Yes, everyone else hated the lowlanders, but instead of chopping down the tree that they hated they decided to burn the entire forest down.
Interestingly enough, they did try to chop the tree down, problem was the whole bloody forest was evil:

The spirit talkers had taken offence to this and were actively raiding with the intent to destroy, but they weren't actually getting very far in their efforts since someone would see the abandoned fields and move in within a year or two. The population reserves of the lowlanders seemed endless, and now there were whispers that the spirit talkers would begin invoking more supernatural means. If the drought had nearly killed the lowlanders once...

what is a spaghetti hole?

It's when you due a bunch of quotes in alternating sequence, creating a striped box sort of affect. Nicknamed spaghetti, for reasons!

2535
 
Interestingly enough, they did try to chop the tree down, problem was the whole bloody forest was evil:
It's when you due a bunch of quotes in alternating sequence, creating a striped box sort of affect. Nicknamed spaghetti, for reasons!
2535
Thanks; It's true that the lowies were innumerable, but you're rather mixing the metaphor by taking the lowlanders as the only type of tree in the forest, if you understand the bush I'm beating.
 
Damn, this thread moves fast.


...

Honestly, is it me that's missing the point or is it him?

Look. We have to build retaining walls to hold the earth in place when we make our Step Farms. If we make the walls a little higher, they can also function as defenses, making our farms into forts as well. Savvy? That way any raiders that roll up have to fight their way into a series of literal hill forts the whole time they're trying to attack us, instead of being able to do lightning raids.

...uh, you realize the point of retaining walls is that they are low so that they keep JUST enough water for the crops and allow the leftover to flow down to the next step without washing away the soil?

Walls improve Step Farms because we'd be able to build retaining walls better. But terrace farms are not considered a practical means of defense because those changes makes it take several times more effort to work the fields(which defeats the purpose of them making more food).

There's only so much time before the remnants regrow. While it would be nice if the remnants went in a different direction, the nobles and warriors there have already tasted blood and gotten way too attached to slavery as a model. They know the model works, as long as the climate is within your favor, so they'll probably start trying to cheese that strategy again.
Fairly dubious I think. Their old model got wrecked, especially the people in charge. They're more likely to switch ruling castes after the spirits so clearly showed their displeasure.

Domesticating the snails would definitely be valuable but setting up the infrastructure to be able to navigate the seas opens up a lot of wonderful options and range of strategy that would be give us more tools against land-based threats.

You have to remember that the dye snails live offshore in the deeper water, where divers harvest them amongst other molluscs in the rocky reefs out there.

...just how do you intend to get enough of them to domesticate without significant improvements in boat technology? Or for the matter, domesticate them without an offshore structure?
I'd rather not draw their anger until we have walls built. I'm not worried that they have weather magic (AN said it was just the dice rolls for environment).

Actually AN just said that they got really lucky.
Whether this meant they rolled well on invoking a curse, or whether the environmental rolls happened to align with them remains a mystery and intentionally so.

@Academia Nut would a coastal forest management option be possible?
That sounds like it's further past the Expand Fishing and Domesticate Sea Snails option.
This is because expanding fisheries in our way would require studying what the fish and shellfish like, then cultivating the coastal shoreline to produce this environment,

But I'm not sure where you're coming from about coastal forests providing wood for boats. Trees in marshy ground tend to grow wide and twisting or spongy and sparse, which makes them inferior lumber(this is due to simple engineering, marshy ground gives a tree poor stability, they must spread their roots and branches out wide to stay standing, which are the same genetic factors to make their wood very knotty).

For quality boat lumber, you're looking to the old growth trees on hilly ground, which tend to grow tall rather than wide, so as to maximize their access to sunlight. This gives you long, even planks of resinous wood.
I'd rather push and if they get agitated thinking we sympathize with the lowlanders, we can point out that we share a mutual interest and our strategy is more is about, depriving the lowlanders of the people and resources that would allow them to become a threat again, than making friends with filthy slavers.
Not need to communicate that far.
The Spirit Talkers were PISSED at the heresy of human sacrifice, and attacked them. It's the same way our people got their blood boiling about the way they were treating their land.

Assuming we give them a replacement culture that doesn't involve human sacrifice, the Spirit Talkers are going to be satisfied-ish.
Even if it's just a few, there might be some shiny crafting and techniques that the lowlanders have that we don't have as of yet.

Either way though, it would be good to check with the GM:

@Academia Nut Do we know if anyone artisan castes have/had formed in the not!assyrian settlements?

