Runa the Greatest Shaman
[X][React] The Shamans. Convince the Nersondur Republics to focus on appeasing the spirits, especially the great spirit of Fire Mountain.
[X] [Runa] Learn the storm magic of the Stormfolk.
[X] [Runa] Bind the great spirit of Fire Mountain.

While the hunters called for establishing a proper presence on the mainland and the traders desired to force the Sunset Clans to reopen trade one way or another, it was Runa and the shamans who got their way.

Cajoling and talking others into getting their way, the shamans were able to convince the majority of the Nersondur Republics that something needed to be done lest the spirits escalate in their behaviour.

At the behest of the shamans, the Nersondur Republics form a united effort to appease the spirits. More shrines are set to the local spirits to keep them happy while the shamans have significant amount of resources devoted to ceremonies and rituals to keeping the spirits happy.

As the seasons go by, the efforts of the islanders seem to be successful as the spirits calm down and ceased their hostiles. While there were a few more attacks as the seasons passed, there were no more deaths and eventually the old status quo with the spirits returned.

Appeasing the spirits weren't the only thing that was done as the prodigy Runa of the Newland Republic attempted to learn the signature storm magic of the Stormfolk for herself. Seeking access to as many of the Stormfolk mages as she could, Runa not only got her hands on as many of the few enslaved ones that the hunters brought back, but she also used what sway she had to get more brought over from the mainland.

While not all were willingly to give up their secrets, Runa was able to coax out their magical teachings from many of them. Just as many refused out of a sense of pride or honour, others would give up their magical knowledge in exchange for better treatment and some luxuries.

As expected of someone of her skill and talent, Runa took well to the lessons of the mainlander mages and swiftly gained the ability to predict and command the skies whilst controlling storms. Other Nersonduran shamans, from the Newland Republic and beyond, flocked to Runa to learn the storm magic from the first islander to wield such magics.

Unlike the spirit magic of the shamans, the storm magic depended upon the wielder's own spirit and had nothing to do with other spirits. The mage would need to tap into their own internal power, something stored within their spirit. They would use this to fuel the storm magic spells and once they had used up their well of power, the mage would be unable to cast anymore. Using up all of their power would leave the mage tired and with food, rest and time, their power would restore itself slowly.

The learning of storm magic from their captive mages wasn't the only major interaction that the Nersondur Republics had with the Stormfolk. The islander coalition still held vast swathes of the Stormfolk coastline and the mainlanders wanted it back.

While they hadn't fully recovered, the Stormfolk had a generation to lick their wounds and prepare for the next fight. Having beaten back the Oldlanders for now, the Stormfolk were ready to make an attempt to reclaim their conquered territory.

There were no great battles, no grand clashes between two coalitions, just various republics on both sides fighting each other. The Nersondur Republic would defend the land that their hunters had claimed for them while a Stormfolk republic would make their attempt at taking the settlement back.

While the Stormfolk saw some success, the majority of the fighting went in the favour of the Nersondurans as they held their ground and even launched a few counter-attacks of their own. While only a handful of insignificant settlements were lost, the Nersondur Republics kept their control over the Stormfolk coastline.

Riding off of her quick and complete success, Runa decided to undertake her other major ambition as the ability to use storm magic spread amongst the other shamans. The Newland prodigy decided to bind the great spirit of Fire Mountain.

The great spirit had calmed down along side the other spirits and since spirits were rarely angered at being bound, Runa was confident that she wouldn't anger the great spirit. While no shaman had come close to taming a spirit as powerful as the great spirit of Fire Mountain, no shaman had come close to matching Runa's skill and talent when it came to spirits and magic.

In the end, there was a great debate about whether or not Runa had succeeded. Not over whether she had bound the great spirit of Fire Mountain for there was no doubt that she had accomplished that deed, but the debate was around what she had achieved by doing so.

Runa no longer walked amongst the rest of the Nersondurans and the great spirit of Fire Mountain had changed, but no one was entirely sure how with there being two main theories. The first was that the great spirit was too powerful for Runa, a mere mortal, to have as a familiar and the binding had fused the great spirit with Runa, combining the two of them into the new great spirit of Fire Mountain. The second theory was that great spirit had been wooed by Runa and chose her to bear its daughter and turns itself into Runa's child, but giving birth too such a powerful spirit was too much for Runa, a mere mortal, and the shaman had perished in childbirth.

While former theory was held by the knowledgeable shamans, the latter one had gained traction amongst the more romantic general public. Regardless of what the truth was, the Nersondur Republics had taken to calling the new distinctively feminine great spirit of Fire Mountain Rune after the vanished Runa.

