemed and widespread as a material in your culture. It's a process that will happen anyhow over time, that just focuses on it.

In retrospect I could probably have phrased it better a bit.
>>
>>4289447
+1
>>
>>4289445
>>Warfare - Ranged Weapons
>>
>>4289447
>>4289449
>>4289467
>>4289468

Though your people's ways of war had remained stagnant for as long as any tales went back, they had already begun to change just at the time the new folk were beginning to arrive. In the generations since then, the weapons of your people began to massively develop, all manner of different specialised form of cleaver, spear and more besides beginning to replace the generalised handaxe. It was never enough to defend your kind in the end, but it was something.

Yet there was one kind of weapon the new folk had you were never able to replicate: those that could fly. Even at distances far beyond any man could throw, the tales and songs say the new folk were able to launch their spears and stones. Of course, the songs claim it was magic, the new folk employing dark spirits to carry their weapons through the air for them, but you for one feel otherwise. After all, they had many techniques that your people had hardly heard of, or only just begun to develop. Might this not be one of them?

You discuss this with some of the men in your tribe, and strange and uncomfortable as it is to go against the words of the songs, a fair few of them agree with you. Most of the ideas of how to replicate these feats that you hear aren't particularly feasible at all, but there are a number which stick out to you as worth pursuing. Which one shall you choose?

>Bags
>Hands for Spears
>Bent Sticks
>Very Bent Sticks
>Shaped Axes
>>
>>4289510
>>Hands for Spears
Javelins sound cool
>>
>>4289510
>Very bent sticks

Boomerang those mf's
>>
>>4289510
>Bows
>>
>>4289545
While I don't think that they are best weapons, Boomerangs have the highest style value.
Support

(eventhough tomahawk would also be cool)
>>
>>4289545
>>4289642

The weapon the man shows you is initially an unassuming one, little more than a long piece of wood carved in such a way as to bear a mostly flattened shape, and have a particularly noticeable bent curve. In close combat it would be practically useless except as a form of club.

The true revelation comes when he throws the thing. As it sails through the air it rapidly spins about, quickly enough to quite easily cause damage to any beast unfortunate enough to be hit by it. Then though, something quite astounding indeed happens - the weapon begins to fly back towards you as though by magic, just as fast as before until it is quite neatly caught by its inventor.

The use is obvious to you, and you are most happy to congratulate him and ask to make more. In hunting this could be a godsend to you, a weapon that simply flies back to its bearer if it misses, and can quite easily kill or at the very least incapacitate its target if it does hit. Should the new folk infringe upon you as they did all those times before, you feel rather more confident in your chances of defeating them.

The moment is broken when an individual hurriedly runs into the camp and approaches you, face shining with sweat. You recognise him as a hunter who left the tribe a few days ago. It takes time for him to be able to speak as he recovers his breath, but the news he brings is foreboding indeed...
>>
>>4289510
>>Very Bent Sticks
>>
EVENT

At the very boundaries of your tribes hunting grounds lies a wide river, little travelled by either you or for that matter the new folk, and crossed even more rarely. Due to its distance it is only infrequently visited, and although occasionally you will see one of the new folk there, it appears that their visits are as rare as yours.

According to the hunter though, that has changed. Originally his intention had been apparently to try killing one of the Kuringé grazing by the river, but the moment he saw what lay there he almost immediately began to make his way back to us. For now, it seems, its status as a practically uninhabited area is no longer the case

The camp of new folk he describes is a strange one. They have erected tents, yet they are not tents as you know them but rounded, immovable structures with walls of mud and roofs of dried grass. In numbers they are many to judge by the count of dwellings, and many of the trees around the site have been felled and cleared. And particularly strangely, it seems that these newcomers are not at all like the new folk which you have come to know so well: their statures are far shorter, though still taller than most of you, and their skins are lighter, with a nut-brown colour akin to polished wood.

Your people argue amongst themselves as to what can be done about these new new folk. Though certainly close, they're still a fair distance away, and you could easily just not do anything and be able to avoid contact with them for a long while yet. Others suggest that we simply mount an attack on them as soon as possible, taking advantage of our new weapons and knowledge of this land to strike whilst they are weak. But, as certain detractors point out, when has that worked in the past? Better to make peaceful contact whilst its possible, or at least inform them of your presence if nothing else.

