From Stone to the Stars

Flying blue stars, given the general lack of animal life in the area, points to will-o-wisps or crystal caves(they can't be fireflies, because as already mentioned, theres no animal life anywhere near there, below even the levels of winter).
A crystal cave may produce odd reflections in the presence of fire, but the color makes this unlikely
In the case of will-o-wisps, they're invisible methane clouds combusting, becoming visible as blue flames in the darkness of the cave. The will-o-wisp explanation is reinforced by the lack of animal life: the gas is poisonous and heavier than air, which kills off small animals via suffocation, rendering the area depleted of life as larger creatures avoid it, and grazers would have to literally stick their face in it to eat.

As for the twisted trees, there are a few:
-Regular repeated loadings. This happens in some places from heavy snowfall weighing the plants down seasonally, so they just grow up deformed from damage as a sapling.

-Systematic damage. You see such trees when theres a bad but not lethal infestation of mites, fungi, poisons, etc, stunting their growth.

-Genetic mutation. Such trees are usually less competitive(too easy for grazers to get at the leaves), but if say, something in the area was suppressing herbivore life, then such a mutation wouldn't be deselected strongly and can spread without concern.

From what I can tell, it's basically the same phenomenon as at Delphi.
Considering all this, would it still be wise to colonize the place? It seems really toxic. If so, I think we should all switch to:

[ ] [Cave] It's cursed land, wounded in a great battle between spirits.

For the cave vote, and at best, leave some sort of shrine there instead.
 
Afaik we would be colonizing the nearest river bend, not the area around the Cave itself. I assume our new settlement would still be quite a walking distance away. I assume it will just be measured in hours instead of days.
 
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Ya know its been so long since we've NOT had a hero that we've not actually seen our full action list in awhile.
 
Aeva is a hero, if not a Diplo one that just takes over turns.

What I'm curious about regarding heroes is something else. Actions get grandfathered in after a mere three generations of repetition. How much does our whole system of government and culture rely on having a near genius taking care of every day big picture management and who knows what else. I mean mechanically it means less actions and more failures among the actions we do have. But such a thing would definitely be felt by our in game people. Elders speaking of the good old days and general unrest being exacerbated due to how good everything used to be can well be a problem.
 
Aeva is a hero, if not a Diplo one that just takes over turns.

What I'm curious about regarding heroes is something else. Actions get grandfathered in after a mere three generations of repetition. How much does our whole system of government and culture rely on having a near genius taking care of every day big picture management and who knows what else. I mean mechanically it means less actions and more failures among the actions we do have. But such a thing would definitely be felt by our in game people. Elders speaking of the good old days and general unrest being exacerbated due to how good everything used to be can well be a problem.
That might be avoided if the weather turns good when the heroes finally go away.
 
Considering all this, would it still be wise to colonize the place? It seems really toxic. If so, I think we should all switch to:

[ ] [Cave] It's cursed land, wounded in a great battle between spirits.

For the cave vote, and at best, leave some sort of shrine there instead.
Naw, the thing is, the methane is only about ankle to knee high(based on the description of the twisted trees, the height varies, but it can't reach too high or too concentrated or you wouldn't have any trees owing to this permanent wildfire) unless you're physically in a cave or other depression. Outside the forest (where we're putting the settlement) theres nothing to see aside from some spoopy lights at night. Any settlement we place would be at the nearby river bend, which is too much in the open for the fumes to remain, especially if we build a hill and put a wall around the top.

Like, such places are major spiritual centers, because they are utterly inexplicable to neighbors(the oracle at delphi and the priests, by contrast, soon figured out when and where the invisible fumes concentrate and can arrange their showmanship to maximize the amount of people awed by it, including holding their breath, walking through the gas unharmed, then breathing again once they reach the podium on the other side which puts them above the fumes, while others entering feel faint shortly due to oxygen deprivation), and they all come to see the miracles.
 
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if we pull back our warriors we are likely be able to set up a settlement, from what I understand its between crystal lake and the fingers right? a settlement there is going to get traffic from those who travel between the settlements.
 
