Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Reign of Ymarn V
[X] The second option. (Ends the fighting, -2 Temp Econ, -1 Stability, +1 Diplo Hero)

Returning to the village of Greenbay for the second time, this time for good, Wuran wonders what her new life will be like.

These people are the people of her grandmother and consider Wuran to be one of them. But they are the same people who have been fighting Wuran's people for the entirety of Wuran's life.

Except Wuran's people are no longer her people. She may have been born amongst the Merntir and raised amongst them, but her blood is that of the Arthwyd and apparently that is what matters.

At least it is what matters given that the Arthwyd won the fighting between them and the Merntir. While part of Wuran would wish it otherwise, it is undeniable fact that the Arthwyd have come out top.

After generations of fighting, the Arthwyd are the ones doing the attacking now and while the Merntir have bled to the point of barely having enough warriors to defend themselves and almost lack enough manpower to feed themselves, the Arthwyd are apparently untouched by the war.

Their hunters are mighty and numerous while their food is plentiful enough that they have no problem just giving away large amounts to the Merntir in exchange for getting their stolen people back.

And in a way, they were stolen as it is known to all that her grandfather Curan started the fighting when he made an unprovoked raid on Sunrise Bay as the Arthwyd call their village and took some of the Arthwyd villagers back with him.

Entire generations of avoidable bloodshed just because an arrogant and skilled hunter decided he wanted to prove himself.

They could have had peace and trade and instead Curan started a war that the Merntir could not win. And now, some of the Merntir will have to leave their homes and return to the people of their stolen ancestors.

Wuran supposes it could be worse. Joining the Arthwyd isn't Wuran's first choice of action, but it is certainly better than continuing to fight the war when the Merntir have no hunters left to fight and not enough food to feed everyone. It is probably even better than remaining with the Merntir now as the fighting broke the Merntir while the Arthwyd are apparently unaffected.

From what Wuran has learnt from her limited time amongst the Arthwyd, Arthryn is the reason why.

Arthryn.

Just the name of the goddess of the Arthwyd makes Wuran afraid. Her grandmother and the rest of the Arthwyd that Curan stole would tell tales of Arthryn to the Merntir, but they were dismissed by the rest of the Merntir. If Arthryn was so great, why hadn't she stopped the attack and keep them from being taken.

As the fighting when on, those mocking voices were quickly silence as the Merntir began to realise what sort of conflict they had gotten themselves into. The Arthwyd would quickly gain boats of their own and their other villages would prove to be too much to attack. The fights would become harder and harder and while the battle would be won, the Merntir were unable to gain anything from them. The guiding magic of the All-Seer would stop being reliable when it came to dealing with the Arthwyd.

Then the Arthwyd started attacking the mountain outpost, not from the seas that the Merntir had preciously defended, using paths through the mountains that the Merntir didn't know existed.

By the point, most of the Merntir realise how the fighting was going to go even if Curan and his supporters had insisted on being blind to reality.

All of the Arthwyd's success could be traced back to their goddess Arthryn. Her wisdom and teachings let the Arthwyd get through the war without suffering near-collapse of the Merntir. Arthryn had revealed the location of the mountain outpost and the path to reach from the lands of the Arthwyd. Arthryn had outmatched the All-Seer when it came to divine might.

And most disturbingly of all, Arthryn was connected to all of the People, to the point that the Arthwyd were able to accurately identify all of the Merntir with Arthwyd blood despite how impossible that should be.

Blessed blood is what the Arthwyd call it and it flows through Wuran's veins. The woman barely suppresses a shiver at the thought of Arthryn holding power over her for the entirety of her life.

Arthryn is terrifying and powerful and Wuran hopes she will not suffer at the hands of such a potent deity.

And then there is the Ancient Ymarn. Unlike the Merntir, the Arthwyd are ruled by their elders and not the priests of their goddess and Ymarn, Wuran's great-grandmother, has managed to earn the title of Ancient amongst the Arthwyd.

With over a hundred winters to her name and a direct blessing from the goddess Arthryn, Wuran is unsurprised that Ymarn is the uncontested leader of the Arthwyd. She is also unsurprised that the Arthwyd won with a leader like Ymarn.

She may not have the martial prowess of Curan or the ability to charm people like Wuran, but Ymarn is cunning, smart and very hard to fool. Wuran learnt that the hard way in their negotiations as she was unable to appeal to Ymarn's emotions or desire to end the fighting and the Ancient was old enough to remember why there were fighting the war and had the respect and ability to get the Arthwyd to continue fighting even if Wuran had swayed lesser Arthwyd leaders to her cause.

Return our people.

A seemingly simple demand if it wasn't for the fact those that Curan took had died. Yet the Arthwyd still sought the return of their people and in this case, considering those descended from the stolen Arthwyd to still be of the Arthwyd.

That was something the Merntir. Family is important and while they may have grown up amongst the Merntir and on the opposite of the fighting, the Arthwyd descendants like Wuran had family amongst the Arthwyd who still considered them kin.

And while she nor any of the others liked it, the Merntir could understand why the Arthwyd were making such demands. Family is important and worth fighting for. Everyone knows that including the Arthwyd it seems.

The war was started by Curan and the Merntir and their theft of Arthwyd people while the Arthwyd just wanted to get their people back. They were even willingly to pay vast quantities of food to the Merntir if that meant getting their people back.

Even if they didn't like that, the Merntir could respect it. Especially since the Arthwyd had learn the craft of fighting quite well.

What did the People learn from fighting the war with the Merntir?
[] [Lesson] Defence. The fight was won by attacks on the villages of the enemy and being able to defend your home was vital. Furthermore, the fighting was started by a successful attack on Sunrise Bay. If the People had been able to properly defend their village, the generations of bloodshed could have been avoided.
[] [Lesson] Fighters. The fighting was done by the hunters and while the hunters are skilled at hunting animals, other people are not animals and slaying another person is a different type of task to slaying an animal. Just as different jobs have those devoted to them such as the farmers, the fishers and the crafters, the People need to have those devoted to the art of fighting other people rather than just relying on those that hunt animals.
[] [Lesson] Information. Information was vital to the fighting. Knowing where to attack and how to get there was key to the victory of the People as they only started winning once they had the right information to launch their own attacks. Getting the right information is something that the People need to prepared to do next time they get into a fight with other people.

***​

"Why has it gone so wrong?" Wuran asks her great-grandmother as she finishes explaining the situation to Ymarn.

It had seemed simple enough so many winters ago. Wuran had sought to keep up connections with her old people and figured that she could do that whilst also forging better ties between the Merntir and the Arthwyd.

She did want to avoid further fighting between the two people and the best way to do that is to create friendships between the two people. The Arthwyd had spare food to give to the Merntir while the Merntir were in need of food as they recovered from the generations of fighting that had broken them.

It went fine at first and there had even been some Merntir-Arthwyd families as a result as a young adult from one people would marry someone else from another. But in hindsight, Wuran guesses it was that was the start of the problem.

