Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Vote is still open.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 478 | Sufficient Velocity [Posts: 11944-12033]
##### NetTally 1.9.7
Task: MAIN
[X][MAIN] Study Magic.
No. of Votes: 33
[X][MAIN] Train Sacred Warriors
No. of Votes: 13
[X][MAIN] War Mission = Ulgoran
No. of Votes: 6
[X][MAIN] Build Roads = Greenbay
No. of Votes: 2
[X][MAIN] Build Roads = North Coast Plains
No. of Votes: 2
[X][MAIN] Build Roads = Upriver Plains
No. of Votes: 2
[X][MAIN] Build Roads = Northern Green River
No. of Votes: 2
[X][MAIN] Build Roads = Southern Green River
No. of Votes: 2
[X][MAIN] Study Metal
No. of Votes: 1
[X][MAIN] Grand Library
No. of Votes: 1

——————————————————————————————————————————————Task: SEC
[X][SEC] War Mission = Ulgoran
No. of Votes: 31
[X][SEC] Diplomatic Expedition = Urthdysh Federation
No. of Votes: 18
[X][SEC] Study Metal.
No. of Votes: 16
[X][SEC] Study Magic.
No. of Votes: 4
[X][SEC] Settle Land = Upriver Plains
No. of Votes: 2
[X][SEC] Train Sacred Warriors
No. of Votes: 2
[X][SEC] Build Roads = Rockbay
No. of Votes: 2
[X][SEC] Build Roads = Sunrise Bay
No. of Votes: 2
[X][SEC] Build Roads = Sunrise Plains
No. of Votes: 2
[X][SEC] Build Roads = Lowland Conflux
No. of Votes: 2
[X][SEC] Explore Lands = Sunrise Mountains
No. of Votes: 1
[X][SEC] Support Subordinate = Grythwyd
No. of Votes: 1
Total No. of Voters: 35
 
Queens of Peace, Kings of War. Reigning cadlon is male, so if doing non-direct actions against military targets counts for the bonus, we'll get bonuses towards them, at least I think that's how it goes.

No. They would count as peaceful actions. Military actions would be things like War Missions, Training Sacred Warriors and Building Walls.
 
Please stop voting to train sacred warriors. We have enough sacred warriors already. We have thousands. Training a few more will not help beat Ulgoran. The idea that more warriors will help is a bad and wrong one, and it's an idea you should stop believing in.
Please don't mass-tag people to make them change their vote. Such practice is considered rude practice and unlikely to work.

Korporati Speaks.
 
idk, I wouldn't mind getting pinged if I was unaware of something being a consideration. Not sure that particular instance qualifies, but if the QM reveals something important to voting later on, for instance, I wouldn't mind being pinged at all.
 
Well, across SV/SB, unless the mass tag actually contains new information rather than an impassioned demand...the normal result of mass tagging is that people start voting the opposite way out of pure annoyance.
 
Well, across SV/SB, unless the mass tag actually contains new information rather than an impassioned demand...the normal result of mass tagging is that people start voting the opposite way out of pure annoyance.

By the way, do you want to vote? Otherwise I am just going to close it and start working on the next update.
 
Vote is closed.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 478 | Sufficient Velocity [Posts: 11944-12057]
##### NetTally 1.9.7
Task: MAIN
[X][MAIN] Study Magic.
No. of Votes: 33
[X][MAIN] Train Sacred Warriors
No. of Votes: 12
[X][MAIN] War Mission = Ulgoran
No. of Votes: 6
[X][MAIN] Build Roads = Greenbay
No. of Votes: 2
[X][MAIN] Build Roads = North Coast Plains
No. of Votes: 2
[X][MAIN] Build Roads = Upriver Plains
No. of Votes: 2
[X][MAIN] Build Roads = Northern Green River
No. of Votes: 2
[X][MAIN] Build Roads = Southern Green River
No. of Votes: 2
[X][MAIN] Study Metal
No. of Votes: 1
[X][MAIN] Grand Library
No. of Votes: 1

