Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Since it might have been lost in the size of my post, I didn't want this crisis. I expected you to end the war by accepting the peace offer to get something out of the whole affair so you could focus on expanding and getting both your next action and getting into the Bronze Age for a government/economy upgrade.

Instead the thread decided to spite the Caradysh and continue the war, resulting you having to deal with this mess and not have time to focus on expansion/building up.

The current crisis was caused by a player vote as not only did this happen as a result of your actions, but some of the posters actually predicted this outcome accurate and yet we still ended up here.
 
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Vervov was competent opponent.
There is a difference between competent opponents and overpowered ones.

I would argue it was the other way around. Vervov got by being a Martial Genius/Diplo Hero and just attacked and recruited while the Caradysh have gotten by planning things out and preparing things across multiple turns before making their final play as they are unable to rely on raw power or a great person to carry the day.
 
I'm not sure what you are asking.

1) Again, ask questions in the thread. You want to know about stuff, ask about it in the thread and I'll answer them here. Ask me the questions in the discord and I'll answer them there. Don't ask me any questions and you don't find out until the information is relevant to the update.

2) Fair. I'll acknowledge Urth set things up to benefit whether she got peace or war.

3) I make it so that they only operated at limited effectiveness unless they are being opposed by another Hero or Genius. For example, a Martial Hero like Urth is effectively downgraded to Excellent Martial unless going up against another Hero. Incidentally, this is why I didn't mention that the Caradysh had a Diplo Hero because she was operating at Excellent Diplo rather than Heroic Diplo.

Each Immortal Hero/Genius also reduces your chance of generating a Great Person, immortal or not. Right now, the Caradysh are effectively incapable of getting a Genius, even via a random event and they have very low chances of getting a Hero.

4) The Caradysh previously knew about the Maradysh culture and values from when Urth infiltrated and took a guess that they hadn't changed to much since. The Main Turn they sent the peace offer, they also begin to influence the more 'barbarian' half of the Maradysh using what was effectively a Trade Expedition since that is your diplo action at the moment. They also send his Diplo Daughter to the lowlands to form connections with them. In the following Mid Turn when you rejected his peace offer, he used both of his Mid Turn actions to send two trade expeditions to the Maradysh 'barbarians' and the lowlander tribes.

5) Hmm, I suppose it does like that on that map. I may need to update it. For now, I'll state that since the Maradysh have expanded, their southern lands are east of the most northern parts of the Cursed Forest. As for the scouting/trading to the lowland options, I can see how you might feel that way. It isn't my personal stance, but I'll acknowledge that it is a valid position to hold on the matter.


Urth did infiltrating the Maradysh and learning about the Maradysh and Arthwydish cultures before she attacked Greenbay. She also did the majority of work for her blessing before beginning to infiltrate the Maradysh as the Blessing of Arthryn was the final piece she went for with the Blood of Evalyn being a bonus she went for after she learnt about it from the Maradysh. Furthermore, Urth completed the blessing a turn early because she got a crit so she got it done quicker than she would have otherwise.



You don't know.





Urth wasn't guaranteed to win. He could have failed his infiltration of Greenbay. Brys or Gwyn could have spotted the trap he set for them. Urth could have taken longer to make his blessing. You could have attacked the Cursed Forest again with the reminder of your troops at the price of heavy losses and leaving yourself open to attack. You could have attacked last main turn instead of settling or study metal. All of this would have their prices, but you could have come closer to defeating Urth. As things are, you have left Urth alone and given him time to prepare and plot another plan to deal with you so now Urth is in a better position and is harder to defeat.



No because it is a dumb idea to expect it to be a magic button that will save the day and this request is nothing more than needless salt.



This is nonsense. You have had plenty of opportunity to explore and do other things. You could have pursued the Caradysh after Urth's defeat instead of deciding to go for the extended megaproject. You could explored or expanded back then.

Yes, there have been times when I have made a decision instead of leaving up to a player vote. That is my right as QM and I am under no obligation to leave everything up to a vote for the players to decide. I have made it up clear upfront you are only influencing and guiding the civ in the broad stokes and most of what happens in the quest is depending on factors beyond your control and your civ won't be directly control by the players and will make its own decisions based on what path you have guided them down.

