Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
The Cadlon of the Maradysh
[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,)

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/-

***​

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,

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,

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
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
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
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
 
Correcting Past Mistakes
[X] Recognise the new Cadlon of the Maradysh as their new leader, (-1 Legitimacy, -2 Prestige, Maradysh are no longer a vassal of the Arthwyd,)

Arthwyd = [SEC] Sunrise Mountain Passage, [SEC] More Farming
Merntir = [SEC] Build Palisade (North Coast Fields), [SEC] Sunrise Mountain Passage,

The problem of dealing with the Cadlon of the Maradysh was an easy enough thing for Derfyl to deal with at the start of his reign. For all of her greatness, Evalyn Boarslayer had made a mistake when she conquered the Maradysh.

The Maradysh simply sought be free of outsider oppressors and now they were peacefully taking the chance to do so. He could have sent in the Catclaws to bring the southerners back under the rule of the People as some within the People advocated for, Derfyl realised what folly this would be.

The Catclaws might have been a match for their Maradysh counterparts and more numerous, but the Maradysh had many advantages of their own. Fortified settlements, attack dogs, boar riders and a mighty leader in the form of Cadlon Aeryn.

Even if the People could win the fight, it would be costly for them whatever the outcome and even then, victory is far from certain. And what if they win? The Maradysh would still hate the People only more so and this situation would just repeat itself down the line with future generations.

There was nothing to be gain by forcibly denying the Maradysh their independence and as of such, Cadlon Derfyl of the People recognised Cadlon Aeryn of the Maradysh as his equal and not his subordinate.

This outcome had caused a ripple of shock and some outrage amongst the People. To acknowledge the independence of the Maradysh and to let them go would mean that acknowledging that Cadlon Evalyn Boarslayer had made a mistake.

Since the Boarslayer killing of Urth, the Cadlon of the People had been viewed as all, but speaking for the goddesses themselves, their rule and orders unquestionable. Now with the Maradysh being given their independence, the People begin to question if they would question the Cadlon.

While their faith in the Cadlon's ability and right to rule was still high as it could be, Cadlon Derfyl was finding that he was no longer considered outright unquestionable like Evalyn and Gwynlyn before him.

Instead of getting bogged down in a pointless war, he directed the resources of the People to continuing the Sunrise Mountain Passage whilst stocking up on food supplies. The weather has been good and as a result, the harvests have been extra plentiful during Derfyl's reign.

The Merntir have also provided assistance towards getting the passage done as they got the last of their settlements surrounded by palisades, the Merntir began working on the passage on their end of the mountain. They wouldn't need to do much as the Arthwyd had managed to a good three quarters of the passage done at this point.

As for the rest of the known world, the Cursed Forest and its walking dead have remained thankfully silent, doing whatever they have been doing since Urth's death.

With the Maradysh, well, the interesting events had been happening amongst the southerners. Now officially free, many of the Maradysh leaders mistakenly saw the events leading to their independence as a sign that the People were weak.

Fortunately for the People, Cadlon Aeryn was not one of them as just as Cadlon Derfyl saw the war with the Maradysh to be pointless for the People, Cadlon Aeryn realised how foolish a war with the People would be for the Maradysh.

So despite the insistence of many respected Maradysh elders and patriarchs, she refused to launched raids against the frontier villages of the People. Aeryn could take a look at the sheer size of the People and realise where the Maradysh stood in comparison. The Maradysh were a handful of villages with a total population of three to four thousand while the People had multiple settlements that each had a population higher than that.

Yet the patriarchs and elders of the Maradysh viewed Aeryn's refusal as a sign of weakness on her part and decided that she was unfit to be Cadlon. Deciding to remove her from power, the Maradysh leaders rose up and were promptly crushed for Aeryn was just as deadly in the art of warfare as Derfyl had feared.

Crushing the rebellion and any serious opposition to her rule, Aeryn consolidated her hold over the Maradysh as the People tended their farms and worked on the passage.

For many seasons, the People and the Maradysh had limited contact with only a handful of traders deciding to make the journeys between the two nations.

Then one day that changed as Cadlon Aeryn rode north, leading an expedition under a banner of peace.

***​

Cadlon Derfyl wasn't sure what he had expected, but Cadlon Aeryn was nothing like he thought she would be. Oh, she was clearly a warrior with thick muscles and no small number of scars, but she was nothing like the People.

Having grown up amongst the People, Derfyl had only known men and women with the divine blessing of Arthryn and Aeryn and her people were the first people that he had met who didn't have the blessing.

For lack of a better word, Cadlon Aeryn was ugly. Impressive and dangerous looking, but ugly. Scarred, board-shouldered and with muscles instead of the rightful curves of a woman, Derfyl can't help, but wonder how she would have fared amongst the People.

While many are wary about what Aeryn wants from the People and it would mean for them, they are pleasantly surprised to see that despite her obvious martial nature and her barbarian background, the Cadlon of the Maradysh is capable of diplomacy.

Aeryn has come offering her son's hand in marriage to one of Derfyl's daughters, hoping to secure an alliance between her family and that of the Cadlon of the People and by extent, secure an alliance between the People and the Maradysh.

Despite the initial surprise of that offer and some confusion of how it would work, Derfyl and other members of the People soon grasped what was going on. While the People were focused on the community, the Maradysh were like most barbarians and valued their blood relatives over the community for the most part.

For them, a marriage was a serious matter as it bound two families together, especially since positions and wealth were inherited via blood relatives.

A marriage with the son of Cadlon Aeryn would mean an alliance with the Maradysh and despite the small size of the Maradysh and their relative lack of power, that was no small thing.

So while Derfyl had no daughters to marry the son of Cadlon Aeryn, he did have a granddaughter who might be willingly to marry Aeryn's son.

Does Derfyl's granddaughter agree to marry the son of Cadlon Aeryn?
[] Yes. (Alliance gained with the Maradysh, relationships with the Maradysh improved, ???)
[] No. (Neutral relations with the Maradysh, ???)

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/-

***​

The Maradysh come north, but rather than offering war, they come offering a marriage alliance.

As for your actions, you are doing quite well on the homefront. The Merntir have maxed out their shrines & palisades while the Sunrise Mountain Passage is at 8/10.

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 (7)
Martial: 6 (5)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 18

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Good Weather: The People have been enjoying particularly good weather.

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/Unknown/None
Boarfolk Nomads = Disliked/Unknown/Minimal
Maradysh = Uncertain Neutral/Wary Neutral/Medium

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,
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,

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
Administration
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stoneware 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
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
 
Last edited:
Royal Seduction
[X] Yes. (Alliance gained with the Maradysh, relationships with the Maradysh improved, ???)

Tarvan was unsure of what life would be like amongst the northerners. They were an odd bunch as despite how arrogant and unnatural they acted, the northerners were strong. Immensely strong and even if their might had waned since their height, it is still enough that even mother is wary of picking a fight with the northerners.

The People valued strength and family. The fact that the world is harsh and cruel is something that the People know all too well. You had to be strong and rely upon those that could be trusted and the only ones who could truly be trusted are your kin.

Family is of the upmost importance and you need to look after your family so the rest of your family will look after you. The old warriors of the lowlands, the wild boars from beyond the mountains, the walking dead of the great forest and the unnatural folk of the north cannot be trusted to look after you.

And yet here he is, marrying into a family of northerners at the request of his mother. He didn't like even if he understand why she insisted on trying such a thing. For all that was wrong with the northerners, only a fool would deny their might.

They had survived the collapse of the south unscathed and crushed all those that had fought them. The Great and Terrible Urth of the Caradysh had finally met his end at the hands of the northerners, dying to their wretched Boarslayer. And the Boarslayer had earned her moniker by crushing the wild boars in the most northern lands of the northerners.

Even if the Boarslayer had died long ago, her legacy remained. While they are relatively few for a civilisation the size of the northerners, there is no doubt to how dangerous the Catclaws of the north are. Highly trained and experienced, they are a match for most warriors even without factoring how they wield the unholy power of their crazed goddesses.

At least the northerners aren't as bad as Tarvan had first feared. Even ignoring how the Boarslayer had slaughtered so many of their people in the northerner's conquest of the People, the northerners didn't understand the innate importance of family.

Unlike the sane people of the world, the northerners eschewed the connections of blood and kin in favour of their entire community, viewing everyone in the village as their family. As for why they defied the natural order like this? It was because their insane goddesses ordered them to commit this madness.

Another oddity of the northerners was that they are surprisingly open and welcoming to outsiders. While that benefit the People and something mother was more than happy to take advantage of, what did it say of the northerners? What sort of people would be so willingly to let themselves exposed to those that could not be trusted, exposing their families to dangers to aid strangers?

And yet they understand that strength is what the world respected. Despite all that was wrong with them, the northerners were strong and both proved that they were strong and their willingness to use their strength when the situation called for it.

They also understand family to some degree. Even their mad goddesses couldn't stamp out all of the natural order in the northerners and while they favoured their village over their true relatives, the northerners did treat their community like they are kin.

It wasn't all bad. The northerners were prosperous and well-off with no shortage of food or goods. They didn't have to scrape by like those of the south did. Also unlike those of the south, the northerners didn't have a history of in-fighting and didn't fight amongst themselves like the people of the lowlands.

They also had strong, beautiful women. A lot of them to the point that Tarvan almost believes their claim that all of their women are like that thanks to the blessing of their goddess. If his wife to be is one of these pretty yet powerful women, then Tarvan can put up with this marriage.

He doesn't like the fact that he is expected to live here in the grand village of the northerners should he get married. When a man gets married, his wife should move in with his family as is proper. For a man to go and live with the family of his wife, that is a sign that the wife's family is far more important and stronger than the man's family.

