Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
This is nigh disinformation level of exaggeration especially for people who aren't in this discord. Please, please don't do this again in the future.:(

This is one of the reason I dislike the usage of discord, people who aren't in it will be out of the loop.
to clarify, this was said after the vote. Its information we didn't have on hand until after. Think of it as hindsight in this case. So we knew as much as you did in regards to chances of success
 
This is nigh disinformation level of exaggeration especially for people who aren't in this discord. Please, please don't do this again in the future.:(

This is one of the reason I dislike the usage of discord, people who aren't in it will be out of the loop.

The thing is, I am perfectly happy to answer questions in the thread if people want information, but since I get asked them in the discord, I answer them in the discord.
 
fyi, in case anyone forgot (I certainly did lol), here is what we get for the Grand Statue of Arthryn that we got from eating the Merntir:

Grand Statue
A massive stone statue of Arthryn overlooking North River, this is a monument to the glory and greatest of the Goddess Arthryn
Effects: +1 Temp Culture from Venerating the Goddesses,

makes venerate even better :V
 
Unexpected Peace Offer
[X][SEC] Settle Land = (Greenbay)
[X][SEC] Study Metal

Maradysh = [SEC] Settle Land (Sunrise Plains), [SEC] More Hunting

Many advocated for another invasion of the Cursed Forest, but others argued that doing so was foolish and that doing so would just needlessly waste the lives of the People for no gain. While some pointed out that Urth would still be weak from the first attack and that they needed to strike before he recovered, their opponents claimed that it was foolish to attack Urth or assume that they had him at a disadvantage when they knew so little about him.

Ultimately it came down to Cadlon Glyn as the Cadlon of the Arthwyd and Maradysh decided that war was not a good idea. She argued that simply attacking Urth in the Cursed Forest was a recipe for disaster and the fact that a woman like her was Cadlon was a sign from the goddesses that peace was the right answer right now.

As a result, the People didn't rally up another army to send into the Cursed Forest, but spent the generation founding new settlements to make more space for their growing population. Just like they have been doing so over the last few generations, the Arthwyd continue to expand into the area around Greenbay with new settlements being founding and trails being marked between the new villages and the old villages.

Cadlon Glyn also decided to oblige the long-standing requests of the crafters and grant them additional resources to study metal in the hope of uncovering more of its secrets. With the surplus of resources available to them, the crafters were able to finally test things that they had wanted to try for some time, but lacked the resources to make the effort.

Thanks to the support of the Cadlon, the crafters were able to experiment more. New techniques were tried and while many experiments failed or proved to be insignificant in the grand scale of things, one major discovery was made.

By smelting the right rocks, one could get access to a metal. The People only have access to limited number metals and some of them are more useful than others. To try and expand the available metals, some of the crafters tried mixing metals together. While none of the end results were particularly useful, it did reveal to the People that it was possible to mix together different metals to get a new metal. The trick was getting the right combination to get something useful of combining the metals.

The crafters also made use of the resources that Cadlon Glyn devoted to them to organise some expeditions into the Sunrise Mountains. While several interesting finds were found, the only relevant to the People as a whole was a large deposit of copper that was relatively accessible from the surface.

It would take some time and effort to do it, but it would be possible to set up a mine there to provide the People with a regular supply of copper. Developing this copper mine had become the new focus of the crafters and what the majority of them are now petitioning the Cadlon for.

***​

Morgyn strides up to the village. She is one of the younger of her Sisters, barely twenty winters old. Like all of her Sisters, she is the almost the splitting image of Mother, one of feminine beauty and elegance. Smooth skin free of imperfection, long black hair and red eyes with a figure that only the royal family of the Arthwyd can match. Her body has the slender feminine and lacks the muscles of a man. The reason for that while Morgyn and her Sisters are still strong and tough, it comes from Mother's Gift and is magical in nature rather than physical.

The main way that Morgyn and her Sisters look different to Mother is that all of them stop aging in their early twenties, leaving them as maidens while Mother is matron as befitting of their statuses as Daughters and Mother respectively.

With her feminine beauty as her main weapon and generally being immune to elements, Morgyn goes without clothing so that her first impression is one of a beautiful and attractive woman, one that might be in need of help.

Once she has made contact with the Maradysh village, she will either continue to go naked or dress in accordance to what they wish of her. Either is fine with Morgyn so along as she is able to establish friendly contact in order to fulfil the mission that Mother has given her.

While Morgyn is a capable warrior thanks to the edge that Mother's Gift gives her, she and all of her sisters use their femininity as their primary weapon. Their bodies are beautiful and seductive and that is something that they make use of. Most men and a few women are all eager to sleep with a willingly beauty like her and like all of her Sisters, Morgyn is always willingly as Mother has taught all of them.

