From Stone to the Stars

To further condemn meta-mechanics based on vote unity, consider that they are basically the internet equivalent of Whole Hearted. It makes people happier when the thread least needs it, and causes the most problems when the thread is most divisive.

As for votes
[X] [End] Resignation
[X] [End] Regret
[x] [War] Continue to strangle Arrow Lake's food supply.
[x] [War] Try and divide Arrow Lake's two settlements so they can be conquered piecemeal.
 
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[X][End] Resignation
War and killing is detestable, yet when the community and its ideals are threatened violently, it is appropriate to resign oneself to effective action. Resignation is performing unpleasant duty with care and diligence, neither loving war by anger nor becoming hollow with bitterness or apathy.

[X][End] Regret
As an old hero dies, it is right to tell the young which mistakes to avoid making. They will try to echo his successes anyway.

[X] [War] Continue to strangle Arrow Lake's food supply.
[X] [War] Try and divide Arrow Lake's two settlements so they can be conquered piecemeal.
 
[X] [End] Regret
[X] [War] Continue to strangle Arrow Lake's food supply.
 
Yeah, I think everyone was wrong about what this meant when they were debating it as it was entirely wrong. I'm guessing everyone put more emphasis on the Future part rather than the generations, with the generations meaning not everyone but just the generations of family. Yeah...considering the fact that we just received a trait for Bloodline Inheritance, have also received a government based around ancient aristocracy where powers are concentrated among families, and just implemented a system of warriors based around warrior elites, methinks the focus of our society may have shifted.

It's important to point out the Familialism is basically inevitable in your time period. Being able to depend on your family was a matter of life and death. When you needed help, a bit of food to tide you over the winter, or to recover from an injury; who did you turn to? Family. Medical and psychiatric care basically doesn't exist outside of shaman who really don't know what they're doing beyond vague generalities. There was no welfare and there was very little overarching authority protecting you from other people. It was absolutely necessary to band together; the lone wolf dies, but the pack survives, if you want to be cliche.

People had to band together, so why not with family? You're with them literally from the moment of birth.

It's also easy to push back against Familialism if you want in later ages. Socrates and other major Greek philosophers completely rejected it. Confucius warped it to the point where the family connection is extremely vague, only matter in some type of macrocosmic way.

WHY?
What exactly is the purpose of adding a new meta-mechanic for not being in agreement? Are our debates not acrimonious enough? Are people trying to reverse early trends going too unpunished?
Keep the effect on The Law if you feel that it fits, but PLEASE don't make this mechanic a thing.

Since this doesn't seem popular, I'll nix the idea, then.

From the first page, however, narrative has been primary. The votes were never mechanical, they were just an abstraction to make following the narrative easier. How would the People interpret a dead even split between two main moral codes?

He's literally on his deathbed. This is what people remember of Priit.
And this fight is won through methodical starvation of the enemy. Rage does nothing but spend lives.

Priit will still feel these emotions, it's just that they will also colour how his life is interpreted.


The new system update should be coming soon.
 
Whichever emotion rules Priit as he dies is going to be what he feels and be extremely influential. He's still currently teaching the first generation of aristocrats so his thoughts and feelings will bleed through to them. It's also going to bleed through into Priit's eventual legend as a war god.

I get that. However, what I am wondering about is whether this choice will have an effect on the morale of the warriors currently fighting against Arrow Lake, since Priit's death will no doubt be an influential event. Will our choices in this regard confer bonuses or maluses to the rolls concerning the fighting is the main question I am asking?

But he didn't? When he wielded violence, all he did was get sentenced to hunt for an unjust amount of food for tribal stability, something he didn't recognize THEN, but did now.
When he rose up to demand justice, he was sent North to fight and kill, and kill and kill, until the issue just wasn't important enough anymore.
When he grew old he looked back and thought "maybe Aeva was just trying to protect the tribe"

That's ignoring all of the examples I brought up where it worked out for him.

Yes, using violence got him sentenced to hard and unjust labor in the first place, however your framing of the issue is just plain wrong. Depending on if you're referring to his rising up as the first act of violence, first against the longhouse of his unfaithful wife, or that of the Big Man of the Fingers, he was not sent North on anyone's orders he chose to do so out of his own volition.

Priit hunted diligently while the war front slowly collapsed around the Fingers and his fines piled incomprehensibly high. Day in and day out, he diligently hunted, allowing ever more of his take to be taken from him. Even to the point where it started to become a danger he would starve, he hunted.

Trait Gained: Weregild!
In the old days, it was thought that only blood could wash out blood. Now, the People know better; recompense can come in many forms; labour, baubbles, food, it just needs to be enough to assuage the hurt and pay restitution to victims.
Effects: Instead of physical punishment, criminals may pay off their offenses with excess wealth.


Only once the Ivory-Blooded Chief broke through the warrior's crumbling defense to set eyes upon the Fingers did Priit's plan become clear.

It was said that the Ivory-Blooded Chief knew only despair when his warriors stopped along the nexus of the Valge and Great Rivers. Crossing over the waters with their man-beasts while under fire from the People's archers was impossible. Beyond that, a wall greater than some trees he'd seen enclosed the People's entire settlement. Assault was impossible. All that he could hope for was to turn his fury against the outlying concentrations of the People, slaughtering and burning farms and sap distilleries.

It was at that moment that the spirits finally turned against the Northmen.

Priit returned and he returned with blood and fury. He came at the head of the Fangs and their snarling wolves, stalked from the shadows by countless toothy beasts. The Fangs had unbalanced the careful relationship between herbivores and carnivores, causing a boom in the latter's population and then slaughtered all the herbivores they could find. It made starvation inevitable for the booming population of carnivores, causing them to turn... mean. The population grew desperate and the Fangs whipped them forward with promises of blood and tantalizing gifts of meat.

The man-beasts of the North panicked and cohesion disintegrated in the face of countless hungry fangs. Some of them split off, vanishing into the forests pursued by cougars and wolves. Others became paralyzed, clumping up into large groups only to be cut to ribbons by arrows and thrown spears. The Northlanders simply couldn't respond.

It was in that moment that Priit found the Ivory-Blooded Chief. The two fought for the second time and they would fight to the death.

The Ivory-Blooded Chief was a fearsome opponent, a killer of men that was personally responsible for the deaths of more warriors than any other single cause. Priit was still young, seasoned by a few more years, but before the true prime of his life, weakened and underfed. Priit had further proven himself an inferior warrior in their previous clash. It was obvious who should have won.

Priit fought like a cornered wolf. Viciously and with teeth bared, he struck out with every dirty trick that he'd cultivated over years of dangerous hunts. His obsidian-ivory spear moved with all the force of a falling star and the pack of dogs that followed at his heels were blood-bonded, the envy of many Fangs. Against that, all the Ivory-Blooded Chief could do was frantically backpedal, slowing trying to gain control of his lower half while the beast parts of him quivered in senseless panic.

It almost came as a surprise when Priit's spear found his enemy's heart in a single, unexpected thrust.

(+1 Prestige: Enemy Hero Slain!)

In this passage right above, we see here that he was not sent North for his punishment to fight. The war came to him as he was doing unjust hard labor, and clearly here we can see that his use of violence clearly helped him solve one of the problems he was facing in the first place.

It was high off that indisputable victory that Priit swept into the Fingers. He walked directly to the center of the settlement and called out the Big Man for his cowardice and incompetence. He charged that the Big Man had harmed the People by interfering with the business of warriors. It was a comment easily laughed off, especially when the Big Man of the Fingers ordered the young man seized.

Until the order was not followed. None of the warriors that flanked the Big Man moved in response to his orders.

Priit had been clever, organizing the pursuers after the Northlands to contain most of the Big Man's fervent supporters. There would be no help coming. The Big Man was powerless.

"Not so fun is it now?" Priit had asked, "You impudent old coward."

The Big Man of the Fingers died less than a second after he drew his war club and attacked. Priit knocked the Big Man from his feet and brought the but of his spear down on his enemy's face until it was finely crushed.

"Prepare a message for the Fire Relay, we need to plan how to finish this war. The leader of the Peace Builders has informed me they will be pulling out, only a few of them will stay behind." The young conqueror sighed. "Summon the other Big Men. We need to meet."

That segues into this passage above, where he used the popularity he accrued, through violence, to essentially dethrone the Big Man of the Fingers and end his punishment.

So regardless of which interpretation of your statement is used, Priit was only sent North to fight the Northlands before and then immediately after his punishment concluded, however the fighting in the time after that was by our own choice, meaning that of Priit's.

When it comes to Priit looking back, I don't see him thinking "Aeva was just trying to protect the tribe". The last time we see them meet, this is how it was described:

He would need to speak with someone who knew the subject better than him and that was a very short list. One with only a single name.