What will you do?

>Do nothing, avoid the new people
>Mount a raid on the camp of the new people
>Attempt to make peaceful contact with the new people
>Make the new people aware of your presence
>Write-in
>>
>>4289688
>Attempt to make peaceful contact with the new people

I don't think we are really fit for a raid. I think to establish a trading contact is the best idea. They seemingly came from the sea, so maybe we can learn seafaring from them.
>>
>>4289546
If bows equals bent sticks lets for this
>>
>>4289709
+1
>>
>>4289688
>>Mount a raid on the camp of the new people
>>
>>4289688
>>Attempt to make peaceful contact with the new people
Let's befriend them and acquire their technological knowledge one way or another for now, then when we are stronger backstab and annex them.
>>
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>>4289709
>>4289728
>>4289996

Ignoring these people shan't make them go away, and the last thing we want to do is make enemies in this land. After consulting the wisepeople, you gather together a party of men small enough to hopefully not appear too threatening and large enough to ensure your own safety. And so it is that you set off.

The journey is a long one, 2 days of travel in all at your pace. Yet at last, you come the river, and the camp that these newcomers have built, familiar yet in so many ways utterly alien. Approaching from the treeline, you make yourselves known, stopping a reasonable distance away and making sure to keep your weapons exposed and your hands away from them.

This close, you can tell that these folk are not like the new people you are aware of, especially as they begin to crowd up and chatter amongst themselves, having clearly seen nothing like you. They bear the same relatively delicate forms and disconcertingly childlike faces as the new folk, yet their builds are even more frail seeming, and even aside from their lighter skin and smaller size, their very features are different, from their snub-noses to their rounded faces, and yet more besides. They seem to be newcomers to this land, just as the new folk once were.

The crowd parts and a man walks through, you assume their leader. He wears a cloak fashioned of the skin of a beast you are unfamiliar with, and in his hands he carries an intricately carved club, topped with a head made of a red-brown rock unfamiliar to you.

For several moments you stand facing each other. Then, carefully, you take out a skin of fermented milk, and approach, leaving it on the ground between you and the leader. Walking forward, he picks up the skin and takes an experimental sip, indeed several, before handing it to the crowd who pass it around themselves, each taking a small sip and talking quietly amongst each other. You do not understand the language, but you do understand the tone - familiarity, and vague excitement it seems.

Turning back to face you, the leader makes a motioning gesture and you follow him into the camp wherein he leads you to a mud tent larger than the rest.
>>
Taking a stick, he makes a vertical line in the ground, and below that a horizontal line - the river and the coast you realise. Then, he points the stick at the top of the vertical line - they came from up the river, very far up to judge by the further gestures he makes. He hands the stick to you, and you incise a circle on the other side of the vertical line, roughly marking the boundaries of your hunting grounds and territories. The leader nods in understanding, before turning to one of his aides and speaking to him again in their strange tongue, before giving two sharp claps.

The aide leaves, and returns a minute or two later carrying a heavily loaded down basket. Thinking you understand, you get your men to give you all the skins of fermented milk that still remain, along with your spare garments and sheets of felt, placing the lot down in front of you. The fermented milk he looks at appreciatively, clearly familiar with something like it, yet the felt is met with great curiosity indeed, and you get the impression it is as new to them as it was to you just a few years back.

With a nod, the leader takes the skins and felts, and pushes the basket towards you. Taking a look inside, you almost cannot believe your eyes: it is filled with shards of the black stone. You have seen this exceedingly valuable material only a few times before, a rock which chips easily and forms an edge sharper than any other in the world. Guranga, the last of the Knowing Ones owned a knife fashioned out of it, and that was easily worth half the other goods owned by your tribe put together. This amount though? You cannot figure what is more surprising - that they own so much in the first place, or that they are willing to trade it just for felts and fermented milk.

Yet it seems that is exactly what they intend to do. Shaking hands with the leader, you depart from the camp, basket in tow. Somehow, you feel that for the first time, you have made friends of the new people, or new new people you suppose you should say.

