From Stone to the Stars

And who's to say what horrendous damage was inflicted before the star shaman took it upon themselves to safeguard the remnants of being.

Or that no prior guardians existed, or if the powers that be did not intervene in someway.
Because Our guys found no evidence of such guardians and if they were so grand there would be some shred left and only the immediate area around the cave had any damage, which someone else explained away.
 
While I don't dispute the quantity of food that elephants eat, I'm fairly sure elephants do not require that volume of grain. They'll eat huge quantities, but mostly stuff inedible to people. They are surviving out there in the tundra north of us right now, after all.


What do elephants eat? - Online Biology Dictionary

The main issue with having elephants gorge themselves is that it takes a long time. Most elephants spend 12 - 18 hours a day eating. If a mastodon is spending that much time each day eating, they're not going to be able to work. In order to get the mastodon to work, that requires feeding it something with a higher energy density — likely corn — so that it can get the energy it needs in a shorter period of time and can work instead of eat. Plus, if an animal is working, it needs to eat even more in order to make up the new energy demand.

There's a similar problem with horses; they can survive on pure forage, but because the energy density is low in normal forage, it takes about 18 hours a day. Without a concentrated grain (oats, alfalfa or irrigated/fertilized pasture) the horse won't be able to do anything except eat; to be used in war or labour, fodder has to be provided. A horse could supplement its diet with regular forage (and it's best for the horse's health to do so) but it can't work and eat enough without help.

Animals are a particular beast. Evolution pushes large animals to evolve to be as big as they possibly can on the diet that they're capable of attaining, taking into account both how long they can eat but also the energy density of what's available. Every calorie in the animal's regular diet has a use. There is no waste. If there's any 'extra' energy that they have access to, evolution will immediately spend it on making the animal's genes better able to survive over generations. Evolution pushes animals to be on the bleeding edge; they're as large as they can possibly be for the amount of food they consume because to consume anything less would see them out competed by other animals of their species. Animals eat the foods with the most efficient energy density and spend as much time as they're capable of eating in order to support this evolutionary growth since the animals which didn't do that died out without passing on their genes.

Animals don't have an evolutionary need to do 'work', its labour that doesn't get the animal more calories and that's strange. Animals can do activities which do not provide calories occasionally (i.e. fight, mate, travel, etc.), but they can only do that for a limited period of time. A human feeding an animal can sometimes provide more food than the animal could get on its own, but not in this case. If the mastodon would need to feed itself with forage, reducing the number of hours it's allowed to forage will not allow it to work more. The human would have to make the mastodon's foraging more efficient (by giving it a high energy density food source) in order for its needs to be met in less time. A human can't forage for a mastodon better than the mastodon can forage for itself without giving it an energy dense crop.
 
Because Our guys found no evidence of such guardians and if they were so grand there would be some shred left and only the immediate area around the cave had any damage, which someone else explained away.

A thing which tears the very fabric of existence into void is unlikely to leave such manifest remnants.
And reality is hardly the tiny fragment of being that exists near the maw.

Indeed some have argued that the surrounding area is infact, the most gaurded refuge; for nothing cannot exist without something to call notice to it or unto it.

To take away everything is to also take nothing, the sanctuary will fall beneath the abyssal tides when all that is, is ended, and all that is not will fold unto itself.
 
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In short, theology and mysticism are hardly idiotic in any sense of the word, they are disciplines which require extreme intellectual rigour.

They simply operate in a framework fundementally different from the material sciences, more similar to the social ones, but quite distinct and apart.
 
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For domesticating animals, you have a choice of what you want to focus on first. For caribou, you'll probably get: size, fur-bearing, and climate adaptation as options. Dogs will probably have: hunting dogs, war dogs, lap dogs, herd dogs, and prize dogs. Mastodons: advanced labour, war, climate adaptation, and hair production (like sheep). You can focus on any of these in any order you choose. The order will effect the outcome, however. Turning your mastodons into giant sheep with Hair Production and then going into Climate Adaptation is going to do weird things.
Hmm, Caribou are probably going to focus on Size first(they got plenty of terrain after all in the north) to make them better work beasts and light cavalry, then Climate Adaptation. Furs and Climate Adaptation probably clash, since they're a little contradictory, fine thick pelts means overheating in warmer climes.

Dogs, we'd probably want Herd Dogs next, since it helps with the dog upkeep(dogs are a lot more efficient for managing large herds than multiple human herders), then probably war dogs next. Not sure how the traits will react here, herd dogs end to be pretty clever bois, but tend to be less aggressive unless they are dealing with aggressive beasties.

Mastotons...Labor and climate first. War mastodons are prestigious and I'm not sure how anyone is going to stop them in the bronze age, but they're also the most likely to go extinct along the line from being too hard to upkeep.

If you want beer to become a common thing, yes. Beer isn't great and it causes more social problems than it solves, but there is one advantage to it; a culture that has a long-term use of alcohol will get into fewer problems later on once hard spirits are eventually introduced. A culture of drinking is bad, but it's also not possible completely avoid it without going too far into the other direction.
Same goes for drugs in general. Gradually expanding its availability helps develop coping mechanisms.

Also alcohol history also leads to better medicine and drugs in general due to alcohol soluble agents and studies of fermentation, but thats a little wonky.
The Hunt does help and when you unlock the Hunting Grounds and Wild Hunt versions, it will help more.

Monoculture is something that's taken care of a bit with the Hunt. You will have issues, however; the caribou that the Northlands domesticated is actually of a rare subspecies. Caribou normally flee when encountering humans and are very hard to domesticate. This particular subspecies (which still exists IRL) has the opposite response and will collectively freeze as a herd. That makes them significantly easier to interact with since they don't run away.

Something important to consider is that you have a lot of land that's not suited for widespread agriculture, especially to the north. Most of the terrain around you is rocky hills with very shallow soil. You could farm in those places, but they would be small plots scattered throughout the wilderness. Hill farming wouldn't be possible due to how shallow the soil is; you reshape it to create a flat space and you're going to be digging into solid stone. Even if you cultivate everything you can, there's going to be enormous waste due to the unevenness of the land. It would be good for subsistence level, but not much beyond that.

Plus since herders are subbing in as budget, bulk traders, they're very unlikely to disappear.
Hmm....interestng. I wonder if we could cultivate those hills to be richer herding grounds, or I suppose being regularly grazed would lead to a lot of fast growth cycle grasses.

