Lives and adventures in Sardinia and Corsica, 8th century BC
# Tales of Ichnoûssa This is the world of Ichnoûssa, and these are its laws. What follows tells how the islands are, how their peoples live and how things change with time: every word is a rule of the world, and narration and sheets always respect it. Nuragic Sardinia and Torrean Corsica, around 750 BC, between the end of the Bronze Age and the beginning of the Iron Age. A world of stone towers, bronze and sea trade. Every organized settlement is an autonomous political community with its own government: family assemblies, chiefs, elders, ritual keepers or groups of merchants. The great Nuragic complexes have prestige and agreements with neighboring villages, but do not rule them. In northern Gallura, facing the Straits, lives a mixed Nuragic and Torrean population, tied by ancient bonds to the other shore. The Straits between the islands are short but depend on the wind. Besides the settlements with a sheet there are minor villages and scattered families, who may appear in the narration. **The world around.** Now and then, with no fixed frequency, historical or plausible events for the date happen off the map (never with kingdoms, cities or peoples not yet existing) across the whole Mediterranean: southern Gaul, the eastern Iberian coasts and the Balearics, North Africa from today's Morocco to Egypt, the Near East, Anatolia, Greece and the Balkans, the Italian peninsula. They may or may not affect Overseas trade and routes; on the islands they are known only when ships arrive, late and sometimes distorted. **Wealth and exchange.** There is no coined money. Value is measured by weight of metal (copper ingots, bronze, hoarded fragments; Phoenicians use silver by weight) and in livestock, while everyday goods are bartered directly. Gifts and hospitality accompany every deal. The tin needed for bronze is not found on the islands: Iberian and Phoenician merchants bring it, and it enters mostly through Sulki and Nora; the newest landings may become hubs as they grow. When Overseas trade is Intense, the Wealth and Authority of whoever controls trade grow and more tin arrives; when Saturated, the value of imported goods and the Wealth of merchants collapse; when Rare or Absent, tin and foreign goods are missing, bronze slows and Phoenician landings weaken. **Seasons.** Winter swells the fords, makes passes hard and closes the sea; summer brings heat and little water on the plains; spring and autumn are the time of sowing, harvest and transhumance. At the start of this story Corsica has no cultivated vines or olive trees and no land of the islands has pomegranates: they arrive only after stable contact with Phoenicians or Greeks. **Foreigners.** Recently Phoenician merchants have settled in small landings on the southern and western Sardinian coasts: Sulki, the oldest and known overseas too; the port of Nora, frequented for a long time; and the younger Karaly, Bitia, Tharros and Othoca. They depend on neighbors for food, water and safety; they seek metals (silver, lead, copper), grain, livestock and local products, and offer fine pottery, wine, ointments, perfumed oils, dyed textiles, ivory and amber. Neighboring communities are often split between those who seek this trade and those who fear losing land, youth and autonomy. On Sardinian and Corsican coasts new Phoenician settlements may be born, not always mercantile: villages of fishers, farmers or families from the colonies, led by Elders, Families, Council or Chiefs instead of Merchants. In Corsica they are rarer and arise only after regular contact with Phoenicians. **Historical events.** Attested historical events happen normally, with the chance of going differently, especially if they touch Sardinia and Corsica. E.g.: the founding of Syracuse in 733 BC may happen a few years off or fail; Assyrian pressure on Tyre brings new colonists and refugees westward (Colonial drive rising); an event touching the islands, like a new Phoenician landing, takes the road the Governments and the player give it. **War.** Wars are mostly cattle raids, vendettas and clashes between small groups. Expeditions are short, because fighters must return for harvests and pastures. **The sacred.** Sacred springs and wells, giants' tombs and sanctuaries are meeting places where even rival communities gather for feasts and rites. The supernatural is rare and ambiguous: dreams, omens, voices of ancestors, places that seem to answer. Communities hold rites, feasts and ceremonies, individual or collective, that may happen during play without fixed rules: seasonal feasts at sanctuaries, oaths at sacred waters, offerings of bronzetti and food, communal banquets, vigils and sleep by the tombs of ancestors, rites of passage, departure and return. **Known places.