---

Diplomacy:
>War - Organize a raid on one of your neighbours
>Peace - Attempt to find and contact any remaining bands of Ancient Ones
>Peace - Visit the village of the newcomers
Economy:
>Camps - Settle Down
>Textiles - Expand Felt Production
>Trade - Establish Trade Route
Culture:
>Music - Instruments
>Society - Felt popularity
Roleplay:
>Public - Grand Hunting Party
>Public - Distribute Obsidian Goods
>Public - Feast
>Personal - Find Wife
Miscellaneous:
>Migrate to another location
>Write-In
>>
>>4290307

>Public - distribute obsidian goods

Upgrading the tools of our entire tribe will make everything easier.

Also we should start looking into finding more of our kind, because the longer we leave that option the less of us there might be and we need people to do everything.
>>
>>4290307
>Trade - Establish Trade Route
>>
>>4290307
>>Society - Felt popularity
>>
>>4290397
+1
>>
>>4290397
+1
>>
>>4290397
I don't know if that is the right order. I think we rather should first attempt to contact the other Ancient Ones and then we could bribe them to join us with the obsidian goods.
>>4290307
>Peace - Attempt to find and contact any remaining bands of Ancient Ones
>>
>>4290397
>>4291170
>>4291275

The people are delighted to find your band returning, and only all the moreso when they see what you have brought with you. Most are in some way aware of the black rock, but to see it in such abundance? It beggars belief, for them even moreso than it did to you.

The temptation of course comes to hoard it, but you decide against it, indeed doing the opposite - distributing it amongst the tribes populace for them to use as they see fit, a decision which brings you no small amount of popularity among them. What was once a material limited only to a small few is now accessible to everyone.

Of course, there are certain things which obsidian isn't so good for. A few attempts are made at affixing shards of the stuff to boomerangs, but several lost fingers and deeply wounded hands put that out of the question. As axes they aren't particularly good either, their habit of blunting quickly taking away a fair deal from their usefulness in that field. Still, with their extreme and unparalleled sharpness, they work perfectly as spears, knives and other tools, and you have little doubt that efficiency and quality of life in your tribe has rather improved as a result.

---

Technology:
>Government - Maps
Diplomacy:
>Peace - Attempt to find and contact any remaining bands of Ancient Ones
>Peace - Visit the village of the newcomers
Economy:
>Camps - Settle Down
>Textiles - Expand Felt Production
>Trade - Establish Trade Route
Culture:
>Music - Instruments
>Society - Felt popularity
>Art - Scarification
Roleplay:
>Public - Feast
>Personal - Find Wife
Miscellaneous:
>Migrate to another location
>Write-In
>>
>>4291612
>>Peace - Attempt to find and contact any remaining bands of Ancient Ones
>>
>>4291612
> Textiles - Expand Felt Production
> After thats done we can establish a Trade Route with the newcomers
>>
>>4291619
+1
>>
>>4291566
I think we should still have enough, and if not with a quick trade mission we can get them
>>
>>4291619
+1
>>
>>4291619
>>4291640
>>4291679

There can be little denying that over the past decade or so since you first came to power, the situation of your people has improved a good deal. With the abundance of food and material provided by your new pastoralist lifestyle with the Qeranga, the population of your tribe has actually begun to rise as the new generation is born, and though your situation is still without a doubt precarious, it is enough less so that you feel comfortable with looking outward for a change, and attempting to contact some of the other bands and tribes of your kind.

Gathering together a small party of the men you deem competent and diplomatic enough to make the journey, you arm them with boomerangs and obsidian blades, as well as giving them goods of felt and skins of fermented milk to use as gifts, before sending them out into the wilds, following the routes laid by the songs and stories of old.

It takes longer than you had anticipated, several months in fact, but when they do return they don't do so alone. Sadly though, the news they bring is bad indeed.

