Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
The encouraging of Gryphon taming will come through supporting the colony they are found in with Support Subordinate.
I don't merely want to encourage gryphon-taming, I want to encourage these specific people to tame the gryphons. Once we get an air cavalry started, one of the greatest risks to the riders will be falling off their mounts. If they have wings, that increases their chance of surviving by a lot.
 
@Oshha

How is the state of Arthwydish coastal and riverine trade? With a couple of disconnected colonies adding to the Merntir, I would expect it to be a lot denser and with more traffic with Greenbay turning into a possible trade centre due to it's location on the coast and mouth of the river leading to Caermyr upstream in addition to pretty much being the largest settled province in the entire region.
 
So, @Oshha, we know the effects that making a permanent alliance with the Forluc brings - the + 1 to Diplo and the opportunity to make a international alliance with them and the Urthdysh, but can you speak on what a alliance does exactly? Would it be the first alliance ever and be worth a Legacy?
 
How is the state of Arthwydish coastal and riverine trade? With a couple of disconnected colonies adding to the Merntir, I would expect it to be a lot denser and with more traffic with Greenbay turning into a possible trade centre due to it's location on the coast and mouth of the river leading to Caermyr upstream in addition to pretty much being the largest settled province in the entire region.

The Arthwyd have a lot of internal coastal trade and primarily use river trade. Greenbay is the centre of the internal trade for the Arthwyd, but Caermyr is the centre of international trade.

So, @Oshha, we know the effects that making a permanent alliance with the Forluc brings - the + 1 to Diplo and the opportunity to make a international alliance with them and the Urthdysh, but can you speak on what a alliance does exactly? Would it be the first alliance ever and be worth a Legacy?

An alliance varies depending on the nature of each alliance. One of those case by case basis things.

No and no.
 
The Arthwyd have a lot of internal coastal trade and primarily use river trade. Greenbay is the centre of the internal trade for the Arthwyd, but Caermyr is the centre of international trade.



An alliance varies depending on the nature of each alliance. One of those case by case basis things.

No and no.

So, if we go in now with the Forluc we would get a Military alliance (and maybe some say over who they attack next) but if we wait and instead strengthen our ties with the Urthdysh we will get a Cultural/Religious alliance out of it.
 
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So, if we go in now with the Forluc we would get a Military alliance (and maybe some say over who they attack next) but if we wait and instead strengthen our ties with the Urthdysh we may get a Cultural/Religious alliance out of it.

Sort of. An alliance is a military alliance unless specified otherwise. As for alliances with the Forluc and Urthdysh, you could get both because they are not mutually exclusive possibilities and it is potentially possible for there to be a triple alliance between the Arthwyd, Forluc and Urthdysh.
 
In that case, what do you mean by "an alliance varies depending on the nature of each alliance"? That there are more than one yup but we only have military alliances for now?

It means the exact details of the alliance and the obligations that its members are expected to uphold vary from alliance to alliance because each alliance agreement/treaty is come up with individually.
 
As for alliances with the Forluc and Urthdysh, you could get both because they are not mutually exclusive possibilities and it is potentially possible for there to be a triple alliance between the Arthwyd, Forluc and Urthdysh.
I really want a triple alliance. The Forluc's admiration, Urthryn's eternal love, ancient inspirations, Arthryn's supremacy and Wyrn's meme magic combined would be a pretty OP culture win over the Urthdysh and the Forluc.
 
I really want a triple alliance. The Forluc's admiration, Urthryn's eternal love, ancient inspirations, Arthryn's supremacy and Wyrn's meme magic combined would be a pretty OP culture win over the Urthdysh and the Forluc.
If we do go that route we should probably get a culture hero to make sure our values are the ones we want during such a big period in intercultural exchange.
 
We're working on the theater right?

Build a theater in Caemlyr and have all the folks in the region watch our plays.
 
I'm thinking that the first play in the theater can help with that cultural conversion.

