Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Just caught up with this quest. I was quite entertained up until the last update. I really dislike that the players chose to do the villainous thing after doing so well at being heroes.

Fortunately, it does seem that we can further reverse our misdeeds, at least somewhat.

[X][GA] Improve relations with all neighbours. (-6 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

For our neighbours to like us after our betrayal of our closets ally, it must be because we've done something to make it up. Given that the people who'll like us more include the people we betrayed, it will definitely mean that we can regain our hero status.

Also, buttering up everyone would include the nomads, which means we're less likely to get hit by nomads. A war with nomads would really really suck. The longer we remain at peace, which improving relations with all would help with, the more we'll prosper.
 
Idk about "heroes". They were doing the thing they thought that was best for the civ, ain't a moral thing my dude. Also conquering the Maradysh wasn't exactly heroic either.
 
[X][GA] Improve relations with all neighbours. (-6 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

The vote is closed.



In addition, a strong argument can be made the option we took is the Good one, and the alternative evil. Caermyr was the center of the slave trade. Giving it back means, de facto, we'd be supporting and protecting the slave trade.

Consider too that the actual inhabitants of the city either approved or didn't care about us taking over. The person who cared seriously was (and, once again, is) the cities unelected despot.
 
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Also conquering the Maradysh wasn't exactly heroic either.
That's true, and I didn't approve of that either.

In addition, a strong argument can be made the option we took is the Good one, and the alternative evil. Caermyr was the center of the slave trade. Giving it back means, de facto, we'd be supporting and protecting the slave trade.

Consider too that the actual inhabitants of the city either approved or didn't care about us taking over. The person who cared seriously was (and, once again, is) the cities unelected despot.
That's...a good point actually. I'm satisfied at the path we took now.

Though, in regards to the inhabitants, it wasn't a case of "approved or didn't care", it was "most didn't care, some disapproved". None approved.

EDIT: Given that we're about to start religious reforms, why did we pick a Diplo hero instead of a Mystic hero?
 
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So, lastly, the "Sacred Guardian-Generals" is there any conception among the populous in what it actually is or do they see Colryd as "just a vassal".

They see it as Eira still being leader of the Colryd, but being part of the Arthwyd and answering to the Cadlon.

It's not quite the same. We have a giant stone (not metal) statue on land, I'm also unsure how big our statue is, @Oshha?

I don't know. At least 12 metres, but probably more? Differently large enough to see from afar.

I believe that Boarfolk left us so we don't have cave anymore, or are they still with us @Oshha?

You still have them, but in meaningful enough numbers to field cav for a few generations.

@Oshha Can we use the religious reforms to legalize the slavery of barbarians/heretics/infidels?

No. I don't put trap options into my votes.
 
We'll want to build trails to Caermyr. Without our influence, the culture there is going to be slanted towards pro-slavery, which will complicate things in the future.
 
We'll want to build trails to Caermyr. Without our influence, the culture there is going to be slanted towards pro-slavery, which will complicate things in the future.

Slavery is banned and is settled with Arthwyd settlers. There's also a river running straight down to the city from Greenbay, so we already have a very good transportation corridor.
 
The rest of the world still does slavery. Trying to ban it outright and enforcing that will cause problems as it did in PoC.

I think we can do something like this:

"If the barbarians must have a entire subset of people as lessers, as slaves, at the very least they can Fairly Treat them by recognizing them as humans with rights (not just property), banning public beatings and other brutality and providing means for them to earn their own freedom".

Would that work, @Oshha?

Or are we just not going to allow the slave trade in Colryd at all?
 
Slave trade is outright banned by the Arthwyd and not allowed in any of their territory, which now includes Caermyr. There are no slaves in Arthwyd lands and the Arthwyd don't encourage slavery by partaking in the slave trade.

On a side note, how does that work with our noodly shape. Do slave traders/owners have to go around them? Or do they try to smuggle/sneak through.
 
Not denying that especially since they're the only other ones with cav, its just not as big of a deal as Lab was making it out to be
Yeah, but we have ONE cav unit, because we have just a few scattered boarfolk tribes (none for the time being). They are mostly boarfolk, they probably have more. And while their population is probably smaller than ours (according to the map, they do control more land than we do), we don't have much of a standing army.

I feel better about the odds of armored cav now, though. Thanks guys.
 
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Slave trade is outright banned by the Arthwyd and not allowed in any of their territory, which now includes Caermyr. There are no slaves in Arthwyd lands and the Arthwyd don't encourage slavery by partaking in the slave trade.

Fair enough. Still, how does that effect our diplomacy? Like with the Foresters? Are we actively crusading against slavery and are trying to enforce abolition outside our lands too?
 
