Wait, so our RA being at 4 is correct? What happened to the 1.25 multiplier? Did it get erased by the system changes?
Anyways, this does mean I am more okay with river-bend and the summer camp as options, because if we don't need to be as scared of temples for RA purposes, then building a temple for the horn riders ASAP makes quite a bit of sense.
You are correct! You have 5 Religious Authority and are over your RA cap!
Since you're already redlining, would it be so bad to red line a little harder?
So Jeree is not a traditional martial hero then, it's just that since the Horned Riders are a martial Holy Order, and he is a Mysticism Hero of their magic that means he is martially powerful because of that but that martial is not his specialty correct?
Also, are the Horned Riders at threat of going extinct or is their something we can do to keep them alive within us?
I'm assuming we will get the Horned Riders as a Holy Order right, no matter which option is chosen?
Edit: If that is the case, do we need to build a separate Temple for them later, assuming they settle at the Cave of the Stars Temple, which has it's own Shaman?
Jeree is a straight Martial/Mysticism hero; he's both.
The Horned Riders will not go extinct without a temple, but there will likely be problems if they don't get one. They are the odd Holy Order out; you didn't birth them, they're adopted from the North. What does that say if they are the Holy Order that doesn't get a temple? Wouldn't that be a bit alienating for the descendants of the Northlanders that their unique tradition is ignored?
You will get the Horned Riders as a Holy Order.
You could transplate the Horned Riders over the Star Shaman, but that would displace the unique burgeoning tradition that the Star Shaman are building. Do you want to destroy the future of what the Star Shamans might create to grantee the Horned Riders are accepted as equals?
As with similar narrative strain events, are we going to be presented with options to address it or will we have other general actions we can take to ease it?
You will have narrative events to drop RA. You don't really have enough sophistication to reliably drop RA due to turn actions.
So are the Stars important to the Ember Eyes as well? I didn't know that, I thought that was mostly the Star Shamans purview.
Stars are important across the board. Seasons were always extremely important to ancient people and the way they tracked those was by looking at the heavens. You got unique celestial phenomena not only in the stars, but also the sun, the moon, the white hoop, and the aurora. There's plenty reason the People are invested in the sky.
Does that mean we will get to define the meaning of it like we did similarly with the door to the cave of the Stars?
Probably not. I have a lot in mind for that. It's a derivation of decisions you've already made plus some unique ideas I've added.
So quick question. Considering how the normal option for founding a settlement is locked out. Are there any penalties for founding two new settlements at the same time? Assuming we don't take the Northlands into Arrow Lake.
Also if we integrate the Arrow Lake captives, are they debtors meaning we can use them as free labor, or do they start as full tribesmen?
In this particular case, there would be no penalty to founding additional settlements.
They would be full tribesmen, but they would be Debtors as well. The People don't really have the concept of citizenship yet. If you live with the People year round, you're one of them.
Which infrastructure specifically are you referring to?
Edit: For example say we don't settle the Northlands at the Cave of the Stars, will a Temple have to be constructed for them as they aren't locked in yet while things like walls, shrines, and sugar shacks be constructed?
Infrastructure is generally: walls, temples, charcoal kilns, and hills. Sugar shacks have been downgraded to resource buildings; they're analogues to a farm or fishing fleet.
@Redium
Would there be any interesting events that could occur from settling the Jeree and his people at the cave of stars, especially seeing as Jeree is a mystic hero?
Yes, but not necessarily a good one. If you settle the Northlanders around the Cave of Stars and then fail to build them a temple for the Horned Riders, they might completely displace the Star Shaman.
@Redium, the ember eyes are doing fire breathing aient they?
Or at least some variety of it
They do not breathe fire; they hurl fireballs.
@Redium With the option to integrate Arrow Lake, does that mean that we take their settlement?
No. The Maintain options keep Arrow Lake's settlement, the Integrate ones destroy it. The vote is about what happens with the
population. If they're integrated, they're moved and mixed into the People. If the settlement is maintained, they stay where they are but with an infusion of shaman, warriors, and Pareem from the People.
Busy today but two big things:
-If we maintain the Arrow Lake settlement we'll redline RA, because in a generation they're going to demand their own temple.
-If we assign the Northlands to anything except the Cave of Stars or Absorption, we'll redline RA because they're going to demand their own temple too
You're already redlining RA. I was mistaken that you were not before.
