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File: Dawn.jpg (132 KB, 1024x790)
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For uncountable aeons the world has existed in a primal state, savage and brutal. Nothing was around to appreciate the beauty of the universe, ponder on the meaning of life. Even when the first intelligent beings did arise, for all their consciousness and intelligence they still lived much the same lifestyles as their ancestors once had, nothing changing, nothing growing altered from the norm. That has simply been the way it has always been.

But no more. For the first time, a new era is developing. An era where food is tamed and grown rather than gathered. An era where people don't just move from place to place, but settle down into permanent villages. An era of society, of technology, of progress.

This is the dawn of civilisation.
>>
What kind of world is it on which society is rising for the first time?
>Earth Clone - The continents and peoples may be different, but in the spread of biomes, ratio of water to land and other geological factors, it is very similar indeed. No outright benefits, but no drawbacks either.
>Rocky World - The oceans on this world are far less substantial than on others. Whilst this does mean that there is more land available for societies to expand into, it also means more desert and inhospitable regions, not to mention a harder time getting water.
>Water World - The oceans of this world are particularly large and high compared to others. Whilst this does mean less land and more difficulty in travel, the climate is much more temperate and hospitable on average.
>Verdant World - This world is lush, warm and blooming with plant life. Truly uninhabitable areas are few and far between, and it should be easy for any society to flourish. However, a notable lack of resources means that actual technological advancement will be far slower and more difficult.
>Dying World - The world is dying. The sun is swollen and dim, the oceans are shrinking and life disappearing. It is cold, and growing colder. Your people will be almost on a race against time, and this world will be a far harsher one to maintain society in. But with its vast and ancient history, who knows what secrets might lie in wait to be found?

How common is magic on this world?
>None - There is no magic whatsoever, outside of myths and legends.
>Low - Only one in 10,000 people have magic. A city might have a few magic users, and a kingdom might have over 100 if they're lucky.
>Medium - One in 1000 people can use magic. Any city can be assumed to have at least a small circle of magic users, and a kingdom could have well over 1000.
>High - One in 100 people can use magic. Whilst still a minority amongst the populace, they're still quite common, and a kingdom might even be able to put together an army of magic users.
>Super High - Every individual has at least some innate level of magic, although how powerful they are may vary from person to person. Needless to say, this could have quite the substantial effect on society.

How powerful is magic on this world, if it exists?
>Low Magic - Magic here is weak and subtle, more along the lines of a cantrip than anything else. Of course, weak doesn't mean useless.
>Medium Magic - Magic here is of an average strength, on par with your standard fantasy setting. Fireballs can be cast and objects enchanted, but levelling mountains is still beyond the realms of possibility.
>High Magic - Magic here takes on an epic scale, on par with the great myths and legends of old. Given enough practise and training, a magic user can exhibit truly incredible abilities, although there still are rules and limitations of course.
>>
How many races are there on this world?
>One - Be it humans or some other species, they are the only intelligent race to exist on this world, now at least.
>Two - There are two intelligent races which dual for control of this world, providing a fair deal of competition.
>Three - Ah, a triarchy. Certainly enough room for variation here between the races, whatever they may be.
>Five - This is more like your standard fantasy setting. With five races jostling for control on this planet there'll be a lot more diversity initially, but whether it'll stay that way is another matter.
>Countless - There are a vast multitude of intelligent races on this planet, enough to be found seemingly at every corner. What kind of a world this will lead to though, who knows?
>>
>Dying World - The world is dying. The sun is swollen and dim, the oceans are shrinking and life disappearing. It is cold, and growing colder. Your people will be almost on a race against time, and this world will be a far harsher one to maintain society in. But with its vast and ancient history, who knows what secrets might lie in wait to be found?
>Low - Only one in 10,000 people have magic. A city might have a few magic users, and a kingdom might have over 100 if they're lucky.
>High Magic - Magic here takes on an epic scale, on par with the great myths and legends of old. Given enough practise and training, a magic user can exhibit truly incredible abilities, although there still are rules and limitations of course.
>Three - Ah, a triarchy. Certainly enough room for variation here between the races, whatever they may be.
>>
>>3956269
>Rocky World
>Low
>Low Magic
>Three
>>
>>3956270
>>Verdant World - This world is lush, warm and blooming with plant life. Truly uninhabitable areas are few and far between, and it should be easy for any society to flourish. However, a notable lack of resources means that actual technological advancement will be far slower and more difficult.
>Low - Only one in 10,000 people have magic. A city might have a few magic users, and a kingdom might have over 100 if they're lucky.
>High Magic - Magic here takes on an epic scale, on par with the great myths and legends of old. Given enough practise and training, a magic user can exhibit truly incredible abilities, although there still are rules and limitations of course.
>Five - This is more like your standard fantasy setting. With five races jostling for control on this planet there'll be a lot more diversity initially, but whether it'll stay that way is another matter.
>>
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>>3956275

>Dying World
>Low Magic Frequency (1/10,000)
>High Magic
>Three Races

What are the three intelligent that inhabit this world? (Pick 3)
>Humans
>Elves
>Dwarves
>Tolkien Orcs
>Blizzard Orcs
>Giants
>Halflings
>Lizard Folk
>Ant Men
>Rat Folk
>Corvids
>Vulture Folk
>>
>>3956347
>>3956359

Damn, didn't see the replies you two made. Seems like low frequency, high magic and three races are all in the majority though anyhow. Should I stick with dying world, roll for it or get someone else to break the tie there?
>>
>>3956361
Roll it all 3 sound good.
>>
>>3956359
+-
>>
>>3956365
*+1
>>
Rolled 2 (1d3)

Alright, rolling for the world.