Certainly building Hills for the express use of farming is ridiculous.
The people you're directly trading with: Pearl Divers, Peace Builders and Island Makers have something to trade with you. It isn't enough to buy all of your products, but it's enough that they don't have to offer up their own tech in recompense. It's the people that they trade with that are too poor.
Ah, so they're bleeding techs off their neighbors, but we don't techdrain them unless a fad forces them to buy more than they normally would
I'm not sure how you get that out of the magic order that bravely tries to prevent all of reality from being extinguished due to the gaping Hole in the Skin of the World. :confused:
Art, ritualism and the like are traditionally good ways to address the Holy in the Skin of the World, considering the door we put on it working and being one of the most intricate pieces of art ever done!
The prejudice is going to be forgotten. Arrow Lake's shift to slavery was a relatively recent development. Perhaps a hundred years or so? They're going to ignore that brief tradition in fabour of one that doesn't degrade their former leadership.
Cool.
Your leaders are in the Holy Orders primarily because you lacked any other source of trained leadership. Now that you have nobility, Pareem, they're going to start showing up as nobles as well. Luule, for example, is not a member of any Holy Order.
Makes sense. Probably Pareem are going to show up a lot in Holy Order leaderships as well due to better backing and upbringing?
There was about a 15% they would still decide to keep fighting after they lost. This was for a variety of reasons: revenge, throwing good money after bad, glory, etc. They just happened to roll a 16 on their willingness to leave the war.
Pure bloodymindedness then.
The big thing was beans. You're also going to get a whole bunch of tree-based crops (apples, walnuts, hickory nuts, etc.) as well. You're also picking up Sassfras albidum which is the tree that root beer is made from.
Three Sisters ready?
And Arboriculture got a turbocharge.
And root beer, yum.

Oh god, so many actions needed.
The Horned Riders don't really have any other magic. They have a lot of mysteries and they dress things up, but at their heart they are mounted warriors first and foremost. The Fangs have their dogs and the Frost-Scarred have their masochistic love of the cold. It's only the Ember-Eyes that have the fingers in ever pie.
Fire works on so many things!
It is not a moat. It is significantly more awesome than that.
*Anticipates*
They had a completely different version of the Threefold Stag, where she was more of a caring mother, but they like your version better. They have the Flayed Mastodon which is an undead spirit. It appears in dreams and on the absolute edge of hearing as a whisper of something once powerful. It's a spirit of knowledge and forgotten lore. The Sister of Spears is an important war spirit to them as well. She's an earth goddess, but somewhat unusually, she's associated with stone more than earth, and with war more than motherhood. They have an evil wolf spirit, but that one's rather quietly being forgotten considering how important Brother Wolf is to the People.
The Flayed Mastodon shrine has got to look freaking badass.
How does the evil wolf spirit idea interact with the local wild wolves being unusually cunning and vicious due to interbreeding?
She-The-Snow still exists. She's actually been reinforced due to exposure with the Northlands and Arrow Lake. Both of them had female personifications of winter so the fact that it's a universal spirit has triggered some intrgue.
Yuki-onna concept seems to be pretty common.
 
The way I see our cavalry working is thus:

Caribou Riders as light cavalry, Orker Riders as heavy cavalry, and Mastodon Riders as siege cavalry (Because nothing says fuck your walls like a mastodon plowing into it at full force).

e: ...Quick sanity check: Are mastodons big enough for (small) siege engines like ballistae and onager? Are they smart/strong enough to be trained to pull the cranks with their trunks?
 
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A thing which tears the very fabric of existence into void is unlikely to leave such manifest remnants.
And reality is hardly the tiny fragment of being that exists near the maw.

Indeed some have argued that the surrounding area is infact, the most gaurded refuge; for nothing cannot exist without something to call notice to it or unto it.

To take away everything is to also take nothing, the sanctuary will fall beneath the abyssal tides when all that is, is ended, and all that is not will fold unto itself.
Theres no reason to believe this until its shown in story and based on what we've seen its not really mystical and more Gaseous hallucinations.
 
You're correct, I did forget about that.

The issue is, one action worth of breweries is pretty tiny compared to your other luxuries production. It amounts to about 3% of all the luxuries you make. It's enough that the Star Shaman at the Cave of Stars can have a semi-reliable supply. If it was distributed evenly across your population, you could afford for most people to have one or two alcoholic drinks a year. Given alcohol's intoxication properties, it's entirely reserved for shaman due to its obviously mystic nature. You just don't make enough alcohol for it to be a big deal.

Do we get any innovations in regards to alcohol? Such as making different types?

Also , how many brewery actions would we need to take in order to make it semi-available to the masses?

You can put it wherever you want if you really want to. Putting it at Crystal Lake or the Cave of Stars is strongly recommended, however, to take advantage of their Natural Wonder.

Makes sense. Probably going to be put at the Cave of the Stars in order to accommodate the Star Shaman.

Will the Grand Temple option be customizable, meaning, will we be able to vote on specific options on how it will turn out? As it seems to almost be like a major wonder in and of itself. Such as for example certain cosmetic choices, or symbolic choices in order to shape our values and religion.

This is getting into a new mechanic I'm going to introduce: Paradigm Changes. Whenever you get to a new technological tier or social reform, it will need a certain number of terms to percolate throughout your civilization. This will require several turns depending on multiple factors including: technology, willingness to change, incentive to change, secrecy, infrastructure, etc.

For Arboriculture for example, it will take 3 turns to full 'sink in' and change the Paradigm of your agriculture.

You can speed up a Paradigm Change by spending actions on it. These actions won't cost resources, but they do represent an opportunity cost since they represent something else you could have done.

New Paradigms are unlocked by new technologies and/or social factors. To change your Paradigm from Bronze to Iron, for example, you'll need Iron Smelting; Iron Weapons and Iron Tools; Charcoal Kilns (Ceramic) or Mines (Coal); and hopefully have an Unfulfilled Demand for Metal. I'll let you know when you have the tech to change Paradigms, and you can force it, but if you don't have a social reason, pushing a Paradigm Shift is going to take a long time and a lot of actions.

So essentially, paradigm shifts are essentially a passive changing of one system to another, such as say from stone tools to copper for example, which can be sped up but don't necessarily need to be?

When it comes to spending actions on speeding up a paradigm, do we need to specify which of the key factors the action would affect, such as say pressuring for more willingness to change, or is it assumed that it will be the most optimum choice per situation?

Also, when you mentioned forcing paradigm shifts, how is that different from normal passive paradigm changes? Do we always need a social reason for a paradigm shift?

Not the Fingers in particular. After they're satisfied, they won't be any more likely to rebel than another other settlement.

That's good to know at least, though this does make worry about the particular part.

You need to have a reason for them first. You are going to take a long time to cap out on fishing. You have a lot of internal rivers and lakes that could be filled up with fishermen before you need to develop blue water capability.

Could we eventually develop a reason? Such as say, attempting to explore more of Rahu Bay or other areas of the Great Lakes, but due to our canoes being sub-optimal for trading and traveling that then leads to boat development.

Not really. The only way to really avoid it is by restructuring the Holy Orders so that they take in and care for orphans, raising them to be the future of the Holy Order. That's not likely to happen since you have Familialism right now and you've outlawed slavery. Turning the Holy Orders into elite slave-soldiers like the Jannisaries would be possible, but I doubt the thread would do that.

