Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
[X][Gov] Some Default Power. The Northern Alliance will have some power over its member states on its own.
[X][Law] Shared Legal Code. The Northern Alliance member states will use the same legal code, based off of the Arthwyd legal code.
[X][Religion] Shared Religious Stance. The Northern Alliance member states will have a shared religious stance that all of its religions will adhere to.
[X][Diplo] Single Foreign Policy. The member states of the Northern Alliance will stand united behind a single foreign policy determined by the Northern Alliance.
[X][North] Let them join as a confederation. Unite the northern lowlander tribes via diplomatic or military means into a confederation that will join the Northern Alliance as a
 
[X] [Gov] Some Default Power. The Northern Alliance will have some power over its member states on its own.
[X] [Law] Shared Legal Code. The Northern Alliance member states will use the same legal code, based off of the Arthwyd legal code.
[X] [Religion] Independent Religious Stances. The Northern Alliance member states will each have their own religious stance.
[X] [Diplo] Single Foreign Policy. The member states of the Northern Alliance will stand united behind a single foreign policy determined by the Northern Alliance.
[X] [North] Let them join as a confederation. Unite the northern lowlander tribes via diplomatic or military means into a confederation that will join the Northern Alliance as a member state.
 
[X][Religion] Similar Religious Stances. The Northern Alliance member states will have a very limited religion stance that all of its religions will base their own stance off of.

I prefer this to Independent Religious Stances, I think, with everything done, the Alliance should agree with "Yes, everyone is born equal and deserves fair treatment".

Edit: With that said, I preferred Shared over even this. I'm just making a statement.
 
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[X][Religion] Similar Religious Stances. The Northern Alliance member states will have a very limited religion stance that all of its religions will base their own stance off of.

I prefer this to Independent Religious Stances, I think, with everything done, the Alliance should agree with "Yes, everyone is born equal and deserves fair treatment".

Just so you are aware, just voting for this option means you aren't voting for any of the other options.
 
Just so you are aware, just voting for this option means you aren't voting for any of the other options.

I already voted.

As I edited in, I'm just making a statement because I saw independent higher than similar in the last tally.

I feel similar religious beliefs and similar legal codes (outlawing slavery across the land) to be the bare minimum.
 
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Vote is now closed.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 522 | Sufficient Velocity [Posts: 13048-13098]
##### NetTally 1.9.7
Task: Gov
[X][Gov] Some Default Power. The Northern Alliance will have some power over its member states on its own.
No. of Votes: 25
[X][Gov] No Default Power. The Northern Alliance will have no power over its member states on its own.
No. of Votes: 1

——————————————————————————————————————————————Task: Law
[X][Law] Shared Legal Code. The Northern Alliance member states will use the same legal code, based off of the Arthwyd legal code.
No. of Votes: 24
[X][Law] Similar Legal Code. The Northern Alliance member states will use different legal codes, but they must be built off of a shared base that is based off of the Arthwyd legal code.
No. of Votes: 4
[X][Law] Independent Legal Code. The Northern Alliance member states each have their own legal code.
No. of Votes: 1

——————————————————————————————————————————————Task: Religion
[X][Religion] Shared Religious Stance. The Northern Alliance member states will have a shared religious stance that all of its religions will adhere to.
No. of Votes: 22
[X][Religion] Independent Religious Stances. The Northern Alliance member states will each have their own religious stance.
No. of Votes: 4
[X][Religion] Similar Religious Stances. The Northern Alliance member states will have a very limited religion stance that all of its religions will base their own stance off of.
No. of Votes: 3

——————————————————————————————————————————————Task: Diplo
[X][Diplo] Single Foreign Policy. The member states of the Northern Alliance will stand united behind a single foreign policy determined by the Northern Alliance.
No. of Votes: 21
[X][Diplo] Shared Foreign Policies. The member states of the Northern Alliance will have to adhere to a basic foreign policy set by the Northern Alliance.
No. of Votes: 6
[X][Diplo] Independent Foreign Policies. The member states of the Northern Alliance will each have their own foreign policy.
No. of Votes: 1

——————————————————————————————————————————————Task: North
[X][North] Let them join as a confederation. Unite the northern lowlander tribes via diplomatic or military means into a confederation that will join the Northern Alliance as a member state.
No. of Votes: 21
[X][North] Annex them under the Corthwyd. The Northern Alliance will annex the northern lowlander tribes into the Corthwyd via either diplomatic or military means.
No. of Votes: 4
[X][North] Leave them be. The Northern Alliance will leave the northern lowlander tribes alone for now.
No. of Votes: 2
Total No. of Voters: 29
 
Liberty Epic Age IV
[X] [Gov] Some Default Power. The Caermyr Union will have some power over its member states on its own.
[X] [Law] Shared Legal Code. The Caermyr Union member states will use the same legal code, based off of the Arthwyd legal code.
[X] [Religion] Shared Religious Stance. The Caermyr Union member states will have a shared religious stance that all of its religions will adhere to.
[X] [Diplo] Single Foreign Policy. The member states of the Caermyr Union will stand united behind a single foreign policy determined by the Caermyr Union.
[X] [North] Let them join as a confederation. Unite the northern lowlander tribes via diplomatic or military means into a confederation that will join the Caermyr Union as a member state.

