Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Divine Royal Family
[X] Yes. (???)

It was simple enough to convert the Maradysh to follow the wisdom of the Arthrynite goddesses. Rather than leave it up to the Arthwyd priests, Cadlon Bronwyn the Beautiful took it upon herself to personally lead the conversion of the Maradysh to avoid risking the northerners offending the southerners.

A priestess of Wyrn, the Goddess of Arts and Stories, Bronwyn proved herself truly chosen by her goddesses as she went from village to village amongst the Maradysh. She started with the oldest and largest villages that her father and grandmother had ruled from, the ones she had grown up in the later half of her childhood.

The villagers of those settlements were already acquainted with the Arthrynite pantheon of the north as Bronwyn and her mother had already made the villagers aware of them. In fact, the oldest villages already had a small group of converts already.

Armed with knowledge of the goddesses, insight into both northern and southern culture, a beautiful body and a charming wit, Cadlon Bronwyn the Beautiful is able to sway both human and Birdfolk alike to the truth of Arthryn and her Daughters.

The Boarfolk are resistant to the conversion to the point that Bronwyn doesn't bother trying to get them to worship the northern goddesses. The Boarfolk have always followed their All-Boar, praying to him and thanking him for granting him life.

The All-Boar is a god that Bronwyn does not like. He refuses the worship of anyone, but the Boarfolk and doesn't let the Boarfolk worship anyone else. She isn't sure of the nature of his hold on the Boarfolk, but whatever it is, it is unshakeable.

The followers of Zaranna are more easily converted as the lowlander goddess pales before the Arthrynite goddesses. The Daughter of Light, Chaos and Hope, she was forged from the defiant beliefs of the ancient Zaradysh when they broke of the Caradysh before the latter turned themselves into unnatural abominations.

She thrives on chaos and encourages discord and disunity where she can. Under what little guidance that she provides, the strong are encouraged to do what they can and oppress those weaker than them. You are allowed to do what you want so long as you have the power to back it up. She rejects planning and order and instead tells her followers to forget the past and future as they live in the moment, seizing their own destiny.

A pitiful goddess easily has her followers poached by the Arthrynite goddesses for what can someone as barbaric as her do before the civilised ways of the Arthwyd?

Even as the Maradysh begin to set up shrines to the Arthrynite pantheon in their oldest and largest villages, Cadlon Bronwyn the Beautiful heads out to other villages of the Maradysh. She goes from village to village, converting more of the Maradysh where ever she goes.

By the time that Bronwyn has reached her fiftieth winter, she has converted the majority of the Maradysh. Satisfied with her progress and content that she can leave the rest to the Arthwydish priests without them making any crippling mistakes, Cadlon Bronwyn the Beautiful returns to Greenbay.

***​

The conversion of the Maradysh and the completion of the Sunrise Mountain Passage had some interesting effects on the Arthwyd. Not only did it strengthen their connection with their northern and southern neighbours, but it allowed for an increased spread of ideas between the various cultures.

For the Merntir, it was expected the construction of the passage would allow for easier rule by Greenbay over those on the northern coast. But that was not to be. It was a well-known fact that despite both groups being of the People, the Merntir and the Arthwyd had different cultures even if they were very similar.

The threat of potentially having their culture be absorbed by the Arthwyd seem to ignite something with the Merntir. Their culture was as old as that of the Arthwyd and the current generation of the Merntir decided that they didn't want to lose it, not after they almost lost to the Boarfolk only a few generations ago.

It didn't matter that they and the Arthwyd were both of the People, a large portion of the Merntir decided to take efforts to preserve their culture and remain distinct from the Arthwyd.

Leading this movement was a young Merntirish woman by the name of Vynad. While she lack the charisma and charm of Cadlon Bronwyn the Beautiful, Vynad was as knowledgeable in Merntirish culture as the Cadlon was in Arthwydish culture and Maradysh culture.

Leading her followers, the Vynadians, Vynad has been strengthening the cultural identity of the Merntir, doing her best to ensure that they will not get absorbed into Arthwydish culture like they have slowly been doing so for generations.

With the Merntir resisting cultural absorption and the Maradysh still retaining a distinctly different culture that will take generations to change, some new ideas reach the Arthwyd from both the north and south.

While many of their beliefs are different to each other, one thing the Merntir and Maradysh agree upon is that blood relatives are important even if the latter values them more than the former. While they don't dismiss blood relations as meaningless, the Arthwyd don't put the same importance on them as their northern and southern neighbours. Instead they favour the community and giving everyone a fair chance over favouring blood relatives.

Having grown up amongst the Maradysh for part of her childhood, Cadlon Bronwyn the Beautiful finds herself wanting to look after her children and ensure that they, her grandchildren and her future generations of descendants will do well even after she has been claimed by Evalyn.

