We know Urth's main goal was true immortality.
They survived their original civilization as a corpse could not die to plague.
They survived their second civilization after raising it from the ashes.
I reckon Urth doesn't put a high value on mortal civilization, though I'm fairly sure she DOES care for her immortal children....just as she's confident that they can survive this mess if she slips up.
Though I imagine given how Urth vanished they might well become a god through the resultant cautionary tale of Urth The Reckless.
Urth didn't get where she was by being reckless, though. Even if she failed to turn into a goddess, she might still have some failsafe/plan B/contingency stored away. She was exactly the kind of chessmaster to do that.
Seriously, Urth is an awesome villain. Even as I hate her for being a huge nuisance and an abomination to nature, I also kinda admire her for her sheer tenacity and adaptability. Remember when Urth was a man?
Urth didn't get where she was by being reckless, though. Even if she failed to turn into a goddess, she might still have some failsafe/plan B/contingency stored away. She was exactly the kind of chessmaster to do that.
Seriously, Urth is an awesome villain. Even as I hate her for being a huge nuisance and an abomination to nature, I also kinda admire her for her sheer tenacity and adaptability. Remember when Urth was a man?
Urth didn't get where she was by being reckless, though. Even if she failed to turn into a goddess, she might still have some failsafe/plan B/contingency stored away. She was exactly the kind of chessmaster to do that.
Seriously, Urth is an awesome villain. Even as I hate her for being a huge nuisance and an abomination to nature, I also kinda admire her for her sheer tenacity and adaptability. Remember when Urth was a man?
Huge nuisance to what? We made a fool of ourselves by not scouting and become aware of the larger situation.
Then again, it worked out in the end. We bought ourselves enough time to make major reform to our military so that we can actually stand on the battlefield.
Huge nuisance to what? We made a fool of ourselves by not scouting and become aware of the larger situation.
Then again, it worked out in the end. We bought ourselves enough time to make major reform to our military so that we can actually stand on the battlefield.
Yeah, but that was one isolated episode. Historically, Urth has also attempted a military invasion of our lands, attempted to assassinate our royal family, sucessfully kidnapped our royal family, and engineered a civil war in our territories, not to mention her very existence near us being (rightfully) considered a threat for centuries. Oh, and also she personally killed four of our Heroes.
And that's just to us, not even mentioning whatever she got up to in the lowlands.
Urth didn't get where she was by being reckless, though. Even if she failed to turn into a goddess, she might still have some failsafe/plan B/contingency stored away. She was exactly the kind of chessmaster to do that.
Seriously, Urth is an awesome villain. Even as I hate her for being a huge nuisance and an abomination to nature, I also kinda admire her for her sheer tenacity and adaptability. Remember when Urth was a man?
Eh. None of our early antagonists were particularly bad. If we'd tried diplomacy before we were practically forced to, things could have turned out very differently.
Honestly, if Urth ends up part of the Arthwyn pantheon, she'd probably fill the 'Necessary/Unavoidable/Redeemable Evil Goddess' sort of thing. Basically, a Goddess that you can work with, and probably have to live with, but must always be careful of your dealings because you may not get what you want, or if you do it may not be how you wanted it/have a hidden cost. On the other hand, if you don't honour her/mock her/etc, etc... Well, you are most likely going to have problems...
It was in the dead of night when the Forluc struck. Evatine herself was a sleep when the sounds of fighting woke her. Despite their guards and lookouts, the enemy had managed to sneak into the Arthwyd camp using unknown magics that were presumably devised by Eredan and the traitorous Talfryn.
Catching the Arthwyd off-guard and completely unprepared, the Forluc reaped a bloody toll upon the Arthwyd. While hundreds of Forluc warriors died, hundreds of Arthwyd warriors also died as they got caught asleep or without their weapons armour and weapons.
While they lost close to two thirds their number in a single night, the Arthwyd would have lost even more if it wasn't for the valiant defence of Evatine. Throughout the battle, Evatine held the line against the Forluc and many Arthwyd warriors only escaped that battle due to Evatine bogging down the enemy combatants.
The Champion of Arthryn personally slew over a hundred of the Forluc warriors and perhaps as many as two hundred. Even Eredan failed to bring her down and ultimately, the Forluc leader decide to pull back his surviving troops as the Arthwyd began to rally while the attacking force began to run low on fighters due to the casualties they had sustained.
In the end, both sides withdrew after suffering grievous losses. As the Evatine linked up with her reinforcements from both the Arthwyd and the Caradysh, the Boarfolk continue northwards as they returned home after being reduced to a third of their original number.