Which in this case, Tarvan reluctantly admits is the truth here. His family might be the most powerful of the People's family, but they are weak compared to the ruling family of the northerners.

Tarvan is shaken from his thoughts as a woman enters his hut, a newer building made from the brick and mortar that the northerners like to use. The woman is about his age and one that Tarvan hasn't met before and from just looking at her beauty, he hopes this is his future wife.

Like all of the northerner women he has met, she looks both strong and attractive with muscles that indicate something with strength and the curves of someone who can both birth and raise a child. In the case of this woman, she leans towards having curves over muscles with a big butt, wide hips and a large chest that makes Tarvan hope she is going to be his wife because she will make both a good wife and a good mother with that body. Her pretty green eyes and long dark brown hair that flows down her back just add to her beauty.

"Greetings Tarvan," says the woman with the refined accent of the northerners as she speaks in the tongue of the People, "I am Elyn, granddaughter of Cadlon Derfyl, and the one who has agreed to marry you in order to bind our people together."

People. Even as he takes in the beauty of Elyn, Tarvan notes that word she used. One of the People would have used the word 'families', but a northerner like Elyn thinks in terms of the whole people, viewing her people as being her family.

Yet it is something that Tarvan can live with. If it means keeping his kin safe from the northerners and calling a beauty like Elyn his wife, he will marry this northerner woman and live here in the oversized village of the north.

By the Daughter of Light and Chaos, this village of Greenbay has more people living here than there are members of the People. Even ignoring everything else, that fact alone is enough to convince Tarvan of the necessity of securing an alliance with the northerners.

"Greetings Elyn," replies Tarvan as he eyes her body, "It is a pleasure to meet you."

"I bet it is also a pleasure to see me," says Elyn in a falsely coy voice as she gives him a smile.

"It is that obvious?" asks Tarvan even as he knows the answer.

He also knows that this northerner woman is attempting to seduce him and he would be a liar if claimed that she wasn't succeeding.

Oh well, it wouldn't be too bad if that did happen. He is already going to be living with the northerners. So long as he remembers why he is here and who his family is, having a loving relationship with a beautiful wife will be a good thing. He should try to enjoy living amongst the northerners.

"It is," confirms Elyn as she runs a hand down her chest, "It is also obvious that you wish to see what my body can do. Something I am happy to show you since we are going to be married."

"That sort of activity is usually reserved until after the marriage," points out Tarvan.

"Amongst your people maybe," counters Elyn, "Amongst mine, we are not so hung up on timing, but whether those involved are willingly. Since I am offering, are you willingly?"

"I'll wait until after the marriage has taken place," answers Tarvan stiffly as even through he badly wants to say yes, he will not be taken that easily.

Thankfully, Elyn doesn't take the rejection poorly as she lets out a laugh.

"A shame," replies Elyn, "Still a challenge is good. Perhaps it is a good thing that it will take some work on my part to get you to open up."

"We will do so after the marriage regardless of your actions," points Tarvan, wary of Elyn's intentions to seduce him.

"That just gives me a deadline," says Elyn playfully as she grins at him, "Perhaps it is for the best. A campaign of seduction is a good opportunity for us to get to know each other."

As Elyn leans in towards him, squeezing her chest between her arms in a manner that draws his eyes against his will, Tarvan suppresses a groan and hopes that the marriage will be soon. Through if this is what his future wife is like, he expects he will be putting up with this sort of behaviour for some time.

And yet that might not be a bad thing. Elyn is the sort of woman that Tarvan could get used to.

***​

It has been almost fourteen winters since Myndyn became Cadlon of the People after his uncle, Cadlon Derfyl was claimed by the Boarslayer and he is no longer a young man, having gained the silver hair of an elder, something that Myndyn was already gaining when his uncle and predecessor died.

His reign, like the one of Cadlon Derfyl, has been a peaceful one. Ties have been formed between with the Maradysh to the south with the marriage between Tarvan of the Maradysh and Elyn of the Arthwyd. Their marriage hasn't been the only marriage between the Maradysh and the People as the increased contact and trade has resulted in more romantic pairing with the southern barbarians.

The People go about their lives and the Sunrise Mountain Passage continues to be worked on to the point that Myndyn wouldn't be surprised if he saw it completed in his life time. Speaking his life time, Myndyn is old enough that he should look into option of choosing a successor.

Evalyn choose her daughter Gwynlyn to succeed her as Cadlon before the Boarslayer became a goddess and Gwynlyn choose Derfyl to be her successor. Derfyl in turn picked Myndyn as one of his trusted advisors and protegees.

While Myndyn has some choices, things are complicated by Bronwyn, the daughter of Elyn and Tarvan. While Bronwyn was born amongst the People and spent a good portion of her life in Greenbay, when Tarvan became the Cadlon of the Maradysh, Bronwyn moved to live with the Maradysh with her mother and father.

Since then, she has grown to be like her mother only greater. Bronwyn has the beauty of her mother according to the news from the south, but is also able to charm those that she interacts with and sway to follow her ideas and commands. Beyond that, she is well-verse in the goddesses and while that includes Arthryn and her Daughters, Bronwyn is also knowledgeable in regard to the southern deities.

Normally none of that would be Myndyn's concern as by the time that Cadlon Tarvan dies, Myndyn will have already left his mortal live behind and Cadlon Bronwyn of the Maradysh would be something for his successor to deal with.

However, Bronwyn is angling to be the Cadlon of the People in addition to being the Cadlon of the Maradysh and has recently been making moves to get herself declared as Myndyn's heir.

And if he is being honest with himself, Bronwyn would be a good successor. She is more than capable of leading the People, is one of the People even if she currently lives amongst the Maradysh, she has the blessing of Arthryn and is capable of being a Cadlon. Goddesses, she will be a Cadlon even if she doesn't end up as Myndyn's successor.

Speaking of which, if Myndyn did choose her, having Bronwyn as both the Cadlon of the People and Cadlon of the Maradysh would be a good move towards reuniting both people and given what is reported to him, Myndyn has no problem believing that Bronwyn could bring the Maradysh back under the banner of the People.

What does Myndyn do in regards to his successor?
[] Choose Bronwyn. (Gain a Heroic Diplo/Culture Heir)
[] Choose someone else. (Random Heir)
[] Do not pick a successor. (No Heir chosen)

Priests (4) = Mood: Happy, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Start the Sacred Forest Megaproject, Success/Failure: +1 Temp Econ/-
Elders (3) = Mood: Pleased, Ability: Add half of their faction power to another faction, Objective: Finish the Sunrise Mountain Passage, Success/Failure: +1 Prestige/-
Warriors (5 (6)) = Mood: Satisfied, 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 1 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Study Metal in 1 Turns, Success/Failure: +1 Temp Culture/-

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 (3/3), Rockbay (1/1), Sunrise Bay (1/1)

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (1/3), Rockbay (0/1), Sunrise Bay (0/1)

[] [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, Cursed Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast,

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

[] [SEC/MAIN] More Fishing.
S: +2 Temp Econ, Chance of Innovation,
M: +4 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +2 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +4 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 (0/11), 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] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

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

[] [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: Boarfolk Nomads, Maradysh, Lowlands,

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

[] [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,

[] [SEC/MAIN] War 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: Boarfolk Nomads, Cursed Forest,

Mega-Projects
[] [SEC/MAIN] Sunrise Mountain Passage
S: -3 Temp Econ, +1 Progress
M: -6 Temp Econ, +2 Progress
-Progress: 9/10

[] [SEC/MAIN] Sacred Forest
S: -2 Temp Econ, -1 Temp Martial, -1 Temp Mystic, +1 Progress
M: -4 Temp Econ, -1 Temp Martial, -2 Temp Mystic, +2 Progress
-Progress: 0/???

[] [SEC/MAIN] Stone Wall
S: -3 Temp Econ, -1 Temp Mystic +1 Progress
M: -6 Temp Econ, -2 Temp Mystic +2 Progress
-Progress: 0/???

***​

Tired right now. I'll post my thoughts in the morning and some background information on Tarvan, Elyn and their daughter Bronwyn. I will also correct any mistakes in the morning. I will say that you will want to look at the faction quests of the farmers and crafters as they will expire once you reach the next Main Turn so you have this update and the next to complete them.

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 (9)
Martial: 6 (6)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 18

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Good Weather: The People have been enjoying particularly good weather.

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/Unknown/None
Boarfolk Nomads = Disliked/Unknown/Minimal
Maradysh = Uncertain Alliance/Wary Alliance/Medium

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,
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,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
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
Stoneware 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
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
 
Bronwyn the Beautiful
[X] Choose Bronwyn. (Gain a Heroic Diplo/Culture Heir)
[X][SEC] Sunrise Mountain Passage
[X][SEC] Study Metal.

Merntir = [MAIN] Create New Trails (North Coast Fields)
Maradysh = [MAIN] Settle Land (Upriver Plains),

It has been a good many winters since Bronwyn became Cadlon of the Arthwyd upon the death of Cadlon Myndyn and she had already been Cadlon of the Maradysh for several winters before that since her father died.

Despite past hostiles between their people in past generations, both the Arthwyd and the Maradysh adored Bronwyn. With the former she was one of their people and clearly favoured by at least one of the goddesses while the latter is swayed by her charming personality, her way with words and her divine beauty.

It particularly helped with the Maradysh that her mother and father were both respected figures amongst the southerners as Cadlon Tarvan was viewed as a good leader whilst her mother's beauty and witty personality gained her many supporters amongst the southerners despite her origins as a northerner.

When Bronwyn became the Cadlon of the Maradysh upon the death of her father, her leadership took more after her mother than her father. Educated in the history of both the Maradysh and the Arthwyd, Bronwyn is a follower of the Arthrynite goddess Wyrn and was able to use the arts of her goddess to bring her subjects under her sway.