It is men who dominate and rule over the floodplains and is the men who are always so willingly to sleep with an attractive woman and open up to them. Mother's Daughters must always be willingly to use themselves to the fullest extent to further Mother's plans, whether it be breeding more Daughters back in the Great Forest or sleeping with a foreign every night in order to gain their trust and gather more information.

That said, Morgyn doubts that the Arthwyd will be so easily swayed by her body like the men of the floodplains. Not only due to have beauty of their own, but they have a poor history with Mother and their Goddesses will make things difficult for Morgyn.

As two men on the outskirts of the village approach Morgyn, the Daughter of Urth smiles and strides forth confidently, making sure to sway her womanly hips and let her generous chest bounce up and down.

***​

The People had been waiting for Urth to make his next move as in their minds, it was not a matter of if, but when and what. It is the latter that caught them all by surprise as while none were surprised by Urth making a move, he caught everyone off-guard with what move he made.

Many expected another attack, either with an army of the walking dead or Urth personally sneaking into somewhere. Others fought he might unleash powerful and evil magics to plague the People. No one expected him to send a diplomat.

If he had sent the diplomat directly to the Arthwyd, they might have just killed her. But as always, Urth proved himself to be tricky and cunning and instead sent his daughter Morgyn to the Maradysh where she was able to integrate herself amongst the southern barbarians before having some of them approach the Arthwyd on her behalf.

Having established peaceful contact with this Morgyn, Cadlon Glyn choose to hear her out as while she might end up rejecting whatever Urth wanted, hearing out his daughter might reveal something about what the undead abomination is up to and what he is after.

As it turns out, Urth is seeking peace with the People and end to the current hostilities between. Despite having crushed the army that the People sent after him, Urth is the one who has chosen to make concessions despite his superior position. While some might find that weird, Cadlon Glyn is able to figure out quickly enough that it is because it is Urth that wants peace and not the People so if he is to get the peace he desires, he will need to offer something worthy to the People.

And Urth is offering a lot even if some things such as demanding his death or surrendering Morbyn's body are out of the question. According to Morgyn, he offers new animals from the lowlands, including large grazing one that offers meat, leather and milk while another provides both meat and hair that can be spun into clothing. He also offers to provide a regular supply of information regarding the lowlands and other foreign lands to the People for free.

He also makes the unexpected offer of having his people or whatever passes for people amongst his walking dead submit to the Arthwyd as a subordinate state akin to the Maradysh. While the Caradysh will still be relatively independent, they will answer to commands of the Cadlon of the Arthwyd. Urth is also offering to provide regular tribute to the People though just what form that tribute will take shall be the subject of further debate.

Finally, Urth has offered to share his magical knowledge with the People, which is no small thing given his mastery of the mystic arts and the centuries he has had to build up his knowledge.

There also another option that Urth had not offered, but Cadlon Glyn was considering to demand. Through his stolen body, Urth has passed on the blood of the People to his daughters. While many might not consider them such, there are strong ground to consider his daughters to be part of the People. Just as Ymarn demanded that the Merntir returned the descendants of the People who they stole, Ymarn can demand that Urth give up his daughters to the People.

Or she could just reject the peace offerings of the undead abomination and continue the war against him.

Urth comes offering terms and gifts in exchange for peace. Which of them do the People accept if any at all?
[] Refuse this the undead abomination and reject all of the offers it is making. (???)
[] Through a stolen body, the Daughters of Urth share the blood of the People. Demand that they be returned to the People. (+1 Legitimacy, ???)
[] Urth is offering tamed animals from the lowlands as gifts to the People. (Chance of Gaining Stability, ???)
[] Urth is offering to have the Caradysh submit as a vassal to the Arthwyd. (Chance of Gaining Stability, ???)
[] Urth is offering to provide a regular supply of free information from the lowlands and beyond to the People. (Chance of Gaining Stability, ???)
[] Urth is offering to share his magical knowledge with the People. (Chance of Gaining Stability, ???)
[] Urth will provide regular tribute to the Arthwyd. (Chance of Gaining Stability, ???)

