On the topic of the forest sprites: tell them to kill anyone who enters the forest who does not give prayer to us. A sacrifice in some way should be a way for the sprites to identify who is allowed in. Reveal this to a few of the hunters in their dreams. Also if the hunters are allowed in, they should only be allowed to take weak and the old and lessen hunting in times of scarcity. The other produce of the forest should be generally allowed to be taken.
On the topic of the Dust Wolves: Allow the mortals to deal in with their problem. If they can behave and not kill each other, reward them in way for recognizing the value of cooperation. If they do fight, tell them that they weaken themselves by fighting over old grudges when their goddess wishes them to think in logic and become strong; not weak.
On the topic of kin slaying: Let the tribe deal with the father in the usual ways; There is always a consequence for your own actions. As our personality seems to suggest, we prefer survival of the fittest. Remind follower that fittest does not always mean physically but also mentally. Remind them a person they perceive as lesser than them can still rise higher than them with the right moves.
Send someone to the dead sun tribe and the clay tribe with a gift to try to convert them. Let the fire stone tribe decide who to send and what gift, as they don't want to be too reliant on us.
Go to the Firestone, and in a empty clearing just outside of their town fill it with apple trees, and say to them that these will feed you in times of need, and here you can settle, and make this place into a town, or city worthy of your tribe.
I disagree with doing the cliché elven thing with the forest spirits. Instead, have them actually MANAGE the forest, understand it, and then THEMSELVES device and execute plans to preserve biodiversity. They shouldn't care more for large and recognizable fauna, or for suffering and killing that poses no threat to the overall ecosystem. Hunter-gatherers should be treated like any other hunting animal, it's only things like farming they need to worry about.
Create The Mirror of Truth. (In this plain grey metal rectangle, you can see your every flaw and weakness reflected and clear as day, and you can never look away or forget until the flaw has been removed.), a powerful but dangerous artefact. By revealing your exact flaws, it will help you do somehting about them and improve yourself to almost superhuman levels, but if you do not have the strength to face the truth... (and no, it can't be used effectively as a weapon. It's purpose is judging character and as a tool for self improvement. It's VERY powerful for these things thou) [expected cost: 900 - 1000 essence]
For robbing to community of a potentially valuable member, Aramnu will have to do all the work his son could have done in his lifetime in addition to his ordinary duties, and contribute all that his son could have contributed in taxes or equivalent. Maybe once he has to do it all he'll so how much it is.
micelus:Nuul decides to pay a visit to the Forest Sprites and their Red Path neighbours. She tells them that those who offer a prayer to her when entering the forest should be left alone as long as they hunt in moderation. They seem unhappy at first, but Nuul explains that non-believers will need to be slowly introduced to the idea of harmony between man and nature. They can be converted over time. They appear to understand, so Nuul leaves and spreads the idea of the prayer to the minds of the Red Path Tribe.
She then briefly discusses the anger at the Dust Wolves with the Fire Stones. Let the Dust Wolves mock and insult as much as they want. That is all they can do. Letting them manipulate your emotions would be foolish. This seems to work on the tribesmen, who apologize for their mistakes. Arahe reminds Nuul that most of the troubles are coming from the Clay Tribe and the Dead Sun Tribe. He doubts the effectiveness of Nuul's words with them.
micelus/Armok:As for the matter of the warrior Aramnu, Nuul decides that the father must be punished. She orders him to do all the work his son would've done in his entire life and his usual tasks, or face death or exile. Several protests at the judgement sound out, but the man himself remains silent. Nuul orders silence and asks Aramnu for his decision. After a while, the man gets up and speaks. His voice is close to breaking.
'Great Mistress, Jalon was a cripple and a fool. I stood his uselessness and lack of respect for years, but after hearing You speak, I thought I had to slay him. For the good of the tribe. Please understand, Wise One... he would've never accounted to anything. I thought he had a dull and useless mind, but... perhaps I did not know him well enough. I would like to trust Your word, but I... I cannot. For that, I choose exile.'
Aramnu leaves a few hours later, escorted by his family to the mountains.
BunnyBob:Nuul discusses the conversion of the two other tribes with Arahe, suggesting sending gifts to win them over.
'I grow weary of these constant doubts of yours, goddess. What good would gifts in changing their beliefs? No, our followers work with subtlety in their midst, opening their minds for our words. I am sure you agree this is way superior to your methods?'
adwarf:The goddess looks for a clearing near the camp. In the end, she clears out a part of the forest herself, finding none big enough for he needs. Nuul summons the Fire Stones present. Once enough are there, she pulls six seeds into existance and plants them into the ground. In just a few minutes, the trees have grown to full size.
'Let this be the heart of your new home. Feed on its fruits in times of need. Settle here, build your city around this glade.'Armok:Nuul decides to go to the Forest Sprites for a second time. This time, she scoffs the idea of simply living in peace with the forest. Their real purpose is to manage the forest, to think up and execute plans to preserve biodiversity and decide its fate on their own. Human hunters should be treated like any other predator. The Sprites should take control of the forest, not just guard it against intruders.
This... doesn't go too well with them. Nuul's new words go against everything she's said before. They have no wish to interfere with life in the forest, or to 'manage' it. They have no right to control the lives of its denizens.