@Redium I had a slow day at work a couple of days ago and decided to consolidate all of my questions in a list. Most of them are cultural.
  1. How does our society handle orphans or old childless people in case they aren't part of an extended kinship that takes care of them?
  2. How are single moms treated? Is there a difference between the ones where the father is unknown and the ones where the father died? What about when the father is "unknown", as in he (or the father's parents) is too high status to be bothered when he claims the child isn't his?
  3. What is the opinion on adultery or premarital sex? Is it just frowned upon or considered an actual crime? Does the perpetrator's gender play a role? It seemed for instance that no one said anything about our warriors fathering children with strangers, but then I don't know if any of them were married before going to war.
  4. How are our infertile women handling the "perpetual childhood" situation lately? How are they treated by others?
  5. You mentioned that a man who becomes a member of the holy orders, a shaman or a warrior is considered an adult without needing to produce more food than they consume. Is the same true for women? I.e do we have official women warriors? Do the three holy orders all currently have/accept female members?
  6. Speaking of shamans and holy orders, are there any shamans who are not members of any of the holy orders? If yes, what is their role and how are they organized? Is it even a formal position or can anyone who others consider skilled in the ways of the spirits?
  7. How do the traditions, rituals and magical feats of the Fangs look? Other than how they got founded, where they are based and their role in dog domestication, war and occasional hunting we have heard very little about them. Nothing really when it comes to their spiritual role among our People.
  8. Do the Ember Eyes have a monopoly on fire experimentation or can pretty much anyone try burning stuff for cool results? What about magics the Ember Eyes discovered, like Lime and such? If they do enforce some kind of monopoly, is it only within the settlement of the Fingers where they are based, or is it official and important enough that it's religiously enforced among all the People, meaning that fire magic products have to be imported form the Fingers to our other towns?
  9. How does the profession of boat building currently look? In the previous to last update it was mentioned that we are pretty much churning out those larger boats to a point that we are actually starting to worry about trees. Does that mean that there are people whose main profession is boat building, or is it still a side thing that a few of our hunter-gatherers have enough skill in to occasionally do in their down time? Seeing how we still seem to produce a lot, that would mean that it is a pretty wide spread skill if the latter is true.
  10. Are debts inheritable? What about debts large enough to have led to debt bondage? If yes to any of the first two, do husbands/wives inherit it upon their partner's death? Do offspring? Siblings? Elder parents?
  11. Do we have personal property or is everything of larger worth (longhouse, boats, large pretty stones, masterwork tools) shared among a clan/longhouse and controlled by its head(s)? If private property of that level is not a thing yet, does that mean that usually whole families or even extended families become Debtors all at once?
  12. How does Debtorship get handled in case of people who aren't legal adults yet?
  13. Are there any traditions or social norms that don't warrant being an official trait or value, but are still really unusual, either compared to the tribes around us or compared to neolithic humanity as most imagine it?
  14. And finally, how much potential is there in your game for civilizations (be it ours or an NPC one) to evolve in ahistorical ways? Example: PoC Ymaryn went pretty nuts when it came to forest and land management, pseudo-communism and free religious debates, among many other things. But some of that stuff doesn't really seem feasible with actual humans and you have kept it more close to realism from what I've seen. Can we go on pretty crazy paths that aren't only weird for the region we're in (currently speculated as not!Canada I think) but for real life humanity in general? Or is it maybe that, while you allow and even expect us to diverge in major ways, our potential to do so in the neolithic era will be pretty limited due to the natural flow of things and the general current lack of cultural insanity or the time to evolve it?


Sorry for this intimidating wall of questions. Feel free to answer them slowly, or a few at a time, or not at all. Definitely don't delay a story update for my sake. Though I hope that once you tackle this you leave a blurb as to why you don't answer the questions you don't answer, be it due to spoiler considerations, lack of time/energy or because you haven't figured out the answers yourself yet.

In any case, see this as a sign of just how much I enjoy your quest and how often it occupies my mind over the course of a day :rolleyes:.
 
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Ya know its been so long since we've NOT had a hero that we've not actually seen our full action list in awhile.
The last time we saw the full list of actions was 10.0, then Kaspar generated in 11.0. Without Kaspar the divide with the old warriors would probably have gone unseen until "AHHHH, everything is on fire... *reality burns*". We are so lucky Kaspar got generated, I think we would have made terrible decisions in his place. Kaspar anticipated trouble, worked decades to put them out, and can now do something fun like tame orkers.
 
