A Divine Theater

Eilil:
You work with the three elves, including Alade, on developing their magical talents, but it is a long and difficult process. One of the three is not able to learn at all, despite his best efforts, and so you eventually choose another who is able. You manage to get all three of them to cast simple illusions like you have done, and Alade is even able to bend the light around him so as to make himself invisible. However, it is an exhausting process, and you feel that if you push too hard you might cause one of them harm, so you leave them at that for now.

It is difficult for the elves to wrap their minds around the idea of writing, but it is something to do to pass the time during the long hours in the caves, and so they eventually succeed.

The week-long expedition upriver discovers its source: a vast, glittering ocean to the northwest. As they approach the river's mouth, the climate becomes slightly colder, and the ocean's water is chill. The second expedition, the two pairs, go south, but do not venture as far. The river leads to a forest that fills the entire horizon, though the explorers don't approach it.

The Radu elves quickly learn to craft the canoes; it comes naturally to them, as does the technique of paddling. You teach them how to use the clay to make jars to hold surplus food for hard times, though, for the time anyway, no fermentation results.

Eighteen years pass while you watch over your people. Many elven babies are born into the world; the farms allow easy support for the growing population. These years see the first Radu elves to die under your oversight, as well, including Alade - what will you do with them?

However, as you predicted, the tree village expands into a great town, and the elevated buildings have an additional benefit, as well: the elves are kept safe from roaming predators. Furthermore, Radu society has begun to organize itself. A great break-through comes with the invention of the wheel - during dry season, the elves construct a half-dozen primitve carts which they use to carry food up and down the river to their village, though they need them for little else at this point.

The new leader is named Daradel, an unusually young man for the position, but widely supported. He is also the strongest magic-user of about ten in the tribe; overall, the Radu now number about seventy-five. He pushes strongly for another expedition up the river, to see what the rocky coast has to offer the tribe.

Attar:
Under your direction, they capture about a dozen oxen over the course of a month and begin breeding them for their herd. Within five years, the herd is substantial enough to sustain the tribe without needing to hunt. Though the position of hunter is still held in high regard, they often find themselves exploring to the south as much as they are hunting. The forest offers much promise in the form of game, but the herds cannot travel there, and it would become too cold in the winter to make the settlement out on the tundra. They call for your guidance in the matter.
 

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Attar and the Jasad

Attar appears once more, this time as a great orc clad in bright red furs from some impossible beast, and calls for the wisest and brightest of the tribe to gather supplies and follow him. Calling upon the memories of the hunters who have ranged to the south, he leads them to the edge of the woodlands and further still until the group reaches a river that passes into and through them.

As the group watches expectantly, Attar casts his spear into the air, smashing a tree branch overhanging the river. He then points to the branch after it splashes into the river below and lazily drifts downstream.

"It was the hunter Khurs who first witnessed this. I am certain that with enough wood from the trees lashed together, we can build a platform sturdy enough to carry whatever we must. From there, we must follow the river until we find clearing suitable not only to settle in but to sustain the herd as well. I will help you build the first of these 'rafts', and then you shall understand what must be done."

"Making this move will take time, but will be well worth the effort. Already our hunters have found plentiful game, and even some of the plants are worthy of eating. Even the river flows with nearly as much life as it does water. While we occupy ourselves with transporting our people and herd down the river, those who make the journey may begin to build our settlement."
 

Attar:
When the hunters return, they call for a meeting, and it is decided that the next migration shall be towards where the forest meets the river.

Several weeks later, the move is completed, and while the oxen graze contentedly on the fresh grass, the Jasad orcs begin construction of a large raft. The work is slow and hesitant at first, but eventually a few get the idea of placing the flint lengthwise along sturdy spear shafts rather than at the point, and so are able to use them as primitive axes.

Once the first raft is complete, several of the cleverest hunters are sent down the river while construction is continued. You follow their progress; the river winds through the forest for many miles, and though there are many clearings, none are large enough to hold the Jasad tribe with its herd. Food is plentiful, but the progress is fairly slow; the river narrows or becomes shallow at some points, and the clever hunters are forced to use long branches to push the rafts along for miles.

It takes four months of travel before the forest finally opens into a broad grassland. The climate is much warmer, and much more suitable for settlement. Furthermore, there are great herds of deer and other creatures, left untouched by the orcs' hunting spears, as well as plentiful grass for the oxen, and the nearby forest provides all the wood needed to begin building a true village.

By this time, the tribe has had to move to another pasture for the oxen to graze from, but when you communicate the hunters' success, there is much rejoicing, and they resolve to return to where they left the completed rafts high along the riverbank.