——————————————————————————————————————————————Task: SEC
[X][SEC] War Mission = Ulgoran
No. of Votes: 31
[X][SEC] Study Metal.
No. of Votes: 19
[X][SEC] Diplomatic Expedition = Urthdysh Federation
No. of Votes: 19
[X][SEC] Study Magic.
No. of Votes: 4
[X][SEC] Settle Land = Upriver Plains
No. of Votes: 2
[X][SEC] Train Sacred Warriors
No. of Votes: 2
[X][SEC] Build Roads = Rockbay
No. of Votes: 2
[X][SEC] Build Roads = Sunrise Bay
No. of Votes: 2
[X][SEC] Build Roads = Sunrise Plains
No. of Votes: 2
[X][SEC] Build Roads = Lowland Conflux
No. of Votes: 2
[X][SEC] Explore Lands = Sunrise Mountains
No. of Votes: 1
[X][SEC] Support Subordinate = Grythwyd
No. of Votes: 1
Total No. of Voters: 37
 
Hunt for Ulgoran
[X] [MAIN] Study Magic.
[X] [SEC] War Mission = Ulgoran
[X] [SEC] Diplomatic Expedition = Urthdysh Federation
[X] [SEC] Study Metal

Provinces = [SEC] Build Temples = Southern Green River, [SEC] Build Roads = Rockbay, [SEC] Build Roads = Sunrise Bay, [SEC] Build Roads = North Coast Plains, [SEC] Build Roads = Upriver Plains, [SEC] Build Roads = Lowland Conflux
Warriors = [SEC] Venerate the Goddesses
Crafters = [SEC] Trade Expedition = Urthdysh Federation
Council of Arthryn = [SEC] Train Sacred Warriors, [SEC] War Mission = Ulgoran
Arthdysh = [MAIN] Expand Economy, [SEC] Venerate the Goddesses, [SEC] Build Temples = Western-West Lowlands, [SEC] Build Temples = Western-South Lowlands, [MAIN] Build Roads = Western-North Lowlands, [SEC] Build Walls = Western-North Lowlands, [SEC] Build Roads = Western-South Lowlands, [SEC] Build Roads = Western-East Lowlands, [SEC] Build Roads = Western-West Lowlands,
Grythwyd = [MAIN] Settle Land = Forestbay, [SEC] Expand Economy
Myrthwyd = [SEC] Settle Land = North Coast Fields, [MAIM] Expand Economy
Corthwyd = [MAIN] Settle Land = Eastern-North Lowlands, [SEC] Expand Economy

Deciding to stop the Ulgoran was the priority, Cadlon Evalon first decided that they needed to find ways to defeat him. Even as he sent warriors to keep Ulgoran occupied in the Sunrise Mountains, Evalon also convinced the Assembly to study magical ways of defeating Ulgoran and to gain assistance from the Urthdysh Federation in doing so.

While the Arthwyd had a large amount of magical knowledge and prowess that had accumulated over the years, it still paled before what the Urthdysh Federation had and it was well-known that the Foresters were the best in the world when it came to magical knowledge.

The expedition turned out to be a stunning success as not only did the Urthdysh agree to help, but they sent Bellyn, former queen of the Belladysh and the greatest Urthdysh mage since Urthryn, to help the Arthwyd against the Ulgoran.

Even as the Urthrynite and Arthrynite priestesses worked together on ways to defeat demons like Ulgoran, the Cateyes and Cateyes hunted the beast in the Sunrise Mountains. They sought to kill it or at least keep it occupied and away from civilisation until a way could be found to defeat it.

The fighting was low-key and sparse as neither the Arthwydish nor Ulgoran knew what they were getting into. With time to plan and prepare, Ulgoran was able to bait the Catclaws and Cateyes in a few traps. Seeking to turn the hunters into the hunted, the demon found itself overestimating just how much its victims were prey.

While they were neither able to pin down Ulgoran and kill it, the Catclaws and Cateyes were able to injure the demon and over the seasons, they were able to rack up the wounds that Ulgoran had suffered and needed to heal from. Yet despite that minor success, the early seasons of the hunt were definitely in Ulgoran's favour as the demon was still on the loose if injured and a good few Catclaws and Cateyes had died to it.

Yet their sacrifice wasn't in vain as Ulgoran was kept contained in the Sunrise Mountains. The demon wasn't able to make its way to civilisation and it was kept away from the mines in the Sunrise Mountains.