Using a combination of her beautiful body, silver tongue and charming wit, Cadlon Bronwyn the Beautiful manages to bring almost everyone she interacts with to her side. Combined with her ambitions, many within the Arthwyd suspected after even if Myndyn hadn't name her as his successor, she might have still ended up as Cadlon of the Arthwyd.

Beyond gaining widespread support in both the Arthwyd and the Maradysh, Bronwyn proved herself to be a boon people and strengthen the ties that her father and mother had forged between the north and south.

For starters, the People gained knowledge of just how far the Maradysh had expanded under the rule of Cadlon Aeryn and Cadlon Tarvan as the Maradysh had settled villages across a vast portion of the land around Green River in the region between the Arthwyd and the lowlands.

While this knowledge was initially a shock to the Arthwyd as such rapid expansion would have been possible for them, it quickly began apparent that Maradysh just focused on founding new villages.

Unlike those in the north, the southerners didn't worry about building shrines to their goddesses or constructing trails to connect their settlements or even putting up walls to protect their homes. No, they just expanded as new branches of families set off to build their new homes in the wilderness.

This rapid expansion had started under Cadlon Aeryn as she had hoped to gain more numbers to reduce the power difference between the Maradysh and the Arthwyd and Cadlon Tarvan had continued this policy despite his marriage with Elyn. New settlements were already being founded when Bronwyn the Beautiful began the Cadlon of the Maradysh and she saw no reason to stop the current wave of expansion.

Meanwhile to the north of the Arthwyd, the Merntir focused on creating trails to connect their settlements together as each of their villages had a palisade to protect it and a shrine to worship the goddesses at.

It wasn't just the Maradysh and the Merntir that were busy this generation. It was during the reign of Cadlon Mynlyn that the Arthwyd finally finished the Sunrise Mountain Passage.

Originally, a pathway to the mountain village that Arthryn had revealed to the Arthwyd during their war with the Merntir during the Ymarn's mortal lifetime, it has become so much more.

Through hard work of the Arthwyd and the divine magic of Arthryn, the Sunrise Mountain Passage is a large pathway near the coastal edge of Sunrise Mountains. A route that reaches all the way from fields of Sunrise Bay to the hilly lands of the Merntir Coast, it has been permanently carved into the Sunrise Mountains, a testament to the sheer skill and determination of Arthryn's chosen people.

Megaproject Completed!
Extended Sunrise Mountain Passage

A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Legacy Gained!

Rush Builders: Extended Projects take less actions, but each action is more expensive,

The completion of the Sunrise Mountain Passage isn't the only thing that the Arthwyd do as under the reign of Cadlon Bronwyn the Beautiful, the long-time requests of the crafters are finally listened to.

Bronwyn devotes the resources and efforts of the Arthwyd towards the secrets of metal and is rewarded with success. Tin, lead and silver are all metals that the Arthwyd are able to smelt in their kilns and now copper as joint their group.

Copper has been known to the Arthwyd for many generations, but is only under the reign of Cadlon Bronwyn the Beautiful that the crafters of the People figure out how to smelt it. Unlike the other metals, copper is actually useful to making tools.

While it can't replace the stone weapons that the Catclaws and Cateyes, once the Arthwyd are able to smelt enough copper, it should be able to replace the stone tools that are used by the non-magic wielding members of society.

Legacy Gained!
Copper Blooded: +1 Temp Econ to Econ Generation Actions,

Even as Cadlon Bronwyn the Beautiful oversees the discovery of copper smelting and deepened ties between the Arthwyd and the Maradysh, she has another opportunity to bring the Maradysh and the Arthwyd together.

While the Boarfolk amongst the Maradysh still worship the All-Boar of their nomadic brethren and the rest follow Zaranna, the Goddess of Light, Chaos and Hope, only the Boarfolk actually devoutly follow their god.

With the humans and Birdfolk of the southerners, Bronwyn see an opportunity to bring them over to the worship of Arthryn and her Daughters. While the Maradysh hold a wariness of the goddesses of the north, that has lessened since the Elyn moved south and over the seasons, the southerners have only because more open to them.

Even their current Cadlon is a priestess of an Arthrynite goddess.

If she is willingly to devote her time and efforts to it, Bronwyn is certain that she could bring a majority of the Maradysh to worship the Arthrynite pantheon even if they wouldn't do so as devoutly as the Arthwyd or the Merntir, not in this generation at least.

Does Cadlon Bronwyn the Beautiful attempt to convert the Maradysh?
[] Yes. (???)
[] No. (???)

Priests (4 (5)) = Mood: Happy, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Start the Sacred Forest Megaproject, Success/Failure: +1 Temp Econ/-
Elders (3) = Mood: Pleased, Ability: Add half of their faction power to another faction, Objective: Create New Trails in 4 Turns, Success/Failure: +1 Stability/-1 Stability
Warriors (5) = Mood: Satisfied, 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 1 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Explore the Sunrise Mountains in 4 Turns, Success/Failure: ???/-

***​

Again, no major author's notes. You got the passage done and bunch of prestige from it in addition to getting copper smelting.

You also got the Maradysh under a personal union and a chance to start converting them to Arthryn and her daughters. Additionally, cavalry and dogs.

I will give more information on the southern deities tomorrow.

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 (5)
Martial: 5 (5)
Mystic: 1 (0)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 23

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Good Weather: The People have been enjoying particularly good weather.

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/Low
Maradysh = Personal Union/High/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,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Copper Blooded: +1 Temp Econ to Econ Generation 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,

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,

Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Dogs
Dire Boars

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Copper
Native Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stoneware 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
Dire Boar Cavalry
War Dogs

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 Royal Family
[X] Yes. (???)

It was simple enough to convert the Maradysh to follow the wisdom of the Arthrynite goddesses. Rather than leave it up to the Arthwyd priests, Cadlon Bronwyn the Beautiful took it upon herself to personally lead the conversion of the Maradysh to avoid risking the northerners offending the southerners.

A priestess of Wyrn, the Goddess of Arts and Stories, Bronwyn proved herself truly chosen by her goddesses as she went from village to village amongst the Maradysh. She started with the oldest and largest villages that her father and grandmother had ruled from, the ones she had grown up in the later half of her childhood.

The villagers of those settlements were already acquainted with the Arthrynite pantheon of the north as Bronwyn and her mother had already made the villagers aware of them. In fact, the oldest villages already had a small group of converts already.

Armed with knowledge of the goddesses, insight into both northern and southern culture, a beautiful body and a charming wit, Cadlon Bronwyn the Beautiful is able to sway both human and Birdfolk alike to the truth of Arthryn and her Daughters.

The Boarfolk are resistant to the conversion to the point that Bronwyn doesn't bother trying to get them to worship the northern goddesses. The Boarfolk have always followed their All-Boar, praying to him and thanking him for granting him life.

The All-Boar is a god that Bronwyn does not like. He refuses the worship of anyone, but the Boarfolk and doesn't let the Boarfolk worship anyone else. She isn't sure of the nature of his hold on the Boarfolk, but whatever it is, it is unshakeable.

The followers of Zaranna are more easily converted as the lowlander goddess pales before the Arthrynite goddesses. The Daughter of Light, Chaos and Hope, she was forged from the defiant beliefs of the ancient Zaradysh when they broke of the Caradysh before the latter turned themselves into unnatural abominations.

She thrives on chaos and encourages discord and disunity where she can. Under what little guidance that she provides, the strong are encouraged to do what they can and oppress those weaker than them. You are allowed to do what you want so long as you have the power to back it up. She rejects planning and order and instead tells her followers to forget the past and future as they live in the moment, seizing their own destiny.

A pitiful goddess easily has her followers poached by the Arthrynite goddesses for what can someone as barbaric as her do before the civilised ways of the Arthwyd?

Even as the Maradysh begin to set up shrines to the Arthrynite pantheon in their oldest and largest villages, Cadlon Bronwyn the Beautiful heads out to other villages of the Maradysh. She goes from village to village, converting more of the Maradysh where ever she goes.

By the time that Bronwyn has reached her fiftieth winter, she has converted the majority of the Maradysh. Satisfied with her progress and content that she can leave the rest to the Arthwydish priests without them making any crippling mistakes, Cadlon Bronwyn the Beautiful returns to Greenbay.

***​

The conversion of the Maradysh and the completion of the Sunrise Mountain Passage had some interesting effects on the Arthwyd. Not only did it strengthen their connection with their northern and southern neighbours, but it allowed for an increased spread of ideas between the various cultures.

For the Merntir, it was expected the construction of the passage would allow for easier rule by Greenbay over those on the northern coast. But that was not to be. It was a well-known fact that despite both groups being of the People, the Merntir and the Arthwyd had different cultures even if they were very similar.

The threat of potentially having their culture be absorbed by the Arthwyd seem to ignite something with the Merntir. Their culture was as old as that of the Arthwyd and the current generation of the Merntir decided that they didn't want to lose it, not after they almost lost to the Boarfolk only a few generations ago.

It didn't matter that they and the Arthwyd were both of the People, a large portion of the Merntir decided to take efforts to preserve their culture and remain distinct from the Arthwyd.

Leading this movement was a young Merntirish woman by the name of Vynad. While she lack the charisma and charm of Cadlon Bronwyn the Beautiful, Vynad was as knowledgeable in Merntirish culture as the Cadlon was in Arthwydish culture and Maradysh culture.

Leading her followers, the Vynadians, Vynad has been strengthening the cultural identity of the Merntir, doing her best to ensure that they will not get absorbed into Arthwydish culture like they have slowly been doing so for generations.

