Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
If study magic and support province together can help develop some sort of magical aid for Griffin training/breeding I'd probably vote at least SEC for both, even Griffin location would be very useful.
 
If study magic and support province together can help develop some sort of magical aid for Griffin training/breeding I'd probably vote at least SEC for both, even Griffin location would be very useful.
Lurker trying to get more involved here. Would it depend on RNG for Griffin taming magic. Would we get some synergy bonus for settleing where the Griffin's are and studying magic same time?
 
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Okay so I'll probably vote SEC diplo, study magic and support province along with MAIN settle this turn due to info on discord.
 
And that is why we should always choose war over peace when dealing with other civs.
I hope you're joking.

Next turn I think I'll be voting MAIN Train Sacred Warriors MAIN Settle Greenbay and SEC Diplomatic Expedition to the Urthdysh. We need to buff our army, extra actions are too good to pass on and a non aggression pact to secure our shared border.

Edit: not greenbay, upriver plains
This idea that we need to buff our army is without good sense. Our military is already strong, we're at peace, and all the major powers will remain at peace with us for the foreseeable future. Getting a bigger army will not only not do anything good, it will outright harm us by giving more power to the people predisposed to war, who settle problems by force and prosper in times of conflict. That causes trouble and nothing but trouble.
 
I hope you're joking.


This idea that we need to buff our army is without good sense. Our military is already strong, we're at peace, and all the major powers will remain at peace with us for the foreseeable future. Getting a bigger army will not only not do anything good, it will outright harm us by giving more power to the people predisposed to war, who settle problems by force and prosper in times of conflict. That causes trouble and nothing but trouble.
So, you do remember how we had our army outnumbered 6:1 very recently right? As in the last Epic Age?
We have the strongest economy by far in the region, but our military force is pitiful in comparison.
The best way to ensure peace is by making war an unsavory gamble for attackers; something that is helped most with a robust military and strong defenses.

Also, our warriors have consistently been the ones who have most wanted to avoid war, so giving them a greater voice doesn't seem to be all doom and gloom.
 
I don't. I remember us outnumbering half of the enemy army 2:1 in the lowlands while the other half of the enemy besieged Caermyr.

You outnumbered part of the Forluc army in the lowlands as they split into two forces. However they didn't split up into equally sized forces. The majority of their army besieged while they detached a couple thousand troops to (successfully) slow you down. The rest of the time, they outnumbered you.
 
I don't. I remember us outnumbering half of the enemy army 2:1 in the lowlands while the other half of the enemy besieged Caermyr.
We were forced to rely on our pigmen cavalry to even out the numerical disadvantage in that war, our armies are too small in comparison to the size of our civ. Our holdings have only grown larger since then, so we need to increase the military to match.
 
I think twenty of fifteen thousand in our civ is viable given the nature of our troops, and we should take into account the potential of our colonies too. We don't have to protect our colonies, they train troops too, as heavily evidenced by the Arthdysh and by the Catclaw in the sidestory.

EDIT: We don't have to protect our colonies, Alone.
 
I think twenty of fifteen thousand in our civ is viable given the nature of our troops, and we should take into account the potential of our colonies too. We don't have to protect our colonies, they train troops too, as heavily evidenced by the Arthdysh and by the Catclaw in the sidestory.

EDIT: We don't have to protect our colonies, Alone.

Indeed, we cannot alow such threats on our border ,we must destroy the colonies!!!
 
Our military is already strong, we're at peace, and all the major powers will remain at peace with us for the foreseeable future.
1) It is explicitly stated in-story that the Coltyre are probably stronger than us in terms of military might. And they have boar cav. ALL the boar cav.
2) How could you possibly know we will remain at peace with every major power there is, indefinitely? Even if I accepted your statement at face value, please remember there are civs we haven't even met yet.
 
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"The Cadlon cannot be everywhere and handle all of the day to day matters that leaders must dealt with," answers the Evalynite priestess, "Because of that, local leaders like ourselves have the duty to pick up the work and do for the Cadlon so they may focus ruling over the whole the People. Now the local leaders of Greenbay have sought to seize some of the Cadlon's rightful duties and have been successful. We could have seen it coming before, but it is only now that they begin to excise their power that their greed has been obvious."
I see nobody saw the true motivation for the unrest.

These guys are the ones who were taking power for themselves already as de facto local feudal heads, who don't do as ordered, but DO do what they claim the Cadlon wants. Which winds up being what they personally want because they've never MET the Cadlon, who exists as a convenient figurehead to project their own desires onto. E.g. right here, they project their desire for personal power to the Cadlon image and conclude that they must be coerced because they wouldn't in the Cadlon's place.