When some of the Arthwyd went to the Merntir villages to be with their Merntir spouses, they took the worship of Arthryn with them. And if Wuran is frank, Arthryn is a nice goddess than the All-Seer, one who gives wisdom and protects her people rather than enabling fools like Curan.

Gah. If Curan had Arthryn as his goddess, she would have stopped him from doing his stupid attack on Sunrise Bay.

It wasn't a big deal. A few of the Merntir decided to worship Arthryn instead of the All-Seer and that would become a pattern amongst the smaller villages of the Merntir even if the worship of Arthryn never took hold in the Founding Village.

Wuran had seen the development as a good sign at the time and had hope to maybe unite the Arthwyd and the Merntir under the worship of Arthryn and mixed families.

Then as the mountain outpost of the Merntir grew into a true village due to the trade between the Arthwyd and the Merntir, there had been a debate on whether to devote the new shrine in the village to Arthryn or the All-Seer. With more Arthrynites than All-Seerists due to the migrants from the Arthwyd and the families they had started up, the mountain village families had decided to make the shrine Arthrynite.

As a village of the Merntir, they had sought aid from the Founding Village, but the upset elders there had forbid them from making the shrine to Arthryn and demanded that they make to the All-Seer instead.

So the mountain village had turned to the rich and plentiful Arthwyd for aid in building their shrine.

The Founding Village took poorly to that, rightly viewing as a rejection of their authority and the All-Seer. So they rallied what hunters and fishers they had and launched a surprise attack on the mountain village.

Caught off-guard and unprepared, the defenders of the mountain village fared poorly and the All-Seerists of the Founding Village had slaughtered most of the villagers from the Arthrynite mountain village.

After the All-Seerists had withdrawn to leave the survivors to starve, what was left of the villagers had fled to Arthwyd to seek refuge and the Arthwyd had welcomed them with open arms.

The All-Seerists of the Founding Village had then tried to ban Arthrynite worship in Blackcove and Three-Tree Hill, but the subordinate villages of the Merntir decided to reject the leadership in the Founding Village due to a mixture of the massacre at the mountain village and the majority of the villagers favouring Arthryn to the All-Seer.

While the neither the All-Seerist Merntir or the Arthrynite Merntir had enough hunts to engage in proper fighting right now, there had been a few clashes between individual hunters and fishers.

The situation also wasn't good from the perspective of the Arthrynite Merntir. The Founding Village had already destroyed one of the Arthrynite villages whilst being larger and better off than the remaining two. While Blackcove and Three-Tree Hill were doing alright when it came to food, that was only due to the Arthwyd shipping in food supplies to their fellow Arthrynites and the Arthwydish residing in the Merntir villages.

"Power and greed," answers Ymarn, not moving to look at Wuran.

That isn't unusual as Ymarn rarely moves at all due to her sheer age.

"The leaders of the Founding Village are used to power and getting their own way," continues Ymarn after a moment, "They claim to serve the people of the Merntir, but look only after themselves and their families. They would abandon the community for selfish gain of those closest to them.

Their claims of power and authority come from the All-Seer so when parts of their community turn away from him in favour of Arthryn, they lose some of their power. And when they tried to unfairly assert their power, power they think they have, but don't, they then lose more power when their mistreated people turn to us for aid and leadership instead. From there it gets worse as they tried to use their power in cruel and unfair ways to keep themselves from losing more.

Let me think and pray. Then I shall come back to you with what the People should do next."

The Merntir have broken out into internal fighting with the All-Seerist leadership in their capital village versus the Arthrynites in their subordinate villages. How will the People intervene?
[] [Merntir] Attack the All-Seerists in Founding Village.
[] [Merntir] Send food and aid to the Arthrynites in Blackcove and Three-Tree Hill.
[] [Merntir] Claim the mountain outpost for the People to use as a supply point in the long journey between the People and the Merntir.

***​

Ymarn continues to live for one last turn while more fighting kicks off. Attempts to reach out to the Merntir back fire as they go too well with the smaller villages of the Merntir deciding that Arthryn and the People are a better choice than the All-Seer and his priests.

This is in turn starts a fight behind the large main village of the Merntir and the smaller villages that they have founded as the old guard seeks to retain their power over the villages while the All-Seer seeks to hold his own against Arthryn's advances.

Lacking in food and hunters/fishers, actual fighting is minimal, but with most of the farms, the All-Seer loyalists have gained the advantage while it is only food supplies from the People that are letting the Arthryn loyalists hold on and not starve. Even then, the mountain village/outpost has been abandoned by the Merntir with its people evacuating to the People.

And for once, it is the All-Seer who has defeated Arthryn in the divine-on-divine fight.

The Arthwyd
Council of Elders
Upper Centralization Limit: ???
Lower Centralization Limit: ???
Admin Strain Free Provinces: ???
Penalty Accumulation: ???
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: ???

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (3)
Econ: 8 (6)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 2/3
Centralisation: 3
Hierarchy: 2
Prestige: 7

Statuses
Currently none.

Diplomatic Relations
Forest Folk = Faded Revulsion/Hostile
Arthrynite Merntir = Friendly/Friendly & desperately seeking aid
All-Seerist Merntir= Opposed/Hostile
Freak Folk = None/None
Lowlander Zealots = None/None

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
 
Preparing for War
[X][Lesson] Information. Information was vital to the fighting. Knowing where to attack and how to get there was key to the victory of the People as they only started winning once they had the right information to launch their own attacks. Getting the right information is something that the People need to prepared to do next time they get into a fight with other people.
[X][Merntir] Claim the mountain outpost for the People to use as a supply point in the long journey between the People and the Merntir.

The Ancient Ymarn died of old age when she was over a hundred and fifty years, blessed with such longevity by the goddess.

It was a shock for many as none could remember a time when Ymarn hadn't been alive. Even more so, none could remember a time when Ymarn hadn't been leader of the Arthwyd.

It was also a shock for the Arthwyd as for generations, their leadership had been Ymarn, the woman had both earnt with her genius and had the backing of the goddess Arthryn.

Now with no obvious successors, the Arthwyd had to figure out who would lead them. Tales spoke of the elders leading them, but in the generations that Ymarn had led the Arthwyd, the authority of the elders had fallen wayside.

These days, it is the servants of Arthryn, those that act as intermediaries between the Arthwyd and the goddess that are the most respected of the Arthwyd. It is those that devote their lives to serving Arthryn that the Arthwyd turn to now that Ymarn is dead.

And now it is the servants of Arthryn that lead the Arthwyd with the local ones leading their village and answering to those in Greenbay for things that affect the whole of the Arthwyd.

Government Type changed to Early Ancient Theocracy!
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

***​

The question of how to deal with fighting amongst the Merntir was answered by Ymarn before death claimed her.

Supply lines were key to success. Having enough resources to win, be it food or hunters, was vital and therefore you had to make sure that you could get enough resources where you needed them.

To that end, the Arthwyd created trails between Sunrise Bay and Greenbay to allow for greater ease of travel so that Greenbay was connected to Sunrise Bay like it was connected to Rock Bay.