While her army had suffered heavy losses and was deprived of its cavalry, Evatine still had several hundred Catclaws and slightly over half that number of Cateyes in addition to the thousand wights that the Caradysh had sent to aid them.
Despite the heavy losses that they had suffered, the Arthwyd were still confident in their chances of victory and were determined to keep up the fight.
Yet this conviction to continue the war proved unnecessary as Eredan and the remaining Forluc warriors didn't push the attack while they had the advantage. Instead they suddenly marched south, abandoning their lowlands conquests as they returned to lands of the Forluc.
Cautious and wary of this being another trick by Eredan, Evatine refrained by pursuing the Forluc. Instead, she took the opportunity to return to Greenbay so that her troops could return home and relax amongst their fellow Arthwyd. Returning home as a famous hero, Evatine split her time between organising a continuation of the war and enjoying her time with Wonlyn as the two lovers had not seen each for fifteen winters.
Over the seasons, reports flowed in from the depopulated lowlands and it quickly became clear why the Forluc had withdrawn from the war. Pretty much everything that could go wrong for the Forluc had.
Their fragile economy had finally collapsed from the strain of the prolonged war and from what the Arthwyd could tell, it had fell apart at almost every level. Their vast numbers of slaves had risen up in the name of Zaranna, Daughter of Light, Chaos and Hope and fanatic religious zealots had swarm their Forluc masters. To top things off, Eredan decided that the old leadership of the Forluc had failed and had decided to make a bid for his own kingship in the north.
While slave uprisings overwhelmed the Forluc in most places, the Forluc had managed to retain control in two places. The first was in their core territories where their king, high priests and high lords had use their reserve warriors to put down the uprisings and secure their rule. With some self-sufficiency still left over from the days of Pradan and his Hardan, the core of the Forluc was holding by as they raided their former lands for food to get by.
The second place where Forluc authority remained was in their northern lowland colonies. Set up during the war to support the war, the Forluc colonies were fresh and self-sufficient. Eredan had taken control of them as not only did they contain the families of most of his warriors, but he had been their de facto leader for the pretty much all of their existence.
Eredan had been a king in all, but name with his own lands and army and now he had declared himself king. But he had not declared himself a new king as Eredan considered himself to still be Forluc and as of such, he claimed the Forluc kingship as his own.
Amongst the scattered reports and rumours coming north, the Arthwyd also received an offer from Eredan and the northern Forluc. He sought three things. Peace, recognition and assistance.
While peace was obvious, Eredan was willingly to acknowledge Evatine and the Arthwyd as equals and in exchange, he would offer what captive Arthrynites he had back to them, including Queen Eira of the Colryd. Keeping her in his northern holdings, Eredan had kept her as both a prestige symbol and a personal sex slave.
The assistance came in the form of going even further and supporting Eredan's bid for the Forluc kingship against the old Forluc leadership amongst the southern Forluc. Not only would Eredan return any Arthrynite captives, but he would also offer up what wealth he could spare and swore upon both his own life and Nalnir's name that he would make further worthwhile concessions to the Arthwyd should he be successful.
How do the Arthwyd respond to diplomatic overtures from the Northern Forluc
[] [War] Accept Eredan's offer of peace. (+1 Prestige)
[] [War] Accept Eredan's offer of peace and recognise him as the King of the Forluc in exchange for Arthrynite captives. (+2 Prestige, +2 Temp Diplo, Secured Loyalty of the Colryd)
[] [War] Accept Eredan's offer of peace and both recognise and offer him assistance against the rest of the Forluc. (+4 Prestige, +3 Temp Diplo, +1 Temp Wealth, Secured Loyalty of the Colryd, further bonuses if successfully make Eredan king of the Forluc)
[] [War] Reject Eredan's peace offer and continue the war against the Forluc.
[] [War] Reject Eredan's peace offer, but focus on consolidating your new control over the northern lowlands.
***
Back amongst the Arthwyd, the land of the Northern Demons had gained the reputation of a safe haven. Not only was as it a place of plentiful food, metal and magic and a safe place to raise a family, but it was the only major sanctuary from the warfare that had ravaged the lowlands for the past generation.
As tens of thousands of lowlander refugees fled north into the Arthwydish territory, the Arthwyd gained a reputation of being a safe haven for those fleeing turmoil and strife amongst their neighbours and trade partners. The chosen people of Arthryn were happy to embrace this new reputation and are also happy to welcome foreigners to their lands and help gain a civilised and peaceful life.
New Value Gained!