Something important to remember: Nepotism is only considered a bad thing in a very modern context. Before, it was considered understandable good practice. With your family, you knew who you were hiring, but with strangers you really weren't. Additionally, since social safety nets basically didn't exist, if you didn't set your children up with a potential future career, they were screwed. Starving to death happened all the time and was a very real fear. If you have influence, would you give your own children a very real risk of starving to death, or given them a guaranteed shot at survival?

To some extent, hereditary nobility also gets a bad wrap. Even if nobility was hereditary, a single Idiot was enough to completely wreck a noble house's chances. They could lose holdings and territory due to debts or by being lost legally or in war. Centuries old families could be ruined in a single generation if an Idiot took control. The idea of an aristocrat that's totally moronic, but can get away with everything due to their money is more a modern phenomena.

Social mobility was still there, but it was a lot more down than up and it was very slow. On the other hand, there's evidence that modern societies are being ruled by rich, hereditary oligarchs. The percentage of super-rich people who inherit all of their money has been going up for a while now. The present isn't that different from the past in that regard.

Got it. I was just curious if the change to hereditary holy orders would cause the holy orders to lock out those who are not say of the Pareem, since that is the way it is likely to go, thus making it so that a hero/genius or such would be kept out even though they might be qualified in other ways to be included.

South Reach still mines some lapis lazuli. Not as much as Arrow Lake does, but they still mine some. Since you don't have a monopoly, you don't get the same prestige boost.

So, say if South Reach ended up going defunct as a civilization, such as if their neighbors ended up sacking and destroying the settlement, and we are left as the only producers left of lapis lazuli, would that be enough to give us said prestige boost?

Calling it a Meagaproject was probably a misnomer. It's just that the actions are going to be so expensive that they will be priced like a Megaproject. They are much more expensive than Temples or Hills. Once you build one of those, it's basically stable. You don't have to spend nearly as many resources maintaining something as you would building it. With orkers or mastodons, it's different. The biggest expense for them is food and that's a constant. You can't ever reduce how much you're feeding those animals or they die.

To put things in perspective: for each human in your civilization, you need about 5 pounds of food per day on average. An orker would need to eat between 35-50 pounds of food per day; 80% grain and 20% meat. An elephant would need to eat 800 pounds of food, pretty much exclusively grain. It takes a lot of effort to acquire that much food. For anything you build, you only really have to feed people while it's being built. After that, workers are reassigned and only a small amount of food is still needed for shaman and their support workers.

Just to be clear, to utilize animals such as orkers and mastodons at all, do we need these buildings? Or are the buildings only for more advanced uses of orkers and mastodons, such as having pens kept for them in order to feed them high calorie food in order to use them for labor/war, while other more passive uses such as herding them requires much less?

Otherwise, it basically seems like we're going to do a lot of work on either increasing our agricultural yields, or conquering more agricultural lands if we ever want to field any Orkers or Mammoths.

For domesticating animals, you have a choice of what you want to focus on first. For caribou, you'll probably get: size, fur-bearing, and climate adaptation as options. Dogs will probably have: hunting dogs, war dogs, lap dogs, herd dogs, and prize dogs. Mastodons: advanced labour, war, climate adaptation, and hair production (like sheep). You can focus on any of these in any order you choose. The order will effect the outcome, however. Turning your mastodons into giant sheep with Hair Production and then going into Climate Adaptation is going to do weird things.

The Soft Eyes have learned to farm. They mostly farm corn.

How often/frequent can we make these changes to our domesticated animals? Meaning, aside from constraints such as research or studying, how many turns does it take before we can choose another feature we want to focus on?

I'm mostly asking because it's been more than 10 turns, I think it was turn 9 where we voted on prizing intelligence in our dogs, and I was wondering when the next opportunity to choose which feature for our dogs we prize next.

Hmm, Caribou are probably going to focus on Size first(they got plenty of terrain after all in the north) to make them better work beasts and light cavalry, then Climate Adaptation. Furs and Climate Adaptation probably clash, since they're a little contradictory, fine thick pelts means overheating in warmer climes.

Dogs, we'd probably want Herd Dogs next, since it helps with the dog upkeep(dogs are a lot more efficient for managing large herds than multiple human herders), then probably war dogs next. Not sure how the traits will react here, herd dogs end to be pretty clever bois, but tend to be less aggressive unless they are dealing with aggressive beasties.

Mastotons...Labor and climate first. War mastodons are prestigious and I'm not sure how anyone is going to stop them in the bronze age, but they're also the most likely to go extinct along the line from being too hard to upkeep.

I pretty much agree with you regarding the caribou. It doesn't matter much if we adapt caribou for the climates of the south if we don't have anyone capable or riding them as our people are more likely to grow larger rather than retain the small size they had before. Considering the choices we made this turn to empower the Horned Riders, and the fact that we are very likely to research caribou domestication by the next turn or sub-turn, I think we're probably going to get our chance sooner rather than later regarding how we shape the caribou.

As for dogs, I'm not entirely sure which choice is more optimal for our next change we want to enact, as from what @Redium has said it seems to me that order does matter in regards to how it will affect the animals we are trying to shape. For example, when it comes to herding vs hunting dogs I think we would probably need to pick herding dogs first as from what I understand, herding dogs are mostly shaped and modified so that they retain their predatory behavior but when it comes to livestock they stop treating them as prey. Hunting dogs on the other hand would likely involve us shaping them to be more predatory and better at things such as sensing and tracking prey. With all of that in mind, my ideal build for dogs would likely be first herding dogs, then hunting dogs, then war dogs. Herding dogs first so that we can teach them to be predatory only in certain cases. Hunting dogs next so that we can breed them to be more adept at scouting and tracking. Finally war dogs next so that we can refine all of the above by making this breed larger and more aggressive in war.

@Redium Considering dogs do have many different breeds, will developing certain types of dogs apply to all of those we have as a whole, or could we simply just create different sub-breeds that specialize in certain things?

For Mastodons, it's a toss up for me between climate and advanced labor, with war as a close contender. Considering how long mastodon domestication is likely to take, especially when looking at how much it will take to tame them, I want to do whatever is best for ensuring that they don't go extinct, and I think climate might be the best bet for that as they will surely mate with other wild mastodons and hopefully propagate the changes eventually. When it comes to war and advanced labor, I think the key factor for me is what advanced labor will offer us. I don't think it's a coincidence that @Redium added the qualifier of advanced before labor without any reason, which makes me believe that once we domesticate them they will likely be able to perform basic labor functions. If the advanced labor changes are not too significant, then I would rather train them for war, as we will always have a use for them there before advanced labor. Hair will probably come last as an adaptation, mostly because I don't think it's very useful yet, and secondly because I want to see what the weird change is going to be if we go climate first then hair.

Surprisingly, though, he didn't mention anything about Orkers and their potential changes. @Redium Any reason for this or did you just forget?

South Reach is pretty pissed. The Mountain Clans never really stopped, the raids have just intensified due to their own relative weakness. They blame you since they're now weak enough the Mountain Clans can bully them instead of the other way around.

