Hello everyone,
To make this game a bit more simple, I would like to introduce some simple rules for tech. I plan to elaborate on technology further, but for now we will work out the following in such a manner:
There are three paths your tribe can take. In the end you can only advance two of the three paths for your followers. The paths are:
The Path of Warfare
The Path of Civilization
The Path of Enlightenment
For now you can choose only one of the three. The other two for your tribe will be at 0 the one you pick will be at 2.
The Path of Warfare shows your tribe wants to concentrate on skills and technology for war, conquest and hunting.At 0 your tribe knows the basics of fighting, nothing more. They will use stone and bone for tools with the occasional hero or tribal elder getting a hold of Bronze or Tin weapons. There is no blacksmith or warfare tactics known.
At 1 your tribe knows a few techniques for fighting and warfare. Your warriors are known in battle. You still have no blacksmith but you know the value of such items and will try and purchase them from a trader. Boats are used instead of rafts carved from wood. Traps and ambushes are allowed and used often. In combat all tribal followers will get a +1 to Body for conflicts only.
At 2 your tribe now has blacksmiths who can mine and forge for copper. More traps and ambushes are used. Boats made last longer and are usually carved intricately. Tactics can be used now but, there is not discipline in the warriors. Heroes and other leaders can use rudimentary armor made of leather and copper. In combat all warriors get a +2 to conflicts. Warfare tactics is a skill gained for all warriors.
The Path of Civilization is a path for those who wish to farm the land and grow as a society.At 0 your tribe is nomadic going from spot to spot with their herd of animals. Basic animal husbandry is known. Plants are foraged for but there is no farming. Basic shelters are made of hide and wood with no lasting value. Fishing with spears is allowed but no nets or other advances. Simple rafts made be created but are not sturdy and easily discarded. Each year the tribe must make their shelters anew. Society is based off of Might is Right values with the weak being cast aside.
At 1 your tribe has settles into one area with only warriors and hunters foraging for animals. Structures are more permanent lasting two years or more with constant repair. Fishing with nets is allowed, but no fishing lines, bait or traps used. Plants are used for medicinal value but there is still no farming, just harvesting of local growing plants. Tribal Elders are formed but the sick are still cast aside and shunned. For any skill challenge or mental conflict (trickery) a +1 to mind is issued.
At 2 your tribe can now farm the land and grow basic crops such as wheat and rice. Cooking is looked on as an art as well as basic. Artists are introduced and looked upon as a part of society. Structures made of mud bricks are allowed. Hunting is advanced with traps used. Fishing with traps is also done but no bait or fishing lines. The elderly are honored with the sick sometimes cared for. A +2 to mind is given with a civilized skill given to elites.
The Path of Enlightenment is a spiritual path with the tribe able to weather the most turbulent of times and practice wisdom. Leviathans have a harder time scaring these folks and demons have difficulty possessing them.At 0 your tribe is very superstitious and wary of anything out of the ordinary. Emotions can run out of control within the tribe with emotional highs and lows experienced. Generosity is unheard of. Most members of the tribe live from day to day in constant worry and fear constantly needing reassurance from tribal leaders, elites and their gods.
At 1 your tribe has a good faith so long at the bad times do not last past a season. Emotions are tempered on occasion with outburst heard of but not frowned upon. Generosity is practiced on occasion when the harvest or hunt is good. Tribal members will plan for another season and look toward the future. All matters of spiritual conflicts and after any event where belief is calculated add a +1 to spirit.
At 2 your tribe is wise with many house holds spiritual in their own right. If a famine or other great event strikes there will be calm to a point as long at the occasion does not last more than a year. Generosity is practiced with everyone in the village and the occasional stranger. Strangers are welcomed in the village during certain times. All matters of spiritual conflicts and events which create belief are calculated with a +2 to spirit. Priests and others of the faith can hold elaborate ceremonies and can on occasion walk in the spirit realm.
Let me know what you guys think and post up what you want to do.
Fate.