Reforms and Griffins
[X][Epic] Evalon proves himself to be charming and charismatic like Wonlyn. (Diplo Hero)
[X][Bonus] Gain Legacy Ancient Inspirations
[X][GA] Unlock religious reforms. (-2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture)

A generation after the final fighting of the war was over, it had become apparent who the main power was in the known world as the Arthwyd reigned uncontested. The Caradysh had fractured into three, the Forluc were a shadow of their former selves and the lowlander tribes in the north had been greatly diminished. The Coltyre Confederation might be able to take on the Arthwyd military, but they lacked inclination to do so and they couldn't match the Arthwyd in other ways.

Not only were the Arthwyd the largest and most populous entity around, but they also had a strong grip on the trade of the region. Not only did they still the only real producers of metal, but they now controlled Caermyr, the centre of trade in the lowlands.

While almost everyone considered this to be an acceptable state of affairs if not an outright good thing after the disrupted trade routes of the war, a few grumbled. While the slave trade had flourished in Caermyr under the Colryd, the Arthwyd had forbidden in Caermyr now, just as they had forbidden it in the rest of their territory. Caermyr remained the centre of trade for the lowlands thanks to both its position and the constant influx of Arthwyd metal, but now the Forluc Kingdom and the Coltyre Confederation competed with each other to be centre of the slave trade. The Forluc dominated the slave trade in the west and the Coltyre did the same in the east, but neither was able to get an overall dominance.

The Arthwyd had also become a beacon of knowledge and culture as both their prominence and success inspired others to be like them, both from seeking to replicate their triumphs, but also from being regularly exposed to their people and culture. An ancient power that had continuously reigned, the Arthwyd were now the go to for inspiration and ideas and it looked like that would remain that way for future generations as well

Legacy Gained!
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.

***​

Just like his mother Wonlyn, Evalon proved to be another charismatic and charming individual and many of the Arthwyd looked to him to be the replacement to his ageing mother as he was chosen as the Cadion.

Yet despite her age, Wonlyn remained in good health even as the last vestiges of her youthfulness faded from her body. Her hair may have become fully silver, but she remained fully capable as Cadlon.

Giving into the demands of the traders and crafters, Wonlyn organised the construction of more longboats for three purposes. The first of these was to help improve connections between the spread-out lands of the Arthwyd as it was faster to go by boat then it was by land.

The second was to organised some expeditions to the lowlander tribes of the north to reassure them of the Arthwyd's intentions. While they had a mutual alliance against the Forluc, but a mere generation ago, it had fallen apart when Colryd was taken by the Arthwyd under the orders of Cadlon Gwynlyn.

Seeing how the closest ally of the Arthwyd was treated, the lowlander tribes decided not to maintain their ties with the Arthwyd with the Forluc threat gone. Instead they returned to the old status quo of the pre-war as much as a they could given the widespread loss and devastation.

Just as she had mended ties with Guardian-General Eira and the Colryd, Cadlon Wonlyn sought to improve ties with the lowlander tribes. While they weren't a threat to the Arthwyd at all, the various tribes provided nearby trade partners for the People and enough Arthwyd culture had spread to them that some of the People were thinking of maybe annex or vassalizing some tribes.

While Cadlon Wonlyn remained in Greenbay with her lover Evatine, their son Evalon personally oversaw the diplomatic expeditions where he could, doing his best to improve relations with the lowlander tribes.

As expected of a man of Evalon's calibre, his efforts proved to be a resounding success as the diplomatic expedition left the lowlanders feeling secured with the Arthwyd intentions towards them with a pre-war friendliness having been restored between the Arthwyd and the lowlander tribes.

The actions of the Arthwyd diplomatic expeditions also had an unexpected effect if a positive one. Just as the lowlander tribes had been reassured of the Arthwyd's intentions, so had the Forester queendoms. While the Urthrynite queens weren't looking to seek an alliance with the Arthwyd again, they were less cautious and wary about the People. Relationships between them couldn't be call friendly except on the Arthwyd's end, but it had lain the foundation for new friendships to be formed.

Instead of seeking an alliance with the Arthwyd, the Forester queendoms had turned to each other for support. Even when they had been reassured about the Arthwyd and their intentions, the Foresters still focused on it each for future alliances and there were rumours of there being a future Urthdysh Federation.

Cadlon Wonlyn also used the longboats to arrange an exploration expedition to the western coast beyond the Sunset Mountains. The Arthwyd had no idea what lay in those lands and while there was mountains and sea between them, Cadlon Wonlyn wanted the People to know what was over there before it came to them.