You can call that railroading, but it is just complaining that you don't have micro-management and don't get to decide everything. This quest has NPC characters who can make their own decisions without the players voting on it and sometimes they do that because I don't want to bog things down by leaving everything up to a vote.

But you didn't just complain about that. Instead, you claimed that everything apart from a few actions has been me railroading the players

I didn't force the players to go for the extended megaproject when the Epic Age ended. I have forced the players to focus on keeping the Maradysh as a vassal and I didn't force you to get them as a vassal in the first place. I haven't stopped you from exploring the lowlands or anywhere else. I haven't stopped you from expanding. I didn't force you to keep put Bronwyn on the throne. I didn't force you to get a marriage alliance with the Maradysh. I didn't force you to restore the personal union with the Maradysh. I didn't force you to go for a non-hereditary government. I haven't kept you from trading with the nomads or lowlanders. I haven't forced you to study metal or magic when you have or stopped you from doing so when you didn't. I didn't force you to complete the temple. I didn't force you to reject the Caradysh's peace offer.

Take this last vote for a example. I expected the thread to realise that you were limited in your ability to fight the Caradysh and kill Urth so you would take a peace, temporary or not, in exchange for some goodies and use the time to expand, build infrastructure or whatever the thread decided, especially since there were enough clues to figure how what the Caradysh would do if you rejected their offer. To my surprise, the thread to vote for war despite some posters figuring out that Urth would do what he has did and you having limited ability to hurt Urth whilst waging war limits your ability to do other things.

But hey, I am totally force the thread to vote for all of the options that they have chosen. Or perhaps you can hold yourself and your fellow posters responsible for their choices instead of whining that you have been railroaded for vast majority of the quest.



So please explain to me how Urth was able to steal Brys' body and none of her targets survived. Explain to me how her blessing isn't limited to the female gender and is distinctly obvious when anyone has it. Explain to me how the Arthwyd have accepted the Caradysh's peace deal and ended the current hostilities between them. Explain to me why only half of the Maradysh are rebelling while the other half is firmly in your camp and are against the Caradysh.



The Maradysh have been terrible vassals. Even beyond your initial relationship being bad for future relations, their culture makes them hard to diplo due to how charity and outside help are viewed as weaknesses and the fact that your cultures are so different makes matters even worse. The Arthwyd making a loyal vassal of the Maradysh is a hard thing to do because in many respects, they are opposites. The Arthwyd are strongly communal while the Maradysh are strongly familial. The Arthwyd are deeply religious while the Maradysh are irreligious and dismissive of spiritual matters. The Arthwyd are tolerant and accepting of many things while the Maradysh expect you to confirm to the strict expectations of society.

Despite this, you have made progress over the centuries despite a rocky relationship that has gone back and forth over the generations. Note how the Maradysh are divided into two camps, the Arthrynite Maradysh which are loyal to you and follow a lot of your ways versus the more traditional Maradysh who are opposed to the Arthwyd more than they are to
the Caradysh.
As for the Caradysh causing a revolution in a single turn, I wouldn't call either part of that true. What the Caradysh has done is less of a revolution and more identifying a flashpoint amongst the Maradysh and took time to ignite it in addition to sending in the lowlanders to cause more trouble. The Caradysh did this by finding out about the Maradysh culture when they infiltrated them and make a guess that their culture wouldn't have changed too much over the century. So they sent a trade expedition to the Maradysh to get on the good side of the Maradysh barbarians, a trade expedition to the lowlander tribes to get on their good side alongside sending the peace treaty and then using their goodwill, the Caradysh used another part of trade expeditions during their midturn to ignite the flashpoint within the Maradysh culture to get the current conflict when you rejected their peace offer.

The Caradysh took three turns and five actions to get ignite a civil war using temporary goodwill and a disregard for developing long-term good relations with either the lowlanders or Maradysh.