Boo hoo...yeah, not really feeling too guilty, they got what they deserved. Anyways, how likely is it for South Reach to collapse due to the raiding from the Mountain Clans?

You did not have to change your government type. Without your heroes, it would've been the easiest option by far, but it was never necessary.

Good news to me, as I prefer our current system for now, and also because I think it will likely help us centralize later on.

You killed like 95% of them, but you didn't get all of them. Unless you systematically purge the enemy's upper class, some of them will escape.

Did Arrow Lake's upper class, seeing as they lost the war, retain their status, or even potentially become Pareem, or have they started to simply just be normal tribesmembers?

The river flows from Arrow Lake towards the Fingers. There is a point south of Arrow Lake where the rivers start flowing north, but that would be very near to the edge of the map you can see.

So there's no rivers that flow from the Fingers to Arrow Lake? That must make shipping things to Arrow Lake rather hard as they will have to rely on the overland.

Not particularly, at least, not enough to matter on a macroscopic scale. The stilled homes were pretty, but didn't do too much on a mechanical level.

So the Mountain Clans don't really have any techs then that we could want? As I am wondering what other reason we could have for continuing to feed them when they now know how to farm corn.

The Hunt does help and when you unlock the Hunting Grounds and Wild Hunt versions, it will help more.

Which techs do we need to research to unlock those? As I don't see anything under the research tab that will lead to those developments.

Monoculture is something that's taken care of a bit with the Hunt. You will have issues, however; the caribou that the Northlands domesticated is actually of a rare subspecies. Caribou normally flee when encountering humans and are very hard to domesticate. This particular subspecies (which still exists IRL) has the opposite response and will collectively freeze as a herd. That makes them significantly easier to interact with since they don't run away.

Do we have anyway of solving said issue with the caribou?

Something important to consider is that you have a lot of land that's not suited for widespread agriculture, especially to the north. Most of the terrain around you is rocky hills with very shallow soil. You could farm in those places, but they would be small plots scattered throughout the wilderness. Hill farming wouldn't be possible due to how shallow the soil is; you reshape it to create a flat space and you're going to be digging into solid stone. Even if you cultivate everything you can, there's going to be enormous waste due to the unevenness of the land. It would be good for subsistence level, but not much beyond that.

Plus since herders are subbing in as budget, bulk traders, they're very unlikely to disappear.

So essentially, if we want better farmland, spread south, but if we want herding territory, that's to the north?

The people you're directly trading with: Pearl Divers, Peace Builders and Island Makers have something to trade with you. It isn't enough to buy all of your products, but it's enough that they don't have to offer up their own tech in recompense. It's the people that they trade with that are too poor.

Quick question related to this, when is salt going to finally stop trending and be replaced by something else?

There was about a 15% they would still decide to keep fighting after they lost. This was for a variety of reasons: revenge, throwing good money after bad, glory, etc. They just happened to roll a 16 on their willingness to leave the war.

Have we essentially dealt a mortal blow to them? As it seems like they are in dire straits right now.

The big thing was beans. You're also going to get a whole bunch of tree-based crops (apples, walnuts, hickory nuts, etc.) as well. You're also picking up Sassfras albidum which is the tree that root beer is made from.

So it looks like we're going to have a new staple when we develop arboriculture as we have a bunch of crops there, right?

If you give them the chance, the Star Shaman are most likely to pick Study Magic, providing they don't have any other overwhelming needs.

What other needs would the Star Shaman need to attend to? As we sorta picked them to empower as we were under the impression they would Study Magic.

The Soft Eyes get everything. The Hard Foot are too far away to pick up anything and the Stout Heart have turned you down.

Was there a values based fracture that caused this? I don't any of them are our enemies though, right?


The Peace Builders have a generally positive impression of you. They're more focused on the fact that you're nice to them. They have too many enemies in the south already, so they're not looking for any problems with you. Your wealth is a distant second concern. You're happy to trade obsidian with them and that's enough.

Are we going to hear from them anytime soon, or is the southern front quiet over there?

It's not surprising, though, that they think well of us considering our mutual bonds. How has the influx of Peace Builders into our tribe, where some of the warriors from after the Northern War decided to join us, changed our relationship with them?

Arrow Lake does have a shrine. Their theology is basically going to be overwritten by yours. They simply don't have anything that they could possibly give you theologically. You're profoundly dominant over them culturally and theologically. In a comparison between your Mysticism and theirs? It's not even close.

Unsurprising. What will happen to their old shaman, though?

The Horned Riders don't really have any other magic. They have a lot of mysteries and they dress things up, but at their heart they are mounted warriors first and foremost. The Fangs have their dogs and the Frost-Scarred have their masochistic love of the cold. It's only the Ember-Eyes that have the fingers in ever pie.

Can Holy Orders ever go obsolete? I'm curious as some of them seem limited in the magic they practice, and if that magic has inherently limited pathways, won't that make some of them defunct eventually? Or could they evolve over time?

Your Holy Orders are governed by an Elder council. The oldest and most learned all meet in order to discuss policy for the order as a whole. Due to your Law choice, they have a program where they also include younger members, from initiates all the up to note-quite-elders. These individuals don't have voting rights, but they are very rarely ignored when they make declarations. The advisory council is typically made up of the wisest/most successful/martially inclined of the order. There doesn't exist any bias for or against Pareem within the orders at this point.

How do the hierarchies of the Holy Orders fit in with the overall structure of the people? Are they distinct enough that they are essentially separate societies right now??

It is not a moat. It is significantly more awesome than that.

Is it a type of wall?

There was a degree of immigration/emigration in the Neolithic, but they use 'tribe' in a very different way than I have. Each civilization here is a massive confederation of many tribes that tend to share cultural and linguistic characteristics. A individual person's 'tribe' would consist of a small number of interrelated bands (20-40 people). Each tribe would only consist of a few hundred people. The People are made up dozens of each of these tribes.

Individuals would leave and rejoin their birth tribe in exchange for other, closely related tribal groups. A young man or young woman might decide, at the winter gathering, to spend a few years living amongst the tribe of a distant cousin before settling down with them or returning to their birth tribe. This was done among tribes with common blood ties and cultural beliefs. It would be extremely rare for a young person to decide to move to a tribe where they did not have any blood ties or cultural links.

A person deciding to move from the Fingers to Hill Guard would be relatively common. A person deciding to move from the Island Makers to the Fingers would not be. It happens, but it's much more common that such immigrants are slaves or war captives.

Other people are dangerous. Moving to a new tribe where there's no existing blood or cultural ties could very easily lead to abuse or slavery. Travelling throughout the countryside risks starvation and banditry. New tribes are also very skeptical when they encounter individuals trying to join their group. There's often a reason that people are looking to join a new group and it's because they were kicked out of their last one.

So, going with that, how are refugees treated then? Such as, when the Hundred Bands way back when had that catastrophe, we eventually took them in. The fact that we seem to be so accepting of other tribes, especially when it comes to taking in more people, how does this square with what you've just wrote?

