From Stone to the Stars

What would neolithic people think are 'smart' dogs? I don't think our typical tribespeople are interacting with the dogs much, it's mostly the Fangs, and to a lesser extent the hunters in general.
To be fair, we put huge emphasis on brother wolf and the bond between man and dog, having sacred warriors likely means we have dogs we train specifically for that task.
Soooo... wolves are getting genes that amount to:
-Paedomorphism (less assertive, less hostile in general)
-Less hostility to strange wolves
-Curiosity about humans
-Some talent for understanding human communication
-Greater memory
-Greater focus

I think this means we have large, coordinated wolf packs that have better inter-wolf communication, like hunting people, have grudges and gratitude towards specific tribes, and can carry out long term plans.

Basically, I'm thinking still wolves, but with a little bit of killer-whale-type shenanigans and a fixiation on people.

"Sarak, you have offended the wolf king! The north is no longer a place for you."

That does make sense, so we have wolves that form larger packs with more social cohesion, more boldness and interest in humans. We are surrounded by these wolves and we don't notice because they are likey more friendly to us as we are familiar humans.
 
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Craftworks: Tiny Surplus (Tiny Deficit)

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.

I'm guessing the main things dragging down our craftworks production is a combination of not having enough materials, as seen by having specific materials needed at the moment, as well as not having enough Specialists in general needed to produce these goods.

Diplomacy: Tiny Surplus

Last time I remember you showing us our stats our diplomacy was in equilibrium at the time with only our magic value buttressing it. Is that the same now, where most of our diplomacy surplus is due to our magic skills, or do people genuinely prefer to talk to us for other reasons, such as our trade goods?

Luxuries: Tiny Surplus (Tiny Deficit)
Specific Luxuries in Demand: Beer

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.

No surprise beer is in demand, though considering our near capacity when it comes to farming I don't think we will be able to increase production of it anytime soon.

As for the luxuries category in general it seems like we will have to maintain a balance somewhat as while we don't want to deprive our people of luxuries, making them unhappy, having too many and not being able to meet the demand for it is just as bad.

I'm somewhat curious how a value like Spartan, as in austere, would affect this stat.

Magic: Small Surplus

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.

We seem to have a pretty good amount of magic, meaning skilled Shaman and Holy Orders. I am guessing the only way to increase this value would be to raise more warriors but for Holy Orders.

Material: Tiny Surplus (Small Deficit)
Specific Materials Needed: Clay, Wood

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.

So how exactly would we gain more clay for material needs aside from claiming more land on the rivers, which naturally gives us more clay?

For wood I'm guessing gathering lumber from the forest as well as introducing those new kilns to make it more efficient would help meet those needs.

I thought brick buildings were more valuable to us due to their value at insulation and not needing to be as repaired as much as wooden ones did, so why would we want to transition to wood?

Martial: Moderate Surplus (Small Surplus)

No surprise here. Of course we have a moderate surplus in warriors considering our emphasis on warriors and war. What I am curious about is how exactly that value in the parentheses is represented as I don't really know how to read what a small surplus of martial being available to the average person would look like.

Mysticism: Almost Moderate Surplus

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.

I'm guessing that we have a lot of scientists and philosophers due to our recent actions in reforming the law through creating a dedicated canon for our people to follow alongside our normal plethora of research based shaman like the Ember Eyes.

Staples: Small Surplus (Equilibrium)

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.

So even though we overall have a small surplus it seems like the common person gets just enough food. I think we should focus somewhat on improving these numbers as if we end up having another weather disaster that causes these parentheses values to go into the negatives or stability will hurt.

Or only options for this is to either innovate in some areas like say herding or farming. Or focus more on what we have like aquaculture.

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.

So, I get what this explanation says, I'm curious however about surpluses. As seen with the Luxury stat, and how it seems to differ in that its demand grows over time, I am curious about how surpluses affect us across the wide variety of stats. For some of them, like martial, diplomacy, and materials for example, their effects are obvious. However for others, such as say mysticism, magic, and staples they are not so clear cut. Are there special effects for example from having a certain amount of surplus, as I remember our old economic system had food reach a level where it would spoil before we eat it. Or are there downsides to having too large a surplus of magic and mysticism, like how we had too many people wanting to be masters earlier which threw off our economy and made us change the trials again.

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.

What's a Golden Age do mechanically? I know Golden Ages in general are good things for us to try to reach, however what are their effects?

Conversely, like in the civ games which have a similar mechanic to this, are there Dark Ages that will provide certain effects for us and goals to accomplish?

What about Heroic Ages?

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.

How does one go about producing a controlled low Stability dive, and what would be a good example of one? As the only one I can think of right now is how Priit's Faction emerging helped us immensely in terms of resolving our social issues.

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.

So now that Legitimacy has changed, I am guessing it will not reset when a new leader takes charge then of our civ, but instead represents the legitimacy of our government in general?

As legitimacy has changed, what are examples of ways to gain and lose it? Furthermore, I am guessing unlike stability, that having low legitimacy is bad right?


Aren't they defunct here in the trade menu?

Shrine (Frost-Scarred

Huh...so does that mean the Temple we build in the Fingers will be for the Frost-Scarred to use?

Social Values (3 Levels)

When it says 3 levels, for here and the other categories, does that mean that there are 3 levels before we max out? Have we advanced far enough that our values can once again be raised once more without going overmax?

Increased tenacity in defensive wars
Increased Hero generation in defensive wars

Quick question regarding this in the immediate sense, do these bonuses apply to us right now in our war against Arrow Lake? While we did go to war against them, it was they who seemingly struck first and provoked us into this war in the first place. So will these bonuses apply or not?

Also, will there be a casus belli system later, as right now we seem to be able to declare war at will, but I am assuming later we will need justification right?

Decreased chance to discover social ills

Why's this? Is this because the families choose not to discuss social issues, or hide from them, or is there something more I am missing?

Increased appreciation for first hand experience

So does this mean that they appreciate people doing things in person rather than learning them second hand? Such as they prefer if someone is taught how to shape clay not through just words but through practice? Or am I overthinking things here?

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

So, quick question. Both this value and Retributive Justice are both at level 1, but we know this value is a more advanced value because it is a combination of two other advanced values. How do we determine whether a value is an advanced, fused, value for example, rather than say a bog standard started value with much worse effects?

Is there a nuance or is the level system just it?

Consequential Punishment
The People have decreed that all actions which lead the People to harm must be punished. One need not intend to harm the People, one simply needs to just make it so. Acting within the bounds of law or duty offer no protection when a convict is ruled against by their local Big Man. Doing nothing and allowing harm to befall the People is also no defense. The only defense against these charges are to always be lucky, be on your best behaviour, or on the good side of the judge.
Effects: Greatly empowers the Big Man in legal disagreements, granting wide ranging powers to punish outcasts, incompetents, and the unfortunate

I'm surprised this is still here, as I was sure Priit would've abolished it through the Stone Age Law project considering how it was used to fuck him over, by us.

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.

How do we know if a technology is paradigm shifting aside from knowledge of history, such as knowing the importance of copper and bronze?

Arboriculture (212/300) [Fire] [Life]

Not too hard to figure out what this is, it's the cultivation of trees and shrubs. Considering how awhile back there was a mention of how we should study fire in relation to this, likely for learning how to clear forests effectively, it might be effective for us to choose study fire considering the huge overlap it has and our current wood needs.

I'm assuming since life is now a category that we too can also study it as a separate category? How did we gain it exactly anyhow?

Caribou Taming (298/400) [Beast] [Travel] (Enormous boost since Northlands has this)

Again Caribou cavalry, considering it's up here alongside Orker Taming, I am assuming the two are not mutually exclusive choices for cavalry just that it would be expensive to have both.

Considering the boost we have to learning this, the utility of cavalry in general, and how close we are to completing it, I would argue that this option is right up there in terms of usefulness, especially considering how many wars we seem to end up in.

Copper Smelting (126/300) [Fire] [Stone]

Hmmm, we're pretty well on our way to copper smelting, which means I guess we already have a ready source of copper. Though, I would still like to explore north of Hill Guard in order to claim those silver and gold mines alongside that copper deposit.

Everyone here knows how important copper is to getting to bronze, and the utility of it. Since we're almost halfway there, I say we focus on this one as its effects are multiplicative.

Gods and Deities (167/200) [Magic]

Interesting...studying general magic is an option now. It might be worth getting locked down considering how important it is, especially as we seem poised to advance culturally ahead of our peers if we get Gods and Deities...so many good options here.

Elementalism (17/???) [Magic]

Not entirely sure what this could mean, and the question marks for completion tell me we are nowhere near figuring it out. My guess is that this is related to our shamans philosophizing about the relations between the elements like the Four Classic Greek Elements or the Five Elements of Chinese culture.

Herding (237/250) [Beast] [Travel]

We're really close to unlocking this, herding will likely add another source of food for us to exploit so I hope one of our locked in options and not a study option can be used to get this.

Mammoth Taming (25/400) [Beast] [Travel]

I want this so badly. @Redium Are there limits when it comes to what we can research? Such as, is there a time limit towards researching certain topics, or will some research topics being chosen invalidate another as they are mutually exclusive? Because having massive war mammoths is a great boon for us, even if this is so far away right now, the possibility is great.

Orker Domestication (148/800) [Beast] [Travel]

Damn...even harder than Mammoths...who would've thought? Anyhow, everyone here has heard from the QM how effective these can be as cavalry. Plus, this might be our closest analog to bacon.

