Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Taking a wild guess and we found a time displaced boat from the future.
in all honesty
in terms of what it might be
given that it caused the oshha to fine tune the innovation system (implying a system breaking situation occurring)
given that it is being fine tuned to account for heros (therefore, reasoning that the action is the result of a hero)
given that said hero is both a mystic and tech hero (therefore the action must be related to both if not one of the types the hero is in regards to innovation)
given that the innovation crit ended a golden age (therefore, being a narrative breaking (in terms of golden age stability) situation)
given that the last action of the golden age was nautical tech (therefore, but not mandatory, possibly relating to nautical tech as per the golden age focus before the end of golden age.)

One can surmise that the innovation must first be extreme to a civilization in the stone age (definite)
one can surmise that the innovation may to do with technology (possibility 1/2, by reasoning of the hero's type)
One can surmise that the innovation may to do with mysticism (possibility 1/2, by reasoning of hero's type)
One can surmise that the innovation may to do with nautical tech (possibility, by virtue of the last golden age option)

One can surmise that the innovation may have to do with both science and magic (due to the types the hero is part of)
One can surmise that the innovation may have to do with Science and nautical tech or magic and nautical tech (due to golden age and hero)
One can surmise that the innovation may be of magic, science, and nautical measure (by reasoning of all variables)

The top three are possible (excluding the definite), and are of the same possibility (with the exception of the golden age option)
while the bottom three are improbable (more unlikely in increasing order as one goes down)

EDIT: due to legal reasons, I am obligated to state that the innovation is, for all intents and purposes, cat girls

*Note: if one is given the meow emoji, its oshha's silent nod of approval at our goal at creating holy cat girls. For the sake of that dream, any loss is acceptable.
 
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#NegativeMoodActivated

We probably discovered something shitty, like feudalism or imperialism or capitalism. *shudders*
 
>imperalism being bad
well how are you supposed to spread the glory of our religion without getting a little rough.
.... is what the imperialist said right before his country was invaded by a foreign power trying to impose its own civilization and religion on them while stealing all their resources. :V

Man, it would be immensely satisfying to see that once in a Civ Quest, imperialists getting a taste of their own medicine.
 
.... is what the imperialist said right before his country was invaded by a foreign power trying to impose its own civilization and religion on them while stealing all their resources. :V

Man, it would be immensely satisfying to see that once in a Civ Quest, imperialists getting a taste of their own medicine.
soooo
Imperialists fighting imperialists?
It's obvious who will win.
The Imperialists. :V

Nah, but tbh, It probably did happen somewhere along our history. Imperial nation getting absolutely ripped. Maybe not in Europe tho, but by getting attacked by Europe.
 
We've discovered Cthulu, nautical innovation meaning water stuff, its Hero work meaning its bullshit amazing, its ended a golden age, have to rework a few systems means reality is in flux.

Obviously the only answer is Cthulu.

Edit; oh god an update let's read jt
 
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Innovations of Seryn the Wise
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)

The last generation had been one of change for the Arthwyd. A good one by account of pretty much anyone asked, but regardless of how beneficial they are, the changes are great and numerous.

And a generation of change like that doesn't come without a price. The People or at least the Arthwyd had been enjoying an era of peace, brought about by the new calm that the end of the fighting had brought their people.

Stability, peace and knowing where the future lay had given the Arthwyd an era of plenty and prosperity.

But all good things come to an end and while discoveries of Seryn the Wise were ultimately good for the People, they gave the Arthwyd a good many seasons of uncertainty and unease as the new innovations were integrated into the Arthwyd's way of life.

Since the fighting had a hundred winters ago, the Arthwyd had become accustomed to knowing their life in life and what the future would hold for them and their children. And now that certainty had been taken from them by Seryn and her discoveries even if the she had never intended to do such a thing.

Once that certainty of what the future held had been lost, it wasn't something easily regained. The Arthwyd still had peace and prosperity, but whatever good feeling had previous permeated their community had gone and it would take time to get back if they got it back at all.

