The world was changing and the People were unsure of what to do. The monsters were gone for now, but who knew when they would return? The old lands may be safe for not, but the villages were in ruin and nobody knew how long the safety would last.
The old stories claimed that there were times of safety, but the People had only known danger their whole lives. With a brief respite, many of their neighbour felt that maybe finding new lands might be in order to find somewhere permanently safer might be best.
To discuss this, the majority of the People have gathered in the middle of their village to discuss the future of the People.
"This is our home and it has been our home forever!" shouts one man, "You would suggest that we just abandon it?"
"Yes!" exclaims the young hunter, "Everyone knows that the least monsters come from across the ocean so it means sense that the lands across the ocean have the least monsters. And if they have the least monsters, then those lands will be the safest place for us."
The first man snorts and opens his mouth to berate the hunter further, but a woman with the wrinkles and silver hair of an elder interrupts him, waving a bone in the air to get everyone's attention.
"The seas are dangerous and while I do not doubt that there is land on the other side of it, I question how safe the journey would be," says the elderly woman, "If we are to move, it would be safe to move along the coast."
"Surely you don't suggest we head towards the monsters are!" yells an expectant mother, interrupting the elder.
At the interruption, the People break out into various discussion and bickering. It takes a few minutes before the elderly woman is able to regain control the conversation.
"I do not dare suggest we head towards the sunset," says the elder, "No, I purpose that we head towards the sunrise. That way has the least number of monsters apart from across the ocean and I remain unconvinced that the reason that we get the fewest monsters from that way is because those lands have the least amount of monsters and not because few monsters are able or willingly to cross the ocean."
"But this is our home!" shouts the first man, looking angry at all the talk of moving, "We have lived here for all of time and you all suggest that we just throw it away because the monsters haven't attacked for half a generation? Blah. This is madness. How do you know that moving elsewhere won't lead you to your deaths?"
"How do you know that staying here won't lead to our early deaths?" retorts a young farmer as she steps forward, "I lost both of my parents to monster attacks living here. If moving somewhere else makes so that I don't lose more family to accursed monsters, then I support such an action."
"He has the right of it you know," says another man, just beginning to get the grey hairs of an elder, "We have lived it forever and who knows what will happen if we move somewhere else. Maybe across the ocean or past the mountains in the sunrise have less monsters, but who knows what waits there? We have homes and farms here and we know that we can survive it. Who knows how much harder it could be to survive in other places?"
"No one is suggesting that we head towards the forest or up the river or to the mountains in the sunset," says a middle-aged hunter as he leans against his spear as he sticks the shaft into the ground, "I have been across the ocean and I have stepped foot on the lands on the other side many times. We can survive there and it has less monsters than here. Surely the safety of having an ocean between us and the majority of the monsters is worth the risk we will be taking?"
"I remain unsure," replies the greying man.
"It seems to be me that we have three options," says the elderly woman before anyone else can speak up, "One, we stay here. Two, we go across the ocean on the hope it will have the least amount of monsters. Three, we head towards the sunrise and pass the mountains, hoping that beyond the mountains will have less monsters."
There is grumbling and muttering from everyone else at her words, but no one contests that those are the options that lie before the People.
What do the People decide to do?
[] Stay in the old lands and rebuild your homes. (River mouth, existing settlement and farmland, ???)
[] Move to the lands on the other side of the ocean. (???)
[] Move along the coast until they stop in a forest pass the mountains. (???)
[] Move along the coast until they stop in grasslands beyond the mountains. (???)
***
Okay, this is a new civ quest where I am using my civ quest rule set for the game mechanics (Oshha's Civ Quest Rules 2.9). It will be in rebooted version of the setting from Chronicles of Nations, but it will have a different map and set in a different region. A rebooted version of the Arthwyd and the old region will exist, but it will be slightly different to the changes in the setting. The region will progress in accord to the canon events of CoN until the formation of the Caermyr Union provided you don't butterfly away the canon events of that region (you will start in a different region).
The first few choices will be choosing the background of your civ as I intend to skip through most of the stone age until you are close to getting metal. This current vote is solely for your starting location as it will determine where your first settlement will be and what sort of special resource or other bonus that you will find in your initial province.
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.
[X] Move to the lands on the other side of the ocean. (???)
In the end, the majority of the People are choose to travel across the ocean and set up new homes on the other side of it. While some of them choose to stay behind, they are minority in number as most seek a fresh start over the water.
The journey is not a single one, but many small ones as canoes are built and supplies transported over. Hunters scout for a location across the grasslands and beaches of the new shore. Eventually a good spot is found in a cove where the cliffs protect against the sea winds and there are nearby fields to plough. The hunters set up a permanent camp there before reporting their finding back to People on the old shore.
Buildings are constructed in the camp and families move into them. Over time, the camp turns into a village and while the Newshore village is smaller than the Oldshore village at first, that changes within a couple of generations as more and more of the People take the trip across the ocean to find a new home on the new shore.
By the time that there is no living memory of a time when Newshore was not a thing, the second village of the People is where the majority of them call home. Despite the distance between Oldshore and Newshore, the People are the People and both villages make sure to keep in contact with each other and maintain their cultural ties, remaining as the People rather than drifting apart.
The monsters did not return either or at least the terrors of story do not as while savage beasts do harass and strike at the People, they only do so out of opportunity whilst also being tame compared to what is described in the stories. As hoped when the People first chose to move across the ocean, Newshore has fewer monsters compared to Oldshore as the animals on the other side of the ocean are mostly of a mild sort compared to what can be found around Oldshore.
Over the years, spiritual beliefs begin to develop amongst the People. Forming in Newshore, they slowly grow more common within the larger of the People's villages before spreading to Oldshore. Within a couple of generations, these beliefs have become widespread and common enough that all of the People hold them to some degree.
What spiritual beliefs to the People hold?
[] [Faith] Worshipping the one god of the People.
[] [Faith] Worshipping the many gods of the People.
[] [Faith] Praying to the ancestor-spirits of the People.
[] [Faith] Venerating the grand nature spirits of the world.
[] [Faith] Venerating the commonplace spirits which can be found everywhere.
[] [Faith] Exalting the nature of the world itself.
Even as the People farm and etch out a life, the hunters explore the lands around Newshore, seeking new prey and prizes as they explore the new home of the People. The main object of their journeys is a massive mountain and the only one they can find on Newshore. Neither towards the sunrise or the sunset, the Newshore mountain is somewhere between the two.
It doesn't take long for the hunters of the People to reach the mountain as the grasslands in front of it give way to hills on either side of the mountain and behind it as well. Climbing the mountain, the hunters find it flat topped with a gapping hole in the middle. The hole reaches deep into the mountain and lets the hunters see into the middle of the mountain, seeing its fiery core.
The mountain with its fiery centre is not all that the hunters find in their travels. On the mountain and the hills around it, the People find the Black Rocks. The Black Rocks were both common and extremely sharp. While the People continued to use regular rocks at first, the Black Rocks would prove to be much sharper than any other rock and found plenty of usage by the hunters.
Common around the Fire Mountain of Newshore, the hunters valued the Black Rock for the sharpness it provided their blades and the hunters made great use of it when it came to spearheads, arrowheads and knifes. It soon became impossible to find a hunter who didn't use the Black Rock and with that, the usage of Black Rock began to spread to the rest of the People.
Before long, the villagers of Newshore were making regular usage of Black Rock and even those in Oldshore are begun to use the stone which can only be found on the other side of the ocean. Between a desire to make it easier to get more Black Rock and Newshore becoming a bit too crowded, the People begin to found new settlements in Newshore. Villages begin to pop up between the Newshore village and the Fire Mountain while other settlements are setup along the coastline.