Raven Taming (22/150) [Beast]

Huh...I didn't even know this was an option, and a rather cheap one too. Sounds similar to falconry. I can't say having tamed ravens to act as messengers would be a bad thing.

Stonecutting (76/100) [Stone]

So close, and such a useful technology too, it would likely make our building efforts much easier if we could figure this out.

Three Sisters (452/600) [Life]

Damn, I thought we were pretty far behind when it came to unlocking this. But, considering how we are nearing capacity at our farmlands, this is something we will need to pursue quickly unless we want our growth to stall.

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.

So @Redium , as Life and Magic were not study options before, can I take it that they are options now?
 
You're farming capacity isn't that high. You've just hit it because your farming methods aren't that great and you lack Trails to expand inland.

Right now, your calories come from: Farming 22.5%, Fishing 17.5%, Hunting 50%, Gathering 5%. Fishing has a lot of room left to grow while you've basically hit peak farm, peak safe hunt and are 2/3rds full of gathering.
So we probably want to do a whole lot of work on the trails soon or theres' going to be a More Clay pressure(and making the trail situation worse)
If anger is chosen, Priit dies one of those old, angry men that would fight the world if they could, because the world broke them.
Ah, Retributive Justice/Vendetta is the key trait which led into this.
Our Justice value says that things should be an eye for an eye.
Our Trial by Fire value says that bad things happening are the Spirits testing us.

The conflict leading towards Anger is that Priit chooses to answer the dilemma by applying mortal justice concepts to spiritual cause and finding the spirits wanting.
Inbreeding basically isn't a concern. Your dogs regularly breed with wolves and are not forced to inbreed to closely; the People are disgusted by incest and don't let their domesticated animals breed incestuously as a result. Inbreeding has basically only become a concern within like the last 100 or so years. People didn't do inbreeding on dogs before that.

You're also breeding first for intelligence. Your dogs are likely to become the dog breeds that would've been herding dogs or retrievers.

By accident, you're also making the wolves nearby you scary as heck.
Hmm...traits we'd be breeding for considered smart by a Neolithic Hunter:
-Trusting - Must readily accept a human and other animals as a 'packmate', even into maturity. As @Sol Zagato said, lifelong puppers.
-Loyalty - Must identify and obey their primary partner readily, regardless of injury, fear or hunger. So the dogs have a more developed sense of hierarchy, theres their partner who they are supposed to obey above everything else, even other canines.

Pair these two together and that says to me that we're breeding hypersensitivity to particular social cues, which generally means that the Fangs could probably approach any wolf from our forest in the same way, and tame it the same way.
Gut feel is that it's going to be something to arise from communal feeding practices and some form of submission displays(i.e. wrestle the dog and pin it, then let it go, and it accepts you as Top Dog).

-Symbolic Representation - Basically they need to understand the idea of linking a gesture, direction or sound with particular instructions...and the reverse as well, being able to communicate finding something of interest to their Fang partner. Our wild wolves probably are developing some pretty complicated howl relays, and PROBABLY are perfectly capable of enacting their own flanking maneuvers.
-Better memory - See above, but they need to remember these with few repetitions. They know which human pack will give them food, and which human pack killed one of them. They can hold grudges.

-Controlled Aggression - Kill what the partner tells it to, don't kill anything else. This is needed to do anything around the large numbers of prey animals, children and other vulnerables in our settlements, and the ability to sic wolves on other humans without siccing the wrong human. So overall, breed more patience



I know there was someone that offered to work on a map, I'll probably contact them. I'm really, really unmotivated to do so myself since map making takes forever and isn't very fun. Tracking numbers, I can add entirely unique aspects to individual settlements or your civilization as a whole with less than five minutes work.
I think zooming out a bit is probably wise. We don't need the nitty gritty detail that much, so much as the broader geography and maybe a mark for a particularly rare resource.
Note: intra-civilizaiton conflict is a risk with any medium or low centralization government style. A League of City-States, Tribal Confederation, Provincial Kingdom, or Oligarchy would all have these same issues.

The two main determinates on whether or not there's civil war are: how centralized is the power? And, how predictable is legitimate succession? More Centralization and more predictability make civilization more stable.
Though on the opposite side, the more stable it gets the harder it gets to innovate and adapt, since it would interpret innovation as damage quite often.

Most civs settle in on "your components can fight each other, but they won't fight the top level authority often" I think?
Empowerment is basically a replacement of Tribute focus. Instead of picking a Tribute policy, you pick a beneficiary who executes actions for you; i.e. a warchief, elder, landholder, shaman, etc.
Ah...I imagine this is the "placate unhappy faction" option? Or if we spawn a Hero that's not directly under our control and we want to use them?
Could you elaborate? Also, what do said wolves give up due to their increase in intelligence? After all if it were something that makes them all around more viable in the wild they would have evolved that way before our interference.
Larger brain mass means higher dietary needs(brains are the high maintenace fighter jets of biology, they eat ridiculous amounts of calories). The wolves in our region probably have smaller packs than other regions, but are better at finding prey in scarce environments(which is basically any territory being hunted to capacity by humans\

So how exactly would we gain more clay for material needs aside from claiming more land on the rivers, which naturally gives us more clay?

For wood I'm guessing gathering lumber from the forest as well as introducing those new kilns to make it more efficient would help meet those needs.
Already mentioned. Better trails means better access to all resources in our territory. We're underutilizing a lot of stuff because its too much work to walk there
I thought brick buildings were more valuable to us due to their value at insulation and not needing to be as repaired as much as wooden ones did, so why would we want to transition to wood?
Bricks are also expensive to make because we hadn't built any kilns. Cost effectiveness wise, a noble or warrior would probably have the ability to spring for a brick longhouse as their first home, but for a new farmer or artisan, they're going to be waiting a pretty long time before they can start their own if they want to use bricks.
So even though we overall have a small surplus it seems like the common person gets just enough food. I think we should focus somewhat on improving these numbers as if we end up having another weather disaster that causes these parentheses values to go into the negatives or stability will hurt.

Or only options for this is to either innovate in some areas like say herding or farming. Or focus more on what we have like aquaculture.
Naw, food is one of those things where an equilibrium never stays there. People will fuck their way up to capacity regardless, until diseases start capping it.
How does one go about producing a controlled low Stability dive, and what would be a good example of one? As the only one I can think of right now is how Priit's Faction emerging helped us immensely in terms of resolving our social issues.
We have an option to burn stability to get extra actions. Its worthwhile to use it to lower Stability at a time when the regional situation is peaceful and so is the weather.
Why's this? Is this because the families choose not to discuss social issues, or hide from them, or is there something more I am missing?
Families protect themselves first of all, so they're going to be policing their own number and quashing dissent as part of business.

This is a common trait to all stability granting institutions. Part of stability is making sure that minor problems never get aired.
Not entirely sure what this could mean, and the question marks for completion tell me we are nowhere near figuring it out. My guess is that this is related to our shamans philosophizing about the relations between the elements like the Four Classic Greek Elements or the Five Elements of Chinese culture.
Its like proto-proto-proto scientific method. People trying to build a model of understanding the world beyond "X causes Y".
 
So after going pretty much all of the Civ quests out there, from the greats to the not-so-greats, I've decided to give the concept a go myself. I figure I'll operate under a narrative focused format for several reasons, largely my fervent hatred of math, but also because I honestly enjoy this quest more than Paths of Civilizations.

I've hit a stumbling block in one area, however - the map. I want to stick to the idea of using real-world earth instead of making something of my own, but I also want to use a hex grid for simplicity and sanities sake. Unfortunately, google searches for 'hex grid of earth' or 'hex grid of North America' are insufficient for the level of detail I want - ideally, I can get a copy of the map @Redium is using, since I can't seem to find an example of it on the internet.

Basically, I'm asking how to make a good map for this kind of quest.

Personally, I used Hexmap in order to create the maps used for this quest. If you're interested in giving map-making a shot, a free version of Hexmap can be downloaded. I have a few reference images, .jpeg's, and the .hxm files that Hexmap uses.

Just to clarify, all of these choices represent what happened to Pritt after the world broke him, right? So we're choosing how people react after they fail their trials?

Probably not how they react their their trials. This will be much more influential on the aristocracy and how they respond to stress.

@Redium How does our de jure government and hierarchy look now? Will aristocracy be enshrined in the Law as a must have that trumps every other option? Have we done away with the three Big Men that meet, judge and rule completely, there now being no one officially at the very top above all others?
Or is it more that, while Big Men are still elected in each town following the same types of ceremonies, everybody knows that they better elect someone from the "better trained" families and non-aristocrats that try to interfere are having a bad time?
Or in other words, how much did the theory and tradition of "How Things Are Done" change vs merely the day to day realities of how things end up looking to an outsider?

Your government on a day-to-day level hasn't really changed that much. There was always a group of people that were better connected, that had skilled relatives or access to more resources. Aristocrats can be found in any profession; potters, farmers, warriors, etc. They just happen to be the best. Their families tended to be larger and as such, produce more resources (whether food, warriors, or crafts) and they become idealized as the leader of their particular field.

Realistically, nothing changed; the families that would dominantly produced Big Men now produce aristocrats. The aristocracy now sees itself as an economic and social class and they focus more on building ties within their own class so that their resources and networks of support mutually reinforce instead of being used to viciously tear each other apart.

