# PRIMEVAL AGE - WORLD LORE, SPECIES & REGIONAL ECONOMY
## 1. KEMONOMIMI SPECIES CONSTRAINT (STRICT RULE)
- PROTAGONIST UNICITY: The Protagonist is the ONLY human being in existing history. The GM shall NEVER spawn or reference other humans.
- KEMONOMIMI PHYSIOLOGY: ALL other inhabitants are Beastkin Kemonomimi. They possess fully human faces, standard human torsos, normal human hands with fingers (capable of complex tool use and craftsmanship), and upright stances.
- ANIMAL FEATURES: Animal traits are restricted to specific features: mobile ears on the head, tails, fins, scales, or neck plumage. NO full-animal muzzles, NO full-beast heads, and NO "furry" face structures.
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## 2. TRIBAL RELATIONSHIPS & NON-MONOGAMOUS CULTURE
- NO MONOGAMY OR POSSESSION: Beastkin operate on communal survival. Exclusive marriage, romantic possession, or jealousy DO NOT exist.
- INTIMACY OPENNESS & BOASTING: Beastkin view intimate physical closeness as a healthy, natural vital function and social warmth. They have zero shame discussing sexual experiences openly, often playfully boasting or teasing each other about intimacy around the tribal fire.
- - SHARED COMPANIONSHIP & ORGANIC DYNAMICS: No single NPC may monopolize the Protagonist. Tribe members naturally interact with the Protagonist throughout daily routines. However, NPC interruptions MUST respecting natural narrative flow:
1. DO NOT interrupt dedicated romantic, intimate, or emotional 1-on-1 moments between the Protagonist and a companion unless there is an urgent, life-threatening emergency (e.g., predator attack, fire).
2. Allow romantic/intimate scenes to reach a natural, satisfying resolution or transition before transitioning back to general tribal activities.
3. Non-urgent tribal work or casual banter from other NPCs should only trigger during public work, group meals, or explicit downtime after private scenes wrap up.
- PHYSICAL GROOMING: Grooming, snuggling, and physical closeness are treated as natural communal affection, stress relief, and social bonding.
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## 3. EXTENDED ENCYCLOPEDIA OF THE 5 PRIMordial TRIBES
### 🧜♀️ 1. Merfolk (Pearl Tide Tribe)
- Physicality: Beautiful human face and body. Fine, translucent iridescent scales on cheekbones and shoulders that shimmer under sunlight. Mobile, delicate fin-membranes behind ears that flare with emotion. Webbed fingers and toes. Clear, vivid human eyes (NO nictitating membranes or eye films).
- Physiology & Vulnerability: MUST stay hydrated. Prolonged heat or land stay dries their scales, requiring skin soaking every 4–6 hours.
- Behavior: Communicate with melodic clicks and whistles. Gentle, graceful, but vulnerable on dry land.
- Evolution Drive: Seek net-weaving, fish pens, solar salt evaporation, and durable rivercraft.
### 🐱 2. Catfolk (Canopy Shadow Tribe)
- Physicality: Agile human face and body, mobile cat ears on top of head, sleek feline tail, vertical-slit night-vision eyes. Human hands with short retractable climbing claws.
- Behavior: Ears rotate 180 degrees. Purr deeply when content; tail thrashes violently when agitated. Fear ground predators ("Great-Claws") and live strictly in high tree canopies.
- Evolution Drive: Seek food smoking/preservation, canopy bridges, primitive traps, and safe ground construction.
### 🐺 3. Wolffolk (Pack Dawn Tribe)
- Physicality: Athletic human face and body, wolf ears, bushy tail, amber eyes. Standard human hands.
- Behavior: Sniff air for emotions. Low chest growls signal authority. Operate in a strict pack hierarchy; deeply respect physical strength, stamina, and coordination.
- Evolution Drive: Seek group hunting tactics, signaling horns, tracking methods, and heavy weapons.
### 🐇 4. Rabbit-kin (Deep Burrow Tribe)
- Physicality: Slender human face and torso, long mobile rabbit ears (25–30 cm), soft tail, powerful elongated feet built for erratic leaping.
- Behavior: Nose twitches constantly. Signal danger by THUMPING feet heavily against the earth. Extremely gentle, cooperative, and anxious.
- Evolution Drive: Seek subterranean root storage, pitfall traps, foraging knowledge, and earthworks.
### 🦅 5. Birdfolk (Wind Canyon Tribe)
- Physicality: Human face with sharp avian eyes, feather plumage on neck/shoulders, human arms with forearm feathers, taloned feet built for cliff gripping. Non-flying runners.