The Arthwyd also decide to claim the mountain outpost that had been abandoned by the Merntir after the Founding Village had slaughtered most of its inhabitants. While many argued that the Arthwyd should learn a direct attack on Founding Village while the All-Seerists were still recovering from the previous fighting, it was argued back that the Merntir were too far away for the Arthwyd to meaningfully affect.

The Arthwyd needed a stopping point like the outpost in the Sunrise Mountains to act as a place to rally and gather up supplies. Once the mountain outpost had been claimed, the People would be able to organise meaningful aid for their fellow Arthrynites amongst the Merntir.

So while the Merntir recovered and prepared for future fighting, the Arthwyd sent some of their people to investigate the abandoned village, to see how fit it was for new villagers to move in.

The mountain outpost had been abandoned for several winters when the Arthwyd claimed it for themselves and it showed. While the basic layout, some of the tools and a few foundations remained, most of the village had collapsed or withered away over the seasons.

It would take time and investment from the Arthwyd to resettle the mountain outpost even if it wouldn't take the full effort of founding a new settlement.

That was mainly because it became clear to the Arthwyd that the mountain outpost would never become a fully self-sustaining village. It just lacked the farmland to grow crops or the wild animals to hunt for food. There was fish, but fish alone isn't enough to feed a village.

No, the mountain outpost would always be dependant on supplies from elsewhere and there was no room to expand into the surrounding area without suffering the problems of the mountain outpost.

Yet the mountain outpost serves an important purpose. The journey between the Arthwyd coast and the Merntir coast is a long and hard one. Having a stopping point to act as a rest stop and a place to resupply is welcome boon to anyone making the journey and it is a necessity for any large-scale expeditions between the two coasts.

So just as the Merntir prepare for the upcoming fight, so the Arthwyd as they secure up their supply lines and prepare for another generation of fighting. Bloodshed is coming and everyone knows it.

Choose your mid-turn reaction. (All are secondary actions)
[] More Farming.
[] More Fishing.
[] More Hunting.
[] Trade Mission (Arthrynite Merntir)
[] Venerate Arthryn.

***​

This update, everyone that you know prepares for the upcoming fighting. The war has technically started when the Founding Village wiped out the mountain outpost and the Arthrynite Merntir villages revolted in response, but there has been no real fighting at this point as none of the combatants have been in a position to do so. That is about to change.

You also got a new government type. Repeatedly venerating Arthryn and turning to her for aid whilst having a Mystic Admin Hero calling the shots for over a century has changed the nature of Arthwyd society. Arthryn and her worship is now a major part of society and the People now default to following her priests rather than following the oldest.

I have also updated the technologies section of the Civ Sheet if anyone wants to take a look at that.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (3)
Econ: 8 (3)
Martial: 3 (3)
Mystic: 1 (3)
Culture: 1 (3)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 2/3
Centralisation: 3
Hierarchy: 2
Prestige: 7

Statuses
Currently none.

Diplomatic Relations
Forest Folk = Faded Revulsion/Hostile
Arthrynite Merntir = Friendly/Friendly & desperately seeking aid
All-Seerist Merntir= Opposed/Hostile
Freak Folk = None/None
Lowlander Zealots = None/None

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Arts
Stone Carvings
Vocal Storytelling

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
 
The Merntir Civil War
[X] Trade Mission (Arthrynite Merntir)

While there was some skirmishing as the Arthwyd sent supplies and hunters to the Merntir allies, the real fighting took some time to begin.

In fact, the main fighting between the All-Seerists and the Arthrynites wouldn't start until after the death of Wuran.

In the meantime, the Arthwyd took time to trade with their Merntir allies. The excess food was welcome amongst the Merntirish as while they had recovered from the previous bout of fighting, they had yet to fully adopt the teachings of Arthryn like the Arthwyd had.

It also drove away any remaining bad blood between the Merntir Arthrynites and the Arthwydish as with the older generations passing away, none had experienced the previous fighting whilst they stood united with each other against the tyranny of the Founding Village and the priesthood of the All-Seer.

With the rebels to the north and the Arthwyd to the south, the All-Seerists are pinned between the two groups. Yet when the fighting begins, they are able to gain their own and even gain some slight advantages even as they find themselves at a disadvantage in other areas.

It wasn't much of one however and it only existed when the Merntirish fought each other. While it wasn't enough to swing the fighting in their favour, the All-Seerists were able to win most of their fights against the Arthrynites. Neither side took any serious casualties, but the battles would end in the retreat of the Arthrynites more often than not.

Matters were different when it came to when they fought the Arthwyd. While the Merntir had the advantage of the home territory and not having to make a long journey, the Arthwyd were able to level it out with the Cateyes.

The Arthwyd had learnt from the previous fighting with the Merntir that knowing where to strike and how to get there is key to winning. Under the direction of Ancient Ymarn, the Arthwyd formed the Cateyes. Fulfilling a roll similar to both hunters and explorers, the Cateyes fall somewhere between those two jobs as they will scout out enemy position and seek out the information that the Arthwyd need to win their fights.

Between the Cateyes and generally having better hunters, the Arthwyd are able to fight the Merntir loyalists to draw in their own territory. While some look at this as being to neither side's favour, others point out that the fighting consists purely of the Arthwyd attacking the Merntir and not the other way around.

Nonetheless, no one would declare any side in the fighting to be winning as while each side holds some advantages, the war is quite clearly a stalemate for the time being.

***​

Back in the Arthwydish villages, the Arthwyd still have their own concerns to worry about even as war rages amongst the Merntir to the north.

Every village has a shrine and connected to the other villages by trails. Almost every village that is. The mountain village is disconnected to the rest of the People. A shrine has been set up there, but there is no formal path between it and Sunrise Bay even if the Arthwyd know of the route to it through the mountainous terrain.

Some of the Arthwydish suggest that this be corrected by having trails built between the mountain village and Sunrise Bay. It would be a long and hard project and working on it could prove deadly. It could easily take generations to finish.

But it is doable and the Arthwyd could pull it off if they were willing to make the effort.

You have two 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 New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines),
-Possible Targets: Greenbay 1/1, Rockbay (1/1), Sunrise Bay (1/1)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Trail (3/3),
M: -4 Temp Econ, +2 Trails (3/3),

[] [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, Forest, Lowlands, Sea,

[] [SEC/MAIN] More Farming.
S: +1 Temp Econ, Chance of Innovation,
M: -3 Temp Econ, +1 Econ (0/1) (Limited to 1 per 3 Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Found New Settlement = (Target)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement, +1 Econ,
M: -6 Temp Econ, -1 Temp Martial, +2 Settlements, +2 Econ,
-Possible Targets: Greenbay (1/12), Rockbay (1/12), Upriver Plains (0/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/12),

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Freak Folk, Merntir,

[] [SEC/MAIN] Raiding Party = (Target)
S: -1 Temp Econ, +1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, +3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Forest Folk, All-Seerist Merntir,

[] [SEC/MAIN] Venerate Arthryn
S: -1 Temp Econ, +1 Temp Mystic, +1 Temp Culture, Chance of ???,
M: -3 Temp Econ, +2 Temp Mystic, +2 Temp Culture, Improved Chance of ???,

Mega-Projects
[] [SEC/MAIN] Sunrise Mountain Southern Passage (0/???)
S: -3 Temp Econ, +1 Progress
M: -6 Temp Econ, +2 Progress

***​

Now that you have a main turn without an Admin Hero to call the shots, you guys get to pick your actions again. The war is currently stalemating while Wuran has died of old age. In the war, while some slight advantages have been gained in some areas, no one has managed to swing the fighting to their favour. That said, you guys are doing the best as no one has been able to launch any attacks on your settlements.