They had a completely different version of the Threefold Stag, where she was more of a caring mother, but they like your version better. They have the Flayed Mastodon which is an undead spirit. It appears in dreams and on the absolute edge of hearing as a whisper of something once powerful. It's a spirit of knowledge and forgotten lore. The Sister of Spears is an important war spirit to them as well. She's an earth goddess, but somewhat unusually, she's associated with stone more than earth, and with war more than motherhood. They have an evil wolf spirit, but that one's rather quietly being forgotten considering how important Brother Wolf is to the People.

Any particular reason why they like our version of the Threefold Stag better?

I'm betting the Flayed Mastodon will be something we will likely adopt once we finally tame and later domesticate the animal. Though that tidbit about it representing forgotten lore is somewhat curious, how did that develop?

Was the Sister of Spears an older hero of theirs? Also, how will it mesh with the legends of Kaspar, and later Priit who will be our incarnation of a War God?

She-The-Snow still exists. She's actually been reinforced due to exposure with the Northlands and Arrow Lake. Both of them had female personifications of winter so the fact that it's a universal spirit has triggered some intrgue.

I take it this intrigue is something we will investigate or learn about later on, right?

I've completely forgotten about him. He's too overshadowed by Kasper to really merit his own mention.

Ahh, that's kind of sad, really.

The average person in the Pearl Divers doesn't know your values that well. They could give you a list of things that were important to do an important to avoid, but they would miss the nuances of your culture.

Speaking of this, aside from spiritual advisers, are there any other things we could do right now that would help us change their values in order to eventually assimilate them?
 
The way I see our cavalry working is thus:

Caribou Riders as light cavalry, Orker Riders as heavy cavalry, and Mastodon Riders as siege cavalry (Because nothing says fuck your walls like a mastodon plowing into it at full force).

e: ...Quick sanity check: Are mastodons big enough for (small) siege engines like ballistae and onager? Are they smart/strong enough to be trained to pull the cranks with their trunks?
Ballistae, yes. India did that at one point. Onagers, maybe. Apparently cannons were once used for a short period, so I can't see much of an effective difference in weight bearing. Loading and aiming from a moving elephant would probably be a bit harder than horseback archery though. Looking up how they've been used historically, we'd see most use in breaking formations of men with spears.
 
I'm not sure how you get that out of the magic order that bravely tries to prevent all of reality from being extinguished due to the gaping Hole in the Skin of the World. :confused:
What do they do on a day to day basis in order to achieve that? In practical, modern terms I mean.
and the Stout Heart have turned you down.
Is that one of the main reasons that they split? Also, are the three mountain tribes amicable or do they take take each other.
Families are generally kept together as far as Debtors go.
I was under the assumption that for the last couple generations we got a couple of war debtors with every major skrimmish or raid and then carried those guys back home to be distributed into labor and that those debtors wives staid safe behind Arrow Lake walls. But then we got their town and integrated it. So neither our overseers nor the Arrow Lake survivors would know which woman
The Fangs have their dogs
They are also the most skilled medicine men afaik. Except maybe when it comes to frost related injuries and ailments. I assume the Northlanders had a different shaman faction that died out with the assassination of the last year shamaness?
Think about the Frost-Scarred. They're basically masochists. They love the cold, they celebrate losing fingers and other body parts to frostbite. They ritualisticly scar themselves and celebrate aestheticism. They celebrate pain and challenges and overcoming them both.
Those poor doggies. Now I'm sad.
 
Do we get any innovations in regards to alcohol? Such as making different types?

Also , how many brewery actions would we need to take in order to make it semi-available to the masses?
Odds are good that there are some innovations on alcohol types and variety, but they're more for diversity than qualitative differences, so might not feature as a tracked technology.

Big innovations would be discovering the alcohol soluble drugs, freeze-distillation and the like.
Could we eventually develop a reason? Such as say, attempting to explore more of Rahu Bay or other areas of the Great Lakes, but due to our canoes being sub-optimal for trading and traveling that then leads to boat development.
Our canoes are currently adequate for our trading purposes.
Its a waste of time to deliberately pursue for the near future, we're going to find it easier to buy the tech off a neighboring tribe or to hit the Bronze Age and find better ways to build boats which requires more support.
Got it. I was just curious if the change to hereditary holy orders would cause the holy orders to lock out those who are not say of the Pareem, since that is the way it is likely to go, thus making it so that a hero/genius or such would be kept out even though they might be qualified in other ways to be included.
Note that hero spawn rate is more correctly hero discovery rate. Most geniuses are going to amount to nothing, die an early death, never get the resources needed to flourish or even get trained for the wrong job.

Hereditary holy orders just means that even minor talents within their families are likely to be trained to high skill levels, and the actual geniuses are going to be equipped and trained from a young age to outcompete 'wild' talents.
So, say if South Reach ended up going defunct as a civilization, such as if their neighbors ended up sacking and destroying the settlement, and we are left as the only producers left of lapis lazuli, would that be enough to give us said prestige boost?
The mines are still there for the next group to settle in that spot. Unless we run raids on anyone who tries the only way to keep the monopoly is to settle the site.
As for dogs, I'm not entirely sure which choice is more optimal for our next change we want to enact, as from what @Redium has said it seems to me that order does matter in regards to how it will affect the animals we are trying to shape. For example, when it comes to herding vs hunting dogs I think we would probably need to pick herding dogs first as from what I understand, herding dogs are mostly shaped and modified so that they retain their predatory behavior but when it comes to livestock they stop treating them as prey. Hunting dogs on the other hand would likely involve us shaping them to be more predatory and better at things such as sensing and tracking prey. With all of that in mind, my ideal build for dogs would likely be first herding dogs, then hunting dogs, then war dogs. Herding dogs first so that we can teach them to be predatory only in certain cases. Hunting dogs next so that we can breed them to be more adept at scouting and tracking. Finally war dogs next so that we can refine all of the above by making this breed larger and more aggressive in war.

@Redium Considering dogs do have many different breeds, will developing certain types of dogs apply to all of those we have as a whole, or could we simply just create different sub-breeds that specialize in certain things?
We asked that one before. Maintaining multiple dog breeds is going to be expensive and difficult because you need to segregate the breeding pools and we're hardly segregating them from the WILD breeding pools.
For Mastodons, it's a toss up for me between climate and advanced labor, with war as a close contender. Considering how long mastodon domestication is likely to take, especially when looking at how much it will take to tame them, I want to do whatever is best for ensuring that they don't go extinct, and I think climate might be the best bet for that as they will surely mate with other wild mastodons and hopefully propagate the changes eventually. When it comes to war and advanced labor, I think the key factor for me is what advanced labor will offer us. I don't think it's a coincidence that @Redium added the qualifier of advanced before labor without any reason, which makes me believe that once we domesticate them they will likely be able to perform basic labor functions. If the advanced labor changes are not too significant, then I would rather train them for war, as we will always have a use for them there before advanced labor. Hair will probably come last as an adaptation, mostly because I don't think it's very useful yet, and secondly because I want to see what the weird change is going to be if we go climate first then hair.
The reason for labor is to create a positive incentive for our society to invest more into the development of mastodons. Look at it this way, if you start by breeding them for climate adaptation, they're going to be considered a white elephant prestige project, while if you breed them to be more useful, people are going to continue to develop lots of them.

