From Stone to the Stars

[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
Endurance
Stability: Happy (1)
Legitimacy: Obedient (2)
Prestige: 16
???

Looks like our threading the needle last turn with some of our choices seems to have improved our stability, which is good, considering how much things will likely change now that we have a crisis down South.

Organizational
Hierarchy: 3
Specialization: 2

Interesting, it seems like our hierarchy and specialization shot up by a lot. We should probably keep an eye on this as I am not sure we can afford to increase this anymore without any problems cropping up.

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.

Interesting...it seems like our culture has likely been boosted by this. It seems that even without our intervention, we likely have an answer to the Peace Builders through our standardized trials of adulthood.

Government Upgraded: Duarchic Big Man (Archaic) -> Tribal Council (First Among Equals)
The People are ruled by a council, made of their best. Men and women of great strength, popularity, intelligence, and ambition; they are the ones that have outwitted all of their competition. A decentralized system of government, it is highly meritocratic, and combines the best parts of overarching policy and local control, with neither quite as effective as a more specialized system. Two levels of this council exist; one at a local level, elected from all adult members of the settlement, and a second that makes decisions for the People as a whole. The second council is made up of those who have been elected at the lower level.
Pros: Development occurs organically
Cons: Decentralized government, some centralization required projects locked

So would megaprojects like the Hill have been impossible due to the centralization required if we had this government? What types of projects are locked for example?

The lands to the south boiled. Roiling and bubbling like sweet sap being transformed to sugar in a great stone cauldron, the south quickly bubbled over. The reports that Kaspar had of the land to the south were muddled, perhaps even unbelievable. There were tales of a kind most dark. Families turning against brother and sister, women abandoning their children and men feasting on the flesh of other men. The struggles that the People experienced seemed to be nothing as compared to chaos that was born down south.

Kaspar's mind ached as he slowly worked to separate fact from fiction. The web of lies versus half-truths or mistakes unknowingly made. Numerous refugees had streamed up from the south, begging for the People's protection. All of them were eager to share stories in exchange for food.

According to them, many of the tribes that lived there depended greatly on agriculture. Instead of wild rice like the People primarily grew, they depended most on corn. There were other grains, similar to wild rice, but that grew on land, and a flower that apparently came in a riot of colours from green and yellow, to purple, orange, and red. The freezing rain came in the middle of early planting for corn. Many of the plants were wiped out instantly. The riot flowers mostly lived and grew, but only for a single year. After that, the flowers did not bloom again. Fields of them were left in the years after, brown and dead. Bones slowly piled upon beneath the flowers, half-eaten stems trapped in desperate fingers, vainly trying to stuff empty bellies.

Little food was grown that year in the south.

It might have been something that the south could have survived. It would require extensive hunts, fishing, and other traditional techniques, but all ones that were well known. It would be a year of hardship, one without new births, one where the weak would starve, and the curse of sickness would stalk those once thought healthy, but it would have been something that could have passed. A terrible Ordeal, but one that could be overcome.

Yeah, this was totally expected. The QM did warn us overall to not become too over reliant on agriculture. I mean, considering how vulnerable agriculture can be to shifts in the climate and weather, while I do think we should still focus on agriculture in the sense that we should cultivate it for storage in silos or something, we should also try to improve our other food options such as fishing and hunting, that way we can weather these changes.

That being said, I wonder if it might be worth it after this crisis is past to see if we can venture down south in order to pick up some of those crops and plants. I'm not entirely sure how significant those flowers are though. Anyone know botany around here?

For the south, that was not an option. South Lake, the greatest, or at least most threatening, of the tribes to the south, depended heavily on slave labour. Insatiable in demand, they forced ever greater numbers to toil endlessly under fear of the scourge. They grew necessary crops to feed South Lake's burgeoning population. Many of their men and women hadn't the faintest idea how to clear land, plant, or tend to crops. They had turned everything within themselves to be warriors.

Yeah, we really need to eliminate them before they become an even larger threat. They seem like a proto-Sparta, and that's not a good thing for us. If we let them continue onwards they will only go stronger and will likely pose a danger to us.


When the raining ice destroyed the crops, everything collapsed. Their slaves realized that suddenly there was not going to be enough food to get everyone through the winter. South Lake's warriors had never been shy about ensuring they would be feed — comfortably — before any of the slaves received even a scrap.

