Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
At least now we can strike them down and keep them down as they slowly assimilate our religion.
Meanwhile, considering the lowlander gods should be pretty weak given their situation (most of their people dead, barely any shrines to their name, and facing off against the giants of our pantheon.), makes me raise the question...
@Oshha is it possible for our gods to kill the lowlander gods?
"The most extravagant idea that can be born in the head of a political thinker is to believe that it suffices for people to enter, weapons in hand, among a foreign people and expect to have its laws and constitution embraced. No one loves armed missionaries; the first lesson of nature and prudence is to repulse them as enemies."
 
This is all of course assuming that the Midlanders did rebel, that there are resistant to the idea of worshiping the Goddess (or at the very least pretending to), and so on.

No need to start trying to kill Gods for no reason now :p
 
Isn't doing just that how we got our gods in the first place?
Yes, but the newer the god is, the weaker it is. So if we kill their gods and new ones start forming they get killed while young.

Unless we have an Islam situation where a major religion forms and just spreads everywhere. But gods are a thing so maybe not? Would be very hard to say the least
 
Don't forget it may not be our action that backfired. Could be someone else's.
True, but Oshha rating this post Insigthful seems to indicate otherwise.
I hope the Maradysh didn't kick off when their overlords, who killed so many of their fellows, just turned up and incidentally reminded them that they killed loads of their people not that long ago.

Edit: Oh dear, It's never a good thing when I'm rated insightful, I never have anything positive to say.
 
Ungrateful Barbarians
[X][Epic] One of the priests proves to be naturally talented with the numbers and records. (Gain an Admin Hero)
[X][Bonus] Gain Legacy Ancient Centre of Civilisation (Great Bay)
[X][SEC] Sunrise Mountain Passage
[X][SEC] Support Subordinate = Maradysh

Merntir = [SEC] Rebuild Damage, [SEC] Build Palisade (North Coast Fields)
Maradysh = [SEC] Build Palisade (Upriver Plains), [SEC] Train Warriors,

The previous generations had been an age of legends. In the south, you had the collapse of the lowlands as they feel to both infighting, outside invasion and the Nightmare's Gift. In the north, there were the great wars of the People with the scourge Urth striking from the south with his army of the walking dead and the Maradysh whilst the Merntir spent many seasons slowly falling to Vervov and the Boarfolk Tribes before they were able to break free after Vervov's death.


It was an era of greatness and legends being made. It saw many rise to greatness while entire societies were brought to ruin. Urth was dead while the Boarfolk's brief conquest of the Merntir was nothing more than a memory held by the older generations. The Maradysh had been brought to heel by the People whilst the people of the lowlands had collapsed.

The Boarfolk Tribes would return one day and the walking dead still lurked within the Cursed Forest while new societies would rise from the remains of the old in the lowlands. But all of that is in the future. For now, the People have proven themselves to be best for it was clear to the People that they had come out of the trails of the previous age at the top of the pile.

The People were the oldest surviving civilisation around and the clearly greatest, about to triumph against all of their foes while being clearly superior to their barbarian neighbours to the south and east.

Legacy Gained!
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,

***​

"Are these reports accurate?" Cadlon Gwynlyn asks the up and coming Derfyl, the young priest being one of the People's rising stars.

"They are Cadlon," confirms Derfyl, "The Maradysh have finished constructing the palisades around their villages and have been training up more warriors to replace those that they lost. They are not a threat to us. Their warriors are less numerous than our own and one of them is no where near a match for a Catclaw.

Should it come to a fight, the Maradysh remain no match for us. Our Catclaws could crush their warriors and even their palisades will only slow down our warriors should we have the need to seize their villages."

"Yet it is the intent behind what they are doing and its future implications that is the trouble," mutters Gwynlyn, "Even through it is not within their ability to do so right now, the Maradysh are still preparing for rebellion and cutting themselves loose of the People."

It was all going wrong. Gwynlyn had originally hoped to strengthen ties with the Maradysh and improve the relationship between them and the People by sending supplies and aid to help the southerners.

They might be heathen barbarians, but Gwynlyn and many others had hoped that they could be brought about to the civilised ways of the People. Unfortunately, they had underestimate just how much the Maradysh hated the People and how they would react to unasked for charity.

Having formed from the lowlanders who were able to escape the collapse of the lowlands, the Maradysh are a harsh and ruthless people for they had to be in order to escape the deadly grasp of the Nightmare's Gift.