It was as they began to spread out across Newshore that the People ran into the outsiders. Running into more coastline and ocean towards the sunrise of Newshore, the People find a second mountain on the other side of the Fire Mountain and the hills to its sunset. While still impressive, the second mountain of new shore lack Black Rock found around the Fire Mountain and doesn't have a hole at the top which lets you see its fiery heart.
Beyond this mountain towards the sunrise lay a massive forest with trees and undergrowth dominating the land. It was within this forest that the People found other people. The outsiders were different to the People and were violent folk compared to the People. Living in their forest, the outsiders divided themselves up into different tribes and fought amongst themselves for glory and prestige. Physical prowess and fighting ability was what the other islanders valued and their tribes were lead by their greatest warrior and where reigned at the top of their social structure.
The initial contact between the People and the Sunset Tribes ended in violent as the latter saw the hunters of the People as worthy foes. Seeking glory in fighting the People, the Sunset Tribes were better warriors, but found themselves unprepared for the Black Rock weapons for the People. The handful of battles were bloody for both sides and ended in multiple deaths for both the People and the Sunset Tribes.
Falling back to Newshore and the other villages, the hunters warned of the Sunset Tribes in the great forest and the People endeavoured to avoid heading back there. Unfortunately for the People as while they had no interest in meeting the Sunset Tribes again, the Sunset Tribes sought to meet the People again. The hunters of the Sunset Tribes went towards the sunrise and within a generation, they found some of the People's villages along Newshore.
Yet as the Sunset Tribes began to send hunters to raid the lands of the People, the People encountered more outsiders and they were just as hostile as the ones in the forest. Calling them the Stormfolk, the People named the second group of outsiders after their ability to call upon the winds and lightings of the storms. While summoning an actual storm was beyond them, the greatest of the Stormfolk could command great winds and throw bolts of lightning.
While the village of Oldshore remained, it was small and had few villagers compared to the settlements along Newshore. Seeing an easy target, the Stormfolk decided to take Oldshore as their own. Despite being armed with Black Rock weapons, the hunters of Oldshore were few number and a good portion of them had travelled to Newshore to help deal with the Sunset Tribes. Meeting little resistance, the Stormfolk slaughtered the defenders of Oldshore and took the village as their own. Only a few of the People escaped the fall of Oldshore to warn the rest of the People in Newshore.
With Oldshore having fallen to the Stormfolk and the Sunset Tribes raiding from their forest, the People were beset on two fronts and they had to choose how to deal with this unprecedented onslaught of enemies.
How do the People respond to the actions of their enemies?
[] [Others] Reclaim the Oldshore from the Stormfolk so that the People can have their ancestral lands.
[] [Others] Subjugate the other islanders so that the People can claim the island as their own.
[] [Others] Wipe out the other islanders so that the People can claim the island as their own.
[] [Others] Reclaim Oldshore from the Stormfolk and subjugate the other islanders so the People can both claim the island as their own and have their ancestral lands.
[] [Others] Reclaim Oldshore from the Stormfolk and wipe out the other islanders so the People can both claim the island as their own and have their ancestral lands.
***
Okay, this vote is picking your civ's initial religious beliefs and how they respond to their first forces. It was just going to be about the spiritual beliefs of the civ, but the update was a little short so I added in some diplomatic relations and you got unlucky as you ran into a couple hostile civs at the same time.
Depending on your starting region and the rolls, your first encounters with foreigners didn't have to turn out to hostile and could have even encountered a couple of friendly or at least non-violent civs, You will certainly have a shot at peaceful relations next update due to QM fiat, but this update you got given a couple of wars by the dice and them's the breaks. Your civ got unfortunate and now your first foreign relations have been violent, but it makes for some interesting history and cultural development.
By the way, I believe I mucked up my tenses a bit so apologises about that. 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.
[X] [Faith] Venerating the commonplace spirits which can be found everywhere.
[X] [Others] Subjugate the other islanders so that the People can claim the island as their own.
Despite the many of the People wishing to reclaim their ancestral home of Oldshore, it was ultimately decided to not be worth the effort. Almost all of the People lived on Newshore and there wasn't much value in Oldshore before the foothold on the other side of the ocean that it gave the People. The Stormfolk have proven themselves to be mighty fighters and it would be a difficult endeavour.
Perhaps if the People could commit to that challenge, but alas, they could not. Unlike the Stormfolk, who were content to take Oldshore and leave the rest of the People alone in Newshore, the Sunset Tribes were actively causing trouble.
Having fought amongst themselves in the past for glory, the hunters of the Sunset Tribes were eager to test themselves against outsiders and no longer have to shed the blood of each other for glory. The sunset hunters came by both
sailing across the ocean and trekking across the land, striking at the closest villages of the People.
The People fought back vigorously, but even with Black Rock and greater numbers, they weren't always successful and several of the People's villages found themselves being ransacked and pillaged by the more experienced hunters of the Sunset Tribes.
Outraged by the provoked losses of life, the People struck back at the Sunset Tribes with the intentions of ending their raids for good so that future generations would not suffer at the hands of their hunters. The first few attacks by the People were repelled, but the People did not give up. Neither did the Sunset Tribes as they continued to attack the People as generations went by as their warriors continued to seek glory and fame against the outsiders on the village. Suffering regular raids by their island neighbours, the People soon forgot about their ancestral home on Oldshore as the fighting with the Sunset Tribes engulf their nation.
It many seasons, but the hunters of the People built up their own skill and experience at fighting other people. Where the Sunset Tribes initially had the advantage of better fighters, the People soon denied them that advantage while levering their own advantages of Black Rock and greater numbers. As the fighting went on, it became clear that the Sunset Tribes were fewer than the People. Both sides bled in the conflict, but only the People could afford the losses. The fighting soon caused the Sunset Tribes to run low on hunters and ceased their raids while their numbers rebuilt.
The People took this opportunity to strike back. Sending their own raiding parties, they attacked the villages of the Sunset Tribes in the forest. While often repelled or driven back, the People gained a foothold and they secured that foothold by building villages closer to the Sunset Tribes, reducing the amount of travel time for their hunter. Having established a presence amongst the weakened Sunset Tribes, the People had subdued the remaining Sunset Tribes as not only had they yet to recover from losing most of their warriors, but there was only one of them for every three members of the People.
The People had proven successful in their goal in subjugating the Sunset Tribes and at the point, it was just a question of how they would be subjugated by the People.
How did the victorious People subjugate the defeated Sunset Tribes?
[] [Sunset] They took the survivors as slaves and dispersed them amongst their villages.
[] [Sunset] They forced the survivors to take oaths of servitude to them.
[] [Sunset] They conquered their lands and took them as their own.
[] [Sunset] They forced the remaining tribes to cease attacking you and acknowledge them as their overlords.
The generations went by and for a time, the People were content to hold the island of Newshore. It was a massive island and it would be countless generations before they ran out of space if they did at all. They farmed, fished and hunted as the People lived out their lives and discovered more of Newshore's secrets. Past generations had discovered the value of Black Rock and now the People had discovered the value of Yellow Rock.
While the Yellow Rock wasn't valuable on its down, it provided health and life to the plants of the People. The Shamans quickly figured out that the spirits of the Yellow Rock would drive away the other spirits that threatened and plagued the spirits of the plants. Free of that which would harm them spiritually, the plants would grow strong and healthy.
