Wow the zealots aren't doing all that bad and have been holding their own.
Freak folk be doing their own thing.
WE NEED TO COLONIZE UPRIVER PLAINS REEEEEEEEEE (inland in general plz)
I don't think SV has the incentive to go for the flying creatures considering inland= oh no scary people we can't go there guys.
tfw most of forester controlled land isn't even forests.
rip lowlander tribes, either got assimilated or genocided.
Wow the zealots aren't doing all that bad and have been holding their own.
Freak folk be doing their own thing.
WE NEED TO COLONIZE UPRIVER PLAINS REEEEEEEEEE (inland in general plz)
I don't think SV has the incentive to go for the flying creatures considering inland= oh no scary people we can't go there guys.
tfw most of forester controlled land isn't even forests.
rip lowlander tribes, either got assimilated or genocided.
Your information on the lowlands is entirely based off of what you learnt when you last visited the lowlands in "Return to the Lowlands", which was centuries ago. It is almost certainly outdated.
Your information on the lowlands is entirely based off of what you learnt when you last visited the lowlands in "Return to the Lowlands", which was centuries ago. It is almost certainly outdated.
For what its worth I'm still really interested in the winged beasts, even if they have likely been subjugated by the Forest Folk by now.
Sending out an explore is probably a better idea than immediately going for a trade mission, since our intel is woefully out of date.
[X] Unlock Magic of a Goddess. (-2 Temp Mystic, -2 Temp Culture)
It was when Seryn had seen little over thirty winters that Arthryn revealed her magic to the People and gifted it to her priests, the most loyal and devout of her followers. While it worked similar to the magic that the All-Seerist gifted to her priests at the most basic level, the differences between the two goddesses meant their magic worked differently.
The magic of the All-Seer was about seeking knowledge and guiding the way forward. This results in it being able to discern what is true from what is what is false, guiding the aim of an attack regardless of a weapon and using sight beyond sight to glimpse locations that cannot be seen and peak into the past or future.
Given the nature of the All-Seeress with her desire for truthfulness and the ability to see all that she looks yet, such magic was to be expected from her.
Arthryn is a different goddess to her adopted daughter. Of the People and their culture, society and civilisation, she plans and guides, offering wisdom and kindness to lead her chosen People into the future.
So when she granted magic to her priests, no one expected it to be the ability to shape rock and stone. It wasn't anything major. The priests of Arthryn gained the ability to manipulate stone, reshaping and altering its form with time and effort.
It was similar to what the stone crafters did, but it is quicker and less tiring. Not significantly so, but there is enough of a difference to be noticeable.
However, the main advantage of the new magic over traditional means is the precision and finesse. Where as a stone crafter needs to use their tools to physically chip and carve the stone, a wielder of Arthryn's magic would just shape it with their mind, altering the form of the stone to what they had in their minds.
This allowed for much more accurate and precise stone-workings to be made and while it wasn't practical for the Arthrynite priests to replace those that created stone tools for everyday use, the priests found the magic of Arthryn useful for more sacred works of stone such as the statues and symbols of goddesses.
Even as the Arthwyd were gifted by Arthryn with her magic, their Merntir brethren had their own interesting events across the sea.
Outsiders had come from the east, following the river to its mouth where the Merntir had built their first village.
These outsiders are, well, the Merntir weren't sure if they were people or not, but if they were, they were certainly more different to anyone else that the People, be they Merntir or Arthwyd, had met.
They looked somewhere between a normal person and one of the boars that the hunters sometimes killed. With the ears and noses of a boar, these outsiders had tusks jutting out of their mouths, thick necks, broad shoulders and bulky, muscular bodies as they rode on giant boars, larger than any hunted by the People.
Imposing and armed with spears and bows, these boarfolk seemed to be more interested in trading with the Merntir than fighting them, something that most consider fortunate.
As exchanging a few goods, the boarfolk headed back east, returning to where ever they had come from.
While the boarfolk had visited them, the Merntir had managed to collect some information on them. The boarfolk lived in tribes and unlike the Merntir and the Arthwyd, they didn't live in one place, but travelled about different locations on the backs of their giant boars.
