From Stone to the Stars

[X] [Death] Joined the spirits in union.
[X] [Spirit] Found a grand shrine at the Cave of Stars.
 
[X] [Death] Ascended to the spirits!
[X] [Spirit] Found a grand shrine at the Cave of Stars.
Adhoc vote count started by Japanime on May 1, 2018 at 8:46 PM, finished with 16 posts and 15 votes.
 
[X] [Death] Ascended to the spirits!
[X] [Spirit] Found a grand shrine at the Cave of Stars.
 
Ascended to the spirits means that Kaspar has transformed from man to spirit.

Joined in union means that Kaspar's spirit has become part of the generic spirit.

You do not so far have a concept of the after life. The People currently believe that your 'soul' joins with the back ground of the universe. It's fairly poorly defined at this point in time.

Here is the reasoning I chose for why I picked ascended over union. I believe with the information above that Kaspar's death leading into an ascension or apotheosis will mean likely more for the People in regards to their values than say the union. Ascension seems to imply to me that Kaspar directly transitioned from man to spirit, remaining as unique as he was in mortality as he will be in immortality. Joining in union seems to mean to me that Kaspar's spirit, or soul, left the mortal plane and simply became part of a greater whole of the spirits of the world, maybe similar to the idea of reincarnation in a sense. To me, by choosing ascension we will likely espouse an idea that those who perform well in life, exceptionally well like Kaspar did, will have a chance at immortality by becoming a spirit. As seen during the last turn update it was said that nothing lasted forever, save for the spirits. If people are able to ascend, or believe that they can ascend due to the works of their own deeds during life, maybe that might promote a belief in an afterlife governed by a set of values.

That's my two cents on the issue. Right now deification would not be too uncommon for this period in history, and if anyone deserves to be deified, then Kaspar fits the bill.

Edit: @Redium btw, you mentioned that there would be a form of deific curse as part of this current update? Are any of the options up here the deific curse you spoke of?
Adhoc vote count started by Japanime on May 1, 2018 at 9:38 PM, finished with 20 posts and 18 votes.
 
[x] [Death] Has been blessed by the spirits, in their own way.
[x] [Spirit] Begin Megaproject: The Hunt!
 
[X] [Death] Has finished the lessons given to him by the spirits.
[X] [Spirit] Begin Megaproject: The Hunt!

@Redium what would 'has finished the lessons given to him by the spirits', and 'has been blessed by the spirits in their own way' do to Kaspar's legend?
 
Will we still be able to do the temple or hunt at a later point? Or is this choosing which one of those is unlocked?
 
[X] [Death] Ascended to the spirits!
[X] [Spirit] Found a grand shrine at the Cave of Stars.

The God-Emperor protects!

On a more serious note, I am all for adding him to the pantheon. He did good.
 
Will we still be able to do the temple or hunt at a later point? Or is this choosing which one of those is unlocked?

The Hunt was unlocked by becoming Settled. Its not going away. The temple would have a very different meaning though, without this event.
We were near starvation just recently. Taking The Hunt is a good idea.
Not that close. Its the general warning message for converting to Settled and thus losing some food efficiency until agriculture finishes.

We want the Hunt soon. But its not a unique opportunity like raising a temple at the most significant funeral in living memory
 
So similar to the domestication of wolves, do we need to do continuous hunting Orker actions in order to advance domestication here, or will that occur naturally over time?

Considering how high the DC was for finding piglets, what's the DC for hunting Orkers now that we know more about them?

Sort of both? You're going to need to wait about 10 turns before you get your next opportunity to make a change to the orker's natural traits. That decision is prompted by taking a Hunt action at that point in time.

The DC for hunt orkers dropped about 15% (for hunting them, herding is easier), but it's still really risky. ~65% chance of bad things?

So when it comes to the Northlands being fully nomadic, do they essentially have people that roam off the known map, and that then return later to this area, or is it something different?

The Northlands typically have a 'winter' and a 'summer' range. You currently only see their summer range, the winter one is off the map. Effectively they have a base camp that they switch between depending on food and the seasons.