Safe Haven The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,
However, there had been tens of thousands fleeing to their lands as they sought to as escape the evils of the Forluc invaders. While they had adapted well to the Arthwyd way of life despite being barbarians, there was still the problem that the Arthwyd had too many people right now.
The divine teachings of the goddesses meant that things were stable for now, but the Arthwyd needed to expand and settle new land if they were to maintain such a high population. This would mean expanding into the now depopulated lowlands. There had always been plenty of space within the lowlands and now there was a surplus of it after everyone who fled to the Arthwyd or had been killed or enslaved by the Forluc.
There was also the question of how to deal with Caermyr. While a few still lived there, the capital of the Colryd was an empty, burnout husk of its former self. This would change however as the strategic location of Caermyr meant the question wasn't if Caermyr would be rebuilt, but by whom and when?
As they had almost uncontested control of the northern lowlands and the Coltyre Confederation had expressed no interest in interfering, the Arthwyd were the ones who would decide the fate of Caermyr. The most obvious and simple answer would be to return Caermyr to its originally people and let the Colryd reclaim their rightful capital.
However, Caermyr is placed in an important and very useful location and this is a rare opportunity for the Arthwyd to claim it as their own. Some of them suggested claiming Caermyr as Arthwyd territory through they were split on how to do so. A few felt it should be ruled from Greenbay like the rest of the Arthwyd lands. Others felt that the Caermyr should be given more autonomy to focus on either trading on the People's behalf or settling the lowlands.
What does Cadlon Gwynlyn decide to do regarding Caermyr and the overpopulation caused by the refugees?
[] [Caermyr] Return Caermyr to the Colryd and begin to settle the lowlands. (+2 Temp Diplo, Increased Relationship with everyone, Founds a Colony in the northern lowlands)
[] [Caermyr] Settle Caermyr as Arthwyd territory directly under the rule of Greenbay. (Secondary Settle Land = Lowland Conflux, Founds a Colony in the northern lowlands)
[] [Caermyr] Settle Caermyr as a trade outpost and begin to settle the lowlands. (Founds a trade post as Caermyr, Founds a Colony in the northern lowlands)
[] [Caermyr] Settle Caermyr and expand into the lowlands around it. (Found a Colony centred around Caermyr)
Priestesses (4) = Mood: Confident, Ability: Add half of faction power to Mystic, Objective: Build a Temple within 3 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3) = Mood: Confident, Ability: Add half of their faction power to another faction, Objective: Retake and hold Caermyr, Success/Failure: Free Nautical Innovation/-
Warriors (5 (6)) = Mood: Worried, Ability: Add half of faction power to Martial, Objective: Defeat the Forluc, Success/Failure: ???/???
Farmers (1) = Mood: Confident, Ability: Add half of faction power to Econ, Objective: Settle Land three times within 3 Turns, Success/Failure: +2 Temp Econ/-1 Econ
Crafters (2) = Mood: Confident, Ability: Add half of faction power to Wealth, Objective: Restore Trade within 1 Turns, Success/Failure: +1 Stability/-1 Stability
***
Not much to say on this one. The Mystic Genius and the Mystic Hero used magic (and what they did is unknown to you) to get the drop on you when they spotted your reinforcements coming, getting the good battle they needed in. Unfortunately for them and fortunately for you, everything else went wrong for them such as their economy crit-failing, mass Zaranna-sponsored slave uprisings and a civil war.
So the Epic Age might soon be over and you have effectively uncontested control over the lowlands, but right now, you get to decide both whether or not to wrap up the war (and the Epic Age with it) and how you are going to expand into the lowlands. This turn will be your first Main Turn since the Epic Age begun and the actions (including the province policy) will be determined by your Admin Hero after you have chosen your options for this turn.
Other than that, I will might update the tech list later as I am unsure of whether or not I got everything in there. I don't have time right now to check, but I don't want to delay the update either when I can just check and update things later.
Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
The Arthwyd Ancient Tanistry Upper Centralization Limit: 10 Lower Centralization Limit: 1 Admin Strain Free Provinces: 6 Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 1 Province Subordinates: 2 Special: -1 Temp Econ Damage per a Province Special: Increased Range of Potential Heirs
Ancient Palace Economy Temp Econ Damage: Event, -1 per 1 Centralisation, Wealth Generation: 1 per Dominant, Passive Policies: N/A Additional Actions: +1 Secondary Province Action per 2 Provinces Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse. Special: Increased polity size will raise the level of Minimum Centralisation required.
