No because you aren't using Silver on the same scale that copper, bronze and iron got used. You are somewhere between the stone age and the copper age as while you are touching upon metallurgy for the first time, you are still using stone tools and weapons to the point that I would argue that you are still in the stone age.
I wanted to know if you'll treat the lead poisoning as any human ailment, apparently you will cheap out on the 'my arthwyd are peak humans with magic!'.
I wanted to know if you'll treat the lead poisoning as any human ailment, apparently you will cheap out on the 'my arthwyd are peak humans with magic!'.
I mean we are just healthier, chances are, like every other sickness or illness out there, it still effects us, but we just deal with it slightly better or last slightly longer then the average.
I wanted to know if you'll treat the lead poisoning as any human ailment, apparently you will cheap out on the 'my arthwyd are peak humans with magic!'.
How is that "cheaping out"?
Peak humans are still humans, and are still susceptible to human ailments. Being in better shape doesn't make you any more resistant to lead poisoning.
The healing magic also doesn't heal anything that doesn't naturally heal:
"A goddess of life, Ymarn granted the power to heal wounds to the People. While it tired out the magic user and did not work on that which did not naturally heal, it could be used to heal injuries that the People suffered, something was particularly useful given the ongoing events."
Which makes it more of a natural healing acceleration than any sort of magical cure all.
It also wouldn't kill you to be less abrasive in your posting by the way.
The only thing the people's divinely given constitution may grant them is that they could resist higher lead concentrations than a stock human, but that's all and the amount might not be even significantly higher but may only be a fraction of a percentage point.
[X] [Midland] Claim the midlanders as a conquest of the People. (Midlanders become a Vassal of the Arthwyd.)
[X] [Rock] Yes. See if other rocks can produce similar secrets. (-2 Temp Econ, Chance of Innovation)
[X] [Evalyn] South. Assist Cadyn in defeating Urth and his army of the walking dead.
[X] [Refugee] They can return to the Merntir (Refugees go back to the Merntir, lose status Merntir Refugees.)
[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)
The Midlanders are not People, but Cadlon Evalyn Boarslayer decides it was in the best interest of the People if the Midlanders were brought under their influence. They might be barbaric savages from the south that worshipped foreign goddesses, but perhaps that could change in time and for now, it is better that the midlanders answer to the People than to the abomination Urth in his Cursed Forest.
While there is still fighting to be done in the north and she has long wanted to free the Merntir from their Boarfolk oppressors, Evalyn decides to stay in the south. Urth and his army of the walking dead are no small threat and that monster cannot be allowed to harm the People.
However, the reports from Cadyn don't look to Evalyn as while the Merntirish Cateye turned Catclaw has been keeping Urth away from Rockbay, the abomination has been outmanoeuvring him and his forces. While losses have been minimal for now, Cadyn has been on the backfoot for some time.
That isn't to say that Evalyn is leaving Cerwyn and the Merntir on their own. They are People and it is the sacred duty of the People to help and aid each other. Even when times are tough, no, especially when times are tough, it is of the utmost importance to aid each other.
Evalyn made sure to send both food and warriors to aid Cerwyn against Vasov and the tribes as while Cerwyn may be good and the spirit of the Merntir remains strong, they cannot stand alone yet. Until they have stabilised their position and could sustain themselves, it was vital that the Arthwyd send aid and support their northern brethren.
Evalyn also choose to send the bulk of the Merntirish refugees back north alongside the food and warriors instead of settling them amongst the Arthwyd. While some of their number had set up roots in the south amongst the Arthwyd, the majority of the northerners sought to return to their old homes. Evalyn was happy to oblige them, especially since the extra numbers would be a good boost for Ceryn's forces.
Loyal Neighbours and Sacred War merge!
New Value gained!
Sacred Defence The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty and support from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, Increased Legitimacy loss when the threat is from those with conflicting beliefs,
***
The fighting had not been going well. For many seasons, Evalyn and Cadyn had led the warriors of the People against Urth and his hordes and just like with Vervov, they were only slowing down his advance.
Except unlike with the Boarman, it hasn't been a case of winning fights not being enough, but a case of the People not being able to win their fights.
The tactics that worked against Vervov and the Boarfolk tribes don't work against Urth and the walking dead. There are no supplies to poison and the walking dead are immune to the nightleaf poison that the Catclaws and Cateyes coat their weapons with. Whatever evil magics are responsible for their vile existence, the nightleaf doesn't effect it.
Spears and arrows are also somewhat useless against the walking dead, the latter more so than the former. An arrow will rarely slow down one of the walking dead as to stop one, you need to disrupt whatever keeps them moving as they don't die like a living thing. That or damaging its body enough that even if it is technically still moving, it can't actually do anything.
A moving corpse can't do much if it has lost all of its limbs and the head has been smashed.
To that end, slings are as useless as arrows as neither does enough damage to the body. Spears can damage it enough, but it takes time and skill to do so. A spear can be used to pin down one of the walking dead, but given time, the monster will get free by moving along the shaft.
