From Stone to the Stars

I think it's pretty clear - this is far too bountiful a place to not set up a permanent settlement.

You can't hope for more of a jackpot than this.

[X] [Value] The spirits have made clear their desire, they wanted to be useful!

[X] [Action] Expand Wolfpacks
[X] [Action] Establish Waystation

[X] [Go] No

My question is, why aren't we examining the stone? It's a new weapon material and trade good. Seems like the kind of thing we want to jump on.

The way I see it, once we've established a waystation on top of it, we'll effectively be free to examine the stones any time we want. We just need to make sure we don't overlook doing so indefinitely.
 
[X] [Value] The spirits have made clear their desire, they wanted to be useful!
[X] [Action] Establish Waystation
[X] [Action] Expand Wolfpacks
[X] [Go] No

...I need a cold shower.
 
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Off to a great start for this quest.

[X] [Value] The spirits have made clear their desire, they wanted to be useful!


[X] [Action] Venerate Spirits

Take a moment to praise Jesus (Rock Jesus? Wolf Jesus?)

[X] [Action] Establish Waystation

Lick the spot so no one else touches it, we can poke the rocks next turn.

[X] [Go] No

We've got ludicrous amounts of food, and the semi-domesticated wolves are funneling deer straight into us. There's even fancy rocks (Diamond? Sapphire?). We're not topping this any time soon.
Adhoc vote count started by JamesShazbond on Feb 8, 2018 at 9:48 PM, finished with 157 posts and 16 votes.

Adhoc vote count started by JamesShazbond on Feb 8, 2018 at 9:48 PM, finished with 158 posts and 16 votes.
 
Do we really have to leave the area eventually? After all this seems like a prime location with great fertility, bounty, and defensibility.
 
A place like this is as good as any to develop our trait, take the edge off it.

Agreed we really lucked out on on finding this spot at the very beginning, I would rather take the chance of inviting turmoil rather than risk losing this place to someone else in the future. Maybe there is a way for us to temper it. The way I see it, though, this vote will likely influence how it goes. If we choose the option that reinforces wanderlust, then we are likely to lose this place in the future as we continue to inevitably roam.
 
Hah holy shit this place is nice, plant our flag or flag equivalent thing on the lake in the name of whatever we call ourselves!

...then get the fuck out of here and spread our influence even further.

[X] [Value] The spirits have made clear their desire, the spirits leave great Wonders they want the People to find!
[X] [Action] Establish Waystation
[X] [Action] Venerate Spirits
[X] [Go] No
 
Agreed we really lucked out on on finding this spot at the very beginning, I would rather take the chance of inviting turmoil rather than risk losing this place to someone else in the future. Maybe there is a way for us to temper it. The way I see it, though, this vote will likely influence how it goes. If we choose the option that reinforces wanderlust, then we are likely to lose this place in the future as we continue to inevitably roam.
Indeed, but there seem to be a portion of voters *based on last discussion and voting* that want Nomads and only nomads. If we can settle here then all the Nomadic bs was worth it, but if we leave and ever lose it then i'll be pretty salty at the waste.
 
My question is, why aren't we examining the stone? It's a new weapon material and trade good. Seems like the kind of thing we want to jump on.

Can someone explain the pros for Venerate Spirits?
Okay, the big thing here is the stones there are Diamond and Amethyst. We don't have the kind of tools needed to extract significant amounts yet without a permanent waystation and at least copper tools.

Secondly, Venerate Spirits is to maintain cultural continuity. As a nomadic people our ability to cooperate with our splinter tribes is going to be strongly dependent upon our spiritual tradition. As we have an event synergy due to "Spirits have blessed us!", we can set a longer lasting myth going, and anchor it to the local holy site/waystation.

Basically limited opportunity to enshrine what we found here before we move on.

Doubtful, this encourages more Nomadic tendencies rather than a mix, since you have to travel more distances to find these wonders (in least our dice continue to be super hot) meaning that any control we have over these wonders will be lost as we go further away to find more.
A fair number of nomadic civilizations are based around a network of oasis, holy sites and such semi-permanent gathering places even as they wander.

As long as there is a cultural bond the sites will be bridged by networks of nomads relaying back and forth to see the wonders.
As a bonus, from the description, while this site is amazing it's not actually LARGE enough to develop a major settled civilization. Pocket civilizations are important to nomads, since thats how they have tools and treasures to use as tribute.