Golden Age Ended!
The discoveries of Seryn the Wise and their implementations have caused enough disruption and uncertainty amongst the Arthwyd to bring about the end of the Golden Age.

Yet for all the disruption and uncertainty that they called, the discoveries that Seryn uncovered in the last several seasons of her life were undoubtable good for the People.

While she revealed them all to the People during the final stages of her life, many suspected that she had been working on them for much longer and had decided to reveal them when she did because the woman had realised that the end of her live was approaching.

The discoveries were many. One was the sail, made from clothing materials to be a large piece of material attached to a pole sticking out on top of a raft. It allowed fishers to use the wind to move their raft as the sail would move the raft in the direction that the wind was blowing.

While the fishers would still need to use oars when the wind wasn't blowing or was blowing in the wrong direction, it was still a welcome invention by the People.

The remaining innovations were related to the farms and expanded upon the discovery that brought Seryn to the attention of the priests. Over the seasons, Seryn had led efforts to improve the process and that had finally borne fruit.

While the People had originally been putting uneaten food into the pots so they would rot into black soil, this process had been refined. The People had figured out which foods worked better than others and ways to make the process more efficient such as mixing the contents to get better exposure to the air.

It also turned out that by applying the resulting black soil to the farm lands, Seryn had uncovered something else that she had been studying over the years. The soil must hold some kind of power to it, to fuel the growth of plants living it.

The discovery of this growth energy explained several things such as how the black soil could improve the farm soil and why some areas were better for growing then others. The growth energy would be used up by the crops that the People planted, but there were methods to restore such as applying the black soil.

One of these methods would be another invention of Seryn. While growing crops would use up the growth energy of the soil, the growth energy could be preserved and perhaps regained a little by not constantly farming the soil.

By dividing the farmland in two and only using one half to grow crops while alternating which half was used, the People would reduce the chances of draining the soil of its growth energy.

While this would initially decrease how much food the farms would produce, the People or at least the priests could understand how this would benefit in the long run. The rest of the People had enough faith in them to believe them when they claimed that this new method is the best way in the long run.

Seryn was able to discover one last way of improving the farming methods of the People. Just like people and animals, plants also required water to live and Seryn was able to come to the conclusion that the People could control or improve the growth of plants by controlling the water that they received.

It would be hard work to set up everything in addition to taking generations, but by digging ditches and streams, the People could control the flow of water and direct to their farmlands to increase the growth of their crops. The key would just be figuring how much water was a good amount as both too much water and too little water could have negative effects on the crops and possibly the growth energy of the crops.

Seryn's wisdom wasn't just limited to the growing of crops. With the increasing size of both of the Arthwyd and the Merntir combined with the new and more complex methods being used by the People, Seryn decided that the People need some way to keep track of things beyond memory of those in charge. The old method was fallible and wouldn't scale up well as the People continued to expand.

And so the wisest of the priests came up with a new system for the priests to keep track of things. Using the magic gifted to them by Arthryn, the priests could carve symbols and drawings into stone.

To make sure that everyone knew what the stone carvings meant, Seryn organised a set of symbols to represent the relevant concepts that the People would need to keep track of. By ensuring that everyone would learn these symbols and would use them, Seryn hoped to keep the new records consistent and make sure that future generations wouldn't get confused by either prior generations or their fellow priests in their era.

Of particular note amongst this new system is that Seryn came up with a way to keep track of how much there is of a thing. By making five notches and then putting a line through it, the People would have a consistent way of tracking numbers in the new symbol system as each line through a set of five notches would represent five of the thing being counted.

Legacy Gained!
Agricultural Innovators: +1 Temp Econ to Farming actions,

But despite her discoveries, Seryn was not long for the world as even as the People were still implementing her inventions and innovations, the death claimed her as it did with all and Seryn the Wise died peacefully in her sleep.

