From Stone to the Stars

Religious fuckery?
Don't mind if I do!


Also 100% the Fang's fault, don't lie about your food, thats fucking stupid. The Star Shamans couldn't have known that the fangs were being dumb.
[ ] [Starve] Censure the Fangs for their duplicity. (-1 RA, - - Stability)

[ ] [Preach] Encourage the Ember-Eyes and look to take advantage of the situation. (+ Stability)
 
From Stone to the Stars

Civilization Stats


General
Craftworks: Tiny Surplus (Equilibrium)
Diplomacy: Small Surplus
Luxuries: Tiny Deficit (Tiny Deficit)
Magic: Small Surplus (Tiny Surplus)
Material: Tiny Surplus (Equilibrium)
Martial: Moderate Surplus (Small Surplus)
Mysticism: Small Surplus
Staples: Equilibrium (Equilibrium)
Farmers: At Capacity
Fishermen: Significant Capacity Remaining
Herdsmen: Extreme Capacity Remaining
Huntsmen: At Capacity​

Endurance

Stability: Happy
Legitimacy: Inspired!
Prestige: 38
???

Organizational
Centralization: 2
Hierarchy: 3
Religious Authority: 6.25
Specialization: 4

Trade

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

Government Type

Ancient Aristocracy


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


Economic Type

Internal Gift Economy/External Barter

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


Status

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

Dissatisfied Faction (The Fingers)
An element within the People has grown increasingly dissatisfied with how the People are being run. They demand change and if there desires continue to go unmet, they may eventually take things into their own hands.
Resolve: Build a Hill and Temple in Fingers
Effects: Escalating Legitimacy hit until demands are met, crisis triggered at ??? Stability.


Settlement Extended Projects
Crystal Lake: Brick Walls (Significant), Fire Relay, Hill Top, Temple (Ember-Eyes)
Fingers: Brick Walls (Significant), Fire Relay, Temple (Frost-Scarred), Trade Hub
Hill Guard: Brick Walls (Significant) Hill Top, Temple (Fangs)
Cave of Stars: Brick Walls (Significant), Fire Relay, Temple (Cave of Stars)
Arrow Lake: Brick Walls (Significant) Temple (???)
Values
Social Values (2/2)

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

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

Vendetta Lv. 2.

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

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

Honour Values (2/2)

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

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

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

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

Spiritual Values (2/2)

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

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

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

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

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

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

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

Exogamy (Male)
Incest is relative and it's something that all right thinking humans avoid. This is often difficult due to small settlement sizes or due to uncertainty with respect to paternity. In order to combat this phenomena, men are greatly encouraged to leave their place of birth to join distant kin in another settlement founded by the People. While tough, it is necessary for the health of every future child born into the People.
Effects: Improves general public health, greatly increased matriarchal tendencies, increased internal unity, increased spawn rate of adventurers.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Domesticated Animals: Early Domestication
Early Canine Companions
Tamed Orkers

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

Farming Techniques: Refuse Reuse
Fish Gut Fertilizer
Horticulture

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

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

Magic: Primitive Exothermic Reactions
Fire
Lime
Lye

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

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

Techniques: Apprenticed Teaching
Binding
Carving
Fire shaping
Mortared Masonry

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

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

Administrators: Aristocratic
Aristocrats
Council

Entertainment: Idle Time Filler
Gambling
Practice Fights
Scrimshaw

Organization: Stone Age
Apprenticeships
Early Polygamy
Extended Kinship Groups
Monogamy

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

Records: Ancient Records
Memory
Oral History
Symbolic Tally

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

Roles: Stone Age Craftsmen
Artisan
Aristocrat
Craftsman
Food Producer
Shaman

Science: Shamanistic Secrets

Great Spirits
Magic
Spirits

Warriors: Ancient Warrior Clans

Elite Holy Orders
Folk Wrestling
Professional Warriors
Research
Magic
Tally (100/100)
Abstract Tally (214/250)​
Animism (50/50)
Gods and Deities (200/200)
Ancestor Worship (0/???)
Hero Cults (0/???)
Elementalism (58/???)​

Fire

Bricks (350/350)
Charcoal Kilns (200/200)
Copper Smelting (247/300)

Life
Horticulture (100/100)
Arboriculture (300/300) (Paradigm Change: 3 Turns)
Maple Sap (200/200)
Increased Food Production (0/Moderate)
Increased Timber Production (0/Moderate)
Coppicing (0/Easy)
Agriculture (175/175)
Three Sisters (579/600)
Basic Irrigation (0/Easy)​

Beast
Herding (250/250)
Caribou Taming (400/400)
Caribou Domestication (600/600)
Climate Adaptation (0/Hard)
Increased Hair Production (0/Simple)
Increased Size (0/Moderate)
Mammoth Taming (367/400)​
Hunting (25/25)
Dog Taming (150/150)
Dog Domestication (300/300)
Personal Dogs (0/Easy)
Hunting Dogs (0/Easy)
War Dogs (0/Moderate)
Herding Dogs (0/Moderate)
Orker Taming (400/400)
Orker Domestication (240/800)
Raven Taming (109/150)​

Stone
Stonecutting (100/100) [Stone]
Elementary Geology (42/Hard) [Stone]
Masonry (65/Moderate) [Stone]​

Travel
Dog Sleds (125/125)
Advanced Dog Sleds (150/150)​
Winter Travel (50/50)
Traces (100/100)
Trails (200/200)
Roads (0/Very Hard)​
Wheel (11/100)