They pride themselves on being able to look after one's self and not having to rely upon others. Accepting help from someone else was viewed as a sign of weakness and offering aid to someone was considered equal to declaring that you viewed them as helpless weakling.

So when the People had shown up over the seasons offering aid to the Maradysh, it was a stinging insult in their eyes. A declaration that the People viewed the Maradysh as weak, helpless and unable to look after themselves.

Yet the Maradysh were weak compared to the People and would need help if they were to ever come close to matching the People. While that forced the pragmatic Maradysh to accept the aid that the People were offering them, they cursed the People for it and the whole situation deepened their hatred of the People.

Gwynlyn had hoped to bend relationships with the Maradysh, but instead she had just poured saltwater into an open wound. Rather than have a grateful Maradysh that liked the People better, they had one that both hated them more and had grown stronger at the expense of the People.

All in all, the whole situation had just gone poorly and the only saving grace is that the Maradysh are still far too weak to ever challenge the People on their own. Even as they hated the People, the Maradysh are not just about to pointless throw their lives away.

But show the People ever have a moment of weakness or get distracted by another threat like Urth and his walking dead or Vervov and the Boarfolk Tribes, the Maradysh wouldn't hesitate to take advantage of the situation to break free of the People.

At least that was the worst of things at the moment. The People are thriving, the Merntir have been rebuilding and more progress on the passage through the mountains has been made and is continuing to be made.

For the Cadlon of the Arthwyd, the only question now is how she is going to deal with the Maradysh for now.

How does Gwynlyn deal with the Maradysh?
[] Attempt to convert them to the ways of Arthryn and her Daughters.
[] Try to engage them in trade to offer them aid in a manner which won't offend them.
[] Try to get their secrets of wolf-taming and giant boar-riding from them.
[] Leave them be.

Priests (4) = Mood: Content, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Start the Sacred Forest Megaproject, Success/Failure: +1 Temp Econ/-
Elders (3) = Mood: Joyous, Ability: Add half of their faction power to another faction, Objective: Finish the Sunrise Mountain Passage, Success/Failure: +1 Prestige/-
Warriors (5 (6)) = Mood: Righteous, Ability: Add half of faction power to Martial, Objective: Explore the Lowlands, Success/Failure: ???/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build Palisade in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Study Metal in 3 Turns, Success/Failure: +1 Temp Culture/-

***​

Things are going well enough right now. Nothing is on fire and Merntir are rebuilding while progress continues to be made on the passage.

That said, you rolled positively awful with the rolls in regards to supporting the Maradysh. Combined with one of their values and the recent slaughter of 5% of their population, it has backfired on you as not only did the Maradysh no increase their opinion of you, but one of their values has caused a reduction in how loyal they are to you. To make things worse for you, you got a really good roll on how much you helped build up the Maradysh.

In the end, you managed to get them to hate you more whilst helping build them up and make them more self-sufficient.

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.

Stats
Diplo
: 2 (3)
Econ: 10 (5)
Martial: 6 (4)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 20

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/Unknown/None
Boarfolk Nomads = Disliked/Unknown/Minimal

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Medium
Maradysh = Vassal/None/Very Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,

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
Wheel
Wicker

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

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Fired Bricks
Native Copper
Native Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Big Man
Elders
Local Leadership Delegation
Priests

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors

Theory
Ambush Tactics

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Magic

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

Arthrynite Divine Magic
Limited Stone Manipulation
Limited Trait Self-Boosting

Ymarnite Divine Magic
Limited Increased Weapon Skill
Basic Wound Healing
 
[X] Try to get their secrets of wolf-taming and giant boar-riding from them.

This is why people voted to conquer them, right?
 
[X] Leave them be.

What's the worst that can happen? That they eventually cut themselves loose and go to war against us?

Well, just let them do that! Stronger foes than them have tried and failed!

If they truly think they can stand alone without the aid of the Goddesses and the Arthwyd's wisdom, I see no reason to force medicine down their throats. They are not our People yet, after all.

Damn, that's a spicy legacy to grab.
Especially when you recall that we have a bonus to Innovations.

On the downside, it seems to be tide to the location, which makes us a very delicious target.
 
[x] Attempt to convert them to the ways of Arthryn and her Daughters.

Probably won't work, but can't really make the situation worse.
 
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