Work animals are much less prone to be lost to social shocks as part of crisis survival measures.
Do we have anyway of solving said issue with the caribou?
Said issue is basically long term eliminating them in the wild. Because we're breeding instincts which tend to be suicidal for wild caribou, and due to being in the stone age, they're going to mix their genes and generally lower the competitiveness of wild caribou.

Same thing that makes our local wolves utter terrors makes caribou easy prey for them.
Was there a values based fracture that caused this? I don't any of them are our enemies though, right?
The Soft Eyes lost their old value about how only people on good proper rock are real people with souls, the Stout Heart rejected it and held on tightly to traditional rock values.
Can Holy Orders ever go obsolete? I'm curious as some of them seem limited in the magic they practice, and if that magic has inherently limited pathways, won't that make some of them defunct eventually? Or could they evolve over time?
Given how influential they are, if they become obsolete they'd just start finding ways to keep power. Just human nature.
 
Odds are good that there are some innovations on alcohol types and variety, but they're more for diversity than qualitative differences, so might not feature as a tracked technology.

Big innovations would be discovering the alcohol soluble drugs, freeze-distillation and the like.

I figured as much, I was just curious to see if there was anything we could do in the immediate term regarding alcohol save for simply making more of it. It's probably going to take at least until the copper or bronze age before we can drastically change or innovate with our alcohol I think.

Our canoes are currently adequate for our trading purposes.
Its a waste of time to deliberately pursue for the near future, we're going to find it easier to buy the tech off a neighboring tribe or to hit the Bronze Age and find better ways to build boats which requires more support.

Fair enough, I was mostly just curious. We're unlikely to get boats soon though, unless something drastic changes, as we can't use them on our rivers due to them being too treacherous for sea-going boats, and in terms of where we actually can use them, we don't really have any use for them as its only the Peace Builders who are friendly with us in Rahu Bay, while the others are decidedly hostile. So unless something changes I figured we wouldn't get much use out of them, unless maybe the River Tribe contacted us or something, but for now I was mostly just wondering as I was hoping to use boats to help us maybe explore more and expand our range of trading partners.

Note that hero spawn rate is more correctly hero discovery rate. Most geniuses are going to amount to nothing, die an early death, never get the resources needed to flourish or even get trained for the wrong job.

Hereditary holy orders just means that even minor talents within their families are likely to be trained to high skill levels, and the actual geniuses are going to be equipped and trained from a young age to outcompete 'wild' talents.

I don't disagree with you here, I'm just mostly looking for what is the most optimal system we can use to boost or maximize our discovery of heroes, as we've seen to become somewhat dependent on them to some degree, at least when it comes to bailing us out of tight situations. Right now I think we're in a very good spot, I just want to make sure we can keep our streak going somehow.

The mines are still there for the next group to settle in that spot. Unless we run raids on anyone who tries the only way to keep the monopoly is to settle the site.

I was mostly asking as a hypothetical question. We already have plenty of prestige right now, and it would be a pain to go settle another site so soon.

We asked that one before. Maintaining multiple dog breeds is going to be expensive and difficult because you need to segregate the breeding pools and we're hardly segregating them from the WILD breeding pools.

In that case, I'd probably prefer war/hunting dogs then.

The reason for labor is to create a positive incentive for our society to invest more into the development of mastodons. Look at it this way, if you start by breeding them for climate adaptation, they're going to be considered a white elephant prestige project, while if you breed them to be more useful, people are going to continue to develop lots of them.

Work animals are much less prone to be lost to social shocks as part of crisis survival measures.

Fair enough, I don't disagree with said assessment, I'm just waiting to see if we absolutely need to take advanced labor to get any use out of the mastodons at all.

Said issue is basically long term eliminating them in the wild. Because we're breeding instincts which tend to be suicidal for wild caribou, and due to being in the stone age, they're going to mix their genes and generally lower the competitiveness of wild caribou.

Same thing that makes our local wolves utter terrors makes caribou easy prey for them.

So we don't need to do anything then?

The Soft Eyes lost their old value about how only people on good proper rock are real people with souls, the Stout Heart rejected it and held on tightly to traditional rock values.

That's what I figured, I'm just curious as to how it developed and how it affects their view of us.

Given how influential they are, if they become obsolete they'd just start finding ways to keep power. Just human nature.

That's what I'm hoping for, that is, I'm hoping that the Holy Orders always find ways to improve and keep power that way rather than relying simply on dogma and tradition to prop them up later on, as I would like for our Holy Orders to evolve with the times as well.
 
Dogs, we'd probably want Herd Dogs next, since it helps with the dog upkeep(dogs are a lot more efficient for managing large herds than multiple human herders), then probably war dogs next. Not sure how the traits will react here, herd dogs end to be pretty clever bois, but tend to be less aggressive unless they are dealing with aggressive beasties.
I think what this combo gets us is very good sentry dogs. After all, of all the uses of dogs in war, actually proactively attacking is one that humans are probably more suited for.
Isn't that missing a mysticism action from our hero?
Because we don't have mysticism actions yet. Thus, all he can do is boost our research rate.
 
Just finished reading this quest. I like it.

1. What are this thread's memes? I've only read the updates and I'm curious.
2. Is there a better version of the map in the OP? The current one is blurry and difficult to read, which sucks because I'm confused about where everything is.
3. How come the vote is going for the festival? This seems like a chance to discover a social ill, something that'll become rarer now with Familialism.
 
Just finished reading this quest. I like it.

1. What are this thread's memes? I've only read the updates and I'm curious.
2. Is there a better version of the map in the OP? The current one is blurry and difficult to read, which sucks because I'm confused about where everything is.
3. How come the vote is going for the festival? This seems like a chance to discover a social ill, something that'll become rarer now with Familialism.
1. Biggest one I can remember so far is worshipping Kaspar as god emperor , it hasn't been brought up much as of late though.
2. Not really. The resolution is a bit better if you open it in imgur but it's still pretty bad.
3. Investigating would likely damage elitism and diminish our chances of gaining Orker cav.
 
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3. How come the vote is going for the festival? This seems like a chance to discover a social ill, something that'll become rarer now with Familialism.
Feature, not bug. The 'social ill' is the intended outcome to begin with, and it led to reckless young men doing reckless things like trying to ride a goddamned dire boar.

Which is something we actually want them to keep doing.
 
[X] [Orker] It was to be commemorated in festival. (Annual Festival)
[X] Plan Admin Overboost v3

Forgot to vote
 
Does it explicitly say anywhere what the effects of our wonders are?