So less micromanaging individual settlements later on such as what we are doing now, and more managing entire regions then?

Yes.

How much does having specialist units like the Ember Eyes, Fangs, and Frost Scarred help us? Do others have Holy Orders too?

When will warfare become more organized?

Specialist units are unique in their effects. The Frost-Scarred open up an addition sub-phase within each turn that you get to attack or defend with. Normally, for example, a turn might have four invisible sub-phases where you and the enemy throw raids and thus roll dice at each other. Having the Frost-Scarred means you get to roll four dice as normal and then one more that's unopposed.

The Fangs and Ember-Eyes are simpler. They basically add a flat +20 on applicable rolls: i.e. sacking settlements for the Ember-Eyes and skirmishing for the Fangs. Since you only get skirmish and sack rolls, the Fangs are really, really powerful right now. That's going to drop quite a bit as warfare gets more organized and armies get larger.

Basically the war warfare works currently is two enemies start in the skirmish phase. Once one side wins a number of skirmish phases equal to the sum of the Garrison + Defense of a settlement, they get to attempt to sack a settlement. A sack is a Melee roll, the only one in this era. If the attacker is successful, they destroy the enemy's nearest settlement and make off with sweet, sweet loot. You then return to the Skirmish phase and begin going through the motions again. Each roll is a d100 with modifiers; heroes, logistics, technology, elite status, etc.

For other Holy Orders that you know of: the Peace Builders have their Skalds and a new group called the Medicine Men. The Island Makers have the Stone Crushers. The Tribe of the West has Berserkers. South Lake used to have the Woodland Stalkers, but that tradition has gone extinct. Arrow Lake, the Pear Divers, Bond Breakers, Northlands and Mountain Clans do not have any unique traditions.

Warfare is going to become more organized and the paradigm will change during the mid Bronze Age.

How exactly do they fish if there is a lot of ice on the lake? Are their tools already sufficient for ice fishing?

The great lake to the south doesn't completely freeze over during winter. It is a huge lake. Only the periphery tends to freeze.

Ice fishing exists if you're patient enough to cut through the ice. It's often not worth the calories, though, unless you're going it early or late in winter. Cutting through ice with stone tools is very difficult.

Just for clarity, are the Holy Orders religious orders, meaning when you join them do you have to worship a specific deity, or is it more of a group of specialists whose beliefs and works are seen as holy?

You don't really have a deity concept yet. The closest you have is the notion that some spirits are Great, while others are Lesser. They're still the same being, just... different in scope.

The way the Holy Orders work is more akin to mystery cults at this point in time.

How effective is armor, or its developments, in combat so far?

Armour isn't that great. It will save you from a glancing blow if you're lucky. That's about it. War clubs tend to crush almost any type of armour, spears can generally pierce through the gaps with little effort, and Blackswords will hack through it like it's not even there.

That makes sense, is that just for us though? I assume from mentions before that there are plains down south where there aren't trees to limit the effectiveness of bows, so Is shield use more common down there?

You haven't the foggiest idea. As far as the People know, the area south of you is an endless Green Sea of trees. Same for the west, east and north.

Also, is there any actual naval combat yet? Such as could we commence raids using the canoes as platforms of war? Or do we just mostly use our canoes as transportation?

Naval warfare doesn't really occur. There are times where canoes of warriors might accidentally come across one another, but that tends to end very quickly with a shoot out. Most people are using birch bark skin canoes and that's fairly easy to tear holes in. Almost anyone can shoot it full of holes and sink the vessel. It's not worth the trouble to risk your only ride home during an attack.

I'm guessing that gives our tribe a major advantage when it comes to the melee engagements then. Is that why everyone else seems to use war clubs, they don't have equivalents to Blackswords?

The obsidian used in the Blacksword is so expensive that, in the modern day, for example,. you might as well make a sword out of solid gold. The price would be the same.

War clubs and spears are the next best weapons.

I assume war clubs are their next best thing then?

There's a debate as to whether war clubs or spears are better. It tends to vary mostly based on personal preference. War clubs tend to be a lot easier to maintain, but spears give a lot of use and are much more familiar to most since they're used in hunting.

