Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Arthwyd and Merntir stances on marriage, families and relationships during the Neolithic Period

It would be Merntirish. The Merntir and Arthwyd are respectively the Merntirish and the Arthwydish.

(...Or, do they not do wives? I'm a bit unclear on that.)
Given that the society seems to be developing something of a matriarchal bend I'd be assuming it would be more appropriate to ask if they do husbands. :V

They have wives and husbands, but it isn't standardised. Some of the Arthwyd may practice monogamy, but others might practice polyamory. Others will just sleep around as they please or just form short-term relationships. This is primarily due to the Arthwyd having a focus on community ties over blood ties. Amongst the Arthwyd, kids aren't raised by their parents or the family of their parents, but by the village/community. The responsibility for raising children isn't viewed as something that the parents have, but a responsibility that the whole community has.

As a result, who gave birth to the kid and who sleeps with who isn't viewed as significant by the Arthwyd and stuff like marriage is viewed more as a personal commitment to a single person. Adultery and cheating on a marriage is viewed as being bad, but only if it violates the promise that you made to your spouse and therefore proving you untrustworthy. That said, if your spouse gives permission, it is viewed as okay to sleep with something else and even have a child with someone else because you aren't breaking your word to your spouse.

That is amongst the Arthwyd however. The Merntir have different views due to their past. Before they converted to Arthrynism, the Merntir valued family and bloodlines very highly and while the practices they have adopted from the Arthwyd after converting has lowered the value placed, the Merntir still consider family a lot more important compared to the Arthwyd.

The Merntir will practice monogamy marriage a lot more often than the Arthwyd while polyamory and casual sleeping around is viewed with disdain/scorn that used to be outright hostility. A couple is expected to be faithful to each other and having a child out of wedlock is viewed as being bad, especially if the father is unknown or identity's is in doubt. Furthermore, it is viewed as being the family responsibility to raise a children through in some Merntirish villages, it is now being viewed as a communal thing like it is with the Arthwyd.

In the end, the main difference is that the Arthwyd view the community has the (massive, diverse) family while the Merntir view the parentage and bloodline as being the family (through it is trending towards viewing the community as the family over time).
 
And wow, three thousand replies. I never thought I would get a quest that was this long/popular.
 
It would be Merntirish. The Merntir and Arthwyd are respectively the Merntirish and the Arthwydish.

Edited, hopefully correctly. Also, d'you like it? What parts don't fit with what you were picturing for the Arthwyd?

Also also, you posted the Arthwyd pantheon at some point, can that be made Informational threadmark?
 
Edited, hopefully correctly. Also, d'you like it? What parts don't fit with what you were picturing for the Arthwyd?

I liked it. It was interested and it was close enough to how I picture the Arthwyd that I don't have any complaints. I'm thinking of giving you an omake reward for it, but I just need to think of something that is suitable whilst not being enough to affect things too much.

Also also, you posted the Arthwyd pantheon at some point, can that be made Informational threadmark?

Done.
 
What about revealing how many actions the Megaproject takes? On omake theme, not too powerful/world changing.

I'm thinking that I will give a boost to the next relevant action such as Study Magic, Venerate the Goddess or the Sunrise Mountain Passage. I would reveal the megaproject length, but its length will depend on player decision.
 
Next turn I'm thinking sec shrines, we shouldn't leave our settlements underdeveloped and lacking important infrastructure. Sec passage will of course be a necessity, unless we want to risk losing progress.
 
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I saw in other Civ Quests, megaprojects sometimes came with a bunch of optional upgrades. For this one I can see only one major upgrade - extending the passage not just to the mountain outpost, but all the way to the Merntir. As for minor upgrades, perhaps way stations along the path, places where people walking and pulling carts can rest, and perhaps images of the goddesses and the names of famous and important Arthwyd carved into the stone in places, as a sort of mountain-shrine-trail. I could see a pilgrimage through the Sunrise Mountains becoming a common thing, like that. Then again, we're still pretty low on the tech tree so I'm not sure if such a feature for the trail would make much sense or even come up as an idea to the Arthwyd as of now.
 
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I saw in other Civ Quests, megaprojects sometimes came with a bunch of optional upgrades. For this one I can see only one major upgrade - extending the passage not just to the mountain outpost, but all the way to the Merntir. As for minor upgrades, perhaps way stations along the path, places where people walking and pulling carts can rest, and perhaps images of the goddesses and the names of famous and important Arthwyd carved into the stone in places, as a sort of mountain-shrine-trail. I could see a pilgrimage through the Sunrise Mountains becoming a common thing, like that. Then again, we're still pretty low on the tech tree so I'm not sure if such a feature for the trail would make much sense or even come up as an idea to the Arthwyd as of now.
I assume you're thinking of things like the Palace in Paths of Civilisation? Keep in mind that actually most megaprojects where things like the salt evaporator, the canal or the dam which never had an option attached.
 
Most megaprojects do the following things:
-The thing they were meant to do. They usually do it.

