Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
And get our own Forest spirit.
The Forest Spirits have been shown as being pretty evil in all that we heard of them, and from how the Midlanders were defeated by both us and Urth I doubt they were under the protection of one.

Integration would be getting them to worship the Goddesses, and I doubt our pantheon is too pleased with the unnatural necromancy of the Forest Spirits.
 
The Forest Spirits have been shown as being pretty evil in all that we heard of them, and from how the Midlanders were defeated by both us and Urth I doubt they were under the protection of one.

Integration would be getting them to worship the Goddesses, and I doubt our pantheon is too pleased with the unnatural necromancy of the Forest Spirits.

That depends if they already don't worship another god, if they do trying to force them to worship the Goddesses would be to much, we might have to add another god in our pantheon.
As for the necromancy , well having a dead hero rise in time of the crisis would be neat thing to have,even better If we can uograde him then we can have genius. If pantheon is displeased with necromancy then we will have to go to war.
 
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enough dead solders for now
Enough dead period. On our end, in the span of half a century, we lost four Heroes. Cadnys and Curyn from old age. Malbyn and Cadyn from enemy actions. Merntir fell for the briefest of moments and only because Cerwyn did we bounce back to the extent that we did.

The only reason that this is not the worst of losses, is because everyone else is suffering greatly. Nightmare's Gift depopulated the Lowlands. Then Urth came. Then the Midlanders lost 1 in 20 of their people against us, which while doesn't seem like much, is pretty much their entire fighting core. And in the North, we mayhaps waged a war of extermination against the Boarfolk and killing every single one of them. Just normal Stone Age wars.

"May you live in interesting times", the saying goes. To which the reply is, "I want to get off Mr. Bones Oshha Wild Ride" :V
 
Neolithic Epic Age VI
[X] Her daughter, Gwynlyn. (Excellent Admin/Above Average Martial/Good Diplo/Excellent Mystic/Below Average Tech/Average Culture)

Cadlon Gwynlyn lets out a sigh of relief as she reads the latest reports. It has only been a few seasons since her mother died and that was only a few seasons after she finished driving out the Boarfolk from Merntir lands.

The People are at peace and free of any active threats for the first time in generations. This was already the case when her mother died, but hasn't been until now that it looks like the peace will be sticking.

Vervov and Vasov are dead and the last of their followers have either been slain or driven back to the endless grasslands of the east.

A few of the tribes took some of the Merntir with them when they fled east and Cerwyn is leading a band of Cateyes in pursuit, either to get their People back or to avenge them if they cannot.

Even if it would take time to rebuild the damage and recover from the invasion and the temporary conquest, the Merntir had been free and were once again part of the People. The Boarfolk Tribes still roamed in the east, but they wouldn't be a threat in the foreseeable future.

In the south, the threats had also been beaten back. Whilst the Maradysh hated the People for killingly so many of their People, Gwynlyn couldn't spare too much sympathy for them. Yes, it was upsetting to have so many of your community killed, but the Midlanders were the ones attacking the People unprovoked. The People had a right to defend themselves and the Maradysh didn't even seem to care that the People had free them from Urth and had ultimately slain Urth.

Speaking of the ancient evil and his walking dead, the walking dead didn't seem to be a threat without Urth lead them. Whether it was because they didn't Urth to unite and lead them or they were wary or afraid of facing the People after they slew Urth, the walking dead had not left the Cursed Forest since they had retreated there.

While the Cursed Forest would need to be watched in case it did spew forth more of its evils, it was not actively threatening the People for now.

Both the south and the north were secure from threats and while both the Merntir and the Catclaws would need to take some time to recover, the People now had that time.

And now that the fighting is over, there is much for the People to do. Some of the settlements still require trails to connect them with the rest whilst only Greenbay has a palisade to protect it. The Merntir could do with some help rebuilding while something needs to be done about the Maradysh lest they cause trouble in the future. There is also the Sunrise Mountain Passage as while it had been done up to the mountain village, many of the People sought to finish it all the way to the Merntir coast.

At least the events of the last few generations had decisively proven that the People were the greatest in the known lands and none could match them.

