Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
[X] [Midland] Leave the midlanders be, free of Urth's rule. (Leave the Midlanders alone.)

We're kinda overextended. Buffer states are nice too.

[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)

[X] [Refugee] They can return to the Merntir (Refugees go back to the Merntir, lose status Merntir Refugees.)

[X] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.

[X] [Rock] Yes. See if other rocks can produce similar secrets. (-2 Temp Econ, Chance of Innovation)
 
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Evalyn kinda just killed all their warriors. So probably not that much help from them short term.
Just tributes of Econ and the like is going to be good enough.

And besides, leaving them alone seems more like a recipe for disaster. I mean, without our protection, this Urth necromancers could just waltz in and gets more fresh bodies for their magics. Which is just unacceptable.
 
[X] [Midland] Claim the midlanders as a conquest of the People. (Midlanders become a Vassal of the Arthwyd.)

Not sure about this. I could go either way.
Edit: If we Vassalize them we may well get Domestication tech from the Boarfolk amoung them. Plus Harpies. Vassalization full steam ahead!

[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)

I feel like we should keep the Econ but they may need it.

[X] [Refugee] They can settle down amongst the Arthwyd. (Refugees settle in Arthwyd lands, gain +3 Settle Land progress, lose status Merntir Refugees.)

They are going nowhere. That is plus 3 perma Econ and space for even more stuff.

[X] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.

Cerwyn seems to be handling the Boarfolk pretty damn well. Best to deal with the Undying King first.

[X] [Rock] Yes. See if other rocks can produce similar secrets. (-2 Temp Econ, Chance of Innovation)

We should absolutely make sure our people know that there are other metals out there. Will delay metal weapons and tools a bit but it should make us advance faster in the long run.
Edit: we have tin smelting, not copper, tin by itself is pretty worthless so we need to do this action to start smelting copper.
Adhoc vote count started by UlseDovThur on Feb 15, 2019 at 1:43 PM, finished with 177 posts and 56 votes.
 
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What shall Evalyn do with the Midlanders?
[X] [Midland] Leave the midlanders be, free of Urth's rule. (Leave the Midlanders alone.)

How shall the Arthwyd support the Merntir?
[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)

What shall happen with the Merntir refugees?
[X] [Refugee] They can settle down amongst the Arthwyd. (Refugees settle in Arthwyd lands, gain +3 Settle Land progress, lose status Merntir Refugees.)

Where shall Evalyn go?
[X] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.

Shall the People devote efforts to unlocking the secrets of the shiny rocks?
[X] [Rock] Yes. See if other rocks can produce similar secrets. (-2 Temp Econ, Chance of Innovation)
 
[X] [Midland] Claim the midlanders as a conquest of the People. (Midlanders become a Vassal of the Arthwyd.)
[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)
[X] [Refugee] They can return to the Merntir (Refugees go back to the Merntir, lose status Merntir Refugees.)
[X] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.
[X] [Rock] Yes. Experiment with what has already been discovered. (-2 Temp Econ, Chance of Innovation)

We don't know if it is possible to permanently kill Urth, and I wouldn't want for him to be able to terrorize the peoples of the midlands once again.
We currently have 6 econ, with the refugees counting as 2 of that 6 iirc. We can afford to completely support Merntir and experiment with the shiny rock (likely copper, but could be some other semi magical low-burning equivalent) with an econ to spare.
Letting the Merntir refugees return shows that we are dedicated to retaking that land, and gives them a boost in warriors and workers to combat the boarmen with
Urth seems like he will be a tougher nut to crack than the boarmen, since while the undead are individually weaker they have technically infinite numbers and Urth himself is seemingly unkillable.
Metal tools are leaps and bounds above stone or bone tools; this is a great thing to have.
 
Oh further with experimenting with what we have. if we are the first to use metal weapons. We probably get a legacy/value for that. Which... has lots of very nice potential uses.
 
[X] [Midland] Claim the midlanders as a conquest of the People. (Midlanders become a Vassal of the Arthwyd.)
[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)
[X] [Refugee] They can return to the Merntir (Refugees go back to the Merntir, lose status Merntir Refugees.)
[X] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.
[X] [Rock] Yes. See if other rocks can produce similar secrets. (-2 Temp Econ, Chance of Innovation)

Edit: Changed vote based on further discussions.
 
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[X] [Midland] Leave the midlanders be, free of Urth's rule. (Leave the Midlanders alone.)
[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)
[X] [Refugee] They can settle down amongst the Arthwyd. (Refugees settle in Arthwyd lands, gain +3 Settle Land progress, lose status Merntir Refugees.)
[X] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.
[X] [Rock] Yes. Experiment with what has already been discovered. (-2 Temp Econ, Chance of Innovation)

In order:
1. We don't need the Midlanders and they will do better as trading partners/allies than as vassals.(mostly don't want to deal with vassals that don't follow Arthrynism)
2. We really want to make sure Cerwyn succeeds but Urth is an existential threat to us thus we'll send all we can that doesn't distract us from the fight with Urth.
3. While we could send the Merntir back to their home they've been here long enough to have settled down somewhat. No need to send them back.(not to mention the Econ boost from 3 free settlement slots)
4. As said in 2 we NEED to defeat Urth before we can commit our leaders to the Merntir liberation.
5. Experimenting with what we have is likely to get us proper metal smelting and thus get us early metal weapons which are a massive boon to our war style. (Heck we may be the first faction to metal weapons which nets us a nice trait)
Eh, as a religious nation we will likely want our vassals to worship the Goddesses, and considering the shit they've been through I doubt any of these remnants are feeling very charitable towards their deities right now.