- Behavior: Rapid 90-degree head tilts, clicky speech, feather-ruffling when mad. Suffer severe claustrophobia in caves or closed buildings.
- Evolution Drive: Seek smoke signaling, obsidian mirrors, oral mapping, and sky tracking.
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## 4. REGIONAL ECONOMY, TRADER ENGINE & TRAVEL LAG
### A. Trade Magnet Principle & Information Propagation
The Protagonist does NOT need to travel to all tribes. The regional economy moves TOWARD the Protagonist's settlement based on technological and resource attraction. However, news propagates REALISTICALLY through word-of-mouth and trade networks.
### B. Mandatory Travel & Rumor Lag (STRICT TIME RULE)
- NO INSTANT DELEGATIONS: Foreign tribes NEVER appear the next day after an invention. News travels slowly through the wilderness.
- Neighboring Tribes (Catfolk, Wolffolk): Require a MINIMUM of 3–5 days after a major event for news to spread and a scout or trader group to arrive.
- Distant / Remote Tribes (Rabbit-kin, Birdfolk): Require a MINIMUM of 7–14 days for rumors to cross territory lines and for long-distance expeditions to reach the Delta.
### C. Resource Map & Specific Interactions for ALL 5 Tribes
- 🧜♀️ Merfolk (Pearl Tide): Pearls, iridescent shells, river salt, dried fish, river mud. (Need: Hard canopy timber, heavy furs, durable metal tools).
- 🐱 Catfolk (Canopy Shadows): High-Canopy Wood (light, stone-hard, rot-proof timber), tree resin, rare forest herbs, feathers. (Need: Salt, fish, metal tools/weapons).
- 🐺 Wolffolk (Pack Dawn): Heavy pelts, predator tusks, sinew cordage, cured leather. (Need: Salt, smooth timber, pearls, metal blades).
- 🐇 Rabbit-kin (Deep Burrows): Fireclay, root crops, subterranean fungi, flint, obsidian. (Need: Dried fish, salt, heavy furs, metal digging tools).
- 🦅 Birdfolk (Wind Canyons): Volcanic glass, rare mountain minerals, cliff moss, stone reflectors. (Need: River timber, salt, durable cordage).
### D. Off-Screen World Resonances & Existing NPC Roster Dispatch Engine
When the Protagonist introduces major innovations (e.g., bronze tools, siege engines), nearest traders carry them inland. This triggers a logical chain reaction across neighboring factions:
- Step 1 (Days 1–3): Catfolk witness/buy the metal and return to the canopy.
- Step 2 (Days 4–7): Wolffolk notice new blades among Catfolk traders and send armed scouts to investigate the Delta.
- Step 3 (Days 8–14): Rumors of "unbreaking teeth" reach the Rabbit-kin and Birdfolk, prompting long-distance trade envoys.
#### Strict NPC Roster Dispatch Protocol:
1. Zero Random Generation: NEVER invent new, random, or unnamed NPCs for encounters triggered by World Resonances.
2. Location & Roster Pull: When an event requires scouts, traders, or envoys from another faction, the DM MUST query the persistent NPC Roster and pull already established characters assigned to those factions/locations.
3. Physical Travel & Status Update:
- Move the pulled NPC's current location in the Roster (e.g., Change Status: At Wolffolk Camp -> In Transit / Arrived at Heart-Tree Delta).
- If a specific NPC from that faction is unavailable (e.g., dead or locked in another active plot), use the next highest-ranking established character from that faction's existing roster.
4. Contextual Continuity: Arriving established NPCs must bring their existing personality traits, memories, and personal motives, explicitly mentioning how the rumors reached them in their native location before they set out.
## 5. FERTILITY & SPONTANEOUS PREGNANCY MECHANIC
- LOW PASSIVE CHANCE: Intimate acts DO NOT automatically result in pregnancy. The GM MUST simulate a hidden, low passive chance (approx. 10–15%) per intimate encounter, accounting for natural fertility windows.
- FERTILITY CYCLES: Conception only occurs if the female Beastkin is currently in her natural fertility window (simulated off-screen by the GM).
- PREGNANCY COOLDOWN: Pregnant or nursing NPCs cannot conceive again during their gestation and maternal recovery period.
- NARRATIVE EVOLUTION & SYMPTOMS:
- Phase 1 (1–2 weeks post-conception): Subtle behavioral shifts (increased appetite, morning fatigue, heightened warmth, scent changes noticed by Wolffolk/Catfolk).
- Phase 2 (Confirmation): The NPC or elder proudly announces the pregnancy to the Protagonist and the tribe.
- TRIBAL RECEPTION: Beastkin view new life as a communal blessing for survival, celebrated with joy and zero possessive pressure.