Geography



Leader Board


  1. The People! (Prestige: 38, Army: Hardened Neolithic Warriors and Holy Orders, Economy: Agriculture Supplemented with Hunting, Art: Sacred Construction and Advanced High Quality Tools, Magic: Fire, Stone, and Spirit)
  2. Tribe of the West (Prestige: 29, Army: Numerous Professional Neolithic Warriors, Economy: Unprecedented Boom in Agriculture, Art: Innumerable Tools, Magic: All Things Alive)
  3. Island Makers (Prestige: 20, Army: Elite Neolithic Warriors, Economy: Intense Early Agriculture, Art: Advanced Quality Tools, Magic: Earth and Water)
  4. Peace Builders (Prestige: 19, Army: Fanatical Neolithic Warriors, Economy: Broad Agriculture and Aquaculture, Art: Ephemeral Crafts and Imported Advanced High Quality Tools, Magic: Of Song and Story)
  5. Roundstone (Prestige: 18, Army: Professional Slingers, Economy: Extensive Aquaculture, Art: Cloth and Paint, Magic: Shouts)
  6. Bond Breakers (Prestige: 17, Army: Organizing Militia, Economy: Early Agricultre, Art: Durable Weapons, Magic: Little)
  7. Cracktooth (Prestige: 17, Army: Bloodthirsty Militia, Economy: Agrculture and Herding, Art: Tools of Terror, Magic: Bone and Beat)
  8. Lakeland (Prestige: 16, Canoe Archers, Economy: Hunter-Gatherer, Art: Rugged Tools, Magic: Little)
  9. Pearl Divers (Prestige: 14, Army: Informal Militia, Economy: Early Fishing and Aquaculture, Art: Beautified Dependable Tools, Magic: Sea and Salt)
  10. Cateye (Prestige: 14, Army: Hit and Run, Economy: Hunter-Gatherer with Trade, Art: Glittering Gifts and Functional Tools, Magic: Corruption)
  11. Arrow Lake (Prestige: 10, Army: Informal, Devastated Militia, Economy: Near Starvation, Art: Sacred Iconography, Magic: Stone and Slaves)
  12. Stoutheart (Prestige: 1, Army: Organizing Militia, Economy: Subsistence Hunter-Gatherer, Art: Little, Magic: Little)
  13. Hard Foot (Prestige: 1, Army: Angry Militia, Economy: Recovering, Art: Little, Magic: Little)
  14. Soft Eyes (Prestige 1, Army: Coalescing Militia, Economy: On the Dole, Art: Little, Magic: Little)
  15. River Tribe (Prestige: ?, Army: ?, Economy: ?, Art: ?, Magic ?)
Taken from updated front page oct. 1 of 2018 (monday)

We have stability issues if we decrease an unknown amount.

[ ] [Starve] A crime was done, an unspeakable thing by those who needed to eat. Punish them. (- Stability)

[ ] [Preach] Officially disallow the practice and work to stamp it out. (- Stability, - Legitimacy, -1 Religious Authority)
 
The sun had sunk two finger widths from the time of the representative's arrival. He and his guards had spoken slowly, sipping at cups of wintergreen and fireflower tea, while a platter of meat and berries slowly warmed in front of them. It rankled Luule to wait, talking about nothing, while food sat out, uneaten. There had been hunger among the People in recent years. Luule had entrusted the shaman of the Cave of Stars with some of the People's resources and they had spent it on a brewery of all things.

It is necessary to expand our minds,
they had said. It had also drew away precious stocks of corn from the settlement, enough that they were threatened by starvation in the winter. It was only by subtly leaning on the Horned Riders that Luule was able to get supplies rushed to them in time. Some still died, and the People of the Cave of Stars were desperate enough that they'd eaten anything.

The Star Shaman were corrected the year after, and focused on their rituals and their secrets. Still... members of the People had died as a result of the Star Shaman's callous disregard. Food had been taken from their mouths in order to satisfy their petty wants. And they were petty wants, Luule knew; regardless of how much Jeree tried to convince her that the Star Shamans' work was necessary. One could commune with the spirits locked in the vault below ground just as well as they could incapacitated by drink.

Beyond that, the situation was only made more complicated by the reason the Star Shaman has miscalculated the availability of food. The Fangs had, apparently, been systematically under reporting their demand of food for years. In of itself, it wasn't a significant amount compared to the People's full resources, a part of ten split by ten again, but, it combined with the Star Shaman's decision, was enough to trigger starvation.

The duplicity had been so subtle that it had operated completely below Luule's notice. The Temple in Hill Guard had been under reporting the amount of food and luxuries they had been consuming for years. That was at the very least! It had gone so far back, Luule wasn't even certain when it had started. The corruption had simply become something expected and she'd never known any differently. When the Star Shaman checked the records, they assumed there would be food, but there was actually not.

The entire situation needed correction. Starvation was deeply uncommon among the People. There was occasionally lone farmsteads, hunting lodges, or caravans of lost travelers that starved, but on this scale? The hunger and other things it had brought on were virtually unknown on this scale.

Okay, first to get an idea of what they were thinking.
The Star Shamans were told that there was more food than was present.
They decided to produce more alcohol for ritual usage.
This led to starvation, but they didn't care(apply our Elitism value here) because it let them be More.

The Fangs on the other hand were using more food and resources than they were alloted to, and during the previous administration they got away with it, because they were of the leader's pack.
Its possible that they simply fucked up the math as well. Maybe they thought the dogs were hunting more than they actually had, but the luxuries usage didn't tally.
However, Hill Guard felt themselves to be underrepresented of late, so they may have taken more than their share.


[ ] [Starve] Censure the Star Shaman for their recklessness. (-1 RA, - Stability)

Damage Elitism and Ordeals. Weaken Star Shaman, which means its more likely the Horned Riders might displace them
Star Shaman are callous about it, but by the People's rules they were in the right(even as it pisses the starved off), taking risks is how you advance! They were given the resources, and they used it as they saw fit.

[ ] [Starve] Censure the Fangs for their duplicity. (-1 RA, - - Stability)

Weaken the Fangs, but because its less visible a wrong, it hurts stability more.
This might open up the Fangs temple to sharing with the Horned Riders as 'punishment' I think?

[ ] [Starve] A crime was done, an unspeakable thing by those who needed to eat. Punish them. (- Stability)

Not sure how this differs here. But we need that RA drop.

[ ] [Starve] Do nothing in this situation, no one person was really at fault. (- Legitimacy)
[ ] [Starve] Take the blame. The Pareem were, ultimately, the leaders and they are responsible. (- - - Legitimacy)

Do this if you want to collapse the government and try to become a theocracy.

Luule wondered if her counterpart among the Island Makers ever had to solve situations like that. She doubted it; the Island Makers were like mastodon: slow, plodding, and deliberate. Everything had its place and nothing was out of place. Farming was a scared duty to them and improper farming, anything that would cause starvation, would call for blood.

In some ways, it was a better system; Luule doubted there would be starvation there. It just meant giving up on your hiilja, your soul. For every member of the People, Kaspar-In-Flesh was the ideal and epitome of everything you should aspire to be. He had been wise, dignified and possessed an undeniable gravity that bent the world to his will.

"Walk like them, until they must walk like you."

Those were the last words he spoke, before his death. Not that it was a true death. His spirit, his hillja, had expanded, grown after being carefully fed and nurtured so that it could escape the prison of his body. It was in that form he ascended to sit at the side of the spirits. He had become so like they, that they must become like he.