Clubs are the most effective as you can just bash them the walking dead until its corpse stops functioning. Break the limbs and the skull and the walking dead is no longer a threat. When you have time, you can burn it until it is reduced to nothing more than pile of ash.
The mindless dead are easily enough to deal with when the People caught them on their own, but it is when Urth and his revenants silently command them with their magics that the troubles begin.
Both sides take losses as they clash in the regions between Rockbay and the Cursed Forest as Urth and his forces advanced down Rock River, driving back the warriors of the People.
It is as the frontlines reach the edge of Rockbay's outer territory that the People dig in and prepare a strong defence. Amongst the Catclaws and Cateyes, there is an unspoken, universal agreement that they will die before letting the walking dead enter Rockbay and prey upon those living there.
For seven seasons, the People hold the line with great loss. The casualties are racked up on both sides as both Urth and the People lose hundreds. While the losses are mostly equal, the People would have lost more than Urth if it wasn't for the healing magic of Ymarn or the nightleaf painkillers.
And while it could have been worse, the losses that the People do take hurt and Cadyn is one of those that dies during the first winter, being slain at the hand of Urth.
Matters are made even worse as Urth and his revenants have magics of their own. While the evil magic of the abominations pales compared to the divine magic of the People, Urth is quite easiest the greatest magic-wielder that the People have ever encountered through given he is responsible for his army of the walking dead, that isn't unexpected.
Urth fights with magic just as often as he does with conventional weaponry, commanding evil spirits to do his binding whilst also wielding a bow and quiver full of arrows. Yet Evalyn can tell that his magic is somehow limited compared to what Urth is used to wielding as while the abomination wields his unnatural might to great advantage, he seems frustrated by things he is unable to do whenever he faces her.
Evalyn doesn't know what is going wrong for Urth or why that is so, but she is grateful that his full power is being limited, especially since his revenant subordinates are similarly limited.
***
The Boarslayer swings her club into the revenant's skull, crushing the bone under her swing. Unlike the mindless wights, the thinking revenants are vulnerable to losing their heads as for some reason, a revenant requires an intact head to retain its intelligence.
A pair of wights come at Evalyn, but she ignores them as the Cadlon of the Arthwyd has her eye on another target. Standing with Evalyn's line of sight is Urth the Evil, slayer of Cadyn and today, Evalyn seeks to end him lest he break through the defence to attack Rockbay.
Bypassing the wights with superior agility and trusting that one of her Catclaws will deal with them, Evalyn charges at Urth. Several wights stand between her and the ancient evil, but that is little trouble for a warrior of Evalyn's calibre.
Charging into them, she smashes one aside with a swing of her club, sending the wight flying back into three of its fellows and knocking all four off their feet. Another gets smacked out of the way and the rest are too far away and too slow to intercept the Boarslayer before she reaches Urth.
The unnatural abomination doesn't see her coming until it is too late. A swing to the monster's leg and Evalyn has brought the monster to its knees. Even as the dead limb begins to fix itself via the power of evil magic, the Cadlon of the Arthwyd bashes Urth across the face, half-caving it in and sending the walking corpse backwards.
Before the evil Urth can recover and regain his wits, Cadlon Evalyn Boarslayer of the Arthwyd enhances her strength with as much divine magic as she can afford to spare as she brings down her club on Urth's head as it begins to restore itself.
The blow both shatters the stone head of Evalyn's club and pulverises Urth's head. The deed done, the Boarslayer retreats back to friendly lines to rearm herself and get some rest as while Urth is dead, there are still many revenants and countless more wights.
***
Despite heavy losses, things were going well. Cadyn and many others might be dead, but so was Urth and many of his walking dead. The remaining walking dead had retreated back down Rock River all the way to the Cursed Forest. For now, they remained content to lurk within their evil forests.
As for the Midlanders, they are no threat to the People as they lack the warriors and are too few in number to present any danger. They may hate the People, but they lack the means to act upon that hatred.
The remaining fighting is in the north where Cerwyn and the Merntir clash with Vasov and the Boarfolk Tribes. While Cerwyn hasn't managed to take much more land, she has been able to find off Vasov's attacks and secure her own position.
The young Merntirish Catclaw has been able to secure the populous and developed western areas of the Merntir while Vasov and the Boarfolk still hold the eastern and northern areas that the Merntir have settled since converting to Arthryn.
That will change once Evalyn sails north with what is what Arthwydish warriors she can muster up after their losses against Urth and the walking dead. Vasov might be able to hold his own against the young Cerwyn, but he shall find himself outmatched when he faces the Boarslayer.
In the meantime, her slaying of Urth has given effectively uncontested authority amongst the People. Evalyn's rulings and orders are almost treated as if they were from the goddesses themselves.
While Evalyn herself is carefully not to abuse this, it does open up the option of choosing who shall replace her as Cadlon of the People once death comes for her.