The talks came to an end when the Arthwyd Empire pushed for as much integration and unity as possible. The northerners wanted to tie the Caermyr Union together as much as possible and thanks to their talent diplomats, cultural and diplomatic influence and being both a economic and military powerhouse, they got what they wanted.

While it was closer to what the Foresters wanted, both the Forluc Kingdom and the Urthdysh Federation were happy with the outcome. It took the better part of a seasonal cycle, but the representatives from each of the powers were able to hammer out the details of how the Caermyr Union would work.

The religious stance was the first thing to get worked out. While the Boarfolk with the All-Boar would get an exception, all other religions with the Caermyr Union would have to have maintain a stance of tolerance and free choice. While it was based off of the Arthrynite values of equality and understanding, it was not as extensive. It ensured that all religions were against slavery, considered other people as being actual people and advocated for free choice and to not be forced into doing something against your will.

The next part to be decided was the legal code as while it was based off of the Arthwyd legal code, it needed to be adapted for the Caermyr Union and all of its members in the end. In the end, the core of it was kept the same with the references being changed as necessary so it was for all of the Caermyr Union rather than just the Arthwyd Empire and the biggest additions being when it laid out how each the different governments of each member state worked in addition to the Arthwyd's.

Megaproject Upgraded!
Federated Code of Laws (Bronze Age)

A standardised set of laws that all of the Caermyr Union has to follow, these laws are focused on being fair and providing justice to the people of the Caermyr Union.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,
-Shared: Caermyr Union, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Arthdysh, Grythwyd, Myrthwyd, Corthwyd.

The final matter was the foreign policy. While the Urthdysh Federation would have liked some independence for each member state to negotiate major deals on their ow, the Arthwyd Empire and the Forluc Kingdom were insistent that there should be a single foreign policy that should be determined by the Caermyr Union and followed by all of its member states.

While member states could still make trade agreements and other minor diplomatic deals as needed, major diplomatic agreements such as going to war, making an alliance or allowing foreign military forces to enter their lands had to be done via the Caermyr Union.

The last matter was the government structure. Not only was the Caermyr Union given some inherent power by its member states, but the it had been given even more power in the form of deciding both foreign policy and the laws of its member states. The end result was a semi-powerful government that the governments of its member states had to answer to.

There was some debate on how to structure this new government, but a conclusion was eventually come to as the Urthdysh queens convinced the Arthwyd Empire and Forluc Kingdom to go along with their idea.

Concerned about resentment from the Urthdysh immortals gaining too much influence and power behind the scenes and the potential problems of succession as the leader of the Caermyr Union would need to get repeatedly replaced over the generations, the Urthdysh advocated for a single leader to represent all the people of the Caermyr Union and to do this.

The government would be set out after the Arthwyd Empire's with an immortal empress to rule the Caermyr Union as a competent and capable leader who wouldn't need to be replaced every couple of generations. The empress would be supported by an Assembly that worked like the Arthwyd one except it was located and would from in Caermyr instead of Greenbay and would allow anyone of sufficient rank and authority from any of the member states to sit in it.

The position of empress was given to Loryn, an Arthrynite priestess who had come from a minor settlement in the Upriver Plains province and had come to a position of prominent during the negotiations. Impressed by her ability to convince others to agree with her and sort out the compromises needed for the Caermyr Union work, the Urthdysh queens felt that Loryn would make a good permanent leader for the Caermyr Union. They felt she has the charm and diplomatic skill to hold the Caermyr Union together long term and keep all members of it happy and willingly part of it.

So in exchange for not resisting the Arthwyd Empire's push for unity and close ties, the Urthdysh Federation was able to convince the Arthwyd Empire and Forluc Kingdom to make Loryn the empress of the Caermyr Union. So she could properly represent all of the people that made up Caermyr Union, they advocated that Loryn should be given the divine blessings that the royal families in the Arthwyd Empire, Forluc Kingdom and the Urthdysh Federation had. This meant giving her the Blood of Evalyn, the Blessing of Nalniryn and the Gift of Urthryn and since she already had the Blessings of Arthryn and Ymarn, Loryn would have all of the divine blessings. It also had the not-so-coincidental benefit of making Loryn immortal and ruling over the Caemyr Union indefinitely.