It depends on what you mean. If you mean our natural wonders in Crystal Lake or the Cave of the Stars, then no. As for the first we mostly know it has some spiritual significance though it mainly serves as the source of most of our crystal deposits. We can't really quantify either of the two right now. For the Cave of the Stars it mostly has religious significance, but it also serves as a pilgrimage site, which makes it culturally significant. Aside from that, we don't really have any man made wonders, not yet at least.
 
21.1 Hiilja
[X] [Orker] It was to be commemorated in festival. (Annual Festival)
[X] Plan Admin Overboost v3
-[X][Action] Clay Pits [Admin] [Art]
-[X][Action] Craftsmen [Art]
-[X][Action] Hearty Herders [Admin] [Mastery of Nature] [Familialism]
-[X][Admin] Archaic Charcoal Kilns (Cave of Stars) [Mastery of Nature] [Admin] [Art]
-[X][Art] Raise Temple (Arrow Lake) [Admin] [Art]
-[X][Double Down] Raise Temple (Arrow Lake) [Admin] [Art]
-[X][Martial] Explore (Route between Crystal Lake and Fingers) [Mastery of Nature] [Martial] [Diplomacy]
-[X][Empowerment] Headman of Fingers -> Hearty Herders
-[X][Empowerment] Star Shaman -> Study Magic
-[X][Empowerment] Horned Rider -> Hearty Herders

The day was far to hot to be wearing formal clothes, but Luule didn't have a choice. Delegates had arrived from the Island Makers in the south, asking to see the People. She remembered the stories from the Weeping Warrior, and how Arrow Lake had come in the arrogance to subjugate the People. The appearance of weakness was a dangerous thing, and she had more than enough weakness to see.

Luule greeted the representative from the Island Makers with a wide smile before she waddled back to her seat. She missed seeing her feet, she thought. Had it only been half a moon since she had last seen them? The throne on which she sat was simple, constructed from brick but specially padded with mastodon fur. Jeree had been the one to retrieve the fur for her, claiming a generous portion from a kill team he'd participated in, and she greatly appreciated the gesture. The entire ensemble was supposed to be a distant adaptation for weakened Big Men. It wasn't the same system as they used in the old days, but a longer-term replacement.

The fact that it existed at all mystified Luule. Other than pregnant Pareem, where the People ever lead by someone who was weak or infirm? It was doubtful that the People would ever have needed such a thing.

Across from the Luule in the petitioner's chair, was a man that stood in complete contrast to her. Where she had bright feathers, belts of seashells and jewelry thick enough it clattered when she moved, he was clad in simple buckskin, dyed red. His skin was stained with dark ocher and the underside of his nails were caked with dirt. Compared to her own combed and braided hair, his neatly shorn scaplock shined. Even his size... at the shoulder and across the chest, he must have been twice as wide as Luule herself! At least! Given the massive stone maul sitting at his side, it was likely he needed every single one of those muscles.

The sun had sunk two finger widths from the time of the representative's arrival. He and his guards had spoken slowly, sipping at cups of wintergreen and fireflower tea, while a platter of meat and berries slowly warmed in front of them. It rankled Luule to wait, talking about nothing, while food sat out, uneaten. There had been hunger among the People in recent years. Luule had entrusted the shaman of the Cave of Stars with some of the People's resources and they had spent it on a brewery of all things.

It is necessary to expand our minds,
they had said. It had also drew away precious stocks of corn from the settlement, enough that they were threatened by starvation in the winter. It was only by subtly leaning on the Horned Riders that Luule was able to get supplies rushed to them in time. Some still died, and the People of the Cave of Stars were desperate enough that they'd eaten anything.

The Star Shaman were corrected the year after, and focused on their rituals and their secrets. Still... members of the People had died as a result of the Star Shaman's callous disregard. Food had been taken from their mouths in order to satisfy their petty wants. And they were petty wants, Luule knew; regardless of how much Jeree tried to convince her that the Star Shamans' work was necessary. One could commune with the spirits locked in the vault below ground just as well as they could incapacitated by drink.

Beyond that, the situation was only made more complicated by the reason the Star Shaman has miscalculated the availability of food. The Fangs had, apparently, been systematically under reporting their demand of food for years. In of itself, it wasn't a significant amount compared to the People's full resources, a part of ten split by ten again, but, it combined with the Star Shaman's decision, was enough to trigger starvation.

The duplicity had been so subtle that it had operated completely below Luule's notice. The Temple in Hill Guard had been under reporting the amount of food and luxuries they had been consuming for years. That was at the very least! It had gone so far back, Luule wasn't even certain when it had started. The corruption had simply become something expected and she'd never known any differently. When the Star Shaman checked the records, they assumed there would be food, but there was actually not.

The entire situation needed correction. Starvation was deeply uncommon among the People. There was occasionally lone farmsteads, hunting lodges, or caravans of lost travelers that starved, but on this scale? The hunger and other things it had brought on were virtually unknown on this scale.

Where should Luule focus and emphasize punishment?

[ ] [Starve] Censure the Star Shaman for their recklessness. (-1 RA, - Stability)
[ ] [Starve] Censure the Fangs for their duplicity. (-1 RA, - - Stability)
[ ] [Starve] A crime was done, an unspeakable thing by those who needed to eat. Punish them. (- Stability)
[ ] [Starve] Do nothing in this situation, no one person was really at fault. (- Legitimacy)
[ ] [Starve] Take the blame. The Pareem were, ultimately, the leaders and they are responsible. (- - - Legitimacy)

Luule wondered if her counterpart among the Island Makers ever had to solve situations like that. She doubted it; the Island Makers were like mastodon: slow, plodding, and deliberate. Everything had its place and nothing was out of place. Farming was a scared duty to them and improper farming, anything that would cause starvation, would call for blood.

In some ways, it was a better system; Luule doubted there would be starvation there. It just meant giving up on your hiilja, your soul. For every member of the People, Kaspar-In-Flesh was the ideal and epitome of everything you should aspire to be. He had been wise, dignified and possessed an undeniable gravity that bent the world to his will.

"Walk like them, until they must walk like you."

Those were the last words he spoke, before his death. Not that it was a true death. His spirit, his hillja, had expanded, grown after being carefully fed and nurtured so that it could escape the prison of his body. It was in that form he ascended to sit at the side of the spirits. He had become so like they, that they must become like he.

That was the ambition of every member of the People, from Pareem to the lowest Debtor, to grow in spirit until they could live beyond death. At the end of that road was KASPAR-IN-TRUTH, at the side of the spirits.

The Island Makers gave up on that journey, however. They surrendered a chance with the spirits for the comforts of food and home and family; a legacy of cooperation instead of ascendance. It made Luule's skin crawl, smiling in thanks as the Island Makers' representative offered a sparkling gift of mica in thanks and in appreciation of her beauty. No compliment he offered on her eyes would blind her to the fact his hiilja was shriveled.