>1 = Dying World
>2 = Rocky World
>3 = Verdant World
>>
>>3956360
>>Vulture Folk
>Lizard Folk
>Ant Men
>>
>>3956360
>Humans
>Vulture Folk
>Corvids
>>
>>3956375
>>3956390

Vulture Folk seem to be given, but other than that it's still uncertain. Anyone want to break the tie?
>>
Alrighty, if there's no tiebreaker in 15 minutes, I'll just roll between the two posts.
>>
Rolled 2 (1d2)

>1 = >>3956375

>2 = >>3956390
>>
What race composes the primary makeup of our civilisation?
>Humans - Widespread and adaptable, humans don't have any particular specialties mentally or physically. What they do have though is an ability to change their behaviour to adapt to just about any change they come across, something that has allowed them to spread far and wide across the world.
>Vulture Folk - Although their hankering to scavenging, carrion and death centred outlooks on life leaves them somewhat unpopular, the Vulture Folk are a surprisingly social bunch. Indeed, the large, shaggy birds thrive on hierarchies and social intrigues, being naturally adept at them on a scale other races often find difficult to compete with.
Corvids - The Corvids are an intelligent bunch, clever, inventive and creative. This, combined with their tight bonds with one another, makes them naturally adept at building and inhabiting urban cities. In spite of this though, they are very much neophobic, fearful of outsiders and new ideas, and can often be somewhat cowardly and susceptible to a mob mentality.

What era will your civilisation start in?
>Early Civilisation - Yours will be amongst the first civilisations to ever appear on the world, perhaps even the first. Whilst this will give you a head start, starting early also means your civilisation could be more susceptible to disasters and catastrophes potentially spelling its end. Are you willing to take that risk?
>Middle Civilisation - Your civilisation arose around the same time as most of the others in the world in the first great wave of agriculture. The average option, balanced between enough room for expansion and a fair amount of rivals arising at the same time as you.
Late Civilisation - Your people were a little late to the party in the whole civilisation game. You'll be playing catchup for some time at least to begin with, and there's a fair chance that any of the first other societies you come across will be rather more advanced than you, whatever stage that may be (HARD MODE)

Where shall your civilisation begin?
>Tropical Rainforest
>Temperate Forests
>Desert
>Mountains
>Other (Write in)
>>
>>3956530
>>Temperate Forests
human
middle
>>
>>3956530
>Humans
>Early Civilisation
>Temperate Forests
>>
>>3956530
>>Vulture Folk - Although their hankering to scavenging, carrion and death centred outlooks on life leaves them somewhat unpopular, the Vulture Folk are a surprisingly social bunch. Indeed, the large, shaggy birds thrive on hierarchies and social intrigues, being naturally adept at them on a scale other races often find difficult to compete with.
>Early Civilisation - Yours will be amongst the first civilisations to ever appear on the world, perhaps even the first. Whilst this will give you a head start, starting early also means your civilisation could be more susceptible to disasters and catastrophes potentially spelling its end. Are you willing to take that risk?
>Temperate Forests
>>
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Your people have lived in this forest for as long as the tales go back, a warm, temperate land, well hospitable to life. You certainly aren't the only people in this land - surrounding you are a multitude of tribes of men of different cultures, just like yourselves. There are even tales from abroad of stranger things, birds that walk and speak like any man. But there is one way in which your people, and only yours, differ from all that around you: you grow your own food.

You do not know when or how exactly it started, although the fact that it is unique to your culture suggests that it was at least recent. Whatever the case, rather than living in mere wandering bands, you gather in small, settled villages, growing potato tubers, the primary source of food for you. Yet although your people may not realise it, they are part of something far, far bigger than they could even imagine: one of the first civilisations this world has seen.

What shall be its fate? Shall it rise to glory, or crumble into dust? Only time shall tell.

---

>Population: 9000

---

>Culture & Art: Although there are some people who make their own little carvings and scratchings on wood and stone, there are little distinctive artistic or cultural practices done by your people. For clothes, you tend to wear loincloths of skins and treated bark, tied together with twine.
>Religion: Your people don't have any sort of unified religion or belief system currently. Instead, most individuals simply believe in their own set of multiple animistic spirits and superstitions, some being common to a few people or even a village.
>People: As of yet your people have no particular alignment, or stereotypes associated with them. They tend towards willowy bodies, with wavy hair that varies from brown to dark brown, brown eyes and olive skin. They typically have long, mournful faces with celestial noses and large eyes.
>Technology: Your people possess fire, make use of basic tools worked out of wood and stone. In terms of constructions, you mostly use simple tents of skin similar to those used by the nomadic outsiders, the main difference simply being that these are permanent.
>Magic: As of yet no magical traditions, or magical users at all for that matter, are present at all amongst your people. Some tell stories about great mages and sorcerers, but none have seen one with their own eyes.
>Food: Adequate. The main portion of your people's diet comes from the domestic potatoes they grow for food, a diet supplemented by a degree of hunting and gathering around your villages.

--

State 2 actions and 1 idea you wish to ponder

(Also, suggestions for the name of this culture would be appreciated)
>>
Bump.
>>
>>3957067
for our first action lets scout out the surrounding land so that we can get a feel for the resources we have nearby.

second, let's increase our farmland size in preparation to support more varieties of edible plants.

finally, let's ponder food: like what other kinds of plants are safe and good to eat and how best to grow them.
>>
>>3957256
>>3957256
>>3957067
This
>>
Rolled 12, 9 = 21 (2d20)

Alrighty, rolling for actions.
>>
Rolled 80 (1d100)

And idea.
>>
>>3957288
>>3957290
any chance I can convince you to let us anons roll for actions and you take the best out of the first three replies?
>>
>>3957294

Sure if that's what's best. I just figured the QM rolling might be a better way to centralise things and make it less complicated. I could well be wrong on that matter though, so I'm happy to change.
>>
Rolled 8, 93, 35 = 136 (3d100)

>>3957300
I've seen QMs do it both ways, the personally I think the best of three methods encourages anon interest
>>
Rolled 23, 7, 55 = 85 (3d100)

>>3957300
>>
>>3957309

Aye, that makes sense. I'll make sure to keep it in mind in the future!
>>
>>3957315
To add to what the anon said, you might want to keep in mind that average outcomes and distributions are going to vary based on the rolling system. The standard best of 3 crit fails override system leads to higher averages, but can create more extremes both ways. Not saying what you should or shouldn't do, just putting that info out there.
>>
>>3958053
roll
>>
>>3958055
No, we already have 3 sets of rolls dude
>>3957314
>>3957309
>>3957290
>>3957288
>>
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(Btw, one thing I should mention for future reference is that actions are d20 whilst ideas are d100 with the system I'm currently using. Hope that's okay!)

>Scout out the surrounding land
>Rolled 12/20
>Average Success

As time goes by, your people grow ever more familiar to the landscape they inhabit. And with familiarity, comes exploration. They begin to search out the lands they know, not just for common plants and foods, but for resources, things they can make use of. For the most part there are the same things they have always known - trees for the most part, oaks, birches, walnuts and the like. But in two places there have been other things.

Along the coasts of one branch of the river, there lie deposits of a strange red-brown mud, one that adheres to itself and can be sculpted into various shapes with relative ease. For now, it is of little use to anyone but playing children, but it is there nonetheless.

Meanwhile, certain areas in the hills to your north have been seen to bear outcroppings of a kind of rough speckled rock, one that stands out from the soils and other stones that form the rest of the landscape. Again you have seen little use for them yet, but they are there.

+Clay deposits discovered+
+Granite deposits discovered+

>Increase farmland size
>Rolled 9/20
>Average Success

As the ages pass by, the population of your people grows. Villages expand, and to accommodate for this, yet more land must be farmed. More cultivation means more food means more growth, and so on so on. Much more of the land around the river has been cultivated, and a number of the fields in the surrounding area are expanding as well.

Whilst this kind of expansion of agriculture isn't anything new, it has occurred at a rather greater rate during this period than it normally would, with a correspondingly higher rise in population.

+Fields expanded+
+Population growth increased this turn+
>>
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>Ponder food
>Rolled 80/100
>High-Quarter Success

Although your people have continued to primarily subsist off of potato tubers, a number of individuals wonder if there is nothing more. They have always supplemented their diet with a level of gathering, so it would only make sense that as time goes by they would grow more familiar with the foods around them. And indeed, they certainly have done.

Certain trees are now known to bear large, rough nuts. They bear a tough enough surface, but prove perfectly edible once a stone hammer is used to crack them open. Others however, bear a sweet, reddish fruit that can be harvested as a sweet treat, similarly to the small, dark berries you know.

All this is inconsequential however, compared to a rather more major discovery: a bulbous, layered vegetable, strong tasting and irritating to the eyes. It may not be so tasty as other foods, but it does have one advantage: just like potatoes, it can be grown and cultivated. Your agriculture, it seems, has expanded to include another cultivar.