A month later, the Jasad return and find that one of the rafts was destroyed by inclement weather and two others were damaged, but repairs are quickly in order, and they are ready to make the move southward. They await only your final instructions, should you desire that the move be made. You also need to specify what you want the hunters who made the original journey to be doing while the Jasad move southward; through you, they have already communicated knowledge on edible animals and plants, as well as places that hold danger for the rafts. There are ten hunters there, six male and four female, all between the ages of 25 and 35 (the orcs generally live to about 55), and they all have flint spears and axes.
 

Coreagen will instruct Oeln and Sama to take others out and help them learn to move unseen and know the strange land, to teach them to move unseen. The cave system that the Sharalik came from also is explored with the same diligence. Oeln is placed in charge of the surface and Sama the caves.

As the scouts return with more information he will have Aesa show them how to record what they have learned on the walls of the Fountain Home, further refining it. Everyone will take turns learning how to draw the history under Coreagen/Aesa tutelage until they have a rough system of writing down.

Those who can use magic and drilled in it’s use so they can become stronger. Every week, Coreagen co-habitates with Delak, helping them become stronger, showing them new things. Showing them how to take stagnant water and make it fresh, showing them how to change the flow of the water to make fish easier to catch, showing them to change the flow of the water to move things on the water to where you want them. He then moves to Earth. Earth moves much more slowly than water. But he will show them how to carve things into stone and how to shape stone itself.

Air and Fire he shows them rudimentary. How to call fire to keep them warm, to cook their meat. How to freshen ‘bad’ air, How to keep different temperatures of air separate for each other (so as to keep the Fountain Home warm when the winter comes. If any of the students fall behind, he co habitates with them and shows them what they need to do and what they are missing.

When he feels that his circle is strong enough, he shows them how to link with each other to form a greater circle, so they can accomplish more together. He will then lead the circle and start manipulating the stone, roughly, with an eye to structural integrity, and actually form the Halls of the Fountain Home. He will then work on patterns of circulation for the air, so there is ventilation for the halls.

During that time when Oeln is out on patrol, he will touch him and ask permission to use his body, for a bit. By now the Sharalik know his touch and Oeln accepts. He will move deep into the forest, and come before one of the great Treants, ”Great Elmflower, I am Coreagen and this is Oeln, whose body I share. As the trees have carried word of the arrival to the surface of the Sharalik, I have no doubt you have questions for us, as we have questions for you. I would seek a meet of your people and mine, so that we may know each other and become friends.”

Later after the supposed meet with the treants, Coreagen will ask Aesa to come with him. He will take her into the deep woods, the wild places favored by the Fey. They will come to a placid pool, and Coreagen instructs Aesa to curtsy, a water nymph rises from the pool ”Shalie, my name is Coreagen and this is Aesa, whose body I share. I have come to ask an audience with The Faerie Queen.”
 

Coreagen:
Within a few weeks, the Sharalik have managed to create a reasonably accurate map of the cave system and the forest that surrounds the Fountain Home. There are actually two more cave exits that you find, though neither lead to the river.

The seven who can use magic, including Delak, improve slowly in their magical technique, eventually being able to do most of the things you described with a reasonable success rate. As they progress, it seems that the other Sharalik humans look up to the magic-users more and more as leaders - they seem to be the 'chosen' ones, considering all the time you spend with them, as well as being able to do things most Sharalik cannot do. However, magic is never looked upon as unnatural, for they have known little else besides fishing at this point.

You begin shaping a home of stone for the Sharalik, but it is slow and difficult work, and after a few days of labor, you feel something previously unknown to you - fatigue. You are forced to slow down your work, and it is taking longer and longer for you to respond to your people when they call you. The circle of magic-users you formed is able to help a little in the shaping, but their technique is unrefined and they have difficulty working together - they have not yet learned to coordinate themselves within the circle for maximum benefit.

When you, in Oeln's body, go to address the treant, the mighty elm says nothing, and indeed, gives no response whatsoever. You wait for several hours, repeating your request five more times, but still there is no reaction from the treant. Eventually it wanders off, during the entire time having given no sign that it was even aware of your presence.
 

Attar and the Jasad

Attar asks that the two youngest of the hunters go out to explore the grasslands, but to do so with caution; these lands are still strange to the Jasad, and may conceal many dangers should they stray too far or confront something they do not recognise. If they encounter any danger, they are to return immediately to the new settlement. Finally, Attar stresses that this is a task of great honor, for exploring the unknown is a sign of utmost bravery.

Of those left, four are to begin building the first structures of the village. A large hut should be built in honor of the tribe's eldest and wisest, as well as a storehouse for the Jasad's food. From there, they will build their own homes, and then the homes of the other families should they have time. Attar envisions structures of wood and stacked stones, all packed with mud from the river (after seeing the mud caked and dried on the edge of the first raft).