Death was clearly in the future. It could be a long, slow death from starvation over the winter, or it could be the uncertain threat that all of the slaves lived under. South Lake was capricious and brutal in stamping out dissent, breaking anyone who might rise amongst their slaves and led them against the tribe. Thus, when the revolt finally came, it was uncoordinated, bloody, and spontaneous. South Lake's farmers rose up in dribs and drabs, turning the tools of the field into weapons with which to kill their masters. A digging sick was a pale imitation of a proper war club, but when a group of dozens came for you in the night?

Considering the fact that a good portion of South Lake's slaves are former members of the Hundred Bands, a group whom a large part of the people used to call kin, I think it is imperative that we at least try to do something here. Especially considering how brutal this is lookingl

The response from South Lake's warriors was immediate and utterly eclipsed everything that they had done to their slaves previously. Tales carried by the few slaves that had escaped up to the north claimed that the warriors of South Lake had transformed. Taking on the shapes and skins of beasts, they devoured any who opposed them.

The purges continued for years. Another disparate group of farmers would rise up, strike down their immediate oppresses, and then end up crushed once reinforcements came. Many fled, taking off into the wilds, near to be seen again. Some, a small resistance, fled into the mountains east of South Lake. Instead of dispersing like many of those that fled north or south, they concentrated and continued their War of The Knife against South Lake. They were few in number, but they were a group of the hardest, most willful and most hateful. Nothing would dissuade them, there would be vengeance.

Right, considering that the South Lake tribe has most likely descended into cannibalism, that should be enough of a casus belli to intervene and put an end to this. Right now is after all the best time. If we can work with the resistance group, we can likely improve our chances of success here of eliminating the South Lake tribe in its entirety. Their culture right now seems too evil for us to let continue even for the standards of the time, and their threat will only grow.

Seeing all of this, the Island Makers responded with absolute glee. Due to their defeats in previous years, they were unable to truly capitalize on South Lake's weakness and force them back. What they could do instead was grow and recover nearly all of their old wounds. Unlike South Lake, the Island Makes drew most of the food they ate from the waters. Fish, seaweed, and other products were more than enough to sustain and grow their numbers. They still struck viciously against any strangers that passed by them. They clearly wanted revenge for previous defeats, but those they struck down were often not the warriors of South Lake that had so humbled them. Instead, they were mostly escaped slaves, trying to make their way north, trying to reach somewhere that old, vague tales mentioned as being safe.

The entire region had descended into chaos and everything was in flux. Kaspar knew that it was better to let the south shake itself out, but that was not possible. The Island Makers had equipped a delegation and sent them up the White River to the People. There were tales of the People's war against the Hundred Bands. It was well know that the Hundred Bands fought, and lost, along the White River, but nothing was known about the powerful tribe that defeated them.

The Island Makers wanted to put that to use. They spoke of the evils of South Lake, the brutality with which they treated those they conquered. Everyone not born fully to their tribe were little more than animals decorating the landscape. If South Lake were to put down their slave revolts and recover from their wounds, they would eventually come for the People. South Lake would not be satisfied until the Island Makers worked side-by-side in their fields. With that as the only other option, why shouldn't the People work together with the Island Makers?

Right, I think a good place to start off with this is to point out that while the Island Makers may be the enemies of our enemies in this, they are not likely to be our long term friends. They are probably going to be a rival of us eventually. With that taken into account, they do have a point. The South Lake tribe are pretty clearly evil at this point, what with their brutal slavery and cannibalism, and the fact that it appears that their entire economy is dominated by slavery, while their tribe members itself are warriors suggest we are dealing with a very martial culture. If we leave them be, in time they will grow into a potent threat, especially if they can build off of the fact that a lot of Southern Tribes have been wiped out and potentially raid other tribes for slaves.

Considering how it would be two tribes against one if we allied with the Island Makers here, and the general chaos down south this is likely going to be our best bet at ending the South Lake tribe now before they can recover.

Kaspar could easily see where their logic fell apart. The Island Makers were ignorant. They didn't know that the People had managed to trade with South Lake for a full generation without incident. If South Lake did recover, a prospect that would likely take generations, the People could easily tempt them again with more obsidian. Eventually, South Lake would grow over confident and strike at the People, but by that time, it was likely that the People would absolutely eclipse them in strength.