What they're opposing now is their losing power because it was GIVEN to other people. Who are not them.
 
Pioneers and Ancient Dangers
[X] [Urthdysh] Accept it and give farming expertise to the Urthdysh.
[X] [Urthdysh] Accept it and give knowledge of how your laws work to the Urthdysh.
[X] [GA] Unlock the Grand Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)

In the end, Cadlon Evalon and the Assembly decided to give the Urthdysh a more than fair deal out of a desire to improve relationships with the Forester. In exchange for knowledge on the human body, something that the Arthwyd would be hard-pressed to get on their own, the Arthwyd gave the Urthdysh knowledge of both their law and offered them farming expertise.

The Urthdysh went home with both copies of the legal code of the Arthwyd and several Arthwydish farmers who had volunteered to go and live amongst the Urthdysh as they taught them how to farm properly.

As was hoped, the Urthdysh was pleased with this outcome and in addition into getting more knowledge about the human body, the Arthwyd were also able to established friendly relations with the Foresters.

As the Urthdysh expedition returned home, life went on for the People. The Arthdysh focused on improving their territories with more farms, temples and roads while the Grythwyd continue to found more settlements and the Myrthwyd constructed more roads.

While the Council of Arthryn backed the constructions of temples along the lands of the Green River, Cadlon Evalon continued the policy expansion of his mothers followed and had the construction of a new colony in the lowlands, something many expected to be the last major bit of Arthwyd expansion for some generations. While the Arthdysh were located on the western side of the Green River, the Corthwyd would be located on the eastern side of the Green River and would allow the Arthwyd to claim the lands east of the Green River in the lowlands.

Cadlon Evalon also decided to appease the elders, crafters and trades of the Arthwyd be sending out expeditions to the Sunrise Mountains hopes of finding more metal deposits so that more mines could be built.

It took some seasons, but the Cateyes were able to find another major deposit of gold. This was something that everyone was pleased about as the increased flow of gold would mean that even more gold goods could be made for both use at home and trading with foreigners.

Even as the Assembly organised the construction of the new gold mine, the exploration expeditions found another metal deposit in the Sunrise Mountains, this time being a Zinc deposit.

While Evalon grew old as he reached into what the final years of his life, there was a sense of adventure and excitement amongst the Arthwyd. The world was a wonderous place and there was plenty of unclaimed land to be taken. Over the last few generations since they won their dominance over the northern lowlands, the Arthwyd had been expanding and pushing outwards and this positive attitude towards expansion had become part of the core Arthwyd.

Value Gained!
Pioneering Spirit

The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

The Arthwyd also sent diplomatic overtures to some of the friendly Boarfolk tribes to the east. Rather than seek trade, Cadlon Evalon hoped to convince some of the friendly tribes to move to the Arthwyd so that they could replenish the numbers of their current Boarfolk population. While some refused, many were intrigued by the success and prosperity of the Arthwyd and several tribes migrated to the Arthwyd, the end result being that the Arthwyd had a high enough population of Boarfolk to field cavalry once more.

Even as the Arthwyd continue to prosper, fighting had begun aboard. The Urthdysh Federation were peaceful like the Arthwyd Empire as they continue to secure the Cursed Forest for themselves and build the Urthrynite grand temple.

The Coltyre Confederation and the Forluc Kingdom were far less peaceful. The Confederation was dealing with simmering unrest amongst the human subjects and while there hadn't been any outright revolts yet, the Boarfolk were having their hands full putting down minor and isolated uprisings as they attempted to quell the unrest.

The Forluc also finally chose their targets for military conquest as their army marched east against the collection of lowlander tribes between them, the Arthwyd and the Coltyre. The fighting was hard and brutal. While the first few campaigns were favourable to the tribes if just slightly, when the fighting truly began to pick up, things were a different matter.

The warriors of the kingdom and the tribes found themselves engage in a brutal war as the casualties racked up for both sides as many bloody battles were fought. In the end, the Forluc emerged triumphant as not only did they have superior troops and tactics to the lowlanders, but they could afford to take the losses. They would replenish their dead with fresh recruits while the tribes they fought against could not. As the more intense fighting came to an end, it was just a matter of the Forluc crushing the remaining tribes as they licked their wounds and began to assimilate their conquests.

The conflict also had an impact on the Arthwyd Empire as many of the threatened lowlanders decided to flee north and take their chances amongst the Arthwyd. Primarily making their way to Caermyr, most of these refugees were then shuffled off to other parts of the empire.