Status Gained!
King of the Hill: +1 Temp Diplo at the start of each turn,

As the Epic Age comes to a close and its Heroes have gone one way or another, the People still have enough luck to produce one more Hero.
[] [Epic] Get a Heroic Heir to succeed Gwynlyn when she dies. (Get a Heroic Heir)
[] [Epic] One of the priests proves to be naturally talented with the numbers and records. (Gain an Admin Hero)
[] [Epic] A young member of the People proves themselves to be charming and uniting. (Diplo Hero)
[] [Epic] One of the Catclaws proves themselves to be a peer of the likes of Malbyn, Cadyn, Cerwyn and Evalyn Boarslayer herself. (Martial Hero)
[] [Epic] One of the priests proves themselves to be skilled with the teachings and magics of the goddesses. (Mystic Hero)
[] [Epic] A genius rises amongst the People, outshine their peers with their intelligence. (Tech Hero)
[] [Epic] One of the People proves themselves to be an excellent crafter and storyteller. (Culture Hero)


Pick 1 Bonus for coming out of an Epic Age at the top.
[] [Bonus] Upgrade a random Value
[] [Bonus] Gain a random Value
[] [Bonus] Gain a martial Value
[] [Bonus] Gain Legacy Ancient Bastion of Civilisation (Great Bay)
[] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)
[] [Bonus] Put Sunrise Mountain Passage on automatic action track (Will gain +1 Progress each turn with no action cost, but you will still need to stat costs).
[] [Bonus] Gain two or more Innovations.

Priests (4) = Mood: Content, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Start the Sacred Forest Megaproject, Success/Failure: +1 Temp Econ/-
Elders (3) = Mood: Joyous, Ability: Add half of their faction power to another faction, Objective: Finish the Sunrise Mountain Passage, Success/Failure: +1 Prestige/-
Warriors (5 (6)) = Mood: Righteous, Ability: Add half of faction power to Martial, Objective: Explore the Lowlands, Success/Failure: ???/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build Palisade in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Study Metal in 3 Turns, Success/Failure: +1 Temp Culture/-

Special: You must take [SEC/MAIN] Sunrise Mountain Passage in this vote to continue that Megaproject into its extended form as a single Megaproject.

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 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, Cursed Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast,

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

[] [SEC/MAIN] More Fishing.
S: +2 Temp Econ, Chance of Innovation,
M: +4 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +2 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +4 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 (0/11), 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, Maradysh,

[] [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, 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] Sunrise Mountain Passage
S: -3 Temp Econ, +1 Progress
M: -6 Temp Econ, +2 Progress
-Progress: 4/10

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

[] [SEC/MAIN] Stone Wall
S: -3 Temp Econ, -1 Temp Mystic +1 Progress
M: -6 Temp Econ, -2 Temp Mystic +2 Progress
-Progress: 0/???

***​

The Epic Age is over and the People are at peace. It kind of ended with a whimper rather than a bang as the climax was last update when Evalyn slew Urth as this update, she basically crushed the Boarfolk and slew Vasov before dying a couple years after liberating the Merntir.

Now you got Gwynlyn as Cadlon and a return to normal turns along with a couple of last bonuses from the Epic Age.

The Arthwyd
Early Ancient Theocratic Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: -2
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: 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 (3)
Econ: 10 (9)
Martial: 6 (4)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 20

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,

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/Critical
Maradysh = Vassal/Very Low/Medium

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,

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,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

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

Hunting
Baits

Materials
Bone
Fired Bricks
Native Copper
Native Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

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

Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Big Man
Elders
Local Leadership Delegation
Priests

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors

Theory
Ambush Tactics

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

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

Arthrynite Divine Magic
Limited Stone Manipulation
Limited Trait Self-Boosting

Ymarnite Divine Magic
Limited Increased Weapon Skill
Basic Wound Healing
 
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[X] [Epic] One of the priests proves to be naturally talented with the numbers and records. (Gain an Admin Hero)
[X] [Bonus] Gain Legacy Ancient Bastion of Civilisation (Great Bay)
 
[X] [Epic] One of the People proves themselves to be an excellent crafter and storyteller. (Culture Hero)
[X] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)

We just finished triumphing in two wars, I think that now is the time to develop our culture. Although I wouldn't disagree with a tech hero either.
 
[X] [Epic] One of the People proves themselves to be an excellent crafter and storyteller. (Culture Hero)
[X] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)
 
Finally. It's finally over.

[X] [Epic] A genius rises amongst the People, outshine their peers with their intelligence. (Tech Hero)

Get those techs up and running. We need them irons yesterday!