The People also discovered the hot springs amongst the hills around Fire Mountain. Pools of heated water could be found about the hillsides and even Fire Mountain itself through the mountain hot springs were a bit too hot for the People to safely use. While it was a long trek to them that took multiple days, it was one that the hunters would regularly take as they enjoyed the hot baths that the hot springs provided.
But all good things come to an end and while the People had an era of peace, it was broken by those back on the mainland.
Over the generations, the Stormfolk had settled down in the Oldshore region. Once united, they have grown apart as their settlements were ruled independent councils of their strongest and most important spellcasters. Valuing the family over community, the Stormfolk shared a culture, but no leadership as their councils would each rule over a single settlement or a collection a few settlements. Each settlement looked out for itself and the Stormfolk prioritised their family over all others. With no unifying leadership, tribal divisions and a warlike culture, the Stormfolk would often fight amongst themselves like the Sunset Tribes did.
The Stormfolk weren't the only people on the mainland. Since the People had been driven from Oldshore, a new group had settled down in the old lands, south of Oldshore. These Oldlanders were akin to the Sunset Tribes as they valued martial prowess and were led by their greatest hunters. Divided up into tribes that often warred with each other, the Oldlanders worshipped some grand spirits that belonged to their people and the greatest of their hunters fought in service to those great spirits.
From what the People discovered latter, the Oldlanders and Stormfolk had warred with each other regularly in addition to fighting amongst themselves. With strong martial traditions, the people of Oldshore decided to include the People as part of their targets once the islanders and mainlanders encountered each other after a handful of generations of non-contact.
The People were initially divided on how to deal with the raids from the mainland. Some advocated that they focus on the defensive, either fortifying the coastline against the raiding parties or attempting to intercept them at sea before they reached Newshore.
Others felt that they should strike back at the Stormfolk and Oldlanders with their own raiding parties, like they did with the Sunset Tribes. If the mainlanders wanted a war, then the People would give them a war and a taste of their own medicine. Others advocated that they should only fight one of the two groups as the Stormfolk and Oldlanders were enemies and the People could leverage that to their advantage. They could focus on either the Stormfolk or the Oldlanders as an enemy whilst seeking friendship from the other in order to get an alliance against their mutual enemy.
How did the People deal with the raiders from mainland?
[] [Oldshore] They fortified the coastline against mainland raiders.
[] [Oldshore] They intercepted the mainland raiders while at sea.
[] [Oldshore] They send their own raiding parties to attack the mainland settlements.
[] [Oldshore] They raided the Stormfolk whilst seeking friendship with the Oldlanders.
[] [Oldshore] They raided the Oldlanders whilst seeking friendship with the Stormfolk.
The Stormfolk and Oldlanders of Oldshore weren't the only people that the People would encounter on the mainland. The People would find the Forest Priests beyond the Sunrise Mountains and pass the Sunset Mountains, they would find the Sunset Clans. Unlike the Sunset Tribes, the Stormfolk and the Oldlanders, the Forest Priests and Sunset Clans would prove to friendly and seek peaceful relations with the People over hostile ones.
Like the Sunset Tribes, the Forest Priests lived in a forest and were very spiritual people. Worshipping a set of great spirits, the chosen of these spirits ruled over the Forest Priests. Unlike the other outsiders that the People encountered, the Forest Priests had unity and demanded that their people conform to the teachings of their great spirits. Yet despite this conformity and being ruled by the servants of their great spirits, the Forest Priests were proud to proclaim how they treated each other as equals under their great spirits.
Despite the similarity in names and being divided up into clans, the Sunset Clans held very little in common with the Sunset Tribes. Calling themselves the chosen people of a powerful spirit, the Sunset Clans were united without being united. Each clan was independent and was ruled by a chief who was elected by their clan, but the clans did not war amongst each other except on the rarest occasions. Any conflicts or disagreements were resolved by debate, displays of magic or seeking the judgement of their guardian spirit.
The Sunset Clans were an odd people as their society revolved around their great spirit. Not only did they devoutly worship her, but their great spirit had rewarded them with access to some of her power. The Sunset Clans considered this spiritual power to be of the highest value and not wrongly so as they sought to discover new ways to use it. The Sunset Clans were also different to other outsiders as rather than pick the greatest hunters or the best spellcasters, anyone could become a clan chief as all they had to do is get most of the clan to support them. Every of age member of a clan got equal say in who became the clan chief and there were no limits on who could be clan chief beyond needing to have the majority of the clan supporting their claim.
While the journey was long, both the Forest Priests and the Sunset Clans were open to friendly relationships as they welcome the traders of the People whilst not sending hunters to raid Newshore. Some of the People felt that the People should return these peaceful relations and open up trade with the other mainlanders while others advocated for taking the opportunity to raid them and take riches by force.
How did the People interact with the Forest Priests and the Sunset Clans?
[] [Beyond] They raided both the Forest Priests and the Sunset Clans.
[] [Beyond] They traded with both the Forest Priests and the Sunset Clans.
[] [Beyond] They raided the Forest Priests, but they traded with the Sunset Clans.
[] [Beyond] They traded with the Forest Priests, but they raided the Sunset Clans.
Beyond dealing with outsiders, the People also had internal matters to deal. Over the generations since the loss of Oldshore and the subjugated of the Sunset Tribes, a group within the People rose to authority amongst the villagers of Newshore as they became the dominant faction of the People.
Which faction rose to prominence and influence amongst the People?
[] [Faction] The Shamans.
[] [Faction] The Traders.
[] [Faction] The Hunters.
[] [Faction] The Elders.
[] [Faction] The Chiefs.
***
So we are halfway through the prologue/civilisation creation. You have defeated the Sunset Tribes and have now met all of the other civs that are nearby. While not specifically hostiles to you, the Oldlanders and Stormfolk have a martial culture and will regularly raid everyone, including themselves and each other, and that now includes you.
The Forest Spirits and Sunset Clans are more peaceful and lack the martial traditions of the other civs you have encountered. There was going to be another peaceful civ, but they got gobbed up by the Stormfolk and Oldlanders before you got to meet them.
Now you get to pick your diplomatic stances and which faction will have the most influence and authority within the People. Next vote will be government type and the list of possible options will be influenced by what options are picked here.
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.
[X] [Sunset] They conquered their lands and took them as their own.
[X] [Oldshore] They intercepted the Oldshore raiders while at sea.
[X] [Beyond] They traded with both the Forest Priests and the Sunset Clans.
[X] [Faction] The Traders.
Rather than strike back at the raids from Oldshore or let them come to them before fighting, the People decide to not let the attackers reach their shores in the first place. The hunters of the People took to the sea, but for defence rather than offence.
It turns out to be harder than expected as while crossing the ocean to reach Oldshore or Newshore is easy enough, finding canoes in the middle of the ocean is not. Despite the difficulty, the hunters of the People soon develop a proficiency when it comes to sailing on the sea.
Yet for all their skill when it comes to ocean, their successes at sea come down more to luck. Thanks to the favour of the spirits, the hunters of the People intercept most of the Oldshore raiders before they reach Newshore. While the People take losses, they inflict heaver losses on their foes as the Stormfolk and Oldlanders lose hunters at sea than the People do.
Despite their successes, the People are not always successful and several raiding groups are able to successful make their way to Newshore and prey upon the settlements of the People. But the Newshore villages are not undefended and of the few attackers who reach them, even fewer managed to successful attack a village. And of those very few who managed to get away with their loot, even few survived the return trip home.