+Walnuts discovered+
+Jujubes discovered+
+Blueberries discovered+
+Onion cultivation discovered+

---

Population: 13,000

---

State 2 actions and 1 idea you wish to ponder
>>
>>3958464
1. Discover a way to use clay (build stuff like jars, bricks, and so on)
2. New and old things are helpful, but the people can forget! Create a writing system to help organize and remember stuff.
Idea: Religion
3. The world is large and fill with much food and wonder. Something had to creat it! A powerful man; a god. Maybe even more? (establish a religion worshiping fertility, agriculture, and sun gods)
>>
>>3958549
Supporting
>>
>>3958549
>>3958559

Alrighty, want to roll? (2d20 and 1d100)
>>
Rolled 13 (1d20)

>>3958567
>>
Rolled 8 (1d20)

>>3958567
>>
Rolled 62 (1d100)

>>3958567
>>
Rolled 2, 1 = 3 (2d20)

>>3958567
>>3958549
Action rolls
>>
Rolled 73 (1d100)

>>3958808
Shit. Hopefully the idea roll won't critfail at least
>>
Rolled 18, 16 = 34 (2d20)

>>3958808
rolling to fix this roll
>>
Rolled 81 (1d100)

>>3958464
What is the timespan between turns?
>>
Rolled 9, 2 + 1 = 12 (2d20 + 1)

>>3958567
>>
Rolled 88 (1d100)

>>3958567
>>
>>3958567
Did you run the orc civ with the king in yellow? That was a pretty awesome civ
>>
>>3960434

Yes actually, I did! Glad to hear you liked it. Hopefully this one goes as well too, and lasts longer.
>>
Mark my words:
Game is going to be dead by Wednesday
>>
>>3960765
I have faith!
>>
>>3960765
I mean, of course, it's got "civ" in the opening post. I'll still play it though
>>
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>Experiment with ways to use clay
>Rolled 13/20
>Above Average Success

The strange, self adhering red mud had been known of for some time to those villages where it was deposited, yet most saw little use in it. After all, what use was mud? An odd kind of mud to be sure, but mud nonetheless, good for nothing but the playing of children. Such was the common consensus. Yet little did they realise that it was exactly the playing of children that would unlock the substance's greatest potential.

It started quite simply, a small child fashioning a crude bowl, similar to those carved out of wood. Alas, when they were almost done, the bowl they were fashioning was dropped into the campfire, falling wood soon burying it. There it stayed until the last embers of the fire had burnt out, but as it was being cleared away, the individual who picked the bowl up noticed something strange. Instead of the soft stickiness clay normally exhibited, it had gone hard. Rough. And, upon testing, waterproof too.

The new practise of firing clay creations began simply as another addition to play, but it didn't take long to see that it could become so much more. With this, they could produce bowls, jars, plates far faster and on a greater scale than wood. They could boil water, cook food, store things! It was simply perfect.

In that little village, a revolution had begun...

+Primitive pottery invented+
+A certain village begins to become particularly large and prosperous+

>Create a writing system
>Rolled 1/20
>Complete and total failure

Meanwhile in another village, it seemed as though another such revolution was occurring. There, certain villagers had begun to mark out etchings and symbols on strips of bark. At first they were simply an aide, but with time these symbols began to evolve into a system of their own, referencing places, words, objects, everything. For the first time in history, it seemed as though mankind had a way to pass his thoughts down through the ages. A revolution, it seemed, was on its way.

No one knows where the plague came from. Certainly it wasn't like anything they had seen before. It spread fast and killed fast, those affected dying painfully in a matter of days, their skin mottled and marred, their voices reduced to pitiful gasps. Some left before they could be caught by the same fate, most simply died in their tents. In little more than a year the entire village was abandoned, those few remaining survivors making their way to other villages in the hopes of avoiding the same fate.

They did not bring their script with them.
>>
>Establish a religion worshipping fertility, agriculture and sun gods
>Rolled 81/100
>High-Quarter Success

For the most part, your people have borne a simple, animistic worldview, similar to all those nomadic hunter-gatherers around you. Rather than seeing any particular gods, every individual had their own set of spirits they believed in, spirits of lands, rocks, streams, trees, everything. Such was the way things were.

No more. Bound to the land, dependent on the seasons, and with many children, the beliefs of people have consolidated. Whilst they still vary from village to village, for the most part all their beliefs have coalesced into a pantheon of three main deities: one of fertility, one of agriculture, one of the sun.

One of the world's first true creeds of faith is developing...

+Cult of the fertility, agriculture and sun deities created+

---

>Population: 15,000

---

State 2 actions and 1 idea you wish to ponder

(Feel free to name and describe the agriculture, sun and fertility deities and their pantheons if you'd like)
>>
>>3959067

Right now it's kinda ambiguous, but somewhere on the order of a century to centuries at this early stage of development.

>>3960765
>>3960913

An understandable sentiment considering most civ games. Still, the last civ I ran lasted 8 threads and almost 2 months, so with any luck I should be able to maintain, possibly even exceed that for this one.
>>
>>3960927
>Action 1:
Experiment with the new concept of pottery. Try more complex forms like amphoras and vases, stuff with bee wax sealed lids to keep the content from spoiling. Perhaps bricks for building aswell.
>Action 2:
Quarry the granite to build a mighty temple to our pantheon in the booming pottery city.
>Ponder Architecture
As both actions are related to this it only makes sense that we would start to think about this area in depth and reach new insights.
>>
>>3960931
I really hope this quest lasts I love a good civ game.
>>
>>3960951
support, but we will need simple machines and tools to do the second action.
>>
>>3960927
Action 1: Expand on the use of pottery. Vases and other storage solutions are a must. As a longshot, try for building materials like bricks (basically action 1 of >>3960951 )
Action 2: Send scouts to look for lands with promising resources. In particular, look for useful stuff from the earth like surface deposits of metals. If we have useful clay, perhaps other areas have other useful things.
Idea: Continue to grow the religion in sophistication. Have a priest class that helps organize people, make decisions, and commune with the gods. Maybe the gods will hear them and grant them powers?
>>
>>3960927
>>3961006
Support

Gods ideas: Telanté, god of Fertility (bronze skin, wears a single horn colorful mask, family orient and happy go-lucky )
O'raths, god of agriculture (red skin, wears different types of plants as clothes, hard-worker and party goer)
Minerva, goddess of the sun (gold skin, her hair covers most of her, strict but fair and stoic)
>>
>>3961127
Shouldn't the fertility god be a goddess instead?
>>
>>3961127
Nice ideas! I like them.