It can be about Urth (when he was alive and a man) first hearing about Arthryn, falling in love, and trying to become a god to pursue her.

Basically, it can be modeled off of Urthrynite beliefs.

For everyone concerned, it's the truth now.
 
Foreign Excitement
[X] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)
[X] [Metal] Leave it in storage.
[X] [Cadlon] Isoldyn (Female, Excellent Admin)
[X] [Forluc] Refuse the offer.
[X] [GA] Unlock the Grand Theatre Megaproject. (-2 Temp Mystic, -2 Temp Culture)

As the Arthwyd Empire continue to expand its territory and build up its infrastructure, the Forluc Kingdom went to war with the Coltyre Confederation. As the Zaranna-worshipping rebels went up against their former Boarfolk overlords, the Forluc marched into the fray with their greatest commander since Eredan himself.

The Arthwyd could have joint the Forluc in their war, but the Assembly was against it. While numerous factions within the Assembly wanted to claim new lands and strengthen ties with the Forluc, too many members were wary of the dire boar cavalry of the Coltyre Confederation and feared that the Forluc were overextending and would meet defeat against their Boarfolk foes.

Those fears turned out to be unfounded as while the dire boar cavalry could have beaten the infantry armies of the Forluc in a fair fight, other factors swung things in favour of the dark-skinned warriors.

Rather than engage directly, Prince Eraden let the Boarfolk and the rebels smash into each other. The Zaranna-worshipping rebels had divine magic and raw numbers, but the Boarfolk tribes had cavalry and without any overall leadership directing them, fights between the two sides came down to whichever one had tactical superiority winning, usually at a heavy price.

While the Forluc saw some resistance early in the war, it gradually decreased as their foes exhausted themselves upon each other. By the end of the war, the Forluc saw little opposition as everyone else had burnt out.

Instead of conquering all of the former Coltyre lands, the Forluc seem to content with taking maybe half. With the rebels never unifying while the boarfolk overlords of the old confederation were either dead, fled back to the steppes or weren't large enough to really count as noteworthy power anymore, the Coltyre Confederation was gone.

Within their conquered lands, the Forluc would any who resisted their rule as slaves and shipped them back to their core territory whilst they brought in Forluc settlers to their new lands. The end result of this was that it was looking like the Forluc would replace the local culture with their own within a generations as native lowlanders got replaced by Forluc settlers and anyone who refused to assimilate would get enslaved and removed.

Beyond the conquests of the Forluc and how they handled them, there was interesting news from aboard on how heathen religions were changing. In the Cursed Forest, the Urthdysh had finished their grand temple to Urthryn and the Urthrynite religion was getting reformed like how the Arthrynite religion was reformed.

While the Arthrynite reforms had gone towards Arthryn's values of community and equality, the Urthrynite religion was basing itself around Urthryn's values of studying magic and strict obedience. Researching the supernatural and uncovering its mysterious were a primary aspect of their new religion while their priestesses were putting a lot of emphasis of there being one way to do things and everyone needed to follow that single set of teachings championed by the priesthood. The Urthrynites were also making a big deal about love, which made sense with Urthryn being the Goddess of Lust, especially when one realised that the Urthrynites didn't understand the different between romantic love and sexual lust and considered them to be the same thing.

The Urthrynites were the only one changing up their religion as while they aren't organising their own religion into something formal, the Forluc were expanding their pantheon. While they had worshipped Nalnir and only Nalnir for the entirety of their history, Nalnir was apparently pushing to introduce new deities into his pantheon.

Nalnir was courting his fellow lowlander deity, Zaranna, while the Forluc were worshipping Eredan and Evatine as sibling deities. The last one caused some confusion as while Evatine had been born amongst the Forluc and was very significant in their culture, she was not only a member of the Arthwyd, but the Champion of Arthryn herself.