While such beliefs and ideas wouldn't have been accepted by the Arthwyd in the past, Bronwyn seems an opportunity to push new concepts due to the influx of new ideas from the north and south.

Her blood is that of Cadlon Evalyn Boarslayer, the killer of Vervov and Urth and the Goddess of Death, Battle and Leadership. If the goddesses will it so, there can be something special to Bronwyn and her kin as they have the Blood of Evalyn in them. Just as the Blessing of Arthryn makes them better than the outsiders who lack it, the Blood of Evalyn shall make her descendants better than those that lack it.

Those with the Blood of Evalyn have her divinity coursing through their body, making them better leaders than those without. The People have always fared best under a strong, single leader as proved by the Cadlons, but that truth existed even before the birth of Evalyn Boarslayer.

The People have always been at their greatest under a powerful leader to guide them for as long as history has been recorded. Those with the Blood of Evalyn will provide the future generations of the People with the strong leadership need to guide the People to greatness.

The Maradysh already officially get their Cadlons from a single family while the Arthwyd have been unofficially doing so for generations. All Bronwyn needs to do is convince the Arthwyd of the Blood of Evalyn and that they should adopt a system like the ones that the Maradysh do.

Respected and adored by all, it is a trivial matter for Cadlon Bronwyn the Beautiful to convince the Arthwyd that they should institute a heredity monarchy. Even if they didn't have ideas coming south from the Merntir or north from the Maradysh, the Arthwyd have been trending towards this change, ever since Evalyn became Cadlon and arguably as far back to when Ymarn ruled the Arthwyd while she was still mortal.

It took some seasons to get the work done, but by the end of it, Cadlon Bronwyn the Beautiful had ensured the future of her descendants.

Government Type changed!
Early Ancient Hereditary Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: 0
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: -1 Temp Econ Damage per a Province
Special: Add Legitimacy to Stability Rolls

New Value Gained!
Divine Royal Family

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,
Cons: Increased social stratification

***​

It was one of the largest ceremonies to the goddesses that the People held every few years in Greenbay, one that had enough importance that many would make the journey to Greenbay to partake in it.

It wasn't located in Greenbay itself as it would be impossible to fit everyone attending otherwise. Instead, it was held on a large hill overlooking Greenbay where those performing the ceremony could be seen by all from their position at the top of the hill.

As the Cadlon of the People and a priestess to one of the goddesses, Cadlon Bronwyn the Beautiful is involved in the ceremony. As part of her duties, she is supposed to start things off by giving a speech to those attending, something she is both good at and a thing she looks forward to doing.

Bronwyn steps forwards to begin speaking, but she never gets the chance.

"YOU HAVE FAILED ME," declares a booming voice and Bronwyn freezes up.

She is certain that everyone else is having their own reactions, but Bronwyn is too terrified by the pronouncement to care about anything else or anyone else right now.

"FOR GENERATIONS, I HAVE SHOWN YOU KINDNESS AND WISDOM AND FOR GENERATION, YOU HAVE LISTENED AND FOLLOWED," booms Arthryn, a hint of anger is in her voice, but it is mixed with sadness and disappointment, "NOW YOU WOULD REJECT ONE OF THE MOST BASIC TRUTHS OF THE WORLD. I HAVE TAUGHT YOU THAT ARE ALL EQUAL AT BIRTH AND NONE IS INHERENTLY GREATER THAN ANYONE ELSE.

ALL DESERVE FAIR TREATMENT AND A FAIR CHANCE AND YET NOW YOU WOULD REJECT THIS TRUTH WITH THE AID OF TWO OF MY OWN DAUGHTERS. THIS IS UNACCEPTABLE AND I SHALL NOT ALLOW IT PROGRESS FURTHER. I AM ARTHRYN, GODDESS OF THE PEOPLE AND THE GREATEST AMONGST YOU.

DO NOT MISTAKE MY
REFUSAL TO ACT FOR AN INABILITY TO ACT. DO NOT FORGET THAT ALL ARE DESERVING OF FAIR TREATMENT AND CHANCE AND THAT NO ONE IS BORN INHERENTLY SUPERIOR TO ANYONE ELSE.

FORGET THIS AGAIN AND YOU SHALL FACE MY WRATH. THIS TIME, I SHALL SHOW YOU MERCY AND I SHALL ONLY PUNISH THE ONE
RESPONSIBLE FOR THIS AND EVEN THEN I SHALL GRANT HER BLESSING SINCE SHE HAD THE ASSISTANCE OF TWO OF MY DAUGHTERS IN DOING THIS
."