Alrighty, seems we have a tie right now with regards to actions. Anyone feel like breaking it?
>>
>>3961135
There were plenty of male fertility gods like Freyr, Priapus, Laka, and Sobek.
>>
>>3961216
fair, but I really like the idea of having a female fertility god, I just seems right.
>>
>>3961255
>>3961216
I can see both perspectives here. I lean slightly more in favor of a goddess, but I'm fine with either
>>
>>3961006
I will support if we can have a female fertility god, or make the fertility god, gods like twins one male and one female to represent the interconnection between men and women
>>
>>3961255
Will the idols have huge tits like the Crete ones?
>>
>>3961285
would it be a fertility idol if it didn't?
>>
Alrighty, if there isn't a proper tiebreaker in 15 minutes, I'll roll to see which of the two sets is taken.
>>
>>3961006
>>3961127
support, but only if we go with the twin idea for the fertility deities
>>
Seems you're the second person to have said that, so let's just roll with those actions and idea being the ones. Feel free to roll now!
>>
Rolled 89 (1d100)

>>3962040
>>
Rolled 12, 3 = 15 (2d20)

>>3962040
>>
Rolled 93 (1d100)

>>3962040
Idea roll
>>
Rolled 10, 1 = 11 (2d20)

>>3962040
>>3962048
And action (rolls)
>>
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>>3962049
>nat 1
>>
>>3962049
>Another nat 1 critfail
I think I should stop rolling. The dice gods clearly disfavor me.

For the twin gods, I say we let Telanté remain the same as the male god (only fair). As a counterpart, have the goddess be a bit of an opposite. She could have ivory skin in contrast to the bronze and have more of a practical, down to earth attitude, no doubt from having to deal with the practicalities of raising many children. Also, she'll be thicc, because that seems like the obvious pick for a fertility goddess.
>>
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>>3962056
>Also, she'll be thicc, because that seems like the obvious pick for a fertility goddess.

this pleases me greatly
>>
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>Expand on the use of pottery
>Rolled 12/20
>Average Success + Existing knowledge

Although the pottery started basic and primitive, with naught but simple bowls and plates being fashioned, with time and practise it has grown to become rather more than just that. With every piece made skill is improved, and as the years pass by individuals learn to create new types of pottery, ones better suited to whatever specific tasks they are needed for.

One example of this is the lidded jar. Although some are better produced than others, one thing that all have in common is their ability to better keep food from being got at and spoiling. A similar such invention is the cooking pot, a larger kind of pottery for, as the name implies, producing meals. Finally there are vases, vessels which store not food nor other objects, but water.

As well as this, as the population of the burgeoning village, now almost a city by your people's standards, continues to grow, a few have begun to create their homes in a different, faster way, spreading clay over twigs instead of using animal skins...

+Lidded jars invented+
+Cooking pots invented+
+Vases invented+
+Basic wattle and daub invented+

>Send scouts to look for lands with promising resources
>Rolled 1/20
>Complete and total failure

The success of the potter's settlement has sparked some ideas in those other villages of your people. After all, if they were able to find such prosperity in such a seemingly useless resource, who knows what else might be lying around, just waiting to be exploited? And it's not like those outsiders are going to know how to use them...

With this mindset, scouts begin to explore beyond the territories of your peoples, searching for similar such resources that stand out with promise. Yet almost as soon as they do so, something strange is noticed: they're not coming back. Most of them anyhow. And those that do bring back tales, tales of being ambushed, attacked with shocking brutality by the outsiders.

It seems as though a cultural shift of sorts has happened. In the past your people were much the same as your hunter-gatherer neighbours. Sure you may have lived settled lives rather than nomadic ones, but you still lived in the same houses, held the same beliefs, acted in similar ways. Now though, you are growing stranger and stranger to them: strange people with strange gods and strange goods. They no longer see you as like themselves, but something very different indeed.

Difference breeds fear. And fear can lead to all kinds of terrible, terrible things...
>>
>Continue to grow the religion in sophistication
>Rolled 93/100
>High-Quarter Success

At first, your people worshiped your triarchy/quartet of deities in your own times, your own ways. The thought of organisation, of people actively devoted to the gods, was as foreign to you as anything. But that was not to stay the same forever. As the aeons pass by, culture shifts. And in this case, it has shifted a great deal indeed.