I see that Arrow Lake isn't even on the list at all, any reason for that, or do they simply not have any warriors period? Even the Northlands seems to have warriors.

That was me forgetting about them. They have more warriors than the Pearl Divers and their quality would be about the same as the Pearl Divers.

It looks like we'll be competing with the Tribe of the West soon considering how well matched we seem to be. Considering we've had first contact with them, what more do we know about them?

They have a strange drink that makes you feel funny once you try it.

Other than that, they're pre-eminent agriculturalists and heavily decentralized. You're not really sure what their Values are, but they're likely things that promote growth.

Good to know there. So considering we decided to trade with them, what exactly are we trading with them?

The Island Makers mostly trade pottery and dyes to you. Actually... *double checks* they've also recently discovered black mica. They trade that to you as well.

From what else we can see on the map if we zoom in, one of the main things I've noticed is that everyone else seems to have these totem pole looking symbols in their territory aside from us. What does that mean @Redium

The totem poles represent Holy Sites. You don't have any since your theology has leveled up to shrines.

What do those leaf like symbols in the territory of the Tribe of the West signify? @Redium I don't think it's maple sugar considering it looks distinct from our sugar tapping groves, but I can't tell with this resolution. Also what's that gold symbol in the Pearl Divers territory mean?

The leaf-like symbols are supposed to be grape bunches. They signal alcohol production.

The gold symbol is simply a luxury material of some sort; gems, gold, silver, pearls, jade, etc.


Ding. Ding. Ding!

I feel like this part of the update deserves some focus on it's own; either this cave is capable of inducing non-fatal oxygen deprivation to the point of hallucination, or it's a spirit that kills some people and grants visions to the worthy. Either way, our values ensure that this cave is gonna claim the lives of a lot of idiots.

A lot of idiots will indeed do stupid things in that cave and get themselves killed..

Hmmmm I thought the weather would have gotten better due to how bad they've been the last few turns?

The weather hasn't iterated yet. It changes next turn.

This sounds to me like tuberculosis, unless anyone else has any better suggestions?

No one has noticed any coughing blood in those afflicted.

The symptoms that people have noticed included: pain in the head, neck, and chest; persistent feeling of coldness; hair loss; and a slowed heart.

@Redium Do they not have a word for other sicknesses or are they referred to curses as well?

Sickness and curses are basically synonymous. The only 'curse' that's recognized as being different is wound-rot.

How recent has this funerary tradition developed? I'm assuming that due to our wealth, we're one of the few tribes that can afford to do this for our rank and file.

It's actually ancestral. Humans have been buried with grave goods for tens of thousands of years. What those goods were varied, but usually included jewelry, food, tools and weapons.

Any comments on how anthropologists would view this? @Redium

Anthropologists would close their eyes and mutter under their breath while archaeologists jam the proof directly in their face.

Anthropology has largely ignored Stone Age burial sites that contained 'rich' people with extensive grave goods. It contradicts the prevailing paradigm which suggests that Stone Age humans lived in equality in small hunter-gatherer bands. Other than that, I'm not sure. Anthropologists have sort of stuck their heads in the sand and ignored such finds. If anything, they're more likely to attribute Kaspar's remains to being much, much younger than they actually are.

Considering the fact that our total population is only in the thousands, Kaspar must have been prolific indeed to have this many descendants already.

Not really. He's basically a hundred. If each of his children had three descendants on average, there would be nearly 250 people descended from him after 5 generations. Exponential growth is nuts.

Now, many of Kaspar's descendants had more than three children so he's actually got many more descendants.

Our of curiosity at this point what is Kaspar remembered as being a legend for? Aside from his longevity of course.

Mountains, mystery, otherworldly knowledge, sleep, dreams, being elderly, whispers.

Speaking of, IF we deify Kasper
@Redium
Did Kasper have any genetic distinguishable traits? Did he have blonde hair? Some physical distinction that marked his descendants as well? Because it could be turned into a mark of divinity or descent.