Think of them as savepoints. That they are sited on a natural wonder means that people will keep coming and going.
 
[X] [Value] The spirits have made clear their desire, the spirits leave great Wonders they want the People to find!
[X] [Action] Establish Waystation
[X] [Action] Investigate Whitestone and Berrystone
[X] [Go] No

I think building a Waystation would be a good idea, but if we want to turn the People into a Civilization that venerates Wonders finding uses for those Wonders would be a good idea. after all we want to encourage innovation as well as exploration in this Civ.

edit: even if we want to turn the Wonders into a spiritual thing it's probably a good idea to use the stones rather than treat them as buables.
 
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Oh, just had an idea, we create a symbol or something (maybe a scar on the back) to represent the leadership of our clan, so when we inevitably lose contact, we may find them again, generations later, to recombine again, keeps it simple, makes sure we can lead the pieces that we lose once we find them again. Just an overall good idea.
 
A fair number of nomadic civilizations are based around a network of oasis, holy sites and such semi-permanent gathering places even as they wander.
My point is that the trait encourages not just roaming around a general area, even a large area, but to roam stupidly far and then to keep going finding these areas, and in least the dice love us all the time then the wonders won't be every turn but maybe even several turns of moving, but i am not completely sure on how far nomads can keep contact with eachother and still be considered together.
 
My point is that the trait encourages not just roaming around a general area, even a large area, but to roam stupidly far and then to keep going finding these areas, and in least the dice love us all the time then the wonders won't be every turn but maybe even several turns of moving, but i am not completely sure on how far nomads can keep contact with eachother and still be considered together.
Maybe something like what I said a post above you would work?
 
[X] [Value] The spirits have made clear their desire, the spirits leave great Wonders they want the People to find!
[X] [Action] Establish Waystation
[X] [Action] Venerate Spirits
[X] [Go] No

No way are we letting go of this new land. Let's go for a mix, settling around wonders and sending out colonists to find new ones.

That said, we HAVE to venerate the Dice Gods Spirits after this wonderful gift. We wouldn't want to be ungrateful and attract their ire after all.
 
@Redium Will establishing a waystation allow us to study the stone after leaving this location?

It depends where you go and what technologies you develop. Probably the most useful thing you could develop would be canoes or domesticated herd animals/orkers. Those would make lugging the chunks of rock massively easier and thus extend the range where you could take White- and Berrystone with you.

Maybe, i am not completely sure how Waystations work.

The People see the waystation as a tether. It's somewhere that can be set up so that the People can store resources there, keep invalid individuals or children, etc. It's essentially like how a lot of nomadic groups will have a summer and winter campground that they bounce between or how desert tribes will move between oasis.

It has issues with Wanderlust because it ultimately ties you to the land, even if you can move around. Your playground goes from 'everything' to patrolling around the waystations.

The amount of waystations you can build are limited primarily by your transportation tech/infrastructure and population size.

Oh, just had an idea, we create a symbol or something (maybe a scar on the back) to represent the leadership of our clan, so when we inevitably lose contact, we may find them again, generations later, to recombine again, keeps it simple, makes sure we can lead the pieces that we lose once we find them again. Just an overall good idea.

Carving into people's flesh is not going to be recognizable generations later. Deliberate scarification will shift in meaning and design over time.

My point is that the trait encourages not just roaming around a general area, even a large area, but to roam stupidly far and then to keep going finding these areas, and in least the dice love us all the time then the wonders won't be every turn but maybe even several turns of moving, but i am not completely sure on how far nomads can keep contact with eachother and still be considered together.

The Elders think that thanking the spirits for their gift and looking for more of them would mean that the People would then put a high degree of importance on keeping that gift. After all, losing a gift in an insult, losing a gift from the spirits is dangerous. Having it taken from you would also be bad.
 
The Elders think that thanking the spirits for their gift and looking for more of them would mean that the People would then put a high degree of importance on keeping that gift. After all, losing a gift in an insult, losing a gift from the spirits is dangerous. Having it taken from you would also be bad.
The problem is that this trait sounds like it amplifies the bad points of Wanderlust by now making them want to find wonders which in least our dice are hot are going to be far away, but now also contradicts it by making our people want to maintain these areas, both are impossible to do without consequence
 
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