On the other hand, now would be the ideal time to strike. South Lake's food stores and fields had been destroyed by freezing rain, their slaves were in revolt, and many of the ones who hadn't fled had turned things into a brutal hit-and-run war to the knife. If the People could rely on the Island Makers as allies, now would be the time to strike. The Island Makers even suggested that they were willing as to go so far to supply any of the People's warriors out of their own stores.

While I would usually agree with Kaspar, in this instance I think that this occasion is one that won't occur everyday, and we need to strike while we still can. Not only would the Island Makers be supplying our warriors with their own stores, but the situation itself is most likely the only time we can strike a decisive blow.

While it might be safer to simply wait things out, I'm not entirely sure by the time the South Lake Tribe actually does strike, if we'll be better able to better eliminate them then, than compared to now. If the South Lake Tribe recuperates, they will likely war with the Island Makers, and if they fall, their technology and their people as slaves will likely reinvigorate the South Lake Tribe. Furthermore, even if they did strike us at that point, I am not entirely sure we would be able to finish them due to the distances involved. We would need to likely set up a point of resupply for our warriors to be able to prosecute any campaign against the South Lake tribe, and if the Island Makers are done for at that point we will likely be waiting a long time to threaten their heartlands directly.

Comparatively, I think right now even if we did just recently trade with them, we have sufficient casus belli in order to declare war and not be seen as hypocrites. After all, the South Lake Tribe are evil, the cannibalism is a just enough excuse here. Furthermore, our absorption of the Hundred Bands will likely be recent in our cultural memory. By striking now we will likely restore support in our rule, and have the enthusiasm of our warriors and leaders in doing so. Right now the South Lake tribe are reeling. They have a slave revolt at home, a resistance group opposing them from the shadows, and their crops are dead. If we attack alongside the Island Makers, we can likely finish them now, at least near the White River, and make it so that they are not a threat to us in the foreseeable future.

Should the People aid the Island Makers against South Lake?

[ ] [Raid] Yes, launch a raid! (Raid: South Lake)
[ ] [Raid] Yes, allow young men to go south and fight.
[ ] [Raid] No. This war is not the People's.

Out of the options, I think the no option is right out at the moment. This is too good to be true, and this is an opportunity we should take.

I think the middle option of allowing young men south to go fight is a middle ground that might give us plausible deniability however it will also likely decrease our effectiveness and our chances of success. The young men going south likely won't be as organized, and I doubt they will have the support of our elite holy orders in this. Also remember the South Lake tribe seems to have specialized in having their members all be warriors, with slaves as the economy. Small numbers will not be enough here as they will likely have more skill at arms compared to our young men, and will likely be better led and organized.

If we truly wish to eliminate the South Lake Tribe our best bet is a coordinated raid. With the Island Makers as a launching point for that raid, our combined forces with elite units and all should be able to crush them. We can likely concentrate our numbers down south without worrying about running out of food, and possibly organize with the local resistance to take down the South Lake tribe in its entirety by using their local knowledge. Plus if we succeed in eliminating them, we will likely get a lot of prestige.

Within a few weeks of the departure of the Island Maker's delegation, Arrow Lake returned to trade. They spoke of difficulties, but not ones that had plagued the rest of the region. The mountains west of them had apparently shielded Arrow Lake from most of the freezing rain that had ravaged the south. Their crops were reduced due to the linger cold in the air, but not nearly to the degree that would likely be a problem. What did trouble them lived in the mountains to the west.

There had always been a number of small bands that made their homes among the forests, mountains, and valleys to the west, but that number had rapidly been increasing in recent years. Normally not a concern, they were sometimes trade partners, sometimes enemies. Violence had increased, and Arrow Lake had begun to worry about the security of their lapis mines. Nestled in the foothills that surrounded the mountains, their main mine was almost opposite of their main settlement. If the mine was raided, reinforcing it would be almost impossible. The soil was too poor to allow the building of proper farms and what hunting and fishing existed was as utilized as heavily as Arrow Lake could make it.

Since the People have traded with Arrow Lake for longer than anyone could remember, they though the People would be motivated in finding a solution, one that would protect Arrow Lake's livelihood while also securing an import for the People. Any help would be rewarded, Arrow Lake was quick to promise.