The aristocracy isn't yet distinct enough to have a trump over every class in society. They're formally recognized as leaders and aristocrats are often the best connected and most skilled and successful in society, but they're not dominant. There aren't enough degrees of separation between a random torch wielding mob to allow them to truly oppress everyone else.

You have done away with Big Men, but you've replaced in with a series of settlement councils. Things are currently a bit more democratic than they were before. No longer can everyone speak at a public gathering, but aristocrats depend more on the support of the common person. It's a bit like representative democracy for now.

There is still a meeting up of three leaders to discuss affairs affecting all of the People. They tend not to be leaders in their own right, but representatives.

Does losing Blood Brothers as one of our six defining Values mean that the tradition of binding oaths and related "brotherhood" that we adopted from the North tribes is completely gone from the majority of the population now? And that despite yet again fighting with Northerners at our side?
Or is that tradition still mostly in tact, except that blood brothers are now considered family no more important than actual family and usually slightly less?
Also what effect does us evolving away from Blood Brothers have on our relationship with the Pearl Divers and our track towards assimilating them?

Binding oaths are gone for now, but you'll have a chance to pick it up again fairly soon. As soon as you get Writing you're going to automatically open up 3 more Value slots. The acually binding value of oaths is less important. The People have evolved the value so that they place more stock on the family part of it.

You do still maintain adoption as turning someone into blood kin, however. Adopting a brother or sister would make them socially considered to be equal to a full-blooded sibling.

The Pearl Divers are a bit weirded out by your choice. You replaced their Familialism value only to suddenly pick up one of your own.

Could you elaborate? Also, what do said wolves give up due to their increase in intelligence? After all if it were something that makes them all around more viable in the wild they would have evolved that way before our interference.

It's not so much the intelligence, but the conflicting instincts and aggression. When you crossbred a dog and wolf, it's got two different neural architectures competing. Wolves are evolved to be smart, excellent problem-solvers, aggressive, and with limited socialization. Dogs have been bred to be dumb(er), dependent on humans, extremely social, and relatively passive. Crossbreeding this neural architectures tends to produce very neurotic crossbreeds; they don't know how to act in order to be successful. This makes wolves unpredictable, and thus dangerous.

Additionally, you've also bred your dogs to be aggressive to humans. In Europe and the other areas of the Old World, wolves are used to people and behave as aggressively towards them as they would to any other animal. Wolf attacks were a constant threat. In North American and the New World, wolves don't attack people. I'm not sure of the exact reason why, but New World wolves tend to be fearful of humans and rarely attack. In the modern day, Europe has more than double the rate of fatal wolf attacks even though wolves are much, much more common in North America; Europe has about ~12,000 wolves while North America has ~77,500. That means attacks are roughly 13 times more common in Europe.

This aggression to humans is going to leak out of your dogs and start impacting the wolves nearby; you don't control breeding tightly enough to prevent dog/wolf mating.

When the People deal with dogs, it's either the Fangs or hunters working with them. Your dog handlers have to be extremely highly skilled since your dogs are not fluffy fur-balls; they kill and maim people every year.

Why does it have to be two divergent canons instead of one canon with a lesser emphasis on two different concepts. I mean can't Priit and his elder advisors have thought "A is important but B is pretty important as well. We should make sure that there's a balance and that B doesn't get neglected after everyone knows the paramount importance of A"?
Or even a completely intertwined belief where equality comes close second. I mean we were already pretty special in not punishing children for the sins of their fathers, what with adopting the offspring of Debtors and even POWs into our tribe.
In any case, I am pretty sure that all of the options you gave us still matter to the People to some extent, right? I mean they are not shitting on the Spirits, still care about remaining a single tribe following the same leaders and united against foreign tribes that wish them harm, still would rather be powerful than weak and don't shy away from using violence and other methods to come out on top compared to their peers and still hold the land and it's manipulation as sacred. So why aren't parables and legends that kind of preach a hierarchy that goes [On Behalf of Future Generations>Balance of People>All the Other Options>Behavior that Conforms with None>Mad Anti-social Idiocy] or something possible?

So how exactly was Trial By Fire modified? Is there some sort of numerical measurement for how we progress in our values, similar to our research here?

Also how would Balance of People changed things?

Trial by Fire is going to be modified more once it's uncapped. Part of the reason that I've begun including a Level rating for each value is to show how complex it is and how comprehensively it is valued within society. Higher level values tend to be more complex because their social penetration allows them to develop further.

Balance of People would've pushed you further towards a Caste system, to be honest. It would've laid out a lot of explicit rights and responsibilities, but it would have codified the overarching idea of there being an ongoing struggle between people and social classes.

So essentially we need a King then?

Kings tend to be more stable than other forms of government, but they don't prevent social disorder. If your succession system if Tannistry, for example, that's going to be riven with significantly more conflict than agnatic primogeniture even though you have a King in both systems. It's impossible to prevent social disorder, even up to the modern day.

So I'm guessing this got pushed off to the next turn?

Yes.

This makes me want orker cavalry even more, or like, just release them at enemy lines. The orkers would probably make one hell of an anti cavalry unit. We have tamed orkers, are we using them for anything, or do they just hang out near us and tolerate us more than before?
Ps. If not!earth has these guys still kicking does that mean there's other prehistoric animals/descendants of those animals?

The fact that orkers are fully capable of eating meat means that they are pure nightmare fuel.

The only thing that you can use orkers for at this point is for herding. They need to be fully domesticated to be ridden in combat. The upside is that orkers are bigger than modern bulls; they're immediately large enough to ride. They aren't like caribou or horses where you need to either breed them larger or have them fight with child/teenaged sized riders. They're also fairly dumb; the reason that they went extinct IRL was because they were outsmarted by bear-dogs so you don't have to worry about silly things like 'self-preservation' or anything like that.

Oh, there's tons of prehistoric animals out there! The People have probably encountered some but don't yet know they 'should' be dead.

How scary are wolves in our area? And how are they 'scary'?

I believe I answered this elsewhere.

What would neolithic people think are 'smart' dogs? I don't think our typical tribespeople are interacting with the dogs much, it's mostly the Fangs, and to a lesser extent the hunters in general. I think the Fangs would want animals that interact predictably with them (paedomorphism, memory and social skills), that do their jobs well (focus on particular orders for long periods of time, general wolfy skills like tracking and hunting, decidedly non-wolfy skills like direct assault) and that can work with unfamiliar dogs without too much time wasted on fighting.

You've pretty much got what the Fangs value. The one thing is that the Fangs are a lot more willing to tolerate viciousness towards humans. Your dogs aren't likely to be hulking monsters like Caucasus Mountain Dogs or Great Danes, but they are going to be medium to large size and very intelligent. Right now, you probably value Intelligence/Sociability>>Scent>Endurance=Strength>>Speed>>>>Looks in roughly that order.

I'm guessing the main things dragging down our craftworks production is a combination of not having enough materials, as seen by having specific materials needed at the moment, as well as not having enough Specialists in general needed to produce these goods.

You have quite a few specialists. The main issue is not even lack of materials; it's lack of transportation capacity. You have enough resources and enough craftsmen to turn out the goods you need, you just can get the resources to the craftsmen effectively enough. Kilns would also help a lot; getting kilns would free up enough material that you go from Tiny Surplus to Huge Surplus.

Last time I remember you showing us our stats our diplomacy was in equilibrium at the time with only our magic value buttressing it. Is that the same now, where most of our diplomacy surplus is due to our magic skills, or do people genuinely prefer to talk to us for other reasons, such as our trade goods?

I re-balanced how Diplomacy was calculated a bit and that did help you numerically. Your situation has also improved, however, by having an effective vassal in the Northlands and helping out the Peace Builders.

So how exactly would we gain more clay for material needs aside from claiming more land on the rivers, which naturally gives us more clay?

For wood I'm guessing gathering lumber from the forest as well as introducing those new kilns to make it more efficient would help meet those needs.

I thought brick buildings were more valuable to us due to their value at insulation and not needing to be as repaired as much as wooden ones did, so why would we want to transition to wood?

You're going to have resource specific buildings: Arborists, Clay Pits, Mines, Farms and Gathers all generate some amount of materials. Mines, Arborists and Clay Pits are much more effective, however; roughly in that order.

No surprise here. Of course we have a moderate surplus in warriors considering our emphasis on warriors and war. What I am curious about is how exactly that value in the parentheses is represented as I don't really know how to read what a small surplus of martial being available to the average person would look like.

A small surplus of Martial shows how much is available to defend any point in your empire.

What's a Golden Age do mechanically? I know Golden Ages in general are good things for us to try to reach, however what are their effects?

Conversely, like in the civ games which have a similar mechanic to this, are there Dark Ages that will provide certain effects for us and goals to accomplish?

What about Heroic Ages?

Golden Ages are awesome and you want to get one as soon as you can. If you have a choice between a Golden Age and something else, Golden Ages would be painful to turn down, regardless of how awesome that other thing is.

I don't really have any ideas for Dark Ages so far. That's really just civilization collapse.

Heroic Ages are awesome, but not good; think the Three Kingdoms Era in China or the Sengoku Jidai of Japan,

How does one go about producing a controlled low Stability dive, and what would be a good example of one? As the only one I can think of right now is how Priit's Faction emerging helped us immensely in terms of resolving our social issues.

You can generally drop stability by choice. Many of the events you're now going to see will have options to ruffle people's feathers and drop stability.

