Name | Current | Maximum | Multiplier | Rolls | Result |
Gathering | 2 | - | 1.7 | 3 | 5.1 |
Hunting | 3 | - | 1.6 | 0 | 0 |
Fishing | 5 | 5 | 1.5 | 4 | 6 |
Orchards | 5 | 6 | 1.6 | 5 | 8 |
Cattle Raising | 2 | 2 | 1.5 | 4 | 6 |
Name | Current | Maximum | Multiplier | Rolls | Result |
Gathering | 1 | - | 1.9 | 1 | 1.9 |
Hunting | 1 | - | 1.8 | 0 | 0 |
Fishing | 0 | 0 | 1.5 | 0 | 0 |
Orchards | 1 | 0 | 1.6 | 1 | 1.6 |
Cattle Raising | 0 | 0 | 1.5 | 0 | 0 |
The Valley People
Symbol: The heads of a bear, a wolf and a man.
Government: Absolute Directorial Despotism - Mandate of the Ancestors
Religion: Faith of BonesGeneral rules
- Meetings of all Councils will be held in private. However, each person attending the council may bring an additional guest, who may listen but not speak unless invited to speak by the council.
- All groups setting out to interact with outsiders must contain a representative of the their Council. Low Council representatives can only do so for groups smaller than their own community with larger groups being the domain of the High Council.
- All matters affecting more than two communities must be brought to the High Council. Matters between two communities may be resolved by their Low Councils if they can come to a consensus, or otherwise be brought to the High Council for arbitration.
- Disputes between individuals and families within a community are to be resolved by the Low Council of the community.
- High Councilor, Low Councilor, Mediums, Priests and Vice-Councilors positions are exclusive. Upon gaining one title they lose all others of the list
Organization structure
- High Council:
-- The High Council will be the highest authority of the state, referring to the three who comprise supreme authority.
-- The High Council is advised by Mediums, one selected by each Low Council. The Mediums can be a member of any community.
-- The High Council can appoint representatives from any community to speak with their authority for specific tasks when the Council cannot be present themselves.
-- Each member of the High Council must maintain at least one, and no more than three Vice-Councilors for their council duties. These Vice-Councilors must be taught how to perform and assist with the duties of a High Councilor. They can be chosen from anyone under the authority of the High Council, except for High Councilors, Low Councilors and Mediums.
- Low Council:
-- The Low Councils refer to the local authorities, each governing one permanent(lasting at least one full lifetime from birth to death) community comprising of at least three population units of adults. Such a community may be fixed or mobile in nature, so long as someone can be born into it and die belonging to it.
-- Each Low Council consists of two leaders chosen by the community, and one leader chosen by the High Council. The community leaders must be members of the community, but the High Council can choose either a local or send a representative.
-- The Low Council can appoint representatives from their community to speak with their authority for specific tasks when the Council cannot be present themselves. They may appoint representatives from other communities with the agreement of either the High Council or the other community involved.
- Priests
-- The priests must maintain an advisor to the High Council at all times, who will be allowed to listen to and advise any decisions.
-- The priests may send one advisor to any Low Council, who will be allowed to listen to and advise any decisions.
-- The priests must preferentially raise their new initiates from the orphans of the People where available. Where there are more orphans than need for new initiates, they will be chosen by lot.
Succession
- High Councilors are elected with a majority vote by the High Council and the Mediums of each Low Council from the pool of Vice-Councilors. At least two thirds of the Mediums must be present to pass such a vote.
- Mediums are selected with a majority vote by the Low Council they represent. Their status can be revoked by the same process.
- One Low Councilor seat of each community is fixed to the High Council's appointment, if this Low Councilor is removed by any means, they will be replaced by the next appointed representative of the High Council.
- The remaining two Low Councilor seats are chosen by the community they govern. Groups with preexisting selection methods may use their traditional methods, or permanently change their process to a simple majority of their community.