Kaspar had blue eyes but dark hair. About 1/3 of the People have blue eyes and 4/5 have dark hair so not really.

I have no idea, considering Alvar was the first one noted within the tribe to have it, it likely originated as a mutation within him. For as much as we know about genetics the specifics behind hair color is still not entirely clear, as it is not based off of one gene, meaning we can't make base assumptions about whether it is dominant or recessive. However considering the rather small sample size for our population, plus the fact that all of the tribe has been confirmed to have some blood from Alvar and his lineage within them, I would not be surprised if there is a rather large minority who possesses blonde hair due to the interbreeding over the years, thus allowing the gene to propagate and for statistically significant combinations to have occurred to lead to more people possessing the needed genes for it.

In order for blonde hair to show up, a person need to have two copies of a recessive allele. It's likely that everyone out to his cousins had a copy of the blonde allele. Alvar was just the first to have two copies and express the trait.

The People just happened to be really lucky when I rolled for unique physical traits; they got two. They developed blonde hair on their own; similar to how residents of the Solomon Islands tend to have blonde hair and the genes for which originated in the pacific. They did not cross over from European sources. Same thing for blue eyes; the Ainu, Japan's native population, were reputed to have blue eyes, red hair, and beards, that developed independently of Europeans. Modern Japanese people (who are from a different, later settling ethnic group) have none of that.

I basically had a table that contained a couple different traits that would define the People: light, medium, dark skin; blue, green, hazel, brown eyes; blonde, red, brown, black hair; short, curly hair; short, medium, tall; or body hair, beards, none; and rolled on it.

The People ended up rolling: medium skin, blue eyes, straight hair, blonde, tall, and none. The baseline was: medium skin, black eyes, straight hair, black hair, tall, and none.

We would have to ask @Redium though
How prolific is Blonde hair in our tribe? Has it spread to other tribes and to what frequency? Northern Tribes?
Also due to the long lasting weather is our people becoming noticeably paler?
Is there any physical trait that a tribe could point to and say that their likely from our tribe?

Blonde hair is perhaps between 15-20% of the People? Probably on the lower end of the range. Blondes also skew more heavily to Crystal Lake and Hill Guard than the Fingers.

Outside of the People, the most blondes can be found in the Mountain Clans, but that's like 1-2% at best. Arrow Lake also has 3-4% blue eyes, but almost no blonde hair.

A unique marker of the People would definitely be blue eyes and blonde hair. The People are still quite dark skinned, more than modern day First Nations (since many First Nations people have some degree of European ancestry), but the combination of blonde and blue eyes is definitely unique.

I think I remember our blond hair people are platinum hair with amber eyes.

I'm not sure I ever gave the People an eye colour. I'm pretty sure the default was black, with a number who also had blue eyes instead.

Amber eyes will likely be attributed to your gods after they develop.

Edit: @Redium btw, you mentioned that there would be a form of deific curse as part of this current update? Are any of the options up here the deific curse you spoke of?

'Blessed in their own way'. It's both curse and blessing. It pushes the spirits away from human ken and into the realm of something different. Clearly, for Kaspar, being dead isn't good, but it was a blessing for a man who lived so old he could barely move, was mostly deaf and blind, and couldn't control going to the bathroom.

@Redium what would 'has finished the lessons given to him by the spirits', and 'has been blessed by the spirits in their own way' do to Kaspar's legend?

Finishing the spirit's lessons will push Kaspar more into the role of a student. Someone who's wise and learned. He wasn't special and he didn't learn anything special, he simply studied the appropriate magics.

Been blessed in their own way is explained above.

Will we still be able to do the temple or hunt at a later point? Or is this choosing which one of those is unlocked?

You can do both later on. The one that you pick to do now is going to get a significant boost from coming on the heels of Kaspar's death. It's a momentous cultural and spiritual moment.
 