For example... say that the Ember-Eyes come up to you with a petition. They've noticed that a lot of people are using these newfangled 'stoves' within their longhouses. These contraptions are made of brick and used to cook things; the Ember-Eyes feel that these things infringe too much on their own experiments with heating and burning things in kilns. They want the practice stopped because it's causing people everywhere to ape and devalue their magic.

Or... you're presiding over a trial. A member of the Fangs and one of the Frost-Scarred got into a tussel that ended up dragging several of their friends in and some people dead. Both sides say the other started it and there's no proof either way. Further investigation shows that the conflict was sparked by the use of the Frost-Scarred's sled dogs to help their winter warfare. The Fangs felt that they were torturing their dogs by forcing them to pull along sleds and it's caused a bitter tension between the two with the potential promise of future violence.

Just... examples...

So now that Legitimacy has changed, I am guessing it will not reset when a new leader takes charge then of our civ, but instead represents the legitimacy of our government in general?

Legitimacy is how much people trust the government to make things better. It's unlikely to drop under new leaders now.

As legitimacy has changed, what are examples of ways to gain and lose it? Furthermore, I am guessing unlike stability, that having low legitimacy is bad right?

Legitimacy can be gained by decisions, but it can also be gained by buildings. Temples now give a constant Legitimacy boost while Festivals do as well. Other buildings can drop your legitimacy as well. Any prolonged period of misfortune where the government fails to stop it will ding legitimacy.

Huh...so does that mean the Temple we build in the Fingers will be for the Frost-Scarred to use?

Yes.

When it says 3 levels, for here and the other categories, does that mean that there are 3 levels before we max out? Have we advanced far enough that our values can once again be raised once more without going overmax?

That means that you're allowed to have 3 levels of values in that category, whether that's 1+1+1, 2+1 or 3.

Quick question regarding this in the immediate sense, do these bonuses apply to us right now in our war against Arrow Lake? While we did go to war against them, it was they who seemingly struck first and provoked us into this war in the first place. So will these bonuses apply or not?

Also, will there be a casus belli system later, as right now we seem to be able to declare war at will, but I am assuming later we will need justification right?

The bonuses do apply.

Casus belli will develop later on. Like the actual necessity of having a cassus belli is either locked behind developing certain Values or a certain development level. Unless you pick up a pacifism trait, you will always have a cassus belli of some sort until fairly late; people were simply really accepting of war in the past.

You'll start getting Casus belli distinctly in the Iron Age.

Why's this? Is this because the families choose not to discuss social issues, or hide from them, or is there something more I am missing?

More that those issues are presumed to be the private province of the family. If people will disabilities or mental illness are being abused, it's not civil society that's worrying about it. If slaves are being abused, they're being abused at home by their masters.

So does this mean that they appreciate people doing things in person rather than learning them second hand? Such as they prefer if someone is taught how to shape clay not through just words but through practice? Or am I overthinking things here?

You prefer practical experience. If you were planning a road trip with this value, you wouldn't bother with a map but would instead ask someone who has been to your destination. It's great for dealing with solved problems, even if the solution is unpopular. Not so much for things that can't be solved or have no known solution.

So, quick question. Both this value and Retributive Justice are both at level 1, but we know this value is a more advanced value because it is a combination of two other advanced values. How do we determine whether a value is an advanced, fused, value for example, rather than say a bog standard started value with much worse effects?

Is there a nuance or is the level system just it?

The level system is a combination of how well the value has penetrated society and how complex it is. Both of those tend to go hand in hand since a value needs to have a wide reaching audiance

I'm assuming since life is now a category that we too can also study it as a separate category? How did we gain it exactly anyhow?

I basically decided to open up all of the resource categories. It doesn't make sense for you to be able to study fire, but not plants, for example. You are better at [Fire], [Beasts], and [Life], however due to your Holy Orders.

Life is plants.

I want this so badly. @Redium Are there limits when it comes to what we can research? Such as, is there a time limit towards researching certain topics, or will some research topics being chosen invalidate another as they are mutually exclusive? Because having massive war mammoths is a great boon for us, even if this is so far away right now, the possibility is great.

There are some limits, but usually not. Often times, if you don't pick up a certain practice by a certain level of development, you'll simply stop trying to bother. It's not worth investigating Arboriculture when you've picked up Three Sisters, for example. You would need to go back and actively research it since Three Sisters is so much better; arboriculture is worse in every way so the People stop trying.

For mastodons specifically, you always have to worry about them going extinct. A lot of the megafauna in North America went extinct after people arrived there and wiped them out.

If you want to pick up Tamed Mastodons faster, lean on the Northlands because they are further ahead than you in researching it.

Research in general will improve when you take related actions. Want to boost Arboriculture? Pick up Arborist actions.

Damn...even harder than Mammoths...who would've thought? Anyhow, everyone here has heard from the QM how effective these can be as cavalry. Plus, this might be our closest analog to bacon.

Note orkers are on 'domesticated' not 'tamed'. Those words aren't the same; domestication is much harder than taming but it gives you a lot more ability to control the breeding of the animal. You must tame something before domesticating it and taming it is generally a lot easier.

So @Redium , as Life and Magic were not study options before, can I take it that they are options now?

Yes.

I'm somewhat curious how a value like Spartan, as in austere, would affect this stat.

It'll probably help for a little bit and then get ignored. Sumptuary laws have been tried across cultures and throughout history; they always get ignored eventually.

So how exactly would we gain more clay for material needs aside from claiming more land on the rivers, which naturally gives us more clay?

Trails. Clay pits.

I thought brick buildings were more valuable to us due to their value at insulation and not needing to be as repaired as much as wooden ones did, so why would we want to transition to wood?

Brick Buildings are better, but you do not currently produce enough brick to house all of your population. You need to make more or people will start using wood again and stop using brick.

So, I get what this explanation says, I'm curious however about surpluses. As seen with the Luxury stat, and how it seems to differ in that its demand grows over time, I am curious about how surpluses affect us across the wide variety of stats. For some of them, like martial, diplomacy, and materials for example, their effects are obvious. However for others, such as say mysticism, magic, and staples they are not so clear cut. Are there special effects for example from having a certain amount of surplus, as I remember our old economic system had food reach a level where it would spoil before we eat it. Or are there downsides to having too large a surplus of magic and mysticism, like how we had too many people wanting to be masters earlier which threw off our economy and made us change the trials again.

Generally, if you have a big enough surplus, you will find a demand to meet it. If you have too much wood? Then obviously you can use more fire. Too much food? Turn grain into beer, or have a lot of children, etc.

If you maintain a surplus too high for too long, there can be deleterious effects. Too much Magic will cause people to become superstitious and practice their own witchcraft. Too much mysticism means things ossify as people start navel gazing and stop working. It tends to be hard to get to that point; too much of a resource is more likely to flavour other crises.

Aren't they defunct here in the trade menu?

Will fix.

Huh...so does that mean the Temple we build in the Fingers will be for the Frost-Scarred to use?

Yes.

Ah...I imagine this is the "placate unhappy faction" option? Or if we spawn a Hero that's not directly under our control and we want to use them?

To some extent. It's more like: "Okay, we have a tooooon of resources just sitting around and we don't know what to do with it. We simply don't have enough oversight to figure out what to do with it. We don't want it to go to waste, so we should give it to someone who can do something with it."

It's essentially telling someone (a War-Chief, an Elder, a Settlement Leader, etc.) that they can take whatever action they deem in the best interest of the People. Obviously these actions are going to be a bit self-serving; a war-chief is going to train warriors or raid, not plant sunflower fields.

So we probably want to do a whole lot of work on the trails soon or theres' going to be a More Clay pressure(and making the trail situation worse)

Yep.

Though on the opposite side, the more stable it gets the harder it gets to innovate and adapt, since it would interpret innovation as damage quite often.

Most civs settle in on "your components can fight each other, but they won't fight the top level authority often" I think?

Absolutely. You don't want too be too chaotic that everything is constantly falling apart and on fire, but you also don't want to ossify. There's not so much a right answer here as there is a sliding scale of where you are comfortable.


Where are we in the Vote Tally?

[X] [End] Regret
[X] [War] Continue to strangle Arrow Lake's food supply.

Vote is closed.
 
It's not so much the intelligence, but the conflicting instincts and aggression. When you crossbred a dog and wolf, it's got two different neural architectures competing. Wolves are evolved to be smart, excellent problem-solvers, aggressive, and with limited socialization. Dogs have been bred to be dumb(er), dependent on humans, extremely social, and relatively passive. Crossbreeding this neural architectures tends to produce very neurotic crossbreeds; they don't know how to act in order to be successful. This makes wolves unpredictable, and thus dangerous.
So basically its down to the wolves selection pressure. The ones in our forests are administrated by The Hunt, so the more aggressive wolves will be deselected(i.e. they would probably pick off lone individuals and avoid groups or they'd be picked off)...but where these wolves are going into the broader population the locals are not going to be happy at all.
The fact that orkers are fully capable of eating meat means that they are pure nightmare fuel.

The only thing that you can use orkers for at this point is for herding. They need to be fully domesticated to be ridden in combat. The upside is that orkers are bigger than modern bulls; they're immediately large enough to ride. They aren't like caribou or horses where you need to either breed them larger or have them fight with child/teenaged sized riders. They're also fairly dumb; the reason that they went extinct IRL was because they were outsmarted by bear-dogs so you don't have to worry about silly things like 'self-preservation' or anything like that.
So breeding towards being obedient and dumb then.

