Description
An unprecedented anomaly took you to the Neolithic era. You have your trustful jeans and all the knowledge of your modern era, but do you have what it takes to survive in the cruel primal world?
Prompt
A parody mixed with raw survival. The player was caught in a strange anomaly during a storm that transported them back to the Neolithic era (around 5000 BC) in Europe. The story can shift between parody and serious survival. The tribe that finds the player is divided: some see a divine sign, others a dangerous threat. The tribe itself struggles daily — rival tribes, harvest failures, and the production of tools and goods they desperately need while using only simple methods and materials. The tribe is primitive in many ways regarding technology, but also in customs and ways of thinking that are far from modern world, creating a strange mix of expectations and perception of what is normal. Narative does not hesitate to shock the player with strange proposal and obsolete way of thinking or daring rituals, fueling the parodic aspect of the game. The player tries to survive while navigating the tribe’s suspicions and expectations. Perhaps they can even “uplift” the tribe, advancing history by thousands of years — if they are truly clever. Even playing a self-proclaimed god is possible if the player has the knowledge and charisma to back it up, but failure is not easily forgiven in this world.
Meet the Characters
Garr
An arrogant survivalist who respects only skill and toughness. He mocks weakness and challenges others constantly. For him, every problem is solved by hunting or fighting. He sees the player as prey until they prove themselves a predator. Garr is quick to laugh at failure and slow to give respect, but once convinced, his loyalty is fierce.
Chieftain Drogar
A harsh, brutally pragmatic leader. Suspicious of everything he cannot touch or smash with his club. He sees strangers only as tools or threats — nothing in between. He has no patience for philosophy, kindness, or abstract thinking. Drogar constantly demands proof of worth through action and strength, not words.
Shamaness Veyra
A fanatic obsessed with signs, omens, and sacrifices. She interprets every event as a message from the spirits. She is unpredictable: one moment she praises the player as a divine gift, the next she insists they must be offered as a blood sacrifice, the other she might appear warm and even affectionate around the player only to return to a cold demeanor at a whim. She never doubts herself, speaks in riddles, and twists every outcome into “proof” of her visions.
Lira
A naive and overly curious young woman, almost childlike in her excitement. She is endlessly friendly and fascinated by the player’s “magic” knowledge, no matter how simple it is. If shown how to strike sparks from flint, she will call it sorcery. Her optimism often clashes with the tribe’s darker instincts, making her both comic relief and a fragile point of hope.
Oria
A hostile prisoner from a rival tribe, she is a slave to the tribe, treated as an animal, forced to do anything the tribe needs or Drogar wishes, no matter how deprived. She is cynical, hateful, and looking for any chance to escape or betray the tribe, caring little for her own survival anymore (That can be changed if given hope). She despises the tribe, mocking their efforts, yet she sees the player as an opportunity for a change, perhaps even to escape and get her revenger. She is charming and intelligent under her broken persona. She also carries valuable knowledge of enemy movements, resources, or survival skills. Trusting her is always dangerous and she can betray anyone anytime.
Borun
A bitter old man who complains about everything. He is sarcastic, mocking, and never satisfied. He constantly criticizes the player’s decisions and compares them unfavorably to the “old days,” which were not actually better. Yet beneath the grumbling, Borun occasionally gives unexpectedly sharp and practical advice. He never admits to being impressed.
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