Kaspar had blue eyes but dark hair. About 1/3 of the People have blue eyes and 4/5 have dark hair so not really.
Thats Unfortunate i would have (well obviously not in real life) Liked such a trait to develop, it'd be interesting to read about, most unfortunate indeed.
A unique marker of the People would definitely be blue eyes and blonde hair. The People are still quite dark skinned, more than modern day First Nations (since many First Nations people have some degree of European ancestry), but the combination of blonde and blue eyes is definitely unique.
Like how dark anyways? I've never really seen that combination in real life, though i have not really checked, but i always attributed blonde to light skin tones, though thinking on it now (since i've never actually truly thought about it before) that isn't a strict rule more than just happenstance.

What does Aeva look like? Does she have blonde hair and blue eyes? Since i know not of her mother, or does she take more after Kasper?
 
[X] [Death] Joined the spirits in union.
[X] [Spirit] Found a grand shrine at the Cave of Stars.
 
Sort of both? You're going to need to wait about 10 turns before you get your next opportunity to make a change to the orker's natural traits. That decision is prompted by taking a Hunt action at that point in time.

I'm assuming though that at this point we already have a herd of tame orkers with which we could selectively breed to get these traits correct? We don't need to continue more specified and directed hunt actions do we?

The DC for hunt orkers dropped about 15% (for hunting them, herding is easier), but it's still really risky. ~65% chance of bad things?

If we do have herd of tamed orkers, what exactly will benefit us if we chose to continue hunting them? Furthermore, what does the herding action do? It's been so long since we've actually had to pick out the turn order ourselves that I am not entirely sure that we've even had a herding option yet?


The Northlands typically have a 'winter' and a 'summer' range. You currently only see their summer range, the winter one is off the map. Effectively they have a base camp that they switch between depending on food and the seasons.

How has their nomadic nature affected their ability to survive the weather changes that have occurred quite recently? Has it helped them or hurt them?

Specialist units are unique in their effects. The Frost-Scarred open up an addition sub-phase within each turn that you get to attack or defend with. Normally, for example, a turn might have four invisible sub-phases where you and the enemy throw raids and thus roll dice at each other. Having the Frost-Scarred means you get to roll four dice as normal and then one more that's unopposed.

The Fangs and Ember-Eyes are simpler. They basically add a flat +20 on applicable rolls: i.e. sacking settlements for the Ember-Eyes and skirmishing for the Fangs. Since you only get skirmish and sack rolls, the Fangs are really, really powerful right now. That's going to drop quite a bit as warfare gets more organized and armies get larger.

Basically the war warfare works currently is two enemies start in the skirmish phase. Once one side wins a number of skirmish phases equal to the sum of the Garrison + Defense of a settlement, they get to attempt to sack a settlement. A sack is a Melee roll, the only one in this era. If the attacker is successful, they destroy the enemy's nearest settlement and make off with sweet, sweet loot. You then return to the Skirmish phase and begin going through the motions again. Each roll is a d100 with modifiers; heroes, logistics, technology, elite status, etc.

It seems like we have a very potent warrior force then considering how the two phases we have right now are served well by our current holy orders. While I will not say that it makes war desirable, it does serve as a good way to secure our expansion if need be.

I am curious though, you said that before the South Lake warriors were equivalent or close to the prowess of even our holy orders like the Fangs, is there a base martial statistic that is used to determine such between tribes?

For other Holy Orders that you know of: the Peace Builders have their Skalds and a new group called the Medicine Men. The Island Makers have the Stone Crushers. The Tribe of the West has Berserkers. South Lake used to have the Woodland Stalkers, but that tradition has gone extinct. Arrow Lake, the Pear Divers, Bond Breakers, Northlands and Mountain Clans do not have any unique traditions.

When it comes to the Peace Builders it doesn't seem like their holy orders are really oriented towards warfare like ours are as Skalds likely spread influence among their neighbors while the Medicine Men likely serve as their version of the Ember Eyes, except less martial. For the Island Makers I would hazard to guess that the Stone Crushers are their elite heavy infantry armed with war clubs, while the Berserkers of the Tribe of the West are likely elite warriors.

If we had to pick a fight right now, we could probably do pretty well against the Pearl Divers due to their rather low martial stats and no holy orders either.

Warfare is going to become more organized and the paradigm will change during the mid Bronze Age.

