The Cadlon of the Maradysh
- Location
- Southampton, Great Britain
- Pronouns
- He/Him
[X] Try to engage them in trade to offer them aid in a manner which won't offend them.
Cadlon Derfyl wonders why things have gone so badly. In one sense, he knows why things have happened as they have, but at the same time, he cannot avoid thinking that the People could have avoided things coming to this.
While some might argue that the bad business with the Maradysh started when Evalyn killed so many of them, Derfyl is one of those that disagrees. It may be something regretted about and a valid reason for the Maradysh to dislike the People, it was unavoidable as the Maradysh were attacking the People and the People were perfectly within their rights to defend themselves to the best of their ability.
The situation might technically have started with the deaths of one in twenty of the Maradysh, but that was unavoidable. What was avoidable was Cadlon Evalyn Boarslayer deciding to conquer the Maradysh.
Derfyl doesn't know what inspired that decision and while he holds the utmost respect for her like everyone else, he can't help, but privately feel her conquest of the Maradysh was one of the Boarslayer's few mistakes.
Nothing good could have resulted from her conquest of them and nothing had. The Maradysh hated the People too much for the slaughter of their kin and the resulting conquest. Either the southern barbarians were weak and therefore a useless burden to the People or they were self-sufficient and would strike the People when the latter were in a moment of weakness or the Maradysh felt confident enough to break free of their conquerors.
That last one had finally happened, far earlier than anyone had expected.
The actions of his predecessor had only made matters worse even if Gwynlyn's mistakes are honest and hard to avoid without hindsight. Who would expected the Maradysh to have such barbaric views on accepting help from others? Sure they are barbarians and it made sense afterwards that they would barbaric views because of that, but a sane, civilised person would be grateful for help.
Instead, the Maradysh took it as an insult. Oh they took the aid as they are barbarians not stupid, but Cadlon Gwynlyn's mistakes were honest and hard to predict before they happened. She had tried to make up for her initial failures by attempting to engage the Maradysh on fair terms so they didn't feel like they were being looked down upon. Unfortunately for Gwynlyn, enough mistakes had already been made that she wasn't able to fix them.
It had looked like her plan was working before she died as while the Maradysh were nowhere need close to actual liking the People, they were responding to the trade expedition in a manner that wasn't favourable, but also wasn't unfavourable.
Alas, that only lasted up to Gwynlyn's death as upon her death and Derfyl becoming Cadlon, the Maradysh decided to make their move. One of their young members and their most promising warrior decided to declare herself Cadlon of the Maradysh and that the Maradysh would no longer answer to the Cadlon of the People.
At least things weren't all bad. More progress on the passage has been made and Derfyl is confident that he will be able to see it finished within his lifetime. News from the Merntir has been good as well as not only have the Merntir continued to build more palisades around their settlements, but Cerwyn's band of Catclaws and Cateyes have returned from their mission.
While less have returned than those that set out, including Cerwyn herself, they were ultimately successful, either rescuing those that they could or avenging those that they couldn't, wiping out the entire tribe that had permanently taken someone from the People.
Derfyl can't help, but feel disappointed that Cerwyn died of old age while she was away as given the current situation, he would have liked to have her around to help deal with the Maradysh. Especially since his reports are indicating that the new 'Cadlon of the Maradysh' is apparently a peer to Cerwyn and other legends of the previous generations.
But things are what they are and as the Cadlon of the People, Derfyl needs to figure out how to deal with the Maradysh.
How does Derfyl respond to the Maradysh declaration of independence?
[] Send the Catclaws south to crush the Maradysh and bring them back under the rule of he People. (War with the Maradysh)
[] Let them be and not escalate the situation futher. (-1 Prestige, Maradysh may no longer be a vassal of the Arthwyd, ???)
[] Recognise the new Cadlon of the Maradysh as their new leader, (-1 Legitimacy, -2 Prestige, Maradysh are no longer a vassal of the Arthwyd,)
So guess who rolled up a Martial Hero? The answer is the Maradysh. Since they got a wall, a bunch of warriors and a Martial Hero, they have decided to make their try at independence, which you now have to deal with.