That was the ambition of every member of the People, from Pareem to the lowest Debtor, to grow in spirit until they could live beyond death. At the end of that road was KASPAR-IN-TRUTH, at the side of the spirits.

The Island Makers gave up on that journey, however. They surrendered a chance with the spirits for the comforts of food and home and family; a legacy of cooperation instead of ascendance. It made Luule's skin crawl, smiling in thanks as the Island Makers' representative offered a sparkling gift of mica in thanks and in appreciation of her beauty. No compliment he offered on her eyes would blind her to the fact his hiilja was shriveled.

Still, none of that was a reason to dispense with politeness and courtesy. Luule just wished the representative would hurry up, she wasn't able to go as long with out trips to relieve herself as she was normally!
Looks like we put ambition and glory as a centerpiece of religion huh.

"If that is so, I shall move on to the point: I have come to ask that you forbid the Scorched-Ones and other shaman from accompanying your traders." He seemed to hesitate, mulling over the next point. "The Scorched-Ones have a place among the Twin-Souled People. Among my own, they insert themselves where they are not needed. They talk when there should be silence and offer rudeness when there should be peace. Their interruptions no longer have a place among the Tenders of the Chorus."

Since when had the People sent shaman on trade missions? Luule could hear the sincerity of the request in the Island Maker's request, but shaman offered nothing in trade. Well, not nothing; Luule recalled old stories of the Ember-Eyes giving the secret of bricks to the ungrateful tribe of Arrow Lake, or helped the Pearl Divers expand the salterns. Those were still only indirect benefits, however; the salterns produced precious salt that the People could use or trade forward, and the walls of Arrow Lake centered around mines of lapis lazuli, protecting them from raiders from the mountains.

Those indirect improves had taken generations and countless shaman. It would be impossible to organize such an undertaking and have it completely slip Luule's notice. She wasn't that blind... an image of the horrors of those found starving, devoured inside and out, at the foot of the Cave of Stars flashed in her eyes.

"How do the Ember-Eyes sow discord in the Chorus of the Mother?" Jeree asked.

The representative of the Island Makers seemed to relax. "They talk and talk and talk. They tell stories, ones that never tumbled from the lips of Earth-Mother. When they are laughed at, the fire behind their eyes bursts into being. They bring fear and intimidation for those that would ignore their ravings. For those who listen and become like them, they offer favour and succor. In one hand is warmth, in the other a scourge."

Jeree seemed to nod. "And to the Chorus, this brings great pain. The Ember-Eyes do not bring goods like they are supposed to; they bring words that are strange and unwanted. They foster disharmony."

Wasn't it the purpose of shaman to remember stories and secrets? To learn new ones so that they could offer good advice to leaders in crisis? To Luule, the Ember-Eyes sharing stories with the... Choristers, she believed they were called — was no different than traders haggling over pretty stones.

Did stories even have that much worth? Luule knew that the secrets of childbirth were critical and widely applicable, but was that true for the secrets of the weather? Up north, where the Northlanders used to reside, the Painted Wind soared across the sky most evenings. At the Fingers, it was present often, but not at all times. That was not the only difference: the white blotch was said to be greater in the south as well. The snows were greater around the Fingers, but tapered off in both north and south. There were countless other things the shamans knew; some useful, many useless.

However... Jeree didn't seem to think the same. His mind was twisted all up in knots by Luule's reckoning. He thought in ways that made absolutely no sense to her. It was like dealing with an arrogant little being, perfectly content to warm itself in the sun while its machinations unwound throughout the world. She'd been with him long enough to read that he wasn't concerned by the Island Maker's words, but it had brought him to attention.

Jeree blinked thrice.

"Forgive me." Luule laid a hand upon her stomach. "Would it be possible for us to adjourn? I have found my appetite growing mightily these last few moons." With a nod, the Island Maker hefted up his great maul and turned to leave. "Are there other appointments to be seen this day?"

"The Soft Hearts," Jeree sighed. "They've come with a 'thousand, thousand' pardons, asking for their handout. It was late this year. A few more petitioners; people seeking redress, ending grievances... The list is long."

Luule sighed, responding after the door to her audience chamber finally clattered shut. "What caught your attention about the Island Makers' situation?"

"Everything has a place, everything in its place. It's their entire way of thinking," Jeree explained. "Aside from their love of the earth and grand projects, the Island Makers value stability above all. Everyone gets to speak their piece, even if their Great Chief rules by command, all those below are still involved. They have councils upon councils, endless debates and sub-chiefs for everything. One of the warrior-traders told me once that they have a chief in charge of shit."

Luule's nose wrinkled. "I have some doubt about that."

"I'd trust the man with my life." Jeree shrugged. "Perhaps not my prettiest seashell, however."

Luule slugged him. Not hard, but enough for him to know that she had made contact with his shoulder.

"But that chief, the chief of shit, is exactly the problem; it's a job no one wants to do. They have to, though; at least, until an ambitious Ember-Eye comes along, telling our stories. Seize the day, only blood washes out blood, your soul is yours to nourish with glory and victory. How must that sound to a lowly shit digger."

"But not everyone can nourish their soul," Luule protested. "Only the best can build their hiilja to the point where they can follow in the footsteps of the Great Ones Who Came Before."

"And only the greatest of the great can carve their own unique path into the spirit world and name themselves our gods. Aside from Kaspar-In-Flesh, who else managed that? The Weeping Warrior? The Whisper Maid? Do you think the average shit flinger or ditch digger realizes that?"

"They don't," Luule said, catching on. "To someone who's only heard the stories, but doesn't really understand, they'll assume that they are going to be god and put down their shovel. Once that happens... for ever craftsmen, there's four or five people who farm, fish or hunt. For ever Pareem, there are several dozen. They could collapse."
Hmm, not in our interests to collapse them unless we want to eat them. Better them as allies on that front than collapsing and exposing that flank.


[ ] [Preach] Officially disallow the practice and work to stamp it out. (- Stability, - Legitimacy, -1 Religious Authority)

We do want the RA drop, but we seriously don't want to ban missionaries. Not when we have the religious center power.

[ ] [Preach] Turn a blind eye to the practice and let it continue. (- - Legitimacy)

Let the priests do their thing. Can't control them.

[ ] [Preach] Permit it only with direct sanction of the Pareem. (- - Stability)

Brings the priesthood in line with the Pareem, turn missionaries into a state weapon.