With the Merntir resisting cultural absorption and the Maradysh still retaining a distinctly different culture that will take generations to change, some new ideas reach the Arthwyd from both the north and south.

While many of their beliefs are different to each other, one thing the Merntir and Maradysh agree upon is that blood relatives are important even if the latter values them more than the former. While they don't dismiss blood relations as meaningless, the Arthwyd don't put the same importance on them as their northern and southern neighbours. Instead they favour the community and giving everyone a fair chance over favouring blood relatives.

Having grown up amongst the Maradysh for part of her childhood, Cadlon Bronwyn the Beautiful finds herself wanting to look after her children and ensure that they, her grandchildren and her future generations of descendants will do well even after she has been claimed by Evalyn.

While such beliefs and ideas wouldn't have been accepted by the Arthwyd in the past, Bronwyn seems an opportunity to push new concepts due to the influx of new ideas from the north and south.

Her blood is that of Cadlon Evalyn Boarslayer, the killer of Vervov and Urth and the Goddess of Death, Battle and Leadership. If the goddesses will it so, there can be something special to Bronwyn and her kin as they have the Blood of Evalyn in them. Just as the Blessing of Arthryn makes them better than the outsiders who lack it, the Blood of Evalyn shall make her descendants better than those that lack it.

Those with the Blood of Evalyn have her divinity coursing through their body, making them better leaders than those without. The People have always fared best under a strong, single leader as proved by the Cadlons, but that truth existed even before the birth of Evalyn Boarslayer.

The People have always been at their greatest under a powerful leader to guide them for as long as history has been recorded. Those with the Blood of Evalyn will provide the future generations of the People with the strong leadership need to guide the People to greatness.

The Maradysh already officially get their Cadlons from a single family while the Arthwyd have been unofficially doing so for generations. All Bronwyn needs to do is convince the Arthwyd of the Blood of Evalyn and that they should adopt a system like the ones that the Maradysh do.

Respected and adored by all, it is a trivial matter for Cadlon Bronwyn the Beautiful to convince the Arthwyd that they should institute a heredity monarchy. Even if they didn't have ideas coming south from the Merntir or north from the Maradysh, the Arthwyd have been trending towards this change, ever since Evalyn became Cadlon and arguably as far back to when Ymarn ruled the Arthwyd while she was still mortal.

It took some seasons to get the work done, but by the end of it, Cadlon Bronwyn the Beautiful had ensured the future of her descendants.

Government Type changed!
Early Ancient Hereditary Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: 0
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: Add Legitimacy to Stability Rolls

New Value Gained!
Divine Royal Family

The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family,
Cons: Increased social stratification

***​

It was one of the largest ceremonies to the goddesses that the People held every few years in Greenbay, one that had enough importance that many would make the journey to Greenbay to partake in it.

It wasn't located in Greenbay itself as it would be impossible to fit everyone attending otherwise. Instead, it was held on a large hill overlooking Greenbay where those performing the ceremony could be seen by all from their position at the top of the hill.

As the Cadlon of the People and a priestess to one of the goddesses, Cadlon Bronwyn the Beautiful is involved in the ceremony. As part of her duties, she is supposed to start things off by giving a speech to those attending, something she is both good at and a thing she looks forward to doing.

Bronwyn steps forwards to begin speaking, but she never gets the chance.

"YOU HAVE FAILED ME," declares a booming voice and Bronwyn freezes up.

She is certain that everyone else is having their own reactions, but Bronwyn is too terrified by the pronouncement to care about anything else or anyone else right now.

"FOR GENERATIONS, I HAVE SHOWN YOU KINDNESS AND WISDOM AND FOR GENERATION, YOU HAVE LISTENED AND FOLLOWED," booms Arthryn, a hint of anger is in her voice, but it is mixed with sadness and disappointment, "NOW YOU WOULD REJECT ONE OF THE MOST BASIC TRUTHS OF THE WORLD. I HAVE TAUGHT YOU THAT ARE ALL EQUAL AT BIRTH AND NONE IS INHERENTLY GREATER THAN ANYONE ELSE.

ALL DESERVE FAIR TREATMENT AND A FAIR CHANCE AND YET NOW YOU WOULD REJECT THIS TRUTH WITH THE AID OF TWO OF MY OWN DAUGHTERS. THIS IS UNACCEPTABLE AND I SHALL NOT ALLOW IT PROGRESS FURTHER. I AM ARTHRYN, GODDESS OF THE PEOPLE AND THE GREATEST AMONGST YOU.

DO NOT MISTAKE MY
REFUSAL TO ACT FOR AN INABILITY TO ACT. DO NOT FORGET THAT ALL ARE DESERVING OF FAIR TREATMENT AND CHANCE AND THAT NO ONE IS BORN INHERENTLY SUPERIOR TO ANYONE ELSE.

FORGET THIS AGAIN AND YOU SHALL FACE MY WRATH. THIS TIME, I SHALL SHOW YOU MERCY AND I SHALL ONLY PUNISH THE ONE
RESPONSIBLE FOR THIS AND EVEN THEN I SHALL GRANT HER BLESSING SINCE SHE HAD THE ASSISTANCE OF TWO OF MY DAUGHTERS IN DOING THIS
."

As Arthryn finishes speaking, Bronwyn feels the changes coming over. Her body moves of its own accord, taking a regal pose as she loses the ability to move, even to breath or blink. She can still feel and that includes her new ears and tail.

As the Cadlon of the Arthwyd and Maradysh wonders what happens, she feels the voice of Arthryn speaking to her and her alone.

"I cannot let what you did go unpunished my child," says Arthryn, her voice motherly and kind rather than booming, angry and sad, "You shall reside in this prison of stone, trapped in your own body as you did for you did not for the betterment of the People, but to empower your own blood at the expense of others. But since I am without mercy and you could have not done what you did without the support of Wyrn and Evalyn.

For that, I shall grant you some of what you have desired. While stone, your body has been restored to your youth and I have granted you some of the likeness to my youngest daughter that you have desired. You shall remain young and beautiful, your body protected from harm by my power and that of my daughters. Your fate shall remain as a testament to sins, but your prized beauty shall remain alongside it for while the future generations shall know of your sins, they shall also witness your beauty.

As a punishment, you shall remain confined to this body for a few seasons, all to experience the world and what is going on around you, but unable to move or speak. But you shall not be alone as for their part in this affair, Evalyn and Wyrn shall keep you company as you are imprisoned here and I shall come from time to time.

Once your punishment is up, you may come and join me in the afterlife."

Priests (4) = Mood: Terrified, Ability: Add half of faction power to Mystic, Objective: Build the Temple in 2 Turns, Success/Failure: Free Innovation/???
Elders (3) = Mood: Terrified, Ability: Add half of their faction power to another faction, Objective: Build the Temple in 2 Turns, Success/Failure: +1 Stability/-1 Stability
Warriors (5) = Mood: Terrified, Ability: Add half of faction power to Martial, Objective: Build the Temple in 2 Turns, Success/Failure: Free Innovation/-
Farmers (1 (2)) = Mood: Terrified, Ability: Add half of faction power to Econ, Objective: Build the Temple in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Terrified, Ability: Add half of faction power to Culture, Objective: Build the Temple in 2 Turns, Success/Failure: +1 Temp Econ/-

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 (3/3), Rockbay (1/1), Sunrise Bay (1/1)

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (1/3), Rockbay (0/1), Sunrise Bay (0/1)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Temp Mystic, +1 Trail (4/5),
M: -4 Temp Econ, +2 Temp Mystc, +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, Cursed Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast,

[] [SEC/MAIN] More Farming.
S: +4 Temp Econ, Chance of Innovation,
M: +1 Econ (0/1) (Limited to 1 per 3 Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +3 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +3 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +5 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 (0/6), 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] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

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

[] [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: Boarfolk Nomads, Maradysh, Lowlands,

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

[] [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,

[] [SEC/MAIN] War 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: Boarfolk Nomads, Cursed Forest,

Mega-Projects
[] [SEC/MAIN] Sacred Forest
S: -4 Temp Econ, -1 Temp Martial, -2 Temp Mystic, +2 Progress
M: -8 Temp Econ, -2 Temp Martial, -4 Temp Mystic, +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Stone Wall
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Temple
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/???

***​

This update took absolutely ages to plan and write. I am pretty happy with what I wrote as I feel these major changes to your civ need to be properly written.

So here we are, you got a new government type, a new value and a new megaproject. You would have also lost a value, but instead, you get a pissed-off goddess. You also have the Merntir pushing away from you even as the Maradysh are pulled closer.

Don't forget to check the factions.

The Arthwyd
Early Ancient Hereditary Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: 0
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: Add Legitimacy to Stability Rolls

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: 11 (7)
Martial: 5 (5)
Mystic: 3 (4)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 23

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Good Weather: The People have been enjoying particularly good weather.

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/Low
Maradysh = Personal Union/High/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,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Copper Blooded: +1 Temp Econ to Econ Generation 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,

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,

Divine Royal Family
The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family,
Cons: Increased social stratification

Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Dogs
Dire Boars

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors
Dire Boar Cavalry
War Dogs

Theory
Ambush Tactics

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

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

Arthrynite Divine Magic
Limited Stone Manipulation
Basic Trait Self-Boosting
Stone-Skin

Ymarnite Divine Magic
Limited Increased Weapon Skill
Basic Wound Healing
 
Last edited:
Appeasing Arthryn
[X][SEC] More Farming
[X][SEC] Temple

Merntir = [MAIN] Grand Statue
Maradysh = [MAIN] Build New Shrines

In the wake of Arthryn's declaration and Cadlon Bronwyn's punishment, the People were of one mind. Arthryn had to be appeased and the best way to do so was to build a temple to honour her and her daughters.