You've pretty much got what the Fangs value. The one thing is that the Fangs are a lot more willing to tolerate viciousness towards humans. Your dogs aren't likely to be hulking monsters like Caucasus Mountain Dogs or Great Danes, but they are going to be medium to large size and very intelligent. Right now, you probably value Intelligence/Sociability>>Scent>Endurance=Strength>>Speed>>>>Looks in roughly that order.
Question: do we have particular socialization rituals for our dogs in the Fangs? It seems to me that rather than breeding general sociability, breeding for receptivity to a specific channel of sociability would serve the Fangs better?
You have quite a few specialists. The main issue is not even lack of materials; it's lack of transportation capacity. You have enough resources and enough craftsmen to turn out the goods you need, you just can get the resources to the craftsmen effectively enough. Kilns would also help a lot; getting kilns would free up enough material that you go from Tiny Surplus to Huge Surplus.
Basically the age old creed of all nations: More roads. More roads. More roads.
They help ease everything.
The bonuses do apply.

Casus belli will develop later on. Like the actual necessity of having a cassus belli is either locked behind developing certain Values or a certain development level. Unless you pick up a pacifism trait, you will always have a cassus belli of some sort until fairly late; people were simply really accepting of war in the past.

You'll start getting Casus belli distinctly in the Iron Age.
We'd probably not be able to develop Casus Belli without significant refinement of Flat Arrow Outlook I think. Casus Belli as a concept says that you need a reason to haul off and hit someone, which Flat Arrow Outlook directly contradicts in that it declares hitting someone is always a solution.
To some extent. It's more like: "Okay, we have a tooooon of resources just sitting around and we don't know what to do with it. We simply don't have enough oversight to figure out what to do with it. We don't want it to go to waste, so we should give it to someone who can do something with it."

It's essentially telling someone (a War-Chief, an Elder, a Settlement Leader, etc.) that they can take whatever action they deem in the best interest of the People. Obviously these actions are going to be a bit self-serving; a war-chief is going to train warriors or raid, not plant sunflower fields.
Would they be taking actions more efficiently in such a scenario? It seems unlikely it'd ever be used unless we need to appease a faction, because we could for instance, build trails and set them to more megaproject support and ger more out of it.
I really want a curiousity-type value. Combine that with On Behalf of Future Generations and we could become a proper scientific powerhouse, I think...
Such values are also destabilizing. The spirit of curiosity, discovery and inquiry are the types of values that get dropped in the first crisis, because they're pretty expensive culturally, they encourage people to ask destabilizing actions and to try risky activities.

Mostly when it works out is when such a value is channeled narrowly into a specialized institution
 
Your government on a day-to-day level hasn't really changed that much. There was always a group of people that were better connected, that had skilled relatives or access to more resources. Aristocrats can be found in any profession; potters, farmers, warriors, etc. They just happen to be the best. Their families tended to be larger and as such, produce more resources (whether food, warriors, or crafts) and they become idealized as the leader of their particular field.

Realistically, nothing changed; the families that would dominantly produced Big Men now produce aristocrats. The aristocracy now sees itself as an economic and social class and they focus more on building ties within their own class so that their resources and networks of support mutually reinforce instead of being used to viciously tear each other apart.

The aristocracy isn't yet distinct enough to have a trump over every class in society. They're formally recognized as leaders and aristocrats are often the best connected and most skilled and successful in society, but they're not dominant. There aren't enough degrees of separation between a random torch wielding mob to allow them to truly oppress everyone else.

You have done away with Big Men, but you've replaced in with a series of settlement councils. Things are currently a bit more democratic than they were before. No longer can everyone speak at a public gathering, but aristocrats depend more on the support of the common person. It's a bit like representative democracy for now.

There is still a meeting up of three leaders to discuss affairs affecting all of the People. They tend not to be leaders in their own right, but representatives.

So essentially, starting from at the settlement level we have representative councils made up of aristocrats who run the day to day operations of the settlement, following that above them are their appointed representatives, who are not leaders in their own right but are aristocrats correct?

From how this system of government is described it seems like a building block for us in order to advance into an even more advanced form of government, similar to how when we had three separate Big Men we eventually consolidated it into a council at the top of sorts, so the formation of an aristocracy here seems to be meant for something even more complex down the line.

Quick question, how fluid is social mobility when it comes to the aristocracy? Since not everyone nowadays is not seen as fit to lead, with only a specialized class of people who are seen as being able, thus discouraging everyone from trying to get to the top of the pile like before, what do people aspire to do now, especially if they want power or are not a member of the aristocracy?

Can they still accrue power and be recognized as a member of the aristocracy, or do they just have to marry in or something? For example, what happens if a new hero arises who is not a member of the aristocratic families?

Either way it doesn't look like we've become more centralized, seeming to have kept or maybe even have lost a little centralization.

Binding oaths are gone for now, but you'll have a chance to pick it up again fairly soon. As soon as you get Writing you're going to automatically open up 3 more Value slots. The acually binding value of oaths is less important. The People have evolved the value so that they place more stock on the family part of it.

What in story prompted binding oaths falling into disfavor?

You do still maintain adoption as turning someone into blood kin, however. Adopting a brother or sister would make them socially considered to be equal to a full-blooded sibling.

Does this still apply in terms of bloodline inheritance, such as if someone is adopted into the aristocracy?

The Pearl Divers are a bit weirded out by your choice. You replaced their Familialism value only to suddenly pick up one of your own.

Does this make it harder for us to fuse/assimilate with them in the future as we now have 2/6 matching values rather than 3/6? Or has that mechanic changed?

Trial by Fire is going to be modified more once it's uncapped. Part of the reason that I've begun including a Level rating for each value is to show how complex it is and how comprehensively it is valued within society. Higher level values tend to be more complex because their social penetration allows them to develop further.

In terms of mechanics, as we're now limited in terms of values not by simply having a certain number of values, but instead a certain number of levels within a category, is it correct to say that having three level one values would allow us a more diverse, if individually weaker, set of bonuses, while a single level 3 value would be more focused and powerful in regards to a narrow area?

How does this apply to values such as Supernal Symphony or Mastery of Nature as it is now called, which started off as a fusion of two other values? As when you compare some of the fused or evolved values such as say Mastery of Nature and Familialism with one that we know is a starter level one value like Vendetta, which is at the first level, we can see clear differences in terms of both their effects and how powerful they are as values.


Also, I think you made a mistake on the first page, as this one is level one on your info post about 2.0, it also would make our values for that category exceed the three level limit.

Balance of People would've pushed you further towards a Caste system, to be honest. It would've laid out a lot of explicit rights and responsibilities, but it would have codified the overarching idea of there being an ongoing struggle between people and social classes.

Would it have led to it, or would we have just developed one? As a caste system seems kind of constrictive and also not something we would be adept at handling at our current stage due to our current government type.

Kings tend to be more stable than other forms of government, but they don't prevent social disorder. If your succession system if Tannistry, for example, that's going to be riven with significantly more conflict than agnatic primogeniture even though you have a King in both systems. It's impossible to prevent social disorder, even up to the modern day.

I get that, no system of government is perfect. However it seems like having a more centralized government would allow us to do much more, both in terms of directing our people and in terms of reducing social disorder somewhat, that getting one would be a great boon at this stage, though at the cost o

The fact that orkers are fully capable of eating meat means that they are pure nightmare fuel.

I mean considering that Orkers are omnivorous, doesn't that make our logistics somewhat simpler? Though, I am guessing the fact that we have man-eating beasts will probably serve as a powerful psychological shock to our enemies.

The only thing that you can use orkers for at this point is for herding. They need to be fully domesticated to be ridden in combat. The upside is that orkers are bigger than modern bulls; they're immediately large enough to ride. They aren't like caribou or horses where you need to either breed them larger or have them fight with child/teenaged sized riders. They're also fairly dumb; the reason that they went extinct IRL was because they were outsmarted by bear-dogs so you don't have to worry about silly things like 'self-preservation' or anything like that.

It seems like Orkers once trained and domesticated then will make easy heavy shock cavalry considering we don't need to really train them to get used to charging into a horde of enemies with pointy objects. Though compared to horses I don't think they'll be as quick or have that much endurance so we probably won't ever see Orkers being used as platforms for archery, not as the main choice anyhow.

Oh, there's tons of prehistoric animals out there! The People have probably encountered some but don't yet know they 'should' be dead.

Aside from those Giant Sloth cavalry we'll eventually face from South America? I dread what we will come up against next.

You have quite a few specialists. The main issue is not even lack of materials; it's lack of transportation capacity. You have enough resources and enough craftsmen to turn out the goods you need, you just can get the resources to the craftsmen effectively enough. Kilns would also help a lot; getting kilns would free up enough material that you go from Tiny Surplus to Huge Surplus.

I'm guessing this means more than just finishing the Fire Relay to Hill Guard, possibly even one up to wherever we plan to settle the Northalnds, building trails, and more kilns right? Do we need more means of transportation for materials? Because from what I see our main mode of transporting goods is through our Rabaskas, which are useful but not very good when going upstream.

Do we need to innovate the wheel and make carts or something? Or is that way off, especially as we don't have anything like Orkers domesticated enough to use to pull them.

