Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
This was what I was thinking. The Arthwyd have always been racking up factors to increase their population growth whilst decreasing the factors which cause the death rate. Furthermore, they have been basically prosperous for pretty much all of their existence. As a result, they have a higher than average population for the time period.

that's very good foundations for a civ
 
IIRC lots of European farming-focused villages have < 2k people because any more than that means they're out of easy walking commute distance to their farms.
Do we have small not-really-real-villages outside of Greenbay central, feeding it? Because that seems... A bit premature.
 
IIRC lots of European farming-focused villages have < 2k people because any more than that means they're out of easy walking commute distance to their farms.
Do we have small not-really-real-villages outside of Greenbay central, feeding it? Because that seems... A bit premature.
I think its a bit of modern urban bias sneaking its way in. I think it resolves itself if you think of it as talking about the populations of the provinces rather than their capital cities.
 
Tbf most of our settlements are like that, green bay is just our capital land. Like Mesopotamia, babylon, tenochtitlan. Etc
 
hm, what do farms look like? is it field miles long? Or is it like personal garden plots with a family owning each one, so its their responsibility to farm it?

Also I believe while having bread or grains is good, I feel hunting and fishing would be most wanted because you can fish year round, you can hunt year round, and it would enhance the flavor of your food, farming would never replace a good hardy meal of meat, even if you have something like 5 bread per meal maybe they came up with a sandwich to handle all the wheat they get, unless they also farm something more then that.
 
I think the concept of owning land probably isn't really a thing. The Arthwyd are big on community.

Also, I think the priests will tell you which fields to work on and where to plant the turnips and where to dig irrigation channels, and people having some claim to a particular field would interfere with that.
 
IIRC lots of European farming-focused villages have < 2k people because any more than that means they're out of easy walking commute distance to their farms.
Do we have small not-really-real-villages outside of Greenbay central, feeding it? Because that seems... A bit premature.
I think its a bit of modern urban bias sneaking its way in. I think it resolves itself if you think of it as talking about the populations of the provinces rather than their capital cities.

It is more that Greenbay, Rockbay and Sunrise Bay aren't just one big settlement full of buildings, but is rather a organised collection of villages that all built next to each other around a core cluster of government/religious buildings in the same location. The settlement construction of the Arthwyd is highly organised so as they expand a settlement outwards, they make sure to include enough land to grow food to feed the population. Furthermore, the coastal settlements means that they can also fish for food.

Additionally, the centralised and strict food management of the Arthwyd means that they have a higher limit on the size of their population due to being able to feed more people. Another factor is that at this point, you got other small settlements sending food to Greenbay and, to a lesser extent, Rockbay and Sunrise Bay to feed the people in those large settlement so they are bigger than they were a few generations ago. This highly organised nature of the Arthwyd means that they are able to safely support higher populations for the time period so I took the example of Çatalhöyük and used it as a baseline for your big settlements and doubled it for Greenbay.

That said, your major settlements are pretty at their max population cap for the time being.

I think the concept of owning land probably isn't really a thing. The Arthwyd are big on community.

Also, I think the priests will tell you which fields to work on and where to plant the turnips and where to dig irrigation channels, and people having some claim to a particular field would interfere with that.

They have a concept of owning stuff for small things and they acknowledge de facto ownership of something. For example, if you make yourself a bow or spear, people will generally acknowledge that your creation belongs to you. Furthermore, buildings and land might not be officially recognised as being owned, but if you live in a hut for a few seasons, that huts is accepted as being your personal home.

Sort of like how in an open-plan office, you can theoretically sit anywhere, but in practice, the different teams and groups all end up sitting together and people end up with their own de facto spot even anyone can sit there officially.
 
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High populations lead to more workers available to do things and more people thinking up innovations, praising the goddesses, doing magic, etc.
 
[X] [SEC] Venerate the Goddesses
It's the principle of the thing.

Oh look. A PoC-alike quest.
Watched.
 
Taking a break on megaprojects means effectively abandoning it for decades at a stretch. Push it through to completion. Its only one more main action after we get to that point.

I think you're misunderstanding me here. What I am arguing is putting brake on it once it reaches the mountain outpost (this section of the passage will take only one more main action turn as you have mentioned) for aforementioned reasons and then continue all the way to the Merntir which will take a further three main action turns. I'm favouring splitting them up to one secondary action per turn, however.
 