The temple was a simple enough concept. It is like a shrine, except it is a large building devoted to the worship. It would take time and effort to build it, but the People knew what needed to be done.

Many advocated for just working on the temple until it was done, even if meant starvation. Fortunately reason prevailed as others, Cadlon Tylor amongst them, pointed out that doing so would likely anger Arthryn due to the needless deaths.

For while all being equal and deserving of fair chance and treatment is one of Arthryn's main teachings, the other is careful planning and organising, the same planning and organising that the People use to avoid starving like the barbarians sometimes do.

Just ignoring one of Arthryn's teachings would do nothing, but incur her wrath. Anyone with an ounce of common sense could see that.

The choice of where to build the temple and with what materials was simple enough. Almost everyone agreed that the hill with Bronwyn on it would be the best spot as not only did it contain the statue of the late Cadlon, but the hilltop was wide enough to fit the new building and had a good overlooking view of Greenbay.

As for material, stone was the obvious choice. Stone had along been the element of Arthryn as there had been stone statues and carvings devoted to her since she had still walked amongst the Arthwyd over a thousand years ago. It was with stone that Arthryn had punished Cadlon Bronwyn the Beautiful.

And so it was stone that the People build the temple. With copper and divine magic, the People began to build the temple, a circular building that is centred around Bronwyn the Beautiful.

While the Arthwyd worked on the temple to appease Arthryn, both the Merntir and the Maradysh sought to sooth Arthryn's wrath in their own way.

While more recently converted, the Maradysh just had their Cadlon smote by a divine being and went all out constructing shrines to Arthryn and her Daughters. By the time that the Arthwyd are halfway through constructing the temple, the Maradysh have managed to get proper shrines to Arthryn set up in half of their villages.

The Merntir also begin their own major project to appease Arthryn. While the Arthwyd had asked the Merntir to help with the construction of the temple, under the sway of Vynad and her followers, they refused to assist a grand work of the Arthwyd.

The Merntir have instead decided to construct their own project to appease Arthryn, a giant stone statue of the goddess that overlooks the mouth of North River.

While it initially seemed a lesser project to the Arthwyd, the sheer size of it soon makes it clear the work of the Merntir is easily a peer to the efforts of the Arthwyd. While many doubt that Arthryn will like the statue as much as the temple, none can deny that the Merntir are making a worthy monument to Arthryn's glory.

***​

"So what we do about the sacred statues?" asks one of the priests as they cluster in a group in front of Bronwyn the Beautiful, discussing the inner setup of the temple.

"Well, obviously we devote this temple to Arthryn," declares one of the priestesses, "We are doing all of this to appease her and make up for almost sinning against her. By making this temple be in her name, we can show that we have learnt from our mistakes."

"And in what aspect should we devote it to her?" demands another priestess, "We could do her as the Mother, the beloved, caring mother of her Daughters and the People as a whole."

"But she came to us as our leader when she punished Cadlon Bronwyn for her sins," states a priest and for a moment, everyone of them glances at the woman in question, "She may be the Mother of the People, but she is always our leader. She did declare herself the greatest of us."

"And yet it is her teachings that she wants us to follow," says another of them, "To treat all fairly and give them a chance regardless of her birth. Arthryn has guided us with her wisdom for all of history. We should honour that aspect of her."

"What of Bronwyn the Beautiful and her mistakes?" demands a priestess, pointing at the former Cadlon in question, "She got punished for her sins and we need to remember not to repeat her sins lest we or future generations suffer worse punishment. Her fate is right here in the temple, a monument to all of her sins. The temple should be devoted to that lest future generations forget."

"All of you are forgetting about her Daughters," another priest cuts in, "While we should honour Arthryn, she is not the only goddesses and we should honour all of them for it is their unity that guides and protects us from harm."

"If we are to honour Arthryn and her Daughters, we should honour them as a family," claims a priest, "It is those familial ties that allow them to stand together and guide us to greatness."

"We should just honour them as a pantheon," states another priestess, "That is what we have done in the past and what we will do in the future. We should do the same now."

"And what about the size of the statues?" asks another of their number, "We cannot make them as large as one the Merntir are making, but perhaps we should make them larger than the norm."

"Speaking of the Merntir, I heard that they are up to the point of making Arthryn's huge mountains," says one of the priests, giving his neighbour nudge with his elbow.

"That just should how little the Merntir know of the goddess," says one of the priestess as she rolls her eyes at the antics of her fellows, "Everyone knows that the size of Arthryn's chest and her breasts are not the size of mountains. Anyone who claims that either hasn't seen a mountain or hasn't seen Arthryn's breasts and by the Ancient, everyone here has personally seen the goddess and the size of her breasts."

"I don't know, they were pretty large," mutters one of the women.

"All of her was large!" exclaims one of the men, "That doesn't mean that her chest was especially large."

"But doesn't Ymarn have large breasts?" asks another of them, "I am certain of that and we all know that she was blessed with the same body as Arthryn right? So if Ymarn had large breasts, then so did Arthryn."

"Doesn't that mean that Wyrn also has large breasts?" asks the priest who first brought up Arthryn's 'huge mountains', "She has the same beauty as her mother."

"So would Evalyn," mutters another priestess, "Yes, yes she would. Like Ymarn, the Boarslayer as blessed with a body like Arthryn's."

"You might as well say the All-Seeress also has large breasts if you are going to claim that the rest of the goddesses have them," scoffs the one of them that has personally seen a mountain, "Stop talking about the divine bosoms of the goddesses and get back on track."

"Say, if the goddesses all have large breasts, could they-" starts one of the priests.

"Nobody cares about the cat girls Darcyn you dirty-minded Evalynite!" snaps another of the priests.

What do the People devote the first temple to?
[] Bronwyn's Folly
[] Arthryn
-[] The Mother
-[] The Leader
-[] The Teacher
[] Arthryn and her Daughters
-[] Unity
-[] Family
-[] Pantheon

Priests (4) = Mood: Terrified, Ability: Add half of faction power to Mystic, Objective: Build the Temple in 2 Turns, Success/Failure: Free Innovation/???
Elders (3) = Mood: Terrified, Ability: Add half of their faction power to another faction, Objective: Build the Temple in 2 Turns, Success/Failure: +1 Stability/-1 Stability
Warriors (5) = Mood: Terrified, Ability: Add half of faction power to Martial, Objective: Build the Temple in 2 Turns, Success/Failure: Free Innovation/-
Farmers (1 (2)) = Mood: Terrified, Ability: Add half of faction power to Econ, Objective: Build the Temple in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Terrified, Ability: Add half of faction power to Culture, Objective: Build the Temple in 2 Turns, Success/Failure: +1 Temp Econ/-

***​

And the update is done. The Maradysh are building shrines as fast as possible while the Merntir are working on their own megaproject under Vynad, their Culture Hero.

The 'huge mountains' joke is @soulcake'sfrom the discord. I found it funny so I added it into the update and worked it in with the gag from Divine Sisters of Wyrn giving Ymarn larger boobs and butt. I also worked in a reference to Draco's cat-girl obsession.

Thanks to a couple of good rolls, you got enough stats to finish the Temple this Mid Turn so that will be your Mid Turn action. In the meantime, you get to vote on what the Arthwyd are going to devote their first temple to, something will influence their outlook and the effects of the completed Megaproject.

Feel free to point out any typos in the thread.

The Arthwyd
Early Ancient Hereditary Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: 0
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: Add Legitimacy to Stability Rolls

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: 11 (6)
Martial: 5 (5)
Mystic: 3 (2)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 23

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Good Weather: The People have been enjoying particularly good weather.

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/Low
Maradysh = Personal Union/High/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,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Copper Blooded: +1 Temp Econ to Econ Generation 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,

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,

Divine Royal Family
The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family,
Cons: Increased social stratification

Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Dogs
Dire Boars

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors
Dire Boar Cavalry
War Dogs

Theory
Ambush Tactics

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

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

Arthrynite Divine Magic
Limited Stone Manipulation
Basic Trait Self-Boosting
Stone-Skin

Ymarnite Divine Magic
Limited Increased Weapon Skill
Basic Wound Healing
 
Last edited:
The Grand Temple
[X] Arthryn and her Daughters
-[X] Unity
[X] Arthryn
-[X] The Teacher
[X] Bronwyn's Folly

The debate between the priests of Greenbay was divisive as three factions soon formed amongst the priesthood regarding the focus of the temple

The largest group sought to honour the unity of the goddesses, wishing to show all of the pantheon prominently in the temple. They claimed that this unity shown by the goddesses was the sort of unity the People should have and by making the unity of the goddess the focus of the temple, it would ensure that future generations would also know this.

The next two factions effectively had the same goal, but were divided on how to go about fulfilling that goal. Both groups sought to make sure that Arthryn's warning was remembered as while the currently living generations knew to avoid unleashing her wrath, they also wanted future generations to know that as well.

The bigger group believed that devoting the temple to Arthryn's teaching and the guidance she had given the People was the best way to do this. It was her teachings that the goddess wanted the People to follow and violating these teachings is what will draw Arthryn's wrath. They felt that focusing the temple on Arthryn's nature as a teacher of wisdom would be the best way to achieve that.

The final group felt that the People had a readymade example of what happens when you sin against Arthryn. Bronwyn the Beautiful provided a perfect cautionary tale and her fate was already the centrepiece of the temple. By making sure that what she did wrong and why she got punished like she did is the best way of ensuring that future generations know what mistakes to avoid.

But as the construction of the temple went on, the priesthood was unable to come to a conclusion and was instead split between the three factions. In the end, it took the intervention of Cadlon Edwyn to bring about a solution.

Concerned about the debate slowing down the temple, the Cadlon decided to see what the problem was. Upon hearing about the three factions and their proposed suggestions, Cadlon Edwyn asked why they could do all three?