The hunt for Ulgoran came to a head as the priestesses of both Urthryn and Arthryn were able to come up with some magic to use against Ulgoran and demons in general. By modifying two existing spells, the Arthwyd and Urthdysh had countermeasures against Ulgoran. The first was to modify the detection spells of the All-Seeress so rather than detect undead or unliving, the spell was used to detect demons. The second spell was Bellyn's invention as she came up with a way to use a blood binding to specifically target demons like Ulgoran. As demons or at least ones like Ulgoran were more magical than physical, it was possible to bind it to objects like the Urthdysh do with their forest spirits.

Armed with this new knowledge both Cadlon and the Council sent more warriors into the Sunrise Mountains with some Daughters of Urthryn with them. Injured and alone, Ulgoran wasn't able to go up against the vast number of magic-wielding warriors hunting it down. Several more Catclaws and Cateyes fell to it before the Arthwyd were able to trap in enclosed location which it could not escape from.

With Ulgoran trapped with no route of escape, Bellyn made her move and the greatest of the Forester magic wielders was able to bind Ulgoran to a golden ring, trapping it with sigils made from her blood engraved into the ring.

As the demon lain bound and harmless, the question of what to do with it. The Arthwyd desired to slay Ulgoran and be done with this threat, but Bellyn and the Foresters wished to take it back to the Urthdysh Federation with them. They desired to study the demon further in a safe environment to uncover more of its mysteries.

While the safest and most sensible option would be to just kill Ulgoran to remove the threat that the demon would pose if it remained alive, letting the Urthrynites keep it would be a great boon to diplomatic relations between the Arthwyd Empire and the Urthdysh Federation, especially after recent inroads that had been made. Bellyn also decided to sweeten the deal by offering some magical knowledge to the Arthwyd.

What is Ulgoran's fate?
[] [Demon] The Arthwyd kill it.
[] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)

The Arthwyd were also able to find the metal chains that were originally used to bind Ulgoran. The demon had shrugged them off at some point and left them lying in the mountains, but with the use of the All-Seeress' magic, the Cateyes were to locate it.

Thanks to the efforts of the priestesses and metal-workers, the Arthwyd were able to discover some more about this metal. It was a shiny grey metal and this was the first time that the People had encountered it. An alloy of unknown composition, it had magic to it, weaved into its very being and the priestesses believe it was this magic that let it bind Ulgoran.

The Arthwyd were also able to discover that their metal-workers could melt down the chains and reform them into something new. The only choice was what as there was a limited amount of this metal, which had been named Urthmyr. There was enough of the metal to make some sword blades or mace heads or perhaps some jewellery for the Cadlon. Some suggested making the metal stretch further by alloying it with another metal. By alloying it with gold, it could be used to make significant more jewellery, enough for a good portion of the royal family, and if it was alloyed with bronze, enough weapons could be made for an entire warband of Catclaws with some suggesting they be used to equip a royal guard like the one Sacred Guardian-General Eira used to have.

The final option was to just leave the metal alone for now and save it for future usage.

What is done with the metal?
[] [Metal] Urthmyr Jewellery
[] [Metal] Urthmyr Weapons
[] [Metal] Bronze-Urthmyr Weapons
[] [Metal] Gold-Urthmyr Jewellery
[] [Metal] Leave it in storage.

Yet even as the hunt for Ulgoran occupied the attentions of many, life went on around them and after the hunt was over. More settlements were founded and more temples were constructed across the Arthwyd Empire. In the Arthdysh and the Arthwyd, many roads were built as the chosen people of Arthryn sought to tie themselves together with easier routes for trade and messages.

Evalon also finally died, having ruled for many generations and dying as the longest reigning Cadlon in the history of the Arthwyd. As his ageing replacement Caeryn took over as Cadlon, the Assembly had to choose who her Cadion would be as Cadlon Caeryn was already close to a hundred winters and she would almost certainly be dead by the end of the generation.

Who is the Cadion of Cadlon Caeryn?
[] [Cadlon] Bediwyr (Female, Excellent Martial)
[] [Cadlon] Isoldyn (Female, Excellent Admin)
[] [Cadlon] Elyn (Female, Excellent Diplo)

The Urthdysh Federation had finally finished the Urthrynite Grand Temple and were beginning to work on reforming the Urthrynite religion just as Evatine and Cadlon Wonlyn had done with the Arthrynite religion.

Beyond that, they decided to reach out into the lowlands as they began to settle the land between the Forluc Kingdom and the Arthwyd Empire. Left empty and depopulated by the Forluc during their invasion of the lowlands, only a few tribes had moved back in and it was rope for the taking by the Urthdysh Federation. Sending out their own settlers to found Urthdysh villages, the Foresters began to apply their new farming knowledge to their new lowland holdings.