[ ] [Preach] Encourage the Ember-Eyes and look to take advantage of the situation. (+ Stability)

Deliberately destabilize our neighbor. No pls.

@Redium
Our front page Stability is right?

Personally, assuming the front page is accurate:

[ ] [Starve] Censure the Fangs for their duplicity. (-1 RA, - - Stability)
[ ] [Preach] Permit it only with direct sanction of the Pareem. (- - Stability)

Thats a nasty ass Stability hit, but we should be able to absorb it for now from a Happy base, though next turn would be focused entirely on damage control
 
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Hmm, not in our interests to collapse them unless we want to eat them.
I remember that one of the biggest mistakes we made in Paths of Civilisation was endlessly expanding our borders and never taking the time to properly consolidate our holdings. We have 4/15 trails at the moment. Let's not make the situation worse by destroying a peace-loving civilisation and replacing it with corruptible war-loving glory hounds who are far from our centre of power.
 
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Why are the Fangs who did wrong here? Aren't they just dog-handling skirmishers?
They're one of our religious orders and one of the symptoms of our over-high religious authority is that when they ask for extra food and luxuries people assume they are authorized to do so and hand it over, then look to the central authority to make good on that.
This is fine, normally, because there was a small excess of food, so normally the extra stockpile does nothing but buffer against bad weather.

Then there was a food demand and we wound up using food we didn't have because they were using it up on the basis that nobody would notice.

I'm guessing they were using the food to cover for unreported sub par hunting returns, because they also do a lot of hunting, and it'd be shameful to admit that their holy order isn't the best hunters.

Frankly at present the main priority is to lower religious authority without setting a bad precedent.
This means:
-The Star Shaman probably shouldn't be damaged or they're going to be shoved out for the Horned Riders.
-The Fangs are long established enough that weakening them probably won't kill the order. They are also the best situated to have their temple share space with the Horned Riders.
-We don't want to ding legitimacy too much because the Fingers crisis is still on.
-We probably don't want to outright ban missionaries. They're an extremely valuable diplomatic tool for us. So we need to burn RA on the first choice.
 
[ ] [Starve] A crime was done, an unspeakable thing by those who needed to eat. Punish them. (- Stability)

Not sure how this differs here. But we need that RA drop.
This is just scapegoating the people who starved (and it's implied, resorted to cannibalism). Ignore the cause for the symptoms.
-We don't want to ding legitimacy too much because the Fingers crisis is still on.
It's stablility, not legitimacy, that triggers the crisis.
 
@Redium Can we write-in to punish both Star Shamans and Fangs?

e: Also, quick check: Would domesticating ravens improve logistics through bird messengers?
 
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Fingers crisis eats Legitimacy, not Stability
Dissatisfied Faction (The Fingers)
An element within the People has grown increasingly dissatisfied with how the People are being run. They demand change and if there desires continue to go unmet, they may eventually take things into their own hands.
Resolve: Build a Hill and Temple in Fingers
Effects: Escalating Legitimacy hit until demands are met, crisis triggered at ??? Stability.




The faction eats legitimacy, but the crisis itself has not happened yet. Also, since we just did a festival action and temple, our legitimacy is still high, possibly max(inspired! was the previous max legitimacy description before the new system, and we did a temple and festival last turn) despite said eating. Finally, we have push unity, a (visibly) costless action that increases legitimacy while incrementing a ??? counter that I at least am curious enough to want to test. From the point of view of costs, legitimacy costs are definitely better than stability costs right now.
 
The faction eats legitimacy, but the crisis itself has not happened yet. Also, since we just did a festival action and temple, our legitimacy is still high, possibly max(inspired! was the previous max legitimacy description before the new system, and we did a temple and festival last turn) despite said eating. Finally, we have push unity, a (visibly) costless action that increases legitimacy while incrementing a ??? counter that I at least am curious enough to want to test. From the point of view of costs, legitimacy costs are definitely better than stability costs right now.
I'm more interested in the long-term narrative effects of our decisions than micromanaging Legitimacy/Stability.
 
I'm more interested in the long-term narrative effects of our decisions than micromanaging Legitimacy/Stability.
I admit to often being somewhat more blind to this than others (ex: pritt's trial) , but I think that numbers deserve a bit more consideration than usual when we're faced with a nebulous disaster that happens at some STAB threshold, right after a turn where we used DD. Thus, my objection to Veekie's proposal of inflicting the maximum amount of STAB damage allowed by the vote.

Also, I think we should at least put the idea of locking missionaries on the table. Our religion is indeed powerful, but in it's current form there isn't much to gain from spreading it abroad apart from the unrest causing thing. (again, I could be missing some big narrative component here)
 
I admit to often being somewhat more blind to this than others (ex: pritt's trial) , but I think that numbers deserve a bit more consideration than usual when we're faced with a nebulous disaster that happens at some STAB threshold, right after a turn where we used DD. Thus, my objection to Veekie's proposal of inflicting the maximum amount of STAB damage allowed by the vote.

Also, I think we should at least put the idea of locking missionaries on the table. Our religion is indeed powerful, but in it's current form there isn't much to gain from spreading it abroad apart from the unrest causing thing. (again, I could be missing some big narrative component here)
We doubled down to produce a temple though, did we not? Building Temples gives us back Stab, too, so it's not as bad as you'd think.

As far as missionaries go, our religion's effects will change as we develop religion. For instance, if our religion became very self-centered -- that is, focused on The People rather than other cultures -- and we spread that to others, we might start getting tribute from others.

@Redium Could you tell us whether these decisions have the potential to put us over for the edge for the Crisis?
 
Dissatisfied Faction (The Fingers)
An element within the People has grown increasingly dissatisfied with how the People are being run. They demand change and if there desires continue to go unmet, they may eventually take things into their own hands.
Resolve: Build a Hill and Temple in Fingers
Effects: Escalating Legitimacy hit until demands are met, crisis triggered at ??? Stability.




The faction eats legitimacy, but the crisis itself has not happened yet. Also, since we just did a festival action and temple, our legitimacy is still high, possibly max(inspired! was the previous max legitimacy description before the new system, and we did a temple and festival last turn) despite said eating. Finally, we have push unity, a (visibly) costless action that increases legitimacy while incrementing a ??? counter that I at least am curious enough to want to test. From the point of view of costs, legitimacy costs are definitely better than stability costs right now.

Then...let them work? They probably won't collapse the neighbours so quickly and we could use the Stability.

Legitimacy loss means Stability drops a lot faster. We can afford some Stab, but not Legitimacy
 
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I've got to agree with racnor here, taking that many stability hits seems like asking for trouble.
 
Research was updated as well:
We are making good progress on abstract tally, it would be nice to get a better idea what actions cost
Gods and deities is complete and two new projects have been added to magic:
Ancestor Worship (0/???)
Hero Cults (0/???)

under fire:
Copper Smelting (247/300)
is coming along nicely

under life:
Arboriculture (300/300) (Paradigm Change: 3 Turns)
our first Paradigm Change looking forward to the results.
and there are several followup projects.
Three Sisters is almost complete: (579/600)

Beast has a lot of new domestication options.
Travel now has Roads (0/Very Hard)
 
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General
Craftworks: Tiny Surplus (Equilibrium)
Diplomacy: Small Surplus
Luxuries: Tiny Deficit (Tiny Deficit)
Magic: Small Surplus (Tiny Surplus)
Material: Tiny Surplus (Equilibrium)
Martial: Moderate Surplus (Small Surplus)
Mysticism: Small Surplus
Staples: Equilibrium (Equilibrium)
Farmers: At Capacity
Fishermen: Significant Capacity Remaining
Herdsmen: Extreme Capacity Remaining
Huntsmen: At Capacity

Comparing our current status to our one at the start of the turn:

Article:
General
Craftworks: Tiny Surplus (Tiny Deficit)
Diplomacy: Small Surplus
Luxuries: Tiny Surplus (Equilibirum)
Magic: Moderate Surplus (Tiny Surplus)
Material: Tiny Surplus (Small Deficit)
Martial: Moderate Surplus (Small Surplus)
Mysticism: Small Surplus
Staples: Small Surplus (Tiny Surplus)
Farmers: At Capacity
Fishermen: Significant Capacity Remaining
Herdsmen: Extreme Capacity Remaining
Huntsmen: At Capacity


In terms of craftworks it looks like although our overall supply is still the same, it looks like our previous tiny deficit for the common person accessing craftsworks has changed to an equilibrium, which is an improvement I'm guessing that came from our choice to create more craftsmen in the full turn.

Unsurprisingly, our luxuries took a hit from rush building the Temple, seeing as we now a tiny deficit where before we were at equilibrium. We might want to work on that later, but that's an ancillary concern for us, seeing that we won't really have a massive need for it now that every settlement has a Temple, which was the biggest sink in terms of that resource.

Interestingly enough it seems like we lost some of our magic surplus, seeing as it has went down from a moderate surplus to a small one. @Redium, what caused that?

In terms of materials, I am glad that we still have maintained a surplus despite the building spree we've been on, especially as our previous deficit in terms of ordinary availability has been changed into equilibrium. I am curious to see how our development in arborism affected this.

Aside from that, the one major thing we need to worry about from this status is that of our staples. Being at equilibrium does not give us much wiggle room in terms of food resources. Considering how key staples are in producing other resources, next turn we will need to really focus on staples so as to ensure that starvation does not happen again. With fishing fleets requiring craftsmen, our best bet for that is to go for Hearty Herders again to help elevate us back into a surplus.

Endurance
Stability: Happy
Legitimacy: Inspired!
Prestige: 38
???

This is essentially the same as from the previous turn.

Organizational
Centralization: 2
Hierarchy: 3
Religious Authority: 6.25
Specialization: 4

Only real change here is that due to our newly built temple at Arrow Lake, we've gone even further over the RA cap.

Crystal Lake: Brick Walls (Significant), Fire Relay, Hill Top, Temple (Ember-Eyes)
Fingers: Brick Walls (Significant), Fire Relay, Temple (Frost-Scarred), Trade Hub
Hill Guard: Brick Walls (Significant) Hill Top, Temple (Fangs)
Cave of Stars: Brick Walls (Significant), Fire Relay, Temple (Cave of Stars)
Arrow Lake: Brick Walls (Significant) Temple (???)

The key item of significance here is that the Temple at Arrow Lake has been completed but no one has yet been assigned to it. @Redium I'm assuming we can do the switch now between the Fangs and Horned Riders, while also assigning the Fangs over to this new Temple hopefully?

Magic
Tally (100/100)
Abstract Tally (214/250)Animism (50/50)
Gods and Deities (200/200)
Ancestor Worship (0/???)
Hero Cults (0/???)
Elementalism (58/???)
Fire
Bricks (350/350)
Charcoal Kilns (200/200)
Copper Smelting (247/300)

Life
Horticulture (100/100)
Arboriculture (300/300) (Paradigm Change: 3 Turns)
Maple Sap (200/200)
Increased Food Production (0/Moderate)
Increased Timber Production (0/Moderate)
Coppicing (0/Easy)
Agriculture (175/175)
Three Sisters (579/600)
Basic Irrigation (0/Easy)
Beast
Herding (250/250)
Caribou Taming (400/400)
Caribou Domestication (600/600)
Climate Adaptation (0/Hard)
Increased Hair Production (0/Simple)
Increased Size (0/Moderate)
Mammoth Taming (367/400)Hunting (25/25)
Dog Taming (150/150)
Dog Domestication (300/300)
Personal Dogs (0/Easy)
Hunting Dogs (0/Easy)
War Dogs (0/Moderate)
Herding Dogs (0/Moderate)
Orker Taming (400/400)
Orker Domestication (240/800)
Raven Taming (109/150)
Stone
Stonecutting (100/100) [Stone]
Elementary Geology (42/Hard) [Stone]
Masonry (65/Moderate) [Stone]
Travel
Dog Sleds (125/125)
Advanced Dog Sleds (150/150)Winter Travel (50/50)
Traces (100/100)
Trails (200/200)
Roads (0/Very Hard)Wheel (11/100)

I just wanted to firstly say that I like this new research screen much better than the previous one.