Realising that there wasn't a reason why they couldn't do all three ideas, the priesthood quickly got to work, working harder than before as a sense of excitement gripped all of them. A sudden sense of intensity and vigour infused those working on the temple and anyone else nearby.

Everyone just knew what needed to be done and how to do it. They just knew what the goddesses want them to do and how to carry out their will.

As had been planned from the start, the statue of Bronwyn the Beautiful was the centrepiece of the temple while a larger statue of Arthryn, Goddess of the People, stands behind her, overlooking the former Cadlon.

A statue of Wyrn, Goddess of Stories, Trickery and Arts, is to the right of Arthryn and then a statue of Evalyn, Goddess of Death, Battle and Leadership is on the right of Wyrn. To Arthryn's left side is a statue of All-Seeress, Goddess of Truth, Knowledge and Pathfinding followed by a statue of Ymarn, Goddess of Life, War and Wisdom.

Beyond the temple itself, a wide path had been cut to the top of the hill and paved with magically shaped stone, providing a smooth and easy to use way to get back and forth between the temple and Greenbay.

Megaproject Completed!
Grand Temple

A large stone building that resides on a hill overlooking Greenbay, the Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,

Pick a Megaproject Completion Bonus
[] [Mega] Gain a new Mystic-related Value
[] [Mega] Upgrade a random Value
[] [Mega] Gain a Mystic Hero
[] [Mega] Gain at least two Magical Technologies
[] [Mega] Upgrade the Blessing of Arthryn.

By the end of the temple's construction, there had been something in a shift within the People. The temple had been devoted to the unity of the Goddesses and their teachings and constructing the temple in their honour had led the People to better grasp the teachings and how they applied to the People in this era. Originally limited to Greenbay itself, these teaching soon spread to Rockbay and Sunrise Bay and to the smaller settlements in the Greenbay region.

Value Upgraded! Born Equal upgrades to Fair Treatment!
Fair Treatment

While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,

Value Upgraded! Communal Mandate upgrades to Communal Unity!
Communal Unity

One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,

***​

Even as the Arthwyd finished the temple and gained new understanding of Arthryn's teachings and the unity that the People were supposed to have amongst their communities, eventful news would crawl in from both the north and the south.

And while the news from the south was very interesting, it was the situation in the north that held Cadlon Edwyn's attention. Vynad had long been a pain for his family and even now she was having her own problems, she was still was causing trouble for the Cadlon.

For a good couple of generations, she had been keeping the Merntirish culture more distinct from that of the Arthwyd. Despite not being the most diplomatic person around, Vynad has managed to gather up a large following.

Now that has changed. While the older generations support Vynad in her mission to keep Arthwyd and Merntir cultures separate, the younger generations of the Merntir desire closer ties with the Arthwyd. They desire to keep the People as one whole rather than as two halves making up one whole.

It hadn't started off too bad, but over the seasons, things have just gotten worse. Vynad and her followers refused to listen to the concerns of the younger generations, leaving the youth and young adults of the Merntir feeling disrespected and ignored by their elder generations, the youth and young adults of the Merntir.

Now it has come to a head as the statue of Arthryn is almost complete. Vynad and her followers, the Vynadians, seek to raise the statue of the goddesses as a symbol of the Merntir people and their culture. Those that oppose her and her beliefs, the Anti-Vynadians, wish to raise the statue as a sign of unity between the Arthwyd and the Merntir under Arthwyd, Goddess of the People.

So instead of finishing their statue of Arthryn, the Merntir are on the verge of another war as the Vynadians and the Anti-Vynadians look set to fight each other over the purpose of the grand statue and the future relationship between the Arthwyd and the Merntir.

Edwyn just needs to figure out how deal with the situation in the north. On the one hand, he could sit it out and wait for the Merntir to resolve it themselves, but that option makes Edwyn feel uneasy. He is the Cadlon of the People and while he may be from the Arthwyd, the Merntir of the People and therefore under his responsibility. He has a duty to act and deal with this situation, not just ignore it.

He could pick a side and support them in the fighting. Whichever side he chooses would almost certainly win with the Arthwyd backing them, but that would mean committing to war with other members of the People.

The last option and the one that Cadlon Edwyn favours the most is to try and broker a peaceful resolution to the situation. It might not succeed and things might have gone too far already to turn back, but the chance at keeping the peace and avoiding the People killing each other should be taken.

How do the Arthwyd react to the Merntir troubles?
[] [North] Stay out of it.
[] [North] Side with the Vynadians
[] [North] Side with the Anti-Vyandians
[] [North] Try to peacefully resolve matters.

It isn't all bad news as the Maradysh have had a surprising turn of events. According to rumour, a pair of twin sisters have blessed by Arthryn herself and having read the official reports, Cadlon Edwyn can see where the rumours are coming from.

The twins are born to parents who don't have the blessing and yet the traits of those that they do. As they didn't get the blessing from their parents, the twins must have gotten it from Arthryn herself and while the idea is highly unlikely, it isn't outrageous or unbelievable.

There is historical precedent for such a thing happened and while not outsider has been blessed, members of the People who lacked the blessing due to outsider parents have been known receive the blessing from Evalyn. Amongst those known, two of the goddesses are included as both Ymarn and Evalyn received the blessing not from their parents, but from Arthryn herself.

But his reports assure him that is not the case as while the twins are fortunate to have the majority of the blessing's effect between them, they do not have all of them. Large chest, wide hips and a big bottom? Yes. Intelligence? Yes. Good health and fitness? Yes.

But only Elwyn had the muscles and physical prowess of the blessing as she was heading towards the path of a Catclaw while her more mystic-oriented sister Elyri was going towards the path of a priestess.

No, the twins lacked the blessing and simply got born with a good set of whatever gave good traits due to getting lucky. They were blessed by luck and not Arthryn.

Nonetheless, these twins had proved themselves to be rising stars with both beauty, charm and skill. They were almost certainly destined for greatness and Edwyn saw an opportunity. His heir is already married and too old for the twins in addition to being a woman, but her eldest child and Edwyn's grandson is about the same age as the twins in addition to lacking a committed partner.

He could convince Darvyd to marry one of the twins or maybe both to bring them into the royal family. They would lack the Blood of Evalyn and the Blessing of Arthryn, but their children would not and the twins are still impressive enough on their own merits.

Arrange a marriage with the Midlander Twins?
[] [South] Let them be.
[] [South] Marry Darvyd to Elwyn (Heroic Diplo/Martial)
[] [South] Marry Darvyd to Elyri (Heroic Diplo/Mystic)
[] [South] Marry Darvyd to both sisters.

Priests (5) = Mood: Ecstatic, Ability: Add half of faction power to Mystic, Objective: Study Magic, Success/Failure: +1 Temp Econ/-
Elders (3) = Mood: Worried, Ability: Add half of their faction power to another faction, Objective: Stop the Vynadians, Success/Failure: +1 Legitimacy/-1 Stability
Warriors (4) = Mood: Concerned, Ability: Add half of faction power to Martial, Objective: Keep the Peace, Success/Failure: Free Innovation/???
Farmers (1 (2)) = Mood: Relieved, Ability: Add half of faction power to Econ, Objective: Build a Palisade in 4 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Relieved, Ability: Add half of faction power to Culture, Objective: Study Metal in 4 Turns, Success/Failure: Free Exploration/-
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 Temple = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+1 Mystic per a Temple),
-Possible Targets: Greenbay (0/2), Rockbay (0/1), Sunrise Bay (0/1)
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (1/3), Rockbay (0/1), Sunrise Bay (0/1)

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Temp Mystic, +1 Trail (4/5),
M: -4 Temp Econ, +2 Temp Mystic, +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, Cursed Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast,

[] [SEC/MAIN] More Farming.
S: +4 Temp Econ, Chance of Innovation,
M: +1 Econ (0/1) (Limited to 1 per 3 Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +3 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +3 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +5 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 (0/6), 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] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

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

[] [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: Boarfolk Nomads, Maradysh, Lowlands,

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

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

[] [SEC/MAIN] War 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: Boarfolk Nomads, Cursed Forest,

Mega-Projects
[] [SEC/MAIN] Sacred Forest
S: -4 Temp Econ, -1 Temp Martial, -2 Temp Mystic, +2 Progress
M: -8 Temp Econ, -2 Temp Martial, -4 Temp Mystic, +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Stone Wall
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/???


***​

As those of you on the discord already know, you got divine intervention again so I wove that into the completion of the temple and the values upgrades. Otherwise the Merntir managed to get unlucky and roll up a major crisis so they are on the verge of fighting a civil war over where the Merntir should keep a separate distinct culture or if they should let themselves get diplo-annex into the Arthwyd.

The Maradysh got lucky like the Arthwyd and managed to not only roll up a double hero in their great person roll, but then rolled up a second one in their random event roll. At this point, closed and reopened my dice roller even through that has no effect whatever so ever on the rolls and did the rest of the rolls that turn and none of those effect you.

So now you get a megaproject completion bonus, a crisis in one of your vassal and the chance to steal some more from other civs once again.

In another note, @HanEmpire requested in the discord "make them pretty with wide hips and large chests" and I figured why not? So I made them as non-blessed members of the Maradysh who ended up with decent figures without getting the blessing.

I have also expanded the list of Arthwyd slang with help from the folks on the discord. Feel free to point out any typos in the thread.

The Arthwyd
Early Ancient Hereditary Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: 0
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: Add Legitimacy to Stability Rolls

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: 11 (8)
Martial: 5 (5)
Mystic: 3 (2)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 4/3
Centralisation: 3
Hierarchy: 4
Prestige: 25

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Good Weather: The People have been enjoying particularly good weather.