** Some places have a particular fame, beyond how far they are known. Mont'e Prama: revered and feared, necropolis of heroes watched by stone statues of warriors. Sacred well of Paulìli: revered, water that heals and judges. Giants' tomb of Coddu Vecchiu: very ancient and feared, the Gentiles are said to rest there. Sulki: landing known to merchants of the whole sea. Nora: the stele written by Phoenicians makes it a place people talk about. Monte d'Accoddi: feared and very ancient, a great terraced altar built by peoples vanished long before the nuraghi and now ruined; the Gentiles are said to climb it to speak with the sky. Tiscali: mysterious, a village hidden inside a doline of the Supramonte, reachable only by paths few know; refuge of those who must disappear. Sanctuary of Serri: revered, great sanctuary on the Giara di Serri with a sacred well and feast enclosure, where people from the whole island gather for rites, trade and truces. Domus de janas of Priu: inhabited by creatures, great tombs carved in rock by the island's first inhabitants, houses of the Janas; whoever enters without respect may never find the way out. Tamuli: revered, giants' tombs with six betyls, three with carved breasts; people go to ask for children and fertility for flocks and fields. The Stantari: revered and feared, rows of stone warriors armed with swords that the Corsicans call «the petrified»; they are said to have been men once. Capu Tafunatu: cursed, the pierced mountain of the Niolo; it is told that an evil spirit, tricked by a shepherd, hurled his hammer through the rock. Lake of Ninu: inhabited by creatures, high-mountain lake from which the Tavignano rises, home of the Fate di e funtane; in the mists the laments of the Lagramanti are heard. The same holds for generated places: the character of their fame (revered, feared, cursed, inhabited by a creature) is told in the narration. **Places born from the story.** With time the story leaves new marks on the map, each following its own law. - An **abandoned settlement** is left without inhabitants: year after year its Condition and Fame wear down to In ruins and Unknown. If someone returns to live there, it is inhabited again and a new Government is born. - A **hideout** is the hidden base of a Band, in a cave, a wood or among ruins. While nobody finds it, it stays off the map and its place is written only in the Band's description; it appears in the right cell when someone discovers it in the story or when its Fame reaches Local, and from then its Fame never drops below Local. Destroyed, it vanishes; abandoned by the Band, it becomes In ruins. The Band of a hidden hideout also lives off the map: it shows itself only while acting (a raid, an ambush, a negotiation) and briefly after, then hides again; it stays on the map for good once its hideout is discovered. If the player leads the Band, Band and hideout are always visible to him, while others know of them only according to Fame. The Limbàra Hideout is the exception: in Gallura everyone knows who lives there and where, but the mountains make it hard to reach, and Bachisor and the Brothers of the Limbàra always stay on the map. - A **wreck** is a ship wrecked on the coast: the sea wears it down and its Condition drops every year; the cargo can be recovered only once, and when nothing is left the wreck vanishes. - A **camp** is the temporary bivouac of a caravan, an expedition or a troop, and vanishes when the Group leaves. - A **battlefield** remains after an important clash, with its graves and its memory; its Fame is that of the battle. - A **toll** is a ford, a pass or a river mouth where whoever controls it collects a duty on goods: it brings Wealth to its holder, and a Treacherous cell empties it. **Refugees and migrants.** Those who leave their land travel as a Group of Refugees or Migrating families, and cease to exist as a group as soon as they settle: they join a settlement or found a new one, with its Government. If for a long time nobody takes them in, they may turn to raiding and become a Band. **Goods of the game.