Statuses Crippled Trade: No Temp Wealth regeneration. Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls, Golden Age: +1 Temp Econ at the start of each turn, King of the Hill: +1 Temp Diplo at the start of each turn,
Diplomatic Relations Your opinion/Their opinion/Frequency of Contact
Belladysh = Friendly/Friendly/Very Low
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Friendly/Friendly/Low
Colryd Kingdom = Very Friendly/Extremely Friendly/Very High
Coltyre Confederation = Neutral/Cordial/Very Low
Lowlander Tribes = Liked/Desperate for Protection/Very High
Moradysh = Friendly/Friendly/Very Low
Northern Forluc = Evil/Begrudged Admiration/War
Southern Forluc = Evil/Furious Hatred/War
Values & Legacies Agricultural Innovators: +1 Temp Econ to Farming actions, Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn, Chosen of Arthryn: Gain +1 to all Innovation Rolls, Chosen of Ymarn: Gain +1 to all Innovation Rolls, Rush Builders: Extended Projects take less actions, but each action is more expensive, Bronze Blooded: +2 Temp Econ to Econ Generation Actions,
Communal Unity One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,
Fair Treatment While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,
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,
Queens of Peace, Kings of War The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Bonus to militant actions when you have a male ruler,
Cons: Increased social stratification, Increased gender discrimination,
Safe Haven The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,
Extended Sunrise Mountain Passage A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,
Grand Sacred Forest A grand forest planted throughout Greenbay itself, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: +1 Temp Mystic from Venerate the Goddesses, Plant Sacred Forests Unlocked,
Grand Statue A massive stone statue of Arthryn overlooking North River, this is a monument to the glory and greatest of the Goddess Arthryn
Effects: +1 Temp Culture from Venerating the Goddesses,
Grand Temple A large stone building that resides on a hill overlooking Greenbay, the Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,
Technologies
Carts
Straw/Reed Rope
Wheel
Wicker
Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Primitive Concept of Growth Energy
Two-Field Crop Rotation
Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields
Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs
[X] [Caermyr] Settle Caermyr as Arthwyd territory directly under the rule of Greenbay. (Secondary Settle Land = Lowland Conflux,Founds a Colony in the northern lowlands)
Direct control will ensure the slave trade will not return to this important trade hub.
[X] [War] Accept Eredan's offer of peace and recognise him as the King of the Forluc in exchange for Arthrynite captives. (+2 Prestige, +2 Temp Diplo, Secured Loyalty of the Colryd)
Keeping the 2 parts separate might be for the best as our help restoring him might be forgotten in 6 to 10 turns.
[X] [War] Reject Eredan's peace offer and continue the war against the Forluc.
[X] [Caermyr] Settle Caermyr as Arthwyd territory directly under the rule of Greenbay. (Secondary Settle Land = Lowland Conflux,
Founds a Colony in the northern lowlands
)
Don't really care about Caermyr but the Forluc need to die, if we let Eredan live he will only rebuild and try again stronger. They are in a civil war and the weakest they have ever been even with all our losses we need to finish this. Given their mystic genius is a known coward I wouldn't be surprised to see him betray Eredan now that he know we are on the upswing too.
While peace was obvious, Eredan was willingly to acknowledge Evatine and the Arthwyd as equals and in exchange, he would offer what captive Arthrynites he had back to them, [word has to go here] Queen Eira of the Colryd. Keeping her in his northern holdings, Eredan had kept her as both a prestige symbol and a personal sex slave.
[X] [War] Accept Eredan's offer of peace and recognise him as the King of the Forluc in exchange for Arthrynite captives. (+2 Prestige, +2 Temp Diplo, Secured Loyalty of the Colryd)
End the war and free the queen.
[X] [War] Accept Eredan's offer of peace and both recognise and offer him assistance against the rest of the Forluc. (+4 Prestige, +3 Temp Diplo, +1 Temp Wealth, Secured Loyalty of the Colryd, further bonuses if successfully make Eredan king of the Forluc)
[X] [Caermyr] Return Caermyr to the Colryd and begin to settle the lowlands. (+2 Temp Diplo, Increased Relationship with everyone, Founds a Colony in the northern lowlands)
And return the land to the queen, thus gaining respect from everyone.
[X] [War] Reject Eredan's peace offer and continue the war against the Forluc.
[X] [Caermyr] Return Caermyr to the Colryd and begin to settle the lowlands. (+2 Temp Diplo, Increased Relationship with everyone, Founds a Colony in the northern lowlands)
Need to break the Forluc completely now or they will come again to enslave and rape.
Beside there are still People in the Forluc core territories that needs to be freed.