"I didn't expect that this was how we would last meet," Priit said. He'd found Aeva laid up in bed inside her longhouse. The old woman reeked of death. Her glassy eyes and cheeks were sunken and flesh was stretched paper thin across all of her bones. She must have lost a quarter of her weight from the last time he'd seen her.

"And what was your expectation?" she finally whispered.

Ignoring the few ever present guards, Priit slowly withdrew an obsidian knife from his belt. The volcanic glass was over six inches in length and sharpened to a prismatic edge. It was a beautiful knife, far more so than any weapon the People would normally make; the jaw of a wolf formed the base of the hilt underneath a loving wrapping of leather strips. "I fashioned this dagger when I was nineteen-years-old. Working with the pine resin glue to bind everything together, I burned myself at least three times. A careless caress along the edge was enough to cut my flesh right down to the bone."

Aeva said nothing. She simply stared at the beautiful knife resting gently on the ground.

"I never had occasion to use it," Priit said. "Fighting against the Northlands required spears and arrows. Something with reach to counter the enemy's advantage in speed. I hear in the west, in Hill Guard, they carry great maces with round shaped rocks for heads. Each has enough weight and heft so that it can break through the wooden armour so favoured by the Peace Builders and their neighbours. This was a weapon without an enemy to use it against."

"Then why was it made?" Aeva asked.

"A hold out weapon; something made in preparation for use in an extreme case." Priit shrugged. "It's said that the People learned the arts of violence from the Three-Fold-Stag, Brother Wolf, First Bear, and the Orker."

"The Stag as patron of the Ember-Eyes, the Wolf for the Fangs, the Bear for the Frost-Scarred, and then the Orker for the orphan warriors." Aeva recited. "It was an old story, one that was old when my father was young."

"What if — hypothetically — there was an enemy who had learned at the foot of a different spirit?" Priit asked. "The coyote or the fox? A crow or raven? They could require a very different tool to dispose of them since they attack in ways that are utterly unexpected."

"Have you found such an enemy?"

"I had thought so," Priit responded. "You remember the reports that filtered back from the Northlands war? Dreams plaguing people every night, men going mad enough that they would rather slit their own throats than live another day. The experience was worse. Everyone lost friends, not only to the cruel madness of the Ivory-Blooded Chief's war, but to the demons that came in the night. Even to this day, the Northlands are unsure how they managed it. The Ivory-Blooded Chief had anointed himself with dark and bloody magic. He cloaked himself in spiritual secrets gleaned directly from his blood-sworn sister, the High Shaman. Out of every High Shaman the Northlands had, she was the most spritually touched."

"So much so that it twisted her in body," Aeva agreed. The corpse that had been delivered back to the Northlands had not been human. Warped beyond belief, it's body was wrong in fundamental ways: joints that twisted when they should have stretched; thin-spider like limbs; and glassy, bulging eyes.

"For many, the dreams didn't end after the Ivory-Blooded Chief died at my hand. For some, it did, but not for others. When the Northlands were brought to heel, the dream-terrors ceased in a few more people. As years of peace drifted by, others escaped the dream demons. Some never did. They died, at their own hands or at the enemy's, but some lived. Plagued. Every. Single. Night. There were so many questions of how the Northlands with their weak spirits could lay such a Curse upon us. Whomever laid it upon the warriors would need to know them personally. Their weaknesses. Their strengths. Blood ties, history, spiritual totems, all of the countless little things that go into making a proper Curse."

"Did you uncover the source of the spiritual malaise?"

Priit grunted, a half-hearted smile almost ready to break out on his lips. "It was a long investigation," he started. "But the answer is no."

Signaling to one of Aeva's aids that it was okay to approach and bring the mid-day meal, Priit hesitated when he saw exactly what Aeva received. Boiled black rice, mixed berries and mashed pumpkin, sweetened perhaps with a little too much maple sugar. It was a common meal for the elderly and the ill. The amount however... There was perhaps only a few mouthfuls of food in the elderly woman's bowl. Was that all she had been eating? Between the corn-and-apple stuffed turkey, quinoa bread, and berry paste set before Priit, he had to have at least four times as much food. He was unused to eating more than others, but that much? Only a child could eat so little.

"I looked hard, but found nothing in the end," Priit finally begun again, "At first, I looked in the wrong places. The Dream Curse was wielded with terrible efficiency against the People. It was a fearsome weapon of war that couldn't be escaped or defended against; it struck nearly at random. It was a perfect work of subtle magic geared for war. The Ivory-Blooded Chief and the Northlands were the obvious first suspects. When he died and the war ended, the Curse remained. How could that be? How could the enemy still live? It was obvious the enemy wasn't what I had expected. They were far more subtle and had an intimate knowledge of the spirits and a great font of power to enact such a black miracle. Whoever must have cast the Dream Curse was a wizened shaman of great power."

"How were you certain that this Curse was cast?" Aeva asked simply.

Priit barked with laughter at the response.

"That was what I didn't understand for the longest time. The spirits are capricious. Careless for whom they hurt. I was so used to fighting against other men and women that something without direction was impossible to grasp. Violence is a pure language; consumed with point and counterpoint between warriors dancing in opposition. There are always partners there — symmetry — and intelligence guiding actions. Not like the spirits and their secret ways. The Dream Curse was a disease, if extremely subtle. Men and women who had never raised a weapon for war could become afflicted, if much rarer. It's analogous to the Wracking Cough; the spirits punish those who stay outside in the rains and snows, a time where there should be no people. The Wracking Cough also affects a small number of those who are innocent of the crime and deserve no punishment. The spirits aimed the arrows... and they missed."

"The spirits are not unknowable," Aeva said. "Difficult to comprehend? Yes. Opaque? Even more so. There's much more to the work of curses and disease than them being punishments for crime. You're losing a lot of nuance. Speak to the shaman and the spirits can speak through them. "

"The spirits may seem understandable to one such as you, but not many are of your caliber. What little I've learned of the spirits has suggested to me that they are fallible. If the spirits are fallible, then what does that say about old women?" Grinning, Priit picked up the obsidian dagger at his side and returned it to its sheath. "Or middle-aged men. Mistakes, even terrible ones, are natural. There are a few thoughts I wish to discuss with you; a solution to the problems we've noted with the orphans of warriors."

When night finally fell, Priit and Aeva finished hammering out the few final details of the reforms to the warrior system. If families were too small to ensure that a warrior's children were protected and looked after, then they would need to work and be supported by something greater than families.

Priit left then, to return to his men, feeling lighter than he had since he was a boy.

In short I don't see anything suggesting that was the conclusion he got from meeting Aeva was that her actions were trying to help the tribe, rather it seems to be implied, even outright stated, that she made a mistake and was not infallible, just like the spirits.

"The spirits may seem understandable to one such as you, but not many are of your caliber. What little I've learned of the spirits has suggested to me that they are fallible. If the spirits are fallible, then what does that say about old women?" Grinning, Priit picked up the obsidian dagger at his side and returned it to its sheath. "Or middle-aged men. Mistakes, even terrible ones, are natural. There are a few thoughts I wish to discuss with you; a solution to the problems we've noted with the orphans of warriors."

Such as this passage above, where there's a direct reference to the fallibility of people.

To be clear, I don't really want Priit's life or legacy to be remembered as one of Regret.

In both one of the passages above, and the update before the war with Arrow Lake, it was clear to me that he was actually feeling better about himself, getting rid of the demons in his conscience and so forth.

Why should he feel regret in this instance when events not of his choosing occurred and happened with regards to Arrow Lake? Especially considering it was his personal intervention, which too was obviously violent, ended up saving a lot more people?

While I do not like Anger or Regret as choices for how Priit is to be remembered, especially as this has to do with him being a war god, I think one hear is clearly preferable to the other.

@Redium Is this choice regarding the emotions he feels at the end about how Priit feels about his life in general, or was the allusion to the spirits at the end mean something significant in that regard as well?

For we know this choice will have an effect on how Priit will be seen in a spiritual sense, and I would rather we choose Anger at the spirits, and fighting back against the forces of fate.


[X] [End] Anger
[X] [War] Continue to strangle Arrow Lake's food supply.
Adhoc vote count started by Japanime on Aug 9, 2018 at 11:12 PM, finished with 32 posts and 26 votes.
 
[X] [End] Anger
[X] [War] Continue to strangle Arrow Lake's food supply.
 
Since this doesn't seem popular, I'll nix the idea, then.

From the first page, however, narrative has been primary. The votes were never mechanical, they were just an abstraction to make following the narrative easier. How would the People interpret a dead even split between two main moral codes?
Depends on how in alignment or contradictory they are. For Future Generations and Balance of People are both about ways to protect and prosper the community, one is looking at future descendants, and one is looking at the Debtors.