You also get to see the Cateyes for the first time. These guys are your dedicated scouts, a semi-religious order founded by Ymarn after the war with the Merntir ended while she still ruled the People.

The action list has also updated since you last had a chance to see it. You have a couple of new options and a few costs have been changed. You also unlocked your first Mega-Project.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (3)
Econ: 8 (5)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 2/3
Centralisation: 3
Hierarchy: 2
Prestige: 7

Statuses
Currently none.

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Arthrynite Merntir = Good/Good/High
All-Seerist Merntir= Opposed/Hostile/Irregular
Freak Folk = None/None/None
Lowlander Zealots = None/None/None

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Arts
Stone Carvings
Vocal Storytelling

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
 
Swift Victory
[X][MAIN] Raiding Party = All-Seerist Merntir

The question was not whether to go all in on the war, but how to do so. The entirety of the People decided that they needed to defeat the All-Seerists, but the question was on how to do so.

Some argued for sending a force of hunters to the Merntir coast whilst keeping some others at home as a reserve and to train the next generation of hunters while bringing more food for the People. Others stated the belief that they need to go all out on the Merntirish, sending all available fighters to ensure that the Arthrynites would triumph over the All-Seerists.

The debates were close fought, but in the end, a small majority of the priests decided that since the People had enough food to sustain the large-scale fighting while the All-Seerists would not, they should go all in against the Merntir in the hope of overwhelming through sheer numbers.

And so the People sent close to three hundred hunters to the Merntir coast, led by two dozen Cateyes.

Rallying in the Sunrise Mountains, the Arthwydish fighters land in the hills near Founding Village before the Cateyes led the way to Merntir settlement. To the surprise of the Arthwyd, no one contested their presence before they arrived at the village and even then, it was only a few hunters left as village guards. They stood no chance before the Arthwyd and the majority fell swiftly with a handful fleeing into the wilderness.

The Arthwyd seized Founding Village, hunting down any resistance by the All-Seerist leaders. While the majority accepted that they had lost, a few of them, the last legacy of Curan's supporters, decided it was better to go down fighting against the Arthwyd.

They were killed without casualty by the Arthwydish invaders.

Having claimed Founding Village for the Arthwyd, the attackers were just left with the question of what to do with the villagers?

What did the Arthwyd attackers do with Founding Village?
[] [Village] Left the matter for the priests to decide.
[] [Village] They showed mercy to the villagers.
[] [Village] Executed the All-Seerist leadership and took the valuables from the village.
[] [Village] Pillaged the village, seizing loot from the helpless defenders.
[] [Village] Let the Arthrynite Merntir decide what to do when they arrived.

It was a few days after the conquest of Founding Village that the Arthwydish would encounter the bulk of the All-Seerist hunters or at least what remained of them.

Several dozen All-Seerist hunters make their way back to the Founding Village, hoping to find a place to rest and recover after they got defeated by their Arthrynite counterparts to the north.

Instead they found their home had been taken over by their foes to the south and no safe haven remained for them. At the discovery of this, the reaction by the All-Seerist hunters were split. Some surrendered as they decided that the war was over while others choose to go down fighting. Several groups would reject both of those options and fled into the wilderness to fight another day rather than fight and die due to being pinned between the Arthwyd and the Arthrynite Merntir.

When the Arthrynite Merntir showed up shortly two days later, seeking to assess the possibility of attacking Founding Village, they were pleasantly surprised to find that the village had already fallen and with it, all remaining organised resistance by the All-Seerists.

The Arthwyd also found out why Founding Village was left effectively undefended. The All-Seerists had a similar idea to the Arthwyd and chose to launch an all-out attack on their northern foes, seeking to defeat them so they could focus their energies to fighting the Arthwyd.

Instead of triumphing over one of their foes like they hoped, the All-Seerists ended up with a close fought defeat, suffering heavier losses than their Arthrynite brethren and were forced to retreat only to find that the Arthwyd had attacked in their absence.

Viewing this outcome as a sign of the goddess' favour, the Merntir decided to accept the leadership of Arthwydish priests in Greenbay as it was clear to all that they held the backing and approval of Arthryn herself as they claimed to.

While in theory it was a similar arrangement to what the Arthwyd had amongst themselves with each village answering to their local priests who in turn answered to those in Greenbay, it was quite different in practice.

Not only did the distance and long journey make it hard for those on the Arthwyd coast to rule those on the Merntir coast, but for all their similarities, the Arthwyd and Merntir had two distinct cultures. So while the Merntir priests bend knee to the those in Greenbay, they still held a lot of independence compared to the Arthwyd priests.

Another side effect of the Merntir priests answering to those in Greenbay was that they had some different ideas about Arthryn and her worship compared to their Arthwyd counterparts. While most of those could be corrected with relative ease by the Arthwydish, the Merntir did raise one significant question.

Who was divine and who was not?

Who is considered a goddess under Arthrynite worship?
[] [Arthryn] Arthryn is the sole goddess of the People, be they Arthwyd or Merntir.
[] [Arthryn] Arthryn is the mother-goddess with her divine daughters Wyrn, Ymarn and the All-Seeress serving her.

***​

War ended swiftly as both you and the Arthrynite rebels beat the All-Seerist loyalists. You managed to get a crit and ended up with over a hundred difference between your roll and that of the All-Seerists. Because of that, I decided that you took Founding Village by surprise while the two Merntir factions were fighting each other.

You also have gained the newly reunited Merntir as your vassal due to the highly religious natures of your two societies.

The two votes are going to be key in deciding the future beliefs of the Arthwyd and, to a lesser, but sill significant extent, the Merntir. Since it came up in the thread a few times, I figured that I would let you have a vote on the Arthwyd pantheon or lack of it under the guise of the Merntir Arthrynites introducing new beliefs amongst the Arthwyd which may or may not take place and have basis in reality.

It is late for me right now and I ought to have gone to bed earlier so I will post this now and correct any mistakes I have made in the morning.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (3)
Econ: 8 (3)
Martial: 3 (6)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 2/3
Centralisation: 3
Hierarchy: 2
Prestige: 7

Statuses
Currently none.

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None

Subordinates – 1/1+3
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Arts
Stone Carvings
Vocal Storytelling

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
 
Era of Peace
[X][Village] They showed mercy to the villagers.
[X][Arthryn] Arthryn is the mother-goddess with her divine daughters Wyrn, Ymarn and the All-Seeress serving her.

It took some adjustment, but the priests of the Arthwyd quickly took to the new ideas their Merntir counterparts had introduced them to. The People had always rightfully worshipped Arthryn as a goddess, but what if she wasn't the only goddess to worship?