Vote closed.
Vote Tally : Chronicles of Nations - Civ Quest - Original | Page 121 | Sufficient Velocity [Posts: 3015-3111]
##### NetTally 1.9.7
Task: SEC
[X][SEC] Sunrise Mountain Passage
No. of Votes: 32
[X][SEC] Explore Lands = (Lowlands)
No. of Votes: 17
[X][SEC] Build New Shrine = (Greenbay)
No. of Votes: 10
[X][SEC] Explore Lands = (Coastline)
No. of Votes: 6
[X][SEC] Build New Shrine = Greenbay (2/3)
No. of Votes: 5
[X][SEC] Trade Expedition = (Freak Folk)
No. of Votes: 5
[X][SEC] Explore Lands = (Sea)
No. of Votes: 3
[X][SEC] Create New Trails.
No. of Votes: 2
[X][SEC] Explore Lands = (Forest Folk)
No. of Votes: 2
[X][SEC] Explore Lands = Forest
No. of Votes: 2
[X][SEC] Explore Lands = (Sunset Mountains)
No. of Votes: 2
[X][SEC] Explore Lands = (Coastal Plains)
No. of Votes: 1
[X][SEC] Explore Lands = (Sunrise Mountains)
No. of Votes: 1
[X][SEC] Trade Expedition = (Boarfolk Nomads)
No. of Votes: 1
[X][SEC] Venerate the Goddesses
No. of Votes: 1

——————————————————————————————————————————————Task: MAIN
[X][MAIN] Sunrise Mountain Passage
No. of Votes: 2
Total No. of Voters: 40
 
We have no idea what the lowlands are up to now. More intel will soothe some of our worries, I suppose. We'll just have to wait and see.
 
I think you're misunderstanding me here. What I am arguing is putting brake on it once it reaches the mountain outpost (this section of the passage will take only one more main action turn as you have mentioned) for aforementioned reasons and then continue all the way to the Merntir which will take a further three main action turns. I'm favouring splitting them up to one secondary action per turn, however.
No, I'm understanding your statement, you're missing out on how megaprojects work. Putting a brake on it at that point basically means closing the megaproject and accepting that we only want to build that far. The civilization as a whole decides that this is it.
Megaprojects are sustained efforts. You stop and its a new project entirely(usually the less rewarding but cheaper Extended Project) if people ever want to organize that again.

The difference between Megaproject and Extended Project is that a Megaproject is basically a symbol of cultural and national pride to do that which is supposed to be impossible, and to go even further. Thats why we get value and tech boosts from accomplishing them. People put their backs into it, they do more work than they have to, to make a monument to human ability.

An extended project is built out of mainly practical concerns and returns. People would nod...and then go on to the next thing. Its not the stuff of legends.
 
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That's how it works? Nevermind then. I guess we're here for the long haul.
Tbh its also really important as a supply line to our comrades in the north, specifically in sending larger quantities without any delay.
I think those boar folk may possibly be a greater threat then the foresters if mobilized(ex. The mongols). So it'd be neat if we had sort of method to help reinforce that area via land in the event storms cut us off at sea.
 
Finding Barbarians
[X][SEC] Sunrise Mountain Passage
[X][SEC] Explore Lands = (Lowlands)

"These Lowlanders, they are not good people," Malbyn tells Cadnys as her lover holds her in her arms, "I know I have mentioned it before, but they are horrible. They may not be as bad as the people of the forest, but that is a low standard to beat and near meaningless one given how horrible the Forest Folk are."

"The Forest Folk," repeats Cadnys, "They are the Caradysh correct?"

"Aye, the once masters of the Zaradysh and the once foes of the People," confirms Malbyn, "The Zaradysh may have won their freedom, but they still practice many of the Caradysh's evils."

"Is it true that they hold people as beasts?" inquires Cadnys, "Bartering and selling them as if they were food or craftings?"

"It is that bad," answers Malbyn with a scowl, "Their villages are many as are their people, but they have to be. They do not control their food like the Goddesses command nor do they organise the constructing of buildings and settlements. Communities will just split off from an older village and head out into the wilds to start a new one, sometimes succeeding and sometimes failing."