Lowlander Refugees
+2 Temp Econ

As Evalon reached the final seasons of his life, some very bad news reached the Cadlon and the Assembly in Greenbay. The exploration expeditions in the Sunrise Mountains had come across something that they should not have and now a dangerous threat had been unleashed.

It was unnatural horror, unlike anything the People had seen before. The Arthwyd had faced the likes of Urth, Vervov and old Forluc, but those were all things that originated from regular people. Terrifying and evil, but ultimately something that could be understood and dealt with.

This. This thing was something else entirely. A forgotten monster which should not have been unleashed and now that it was, it is poses a terrifying threat to the People.

It was called Ulgoran and it called itself a demon.

The southerners called the Arthwyd the Northern Demons, but the People were nothing like this monster. It was shorter than the average person, but it was a muscular thing with four legs instead of a regular two. Its face was bland and plain with only two black eyes, a mouth and pair of slits for a nose while a curved horn struck out above its left eye.

Despite its stout and heavy appearance, the beast had a quiet, soft voice. Found bound in chains of unknown metal, the demon had plead with the Cateyes which found it, begging them to free it.

Seeing a creature bound in pain and hoping to find more friendly people, the Cateyes unchained Ulgoran and soon learnt of the error that they had made. Free of its ancient prison, Ulgoran struck at the Cateyes.

They fought back bravely, but most of their number were slaughtered. The beast moved quicker than it should have for its size, skittering about on its four legs and its hide was so tough that even bronze weapons were barely enough to hurt it.

Realising that they would not win this battle, the Cateyes fled as they sought to warn the rest of the People of this deadly threat. While only some of them got away, the Cateyes made it back to the Arthwyd and told everyone they could of what happened.

By the time that the news reached Cadlon Evalon and the Assembly in Greenbay, the news of the demon Ulgoran would spread to the whole of the Arthwyd and beyond. Ulgoran had left everyone feeling sacred. The military and the farmers sought to keep the people safe from Ulgoran while the elder and crafters feared for the copper and gold mines in the Sunrise Mountains as the gold was valuable while the Arthwyd depended on that copper to make bronze. The priesthood wished to study ways to defeat Ulgoran as while they feared Ulgoran, they also worried that there would be more demons out there and the People needed better ways to slay the likes of Ulgoran.

Priestesses (4) = Mood: Concerned, Ability: Add half of faction power to Mystic, Objective: -Study ways to defeat the demon Ulgoran, Success/Failure: Free Mystic Innovation/-
Elders (3) = Mood: Worried, Ability: Add half of their faction power to another faction, Objective: Slay the demon Ulgoran, Success/Failure: +1 Temp Culture/-
Warriors (6 (7)) = Mood: Concerned, Ability: Add half of faction power to Martial, Objective: Slay the demon Ulgoran, Success/Failure: Free Venerate the Goddesses/-
Farmers (1) = Mood: Afraid, Ability: Add half of faction power to Econ, Objective: Protect the People from the demon Ulgoran, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Afraid, Ability: Add half of faction power to Wealth, Objective: Slay the demon Ulgoran, Success/Failure: Free Trade Expedition/-

You have five Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].


[] [SEC/MAIN] Build Boats.
S: -2 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -4 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build Roads = (Target)
S: -2 Temp Econ, +1 Temp Mystic, +1 Road,
M: -4 Temp Econ, +2 Temp Mystic, +2 Roads,
-Possible Targets: Greenbay (2/6), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (0/6), Upriver Plains (0/4), Sunrise Plains (0/1), Lowland Conflux (0/1), Northern Green River (0/6), Southern Green River (0/6),

[] [SEC/MAIN] Build Temples = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+1 Mystic per a Temple),
-Possible Targets: Greenbay (1/3), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (1/3), Upriver Plains (1/2), Sunrise Plains (0/1), Lowland Conflux (1/1), Northern Green River (1/3), Southern Green River (0/3),
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Walls = (Target)
S: -2 Temp Econ, +1 Small Wall,
M: -3 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 0/6, Large: 0/6), Rockbay (Small: 1/1, Large: 1/1), Sunrise Bay (Small: 1/1, Large: 1/1), North Coast Plains (Small: 0/6, Large: 0/6), Upriver Plains (Small: 0/4, Large 0/4), Sunrise Plains (Small: 0/1, Large: 0/1), Lowland Conflux (Small: 1/1, Large: 0/1), Northern Green River (Small: 0/6, Large: 0/6), Southern Green River (Small: 0/6, Large: 0/6),