As for the trading option, it was sort of working, but the Maradysh getting their hands on a Martial Hero throw things out of wrack as they had a chance to break free and they took it. For the record, the fact that Maradysh got lucky and rolled up a Martial Hero meant that regardless of what option ended up winning the vote, they were going to end up pulling this stunt. Also for the record, the Maradysh rolled up their new Martial Hero after I closed the vote.
On another note, if you are wondering why you have no action list to pick from on this Main Turn, your Admin Hero has hijacked the turn.
Cadlon Derfyl wonders why things have gone so badly. In one sense, he knows why things have happened as they have, but at the same time, he cannot avoid thinking that the People could have avoided things coming to this.
While some might argue that the bad business with the Maradysh started when Evalyn killed so many of them, Derfyl is one of those that disagrees. It may be something regretted about and a valid reason for the Maradysh to dislike the People, it was unavoidable as the Maradysh were attacking the People and the People were perfectly within their rights to defend themselves to the best of their ability.
The situation might technically have started with the deaths of one in twenty of the Maradysh, but that was unavoidable. What was avoidable was Cadlon Evalyn Boarslayer deciding to conquer the Maradysh.
Derfyl doesn't know what inspired that decision and while he holds the utmost respect for her like everyone else, he can't help, but privately feel her conquest of the Maradysh was one of the Boarslayer's few mistakes.
Nothing good could have resulted from her conquest of them and nothing had. The Maradysh hated the People too much for the slaughter of their kin and the resulting conquest. Either the southern barbarians were weak and therefore a useless burden to the People or they were self-sufficient and would strike the People when the latter were in a moment of weakness or the Maradysh felt confident enough to break free of their conquerors.
That last one had finally happened, far earlier than anyone had expected.
The actions of his predecessor had only made matters worse even if Gwynlyn's mistakes are honest and hard to avoid without hindsight. Who would expected the Maradysh to have such barbaric views on accepting help from others? Sure they are barbarians and it made sense afterwards that they would barbaric views because of that, but a sane, civilised person would be grateful for help.
Instead, the Maradysh took it as an insult. Oh they took the aid as they are barbarians not stupid, but Cadlon Gwynlyn's mistakes were honest and hard to predict before they happened. She had tried to make up for her initial failures by attempting to engage the Maradysh on fair terms so they didn't feel like they were being looked down upon. Unfortunately for Gwynlyn, enough mistakes had already been made that she wasn't able to fix them.
It had looked like her plan was working before she died as while the Maradysh were nowhere need close to actual liking the People, they were responding to the trade expedition in a manner that wasn't favourable, but also wasn't unfavourable.
Alas, that only lasted up to Gwynlyn's death as upon her death and Derfyl becoming Cadlon, the Maradysh decided to make their move. One of their young members and their most promising warrior decided to declare herself Cadlon of the Maradysh and that the Maradysh would no longer answer to the Cadlon of the People.
At least things weren't all bad. More progress on the passage has been made and Derfyl is confident that he will be able to see it finished within his lifetime. News from the Merntir has been good as well as not only have the Merntir continued to build more palisades around their settlements, but Cerwyn's band of Catclaws and Cateyes have returned from their mission.
While less have returned than those that set out, including Cerwyn herself, they were ultimately successful, either rescuing those that they could or avenging those that they couldn't, wiping out the entire tribe that had permanently taken someone from the People.
Derfyl can't help, but feel disappointed that Cerwyn died of old age while she was away as given the current situation, he would have liked to have her around to help deal with the Maradysh. Especially since his reports are indicating that the new 'Cadlon of the Maradysh' is apparently a peer to Cerwyn and other legends of the previous generations.
But things are what they are and as the Cadlon of the People, Derfyl needs to figure out how to deal with the Maradysh.
How does Derfyl respond to the Maradysh declaration of independence?
[] Send the Catclaws south to crush the Maradysh and bring them back under the rule of he People. (War with the Maradysh)
[] Let them be and not escalate the situation futher. (-1 Prestige, Maradysh may no longer be a vassal of the Arthwyd, ???)
