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Translation of the canonical Spanish source under CC BY-SA 4.0. Code, trademarks and visual assets are not included.

Knowledge threads

Main rule

A thread follows one question across several ages. The basic explanation is always simple. Afterwards, any player can choose “Tell me more”, regardless of age.

Each character advances only as far as their time and experience allow. On reaching that limit, they acknowledge what they do not know. The Atlas saves the point reached and the open question.

Who does each part

Two characters separated by centuries do not remember or know one another. The player's journey creates the link.

What limits a character

Five things are checked before writing extra depth:

  1. Date and place: what existed there and then.
  2. Work and experience: what this particular person could know.
  3. Tools and materials: what they could observe or test.
  4. Historical sources: what is documented and what is reconstruction.
  5. Safety: what can be shown without giving dangerous instructions.

The character does not express modern ideas in ancient words. Nor do they know later people, inventions or results. If a question goes beyond the limit, the answer resembles: “I can tell you what I have seen, but I cannot explain that part.”

The checkpoint saved by the Atlas

Each encounter records:

When another character continues the thread, they receive only a summary from the player or the Atlas. They never receive impossible memories or knowledge.

How to present a continuation

  1. Recall: “With the previous character, you learned…”
  2. Open question: “What remained unknown was…”
  3. New context: “This tool now exists, or this new problem appears…”
  4. Reason for progress: explain why the earlier character did not need or could not observe this aspect.
  5. New limit: the current character states how far they can go.

The text does not say “people before were ignorant”. It may say: “Kael tended an open hearth; this potter needs to hold heat around several vessels. They are different problems.”

Active threads in the Prehistory campaign

0. Ornaments, materials and identity — Mission 1.0

1. Fire and heat — Mission 1.1

2. Clothing and joining materials — Mission 1.2

3. Animals, risk and cooperation — Mission 1.3

4. Wild plants, selection and change — Mission 1.4

5. Pigments, surfaces and preservation — Mission 1.5

6. Food, work and reserves — Mission 1.6

7. Sky and direction — Mission 1.7

8. Traces, comparison and evidence — Mission 1.8

9. Vessels and changing materials — Mission 1.9

10. Belief, ritual and evidence — Mission 1.10

Planned chains for future missions

These chains organise the catalogue but do not mean that the missions are implemented:

ThreadPlanned route
Ornaments, materials and identity1.0 → later character to be decided
Plants, cultivation and soil1.4 → 2.2 → 4.3
Fire, vessels and heat1.1/1.9 → 2.1 → 6.2
Sky and direction1.7 → 5.3 → 6.4
Animals and coexistence1.8 → later character to be decided
Food, reserves and records1.6 → 2.3
Water2.4 → 3.1/3.2/3.3 → 4.1 → 6.1 → 7.5 → 9.1
Writing and messages2.3 → 4.4 → 5.5 → 8.5 → 9.4
Machines and effort3.1 → 6.1/6.2 → 7.3
Building and transport3.5 → 7.2/7.3/7.4
Navigation5.1 → 5.3
Air and temperature9.2 → 9.3 → 9.5

Before activating any link, define its character, sources, previous checkpoint, permitted advance, historical reason and new limit.

Mission template

Thread:
Character, date and place:
What the player already learned:
Basic explanation:
Optional depth 1:
Optional depth 2:
Maximum the character can explain:
What they cannot know yet:
Question saved by the Atlas:
Possible next character:
Why that character will be able to advance:
Sources: