I would have mentioned it sooner, but I figured it would be a no brainer. I can't believe we are going for tech of all things. Innovations are one of the easiest things to get and are not worth spending a megaproject reward in my opinion.
To be honest. This is one of the reasons discussion like this is useful. For those of us who haven't played similar quests like PoC, mechanics like this, especially when it comes to things like Legacy's, technology, and all of that are rather new to us. This is especially true considering how the mechanics for this quest are said to be different from those ones. I hope that more people are reading through the discussion posts, as I agree with you that it would be a waste to simply spend our megaproject reward on innovations for technology when a legacy that will likely last us until the end of the game, and give us continual bonuses as you've mentioned, especially in regards to saving us action points, is a much better option.
In any case I hope that someone is reading this right now, as the vote for what to use the megaproject for only has a difference of one vote between Rush Builders Legacy and the Innovations.
Adhoc vote count started by Japanime on Apr 8, 2018 at 3:04 PM, finished with 1502 posts and 25 votes.
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
When it comes to the option for upgrading our Wonderful World value I think that this one is sort of a mystery box. When we take into account the context of how this is even an option, I think we can conjecture that this upgrade will likely improve our value so that it now covers man made wonders as well since we just built one in a sense this turn. Whether it be helping increase the value or bonuses from the finish of our Megaproject wonders or simply helps us in building them, if this is the case for the value I believe this upgrade is a valuable one indeed. Any comments @Redium
Wondrous World could easily evolve into your most potent value. The only thing I'll say specifically is that it will probably hit Maxed Development until the Bronze Age after its next upgrade.
When it comes to the builders legacy option and that of the hill extended project I think that without more information we cannot make an informed opinion when voting for those. Can you explain those more @Redium
[ X ] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X ] [Megaproject] Rush Builders Legacy
[x ] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X ] [Bands] Open trade and try to promote peaceful relations. (Trade: Inland Hundred Bands)
@Redium Do we know what the surrounding tribes have named us? And is there any name trending when we refer to ourselves while communicating closely with foreigners? It appears as if at least the Peace Builders have consciously chosen a name for themselves, and at least since we absorbed the those Hundred Bands refugees there have been people among us that must have said "We are now [insert name here]." to themselves and each other.
Interesting to say the least. Never thought that a lake would be a good place to have a mine, but considering some of our most valuable gems come from there I'm not going to complain. The fact that the Fingers is considered a trade hub is a good indicator of things as it's pretty much our de facto capital. Though I'm surprised the Shrine for Crystal Lake isn't labeled as one for the Fangs like the Shrine at the Fingers is for the Ember Eyes. Does that indicate something or do the Fangs need to do more 'magic' for them to get one of their own? Curiously enough however Hill Guard already has become a Holy Place, which I'm sure makes it more significant than just a fortress guarding our rear. Hopefully walls for it go up as well. While the Peace Builders may not be expansionistic or hostile, we have no idea if that's true with their neighbors down south.
All of your mines are basically digging through the dirt for the right rocks or picking through the quartz and amethyst in Crystal Lake. They're not even mines in the proper sense. Not even a pit mine.
The Fangs don't have an associated Shrine. You turned that option down in a previous vote. They're likely to settle into the next one you build.
A Holy Place is strictly inferior to a Shrine. A Holy Place is just somewhere that the People recognize as having spiritual significance. Shrines are buildings/locations that are equipped to support a number of shaman. The hierarchy goes: Holy Place -> Shrine -> Temple.
Considering how well that legacy seems to have served us so far, especially considering it likely gave us Kaspar and Maksus, I think waiting to get some more culture and religious tech can wait for the moment.
It's actually really over-powered. I thought to myself, how bad could a +1 on Hero rolls be? They need something for winning a Pre-Historic Epic Age. I going to nerf Hero generation rolls...
Wondrous World could easily evolve into your most potent value. The only thing I'll say specifically is that it will probably hit Maxed Development until the Bronze Age after its next upgrade.
Good to know, will keep that in mind for next time.
How exactly will you deal with the Bronze Age anyway, considering we're in not!North America?
Even during the period of the Mycenae, Hittites, Assyrians, and Egyptians when it came to Bronze it was rather hard to come by as tin was not a really abundant mineral, at least compared to copper which was often found on Cyprus. From what I can recall the only real sources of tin in the Americas were all in South America, with some found in what is today Mexico.
So am I correct to assume that you will just use alternate history tag to make it so we will have a source of tin in order to make bronze?
So it's essentially similar to the Heroic Age Legacy then? One that will last us until we are eliminated or win? It sounds awfully similar to Stone Skinned but for all construction. Considering how limited we are in terms of time, and turn usage, this seems like a very advantageous legacy.
Is @Oshha correct about how Legacy's work around here btw? In that only one civilization per region can get one?
If so, I want this.
What exactly is the Extended Hill Project for Crystal Lake thought?
All of your mines are basically digging through the dirt for the right rocks or picking through the quartz and amethyst in Crystal Lake. They're not even mines in the proper sense. Not even a pit mine.
Good to know. Do the Fangs have any magics associated with them, or are they purely a militarized skirmisher unit compared to the shamanistic Ember Eyes?
It's actually really over-powered. I thought to myself, how bad could a +1 on Hero rolls be? They need something for winning a Pre-Historic Epic Age. I going to nerf Hero generation rolls...
So we've noticed. I like having heroes though, so it'll be ashamed if they get nerfed. I kinda want to name one of our settlements after Kaspar someday considering how much he's done for us.
Adhoc vote count started by Japanime on Apr 8, 2018 at 3:38 PM, finished with 1505 posts and 25 votes.
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
It's actually really over-powered. I thought to myself, how bad could a +1 on Hero rolls be? They need something for winning a Pre-Historic Epic Age. I going to nerf Hero generation rolls...
Chapels are probably a variation of temples. Cathedrals are probably an upgraded version, but will be limited to cities. After temples, the way that your religion affects things is going to be very, very different. Religion would primarily effect things by being organized which would cause it to develop more and more like a Trait instead of a series of buildings.
Good to know, will keep that in mind for next time.
How exactly will you deal with the Bronze Age anyway, considering we're in not!North America?
Even during the period of the Mycenae, Hittites, Assyrians, and Egyptians when it came to Bronze it was rather hard to come by as tin was not a really abundant mineral, at least compared to copper which was often found on Cyprus. From what I can recall the only real sources of tin in the Americas were all in South America, with some found in what is today Mexico.
So am I correct to assume that you will just use alternate history tag to make it so we will have a source of tin in order to make bronze?
You'll have the chance to access tin. If you roll high enough on an Explore roll, you can find some. If you don't, there will be someone who conveniently gets a source of it and is willing to trade.
So it's essentially similar to the Heroic Age Legacy then? One that will last us until we are eliminated or win? It sounds awfully similar to Stone Skinned but for all construction. Considering how limited we are in terms of time, and turn usage, this seems like a very advantageous legacy.
Is @Oshha correct about how Legacy's work around here btw? In that only one civilization per region can get one?
Some legacies can be duplicated. All of the +_ to Centralization, Hierarchy or Specialization can be duplicated by everyone. Most others are unique.
If a civilization fractures, a legacy might be duplicated in several of its descendants, but others among its descendants will lose it entirely. Social Fracture is complicated.
It's like a Motte and Bailey like @veekie linked. It gives settlements a higher defense bonus.
The way settlement assaults work is by comparing the attacker's Martial against the Defender's Martial + Defense. Now, traditionally, the attacker will have less Martial over all. Moving warriors is extremely difficult, people get lost or desert, etc. On the flip side, they tend to have a better concentration of Martial since they only have to keep it in one place while the defender has multiple points that will need to be defended and thus can't concentrate their Martial as effectively. They're forced to divide Martial by the number of places they need to defend with reinforcements streaming in every phase. In order to make up for this fact, the defender usually has defenses; castles, forts, walls, towers, etc. that they can rely on to make up the difference.
The only tribe you've really fought recently was the Hundred Bands. They're either destroyed or not in a position to spread around their name for you. They called you the Fire-Eaters. Everyone else thinks you're wonderful traders.
Good to know. Do the Fangs have any magics associated with them, or are they purely a militarized skirmisher unit compared to the shamanistic Ember Eyes?
So we've noticed. I like having heroes though, so it'll be ashamed if they get nerfed. I kinda want to name one of our settlements after Kaspar someday considering how much he's done for us.
Chapels are probably a variation of temples. Cathedrals are probably an upgraded version, but will be limited to cities. After temples, the way that your religion affects things is going to be very, very different. Religion would primarily effect things by being organized which would cause it to develop more and more like a Trait instead of a series of buildings.
Once they take off they're rather like a mini civilization really. Not unlike merchant factors or feudal vassals. But thats complicated to track so trait sounds like a good mid point over tracking a half dozen mini civs
You'll have the chance to access tin. If you roll high enough on an Explore roll, you can find some. If you don't, there will be someone who conveniently gets a source of it and is willing to trade.
Some legacies can be duplicated. All of the +_ to Centralization, Hierarchy or Specialization can be duplicated by everyone. Most others are unique.
If a civilization fractures, a legacy might be duplicated in several of its descendants, but others among its descendants will lose it entirely. Social Fracture is complicated.
Gotcha. Glad to know that now that we've picked the Rusk Builder's Legacy.
So, if say we integrated the descendants of a fractured civilization, there is a chance then if we do so at the right moment that we could potentially inherit their duplicated legacy?
It's like a Motte and Bailey like @veekie linked. It gives settlements a higher defense bonus.
The way settlement assaults work is by comparing the attacker's Martial against the Defender's Martial + Defense. Now, traditionally, the attacker will have less Martial over all. Moving warriors is extremely difficult, people get lost or desert, etc. On the flip side, they tend to have a better concentration of Martial since they only have to keep it in one place while the defender has multiple points that will need to be defended and thus can't concentrate their Martial as effectively. They're forced to divide Martial by the number of places they need to defend with reinforcements streaming in every phase. In order to make up for this fact, the defender usually has defenses; castles, forts, walls, towers, etc. that they can rely on to make up the difference.
The only tribe you've really fought recently was the Hundred Bands. They're either destroyed or not in a position to spread around their name for you. They called you the Fire-Eaters. Everyone else thinks you're wonderful traders.
Once they take off they're rather like a mini civilization really. Not unlike merchant factors or feudal vassals. But thats complicated to track so trait sounds like a good mid point over tracking a half dozen mini civs
I'd say that a unified church that spans more than one nation is definitely worth tracking as a mini civ. It's something I kind of miss in Paths of Industrialization. It seems like religion plays almost no role in geopolitics there, despite having played an insanely major role in the real world.
[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)
Culture is the glue that holds society and the backbone of civilisation, and mysticism is it it mean of refinement and development.
Cultural and mystical development are not just improvements of material luxeries, but development of the social conceptions, mores and ethos of a people, thier ways of thinking and behaviour, their ideals and reveries, thier nightmares and dreams, thier ambitions and potential.
All this nests on a bed of culture both material and mystical.
[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)
Culture is the glue that holds society and the backbone of civilisation, and mysticism is it it mean of refinement and development.
Cultural and mystical development are not just improvements of material luxeries, but development of the social conceptions, mores and ethos of a people, thier ways of thinking and behaviour, their ideals and reveries, thier nightmares and dreams, thier ambitions and potential.
All this nests on a bed of culture both material and mystical.
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Rush Builders Legacy
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)
The worst part about being older, Kaspar realized, was that eventually everything started to hurt. It had been months, years, since he had been able to walk properly. His last pilgrimage to Crystal Lake had been one of the most difficult things he'd ever done. Much more so than the wars of his youth. His children feared that the return trip to the Fingers could've killed him outright from a simple slip and fall. They eventually convinced him to stay, away from his home and place of birth. It had pained him beyond words to return the Wolf-Tooth Necklace to the Fingers while taking on the Crowned Crystal Staff of Crystal Lake. No longer could he call himself Big Man of where he had grown.
A small part of him wondered why he hadn't he died yet. He was among the oldest among all of the elders. That was not a position that was ripe with hunters or warriors. Even some of his children had died before him of natural causes. He was old enough that a great-great-grandchild was recently born.
Many whispered about what deals he had made with the spirits to make his life so long. How he had bargained with the Stag-Who-Was-The-Sun or hunted beside Brother Wolf as her mate, stealing the lives of those far less worthy. He had done nothing. Even his dreams, visceral and spirit-touched, left him without answers. There were times that he wondered if they were right, that he had made a deal. Not with the spirits, but with She-The-Snow. His long life felt more like a curse than a blessing.
"Pull the ropes," Kaspar rasped. Concealing a number of internal pains that even ever increasing doses of wintergreen could not heal, Kaspar was slowly pulled to a seated position. The fur blanket on which he lay had been cleverly attached to a number of ropes fixed to the ceiling. His Slate could speak for hours at a time and he no longer had the strength to simply sit through it. Instead, he could be pulled up and supported instead of having to rely on muscles too weak. The ropes themselves could be hidden, tucked into the corners of his alcove. It went a long way to reinforce his false illusion of strength.