[X] [Orker] It was to be commemorated in festival. (Annual Festival)
[X] Plan Admin Overboost v3
-[X][Action] Clay Pits [Admin] [Art]
-[X][Action] Craftsmen [Art]
-[X][Action] Hearty Herders [Admin] [Mastery of Nature] [Familialism]
-[X][Admin] Archaic Charcoal Kilns (Cave of Stars) [Mastery of Nature] [Admin] [Art]
-[X][Art] Raise Temple (Arrow Lake) [Admin] [Art]
-[X][Double Down] Raise Temple (Arrow Lake) [Admin] [Art]
-[X][Martial] Explore (Route between Crystal Lake and Fingers) [Mastery of Nature] [Martial] [Diplomacy]
-[X][Empowerment] Headman of Fingers -> Hearty Herders
-[X][Empowerment] Star Shaman -> Study Magic
-[X][Empowerment] Horned Rider -> Hearty Herders

I'm rather glad that we were able to avert more catastrophic damage due to our empowered leaders choosing to focus on foods. But I am still curious about the results for the rest of our choices. @Redium What was the result of our explore action? Was nothing uncovered? Aside from that, I'm assuming that the status of the Temple we just built and who will occupy it will be decided later? Also, did our doubling down and our completion of the Temple result in them negating each other in terms of stability?

The day was far to hot to be wearing formal clothes, but Luule didn't have a choice. Delegates had arrived from the Island Makers in the south, asking to see the People. She remembered the stories from the Weeping Warrior, and how Arrow Lake had come in the arrogance to subjugate the People. The appearance of weakness was a dangerous thing, and she had more than enough weakness to see.

Is the appearance of weakness bit referring to how Arrow Lake took us as weak due to all the help we gave our allies and decided to attack us? I'm guessing then that the Arrow Lake survivors we incorporated finally told us this, and that's why we've adjusted?

Luule greeted the representative from the Island Makers with a wide smile before she waddled back to her seat. She missed seeing her feet, she thought. Had it only been half a moon since she had last seen them? The throne on which she sat was simple, constructed from brick but specially padded with mastodon fur. Jeree had been the one to retrieve the fur for her, claiming a generous portion from a kill team he'd participated in, and she greatly appreciated the gesture. The entire ensemble was supposed to be a distant adaptation for weakened Big Men. It wasn't the same system as they used in the old days, but a longer-term replacement.

Seems like Jeree and Luule are married, which wasn't much of a surprise really. Kinda hoping the two heroes producing more heroes will be the same case for us here as it was with Alvar and Natka way back when.

I'm guessing the chair reference is one referring to the system Kaspar used when he was weak and infirm?

The fact that it existed at all mystified Luule. Other than pregnant Pareem, where the People ever lead by someone who was weak or infirm? It was doubtful that the People would ever have needed such a thing.

This really goes to show how much knowledge can be lost over time. Though this is not surprising as I'm sure only Aeva really knew about that system.

Across from the Luule in the petitioner's chair, was a man that stood in complete contrast to her. Where she had bright feathers, belts of seashells and jewelry thick enough it clattered when she moved, he was clad in simple buckskin, dyed red. His skin was stained with dark ocher and the underside of his nails were caked with dirt. Compared to her own combed and braided hair, his neatly shorn scaplock shined. Even his size... at the shoulder and across the chest, he must have been twice as wide as Luule herself! At least! Given the massive stone maul sitting at his side, it was likely he needed every single one of those muscles.

I'm guessing then that this representative is a member of the Island Maker's Stonecrushers Holy Order?

The sun had sunk two finger widths from the time of the representative's arrival. He and his guards had spoken slowly, sipping at cups of wintergreen and fireflower tea, while a platter of meat and berries slowly warmed in front of them. It rankled Luule to wait, talking about nothing, while food sat out, uneaten. There had been hunger among the People in recent years. Luule had entrusted the shaman of the Cave of Stars with some of the People's resources and they had spent it on a brewery of all things.

A few questions l. Firstly, considering how in the action sheet it was study magic that was chosen by the Star Shaman for empowerment, how did they make a brewery and do we at least get to keep it?

Secondly, what's fireflower do?

It is necessary to expand our minds, they had said. It had also drew away precious stocks of corn from the settlement, enough that they were threatened by starvation in the winter. It was only by subtly leaning on the Horned Riders that Luule was able to get supplies rushed to them in time. Some still died, and the People of the Cave of Stars were desperate enough that they'd eaten anything.

Yeah that sounds bad, really glad we have the Horned Riders. Didn't you say we would have a decision point regarding them this turn btw?

The Star Shaman were corrected the year after, and focused on their rituals and their secrets. Still... members of the People had died as a result of the Star Shaman's callous disregard. Food had been taken from their mouths in order to satisfy their petty wants. And they were petty wants, Luule knew; regardless of how much Jeree tried to convince her that the Star Shamans' work was necessary. One could commune with the spirits locked in the vault below ground just as well as they could incapacitated by drink.

Is the fault referring to the black space where they interred Kaspar, Aeva, and Priit? Or is this a separate area of the Temple?

Beyond that, the situation was only made more complicated by the reason the Star Shaman has miscalculated the availability of food. The Fangs had, apparently, been systematically under reporting their demand of food for years. In of itself, it wasn't a significant amount compared to the People's full resources, a part of ten split by ten again, but, it combined with the Star Shaman's decision, was enough to trigger starvation.

The duplicity had been so subtle that it had operated completely below Luule's notice. The Temple in Hill Guard had been under reporting the amount of food and luxuries they had been consuming for years. That was at the very least! It had gone so far back, Luule wasn't even certain when it had started. The corruption had simply become something expected and she'd never known any differently. When the Star Shaman checked the records, they assumed there would be food, but there was actually not.

Yeah...while the Star Shaman may have erred, they did not do so out of malicious intent, while the Fangs should've known better. I'm kinda curious though how our record keeping system works if this is something we supposedly can rely on for the long term.

Luule wondered if her counterpart among the Island Makers ever had to solve situations like that. She doubted it; the Island Makers were like mastodon: slow, plodding, and deliberate. Everything had its place and nothing was out of place. Farming was a scared duty to them and improper farming, anything that would cause starvation, would call for blood.

They seem very heavily focused on Order, I forget, do we know what their values are?

In some ways, it was a better system; Luule doubted there would be starvation there. It just meant giving up on your hiilja, your soul. For every member of the People, Kaspar-In-Flesh was the ideal and epitome of everything you should aspire to be. He had been wise, dignified and possessed an undeniable gravity that bent the world to his will.

This is curious, we now seem to have a definition and term for the soul, that is likely to be theologically important. I take it that this is related to our development of gods and deities?

"Walk like them, until they must walk like you."

Those were the last words he spoke, before his death. Not that it was a true death. His spirit, his hillja, had expanded, grown after being carefully fed and nurtured so that it could escape the prison of his body. It was in that form he ascended to sit at the side of the spirits. He had become so like they, that they must become like he.