I'm somewhat curious where these mountain clans came from, since their west is to our direct east. Could it possibly be that some of the mountain clans are former members of the people like the Old Warrior faction? @Redium

In any case, we really should try to help the Arrow Lake Tribe here, not only will this get goodwill with them, but we will likely bind them closer to us by doing so. Plus rewards are always nice.

How do the People help Arrow Lake?

[ ] [Arrow] Break the Mountain Clans! (Raid: Mountain Clans)
[ ] [Arrow] Talk to them, maybe there's a solution there? (Trade: Mountain Clans)
[ ] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[ ] [Arrow] Let Arrow Lake solve their own problems.

If we are going to raid the South Lake Tribe, I don't think trying to break the Mountain Clans is a good idea. First of all we likely don't have the manpower. Secondly we don't know the terrain and our advantages that we rely on likely won't apply in combat against them.

Trading seems like a longer term solution, though our diplomacy has been hit or miss on occasion and I'm not sure I want to gamble with an option like that when we already hav a conflict brewing.

Letting Arrow Lake deal with it themselves will likely isolate our ally, or make them trust us less, and possibly cost us some lapis lazuli.

I think a wall would work best here. Considering we know the area around Arrow Lake has clay, we could likely build a wall right there rather than having to cart bricks all the way over there. Then again, we'd obviously be gifting them with an important technology.

Kaspar had kept as close an eye as possible on the Peace Builders. If conflict was going to arise as a result of the poor weather destroy crops, it would be from them. Miraculously, the Peace Builders had been remarkably sheltered from the freezing rain. Kaspar could hardly deduce what quirk of the spirits had saved them, but the evidence was obvious. Their settlement on the east of the Great Bay continued to grow, perhaps even swelled with the number of refugees that it was taking on from the south. Most of those were simply more of the Peace Builders, relocating away from their ravaged farmlands in the south.

A few years into the weather crisis, the Peace Builder's Skalds completely failed to return to Hill Guard. Scouting of the Peace Builder's camp showed that they were missing an enormous section of their tribe. Closer scouting indicated that it was mostly young and middle-aged men who had left the Peace Builder's camp. It was clear to all what had occurred. The Peace Builders had gone to war, taking advantage of their relative immunity to the weather. Their rivals in the south were not going to be in for a good time.

I'm guessing the Peace Builders have some aquaculture of some sort considering how long they've been on the Great Bay.

If we chose to raid the Peace Builders right now while their warriors were away we could likely eliminate them when their warriors return and futilely assault our walls. Then again that might be seen as too treacherous.

All that was left was to organize the People's response to the crisis.

[ ] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
[ ] [Crisis] Build morale. (Annual Festival)
[ ] [Crisis] Take out a rival. (Raid: Peace Builders OR South Lake)
[ ] [Crisis] Appease the spirits! (Undergo Ordeal)
[ ] [Crisis] Touch base with someone? (Trade: Pearl Divers OR Northlands OR Peace Builders)

Right now out of all of these options I think food should be a key consideration. We are barely on the edge as it is with a tiny surplus, and our agriculture will take some time to recover. Expanding our fishing will likely give us more resistance from climate changes, and will help us innovate in that instance.

I think our morale is fine right now, but keep in mind, we have two stacks of Annual Festival at the moment, if we choose this again we will likely lock it in, which might help us against the Peace Builders in our ideological war later.

Another raid has appeal to me, as doubling down on it will probably trigger our trait and will likely increase our chance of success against the South Lake Tribe.

What exactly will undergo ordeal do here? @Redium

Don't think we need to trade with the Northlands right now, we already have it locked in with them. While trading with the Pearl Divers may be nice, our crisis right now takes more priority. Same with the Peace Builders.

If you select both versus South Lake, you hit them twice. You get two raid rolls and both resolve normally. If you don't agree to work with the Island Makers, but raid South Lake anyway, that's not going to work out for you very well. You'd still roll, but eat penalties for disorganization and exceeding your supply lines.

Right, if we vote to raid, vote to do so under the Raid rather than the Crisis choice. Will our Trial By Fire Trait help us here if one of our raid fails at first and a second raid is chosen?

You don't have enough centralization for that right now. If it was higher, you would've gotten Tribal Chieftain as your government type. You're kind of in an in between stage right now between regular Tribal Council and Tribal Chieftain. You're moving towards the later, though.