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 (1/3), Rockbay (1/1), Sunrise Bay (1/1)

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

[] [SEC/MAIN] More Farming.
S: +2 Temp Econ, Chance of Innovation,
M: -2 Temp Econ, +1 Econ (0/1) (Limited to 1 per 3 Settlements), Chance of Innovation,

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

[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 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 (0/12), 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] 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: Freak Folk, Merntir, Boarfolk Nomads,

[] [SEC/MAIN] Raiding 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: Forest Folk, Boarfolk Nomads,

[] [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,

Mega-Projects
[] [SEC/MAIN] Sunrise Mountain Passage (0/???)
S: -3 Temp Econ, +1 Progress
M: -6 Temp Econ, +2 Progress

***​

You got a good amount of innovations this turn and pretty much all of them were farming related to the point that I decided to shunt a couple of them into admin so you wouldn't get an unrealistic amount of agriculture tech advancement.

You also got a pretty nice Legacy out of it as well which gives you a good buff.

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.

Stats
Diplo
: 2 (2)
Econ: 10 (7)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 2/3
Centralisation: 3
Hierarchy: 2
Prestige: 12

Statuses


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,
Agricultural Innovators: +1 Temp Econ to Farming 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,

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,

Technologies
Straw/Reed Rope
Carts
Wicker

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

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Sails (Rafts)
Arts
Stone Carvings
Vocal Storytelling
Earthenware Pottery

Administration
Early Cuneiform
Tally Marks
Stone Record Keeping

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
General
Divine Magic

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

Arthrynite
Limited Stone Manipulation
 
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AHAHAHAHAHAHAHHA!!!

OOH, OOH, eheheheh....

Sails, black soil, irrigation, and basic writing?!

Prometheus may have given Man fire, but Seryn The Wise gave The People Knowledge.
 
[X] [MAIN] Build New Shrine = Greenbay (1/3)

We have oodles of econ right now, and maxing out our shrines is my number one priority right now.
 
CROP ROTATION YES
BEST INNOVATION EVER
WATER DUCTS!
COUNTING?!
WE CAN COUNT NOW?
YOU KNOW AN AWESOME WAY TO CELEBRATE ALL THIS?
[X] [SEC] Settle Land = Upriver Plains
SETTLING UPRIVER PLAINS

The other important stuff worth putting.
[X] [SEC] Build New Shrine = Greenbay (1/3)
[X] [SEC] Explore Lands = Lowlands
[X] [SEC] Trade Expedition = (Freak Folk)
 
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[X] [SEC] Trade Expedition = (Freak Folk)
[X] [SEC] Build New Shrine = (Greenbay)

NO MORE ISOLATION.
I SWEAR TO ARTHRYN IF WE GET JUMPED BY THE LOWLANDER CLUSTERFUCK I WILL SLAP YOUR CATS!!!
 
[X] [MAIN] Sunrise Mountain Passage
Adhoc vote count started by Raptor580 on Jan 31, 2019 at 8:48 PM, finished with 20 posts and 17 votes.

Adhoc vote count started by Raptor580 on Jan 31, 2019 at 8:48 PM, finished with 20 posts and 17 votes.

Adhoc vote count started by Raptor580 on Feb 1, 2019 at 12:43 AM, finished with 52 posts and 33 votes.

Adhoc vote count started by Raptor580 on Feb 1, 2019 at 12:44 AM, finished with 52 posts and 33 votes.
 
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[X] [MAIN] Sunrise Mountain Passage

[X] [SEC] Sunrise Mountain Passage
With our econ right now there might not be a better time to start this for a while.
 
[X] [SEC] Trade Expedition = (Freak Folk)
[X] [SEC] Build New Shrine = (Rockbay)

Because boy, while we are leaps ahead of the competition, we have some severe holes in our infrastructure. Like knowing what's going on outside, or magic people.
 
[X] [MAIN] Build New Shrine = Greenbay (1/3)

We cannot ignore infrastructure.
e:
[X] [MAIN] Sunrise Mountain Passage

[X] [SEC] Sunrise Mountain Passage
 
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[X] [MAIN] Sunrise Mountain Passage

[X] [SEC] Sunrise Mountain Passage

I think we have waited more then long enough to secure such a vital passage.
 
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