I think that'd be the core message of the conflict.
That's ignoring all of the examples I brought up where it worked out for him.

Yes, using violence got him sentenced to hard and unjust labor in the first place, however your framing of the issue is just plain wrong. Depending on if you're referring to his rising up as the first act of violence, first against the longhouse of his unfaithful wife, or that of the Big Man of the Fingers, he was not sent North on anyone's orders he chose to do so out of his own volition.

Regrets message is "I wish I could have spent my life better". Priit spent his early life wasting both his life and the tribe's lives. His valiant struggle nearly destroyed the tribe, even if Aeva's mistakes aggravated it, he was not helping, he was only thrashing about and making the wound worse.

If Priit's mind at his deathbed was sent back to the body of 14 year old Priit, what choices would he have made?
-He probably wouldn't have married immediately. He was not ready, but he thought he was.
-When he found his adulterous wife he'd have dragged the family up to the Council of Big Men to demand justice, rather than react with immediate violence.
--Which meant that Priit would not have been spending years hunting furiously to pay an impossible debt, spent years where those who look up to him spoke ill of the tribe and thought to split off. Which meant that the massive quantity of lives spent in the early Northlands war would not be spent for they would have a great warrior to support them.

His impulsive actions of his youth led directly to the death of hundreds of the tribe against the Northlands, when his mistakes mixed with Aeva's mistakes to make everything so much worse.

Remember, due to Priit and Aeva's choices, the tribe crashed to the lowest legitimacy and stability in living memory. Right to the brink of outright kinstrife.

He has much to regret.
Anger sounds badass, but what does it actually mean? Who does he rage against? The Bitter Water tribe? The Northlands? The Mountain Clans? Arrow Lake?
His own tribe?
The spirits that favor the wicked and torments the innocent?

Anger is not a positive here. We've had our resolutions of violence grow increasingly disruptive as our population density rises. We need people to think twice about actions, to make violence their choice after considering the consequences.
The greatest warrior of legend going to his death raging against the world is just the wrong message for our circumstances.
 
Since this doesn't seem popular, I'll nix the idea, then.

I don't think you should nix it, narrative wise it's too important imo. From my perspective the votes are kinda like a subset of the people each, driving towards a consensus. Not being able to use deadlocked votes to represent the idea that the people are conflicted about a decision is stupid, because then you'd have to roll/plan random events where the people aren't of one mind, because societies aren't hive minds.

You just have to make sure there's some type of benefit for arguing instead of making it primarily negative.

These are all suggestions for possible ways you could deal with a close deadlock, not specific to this specific vote since I didn't pay attention to it and it's nuances since I was catching up with the thread in general.
Maybe the losing option is still present in society, so it provides a minor version of whatever it was going to be. Maybe the winning option won by convincing everyone, and in the process forced the proponents of the idea to defend their idea so the idea is more stable. Maybe the people decided to implement both, but as a result each option is both weaker and less stable. It'll probably depend case by case and how well the deadlocked issue can be reconciled with eachother.

That or you just start penalizing meta-gaming harder when people start arguing for bandwagons to avoid the penalization. But the concept of a society that cannot make a decision is important and authentic, and having those crisis occur organically from player choices is the thing that makes the most sense imo. Otherwise how are you going to decide when that happens besides rolls, which would feel even worse imo.
 
Since this doesn't seem popular, I'll nix the idea, then.

From the first page, however, narrative has been primary. The votes were never mechanical, they were just an abstraction to make following the narrative easier. How would the People interpret a dead even split between two main moral codes?
Sure, it might be a bit more narrativly engaging to have the vote ratios matter IC (certainly, Magna Gracia managed it, but that path is closed to us since the timescale is too big to have a cooperative RP like that), but "communicate" and "have fun" were also on that list, and are more important IMO.

My big reaction to it is because I really like being one of the swing voters in this thread. It's fun to see debates bounce back and forth, and to swap between them, and this thread is both well-thought-out enough to have plans and reasonable enough to change them. That shouldn't be punished with direct in-story disunity.
Depends on how in alignment or contradictory they are. For Future Generations and Balance of People are both about ways to protect and prosper the community, one is looking at future descendants, and one is looking at the Debtors.
I have no problem with there being disunity within the tribe as a result of the law choice being a thing. In fact, this particular instance should probably stay, just because we shouldn't get freebies just by begging for them. It's the overarching idea of punishing close votes with in-story penalties that I dislike.
Otherwise how are you going to decide when that happens besides rolls, which would feel even worse imo.
Through logical consequence and internal narrative, like everything else in this quest? It's worked until now. We make a choice, the people react to their leader making the choice, if they don't like what the the leader chose they flip the table.
 
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[X] [End] Regret
[X] [War] Continue to strangle Arrow Lake's food supply.
[X] [War] Invite the Mountain Clans to settle and dig into Arrow Lake's territory.
 
[X] [End] Regret
[X] [War] Continue to strangle Arrow Lake's food supply.
[X] [War] Invite the Mountain Clans to settle and dig into Arrow Lake's territory.
 
From Stone to the Stars Version 2.0
From Stone to the Stars Version 2.0
This system update is primarily going to show the new stats and what they mean in the context of the front page. I'll present things section by section and then give a break down of what they mean. Italicized sections are there to help in aiding understanding. They will not actually appear on the front page.

Civilization Stats


General
Craftworks: Tiny Surplus (Tiny Deficit)
Diplomacy: Small Surplus
Luxuries: Tiny Surplus (Tiny Deficit)
Specific Luxuries in Demand: Beer​
Magic: Small Surplus
Material: Moderate Deficit (Moderate Deficit)
Specific Materials Needed: Clay, Wood​
Martial: Moderate Surplus (Small Surplus)
Mysticism: Moderate Surplus
Staples: Small Surplus (Equilibrium)
Arboriculture: Coming Soon
Farmers: Near Capacity [???]
Fishermen: Significant Capacity Remaining [Significant Capacity Remaining]
Gatherers: Some Capacity Remaining
Herdsmen: Coming Soon
Huntsmen: Half Capacity Remaining [Some Capacity Remaining]
What do the Stats represent?

Craftworks: A general accounting of manufactured goods and other things of skilled making; pottery, tools, weapons, bricks, etc. These are secondary or tertiary products that tend to see their final use.

Diplomacy: How much other tribes want to interact with you. Any surplus means that you attract more than you scare away. The magnitude of the surplus provides a bonus to any interaction rolls with other civilizations

Luxuries: How much the People have access to the good things in life: alcohol, dyes, spices, sugar, fine textiles, etc. The higher you manage to raise this stat, the more that the People will eventually come to expect. Your demand for luxuries will grow with time. Luxuries are great at making people happy.

Magic: Represents the amount of skilled, intellectual labour that you have access to. In the modern day, these types of professions would be highly educated ones; engineers, doctors, midwives, etc. They are very much on the practical or professional side of the intellectual spectrum.

Material: Is your current access to raw materials. Primarily, right now, that's obsidian, lumber, clay, crystal and stone. In the future this will include things like copper, iron, bronze, marble, rubber, etc. Any type of unfinished good used to make something else would be recorded here. The subsection here notes materials that your civilization is in specific need of. While Materials are a category are completely interchangeable, their source does matter. Since you use a lot of brick, you need more clay. Increasing your Arborists (and thus the amount of wood you make) will mean that you slowly start transitioning away from bricks to using wood.

Mysticism: The 'pure science' side of intellectual labour. These individuals would be philosophers, scientists, theorists and analysts in the modern day. Needless to say, this stat greatly influences your research rate. It is also generally very hard to raise.

Staples: Are food and other basic everyday necessities. The sub-sections underneath food show you roughly how much space you still have to expand within your current territory. Once you hit that cap, you'll either need to innovate or capture territory from elsewhere. Running out of Staples tends to do Bad Things.

Why are some of these in parenthesis?

The values outside of the parenthesis are the actual balance of resources that you can muster right now in totality. The section in parenthesis shows what's generally accessible to the average person. You may not be able to muster your full resources because of supply limits, transportation difficulties, weather, technological or communication limits, etc. Deficits caused by this aren't as bad as if they were a deficit of the actual Stat, but they do cause problems. Especially if you run low on Staples.

Note the hard brackets [ ] as well. Those indicate limits that you can exceed, but will begin causing long-term damage to that particular resource. If you have to exceed it, it's fine, but if you exceed it for too long, people will begin to wonder why it was a limit at all.

Endurance

Stability: Happy
Legitimacy: Inspired!
Prestige: 35
???

Why does his section look the same but work completely differently?