That would be due to the perception of the current conflict. A large portion of the Arthwyd currently feel that the Maradysh civil war is only a thing because the Cadlon foolishly rejected the Caradysh's generous peace offer and that if they had accepted it instead of being stubborn and prideful, the current loss of life could have been avoided. So while the Caradysh may be at fault for their actions in starting this and the barbarians need to be stopped, you got a Stability and Legitimacy hit from members of the Arthwyd blaming the Cadlon for not avoiding this by accepting the Caradysh peace deal.

Since they are not being directly attacked and there is a general belief this could have been avoided if the Cadlon accepted a generous peace offer instead of continuing a pointless war so instead of uniting against an outside foe, they are already blaming unpopular leaders for making a decision that was harmful to the People for no good reason.

The Arthrynite Maradysh are considered part of the People, but you won't get a stability hit for not helping them if they hold their own. If they begin to lose and you haven't been helping them, the Arthwyd will feel that their leaders have been failed to protect members of the People.

So if you don't help, no effect if the Arthrynite Maradysh continue to win, but if they start to lose, you will take a stability and legitimacy hit.

Traditional Maradysh burial rites consist of burying the body if you got time and respect the person, but if you don't care about them, just dump the body out of the way. This is due to the Maradysh being a harsh culture that doesn't really care for the spiritual and are more focused on everyday life.

The barbarian Maradysh still hold to this, but the Arthrynite Maradysh begun the burial rites of the Arthwyd as part of them properly converting through some continue to follow the old ways.

The Arthwyd get to elect their leaders. That doesn't automatically equals the players being able to pick the players of the Arthwyd. Despite your misbelief otherwise, you don't get to vote on every last thing.

Furthermore, this is factually wrong as the players didn't vote Morbyn, Verfyl or Arwyd to be the Cadion or Cadlon so it isn't just Brys.

Yeah, this is a load of nonsense since I never said this and this is neither you making an unfounded assumption or making stuff up.


You aren't making a valid comparison. While you have been at war with the Caradysh, you never been able to send a trade expedition to them and since you are currently at war with the barbarian Maradysh and the lowlander tribes, you can't trade with them until the war is over.

What happened with the Caradysh peace offer is that they approached you, which is fundamentally different to you approaching them. The Caradysh sent overtures of peace via proxy and you listened to them rather dismiss their diplomats out of hand. If the lowlanders sent diplomats to speak with you, you would listen to them just as you did with the Caradysh.

I'll give a detailed answer when I have access to all of my notes.

Same approach as before. Not going to adress it all in one heap, it's too chaotic;

1) On the Undead being OP :

The current nerfs are nowhere near sufficient. When facing a hero, they're equivalent in strength. When facing a non-hero, they're the best they can be, which means statistically they'll be better than anyone they can encounter.

Yeah, sure, Urth may only be able to sustain 3 heroes total (I assume that's when the minus prevents further hero generation, as opposed to only preventing genius generation) but the odds of us generating 3 heroes are almost impossible barring heroic ages or vassal hero stealing shenanigans.

2) On leader selection and railroading

As I said in my comment, we've been able to select every significant leader. A few others weren't selected, but their election didn't have any major effect. Still, as far as railroading goes, this is not a major thing. I wouldn't have brought it up if it hadn't been brought up as an example of the players being bad diplomats.
 
Since it might have been lost in the size of my post, I didn't want this crisis. I expected you to end the war by accepting the peace offer to get something out of the whole affair so you could focus on expanding and getting both your next action and getting into the Bronze Age for a government/economy upgrade.

Instead the thread decided to spite the Caradysh and continue the war, resulting you having to deal with this mess and not have time to focus on expansion/building up.

The current crisis was caused by a player vote as not only did this happen as a result of your actions, but some of the posters actually predicted this outcome accurate and yet we still ended up here.

But the big problem was that most people didn't want peace offer. Basically it would had given Urth even more time to prepare .
I would argue it was the other way around. Vervov got by being a Martial Genius/Diplo Hero and just attacked and recruited while the Caradysh have gotten by planning things out and preparing things across multiple turns before making their final play.

Immortal hero that can outwit goddesses, taking a powerful blessing and making it even more powerful, ability to add immortal heros to his side, it is litteraly overpowered.