"Greetings," Kaspar rasped. "Sit. Eat. Make yourselves comfortable. We... we can talk and plan." Already his breath started to come lightly to him. How could a man live like this? He remembered his youth, the Blacksword they called him. Unstoppable in war, reduced to this.
"Father," Aevaa interrupted, quickly brushing a scrap of fur across the corner of his eyes.
"Thank you, Aevaa," Kaspar said. "How have our cousins integrated with the rest of the People?"
"Better than expected," one of his Slate members replied. Now more than middle-aged, Kaspar could remember when the woman was just a girl, following in shadow of her mother's skirts. How time changed things. She had become a beauty and in the fullness of time, the matriarch of a quickly expanding clan. "We've done like you did in the past and encouraged marriages between the refugees and existing families. Most of the survivors are skilled hunters. Starving, perhaps, but they've been forced to become skilled or perish. Many of the families with ties to the Fangs have appreciated their new relatives."
"There's been conflict in Hill Guard over their acceptance," a younger man spoke. "The new... People seem to try to be the People more than the People are. The new stories and ideas coming up from the south are uncomfortable for many."
"I had thought the views of the Peace Seekers would've struck a resonant chord among refugees?" Kaspar said. "No more war is a strong argument to someone who would most benefit from it."
Looks flashed between his Slate. "Perhaps," the young man conceded. "But we've made not-so-subtle efforts to oppose the Peace Builder's beliefs. The Festival of the Summer Sun and Winterfeast; the shrine you've ordered built at Hill Guard; no one has forbidden the teaching of the Peace Builder's stories, but it's clear that they are disfavoured. The brick wall erected at Hill Guard suggests that your opinion goes even further than that."
It had also been clear, at least to Kaspar, that the Peace Builder's values were winning the ideological war. The only parts that the People had managed to win, was on harping on their magic, and their prosperity. If the spirits were displeased, why would they reward the People with knowledge of lime, sugar, and citrine? Why would they have given them the blessed land of Crystal Lake? Food to fill their bellies and, most of all, that elusive thing that the Peace Builders desired, peace?
Almost as if the spirits heard the People's arrogance, they responded. The weather remained warm as it had been in previous years, but the warmth seemed to linger in the air, even through the winters. Instead of snow, the People knew rain. Rain that was driving and cold. As soon as it struck the ground, it froze into purest ice. Sheets and sheets of rain piled up until it froze thicker than a man's thumb in many places.
For the People, in their brick houses, it was a harrowing but ultimately harmless experience. Each long house maintained enough supplies of food to make it through a winter unharmed. Even when the seasons began to stretch well into what should've been spring, the People had enough to make due. Those few extended families which hadn't properly managed their food and couldn't borrow from neighbours had to send out some of their number to brave the frozen wastes. Few of the People died in the end, but there were deaths as some got lost, or slipped and ended their lives in a bone shattering fall.
Where the problems really started was when the People began to take stock after the snow and ice melted. Large portions of the wild rice crop that they had planted were dead. Their stalks had simply died under the weight of ice accumulating on them. The People's few fields of corn fared no better. Fish and game appeared mostly unharmed. The numbers were less than they had seen in past years, but not nearly as low as their cultivated plants had become.
The first winter was no problem, but the second that year was more or less the same. The third had snow, instead of freezing rains, but the fourth returned to rain. All of the consistency that the People though they could count on in the weather were gone.
None of the People were going hungry systemically, yet, but it was only a matter of time before that occurred. Something that Kaspar had noticed was that the new system of periodic tribute had gone a long way to helping the People stave off starvation. Instead of the People behaving largely autonomously in providing for their own needs, creating a schedule that mandated gifts of preserved food be given to the People's local Big Man created a subtle, but potent control mechanism. It wasn't as significant as if Kaspar had taken direct control, but it greatly increased the flexibility of the People's labour.
Economic System Upgraded: Internal Tributary System (Primitive)
Just as the People lend their voices to their chosen leaders, they also entrust gifts unto them. Primarily dealing in preserved food, 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
Econ Damage Resistance: Damage - Centralization/3
Trade Bonus: Dominance/2
Extra Actions: 2 Policy Designated Actions
Special: Vassals = Prestige/10
It also, Kaspar suspected, would make administration easier for each subsequent Big Man. They wouldn't have to assign each and every person a place within the People's hierarchy, but could instead focus on a few core incentives. Someone would, however, be needed to oversee the system and ensure that any cheaters were ferreted out. Any system that couldn't prevent cheaters would eventually be overwhelmed and devoured by them, Kaspar knew.