We already know this one from his blurb on their culture.

Warrior caste - Full rights, trains and fights full time. Ruling class. Are not sacrificed.
Freemen - Limited rights, trains and fight part time, farms full time. Can be elevated by martial achievement or marriage into Warrior caste. Can be sacrificed.
Slaves - No rights, farms full time. Can be elevated by marriage only. Can be sacrificed.

There's no incentive to develop an artisan caste there see? An artisan caste requires trade to prosper, but they attack traders, and sacrifice their freemen, so basically any artisan caste is going to have to arise out of an idle warrior caste.

However, the Warrior caste and the Slave caste were destroyed by recent events. The slaves died first to the starvation and sacrificing, and the Warriors were annihilated by the Spirit Talkers raiding.

Thus we now have a big group of freemen without matching warriors.

E: Whoops. Avoiding that is hard on mobile >.<
 
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[information=Normally I Wouldn't Do This...]Since this is my thread and all, but I'm just going to put on a mod voice for a second to politely ask that people avoid falling down the spaghetti hole. Even if you are trying to address multiple people at a time, try to limit your posts to one quote per person you are addressing. Bold or highlight specific points within a given post if you need to draw special attention to a point.[/information]

Not going to do anything more than that, and if the spaghetti actually gets out of control I will contact an actual mod in to put on their mod voice, but given Squishy's announcement and the behaviours people have got up to in my quests in the past, I just figured a nudge in the right direction was needed.
You hear that @redzonejoe

:p

From what I heard, it's called spaghetti because you chop it up into smaller pieces. But I don't understand! Why would you do that to spaghetti?????

It's so much better long...
 
Damn, this thread moves fast.




...uh, you realize the point of retaining walls is that they are low so that they keep JUST enough water for the crops and allow the leftover to flow down to the next step without washing away the soil?

Walls improve Step Farms because we'd be able to build retaining walls better. But terrace farms are not considered a practical means of defense because those changes makes it take several times more effort to work the fields(which defeats the purpose of them making more food).


Fairly dubious I think. Their old model got wrecked, especially the people in charge. They're more likely to switch ruling castes after the spirits so clearly showed their displeasure.



You have to remember that the dye snails live offshore in the deeper water, where divers harvest them amongst other molluscs in the rocky reefs out there.

...just how do you intend to get enough of them to domesticate without significant improvements in boat technology? Or for the matter, domesticate them without an offshore structure?


Actually AN just said that they got really lucky.
Whether this meant they rolled well on invoking a curse, or whether the environmental rolls happened to align with them remains a mystery and intentionally so.


That sounds like it's further past the Expand Fishing and Domesticate Sea Snails option.
This is because expanding fisheries in our way would require studying what the fish and shellfish like, then cultivating the coastal shoreline to produce this environment,

But I'm not sure where you're coming from about coastal forests providing wood for boats. Trees in marshy ground tend to grow wide and twisting or spongy and sparse, which makes them inferior lumber(this is due to simple engineering, marshy ground gives a tree poor stability, they must spread their roots and branches out wide to stay standing, which are the same genetic factors to make their wood very knotty).

For quality boat lumber, you're looking to the old growth trees on hilly ground, which tend to grow tall rather than wide, so as to maximize their access to sunlight. This gives you long, even planks of resinous wood.

Not need to communicate that far.
The Spirit Talkers were PISSED at the heresy of human sacrifice, and attacked them. It's the same way our people got their blood boiling about the way they were treating their land.

Assuming we give them a replacement culture that doesn't involve human sacrifice, the Spirit Talkers are going to be satisfied-ish.


We already know this one from his blurb on their culture.

Warrior caste - Full rights, trains and fights full time. Ruling class. Are not sacrificed.
Freemen - Limited rights, trains and fight part time, farms full time. Can be elevated by martial achievement or marriage into Warrior caste. Can be sacrificed.
Slaves - No rights, farms full time. Can be elevated by marriage only. Can be sacrificed.

There's no incentive to develop an artisan caste there see? An artisan caste requires trade to prosper, but they attack traders, and sacrifice their freemen, so basically any artisan caste is going to have to arise out of an idle warrior caste.

However, the Warrior caste and the Slave caste were destroyed by recent events. The slaves died first to the starvation and sacrificing, and the Warriors were annihilated by the Spirit Talkers raiding.

Thus we now have a big group of freemen without matching warriors.