[X] [War] Reject Eredan's peace offer and continue the war against the Forluc.
[X] [Caermyr] Return Caermyr to the Colryd and begin to settle the lowlands. (+2 Temp Diplo, Increased Relationship with everyone, Founds a Colony in the northern lowlands)
[X] [Caermyr] Settle Caermyr as Arthwyd territory directly under the rule of Greenbay. (Secondary Settle Land = Lowland Conflux,Founds a Colony in the northern lowlands)
Direct control will ensure the slave trade will not return to this important trade hub.
[X] [War] Accept Eredan's offer of peace and recognise him as the King of the Forluc in exchange for Arthrynite captives. (+2 Prestige, +2 Temp Diplo, Secured Loyalty of the Colryd)
Keeping the 2 parts separate might be for the best as our help restoring him might be forgotten in 6 to 10 turns.
[X] [War] Accept Eredan's offer of peace and recognise him as the King of the Forluc in exchange for Arthrynite captives. (+2 Prestige, +2 Temp Diplo, Secured Loyalty of the Colryd)
End the war and free the queen.
[X] [Caermyr] Return Caermyr to the Colryd and begin to settle the lowlands. (+2 Temp Diplo, Increased Relationship with everyone, Founds a Colony in the northern lowlands)
And return the land to the queen.
I have to ask but why? I love Eira and respect her as an ally but we can't let what happened to her happen again. I cannot stomach making a king of her rapist when he hasn't changed and in the future will only go on the rape more. Even now he only offers to acknowledge we are 'equals' out of force of arms he won't change his people.
[X] [War] Reject Eredan's peace offer and continue the war against the Forluc.
[X] [Caermyr] Settle Caermyr as Arthwyd territory directly under the rule of Greenbay. (Secondary Settle Land = Lowland Conflux,
Founds a Colony in the northern lowlands
[X] [War] Reject Eredan's peace offer, but focus on consolidating your new control over the northern lowlands.
[X] [War] Accept Eredan's offer of peace and recognise him as the King of the Forluc in exchange for Arthrynite captives. (+2 Prestige, +2 Temp Diplo, Secured Loyalty of the Colryd)
[X] [Caermyr] Return Caermyr to the Colryd and begin to settle the lowlands. (+2 Temp Diplo, Increased Relationship with everyone, Founds a Colony in the northern lowlands)
Make everyone like us more while keeping the Colryd as our dependent allies, potentially to be integrated later. Settling it ourselves is probably optimal, but building a relationship as trustworthy goodguys is also worth a lot. Make ourselves into genuinely good guys, and people will be more likely to work with us. The Coltyre and the Caradysh successors come to mind.
I'd like to continue the war, except for the captives. It's really best for us to get the captives back as soon as we can. We'd also probably demand the handover of any kids had by any of the captives, or at least the blessed ones.
[X] [War] Accept Eredan's offer of peace and both recognise and offer him assistance against the rest of the Forluc. (+4 Prestige, +3 Temp Diplo, +1 Temp Wealth, Secured Loyalty of the Colryd, further bonuses if successfully make Eredan king of the Forluc)
[X] [War] Reject Eredan's peace offer and continue the war against the Forluc.
[X] [Caermyr] Return Caermyr to the Colryd and begin to settle the lowlands. (+2 Temp Diplo, Increased Relationship with everyone, Founds a Colony in the northern lowlands)
[ ] [Caermyr] Settle Caermyr as Arthwyd territory directly under the rule of Greenbay. (Secondary Settle Land = Lowland Conflux, Founds a Colony in the northern lowlands)
I have to ask but why? I love Eira and respect her as an ally but we can't let what happened to her happen again. I cannot stomach making a king of her rapist when he hasn't changed and in the future will only go on the rape more. Even now he only offers to acknowledge we are 'equals' out of force of arms he won't change his people.
Enough fighting, we already lost hundreds of men. Getting our people back so we have peace and time to rebuild the military is better than fighting a martial and mystic hero for little benifit and big risk. We also need Caermyr to be back to being a buffer state.
[X] [War] Accept Eredan's offer of peace and recognise him as the King of the Forluc in exchange for Arthrynite captives. (+2 Prestige, +2 Temp Diplo, Secured Loyalty of the Colryd)
End the war and free the queen.
[X] [Caermyr] Return Caermyr to the Colryd and begin to settle the lowlands. (+2 Temp Diplo, Increased Relationship with everyone, Founds a Colony in the northern lowlands)
And return the land to the queen, thus gaining respect from everyone.