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/Low
Maradysh = Personal Union/High/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,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Copper Blooded: +1 Temp Econ to Econ Generation Actions,

Communal Unity
One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,

Fair Treatment
While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,

Sacred Defence
The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,

Divine Royal Family
The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family,
Cons: Increased social stratification

Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Dogs
Dire Boars

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Basic Ideograms
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors
Dire Boar Cavalry
War Dogs

Theory
Ambush Tactics

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

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

Arthrynite Divine Magic
Basic Stone Manipulation
Basic Trait Self-Boosting
Stone-Skin

Ymarnite Divine Magic
Limited Increased Weapon Skill
Basic Wound Healing
 
Last edited:
Uniting the People
[X][Mega] Upgrade the Blessing of Arthryn.
[X][North] Try to peacefully resolve matters.
[X][South] Marry Darvyd to both sisters.
[X][SEC] Create New Trails.
[X][SEC] Support Subordinate = (Merntir)

Merntir = [MAIN] Build Trails
Maradysh = [MAIN] Build New Shrines

While his grandson went south to court the rising stars of the Maradysh, Cadlon Edwyn focused on defusing the situation to the north. It was bad, but not so bad as to be unsalvageable yet.

Oh, it was a bad situation by any standard, but it was mitigated by the general distaste and uneasiness towards the idea of fighting other members of the People. Even his own Catclaws and Cateyes amongst the Arthwyd made it clear to him that they were not happy at all with the idea of waging war against parts of the People. While some of the Arthwyd sought the downfall of the Vynadians, it was important to remember that fighting members of your own people is a barbaric act, something only found in old tales of the barbaric lowlands in the south and the fearsome nomadic tribes to the east. The possibility of the People engaging in such barbaric behaviour should be avoided if at all possible and with the full support of the Catclaws and Cateyes, Cadlon Edwyn attempt to bring about a peaceful resolution to the ongoing crisis in the north.

With the possibility of violence breaking out any day between the Vynadians and the Anti-Vynadians, Cadlon Edwyn attempted to help decrease tensions by sending over supplies and priestesses to the Merntir. While the unasked for support from the Arthwyd left the Vynadians outraged, the reminders from the priestesses about the teachings of Arthryn and her Daughters were enough to remind the Merntir about the barbaric wrongness of the People turning on each other.

From there, the goddesses smiled upon Cadlon Edwyn for despite the situation he had to deal with, things went his way from then on.

First it was good news from the south as his grandson's courtship had been successful. Despite the unconventional offer by Maradysh standards, both twins had leaped at the chance to wed Darvyd while Edwyn's grandson found himself charmed by his new wives for while they lacked the beauty of your average Arthwydish woman, both of them have the personalities to more than make up for it.

Then as Edwyn waited for Darvyd to return to Greenbay with his new wives, he received more good news from a certain perspective. Vynad herself had died of old age and while he would never wish for nor celebrate the death of one of the People, the death of Vynad had taken a lot of the support for the Vynadians out.

Without their unifying leader, their movement began to collapse as the Vynadians fracture into different groups. A similar fate might have befallen the Anti-Vynadians without a strong mutual foe to hold their various factions together, but with assistance from the Arthwyd, the Anti-Vynadians managed to stay united as a single group.

By this point that Darvyd and his wives arrived amongst the Merntir to help resolve the situation, it had gone from be a close balance of power between the Vynadians and the Anti-Vynadians to being firmly in the favour of the Anti-Vynadians. From there, it was a simple matter of keeping the Anti-Vynadians together whilst dealing with the various Vynadian splinter-groups, something that Elwyn and Elyri excelled at.

Within a few years, the Maradysh twins had managed to resolve the Merntir crisis in favour of the Anti-Vynadians whilst avoiding any bloodshed, to the relief of the People. While a handful of small Vynadian groups still remained here and there, the Anti-Vynadians have achieved their goal and marked their victory by finishing the grand statue of Arthryn.

It was upon the completion of her statue in the north that the Goddess of the People revealed her latest gift to her chosen People. In some respects, it was less of a new gift and more an upgrade to one of her oldest. The Blessing of Arthryn had been a thing amongst the People for countless generations and by this point, it had permeated Arthwyd society at effectively every level.

The new effects of the blessing were quite different to the existing ones, but none could deny that they were the most useful, especially the women. The most obvious effect was the empathy ability as whenever two members of the blessed were in close proximity, they could now sense a rough idea of what the other person was feeling with the range of this effect increasing when one was near a holy site.

The next new effect was almost as obvious as the first even if it only impacted the female half of the People. For the blessed women, their large chests had always been a burden even as they were valued by the People and the women tried to find ways to support their bosoms. So when Arthryn changed the blessing so that her divine power would provide perfect support to the large chests that her blessing gave to her female chosen, the female half of the People were greatly relieved and pleased by this new change.

The last part of the upgrade took a while for the People to discover compared to the first two due to its less permanent nature. The change was a limited ability of the blessed to alter their physical form. It was limited in what it let you change as things such as hair, eyes and colouration remained unaffected, but it did allow the blessed to change the muscles, chests and hips via increasing them or decreasing them to a degree.

While being able to increase or decrease the figure allowed women to choose between practicality and beauty as needed, the ability to alter one's muscles proved to be the most useful. Those that need raw strength like farmers and warriors could gain it while those that required more agile builds such as hunters and fishers change their figure towards that.

It isn't perfect however and while it is something of a shortcut, the Blessing of Arthryn doesn't let you cheat all the way. How far a warrior can increase their muscles or a woman their beauty or a hunter their agility is limited by how much they have naturally and vice versa for decreasing something. Hard work is a more reliable and effective way of improving your body than just relying on the blessing for it.

But even as the People celebrate the peaceful unification between the Arthwyd and the Merntir and they embrace the improved Blessing of Arthryn, Cadlon Edwyn finds himself with a new problem to deal with it.

Between the Blessing of Arthryn, their proper management of food and divine magics, thanks to Arthryn and her Daughters, the People have always enjoyed a better rate of population growth compared to their neighbours as more babies and mothers survive childbirth, more children live long enough to come of age and the people have longer lifespans than their barbarian neighbours. This has been a boon as it means their settlements have always been larger and had more people living in them, but now it is something of a problem.

There is simply too many of the People. This isn't a bad thing on its own, but with their current range of settled land, the People have run out of space. It has become clear that they need to expand into more unclaimed land so that they have enough homes and farmland to sustain their population.

Which lands do the People claim their new homes in?
[] [Settle] Expand further into the lands around Greenbay.
[] [Settle] Settle the lands around Rockbay.
[] [Settle] Settle the lands around Sunrise Bay.

***​

Brys parries the attack of his oldest friend with his wood stick, moving it upwards just in time to intercept the downward swing of Gwyn. As Gwyn's stick bounces back, Brys attempts to regain his stance as the impact has knocked him off position. Unfortunately for Brys, Gwyn has already recovered faster than him and the end of her stick jabs into his chest, allowing her to claim victory over him as is the case almost every time.

Brys knows that he is one of the most promising Catclaw recruits, but Gwyn has always been his better when it comes to the art of war and battle. Not that Brys doesn't have his own strengths, but in the one area where they are both good, Brys is forced to acknowledge that his childhood friend is his better.

Martial aspects aren't the only area that Gwyn is better than him at. She has a head for numbers and remembering that Brys is incapable of matching and Gwyn just seems to know how people tick on top of being conventionally beautiful while Brys still often struggles to figure out how to properly interact with anyone that isn't Gwyn without making regular blunders.

That isn't to say that Brys doesn't have his own areas where he outshines Gwyn. While she is better at understand existing things, Brys has a far more creative mind, able to come up with ideas and designs that would never come to his friend. Furthermore, Brys cannot remember the last time that Gwyn was able to successful use magic. Actually for that matter, he cannot remember the last time that Gwyn used magic without it backfiring on her. He still remembers the last time she tried to use stone-skin and how Gwyn almost inflicted the same fate as the Beautiful upon herself.

If it hadn't been for Arthryn undoing her magic, then Gwyn would probably still be a self-made statue.

"Your victory," declares Brys, acknowledging his defeat, "Another match or shall we end our sparring for the day?"

"Let's call this the last one," answers Gwyn as she relaxes, leaving the position she took for another attack, "Not that I am tired, but your mother wishes to help me educate on the teachings of the goddesses."

"Ah," says Brys as he senses her annoyance as another of Gwyn's weak points is that she struggles to get more than the basics of the divine teachings.

She has the most basic concepts well enough and she has enough martial skill to become a Catclaw despite her lack of understanding, but Brys' mother, Elyri, has taken on Gwyn as something of a personal challenge. Even after a few years of personal tutoring by one of the People's greatest living priestesses and spellcasters, Gwyn is still abysmal and it is starting to get to her.

"I know," mutters Gwyn, "Give me a moment to get my mountains out. I need to get the right look for this."

"We both know that what appearance you have has little effect on your skill," points out Brys, but he only receives a burst of frustration from her.

"Divine Daughters Brys, everyone knows that looking like one of the goddesses is a sign of their favour," retorts Gwyn with a wave of her hand, "If I am going to improve at all, I need to look my best!"

"And yet you are acknowledged as one of the most divine looking in the lands," Brys argues back.

"But I am still a failure when it comes to the gifts and guidance of the goddesses!" exclaims Gwyn and the frustration that Brys can feel from her begins to grow even as her body is going to change.

Even through it will take some time to finish, Brys knows what the changes will be. Like the vast majority of the People's women, Gwyn uses the Blessing of Arthwyd to assume a more suitable form when she is working. As one of the few girls that decide to make a try at being a Catclaw, whenever she is training or being taught the art of war, Gwyn assumes a more combat-oriented form with large muscles and a reduced figure that doesn't get in the way.