The situation ultimately resolved itself as both the Forluc and the Arthwyd began to worship Evatine and while she was Forluc goddess, the Arthrynite priesthood made it quite clear to the Forluc what the Champion of Arthryn was truly like.

There was also more news from the Forluc as beyond the expansion of their territory and religion, the Forluc were working on a major project. Prince Eraden had begun to organise some internal martial competitions, something where a warrior could prove their worth and glory without the Forluc needing to wage war against their neighbours.

While all of this foreign excitement was going on, Cadlon Isoldyn took upon herself to arrange for an expansion of the Arthwyd military. Their warriors weren't lacking, but the Arthwyd had expanded a lot in living memory and many were worried that the military wasn't expanding alongside the territory of the People.

As the first generation of her reign came to an end, Cadlon Isoldyn had a few concerns to worry about. The warriors were pushing for a further expansion of the military while strong elements of the Assembly were pushing to increases relations with both the Urthdysh Federation and the Forluc Kingdom as they felt that this had missed out when the potential alliance with the Forluc fell through. There was also the option to create a building dedicated to either storing knowledge or performing plays rather then priesthood doing such things in their temples and shrines.

Priestesses (4) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: -Build the Grand Library within 3 Turns, Success/Failure: +1 Culture/-
Elders (3 (5)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Improve relations with the Urthdysh and the Forluc, Success/Failure: +1 Diplo/-
Warriors (6) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Increase Martial by 1 within 4 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build 2 Walls in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 4 Turns, Success/Failure: +1 Wealth/-

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 (1/1), Sunrise Bay (1/1), North Coast Plains (1/6), Upriver Plains (1/6), Sunrise Plains (0/1), Lowland Conflux (1/1), 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 (1/3), Sunrise Plains (0/1), Lowland Conflux (1/1), Northern Green River (1/3), Southern Green River (1/3),
-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: 0/6, Large 0/6), 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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [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 (1/18) (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 Cash Crops
S: -1 Temp Econ, +1 Temp Wealth,
M: -1 Econ, -1 Temp Econ, +1 Wealth,

[] [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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [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 (6/12), 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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes,

[] [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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes,

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

[] [SEC/MAIN] Grand Theatre
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

***​

Mostly foreign stuff this update. The Urthdysh and the Forluc are reforming/expanding their religions while Coltyre have collapsed.

Kind of uneventful turn, but also you also don't have any fires to put out.

I have redone the trade mechanics and will explain the changes later and finished making all of the updates to the civ sheet later as well.

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 75%+ Export,
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
: 4 (6) (+1)
Econ: 38 (22) (+2)
Martial: 11 (7)
Mystic: 7 (8) (+1)
Culture: 2 (2)
Tech: 0 (0)
Wealth: 9 (6)

Legitimacy: 5/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 48

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
Forluc = Cordial/Admiring Imitation/High
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None
Urthdysh Federation = Very Friendly/Very Friendly/High

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

Trade Status

Resource

Arthwyd

Urthdysh

Forluc

Boarfolk Nomads

Northern Lowlanders

Southern Lowlanders

Luxury Trade
           

Furs

3/0/4​

12/8/0​

2/0/7​

14/7/1​

3/1/3​

4/2/3​

Dyes

3/1/8​

6/3/4​

14/8/2​

0/0/0​

8/4/3​

8/4/3​

Gems

4/2/0​

0/0/1​

0/0/1​

0/0/0​

0/0/0​

0/0/0​

Gold

10/5/0​

0/0/1​

0/0/3​

0/0/0.5​

0/0/0.5​

0/0/0​

Pottery

8/4/4​

2/1/6​

16/10/3​

1/0/10​

10/6/3​

10/6/3​

Silver

2/1/0​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0​

Textiles

5/1/9​

3/0/5​

20/14/2​

3/0/5​

10/5/2​

10/5/2​

Alcohol

5/2/12​

1/0/0​

20/14/3​

2/1/6​

12/7/4​

8/4/3​

Strategic Trade
           

Bronze Goods

5/2/0​

0/0/0.5​

0/0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Goods

2/2/0​

0/0/0.5​

0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Ore

7/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Tin Ore

5/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Slaves

0/0/0​

0/0/2​

14/8/4​

0/0/2​

2/2/2​

4/2/2​

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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
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Furs
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Silver
Tin
Stone
Urthmyr
Wood
Zinc