[X] [Bonus] Gain Legacy Ancient Center of Civilisation (Great Bay)

Not sure what this is or what the difference is with Center of Civilization but it sounds awesome. And a Legacy is the kind of permanent long term bonuses a great civ should have, so I'm taking this.

[X] [SEC] Support Subordinate = Maradysh

[X] [SEC] Sunrise Mountain Passage

Whoops, typed things wrong there for a second.
 
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@Oshha, what is the difference between Bastion and Centre? And what happened to Cerwyn?
You don't know. It is a mystery box option.

As for Cerwyn, it was mentioned in the update.
A few of the tribes took some of the Merntir with them when they fled east and Cerwyn is leading a band of Cateyes in pursuit, either to get their People back or to avenge them if they cannot.

[X] [SEC/MAIN] Support Subordinate = Maradysh

[X] [SEC/MAIN] Sunrise Mountain Passage

You need to mark them as either Secondary Actions or Main Actions.
 
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[X] [Epic] A young member of the People proves themselves to be charming and uniting. (Diplo Hero)

There has been enough war, enough strife, enough division to last many lifetimes. A uniting force is what is needed in the aftermath of such trying times.

[X] [Bonus] Upgrade a random Value

Value upgrades can be hard to get, and some of our values really need upgrading to stay relevant in an increasingly complex era (looking at you Born Equal)

[X] [SEC] Support Subordinate = Maradysh
[X] [SEC] Sunrise Mountain Passage

Gotta keep it going

[] [Bonus] Gain Legacy Ancient Bastion of Civilisation (Great Bay)
[] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)

I'm not liking these values because they have a degree of hubris, in that we are "civilization" and everyone else are "barbarians"

Legitimacy: 4/3 - This is really nice
Hierarchy: 3 -
This is.. less so
 
[X] [Epic] A genius rises amongst the People, outshine their peers with their intelligence. (Tech Hero)

[X] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)

[X] [SEC] Support Subordinate = Maradysh
[X] [SEC] Sunrise Mountain Passage
Adhoc vote count started by Raptor580 on Feb 18, 2019 at 10:20 AM, finished with 15 posts and 12 votes.

Adhoc vote count started by Raptor580 on Feb 18, 2019 at 10:31 AM, finished with 29 posts and 21 votes.
 
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[X] [Epic] One of the priests proves to be naturally talented with the numbers and records. (Gain an Admin Hero)
[X] [Bonus] Gain two or more Innovations.

[X] [SEC] Create New Trails.
[X] [SEC] Sunrise Mountain Passage

Let the priests recover influence, and connect everything.
 
[X] [Epic] A genius rises amongst the People, outshine their peers with their intelligence. (Tech Hero)
[X] [Bonus] Gain two or more Innovations.
[X] [SEC] Sunrise Mountain Passage
[X] [SEC] War Party = Boarfolk Nomads
[X] [SEC] Study Metal.
[X] [SEC] Support Subordinate = Maradysh
[X] [SEC] Build Palisade = Greenbay

I'm not liking these values because they have a degree of hubris, in that we are "civilization" and everyone else are "barbarians"
To further this, Oshha has told us previously that we would refuse to adopt lowlander martial tech advances due to thinking of them as inferior/barbaric.This will just make such issue worse.
Tech advances are really good and lasting advantages. I'm voting for a full push into tech advances.
Oshha has said that we need to do sunrise mountain this turn or we will lose extending it to the Merntir as an option.
Other than that I favour pursuing the boarfolk and recapturing the lost people.
Studying metal is also really good since we're on the cusp of the copper age; being the first to develop copper will be a major advantage.
Supporting the Maradysh is good for improving their loyalty to us.
Greenbay palisades let us defend ourselves against future threats better, although currently there aren't any emerging threats.
 
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[X] [Epic] One of the priests proves to be naturally talented with the numbers and records. (Gain an Admin Hero)
[X] [Epic] One of the priests proves themselves to be skilled with the teachings and magics of the goddesses. (Mystic Hero)
[X] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)
[X] [SEC] Support Subordinate = Maradysh
[X] [SEC] Sunrise Mountain Passage


I feel that after the priests failed through no fault of their own, a priest hero would help restore credibility.