[] [SEC/MAIN] Develop Mine = (Target)
S: -3 Temp Econ, +1 Mine,
M: -6 Temp Econ, +2 Mines,
-Possible Targets: Sunrise Mountains (Copper: 1/1, Gold: 1/1, Zinc: 0/1), Sunset Mountains (Gold: 1/1, Tin: 1/1)

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -4 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -8 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Coltyre Confederation,

[] [SEC/MAIN] Empower the Cadlon
S: -1 Temp Diplo, +1 Centralisation, Chance of -1 Stability,
M: -3 Temp Diplo, +2 Centralisation, -1 Stability,

[] [SEC/MAIN] Expand Economy
S: +5 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, +1 Econ (0/18) (Limited to 1 per 3 Settlements), Improved Chance of Innovation,

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -2 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Cursed Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast, Great Mountain

[] [MAIN] Found Colony = (Target)
M: -6 Temp Econ, -1 Temp Martial, -1 Temp Mystic, -1 Temp Culture, +1 Colony
-Possible Targets: Eastern Lowlands, Central Lowlands

[] [SEC/MAIN] Integrate Subordinate = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture, +1 Progress,
M: -2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture, -1 Centralisation, +2 Progress
-Possible Targets:

[] [SEC/MAIN] Plant Sacred Forests,
S: -4 Temp Econ, +0.5 Sacred Forest,
M: -8 Temp Econ, +1 Sacred Forest,
-Sacred Forests = 0

[] [SEC/MAIN] Send Missionaries = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, Chance of changed relationship,
M: -2 Temp Diplo, -2 Temp Mystic, Improved Chance of changed relationship,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Coltyre Confederation,

[] [SEC/MAIN] Settle Land = (Target)
S: -6 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress, +1 Econ,
M: -12 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (6/12), Rockbay (1/12), Upriver Plains (4/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (1/12), North Coast Plains, (6/12), North Coast Hills (0/12), North River Plains (0/12), Lowland Conflux (1/12), Southern Green River (6/12), Northern Green River (6/12),

[] [SEC/MAIN] Study Magic.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Support Subordinate = (Target)
S: -1 Temp Econ, Chance of relationship change,
M: -2 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Arthdysh, Grythwyd, Mrythwyd

[] [SEC] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy. (Currently active)
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions.
-Religion = Focuses on religious actions.
-Study = Takes study actions.
-Trade = Focusing on trade and wealth-increasing actions.

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +1 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +3 Temp Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Coltyre Confederation,

[] [SEC/MAIN] Train Sacred Warriors
S: -2 Temp Econ, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -2 Temp Econ -1 Temp Mystic, Improved Chance of Innovation,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +2 Temp Mystic, +2 Temp Culture, +1 Stability, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +3 Temp Mystic, +3 Temp Culture, +1 Stability, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War Mission = (Target)
S: -1 Temp Econ, requires 1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, Requires 3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Coltyre Confederation, Ulgoran,

Mega-Projects
[] [SEC/MAIN] Grand Library
S: -4 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Progress
M: -8 Temp Econ, -4 Temp Mystic, -4 Temp Culture, +4 Progress
-Progress: 0/4

***​

The Urthdysh Federation is definitely your peer power at this point, but you are friendly with them at this point and they got their own infrastructure backlog in addition to having sub-par infrastructure.

The Forluc Kingdom has had some bloody expansion towards the Coltyre Confederation and the latter has continue to suffer unrest in its lands, which will probably boil over next turn.

You also got a fourth colony (and the last one you'll get for a long time) as part of the final parts of Wonlyn and Evalon's push for expansion. You also got a new value as the result of the rapid Arthwyd expansion over the last few decades and replenish the numbers of your boarfolk enough to field dire boar cav again. You got a new pair of mines and while one is just zinc, you got a second gold mine that your factions developed for you. On the downside, you found something really nasty whilst exploring.

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 Parliamentary Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: -1 (1)
Admin Strain Free Provinces: 7
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.

Stats
Diplo
: 3 (6) (+1)
Econ: 36 (20) (+2)
Martial: 10 (7)
Mystic: 6 (5) (+1)
Culture: 2 (0)
Tech: 0 (0)
Wealth: 9 (7)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 47

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,
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
Boarfolk Nomads = Friendly/Friendly/Medium
Coltyre Confederation = Neutral/Cordial/Medium
Forluc = Cordial/Admiring Imitation/High
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None
Urthdysh Federation = Friendly/Friendly/Medium

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Extremely High/Low
Grythwyd = Colony/Extremely High/Low
Myrthwyd = Colony/Extremely High/Low
Corthwyd = Colony/Extremely High/Low