The way your government type works is that each settlement's Big Man contributes one member to a central council. One of those Big Men is 'first among equals', the one who presides over the small council and has the highest precedence. This position is informal, but it does carry a lot of power. Tribal Chieftain would've been roughly the same, a settlement-by-settlement council ruled over by a chief elected from among the council's ranks. That chief would've had explicit powers to organize and command those lower in the tribe's hierarchy. You don't have that since you lack the required Centralization.

Depending on how you push things in the future, you could continue to develop your centralization, or continue with a more decentralized model.

Gotcha. Does this change how our actions will be taken during non-hero turns?

He's pushing into his mid 80s right now. He's not a lot older than the rest of the People's elders, but he is noticeably old. As long as you reach age 15, you have a 75% chance to reach at least 65. About 30% make it to 75 and 15% make it to 85. As long as you made it to 15, life expectancy in the Neolithic varied from 68-78 on average.

So he's definitely dead next turn then?

Not necessarily. Trading with the Mountain Clans will provide additional options next turn on how to address their concerns. Some will be short-term solutions, other longer.

Can we even feasibly trade with them from where we are?

In any case here are my votes:

[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
[X] [Crisis] Build morale. (Annual Festival)
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Take out a rival. (Raid: South Lake)
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
So would megaprojects like the Hill have been impossible due to the centralization required if we had this government? What types of projects are locked for example?

You're generally locked out of things based on the number of actions it would take. Rush Builders actually saves you a lot here since it gives a flat 33% buff to build rates. You'll need to develop better technology in order overcome that.

The big one is canals. You're currently locked out of larger boat technologies because the White River and Great River have rapids on them. There's one right by the Fingers that aren't really a problem for canoes, but go any bigger and the rapids become impassible. The Great River also has at least two sections that will need to be bypassed if you want to be able to sail, say, longships up and down.

You're also generally locked out of certain centralizing projects. Something like The Law, a Great Library, Wonder tier walls, a lot of Wonders that only have a single location really, a Grand Temple; all of those are too centralized for your mode of government. People aren't willing to send resources to another part of the country for the benefit of something they won't see. If it serves as a prototype that they can then use (i.e. The Hill), then that's fine, but not if it's something that would only benefit one settlement.

There's also going to be issues if you centralize to heavily around one settlement.

I'm somewhat curious where these mountain clans came from, since their west is to our direct east. Could it possibly be that some of the mountain clans are former members of the people like the Old Warrior faction? @Redium

The Mountain Clans are basically directly south of the Fingers. They're the mountain range between South Lake and Arrow Lake.

There's probably some of the Old Warriors amongst the Mountain Clans, but not that many. The Mountain Clans have always been a minor faction. The land they're on is marginal and difficult to navigate. Most of the bands living there are likely former slaves who escaped from South Lake.

What exactly will undergo ordeal do here? @Redium

It's going to be 'bet' of 1 Stabiltiy. If your strategy to live out the crisis goes well, +1 Stab. If it goes poorly, you lose an additional -1 Stab.

Narratively, it's all about psyching yourselves up for struggles. It involves a lot of generic but good advice; securing extra food, training for war, building more tools, etc. There's also a ritualistic component; chanting, songs and dance, animal sacrifices, etc.

Right, if we vote to raid, vote to do so under the Raid rather than the Crisis choice. Will our Trial By Fire Trait help us here if one of our raid fails at first and a second raid is chosen?

Yes. Trial by Fire will help you if either raid fails.

Gotcha. Does this change how our actions will be taken during non-hero turns?

Your Economy does, not your Government.

So he's definitely dead next turn then?

Do you think he's feeling lucky?

Can we even feasibly trade with them from where we are?

If you use Arrow Lake as a relay, then yes. If you want to personally trade with them, you're going to need to secure the settlement location at the mouth of the White River.
 
Anyone who completes their rite of adulthood is allowed immediately to participate in the tribe's elected council. During Winterfeast, a festival on the Winter Solstice, everyone whom became an adult is acknowledged in a public rite.

I'm not quite sure I got it right yet. Do mothers/food surplus males have to wait till Christmas to be full adults or is it just that their collective welcome party is then? Also, how is the adulthood of people that marry or get adopted into the tribe work now? It has happened several times in living memory and even more often in legends of the recent past after all.
And is there any difference in how we treat prisoner "children" vs prisoner adults and/or how we consider the difference between one and the other? After all we could very easily capture some South Lakers alive that happen to be childless female warriors, not to mention that we have no clue how productive the enemy men were before we subdued them.
On that note, aren't debtors practically always people that somehow consumed more than they produced lately, be it due to tough luck or incompetence?