So, in the effects section it mentions adventurers. What kind of adventurers are we talking about here?
Are we talking about the CK2 style adventurers like what I am assuming this is? A landless character who is going to form a group to raid, plunder, and conquer?
Or are we talking about the more fanciful type?
Both. There's going to be low-level, murderhobo type adventurers who won't pop up too much, but there's also going to be well connected, rich second sons launching campaigns to bring glory to themselves and conquer land. The later is going to be fairly rare, however; at least until you get to a certain tech level.
Another question. Is this trait still in effect? How does it work now that we are an aristocracy where decisions seem to be made not by the Big Man or Headman in this case, but instead by the Pareem?
'Court' is generally held by Pareem. They act as arbiter in order to settle any disputes that arise between people. The Pareem will either arbitrate themselves if both the plaintiff and defendant are their clients, or advocated on their behalf if the plaintiff or defendant is another Pareem's client. If two Pareem can't decide on a settlement (or a client wants to appeal their Pareem's decision) it's resolved with a local council of Pareem. Three, Six, or Eighteen people are usually selected for this council.
Debtors are collectively overseen by a council.
Consequence punishment is basically the realization that you punish people for the effect their actions
had, not what they necessarily
did.
@racnor How far are we from Niagra falls anyway?
Niagara falls would be ~700 kilometers from the Fingers and ~450 kilometers from Hill Guard.
While we may have beaten Arrow Lake right now, there is nothing preventing them from holding a grudge against us and attacking us in the future, especially with the potential of the Black Scars as co-aggressors. The Arrow Lake settlement is on the far end of our territories, and by taking it we will leave ourselves thinly stretched at a time when we are currently trying to consolidate.
I wanted to get back to this point because Jeree would weigh in on it.
Currently, Arrow Lake is a leisurely two day travel from the Fingers, potentially one if you were moving fast and willing to push it. It doesn't extend your defensive envelope that much if you were to capture it. Jeree also feels a lot more comfortable defending Arrow Lake than he would the Fingers. It wouldn't have as much room to maneuver and it's too far south for the Horned Riders to be really effective, but it also cuts off a lot of opportunities to maneuver. It's much, much easier to force confrontation around the lake than the Fingers and a forced, high intensity confrontation greatly favours the People over Arrow Lake.
Since South Reach was easily supporting Arrow Lake, they would just as easily be able to assault the Fingers from their current holdings. Arrow Lake can be an important staging base, but it's not at all necessary for them to prosecute war.
Taking Arrow Lake would also provide a large amount of additional support to the Fingers. They would have one flank locked down and have a reliable, close ally to depend on. Having allies that are one day away versus one
month would make the Fingers hugely more secure.
Luule would also like to weigh in: leaving Arrow Lake more-or-less intact, but supplanting their leadership, warriors, and shaman, would allow the People access to a lot more resources. Arrow Lake is rich in clay, granite, lapis luzili, limestone, (minerals in general,) wood, fish, farms (with some crops you haven't domesticated large scale) and many other necessities. Maintaining Arrow Lake in full (only replacing warriors, shaman, Pareem) would give you ~3 times the Luxuries of the Luxury Integration option and ~2 times the Materials of the Materials integration option. The more you integrate them, the less resources you would get since it's inefficient to move people around and throw away old infrastructure.
The downside to this, of course is twofold: first, it requires additional infrastructure. A temple, hill, charcoal kiln, trails and Fire Relay would have to be built to accommodate the settlement and that's a lot to ask; 9 actions to do it all. Second, there's the risk of Arrow Lake trying to rise up within the next few turns. It isn't an insurmountable risk; Luule notes that the People were fantastic at converting the Northlands and Pearl Divers. Your religion is top notch, you have the Law, and you have experience from deflecting the Peace Builders' attempts to convert your culture.
Jeree notes that you've utterly savaged Arrow Lake. Roughly 3/4 men between the ages of 15 and 59 are dead, nearly 1/8 women are dead; virtually everyone who took the field against you perished. You would also be inserting your own warriors directly into the settlement and allowing them to have control. A rebellion would be difficult to pull off.
Neither Luule or Jeree are the exact right person to instantly flip Arrow Lake (that would be a Diplo hero), but they have everything else; Martial, Admin, and Mysticism.