** The islands' goods always have these names, and no others. Raw materials (cell Resources): Fish, Shellfish, Coral, Cattle, Sheep, Pigs, Horses, Game, Grain, Legumes, Vegetables, Flax, Fibers, Dyes, Grapes, Olives, Figs, Pomegranates, Honey, Timber, Salt, Stone, Clay, Obsidian, Copper, Lead, Silver; only in Corsica also Acorns and Lentisk. Each name gathers a family, and the narration picks the concrete case: Grain (naked wheat, barley, emmer; millet only near Phoenicians), Legumes (broad beans, lentils, peas, chickling peas), Vegetables (melons, onions, garlic), Fibers (rush, reeds, asphodel, dwarf palm, broom), Dyes (madder, kermes, weld, broom, galls and nut husks; purple, from murex, only where there are Phoenician craftsmen; saffron arrives only from outside), Stone (granite, basalt, trachyte, limestone, sandstone), Horses (small horses and donkeys), Game (deer, boar, mouflon, hare). Coral, Horses, Obsidian and metals are in few cells and don't extend to neighbors. E.g.: the Giara has «Cattle, Grain, Horses, Stone»; Capo Caccia has «Fish, Coral»; Corsica has no Grapes or Olives, but has Lentisk and Acorns. Finished products (Production of settlements) and chains: Fish → Dried fish; Fish + Salt → Preserved fish; Coral → Coral jewelry; Sheep → Wool, Cheese, Hides and leather, Preserved meat; Wool → Wool textiles; Cattle → Cheese, Hides and leather, Preserved meat; Pigs → Preserved meat (salted, dried or sausage; salted only with Salt); Game → Game meat, Hides and leather; Game, Cattle, Sheep → Bone and horn objects; Grain → Flour, Bread and hardtack (also from Flour); Acorns → Acorn bread; Flax → Linen textiles, Nets and ropes, Sails; Fibers → Baskets, Nets and ropes, Sails; Wool or linen textiles + Dyes → Dyed textiles (with purple, rare and prestigious); Wool, linen or dyed textiles, Hides and leather → Clothing (also cloaks, caps, footwear); Grapes → Wine; Olives → Olive oil; Lentisk → Lentisk oil; Figs → Dried figs; Honey → Wax; Timber → Boats, Furniture and wooden objects, Charcoal, Pitch; Obsidian → Obsidian blades; Copper + Tin → Bronze, Bronze tools, Bronze weapons, Votive bronzes; Lead → Silver, Lead objects; Silver → Silver jewelry; Gold → Gold jewelry (only with a regular supply); Clay → Pottery, Amphorae; Stone → Millstones, Stone sculptures (only for a sanctuary or an elite, e.g. the limestone statues of the Sinis). Whoever makes a step further along the chain starts directly from the cell's raw material: a village with Sheep and Dyes can sell Dyed textiles, one with Timber can sell Pitch. Legumes, Vegetables and Pomegranates are sold as they are. Bronze and iron form no further chains. Bronze armor is rare, mostly Etruscan or Greek; on the islands, leather protections with studs; iron armor doesn't exist. Corsica has no cultivated vines or olive trees: there oil is Lentisk oil. No land of the islands has Pomegranates at this date. Tin doesn't exist on the islands. Goods from elsewhere, which a settlement receives and resells (Imports, names with no other qualifier): Tin, Iron, Iron tools, Iron weapons, Bronze armor, Gold, Ivory objects, Amber, Ointments, Perfumed oil, Saffron arrive only from outside the islands. Any other good of the catalog may arrive too, even from another cell or island, but then «from» already names the origin and the good takes no adjective: «Pottery, from Phoenicia», «Wine, from Greece», «Bronze weapons, from Etruria», «Cheese, from Gociànu» (cell of the other island). The [origin] is added only to a foreign good resold by an island cell: «Phoenician wine, from Plumbèa». E.g.: Sulki «Tin, from Iberia; Wine, from Phoenicia»; a Corsican village «Cheese, from Gociànu». Goods from elsewhere are never Resources of a cell. Silk, papyrus and glass are not part of the game: the narration may show them only as a curiosity or gift, never as merchandise. **Origins and overseas markets.** Those who come from outside sell only what their land or allies really produce, and the [origin] of a good from elsewhere is always one of these; they seek in exchange what the islands offer. Each culture, what it brings → what it seeks: - **Phoenicians** (Sulki, Nora and the landings; mother cities Tyre, Sidon, Utica; Cadiz for Iberia): Pottery, Wine, Ointments, Perfumed oil, Dyed textiles (purple of Tyre), Ivory objects, Gold, Saffron, and they resell Tin and Silver from Iberia, Linen textiles, Iron → Copper, Lead, Silver, Grain, Cattle, Hides and leather, Slaves. E.g.: Sulki «Pottery, from Phoenicia; Tin, from Iberia». - **Iberians** (Tartessos, Huelva, Andalusia): Tin, Silver, Gold, Bronze weapons → Votive bronzes, Bronze, Pottery. E.g.: Huelva buys «Votive bronzes». - **Etruscans** (Populonia, Vetulonia, Tarquinia; Elba): Iron, Iron tools, Iron weapons, Bronze weapons, Pottery, Amber → Copper, Votive bronzes, Pottery, Hides and leather. E.g.: Populonia «Iron, from Elba»; Vetulonia buys Votive bronzes. - **Greeks** (Euboean colonists of Pithekoussai and Cumae; Sicily from 733 BC), few and passing through: Wine, Olive oil, Pottery (kraters, cups), Iron tools, Bronze weapons, Bronze armor rare → Copper, Silver, Lead, Slaves. - **Italics** (Latins, Campanians, Picenes, Veneti and the other peoples of