She was the first goddess of the People and they had always followed her wisdom from the time that she walked amongst her mortal followers. Yet it is was possible that the People had made a mistake in assuming that she was the only goddess. Arthryn may have been the first, but that didn't mean that others couldn't have come after her.

The Arthwyd had debated in the past about whether a demigoddess like Wyrn could match her mother and it had long been decided that she did not. The Arthwyd has previously assumed that this had meant that Wyrn wasn't a goddess like Arthryn, but what if they had gotten that wrong.

The Arthwyd had since learnt that Arthryn was a particularly powerful goddess and that meant that if Wyrn was weaker than Arthryn, that left open the possibility that Wyrn was a goddess, just not one which matched the might of Arthryn.

The People had already made some prayers to Wyrn as the daughter of Arthryn. Perhaps, she should get worshipped as goddess in full.

Another goddess was Ymarn. While it was only relatively recently that the Ancient had left the mortal world, there was no denying the greatest of Ymarn and even after a couple generations after her death, members of the People still sought her wisdom and advice including youngsters who had never met her.

It was well-known that the Ymarn had a special connection to Arthryn and had the personal favour and attention of the goddess. It made sense that such a relationship would continue after death and that Arthryn would adopt Ymarn as another daughter.

As for the All-Seer or All-Seeress as she was now being called, well, the Merntir knew their old goddess better than the Arthwyd did. If they said that Arthryn showed her mercy and adopted her a daughter instead of killing her, well, that was probably what happened, especially since the All-Seeress still wielded power.

Arthryn was a kind and caring goddess after all. The Arthwyd priests could easily picture her doing what the Merntir claimed.

***​

As the fighting amongst the Merntir came to end and the Arthwyd and the Merntir were united under the worship of Arthryn and her daughters, it was a time of prosperity. There was no fighting and for the first time since Ymarn's generation, there was a generation that grew up without knowing large scale violence.

It was a change from the past where it was a matter of either active fighting or preparing for the next fight, but it wasn't an unwelcome change. The chance to know true peace was welcome amongst the Arthwyd and their Merntir brethren.

While the Merntir finished rebuilding from the fighting amongst themselves, the Arthwyd turn their attention to the goddess, giving thanks to Arthryn for their victory and modifying her shrines to include her daughters.

The foundations of a new age of prosperity had fallen into place and the People had a good future to forward to.

Golden Age Started!
Requirements Discovered
: ???
Benefits: +1 Prestige for first Golden Age, +1 Temp Econ at the start of each turn, special advancements possible,
Ends with: 0 or lower stability, ???

You have two 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 New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines),
-Possible Targets: Greenbay 1/1, Rockbay (1/1), Sunrise Bay (1/1)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Trail (3/3),
M: -4 Temp Econ, +2 Trails (3/3),

[] [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, Forest, Lowlands, Sea,

[] [SEC/MAIN] More Farming.
S: +1 Temp Econ, Chance of Innovation,
M: -3 Temp Econ, +1 Econ (0/1) (Limited to 1 per 3 Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Settle Land = (Target)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement Progress, +1 Econ,
M: -6 Temp Econ, -1 Temp Martial, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (1/12), Rockbay (1/12), Upriver Plains (0/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/12),

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Freak Folk, Merntir,

[] [SEC/MAIN] Raiding Party = (Target)
S: -1 Temp Econ, +1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, +3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Forest Folk,

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

Mega-Projects
[] [SEC/MAIN] Sunrise Mountain Passage (0/???)
S: -3 Temp Econ, +1 Progress
M: -6 Temp Econ, +2 Progress

***​

You guys have managed to hit the requirements for a Golden Age and the Golden Age boosts will be available during the mid-turns. Interesting timing for it to start as you have just ended the previous generation of fighting and have entered a new age of peace (for now).

Not much to say. I already covered what happened with the pantheon in the thread. So now it is back to a regular main turn.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (2)
Econ: 8 (6)
Martial: 3 (4)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 2
Prestige: 11

Statuses
Golden Age: +1 Temp Econ at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Arts
Stone Carvings
Vocal Storytelling
Earthenware Pottery

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
 
Prosperity
[X] [SEC] Settle Land = (Greenbay)
[X] [SEC] More Farming.

Merntir = [SEC] Settle Land (North Coast Fields), [SEC] More Farming,

"So we just place the uneaten food in the pot?" asks Baryk as he looks at pot in question as Seryn shows to him.

"Yes," answers Seryn, "The uneaten food goes in the pot and if left to rot. We could use normal food as well, but that is a waste of perfectly eatable food. By using food that would go uneaten, we are instead able to reduce waste. This serves the goddesses as we are able to make fuller use of our resources as per the wisdom that Arthryn gave to us back when she walked among us."

While she was the one to discovery this, this new method isn't exactly Seryn's invention. It was something that some of the Arthwyd had already been doing without meaning to or realising what they were doing.

Working as a farmer in her youth, Seryn noticed that some of the fields were growing better than others and those same fields happened to be the ones where people would leave uneaten food.

It took several seasons of experimentation including a few winters, but Seryn was able to figure out that if you stored food in a pot or another container, it would turn to soil in time, soil which could be lain over other soil to make it better for farming.

Taking her findings to the priests, it was easy enough for Seryn to prove her findings even if took time. Praising her wisdom, the priests began to implement her new discovery and decided that since she showed such intelligence, Seryn would better serve the People as a priest than as a farmer.

While it wasn't something that Seryn particularly desired, becoming a priestess wasn't an unwelcome prospect. While it had more spiritual labour and trying leadership, it lacked the sheer hard work of a farmer and Seryn was more than happy to serve the goddesses.

It was also a good time to be a member of the People, especially if you belonged to the Arthwyd. The peace had seen lasted for generations now and under the guidance of the goddesses, the People were seeing new discoveries and prosperity.

It is a good time to be a member of the Arthwyd.

Pick 1 Golden Age Bonus
[] Unlock Temple Megaproject. (-2 Temp Econ, -2 Temp Culture)
[] Unlock the Magic of a Goddess. (-2 Temp Mystic, -2 Temp Culture)
[] Gain a Hero. (-2 Temp Econ AND -2 Temp Diplo or 2 Temp Mystic or -2 Temp Culture)
[] Gain a Baby Boom. (-2 Temp Diplo, -2 Temp Martial)
[] Upgrade a random Value. (-2 Temp Diplo, -2 Temp Culture)
[] Gain a random Value. (-2 Temp Diplo, -2 Temp Culture)
[] Gain random general technology. (-1 Temp Diplo, -2 Temp Econ, -1 Temp Mystic)
[] Gain random social concepts. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
[] Gain random military technology. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)

***​

Seryn is a Mystic/Tech Hero and once again another female Hero. I find out how many female Heroes that the People have gotten as for each one, I roll a D6 for their gender with odd numbers equalling female and even numbers equalling male. Yet every one of your heroes has been female apart from Arth and even then, he sort of ended up female like everyone else. I also find interesting that just as you started your golden age, you got a double hero to go along with it.