Priests (5) = Mood: Utterly Terrified, Ability: Add half of faction power to Mystic, Objective: Start the Sacred Forest in 3 Turns, Success/Failure: Free Mystic Innovation/-
Elders (3) = Mood: Terrified, Ability: Add half of their faction power to another faction, Objective: Settle Land 1 Times within 2 Turns, Success/Failure: -/Minor Crisis
Warriors (4 (5)) = Mood: Utterly Terrified, Ability: Add half of faction power to Martial, Objective: Explore the Lowlands in 4 Turns, Success/Failure: ???/-
Farmers (1) = Mood: Scared, Ability: Add half of faction power to Econ, Objective: Build a Palisade in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Scared, Ability: Add half of faction power to Culture, Objective: Develop the Copper Mine, Success/Failure: Free Metallurgy Innovation/-

***​

So this turn you get alloys (but not bronze) and Urth makes a semi-unexpected peace offering, which you can accept or reject. You also get the perspective of a Daughter of Urth and if it seems creepy, that is intentional because they and their situation is supposed to be creepy.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
Early Ancient Tanistry
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: Increased Range of Potential Heirs

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: 18 (4)
Martial: 5 (3)
Mystic: 3 (4)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 2/3
Stability: 1/3
Centralisation: 3
Hierarchy: 4
Prestige: 27

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
Maradysh = Personal Union/Medium/Very 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 Unity
One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,

Fair Treatment
While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,

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,

Queens of Peace, Kings of War
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, Bonus to peaceful actions when you have a female ruler, Bonus to militant actions when you have a male ruler,
Cons: Increased social stratification, Increased gender discrimination,

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,

Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,

Grand Statue
A massive stone statue of Arthryn overlooking North River, this is a monument to the glory and greatest of the Goddess Arthryn
Effects: +1 Temp Culture from Venerating the Goddesses,

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
Furs
Hide
Leather
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal Smelting
Administration
Basic Ideograms
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
Detect Undead
Future Seeing
Guided Attacks
Increased Accuracy
Scrying
Truth Detecting

Arthrynite Divine Magic
Stone Manipulation (Basic)
Stone-Skin
Trait Self-Boosting (Basic)

Wyrnite Divine Magic
Memory Stones (Basic)
Songs of Courage

Ymarnite Divine Magic
Disease Cure (Limited)
Increased Weapon Skill (Basic)
Wound Healing (Basic)
 
So, here are our factions:

Priests (5) = Mood: Utterly Terrified, Ability: Add half of faction power to Mystic, Objective: Start the Sacred Forest in 3 Turns, Success/Failure: Free Mystic Innovation/-
Elders (3) = Mood: Terrified, Ability: Add half of their faction power to another faction, Objective: Settle Land 1 Times within 2 Turns, Success/Failure: -/Minor Crisis
Warriors (4 (5)) = Mood: Utterly Terrified, Ability: Add half of faction power to Martial, Objective: Explore the Lowlands in 4 Turns, Success/Failure: ???/-
Farmers (1) = Mood: Scared, Ability: Add half of faction power to Econ, Objective: Build a Palisade in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Scared, Ability: Add half of faction power to Culture, Objective: Develop the Copper Mine, Success/Failure: Free Metallurgy Innovation/-

Everyone is still scared af of Urth, so maybe we shouldn't go straight into war.

[X] Through a stolen body, the Daughters of Urth share the blood of the People. Demand that they be returned to the People. (+1 Legitimacy, ???)
[X] Urth is offering to have the Caradysh submit as a vassal to the Arthwyd. (Chance of Gaining Stability, ???)
[X] Urth is offering tamed animals from the lowlands as gifts to the People. (Chance of Gaining Stability, ???)
[X] Urth is offering to share his magical knowledge with the People. (Chance of Gaining Stability, ???)

More than anything, I believe we should be trying to get Urth's "daughters" to come to the People, as they are rightfully so by blood. Either demand they all return to the People or make the Caradysh a vassal (through which we would hopefully get them to migrate up)

Would demanding the Daughters returned to us also include us demanding Urth not make any more/send any more she makes back to us? @Oshha
 
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If he had sent the diplomat directly to the Arthwyd, they might have just killed her. But as always, Urth proved himself to be tricky and cunning and instead sent his daughter Morgyn to the Maradysh where she was able to integrate herself amongst the southern barbarians before having some of them approach the Arthwyd on her behalf.

Why are the Maradysh so forgiving? They suffered more under Urth (having been enslaved once, as opposed to only skirmishes with the Arthwyd), and the people Urth murdered where their leaders as well.
 
Would demanding the Daughters returned to us also include us demanding Urth not make any more/send any more she makes back to us? @Oshha

*wiggles hands* Ehh, maybe? You might get Urth to agree to that, but you won't know that he is sending all of his Daughters nor can you fairly stop his Daughters from going back to their mother if they want to.
 
I am so beyond skeptical right now. I mean there could be some lesson here about how looks aren't everything and being an undead civ doesn't automatically make them Always Chatoic Evil, but dammmnnn.

Sooo shady.

OP do other civs make decisions based on your narrative preferences, dice rolls, or did you build some kind of template of preferences in advance?
 
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*wiggles hands* Ehh, maybe? You might get Urth to agree to that, but you won't know that he is sending all of his Daughters nor can you fairly stop his Daughters from going back to their mother if they want to.