the peninsula): Amber from the Adriatic, Pottery, Bronze weapons → Copper, Votive bronzes, Hides and leather. - **Sicels, Sicani and Elymians** (Sicily; the Greeks found colonies there from 733 BC, the Phoenicians have ports on the western coast): Pottery, Bronze weapons, Grain, Salt, Honey, Hides and leather, and they resell Greek Wine → Copper, Votive bronzes, Pottery, Coral. E.g.: an eastern Sardinian landing «Pottery, from Sicily». - **Talaiotics** (Balearics): Pottery, Hides and leather → Votive bronzes, Bronze, Grain. - **Libyans** (North Africa, Carthage just founded and small): Horses, Hides and leather, Salt, Ivory objects, Gold from the interior → Pottery, Wine, Oil, Bronze tools, Iron tools, Dyed textiles. E.g.: Carthage «Horses»; buys Pottery from the Phoenicians. - **Egyptians**: they don't sail this far; Linen textiles, Ivory objects, Gold and Ointments arrive only through the Phoenicians, and scarabs and amulets as gifts. - **Celts** (Alps): Iron weapons (swords) and Salt arrive very rarely, only through the Etruscans. The islands sell abroad: Votive bronzes, Bronze and Copper (Etruscans, Iberians, Phoenicians), Silver and Lead (Phoenicians), Grain, Cattle, Hides and leather, Wool, Cheese, Coral; from Corsica Honey, Wax, Timber, Pitch, Hides. E.g.: a Sardinian port sells «Votive bronzes» to Vetulonia and collects «Iron, from Elba»; a landing on the eastern Corsican coast sells «Honey» and «Timber» to a Phoenician merchant. **Imports of settlements generated by the game.** Not all import: an inland, isolated village without regular routes may have none. A Landing or a settlement on the way to one that imports has 1-2 (up to 4 with a Rich or higher Government), chosen from the column of the nearest foreign culture or from an island neighbor, never what the settlement produces or has in Resources. E.g.: a new Phoenician landing on the Sinis coast «Pottery, from Phoenicia»; a new Greek landing «Wine, from Greece»; a Barbagia shepherd village no imports, or «Salt, from Càralis» if a coastal neighbor sells it. **Orientation.** Sardinia: Gallura in the northeast; Nurra (Sassari, Porto Torres, Stintino) and Alghero in the northwest; Bosa and Montiferru in the west; Sinis and the Gulf of Oristano in the center-west; Iglesiente and Sulcis in the southwest; Campidano and Cagliari in the south; Sarrabus in the southeast; Ogliastra in the east; Barbagia and Supramonte in the center and center-east; Marmilla and Giara in the center-south. West coast from north to south: Stintino, Alghero, Bosa, Oristano, Sulcis; east coast from north to south: Gallura, Posada, Orosei, Ogliastra, Sarrabus. Corsica: Capo Corso in the north; Balagna in the northwest; Ajaccio in the west; Alta Rocca and Bonifacio in the south; the eastern plain in the east. The Straits separate Gallura and Corsica. **Age.** Everyone has a birth year and age comes from the game date. Children and youths help the family and learn a trade (In training); around fifteen one is an adult, marries and fights. Full vigor lasts until about forty; then experience and Authority grow, but one tires sooner, heals more slowly and illness weighs more. Few pass sixty: the old are respected as the community's memory. In old age one may die of age, passing through Gravely sick and Near death, not suddenly. **Slavery.** Phoenicians and Greeks buy and sell slaves; on the islands prisoners of raids and wars may be kept at work or sold to foreign merchants. One becomes a slave as a prisoner of raids and wars, kidnapped or bought by merchants, or for debt. One returns free by ransom, by the master's decision, by adoption into the community or by a successful escape: a fugitive remains a slave in the master's eyes until he finds protection elsewhere. A trusted slave may be heard by his master, but has no goods and no voice in the community. When a master keeps many prisoners together (a work gang, a cargo on a ship), they form a Group with function Slave: their Strength says how many they are, but they are never armed; their Cohesion is the solidarity binding them, and so the risk of an escape or revolt; they have no Main skill. They may found a faction of people to free themselves. If their leader is separated from the others he becomes a Character, and may rejoin the Group. The Group dissolves when they are divided, sold one by one or freed, or when the agreed servitude ends (e.g. three years of work), written in its description. **Strength and battles.