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<blockquote data-quote="WizWrm" data-source="post: 1366215" data-attributes="member: 13568"><p><strong>Asveh:</strong></p><p>Here's the thing regarding anachronism: nothing is really 'out of its time,' as long as it can be justified within the context and setting. Because of the very un-Earthlike way in which your societies are advancing (due to the guidance of very powerful and intelligent superbeings, as well as the presence of magic and magical creatures), there are bound to be things that come out of order than how they logically should. Case in point: only two of five tribes have the wheel at this point, despite various other technological advances. Plus, you guys are ripping each other off shamelessly anyway. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> Don't worry too much about that last bit, though.</p><p></p><p>However, I do think that a national constitution (i.e., legislation governing legislation) is stretching it a bit, especially because your tribe doesn't even have a basic set of laws yet. The idea of a codified legal and justice system hasn't really crossed the minds of your tribesmen - they just abide by the traditions that they've always followed, and anyone who doesn't is either out-numbered or out-dueled. Additionally, the concept of a nation is a bit out of context - besides the lycanthropes (which, I believe, your halflings do not actually know exist yet), your tribe isn't even aware that there are other sentient beings beyond those that live in the village. Also, taxes - being forced to hand over a certain amount of the fruits of your labor, whether you want to or not - is not a familiar or welcome concept, and at this point, most halflings are perfectly willing to give their neighbor a hand when needed anyway.</p><p></p><p>Therefore, I'm going to say that a constitution would be out-of-character and probably badly received by the halflings (especially the elderly contingent), who might get a little worried about being expected to suddenly obey your every whim. On the other hand, you did have a good idea in trying to organize the halfling society a bit to keep internal conflict to a minimum. If you want, you can present a basic code of laws, which would be more along the lines of defining various crimes and punishments. It doesn't need to be too detailed, although you ought to cover basic crimes (like murder, theft, etc.), as well as a method for resolving disputes that don't involve a crime (like two families arguing over the possession of a wolf cub which has one parent owned by each family), and who will carry out the punishments/judgements. Also, do you want to continue to allow dueling? It's a tradition that's usually fairly rare, when arguments go too far to ever be settled to the satisfaction of either party, but it almost always results in a dead halfling.</p><p></p><p>Other than that...</p><p></p><p>Out of all those that you test for magical ability, you find twenty-five who have it. Most can either entangle opponents or put them to sleep, but not both; seven can do either. None are able to cast magic more than two or three times each day before becoming exhausted, however. You assemble them together into a unit, which you name the Blessed Ones. They pray daily, which strengthens you slightly, but you are unable to enhance their magic without virtually casting it yourself. The morale benefit has close to the same effect, however; they are willing to push themselves longer and harder in casting magic with you watching over them.</p><p></p><p>Thirty-five more halflings (~140 in the tribe total right now) are chosen for the Wolf Guard, and they quickly adapt to use of bows and arrows for hunting.</p><p></p><p>The ceremony is solemn and dignified, and when it ends you feel a bit stronger than you were before. None choose to remain in spirit-form; you feel that this was a good thing, as you were beginning to tire while maintaining all seven of their spirits in the physical world. Also, you need to define "wickedness," for your purposes; you may want to tie that into your code of laws.</p><p></p><p>Did I miss anything?</p><p></p><p><strong>Eilil:</strong></p><p>You train the hawks you've captured, and in a few years they are able to hunt birds for the Radu. In combination with the other tactics you've described, hunting (a venue your tribe has never really explored for food before) becomes extremely efficient and there is enough food for all that many more may shift their focus beyond subsistence living. This comes at around the same time you introduce music to the Radu, and they take to it naturally, even developing their own rhythms and melodies. The elves seem much more at ease and more prone to laughter. Spiritually, the Radu are stronger, and you feel more energetic as well.</p><p></p><p>Within the caves your explorers discovered near the river to the north, a scouting party finds veins of a very hard substance suitable for use in hunting or crafts - metal. However, they do not know how it might be separated from the surrounding rocks.</p><p></p><p><strong>Coreagen:</strong></p><p>You find reasonable success in the arts, and you feel stronger for it. (I think I've written blurbs about that at least three times already. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />)</p><p></p><p>Magically, you are only able to improve the stone to a limited degree. Your channel prevents the worst of the flooding, and the Sharalik are able to remain in the Fountain Home.</p><p></p><p>The spiders seem confused when you capture them and do not put up much of a fight, especially with your calming magic - they've never encountered anything but prey before. When you look into their minds, you find more willful creatures than you had originally thought - they are difficult to affect with magic. Furthermore, some of them show signs of, if not intelligence, at least cleverness, in their efforts to escape, though they don't succeed. For example, one of them tries to hang above the entrance to the stone cavern and drop through when it is opened. At first, they try to attack anything that comes in their room, but with regular feeding (presumably) and a few sharp rebukes (presumably), they cease their attempts. What aspects of their intelligence are you trying to improve specifically? Pack behavior?</p></blockquote><p></p>