With Runa having passed from the world after leaving her mark on it, the Nersondur Republics were left wondering what to do next. The shamans had risen to prominent over the last generation under the actions of Runa and the need to appease the spirits. Meanwhile traders had fallen from grace even if they still retain the most influence, it was lacking compared to before Runa had entered the picture.

Despite this shifting in balance of power, the shamans and traders found themselves semi-united in purpose. The shamans wanted access to more magic and since they already had two of the three known types of magic, they wanted to get a hold of the magic that the goddess Kharolind had given the Sunset Clans.

For their part, the traders still sought to reopen trade with the Sunset Clans by any means necessary though their rage had given way to desperation at this point. One way or another, the honey needed to flow again for the honey must flow.

Still upset with the Sunset Clans for suddenly cutting off any trade without an explanation, the various elders throw their support behind the traders and shamans as they wanted to strike back at the Sunset Clans for the perceived insult.

As for the hunters, the latest fighting with the Stormfolk had strengthen their desire to strengthen their hold on the mainland coastline and establish a more permanent presence there. While they retained the uttermost confidence in their ability to continue crushing the Stormfolk in battle, the hunters did not the possibility of a bout of fighting and sought to limit how much damage the Stormfolk could do their conquests in the event of such a thing happening.

Newland Republic (5) = Mood: Desperate, Ability: Add half of faction power to Wealth, Objective: Reopen trade with the Sunset Clans, Success/Failure: Free Trade Expedition/-
Sunset Forest Republic (4) = Mood: Proud, Ability: Add half of faction power to Martial, Objective: Secure their holdings on the mainland, Success/Failure: Free Settle Land/-
Hot Hills Republic (2) = Mood: Ambitious, Ability: Add half of faction power to Culture, Objective: Get more magical knowledge, Success/Failure: +1 Temp Econ/-
Arkjara Republic (3) = Mood: Desperate, Ability: Add half of faction power to Diplo, Objective: Reopen trade with the Sunset Clans, Success/Failure: +1 Temp Econ/-
Balfell Republic (2) = Mood: Ambitious, Ability: Add half of faction power to Mystic, Objective: Acquire the divine magic of the Sunset Clans, Success/Failure: Free Mystic Innovation/-
Lesser Republics (2) = Mood: Unsure, Ability: Add half of faction power to Econ, Objective: Settle more land twice in 3 Turns, Success/Failure: +1 Temp Econ/-

You have three Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].


[] [SEC/MAIN] Build Boats
S: -1 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -2 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines),
-Possible Targets: Western Newshore Plains (5/8), Northern Newshore Plains (5/8), Northern Newshore Forest (4/6)

[] [SEC/MAIN] Create New Trails = (Target)
S: -2 Temp Econ, +1 Trail,
M: -4 Temp Econ, +2 Trails,
-Possible Targets: Western Newshore Plains (6/8), Northern Newshore Plains (6/8), Northern Newshore Forest (6/6)

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -1 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Forest Priests, Stormfolk, Oldlanders, Sunset Clans,

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -3 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Newshore Island, Ocean, Sunrise Coast, Sunset Coast, Southlands, Oldlands, Sunrise Forests, Sunrise Mountains, Midland Mountains,

[] [SEC/MAIN] More Farming
S: +1 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (0/19) (Limited by number of Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, +1 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Raiding Party = (Target)
S: -1 Temp Econ, requires 1 Temp Martial, Chance of Temp Stat gain, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, requires 3 Temp Martial, Greater Chance of Temp Stat gain, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Forest Priests, Stormfolk, Oldlanders, Sunset Clans, Nersondur

[] [SEC/MAIN] Restore Order
S: -3 Temp Wealth, Chance of +1 Stability, Chance of +1 Legitimacy
M: -6 Temp Wealth, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy, Additional Effects,

[] [SEC/MAIN] Settle Land = (Target)
S: -2 Temp Econ, -1 Temp Martial, +1 Settlement, +1 Econ,
M: -4 Temp Econ, -1 Temp Martial, +2 Settlements, +2 Econ,
-Possible Targets: Western Newshore Plains (8/14), Northern Newshore Plains (8/14), Northern Newshore Forest (6/12), Southern Newshore Forest (0/12), Southern Newshore Plains (0/14), Newshore Interior (0/9), Midland Coast (0/8),

[] [SEC/MAIN] Study Magic
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +2 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +6 Temp Wealth, Chance of +1 Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Forest Priests, Stormfolk, Oldlanders, Sunset Clans,

[] [SEC/MAIN] Venerate the Spirits
S: -1 Temp Econ, -1 Temp Wealth, +1 Temp Mystic, +1 Temp Culture, Additional Effects,
M: -3 Temp Econ, -2 Temp Wealth, +2 Temp Mystic, +2 Temp Culture, Additional Effects,

***​

I was originally going to have only one option for the Runa vote to win, but then Runa went and learnt all of the Stormfolk magic with a couple of spare innovations so I decided to let her make an attempt at another project since the second highest vote was only one behind.

