I imagine a Mesolithic land where characters hunt, gather, and collect, sometimes competing, sometimes collaborating to fend off (or gain something from) malicious spirits, other ‘humanoids’ and animals threatening their camps. The land itself is a chaotic, neutral force—disruptive and unpredictable—causing characters to stumble, drop things, thickening thickets, raising water levels and even summoning animals. The characters can’t control the land but can strive to appease it through exchanging gifts for the things they take.
I kind of imagine a game of chess where every now and then (seemingly at random) some unknown person gives the chess board a shake.
I’m thinking of calling ‘Way of the Wyrd’
Two hunters debate where the most promising spot is to fish along the ever-changing coastline, as the seas relentlessly rise every year. Meanwhile, a younger hunter leaves drawings to honour and appease the spirits of the rocks and waters, hoping to connect with the sacred forces that govern their world.

Leave a Reply