I re-balanced how Diplomacy was calculated a bit and that did help you numerically. Your situation has also improved, however, by having an effective vassal in the Northlands and helping out the Peace Builders.

Considering how Arrow Lake interpreted our relationship with the Northlands of being backwards, how well known are we in regards to our current diplomatic status? As it doesn't seem like many people aside from our current allies in the Northlands, Peace Builders, Pearl Divers, and Mountain Clans, know much about us.

Also, has diplomacy advanced formally yet, or is it still informal like the time when Priit visited Arrow Lake as an envoy of sorts?

You're going to have resource specific buildings: Arborists, Clay Pits, Mines, Farms and Gathers all generate some amount of materials. Mines, Arborists and Clay Pits are much more effective, however; roughly in that order.

I take it then, that since none of our settlements currently display any of the buildings mentioned that we don't have any of them?

We've heard of farms mentioned before, but is there something specific we need to do to get it to show up in our settlement display, or are they too disorganized to appear as such?

Also, I'm guessing since we don't have any mines for our gems, we're mostly relying on surface deposits for our obsidian and other gems?

Are quarries something we can develop when we develop the Stone Cutting technology?

Also, I'm guessing we mostly just take river clay or stuff nearby rather than having any dedicated clay pits right?

A small surplus of Martial shows how much is available to defend any point in your empire.

So essentially the out of parentheses value is how much martial we can muster when it's concentrated but the inside value is how much is available overall throughout our civilization? Does that mean, that for instance, the Tribe of the West/Bitter Water Tribe might have a large surplus of martial due to their large number of warriors but have only a small surplus due to how spread out and numerous they are?

Golden Ages are awesome and you want to get one as soon as you can. If you have a choice between a Golden Age and something else, Golden Ages would be painful to turn down, regardless of how awesome that other thing is.

Golden Ages are choices? How does that even exactly work? I know that we can obviously make decisions that adjust our stability up or down, but will we actually knowingly get to a point where we're forced to choose whether to cross a threshold or not to get a Golden Age? Also what takes a civ out of one?

I don't really have any ideas for Dark Ages so far. That's really just civilization collapse.

What if our civilization merely fractures like say China did in the Warring States Period, different Kingdoms but all the same civilization so to speak, or Rome's Crisis of the Third Century?

Heroic Ages are awesome, but not good; think the Three Kingdoms Era in China or the Sengoku Jidai of Japan,

They sound fun though. There's no other ways to enter a Heroic Age aside from Civil War?

You can generally drop stability by choice. Many of the events you're now going to see will have options to ruffle people's feathers and drop stability.

For example... say that the Ember-Eyes come up to you with a petition. They've noticed that a lot of people are using these newfangled 'stoves' within their longhouses. These contraptions are made of brick and used to cook things; the Ember-Eyes feel that these things infringe too much on their own experiments with heating and burning things in kilns. They want the practice stopped because it's causing people everywhere to ape and devalue their magic.

Or... you're presiding over a trial. A member of the Fangs and one of the Frost-Scarred got into a tussel that ended up dragging several of their friends in and some people dead. Both sides say the other started it and there's no proof either way. Further investigation shows that the conflict was sparked by the use of the Frost-Scarred's sled dogs to help their winter warfare. The Fangs felt that they were torturing their dogs by forcing them to pull along sleds and it's caused a bitter tension between the two with the potential promise of future violence.

Just... examples...

Those examples sound awfully specific.

Anyway, will we ever get an influence faction for different sub-factions like say our Holy Orders here, or are we not developed enough for that like you mentioned awhile back, and that instead of taking a hit with said faction, we would just lose stability overall from them being disgruntled?

Legitimacy is how much people trust the government to make things better. It's unlikely to drop under new leaders now.

Does Legitimacy change with government types then?

Also it seems like unlike stability, legitimacy is more important to keep high.

Legitimacy can be gained by decisions, but it can also be gained by buildings. Temples now give a constant Legitimacy boost while Festivals do as well. Other buildings can drop your legitimacy as well. Any prolonged period of misfortune where the government fails to stop it will ding legitimacy.

What type of buildings drop legitimacy that we would want to build?

That means that you're allowed to have 3 levels of values in that category, whether that's 1+1+1, 2+1 or 3.

Is there a specific advantage to each set up?

The bonuses do apply.

So if we roll well enough we may get another martial hero then? Works for me.

Casus belli will develop later on. Like the actual necessity of having a cassus belli is either locked behind developing certain Values or a certain development level. Unless you pick up a pacifism trait, you will always have a cassus belli of some sort until fairly late; people were simply really accepting of war in the past.

You'll start getting Casus belli distinctly in the Iron Age.

Works for me, just curious. Raiding seems to have been rather advantageous to us in the last few turns considering how it's helped us build stuff and get more tech.

More that those issues are presumed to be the private province of the family. If people will disabilities or mental illness are being abused, it's not civil society that's worrying about it. If slaves are being abused, they're being abused at home by their masters.

We don't really have slaves though that are considered part of the household of a family though right? As I thought our captors and debtors worked for the Tribe as a whole.

You prefer practical experience. If you were planning a road trip with this value, you wouldn't bother with a map but would instead ask someone who has been to your destination. It's great for dealing with solved problems, even if the solution is unpopular. Not so much for things that can't be solved or have no known solution.

I'm guessing we will need to change that eventually once we develop writing, but that's a long ways off.

The level system is a combination of how well the value has penetrated society and how complex it is. Both of those tend to go hand in hand since a value needs to have a wide reaching audiance



I basically decided to open up all of the resource categories. It doesn't make sense for you to be able to study fire, but not plants, for example. You are better at [Fire], [Beasts], and [Life], however due to your Holy Orders.

Life is plants.

I thought we had Stone as well as a specific advantage, considering its listed under us in the Leader Board

There are some limits, but usually not. Often times, if you don't pick up a certain practice by a certain level of development, you'll simply stop trying to bother. It's not worth investigating Arboriculture when you've picked up Three Sisters, for example. You would need to go back and actively research it since Three Sisters is so much better; arboriculture is worse in every way so the People stop trying.

Gotcha, not a hard lock but a soft lock. Looks like we probably need to get arboriculture first then along with the other lower level research items.

But there's no hard locks right, or unique techs?

For mastodons specifically, you always have to worry about them going extinct. A lot of the megafauna in North America went extinct after people arrived there and wiped them out.

If you want to pick up Tamed Mastodons faster, lean on the Northlands because they are further ahead than you in researching it.

How would we lean on them exactly? Is that one of the new action types?

Research in general will improve when you take related actions. Want to boost Arboriculture? Pick up Arborist actions.

Are those labeled as well, or are those just assumed from context like in here, aside from studying life we would gather more trees right?

Note orkers are on 'domesticated' not 'tamed'. Those words aren't the same; domestication is much harder than taming but it gives you a lot more ability to control the breeding of the animal. You must tame something before domesticating it and taming it is generally a lot easier.

I'm guessing that's why they have such a high research target?

It'll probably help for a little bit and then get ignored. Sumptuary laws have been tried across cultures and throughout history; they always get ignored eventually.

So we shouldn't really bother unless we find a high grade narcotic or something then.

Brick Buildings are better, but you do not currently produce enough brick to house all of your population. You need to make more or people will start using wood again and stop using brick.

So more kilns then I see.

Generally, if you have a big enough surplus, you will find a demand to meet it. If you have too much wood? Then obviously you can use more fire. Too much food? Turn grain into beer, or have a lot of children, etc.

If you maintain a surplus too high for too long, there can be deleterious effects. Too much Magic will cause people to become superstitious and practice their own witchcraft. Too much mysticism means things ossify as people start navel gazing and stop working. It tends to be hard to get to that point; too much of a resource is more likely to flavour other crises.

That seems like something hard to do as we will likely notice once things get that far I hope.

It's essentially telling someone (a War-Chief, an Elder, a Settlement Leader, etc.) that they can take whatever action they deem in the best interest of the People. Obviously these actions are going to be a bit self-serving; a war-chief is going to train warriors or raid, not plant sunflower fields.

So essentially this is a more focused and specific tribute action, as previously tribute focus only gave us two potential options among an assorted range, while here it seems that we have more actions in that we have three empowerment actions with each action doing something, however I'm guessing choosing who to empower is going to make things more random as they have a certain range but its still rather wide on what they could do with it.

What would we do if we wanted to say focus on our Mega-Project for example? Like a non-settlement focused one, as I can only think that maybe choosing the Elder could use those actions that way.
 
Quick question, how fluid is social mobility when it comes to the aristocracy? Since not everyone nowadays is not seen as fit to lead, with only a specialized class of people who are seen as being able, thus discouraging everyone from trying to get to the top of the pile like before, what do people aspire to do now, especially if they want power or are not a member of the aristocracy?

Can they still accrue power and be recognized as a member of the aristocracy, or do they just have to marry in or something? For example, what happens if a new hero arises who is not a member of the aristocratic families?
We have Adoption continue to be a thing, and given the foundation of our Familism we're probably going to see rising heroes get adopted into the aristocracy to keep them controlled.