- High Councilors will step down in the following events:
-- Voluntary abdication, which will start the process of raising a new councilor while they remain a councilor until their successor is chosen.
-- Death
-- Incapacitation such that they are no longer able to perform their duties for more than a season.
- Low Councilors will step down in the following events:
-- Half or more of the community they govern votes to replace them.
Capital: Greenvalley
Cultural Ideas
At the dawn of time, the people were lost and separated. But in these trying times emerged three great persons that led them together again to build a brighter future. Like the Mountain Father, the Black Bear and the White Wolf, the Council of Three rules to this day, the wisdom of the ancestors guiding them on their path. No higher authority can there be in this world.
Effects:
- gain +2 on combat morale
- gain +2 on stability checks
- troops will never disobey orders or join revolts, but may participate in civil-wars normally
- allow the deployment of military units to temporarily raise stability
- may use Subjugation actions even outside of wars with that war-goal
-- can destroy Pops to eliminate cultural values of a Faction
-- can destroy Pops to eliminate a Faction entirely
-- can forcibly resettle Pops
- using subjugation actions or deploying military units to establish order raises mood
- weaker polities receive -1 Morale when facing someone with this value
- must always treat other polities as lesser and can't interact with them as peers
- Council of Three must always be the highest authority in the state
- factions unable to alter social order or political system, but can still try to gain control of the government
- social change occurs slower, but sometimes breaks violently
- during a civil war, other groups can claim the Mandate of the Ancestors to gain legitimacy
- this idea will be destroyed when the government collapses or the polity is absorbed by another polityChallenges come and go, but only the steadfast will remain in their wake. Neither directionless action, nor hiding from them will save the people from these trials. One must face these challenges no matter how daunting they seem, and though the price they reap might be dire one will grow stronger for these losses.
Effects:
- gain +1 on stability checks
- gain +1 on Inspiration stat of all commanders
- stability loss when radically changing a started course of action due to difficultiesBlood is life. It is shed when we come into the world and all too often it is shed when we leave it. To willingly give it to another, be they living or dead, is the highest gift one can make, for the giver offers nothing less then a piece of his life. Never should such a deed be done lightly and gravest misfortune will come to those who befoul such sacred acts.
Effects:
- gain +1 on stability checks
- religion more likely to spread to populations who have no codified rites
- religion less likely to be subsumed by other faiths
- lower risk of betrayal by oath-sworn subjects sharing this value
- factions more resistant to size and influence loss, except when caused by population drop
- lower chance to detect faction plotsA man might build himself a home. He can stack stone and wood to find shelter against the elements and make a place he can call his own. Yet many man can build many homes, and with dedication and effort, even greater works they can accomplish. The world is there for man to shape and to make it more pleasing for himself.
Effects:
- bonus to development of landscaping technologies
- large-scale landscaping projects increase mood
- diplomacy malus of -1 with all groups who venerate nature
- malus to stability checks and increased mood loss from natural disasters
Current Factions
Artisans
Description: Having their support chiefly among the miners and artisans of Cliffside, Crackhome and Greenvalley itself, this group is second in prestige only to the hunters and more numerous too.
Size: 7 (Large)
Influence: 7 (High)
Mood: 7 (Happy)
Main Issues: Stability, Ressources, Trade
Secondary Issues: Diplomatic Ties
Fishes
Description: Named after a joking answer to the question who they support, the fishers of Laketop have slowly drifted apart from the rest of Greenvalley to form their own distinct group. While wielding little direct influence in Greenvalley, the amount of food they contribute to the valley gives them still some leverage.
Size: 7 (Large)
Influence: 6 (Average)
Mood: 3 (Unhappy)
Main Issues: Peace, Stability, Segregation
Secondary Issues: Isolationism
Bone Tenders
Description: While they generally try to stay out of political affairs, the Bone Tenders wield quiet some influence among the population and are known to try and keep the peace among the people in times of strife.