The expedition followed the Sunset Mountains along the coast until they came to a bay that would akin to the Great Bay in size. But while it had a similar size, this new bay was nothing like the one that many of the Arthwyd called home. While the Great Bay had plains and fields along the store, this new bay was filled with untamed and primordial forests.

It was a wild land, untouched by any people until the Arthwyd explorers arrived. While the Arthwyd found many interesting things in the forest, one thing stood out above all else. Within the forest was a fearsome species of beast, half-giant cat and half-giant bird.

These flying beasts were not the giant flying lizards of death that the Great Mountain had guarding it, but many still found them to be fearsome creatures like they did with bears, boars and wolves.

While not quite big enough to ride on, once news of them spread back to the rest of the Arthwyd, many expressed interested in taming these impressive beasts, partly because they were just fearsome, but also because their part-cat nature means that there must be something sacred to them.

Cadlon Wonlyn and Evatine, Champion of Arthryn, also began to look into organising the structure of the Arthwyd leadership from informal traditions to something official and defined. While this meant began writing up official laws to standardise how the Arthwyd is run, the two of them also looked into organising the Arthrynite religion, officially codifying its religion.

The main question was how far to go. It could be as simple as turning the current informal system into a formal system, but it could involve proper reforms and organisation to turn into something more. However, doing the latter would be a very disruptive and expensive project and perhaps one that should be left alone.

There was also the question of what the primary doctrine of the Arthrynite religion is with many things that the Arthrynite priesthood could choose to prioritise. Furthermore, they needed to decide how the religion will be run and how the priesthood would be organised. Right now, it was an unofficial hierarchy of all priestesses being equal, but in practice, there was an informal hierarchy leading up to the most influential priestesses in Greenbay.

They could go with the current system of every priestess having equal amount of official authority and power or they could create a formal hierarchy for the priesthood just had been done to great success with the military. With this hierarchy, it could go all the way to Greenbay. where there would be a head priestess or council of high priestesses, or it could be done regionally with each region having its own hierarchy that is equal to the hierarchies of other regions.

How far does reforming the Arthrynite religion go?
[] [Religion] Keep things simple for now.
[] [Religion] Go extra lengths to properly organise the Arthrynite religion into something more. (-2 Stability, -2 Temp Diplo, -1 Temp Martial, -3 Temp Mystic, Chance of a Minor Crisis, Chance of a Major Crisis, Additional Doctrines)

What is the primary doctrine of the Arthrynite religion?
[] [Doctrine] Militant. The world is a harsh and cruel place and it is up to goddesses and their servants to protect their followers.
[] [Doctrine] Proselytising. Spreading the wisdom and prosperity of the goddesses should be the primary purpose of the Arthrynites.
[] [Doctrine] Dogmatic. Unity is key and the Arthrynite religion should fellow one set of teachings as lain down by the goddesses.
[] [Doctrine] Cosmopolitan. Tolerance and acceptance are the key and Arthrynites should be open to others to gain strength from their different ways.
[] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.
[] [Doctrine] Community. Valuing your community is one of Arthryn's oldest teachings and Arthrynites should strive to help their community.
[] [Doctrine] Spiritual. Honouring the goddesses and following their teachings should be the main goal of an Arthrynite.
[] [Doctrine] Magic. The Arthrynite religion shall look into studying the divine magic of the goddesses to unlock its benefits for its followers.

What sort of leadership shall the Arthrynite religion have?
[] [Leadership] No formal leadership with all members of the priesthood being equal in power to each other.
[] [Leadership] Centralised leadership that has a hierarchy with a head of religion in Greenbay.
[] [Leadership] Centralised leadership that has a hierarchy with a council in Greenbay at the top.
[] [Leadership] Decentralised localised leadership with each region having its own hierarchy that is equal to the hierarchies over regions.

You may change your Province Policy
[] [Policy] Don't change it: Offensive = Takes offensive martial actions.
[] [Policy] Balanced = Does whatever seems reasonable.
[] [Policy] Defensive = Takes defensive martial actions.
[] [Policy] Diplomacy = Focuses on engaging in diplomacy.
[] [Policy] Economy = Takes actions to increase stats.
[] [Policy] Expansion = Focuses on settling new lands.
[] [Policy] Exploration = Focuses on exploring areas.
[] [Policy] Infrastructure = Focuses on building infrastructure.
[] [Policy] Megaproject = Focuses on building megaprojects.
[] [Policy] Religion = Focuses on religious actions.
[] [Policy] Study = Takes study actions.
[] [Policy] Trade = Focusing on trade and wealth-increasing actions.