The Urthdysh Federation also reached out to the Forluc Kingdom and in exchange for their new farming knowledge, the Forluc would give the Urthdysh their military knowledge. While a few amongst the Arthwyd were annoyed by this, most just accepted it as the way of things as if they wanted their knowledge to have stayed secret, they should keep it secret like they do with their metallurgy knowledge.

While they made use of their new farming knowledge, the Forluc Kingdom was focused on its conquests as they continued to invade the lowlander tribes between them, the Coltyre Confederation and the Arthwyd Empire. Some fighting still occurred, but after saying what the Forluc had done during the previous generation, most of the lowlanders either accepted their new overlords or moved north to be amongst the Arthwyd.

Lowlander Refugees
+2 Temp Econ

To the east of the Arthwyd, the uprisings in the Coltyre Confederation finally begun and they were massive as it was easier to count which villages hadn't revolted against their Boarfolk overlords. Zaranna-praising zealots took the Boarfolk by surprise and between that surprise and sheer numbers, the rebels were able to drive the Boarfolk from most of their villages.

This was only a minor setback as the Boarfolk tribes just returned to their nomadic routes and lived off the land or retreated back to the villages they did still control. While the Boarfolk had been put on the defensive for now, they still had their dire boar cavalry to the light infantry of the rebels even if the latter was far more numerous than the former.

It was this was going on that the Forluc came to the Arthwyd with an offer. Seeking the Coltyre Confederation in a state of precedented and most likely temporary weakness, the Forluc Kingdom sought to take the opportunity to finish off the Coltyre Confederation as a peer power. They intended to strike at the weakened Coltyre before they could recover, driving the Boarfolk overlords out of the lowlands or at least reducing their power to a lesser state. To this end, they requested the military assistance of the Arthwyd in this campaign with the formation of an alliance between the Forluc Kingdom and the Arthwyd Empire.

What how to the Arthwyd respond to the Forluc offer?
[] [Forluc] Accept it with a temporary alliance for the duration of the war.
[] [Forluc] Accept it with a more permanent alliance between the Arthwyd and the Forluc. (+1 Diplo)
[] [Forluc] Refuse the offer.

Pick 1 Golden Age Bonus
[] [GA] Unlock the Grand Theatre Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)
[] [GA] Unlock the Aqueduct Megaproject. (-2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain a random Hero. (-3 Temp Econ, -1 Temp Diplo, -1 Temp Martial)
[] [GA] Empower a random Faction. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture,)
[] [GA] Upgrade Baby Boom to a Population Explosion. (-2 Temp Econ, -2 Temp Martial)
[] [GA] Discover a new mine location. (-2 Temp Econ, -2 Temp Martial)
[] [GA] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] [GA] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] [GA] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)


Priestesses (4) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: -Build the Grand Library within 4 Turns, Success/Failure: +1 Culture/-
Elders (3) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Aid the Forluc against the Coltyre, Success/Failure: +1 Temp Martial/-
Warriors (6 (7)) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Increase Martial by 2 within 5 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Settle the Upriver Plains in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 5 Turns, Success/Failure: +1 Wealth/-

***​

Let's see…Ulgoran was defeated pretty easily because you went all out on him rather than ignoring him. You also crit-succeeded on both the studying magic and the diplomatic expedition.

Otherwise, everything is covered in the update. The Forluc Kingdom and the Urthdysh Federation are on the rise, the former militarily while the latter is doing so diplomatically. As for the Coltyre Confederation, they are exploding right now due to massive rebellions with you and the Forluc being in the right position to take them out.

Your mid-turn actions will be determined by what votes you win. For example, accepting the Forluc's offer means you will to war-related actions while not means you will focus on other stuff.