Like with the first project, Runa succeeded all too well and that was her undoing. She successfully bound the great spirit of Fire Mountain, but a top tier spirit proved to be too much for a lone mere mortal like Runa to successfully make a familiar so something else happened. Since just what happened is unknown to the Nersondur Republics, it will remain unknown to you guys as well until it is no longer particularly relevant to decision making.

The shamans have also seen a rise in prominence between you guys going all in on supporting them and Runa being herself. Meanwhile the traders have lost some of their influence between the important trade with the Sunset Clans not being reopened and the shamans increasing their own influence.

The Stormfolk also made an attempt at attacking you to retake the settlements that you have nominal control over.

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.

Nersondur
Early Ancient Tribal Petty Republics
Upper Centralization Limit: 2
Lower Centralization Limit: -10
Admin Strain Free Provinces: 10
Penalty Accumulation: Reduces Upper Centralisation limit by 1 per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 3 Provinces
Province Actions: 2 Secondary Action per 1 Province
Subordinates: 3
Special: +1 Random Temp Stat each turn per 1 Province
Special: Democratic Traditions influence Legitimacy and Stability

Early Ancient Market Economy
Temp Econ Damage: Event +1 per Province & -1 per 3 Centralisation
Wealth Generation: 3 per Dominant, 1 per Leading & Significant,
Passive Policies: N/A
Additional Actions: +1 Secondary Province Action per 3 Provinces
Special: Low Wealth can cause loss of Legitimacy and Stability,
Special: Overcentralisation Penalties Doubled,

Stats
Diplo
: 2 (3) (+1)
Econ: 22 (17)
Martial: 3 (3)
Mystic: 6 (6)
Culture: 1 (3)
Tech: 0 (0)
Wealth: 16 (17)

Legitimacy: 3/3
Stability: 3/3
Centralisation: -5
Hierarchy: 4
Prestige: 8

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Trade Dominance (Obsidian): +12 Wealth
Trade Significant (Alcohol): +2 Wealth

Diplomatic Relations
Miscellaneous Relations
Your opinion/Their opinion/Frequency of Contact
Stormfolk = Hostile/Hostile/Border Raids
Oldlanders = Hostile/Hostile/Border Raids
Sunset Clans = Angry/Unknown/None
Forest Priests = Friendly/Friendly/Medium

Subordinates
Type/Loyalty/Dependence
None

Religion
None

Values & Legacies

Individual Freedom
Each individual and their choices are valuable. It is up to each person to make their own choices to decide their own future and perhaps the futures of others around them.
Pros: Increased social mobility, Bonus to one roll per province each turn,
Cons: Reduced central authority,

Glorious Battle
Fame and glory are earnt on the battlefield and therefore battle is desirable. The young men and women of the Nersondur seek to prove themselves against foes in order to gain respect and improve their status within society.
Pros: Better warriors, increased prestige and stat gain from warfare,
Cons: Warfare is seen as desirable,

Centre of Trade
Newshore is a centre of trade as people come from all over to trade at the island of the Nersondur. The end result is that the Nersondur make much wealth and riches from trade and they seek to keep things that way.
Pros: Increased wealth gained from trade dominance, Increased wealth gained from trade expeditions,
Cons: Losing trade dominance can cause loss of Legitimacy and Stability,

None

Technologies
Carts
Hot Springs
Rope
Wheel

Agriculture
Orchards

Animals
Fowls

Construction
Mortar
Fired Bricks

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails
Waterproofing

Hunting
Ambush

Materials
Bone
Furs
Hide
Leather
Obsidian
Reeds
Stone
Straw
Sulphur
Wood

Medicine
Herbalism
Administration
Tally Marks
Stone Record Keeping

Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Bribery
Expeditions
Gifting
Negotiations
Trade

Leadership
Direct Democracy
Elders
Elective Succession
Representative Democracy
Shamans

Philosophy
Democracy

Religion
Offerings
Shamans
Shrines
Defences


Personal Protection

Hide Shields
Wicker Shields
Wood Shields

Organisation
Hunters

Theory


Weapons

Bows & Arrows
Slings
Spears
General
Contract Magic
Spirits

Lesser Spirit Familiar (Basic)
Minor Spirit Familiar (Limited)
Spirit Binding (Basic)
Spirit Offerings (Basic)
Lightning Bolt (Limited)
Rain Protection (Limited)
Storm Calling (Limited)
Weather Prediction (Limited)
 
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[X] [SEC] Diplomatic Expedition = Sunset Clans
[X{ [MAIN] Trade Expedition = Sunset Clans


Alright, we need to launch a trade expedition and diplomatic expedition so our traders and priests don't start another war. This will help guide our province actions into hopefully focusing martial into the Oldlanders and our other efforts into trading and expanding, rather than just trying to go slaving like our Traders and Shamans would prefer.
 