So not for a long while then, considering we still appear to be in the neolithic period?

The great lake to the south doesn't completely freeze over during winter. It is a huge lake. Only the periphery tends to freeze.

Considering that the great lake to our south is an actual Great Lake, and is what we refer to as Lake Ontario, this comes as no surprise.

Ice fishing exists if you're patient enough to cut through the ice. It's often not worth the calories, though, unless you're going it early or late in winter. Cutting through ice with stone tools is very difficult.

So is ice fishing now what the Island Makers use to survive during freezing winters and cold periods then?

You don't really have a deity concept yet. The closest you have is the notion that some spirits are Great, while others are Lesser. They're still the same being, just... different in scope.

How do people determine if a spirit is Great or Lesser?

The way the Holy Orders work is more akin to mystery cults at this point in time.

Ahhh gotcha, that makes sense then.

Armour isn't that great. It will save you from a glancing blow if you're lucky. That's about it. War clubs tend to crush almost any type of armour, spears can generally pierce through the gaps with little effort, and Blackswords will hack through it like it's not even there.

So considering how war works during this time period, I think we can forgo armor development for awhile.

You haven't the foggiest idea. As far as the People know, the area south of you is an endless Green Sea of trees. Same for the west, east and north.

Guess we should probably explore more in order to see if there are any interesting features.

Naval warfare doesn't really occur. There are times where canoes of warriors might accidentally come across one another, but that tends to end very quickly with a shoot out. Most people are using birch bark skin canoes and that's fairly easy to tear holes in. Almost anyone can shoot it full of holes and sink the vessel. It's not worth the trouble to risk your only ride home during an attack.

So I'm guessing then that river born raids likely won't be too effective considering that the defending settlement would likely have it easier lobbing arrows at those in the boats, thus ending the raid rather decisively?

The obsidian used in the Blacksword is so expensive that, in the modern day, for example,. you might as well make a sword out of solid gold. The price would be the same.

So how many warriors would you estimate possess blackswords? Also how do we maintain them, considering the obsidian is likely to either dull or fall out with use?

War clubs and spears are the next best weapons.

It seems our tribe doesn't favor war clubs for some reason. Then again we do have the walls and the people to make spears work.

That was me forgetting about them. They have more warriors than the Pearl Divers and their quality would be about the same as the Pearl Divers.

So middling then? I wonder what will happen to them if the integration goes well.

They have a strange drink that makes you feel funny once you try it.

Sounds like beer or wine to me.

Other than that, they're pre-eminent agriculturalists and heavily decentralized. You're not really sure what their Values are, but they're likely things that promote growth.

If we were bent on raiding anyone, they seem like the perfect target for us considering our how decentralized they are, alongside the bonuses of our holy orders. By growth do you mean population growth?

The Island Makers mostly trade pottery and dyes to you. Actually... *double checks* they've also recently discovered black mica. They trade that to you as well.

The Island Makers don't seem to have any truly critical trade goods we need, so I wonder if we can extract more from them in future trades. Black Mica doesn't seem too useful at the moment.

The totem poles represent Holy Sites. You don't have any since your theology has leveled up to shrines.

So others are still likely on the previous level, while we're likely to build bigger and better shrines? Makes sense. I wonder what that says about their cultural beliefs? Does that mean that we aren't doing too badly in that category then?

The leaf-like symbols are supposed to be grape bunches. They signal alcohol production.

This sounds like either an invasion is in order or more trade with the South in order to see if we can take some samples as trade goods and grow them ourselves on our soil. Getting beer and wine right now would probably help with stability later, as it would serve as a potent luxury good.

The gold symbol is simply a luxury material of some sort; gems, gold, silver, pearls, jade, etc.

So in this case, they are likely pearls then?


Thank you, thank you, do I get a prize? ;D

In any case how long did you think it would take before any of us noticed where we definitively were? Either way it's good to know where we appear to be on the map. Taking into account the positions on the map I think we should eventually move southwards with our expansion, with our only northward expansion being through the area the Pearl Divers operate from as that is the St. Lawrence River.