Incidentally, you have rolled up about half of the heroes in the game so far and stolen enough of the others to have ended up with a grand half of all of the heroes in history so far.

In other news, you got an innovation from your farming action and got basic fertiliser out of it. You also have a series of good and expensive options to choose from.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (2)
Econ: 9 (4)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 2
Prestige: 11

Statuses
Golden Age: +1 Temp Econ at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

Agriculture
Basic Fertiliser (Food Waste)

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Arts
Stone Carvings
Vocal Storytelling
Earthenware Pottery

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
 
Last edited:
Divine Magic and Eastern Boars
[X] Unlock Magic of a Goddess. (-2 Temp Mystic, -2 Temp Culture)

It was when Seryn had seen little over thirty winters that Arthryn revealed her magic to the People and gifted it to her priests, the most loyal and devout of her followers. While it worked similar to the magic that the All-Seerist gifted to her priests at the most basic level, the differences between the two goddesses meant their magic worked differently.

The magic of the All-Seer was about seeking knowledge and guiding the way forward. This results in it being able to discern what is true from what is what is false, guiding the aim of an attack regardless of a weapon and using sight beyond sight to glimpse locations that cannot be seen and peak into the past or future.

Given the nature of the All-Seeress with her desire for truthfulness and the ability to see all that she looks yet, such magic was to be expected from her.

Arthryn is a different goddess to her adopted daughter. Of the People and their culture, society and civilisation, she plans and guides, offering wisdom and kindness to lead her chosen People into the future.

So when she granted magic to her priests, no one expected it to be the ability to shape rock and stone. It wasn't anything major. The priests of Arthryn gained the ability to manipulate stone, reshaping and altering its form with time and effort.

It was similar to what the stone crafters did, but it is quicker and less tiring. Not significantly so, but there is enough of a difference to be noticeable.

However, the main advantage of the new magic over traditional means is the precision and finesse. Where as a stone crafter needs to use their tools to physically chip and carve the stone, a wielder of Arthryn's magic would just shape it with their mind, altering the form of the stone to what they had in their minds.

This allowed for much more accurate and precise stone-workings to be made and while it wasn't practical for the Arthrynite priests to replace those that created stone tools for everyday use, the priests found the magic of Arthryn useful for more sacred works of stone such as the statues and symbols of goddesses.

Even as the Arthwyd were gifted by Arthryn with her magic, their Merntir brethren had their own interesting events across the sea.

Outsiders had come from the east, following the river to its mouth where the Merntir had built their first village.

These outsiders are, well, the Merntir weren't sure if they were people or not, but if they were, they were certainly more different to anyone else that the People, be they Merntir or Arthwyd, had met.

They looked somewhere between a normal person and one of the boars that the hunters sometimes killed. With the ears and noses of a boar, these outsiders had tusks jutting out of their mouths, thick necks, broad shoulders and bulky, muscular bodies as they rode on giant boars, larger than any hunted by the People.

Imposing and armed with spears and bows, these boarfolk seemed to be more interested in trading with the Merntir than fighting them, something that most consider fortunate.

As exchanging a few goods, the boarfolk headed back east, returning to where ever they had come from.

While the boarfolk had visited them, the Merntir had managed to collect some information on them. The boarfolk lived in tribes and unlike the Merntir and the Arthwyd, they didn't live in one place, but travelled about different locations on the backs of their giant boars.

According to the boarfolk, to the east of the Merntir is endless open field, filled with shrubs and grass with a few rivers here and there. Many different tribes of boarfolk live on this massive grassland and have done so for as long as the boarfolk can remember with their oldest tales not including a time that the boarfolk had lived on this endless grassland.

Unlike the People, the boarfolk are disunited with no overall leadership with each tribe listening to its own chieftain. Furthermore, the boarfolk tribes are prone to fighting amongst themselves with conflict often breaking out.

Fortunately, the boarfolk are far enough to the east that they aren't too much of a concern for now. Outside of a single tribe travelling as far as west as the one that the Merntir just met, the People will have no contact with the boarfolk for some time.

That said, some of the wiser heads amongst the People do worry about the future. While they are unlikely to see in their lifetimes, if the Merntir were to expand eastward enough, they would soon or later end up close enough to the endless grassland of the boarfolk that the boar-riding nomads would be something of a major concern.

There is also the concern that while the boarfolk may be peaceful and seek trade over violence, there is a chance that things may change in the future. The boarfolk may wish to take what they desire by force or maybe they might decide that they want something that the People aren't willingly to part with and choose to force the issue. Perhaps a tribe or two may fancy just conquering a village for whatever reasons that the boarfolk mind might conjurer up.

But for now, things are peaceful with both the Arthwyd and the Merntir expanding, the boarfolk desiring nothing more than trade and being too far away to be a major concern and Arthryn granting magic to her priests.

You have two 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 New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines),
-Possible Targets: Greenbay 1/2, Rockbay (1/1), Sunrise Bay (1/1)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Trail (3/4),
M: -4 Temp Econ, +2 Trails (3/4),

[] [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, Forest, Lowlands, Sea,

[] [SEC/MAIN] More Farming.
S: +1 Temp Econ, Chance of Innovation,
M: -3 Temp Econ, +1 Econ (0/1) (Limited to 1 per 3 Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Settle Land = (Target)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement Progress, +1 Econ,
M: -6 Temp Econ, -1 Temp Martial, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (2/12), Rockbay (1/12), Upriver Plains (0/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/12),

[] [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] Trade Expedition = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Freak Folk, Merntir, Boarfolk Nomads,

[] [SEC/MAIN] Raiding Party = (Target)
S: -1 Temp Econ, +1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, +3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Forest Folk, Boarfolk Nomads,

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

Mega-Projects
[] [SEC/MAIN] Sunrise Mountain Passage (0/???)
S: -3 Temp Econ, +1 Progress
M: -6 Temp Econ, +2 Progress

***​

So a few things, you got some basic magic from Arthryn while the Merntir (and therefore you) have had their first encounter with the nomads, which is also your first encounter with sapient nonhumans.

You also didn't find out whether or not your choice would end the Golden Age as a random event gave you some bonus Temp Mystic in addition to doing a Venerate the Goddess as your midturn action.

Another thing is that you got a couple of new magic things. One is the Study Magic action in the action list while another new tech category for 'Magical Knowledge' in the civ sheet

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (2)
Econ: 9 (7)
Martial: 3 (3)
Mystic: 1 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 2
Prestige: 11

Statuses
Golden Age: +1 Temp Econ at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None
Boarfolk Nomads = Intrigued/Unknown/None

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

Agriculture
Basic Fertiliser (Food Waste)

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Arts
Stone Carvings
Vocal Storytelling
Earthenware Pottery

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
General
Divine Magic

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

Arthrynite
Limited Stone Manipulation
 
Last edited:
Peaceful Times
[X][SEC] Create New Trails.
[X][SEC] Settle Land = Greenbay

Merntir = [SEC] Settle Land (North Coast Fields), [SEC] Build New Shrine,

"And no actual fighting broke out?" double checks Seryn, wrinkly and silver haired with each., letting out a weary sigh at the news brought to her.