It began as certain individuals in each village simply considering themselves closer to the deities, more attached. As time passed on, instead of communing with the gods themselves, individuals turned to these closer individuals instead. Connection continued to grow, as respect for this new class of individuals was gained. And with respect, there comes authority. It was a slow change at first, but with time it happened everywhere amongst your people.

Today, a true class of priests exists, present in every village. These individuals are treated with great respect and prestige, as people with such closeness to the gods should be. It is they who organise the tasks of the villagers, they who make decisions affecting the many, they who commune with the very gods themselves.

Your first true system of organisation is beginning to develop.

+Priest class developed+
+Priests act as local leaders and organisers in villages+

---
>Population

Pottery settlement: 1,300

Other villages: 17,500

---

State 2 actions and 1 idea you wish to ponder
>>
>>3963255
action one
encourage and grow trade between settlements, this will cause an uptick in prosperity and knowledge

action two
build protective walls around settlements, if the primitives are going to start attacking us we have to be ready.

ponder
magic, specifically magic schools that are connected to our gods. an example is fertility magic, solar magic, and farming magic
>>
>>3963255
Action one
Encourage and grow trade between settlements. Perhaps with roads

Action 2.
Create a standing army, we must crush these primitives who would kill our scouts.

Ponder javalins.
A sharp rock on a sturdy stick can make a good thrusting weapon as well as thrown.
>>
>>3963255
>action one
>encourage and grow trade between settlements, this will cause an uptick in prosperity and knowledge
>action two
>build protective walls around settlements, if the primitives are going to start attacking us we have to be ready.
>ponder
>magic, specifically magic schools that are connected to our gods like life/healing magic and fire magic
>>
>>3963322
Both suggestions are good options, but I'll support this one. Hiding behind walls to develop magic might be more difficult and time consuming than building up a normal army, but I think it has a much better payoff. Leveraging fertility and agricultural magic to get a big population and then having a bunch of mages who can cast destructive rays from the sun is too good a dream to not work towards.
>>
>>3963459
nice
>>
>>3963322
Supporting
>>
Seems we have a consensus. Feel free to roll now guys!
>>
Rolled 5, 15 = 20 (2d20)

>>3963949
>>
Rolled 36 (1d100)

>>3963949
>>
Rolled 9, 18 = 27 (2d20)

>>3963949
come on dice gods!
>>
Rolled 61 (1d100)

>>3963949
>>
Rolled 58 (1d100)

>>3963949
>>
No update for tonight I'm afraid but hopefully should be out tomorrow!
>>
>>3960765
I hate it when the doom anon is right
>>
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>Encourage and grow trade between settlements.
>Rolled 9/20
>Average Success

In older days the settlements and villages of your people were mostly isolated, self-sufficient. They produced all they needed, why bother going to the trouble of travelling between settlements? What, after all, was there that others could provide that they could not? Such was the way once, but now that is changing.

It began with the pottery settlement. They had been able to produce a good that others lacked, they had been able to centre their industry around that, and because of it they had grown prosperous. If such a thing was possible for them, why might it not be so for others? Moreover, as individual villages grew in population, so too did they grow in potential, potential for specialisation in trades, potential to produce certain things that other villages needed, whilst taking things from them in turn.

The links still remain fine, relatively informal, with only the pottery settlement truly having a strong and seemingly permanent. But they are there nonetheless, acting as an influence connecting villages together, spreading new goods and ideas between them, increasing both their prosperity and their interconnectedness.

+Basic trade/bartering discovered+
+Thin, basic trade links between to be established between villages+
+The unity of your people slightly increases+

>Build protective walls around settlements
>Rolled 18/20
>Complete Success

There were once days when villages were simply out in the open like camps. When the only things people had to fear were animals, beasts which could be driven away simply through flames and noise. But no longer. No, now your people have another thing to worry about: people, your hunter-gatherer neighbours who were once so alike, yet who now fear you as others. They raid you, harass you, attack you. They are a threat, a threat which must be protected against.

Before this protection might've been provided by soldiers and warriors, but now as your villages gain ever more population as they grow ever more dense, other ideas become possible. People begin to build defences around their villages, with the manpower now to build truly large pieces of construction. Sometimes this simply takes the form of a ditch dug in the ground, but villages with a large supply of wood have started to construct whole palisade walls out of logs, whilst others use the earth dug up from their ditches to create earthwork walls, not quite as effective perhaps, but useful nonetheless.

And of course, by building up these fortifications, enclosing their villages, your people are able to only facilitate their further urbanisation as wattle and daub becomes an ever more common method for constructing dwellings and the like.

+Palisades invented+
+Earthwork ditches invented+
+Earthwork walls invented+
+Villages begin to grow more dense and urban+
>>
>Magic schools connected to our gods
>Rolled 61/100
>Low Quarter Success

For so long, magic has been naught but a myth to your people, believed in yes, but certainly not considered real by any means. Yet as time passes, what grows ever more clear to your people is that although very, very rare, magic does indeed exist. It only occurs from time to time, likely in only one individual, once every generation or so, but it is there nonetheless.