The old tribes are dead. Well, most of them anyhow. The Kéringka, the Gòrango, the Kirangi - their names you knew only in songs, yet it still crushes your heart regardless to hear of how their territories are empty now, or worse inhabited by the gigantic New Folk, the only evidence of their former presence the occasional tool left fallen, half buried on the ground, or a cave still bearing the markings and handprints of people long dead inside. You do not know how they met their end. It might have been an attack by the New People they could not withstand, or it could simply have been a slow decline of numbers, every generation smaller than the last until one day, the very last of them quietly passed away. All that matters is that they have gone, their names, their voices, their people, remaining only in songs now and little more.

That isn't to say your people are entirely gone from this world though. Here and there your men did indeed come across tribes, mostly small, sometimes depressingly so. Occasionally it would just be one or two individuals wandering the landscape, all that was left of their tribe. Most were thankful to find themselves not alone in the world as they had feared, but were otherwise neutral, though still willing to trade. A few bands and individuals though were willing to take their chances and accompany your men back to the tribe.
>>
You look at these newcomers who warm themselves by the fire and make greetings with your people. The food will be stretched somewhat thin for a little while, but you will be able to accommodate, and the Qeranga herds will eventually grow to make up for it. Still, it is chilling to think of just how far your people have declined elsewhere in the world, and how easily your tribe too could have met such a fate.

How it still could, in time.

---


Technology:
>Government - Maps
Diplomacy:
>Peace - Visit the village of the newcomers
Economy:
>Camps - Settle Down
>Textiles - Expand Felt Production
>Agriculture - Expand the Qeranga Herds
>Trade - Establish Trade Route
Culture:
>Music - Instruments
>Society - Felt popularity
>Society - Integrate the Newcomers
>Art - Scarification
Religion:
>Traditions - Incorporate New Songs
Roleplay:
>Public - Feast
>Public - Welcome the Newcomers
>Personal - Find Wife
Miscellaneous:
>Migrate to another location
>Write-In
>>
>>4292153
>Agriculture - Expand the Qeranga Herds
>>
>>4292153
>Trade - Establish Trade Route
Other ancient ones. Also, see if there is any single chieftesses among them that we can potentially woo.
>>
>>4292153
>Personal - Find wife

Rp time
>>
>>4292153
>>Agriculture - Expand the Qeranga Herds
>>
>>4292153
OP, maybe you should increase the actions per turn to 2? It kind of seems like we're being swarmed by options here.
>Trade - Establish Trade Route
Clearly we have much to gain from establishing a trade route with the newcomers.
>>
>>4292153
>>Public - Welcome the Newcomers
We should also talk to them to see if any of them have made any new technological advances in their wanderings
>>
>>4292669

Yeah, sorry about that with the options - I was trying to make sure that there remained a decent selection throughout even as old ones got chosen, but I can see how it'd be overwhelming.
>>
>>4293003
Maybe make some of the options dissapear over time?
>>
>>4293183

That's what I intend on doing. I've been doing it to a certain extent up until now, but with this turn and afterwards I'll probably pick up the pace a little with it.
>>
>>4293184
>We should also talk to them to see if any of them have made any new technological advances in their wanderings
can we do this as a free action?
>>
>>4293195

Hmm, I'm kinda uncertain on that to tell the truth, but technologies that are to be had from them will appear as options in the Technology section (As said before, I'll be cutting down a bit elsewhere to avoid option overload)
>>
>>4292153
>Public - Welcome the Newcomers

We should get to know them
>>
>>4292276
>>4292398

Since you first started herding the Qeranga, their numbers have slowly but steadily grown over the years as more and more survive from birth to adulthood under your care. That said, with the sudden boost in your tribe's numbers, it does seem prudent to expand the herds to make up for it, lest you find yourselves suffering from hunger in the times to come. Though you know few ways to make the beasts themselves breed faster, you can always simply do what you did originally and start capturing them to add to your herds.

As it turns out, though the numbers of the wild Qeranga are still large, they do seem somewhat smaller than you recall, and the individual beasts themselves all the more skittish and difficult to keep a hold of. You manage to capture quite a few regardless, but not so many as you had hoped, and you get the feeling that breaking them into your herds will take a fair while longer yet.

Still, one way or another you have at least expanded the herds and the resulting yields of meat, hair and milk somewhat, and you feel quite certain that it will help compensate for your growing population.