As Arthryn finishes speaking, Bronwyn feels the changes coming over. Her body moves of its own accord, taking a regal pose as she loses the ability to move, even to breath or blink. She can still feel and that includes her new ears and tail.

As the Cadlon of the Arthwyd and Maradysh wonders what happens, she feels the voice of Arthryn speaking to her and her alone.

"I cannot let what you did go unpunished my child," says Arthryn, her voice motherly and kind rather than booming, angry and sad, "You shall reside in this prison of stone, trapped in your own body as you did for you did not for the betterment of the People, but to empower your own blood at the expense of others. But since I am without mercy and you could have not done what you did without the support of Wyrn and Evalyn.

For that, I shall grant you some of what you have desired. While stone, your body has been restored to your youth and I have granted you some of the likeness to my youngest daughter that you have desired. You shall remain young and beautiful, your body protected from harm by my power and that of my daughters. Your fate shall remain as a testament to sins, but your prized beauty shall remain alongside it for while the future generations shall know of your sins, they shall also witness your beauty.

As a punishment, you shall remain confined to this body for a few seasons, all to experience the world and what is going on around you, but unable to move or speak. But you shall not be alone as for their part in this affair, Evalyn and Wyrn shall keep you company as you are imprisoned here and I shall come from time to time.

Once your punishment is up, you may come and join me in the afterlife."

Priests (4) = Mood: Terrified, Ability: Add half of faction power to Mystic, Objective: Build the Temple in 2 Turns, Success/Failure: Free Innovation/???
Elders (3) = Mood: Terrified, Ability: Add half of their faction power to another faction, Objective: Build the Temple in 2 Turns, Success/Failure: +1 Stability/-1 Stability
Warriors (5) = Mood: Terrified, Ability: Add half of faction power to Martial, Objective: Build the Temple in 2 Turns, Success/Failure: Free Innovation/-
Farmers (1 (2)) = Mood: Terrified, Ability: Add half of faction power to Econ, Objective: Build the Temple in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Terrified, Ability: Add half of faction power to Culture, Objective: Build the Temple in 2 Turns, Success/Failure: +1 Temp Econ/-

You have two Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].


[] [SEC/MAIN] Build New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines),
-Possible Targets: Greenbay (3/3), Rockbay (1/1), Sunrise Bay (1/1)

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (1/3), Rockbay (0/1), Sunrise Bay (0/1)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Temp Mystic, +1 Trail (4/5),
M: -4 Temp Econ, +2 Temp Mystc, +2 Trails (4/5),

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -2 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Cursed Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast,

[] [SEC/MAIN] More Farming.
S: +4 Temp Econ, Chance of Innovation,
M: +1 Econ (0/1) (Limited to 1 per 3 Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +3 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +3 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +5 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Settle Land = (Target)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement Progress, +1 Econ,
M: -6 Temp Econ, -1 Temp Martial, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (3/12), Rockbay (1/12), Upriver Plains (0/6), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/12),

[] [SEC/MAIN] Study Magic.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Support Subordinate = (Target)
S: -1 Temp Econ, Chance of relationship change,
M: -2 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Merntir,

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Maradysh, Lowlands,

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -1 Temp Mystic, Improved Chance of Innovation,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +1 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +2 Temp Mystic, +2 Temp Culture, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War Party = (Target)
S: -1 Temp Econ, +1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, +3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Boarfolk Nomads, Cursed Forest,

Mega-Projects
[] [SEC/MAIN] Sacred Forest
S: -4 Temp Econ, -1 Temp Martial, -2 Temp Mystic, +2 Progress
M: -8 Temp Econ, -2 Temp Martial, -4 Temp Mystic, +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Stone Wall
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Temple
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/???

***​

This update took absolutely ages to plan and write. I am pretty happy with what I wrote as I feel these major changes to your civ need to be properly written.

So here we are, you got a new government type, a new value and a new megaproject. You would have also lost a value, but instead, you get a pissed-off goddess. You also have the Merntir pushing away from you even as the Maradysh are pulled closer.

Don't forget to check the factions.

The Arthwyd
Early Ancient Hereditary Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: 0
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: -1 Temp Econ Damage per a Province
Special: Add Legitimacy to Stability Rolls

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
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
: 2 (3)
Econ: 11 (7)
Martial: 5 (5)
Mystic: 3 (4)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 23

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Good Weather: The People have been enjoying particularly good weather.