"No Athvyr Seryn," answers the girl through Seryn supposes that she is more of a young woman, "Despite the tensions, no violence began."

"Good," says Seryn, "That would require me to personal intervene and I am not up for a trip across the Great Bay like I used to be when I was younger. Is there anything else? Has the issue been resolved or does it still require intervention?"

"No Athvyr Seryn," the woman, "The rest of the Merntir Arthvyrs were able to let sense prevail when they insisted on the shrine between devoted to all four goddesses rather than just the mother or one of her daughters."

"Thank Arthryn at least some people over there had some common sense," says Seryn to herself before the priestess of Arthryn turns her attention back to the messenger, "You may go now."

The woman does just that, letting Seryn return to her thoughts.

Apparently some of her Merntir brethren decided to let a bout of idiocy overcome them. While their northern kin were setting up a new shrine in one of their larger new settlements, the local priests felt the need to advocate for the shrine to be devoted to only one of the goddesses rather than to all four of them.

If that wasn't enough, they proved unable to come up with which goddess the shrine was to be dedicated to. Arguments broke out and tensions build up amongst the priests and that unrest and disagreement spread to the normal villagers.

While no fighting actually broke out, it was a close thing by all accounts. Fortunately, the Merntir were able to resolve the issue on their own before the Arthwyd priests had to step or worse, one of the goddesses.

Seryn would not want to find out what would happen if the issue had escalated to the point of acquiring divine attention.

Still, the rest of the seasons have gone peaceful. Both the Arthwyd and the Merntir had been settling their core territories with new villages being settled, shrines being set up and trails being created and marked.

Pick 1 Golden Age Bonus
[] Unlock Temple Megaproject. (-2 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
[] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo or -1 Temp Mystic or -1 Temp Culture)
[] Gain a Baby Boom. (-2 Temp Diplo, -1 Temp Martial)
[] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

***​

This was something of a filler turn. You got more land settled and some trails done, but nothing particularly good or bad happened so I came up with a random background event to take up the fluff of the update.

Don't worry too much about what happened in Merntir. It won't be relevant in the long run and the incident has already been resolved by the time that Seryn heard of it, who is seventy one if anyone if wondering how old she is at this point.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

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

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 2
Prestige: 11

Statuses
Golden Age: +1 Temp Econ at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None
Boarfolk Nomads = Intrigued/Unknown/None

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

Agriculture
Basic Fertiliser (Food Waste)

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Arts
Stone Carvings
Vocal Storytelling
Earthenware Pottery

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
General
Divine Magic

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

Arthrynite
Limited Stone Manipulation
 
Last edited:
Innovations of Seryn the Wise
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)

The last generation had been one of change for the Arthwyd. A good one by account of pretty much anyone asked, but regardless of how beneficial they are, the changes are great and numerous.

And a generation of change like that doesn't come without a price. The People or at least the Arthwyd had been enjoying an era of peace, brought about by the new calm that the end of the fighting had brought their people.

Stability, peace and knowing where the future lay had given the Arthwyd an era of plenty and prosperity.

But all good things come to an end and while discoveries of Seryn the Wise were ultimately good for the People, they gave the Arthwyd a good many seasons of uncertainty and unease as the new innovations were integrated into the Arthwyd's way of life.

Since the fighting had a hundred winters ago, the Arthwyd had become accustomed to knowing their life in life and what the future would hold for them and their children. And now that certainty had been taken from them by Seryn and her discoveries even if the she had never intended to do such a thing.

Once that certainty of what the future held had been lost, it wasn't something easily regained. The Arthwyd still had peace and prosperity, but whatever good feeling had previous permeated their community had gone and it would take time to get back if they got it back at all.

Golden Age Ended!
The discoveries of Seryn the Wise and their implementations have caused enough disruption and uncertainty amongst the Arthwyd to bring about the end of the Golden Age.

Yet for all the disruption and uncertainty that they called, the discoveries that Seryn uncovered in the last several seasons of her life were undoubtable good for the People.

While she revealed them all to the People during the final stages of her life, many suspected that she had been working on them for much longer and had decided to reveal them when she did because the woman had realised that the end of her live was approaching.

The discoveries were many. One was the sail, made from clothing materials to be a large piece of material attached to a pole sticking out on top of a raft. It allowed fishers to use the wind to move their raft as the sail would move the raft in the direction that the wind was blowing.

While the fishers would still need to use oars when the wind wasn't blowing or was blowing in the wrong direction, it was still a welcome invention by the People.

The remaining innovations were related to the farms and expanded upon the discovery that brought Seryn to the attention of the priests. Over the seasons, Seryn had led efforts to improve the process and that had finally borne fruit.

While the People had originally been putting uneaten food into the pots so they would rot into black soil, this process had been refined. The People had figured out which foods worked better than others and ways to make the process more efficient such as mixing the contents to get better exposure to the air.

It also turned out that by applying the resulting black soil to the farm lands, Seryn had uncovered something else that she had been studying over the years. The soil must hold some kind of power to it, to fuel the growth of plants living it.

The discovery of this growth energy explained several things such as how the black soil could improve the farm soil and why some areas were better for growing then others. The growth energy would be used up by the crops that the People planted, but there were methods to restore such as applying the black soil.

One of these methods would be another invention of Seryn. While growing crops would use up the growth energy of the soil, the growth energy could be preserved and perhaps regained a little by not constantly farming the soil.

By dividing the farmland in two and only using one half to grow crops while alternating which half was used, the People would reduce the chances of draining the soil of its growth energy.

While this would initially decrease how much food the farms would produce, the People or at least the priests could understand how this would benefit in the long run. The rest of the People had enough faith in them to believe them when they claimed that this new method is the best way in the long run.

Seryn was able to discover one last way of improving the farming methods of the People. Just like people and animals, plants also required water to live and Seryn was able to come to the conclusion that the People could control or improve the growth of plants by controlling the water that they received.

It would be hard work to set up everything in addition to taking generations, but by digging ditches and streams, the People could control the flow of water and direct to their farmlands to increase the growth of their crops. The key would just be figuring how much water was a good amount as both too much water and too little water could have negative effects on the crops and possibly the growth energy of the crops.

Seryn's wisdom wasn't just limited to the growing of crops. With the increasing size of both of the Arthwyd and the Merntir combined with the new and more complex methods being used by the People, Seryn decided that the People need some way to keep track of things beyond memory of those in charge. The old method was fallible and wouldn't scale up well as the People continued to expand.

And so the wisest of the priests came up with a new system for the priests to keep track of things. Using the magic gifted to them by Arthryn, the priests could carve symbols and drawings into stone.

To make sure that everyone knew what the stone carvings meant, Seryn organised a set of symbols to represent the relevant concepts that the People would need to keep track of. By ensuring that everyone would learn these symbols and would use them, Seryn hoped to keep the new records consistent and make sure that future generations wouldn't get confused by either prior generations or their fellow priests in their era.