"That sounds ridiculous," says Cadnys with a frown of her own, "How do they survive with such a reckless and foolish way of life?"

"They are many, they are selfish and their lands are plentiful and fall of growth energy," explains Malbyn, "Most look out only for themselves and a select few that are close to them, most often those that share their blood. They do not mind if the rest of the community suffer if those they do care about are well off."

"And how do you think we would fare against them?" asks Cadnys, "You are greatest of the Cateyes my love."

"It depends," replies Malbyn thoughtfully, frowning as she thinks, "The distance prevents any true fighting or at least the fighting they have down in the lowlands, but that will change in time as more land is settled and the lowlanders know that we live down the river, they will someday seek us out even if their intentions on that day have yet to be decided.

Our villages are better with proper planning and shrines while there are trails to connect them, but our settlements are few compared to the many that they have. Sheer numbers might be enough for the lowlanders.

They are also poorer farmers, lacking the insights of the Goddesses and Seryn the Wise. They make up for it with having better soil, but I doubt it can match our own farming expertise.

They would also struggle to seize our settlements even if they were close enough. The lowlanders are just not organised enough to pose a large enough threat. They would struggle to rally up enough warriors to seize our villages for ours.

That said, we would have similar problems attacking them. They would constantly raid us with small bands of foe and while we would easily be able to take their villages, they are small and many so we would struggle to take all of them, especially since there would be lowlander raiding parties to worry about."

"So do you think we could take them in a fight then?" inquires Cadnys.

"No, I don't think we could," answers Malbyn, "But I don't think they could beat us. They could not take our settlements, but we can't take all of their villages and we wouldn't be able to stop all of their raiding groups.

I also think that they have better fighters. It makes sense that they do went they been fighting amongst themselves one another for over a thousand seasons. Goddesses, I never knew such disunity was possible until I went to the lowlands. The Zaradysh fight with pretty much anyone including themselves while the Caradysh would do the same if they weren't so badly outnumbered by the Zaradysh.

The zealots are apparently united under their god according to the Zaradysh against both the Zaradysh and the Caradysh, but I wouldn't be surprised if they fought each other if they didn't have to worry about the outsiders. The Freak Folk are mostly peaceful, but the Zaradysh clash with them often enough through that is mostly the fault of the Zaradysh as they are the ones who send the raiders."

Malbyn is silent for a moment before saying, "There is also Voryn."

She almost shivers at the memories of the unnatural abomination. Born countless generations ago back when the Caradysh first conquered their area of the lowlands, Voryn died shortly after in a failed rebellion as he was struck down by the Caradysh's champion, Urth.

Yet he still walks the mortal world to this day through Malbyn scoffs at the idea of calling Voryn alive. He might have once been a person, but he is now a monster, a walking skeleton wearing the dead flesh of his fallen foes who has his soul still bound to his corpse.

And now Voryn is the champion and greatest warrior of the Zaradysh just as Urth is the champion and greatest warrior of the Caradysh. Two undying warriors and warleaders who are old enough to have walked amongst mortals since before the goddess Ymarn lived amongst the People. Perhaps they have been around since the time that Arthryn and Wyrn also walked amongst the mortals.

The worst part is that the according to the Zaradysh, their Caradysh brethren harbour worse and darker evils in their forest homes.

Cadnys knows all of this so as Malbyn falls silence, Cadnys is also quiet and doesn't press the matter as both women know that there is nothing to talk about.

"And what of their goddesses and gods?" asks Cadnys, changing the subject, "Have you learnt more about them on your latest visit?"

"The Caradysh are still beholden to their forest spirits," answers Malbyn, "I know that they are bloodthirsty, evil, monstrous and like to dabble in unnatural things that should not be touched. I do not know any details and I am happy not to.

I do not know what the Freak Folk worship, but the Zaradysh follow the goddess Zaranna while the zealots follow their god Nalnir. Zaranna is a younger goddess, formed by the beliefs of the Zaradysh in their generations long war for freedom while Nalnir is as old as Arthryn and the All-Seeress.

Nalnir is an alright enough god. He is of the harvest and the sun and is focused on life as you would expect of those aspects. I do not know much about him as the Zaradysh do not have much peaceful contact with the zealots, but he preaches that his chosen people are best and they could reject outsiders and seek glory in his name. Basically an arsehole who could do with a spear or a few arrows in his chest, but I wonder how much of his nastiness is due to having the Caradysh and their forest spirits as neighbours for who knows how many generations.