So long as we treat them as we would our own, they would stay as both a nice form of expansion and as a friendly area to harden our capital (which was before this undefended from the South. I would rather have them under our care than see them used to create another undead army.

@Oshha we would treat this vassal as we do all the People, right?
 
Plus, if we have them as neighbors after freeing them. Chances are good we'll start trading with them. At which point we might start having marriages between our people. That'll mean they'll end up with some of the People too. With our buffs. Which means they'll eventually be our people anyways since the Goddesses blessing breeds true. We'll likely assimilate them eventually, probably after getting a diplo hero for awhile
 
Oh further with experimenting with what we have. if we are the first to use metal weapons. We probably get a legacy/value for that. Which... has lots of very nice potential uses.

There's actually a trait for being the first to reach each metal tier. That being Copper Blooded, Bronze Blooded, Iron Blooded, and Steel Blooded. Its all in the rule set under informational threadmarks
 
[X] [Midland] Leave the midlanders be, free of Urth's rule. (Leave the Midlanders alone.)
[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)
[X] [Refugee] They can settle down amongst the Arthwyd. (Refugees settle in Arthwyd lands, gain +3 Settle Land progress, lose status Merntir Refugees.)
[X] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.
[X] [Rock] Yes. See if other rocks can produce similar secrets. (-2 Temp Econ, Chance of Innovation)
 
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Honestly, I just don't want to be responsible for a group of heathens.
They are but poor refugees, fleeing from barbarism and held sway by horrendous magic. Are they not similar to our Merntir friends?
It would be remiss of us to leave them to their fates, harassed by necromatic magics and protected by their failure of Gods. Instead, we should take them under our wing and show them the light of the Goddesses, so that they may grow strong and aid us in our time of need as we have in theirs.
 
God what a Cluster Fuck. We're getting attacked by, what?, 4 different enemies? Northern Boarfolk, Southern Boarfolk, Fucking Harpies, and an Undying Slave King that can apparently create greater undead in the form of Revenants. Fuuuuuuuuuuuuck!!!
 
[X] [Midland] Leave the midlanders be, free of Urth's rule. (Leave the Midlanders alone.)
Our values would make them our responsibility.
We are not having more ground to cover. 2 fronts is enough.
[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)
They need help.
[X] [Refugee] They can settle down amongst the Arthwyd. (Refugees settle in Arthwyd lands, gain +3 Settle Land progress, lose status Merntir Refugees.)
Refugees would give 2 Econ and 1 Martial back to Merntir, but those people could either starve or get conquered again.
Let's just send immediately useful personnel.
[X] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.
Urth is a bigger threat, having 2 heroic skills rather than one. Also, he's the bigger evil. And our martial hero becoming zombified? Horrifying possibility.
[X] [Rock] Yes. Experiment with what has already been discovered. (-2 Temp Econ, Chance of Innovation)
Metal is important. Enough said.
 
They are but poor refugees, fleeing from barbarism and held sway by horrendous magic. Are they not similar to our Merntir friends?
It would be remiss of us to leave them to their fates, harassed by necromatic magics and protected by their failure of Gods. Instead, we should take them under our wing and show them the light of the Goddesses, so that they may grow strong and aid us in our time of need as we have in theirs.

And we can do that without being their overlords. We're already giving them a massive amount of help by trying to put Urth down.
 
God what a Cluster Fuck. We're getting attacked by, what?, 4 different enemies? Northern Boarfolk, Southern Boarfolk, Fucking Harpies, and an Undying Slave King that can apparently create greater undead in the form of Revenants. Fuuuuuuuuuuuuck!!!
Eh, the boarfolk and harpies (aka the Freak Folk) were part of the midlanders held under the sway of a vile and terrible revenant.
We have since freed them from the shackles of servitude, and can now invite them to be one of the People if they so wish.
 
Eh, the boarfolk and harpies (aka the Freak Folk) were part of the midlanders held under the sway of a vile and terrible revenant.
We have since freed them from the shackles of servitude, and can now invite them to be one of the People if they so wish.
The Harpies are part of the Midlanders? Missed that. Well then we should absolutely Vassalize them! That sounds awesome! And more to the point give us an early "Air Force". Think about what they could do with the Blessing enhancing them!
 
And we can do that without being their overlords. We're already giving them a massive amount of help by trying to put Urth down.
We are fighting Urth because he came and tried to attack us first. We didn't even know these poor sods existed until we fought our way to them. Plus, you act as though we wouldn't be trying to prevent Urth from attacking them even if we don't make them vassals, as he could just come by and slaughter them all to add them to his army. He didn't before because he used them as a constant stream of recruits, but if we've shown that we already have a way to stop that supply...
 
[X] [Rock] Yes. See if other rocks can produce similar secrets. (-2 Temp Econ, Chance of Innovation)
[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)
[X] [Midland] Claim the midlanders as a conquest of the People. (Midlanders become a Vassal of the Arthwyd.)

No strong opinion on the others.

@Oshha How close are we to getting a hero legacy, or are we past the point where we can? (Or is this too spoilery to answer?)
 
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[] [Midland] Claim the midlanders as a conquest of the People. (Midlanders become a Vassal of the Arthwyd.)
[] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)
[] [Refugee] They can settle down amongst the Arthwyd. (Refugees settle in Arthwyd lands, gain +3 Settle Land progress, lose status Merntir Refugees.)
[] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.
[] [Rock] Yes. Experiment with what has already been discovered. (-2 Temp Econ, Chance of Innovation)
 
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