Despite not wanting the leadership or the immortality, Loryn accepted them anyway out of a sense of duty and took up leadership of the new Caermyr Union, leading it from Caermyr. The City of Rivers and Trade was chosen as the capital of the new Caermyr Union as its location made it an ideal location for representatives of the member states to go to and for the federal government of the Caermyr Union to operate out of.

The Caermyr Union's first major order of business was to deal with the situation of the confederation that some of the northern lowlander tribes were forming. Named after the old kingdom that Sacred Guardian-General Eira once had, the Colryd Confederation had been lobbying to join the forming Caermyr Union. While some advocating for ignoring them and letting the old status quo continue or letting them join, but as part of the Corthwyd, the majority of the representatives decided to let the Colryd Confederation join as an equal. While it was still significantly weaker than any of the other members right now, it had the potential to grow as strong as the Urthdysh Federation or Forluc Kingdom even if it had become clear that it would never be as strong as the Arthwyd Empire.

To help secure the position Colryd Confederation and deal with the question of what would happen with the rest of the lowlander tribes in the north, the Arthwyd Empire moved to get the rest of the northern lowlander tribes to join the new confederation.

The Urthdysh Federation and Forluc Kingdom would have helped their allies, but the former was too far away and the latter was too busy rebuilding the damage it had suffered in the war. Matters were left up to the Arthwyd and they proved to be extremely successful at them.

Many tribes were willingly to listen to the Arthwyd and voluntarily join the Colryd Confederation. While plenty of them weren't eager to join the Colryd Confederation and the Caermyr Union, their leaders realised which way the rocks were falling and combined with the sweet words and bountiful gifts of the Arthwyd, they realised which choice they had to make.

Several tribes still resisted and Seryn Stonearm came down upon them like Evalyn's Wrath itself. The barbarian warriors were unable to resist the Catclaws and Cateyes of the Arthwyd Empire and their tribes were forced into the Colryd Confederation.

It took a few winters for the Colryd Confederation to get its act together, but by the time it had a proper government in place, the Caermyr Union welcomed their fourth member into their ranks.

Pick which civilisation you will play as in future updates.
[] Continue as the Arthwyd Empire.
[] Switch to the Caermyr Union.
[] Switch to the Urthdysh Federation.
[] Switch to the Forluc Kingdom.
[] Switch to the Colryd Confederation.
[] Switch to the Arthdysh Colony.
[] Switch to the Grythwyd Colony.
[] Switch to the Myrthwyd Colony.
[] Switch to the Corthwyd Colony.

Priestesses (5) = Mood: Overjoyed, Ability: Add half of faction power to Mystic, Objective: Get 3 Arthrynite Temples in 4 Turns, Success/Failure: +1 Temp Culture/-
Elders (2 (3)) = Mood: Overjoyed, Ability: Add half of their faction power to another faction, Objective: Build the Great Market Place in 4 Turns, Success/Failure: +2 Temp Wealth/-
Warriors (6) = Mood: Overjoyed, Ability: Add half of faction power to Martial, Objective: Build the Grand Theatre in 4 Turns, Success/Failure: +1 Temp Culture/-
Farmers (1) = Mood: Overjoyed, Ability: Add half of faction power to Econ, Objective: Main Expand Economy in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Overjoyed, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 2 Turns, Success/Failure: +1 Wealth/-

***​

Okay, the basics. You federated with the Forluc and Urthdysh to form the Caermyr Union. The new federal government is powerful and influential enough to count as its own civ and it now owns Caermyr and the rest of its province as its land.

You can either play as the Arthwyd Empire as a subordinate to the Caermyr Union or you can switch to the federal government of Caermyr Union or one of the other civs within the Caermyr Union.

Since someone requested this info on the discord, the Caermyr Union will be a mixture of the Arthwyd Empire, the Urthdysh Federation and the Forluc Kingdom and in that order of how much it takes from each civ.

The Caermyr Union will have some legacies from each of those civs and all three regional religions. Its values will be Fair Treatment, Sacred Defence (influenced by the Forluc), Community Unity (influenced by the Urthdysh), Queens of Peace, Kings of War (influenced by the Urthdysh & Forluc), Maternal Guardians.

It will be relatively weak to the member states right now, but it will have a lot of soft power and loyal, powerful subordinates.