Okay, so that's a pretty useless demand. Urth has possession magic and all that stuff. I really wouldn't count on any of his followers having full free will or anything less than absolute loyalty. If we demand they stay, they'll happily return. If they do stay, it means they're willingly here to infiltrate our civ.
 
I am so beyond skeptical right now. I mean there could be some lesson here about how looks aren't everything and being an undead civ doesn't automatically make them Always Chatoic Evil, but dammmnnn.

Sooo shady.

OP do other civs make decisions based on your narrative preferences, dice rolls, or did you build some kind of template of preferences in advance?
The way I see it, none of these options have any sort of time limit placed on them where we can't attack Urth (except for the vassalage one of course) and if there is, it likely to be for a turn or two at best.

Unless the thread plans on sending a war party into the cursed forest every turn, this peace gives nothing but benefits. Annoying Urth at the cost of essentially our entire military and economy is not something I'm for.
 
Why are the Maradysh so forgiving? They suffered more under Urth (having been enslaved once, as opposed to only skirmishes with the Arthwyd), and the people Urth murdered where their leaders as well.

Because it many generations ago and in their eyes, the Maradysh suffered worse under their Arthwyd conquerors than they ever did under Urth. Sure Urth was bad and all, but the Arthwyd were more horrible and evil conquering rulers. The Arthwyd will disagree with that assessments and I am certain the players will as well, but is that the Maradysh think and they will disagree with the idea that they suffered more under Urth than they did the Arthwyd.

While the Arthwyd view Urth as a major force of evil, the Maradysh seem him as a particularly nasty magic-wielding patriarch who happens to be immortal. Bad sure, but nothing that can't be put up. They gave the Arthwyd a chance and look how that turned out so why not give Urth a chance? Especially since this sexy lady wants to sleep me with no strings attached. No one with such a nice and beautiful daughter could be as evil as those dastardly Arthwyd claim. Oh Urth killed Cadlon Darvyd? Meh, I got myself a nice warm bed tonight.

All of which I expect to lower your opinion of the Maradysh and their cultural values.
 
[X] Refuse this the undead abomination and reject all of the offers it is making. (???)

For many reasons, not simply the fact that any peace will only last so long as Urth does not decide we're weak and there's something he wants from us. But also because the mere offer of giving us things that mean he loses comparative advantages is a clear sign of vulnerability in such an individual. The only reason he'd give up power over others is because he has to.
 
OP do other civs make decisions based on your narrative preferences, dice rolls, or did you build some kind of template of preferences in advance?

It depends on the circumstances, but I use dice rolls sometimes, but a lot of the time, it is a narrative decision based off of what I think makes sense as I only use dice rolls to represent random chance.
 
Hrrrmf. I'm inclined to throw this... Daughter's dead corpse right into the woods myself, because vampire ladies are NOT COOL!
So here's what I'm thinking:
Accept the 'Daughters' for their blood? NO! That gets us Vampiric corruption right in our civvy. No thank you! Plus you know they're going to go right for our royal family and screw up the bloodline of the BoarSlayer.
Tamed animals?...Not keen because too likely that he just sends us secretly dead animals he controls via necromancy.
Caradysh? Might actually be a worthwhile offer...At least we get to test the All-Seeress against his undead disguises...
free info- HAHAHAHA NO!
Magic Knowledge...Depends the form they send it in. If they do it via like, books or something that's one thing, but actual teachers I'm much less keen on because Vampiric corruption.

TL:DR: I'm worried Urth is gonna try and 'twist' our culture into that of the Caradysh. And once enough people are swayed...There goes the temples, the statues, and before Random Member and their crew celebrate, we trade a loving family for a single, absolute tyrant that will NEVER FADE AWAY. Once the Vamps make you Black, you can't go Back!

...As for the Maradysh? Baaaaah. Stupid culture clash.
 
[X] Urth is offering to have the Caradysh submit as a vassal to the Arthwyd. (Chance of Gaining Stability, ???)

Meh, I'm fine with this.
 
Accept the 'Daughters' for their blood? NO! That gets us Vampiric corruption right in our civvy. No thank you! Plus you know they're going to go right for our royal family and screw up the bloodline of the BoarSlayer.
Tamed animals?...Not keen because too likely that he just sends us secretly dead animals he controls via necromancy.

Do note that you have Detect Undead as a spell so undead animals or undead spies are impossible. Additionally, Morbyn doesn't register for it and according to the priests and sacred warriors, she is alive like a normal person if infused with a twisting blessing. You also have a lot of first-hand accounts that her body has a full range of biological functions. So she is alive with supernatural powers and not undead.
 
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