Lastly, how rigid is our trial gendering right now. I mean a gatherer man (feminine bearing or sexual attraction aside) can't possibly pass the Trial of Motherhood but can still become a "man" at least on paper and live their lives as especially productive gatherers, but what about the rare female hunters and warriors who wish to adopt a man's role in life? They could easily achieve food surplus and may very well forego motherhood, if only allowed to do so by the tribe. From what you wrote this kind of Stone age transgenderism is not unprecedented in our tribe. The formalization of the Trials of Adulthood leaving our female hunters to suddenly be considered children would definitely be a hit to their masculine pride.
 
You're generally locked out of things based on the number of actions it would take. Rush Builders actually saves you a lot here since it gives a flat 33% buff to build rates. You'll need to develop better technology in order overcome that.

The big one is canals. You're currently locked out of larger boat technologies because the White River and Great River have rapids on them. There's one right by the Fingers that aren't really a problem for canoes, but go any bigger and the rapids become impassible. The Great River also has at least two sections that will need to be bypassed if you want to be able to sail, say, longships up and down.

So would a canal be a megaproject then and would our dam technology we learned a while back be useful?

You're also generally locked out of certain centralizing projects. Something like The Law, a Great Library, Wonder tier walls, a lot of Wonders that only have a single location really, a Grand Temple; all of those are too centralized for your mode of government. People aren't willing to send resources to another part of the country for the benefit of something they won't see. If it serves as a prototype that they can then use (i.e. The Hill), then that's fine, but not if it's something that would only benefit one settlement.

There's also going to be issues if you centralize to heavily around one settlement.

How exactly do we try to increase centralization? Or will that occur naturally? These all sound like cool projects for much later, as we don't even have writing yet.

The Mountain Clans are basically directly south of the Fingers. They're the mountain range between South Lake and Arrow Lake.

There's probably some of the Old Warriors amongst the Mountain Clans, but not that many. The Mountain Clans have always been a minor faction. The land they're on is marginal and difficult to navigate. Most of the bands living there are likely former slaves who escaped from South Lake.

Are they united or are they disparate clans? That might change how we deal with them now and later.

It's going to be 'bet' of 1 Stabiltiy. If your strategy to live out the crisis goes well, +1 Stab. If it goes poorly, you lose an additional -1 Stab.

Narratively, it's all about psyching yourselves up for struggles. It involves a lot of generic but good advice; securing extra food, training for war, building more tools, etc. There's also a ritualistic component; chanting, songs and dance, animal sacrifices, etc.

Oh okay, I'm pretty sure our strategy for now is a good one, however I don't think the benefits are worth it considering I don't think Kaspar will live again next turn. Watch as he lives to 100 just to spite me...

Yes. Trial by Fire will help you if either raid fails.

So would that help us if we only take one raid option?

Your Economy does, not your Government.

What's the difference here?

Do you think he's feeling lucky?

Yes, now please roll at nat 100 so our god emperor ascends.

If you use Arrow Lake as a relay, then yes. If you want to personally trade with them, you're going to need to secure the settlement location at the mouth of the White River.

Yeah, this makes things harder if we want a long term relationship.
Adhoc vote count started by Japanime on Apr 15, 2018 at 11:17 PM, finished with 39 posts and 21 votes.
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
Narratively, it's all about psyching yourselves up for struggles. It involves a lot of generic but good advice; securing extra food, training for war, building more tools, etc. There's also a ritualistic component; chanting, songs and dance, animal sacrifices, etc.
So what if we do that and then no ordeal comes along? Also, how would we "lose" the bet?
Right now I feel like the Undergo Ordeal action is misnamed. It seems it should be called Prepare for Ordeal instead. As it is now, it seems I'm not the only one who thinks time and time again that we are purposely initiating some kind of planned and announced crisis in order to prove ourselves to ourselves and the spirits.
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Take out a rival. (Raid: South Lake)
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
I'm not quite sure I got it right yet. Do mothers/food surplus males have to wait till Christmas to be full adults or is it just that their collective welcome party is then? Also, how is the adulthood of people that marry or get adopted into the tribe work now? It has happened several times in living memory and even more often in legends of the recent past after all.
And is there any difference in how we treat prisoner "children" vs prisoner adults and/or how we consider the difference between one and the other? After all we could very easily capture some South Lakers alive that happen to be childless female warriors, not to mention that we have no clue how productive the enemy men were before we subdued them.
On that note, aren't debtors practically always people that somehow consumed more than they produced lately, be it due to tough luck or incompetence?