It's good to know that we are clearly on the Great Lakes now and that our settlements are basically in what would be the Quebec area. Though that kind of explains your hints about creating canals and dams now.

The weather hasn't iterated yet. It changes next turn.

Okay then choosing the Hunt Megaproject will likely be a waste as by the time that is completed the weather will have likely changed and given us a reprieve with it when it comes to our food situation.

No one has noticed any coughing blood in those afflicted.

The symptoms that people have noticed included: pain in the head, neck, and chest; persistent feeling of coldness; hair loss; and a slowed heart.

The only guesses I have for this are hypothyroidism, or the flu, and I am leaning on the latter at this stage.

Sickness and curses are basically synonymous. The only 'curse' that's recognized as being different is wound-rot.

Well, there's nothing we can do about this then, not for awhile.

It's actually ancestral. Humans have been buried with grave goods for tens of thousands of years. What those goods were varied, but usually included jewelry, food, tools and weapons.

Huh didn't know that.

Anthropologists would close their eyes and mutter under their breath while archaeologists jam the proof directly in their face.

Anthropology has largely ignored Stone Age burial sites that contained 'rich' people with extensive grave goods. It contradicts the prevailing paradigm which suggests that Stone Age humans lived in equality in small hunter-gatherer bands. Other than that, I'm not sure. Anthropologists have sort of stuck their heads in the sand and ignored such finds. If anything, they're more likely to attribute Kaspar's remains to being much, much younger than they actually are.

It sounds like we are very anachronistic for this time period, which I don't mind much, I just want a fair shake like everyone else.

Not really. He's basically a hundred. If each of his children had three descendants on average, there would be nearly 250 people descended from him after 5 generations. Exponential growth is nuts.

Now, many of Kaspar's descendants had more than three children so he's actually got many more descendants.

Damn, so it seems like over time, Kaspar's descendants, or those who hold his blood, will likely take up a good portion of the company.

Mountains, mystery, otherworldly knowledge, sleep, dreams, being elderly, whispers.

I get the rest, but how did Kaspar get associated with the Mountains?

In order for blonde hair to show up, a person need to have two copies of a recessive allele. It's likely that everyone out to his cousins had a copy of the blonde allele. Alvar was just the first to have two copies and express the trait.

The People just happened to be really lucky when I rolled for unique physical traits; they got two. They developed blonde hair on their own; similar to how residents of the Solomon Islands tend to have blonde hair and the genes for which originated in the pacific. They did not cross over from European sources. Same thing for blue eyes; the Ainu, Japan's native population, were reputed to have blue eyes, red hair, and beards, that developed independently of Europeans. Modern Japanese people (who are from a different, later settling ethnic group) have none of that.

I basically had a table that contained a couple different traits that would define the People: light, medium, dark skin; blue, green, hazel, brown eyes; blonde, red, brown, black hair; short, curly hair; short, medium, tall; or body hair, beards, none; and rolled on it.

The People ended up rolling: medium skin, blue eyes, straight hair, blonde, tall, and none. The baseline was: medium skin, black eyes, straight hair, black hair, tall, and none.

So can we change or direct changes concerning the appearance of our tribe and characters later on? Considering how many tribes we've integrated into our initial one, will that change the appearance of our tribe as a whole with each new tribe taken in and assimilated?

You can do both later on. The one that you pick to do now is going to get a significant boost from coming on the heels of Kaspar's death. It's a momentous cultural and spiritual moment.

I think a Grand Shrine here will likely cement Kaspar's legacy here as I've said before, because it will synergize.
Adhoc vote count started by Japanime on May 2, 2018 at 3:15 PM, finished with 51 posts and 41 votes.
 
As for why I'm doing temple over hunt, it's mostly because, as Veekie noted, trained shamans can probably figure out roughly how to get visions in relative safety... but only if there are shamans actually there. Thus, this seems like a way to limit the number of deaths from idiots.
 
This is a really cool quest!

[X] [Death] Ascended to the spirits!
[X] [Spirit] Found a grand shrine at the Cave of Stars.
 
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