Lastly, yes, you do have two chances to increase your permanent Diplo.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
Ancient Parliamentary Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: -1 (1)
Admin Strain Free Provinces: 7
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 1 Province
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Increased Range of Potential Heirs

Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: +1 Secondary Province Action per 2 Provinces
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 3 (6) (+1)
Econ: 36 (3) (+2)
Martial: 10 (7)
Mystic: 6 (8) (+1)
Culture: 2 (3)
Tech: 0 (0)
Wealth: 9 (4)

Legitimacy: 5/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 48

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
Golden Age: +1 Temp Econ at the start of each turn,
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Friendly/Friendly/Medium
Coltyre Confederation = Neutral/Cordial/Medium
Forluc = Cordial/Admiring Imitation/High
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None
Urthdysh Federation = Very Friendly/Very Friendly/High

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Extremely High/Very Low
Grythwyd = Colony/Extremely High/Low
Myrthwyd = Colony/Extremely High/Low
Corthwyd = Colony/Extremely High/Low

Trade Status

Resource

Your Status

Others

Luxury Trade
   

Furs

Some

Nomads (Significant), Caradysh (Significant), Belladysh (Significant), Moradysh (Significant), Coltyre (Considerable), Forluc (Minor Importer), Northern Lowlanders (Some), Southern Lowlanders (Average),

Dyes

Minor Importer

Coltyre (Average), Caradysh (Considerable), Belladysh (Considerable), Moradysh (Considerable), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Significant Importer), Forluc (Significant Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Minor), Moradysh (Minor), Belladysh (Minor), Coltyre (Average), Forluc (Significant), Northern Lowlanders (Considerable), Southern Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Average), Southern Lowlanders (Average),

Alcohol

Medium Importer

Nomads (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Significant), Southern Lowlanders (Considerable),

Strategic Trade
   

Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Major Importer), Forluc (Significant Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Copper Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Medium Importer), Forluc (Major Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Medium Importer),

Copper Ore

Hoarding
 

Tin Ore

Hoarding
 

Slaves

None

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Leading), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Considerable),
     
     

Religion
Arthrynite "Followers of Arthryn"
Deities
: Arthryn and her Daughters
Beliefs: Equality, Community, Understanding
Abilities: Fairness (Reduced Discrimination), Independent (Independent Infrastructure), ???,

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
Ancient Reformers: All Reforms are cheaper.
Ancient Religion (Arthrynite): Strength and prestige of the Arthrynite religion is improved.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Colonial Empire: One Colony doesn't use up a subordinate slot.
Improved Administration: +1 Admin Strain Free Provinces.
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

Communal Unity
One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,

Fair Treatment
While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,

Sacred Defence
The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,

Queens of Peace, Kings of War
The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Bonus to militant actions when you have a male ruler,
Cons: Increased social stratification, Increased gender discrimination,

Safe Haven
The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Code of Laws (Bronze Age)
A standardised set of laws that all of the Arthwyd follow, these laws are focused on being fair and providing justice to the people of the Arthwyd.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,

Evatine Walls
A massive set of walls around Greenbay, ancient capital of the Arthwyd and the centre of the Arthrynite religion, the walls are dozen times the height of a man and are seemingly impervious to assault.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,

Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Grand Sacred Forest
A grand forest planted throughout Greenbay itself, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: +1 Temp Mystic from Venerate the Goddesses, Plant Sacred Forests Unlocked,

Grand Statue
A massive stone statue of Arthryn overlooking North River, this is a monument to the glory and greatest of the Goddess Arthryn
Effects: +1 Temp Culture from Venerating the Goddesses,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

Agriculture
Fertiliser (Primitive Compost & Manure)
Irrigation
Concept of Growth Energy
Two-Field Crop Rotation

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Horses
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Construction
Fired Bricks
Mortar
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Fishing & Boats
Canoes
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Sails
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Bronze
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Furs
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Leather
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Tin
Stone
Urthmyr
Wood
Zinc

Medicine
Basic Human Anatomy
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Metallurgy
Alloys
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Metal Smelting
Administration
Ideograms
Cuneiform
Dedicated Messengers
Legal Code
Standardised Construction
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Metal Jewellery
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Stoneware Pottery
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Diplomacy
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Leadership
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Palisade
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Organisation
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Weapons
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Javelins
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Maces
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General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

All-Seerist Divine Magic
Detect Demons (Limited)
Detect Undead (Limited)
Detect Unliving (Limited)
Future Seeing (Basic)
Guided Attacks (Expert)
Increased Accuracy (Expert)
Scrying (Basic)
Truth Detecting (Basic)

Arthrynite Divine Magic
Aspect Blood Copy (Basic)
Blood Binding (Limited)
Blood Binding: Demons (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Expert)
Stone-Skin (Expert)
Trait Self-Boosting (Basic)