Well the Twisted Trees might be deformed dead trees, The weather's harshness meant that the trees adapted to the summers are dead due to how long its lasted with this coldness. The cave i am not sure, but it might have something worth investigating. But i don't really like any of the non-its nothing choices.

Based on their knowledge of forestry, the People are pretty sure that the twisted trees predate the weather turning bad. Some are clearly younger than that, but many are older.

Also Kasper is STILL fucking alive!?

Who was it that had talked about him crit-ing his survival roll? I had to stop myself from rating that message. I had already rolled for his longevity and he rolled ridiculously high.

Brokering a peace...it'd put us in an influential position certainly if the weather turns after this(from what I understand of the weather system its going to swing back soon, which is good for us to take credit that the spirits like this)

Statistically, the weather is likely to improve at this point; chances of that are extremely high. If the weather continues to get worse, it will be really, really bad, though.

what DC did we need to get tamed orkers, and can we tame mammoths?

I rolled twice and you got 99 and 91 for your hunting actions this turn.

Mastodons are actually availible to you, their habitable range is a little bit north of you. If the Northlands pick them up, you'll probably be able to make a trade.

@Redium are we still semi-nomadic? With the harsh winter and expanding aquaculture surely were staying near our settlements more and more?

One of the things that you needed to get before losing the semi-nomadic trait was two of: professional warriors, slavery, Centralization 3, 3 Cultivated species, or Specialization 3. You've managed to get the first, 4th and 5th condition all on this turn.

What exactly are Orkers ?

The species is one that is probably never existed since they went extinct before humans evolved, but they're a member of the Entelodont genus, better know as 'Hell pigs' or 'Terminator pigs' even though they're more closely related to hippos than pigs. They're essentially giant, prehistoric boars; the average orker stands about 5'4"-5'8" at the shoulder and has a 3' large skull. They primarily eat roots, gourds, tubers and other such plants, but they're also known to have a fondness for bones and other carrion. They are also nasty. Think how aggressive boars are normally and then put that mind in a frame closer to that of a rhino.

I promise you, they weren't Satanic...

You rolled 9 rolls that were over 90 this turn. If not Satan, then who?

@Redium If we were to trade with the island makers or anyone else with the peace option, could we focus strongly on buying their food? I suspect the Island makers would be fine with it since they have a nice food source that wasn't affected by the weather (fish).

The Island Makers are the only tribe that could trade food with you. The Bond Breakers, Tribe of the West, and everyone else wouldn't have enough.

I'm kinda curious how we gained 4 prestige however.

You only gained 2. I'm pretty sure you were at 16 prestige before. Even if not, 18 Prestige sounds right for where you are now.

Damn, another Holy Order, and this one is dedicated to fighting in the winter time. Considering how often we end up fighting in winter, which is a lot more than we should, these guys seem like a serious boon. What exactly are their magics though?

Winter resistance. There's not so much magic about them beyond extreme physical conditioning. The fact that it's not uncommon for members of the Holy Order have body parts rot off during training (due to frostbite), they're considered to be partly spirit. The loss of limb is considered to be a spiritual toll.

You kinda have to feel for Kaspar here, he's literally ancient here. I do wonder what will happen to him after death though? Will we get anything special to commemorate Kaspar's long reign?

You will get an option when he dies. It's been mentioned a bit already, but there's deification, deific teaching, a deific curse, among other options.

Wow, if we're being hit hard by this, I wonder how everyone else is dealing with it. I doubt the Island Makers are faring as well considering the fact that at these temperatures the water around their island has likely frozen, preventing them from getting access to any of the food below.

The Island Makers can simply drag their boats out across the ice to get to the water; there's also ice fishing. The lake down south isn't nearly large enough to freeze over during the winter. Their choices are limited since some sections of their coastline are choked with floating shards of ice, but they have a long enough coastline that somewhere is accessible.