Still, none of that was a reason to dispense with politeness and courtesy. Luule just wished the representative would hurry up, she wasn't able to go as long with out trips to relieve herself as she was normally!

Rattle-rattle! Rattle-rattle!

Luule almost jumped out of her skin as a mask of blue-and-white descended from the ceiling. Thick blue wedges over the fitted ivory mask brought attention to twin chips of quartz at the center. The lower part of the mask was stained with old blood; there was no visible mouth, but Luule was certain that Jeree was grinning broadly.

"Hold," she said immediately. The Island Makers' representative was half out of his seat, great maul gripped tightly in white-knuckled fingers. It doesn't even tremble in his grip, Luule realized, fixating on the great maul she could never lift. The representative was strong!

"Jeree."

He just grinned the damnable grin, sliding ceiling tiles back into place behind him. He rolled, displaying unusual grace and flexibility as he dropped to the ground and landed with a quick bounce on his feet. "Luule," he responded.

The grin grew.

"Forgive him," Luule sighed and asked the representative. "He's been getting over-ambitious about his place." Said over-ambitious individual took a seat at her right side. He stretched in obvious pleasure before curling up, eyes on the representative.

"If that is so, I shall move on to the point: I have come to ask that you forbid the Scorched-Ones and other shaman from accompanying your traders." He seemed to hesitate, mulling over the next point. "The Scorched-Ones have a place among the Twin-Souled People. Among my own, they insert themselves where they are not needed. They talk when there should be silence and offer rudeness when there should be peace. Their interruptions no longer have a place among the Tenders of the Chorus."

Since when had the People sent shaman on trade missions? Luule could hear the sincerity of the request in the Island Maker's request, but shaman offered nothing in trade. Well, not nothing; Luule recalled old stories of the Ember-Eyes giving the secret of bricks to the ungrateful tribe of Arrow Lake, or helped the Pearl Divers expand the salterns. Those were still only indirect benefits, however; the salterns produced precious salt that the People could use or trade forward, and the walls of Arrow Lake centered around mines of lapis lazuli, protecting them from raiders from the mountains.

Those indirect improves had taken generations and countless shaman. It would be impossible to organize such an undertaking and have it completely slip Luule's notice. She wasn't that blind... an image of the horrors of those found starving, devoured inside and out, at the foot of the Cave of Stars flashed in her eyes.

"How do the Ember-Eyes sow discord in the Chorus of the Mother?" Jeree asked.

The representative of the Island Makers seemed to relax. "They talk and talk and talk. They tell stories, ones that never tumbled from the lips of Earth-Mother. When they are laughed at, the fire behind their eyes bursts into being. They bring fear and intimidation for those that would ignore their ravings. For those who listen and become like them, they offer favour and succor. In one hand is warmth, in the other a scourge."

Jeree seemed to nod. "And to the Chorus, this brings great pain. The Ember-Eyes do not bring goods like they are supposed to; they bring words that are strange and unwanted. They foster disharmony."

Wasn't it the purpose of shaman to remember stories and secrets? To learn new ones so that they could offer good advice to leaders in crisis? To Luule, the Ember-Eyes sharing stories with the... Choristers, she believed they were called — was no different than traders haggling over pretty stones.

Did stories even have that much worth? Luule knew that the secrets of childbirth were critical and widely applicable, but was that true for the secrets of the weather? Up north, where the Northlanders used to reside, the Painted Wind soared across the sky most evenings. At the Fingers, it was present often, but not at all times. That was not the only difference: the white blotch was said to be greater in the south as well. The snows were greater around the Fingers, but tapered off in both north and south. There were countless other things the shamans knew; some useful, many useless.

However... Jeree didn't seem to think the same. His mind was twisted all up in knots by Luule's reckoning. He thought in ways that made absolutely no sense to her. It was like dealing with an arrogant little being, perfectly content to warm itself in the sun while its machinations unwound throughout the world. She'd been with him long enough to read that he wasn't concerned by the Island Maker's words, but it had brought him to attention.

Jeree blinked thrice.

"Forgive me." Luule laid a hand upon her stomach. "Would it be possible for us to adjourn? I have found my appetite growing mightily these last few moons." With a nod, the Island Maker hefted up his great maul and turned to leave. "Are there other appointments to be seen this day?"

"The Soft Hearts," Jeree sighed. "They've come with a 'thousand, thousand' pardons, asking for their handout. It was late this year. A few more petitioners; people seeking redress, ending grievances... The list is long."

Luule sighed, responding after the door to her audience chamber finally clattered shut. "What caught your attention about the Island Makers' situation?"

"Everything has a place, everything in its place. It's their entire way of thinking," Jeree explained. "Aside from their love of the earth and grand projects, the Island Makers value stability above all. Everyone gets to speak their piece, even if their Great Chief rules by command, all those below are still involved. They have councils upon councils, endless debates and sub-chiefs for everything. One of the warrior-traders told me once that they have a chief in charge of shit."

Luule's nose wrinkled. "I have some doubt about that."

"I'd trust the man with my life." Jeree shrugged. "Perhaps not my prettiest seashell, however."

Luule slugged him. Not hard, but enough for him to know that she had made contact with his shoulder.

"But that chief, the chief of shit, is exactly the problem; it's a job no one wants to do. They have to, though; at least, until an ambitious Ember-Eye comes along, telling our stories. Seize the day, only blood washes out blood, your soul is yours to nourish with glory and victory. How must that sound to a lowly shit digger."

"But not everyone can nourish their soul," Luule protested. "Only the best can build their hiilja to the point where they can follow in the footsteps of the Great Ones Who Came Before."

"And only the greatest of the great can carve their own unique path into the spirit world and name themselves our gods. Aside from Kaspar-In-Flesh, who else managed that? The Weeping Warrior? The Whisper Maid? Do you think the average shit flinger or ditch digger realizes that?"

"They don't," Luule said, catching on. "To someone who's only heard the stories, but doesn't really understand, they'll assume that they are going to be god and put down their shovel. Once that happens... for ever craftsmen, there's four or five people who farm, fish or hunt. For ever Pareem, there are several dozen. They could collapse."

"Without a good leader, it's possible," Jeree admitted. "Not immediately, maybe, but it will definitely wound them. The questions is, how do we avoid this wound? Or do we encourage it?"

How do the People react to the Ember-Eyes attempts to spread their stories and influence outside the tribe?

[ ] [Preach] Officially disallow the practice and work to stamp it out. (- Stability, - Legitimacy, -1 Religious Authority)
[ ] [Preach] Turn a blind eye to the practice and let it continue. (- - Legitimacy)
[ ] [Preach] Permit it only with direct sanction of the Pareem. (- - Stability)
[ ] [Preach] Encourage the Ember-Eyes and look to take advantage of the situation. (+ Stability)

AN: Vote is in Moratorium. When I open it, there will be additional options for research focus since you've finished up a few new techs.
 
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