Two more shall begin to investigate the river, attempting to find a new source by investigating methods of catching the fish that swim its waters. Though they will most likely begin with spear-fishing, careful observation should show the fish nipping at insects and leaves that land on the river's surface...

The final two should continue the Jasad tradition of hunting, trying their hand at catching some of the new game available, and also noting any plant life worth eating or using for other purposes.

Should any of the hunters find their duties taxing, they are encouraged to exhange roles each week; this way, they can teach one another the skills they learn and develop, and all can still share in the honor of the hunt.
 
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When the elves die, Eilil is saddened, but at the same time happy to have them with him, watching over the others. For now, he will make these first elves to pass away into his Watchers-from-Above. He sends them to the far limits of his influence, so that they may warn of approaching danger. He also gives them the ability to turn normal flames blue as a sign of this warning, then he whispers this in the hearts of his magic-users so that they might inform the tribe. A blue flame means danger.

In time, he will find something more permanent to be done with these elven souls, but for the moment, it is best if they continue to help the tribe, their friends & family. He will tell them such, as he does not like to withhold information.

The new leader, Daradel, deserves a visit from Eilil, so Eilil appears to him as a mote of brilliant light. "You have done well, young leader of the Radu. My blessings are yours for this expedition to the great ocean that you propose. Send one who speaks for me and I will watch and guide them. But first, there is something else to be done." Eilil explains to Daradel as to the others in a dream.

That same night, Eilil sends a similar dream to all of the speakers in which they see elves riding on the backs of herd beasts. [I think that horses are native to this type of climate, but I could be wrong. But then, again, they could learn to ride elk as well. Eilil doesn't specify which herd beast, though in the vision, it is sleek, unlike bison and cattle.] Eilil tells them that they should weave nets, as they used in fishing, but larger, to throw down on top of these creatures from above. Then a dozen strong hunters should haul the beast alive back to camp, where a large wooden palisade has been erected, so that the animals cannot escape. Eilil instructs Daradel to lead this foray himself.

When the hunters go out as he expects they will, Eilil will accompany them in spirit. When the animal is captured, distressed, Eilil will send soothing feelings to it and explain to its primitive mind that the people are going to be good to it and feed it, that they will take care of it, in exchange for its service, ie. hauling a large cart, or allowing one of the strange creatures to ride its back. But he makes sure the animal knows they are not predators.

Once they have an animal with which to practice, Eilil allows Daradel to send his expedition. For the first time, Eilil finds that he has to split his attention[how well he does it is up to you]. He sends Alade, his chief Watcher, with the expedition, with instructions to summon him immediately should anything befall them. Otherwise, Eili keeps watch over them at night, or splits his attention evenly between the animal-domesticating attempts and the expedition if he is able.

Since he has discovered a new magic, different from the illusions of the Speakers, he will seek the most empathic soul in the village and show s/he might help the animal to feel less distressed by sending calming thoughts and drawing on the power of his/her heart. If this is successful, then he will seek out a few more of them and do the same.

[The expedition might need to be micro-managed, but we'll see :)]
 

After the strain that making the Fountain Home places on Coreagen, making him less able to manifest to the aid of his people, he will address the circle, “As I have taught you, stone is slow to move, even with our combined power, the cost of this will be too great. For now, we will need to hold off on this and begin to work on the plant spirits. We will need to increase our store for the coming change in weather.”

He will call Oeln and a few of his scouts and have them take the Circle out and have them escort them out into the forest. He will show them certain plants that have berries and roots that are edible, he will show them plants which are poisonous or secrete irritants to protect themselves.

He will show them how to enrich the soil to encourage growth. “In so doing this, my children, we begin to change the balance of nature and this is nothing to be done lightly. If we do this far and broad, the plant life will flourish and in return the animals of the forest who live on these plants shall also flourish and their numbers will grow. Then the predators who live off the plant eaters will have more to eat and their numbers shall grow. In return for aiding the plants, in a season or two, the forest will become more dangerous.”

“This is an important lesson in respecting what we can do. We must understand what we are doing fully, or it can lead to disaster later.” He will question the scouts and the circle what solutions can be found and how they can balance nature if they do this, ultimately he will guide their solutions to the Sharalik also hunting the plant eaters to keep their numbers relatively even, thus keeping the predators numbers relatively even.

He will then set the scouts and circle working together, enriching the soil around the forest, the scouts watching over the circle. He will work with the circle during this time, trying to get them to form an actual collective circle, so they can do wider areas. He will set some other Sharalik collecting berries and roots, to supplement the fish that the river provides. He will keep watch on those groups, leading predators away from them, if they threaten.

Oeln will find Coreagen’s reaction to the Treant unusual, instead of being frustrated, he is elated as he attempts various ways to gain the attention of the Treant. Eventually he will try creating a small fire in a sheltered area and then will make a show of putting the fire out.