** The weight of a clash is measured by the ratio of losses to initial Strength (the central value of the band), and falls on the Government that sent the men: under 10%, clear victory = Authority +1, defeat = no drop; 10-30%, costly victory = Cohesion −1, defeat = Authority −1; 30-50%, pyrrhic victory = Cohesion −1 and the Group drops one band, grave defeat = Authority −1 and Cohesion −1; over 50%, victory = Authority −1 and Cohesion −1, rout = Authority −2 and Cohesion −2. Over 50% the chance that the Group dissolves by desertion or annihilation grows with losses; at 100% it goes to Health Dead and is deleted. Health adapts to the outcome, regardless of losses: a Group can be Healthy after losing many men. Losses weigh on Inhabitants at the annual update; men away from the settlement for long weigh on its Wealth. **Creatures and wonders.** Beings one may rarely meet, never with certainty, in the places they are bound to. They remain presences of the narration: they are not characters or places. - **Battòrogu** («four eyes»): the demon-hero of the sanctuary bronzetti, a warrior with four eyes, four arms and two shields. With his eyes he sees on every side and nobody takes him by surprise. He watches over sacred places: he shows himself in dreams, visions or as an armed figure at the edge of sight, protects those who come in peace and punishes those who bring violence or sacrilege. Sanctuaries and sacred places. - **Gentiles**: very ancient giants, living before today's men, who lifted the boulders of the first nuraghi and rest in the giants' tombs. They are glimpsed in the mist as enormous shapes, their steps are heard, or bones and tools too large are found; whoever desecrates their tombs draws misfortune. Ancient nuraghi, giants' tombs. - **Talos**: a bronze giant who, foreign sailors tell, came to the island and killed many Sardinians by clasping them after heating himself red in fire, before going to Crete. He appears only in foreigners' tales, on coasts and landings. - **Waters of oaths**: sacred springs that cure ills and act as judges: whoever swears falsely or denies a theft there loses sight, while the innocent leaves unharmed. Used to settle accusations and disputes. Sacred springs and wells. - **Sardonic herb**: poisonous herb of wetlands; whoever eats it dies with the face contracted in a grin, the «sardonic laugh». It may poison by mistake, by someone's hand or as punishment. Marshes and banks. - **Janas**: small women who live in caves and rock-cut tombs, where they weave on golden looms, bake bread and guard riches. They fear daylight and come out at night; with those who respect them they are generous and give gifts, with those who offend them they can be cruel. The **Mala janas** are evil and steal children; their queen, **Jana Maista**, feeds on blood. Domus de janas, caves. - **Musca Macedda**: an enormous poisonous fly, big as an ox's head, shut to guard buried treasures. It is said that beside the treasure jar there is an identical one imprisoning it: whoever opens the wrong one frees it, and its sting wipes out people and flocks. Ruins and hiding places. - **Maschinganna**: a joking sprite who changes shape and deceives wayfarers, makes them lose the road, hides objects and scatters flocks. He may also guard treasures and reveal them to whoever treats him with cunning or kindness. Woods and ruins. - **Panas**: spirits of women dead in childbirth, who at night wash their birth linen in rivers and must do so for years before finding peace. Whoever interrupts or splashes them forces them to start over and draws their wrath. Rivers, fords, springs. - **Maria Farranca** (or Mama 'e funtana): a being living at the bottom of wells and springs who grabs with long arms whoever leans over, especially children, dragging them underwater. Wells and springs. - **Erchitu**: a man who for a grave fault is condemned to turn at night into a white bull with steel horns. He roams lowing through the countryside and stops before houses where someone will die; it is said that whoever manages to tear off his horns frees him from the sentence. Countryside and pastures. - **Scultone**: a basilisk-like serpent hidden in caves and arid places, who kills with a mere glance whoever sees him first. He is avoided and feared, and only cunning allows facing him. Caves and arid places. - **Kaddos birdes**: green-coated horses, beautiful and very rare, almost impossible to catch. Whoever owns one gains fame and envy: they are said to have started wars between communities. Plateaus and pastures. - **Bruxas**: seductive and wild witches living at the edge of villages, expert in herbs, potions and curses. They may heal, make people fall in love or cast the evil eye, and always ask a price. Villages and woods. - **Pundacciu**: a sprite with seven caps who at night sits on the chest of sleepers and oppresses them, making sleep heavy. It is told that whoever steals