It looks like the war effort is nearing its end, considering South Lake's position. Also, when you say chaotic first meeting, I assume that was with the Tribe of the West? @Redium

The war is effectively over. The only question is do you want to wipe out South Lake. They're utterly trashed right now. They probably couldn't even take on the Bond Breakers right now and win. I guess the could but it would be a horrific war. Your lowest roll against them during the war was 96. It was literally ridiculous; you rolled four times and all of them were at least 96.

I sincerely thought that South Lake was going to be a much bigger obstacle than they've been. It's just that everything; the weather, the Mountain Clans, slave revolts, making new enemies at just the right time all contributed to them overextending and collapsing.

Wow, it seems like we caught on quick to having professional warriors. Quick question though, how do our warriors compare to the warriors of other tribes, considering our values, and what are our warriors equipped with? @Redium

Your warriors are currently the best. Kaspar thinks that South Lake's warriors might have been better at their peak, it's hard to say. Your forces are definitely the best equipped, though. From the rumours he's heard, Kaspar suspects that the only ones who could possibly rival you are the unknown tribes from the south that the Peace Builders are currently warring against.

@Redium I distinctly recall you having mentioned the Cave of Falling Stars before. Some point early within this story. I don't know if it was in a story post or just in some info comment though. Or if I'm just going crazy. Do you recall which it was?

I think I might have mentioned it only in passing as a hypothetical example of a future natural wonder. I don't think I ever elaborated on it.

Do we know our population numbers ?

You're solidly into a couple thousand. Your growth has really stalled in the last ~100 years due to war and bad weather, though.

@Redium I had a slow day at work a couple of days ago and decided to consolidate all of my questions in a list. Most of them are cultural.
  1. How does our society handle orphans or old childless people in case they aren't part of an extended kinship that takes care of them?
  2. How are single moms treated? Is there a difference between the ones where the father is unknown and the ones where the father died? What about when the father is "unknown", as in he (or the father's parents) is too high status to be bothered when he claims the child isn't his?
  3. What is the opinion on adultery or premarital sex? Is it just frowned upon or considered an actual crime? Does the perpetrator's gender play a role? It seemed for instance that no one said anything about our warriors fathering children with strangers, but then I don't know if any of them were married before going to war.
  4. How are our infertile women handling the "perpetual childhood" situation lately? How are they treated by others?
  5. You mentioned that a man who becomes a member of the holy orders, a shaman or a warrior is considered an adult without needing to produce more food than they consume. Is the same true for women? I.e do we have official women warriors? Do the three holy orders all currently have/accept female members?
  6. Speaking of shamans and holy orders, are there any shamans who are not members of any of the holy orders? If yes, what is their role and how are they organized? Is it even a formal position or can anyone who others consider skilled in the ways of the spirits?
  7. How do the traditions, rituals and magical feats of the Fangs look? Other than how they got founded, where they are based and their role in dog domestication, war and occasional hunting we have heard very little about them. Nothing really when it comes to their spiritual role among our People.
  8. Do the Ember Eyes have a monopoly on fire experimentation or can pretty much anyone try burning stuff for cool results? What about magics the Ember Eyes discovered, like Lime and such? If they do enforce some kind of monopoly, is it only within the settlement of the Fingers where they are based, or is it official and important enough that it's religiously enforced among all the People, meaning that fire magic products have to be imported form the Fingers to our other towns?
  9. How does the profession of boat building currently look? In the previous to last update it was mentioned that we are pretty much churning out those larger boats to a point that we are actually starting to worry about trees. Does that mean that there are people whose main profession is boat building, or is it still a side thing that a few of our hunter-gatherers have enough skill in to occasionally do in their down time? Seeing how we still seem to produce a lot, that would mean that it is a pretty wide spread skill if the latter is true.
  10. Are debts inheritable? What about debts large enough to have led to debt bondage? If yes to any of the first two, do husbands/wives inherit it upon their partner's death? Do offspring? Siblings? Elder parents?
  11. Do we have personal property or is everything of larger worth (longhouse, boats, large pretty stones, masterwork tools) shared among a clan/longhouse and controlled by its head(s)? If private property of that level is not a thing yet, does that mean that usually whole families or even extended families become Debtors all at once?
  12. How does Debtorship get handled in case of people who aren't legal adults yet?
  13. Are there any traditions or social norms that don't warrant being an official trait or value, but are still really unusual, either compared to the tribes around us or compared to neolithic humanity as most imagine it?
  14. And finally, how much potential is there in your game for civilizations (be it ours or an NPC one) to evolve in ahistorical ways? Example: PoC Ymaryn went pretty nuts when it came to forest and land management, pseudo-communism and free religious debates, among many other things. But some of that stuff doesn't really seem feasible with actual humans and you have kept it more close to realism from what I've seen. Can we go on pretty crazy paths that aren't only weird for the region we're in (currently speculated as not!Canada I think) but for real life humanity in general? Or is it maybe that, while you allow and even expect us to diverge in major ways, our potential to do so in the neolithic era will be pretty limited due to the natural flow of things and the general current lack of cultural insanity or the time to evolve it?