This section has changed a lot despite looking the same. Stability now is on a number line from -100 to 100. At your current level of understanding you can peg it as 'Happy' which is a positive value, but nowhere near the cap. There are certain (currently hidden) thresholds on this number line. Going to low will trigger issues with factions, possibly leading to rebellion if left unhandled. High stability levels increase your civilizations general happiness and productivity, potentially leading to a true Golden Age.

Note: Low Stability isn't strictly bad. While risky, it does give you the opportunity to begin address issues that are cropping up in your civilization. A controlled low Stability dive will be necessary to resolve some issues before they explode.

Legitimacy has been completely repurposed. It now describes the general trajectory that your Stability is travelling. Inspired! means that it's increasing rapidly. Negative words show a more downward trend over time.

Prestige still remains the same.

Organizational

Centralization: 2
Hierarchy: 3
Religious Authority: 3.75
Specialization: 4

This section is unchanged. Things are basically unchanged until Technology/Concepts.

Trade

Trade Good Status Competitors
Luxuries
Common Pottery Leading Island Makers
Dyes Little Peace Builders, Island Makers
Furs Substantial Everyone
Gems Dominant (Arrow Lake, Pearl Divers,
Island Makers)
Arrow Lake, Pearl Divers, Island Makers
Ivory Leading (Northlands) Northlands
Medicine Little Peace Builders
Strategic
Obsidian Dominant None
Salt None Pearl Divers
Slaves No Export Peace Builders, Mountain Clans
Stone Competing Arrow Lake, Everyone
Cultural
Pilgrimage Dominant Peace Builders

Government Type

Ancient Aristocracy


The word Aristocrat tells everything that you need to know about the People's leaders; they are the best. Trained from birth, this class provides the People with their leadership and their guidance. Taller, stronger, and smarter than many of their peers, the aristocrats demonstrate that not everyone is equipped to lead and to succeed. Despite that, these aristocrats work together to represent the People as a whole and guide them as best their wisdom allows.
Pros: Development occurs organically and rapidly, increased average leadership skill, increased cultural stability
Cons: Does not deal with with high Hierarchy, beware intra-aristocrat conflicts


Economic Type

Internal Gift Economy/External Barter

Just as the People lend their voices to their chosen leaders, they also entrust gifts unto them. The People know that their leaders will put their gifts to best use within the People. As they pay up, there is an expectation that rewards then flow down to them.
Centralization Range: Very Low -> Low
Specialization Range: Very Low
Hierarchy Range: Very Low
Religious Authority Range: Very Low
Stat Damage Resistance: Damage - Centralization/3
Normal Actions: 3 Actions
Extra Actions: 3 Empowerment Actions
Special: Vassals = Prestige/10


Status

Trending Trade Good: Salt
The People have found an unending desire for a specific trade good. In order to satisfy demand, they are currently purchasing it for twice as much as it would normally cost.
Effects: Double Effects of the Salt trade resource


Settlement Extended Projects
Crystal Lake: Brick Walls (Significant), Fire Relay, Hill Top, Temple (Ember-Eyes)
Fingers: Brick Walls (Significant), Fire Relay, Shrine (Frost-Scarred), Trade Hub
Hill Guard: Brick Walls (Significant) Hill Top, Sugar Shack, Temple (Fangs)
Cave of Stars (Unofficial): Temple (Cave of Stars)
Values
Social Values (3 Levels)

Elitism Lv. 2
Among the People, it is not a goal, but an
obligation to be the best that you can be. Those who are gifted become exalted by their peers, recognized far and wide as people of respect. To be great among the People is to be like no one ever was.
Effects:

Increased effects of elite units
Increased generations of unique Traditions
General increase in competence
Increased social stratification
Increased Cost for many actions

Vendetta Lv. 1.

An eye for an eye makes the whole world blind. That's why, when someone puts out one of your eyes, you blind them in both. Justice is protection and the end to violence, discord, and disorder through swift and firm action.
Effects:

Punishment is always harsh, but it is the final word that can be said.
Increased generation of a criminal underclass

Honour Values (3 Levels)

Might Makes Right Lv. 2.
When the People hunt beasts, their arrows are set vertically; when they hunt other tribes, their arrows are set horizontally — all the better to spear through an unsuspecting target's ribs. Violence is a fact of life to the People. The question is not: "Why use violence?", but "When can violence be used?" It is another tool within their arsenal to respond to the world and among all the tools they wield, it is a keen one indeed.
Effects:

The consequences of violence are more tolerable
Interpersonal violence becomes more common
Increased martial skill, especially amount professionals and specialists
People are seen as intimidating
Martial skill is desirable
Violence is an acceptable solution to problems.

Familialism Lv. 1.
From birth and until death, the People are surrounded by family. Whenever someone needs help, their family will be there for them. When hurt, lost or hungry, family will provide. To many, they would not consider themselves individual, but as a part of a greater family. Both their kin, their kith, but also the People as a whole.
Effects:

Increased social cohesion, especially among the People's elites
Increased tenacity in defensive wars
Increased Hero generation in defensive wars
Increased nepotism
Decreased chance to discover social ills

Spiritual Values (3 Levels)

Ordeals Lv. 2.
Tests and trials are a way of life for the People. They separate corns from the husk and the weak from the capable. Those who struggle and overcome the opposition of men and spirits are the ones that the People should look to for guidance. The spirits have put them through the crucible and refined them into something great. Those who prove themselves by overcoming adversity are righteous.
Effects:

People are more willing to endure hardship
Can spend stability to complete two of the same action at once
Increased appreciation for first hand experience
People demoralized by failure
Refusal to change course during difficult times.

Mastery of Nature Lv. 1.
The spirits have placed countless wonders across the world and it is the People's responsibility to find and safeguard these locations. Through laborious toil, these fonts of spiritual power can be augmented and empowered, turned into sources of power available to the People. It is through measures like this that the People and their spirits can work together and remain strong.
Effects:

Wonders are more effective than normal
The natural world is greatly boosted by artificial intervention
Must master nature wherever possible
Increased costs and ritualization
Traits
Adoption
Family is of critical importance to the People; who can you trust if not them? Men can pick their wives and women can pick their husbands; can a man not name someone his brother or a woman her sister?
Effects: Increased average competence of leaders, increased generation of Heroes, ossification of First Families as leaders


Adult Trials

In order to be considered an adult, and thus have a voice worth hearing, it is important for the People to pass a trial. Officially standardized, these trials are different for men and for women. In order to be considered a man, a boy must be able to carry his own weight within society. Currently, defined as being able to produce more food than you eat, this is a popular and easy to define measure. In order for a girl to become a woman, she must survive the ordeal of childbirth and have children. An expected part of life for all girls, this metric greatly increases their franchise and influence relative to men.
Effects: Increase competence; empower women; prejudice against disability; ???

Bloodline Inheritance
There is something within each person that carries skill and knowledge, this fact is self-evident to the People and it is best to cultivate these unique talents from birth. The best potter is the one who learns at the knee of their father and mother; playing at their side with clay castoffs and helping them fulfill their duties. There are exceptions of course, some individuals do not carry the skill of their fore-bearers. These embarrassments are ruthlessly replaced for the shame they bring to their families. Bloodlines that fail to replace their own are weeded out in turn, just as the master hunter carefully culls the weak in a herd to protect it.
Effects: Increase the Specialization cap by 100%, raise the Hierarchy cap by 50%

Divorce
The People recognize that even the most intimate and sacred of bonds may be severed. This is a difficult process and one often seldom undertaken, for who should break asunder that which was once one? So far, the People only recognize the cause of a woman's infidelity as grounds to initiate divorce. Children born of a union between man and woman are property of the husband's family, unless disowned.
Effects: Female promiscuity, bastardy stigmatized, children from divorce belong to their father's family

Indentured Labour
The People acknowledge the foremost importance of debts. Most of the time, these debts are unspoken; promises of labour, favours, gifts, and other services the make the rounds, greasing the economy as it exists. Sometimes, though, someone proves unworthy of the implicit trust the People as a whole invest in them. When that occurs, a council lead by a Big Man will acknowledge the unworthy's debts as forfeit. They are then tasked to work on behalf of all the People, as directed by the Big Man, until their debts are recognized as fulfilled.
Effects: Labour may be compelled for those who have unpaid debts.

Captive Labour
Enemies captured on the field of battle are not slain nor are they allowed to retreat freely by the People, instead they are captured. Work is forced upon them due to lack of resources requiring every mouth to work. These captives can also serve as hostages to exchange in war.