Size: 1 (Tiny)
Influence: 7 (High)
Mood: 5 (Content)
Main Issues: spread of Faith of Bones, honoring the Ancestors, Neutrality
Secondary Issues: Peace
Settlements
Greenvalley
Location: Clearing in the forest near a river bend.
Size: Large Tribe
Development: Long House settlement
Stability: 5 / 10
Stability Check Bonus: +2
Mood: 4 / 10
Military Experience: 4 (Regular)
Diplomatic Experience: 5 (Regular)
Dominant Factions: None
Modifiers: Succession Crisis
Minor Villages:
- Crackhome - Limestone Quarry Village
- Cliffside - Obsidian Quarry Village
- Laketop - Fishing Village
- White Halls - Holy Site with Pilgrim Village
- Rivercrossing - Village
Population:
Type Number Culture Faction Notes Workers 20 Valley People Fishes (13) Valley People Artisans (7) Hunters 3 Valley People Artisans (1) 1x Regular Infantry Fishes (2) 2x Light Infantry Artisans 5 Valley People Artisans (4) 4x Basic Goods -> Production
Buildings:
Active Trades:
Name Upkeep Effect Holy Site - Faith of Bones 0.6 Production 3 Culture Pilgrim Village 1 Food can generate 1 Culture of own or friendly culture, or create 1 own Culture in friendly polity Stone Wall 0.2 Production defensive bonuses in combat
- give 0.7 Production to White Clans for 1 Dye (Azurite)
- give 1 Culture and 0.2 Production to Lakerest
Resource Production:
Name Current Maximum Bonus Gathering 2 - +30% (Base)
+20% (river)
+20% (low area utilization)
Total: +70%Hunting 3 - +30% (Base)
+10% (hunting dogs)
+20% (forested terrain)
Total: +60%Fishing 5 5 +30% (Base)
+20% (Advanced Dugouts)
Total: +50%Orchards 5 6 +30% (Base)
+10% (forested terrain)
+20% (river)
Total: +60%Cattle Raising 2 2 +30% (Base)
+20% (river)
Total: +50%Clay Mining 1 3 Limestone Mining 1 1 Obsidian Mining 1 1 Woodcutting 2 4 Silver Mining 1 1 Unassigned Workers 0 - Unassigned Artisans 1 -
Production & Culture:
Name Task Production Culture Artisans Basic Good -> Production +4 Holy Site Base Income +3 (Valley People) Pilgrim Village produce Valley People Culture +1 (Valley People) Luxury Goods 1 Unit of Obsidian (basic conversion)
1 Unit of Dyes (Azurite) (basic conversion)
1 Unit of Silver (basic conversion)+3 (Valley People) Trade Balance -0.9 -1 Building Upkeep -0.8 Pop Upkeep -0.6 Cultural Ideas Upkeep -5 Total +1.7 +1 Lakerest
Location: On a small lake where the Gentle River and the Goat River meet.