But IRL what tends to happen here is that the 'best' simply splits up, the Best Aristocrat is measured on a different track and radius from the Best Warrior, Best Potter and Best Farmer.
In terms of mechanics, as we're now limited in terms of values not by simply having a certain number of values, but instead a certain number of levels within a category, is it correct to say that having three level one values would allow us a more diverse, if individually weaker, set of bonuses, while a single level 3 value would be more focused and powerful in regards to a narrow area?
Oh we already know this one:
-3x level 1 traits:
--3 Base Advantage
--3 Base Disadvantage

-1x level 3 trait:
--1 Base Advantage
--1 Base Disadvantage
--2x upgrades on advantage or mitigation on disadvantage

If you take many low level traits you're going to be dealing with a LOT of problems, some of which will compound with each other. The tradeoff is covering more scenarios in exchange for more problems.
Would it have led to it, or would we have just developed one? As a caste system seems kind of constrictive and also not something we would be adept at handling at our current stage due to our current government type.
Caste systems are amazing social welfare for neolithic and bronze age needs, because they're very good at managing scarcity through caste prioritization.

They kind of become a little problematic around the Iron Age though(as old scarcity models starts dissolving under the power of abundant metal tools), but they're also stupidly stable, so they can survive all the way through that.
I mean considering that Orkers are omnivorous, doesn't that make our logistics somewhat simpler? Though, I am guessing the fact that we have man-eating beasts will probably serve as a powerful psychological shock to our enemies.
Harder. Omnivores can eat anything, but that also means that you need to bring a wider variety of supplies on campaign if you want them in fighting condition after heavy exertion and injury. Basically, horses? Dry grass isn't hard to transport in bulk.

Orkers are going to need a fair bit of meat in their diet if used in combat.
I'm guessing this means more than just finishing the Fire Relay to Hill Guard, possibly even one up to wherever we plan to settle the Northalnds, building trails, and more kilns right? Do we need more means of transportation for materials? Because from what I see our main mode of transporting goods is through our Rabaskas, which are useful but not very good when going upstream.

Do we need to innovate the wheel and make carts or something? Or is that way off, especially as we don't have anything like Orkers domesticated enough to use to pull them.
Wheel prerequisites are probably extensive trails(or being natively on plains) and metal tools. Probably.
Also, I'm guessing since we don't have any mines for our gems, we're mostly relying on surface deposits for our obsidian and other gems?

Are quarries something we can develop when we develop the Stone Cutting technology?
Metal tools again.
So essentially the out of parentheses value is how much martial we can muster when it's concentrated but the inside value is how much is available overall throughout our civilization? Does that mean, that for instance, the Tribe of the West/Bitter Water Tribe might have a large surplus of martial due to their large number of warriors but have only a small surplus due to how spread out and numerous they are?
Inside seems to be our defensive value, outside our offensive value.
They sound fun though. There's no other ways to enter a Heroic Age aside from Civil War?
An age of Heroes is pretty much defined by a breakdown of social institutions and general stability, allowing talented or lucky individuals to seize resources normally unavailable to them and do hero things.

Raiding seems to have been rather advantageous to us in the last few turns considering how it's helped us build stuff and get more tech.
See Arrow Lake.

Slavery is common because its effective as heck for getting things done when you have another civ pay the costs of raising adults and then you use them up at a fraction of the cost and vastly more expendability than true tribemembers.

The probem is getting addicted to how easy it is.
I'm guessing that's why they have such a high research target?
Looks like the domestication tech tree is basically: Taming -> Domestication -> Breeds -> Specialized Breeds

Taming - Knowing how to capture and break individual animals into obedience.
Domestication - Developing a specialized breed of animal which obeys humans in predictable manners

Domestication is HARD for a lot of critters. Most of the time we springboard off an extant herd or pack instinct.
So we shouldn't really bother unless we find a high grade narcotic or something then.
Not even then. Won't need or want to do any such things until around classical era levels of urbanization, the scarcity makes it so that such items are going to be unavailable to anyone who actually has to obey the laws to begin with.


So... making it part of our holy orders?

Which leads to monopoly retention issues, as already highlighted, the Ember Eyes are going to be unhappy about kilns passing into civilian use and experimentation.

No perfect answers, though the taoist alchemist model isn't the worst way we could go.
 
Which leads to monopoly retention issues, as already highlighted, the Ember Eyes are going to be unhappy about kilns passing into civilian use and experimentation.

No perfect answers, though the taoist alchemist model isn't the worst way we could go.
Provide them additional funding for every innovation released to the public, maybe?
 
Harder. Omnivores can eat anything, but that also means that you need to bring a wider variety of supplies on campaign if you want them in fighting condition after heavy exertion and injury. Basically, horses? Dry grass isn't hard to transport in bulk.

Orkers are going to need a fair bit of meat in their diet if used in combat.
Let's ask my consultant Brick Top about where we'll get meat for the piggies when we're on campaign;




Slavery is common because its effective as heck for getting things done when you have another civ pay the costs of raising adults and then you use them up at a fraction of the cost and vastly more expendability than true tribemembers.

The probem is getting addicted to how easy it is.
Slavery is also an easy answer to the question "Why shouldn't I kill all the war captives?"
 
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Its not money. Its power.
Magic being their secret and sacred thing is how they have status so they won't release it so long as we're elitist
Money is power. Pay them in the acclaim the acknowledgement of the Aristocratic class gives them; require a symbol of the Ember Eyes be put on every stove; require every stove in use be blessed by a member of the Ember Eyes.

There's lots of ways to allow the innovation to continue without pissing them off, while actively encouraging them to share their innovations.
Slavery is also an easy answer to the question "Why shouldn't I kill all the war captives?"
Better answer: Because you can feed them to your orkers over the course of your campaign, if you keep them around.

(Maybe I've been playing too much Warhammer... :p)
 
Money is power. Pay them in the acclaim the acknowledgement of the Aristocratic class gives them; require a symbol of the Ember Eyes be put on every stove; require every stove in use be blessed by a member of the Ember Eyes.

There's lots of ways to allow the innovation to continue without pissing them off, while actively encouraging them to share their innovations.
Its the Guild problem. Thats exactly what they want, and why it doesn't work is because they are an elite order of limited size which wants to be making big communal hearths rather than making ovens for the cooking of food, or baked clay sculptures pottery for storage and serving of foodstuffs.

So what can be done?
1) Take parts of their power away from them. Make the building of ovens, pottery and fireplaces a work of Artisans.
2) Expand their power, create a lesser order beneath their core as you elevate them to their own sort of aristocracy, to do nothing but churn out fire-related products.
2.1) When Bronze and Iron comes around you just handed them a knife to your balls though.

Most cultures take the route of 1, because 2 is dangerous to legitimacy.
 
Anyways, now that the vote is over, my idea. Basically, if ordeal lets us turn stability into action, then locking in festivals/push unity should effectively give us more slots when we don't have a stability shortage. This could be done without any drop in productivity over the course of the road projects by doing festival+road for 3 turns, then repeating with push unity (though we can swap out the other action for anything, including nothing if stability is needed.)

I am however unable to judge the social consequences, so I call upon the thread's more sociological members to explain how having a party after some road work will lead to the downfall of civilization.
 
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Anyways, now that the vote is over, my idea. Basically, if ordeal lets us turn stability into action, then locking in festivals/push unity should effectively give us more slots when we don't have a stability shortage. This could be done without any drop in productivity over the course of the road projects by doing festival+road for 3 turns, then repeating with push unity (though we can swap out the other action for anything, including nothing if stability is needed.

I am however unable to judge the social consequences, so I call upon the thread's more sociological members to explain how having a party after some road work will lead to the downfall of civilization.
It could make the people dependent on celebration and give us a stability hit for NOT having a party?
 
The thing is, as we don't know what push unity does specifically or what it requires, and because the annual festival option seems tied into our staples and how much food we have, I am leery about locking in the annual festival before we can ensure that we have enough food to ensure that there is a surplus with which we can release for said festival every year.
 
Good point, probably not the best thing to implement right as we hit farm capacity.

On that note, is it better to rush farm capacity right now, or to let our farmers learn about soil depletion before farming becomes the majority food source?
 
Time, Kaspar should be a spirit of time.
The legend of Kaspar

In the times gone past, our people lived with spirits, wearing forms more different than the ones we now have. Two great gatherings, where spirit met the heart of man, were the spirits early gifts to us for our victories against the traitor-men, whom enslaved the spirits of war, the spirits of people yet to live, and the spirits of happiness. The first gathering was a place of white clear water with strong white buildings by the shore, this was the place of the fire spirits and their bodies of stone. Greatest maker of the fire-spirit-men is Sun-Stag the spirit's shaman of summer and life.

The second gathering were the home of the wolf spirit brothers. Our people among them took two forms one that walked on two legs with the face of man, or woman, and a second that took the form of a wolf spirit.

Long ago among the wolf spirits, war had come to our people. The traitor-men had bound the spirits of war, people-yet-to-live, and spirits of hapiness to their will.

"We must fight," spoke Old Grey, the wisest of the wolf brothers. Old Grey had been to the great divide to the south where the war was greatest, the hunt constant, and the cries of the dying the loudest.

Pack Leader, the dying chief of our people after Sister went away long ago, had a different voice, "No, you have a Debt. We all have Debt. Recall all our pack. No longer will we fight to reach the lost spirits. Our Debt is too large to continue fighting with all our pack."

Old Grey growled at pack leader. Before she could issue a challenge. Pack Leader barked, "From now on only five of our best may fight the traitor-men."

Old Grey turned to her wolf form, lunging at Pack Leader in rage. For the chief's word is law, none may go against it. Pack leader faded away from our land that day.