Now we finally have an afterlife it seems, this is likely significant, so I'm curious to see how huge an impact this will have.

Also, considering how we know Aeva discovered Kaspar dead in his sleep from not waking up in the morning one time, how exactly did they come up with Kaspar's last words? I'm guessing they just made it up right as this sounded fitting?

That was the ambition of every member of the People, from Pareem to the lowest Debtor, to grow in spirit until they could live beyond death. At the end of that road was KASPAR-IN-TRUTH, at the side of the spirits.

Well, here is it is, we now are on our first step towards organized religion as now we have a focus to strive for in life, with an afterlife to support performing such deeds.

The Island Makers gave up on that journey, however. They surrendered a chance with the spirits for the comforts of food and home and family; a legacy of cooperation instead of ascendance. It made Luule's skin crawl, smiling in thanks as the Island Makers' representative offered a sparkling gift of mica in thanks and in appreciation of her beauty. No compliment he offered on her eyes would blind her to the fact his hiilja was shriveled.

Still, none of that was a reason to dispense with politeness and courtesy. Luule just wished the representative would hurry up, she wasn't able to go as long with out trips to relieve herself as she was normally!

I wonder if this will be the start of our differentiation from other tribes in that we now have religion to use as a way of separating us from them in a more tangible way, considering Luule's comment regarding the representatives hilja.

Rattle-rattle! Rattle-rattle!

Luule almost jumped out of her skin as a mask of blue-and-white descended from the ceiling. Thick blue wedges over the fitted ivory mask brought attention to twin chips of quartz at the center. The lower part of the mask was stained with old blood; there was no visible mouth, but Luule was certain that Jeree was grinning broadly.

Luule seems very familiar with Jeree, at this point it's pretty clear he's her mate.

"Hold," she said immediately. The Island Makers' representative was half out of his seat, great maul gripped tightly in white-knuckled fingers. It doesn't even tremble in his grip, Luule realized, fixating on the great maul she could never lift. The representative was strong!

Damn, the Stonecrushers are probably frightening in battle. What else do they do outside of combat @Redium ?

"Jeree."

He just grinned the damnable grin, sliding ceiling tiles back into place behind him. He rolled, displaying unusual grace and flexibility as he dropped to the ground and landed with a quick bounce on his feet. "Luule," he responded.

The grin grew.

"Forgive him," Luule sighed and asked the representative. "He's been getting over-ambitious about his place." Said over-ambitious individual took a seat at her right side. He stretched in obvious pleasure before curling up, eyes on the representative.

Yeah. Pairing confirmed.

"If that is so, I shall move on to the point: I have come to ask that you forbid the Scorched-Ones and other shaman from accompanying your traders." He seemed to hesitate, mulling over the next point. "The Scorched-Ones have a place among the Twin-Souled People. Among my own, they insert themselves where they are not needed. They talk when there should be silence and offer rudeness when there should be peace. Their interruptions no longer have a place among the Tenders of the Chorus."

Since when had the People sent shaman on trade missions? Luule could hear the sincerity of the request in the Island Maker's request, but shaman offered nothing in trade. Well, not nothing; Luule recalled old stories of the Ember-Eyes giving the secret of bricks to the ungrateful tribe of Arrow Lake, or helped the Pearl Divers expand the salterns. Those were still only indirect benefits, however; the salterns produced precious salt that the People could use or trade forward, and the walls of Arrow Lake centered around mines of lapis lazuli, protecting them from raiders from the mountains.

Those indirect improves had taken generations and countless shaman. It would be impossible to organize such an undertaking and have it completely slip Luule's notice. She wasn't that blind... an image of the horrors of those found starving, devoured inside and out, at the foot of the Cave of Stars flashed in her eyes.

"How do the Ember-Eyes sow discord in the Chorus of the Mother?" Jeree asked.

The representative of the Island Makers seemed to relax. "They talk and talk and talk. They tell stories, ones that never tumbled from the lips of Earth-Mother. When they are laughed at, the fire behind their eyes bursts into being. They bring fear and intimidation for those that would ignore their ravings. For those who listen and become like them, they offer favour and succor. In one hand is warmth, in the other a scourge."

Jeree seemed to nod. "And to the Chorus, this brings great pain. The Ember-Eyes do not bring goods like they are supposed to; they bring words that are strange and unwanted. They foster disharmony."

Wasn't it the purpose of shaman to remember stories and secrets? To learn new ones so that they could offer good advice to leaders in crisis? To Luule, the Ember-Eyes sharing stories with the... Choristers, she believed they were called — was no different than traders haggling over pretty stones.

Did stories even have that much worth? Luule knew that the secrets of childbirth were critical and widely applicable, but was that true for the secrets of the weather? Up north, where the Northlanders used to reside, the Painted Wind soared across the sky most evenings. At the Fingers, it was present often, but not at all times. That was not the only difference: the white blotch was said to be greater in the south as well. The snows were greater around the Fingers, but tapered off in both north and south. There were countless other things the shamans knew; some useful, many useless.

However... Jeree didn't seem to think the same. His mind was twisted all up in knots by Luule's reckoning. He thought in ways that made absolutely no sense to her. It was like dealing with an arrogant little being, perfectly content to warm itself in the sun while its machinations unwound throughout the world. She'd been with him long enough to read that he wasn't concerned by the Island Maker's words, but it had brought him to attention.

Jeree blinked thrice.

Seems like we finally have missionaries and the other tribes don't like that. Out of curiosity, considering we do trade with others, how do our other trade partners take the preaching of our Holy Orders? @Redium

"Forgive me." Luule laid a hand upon her stomach. "Would it be possible for us to adjourn? I have found my appetite growing mightily these last few moons." With a nod, the Island Maker hefted up his great maul and turned to leave. "Are there other appointments to be seen this day?"

"The Soft Hearts," Jeree sighed. "They've come with a 'thousand, thousand' pardons, asking for their handout. It was late this year. A few more petitioners; people seeking redress, ending grievances... The list is long."

We don't need to do anything with the Soft Hearts do we?

Luule sighed, responding after the door to her audience chamber finally clattered shut. "What caught your attention about the Island Makers' situation?"

"Everything has a place, everything in its place. It's their entire way of thinking," Jeree explained. "Aside from their love of the earth and grand projects, the Island Makers value stability above all. Everyone gets to speak their piece, even if their Great Chief rules by command, all those below are still involved. They have councils upon councils, endless debates and sub-chiefs for everything. One of the warrior-traders told me once that they have a chief in charge of shit."