[] Recognise the new Cadlon of the Maradysh as their new leader, (-1 Legitimacy, -2 Prestige, Maradysh are no longer a vassal of the Arthwyd,)
Priests (4) = Mood: Content, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Start the Sacred Forest Megaproject, Success/Failure: +1 Temp Econ/-
Elders (3) = Mood: Annoyed, Ability: Add half of their faction power to another faction, Objective: Finish the Sunrise Mountain Passage, Success/Failure: +1 Prestige/-
Warriors (5 (6)) = Mood: Annoyed, Ability: Add half of faction power to Martial, Objective: Explore the Lowlands, Success/Failure: ???/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build Palisade in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Study Metal in 2 Turns, Success/Failure: +1 Temp Culture/-
Elders (3) = Mood: Annoyed, Ability: Add half of their faction power to another faction, Objective: Finish the Sunrise Mountain Passage, Success/Failure: +1 Prestige/-
Warriors (5 (6)) = Mood: Annoyed, Ability: Add half of faction power to Martial, Objective: Explore the Lowlands, Success/Failure: ???/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build Palisade in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Study Metal in 2 Turns, Success/Failure: +1 Temp Culture/-
***
So guess who rolled up a Martial Hero? The answer is the Maradysh. Since they got a wall, a bunch of warriors and a Martial Hero, they have decided to make their try at independence, which you now have to deal with.
As for the trading option, it was sort of working, but the Maradysh getting their hands on a Martial Hero throw things out of wrack as they had a chance to break free and they took it. For the record, the fact that Maradysh got lucky and rolled up a Martial Hero meant that regardless of what option ended up winning the vote, they were going to end up pulling this stunt. Also for the record, the Maradysh rolled up their new Martial Hero after I closed the vote.
On another note, if you are wondering why you have no action list to pick from on this Main Turn, your Admin Hero has hijacked the turn.
The Arthwyd
Early Ancient Theocratic Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: -1 Temp Econ Damage 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: 10 (6)
Martial: 6 (5)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Legitimacy: 4/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 20
Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/Unknown/None
Boarfolk Nomads = Disliked/Unknown/Minimal
Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Medium
Maradysh = Rebelling Vassal/None/Very Low
Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Technologies
Early Ancient Theocratic Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 1
Special: -1 Temp Econ Damage 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: 10 (6)
Martial: 6 (5)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Legitimacy: 4/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 20
Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/Unknown/None
Boarfolk Nomads = Disliked/Unknown/Minimal
Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Medium
Maradysh = Rebelling Vassal/None/Very Low
Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
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,
Sacred Defence
The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,
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,
Sacred Defence
The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,
Technologies
Carts
Straw/Reed Rope
Wheel
Wicker
Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Primitive Concept of Growth Energy
Two-Field Crop Rotation
Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing
Hunting
Baits
Materials
Bone
Fired Bricks
Native Copper
Native Gold
Silver
Tin
Stone
Wood
Medicine
Dosage
Herbalism
Painkillers
Poisons
Metallurgy
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Straw/Reed Rope
Wheel
Wicker
Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Primitive Concept of Growth Energy
Two-Field Crop Rotation
Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing
Hunting
Baits
Materials
Bone
Fired Bricks
Native Copper
Native Gold
Silver
Tin
Stone
Wood
Medicine
Dosage
Herbalism
Painkillers
Poisons
Metallurgy
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Cuneiform
Stone Record Keeping
Tally Marks
Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling
Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade
Leadership
Big Man
Elders
Local Leadership Delegation
Priests
Religion
Priests
Sacred Animals
Shrines
Tribute
Cuneiform
Stone Record Keeping
Tally Marks
Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling
Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade
Leadership
Big Man
Elders
Local Leadership Delegation
Priests
Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade
Personal Protection
Hide Shields
Wicker Shields
Wood Shields
Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors
Theory
Ambush Tactics
Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
Palisade
Personal Protection
Hide Shields
Wicker Shields
Wood Shields
Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors
Theory
Ambush Tactics
Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Magic
All-Seerist Divine Magic
Future Seeing
Guided Attacks
Increased Accuracy
Scrying
Truth Detecting
Arthrynite Divine Magic
Limited Stone Manipulation
Limited Trait Self-Boosting
Ymarnite Divine Magic
Limited Increased Weapon Skill
Basic Wound Healing
Divine Magic
All-Seerist Divine Magic
Future Seeing
Guided Attacks
Increased Accuracy
Scrying
Truth Detecting
Arthrynite Divine Magic
Limited Stone Manipulation
Limited Trait Self-Boosting
Ymarnite Divine Magic
Limited Increased Weapon Skill
Basic Wound Healing