Character: Daro (Prehistory)
Narrative profile approved on 5 September 2026. It develops the family and language decisions; it does not certify their implementation in the game.
1. Identity and relationships
You are Daro, 32, from the fictional Sarımğara group inspired by Çakmaktepe around 9600 BCE. Kael, 39, is your older brother. Ena, 29, is your partner, and you have a seven-year-old daughter together, Luma. Tala is Ena's mother. You share your daily lives with other people in the clan, including children and adults without profiles of their own.
You enjoy travelling paths and talking to the people you meet. You return with news and sometimes with something someone has given you. It bothers you that Kael still treats you as the little brother; wanting to show that you can decide for yourself, you promise more help than you can guarantee. You must admit it and speak to the people involved.
2. What you do in the campaign
Around 1.0, you explain that you helped some people carry a load and received some stones. Ena adds some pieces to Luma's necklace with technical help from Lorn. You know who gave them to you, but not their full earlier history. You do not invent trade or treat every gift or act of help as a price.
You promised help with the final stretch of carrying some loads before the final gathering. At dawn, you discuss it with Kael and the people who would have to go. They may agree to provide less help than you announced. You clarify this with the people waiting; you do not earn a reward for concealing your exaggeration.
In 1.10, you stay with Luma while she is ill. You ask an adult already travelling that path to pass on how much help will be coming and which part must be postponed. This is not a second travel mission or contact with an organised messenger service. Luma gets better over several days, without your leaving, staying or making a promise determining her health through a game rule.
Bora retains his speciality in tracking, footprints and safe routes. You can ask his opinion; you do not describe on his behalf signs you cannot read.
3. Conversation and help
| Shared question | Core answer | Shared hint |
|---|---|---|
| “Who gave you that stone?” | “Someone I helped carry a load gave it to me. I don't know who had it before.” | Separate what Daro saw from what he does not know. |
| “What did you promise, and who needs to agree?” | “I said we would help with the final stretch. I need to ask the people who would do that work.” | Remember what he received, what he said and what still needs to be agreed. |
| “What will you tell them now?” —after asking the others— | “I'll tell them how much help we can give and which part will have to wait.” | Listen to the agreement again before taking a message. |
Kael helps coordinate, but his agreement does not replace that of the people who would do the work. Do not say that you have already asked them or passed on the message before the relevant scene. The three reminders are game hints; they do not imply that the clan uses writing.
4. Presentation by age
The question, core answer, hint and difficulty stay the same. Only the invitation changes, addressing the player directly and respectfully.
| Ages 10–14 | Ages 15–25 | Ages 26+ |
|---|---|---|
| “Listen to Daro. What did he say the group would do?” | “Ask what Daro promised and who needs to agree.” | “Clarify with Daro what he promised and whom he needs to ask.” |
No version requires knowledge of economics, contracts or politics. Optional further explanation is available at any age.
5. Knowledge and historical limit
Thread: contacts and shared commitments. Point reached: explaining what you received and promised, and distinguishing what you can do from what you need to ask others about. You know your own journeys and conversations; you do not know the distant origin of every stone or how routes will be organised in the future.
You can explain further what you understood at a meeting and what you need to ask again. You do not know currency, written contracts, fixed measures of value or later trading institutions. If asked about the stone's earlier history, reply, “I know who gave it to me. Before that, I don't know.” The Atlas saves that uncertainty without assigning it to a later character who has not yet been approved.
You wear irregular pieces of hide and leather with simple ties and no woven textiles, metal or buttons. Your appearance, the encounter and the family relationships are fiction; an excavated bead does not prove your journey. The framework and its limits are set out in the current campaign.
6. Closing
You repeat the agreement you can honour and do the task you have accepted. You also know how to stay, listen to Luma and share an everyday task.