Those raiders who survived their attack on the People would return to great glory, but the risks weren't seen as worth it by the Oldlanders and Stormfolk. Why risk their lives on a near-suicidal mission to raid the People on the other side of the ocean when they could just raid each other and themselves? Over the generation the raids from Oldshore crawl to a halt as only a handful of daring fools from the Oldlanders and the Stormfolk decide to continue attempts to raid the People.
The Oldshore raiders aren't the only outsiders that the People have interactions with. They trade with both the Sunset Clans towards the sunset and the Forest Priests to the sunrise. Both peoples are happy to trade with the People, happy to do business with the traders from Newshore.
Beyond the usual trade, each of the three peoples had their own set of trade goods that they specialised in and each one had one that was particularly special. The Forest Priests provided meat, leather and hides from the animals within their forest, trading their surpluses for luxuries and staples from their sunrise trading partners. They also had some special flowers with had interesting spirits. If properly coaxed by a shaman who knows that they are doing, the petals and leaves of these flowers can be used to heal the sick and relieve the pain of the injured.
Meanwhile the Sunset Clans provided fine pottery and plenty of grain. With more than enough for their own needs, like the Forest Priests, the Sunset Clans traded their surpluses to their sunset neighbours for luxuries and staples. The Sunset Clans had also figured out the secret of taming the bee spirits thanks to their goddess Kharolind. While the Forest Priests and the People could acquire honey on their own, neither of them could do so on the same scale as the Sunset Clans.
As for the People, they provided fish and booze. Their hunters would often bring back fishes from on their ventures out to the sea, which were many while the People had a particular fondness for alcoholic drinks, resulting them producing many and becoming skilled at making them. The People also traded Black Rock to the Forest Priests and the Sunset Clans as neither of them had any of it within their own land.
Over the generations, the trade between the People, the Forest Priests and the Sunset Clans flourished and all three groups prospered from it, especially the People. Thanks to the position of Newshore, the People ended up being the middleman for the Forest Priests and Sunset Clans. Rather than make the long journey to each other, their traders would go to Newshore and trade with each other there. This arrangement suited everyone just fine, especially the People who benefitted from being the centre of the trade networks.
These trade networks and how the People slotted into them had an interesting effect on the People. Their traders became influential within society while wealth and riches became a sign of status and prominence. The authority of the elders and shamans had fallen wayside as the traders and hunters proved to be important folk within the People. It was not the shamans or elders who the People answered to, but the traders and warriors.
As the seasons went on and generations passed, a new form of government sprung up amongst the People, replacing the informal elder councils and big men of old.
[] [Gov] Tribal Oligarchic Kingdom. (Positive Centralisation, More Player Actions, Less Province Actions)
[] [Gov] Tribal Oligarchic Republic. (Positive Centralisation, More Player Actions, Less Province Actions)
[] [Gov] Tribal Oligarchic Petty Kingdoms. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
[] [Gov] Tribal Oligarchic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
[] [Gov] Tribal Democratic Kingdom. (Positive Centralisation, More Player Actions, Less Province Actions)
[] [Gov] Tribal Democratic Republic. (Positive Centralisation, More Player Actions, Less Province Actions)
[] [Gov] Tribal Democratic Petty Kingdoms. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
[] [Gov] Tribal Democratic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
[] [Gov] Tribal Oligarchic Confederation. (Negative Centralisation, Less Player Actions, More Province Actions)
[] [Gov] Tribal Democratic Confederation. (Negative Centralisation, Less Player Actions, More Province Actions)
[] [Gov] Tribal Oligarchic Federation. (Positive Centralisation, More Province Actions)
[] [Gov] Tribal Democratic Federation. (Positive Centralisation, More Province Actions)
***
A single vote this time around. Pick your government type and unlike most civ quests, you get options for decentralised governments. The benefit of decentralised governments is that you exchange control for getting more things done. Your civ will have more actions available, but you have reduced control over them.
You also have the traders and hunters as your dominant factions, the former with slightly more influence than the latter. The traders are because you choose them to be the top dogs and you are the regional centre of trade while the hunters are due to conquering the Sunset Tribes and fighting the Oldlanders and Stormfolk at sea.
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.
[X][Gov] Tribal Democratic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
As the seasons went on, the People lived out their lives and moved forward with civilisation. The People were the People, but closely held ties began to fray as the People called more of Newshore as their owns and internal divisions began to spring up.
Newland was oldest and largest of the People's settlements and historically where the overall leadership of the People was located, but it soon had competition. Other settlements grew to similarly large sizes in other parts of Newshore and the local leadership began to question why they needed to obey those in Newland when they could run things just fine on their own.
Things got worst when the smaller settlements decided that they were better off listening to the nearest large settlements or to just do their own thing. The most pronounced example of this was in the former lands of the Sunset Tribes where the People had mingled with the conquered natives.
With a cultural blend of the People and the Sunset Tribes, it was those living in the forest that decided to officially stop listening to the leaders in Newland. That was the catalyst needed for the other large settlements to stop listening to Newland and within the span of a generation, the People had fractured into multiple independent settlements like the Stormfolk, the Sunset Tribes or the Oldlanders.
But unlike those outsiders, the People did not raid each other or try to kill other members of the People. Instead they took after the Sunset Clans and not just after how they did not turn on each other with spear and arrow. Just as the Sunset Clans choose their leadership via popular vote with most if not all of the clan voting, the People began to choose their leaders via popular vote.
Depends on the settlement or collection of settlements, the form of this leadership would vary. Sometimes a single leader was chosen, either for life or a fixed amount of time. Other times a group of leaders were chosen instead of just one. Some settlements didn't bother picking leaders, but just voted directly on issues with decisions of the settlement being determined via democratic vote.
Despite these new divides, the People remained united for now for they all remained People. The supply lines and production required for trade were maintained while the protection of Newshore against the raiders from the Stormfolk and Oldlanders were kept up.
Yet this collapse of central authority as the People grew too large and too wide was the start of a new era and it was just one of many major changes that the People had experienced over the generations.
What sort of economy do the People use?
[] [Econ] Palace Economy
[] [Econ] Market Economy
[] [Econ] Guild Economy
[] [Econ] Barter Economy
[] [Econ] Gift Economy
What do the People do over the generations? Top two options will be selected.
[] [Civ] Building canoes and rafts.
[] [Civ] Trading with each other and the mainlanders
[] [Civ] Raiding the Stormfolk and Oldlanders.
[] [Civ] Reclaiming Oldshore from the Stormfolk and Oldlanders.
[] [Civ] Creating trails and paths.
[] [Civ] Understanding the spirits and their power.
[] [Civ] Understanding the rocks and stones.
[] [Civ] Exploring the world beyond.
[] [Civ] Settling new lands.
[] [Civ] Hunting and fishing.
[] [Civ] Farming and taming.
***
Okay, this is the last update of the prologue where you create your civ. The next update will be the start of regular turns and you will be picking your main turn actions. This time, you will pick your economy type and what sort of stuff your civ will have been focusing on over the last couple centuries before the start of the regular turns.
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.
[X] [Econ] Market Economy
[X] [Civ] Creating trails and paths.
[X] [Civ] Understanding the spirits and their power.
Another major change that reshaped the People of Newshore at a fundamental level was how their economy worked. While they still used a barter economy like their neighbours, it became more dominated by the traders and wants and desires of those partaking in it.
The traders of the Nersondur Republics were already influential and had a hand in every major trade market. Without only limited competition, they became skilled at figuring out where best to buy and sell different goods, greatly increasing their own wealth and power.
The various republics from the Newland to the Sunset Forest to the Hot Hills also focused on internally for a bit. While the traders were bringing wealth and riches to the Nersondur Republics and its people, that wealth was being used to improve island of Newshore.