Luule's nose wrinkled. "I have some doubt about that."

"I'd trust the man with my life." Jeree shrugged. "Perhaps not my prettiest seashell, however."

Luule slugged him. Not hard, but enough for him to know that she had made contact with his shoulder.

I'm somewhat curious as to what type of government the Island Makers have as it seems highly centralized and hierarchical.

yours to nourish with glory and victory. How must that sound to a lowly shit digger."

"But not everyone can nourish their soul," Luule protested. "Only the best can build their hiilja to the point where they can follow in the footsteps of the Great Ones Who Came Before."

"And only the greatest of the great can carve their own unique path into the spirit world and name themselves our gods. Aside from Kaspar-In-Flesh, who else managed that? The Weeping Warrior? The Whisper Maid? Do you think the average shit flinger or ditch digger realizes that?"

"They don't," Luule said, catching on. "To someone who's only heard the stories, but doesn't really understand, they'll assume that they are going to be god and put down their shovel. Once that happens... for ever craftsmen, there's four or five people who farm, fish or hunt. For ever Pareem, there are several dozen. They could collapse."

"Without a good leader, it's possible," Jeree admitted. "Not immediately, maybe, but it will definitely wound them. The questions is, how do we avoid this wound? Or do we encourage it?"

Our theology seems to embody our Elitism value unsurprisingly, though what I wonder is how much the common person in our tribe understands the theology we have because it does seem like it would cause disorder in other societies.

Also, I take it that the Whisper Maid is referencing Aeva and that the Great Ones Who Came Before are our gods? Though it sounds like ancestor worship.

Where should Luule focus and emphasize punishment?

[ ] [Starve] Censure the Star Shaman for their recklessness. (-1 RA, - Stability)
[ ] [Starve] Censure the Fangs for their duplicity. (-1 RA, - - Stability)
[ ] [Starve] A crime was done, an unspeakable thing by those who needed to eat. Punish them. (- Stability)
[ ] [Starve] Do nothing in this situation, no one person was really at fault. (- Legitimacy)
[ ] [Starve] Take the blame. The Pareem were, ultimately, the leaders and they are responsible. (- - - Legitimacy)

Taking a look at our options, the first option doesn't sound right to me, not only morally but from the knock on effects. While the Star Shaman did make a mistake they did not do so intentionally as they assumed no one would be harmed. In terms of the knock on effects, censuring then will likely mean punishment, which could knock them out of the Cave of the Stars. While I do want to take a lower stability hit and get some reduction in RA to get us under our cap again, this is not it.


The second option appeals to me the lost as it was the actions of the Fangs which in the end exacerbated this crisis. They intentionally fudged records and underreported so that they could selfishly and corruptly receive more, knowing that what they did was wrong. If anyone should be punished it should be them. Censuring then will likely mean giving them a harsh punishment as people died from this. As others have suggested I believe what we will likely do is banish them from their present Temple to the one on Arrow Lake as the one they currently have was built as a reward. This will likely facilitate the Horned Riders getting their own temple and allow us to reduce our RA back down to manageable levels. While the 2 stability hit is bad it could be worse.

I don't like the third option as it firstly blames the victims, it secondly does not reduce RA, and ingetnral doesn't help us aside from not taking as big a stability hit.

The last two options are not really palatable to me as the legitimacy hits will likely move us in the wrong direction like a government change.

How do the People react to the Ember-Eyes attempts to spread their stories and influence outside the tribe?

[ ] [Preach] Officially disallow the practice and work to stamp it out. (- Stability, - Legitimacy, -1 Religious Authority)
[ ] [Preach] Turn a blind eye to the practice and let it continue. (- - Legitimacy)
[ ] [Preach] Permit it only with direct sanction of the Pareem. (- - Stability)
[ ] [Preach] Encourage the Ember-Eyes and look to take advantage of the situation. (+ Stability)

Not entirely sure on this one as the points made so far have me going either way. While I don't want to get rid of our missionary attitude, as that is something we can use to our advantage. At the same time I also want to take less of a hit and reduce our RA.

AN: Vote is in Moratorium. When I open it, there will be additional options for research focus since you've finished up a few new techs.

Oooh new tech focus for research. Anyone else got opinions on this?

Who is the father of Luule's baby?

I think the subtext here points toward Jeree considering how familiar they seem to be with each other.
 
What's "Hearty Herders"? It didn't show up in the last update.

It's the herding action. You should've had it last turn, but I forgot to put it in the turn vote. It ended up in the unlock post for the vote.

Why are the Fangs who did wrong here? Aren't they just dog-handling skirmishers?

Basically, they were requisitioning food and luxuries at a greater-than-permitted rate and funneling it through the Temple in Hill Guard. The food was all used to support the temple so they weren't exactly stealing it, but they were taking more than their fair share.

This additional share still existed on the records, so the Star Shamans requisitioned more food in accordance with the permit you gave them this turn. This turned out to be a mistake; the Star Shaman assumed that more food would be available than there actually was and thus ended up using food to make beer that should have been saved for winter. This wasn't discovered until they abruptly started to go hungry in the middle of winter.

@Redium
Our front page Stability is right?

Yes.

@Redium Can we write-in to punish both Star Shamans and Fangs?

e: Also, quick check: Would domesticating ravens improve logistics through bird messengers?

If you really want to. It would be - - - Stability, however.

Ravens have a couple of potential domestication options. They could be used for messenger birds (due to your lack of writing, these messages would be very primitive), hunting aids (in the wild, corvids will actually coordinate with wolves in order to hunt prey or scavenge carrion), luxury production (corvid feathers are considered to be high quality gifts, alongside eagle feathers), increased intelligence (to make them even more scary), increased breeding rate (try and turn them into egg layers).

@Redium Could you tell us whether these decisions have the potential to put us over for the edge for the Crisis?

With the options presented, you could get close to exploding, but not tip over the line. However, if you really want to punish both the Star Shaman and Fangs, that may trigger the crisis.

Who is the father of Luule's baby?

Jeree.

No need to pull back our priests. We want them culture converting everyone.

Culture conversion is both good and bad. It's good in that it creates a common framework for peace, trade and general interconnectiveness. That can be extremely important in creating stability and unity against outsiders and threats. It's bad because it cuts off the unique technological and social development of other civilizations. They're likely to develop different technologies or techniques that you could then take for yourselves and then use. A diverse environment will breed more ideas and thus create more robust mechanisms of solving problems.
 
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