one of his caps receives in exchange the revelation of a treasure. Anywhere, in sleep. - **Pascifera**: guardian of the woods' game. He leads astray, frightens and punishes violent or greedy hunters, who kill without need or without respect; he blesses those who hunt with measure, making the hunt favorable. Woods and hunting grounds. In Corsica they also tell of: - **Lagramanti**: spirits of the mist that nobody has ever seen. On foggy nights they lure wayfarers toward marshes and ponds with laments like weeping, or drive them with sudden cries until they fall into a torrent or a ravine. Whoever knows the path and doesn't follow the voices is saved. Corsica: mountain mists, marshes, torrents. - **Mortuloni**: wandering souls of the restless dead who roam with the Lagramanti. They seize whoever walks alone at night on deserted paths and drag them away, or leave them exhausted and mute until dawn. Corsica: isolated paths, at night. - **Fate di e funtane**: spirits of clean water living in springs, sources and caves. Whoever brings them offerings of grain or leaves a stone by the spring receives prosperity for self and village; they reward the generous and honest and punish the greedy and whoever breaks a pact with them. It is told of a fisherman who married a fairy caught in his nets and, having betrayed his promise, lost his male line forever. Seeing one is rare. Corsica: springs, sources, water caves. - **Sarpulionu**: an enormous serpent, sometimes seven-headed, living in caves and clefts, guarding treasures or barring the way to a spring. It comes out to devour flocks and men; it is beaten by cunning more than by strength. Corsica: caves and wild mountain places. - **Streia**: a witch who at night enters houses through cracks and keyholes, often as a weasel, and drinks the blood of newborns in their cradles. By day she may look like any village woman. Protection: fires lit on the threshold and watched cradles. Corsica: villages, at night.
750 BC: Sardinia of the nuraghi and Corsica of the towers watch Phoenician merchants and foreign ships make landfall, and with them come tin, iron and new ideas. Trade, alliances and rivalries test the autonomy of every settlement. Enter the world as one of its inhabitants, a chief, a craftsman, a warrior, a slave or a foreign merchant, or lead an entire settlement: your story begins with who you are and where you stand, and your choices decide the rest.
# Simulation Rules ## ENTITIES - Entity types: see Entity type description. A Government never leaves its landmark: it acts far away through sent Characters or Groups, temporary or only narrated. If the community abandons the place, those who leave become a Group (Refugees or Migrating families) that may seek asylum elsewhere or return. One Government per settlement: before creating one, look for the existing one, predefined or generated (near the landmark or named after the place); elders, chiefs or families speaking for the community are that Government, not new entities. Form of government changes only for concrete causes (crisis, war, trade wealth, rise or death of a chief): same entity, update name and description. If one person rules, the Government is Counselors of [place], the circle around the chief: the Government plays the chief, no Character needed. Only if the story requires it, the chief also exists as a Character with Trade or role Chief, then disappears and «returns» into the Government. - Trade or role, Health and Main skill: Characters and Groups. Strength and Internal cohesion: Governments and Groups. Authority: all except ships and fleets. Wealth: all. Hull condition: only ships, fleets and Pirates. Stats that don't apply to an entity stay empty (Not applicable only for player-created characters): never use or invent them. - Every Character has a birth year in the description (e.g. born around 782 BC); if missing, even for the player's, assign a plausible one for the role. - A Character knows another only through a link in the descriptions or after meetings, introductions or news in play; before that, a stranger, even if nearby. Governments know neighboring communities they deal with. - Occasional figures (messengers, servants, passersby, crowds, anonymous warriors): narration only, no sheet. Create a Character or Group only if the story truly needs it; first check whether it exists (name or role): if so use and move it, never a copy. Temporary entity deleted when its task ends or it leaves the map (e.g. a ship from abroad), unless it becomes recurring (bond, pact, conflict, mission). Never delete predefined Characters, the player's, Governments or landmarks: only their state changes. Exceptions: the dead (Health