Medicine
Basic Human Anatomy
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Stone Record Keeping
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Arts
Earthenware Pottery
Metal Jewellery
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Diplomacy
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Leadership
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Religion
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Temples
Tribute
Defences
Palisade
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Personal Protection
Gambeson
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Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
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Theory
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Weapons
Bows & Arrows
Divine Magic
Javelins
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General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

All-Seerist Divine Magic
Detect Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
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)
Songs of Defiance (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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The situation ultimately resolved itself as both the Forluc and the Arthwyd began to worship Evatine and while she was Forluc goddess, the Arthrynite priesthood made it quite clear to the Forluc what the Champion of Arthryn was truly like.

Minor problem here in that Evantine is a faith Godess. This means that if we ever lose religious influence, Evantine may be twisted, and we could get forced into war.
 
Minor problem here in that Evantine is a faith Godess. This means that if we ever lose religious influence, Evantine may be twisted, and we could get forced into war.

Due being the Champion of Arthryn, the situation is more complicated and unconventional than just that.

I'll explain in detail when I have the time.
 
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Those fears turned out to be unfounded as while the dire boar cavalry could have beaten the infantry armies of the Forluc in a fair fight, other factors swung things in favour of the dark-skinned warriors.
Dang it! I knew we should have been helped the expansionist conquers enslave their enemies!

Sigh... well at least we finally have time to build our great library. Seem like something that will make our future necromancer nerd wife happy at least.

Edit:
Anyway here is my initial thoughts on the plan for this turn:

[] [MAIN] Grand Library
[] [SEC] Venerate the Goddesses
[] [SEC] Support Subordinate = (Grythwyd)
[] [SEC] Diplomatic Expedition = (Urthdysh Federation)

As much as I am loath to raise our stability more this way we can get the great library in 1 turn and finish our faction quest. Other then that finally get around to getting griffons faster and an expedition to the Urthdysh to start on that faction quest.
 
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[] [SEC/MAIN] Plant Sacred Forests,
S: -4 Temp Econ, +0.5 Sacred Forest,
M: -8 Temp Econ, +1 Sacred Forest,
-Sacred Forests = 0

We really need to get around to doing this. Currently, all of our wood useage is based on the unsustainable exploitation of wild forests. Since environmentalism hasn't been invented yet, we'll only notice when we run out of trees when we actually run run out of trees.
 
[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Build Roads = Rockbay
[X] [SEC] Build Roads = Sunrise Bay
[X] [MAIN] Build Roads = North Coast Plains
[X] [MAIN] Build Roads = Upriver Plains
[X] [SEC] Build Roads = Sunrise Plains
[X] [MAIN] Build Roads = Northern Green River
[X] [MAIN] Build Roads = Southern Green River
 
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[X] [MAIN] Train Sacred Warriors
[X] [MAIN] Grand Library
[X] [SEC] Venerate the Goddesses

This will complete two faction quests, then next turn we can focus on starting the Grand Theatre and do trade and diplo Expedition's to the Urthdysh and the Coltyre.
 
Drastic actions are needed to bring down our Legitimacy. Time to dust off an old plan.

[X][MAIN] Settle Land = Rockbay
[X][MAIN] Settle Land = Sunrise Bay
[X] [SEC] Switch Province Policy = Expansion
[X] [MAIN] Train Sacred Warriors
[X] [MAIN] Found Colony = Eastern Lowlands
[X] [MAIN] Found Colony = Central Lowlands
 
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