Now, it seems as though that might be changing. In the pottery settlement, there lived an individual capable of magic, only small things yes, for he had had no training, but magic nonetheless. He expected to die like other mages without the chance to pass on his knowledge. Yet that wasn't what happened. For he was found by a youth, scarcely 20 years old, if that. Yet here was something special, for this youth had potential. This youth could be trained.

Magic continues to be rare even today, yet at any one point in time there can be expected to be at least 2 mages amongst your people: the master, living in the pottery settlement, and his apprentice, who he trains to take his place. Traditions can be passed down, and rather than having to be rediscovered every time, magical knowledge can in fact be built up.

It's still only a start, the specialisations as weak as anything. But they are there. They are there.

+There will always be a mage in the pottery city, who trains his apprentice to succeed him+
+Crude life magic discovered+
+Crude light magic discovered+

---
>Population

Pottery settlement: 2000

Other villages: 19,700

---

State 2 actions and 1 idea you wish to ponder
>>
>>3965344

Nah, I was just tired and busy yesterday.
>>
>>3965517
Do we have spears or are we stuck using rocks with pieces chipped off?
>>
>>3965515
Action one
Have the Villages close to the River experiment with different methods of fishing to find the best methods to catch fish other than by hand.

action two
let's give developing writing a second go.

ponder.
Animal husbandry is going to be critical if we really want to grow into any kind of power.
>>
>>3965534
I think we should ponder over how we could get our arms longer to throw spears or rocks. With this fire magic turning mud to rock, there has to be a way to throw further.
>>
>>3965545
I don't think we can do this since we haven't domesticated any animals as far as I'm aware. For the idea, I think something religion or government related would be better. I do like the use of river fishing to supplement food supplies.

>>3965546
>longer arms
Lolwut? Outside of eugenics programs or Dhalsim Yoga from Street Fighter 2, I don't think there's a way to make our people physically have longer arms if that's what you mean.
>>
>>3965564
how about we change the ponder to goverment form? i am personally fond of the idea of a merchent republic.
>>
>>3965565
Not to be a buzzkill, but we don't really have a merchant class to form a government around. I was thinking of having some kind of formal state, since it currently seems like your standard tribal setup. If we want to have an advanced society that's really cohesive, we should get past tribalism. I'm not sure how specifically to go about that, but we have some options.
The most obvious pick is some kind of monarchical "chief of chiefs" government where the strongest local leader (probably the head of the pottery dudes) has some authority over everyone. Another option is a theocracy where the head priests and priestesses make the big decisions and boss people around. I can see that last one potentially being modified into a mageocracy, where the powerful magic user is the king and his apprentice is the next in line. Not gonna lie, it's a straight rip off the Sith Rule of Two from Star Wars and not very practical (backstabbing) but it's a fun thought.
>>
>>3965585
I would be more open to a theorcracy than a monarcy. those damn things are just tyranical states with more steps.
>>
>>3965586
You're just replacing a king with a priest. They have the same power and authority, and both traditionally derive legitimacy from god or gods. An uncentralized state can only work now and even then not well. I'm cool with a king or archpriest but a republic or democracy wouldn't work well with or current culture and technology.
>>
>>3965515
Action: Let's have the priest work on a writing system so they can write down the will of the gods. We could also have them teach our people how to read and write after there done.
Action: Have the priest vote on a head priest to act as the voice of the god on earth. He'll help centralize the religion and help with figuring out the doctrines and beliefs of our religion.
Ponder: Metalworking for tools and weapons.
>>
>>3965515
>Action 1:
Begin to quarry the granite, using it to expand our temples, reinforce the bottom of our Palisades and strengthen the lower parts of some regular buildings.
>Action 2:
Develop a writing system
>Ponder:
Architecture, how to best stack rocks and connect wood to erect lasting structures
>>
>>3965564
>Anon is too retarded to understand thinly veiled reference to tools that would allow us to kill at least one giant.
>Anon is likely too retarded to get second reference.
Here's another reference, 'we could be like warriors like eagles.'
>>
Alright, looks like we've got 3 actions, but no consensus. Anyone want to break the tie?
>>
>>3965623
Changing to this so we can get on
>>
Alrighty. Feel free to roll now guys!
>>
Rolled 14, 11 = 25 (2d20)

>>3966155
>>
Rolled 27 (1d100)

>>3966155
>>
Rolled 13, 14 = 27 (2d20)

>>3966155
>>
Rolled 59 (1d100)

>>3966155
>>
Rolled 49 (1d100)

>>3966155
>>
Oh for fucks sake you have to be kidding me. Exited the bloody page without posting the update.

So sorry about the lateness guys.
>>
>>3969271
Just glad to hear you aren't dead.
>>
>>3969271
Good that you are still around, take your time
>>
Rolled 16, 15 = 31 (2d20)

>>3969271
I think The Curse is starting to take root. I wouldn't be surprised if the game gets perpetually delayed by increasingly improbable events until dying. Not even being sarcastic, it happens too often on /qst/
>>
>>3971384
Someone should make a list with all the weird shit happening to QMs.
>>
>>3971384

Not weird/improbable stuff, just my being a complete idiot yesterday, and generally being a slow writer and procrastinator to boot.
>>
>>3972032
take your time QM, this is your show. We are just happy you haven't given up on the quest. Slow updates are always better than no updates.
;)
>>
---

>Have the priests work on a writing system
>Rolled 16/20
>Above Average Success

As the priest class became more and more ingrained in your people, more and more important to their society, so too did the importance of properly training new priests, successors to the old ones. At first this training was simple enough, merely teaching them vocally the old myths and legends, the knowledge that they were to know, the things they needed to do. But as time went by, certain priests began using a new method, a method that was the start of something revolutionary.