Holy Order: Ember-Eyes
Deep in the People's history, the Ember-Eyes were born. Based out of the Temple of the Crystal Lake, they claim descent from from those who fought in the most ancient wars. They specialize in the use of fire and night-fighting, skills supposedly learned at the foot of the spirits themselves.
Effects: Fire can be deliberately used as a weapon of war, improved Fire study actions

Holy Order: Fangs
Just like the teeth of a wolf are the first to enter the flesh of the prey, so too do the People's Fangs enter the flesh of their enemies. Based out of the Temple of Hill Guard, these skirmishers train extensively with dogs in order to better serve as elite woodsmen and skirmishers.
Effects: Increase efficacy of skirmish units, improved Beast study actions

Holy Order: Frost-Scarred
The winter is a terrible, biting, cutting thing. Snow to bury you, ice to burn you, and cold to tear through your flesh like a knife. Of all of the dangers of the world, this one has claimed the most lives of all. Despite that, perhaps in spite of that, an Order has arisen to work against the natural domain of the world. The Frost-Scarred are hardy warriors, braving the cold where all rational men would flee to shelter.
Effects: Gain additional winter-subphase during wars, improved Life study actions

Weregild
In the old days, it was thought that only blood could wash out blood. Now, the People know better; recompense can come in many forms; labour, baubbles, food, it just needs to be enough to assuage the hurt and pay restitution to victims.
Effects: Instead of physical punishment, criminals may pay off their offenses with excess wealth.
Legacies
Collection Moste Holy (Three)
The People have developed numerous, unique religious traditions. Practices occult that would be the envy of the world. A source of pride and wonder, these treasured institutions are bulwarked against failure and destruction.
Effects: Lowered minimal threshold to maintain Holy Orders

Heroic Start!
The People are descendants of Heroes! Great men and women who have shaped their world according to their desires. Some are good, some are bad, but none can deny the People carry Greatness!
Effects: +1 to all Hero rolls

Hierarchy Tolerance
The People have peacefully transitioned for a more hierarchical form of government. They take pride in their ability to form complex societies.
Effects: +2 Hierarchy Tolerance

Primordial Law
The People's Law is of an ancient sort, far beyond recorded history. Nonetheless, the mores and values instilled by the stories, myths, and fables, are an enduring part of the People's legacy. In time, they will shift, but the underlying message; that the People's ancestors had entrusted their children with a great covenant of faith to truly make their own and develop with their own wisdom, was greatly reassuring.
Effects: Gain a one time Stability increase when completing a Social Reform megaproject.

Primordial Mystics
A great civilization, rich in Magic, the People have trained extensively in the mystic arts and the secrets of the spirits. It is a source of pride among the People to be skilled in the secret ways of the world and all put forward effort into ensuring that they understand.
Effect: Treat Mysticism bonus as 1 higher for all purposes.

Primordial Temple Builders
The first to truly turn superstitions of the spirits into religion, the People have gained an appreciation for the finer points of training religious thinkers, building religious structures, and creating the weft and weave of religion in a positive and constructive manner.
Effects: Gain Legitimacy and Stability when constructing new temples.

Religious Authority Tolerance
The People are used to having a powerful and influential religion. As such, they have been forced to develop tools to deal with troublesome and meddling priests.
Effects: +1 Religious Authority Tolerance

Rush Builders
Not only do the People go big, but they do so extremely quickly. They were the first to erect a great work within a single generation. None can doubt the ability of the People to create and do so quickly.
Effects: Reduce all building type megaproject length to two thirds.
Megaprojects
Great Trace -> Great Relay -> Fire Relay
Slowly, over time, the passage of the People wears away at the barriers of tree and root, stone and soil. By patience and effort, the People have cut a pathway across the land, creating a way where once there was none. This has been further augmented by numerous way stations that maintain messengers and a relay of fires, ready to be turned into smoke signals. Given the rustic nature of the trial, it increases the endurance and woodcraft knowledge of all of the People so long as the trial remains in use. Interconnection greatly increases, preventing cultural drift. In times of emergency, the beacons can be lit, and aid summoned.
Effects: Increased internal cohesion and communication. Greatly reduced emergency response time. Lowered civilization divergence. Increased development of symbolic language. Increased organization and application of resources.

The Hill
The People have created an unlikely monolith, a great mound rising from the ground. This hill is unlike everything else found in nature, it is a feature of the world completely man-made. Aside from being an immense defensive advantage, being able to make a well defended hill anywhere they would like, the People have also vastly increased their skills for working with earth. Agriculture, earth moving, or any similar task, or large scale and coordination, benefits from the skills the People developed as long as memory of this momentous event remains.
Effects: The People gain a bonus to all large scale earth moving projects. Able to construct Mottes to reinforce settlements.

Trials of Adulthood
Adulthood is a recognized time in the life of every one of the People. To be an adult means that you are self-sufficient. Someone that can hold and offer debts to others among the People. It means that your voice has worth and should be taken into account. Heavily standardized, these arcane rituals have become a rallying point for the People. A cultural artifact that binds all of them together in a way that differentiates them from outsiders. As long as the trials are regularly completed, the People will remember themselves and their history. No adult amongst the People could be one counted deficient.
Effects: The competence of all leaders, regardless of standing, is increased. Cultural unity increased.

The Hunt
A primal activity, the People have looked beyond the age old history of blood and death. Hunting is not a simple story with a beginning and an end, but a chord held in harmony with the world's great symphony. As long as the People remember their humility and their place in the symphony, there will always be a place for the People in the world of beasts.
Effects: Expand Hunting action upgraded to Manage Hunting and reveals the safe hunting cap. Defensive attrition increased.

The Law (Neolithic)
The People's code of laws are beyond ancient, more of a primordial mien, from a time that's literally lost to time. Primarily, the Law is a collection of codified stories, a canon that shows the People how to build a good life. While still open for further development, the Law goes a long way to creating a uniformity of culture and expectation of internal unity.
Effects: Increase Centralization cap by +1, grant access to Push Unity action, accelerate development of Culture resource, ???
Technology
Administration: Stone Age Council
Big Man Slate
Collective Decision Making
First Among Equals Council
Formalized Big Man Leadership

Construction: Earthenware Construction
Animal Glue
Bone
Earth
Fired Clay Brick
Lime
Structural Stone
Plant Fibers
Wood

Domesticated Animals: Early Domestication
Early Canine Companions
Tamed Orkers

Energy Production: Muscle and Fire
Canine Power
Fire
Charcoal
Lime
Kilns
Rock Boiling​
Muscle Power

Farming Techniques: Refuse Reuse
Fish Gut Fertilizer
Horticulture

Food Production: Early Organized Crop Fields
Cultivation/Horticulture
Organized Plots
Corn
Pumpkin
Squash
Quinoa
Wild Rice​
Fishing
Entrapment
Net
Spear​
Gathering
Berries (Elderberries, Strawberries, Blueberries, Cranberries, Cherries, Blackberries)
Condiments (Balsamroot, Evergreen)
Flowers (Fireweed, Sunflower)
Fruits (Plums, Persimmons, Grapes, Crabapples)
Nuts (Hickory, Walnut, Acorns, Hazelnut)
Vegetables (Beans, Fiddleheads)​
Herding
Dogs
Orker​
Hunting
Canine assisted hunts
Safe Animals (Turkey, small mammals, reptiles and amphibians)
Prey Animals (Deer, Elk, etc.)
Prize Animals (Wolves, Bear, Orker)​
Refined Foods
Maple Sugar
Spigot Collection​
Traps
Bait
Conical Nets
Dead Fall
Pit
Snares​

Food Storage: Potted Desiccation
Brewing
Covered Pots
Drying
Herding
Pemmican
Salt
Smoking
Sugaring

Magic: Primitive Exothermic Reactions
Fire
Lime
Lye

Materials: Stone and Obsidian
Bone
Flint
Ivory
Plant Fibers
Sinew
Stone
Amethyst
Citrine
Granite
Lapis Luzili
Limestone
Obsidian
Quartz​
Terracotta
Wood
Music: Crude, Natural Instruments
Bone acoustic instruments
Chanting
Horns
Rhythmic drumming

Structures: Earthenware Construction
Brick Longhouse
Brick Wall
Firing Step
Rampart​
Temples
Corbel Arches
Decorative Pillars​

Techniques: Apprenticed Teaching
Binding
Carving
Fire shaping
Mortared Masonry

Tools/Weapons: Stone and Obsidian
Axe
Bone Armour
Fire
Knife
Macuahuitl
Rock Mace
Spear
Spear-Thrower
Sinew Flatbow
Quarterstaff
Wicker Shield (One Handed)

Transportation: Muscle Power
Birch Bark Canoes
Primitive Bone Skates
Dog Sleds (Winterized and Primitive Summer)
Rasbaska
Signal Fire Language
Snowshoes
Trace
Trailmarkers
Concepts
Authority: Distributed Collectivized Leadership
Collective Decision Making
Specialization

Administrators: Aristocratic Councils
Aristocrats
Council

Entertainment: Idle Time Filler
Gambling
Practice Fights
Scrimshaw

Organization: Stone Age
Apprenticeships
Early Polygamy
Extended Kinship Groups
Monogamy

Property: Non-Personal Posession
Communal Property
Reciprocal Lending
Interpersonal Debts

Records: Ancient Records
Memory
Oral History
Symbolic Tally

Religion: Ancient Ancestor Worship/Animism
Ancestor Worship
Animism
Mystery Cults
Rituals
Shamans
Temples

Roles: Stone Age
Artisan
Aristocrat
Craftsman
Food Producer
Shaman

Science: Shamanistic Secrets

Great Spirits
Magic
Spirits

Warriors: Ancient Warrior Clans

Elite Holy Orders
Folk Wrestling
Professional Warriors

In the technology section, each different section now how a paradigm attached to it. This lets you know generally where these technologies could be found. Shifting paradigms is hugely important and provides massive advantages. More advantage paradigms tend to wipe out those less advanced.