According to the boarfolk, to the east of the Merntir is endless open field, filled with shrubs and grass with a few rivers here and there. Many different tribes of boarfolk live on this massive grassland and have done so for as long as the boarfolk can remember with their oldest tales not including a time that the boarfolk had lived on this endless grassland.
Unlike the People, the boarfolk are disunited with no overall leadership with each tribe listening to its own chieftain. Furthermore, the boarfolk tribes are prone to fighting amongst themselves with conflict often breaking out.
Fortunately, the boarfolk are far enough to the east that they aren't too much of a concern for now. Outside of a single tribe travelling as far as west as the one that the Merntir just met, the People will have no contact with the boarfolk for some time.
That said, some of the wiser heads amongst the People do worry about the future. While they are unlikely to see in their lifetimes, if the Merntir were to expand eastward enough, they would soon or later end up close enough to the endless grassland of the boarfolk that the boar-riding nomads would be something of a major concern.
There is also the concern that while the boarfolk may be peaceful and seek trade over violence, there is a chance that things may change in the future. The boarfolk may wish to take what they desire by force or maybe they might decide that they want something that the People aren't willingly to part with and choose to force the issue. Perhaps a tribe or two may fancy just conquering a village for whatever reasons that the boarfolk mind might conjurer up.
But for now, things are peaceful with both the Arthwyd and the Merntir expanding, the boarfolk desiring nothing more than trade and being too far away to be a major concern and Arthryn granting magic to her priests.
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 1/2, Rockbay (1/1), Sunrise Bay (1/1)
So a few things, you got some basic magic from Arthryn while the Merntir (and therefore you) have had their first encounter with the nomads, which is also your first encounter with sapient nonhumans.
You also didn't find out whether or not your choice would end the Golden Age as a random event gave you some bonus Temp Mystic in addition to doing a Venerate the Goddess as your midturn action.
Another thing is that you got a couple of new magic things. One is the Study Magic action in the action list while another new tech category for 'Magical Knowledge' in the civ sheet
The Arthwyd Early Ancient Theocracy Upper Centralization Limit: 6 Lower Centralization Limit: -2 Admin Strain Free Provinces: 4 Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 2 Provinces Subordinates: 1 Special: +1 Mystic per a Province Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.
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.
Statuses Golden Age: +1 Temp Econ at the start of each turn,
Diplomatic Relations Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None
Boarfolk Nomads = Intrigued/Unknown/None
Subordinates Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low
Values & Legacies Chosen of Arthryn: Gain +1 to all Innovation Rolls,
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,
Loyal Neighbours The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,
Your information on the lowlands is entirely based off of what you learnt when you last visited the lowlands in "Return to the Lowlands", which was centuries ago. It is almost certainly outdated.
If we are lucky the foresters have been pushed back or collapsed under the administrative backlash of their "conquer everything" foreign policy.
If we are REALLY lucky, the "freak folk" will be super stoked that there is a reasonable civ hiding up in the bay.
That magic might be relatively limited now, but if we can get better at manipulating large quantities of stone we're going to be able to fortify stuff super easily for the stone age, and eventually mine ALL THE THINGS, so that's pretty cool.
Also, we're still in a Golden Age, so that's cool. We might want to focus on keeping one or two stats boosted over max for a few turns to milk it for more benefits. Maybe an upgrade to Born Equal, if possible? Or just upgrade magic more...
I think if we do a settle-farm combination we can stay in the golden age? Or maybe a Main Venerate?
[x] [MAIN] Venerate the Goddesses
Going with this for now to stay in the Golden Age and ensure we can take culture and mysticism bonuses without losing the GA.
[X] [SEC] Study Magic.
[X] [MAIN] Study Magic.
[X] [SEC] Build New Shrine = Greenbay
[X] [SEC] Create New Trails.
[X] [MAIN] Venerate the Goddesses
[X] [SEC] Venerate the Goddesses
Approval vote for all the things! Magic! Veneration! Infrastructure!
I think we should try to focus on what we're actually trying to accomplish. Is it keeping the Golden Age alive? Is it grabbing as many GA bonusses as possible? Is it expanding ASAP? Is it exploration?