Basically Urth is bound to grow stronger in time .

And look at the blessing he literally hijacked Arthryn's and Evalyns blessing and made it better than upgraded original.
 
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Yeah, this is a load of nonsense since I never said this and this is neither you making an unfounded assumption or making stuff up.
. For one, the Arthwyd are generally aware of outsiders enough such as the Merntir formerly and currently the Maradysh

I did short search. Didn't take long to find that the Arthwyd consider the Maradysh foreigners, as opposed to part of the Arthwyd.

You aren't making a valid comparison. While you have been at war with the Caradysh, you never been able to send a trade expedition to them and since you are currently at war with the barbarian Maradysh and the lowlander tribes, you can't trade with them until the war is over.

What happened with the Caradysh peace offer is that they approached you, which is fundamentally different to you approaching them. The Caradysh sent overtures of peace via proxy and you listened to them rather dismiss their diplomats out of hand. If the lowlanders sent diplomats to speak with you, you would listen to them just as you did with the Caradysh.

That's a very weird thing. I mean, I suppose it's consistent, but where did we pick up that idea. Why are we incapable of sending messagers to end a war that our people want to end. As you said, the values that would prevent ending a war don't apply, so what's stopping us from doing it.

The Caradysh took three turns and five actions to get ignite a civil war using temporary goodwill and a disregard for developing long-term good relations with either the lowlanders or Maradysh.

How many actions does Urth get per turn? 6-8?

After all, he's not just dealing with us. He's also dealing with the Lowlands, and whatever internal matters he has. If he has to spend that much actions on mere contingency measures, how is he getting anything done?
 
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Same approach as before. Not going to adress it all in one heap, it's too chaotic;

1) On the Undead being OP :

The current nerfs are nowhere near sufficient. When facing a hero, they're equivalent in strength. When facing a non-hero, they're the best they can be, which means statistically they'll be better than anyone they can encounter.

Yeah, sure, Urth may only be able to sustain 3 heroes total (I assume that's when the minus prevents further hero generation, as opposed to only preventing genius generation) but the odds of us generating 3 heroes are almost impossible barring heroic ages or vassal hero stealing shenanigans.

2) On leader selection and railroading

As I said in my comment, we've been able to select every significant leader. A few others weren't selected, but their election didn't have any major effect. Still, as far as railroading goes, this is not a major thing. I wouldn't have brought it up if it hadn't been brought up as an example of the players being bad diplomats.

1) I'm afraid that we going to have to agree to disagree on this. From my perspective, the system works now and is balanced as much as intended. If that turns out not to be the case, I'll make more changes, but for now, I am happy with what I currently have.

2) I am going to be honest and say that if you consider that railroading, then it is something you will need to tolerate. Sometimes I will make a decision as the QM on what will happen as I can't put to a vote without slowing things down. I won't make a decision for the sole purpose of causing trouble or crisis and instead will make a decision based on what I feel makes the most logical sense, which is sometimes bad for the players. In that case, Brys as the best martial member of the royal family and would be a male Cadlon in a time of war so he got elected. Glyn who got elected by the Maradysh due to their homophobic privileged families being in power at the time was only good martial at the time as her martial got increased when she put down the undead plague amongst the Maradysh.

That sort of railroading where I make a decision to avoid slowing things down is something I will do because from my perspective, it is plot/narrative or whatever you want to call it and not bogging down the quest with too many votes. I will not be giving a vote for everything that may be significant even if I try to most of the time and while some may consider it railroading, I consider it to be a part of running the quest.

I did short search. Didn't take long to find that the Arthwyd consider the Maradysh foreigners, as opposed to part of the Arthwyd.

Oh that bit. I was talking about "the GM has now decided that the retaliation for the murder of a few traders is sufficient to declare a total war" because I haven't decided that and if you think that is the case, there has been a miscommunication somewhere along the line.
 
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@Oshha If we were to send a Trade Mission to the Boarfolk this turn, would we be attempting to get some of them to attack the Lowlanders?
 