Sorry for this intimidating wall of questions. Feel free to answer them slowly, or a few at a time, or not at all. Definitely don't delay a story update for my sake. Though I hope that once you tackle this you leave a blurb as to why you don't answer the questions you don't answer, be it due to spoiler considerations, lack of time/energy or because you haven't figured out the answers yourself yet.

In any case, see this as a sign of just how much I enjoy your quest and how often it occupies my mind over the course of a day :rolleyes:.

1. Orphans are pretty uncommon, if they exist at all, they tend to be raised by close kin. Same thing for elders without descendants. There's very, very few people without some living family. If it happens, they tend to be cared for by the others living in their longhouse. Someone's usually assigned, likely someone who's interests won't tend to produce children.

2. Single moms aren't too common; due to your decision last turn, it's actually more common to have single fathers. Single mothers tend to only occur when paternity becomes disputed, i.e. a man thinks his wife has been unfaithful and he then refused to provide. Generally, children of single parents are raised in extended kinship groups; aunts and uncles, cousins, grandparents, all contribute to helping raise the child. This isn't done equally mind you, a woman's relatives tend to invest more in a child than a man's.

You're actually coming up to a decision point about this next turn...

3. Adultery isn't criminal, but it would be considered a very grave matter. The number one cause of murder within the People is due to infidelity. It's mostly men killing suspected rivals, but it's not unheard of for men to kill women who are suspected of being unfaithful. Approximately 25-30% of men die due to murder by a romantic rival; it's the number one cause of male death, period. 10% of women are murdered by jealous men.

There's no such thing as having pre-marital sex. If you're having sex, you're married. There's some degree of experimentation by late teenagers (16-19), but that's considered a temporary phase that's grown out of.

Polygyny is just starting to develop. Women are still free to choose romantic partners at this point in time. A large consideration is: "Does this man and his family have enough to support me and my children?" If the answer is yes, people will marry. Polygyny is starting because there are some men that can divide their resources two or even three ways and still provide more than an 'average' man. Polygamists tend to mostly be warriors, high level shaman, Big Men or their Slates.

4. Social strain is beginning to develop. There's been a push for women unable to have children to be recognized as adults if they adopt, but that's still percolating. Women who can't have pity are mostly treated with a sort of distant pity.

There's also a substantial difference based on a woman's social standing. If she's high standing, she likely has a lot of influence regardless of being able to speak at the tribe's mass gatherings. They will be able to convince their council representatives to do things on their behalf; they live in the same longhouse, after all. Low status women tend to get pushed out of society. On the flip side, if they can't have children, prostitution suddenly becomes very profitable.

5. Holy Orders accept members of both genders. The Fangs and Frost-Scarred tend to be more dominated by men. That's not by design, but it's the way things are developing. The Ember-Eyes have a slight propensity towards being female.

6. Non-Holy Order shaman tend to be 'spiritually touched'. They could mean anything from someone who is extremely (un)lucky, to someone who has a physical deformity or mental illness.

7. The Fangs are seen more as guardians and protectors than ritualists. They're known to be exceptional teachers in tracking, woodcraft and related skills. They're also, paradoxically, the best medicine men. They tend to spend a lot of time out in the wilds so cultivating herblore is a must, but they're also involved with medical treatment of their dogs.

Most of the rituals they do have are hallucinogenic; running until you 'hit the wall', sweat lodge, eating strange fungi... The rituals are often done with their dogs where the Fangs attempt to merge their spirits together.