Reserach

Abstract Tally (110/250) [Magic]
Arboriculture (212/300) [Fire] [Life]
Caribou Taming (298/400) [Beast] [Travel] (Enormous boost since Northlands has this)
Copper Smelting (126/300) [Fire] [Stone]
Gods and Deities (167/200) [Magic]
Elementalism (17/???) [Magic]
Herding (237/250) [Beast] [Travel]
Mammoth Taming (25/400) [Beast] [Travel]
Orker Domestication (148/800) [Beast] [Travel]
Raven Taming (22/150) [Beast]
Stonecutting (76/100) [Stone]
Three Sisters (452/600) [Life]
Wheel (2/100) [Travel]

These show where you roughly are with major research projects. Note the tags next to them. If you select a Study ___ action, it will boost every research project tagged by that same tag.

Geography



Leader Board


  1. The People! (Prestige: 35, Army: Hardened Neolithic Warriors and Holy Orders, Economy: Agriculture Supplemented with Hunting, Art: Sacred Construction and Advanced High Quality Tools, Magic: Fire, Stone, and Spirit)
  2. Tribe of the West (Prestige: 22, Army: Numerous Professional Neolithic Warriors, Economy: Unprecedented Boom in Agriculture, Art: Innumerable Tools, Magic: All Things Alive)
  3. Island Makers (Prestige: 19, Army: Enraged Elite Neolithic Warriors, Economy: Intense Early Agriculture, Art: Advanced Quality Tools, Magic: Earth and Water)
  4. Arrow Lake (Prestige: 18, Army: Informal, Lucky Militia, Economy: Early Agriculture, Art: Sacred Iconography, Magic: Stone and Slaves)
  5. Roundstone (Prestige: 16, Army: Professional Slingers, Economy: Extensive Aquaculture, Art: Cloth and Paint, Magic: Shouts)
  6. Bond Breakers (Prestige: 16, Army: Organizing Militia, Economy: Early Agricultre, Art: Durable Weapons, Magic: Little)
  7. Cracktooth (Prestige: 14, Army: Bloodied, Bloodthirsty Militia, Economy: Agrculture and Herding, Art: Tools of Terror, Magic: Bone and Beat)
  8. Pearl Divers (Prestige: 13, Army: Informal Militia, Economy: Early Fishing and Aquaculture, Art: Beautified Dependable Tools, Magic: Sea and Salt)
  9. Peace Builders (Prestige: 12, Army: Reduced Fanatical Neolithic Warriors, Economy: Broad Agriculture and Aquaculture, Art: Ephemeral Crafts and Imported Advanced High Quality Tools, Magic: Of Song and Story)
  10. Cateye (Prestige: 11, Army: Hit and Run, Economy: Hunter-Gatherer with Trade, Art: Glittering Gifts and Functional Tools, Magic: Corruption)
  11. Lakeland (Prestige: 10, Canoe Archers, Economy: Hunter-Gatherer, Art: Rugged Tools, Magic: Little)
  12. Mountain Clans (Prestige: 3, Army: Scattered Refugees, Economy: Severe Starvation Living On The Dole, Art: Little, Magic: Little)
  13. Northlands (Prestige: 2, Army: Greatly Reduced Cavalry, Economy: Recovering, Art: Bone Tools, Magic: Bonds and Beasts)
  14. River Tribe (Prestige: ?, Army: ?, Economy: ?, Art: ?, Magic ?)
 
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Depends on how in alignment or contradictory they are. For Future Generations and Balance of People are both about ways to protect and prosper the community, one is looking at future descendants, and one is looking at the Debtors.

I think that'd be the core message of the conflict.


Regrets message is "I wish I could have spent my life better". Priit spent his early life wasting both his life and the tribe's lives. His valiant struggle nearly destroyed the tribe, even if Aeva's mistakes aggravated it, he was not helping, he was only thrashing about and making the wound worse.

If Priit's mind at his deathbed was sent back to the body of 14 year old Priit, what choices would he have made?
-He probably wouldn't have married immediately. He was not ready, but he thought he was.
-When he found his adulterous wife he'd have dragged the family up to the Council of Big Men to demand justice, rather than react with immediate violence.
--Which meant that Priit would not have been spending years hunting furiously to pay an impossible debt, spent years where those who look up to him spoke ill of the tribe and thought to split off. Which meant that the massive quantity of lives spent in the early Northlands war would not be spent for they would have a great warrior to support them.

His impulsive actions of his youth led directly to the death of hundreds of the tribe against the Northlands, when his mistakes mixed with Aeva's mistakes to make everything so much worse.

Remember, due to Priit and Aeva's choices, the tribe crashed to the lowest legitimacy and stability in living memory. Right to the brink of outright kinstrife.

He has much to regret.
Anger sounds badass, but what does it actually mean? Who does he rage against? The Bitter Water tribe? The Northlands? The Mountain Clans? Arrow Lake?
His own tribe?
The spirits that favor the wicked and torments the innocent?

Anger is not a positive here. We've had our resolutions of violence grow increasingly disruptive as our population density rises. We need people to think twice about actions, to make violence their choice after considering the consequences.
The greatest warrior of legend going to his death raging against the world is just the wrong message for our circumstances.


Bear in mind what that may imply.

Pritt legend began when he discovers the treachery of his wife, and acted upon it as per tradition, this led to the confrontation with the family and him defending himself.

If he is regretful about that, then what message does it send? Don't defend yourself? Bear with injustice until someone else fixes it? Don't air or act to fix problems because it might cause issues?


Then there was the tyrannical ruling of Aeva, and Pritt viscous struggle to escape free of it, his hunting and fighting, and eventually his killing of the bigman.

If he is regretful what message does it send?

When faced with injustice, bear with it for your big men know best? Dont try to outsmart your superiors? Seek not retribution?

What of the northern war, is he regretful for not wiping them out? For making them blood brothers? Is he regretful for burying the hatchet with Aeva?



And so on it goes with the rest of pritts legend.

He is a figure of struggle against grave injustices and impossible odds, of primeval retribution, and unlikely victory, of a scarred extended hand.


Regret destroys his legend, and sends a rather terrible message to his people, the sort of message autocrats give the public to keep them servile : we know best, what ever befalls you, bear with it for the greater good.

The values of the people are one's of struggle and resistance not meek acceptance, that's the whole point of the trails and the tests of the spirit, to harden the people by fire, and weed out those that turn to ash.

Nay, regret and resignation are not the ways of the people, and especially Pritt. His legend serves best as a warning for the powerful that tyranny ends by a sword stroke, that injustice is never forgotten, that treachery is always repaid in blood. And a message to the people, that no struggle is insurmountable if one puts both mind and body to it, that a defeated enemy can become a blood brother, that old wounds can indeed heal, and that even the most lowly can change the fate of the people.


If he feels something at his dying days tis anger, anger at the treacherous enemy that dared strike his people and anger at his body for failing him now. Tis anger that fueled him through the great ordeals of his life, there is neither shame nor dishonour in that sanguine emotion.
 