Trails and paths between the various settlements of the Nersondur Republics were found and then formalised and before long, most of the villages on Newshore were connected by dirt paths and trails. Despite the divides between the Nersondur Republics, no one oppose these acts of cooperation as no one had a reason to not desire easier travel and many had reasons to want such a thing.
The traders want it to be easier to reach the customers and sellers in other villages while the elders wanted closer ties with each other to back each up against their rivals. The shamans wanted to have closer cooperation and easier knowledge sharing with each other and the hunters were grateful for their long journeys being easier.
The shamans also took the opportunity to push through some serious cooperation between the various groups of shamans in each republic as they sought to form closer ties while attempts to understand the spirits better. Getting the support of the traders who had an interest in potentially getting wealth from the spirits, the shamans spent a few generations in intensive study of the spirits of the world.
While not always successful and often perilous, the shamans build up an impressive amount of knowledge regarding the spirits and how to tame them for power. Spirits could be found everywhere, but not all spirits were equal as they greatly varied in power. While some of the greatest spirits were completely beyond the shamans of the Nersondur Republics, others were not.
The shamans figured out how to bind the weakest of the spirits, letting the shamans tap into their power. While the shamans weren't sure what to use that power for yet, they were certain it would be useful for something. At the moment, the shamans would bind spirits as trophies and pets, a sign of prestige for how good and powerful a shaman is and by the time that the shamans were able to reliably capture the weakest, a few bold shamans were already going after some of the stronger ones.
Yet even as the Nersondur Republics looked inwards, there was trouble brewing aboard. For countless generations the Stormfolk and Oldlanders had fought each other in a back and forth battle for the Oldlands.
Now the balance of power had tipped in favour of the Stormfolk as the Stormfolk have recently gained several major victories over the Oldlanders, driving their rivals back and becoming the greater power in the Oldlands and perhaps the world.
For the Nersondur Republics, this is not an acceptable state of affairs as many feel that the Nersondur Republics are greater than the Stormfolk. It is just a matter of proving that fact to the rest of the world. The elders push for doing that and while their power is fading, they have the support for the hunters.
One of the most influential groups within the Nersondur Republics, the hunters have always pushed for striking back at the Oldlanders and Stormfolk. They desire to earn glory against their foes in battle and to plunder and loot their villages.
In the past, their desires have been restrained , but that isn't going to be the case for much longer.
Shamans (3) = Mood: Pleased, Ability: Add half of faction power to Mystic, Objective: Build 2 Shrines in 4 Turns, Success/Failure: +1 Temp Culture/-
Traders (6) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build Boats in 2 Turns, Success/Failure: +1 Temp Wealth/-1 Temp Wealth
Elders (2) = Mood: Content, Ability: Add half of their faction power to another faction, Objective: Prove the superiority of the Nersondur Republics, Success/Failure: +1 Temp Econ/-
Hunters (4 (5)) = Mood: Eager, Ability: Add half of faction power to Martial, Objective: Raid the mainland, Success/Failure: +1 Temp Econ/-
Farmers (1) = Mood: Content, Ability: Add half of faction power to Econ, Objective: Do 2 Settle Lands in 4 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] 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,
Alright, you start your first main turn, you get to see your stats. Right now you got good trails and shrine coverage and some decently strong values. You also have a lot of actions with three player secondaries and seven province secondaries.
Due to the game just properly starting, there isn't much going on right now, but the Stormfolk have just become King of the Hill and your elders and hunters want to change that state of affairs.
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,
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,
[X] [SEC] Build New Shrine = (Northern Newshore Forest)
[X] [SEC] Create New Trails = (Northern Newshore Forest)
[X] [SEC] Venerate the Spirits
Provinces = [SEC] Build New Shrine (Northern Newshore Plains), [MAIN] Build Boats, [SEC] Trade Expeditions = (Sunset Clans), [MAIN] Raiding Party = Stormfolk, [SEC] More Hunting
The Nersondur Republics went to war. Not all of them, but there was a strong coalition of the largest and most influential republics united behind the idea of putting the Stormfolk in their place.
The Stormfolk and the people of Nersondur were mutually respected as the greatest cultures in the world, but that was a falsehood that the Nersondurans were not willingly to accept. The Nersondur Republics were greater than the Stormfolk and they just had to prove it to the rest of the world.
So with the support of the elders, the hunters got ready for a mass raid on the mainland. Hunters were trained up and more canoes constructed with the wood and bark of the trees from the forest.
It took many seasons, but the coalition was ready and the hunters of Newshore set sail for the Stormfolk. United in purpose, the Nersondurans struck at the coastal settlements of the Stormfolk.
Despite having the element of surprise, the Nersondurans did not have an easy time. They had chosen a bad time to attack as the Stormfolk had no major ongoing fights with the Oldlanders beyond the odd Stormfolk settlement raiding one of the Oldlander tribes.
The hunters of the Stormfolk fought back viciously with both spear and arrow while their mages called down lighting and storms upon the Nersonduran raiders. The Nersondurans fought back as best as they could, but they lacked the magic and experience of the Stormfolk that the mainlanders had from their mages and constant conflicts with the Oldlanders.
Yet despite their disadvantages, the Nersondurans gave as good as they got so when the casualties began to rack up, it was on both sides. While they suffered deaths and defeats, the Nersondurans did not give up and pressed the attacked over the seasons, launching regular raids.
As the Stormfolk depleted their ranks of hunters while the Nersondurans gained experience in raiding and fighting other humans, the fighting swung in favour of the Nersondur Republics. The Stormfolk defences began to break as the Nersonduran hunters broke through and pillaged the settlements of their foes.
The Nersondurans returned home with glory, women and valuables as they had proven their valour in battle and earnt their just rewards. The coastal villages of the Stormfolk lay in ruin and the Nersondur Republics had tentative control over them.
Seeing their long time rivals reeling from their defeats at the hands of the Nersondur Republics, the Oldlander Tribes attacked the Stormfolk in greater numbers. While they were still weak and recovering from their losses, the Stormfolk were once mistaken as being an equal of the Nersondur Republics for a reason. The Oldlander attacks were repulsed as the battle harden Stormfolk slaughtered their would-be raiders, driving back the Oldlanders to their villages.
The fighting wasn't the only thing going on in foreign land as the traders pushed for increased trade with the Sunset Clans. Their honey was greatly prized by the wealthy of the Nersondur Republics for its sweet taste and while they had plenty of their own, the grain and pottery of the Sunset Clans was considered the best in the world. The traders wanted more of it and they wanted to be the ones to have it.
As more and more traders launched expeditions to get more of the Sunset Clans' trade goods, even more traders begun their own expeditions to keep up with their rivals with many even going to the Sunset Clans rather than waiting for them to come to Newshore.
But something went wrong as all of a sudden, the Sunset Clans cut off the trade and all outside contacted. While they did so peacefully, the Sunset Clans refused entry to any traders from the Nersondur Republics or the Forest Priests and their own traders stopped going to Newshore.
The lost of trade from the Sunset Clans proved greatly disruptive to the Nersondur Republics. They had their own grain and pottery, but there wasn't as much to go around nor was it as good. There was enough that no one starved or went without, but some had to cut back on previous indulgences.
Worst of all was the lack of honey. The Nersondur Republics still had access to wild honey as did the Forest Priests, but neither had the honey farms of the Sunset Clans as it was a closely guarded secret of the Sunset Clans.
It wasn't just trade that was going poorly. More and more shrines were being set up across Newshore as the Nersonduran shamans sought to get a steady presence across all of the republics. It was going well until the spirits suddenly made their displeasure known.