To put my own thoughts into more words, I would say that Urth is the inescapable nemesis.
The foil that will never die unless we kill them. Someone who will be able to buy time to finish all of their plans at every opportunity. All strategic actions must begin, go through and end with Urth and his civilization - the latter only because they add to the power-base that is Urth.

His existence doesn't spice up the story: His existence is the story, and in this grand meal we are a side-dish to his main course.
If we were directing an character instead of a civ and that character was Urth, many players would be calling them overpowered and would either lose interest or call for reasonable nerfs to make playing the quest interesting.

We know that Urth is becoming a god soon. It seems there isn't anything that could stop this bar us getting incredible luck and have a nomad horde led by a martial genius/heroic diplo warlord hit them while we approach to divide their attentions - and that is just dice luck in our side, nothing we could or should place our bets on - and since Urth is gonna Urth, he will likely direct the civ through their daughters afterward: a civ ruled by a diplo-hero, following an ascended undeath mage god who was also a heroic martial - Yum Yum the agony!

Edit: minor word edits.
 
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Oh that bit. I was talking about "t
he GM has now decided that the retaliation for the murder of a few traders is sufficient to declare a total war
" because I haven't decided that and if you think that is the case, there has been a miscommunication somewhere along the line.

That's kind of what happened though. Through the retaliation for the murders of some traders, we're automatically at war. We have no ability to attempt any kind of peaceful resolution, only the conquering of the enemy, or our own.

I consider that close enough to a total war.

when she put down the undead plague amongst the Maradysh.

Oh right, that happened as well. Why did the plague-fearing Maradysh not hold a grudge against Urth for doing that?
 
If we were directing an character instead of a civ and that character was Urth, many players would be calling them overpowered and would either lose interest or call for reasonable nerfs to make playing the quest interesting.

Actually if we are playing from IC characters perspective instead of civ one i would like him.
Basically if we play like Arthryn or some hero i would like it. But as you said Urth isn't a civ, he is one person with Caradysh acting only as his extension and this story isn't about civ but about Urth and immortal hero's that will inherit him.

Basically it would be the same as us having immortal hero and instead of looking at the game from civ perspective we played from hero's perspective.
 
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But the big problem was that most people didn't want peace offer. Basically it would had given Urth even more time to prepare .

And that is the players' fault for feeling that way and voting that way, not mine.

Immortal hero that can outwit goddesses, taking a powerful blessing and making it even more powerful, ability to add immortal heros to his side, it is litteraly overpowered.

Basically Urth is bound to grow stronger in time .

And look at the blessing he literally hijacked Arthryn's blessing and made it better than upgraded original.

The Gift of Urth is comparable in strength to the Blessing of Arthryn and Blood of Evalyn.

As for the rest, so what? Urth is powerful. She is not overpowered as she does not break the setting or excessively powerful compared to other characters. I'm not just going to nerf a character because the players don't want a powerful character in the quest that is opposed to them.

@Oshha If we were to send a Trade Mission to the Boarfolk this turn, would we be attempting to get some of them to attack the Lowlanders?

Yes.

That's kind of what happened though. Through the murders of some traders, we're automatically at war. We have no ability to attempt any kind of peaceful resolution, only the conquering of the enemy, or our own.

I consider that close enough to a total war.

That is the fault of the lowlanders as they have declared war on you and have allied with your enemies. Since they are currently attacking you, your values prevent you resolving things peacefully with them until they stop attacking your people or they open up talks.

Also, that is not what total war means. It means something else other than not attempting to open up peace talks until the enemy stops attacking you.

Edit: To clarify, total war is waging war without anything being off-limits. You ignore the laws of war, go after civilian and military targets equally, use forbidden weapons and mobilise your entire country for war as warfare and victory is given priority over everything else.

Oh right, that happened as well. Why did the plague-fearing Maradysh not hold a grudge against Urth for doing that.

The main factor is that there is no evidence that Urth is responsible beyond them being the most prominent necromancer around. Even the Arthwyd aren't certain it was Urth's doing and not just bad luck or the work of another necromancer. The players only knew it was her because Urth admitted to it in her side story.