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Can spend stability to complete two of the same action at once
How much stability does it cost under the new system?
Holy Order: Ember-Eyes
Deep in the People's history, the Ember-Eyes were born. Based out of the Shrine of the Fingers, they claim descent from from those who fought in the most ancient wars. They specialize in the use of fire and night-fighting, skills supposedly learned at the foot of the spirits themselves.
Effects: Fire can be deliberately used as a weapon of war

Holy Order: Fangs
Just like the teeth of a wolf are the first to enter the flesh of the prey, so too do the People's Fangs enter the flesh of their enemies. Based out of the Shrine of Crystal Lake, these skirmishers train extensively with dogs in order to better serve as elite woodsmen and skirmishers.
Effects: Increase efficacy of skirmish units
Seems like the Shrines are in the wrong order?
Arboriculture (212/300) [Fire] [Life]
Caribou Taming (298/400) [Beast] [Travel] (Enormous boost since Northlands has this)
Copper Smelting (126/300) [Fire] [Stone]
Gods and Deities (167/200) [Magic]
Elementalism (17/???) [Magic]
Herding (237/250) [Beast] [Travel]
Mammoth Taming (25/400) [Beast] [Travel]
Orker Domestication (148/800) [Beast] [Travel]
Raven Taming (22/150) [Beast]
Stonecutting (76/100) [Stone]
Three Sisters (452/600) [Life]
Hmm, a bunch of interesting ideas being progressed here. Looks like we have people trying to burn copper based dyes.
Bear in mind what that may imply.

Pritt legend began when he discovers the treachery of his wife, and acted upon it yas per tradition, this led to the confrontation of with the family and him defending himself.

If he is regretful about that, then what message does it send? Don't defend yourself? Bear with injustice until someone else is fixes it? Don't air or act to fix problems because it might cause issues?
Rigged question.
He acted upon it with immediate violence, as was tradition, which was what screwed it up.

His regret there was that he met out violence without proper justification and support, thus, it changed from justice to a crime. The message is that going to violence as your immediate solution can make the problem worse.


Then there was the tyrannical ruling of Aeva, and Pritt viscous struggle to escape free of it, his hunting and fighting, and eventually his killing of the bigman.

If he is regretful what message does it send?
He regrets leading into this circumstances. Allowing an injustice to breed FURTHER injustice in removing a warrior from a war because he could not restain his fruty

When faced with injustice, bear with it for your big men know best? Dont try to outsmart your superiors? Seek not retribution?

What of the northern war, is he regretful for not wiping them out? For making them blood brothers? Is he regretful for burying the hatchet with Aeva?



And so on it goes with the rest of putts legend.

He is a figure of struggle against grave injustices and impossible odds, of primeval retribution, and unlikely victory, of a scarred extended hand.


Regret destroys his legend, and sends a rather terrible message to his people, the sort of message autocrat give the public to keep them servile : we know best, what ever befalls you, bear with it for the greater good.

The values of the the people are one's of struggle and resistance not meek acceptance, that's the whole point of the trails and the tests of the spirit, to harden the people by fire, and weed out those that turn to ash.

Nay, regret and resignation are not the ways of the people, and especially Pritt. His legend serves best as a warning for the powerful that tyranny ends by a sword stroke, that injustice is never forgotten, that treachery is always repaid in blood. And a message to the people, that no struggle is insurmountable if one puts both mind and body to it, that a defeated enemy can become a blood brother, that old wounds can indeed heal, and that even the most lowly can change the fate of the people.


If he feels something at his dying days tis anger, anger at the treacherous enemy that dared strike his people and anger at his body for failing him now. Tis anger that fueled him through the great ordeals of his life, there is neither shame nor dishonour in that sanguine emotion.

And yet, look at him late in life.
He hated being angry, being the wielder of violence. Against the North, against his kin, against the West and now the South too.

With our chosen social values, the legend of fury serves best as a reminder that tyranny is wielded by those who have the sword, that injustice is the right of the strong, that you can try all you want, and yet nothing you fought for is achieved.

Our people need to be able to look back and think "I could have done that better".
Thats how you exert change. Warriors as a profession must never focus onto one, old way of doing things, as war is ever changing.
 
Also, in regards to the mountain clans, do keep in mind that they very well may take the idea of the settling on arrow Lake as a grave insult :

"Mud-Mired. It was a term that Priit had heard before. The Mountain Clans believed that the lowlands around their mountain homes weighed down the spirits of those that dwelled there. Only the thin soil and hard rock of their homelands could support the immense weight of a proper spirit. "


We need not make more enemies by carelessly insulting thier cultural structure.
 
Regrets message is "I wish I could have spent my life better". Priit spent his early life wasting both his life and the tribe's lives. His valiant struggle nearly destroyed the tribe, even if Aeva's mistakes aggravated it, he was not helping, he was only thrashing about and making the wound worse.

If Priit's mind at his deathbed was sent back to the body of 14 year old Priit, what choices would he have made?
-He probably wouldn't have married immediately. He was not ready, but he thought he was.
-When he found his adulterous wife he'd have dragged the family up to the Council of Big Men to demand justice, rather than react with immediate violence.
--Which meant that Priit would not have been spending years hunting furiously to pay an impossible debt, spent years where those who look up to him spoke ill of the tribe and thought to split off. Which meant that the massive quantity of lives spent in the early Northlands war would not be spent for they would have a great warrior to support them.

His impulsive actions of his youth led directly to the death of hundreds of the tribe against the Northlands, when his mistakes mixed with Aeva's mistakes to make everything so much worse.

Remember, due to Priit and Aeva's choices, the tribe crashed to the lowest legitimacy and stability in living memory. Right to the brink of outright kinstrife.

He has much to regret.
Anger sounds badass, but what does it actually mean? Who does he rage against? The Bitter Water tribe? The Northlands? The Mountain Clans? Arrow Lake?
His own tribe?
The spirits that favor the wicked and torments the innocent?

Anger is not a positive here. We've had our resolutions of violence grow increasingly disruptive as our population density rises. We need people to think twice about actions, to make violence their choice after considering the consequences.
The greatest warrior of legend going to his death raging against the world is just the wrong message for our circumstances.

I do not disagree with the message of "Priit wishing he could've spent his life better". What I disagree with is the fact that everyone is using one singular instance in Priit's life, one mistake as the basis for his entire life being regretful.

You're placing a lot of blame on Priit's shoulders for actions he had no control over:

It's the very last thing said in 17.2. He sees a threat (Aeva) and is using a problem/possible weakness that he'd previously identified against her.

Think about Priit's life. He's 21 now, probably no older than many of the posters here. By any conceivable standard, he's lived an incredibly fucked up life.

Age 9-13: Trained as a child soldier
Age 13-15: Sent onto the front lines as a child soldier
Age 15: Suffered a severe concussion in war, received basically no follow up treatment
Age 15: Gets married and eventually finds out he has a kid
Age 15-17: Goes back to being a child soldier, nonstop
Age 17: Returns from war and realizes that his spouse cheated on him and the kid he was fighting for isn't his
Age 17: He gets involved in a riot that ends up getting six people killed, some of those people were his comrades.
Age 17: He's convicted by a family member (+ their known lackey) and a man who hates him in a court of law that's both ex posto facto and unprecedented
Age 17-21: He continues to fight a war while suffering legalized abuse and slow starvation
Age 21: Returns home a war hero, single handedly saving his homeland, and calls out the person who legally starved him only for that person to try and have him arrested, presumably for more punishment
Age 21: He kills the aforementioned person in personal combat and now is suddenly acclaimed responsible for the lives of hundreds of his fellows in the middle of a vicious war that's lasted longer than he's been alive
Age 21: Faces the person who initially convicted him of accessory to murder and allowed his previous four years from hell.

This is someone who has every single reason to suspect that another shoe is going to drop. He sees someone who's lead him to harm in the past and is acting to get them removed from power.

I don't feel that in this case it is right to essentially put the blame for all of this on Priit's shoulders. The way the argument you are using is framed, it seems predicated on the fact that all the strife and chaos that could've caused the People to collapse were all due to Priit's actions on his shoulders. I vehemently disagree with that.

As we can see from the timeline above, Priit didn't instigate the war against the Northlands, he was barely older than a child before he was sent off to fight it. While it is true that his actions and struggle to get his own justice did not help during this instance, I do not agree with your framing of the issue that it was Priit's actions which caused the issue to arise in the first place, as the issue which would've led to the collapse, which you termed his 'valiant struggle', and which you attribute to causing the lowest levels of legitimacy and stability, was not actually caused by him. The thing that would've led to the collapse of the People was something started when he would've had no agency to do anything about it. Even if he had died in that judgement before him, or even died during his first fight against the Ivory-Blooded Chief, his removal from the equation would not have had any bearing on the issue that was defining the near-collapse of the People. So I find it absurd that you place blame on Priit for his struggle, which was simply a microcosm of the overall issues plaguing the People, when the real blame lay at the feet of either his direct leaders who fumbled into the war against the Northlands, or even the Spirits for it going so badly.

If you had Executed or Exiled Priit, you would have collapsed. Maybe not this phase, but definitely by next turn. Priit's Hero rolls single handedly saved you.