E: Whoops. Avoiding that is hard on mobile >.<
Once again, ur super smart - sincerely. The point about coastal wood was *kisses fingers like a 37 y.o. Italian man who's being a chauvinist.* Same w/ the artisan comment... it was very artisanal.

I agree that if we started expanding our reach to the lowlanders we'd be well off. Should we do that this turn, w/ a trade mission? Or next turn?

The point w/ the snails is that the choice magically grants us them. The issue appears to be that the type of snail that they like to eat doesn't grow in shallower water, so if we grow that snail in shallower water and then introduce the purple ones and leave them be for a while it'll all be okay. This might take building shallow pools shaded by awnings or something, but regardless will definitely enhance our knowledge of coastal ecosystems in the < 30 meter depth range. *cough* and perhaps our knowledge of retaining water *cough*

Sometimes when your enemies hide on a groove, you have to burn the entire groove to deal with them...
yes, it's important to put that groove on fire
 
I'm mainly really worried about depleting old growth trees that are vital to the eco-systems around them

Good points from everybody. I have my martial arts class to go to soon but I'll rejoin the discussion later tonight. <3
 
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That sounds like it's further past the Expand Fishing and Domesticate Sea Snails option.
This is because expanding fisheries in our way would require studying what the fish and shellfish like, then cultivating the coastal shoreline to produce this environment,

But I'm not sure where you're coming from about coastal forests providing wood for boats. Trees in marshy ground tend to grow wide and twisting or spongy and sparse, which makes them inferior lumber(this is due to simple engineering, marshy ground gives a tree poor stability, they must spread their roots and branches out wide to stay standing, which are the same genetic factors to make their wood very knotty).

For quality boat lumber, you're looking to the old growth trees on hilly ground, which tend to grow tall rather than wide, so as to maximize their access to sunlight. This gives you long, even planks of resinous wood.
Actually it seems like it would be behind expand farming as that was the path we took.
Sometimes when your enemies hide on a groove, you have to burn the entire groove to deal with them...
The size... of a tangerine
 
So it looks like quite a few of us are tentatively leaning towards Develop Roads and Step Farms next turn, which makes sense. I think we'd need to see what happens next turn before making a decision, but for our third option I'm personally inclined towards either sending a Trade Caravan somewhere, creating a new settlement between the valley and coastal villages or learning how to domesticate the snails so that we have more luxury goods to trade away.
 
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So it looks like quite a few of us are tentatively leaning towards Develop Roads and Step Farms next turn, which makes sense. I think we'd need to see what happens next turn before making a decision, but personally I'm inclined towards either sending a Trade Caravan somewhere, creating a new settlement between the valley and coastal villages or learning how to domesticate the snails so that we have more luxury goods to trade away.
I want to tentatively vote for Main = Roads, Secondary = Step Farm, valley & Trade Mission, lowlands... I just think it would be good to start influencing them early. Though I admit that I'm overeager to incorporate more groups into our polity.
 
Planting harmony
The High Chief heard the arguments of the people for the various challenges before him, and said, "While the desire to keep the spirits and those who can speak with them happy is important, we know little of these people. Those few have visited the place can only express indescribable beauty and the wisdom of the people there, but other than rumours and vague reports we know nothing about these people. No, we should take the resources people wish to take to them, and use them for dedicating a place to the spirits we know. Spirits of wind and rain, sun and soil, river and forest, and our own ancestors. We each honour them personally, and somewhat as a group, but we must dedicate a greater place for them in thanks for surviving these disasters."

At this declaration, those who were afraid and pushed for a tributary mission to the spirit talkers all nodded along and found themselves appeased at this wise decision. If the spirits were not honoured and appeased appropriately... well, they all knew what had happened to the lowlanders. So long as the issue was being addressed, they were happy.

The other big issue, the one of what to do with people who were doing activities that let them accumulate wealth outside normal means, was at once all agreed upon and yet thornier. Everyone agreed that simply banning such activities was going to just cause problems, and that neither should they ignore the issue, but it took much time to sort out what exactly should be done to address the issue. Finally, after several days of discussion one elder had a sudden burst of insight.

"The land belongs to the spirits, we merely work it. The fruits of our labour upon the land are thus owned by no one, so only as a group can they be fairly divided and distributed. The issue with the activities that we see here is that they are not working the land. We have examples of such labours with the warriors, the artisans, the elders, and the chiefs, although when possible we do assist with the labours of all. But again, there is a difference of kind, in that the work that these people do is of benefit to all, and thus they are deserving of a share of the communal production despite not growing or hunting the food themselves. The farmer does not begrudge the fact that the mason spent his days cutting stone rather than weeding the fields - that stone goes into the retaining walls that ensure the fields remain watered. Thus we have work of a third kind here: it is the labour of individual people using only their own bodies for individual people," the elder details out, putting together the contentious arguments of the past day into a coherent form, producing nods of realization.