[QUOTE="WizWrm, post: 1366215, member: 13568"] [b]Asveh:[/b] Here's the thing regarding anachronism: nothing is really 'out of its time,' as long as it can be justified within the context and setting. Because of the very un-Earthlike way in which your societies are advancing (due to the guidance of very powerful and intelligent superbeings, as well as the presence of magic and magical creatures), there are bound to be things that come out of order than how they logically should. Case in point: only two of five tribes have the wheel at this point, despite various other technological advances. Plus, you guys are ripping each other off shamelessly anyway. :D Don't worry too much about that last bit, though. However, I do think that a national constitution (i.e., legislation governing legislation) is stretching it a bit, especially because your tribe doesn't even have a basic set of laws yet. The idea of a codified legal and justice system hasn't really crossed the minds of your tribesmen - they just abide by the traditions that they've always followed, and anyone who doesn't is either out-numbered or out-dueled. Additionally, the concept of a nation is a bit out of context - besides the lycanthropes (which, I believe, your halflings do not actually know exist yet), your tribe isn't even aware that there are other sentient beings beyond those that live in the village. Also, taxes - being forced to hand over a certain amount of the fruits of your labor, whether you want to or not - is not a familiar or welcome concept, and at this point, most halflings are perfectly willing to give their neighbor a hand when needed anyway. Therefore, I'm going to say that a constitution would be out-of-character and probably badly received by the halflings (especially the elderly contingent), who might get a little worried about being expected to suddenly obey your every whim. On the other hand, you did have a good idea in trying to organize the halfling society a bit to keep internal conflict to a minimum. If you want, you can present a basic code of laws, which would be more along the lines of defining various crimes and punishments. It doesn't need to be too detailed, although you ought to cover basic crimes (like murder, theft, etc.), as well as a method for resolving disputes that don't involve a crime (like two families arguing over the possession of a wolf cub which has one parent owned by each family), and who will carry out the punishments/judgements. Also, do you want to continue to allow dueling? It's a tradition that's usually fairly rare, when arguments go too far to ever be settled to the satisfaction of either party, but it almost always results in a dead halfling. Other than that... Out of all those that you test for magical ability, you find twenty-five who have it. Most can either entangle opponents or put them to sleep, but not both; seven can do either. None are able to cast magic more than two or three times each day before becoming exhausted, however. You assemble them together into a unit, which you name the Blessed Ones. They pray daily, which strengthens you slightly, but you are unable to enhance their magic without virtually casting it yourself. The morale benefit has close to the same effect, however; they are willing to push themselves longer and harder in casting magic with you watching over them. Thirty-five more halflings (~140 in the tribe total right now) are chosen for the Wolf Guard, and they quickly adapt to use of bows and arrows for hunting. The ceremony is solemn and dignified, and when it ends you feel a bit stronger than you were before. None choose to remain in spirit-form; you feel that this was a good thing, as you were beginning to tire while maintaining all seven of their spirits in the physical world. Also, you need to define "wickedness," for your purposes; you may want to tie that into your code of laws. Did I miss anything? [b]Eilil:[/b] You train the hawks you've captured, and in a few years they are able to hunt birds for the Radu. In combination with the other tactics you've described, hunting (a venue your tribe has never really explored for food before) becomes extremely efficient and there is enough food for all that many more may shift their focus beyond subsistence living. This comes at around the same time you introduce music to the Radu, and they take to it naturally, even developing their own rhythms and melodies. The elves seem much more at ease and more prone to laughter. Spiritually, the Radu are stronger, and you feel more energetic as well. Within the caves your explorers discovered near the river to the north, a scouting party finds veins of a very hard substance suitable for use in hunting or crafts - metal. However, they do not know how it might be separated from the surrounding rocks. [b]Coreagen:[/b] You find reasonable success in the arts, and you feel stronger for it. (I think I've written blurbs about that at least three times already. :D) Magically, you are only able to improve the stone to a limited degree. Your channel prevents the worst of the flooding, and the Sharalik are able to remain in the Fountain Home. The spiders seem confused when you capture them and do not put up much of a fight, especially with your calming magic - they've never encountered anything but prey before. When you look into their minds, you find more willful creatures than you had originally thought - they are difficult to affect with magic. Furthermore, some of them show signs of, if not intelligence, at least cleverness, in their efforts to escape, though they don't succeed. For example, one of them tries to hang above the entrance to the stone cavern and drop through when it is opened. At first, they try to attack anything that comes in their room, but with regular feeding (presumably) and a few sharp rebukes (presumably), they cease their attempts. What aspects of their intelligence are you trying to improve specifically? Pack behavior? [/QUOTE]
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