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[X] [MAIN] Trade Expedition = Sunset Clans
[X] [SEC] Diplomatic Expedition = Sunset Clans

The Honey Must Flow!
 
[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)

I want to make a shot at peacefully reopening trade before we go to war with the clans and diplomatic expeditions are the best way to improve relations, I'm not sure trying to send trade expeditions whilst they are not letting anyone in will work and if we manage to reopen trade we get a free trade expedition from the trader mission anyway.
 
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[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)
 
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[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X{ [SEC] Trade Expedition = Sunset Clans

Going to switch to this. Diplomacy is more important, considering the entire issue is lack of willingness to trade. Address that first, then try to trade.

Edit: Keep in mind that the provinces won't be interested in diplomacy, they just want honey. If we want to be diplomatic about this, then we have to be the ones pushing.
 
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[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X{ [SEC] Trade Expedition = Sunset Clans

Yeah, let's figure what happened.
 
they just want honey.

They also want the grain, high-quality pottery, the magic and the customers. The honey is the most important thing that the traders want, but it isn't the only thing and the shamans don't even want the honey, just the divine magic of Kharolind.
 
[X] [SEC] Create New Trails = (Northern Newshore Plains)
[X] [MAIN] Diplomatic Expedition = Sunset Clans

Wait, we're being dumb. Why are we doing a trade expedition when our traders will be jumping on this for us? Like, we have two factions with far more actions than we have who will jump headfirst into this, because both Shamans and Traders want what the Sunset Clans have. Let's drop trade and work on stuff that nobody else is interested in, like trails, as continuing our long term project of keeping the republics tied together.
 
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[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)

I got confermation from Oshha earlier in discord that the traders and shamans will wait to see what happens if we send a diplomatic expedition so we should do that to make sure they don't do something stupid and reckless.
 
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[X] [SEC] Settle Land = Midland Coast
[X] [MAIN] Diplomatic Expedition = Sunset Clans

A trade expedition to the Sunset Clans, especially a main one, is redundant. If the diplomacy opens them back up to trade then we get a free trade expedition. If opening them up peacefully fails then the trade expedition obviously fails and is a bit of a wasted action. Our hunters managed to both take and hold the mainland coast, let's start solidifying that control.

[X] [SEC] Settle Land = Southern Newshore Forest
Alternatively let's start settling the interior of the island. Starting with the forest makes sense to me since we need wood for boats.
 
I got confermation from Oshha earlier in discord that the traders and shamans will wait to see what happens if we send a diplomatic expedition so we should do that to make sure they don't do something stupid and reckless.

I will confirm this. If you attempt diplomatic overtures, the traders and shamans won't attempt to use force and send raids until the mid turn as they would wait to see if things are peacefully resolved before resorting to violence.
 
Hm with the Shamans gaining power, looks like Shrine building and such might not need thread actions as much thankfully. This is good, as with the Shamans being a more potent faction, we are likely to start seeing natural development of culture through them.

Ideally, we will want to keep the Hunters, Shamans and Traders mostly balanced in terms of faction power, as these three having control of our civ's policies is best for what we want. With three factions, we can also ensure power remains fairly distributed and that we don't have any overreach from a faction, not when risking themselves could lead to the rise of another faction. We also maintain the ability to prevent dominance by making it so if any one factions grows too strong, the other two can work against them.
 
[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)

It's time for some gunb-, err, boat diplomacy. (Not putting an action for boats since I'm confident the province actions will cover that)
 
[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)

Our stability is now max. Considering we don't control most of our Civ actions, care must be taken we don't have a GA sneak up on us.
 
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[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)
 
[X] [SEC] Create New Trails = (Northern Newshore Plains)
[X] [MAIN] Diplomatic Expedition = Sunset Clans
 
[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)


Like with the first project, Runa succeeded all too well and that was her undoing. She successfully bound the great spirit of Fire Mountain, but a top tier spirit proved to be too much for a lone mere mortal like Runa to successfully make a familiar so something else happened.
Energy Field > Head
 
[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)
 
[X] [SEC] Diplomatic Expedition = Sunset Clans
[X] [SEC] Settle Land = Midland Coast
[X] [SEC] Create New Trails = (Northern Newshore Plains)
 
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