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/Unknown/None
Boarfolk Nomads = Disliked/Unknown/Minimal

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low
Maradysh = Personal Union/High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Copper Blooded: +1 Temp Econ to Econ Generation Actions,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

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,

Divine Royal Family
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,
Cons: Increased social stratification

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,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Dogs
Dire Boars

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors
Dire Boar Cavalry
War Dogs

Theory
Ambush Tactics

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

All-Seerist Divine Magic
Future Seeing
Guided Attacks
Increased Accuracy
Scrying
Truth Detecting

Arthrynite Divine Magic
Limited Stone Manipulation
Basic Trait Self-Boosting
Stone-Skin

Ymarnite Divine Magic
Limited Increased Weapon Skill
Basic Wound Healing
 
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Stupid Factions.

[X] [SEC] Explore Lands = (Coastline)
[X] [SEC] Explore Lands = (Coastal Plains)
[X] [SEC] Explore Lands = (Lowlands)
[X] [SEC] Explore Lands = (Sea)
[X] [SEC] Explore Lands = (Sunset Mountains)
[X] [SEC] Explore Lands = (Sunrise Mountains)
[X] [SEC] Explore Lands = (Western Coast)
[X] [SEC] Explore Lands = (Northern Coast)

[X] [SEC] Trade Expedition = (Boarfolk Nomads)
[X] [SEC] Trade Expedition = (Lowlands)

[X] [SEC] More Fishing.

[X] [SEC] Sacred Forest

[X] [MAIN] Temple
 
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As a punishment, you shall remain confined to this body for a few seasons, all to experience the world and what is going on around you, but unable to move or speak.

So, next turn we're going to end up with the eternal hatred "Pigeons" value right.

Don't forget to check the factions.

heh, can't say their desires aren't clear.


Anyway, this turn is weird. You have a theocratic monarchy explicitly being rejected and punished by it's God, and we don't suffer any stability of legitimacy loss?
 
What? We don't have approval voting.

[ [SEC] Temple
[] [SEC] More Farming.


For one, not sure what else

P.S.

Main Temple now
 
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Start building it. But we're doing pretty good right now except for pissing off chief Godess their, so wanted to do something to bring about religious unity, maybe.

Well yeah, I only put it for a secondary.
We could do another action to try and up Econ.
 
Article:
[] [SEC/MAIN] Temple
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/???

Mystic: 3 (4)
Econ: 11 (7)


We can't rush temple. Not enough econ.
 
[X] [SEC] More Fishing.
[X] [SEC] Sacred Forest
[X] [MAIN] Settlements (Greenbay)

Temple because we clearly need to get this temple going. Fishing because we need food still, and it gives us a chance for getting better boats, which are pretty darn important at this stage in a civs life.

Main settlements seems like a reasonable alternative since we have another turn before we have to get that temple started, and if we do full settlement we'll have 13 perm econ, which with our econ at 1 after this turn, means we'll go up to 7, and will be able to do the Temple project pretty easily.
 
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Article:
[] [SEC/MAIN] Temple
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/???

Mystic: 3 (4)
Econ: 11 (7)


We can't rush temple. Not enough econ.
Sure we can. Who cares if a few people die from famine? It's okay so long as it's for the gods! All Factions want the Temple anyway, so they'll be fine with giving up food for a turn.
 
Do we need to main it twice you think, or would two sec be enough? Maybe a sec now and main next turn.
 
They are all scared of Arthryn, we need to have her punish entire civ and destroy corrupt monarchy.
Vote for Main Temple Action, comrade. It'll dip our Temp Econ into the negatives and cause a famine. This will lead to a loss of Stability and Legitimacy and people will rise up against the monarchy, overthrowing it once and for all!
 
[X] [SEC] Temple
[X] [SEC] More Farming

So, Arthryn got super pissed, as she should. Now all of the factions want the Temple to be built in two turns. While I would have loved to main the Temple, we would literally starve if we did so. I'm sure Arthryn will understand if we go a little slower in order to prevent the People from starving.
 
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So, Arthryn got super pissed, as she should. Now all of the factions want the Temple to be built in two turns. While I would have loved to main the Temple, we would literally starve if we did so. I'm sure Arthryn will understand if we go a little slower in order to prevent the People from starving.
Arthryn doesn't want the temple anyways. She just wants people to stop the crap they're doing. They are the ones who came up with the idea of appeasing her with a building instead, because they fear the goddess but obviously not that much.

This is a classic case of what happens with the people you're supposed to enforce the rules on realize you're a softy.
 
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Some typos that I found:
You are allowed to do what you want so long as you have the power t back it up.
t -> to
The threat of potentially having their culture be absorbed by the Arthwyd seem to ignite something with the Merntir. Their culture was as old as that the of the Arthwyd
Delete the 'the'

Well, this is quite the remarkable turn. Everyone is piss-shittingly scared of Arthryn and we got a Divinely Engineered (and Punished) Catgirl.
 
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