It wasn't too bad right now, but the spirits were being uncooperative and unusually hostile to the point of hurting several people and even killing a couple. The biggest concern was the great fire spirit of the Fire Mountains as it was being unusually active and given the hostile of the other spirits, the shamans were deeply concerned about what that meant for the Nersondur Republics.
The Nersondur Republics were split as the traders and hunters argued about the best course of action to take. The traders wanted to reopen trade with the Sunset Clans even if it meant forcing the issue with violence, which would require the aid of the hunters.
The hunters wanted to established a permanent presence on the mainland while the Oldlanders and Stormfolk were both weak. The Nersondurans had a tentative and often nominal control of the coastal settlements of the Stormfolk and the hunters wanted to have the time and resources devoted to making that control more permanent and substantial.
Meanwhile the shamans were going on about the spirits and how they had to be appeased, especially the great spirit of Fire Mountain. While lacking influence compared to the traders or hunters, the shamans were not without some noteworthy sway and they could get their concerns heard by the rest of the Nersondur Republics.
Which faction gets the support of the Nersondur Republics?
[] [React] The Traders. Try to convince the Sunset Clans to reopen trade and force the issue if they refuse.
[] [React] The Hunters. Established a permanent presence on the mainland via the coastal settlements of the Stormfolk.
[] [React] The Shamans. Convince the Nersondur Republics to focus on appeasing the spirits, especially the great spirit of Fire Mountain.
Another thing of note was the shaman Runa. A talent woman belonging to the Newland Republic, Runa was able to amass more bound spirit familiars than any other shaman. She was destined for great things, something that was noted by those around her. Runa sought to prove these predictions correct as she attempted an ambitious project that would make her remembered for all of history.
[] [Runa] Bind the great spirit of Fire Mountain.
[] [Runa] Grant the power of a spirit to herself.
[] [Runa] Turn herself into a spirit.
[] [Runa] Learn the storm magic of the Stormfolk.
Shamans (3) = Mood: Concerned, Ability: Add half of faction power to Mystic, Objective: Appease the Spirits, Success/Failure: +1 Stability/-
Traders (6) = Mood: Furious, Ability: Add half of faction power to Wealth, Objective: Reopen trade with the Sunset Clans, Success/Failure: Free Trade Expedition/-
Elders (2) = Mood: Annoyed, Ability: Add half of their faction power to another faction, Objective: Punish the Sunset Clans, Success/Failure: +1 Temp Econ/-
Hunters (4 (5)) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Subjugate the Oldlanders, Success/Failure: Free Build Boats/-
Farmers (1) = Mood: Content, Ability: Add half of faction power to Econ, Objective: Do 2 Settle Lands in 4 Turns, Success/Failure: +1 Temp Econ/-
***
Okay, your raiding mission went well as while they initially fought you to a standstill, you ultimately defeated the Stormfolk quite handily. The trading was also going well up until it suddenly wasn't and no, you don't have any idea why the Sunset Clans stopped trading and neither do the Forest Priests. If you did it would have been mentioned in the update. Your shrines and trails went well, but the spirits are upset, something which isn't necessarily your fault even if you have to deal with it.
You also got the first Hero of the game again as you rolled up Runa, your Mystic Hero. She doesn't stand out in any areas as good or bad beyond being very good at dealing with the spirits. Personality wise, Runa is helpful and kind, but very proud and ambitious as like everyone else around her, Runa knows that she is good at what she does.
The Mid Turn actions will by determined by whichever option wins the React vote.
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,
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,
[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] 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,
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,
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,
Provinces = [SEC] Diplomatic Expedition = Oldlanders, [SEC] Create New Trails = (Northern Newshore Plains), [SEC] More Hunting, [SEC] Settle Land = Northern Oldshore, [SEC] Raiding Party = Stormfolk, [SEC] Study Magic, [SEC] Build Boats,
While many were eager for war to force the Sunset Clans to trade once more and to take their divine magic for the Nersondur Republics, the peace proved to be the path that the united Nersondur front took.
It was pointed out that the Nersondur Republics had already embroiled themselves in a conflict with the Stormfolk on the mainland. The islanders couldn't afford to wage a war with the Sunset Clans whilst also fighting with the Stormfolk.
The end result was that while the Nersondur Republics committed more resources and fighters to the mainland, they would take a peaceful approach with the Sunset Clans at first. Only should that diplomatic approach fail would the Nersonduran Republics resort to violence and warfare.
While they were united enough to agree to a common cause and how to approach it, the Nersondur Republics weren't united enough to send their expeditions together. Each republic sends its own diplomatic expedition.
At first the Sunset Clans just turn away the Nersondurans, but even that is a good sign as it isn't the violence that the mainlanders had once threatened them with last couple of generations.
Over time, the Nersondur Republics wear down the stubborn refusal of the Sunset Clans as they keep sending more and more diplomatic overtures. While some of the clans continue their staunch refusal to talk beyond ordering the Nersondurans away, others being to open up conversation with the islander diplomats.
The Nersondur Republics quickly discover that the reason the Sunset Clans all suddenly stopped all foreign relations and contact was a divine command by their goddess Kharolind. Why the goddess gave that command, only Kharolind knows as not even the Sunset Clans know why the command was given, only that their ancestors obeyed.
Despite being wary of potentially disobeying their goddess, the Sunset Clans begin to cautious reopen lines of communication with the Nersondur Republics and then the Forest Priests.
Eager at this development, the traders and shamans are found to be very eager to get what they wanted from the Sunset Clans. Unfortunately for them, the Sunset Clans were willingly to bend on the old command of their goddess, but not entirely.
They offered a choice of either reopening trade with the Nersondur Republics and the Forest Priests or letting Nersonduran shamans come to their lands to learn about the divine magic of Kharolind. It was a choice of one or the other unless the Nersondur Republics could fulfil a request of the Sunset Clans.
Some Sunset Clans had indicated that if the Nersondur Republics were willingly to provide them with storm mage slaves to give them access to the storm magic of the Stormfolk, they would both reopen trade and let the shamans come to learn the magic of their goddess.
For the shamans, it was a doable thing as while none of their number were willingly to let themselves be enslaved, the Nersondur Republics had enslaved enough Stormfolk slaves to meet the demands of the Sunset Clans.
Of course, the Nersondur Republics could just attack the Sunset Clans and take what they wanted. The mainlanders lacked the skill of the islands when it came to battle and raiding and they would be easy prey for the Nersonduran hunters.
[] [Sunset] Accept the reopening of trade instead of getting access to their divine magic. (-1 Stability, ???)
[] [Sunset] Get access to the divine magic of the Sunset Clans, but do not reopen trade. (-1 Stability, ???)
[] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[] [Sunset] Take what you want with force as your hunters are far superior to their own defenders. (+1 Temp Martial, ???)
Diplomatic overtures to the Sunset Clans weren't the mainland ventures of the Nersondur Republics. Championed by the Sunset Forest Republic, a coalition of Nersondur Republics decided to strengthen their grip on the mainland.
They had nominal control over several Stormfolk settlements along the coastline, but that control was tenuous and the villagers held no loyalty to the oversea Nersondurans. The Nersondur Republics sort to change this situation via two things.
The first was to found their own settlements on the mainland. There were still several good spots on the coastline for the Nersondurans to found their own villages and they did so. Small in size, it would take time for these settlements to grow, but they would grow even if it took generations.