Who should oversee the distribution of tributary incentives?
[ ] [Pay] The matriarch and patriarch of each extended family.
[ ] [Pay] The head of each individual family.
[ ] [Pay] The informal council of elders.
[ ] [Pay] An elected council.
[ ] [Pay] An appointed member of the Big Man's Slate.
That tied into another issue with which he had needed to grapple: how the People should be lead. The People of Hill Guard had been clamouring for their own Big Man now that they were a fully fledged settlement. The Fingers and Crystal Lake had Big Men, so why shouldn't they?
It would be simplicity itself to grant his approval to the groundswell movement that asked for a Big Man, but was it the right course? If the People continued to found new settlements, the number of Big Men would quickly become unwieldy. Big Men were by their nature ambitious; individuals who had elevated themselves over their peers by cunning, strength, and trickery. If the number of Big Men became large, what was to stop one of them from deciding that they needed to be a Bigger Man?
There were also geographic factors to consider. Crystal Lake and the Fingers had balanced out, being on the opposite ends of the Great River. Hill Guard, however, was little more than a stone's throw from Crystal Lake. Hill Guard was a fully fledged settlement, but it would be likely be drawn under the wing of Crystal Lake. The natural wonder of the latter provided a potent symbol of spiritual favour, but also material wealth. Obsidian, quartz, amethyst, citrine; all of the People's distinctive trade goods were found in Crystal Lake. The Fingers might be a major node of trade, but without the goods from Crystal Lake, their trade would struggle.
Perhaps it was better to preempt all of it, designate a single person to be in command of the People. A council could also be assembled, but that ran the risks of one of its members deciding they were not Big enough. He knew that he would die eventually. Once that happened, there was little that could be done to prevent the rise of someone who needed to be the biggest of all.
How should the People reform their political system?
[ ] [Politics] Give Hill Guard their own Big Man
[ ] [Politics] Put Hill Guard under Crystal Lake's Big Man
[ ] [Politics] Select one Big Man to become a Bigger Man (likely Crystal Lake)
[ ] [Politics] Organize a council with elected representatives of all settlements.
[ ] [Politics] Organize a council from everyone selected by lot.
"Father?" Aevaa asked, starling Kaspar. Refocusing, he noted that his Slate were all either looking at him or quickly looking away. He could see one of his granddaughters slowly working on preparing the evening meal at the other end of the longhouse. Was it already that late?
"It was a mental debate, dear daughter," he sighed. "We should call representatives from the other settlements. I want to discuss reforms with them. How has the collection of food gone?"
"Good," an elderly Ember-Eye stated. "We've managed to secure a working copy of the Pearl Diver's boats. One of their parties was willing to trade it for all the quartz and amethyst that their team could carry. I think that the offer was partly in jest. When we had enough of the gems brought up during their next visit to trade, the looks on their faces were quite priceless. But, they honoured their word. After a brief bought of confusion that yes, we did indeed want to make that trade, they took it."
"The boats themselves are simple enough to put together," another Slate member said. "They're constructed in largely the same way as our current boats. The limit is more in finding a large enough section of birch bark. A section of bark nearly as tall as the tree itself can be taken, but each tree can only be harvested once. If we want to produce these new, larger canoes in any great number, we're going to have to source more bark. There's been some experiments turning small pieces of bark into a canoe skin, but making everything waterproof is nightmareish."
"We'll have to work on managing more of the forest around us then," Aevaa said. "I've been told that the new canoes are paying dividends many times over. Their size and stability makes it possible for a small team to fish in deeper waters and areas that would be otherwise inaccessible. That alone is useful, and worthy of consideration. Their benefits when it comes to war or trade can be discussed in depth by another, but they cannot be overstated."
"That brings us to one last point," a young woman, one of the People's traders, started. "Salt and the Pearl Divers. We're seeing an enormous increase in the amount of salt we're using. Not only are People using it in food to sweeten the taste, but salted fish and meat are becoming popular foods. We have more than enough to offer in exchange for salt, but it is something to note."
Status Gained: Trending Trade Good (Salt)
"Thank you," Kaspar said. "If you will excuse me, there are a few things I need to think on before Midsummer." As his Slate slowly filed out, Kaspar grasped his daughter's hand. "Wait, please. Aevaa," he eventually sighed. "When was the last time we spoke?"