In this case, it gives us a Trail to the Merntir where it was previously geographically impossible, which helps assimilate them faster and keeps their further holdings from splintering off. It makes it easier to send aid and resources back and forth

-The thing which was needed to accomplish it. Each megaproject involves a deed which would be considered nearly impossible by surrounding civilizations

In this case we're carving a route through a mountain pass with neither Metal Tools(which would allow economically carving through obstacles) nor The Wheel(which would allow hauling materials in place to build over obstacles). We're building a Trail through an area where there aren't easily available water or fuel resources to use by travelers. and which hunting for supplemental supplies is hard. This can be solved in a number of ways, but I believe we may be better able to apply our stone shaping magic to construction, to use our divination to drill wells, and generally organize supply runs better.

-The consequences of doing it. How does the creation and maintenance of it change society?

In this case, probably a value shift, as we realize impossible is nothing.
 
Vote closed.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 119 | Sufficient Velocity [Posts: 2955-2993]
##### NetTally 1.9.7
[X] More Farming. (Secondary More Farming)
No. of Votes: 20
[x] Build New Shrines (Secondary Build New Shrines)
No. of Votes: 7
[x] Venerate the Goddesses (Secondary Venerate the Goddesses)
No. of Votes: 2
[X] Study Magic (Secondary Study Magic)
No. of Votes: 2
[X] Create New Trails (Secondary Create New Trails)
No. of Votes: 1
Total No. of Voters: 29
 
Rising Star
[X] More Farming. (Secondary More Farming)

The seasons passed peacefully and the People went about their lives. While the situation on the Merntir coast stabilised somewhat as while there was still some lack of faith in the priests, things were no longer bad enough that violence and outright revolt were likely to happen.

It would still take time for the Merntir to fully resolve the situation, but for now, it looks like things will be getting better.

The Arthwyd focus on farming. Farming as long been the mainstay of the food eaten by the Arthwyd, but it has only begun to truly eclipse fishing and hunting in recent times as the Arthwyd take to the innovations of Seryn the Wise.

That isn't too say that hunting or fishing has begun lesser, but rather that farming is now better than it has ever been. It took time for the innovations to be implemented, especially with the pushback from those that desired to keep the old ways.

But now they had been implemented and almost everyone agrees on how the new methods are effective.

The usage of the new discoveries lead to further discoveries as the priests experimented with various ways to improve the growth energy of the soil. They would discover that just as uneaten food can provide additional growth energy to soil, so could eaten food.

Just as unused food could be turned into black soil, so could the eaten food that comes out of people and animals. By treating faeces the same as unused food and putting into the pots to become black soil with time, the People would have greater ability to increase the growth energy of the soil and their ability to farm.

***​

Malbyn sits down on the hill, watching the sea as the waves come forth and back. Born in Greenbay and not quite of age even if she is almost there, the wilderness has always called to Malbyn. Most will grow up to be farmers or weavers or otherwise help out within the village with a few being chosen to be priests.

Malbyn knows that she will not be amongst that number as she will become a hunter. She prefers to spend her time outside the village, living in the wilds, eating untamed plants and hunting animals.

Not that she has done much of the hunting. For all of her eagerness, Malbyn is still not of age yet and while she has been allowed to tag along on a couple of hunts, she hasn't been able to truly partake in the hunt.

Nonetheless, it is only a matter of time until then. Just as her future is clear to Malbyn, the rest of the village has figured what sort of path Malbyn will take in life and she has already been pegged as a future hunter by the priests and the veteran hunters.

The only question now is if Malbyn will be just a hunter or if she will prove good enough to become one of the Cateyes. The greatest of hunters and the fabled pathfinders of the People, the Cateyes is the group that Malbyn dreams of earning the right to join.

"There you are," says a voice from behind Malbyn and the Arthwydish girl turns to see Cadnys approaching.

A few seasons older than Malbyn, Cadnys has been chosen to become a priest of the goddesses just as Malbyn is destined to become a hunter. While both have the blessed curves of the People, Malbyn is on the smaller side with plenty of muscles while Cadnys lacks the strength of Malbyn and instead has one of the most filled out figures in Greenbay.

"Cadnys," says Malbyn in a warm tone, not bothering to keep the affection out of her voice as the older girl makes her way to Malbyn's spot on the top of the hill.

"What are you doing up here?" inquires Cadnys as she sits down Malbyn.

"I am taking a moment to watch the sea before I have to return to the village," answers Malbyn.

"I could never get how you enjoy the sea so much," says Cadnys, "Wouldn't you rather spend your time in the fields?"

"They're too tame for me," replies Malbyn, "The wilderness calls to me. I would much rather spend my time beyond the villages and their farms, living in the untamed wilds and off of what nature provides."

"And how does that relate to the sea?" asks Cadnys as Malbyn takes the opportunity to eye up the other girl's ample chest.

"The lands beyond the Sunset Mountains are unknown," answers Malbyn, "I want to explore new lands someday, whether be sailing the seas along the mountains or following Forest River into the forest or heading down Green River into the barbaric lowlands, fighting the barbarians that live in either of those places. Maybe I could head east from the Merntir Coast, on a quest to find the endless grasslands of the Boarfolk."