"An individual owes their labour to the group in exchange for their bread, but I think that we all agree that we do not owe our labours to any individual person within the group. However, their actions still affect the group, and they would be unable to perform their work without the group. Thus they do owe the group a portion of what the take from others in their personal activities," she explained, before holding up a stalling hand at the next round of arguments. "Obviously what that portion should be, and how we decide what actions are worthy of group attention, and so on is a discussion for another day."

Another woman spoke up in consideration and said, "If we should say that if a woman who sleeps with men for extra dye or food, or a man gambles for shells, should be compelled to come to us to present a portion of their earnings, would it not be sensible to also take that opportunity to check their health? Families worry about promiscuity for good reason, it can bring disease and unwanted pregnancy, and we have known compulsive gamers who have let their chasing of the next win seize them like a fever."

Again, further nods at these arguments, and another said, "Perhaps we should simply forbid certain things to be gambled? Bread perhaps?"

There was a bit more argument at that, but soon enough the council started to knap away at the issue. For various "activities of the third kind", there would be rules about what could and could not be done, what goods could be exchanged between people for their personal labours, what conditions might disqualify someone from doing such work, and how much they owed back to the community. At the prompting of the people from the sea and the traders, it was agreed upon that certain activities that had previously been regarded of as group activities should instead be considered personal endeavours. Those representing some of the more specialized artisans, such as those who worked cloth in the off seasons, suggested that perhaps parts of their work should be reclassified as well, with things like basic clothing being something everyone needed and thus was owed to everyone, but more complex designs that required additional effort should instead be classified differently and thus the contribution to the community assessed differently. That started to cascade into arguments about whether the favours neighbours owed each other should be collected by the community as well, and eventually it was decided to just see how these new rules would work out.

Further discussion then went into a consideration the High Chief had been going over recently. While most people understood the issue, it was really only something chiefs ever thought about in detail: the layout of the main villages. While the majority of the people lived out in farms, each village had a central cluster of buildings that had just sort of... grown there, accumulating over generations, and they were quite frankly a mess. People put buildings where there was room or where their ancestors had built them, even if the reasons for doing so had long passed. Middens and latrines had filled up and then been buried over and new houses built in their place. When it rained there were areas that filled with water and became stagnant and foul smelling. There were warrens that allowed vermin to disappear into depths where they could not be dealt with when they chewed into storehouses. All in all, the villages were not built in accordance with the same principles as had gone into the farms.

Once the issue was explained, the people were all surprisingly okay with the idea of tearing down buildings that their ancestors had lived since before the memories of the elders of elders. Did they not cut into the earth to make the walls and canals that kept it stable and fertile? They would not be profaning the memories of their ancestors, but instead living up to their ideals. The villages should be reordered in accordance with what they now knew. They could also apply better construction techniques to reduce damage during the rains, which would also make the removal of waste less of a gigantic pain in the ass.

Spiritual Value Obtained
Harmony
To live in harmony with oneself, ones neighbours, and ones environment is to live in harmony with the spirits. To live in disharmony is to invite disaster.
Pros: Bonus to collective action
Cons: Disharmony is to be corrected

Thus it became the great project of the generation to reorder both villages as well as developing a proper place to give thanks and honour spirits and ancestors. Given its place of beauty, political neutrality, and being close enough to half-way between the two villages, a site near the waterfall that sat along the trip between the two villages was chosen as the location where they would build their place to the spirits. Also, if anyone had an accident on the river above the waterfall, the site was the best place to fish their bodies out and give them a proper burial, lest their spirits rest unquiet and return to haunt their loved ones in death. During the reorganization of the villages, whenever they dug out a foundation and found bodies who they were uncertain the family of, they also loaded them into carts to be taken to the site for burial as honoured ancestors. The site was mostly just a cluster of buildings that housed important artifacts of ancestors or strange curios that showed the intervention of spirits in the world, tended to by elders in the fading twilight of their lives, select members of their extended families who cared for them while they could pass on knowledge one last time, and a rotating group of young warriors who guarded the place and could be taught humility by a few knocks from gnarled knuckles when being stupid. Making pilgrimages to the location soon became a popular activity for those who were worried in life.