The Fangs are selected first and foremost for their skills at hunting and then their ability to bond with a chosen dog. Each Fang will likely cultivate a specific lineage of dogs that they will constantly draw companions from over their life.

8. The Ember-Eyes technically don't have a monopoly, but if anyone discovers something new, they're instantly snapped up by the Ember-Eyes. Anyone could make lime or soap, but for the most part people aren't interested in that. They want genuine magic direct from one of the Ember-Eyes. People tend to be chosen to be part of the Ember-Eyes due to intelligence and... well... pyromania in their youth. Training begins very young, not many adults know the secrets of fire magic independently, they tend to be snapped up before that if they show any talent.

The big magic that the Ember-Eyes have discovered are lime, soap, glue, resin, turning amethyst to citrine, and fired brick. A recent discover they've made is that dried corn kernals taste wonderful once roasted and then mixed with salt and rendered fat.

9. Boat building is not yet a specialized craft. It's going in that direction, but it's not there yet. Building birch bark canoes often isn't hard, but it's time consuming. First step is building a frame out of wood and then laying an enormous piece of birch bark over it. The birch bark is then sewn with animal sinew and coated multiple times with resin.

Generally what happens is that a longhouse will decide as a group to spare some people to build a new boat when there's need for one. It's usually paid out of the tribute-tax than the longhouse internally collects.

10. A family member couldn't be forced to become a Debtor, but they will often be compelled to in order to salve their family's reputation. If a family has someone who's known for welching on debts, they're often the first group to bad mouth that individual as a result. Individuals are considered to be an extension of their families and vice-versa.

11. Property kind of works based on a 'first among equals' system. Someone will 'own' something, but everyone else in the tribe has a diminishing claim to it. Direct children have the best claim followed by immediate family, extended family, and then longhouse. Anything beyond that, the claim becomes very weak. When a tool is in use by the owner, it's theirs. When it's not, everyone can borrow it based on who has the best claim and who asked for it first.

This is actually an intensely political decision. Loaning tools is often a very important way people curry favour and build alliances. Losing or destroying them by accident would be a big deal. There's an element of 'And what will you do for me?', but people want to very strenuously avoid getting labeled greedy due to being too stingy.

12. Children can't accumulate Debt. Adults who are not recognized as such can become Debtors normally.

13. The big thing is probably that the People are extremely clean, especially by Neolithic standards. Having access to soap has helped them a lot. The other thing is that the People are very spread out. The distance from Hill Guard to the Fingers is immense. That doesn't have any real effects, but it's going to drive anthropologists nuts. Your settlements are enormously far apart. The last and biggest thing is dogs. Having dogs is considered a sign of status. Many people learn how to hunt alongside them under the tutelage of the Fangs, the bond is a lot closer than normal. Neolithic tribes often had complicated relationships with dogs, yours are extremely positive. Children are often raised alongside dogs in nearly every longhouse.

By Neolithic standards you're also ridiculously, ridiculously wealthy.

Likely the biggest difference between the People and a 'normal' Neolithic tribe is Trial By Fire. Banging your head against a well is not a very good survival trait so it would be pretty heavily selected against.

14. The Peace Seekers have some resemblance to Yucatan quest. The Island Makers have traits from the Ymaryn. On the flip side, there's probably not going to be a civilization as powerful as the Ymaryn that is as ahistorical. The reason for that is simple: slavery is easy, conquest is easy, xenophobia is easy. Innovation is hard, tolerance is hard, moderation is hard. The more ahistorical the People are and the more they foster relationships with their neighbours, the more ahistorical the entire region will be.

Once you hit the Age of Exploration, I can make things really weird. The region you're in will evolve organically, the rest of the world I will craft.

I've already said that Not!South America is going to have Ground Sloth cavalry. There's going to be elements like that, things that weren't historical but make each civilization more unique. In this quest, the People's distinguishing mark is already shaping up to be their extensive domestication of animals. I mean, I expect you guys to beeline towards Orker Cavalry as fast as you possible can.

Vote Open!

What is the Cave?