Size: Small Settlement
Development: Long House settlement
Stability: 8 / 10
Stability Check Bonus: +2
Mood: 8 / 10
Military Experience: 3 (Green)
Diplomatic Experience: 5 (Regular)
Dominant Factions: Artisans
Population:
Type Number Culture Faction Notes Workers 2 Valley People Artisans (2) Hunters 1 Valley People Artisans (1) 1x Regular Infantry
Buildings:
Active Trades:
Name Upkeep Effect - - -
- Receive 1 Culture and 0.2 Production from Greenvalley
Resource Production:
Name Current Maximum Bonus Gathering 1 - +30% (Base)
+20% (river)
+40% (very low area utilization)
Total: +90%Hunting 1 - +30% (Base)
+10% (hunting dogs)
+20% (forested terrain)
+20% (low area utilization)
Total: +80%Fishing 0 0 +30% (Base)
+20% (Advanced Dugouts)
Total: +50%Orchards 1 2 +30% (Base)
+10% (forested terrain)
+20% (river)
Total: +60%Cattle Raising 0 0 +30% (Base)
+20% (river)
Total: +50%Clay Mining 0 0 Woodcutting 0 0 Unassigned Workers 0 -
Production & Culture:
Name Task Production Culture Trade Balance +0.2 +1 (Valley People) Pop Upkeep -0.2 Cultural Ideas Upkeep -5 Total 0 -4
Technologies
Warfare
- Throwing Spear
- Thrusting Spear
- Stone Knives
- War-Axes
- Archery
Hunting
- Endurance Hunting
- Ambush Hunting
- Stalk Hunting
- Drive Hunting
- Pit Traps
- Hunting-Dogs
Resource Gathering
- Gathering
- Stone Chipping
- Tanning
- Woodcutting
- Mining
Crafting
- Stoneworking
- Woodworking
- Basketweaving
- Primitive Sewing
- Masonry
Building Materials
- Hide
- Wattle and Daub
- Wood
- Stone
- Limestone Plaster
Transportation
- Dugout canoes
- Advanced Dugouts
Sustenance
- Hunting
- Gathering
- Spear Fishing
- Hook & Line Fishing
- Smoking
- Orchards
Domestication
- Wolves / Dogs
- Goats & Sheep
Miscellaneous
- Snow Shoes
- Winter Coats
Depends on your definition of a successor state.
I think the artisans are going to break away from the people at this point they have all they need to form an independed state warriors food and the trade links to make up for what they lack
I cannot believe the arrogance of the Artisans at this point. We spend 2 Culture and they won't even bend on a secondary objective, and now they are even casting aspersions on the one group trying to keep the Valley People together.
Still, I think we need to unify this turn, or else expect the worst.
It's becoming a legitimate worry. Before, every group was to a degree interdependent. But every turn we hemorrhage Culture and every turn the Fishes and the Artisans grow more and more independent.
But it's a gamble, going through with the meeting. In the worst case we implode this turn.
I don't think there is too much worry of the Artisans physically breaking away (with the exception of Lakerest), way too much of their wealth and power is bound to the land. No the worst case scenario is probably just plain old civil war, with the Artisans likely leveraging Brushcrest for support.
I don't think there is too much worry of the Artisans physically breaking away (with the exception of Lakerest), way too much of their wealth and power is bound to the land. No the worst case scenario is probably just plain old civil war, with the Artisans likely leveraging Brushcrest for support.
It's been decades. Most likely they just got themselves killed, alternatively they might have decided to just go "fuck it" and settled somewhere else.Is our army still in the far eastern mountains doing fuck all? Can they at least return to the south river and fuck around there? At least then they will be following the original plan even if its a couple turns to late.
I hope not, thats just fucking salt inducing, and makes me almost want to drop the quest tbh. Since Its not how any one thought the vote was going for >.<It's been decades. Most likely they just got themselves killed, alternatively they might have decided to just go "fuck it" and settled somewhere else.
It's been four turns since we last heard of them... They most likely eventually bit off more than they could chew or just decided never to come back.Is our army still in the far eastern mountains doing fuck all? Can they at least return to the south river and fuck around there? At least then they will be following the original plan even if its a couple turns to late.
Yea, I can't be happy about that because it'd mean we effectively voted to piss everyone off and then decided to kill all our military pops off.It's been four turns since we last heard of them... They most likely eventually bit off more than they could chew or just decided never to come back.
EDIT: 'd
Tbh, I'm a bit mixed on the idea. On the one hand, it sucks that we'll have to rebuld our military. On the other, it could be a blessing in disguise seeing as how likely we thought a hunter-led civil war would be if they came back. And once we stabilize, we can more easily control and influence an initially smaller number of pops to actually make them behave.Yea, I can't be happy about that because it'd mean we effectively voted to piss everyone off and then decided to kill all our military pops off.
This is the absolute worst way this could have gone and its all because of poor wording rather than any genuine mistake in planning.