For the Arthrynite Maradysh, they do believe that Urth is responsible, but not because they have any solid evidence it was him. The barbarian Maradysh believe the Caradysh when they claim that it wasn't their fault.
 
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The main factor is that there is no evidence that Urth is responsible beyond them being the most prominent necromancer around. Even the Arthwyd aren't certain it was Urth's doing and not just bad luck or the work of another necromancer. The players only knew it was her because Urth admitted to it in her side story.

For the Arthrynite Maradysh, they do believe that Urth is responsible, but not because they have any solid evidence it was him. The barbarian Maradysh believe the Caradysh when they claim that it wasn't their fault.

Truth magic?
 
The Gift of Urth is comparable in strength to the Blessing of Arthryn and Blood of Evalyn.

As for the rest, so what? Urth is powerful. She is not overpowered as she does not break the setting or excessively powerful compared to other characters. I'm not just going to nerf a character because the players don't want a powerful character in the quest that is opposed to them.

Can goddess than simply give us immortal hero as well. Or a champion to fight Urth? It should be in her ability to do so even without rolls because as you said Arthryn and goddesses are powerful and Arthryn is probably more powerful than Urth so what is stopping her from helping us?
 
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Urth won't agree to be put under the truth magic of her enemies. How can she trust them not to false claim that she is lying when she is actually telling the truth?

As for doing it remotely, it isn't accurate or reliable. So while the Arthwyd and the Arthrynite Maradysh are 99% certain it was Urth for various reasons, they can't reliably prove it to other civs.

Aren't the Caradysh just a bunch of undead ruled by Urth?

Most likely, but you don't know this for certain and given how he has been able to breed daughters, it implies that they have to at least some living men amongst them, it only as slaves.

Can goddess than simply give us immortal hero as well. Or a champion to fight Urth? It should be in her ability to do so even without rolls.

She could, but I'm not going to do that.
 
I think that the reason the last few turns have got some people (including me) feeling a bit annoyed is similar to the reason PoptartProdigy's Dragonball quest annoyed some people a while ago.

It feels like the players were never given a chance to react to the antagonist's actions.

Now, as @Oshha has shown, this is not exactly the case, since we have had the opportunity to do something about it - but importantly, we didn't know that we did.

From our perspective, everything we've done has been perfectly logical, and we haven't made (many) mistakes, but this protagonist has been perfectly countering everything we do. With the benefit of hindsight, and Oshha telling us, we can now say, oh, we should've done this or that - but we had no way of knowing that at the time. And I think this is simply a symptom of writing/reading a quest - there is an inherent contradication in the format, as a combination of game and novel. In a novel, something like this can happen (and indeed, probably should happen for the story to remain interesting), and nobody would feel bad about it, because the only person making decisions has all the information needed and knows exactly how the protagonist got there and how they will get out (at least, in the case of competent writers). In a game, however, the players simply don't have all the information (and here Oshha's point that we should ask more questions is, I think, slightly misguided - some questions we wouldn't even think to ask about until it's too late).
Video games get around this by allowing checkpoints, or restarting. In a situation like this I think most players would simply ragequit and try again, maybe from an earlier save, learning from their mistakes - but of course, this isn't possible with a quest. I think here it is incumbent on the QM to provide more information (or even nudge-nudge wink-wink hints) to the players, such that they have a better idea of which actions will lead to what outcomes - and then, if the players still choose the worse outcome, the QM could point to their hints. This may be somewhat bad for the narrative, but I think would lead to a better quest overall.

Finally, I think another aspect of this is the fact the players can't see the rolls being made, so that players can only blame themselves or the QM - and, obviously, are going to choose the former over the latter. If we could see the rolls, and realise, hey, the antagonist's been really lucky to be able to do this, and we've had some pretty unlucky rolls, I think the amount of salt directed at the QM would reduce a lot, as the dice take a lot of the blame (though, of course, the overall amount of salt would probably stay the same, and might even go up).
 
Since it might have been lost in the size of my post, I didn't want this crisis. I expected you to end the war by accepting the peace offer to get something out of the whole affair so you could focus on expanding and getting both your next action and getting into the Bronze Age for a government/economy upgrade.