The Nersondur Republics also co-opted some of the smallest Stormfolk settlements for their own people. With only a few dozen villagers, the Nersondurans threw the native Stormfolk into slavery, shipping them off to Newshore whilst shipping in their own replacement settlers.
The second thing that the Nersondur Republics did was launch more attacks against the Stormfolk to weaken their enemy's hold on the coastline while strengthening their own. The Stormfolk didn't go gently and their hunters launched their own attacks.
Yet despite the best efforts of the Stormfolk hunters, the Nersondur Republics emerge victorious in the fighting as their numerous and experienced hunters repeatedly crushed their counterparts in battle. The Stormfolk weren't without their own victories, but for every battle they won, they lost another ten.
The new Nersonduran settlements just made the fighting worst for the Stormfolk as the Nersondur Republics had a dependable trustworthy place to operate out of. It also made capturing prisoners easier as could just take the captives back to a Nersonduran village and the loyal populace would keep an eye on the prisoners rather than help them escape. From there, it was a simple matter of shipping them back to Newshore when convenient,
This generation of conquest and warfare also proved to be a historical moment for the Nersondur Republics for it became the first time in history that the Newland Republic stopped being the most prominent and influential one. Between the extremely successful conquests and the new desire for glorious victory, the Sunset Forest Republic had become more powerful than the Newland Republic.
Value Upgraded!
Gloriosum Victoria Fame and glory are earnt on the battlefield and therefore battle is desirable, but even more fame and glory are gained from being victorious. In order to earn that fame and glory, the Nersondurans seek out battle so they may claim victory against the enemies of the Nersondur Republics.
Pros: Better warriors, increased martial gain, greatly increased prestige and stat gain from warfare,
Cons: Warfare is seen as desirable, increased prestige and stability loss from defeat,
Despite their successes with the Sunset Clans and the Stormfolk, trouble was brewing for them elsewhere. The Newland Republic had decided to exchange diplomatic overtures to the Oldlanders out of curiosity more than anything, but it quickly proved to be a good decision in hindsight. Initially wanting to see what the Oldlanders are like and if they could be potential allies against the Stormfolk, the Newlanders found themselves locked into diplomatic warfare.
Upon approaching the Oldlanders, the Newlanders soon discover the presences of Elsa, a storm mage from the Stormfolk posing as the Oldlander goddess Trincic. Hailing from a village that was conquered when she had just entered adulthood, Elsa seeks to reclaim her home and cast out the Nersonduran conquerors.
Despite looking nothing like the chief goddess of the Oldlanders, Elsa is able to pass herself off as the Goddess of Medicine, Lust and Mountains to her fellow mainlanders. The shamans find this most troubling when it is reported to them. Either the goddess doesn't exist, something that the shamans consider unlikely, or she doesn't mind having an non-believing mortal pretend to be her.
Regardless of what the case is, Trincic doesn't expose Elsa as the fraud that she is and some of the shamans even fear that the goddess might be supporting Elsa as Trincic is known for her scheming and the occasional support for the wicked schemes of an ambitious mortal.
The Nersondurans don't let her efforts go uncontested as they leverage their own influence with the Oldlanders to break up Elsa's fledgling coalition. It goes surprisingly well despite the lack of prior diplomatic relations as the Oldlanders respect the strength and wealth of the Nersondur Republics. They have seen the glory of the Nersondur Republics and watched them repeatedly crush their long-time enemies, the Stormfolk. Should it become between choosing between the Stormfolk or the Nersondur Republics, the Oldlander tribes will choose the islanders over their fellow mainlanders every time.
Unfortunately for the Nersondur Republics, Elsa does not come to the Oldlanders as one of the Stormfolk, but as their goddess in mortal form. With powerful magics and a bewitching tongue, she is able to rally many Oldlander tribes and what few Stormfolk fighters there are left to her cause, putting together a coalition that gives even the Sunset Republic pause.
To the surprise of the Nersondur Republics as they begin to prepare themselves for a fight, Elsa comes to them with an offer of peace rather than an act of war. The self-proclaimed mortal avatar of Trincic offers to make peace with the Nersondur Republics if they return their captured settlements back to them.
The reaction is mixed. Some suggest they accept it as they are wary of the Oldlander coalition that Elsa has put together and argue that the demands are not unreasonable as the Nersondur Republics get to keep their spoils and new Nersonduran settlements. Others suggest accepting it, but refusing to return the demanded villages or looting them of anything of value first.
More Nersondurans argue for rejecting the peace and raiding the Stormfolk for more storm mages to enslave and pass over to the Sunset Clans. Others claim that the Stormfolk are beaten for now and the Nersondur Republics should attack the Oldlanders, striking them before the mainlanders can make the first move.
[] [Storm] Accept peace with the Stormfolk and return the conquered settlements. (Give up land, -1 Prestige, ???)
[] [Storm] Accept peace with the Stormfolk and return the conquered settlements, but strip of them of valuables first. (Give up land, +1 Temp Econ, +1 Temp Mystic, +1 Temp Wealth, -1 Prestige, ???)
[] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
[] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
[] [Storm] Reject the peace and make a pre-emptive strike at the Oldlanders. (+1 Temp Martial, ???)
Newland Republic (4) = 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 (5) = Mood: Proud, Ability: Add half of faction power to Martial, Objective: Keep your mainland holdings, Success/Failure: Free Create New Trails/-
Hot Hills Republic (2) = Mood: Ambitious, Ability: Add half of faction power to Culture, Objective: Acquire the divine magic of the Sunset Clans, Success/Failure: +1 Mystic/-
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: Pleased, Ability: Add half of faction power to Econ, Objective: Build another Shrine, Success/Failure: +1 Temp Econ/-
***
Okay late update. Stormfolk got a diplo hero who put together an Oldlander coalition to defeat you while you have continue to get excellent rolls on your mainland conquests and fighting. The Sunset Clans are willingly to give you what your people want, but not without price.
Other stuff, but it is late now so I will mention them tomorrow in addition to correcting any mistakes tomorrow.
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,
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,
Gloriosum Victoria Fame and glory are earnt on the battlefield and therefore battle is desirable, but even more fame and glory are gained from being victorious. In order to earn that fame and glory, the Nersondurans seek out battle so they may claim victory against the enemies of the Nersondur Republics.
Pros: Better warriors, increased martial gain, greatly increased prestige and stat gain from warfare,
Cons: Warfare is seen as desirable, increased prestige and stability loss from defeat,
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,
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
The Nersondur Republic went for peaceful relations as the Newland Republic lead the efforts with the Sunset Clans and the Sunset Forest Republic led the efforts with the Stormfolk and the Oldlanders.
Eager to please both the wealthy and the spiritual, the Newland Republic and its supporters provided the Sunset Clans with the storm mages slaves to get both trade and access to the divine magic of the Sunset Clans.
They ended up providing almost every slave capable of storm magic, but the Nersondurans felt it was worth the price. Slaves won't that valuable outside of prestige and if you wanted magic, it was easier and safer to go to a shaman.
As trade reopened, it was a welcome relief for both the Forest Priests and the Nersondur Republics as traders from the Sunset Clans began showing up at Newshore for the first time in generations. It was something out of myth as while everyone had heard the old tales and legends of the Sunset Clans, it had been some time since anyone alive could remember the old trade with them.
With fine pottery containing delicious bread, plentiful grain and vast quantities of honey, the traders of the Sunset Clans found themselves with a warm welcome and returning home with riches. This in turn inspired even more of those from the Sunset Clans to trade their luck at Newshore, further increasing the presences on the Sunset Clans at Newshore as the seasons went by.