Blood Arcane Magic
Aspect Copy (Expert)
Aspect Steal (Expert)
Blood Binding (Basic)
Blood Binding: Demons (Limited)
Blood Oath (Basic)
Blood Sacrifice (Advanced)
Spiritual Bond (Expert)

Bronwynite Divine Magic
Lust Induction (Limited)

Death Arcane Magic
Control Undead (Advanced)
Mass Raise Mindless Undead (Advanced)
Raise Sapient Undead (Basic)

Fertility Arcane Magic
Birth Control (Expert)
Fertility Boost (Expert)
Lust Induction (Basic)

Light Arcane Magic
Hardlight Shield (Basic)
Healing Light (Expert)
Light Beams (Basic)

Probability Arcane Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)

Wyrnite Divine Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)
Memory Stones (Basic)
Songs of Courage (Limited)
Songs of Defiance (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Basic)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
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[X] [Demon] The Arthwyd kill it.

[X] [Metal] Urthmyr Jewellery
[X] [Metal] Gold-Urthmyr Jewellery

[X] [Cadlon] Bediwyr (Female, Excellent Martial)
[X] [Cadlon] Isoldyn (Female, Excellent Admin)
[] [Cadlon] Elyn (Female, Excellent Diplo)

[X] [Forluc] Accept it with a more permanent alliance between the Arthwyd and the Forluc. (+1 Diplo)
[X] [Forluc] Accept it with a temporary alliance for the duration of the war.

[X] [GA] Unlock the Grand Theatre Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[X] [GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)
[X] [GA] Unlock the Aqueduct Megaproject. (-2 Temp Mystic, -1 Temp Culture)
 
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[X] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)

Take it, bind it, study it and talk to it.

If there are more demons out there we should know.

[X] [Metal] Urthmyr Weapons

Iron weapons? Magical iron weapons?

[X] [Cadlon] Isoldyn (Female, Excellent Admin)

Infrastructure backlog.

[X] [Forluc] Accept it with a more permanent alliance between the Arthwyd and the Forluc. (+1 Diplo)

Need that diplomacy.

[X] [GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)

It's time.
 
[X] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)
[X] [Metal] Bronze-Urthmyr Weapons
[X] [Cadlon] Elyn (Female, Excellent Diplo)
[X] [Forluc] Accept it with a more permanent alliance between the Arthwyd and the Forluc. (+1 Diplo)
[X] [GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

More magic and perm diplomacy is worth the risk and we can discover more about them from the Urthdysh.
An elite force equipped with magic weapons sound's up our ally.
Diplo Cadlon to take advantage of the improved Diplo during this period of alliance forming.
The confederation are unstable and we benefit from stability, take them out now, form a long term alliance and have long term peace with all our local peer's.
Palace to help govern our growing empire.
 
[X] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)
[X] [Metal] Leave it in storage.
[X] [Cadlon] Isoldyn (Female, Excellent Admin)
[X] [Forluc] Accept it with a more permanent alliance between the Arthwyd and the Forluc. (+1 Diplo)
[X] [GA] Unlock the Grand Theatre Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[X] [GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)


There's only so much magical metals! We should keep it in storage so we can study it!
 
[X] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)
[X] [Metal] Bronze-Urthmyr Weapons
[X] [Cadlon] Elyn (Female, Excellent Diplo)
[X] [Forluc] Accept it with a more permanent alliance between the Arthwyd and the Forluc. (+1 Diplo)
[X] [GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

Here's hoping the DemonBoi will escape!
 
[X] [Metal] Leave it in storage.
[X] [GA] Unlock the Grand Theatre Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[X] [Cadlon] Isoldyn (Female, Excellent Admin)
[X] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)
[X] [Forluc] Refuse the offer.
Really don't want to piss of the Boarfolk. Also, screw the Forluc.
Letting them study the demon may turn out extremely poorly, but hopefully they won't open a portal and unleash literal hell on earth.
Grand Theater because we really need that culture.
Leave it in storage so we can easily test the stuff against any new materials we find.
Not going to war, so no need for excellent martial, got plenty of friends already don't need diplo. Admin seems like the best option. Not a hero either, so unlikely to take over actions.
 
[X] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)
[X] [Forluc] Accept it with a more permanent alliance between the Arthwyd and the Forluc. (+1 Diplo)
[X] [Cadlon] Bediwyr (Female, Excellent Martial)
[X] [GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
 
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