'Christmas' is just their welcome party. They're full adults from the moment they complete their trials.

For those who didn't grow up among the People, there's a certain amount of assumption about who's an adult and who is not. If you're dealing with someone else, the People would just default to whatever form of hierarchy that the other tribe has. They would respect those who are shown respect and ignore those who are ignored. They would be more respectful in general because there's no reason to cause pointless offense, but that's it.

Outsiders who come to live among the People are put through their trials as quickly as possible. Someone who's a 'full' member of the People would simply complete their trials as normal. A woman who's captured who claims to be a mother but has no children, will be examined by the tribe's female elders for signs of past pregnancy. They're likely to be found because pregnancy is destructive on the body and fairly obvious if you know what to look for.

If they're a captive, then their status doesn't matter. They're treated as Debtors and Debtors are, at least temporarily, net drains on society, so their voice isn't considered. Captives are treated the same. After all, it's not like you're going to give enemy warriors a say in policy decisions. The distinction between 'child' and 'adult' captive doesn't really exist, their voice doesn't matter either way. Someone who's taken by the tribe and is extremely young will either be raised by their family (if they can be found) or adopted by one of the People's families.

South Lake doesn't have any female warriors so that's not really going to come up.

Lastly, how rigid is our trial gendering right now. I mean a gatherer man (feminine bearing or sexual attraction aside) can't possibly pass the Trial of Motherhood but can still become a "man" at least on paper and live their lives as especially productive gatherers, but what about the rare female hunters and warriors who wish to adopt a man's role in life? They could easily achieve food surplus and may very well forego motherhood, if only allowed to do so by the tribe. From what you wrote this kind of Stone age transgenderism is not unprecedented in our tribe. The formalization of the Trials of Adulthood leaving our female hunters to suddenly be considered children would definitely be a hit to their masculine pride.

Female warriors are going to be in an interesting position for the next few turns. They technically wouldn't be considered adults if they put off childbirth, so there's going to be a certain amount of agitation for them either focus on having children or to be recognized and trialed as men. Considering that low-level elective councils are dominated by women, that agitation is going to get support and you're likely going to get a chance to recognize female warriors either directly as men or 'something different', but still equivalent, or ban female warriors all together.

This will be a few turns in the future.

So would a canal be a megaproject then and would our dam technology we learned a while back be useful?

Dams would help build better canals. They're both hydrodynamic projects and would thus create cross applicable skills. In some cases, a dam may be required before building a canal becomes possible.

How exactly do we try to increase centralization? Or will that occur naturally? These all sound like cool projects for much later, as we don't even have writing yet.

You're likely going to evolve actions later on that give centralization. For now, make decisions that would centralize power in the hands of a few.

To some extent, it's inevitable as technology progresses.

Are they united or are they disparate clans? That might change how we deal with them now and later.

Disparate clans. There's also an enormous variation in size. Some 'clans' are only two dozen people, while others can be a few hundred. There's absolutely no overarching control in the mountains.

So would that help us if we only take one raid option?

Yes.

What's the difference here?

Government and Economy are the two different broad classes that can be used to define your society. Government type is how your society is run: feudalism, despotism, representative democracy, kingdom, oligarchy, etc. Economy is how resources are allocated: palace economy, mercantilism, capitalism, command economy, guilds, etc.

Both give special effects. Your economy does right now, but your government doesn't yet.

So what if we do that and then no ordeal comes along? Also, how would we "lose" the bet?
Right now I feel like the Undergo Ordeal action is misnamed. It seems it should be called Prepare for Ordeal instead. As it is now, it seems I'm not the only one who thinks time and time again that we are purposely initiating some kind of planned and announced crisis in order to prove ourselves to ourselves and the spirits.

You're in the middle of an Ordeal: the weather. If an Ordeal (and note, the definition of that can be extremely broad) does not come up, then you pass by default. The check is: are things better now than they were before? If yes or about the same, then +1 Stab. If no, -1 Stab.
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
South Lake doesn't have any female warriors so that's not really going to come up.
Really common for tribal societies to go "okay, you're a man then, since you do man things, the spirits must be giving you a hell of an ordeal".
 