It was quite simple really - basic images, pictograms quickly sketched out on rock, bark or soil, simply for the purpose of emphasising a point, acting as a memory aid. It was simple yes, but it worked, worked well enough that in the years since then it has grown widespread amongst the priesthood, being a commonplace tool for use in training and as a memory aid.

However, certain priests have begun using it for different purposes. Not just stopping at using it simply as an aid, they make use of it to write down the myths wholesale. It's a long process yes, and one that often serves little use, but it could well be the start of something much, much, greater...

+Simple pictographs and ideographs developed+
+Pictographs and ideographs become widespread for use in training priests and serving as memory aids+
+A minority of priests use pictographs and ideographs to make basic records of myths in and of their own right+
>>
>Have the priests vote on a head priest to act as the voice of the gods on earth
>Rolled 15/20
>Above Average Success

Although in theory all priests are equal (Or at least, there wasn't any specific hierarchy to make one different from another), it didn't take long for it to become clear that some were more equal than others. Whether it was their personal attributes, the tales built up around them or the simple prosperity of their settlement, these priests were recognised by others as being above the norm, as being truly special in some way. With this in mind, what was to come was less a sudden revolution in organisation and more a simple development of changes already ongoing.

The origins of the high-priest soon became shrouded in myth as story after story was layered upon each other until it was nigh-impossible to tell fact from fiction. What was known is this: a certain priest in a certain settlement grew to be known, respected. This in and of itself was not unusual, but what was unusual was the sheer degree of authority and respect this priest commanded: from miles around people would come to listen to them, and although in theory equal, rare was the priest who did not adhere to this one's views, bend to their will, their thoughts. It didn't take long before people began referring to them as the higher or greater priest, and although this was but an informal title at first, more and more as time went by it became official, respected: if there was any one leader of the religion, it was them.

Of course, all good things come to an end, and eventually the "high-priest" died, to be succeded by their apprentice, an individual almost as prestigious as them through simple association. Indeed, it was an association so strong that it took but a short period before the apprentice too became the next "high priest" and so on so forth.

In the days since then, what was once simply an informal descriptor has now become pure fact: the priest who presides over the holy city is now the high-priest of the faith, the voice of the gods upon this world. And their apprentice shall in turn be their successor. Such is the way of things now.

+Holy City founded+
+High-Priest position created+
>>
>Ponder metalworking for tools and weapons
>Rolled 59/100
>Low Quarter Success

In certain spots along the river your people call home, strange green rocks can be found lying in the water. They seem mundane enough at first, yet one needs merely to strike at one to see that all is not so, for not only are they softer and more malleable than most stones, striking away the green exterior reveals something far more bright, shiny, eye catching.

At first this was merely a curiosity and little more, but more recently certain settlements have begun to make different use of them. Softening and partially melting the rocks with fire, they craft with them tools and objects that may be too soft to be of much use, but certainly stand out as eye-catching enough to serve as a valuable trade good.

Since then, these crudely made artefacts of copper have disseminated throughout your people, although their production remains limited to the few villages which have small amounts of native copper nearby. Although they may still be useless, they nonetheless serve as an early sign of something that could well be the beginning of a far greater development...

+Crude copper production developed+
+Basic copper tools and jewellery developed+
+Copper production remains limited to a few villages+
+Copper tools and goods become valuable status symbols amongst your people+

---
>Population

Pottery settlement: 2500

Holy city: 600

Other villages: 21,200
>>
(Sorry for my inactivity. In any case, I think that'll be it for this thread. I'll be sure to archive it on suptg, and the next thread should come out tomorrow!)

(Also, if anyone would like to give some names to the holy city, pottery settlement and our people as a whole, I'd be very happy)
>>
>>3979744
Please link to the new thread here so that those of us who pin it can find it easily.

Not good on names myself tho sadly.
Thank you for not abandoning it!
>>
>>3979744
Thought you up and left the game like a father going out for a pack of smokes desu. I still expect this game will get dropped, but that's just the norm for civs. For actions, are we holding off until next thread or do you want that stuff now?
On the topic of names, I'll throw out some quick suggestions. People name of Arast, pottery settlement of Kermis, and holy city of Anarat.
>>
>>3980158
>Please link to the new thread here so that those of us who pin it can find it easily
This
>>3980382
>For actions, are we holding off until next thread or do you want that stuff now?
This

Also supporting the names but have our people be Arastians, our culture Arastian and our language Arastic
>>
>>3980468
That was pretty much what I was thinking
>>
>>3980382

We'll leave actions 'til next thread. And sure, those names sound good to me!

Archive is here: http://suptg.thisisnotatrueending.com/qstarchive/3956269/

Next thread is here: >>3981241



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