Priestesses (4 (5)) = Mood: Uncertain, Ability: Add half of faction power to Mystic, Objective: Found a Colony on the Western Coast, Success/Failure: +2 Temp Culture/-
Elders (3) = Mood: Uncertain, Ability: Add half of their faction power to another faction, Objective: Complete Codified Law in 3 Turns, Success/Failure: ???/???
Warriors (6) = Mood: Grim Satisfaction, Ability: Add half of faction power to Martial, Objective: Start the Stone Wall in 4 Turns, Success/Failure: +1 Temp Mystic/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Settle the Upriver Plains to halfway within 5 Turns, Success/Failure: +2 Temp Econ/-1 Econ
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Send a Trade Expedition to the Forluc in 4 Turns Success/Failure: Free Build Boats/-

***​

Not too much of interest this turn. The Coltyre and Forluc are completing over the slave trade with the Forluc having a better geographical and political position for it, but the Coltyre being more established and in a better off situation than the Forluc. Meanwhile the Foresters are looking into uniting again.

As for the Arthwyd, you have been smoothing over diplomatic relations, exploring and working on organising your informal traditions in clearly defined and formal laws. You managed to get rid of your diplomatic fallout as best as you can right now, but more will take time. You also got discovered griffins on the western coasts thanks to a crit-success on exploring.

You have also begun your legal and religious reforms. Religion will be voted on this turn and laws will be voted on next turn when the megaproject is finished. Additionally, different combinations across your religious and legal reforms will have different effects and they can be good or bad depending your point of view. I also won't be pointing out these combinations beforehand so you will need to figure them out on your own.

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
Ancient Tanistry
Upper Centralization Limit: 10
Lower Centralization Limit: 1 (5)
Admin Strain Free Provinces: 6
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 1 Province
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Increased Range of Potential Heirs

Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: +1 Secondary Province Action per 2 Provinces
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
: 3 (4) (+1)
Econ: 36 (2) (+1)
Martial: 8 (7)
Mystic: 6 (4) (+1)
Culture: 2 (1)
Tech: 0 (0)
Wealth: 9 (4)

Legitimacy: 4/3
Stability: 4/3
Centralisation: 6
Hierarchy: 6
Prestige: 43

Statuses
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
Golden Age: +1 Temp Econ at the start of each turn,
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Belladysh = Friendly/Neutral/ Medium
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Friendly/Neutral/Medium
Coltyre Confederation = Neutral/Cordial/Medium
Forluc = Crazy Weirdos/Admiring Imitation/Medium
Moradysh = Friendly/Neutral/Medium
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Very High/Low

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

Nomads (Significant), Caradysh (Significant), Belladysh (Significant), Moradysh (Significant), Coltyre (Considerable), Forluc (Minor Importer), Northern Lowlanders (Some), Southern Lowlanders (Average),

Dyes

Minor Importer

Coltyre (Average), Caradysh (Considerable), Belladysh (Considerable), Moradysh (Considerable), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Significant Importer), Forluc (Significant Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Minor), Moradysh (Minor), Belladysh (Minor), Coltyre (Average), Forluc (Significant), Northern Lowlanders (Considerable), Southern Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Average), Southern Lowlanders (Average),

Alcohol

Medium Importer

Nomads (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Significant), Southern Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Major Importer), Forluc (Significant Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Copper Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Medium Importer), Forluc (Major Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Medium Importer),

Copper Ore

Hoarding


Tin Ore

Hoarding


Slaves

None

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Leading), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Considerable),







Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Bronze Blooded: +2 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,

Safe Haven
The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

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 Sacred Forest
A grand forest planted throughout Greenbay itself, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: +1 Temp Mystic from Venerate the Goddesses, Plant Sacred Forests Unlocked,

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,

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,

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
Cows
Dogs
Dire Boars
Fowls
Sheep

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
River Longboats
Sails
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Bronze
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
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Province Governors
Royal Bloodline

Religion
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

All-Seerist Divine Magic
Detect Undead (Limited)
Detect Unliving (Limited)
Future Seeing (Basic)
Guided Attacks (Expert)
Increased Accuracy (Expert)
Scrying (Basic)
Truth Detecting (Basic)

Arthrynite Divine Magic
Aspect Blood Copy (Basic)
Blood Binding (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Basic)
Stone-Skin (Expert)
Trait Self-Boosting (Basic)

Blood Arcane Magic
Aspect Copy (Expert)
Aspect Steal (Expert)
Blood Binding (Basic)
Blood Oath (Basic)
Blood Sacrifice (Advanced)
Spiritual Bond (Expert)

Bronwynite Divine Magic
Lust Induction (Limited)

Death Arcane Magic
Control Undead (Advanced)
Mass Raise Mindless Undead (Advanced)
Raise Sapient Undead (Basic)

Fertility Arcane Magic
Birth Control (Expert)
Fertility Boost (Expert)
Lust Induction (Basic)

Light Arcane Magic
Hardlight Shield (Basic)
Healing Light (Expert)
Light Beams (Basic)

Probability Arcane Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)

Wyrnite Divine Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)
Memory Stones (Basic)
Songs of Courage (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Basic)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
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I have added the Arthdysh to your list of subordinates. I forgot to add them to the initial post.
 