[ooc: Can Coreagen tell if the ability to use magic is genetic? He will attempt to subtly encourage the mating between families that are “gifted” if he can. Making sure babies of those matings are born strong and healthy. Making twins if he can.]
 
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Attar:
Things progress as you have instructed. The work is slow, but with four months to build, the hunters successfully construct a storage building, a longhouse for the hunters, and several other buildings for the rest of the Jasad to live in.

Traveling down the river, the other Jasad have difficulty keeping the oxen from panicking while on the rafts, but the aging Yalakar figures out that by blind-folding the beasts, they stand contentedly and chew grass gathered from the riverside.

The gathering of edible plants and spear-fishing provide the main sources of food for both the hunters and the traveling Jasad, but when they notice how the fish eat, they gather insects and leaves together to bring many fish to their waiting spears, providing easy food.

In the prairie, the Jasad find are deer, antelope, various foxes, wolves, coyotes, rabbits, wild horses, bison, mountain lions, and a few other assorted creatures. It is mostly grassland, with scattered patches of trees, and the river narrows and turns east after few miles into the plains. To the west, the Jasad find a great ocean - something they've never seen before, though you recognize it for what it is. A second river flows out of it, through the prairie to the southeast, though the hunters do not follow that far.

During the last month of travel, the first Jasad orc dies under your oversight. What will you do with him?

The migration fleet arrives at the settlement the hunters built for them. The ten hunters have not seen the rest of their people for almost a year, and so there is a great celebration. Yalakar declares that it shall be a feast-day forevermore.

Eilil:
You find that your Watchers cannot physically move among their mortal kin, but are still able to view them from beyond. It takes a great deal of effort, but they are able to give the blue-flame warning signal when needed.

With your careful eye and watchful directions, the Radu successfully capture five horses within their wooden palisade. You seek out one who seems to have almost a supernatural empathy with animals, and he is able to learn a very basic form of the magic you suggest; he can calm them, but it is almost as much his tone and actions that soothe the horses as it is any sort of magic. No others are able to use magic of this sort.

The expedition to the northwest up the river brings them to the coast, where they find a small cave system about two miles away from the shore. They can see, just on the horizon, that there is a great forest to the north. Are you looking for anything/anywhere specific?

Coreagen:
The Sharalik take your words to heart and will henceforth be careful in doing anything that might affect the forest's natural balance. In any areas where they enrich soil, they plan to return to every five years to gather the excess plants and cull the excess animals that resulted. Thus, within about twenty-five years, you expect there will be a reasonably balanced cycle that can sustain the Sharalik without harming the forest.

The treant does not make any response, no matter what you do. However, he does seem fully aware of your presence. When you tell Oeln to light the fire, it doesn't work - each time a spark flies from his two rocks, seeming as though it will take hold in the wood, it simply shrivels down to nothing. You find this unusual, for you had no difficulty lighting fires within the Fountain Home.

Of the seven who can cast magic, two are brothers whose parents are dead, and there is a mother and her young (~15) son. However, the father cannot use magic. Of the other three, none of whom have living parents, two have no siblings, and one has a brother who cannot use magic.
 

Eilil hasn't directed his people to look for anything in particular, except maybe a good place to send people in a few years. Expansion in any direction isn't in his current plans though, nor does he believe there are enough of the Radu yet for this. However, it satisfies his own curiosity and hopefully, it will satisfy Daradel's as well. He directs the expedition to explore the coast. He will direct them to return after gathering a sample of any different plants that they might not recognize.

Meanwhile, in the village, he is pleased with the progress on the horses. Hopefully, they captured mostly mares, and perhaps just one stallion. Otherwise, more mares will need to be caught. Eilil directs X, the one who manifested the calming abilities, to teach others how to speak more quietly and, as well as how not to make predatory actions. If they can't learn magic, at least a few of them can learn more mundane methods of handling the horses. In fact, Eilil will have the children who seem most interested in the horses help with their feeding.

Also, it will quickly become necessary, with the horses, to create a second settlement away from the river. Eilil thinks he might have an idea for how to build houses using fired clay bricks, made similarly to the pottery and large, flat bricks to cover the roof. He will direct some of the potters to begin work on this, though he realizes that there will likely be only enough for one small house. As long as there is room for several people to watch the horses, they can change watches.

Furthermore, he knows that his Radu elves will need more help, so he directs another small expedition of hunters to find a wolf den and to take the cubs after killing the adults. This may not be the right time of year, but when the time is right, he will order it done. Wolves, with their acute senses, will be able to detect other wolves better than the Radu and the fledgling herd must be protected. In addition, if the cubs are raised around the horses and humans, they can hopefully be imprinted to think of them as part of their family. Any that seem to feral are to be killed.

All of this should keep the Radu busy until the floods come.

Edited to remove island reference.
 
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