Instead the thread decided to spite the Caradysh and continue the war, resulting you having to deal with this mess and not have time to focus on expansion/building up.

The current crisis was caused by a player vote as not only did this happen as a result of your actions, but some of the posters actually predicted this outcome accurate and yet we still ended up here.

Anyway, a railroad or a perception of it doesn't just mean forcing the choice by GM fiat. It could also refer to manipulating the circumstances until only that one option is attractive.

For example, a choice between the railroad of pleasantness and the path of certain Doom isn't really a choice at all.

That perception exists with Urth, for some reasons:

1) Asymmetrical threat projection

In the case of war, Urth's diplomatic ability is portrayed as being extremely potent and dangerous, to the point of being capable of triggering revolutions and manipulate nations to go to war on his behalf.
In the case of peace, you described Urth intentions as good and benevolent, with the diplomacy thing not really showing up as a threat (as opposed to a more realistic view where peace could be an avenue for further infiltration, and more of Urth's sneak attacks, blessing stealing and evilness).

2) Perceived punishment for picking the wrong decision

You described the Caradysh (OOC) as being a peer power.

To eliminate Urth as a serious threat, you need to deal with the Caradysh civ and isn't easy to just defeat a rival civ of comparable size.

But the experience of the last turn has pretty much shown that they're not. They have many more actions, more heroes, and more necromancy related boons than the Arthwyd do. This is interpreted as a bait and switch, a punishment for picking the option than the GM disliked.

3) Openly stating your preference for one option.

Having a motive makes making the accusation easier.

4) Action escalation and lock-in

While you can argue that it's your GM prerogative, going from deciding to continuing the war to having Urth massively escalate by triggering not only a revolution, but also immediately a war between us and a major lowland power, during which we have absolutely zero power to intervene, is interpreted as railroading.

I mean, after we chose to continue War, Urth was given a mid-turn to exploit. We however, had our midturn locked in.

Until that distance could be bridged, Cadlon Glyn decided that it would be best to focus on defence should Urth decide to attack them again, something she might very well do now that they have rejected her overtures at peace. Only Greenbay and the Merntir coasts had palisades to protect them and Cadlon Glyn endeavoured to add Rockbay to that list as of the People's settlements, Rockbay is the closest to the Cursed Forest and the most assessible to Urth's forces.

We didn't get the option to pick or choose a reaction to the continuation or the war. We were forced (by GM fiat) to pick an action which coincidentally would not interfere with Urth's plans.
 
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To continue, the idea that the GM didn't see this coming is hilarious.

Someone goes and attacks us unprovoked - twice - and each time they cause great damage to us. First time they did the least amount, but it came at a crucial time where the boar nomads were smashing us from the other side. This is our first official meeting with them and its hostile to the point of immediate attempt of total conquest.

Second time, the enemy outright copies and subjugates one of our national strength into themselves, creating an never-ending stream of daughters which share this twisted blessing.
Then next update we get shown how the enemy is a gloating, smug bastard who has now gained the ability to mindrape others by injecting blood into them, turning them into a even more horrifying threat that will never die. Any time given to them is now clearly going to be used to subvert us further.

Now, it's also known that they have more actions than us. Thus, they will never lack actions to keep screwing with us and the enemy has already proven themselves to be fully able to sneak attack critical and capture blessings.
Teching up won't work: they will just steal the secrets since that would be easier than outright attacking our cap and stealing our monarch's corpse. Advance magic? Oh yes, with what actions - maybe those meant to grow larger so we won't just completely suck at action economy long-term? Diplomacy with others? OH LOL, they have a confirmed immortal Excellent-to-heroic diplo, with enough actions to always be there to make greater gains.

They are this quest's hill people. Except there isn't "they", there is Urth and all Path of civilization-quest veterans know how this plays out - and this time, we have less actions and don't have the massive economy necessary to drown them in troops.
They will always attack when we least expect it or can least afford it. All peace is worthless because waiting will just allow their action economy to overrun ours.
 
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