Who will Evalyn name as her successor
[] Her daughter, Gwynlyn. (Excellent Admin/Above Average Martial/Good Diplo/Excellent Mystic/Below Average Tech/Average Culture)
[] The Catclaw, Cerwyn (Good Admin/Heroic Martial/Average Diplo/Terrible Mystic/Terrible Tech/Above Average Culture)
[] Do not name a successor. (No heir)
Priests (4) = Mood: Content, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Liberate the Merntir, Success/Failure: +1 Merntir Shrine/-1 Legitimacy
Elders (3) = Mood: Joyous, Ability: Add half of their faction power to another faction, Objective: Liberate the Merntir, Success/Failure: +1 Temp Econ/-
Warriors (5 (6)) = Mood: Righteous, Ability: Add half of faction power to Martial, Objective: Liberate the Merntir, Success/Failure: Martial Innovation/-1 Legitimacy
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: -, Success/Failure: -/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: -, Success/Failure: -/-
***
The Epic Age is being to wind down. Cadyn and Urth are both dead as the former got killed by the latter and Urth was absolutely crushed by Evalyn as he crit-failed and she crit-succeeded when they fought. As if that wasn't enough, Arthryn crit-succeeded against the Tree Spirits, who crit-failed like Urth. So Urth got wrecked even if he defeat the Arthwydish forces in battle.
So while you took heavy losses and would have lost, Evalyn was able to get a victory via killing the enemy general and the lynchpin of his forces. With the walking dead retreating to their forest and the Midlanders now your (very unhappy) vassal, the People are safe from southern threats for now.
Cerwyn and Vasov has clashed, but it has mostly been a stalemate even if things have been going slightly in Cerwyn's favour.
As for the innovations, you got Fired Bricks and Silver Smelting, but if you have been reading the thread, you would already know about the second one.
The Arthwyd Early Ancient Theocratic Monarchy Upper Centralization Limit: 8 Lower Centralization Limit: -2 Admin Strain Free Provinces: 4 Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 2 Provinces Subordinates: 1 Special: -1 Temp Econ Damage 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.
Diplomatic Relations Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/War/Invaded
Midlanders = Uncertain/Uncertain/Conquered
Boarfolk Nomads = Save the Merntir/War/Invaded
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,
Sacred Defence The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,
Technologies
Carts
Straw/Reed Rope
Wicker
Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Primitive Concept of Growth Energy
Two-Field Crop Rotation
HAH! Take that you silly undead! That's what you get for opposing the punchqueen!
[X] Her daughter, Gwynlyn. (Excellent Admin/Above Average Martial/Good Diplo/Excellent Mystic/Below Average Tech/Average Culture)
... Look, I can't say no to Excellent Admin and Mysticism.
[] Her daughter, Gwynlyn. (Excellent Admin/Above Average Martial/Good Diplo/Excellent Mystic/Below Average Tech/Average Culture)
[] The Catclaw, Cerwyn (Good Admin/Heroic Martial/Average Diplo/Terrible Mystic/Terrible Tech/Above Average Culture)
one is a hero and the other is a very good leader and just short of being a mystic or admin hero and is someone that want to be our leader after this war is over after this war is over.
Loyal Neighbours and Sacred War merge!
New Value gained!
Sacred Defence The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty and support from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, Increased Legitimacy loss when the threat is from those with conflicting beliefs,
In the meantime, her slaying of Urth has given effectively uncontested authority amongst the People. Evalyn's rulings and orders are almost treated as if they were from the goddesses themselves.
i know, but not nameing a heir is really bad and is the reason why most civil wars have been started.
So for me not an option that we should take without being ready for that.
Who will Evalyn name as her successor
[] Her daughter, Gwynlyn. (Excellent Admin/Above Average Martial/Good Diplo/Excellent Mystic/Below Average Tech/Average Culture)
[] The Catclaw, Cerwyn (Good Admin/Heroic Martial/Average Diplo/Terrible Mystic/Terrible Tech/Above Average Culture)
[] Do not name a successor. (No heir)
On the one hand, Gwnlyn is a potential great leader. On the other hand, this could be the start of dynastic nepotism and Cerwyn could be pissed that she was not chosen after all the heroics she did.
Hard choices this.
Yeah, I'm gonna go with a clear no. The precedent of a chosen successor ran against the ideas of "leader arising in times of needs"
Edit: Changing votes.
[X] Her daughter, Gwynlyn. (Excellent Admin/Above Average Martial/Good Diplo/Excellent Mystic/Below Average Tech/Average Culture)
[] Her daughter, Gwynlyn. (Excellent Admin/Above Average Martial/Good Diplo/Excellent Mystic/Below Average Tech/Average Culture)
[] The Catclaw, Cerwyn (Good Admin/Heroic Martial/Average Diplo/Terrible Mystic/Terrible Tech/Above Average Culture)
This is a hard choice one is a great admin and well in the end that's most important for a ruler.
But she is Evalyns daughter and appointing her could lead us towards becoming more heretical, with leaders inheriting there positions.