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[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
Considering that low-level elective councils are dominated by women, that agitation is going to get support and you're likely going to get a chance to recognize female warriors either directly as men or 'something different', but still equivalent, or ban female warriors all together.

This will be a few turns in the future.

So there's going to be a push for women to be able to reach adulthood by either parenthood or utility, while men are likely going to get stuck with only a single option regardless?
 
I think clan families should still form an here is how I think they could form.

To be recognize by the people as an adult a women has to be a mother or to bare a child, and being a mother requires things such as taking care of children and the house you live in which requires lots of hours to do, so to do anything beyond being a mother or baring a child. Large families like say a clan of 20 or more in one family can help take care of children boom you got a clan forming, with things like rotating watch over children or a system where the older watch the young you still got the same amount of adults and people helping and assisting in varying other things more then just taking care of children or the house hold.

Heck with the utility trial for men you get free baby sitters, although they have to be rather trusted in the people to get such a position. Which can open relations among other clans, like say, Clan Fisher has been friends with Clan Wood for generations as such Clan Fisher young boys looking to prove themselves adults can work for Clan Wood doing varying chores and fostering marriages between one another.

Can still keep your elected councilors.
 
[X] [Raid] Yes, launch a raid! (Raid: South Lake)
[X] [Arrow] Build them a wall. (Build Wall: Arrow Lake)
[X] [Crisis] Food, you fools! (Expand Aquaculture: Fish)
 
Hey @Redium

Would that 'many coloured flower' be something like Quinoa or Amaranth?

Maybe...

So there's going to be a push for women to be able to reach adulthood by either parenthood or utility, while men are likely going to get stuck with only a single option regardless?

Not really. Female hunters will push for the opportunity for them to be able to take on the male Trial of Utility since they would be fulfilling a male social role. This wouldn't be open to every woman, only a small subset. How this is interpreted socially will be part of the decision. Additionally, this is only one possible solution to the issue, you'll have other choices that you can make as well. You're probably not going to have to make this decision for 3+/-1 turn so it's not really relevant now.

I think clan families should still form an here is how I think they could form.

To be recognize by the people as an adult a women has to be a mother or to bare a child, and being a mother requires things such as taking care of children and the house you live in which requires lots of hours to do, so to do anything beyond being a mother or baring a child. Large families like say a clan of 20 or more in one family can help take care of children boom you got a clan forming, with things like rotating watch over children or a system where the older watch the young you still got the same amount of adults and people helping and assisting in varying other things more then just taking care of children or the house hold.

Heck with the utility trial for men you get free baby sitters, although they have to be rather trusted in the people to get such a position. Which can open relations among other clans, like say, Clan Fisher has been friends with Clan Wood for generations as such Clan Fisher young boys looking to prove themselves adults can work for Clan Wood doing varying chores and fostering marriages between one another.

Can still keep your elected councilors.

To some extent you already have clans now (it's on your Concepts section as Extended Kinship Groups). All of your structures are longhouses. Those are big enough that they normally house entire families; generally 20 so around 80-100 people. Newly married adults are given their own alcove so the number can vary quite a bit depending on where the inhabitants are in their life cycle.

The way they're constructed, there's essentially a common aisle running down the middle of the longhouse's structure. It's flanked on both sides by alcoves where individual families bunk down to sleep. Above and below (the alcoves are generally raised off the ground) is storage space for the family's possessions. Every... four alcoves shares a cook fire that's located in the middle of the aisle at the center of the longhouse. The longhouse itself only has two entrances/exits, at the extreme ends of the structure.

This wasn't explained in depth yet, but it's why during turn 14.0, Kaspar could see one of his grandchildren tending to a fire at the other end of his longhouse while he was speaking to his Slate.

Generally, the elected council is made up of one resident of each longhouse. That's not a rule, it's just a simple way to ensure representatives can know the people they support while still having a small and effective council.
 
Is there any magic in this setting? Or is what's described as magic just the people trying and failing to make sense of how the world works?
 
That would make for an interesting fanart show some of the peoples culture an all that its sure to make us more invested with a people who we can see some artistic flare. To bad I cant draw beyond doodles :c
 
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