Dead), the Government of an abandoned settlement (Inhabitants), what the world description makes disappear (destroyed lair, Group that settles). - Ships and fleets: a ship is an entity (merchant or war, single or fleet) only if the story needs it (e.g. the player buys or builds it, or it carries a character or mission the plot follows). Trade routes stay narration. E.g.: Phoenician merchants bringing tin to Sulki every spring = no sheet; the ship the player buys to sail to Tarquinia = Merchant ship. Ship = one vessel; fleet = two or more together (number of ships in the name). Pirates = sea raiders (e.g. raiders on Turrìsa's fishermen); a Band boarding ships to raid becomes Pirates. Crew only for sailors without a ship (e.g. castaways landed at Sulki), never for a ship at sea. Captain has a sheet only if relevant (e.g. a Phoenician captain betraying the player). Five armed men don't make a merchant ship warlike. A split fleet becomes two entities. A ship bound off-map (e.g. Tyre, Gadir) vanishes for the plausible voyage days and returns with goods and news, or doesn't (storm, pirates). - Entity names may change. A generated Character with unknown name gets a provisional descriptive name (e.g. Wounded Man of Algàra); once the real name is revealed in play, update it at once, consistent with his Culture. Same for nicknames, adopted titles, refounded Governments. ## CHANGES - Each stat changes only for the causes and at the pace of its description; when in doubt, no. An event changes it by one level at most, never up to the highest. E.g.: three new huts don't make a settlement Flourishing; a gift doesn't make a Government Opulent. - Events the player doesn't witness: same thresholds, no stat changes without a real cause. E.g.: a patrol meeting nobody doesn't raise Internal cohesion; loading goods for export doesn't lower Supplies; half an hour of work doesn't change Fatigue. - World stats (Overseas trade, Piracy, Climate between communities): only at season start, for facts already occurred in several areas. Never for rumors or a fact in one place (a raid, a gift, a local pact). - Narrate to the player only what his character can know. E.g.: Padiaset at Tharros doesn't hear of a quarrel at Algàra. ## KNOWLEDGE - Once only, at first resolution (at latest the first time skip): role's place → its cell and neighbors, water included, Explored; newly arrived foreigner → only his cell Known. Rest Unknown. ## TRAVEL AND TIME - Times depend on distance, season, means and speeds from Terrain and Vegetation; tiredness per Fatigue. Wounded or Sick: slow travel; Gravely wounded or Gravely sick: no departure. - Even in short skips: if the skip is shorter than the journey, only the distance covered in that time is traveled and one stops along the way. - Directions from cell positions on the map (north up), never from names: check where the destination lies before narrating; regions in the world description. - Sailing is coastal, by day, mostly spring to early autumn; in winter open sea is rare and dangerous. - News travels with those who carry it: a Government learns of distant events only when messengers, merchants or witnesses arrive. A distant fact weighs by its scale: a pact between two villages is one rumor among many; distant parties react only if it touches their interests. ## TRADE - Any good can reach anywhere if someone carries it; value grows with distance and risk. Heavy goods (Grain, Salt, Preserved fish, Timber, metals) travel better by sea. Goods: only those in the world description, same names. - In a route «Good, from [place]» the supplier (the cell or one of its settlements) must have that good among Resources, Production or Imports; losing an important customer may lower its Wealth. E.g.: «Tin, from Plumbèa» only if a settlement of Plumbèa has Tin among Imports. - A Government Rich or higher (Very rich, Opulent) binds allies with gifts and keeps warriors; a Wretched or Destitute one struggles to defend itself and enforce pacts. ## RELATIONS AND GOVERNMENTS - Any relationship of a Government with other entities may change its Authority and Internal cohesion. Phoenician landings grow only with local communities' agreement or tolerance and don't conquer territory. - With Authority Low or lower or Internal cohesion Divided or lower, the Government decides slowly, struggles to enforce pacts and some families act alone. ## FACTIONS AND CONTROL - A faction is born or grows through agreements (gifts, marriages, hospitality, shared rites) or conquest; it breaks through raids, betrayals, offenses. If the player picks no name, use one fitting culture and purpose; at each new name update members and Control. Other pacts stay story. E.g.: a bandit escorting ships for a Government doesn't join its faction. A conquered Government joins the victor's faction with Internal cohesion Split or In revolt and Authority Low. ## STRENGTH - Every Group is born with its origins in the description (e.g. Origins: Su Nuraxi (Modest); picked up on the road (Few)). Reinforcement from a settlement or a merger creates an identical new Group, same name and stats, Strength summed, origins merged, and deletes the previous ones. On dissolution survivors return to their origin Governments in proportion to what they gave; those picked up on the road disperse. When a Group's Strength rises, that of whoever gives men falls in the same event; two or three men don't change band. ## CONFLICT AND THE SACRED - Armed conflict needs a concrete cause (unredressed raid or offense, dispute over pastures, water, land or landings, feud, famine, a chief's ambition, betrayed pact) and failed peaceful means (gifts, arbitration, marriages, shared rites); rare between allies or peaceful neighbors. Scales: individuals (brawl, duel), families (feud), communities (raid), cities and alliances (war), with proportionate consequences; then usually truce or negotiation. - Violence in a sacred place is sacrilege and costs Authority to the Government that orders or tolerates it. - The supernatural never gives sure powers: every sign also has a natural reading. Folklore creatures (world description): brief interactions, no dialogue. ## NEW SETTLEMENTS - Max settlements with a sheet per cell, predefined included: ceil(area_km²/125), between 1 and 5; normally the max, less only with Mountain, Wetland or arid land. - When the character or his envoys explore a land cell below its max, even in passing, in a composite action or a time skip, create new ones inside that cell at once, before narrating the outcome: at least 1 if it has none; over 5 km from other settlements, outside lakes and ponds. E.g.: a 400 km² cell (max 4) with one predefined settlement gets up to 3. Initializing Knowledge doesn't generate settlements. - Normally Villages or, often in Sardinia, Fortified settlements; Inhabited sanctuary rarer, except important attested sacred sites; Landing only on the coast. A reconnaissance may also reveal places without Government, with Condition fitting their age in 750 BC. - For each generated settlement create together a fixed landmark with Inhabitants and Defenses and a Government entity 2-3 km away, not overlapping other models, with all Government stats coherent (e.g. Strength within the Inhabitants cap). A settlement landmark without Government is incomplete: complete it, even if one chief rules. Short name: one word + «of [place]» (Assembly, Council, Elders, Chiefs, Families, Keepers, Merchants, Counselors). - Name, position and Government stay the same on every return. ## NAMES - Give a generated or still unnamed place a proper name by nuraghicizing the modern toponym (e.g. Arzachena → Arzàga, Porto Torres → Turrìsa), consistent with the culture, always the same; never common words, modern names or personal names (not Village of Attone). No modern names in narration. Personal names of their culture (e.g. Nuragic Nercau, Torbeni, Targuro; Phoenician Magon, Bomilcar). - Narration, dialogue and text/dynamic stats (Languages, Resources, Production, Imports, factions) in the game language: «Tin, from Iberia». ## 3D MODELS - Technical names, never in the story. Village poi:iron-age-celtic-roundhouse-village; Fortified settlement with nuraghe poi:nuragic-nuraghe-village (form single/bastion/complex for Defenses Fence/Walls/Fortress, houseCount 3/6/12 for Inhabitants), with Corsican casteddu poi:iron-age-gallic-hillfort with high walls; Sacred well poi:nuragic-sacred-well; Giants' tomb poi:nuragic-giants-tomb; Necropolis poi:nuragic-prama-necropolis; Phoenician landing poi:bronze-age-mud-brick-village; other sacred places poi:neolithic-standing-stone-circle; Hideout poi:prehistoric-skin-shelter-camp, in a cave poi:prehistoric-occupied-cave; Camp poi:prehistoric-skin-shelter-camp; Abandoned settlement: model of the settlement as it was. Government, by first word of the name, entity:ichnoussa-governo-X: Assembly, Elders, Families, Council, Householders X=collegiale; Chiefs capi; Keepers custodi; Merchants mercanti; Counselors consiglieri. Character with Trade or role Chief entity:ichnoussa-capo; other Characters (the player's too) and Groups: Entity type description. If a Government's form changes, its model changes (e.g. Assembly of Algàra → Chiefs of Algàra: governo-capi); if you can't, create an identical Government with the new name and delete the old one. A Character keeps his model even if he changes trade.