Of particular note amongst this new system is that Seryn came up with a way to keep track of how much there is of a thing. By making five notches and then putting a line through it, the People would have a consistent way of tracking numbers in the new symbol system as each line through a set of five notches would represent five of the thing being counted.

Legacy Gained!
Agricultural Innovators: +1 Temp Econ to Farming actions,

But despite her discoveries, Seryn was not long for the world as even as the People were still implementing her inventions and innovations, the death claimed her as it did with all and Seryn the Wise died peacefully in her sleep.

You have two 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 New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines),
-Possible Targets: Greenbay (1/3), Rockbay (1/1), Sunrise Bay (1/1)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Trail (4/5),
M: -4 Temp Econ, +2 Trails (4/5),

[] [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, Forest, Lowlands, Sea,

[] [SEC/MAIN] More Farming.
S: +2 Temp Econ, Chance of Innovation,
M: -2 Temp Econ, +1 Econ (0/1) (Limited to 1 per 3 Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Settle Land = (Target)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement Progress, +1 Econ,
M: -6 Temp Econ, -1 Temp Martial, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (3/12), Rockbay (1/12), Upriver Plains (0/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/12),

[] [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] Trade Expedition = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Freak Folk, Merntir, Boarfolk Nomads,

[] [SEC/MAIN] Raiding Party = (Target)
S: -1 Temp Econ, +1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, +3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Forest Folk, Boarfolk Nomads,

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

Mega-Projects
[] [SEC/MAIN] Sunrise Mountain Passage (0/???)
S: -3 Temp Econ, +1 Progress
M: -6 Temp Econ, +2 Progress

***​

You got a good amount of innovations this turn and pretty much all of them were farming related to the point that I decided to shunt a couple of them into admin so you wouldn't get an unrealistic amount of agriculture tech advancement.

You also got a pretty nice Legacy out of it as well which gives you a good buff.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (2)
Econ: 10 (7)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 2/3
Centralisation: 3
Hierarchy: 2
Prestige: 12

Statuses


Diplomatic Relations

Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None
Boarfolk Nomads = Intrigued/Unknown/None

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Agricultural Innovators: +1 Temp Econ to Farming actions,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

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

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Sails (Rafts)
Arts
Stone Carvings
Vocal Storytelling
Earthenware Pottery

Administration
Early Cuneiform
Tally Marks
Stone Record Keeping

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
General
Divine Magic

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

Arthrynite
Limited Stone Manipulation
 
Last edited:
Internal Construction
[X] [SEC] Build New Shrine = (Greenbay)
[X] [SEC] Sunrise Mountain Passage

Merntir = [SEC] Settle Land (North Coast Fields), [SEC] More Farming,

As the Arthryd finished integrating the new methods brought about by Seryn's discoveries into their way of life, the priests decided to take the time to focus on the new lands settled by the Arthwyd.

For a generation, expansion came to a halt as the People turned inward, seeking to consolidate their current holdings before expanding outwards. The only debate was on what required doing. One faction of the priests felt that the new villages required to have proper shrines to the goddesses. After all, it would be horrible cruel and unfair to deny members of the People proper access to worshipping and respecting the goddesses.

Other priests believed that the Arthwyd would be better off focusing their efforts on the passage through the Sunrise Mountains. Building the passage would allow for more goods to be transported back and forth between the Arthwyd and the Merntir in addition to allowing for further connectivity between the two coasts.

In the end, a compromise is reached between the two groups of priests as while some effort is devoted to setting up shrines in the newer villages, the Arthwyd also begin work on the passage.

While the split attention doesn't allow for as much progress in each area as if it had been fully focused on, neither project falls behind or is neglected by the People.

On the northern coast, the Merntir continue to expand as they begin to adopt the new methods that the Arthwyd are sharing with them. Further settling the grasslands of the northern coast, the Merntir suffer some unrest and unhappiness as there is some resistance to the new methods the Arthwyd have brought to them.

While there is no outright violence or refusal to adopt the methods, there is only due to the fact that the Arthwyd have already proven them to work. Were it not for that, some of the Merntir would certainly have refused to use the new methods and rejected them despite the priests telling them to use the new ways.

Even then, the situation amongst the Merntir is unstable. The Merntirish have the utmost respect for the goddesses, but that respect doesn't extend to the priests, at least not the local ones and not as much as it used to.

While the physical damage has been fully repaired for generations, the community has yet to finish healing. The goddesses are worshipped and the priests are respected, said priests tend to be the overall leadership in Greenbay than the local ones amongst the Merntir villages.

The Merntir people may be happy to follow the directives of the Greenbay priests, but they hold doubts about whether their local priests are truly worthy of respect and if they truly follow the commands of the goddesses.

The Arthwyd priests are aware of the situation, but are uncertain on how they can resolve it as there are no obvious solutions. For now, they keep an eye on the situation and hope that it will naturally resolve itself in time and won't deteriorate.

So as the Merntir have their internal troubles, the Arthwyd look to their own affairs.

What to the Arthwyd do at the midturn?
[] More Farming. (Secondary More Farming)
[] More Hunting. (Secondary More Hunting)
[] More Fishing. (Secondary More Fishing)
[] Study Magic (Secondary Study Magic)
[] Venerate the Goddesses (Secondary Venerate the Goddesses)
[] Build New Shrines (Secondary Build New Shrines)
[] Create New Trails (Secondary Create New Trails)

***​

Somewhat uneventful mid-turn update. Everything is going fine for the Arthwyd, but the Merntir are having some troubles. Like the Arthwyd, they are having some instability from influx of new technologies and ways of doing things. Unlike the Arthwyd, they are still recovering their stability from the war so the disruption has hit them harder and while there is no outright revolt or disobedience, it is close.

Unfortunately, there is no way for the Arthwyd to help with the situation so you just have to hope that it gets better or intervene if it worse.

The Arthwyd
Early Ancient Theocracy
Upper Centralization Limit: 6
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: +1 Mystic per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

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

Legitimacy: 3/3
Stability: 2/3
Centralisation: 3
Hierarchy: 2
Prestige: 12

Statuses


Diplomatic Relations

Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None
Boarfolk Nomads = Intrigued/Unknown/None

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Agricultural Innovators: +1 Temp Econ to Farming actions,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Loyal Neighbours
The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,

Technologies
Straw/Reed Rope
Carts
Wicker

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

Fishing & Boats
Fishing Nets
Rafts
Canoes
Walnut Oil
Waterproofing
Sails (Rafts)
Arts
Stone Carvings
Vocal Storytelling
Earthenware Pottery

Administration
Early Cuneiform
Tally Marks
Stone Record Keeping

Leadership
Elders
Big Man
Priests
Local Leadership Delegation

Diplomacy
Negotiations
Immigrants
Refugees
Trade
Gifting
Expeditions

Religion
Shrines
Tribute
Sacred Animals
Priests
Weapons
Spears
Slings
Bows & Arrows

Personal Protection
Primitive Shields

Organisation
Hunting Groups
Dedicated Scouts
General
Divine Magic

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

Arthrynite
Limited Stone Manipulation
 
Back
Top