While the trade went well, the attempts to learn the divine magic of the Sunset Clans went less well. Neither side was truly at fault, but the differences in culture led to difficulties. The shamans of the Nersondur Republics had expected something like their own spirit magic or at the very least, something like the storm magic of the Stormfolk.
Instead they got something that was depend on the goddess Kharolind and her divine favour. The priests of Kharolind insisted that the first step to using the divine magic is becoming a worshiper of Kharolind and earning her favour. The shamans of the Nersondur Republics reject this step as they have no desire to submit to a foreign great spirit, even a goddess like Kharolind.
At that, the Sunset Clan priests just shrug and inform the shamans that they cannot use divine magic without becoming a servant of Kharolind. Annoying as it is, the shamans take in good humour as they acknowledge things for what they are. No amount of threats or demands towards the priests will change the nature of the divine magic and the legendary Runa showed them how attempting to bind a great spirit would turn out.
The shamans decide to focus on adapting the divine magic to something like the storm magic of the Stormfolk. While a direct adaptation is impossible, the shamans feel it might be possible to replicate the efforts of the divine magic with non-divine magic.
Yet even as things go well with the Sunset Clans to varying degrees, things go more poorly with the Stormfolk and the Oldlanders. The Sunset Forest Republic and its coalition on the mainland decide to accept the peace offer of Elsa but refuse to return their rightfully conquered villages.
The response of Elsa and her coalition of Oldlanders and Stormfolk was one of outrage. Elsa claimed that the Nersondurans could not have peace deal but refuse to uphold their part of the deal. If the islanders refused to do their part, then the mainlanders would not give them the peace they wanted but refused to pay for.
Inspired by the mortal incarnation of their goddess and insulted by the actions of the Nersondurans, the Oldlanders struck at the villages of the Nersondur Republics on the mainland. Despite the fury and vigour of the divinely-inspired Oldlander warriors with the support of the Stormfolk storm mages, the Nersondurans held their defence. They bloodied almost every attack and hurled the Oldlanders back where they came from.
As Esla's coalition was driven back, the Sunset Forest Republic led a counter-attack against the Oldlanders as the Nersondurans had been invigorated by their successful defences. But as they assaulted the Oldlander villages, the Nersondurans found that the tables had turned.
Despite old tales of the Stormfolk triumphing over the Oldlander tribes, the modern day Oldlanders easily proved themselves to be better fighters than the Oldlanders. While it no one-sided affair and the Nersondur Republics found themselves victories on multiple occasion, the islander attack was ultimately a failure as they failed to make any significant gains.
During this time, the Stormfolk-Oldlander coalition had taken the time to regroup and rally its members as the Nersondurans bloodied themselves and more Oldlander tribes were swayed to their cause. Having rebuilt her army, Elsa struck at the Nersondurans once more.
It was a massacre. No single factor went wrong as little things such as unexpected losses in the failed counterattacks, the Sunset Forest Republic being unprepared for this level of setback and the better leaders being killed in prior battles.
The Oldlanders overran village rafter village as the coalition smashed through the Nersondurans on the mainland. The coalition retook the conquered Stormfolk villages and they did not stop there as they pushed onto the Nersonduran settlements on the mainland. Continuing to smash aside the defending Nersondurans, the Oldlanders manged to take a good many of the islander settlements, leaving the Nersondurans with only a meagre foothold on the mainland.
Back on Newshore, the Nersondur Republics were divided in how to react to this news as the various republics rallied around either the Newland Republic or the Sunset Forest Republic. As expected, the Sunset Forest Republic is outraged by the defeat and is pushing for renewed efforts on the mainland as they seek to punish the Oldlanders for insulting defeats they and their allies have suffered at their hands.
Meanwhile the Newland Republic wishes to ignore the mainland and focus on trade. They view the expeditions to the mainland to be a waste of time and resources which could be devoted to trade and earning wealth. The Newland Republic also receives the support of the shamans in this as the majority of the shamans seek to focus on studying magic and improving their knowledge of the spiritual. Having obtained storm magic from the Stormfolk, there is nothing left that the Stormfolk or the Oldlanders have to offer them and shamans would rather avoid expending resources and effort on the mainland.
As the Nersondur Republics divide themselves into two camps, the Arkjara Republic throw their lot in with the Sunset Forest Republic while the Hot Hills Republic and the Balfell Republic align themselves with the Newland Republic. It also becomes clear that the rise of the Sunset Forest Republic over the Newland Republic was a temporary and fleeting thing. As the Nersondur Republics are defeated on the mainland and trade is reopened with the Sunset Clans, the Sunset Forest Republic and Newland Republics are equals with the latter having a slight edge over the former in terms of influence.
Even as the people of Newshore begin to turn against each other, there is a lesson for the Nersondur Republics to learn from their defeats at the ends of Elsa and her Oldlander-Storm coalition.
What lesson do the Nersondur Republics learn from their defeats?
[] [Lesson] Humility. Their defeats at the ends of the hands of Elsa and the Oldlander tribes had taught humility to the Nersondur Republics and to not let pride blind you.
[] [Lesson] Respect. Their defeats only came about from not respecting the Oldlanders and from that, the Nersondur Republics have learnt to respect the beliefs and strength of others.
[] [Lesson] Faith. Elsa used her claim to be the mortal incarnation of the goddess Trincic and though that, she assembled the coalition that won her victory.
[] [Lesson] Pride. The Nersondur Republics are the greatest people in the world, but they have been lain low by defeat. They need to avenge this insult to their pride and glory and put the Oldlanders in their place.
Newland Republic (4) = Mood: Annoyed, Ability: Add half of faction power to Wealth, Objective: Abandon the mainland, Success/Failure: Free Diplomatic Expedition/-
Sunset Forest Republic (4) = Mood: Outraged, Ability: Add half of faction power to Martial, Objective: Retake the lost territory, Success/Failure: Free Build Shrine/-
Hot Hills Republic (2) = Mood: Unsure, Ability: Add half of faction power to Culture, Objective: Study Magic in 3 Turns, Success/Failure: +1 Temp Mystic/-
Arkjara Republic (4) = Mood: Pleased, Ability: Add half of faction power to Diplo, Objective: Prove superiority over the Oldlanders, Success/Failure: +1 Temp Econ/-
Balfell Republic (2) = Mood: Unsure, Ability: Add half of faction power to Mystic, Objective: Venerate the Spirits in 3 Turns, Success/Failure: +1 Temp Culture/-
Lesser Republics (2) = Mood: Unhappy, Ability: Add half of faction power to Econ, Objective: Settle More Land 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] 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,
Okay, it has been a few days. You got trade back and avoided a major crisis that would have started this turn. You also got access to divine magic, but run into the issue of divine magic requiring a deity to work.
Beyond that, you have the war with Elsa's coalition since you decided to insult and disrespect them. Things have been mixed, but while they have suffered their own defeats and losses, the Oldlanders have some out on top for now with taking a decent portion of your mainland settlements.
Otherwise you are getting your first proper division within your civ as the militaristic Sunset Forest Republic wants to invest more into the mainland whilst the more mercantile Newland Republic wants to cut your losses when it comes to the mainland.
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,
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,
Gloriosum Victoria Fame and glory are earnt on the battlefield and therefore battle is desirable, but even more fame and glory are gained from being victorious. In order to earn that fame and glory, the Nersondurans seek out battle so they may claim victory against the enemies of the Nersondur Republics.
Pros: Better warriors, increased martial gain, greatly increased prestige and stat gain from warfare,
Cons: Warfare is seen as desirable, increased prestige and stability loss from defeat,
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,