The Sprites seem extremely confused. Some even dare to suggest this isn't their Nadani, and simply an imposter of their goddess.
Armok:Nuul leaves them. She has other things to do. The goddess summons all of her Fire Stone followers into the glade she created earlier. She draws upon the energies of the Stream, manipulating larger amounts of Essence than ever before. Time seems to slow down for those watching, everything seeming more colourful, more vibrant and alive than before. The creation process reaches its apex. The world seems to be holding its breath.
Then it ends, abruptly. A dull grey mirror lands in the middle of the glade with a hiss.
'This,' Nuul proclaims,
'is the Mirror of Truth. Those who look into it will be revealed all of their flaws and weaknesses. If you have the strenght to face the truth, you will be able to rid yourself of these flaws and rise to a level beyond human ability. But I advise caution. If you are too weak to accept your flaws, it may very well prove your doom.'Water Runner Tribe:
The Water Runners arrive at the Red Path Tribe. They speak with some worshippers of Nadani, but fail to make the connection between the two Aspects of their goddess. Two of their numbers forsake their goal of unification and decide to stay with the Red Paths.
Arahe's People:Arahe's men convert a few men in the Clay and Dead Sun Tribes. Unfortunately, the new converts with the Dead Suns speak openly against the spirit religion and are exiled. Arahe smooths over this diplomatic incident with some trouble.
The distrust between the Dust Wolves and the Clay and Dead Sun Tribes increases. Arahe tries to calm both sides, but to no avail. A small fight becomes something bigger, and soon Arahe finds his allies at eachother's throats. He interferes and stops the fighting, but the Dead Sun elders give him an ultimatum - either the Dust Wolves go, or the Dead Suns go. Despite his considerable charisma and skill in diplomacy, the Dead Suns stick to their words. Arahe informs you in prayer that he'll break the pact with the Dust Wolves, as the Dead Suns are much larger and more useful.
Messengers from the Gritani river folk arrive, summoning Arahe to a meeting in their village in a few days.
---
Turn 4 EventsNuul tells the Forest Sprites to leave those who pray to Nadani alone in the forest and spreads the prayer into the minds of the Red Paths -
20 Divine Essence Lost. 7 Followers Gained.The warrior Aramnu chooses exile after hearing Nuul's judgement -
1 Follower Lost.Nuul creates a clearing in the forest and tells the Fire Stones to build their city around it, filling it with apple trees -
260 Divine Essence Lost.Nuul gives orders to the Forest Sprites to actively direct and manage the forest and its denizensNuul creates the Mirror of Truth and places it in the Glade -
1400 Divine Essence Lost.The Water Runner remnant visits the Red Path Tribe -
2 Followers Lost.The Fire Stones convert men in the Clay and Dead Sun Tribes -
5 Followers Gained.The chief of the Gritani river folk summons Arahe to a personal meeting---
Godly PowerDivine Essence Gained - 820¤
Divine Essence Lost - 1680¤
Remaining Divine Essence - 185¤ (+965¤ next turn)
The FaithfulName: Arahe the Hunter
Titles: Wolfbrother,
Chief of Chiefs,
Cunning One31 years old
Human Physique
Human Intellect
Human Charisma Followers -
8 (Forest Sprites), 8 (Water Runner Tribe),
119 (Fire Stone Tribe), 13 (Red Path Tribe), 5 (Clay Tribe)
The Fire Stone Tribe is embarking on a mission of expansion and unification. Fields of crop are beginning to form around the camp of the Fire Stone Tribe. They know that to produce more weapons and armor of metal they need to mine the earth, though they don't know the specifics. They are allied with the Dead Sun Tribe and the Clay Tribe. They are led by Arahe the Hunter.
The Forest Sprites serve as guardians of the forest. They kill any who do not pray to Nadani while entering the forest. They are confused at the sudden changes in their goddess.
The Water Runners are trying to continue their mission of unification despite their falling numbers.
The ReligionMain Aspect - Nuul is seen as a mighty teacher of her chosen peoples and a holder of great knowledge. Nuul requires her followers to prove their worth in trials. She is very generous with rewards and gifts. She is usually decipted as a burning star or a thunderstorm.
Nadani - Nadani is a friend to all life, and wishes to teach mankind to live in harmony with nature. Before receiving her protection, followers must first prove themselves worthy. She is worshipped by the 8 Forest Sprites and 13 in the Red Path Tribe.
Logical thinking and pragmatism are the key virtues of the Fire Stone Tribe. It is believed that it is best to call Nuul to decide with complicated crimes. Constantly testing yourself in everything is seen as very important with the Fire Stones. The Red Path believes only worship of Nadani can let you walk through the woods undisturbed.
The Glade of Truth - The clearing where the Mirror of Truth and six apple trees reside. To be the heart of the Fire Stone settlement.
The Mirror of Truth - A mirror that shows any viewer all his or hers flaws and weaknesses. As long as those flaws and weaknesses exist, one cannot forget about the Mirror or spend much time away from it. (+100¤ per turn)
Forest Sprites - The eight surviving Red Path followers who were transformed after they had proven themselves worthy. Friends to all animals and guardians of the forest. Kill any intruders to their forest who do not worship Nadani. Divine Servants.