---

Technology:
>Agriculture - Wild Gardens
>Government - Maps
Diplomacy:
>Peace - Visit the village of the newcomers
Economy:
>Trade - Establish Trade Route
Culture:
>Music - Instruments
>Society - Integrate the Newcomers
>Art - Scarification
Religion:
>Traditions - Songs of the Newcomers
>Traditions - Shrines
Roleplay:
>Personal - Find Wife
>Write-In
>>
>>4295209
>>Society - Integrate the Newcomers
>>
>>4295209
What does >>Society - Integrate the Newcomers
Do?
>>
>>4295209
>Art - Scarification
>>
>>4295617

Basically increases the rate at which their culture and society as it were is incorporated into our own as opposed to remaining slightly separate.
>>
>>4295320
>>4295617
>>4296248
maybe we could combo these, mark all the pop for unity
>>
>>4296483

That could actually be incorporated as a write-in, if other people are up for it.
>>
I support it, maybe you get a mark as a child, another is added as adult (when pass a trial for example) and the last is added in death. Maybe the chief/shaman gets an extra mark.
>>
>>4296483
Support
>>
>>4296544
what about a circle of dots/symbols around the torso, one/year. a complete circle is for a full life whatever our lifespan is.
added symbols for deed that help our community, so one can have more than a full circle for being a "good" person. and also maybe giving an incentive to help, just so one can have a full circle earlier in life, because one never know when death can come.
>>
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(Note: This isn't necessarily a fully accurate view of what one of our people looks like, just the best I could manage.)

The sharpness of obsidian is something that you are certainly not unfamiliar with, and though this certainly makes it useful, it also makes it all the more irritating when one deeply cuts oneself, not realising until far too late. With the widespreadedness of obsidian tools in your tribe now, such incidents have become all the more common, with individuals bearing the cuts and scars to prove it.

A few however it seems started doing something quite unusual indeed. With the ease of cutting provided by these obsidian blades, they were able to incise marks and patterns into themselves, marks and patterns which would heal into scars yet retain their shape, far more prominent and indeed far more permanent than any daubings of berry-juice or ochre could eve hope to be.

Such eye-catching things didn't take long to be noticed, and the practise began to spread. Indeed, it began to take meaning as well. Certain marks and patterns everyone got, others only adults. Those who knew all the songs began to change their marks to make themselves stand out, and the achievers of particular notable deeds made sure that those deeds were permanently retained in flesh as well. Even you joined in, adding to your collection the 'Chieftain's Scar', one entirely unique to you and forbidden for any others to use.

This scarification marks out types of individuals, their deeds and stories, but it does more than that. It marks out you. Your tribe, not one split between old ones and newcomers, but a single unified whole. And in unity, there is strength.

---

Technology:
>Agriculture - Wild Gardens
>Government - Maps
Diplomacy:
>Peace - Visit the village of the newcomers
Economy:
>Trade - Establish Trade Route
Culture:
>Music - Instruments
>Art - Tattoos
Religion:
>Traditions - Songs of the Newcomers
>Traditions - Shrines
Roleplay:
>Personal - Find Wife
>Personal - Designate Successor
>Write-In
>>
Also, new thread will be starting with next turn's action. Hope you guys have been enjoying this thus far!
>>
>>4297151
>Hope you guys have been enjoying this thus far
i have

>Personal - Find Wife
it is time
>>
>>4297486
Support for both sentences
>>
>>4297486
+1
>>
>>4297149
We look quite... interesting, don't we?
>>4297486
Supporting this.
>>
>>4297149
Good to know we are horny bastards.
Also
>Find wife
>>
>>4298194

I suppose that's one way to describe it. For a rough description of our general features, robust would probably be the best way to describe our features in comparison to modern humans - short but thickly built frames, sharply protruding brow ridges over large, hollowed eyes, sloping foreheads, flat, wide and large-nostrilled noses, wide faces with noticeable cheekbones. There's probably a more succinct way of putting it than that. Higher up in the thread there's also a skull of one of our kind.

In other news, new thread is here.

>>4298522



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