For nomads raiding pretty much anyone that looks like an easy target is also normal.

No, they go where there's stuff to feed their herds, and as it so happens, the best places are areas that have had time to grow because they got recently depopulated by the settled people there. And then they see these settled people who are something like a foot shorter than they are (Because nomad diet is way better than agricultural diet, when they're not starving anyway), and go "Wow, look at these scrubs, we can punch them a few dozen times and take their stuff for ourselves", and then they start raiding and calling in buddies until they overrun the settled folk or get driven back, and then they forget a few generations later if they get driven away because oral tradition is shit for remembering anything and the cycle starts again.
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)

How do you prove the vaccine works?
By taking in people who are not vaccinated, then introducing them to trade missions to known pox infected regions. Smallpox is all over the lowlands.

AN gave us everything we need to solve this.
Right here, right now
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)
 
General malaise? We lost a centralization point. Our yeomen have nothing to test their skills? Lack of war?

Maybe we need a megaproject to focus the people's energy on.

[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)
 
[X] Challenge the validity of the Sacred Forest (???)
we can observe this- don't manage it, blight comes back. simple. We just don't manage a part of the forest. its an easily controlled experiment- "What happens if we don't do this?"
 
Whichever we pick, we need to put the Library up soon, so we can have a record of why we do the things we do. Makes testing them much safer.

[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)

I'm pretty sure either Warding or Forests will work, but picking Forests might cost us some of our forests, and we need those.
 
[X] Remind the lowlands of your wealth and power (Main Salt Gift)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Forest (???)
 
[X] Remind the lowlands of your wealth and power (Main Salt Gift)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Forest (???)

If we lose sacred forest it should be easier to get it back, than if we lose sacred warding.
Adhoc vote count started by Killer_Whale on May 24, 2017 at 11:34 PM, finished with 108 posts and 33 votes.

Adhoc vote count started by Killer_Whale on May 24, 2017 at 11:35 PM, finished with 40590 posts and 34 votes.
 
Ehhh Actually they don't
The actions those beliefs make people DO is what work, not the belief itself
The belief makes people like the Spirit Talkers propitiate the spirits, which in turn causes the spirits to strike down the Dead Priests with 10 years of alternating drought and flood. Or cause lightning to strike when holding up the Star Axe. Or when it makes people feed the giant mouth in the earth, which then tells them secrets of the spirit world.
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)
 
[X] Remind the lowlands of your wealth and power (Main Salt Gift)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)

I want to go with this for a few reasons.

First off, the salt gift + the iron will likely have great impact on our Prestige.

Secondly, on the matter of the conquered nomads, I want them to further integrate with the People and not just make the Stallion Tribes more culturally distinct.

And thirdly, I want to challenge the Sacred Warding because I think it'll stand up to scrutiny. We have the highest Health tech possible for our current age and the theory is based on Observation - this will just reinforce that.
 
The belief makes people like the Spirit Talkers propitiate the spirits, which in turn causes the spirits to strike down the Dead Priests with 10 years of alternating drought and flood. Or cause lightning to strike when holding up the Star Axe. Or when it makes people feed the giant mouth in the earth, which then tells them secrets of the spirit world.
What?
Where did you get this fairy tale from?
 
General malaise? We lost a centralization point. Our yeomen have nothing to test their skills? Lack of war?

I think it's because we lost Nobility in Humility. We're so much more martially focused, we've lost a lot of the cultural incentive that we had to take pride in your work even if you're not out there fighting. We still have Symphony, but for the day to day stuff it's less potent.
 
[X] Remind the lowlands of your wealth and power (Main Salt Gift)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Forest (???)

Salt Gift is awesome.
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Forest (???)


TREES
 
>We challenge scared warding
>Smallpox resurfaces
>Obviously it's because we messed with the weapons of the gods
:facepalm::tongue:
The bad news was that after opening up the oldest sealed tailings pit, they had discovered that the remains were super poisonous. They found rotten stone, and while the glazed tiles had held up well pretty much everything else that got wet in that deadly rotten egg stinking pit had been corroded and transformed if it got even a little water on it. The People had already been careful to make sure that these pits shouldn't be able to drain into drinking water, but the damage inflicted really drove it home. They would definitely have to increase the standards for these things... although there were also intriguing possibilities for the use of some of the strange materials found within, and among the slag heaps of the iron smelters.

Also, the grey nodules? Definitely contained lead and silver, and pretty much everything except the silver was rather terrifyingly toxic. While the examination of sacrificial animals revealed that even invisible fumes could be toxic, something that confirmed suspicions about some of the workers and prompted further examinations on how to contain it, it also continued to confirm the idea that all of the toxins of the metal were not self spreading like with disease. Someone poisoned from working with any of these things was of no risk of spreading their injuries to others the way someone with a plague or pox was. Thus any widespread curses for the digging up of metal had to come from the gods and not the metal itself... and honestly things hadn't been too bad. The elders said that the weather used to be better, and records suggested that there had been fewer failed harvests and fuller granaries in the past, but nothing was on fire.

Eh? I think the People are rather clear on the separation here.
 
[X] Look around for more reasonable people (Main Sailing Mission)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)
 
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@Academia Nut At this point what do our shamans teach for how the sacred warding works? Do they still know its specifically about Smallpox/Starpox? Or has that been lost over the centuries and its more of a general spiritual warding? Have our neighbors had any issues with smallpox, however large or small, lately?
And do our shamans have a plan for how to test either of the teachings, or is it completely "shrug" territory?
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Forest (???)
There currently isn't large small pot plague going on.
 
[X] Remind the lowlands of your wealth and power (Main Salt Gift)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)
 
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