"So what, you want to go off on an adventure and never return?" asks Cadnys, "Just leave someday and leave me behind on my own."

"Of course not," Malbyn reassures her, "I would always come back to you. Even if you weren't there for me to come back to, I would still need to return to the villages to share my knowledge and spread tales of my journeys."

"Still aiming to join the Cateyes then?" inquires Cadnys.

"Yes and why are you the one who is asking all of the questions?" replies Malbyn.

"Because I am the smarter one," answers Cadnys, but her words are softened by the caring smile that she gives Malbyn, "Now if you are done undressing me with your eyes, how about we go back to my hut so you undress me with your hands?"

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


[] [SEC/MAIN] Build New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines),
-Possible Targets: Greenbay (2/3), Rockbay (1/1), Sunrise Bay (1/1)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Trail (4/5),
M: -4 Temp Econ, +2 Trails (4/5),

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -2 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast,

[] [SEC/MAIN] More Farming.
S: +2 Temp Econ, Chance of Innovation,
M: -2 Temp Econ, +1 Econ (0/1) (Limited to 1 per 3 Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, 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] Settle Land = (Target)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement Progress, +1 Econ,
M: -6 Temp Econ, -1 Temp Martial, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (3/12), Rockbay (1/12), Upriver Plains (0/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/12),

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

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Freak Folk, Merntir, Boarfolk Nomads,

[] [SEC/MAIN] Raiding Party = (Target)
S: -1 Temp Econ, +1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, +3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Forest Folk, Boarfolk Nomads,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +1 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +2 Temp Mystic, +2 Temp Culture, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

Mega-Projects
[] [SEC/MAIN] Sunrise Mountain Passage
S: -3 Temp Econ, +1 Progress
M: -6 Temp Econ, +2 Progress
-Progress: 1/???

***​

Peaceful turn and once again, you get another hero as you can tell in the update. You also managed to get another farming innovation and this time it was manure as another type of fertiliser.

Not much to say about this update. The Merntir situation is improving while the passage still needs constructing. But yeah, it is has been pretty peaceful and not much has gone on so half the update was showing part of the new hero's life.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (2)
Econ: 10 (6)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 2/3
Centralisation: 3
Hierarchy: 2
Prestige: 12

Statuses


Diplomatic Relations

Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None
Boarfolk Nomads = Intrigued/Unknown/None

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Agricultural Innovators: +1 Temp Econ to Farming actions,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

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

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Sails (Rafts)
Arts
Stone Carvings
Vocal Storytelling
Earthenware Pottery

Administration
Early Cuneiform
Tally Marks
Stone Record Keeping

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
General
Divine Magic

All-Seerist Magic
Increased Accuracy
Guided Attacks
Truth Detecting
Scrying
Future Seeing

Arthrynite
Limited Stone Manipulation
 
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So this is as good a prompt as any to send a scouting expedition upriver.

[X] [SEC] Explore Lands = (Lowlands)
[X] [SEC] Sunrise Mountain Passage
 
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Martial hero?

Also, I just noticed we can Explore Lands on our own land. Would this have a chance to reveal useful natural resources? Like metal?
 
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[X] [SEC] Build New Shrine = Greenbay (2/3)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
[X] [SEC] Create New Trails.
S: -2 Temp Econ, +1 Trail (4/5)

Get the new shrine up and the new trails...next turn get fishing and hunting up to see if we get more of that stuff going, also hero next turn! geez we keep on getting them don't we? wont we get a trait at this rate for hero effectiveness or generation?

edited: also my plan gives us a wiggle-room of 2 temp econ while giving more trails for our people to travel by as well as giving narrative-wise more connections, as well as a new shrine for our culture.

this way we keep up with the whole thing, and finally next turn if we do manage to get a hero, I strongly want to get more farming done (MAIN), so that way our Econ goes up. This way we get more temp to work with...then we can go whole hog to get more settlements up and running, around 2 more I think would do the trick for both rock-bay and sunrise bay...

now because of how close we will end up becoming we will end up a tall civilization, and thus if we manage to completely get 12/12 out of all three areas we might get more actions out of it.

Thus 36 villages might be pushing things, but we would have the econ by that time to really fight off invaders...I hope.
 
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I want to devote at least a secondary action to the Sunrise Mountain Passage every turn till it's done, now that we've started it.

I'm up in the air about exploring versus continuing to build things back home.
 
[X] [SEC] Explore Lands = (Lowlands)
[X] [SEC] Sunrise Mountain Passage

Edit to fix invalid option.
 
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[X] [SEC] Explore Lands = Forest
[X] [SEC] Sunrise Mountain Passage
 
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@Oshha - I'm not sure if you've answered these questions before, but can I ask more about the physiology of our people? Our woman seem to have been the most effected, but is there a similar degree with the guys? Do they all just come in the 'stronger and larger than regular humans' package, or is there a degree of variation with them as well as with woman? Are both genders now equally physically capable, or are guys still better on average?

Is childbirth still as insanely painful and dangerous for our woman as normal, or did the blessing change that? Does it go even further and actually make our people more fertile than a baseline? Is there a statistical increase in our population growth mechanics wise because of this?
 
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