You would've fractured along the lines of Hill Guard/Crystal Lake and the Fingers. The former two would've gotten to the point where they simply refused to continue sending their young men to die. The Fingers either would've been overwhelmed and starved out, turned into the most vicious and violent group imaginable, or gained support from Arrow Lake or the Pearl Divers.

Hill Guard and Crystal Lake would've quickly become dominated by shaman.

As you can see here with the quotes above, had Priit died or have been exiled we still would've collapsed long before he had the time to start a faction. As I keep on stating, while Priit's violence aggravated the issue and the stability of the People at the time, I do not believe he was the cause of the issue that was causing the People to approach collapse in the first place. That issue was the war against the Northlands which was going terribly wrong at the time and which was sapping the People of their young men and warriors.

It may be easy for Priit now to look back on things and regret his choices. However, taking the view here as an outside observer I find it wrong to place the blame here on Priit when at the time he followed past precedent in order to receive justice, only for those at the top to change said precedent.

So while you could say that his actions led to the loss of hundred of lives against the Ivory-Blooded Chief due to his absence, I say that the responsibility for that lay not with him but with Aeva.

Again, as I have said before, I do not disagree with point that Priit has some things to regret in his life, what I do disagree with is regret being the driving emotion while he is at the doorstep of death. Did Priit commit mistakes in his life? Yes. But then again, who hasn't? As he acknowledged much earlier everyone makes mistakes, even the spirits.

His regret there was that he met out violence without proper justification and support, thus, it changed from justice to a crime. The message is that going to violence as your immediate solution can make the problem worse.

Except at the time, he was acting based on precedent until we changed said precedent to go against him, meaning we made an ex post facto decision to change what justice meant into a crime, hardly something he should be held culpable for.

Was this what Aeva had felt? Was this the reason she cling to power, even to the point where she was dying?

It made sense. A twisted horrible sense. The spirits sent their tests, always pushing to see where the People would break. It was necessary, but...

In the end, as Priit lived out his last days covered in blood, slaughtering men and women a quarter of his age. He died a death that could not be fought and felt only a single emotion.

The thing is, if we are to take Priit, and what will be his eventual story, I do not want his story and mythos to be one of regret. He was fallible and human, like all spirits, similar to the Gods of ancient myth who were imperfect and reflected humanity in that sense. However, for all the mistakes he has made I believe that he has done much more to atone for them and achieve greatness because of them.

For all that Priit's faction was a bad thing, you cannot gainsay the fact that it achieved much in terms of reforming the People and making them greater.

That is why when we look at the quote above, I feel that anger here is a justifiable and potentially a positive option.

If we look at the quote above, it we take in the context of it and apply it to the vote, it seems to me that the emotion he is feeling as he dies is not just in regards to his own lived life but that of the whole of the world as well, the ordeals sent by the spirits and so forth.

So looking at things in these terms, and looking at things when Priit is to become a spirit himself with his legend being that of a War God, anger works perfectly fine in this instance.

Anger in this instance can be anger at the state of the world, anger at the spirits for the spirits being so capricious against the People. In terms of Priit's story, anger here be construed also as determination in a sense. For was it not Priit's anger which led for him to fight the system of injustices that wronged him so, that changed that system to what it is now? Was it not Priit's anger which smote down the enemies of the People? From the Northlands who were converted into allies, or the enemies of the Peace Builders and Arrow Lake?

If we look at the emotions had and apply them to Priit's life, while regret surely applies, if we look at things from the point of view of his overall mythos, anger is a fine point to have. Anger is a basic human emotion, and while generally negative there are certain contexts for when it can be justified. In the instances of Priit's life, his anger was justified as his anger was used to rail against Injustice, and used to fight the enemies of the People. The culmination of which is Priit's achievements to this day with the law.

While it is true that our current situation of intra-tribal violence is not something positive, it's roots come from much before Priit's time. In my view, Priit's anger against the kinstrife that occurred in Hillguard could be used as justification for why he had it changed in the end.

Considering all of the comparable mythos' we have seen of heroes and demigods raging against the world, the fates, the spirits, or the gods, I feel that it is fine if we have Priit's final moments being one of anger, because when looking at things through that context his anger is justified. From a certain point of view he is angry at the world for the injustices still present, angry that he has only one life to live, angry at the current situation due to having perfidious neighbors.

In context such as that, I feel that anger is a perfectly fine emotion to have. For it could motivate the People to stand up to the injustices of the world, to not back down when faced by it. We had a choice last turn, where we could've easily avoided war and violence had we submitted to Arrow Lake's terms, yet in the end we roared defiance against them and fought back.

I do not want Priit's last emotions to be one of melancholy and regret, tarnishing his legend, but one of a warrior still fighting for his People and what he believes is right.

Edit: Caveat: It should be pointed out that the both of us here could be both right or wrong regarding the context of how this affects the Values of the People. Yours seems based around how it will affect our Might Makes Right Value, while I see it on the other hand having more to do with our Ordeals Value. Considering the last vote, and how we were wrong on that, I wanted to just point that out for the record.
 
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[X] [End] Anger
[X] [War] Continue to strangle Arrow Lake's food supply.
Adhoc vote count started by JamesShazbond on Aug 10, 2018 at 12:48 AM, finished with 47 posts and 31 votes.
 
I do not disagree with the message of "Priit wishing he could've spent his life better". What I disagree with is the fact that everyone is using one singular instance in Priit's life, one mistake as the basis for his entire life being regretful.

You're placing a lot of blame on Priit's shoulders for actions he had no control over:

So while you could say that his actions led to the loss of hundred of lives against the Ivory-Blooded Chief due to his absence, I say that the responsibility for that lay not with him but with Aeva.

Again, as I have said before, I do not disagree with point that Priit has some things to regret in his life, what I do disagree with is regret being the driving emotion while he is at the doorstep of death. Did Priit commit mistakes in his life? Yes. But then again, who hasn't? As he acknowledged much earlier everyone makes mistakes, even the spirits.

Ultimately incompatible perspectives. I don't care who was objectively right(and indeed argued to rule in his favor originally). But his approach did make everything worse.

The events of Priit's life is a series of mistakes from all parties, aggravated by skill. I don't want to forget that in immortalizing the glory and rage of war instead of how everything was a preventable mistake.

We have enough elitism and violence without going overmax.
 
[X] [End] Resignation

Good points on regret, but I still hold with veekie's viewpoint that we don't need to be any angrier. Thus, resignation. War isn't fun, it isn't good, but it WILL happen. A decent lesson for a next generation of leaders.
 
Ultimately incompatible perspectives. I don't care who was objectively right(and indeed argued to rule in his favor originally). But his approach did make everything worse.

The events of Priit's life is a series of mistakes from all parties, aggravated by skill. I don't want to forget that in immortalizing the glory and rage of war instead of how everything was a preventable mistake.

We have enough elitism and violence without going overmax.

Yet, in your argument you completely ignore the fact that his actions here were a symptom rather than the cause of the strife during that time.

Considering how your prediction on how On Behalf of Future Generations would have changed our Trial By Fire value was wrong, where it instead changed our Blood Brothers value, in this instance here I do not share the same viewpoint as you and take your arguments with a grain of salt.

You are using one singular event, one singular instance in Priit's very long life, to frame a narrative that seems to shift his legend into being one of "a series of mistakes from all parties".

The message I want portrayed here in terms of Priit's life is not the one you seem to be suggesting, one of "The glory and rage of war", but instead a story of how one man rose to greatness through channeling his anger to right wrongs and injustices.

If we look at things through Priit's story, while there are certain aspects of his story which do portray the glory of war, there also aspects of it that show the horror of it such as the many comrades lost and the after effects of it.

In the context of anger being chosen, I see anger here as a constructive force. For example, when Priit learned of the issues of the war orphans, it could be said that his anger at the issue led to the change that occurred in its reform.

In my view here, I believe choosing anger will affect the Ordeals value that we have rather than the Might Makes Right and Elitism trait as you seem to suggest it will. Mostly because of the excerpt where it mentions the spirits right before the vote on Priit's emotion. For all that Priit's story was one of violence, a lot of his changes and reforms were had without it, so I do not agree with you when you frame the emotions he is having at this time and tying them to those two values. You have yet to say anything to convince me on this, and considering how opaque these value votes tend to be, I doubt you really will considering we have incompatible viewpoints.

In short I do not want Priit's life to be reduced to a story of how one mistake of his defines his entire legend and the moral of his story. Instead I would rather it be a story of one where he channeled his early anger and used it to enact great change. I would rather have Priit be remembered on his deathbed as a raging warrior angry that he has only one life left to give, than a regretful old man who is melancholy because he made one stupid mistake in youth.
 
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