Trade Status

Resource

Your Status

Others

Luxury Trade
   

Furs

Some

Nomads (Significant), Caradysh (Significant), Belladysh (Significant), Moradysh (Significant), Coltyre (Considerable), Forluc (Minor Importer), Northern Lowlanders (Some), Southern Lowlanders (Average),

Dyes

Minor Importer

Coltyre (Average), Caradysh (Considerable), Belladysh (Considerable), Moradysh (Considerable), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Significant Importer), Forluc (Significant Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Minor), Moradysh (Minor), Belladysh (Minor), Coltyre (Average), Forluc (Significant), Northern Lowlanders (Considerable), Southern Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Average), Southern Lowlanders (Average),

Alcohol

Medium Importer

Nomads (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Significant), Southern Lowlanders (Considerable),

Strategic Trade
   

Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Major Importer), Forluc (Significant Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Copper Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Medium Importer), Forluc (Major Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Medium Importer),

Copper Ore

Hoarding
 

Tin Ore

Hoarding
 

Slaves

None

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Leading), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Considerable),
     
     

Religion
Arthrynite "Followers of Arthryn"
Deities
: Arthryn and her Daughters
Beliefs: Equality, Community, Understanding
Abilities: Fairness (Reduced Discrimination), Independent (Independent Infrastructure), ???,

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,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
Ancient Reformers: All Reforms are cheaper.
Ancient Religion (Arthrynite): Strength and prestige of the Arthrynite religion is improved.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Colonial Empire: One Colony doesn't use up a subordinate slot.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Code of Laws (Bronze Age)
A standardised set of laws that all of the Arthwyd follow, these laws are focused on being fair and providing justice to the people of the Arthwyd.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,

Evatine Walls
A massive set of walls around Greenbay, ancient capital of the Arthwyd and the centre of the Arthrynite religion, the walls are dozen times the height of a man and are seemingly impervious to assault.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,

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

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

Fishing & Boats
Canoes
Fishing Nets
Rafts
River Longboats
Sails
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Bronze
Copper
Gold
Furs
Hide
Leather
Silver
Tin
Stone
Wood
Zinc

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal Smelting
Administration
Ideograms
Cuneiform
Dedicated Messengers
Legal Code
Standardised Construction
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Metal Jewellery
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Province Governors
Royal Bloodline

Religion
Missionaries
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade
Stone Wall

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

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

All-Seerist Divine Magic
Detect Undead (Limited)
Detect Unliving (Limited)
Future Seeing (Basic)
Guided Attacks (Expert)
Increased Accuracy (Expert)
Scrying (Basic)
Truth Detecting (Basic)

Arthrynite Divine Magic
Aspect Blood Copy (Basic)
Blood Binding (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Expert)
Stone-Skin (Expert)
Trait Self-Boosting (Basic)

Blood Arcane Magic
Aspect Copy (Expert)
Aspect Steal (Expert)
Blood Binding (Basic)
Blood Oath (Basic)
Blood Sacrifice (Advanced)
Spiritual Bond (Expert)

Bronwynite Divine Magic
Lust Induction (Limited)

Death Arcane Magic
Control Undead (Advanced)
Mass Raise Mindless Undead (Advanced)
Raise Sapient Undead (Basic)

Fertility Arcane Magic
Birth Control (Expert)
Fertility Boost (Expert)
Lust Induction (Basic)

Light Arcane Magic
Hardlight Shield (Basic)
Healing Light (Expert)
Light Beams (Basic)

Probability Arcane Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)

Wyrnite Divine Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)
Memory Stones (Basic)
Songs of Courage (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Basic)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
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I see nobody saw the true motivation for the unrest.

These guys are the ones who were taking power for themselves already as de facto local feudal heads, who don't do as ordered, but DO do what they claim the Cadlon wants. Which winds up being what they personally want because they've never MET the Cadlon, who exists as a convenient figurehead to project their own desires onto. E.g. right here, they project their desire for personal power to the Cadlon image and conclude that they must be coerced because they wouldn't in the Cadlon's place.

What they're opposing now is their losing power because it was GIVEN to other people. Who are not them.

That isn't the case. They haven't lost any power themselves as the lost of power they are opposing is the Cadlon losing power to the Assembly. The motivation is that they are a group of monarchists who support the idea of an absolute monarchy and disapprove of the recent move away from that.
 
[X] [MAIN] Study Magic.
[X] [MAIN] Train Sacred Warriors
[X] [SEC] War Mission = Ulgoran

So yeah, of course the Arthwyd would be gullible enough to free the ancient evil because it asked nicely.
At least it means we aren't prejudiced? :p

So, current plan is pretty simple. more magic, more dude, try and kill spooky demon.
 
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