"A few days ago, if I recall," she responded. "I've been busy overseeing construction of the new boats."
"Was that why most of the meeting was done with your silence? You should speak more. You normally do. Where was the girl," he sighed, "That used to seek me out and talk until I was certain her tongue would fall from her head?"
"It was never going to crawl like a snake, father," she said. "That part of your old promise did never come true."
"But many of my promises were fulfilled. It took years, in a few cases, but they happened. Perhaps my most important is one well kept."
"What was it?" Aevaa asked.
"The one I made to your mother," he said, "When she was on her deathbed. Birth takes far too many women and far too many children. When your brother came, it came as more than a little surprise." Perhaps to Kaspar most of all. "Your mother was older than many when she had him. Many, if they have children as late as she did, would perhaps be on their fifth or even sixth child. Birth... it's like war, I think. It's in the domain of the young, but, the more you compete, the better you'll be able to keep up when you're old."
Aevaa was silent.
"I promised her as she died that I would protect you and promote you. I had children before you, but they were all grown by the time of your birth. They were successful, some of them have children that are even now older than you. She wanted me to promise that I would do the same for her children as well. Perhaps, then, my word was only half kept. There was little that I could do to save your brother when the curse of fever overtook him."
"Is that why you put me on your Slate?" Aevaa asked. "Every knows that being on a Slate puts you above the others around you. It opens doors, not only with the Big Man, but with those below you. Everyone wants to be liked by those in power and will offer favours ahead of time. It's something for only the best, and I'm a child. Everyone whispers it."
"If that is what you think, perhaps I did a poor job is raising you. My Slate is picked with the utmost forethought. There is a reason for everyone's inclusion, especially yours. Among all of the People, you are one that I consider closest to my equal. My old friend Maksus, he was a potential rival in war. You are a rival in much more difficult fields. Never doubt that. Never."
"As you say, father."
"Then do you not believe me?" he asked. A tiny hint of thunder leaked into his voice. It rasped more than boomed, but it got his point across. "To call me a liar..."
"No, Yes. Father..."
"When Midsummer comes and the People celebrate our birthday, you will be among those who undergo your Trials. Do not doubt that. The People have been tested these last few years by the winds and freezing rains. That just means that whatever Trials you undergo will be ones that you can overcome. Have faith. Our traditions were a patchwork, but now there is uniformity. In the future, I've decided..."
How do the People organize their Trails of Adulthood?
[ ] [Men] Trial of War: a boy is only a man after killing an enemy combatant.
[ ] [Men] Trial of Acclaim: a boy becomes a man after he is recognized by a vote of his settlement.
[ ] [Men] Trial of Ordeal: a boy becomes a man after he proves himself in a dangerous situation
[ ] [Men] Trial of Utility: a boy becomes a man when he becomes an asset to his settlement.
[ ] [Men] Trial of Fatherhood: a boy becomes a man once he has children born.
[ ] [Women] Trial of Age: after going through puberty, a girl is recognized as a woman.
[ ] [Women] Trial of Life: there is no such thing as a girl, only women and younger women.
[ ] [Women] Trial of Motherhood: a girl becomes a woman when she gives birth.
[ ] [Women] Trial of Acclaim: a girl becomes a woman when she is recognized by a vote of her settlement.
[ ] [Women] Trial of Utility: a girl becomes a woman when she becomes an asset to her settlement.
Diplomacy: Trade (Northlands) Locked In
Martial: Trial of Adulthood (1/4)
Administration 1: Trial of Adulthood (2/4)
Administration 2: Trial of Adulthood (3/4)
Art 1: Build Shrine (Hill Guard) Locked In
Art 2: Build Wall (Hill Guard) Locked In
Action 1: Trial of Adulthood (4/4)
Action 2: Trade (Pearl Divers) -> Rasbaska
Incentive 1: Expand Aquaculture (Fish) -> Bait, Conical Traps
Incentive 2: Annual Festival -> Tall Tales
Automatic Actions: Trade (Arrow Lake), Undergo Ordeal, Expand Aquaculture (Rice)
[x] [Pay] An elected council.
[x] [Politics] Organize a council from everyone selected by lot.
[x] [Men] Trial of Acclaim: a boy becomes a man after he is recognized by a vote of his settlement.
[x] [Women] Trial of Acclaim: a girl becomes a woman when she is recognized by a vote of her settlement.