As for Bastion vs Center.
A Bastion is a stronghold, a place where civilization is defended against the raving hordes of evil and barbarism.
A Center is the fulcrum of civilization, where all the wise and influential gather to exchange ideas.
 
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[x] [Epic] A genius rises amongst the People, outshine their peers with their intelligence. (Tech Hero)

[x] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)

More tech is better. Bastion probably means stronghold/last outpost but centre means you control and deeply influence the surrounding lands.

Like Greece or China
 
[X] [Epic] One of the priests proves to be naturally talented with the numbers and records. (Gain an Admin Hero)
[X] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)
[X] [SEC] Create New Trails.
[X] [SEC] Sunrise Mountain Passage
 
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[X] [Epic] A young member of the People proves themselves to be charming and uniting. (Diplo Hero)
[X] [Bonus] Upgrade a random Value
[X] [SEC] Support Subordinate = Maradysh
[X] [SEC] Sunrise Mountain Passage
 
Whoops. That is meant to be Hierarchy 4. I'll fix in a moment.
That's even worse! :(
[X] [Epic] One of the priests proves themselves to be skilled with the teachings and magics of the goddesses. (Mystic Hero)
[X] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)
[X] [SEC] Support Subordinate = Maradysh
[X] [SEC] Sunrise Mountain Passage


I feel that after the priests failed through no fault of their own, a priest hero would help restore credibility.

As for Bastion vs Center.
A Bastion is a stronghold, a place where civilization is defended against the raving hordes of evil and barbarism.
A Center is the fulcrum of civilization, where all the wise and influential gather to exchange ideas.
The Center also implies that you are where the wise and influental gather, and thus you are better and have better ideas than the rest of the filthy barbarians.
Both legacies involve a level of hubris that I don't want our civilization to have.
 
As for Cerwyn, it was mentioned in the update.
Oh derp. Got too excited. In that regard....

[X] [Epic] A young member of the People proves themselves to be charming and uniting. (Diplo Hero)
[X] [Epic] One of the People proves themselves to be an excellent crafter and storyteller. (Culture Hero)

It needn't be said of a single simple fact that we have an unruly vassal that resents us. We can bind them through charisma or art. Or rather, we need to. As someone who went for the vassalage option, the sooner we consolidate, the better. In fact, this will unlock further techs as the wary Midlanders share some of their juicy knowledge to us. Making either of them double as a Pseudo-Tech Hero.

How am I so sure of that? As per WoQM, the Midlanders know the way to ride boars. That tech is not yet in our list. Who knows what else they have not shared with us?

[X] [Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)

'Life itself flows from the Great Bay. It is unassailable by the virtues of the lives brought from its bosoms. Though perhaps its light and lustre will wane with the passing of Ages, everyone will know of its worth.'


Waxing poetical aside, this is probably the more general-type Legacy than a Defense-type Legacy that Bastion most likely is. Remember, as tempting as other options are, Legacies are almost guaranteed to be permanent. And one affixed to a location instead of a polity? Even better.
 
[] [Epic] Get a Heroic Heir to succeed Gwynlyn when she dies. (Get a Heroic Heir)
*hisses in tongues*

[] [Epic] A young member of the People proves themselves to be charming and uniting. (Diplo Hero)
[X] [Epic] A genius rises amongst the People, outshine their peers with their intelligence. (Tech Hero)
[X] [Epic] One of the People proves themselves to be an excellent crafter and storyteller. (Culture Hero)

No priests or warriors, these options have the highest chance of being ordinary people climbing up through pure skill.

[X] [Bonus] Upgrade a random Value

Come on, Born Equal!

[X] [SEC] Explore Lands = (Coastline)
[X] [SEC] Explore Lands = (Coastal Plains)
[X] [SEC] Explore Lands = (Cursed Forest)
[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)

I'm simply voting against isolationism.

[X] [Bonus] Put Sunrise Mountain Passage on automatic action track (Will gain +1 Progress each turn with no action cost, but you will still need to stat costs).
[X] [SEC] Sacred Forest
[X] [SEC] Stone Wall
 
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I.... do not see what being at the beginning, end or in the middle has to do with it?
Something about the Arthwyd where they are in an age where they just barely figure out a military, much less the concept of morality, which is currently theocratical and communal in nature.

Said morality currently translates to "protect your people", "worship the goddesses" and "just don't be a dick to everyone you meet"
 
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