Zaranna is different, born of the light in the dark and disorganised mess that was the Zaradysh uprising. As a result, she is a goddess of light and chaos. Zaranna has also provided the Zaradysh with magic to counter the forest spirit magic that the Caradysh have. She does not expect much from her follows, but expects them to seize their own futures, to fight for what they want and to champion their own destinies. That would not be so bad if she was not of chaos and rejects long-term planning and declares it okay for her followers to take what they want if they are capable of taking it. Somewhat insane, but not as much of arsehole as Nalnir."

"A shame that outsider deities aren't as nice and kind as the goddesses," muses Cadnys, "Did you get to kill some barbarians this time?"

"Not too many," replies Malbyn, "I lost my taste for it. Taking the lives of other people isn't as pleasant as the lowlanders make it out to be and if it wasn't for the Caradysh being, well, the Caradysh, I wouldn't do it. But the Caradysh are the Caradysh so I went on a couple of raids, got attacked by the Caradysh another couple of times and one time we got ambushed by a Zaradysh hunting party whilst journeying between villages.

It is those fights that make me worry about a fight with the lowlanders. The Cateyes can hold their own, but we are the best of the People. Regular hunters would not stand up to the warriors of the lowlands."

"What do you think we should do about that then?" inquires Cadnys.

"I got an idea that will work," says Malbyn as she snuggles up against Cadnys, "But that can wait for another time."

What is Malbyn's idea?
[] Protecting the villages. The problem is that the lowlanders will be too numerous and too varied for the People to stop them all. The solution is to protect the villages by constructing a physical barrier to keep out the raiders.
[] Training warriors of her own. If the hunters of the People aren't enough for to hold their own against the lowlander warriors, then the answer is for the People to train their own warriors.
***​

And now you get some up to date info on the Lowlands for the first time in literal centuries. Things have changed up as the Forest Folk have split into the nastier forest-dwelling Caradysh and the not-as-nasty lowland-living Zaradysh. The latter have gotten their own goddess and you got some into on the god of the Lowland Zealots.

Diplo-rolls went well and while you have yet to met the Freak Folk and the Lowlander Zealots, you have some peaceful contact with the Zaradysh alongside some violent contact with the Caradysh and the Zaradysh.

You also got an innovation from Malbyn and the narrative, which you get to vote on. There might be some mistakes here and there, but I'll fix them in the morning.

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 (2)
Martial: 3 (2)
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
Caradysh = Faded Revulsion/Hostile/None
Zaradysh = Dislike/Peaceful or Violent/Rare
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
 
[X] Protecting the villages. The problem is that the lowlanders will be too numerous and too varied for the People to stop them all. The solution is to protect the villages by constructing a physical barrier to keep out the raiders.

WALLS
WILL YOU GUYS FINALLY DECIDE TO SETTLE UPRIVER PLAINS IF WE HAVE WALLS?
also I knew the folks down south were higher pop then us, but didn't expect this much discrepancy. Also lowlander having freedom. We should meet the freak folk, create and strengthen our relations, it'll help when we have conflict in the south. At the rate they are expanding, they will eventually make their way to us, we best have upriver plains so they can't be near the capital, and fortify settles at that point so they can't push us from there.

Everyone south sucks. and that one goddess of light and dark would cause her people to attack us do to "if you think you can take it, due so"

and now we know why we have the most heroes. Its because ours are mortal.
 
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[x] Training warriors of her own. If the hunters of the People aren't enough for to hold their own against the lowlander warriors, then the answer is for the People to train their own warriors.
 
So we have to choose between Fortification tech or Warrior class.

Now this is a tough choice.
 
Hmmm. According to the Cateyes the lowlanders will likely have a raiding doctrine. Building walls would do a lot to protect from slaving. While training a warrior class would make it more costly to raid.

[X] Protecting the villages. The problem is that the lowlanders will be too numerous and too varied for the People to stop them all. The solution is to protect the villages by constructing a physical barrier to keep out the raiders.

Because the People can afford to lose crops and the like in a few raids, but they take the loss of fellow People very harshly.
 
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