Life went on, and while there were problems like the rains never being quite as stable as tales said they should be, they were never as bad as the drought or the destructive flooding. The villages were rearranged and everyone quite agreed that when they were laid out in accordance with principles that allowed water to flow smoothly but not rapidly they were so much nicer, especially since they had separated out the buildings a bit, used stones and wood to better mark the paths, and added drainage ditches to the sides of the streets. It also made getting goods in and out of the storehouses a great deal easier. All was well, all was right.

Then it was reported by scouts that there were newcomers, technically in the valley, but many days travel distant. Downstream from the village, the hills grew rougher and the river faster - and the seasonal flooding much more unpredictable and dangerous - until finally the river became an unnavigable cataract before eventually the land flattened out into the lowlands. It was actually easier to head east through the hills and then follow one of the other major rivers to the lowlands than to follow their own river's course to the place. In any case, from distantly observing the people living there, they appeared to be members of the lowlanders... although given that the lowlands proper were still mostly abandoned, it was probably a clan - maybe two clans - worth of people who had fled the destruction and had finally found a place to settle down.

The High Chief was just calling for the Three Chiefs to consult with him on what to do about these people when a far more terrible report was brought to him. A whole family was reported to have the rash-sickness that had run rampant through the lowlands. They were immediately quarantined, and the High Chief also announced that there was to be an immediate freeze on all non-essential contact activities such as prostitution or wrestling, the punishment being the violators to be exiled until the danger had passed. As the season passed, the issue only got worse as despite best measures to isolate the sick to prevent the spread, it seemed to hop over their barriers like a bonfire throwing sparks onto dry grass. While the disease passed by the coming of winter, there were still many dead, in some cases entire families wiped out, and while the elders were pretty sure that it could have been worse given what happened to the lowlanders, this was definitely the worst outbreak of disease they had ever experienced, and almost everyone had been scarred at least a little by the event.

Recriminations of course abounded. Some people blamed the unearthing of the dead in the reorganization, which while sympathetic, it was not like the dead had been mistreated, and they had in fact been reburied anew in places of honour with all proper ritual obeyed. Others pointed to the fact that the chiefs tolerated prostitution and gambling, unproductive activities that allowed for disharmonious accumulation of wealth, idleness, and various forms of sickness of the mind and body. They even knew that prostitution caused sickness since they checked for it!

And then, of course, there were the new settlers down the valley in the lowlands. Those who did not wish to place the blame on their own people had a very convenient target there, for had the lowlanders not been where the last plague had started? Could they have not polluted the river with their very presence? This new village had to be driven out and destroyed, lest their continued presence lead to further suffering and death.

Place the blame...
[] Disturbing the dead
[] Tolerating bad behaviour
[] The lowlander settlers
[] These things happen

The settlers would be dealt with by...
[] Sending experts to get them farming correctly (Cannot be taken if blame is placed on the settlers)
[] Sending traders to them (Cannot be taken if blame is placed on the settlers)
[] Ignoring them
[] Shunning them
[] Driving them out (Can only be taken if the blame is placed on the settlers)
 
[x] These things happen
[x] Sending experts to get them farming correctly (Cannot be taken if blame is placed on the settlers)
 
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[X] These things happen
[X] Sending experts to get them farming correctly (Cannot be taken if blame is placed on the settlers)
 
[X] The lowlander settlers

[X] Driving them out (Can only be taken if the blame is placed on the settlers)

I want to add a more warlike element to our culture before everything is fully developed.
 
[X] These things happen
[X] Sending experts to get them farming correctly (Cannot be taken if blame is placed on the settlers)
 
[X] These things happen
[X] Sending traders to them (Cannot be taken if blame is placed on the settlers)

Man, real world problem became true real fast.

Also, proto-sewer! We high tech people now.
 
[X] These things happen
[X] Sending traders to them (Cannot be taken if blame is placed on the settlers)
 
[X] Disturbing the dead
[X] Sending experts to get them farming correctly (Cannot be taken if blame is placed on the settlers)

Good taboo, and we can't keep overriding their concerns without consequences.

And fix the lowlanders dysfunction.
 
[X] Disturbing the dead
[X] Sending experts to get them farming correctly (Cannot be taken if blame is placed on the settlers)
 
[X] Disturbing the dead
[X] Sending experts to get them farming correctly (Cannot be taken if blame is placed on the settlers)
 
[X] These things happen
[X] Sending experts to get them farming correctly (Cannot be taken if blame is placed on the settlers)
 
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