[X] [Religion] Go extra lengths to properly organise the Arthrynite religion into something more. (-2 Stability, -2 Diplo, -1 Martial, -3 Mystic, Chance of a Minor Crisis, Chance of a Major Crisis, Additional Doctrines)

What is the primary doctrine of the Arthrynite religion?
[X] [Doctrine] Cosmopolitan. Tolerance and acceptance are the key and Arthrynites should be open to others to gain strength from their different ways.
[X] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.
[X] [Doctrine] Militant. The world is a harsh and cruel place and it is up to goddesses and their servants to protect their followers.
[X] [Doctrine] Proselytising. Spreading the wisdom and prosperity of the goddesses should be the primary purpose of the Arthrynites.
[X] [Doctrine] Dogmatic. Unity is key and the Arthrynite religion should fellow one set of teachings as lain down by the goddesses.

What sort of leadership shall the Arthrynite religion have?
[X] [Leadership] No formal leadership with all members of the priesthood being equal in power to each other.
[] [Leadership] Centralised leadership that has a hierarchy with a head of religion in Greenbay.
[] [Leadership] Centralised leadership that has a hierarchy with a council in Greenbay at the top.
[] [Leadership] Decentralised localised leadership with each region having its own hierarchy that is equal to the hierarchies over regions.

You may change your Province Policy
[X] [Policy] Diplomacy = Focuses on engaging in diplomacy.
[X] [Policy] Exploration = Focuses on exploring areas.
[X] [Policy] Expansion = Focuses on settling new lands.
 
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[X] [Religion] Go extra lengths to properly organise the Arthrynite religion into something more. (-2 Stability, -2 Diplo, -1 Martial, -3 Mystic, Chance of a Minor Crisis, Chance of a Major Crisis, Additional Doctrines)
[X] [Doctrine] Cosmopolitan. Tolerance and acceptance are the key and Arthrynites should be open to others to gain strength from their different ways.
[X] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.
[X] [Doctrine] Community. Valuing your community is one of Arthryn's oldest teachings and Arthrynites should strive to help their community.
[X] [Doctrine] Spiritual. Honouring the goddesses and following their teachings should be the main goal of an Arthrynite.
[X] [Doctrine] Magic. The Arthrynite religion shall look into studying the divine magic of the goddesses to unlock its benefits for its followers.
[X] [Leadership] Decentralised localised leadership with each region having its own hierarchy that is equal to the hierarchies over regions.
[X] [Policy] Balanced = Does whatever seems reasonable.
[X] [Policy] Defensive = Takes defensive martial actions.
[X] [Policy] Diplomacy = Focuses on engaging in diplomacy.

So, now that my nerdgasm over griffins is over, let me make a proper vote :V
We have essentially revolved our civ around religion; we should try to advance it with us. I went for equality because it the most important part of our religion imo; not just treating people kindly or fairly, but treating others as equals to yourself. This should help stop a lot of the condescending nonsense that cosmopolitan would bring.
If we're going to be a large expansive empire, then we need to have some sort of centralized head of religion to codify everything. Otherwise, everything would inevitably splinter into multiple different sects.

I want either balanced (which seems to make pretty good actions on its own) or defensive (so we can get more warriors which we desperately need)
 
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[x] [Religion] Go extra lengths to properly organise the Arthrynite religion into something more. (-2 Stability, -2 Diplo, -1 Martial, -3 Mystic, Chance of a Minor Crisis, Chance of a Major Crisis, Additional Doctrines)

[x] [Doctrine] Community. Valuing your community is one of Arthryn's oldest teachings and Arthrynites should strive to help their community.
[X] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.


[x] [Leadership] Centralised leadership that has a hierarchy with a council in Greenbay at the top.

[X] [Policy] Balanced = Does whatever seems reasonable.
[X] [Policy] Infrastructure = Focuses on building infrastructure.
 
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[X] [Religion] Keep things simple for now.
[X] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.
[X] [Leadership] Centralised leadership that has a hierarchy with a council in Greenbay at the top.
[X] [Policy] Diplomacy = Focuses on engaging in diplomacy.
 
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