[ ] [Cave] It's clearly nothing.
[ ] [Cave] It's a mouth to the spirits' home.
[ ] [Cave] It's cursed land, wounded in a great battle between spirits.
[ ] [Cave] It's a spirit-in-flesh... and it's hungry.

Kaspar would not live forever, does Aeva take his advice?

[ ] [River] Settle near the Twisted Forest and Cave of Stars. (Chance of starvation)
[ ] [River] Put off the settlement for a generation. (-1 Legitimacy)

What should be done?

[ ] [War] Finish South Lake forevermore. (Raid: South Lake)
[ ] [War] Attempt to write a peace. (Pick 2 - Trade: Island Makers OR Mountain Clans OR Bond Breakers OR Tribe of the West)
[ ] [War] Withdraw your men, bring them home. (Expand Hunting)

Tag me if there are any further questions!
 
Who was it that had talked about him crit-ing his survival roll? I had to stop myself from rating that message. I had already rolled for his longevity and he rolled ridiculously high.
T'was I!
Based on their knowledge of forestry, the People are pretty sure that the twisted trees predate the weather turning bad. Some are clearly younger than that, but many are older.
Hmmm Then i am not completely sure.

[X] [Cave] It's a mouth to the spirits' home.
[X] [River] Put off the settlement for a generation. (-1 Legitimacy)
[X] [War] Withdraw your men, bring them home. (Expand Hunting)
 
[X] [Cave] It's a mouth to the spirits' home.
[X] [River] Put off the settlement for a generation. (-1 Legitimacy)
[x] [War] Attempt to write a peace. (Pick 2 - Trade: Island Makers, Bond Breakers)
 
[X] [Cave] It's a mouth to the spirits' home.
[X] [River] Put off the settlement for a generation. (-1 Legitimacy)
[X] [War] Withdraw your men, bring them home. (Expand Hunting)
 
[X] [Cave] It's a mouth to the spirits' home.
[X] [River] Put off the settlement for a generation. (-1 Legitimacy)
[X] [War] Attempt to write a peace. (Pick 2 - Trade: Island Makers, Bond Breakers)

Kaspar suspects that the only ones who could possibly rival you are the unknown tribes from the south that the Peace Builders are currently warring against.
Probably want some buffer state then.
Statistically, the weather is likely to improve at this point; chances of that are extremely high. If the weather continues to get worse, it will be really, really bad, though.

Yeah. Want to take advantage of turning weather and take credit!
 
[x] [Cave] It's a mouth to the spirits' home.
[x] [River] Put off the settlement for a generation. (-1 Legitimacy)
[x] [War] Finish South Lake forevermore. (Raid: South Lake)
 
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[X] [Cave] It's a mouth to the spirits' home.
[X] [River] Put off the settlement for a generation. (-1 Legitimacy)
[X] [War] Withdraw your men, bring them home. (Expand Hunting)

God Emperor Kasper indeed, in fact I'm pretty sure the People are going to turn him into a Greater Spirit due to how long he lived...frankly I wouldn't be surprised if they declare him to be The Spirit's Big Man as a start of Monotheism (or one god religion).
 
[X] [Cave] It's a mouth to the spirits' home.
[X] [River] Put off the settlement for a generation. (-1 Legitimacy)
[X] [War] Withdraw your men, bring them home. (Expand Hunting)

God Emperor Kasper indeed, in fact I'm pretty sure the People are going to turn him into a Greater Spirit due to how long he lived...frankly I wouldn't be surprised if they declare him to be The Spirit's Big Man as a start of Monotheism (or one god religion).
I am sort of sad, I wanted it to be Goddess and be some sort of weird inverse of the Abrahamic religions. Ohwell, God Emperor Kasper is just as good.
 
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[x] [Cave] It's a mouth to the spirits' home.
[x] [River] Put off the settlement for a generation. (-1 Legitimacy)
[x] [War] Withdraw your men, bring them home. (Expand Hunting)

Kaspar is obviously our version of Amun Ra.
 
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[X] [River] Settle near the Twisted Forest and Cave of Stars. (Chance of starvation)
[X] [Cave] It's a mouth to the spirits' home.
[X] [War] Withdraw your men, bring them home. (Expand Hunting)

We let the southerners fight, get the new settlement, and withdraw our guys so we don't starve.
 
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