"Who will the spirits choose as chief now. I am the strongest, the wisest among us. I fought to free our spirit friends. Oh spirits am I not the chief now?" Old Grey thought we would follow them.

The great pack of spirits would choose our chief, not just the spirits of those who lived among us. There had ben other spirits that fought against the traitor-men. With the spirits of war chained to the traitor-men's will we lost many of our fastest hunters, greatest cooks, and tricksters. The spirits of fire to the north, gave the spirits of the Sister wolf, a wolf of fire. Different from the wolf pack of Sister, this wolf studied the secrets of fire, until their wolf form took on fire as a coat of red that burned. This wolf, named Kazgar, had Debt. A Debt of the soul the spirits of fire placed to better war against the traitor-men and free their fellow spirits. Kazgar was chosen by the gret pack of spirits to lead all spirits and men.

Kazgar built the second gathering, home of the wolves, into a spirit of defiance that would strike at those who came near. Kazgar also used his fur coat of fire to teach our ancestors to speak through fire to anyone over any distance.

Kazgar had ignored the traitor-men. The traitor-men had not forgotten where they stole the mighty spirits broken to their will. The traitor-men walked to our lands with three armies. The five best warriors, not our chief though, were sent to challenge the traitor-men, ran from the armies in shame. Our best feared the strength of the traitor-men, but our best did not completely abandon Kazgar. One-Fur, one of the five wariors, told Kazgar through a message in fire the traitor-men would attack, and our best five warriors would run away.

Kazgar laughed at One-Fur, "Come home, we are safe, the traitor-men cannot reach us behind our home."

"Hmph, and She-The-Snow is your wife," One-Fur scoffed. One-Fur had been away from the second gathering too long. Once, he and Kazgar shared their hunts with each other. Now, Kazgar had turned on One-Fur. Enforcing the law of the past chief that the people owed a debt so great they must pay it before they fight against the traitor-men. Some had paid it, some ran, others had yet to pay.

"Where can you run, if the traitor-men do kill us? They will hunt you as well. We are spirits of great power. I have many gifts from the spirits of fire, but yours is a great voice when a mind that cuts is needed to lead where I am not." Kazgar the chief of the wolf spirits, had a mind, tounge, and skill that covered everything. Martial prowess that could kill a great orker, wisdom beyond the eyes of mortals, a skill at singing that amazed the four mighty spirit shamans of the seasons. Yet, Kazgar was weaker alone than with all the spirits of our land at his side. The greatest spirits of our land, the four shamans, powerful leaders of the spirits who supported Kazgar in many things throughout his life.

One-Fur, a war-spirit that never touched the grasp of the traitor-men, for he was training to take the place of the spirit's shaman of the autumn and death when the traitor-men came for his people. She-the-Snow, a bone-spirit, shaman of winter and memory. The Sun-Stag, fire-spirit shaman of summer and life. Empty-plains, a air-spirit shaman of spring and mystery.

One-Fur sighed, his friend might be too proud of the second gathering changes, too sure they will stand. There were shamans of strong wills among the traitor-men. If Kazgar and the people fell to the will of his enemy, One-Fur would be alone. Better to be chained with Kazgar and the rest than alone forever.

"I will return my chief." One-Fur replied.

===

The traitor men surrounded the second gathering, a few days after One-Fur returned to second gathering.

Three leaders of the traitor-men led the traitor-men armies. Kruk the white, Zunk the reborn, and Grasshopper the shadow.

"What are they doing?" asked a white skinned man with black marks in the shape of bears, badgers, mighty storms, and screaming eyes. The fortress of their enemy, the spirit-born stood before him. With the spirit-born bound to his will becoming the great chief of all creatures would be easy.

"The will-broken? Poisoning the enemy supply...." spoke Grasshopper the shadow, skilled in the traitor-men's means of binding spirits. Grasshopper had used his magic to break the wills of those inside the fortress. "Urghhhhagh!" Grasshopper yelled out in pain, as his connection with the spirits whose wills he broke to his will died.

"The easy way is gone," Zunk said. Grasshopper whimpered in pain, Kruk gazed at the fool, he was forced to call leader.

"At dawn?"

"At night, we break in, bind their wills and spirits. Leave none behind." Grasshoper commanded.

"You can't try to bind their wills again from here?" Even a fool can be of use to the skilled, were words Kruk lived by.

Grasshoper did not immediately reply to Zunk's question.

"A spirit is blocking me." Zunk and Kruk, looked at Grasshopper. Grasshopper broke the wills of powerful war spirits, tribes of men followed Grasshopper. None had defied the will of Grasshopper, fought and struggled, but none defied.

"Do you know where the spirit is?" Kruk eventually asked.

"Everywhere, nowhere, I would have to spend time to find it. Time that grows short the longer we stay in this land. Rest, but stay alert for our attack."

===

Kazgar would win the fight against the traitor-men. She-the-Snow, Kazgar's first wife, the other shamans, and the spirit of defience. Used magic to wait out the traitor-men, who unlike spirits needed food from their own land to eat and stay in our land. The traitor-men dropped dead until none remained. Kazgar went south with the shamans to free their chained spirit brothers. South, to the lands of more traitor-men.

In the South, Kazgar and the shamans found the homes of traitor-men long abandoned, or being robbed by other traitor-men and true-men, men who fought against the traitor-men that wanted the world to bow to the traitor-men. Kazgar disguised his group as true-men, throughout the lands of the men they wandered seeking the prison of their lost spirit people. Kazgara saw buildings that reached the stars, great cities, wise-men who could trap the power of animals inside a corpse. Along the way they aided the true-men in a war against the traitor-men.

Kazgar could not find their lost spirit people. Sun-Stag suggested that maybe the spirits were called away, or already returned. She-the-Snow suggested they return to their lands, the lost spirit people could not be found, and their people need leaders. One-Fur and Empty-Plains were against returning, but they could not deny looking anymore would not mean they will find their lost people. Kazgar refused to give up, but She-the-Snow was right his people needed their leaders.

Kazgar returned to our people without our lost people. The years passed Sun-Stag, She-the-Snow, One-Fur, and Empty-Plains moved the seasons in response to Kazgar's Debt. He failed to find our people, Sun-Stag had placed too much of the favor of the fire-spirits in his creation, Kazgar gave One-fur life as long as Sun-Stag. Kazgar's Debt was tall, clever Kazgar created new ways to gather food, make food, travel across the snow, teach man to walk with the spirits instead of cage us again. We said Kazgar had paid his debt.

We thought Kazgar would never fade.

Sister-Wolf returned to us.

"Why are you still here?" Sister-Wolf asked the withered husk like corn red wolf, who was once Kazgar the Blacksword, pride of the fire-spirits, Sun-Stag's greatest gift, and now leader of the fire-spirits. Bound to the stone of the first gathering by order of Sun-Stag whom Kazgar tricked into granting One-Fur, Empty-Plains, and She-the-Snow long life.

Kazgar could not move, the weight of his home too heavy on his body, to reply. Kazgar had failed his people, and Sister-Wolf came to collect the Debt. Sister-Wolf white as snow, with eyes of green and lightning, took a form of a man Kazgar had heard of once long ago.

Kazgar struggled to move, the form before his eyes matched what he had been told. He remembered why the debt existed it was not his debt, but the debt of the one who came before him. His eyes told him the two might be one. Kazgar's nose, old, barely useable, smelled the scent of Sister-Wolf on the form. "Old Grey," Kazgar whispered.

"Why are you still here?" Sister-Wolf/Old Grey asked, twirling a wolf necklace around his right hand.

"I have a Debt to pay." Kazgar growled.

Sister-Wolf smiled, was she going to mock Kazgar?

"Forever? All Debt can't be paid or no one would die. Nothing would grow. We all would be slaves to ourselves who should obey the traitor-men."

"I have a Debt to pay?" Kazgar asked to himself, or Sister-Wolf I don't know. Sister-Wolf didn't say.

Kazgar faded the day Sister-Wolf returned. Sister-Wolf told us this story, ending with the words. "I release you of your Debt Kazgar, you may now fade away into memory and song for all time." Then he faded away from us, again.

The End.
Note: Ahhh! I wanted to make this focused on a kind of four leaders with the power of the seasons religious pantheon. Have Kaspar added as a time god that stands at the side of the other four leaders. Yet, I got this when I tried to paraphrase Kaspar's life as a myth.
Interesting but it didn't really make a lot of sense. To me nothing really matched what Kasper did, or at least not in a way I could tell.
 
Interesting but it didn't really make a lot of sense. To me nothing really matched what Kasper did, or at least not in a way I could tell.
Yeah, it was messed up. Spelling mistakes, symbolism, and the fantastical points mixed with Kaspar's story...

But well, the idea was to write Kaspar's legend as told by generations from then. I got too many words in the end, and wanted to shorten the story.

But some of the things I used that were purposefully lost in transltion were the white wolf mother. She was a fluid gender shapeshifter, the implication was she was the one who rebelled wanting her descendants to obey her.

The emphasis on debt was something I tried to use as an explanation for Kaspar's long life.

And I was trying to use everything Redium had mentioned about our society's beliefs while telling a story on Kaspar. IIRC At the time I wrote that, Kaspar hadn't died.

edi: The omake is likely non-canon by the way. But I really got stuck on a short time-line. Kaspar rises, Kaspar fights those raiders on a revenge mission or something, Kaspar fights in the south, then Kaspar rules. Turning that into a short campfire story was something I aimed for, but got a little lost on.
 
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