Spend two influence to inspire the peasant with knapping.
Spend 0.25 influence to send the shaman a vision with as detailed instructions and diagrams of fermenting alcohol as we can manage.
If peasant knapper manages to make knives, speak with shaman, telling her to tie the knives to the ends of sturdy sticks creating spears. Have her tell the warriors to take up the spears, and use them to hunt for food.
Tell her about nets, so she can share this information with the fisher.
+1, but with some changes (mainly for influence efficiency):
Spend 1 influence to make Tuaki (likes oddly shaped rocks, is a scrapper) have a dream about rocks being banged against each other, changing forms, gaining an edge. The shaman should be aware of this after this happens and encourage him to try some stuff.
Tell the shaman to have the peasant go around the vilage, encouraging him to find what he likes to do. If nothing proves successful, do the same thing that with the storyteller.
Make the shaman tell the trapper to help the fisher with the net.
Tell the shaman to spend more time with the storyteller, and tell her one or two short stories for her to tell to the storyteller, maybe something about the origin of the stars, and how we are realted to the origin of everything. Then make her say to him that for more stories, we need a ritual, and that the shaman needs help with that. Hopefully the shaman will gain an assitant, and maybe they can research together some stuff. Two bolds think better than one!