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 Parliamentary Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: -1 (1)
Admin Strain Free Provinces: 7
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 Devolved 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
: 7 (12) (+1)
Econ: 31 (24) (+1)
Martial: 13 (9)
Mystic: 9 (3) (+1)
Culture: 3 (2)
Tech: 2 (4) (-1)
Wealth: 22 (2) (-10)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 57

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,
Forluc Subsidies: -10 Temp Wealth & -2 Temp Tech at the start of each turn,
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth

Miscellaneous Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Very Friendly/Very Friendly/High
Southern Lowlander Tribes = Unfriendly/Terrified/Minimal

Caermyr Union
Your opinion/Their opinion/Frequency of Contact
Caermyr Union = Extremely Friends/Extremely Friendly/Extremely High
Forluc Kingdom = Extremely Friends/Extremely Friendly/Extremely High
Colryd Confederation = Extremely Friendly/Extremely Friendly/Extremely High
Urthdysh Federation = Extremely Friendly/Extremely Friendly/Extremely High

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Extremely High/Very Low
Grythwyd = Colony/Extremely High/Very Low
Myrthwyd = Colony/Extremely High/Very Low
Corthwyd = Colony/Extremely High/Very Low

Religion
Arthrynite "Followers of Arthryn"
Deities
: Arthryn and her Daughters
Beliefs: Equality, Community, Understanding
Abilities: Fairness (Reduced Discrimination), Independent (Independent Infrastructure), Compassion (Boost to improving relationships)

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.
Ancient Reformers: All Reforms are cheaper.
Ancient Religion (Arthrynite): Strength and prestige of the Arthrynite religion is improved.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Colonial Empire: One Colony doesn't use up a subordinate slot.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Maternal Guardians
The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in time of need,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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,

Evatine Walls
A massive set of walls around Greenbay, ancient capital of the Arthwyd and the centre of the Arthrynite religion, the walls are dozen times the height of a man and are seemingly impervious to assault.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,

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,

Federated Code of Laws (Bronze Age)
A standardised set of laws that all of the Caermyr Union has to follow, these laws are focused on being fair and providing justice to the people of the Caermyr Union.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,
-Shared: Caermyr Union, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Arthdysh, Grythwyd, Myrthwyd, Corthwyd.

Grand Library
The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Griffins
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

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

Hunting
Baits
Taming

Materials
Bone
Bronze
Copper
Gold
Furs
Hide
Leather
Silver
Tin
Stone
Urthmyr
Wood
Zinc

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal Smelting
Administration
Ideograms
Cuneiform
Dedicated Messengers
Legal Code
Libraries
Memory Stone Record Keeping
Standardised Construction
Standardised Record Keeping
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Metal Jewellery
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Bribery
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

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

Philosophy
Primitive Noblesse Oblige
Primitive Theology
Right of Freedom

Religion
Missionaries
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade
Stone Wall
Watchtowers

Personal Protection
Bronze Partial Plate
Bronze Scale Armour
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
Shield Walls
Skirmishing
Supply Lines
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
Spiritual Blood Bond (Limited)
Stone Manipulation (Expert)
Stone-Skin (Expert)
Trait Self-Boosting (Basic)

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

Bronwynite Divine Magic
Empathy (Limited)
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)
Songs of Defiance (Limited)
Songs of Freedom (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Expert)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
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[X] Switch to the Caermyr Union.
[X] Switch to the Grythwyd Colony.

So, I'm torn between two options.
Playing as the Union and managing a bunch of subordinates through soft power sounds super fun. This would let us focus more on diplomacy and exploration instead of having to stick to monotonous infrastructure and stat crunches.

I'm putting the Grythwyd in there because GRYPHONS!!!!!!
I love me some gryphons :V
 
who has the griffins?

EDIT: the question is answered.

[X] Switch to the Grythwyd Colony.

ANIMAL HUSBANDRY HO!!!!
 
And thus, a chapter closes.
I mean, we don't have to switch but I'm going to consider this a chapter ended in the history of this world either way.
 
Personal vote choices:
[X] Switch to the Grythwyd Colony.
GRIFFINS!

[X] Switch to the Arthdysh Colony.
If I recall these are the old Merntir guys who gave us the All-Seeress. Certainly would be interesting to see what that lesser power has been up to and if they've their own take on the culture.

I might append this as the various arguements blow, but this is my initial thought, basically.
 
[X] Switch to the Arthdysh Colony.
If I recall these are the old Merntir guys who gave us the All-Seeress. Certainly would be interesting to see what that lesser power has been up to and if they've their own take on the culture.

That would be the Myrthwyd on the Northern Coast. The Arthdysh are your first colony in the lowlands between the Arthwyd Core, the Urthdysh and the Forluc.
 
[X] Continue as the Arthwyd Empire.
[X] Switch to the Caermyr Union.
[X] Switch to the Grythwyd Colony.
I'm for either continuity with the Arthwyd, "upgrading" to the Caermy and switching things up by increasing the importance of soft power, or if people really want a change playing as a colony could be interesting (also Griffins!).
 
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