Also like most of the women, Gwyn takes a more divine and beautiful form when she is not at work, taking on the beauty that Arthryn grants them via her blessing. But unlike most women, Gwyn doesn't use the blessing to enhance her natural beauty as Brys' friend has been fortunate enough to be born with a most divine figure.

"Brys, do you think I should go further this time?" asks Gwyn and he can feel worry mixing with her frustration, "I know that I don't need to, but maybe even more beauty would be better?"

"You are beautiful enough without them," answers Brys and his eyes widen at the moment of anger and betrayal he feels from her.

"And yet you refuse to try climbing my mountains!" snaps Gwyn and even as those words exist her mouth, he can feel her regret and guilt, "Brys, I..."

"I understand," Brys cuts her off, "I my tastes are unusual and I am sure it is frustrating to have some of the most divine beauty of your generation only for the one person you wish to share it with to have no interest in it."

"I still shouldn't have said what I said," says Gwyn and Brys sighs as he locks eyes with her, her mundane brown looking into the royal purple eyes that the Blood of Evalyn gives him and the rest of his family.

"I love you like a sister Gwyn," Brys tells her, "And our friendship is one of my most treasured things."

"And I love you like my Cadyn," replies Gwyn in a sad voice and the despair she emits is almost enough to physically cause Brys pain.

"Perhaps you will find someone else in the future?" suggests Brys, but he knows how hollow sounds and isn't surprised by Gwyn's bark of joyless laughter.

"Maybe," mutters Gwyn.

"But you do touch upon something I have been worrying about for some time now," says Brys, deciding to change the subject, "My great-grandfather is Cadlon now, but at his age, Evalyn will soon come for him like she has done with my grandmother. Dad is Cadion now, but he will soon be Cadlon and then I shall be Cadion. Then who shall be my Cadion once I am Cadlon?"

"Oh Brys," whispers Gwyn and Brys can feel her sympathy and comfort rolling off of her.

"That isn't all," continues Brys, "Even without the issue of who my Cadion will be, I do not think I would make a good Cadlon. I am not like the previous Cadlons. They were people of peace, who knew how to talk with people and manage numbers and reports. I can do neither of those things and my talents lie in the realms of war and creativity. The only Cadlon I am like is Evalyn herself and there are no wars to fight. I shall not be so foolish as to start a needless war and in a time of peace, what sort of Cadlon would I be?"

"I think you underestimate yourself," replies Gwyn, "You may be from a different to the other Cadlons and may lack the skills to be as good as them, but I refuse to believe that you will be a good Cadlon. You are too kind and too knowledgeable in the teachings of the goddesses for that. Just make sure to follow the divine teachings and you will do fine."

"It is more than through," says Brys, "I am suited for being a Catclaw or a Cateyes and not Cadlon. The Blood of Evalyn makes it clear what sort of Cadlon is expected. She does not expect us to be like herself, but like her chosen successor, Cadlon Gwynlyn. You can just tell by looking at any woman in my family. They have the most divine figures of the People thanks to our divine bloodline and they are not suited for fighting at all. Instead, they have a body that is suited to peaceful pursuits. Just look at Morbyn. She would make a better Cadlon than I."

"And yet it is you that will be Cadlon and not your sister," points out Gwyn.

"Perhaps that is wrong," replies Brys, "Maybe that should be changed. Fighting is a man's job, but ruling is a woman's job. You said it yourself earlier. Everyone knows that looking like one of the goddesses is a sign of their favour. The women of my family have the most divine figures due to our divine bloodline. Perhaps that is a sign that it is they who should lead."

"They do lead," says Gwyn.

"Sometimes they do, but other times, it is the men of our family that rule," disagrees Brys, "We do well under them, but I wonder if maybe things would be better if one of their sisters ruled in their place. I know for certain that Morbyn would be a better Cadlon than I. Arthryn's Bountiful Bosom, you would be a better ruler than I and you are just female and not a member of the royal family."

Brys waits for Gwyn to reply, but she doesn't speak and just emits worry and doubt.

"Gwyn?" asks Brys inquiringly.

"Sorry," apologises Gwyn, "I was just wondering things. Men are warriors and women are priestesses, but I am woman who makes for one of the worst priestesses and yet is set to become on one of the greatest warriors. What does that say about me?"

"I don't know," admits Brys.

When Evalyn comes for Cadlon Edwyn, what shall Brys do?
[] [Royal] He will stay quiet. (No change.)
[] [Royal] He shall advocate for Morbyn to be declared as his father's heir. (-1 Legitimacy, -1 Stability, Chance of Government Type Change, Chance of Upgrading Divine Royal Family)

Priests (5) = Mood: Ecstatic, Ability: Add half of faction power to Mystic, Objective: Study Magic within 4 Turns, Success/Failure: +1 Temp Econ/-
Elders (3) = Mood: Concerned, Ability: Add half of their faction power to another faction, Objective: Settle Land 3 Times within 4 Turns, Success/Failure: -/Minor Crisis
Warriors (4) = Mood: Relieved, Ability: Add half of faction power to Martial, Objective: Venerate the Goddesses in 2 Turns, Success/Failure: +1 Temp Econ/-
Farmers (1 (2)) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build a Palisade in 4 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Study Metal in 4 Turns, Success/Failure: Free Exploration/-

***​

Things went well. Vynad died of old age early on which hurt the Vynadian movement quite badly. Then when you passed both the support roll and the diplo roll before both Diplo Heroes came into play and well, you ended up integrating the Merntir which got you a new province, met the requirements for merging the Build Trails and Settle Land actions and snagged you the Megaproject that the Merntir did.

Beyond that, you are hitting overpopulation issues that you need to deal with and you got a future heir having doubts who should be the Cadlon when his father dies.

And while I have stated this in both thread and discord in addition to being explained in the update, the effects of upgrading the blessing are:
Passive Breast Support Spell (no big breast problems)
Close Empathy between Blessed (lets you have an idea of whatever someone else is feeling when they are physically close to you, amplified by holy sites and other Arthrynite holy stuff)
Limited Shapeshifting (can make minor adjustments to your physical build)

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong.

The Arthwyd
Early Ancient Hereditary Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: 0
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: Add Legitimacy to Stability Rolls

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: 11 (5)
Martial: 5 (5)
Mystic: 3 (3)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 4/3
Centralisation: 3
Hierarchy: 4
Prestige: 26

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Good Weather: The People have been enjoying particularly good weather.

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/Unknown/None
Boarfolk Nomads = Disliked/Unknown/Minimal

Subordinates
Type/Loyalty/Dependence
Maradysh = Personal Union/High/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,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Copper Blooded: +1 Temp Econ to Econ Generation Actions,

Communal Unity
One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,

Fair Treatment
While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,

Sacred Defence
The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,

Divine Royal Family
The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family,
Cons: Increased social stratification

Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,

Grand Statue
A massive stone statue of Arthryn overlooking North River, this is a monument to the glory and greatest of the Goddess Arthryn
Effects: +1 Temp Culture from Venerating the Goddesses,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Dogs
Dire Boars

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Basic Ideograms
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors
Dire Boar Cavalry
War Dogs

Theory
Ambush Tactics

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

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

Arthrynite Divine Magic
Basic Stone Manipulation
Basic Trait Self-Boosting
Stone-Skin

Ymarnite Divine Magic
Basic Increased Weapon Skill
Basic Wound Healing
 
Last edited:
Urth Strikes Back
[X][Settle] Expand further into the lands around Greenbay.
[X][Royal] He shall advocate for Morbyn to be declared as his father's heir. (-1 Legitimacy, -1 Stability, Chance of Government Type Change, Chance of Upgrading Divine Royal Family)

It didn't take long for Cadlon Edwyn to finally die. While many mourned his loss, none were surprised by it. One of the People's oldest members, he had reigned for longer than any other Cadlon before him.

Upon his death, his grandson Darvyd became the Cadlon, ruling with Elyri and Elwyn at his side. It would have been a normal state of affairs if it wasn't for the actions of the new Cadion, Darvyd's eldest son Brys.

Something of an oddity, Brys preferred the pursuits of crafters and warriors over those of priests and elders. Beyond these unusual tastes for a Cadion, Brys was even more difference to the norm due to his preferences in sexual partners. Despite having a beautiful and skilled partner in the form of his childhood friend Gwyn, Cadion Brys never tried to reach her summit and instead had more interest in those of his own gender.

While they weren't many nor strong, there had been some concerns about how good Cadion Brys would be once he became Cadlon. Even beyond worries over his willingness to produce a Cadion of his own, some had doubts about how he would fare with interests that are poorly suited for a Cadlon.

Despite these concerns, none of them were voiced until to the surprise of almost everyone, Cadion Brys himself spoke up about them.

Despite being one of the best Catclaws of his generation, Brys expressed concerns about his suitability to be the Cadlon in the future. With help from his best friend Gwyn, he pointed out how he was more of a warrior than a ruler and with the exception of Cadlon Evalyn Boarslayer, all of the Cadlons had been peaceful leaders who had guided the People through times of peace. For that reason, he would make a poor Cadlon even if he is the eldest child of his father.

The Cadion advocated that instead of him, his sister Morbyn should take the title of Cadion and be Cadlon when their father dies. Despite being younger than him, Brys points out how she is more proficient at the art of running a realm than he is.

Brys went even further and voiced an unspoken assumption that had been spreading through society. He claimed how the women of the royal family were better suited to peace than the men. The women of the royal family are blessed with such divine beauty that their bodies were ill-suited and Brys claimed that this is a sign that they should be Cadlons instead of the men.

Cadion Brys pointed out that most of the priesthood is female and most of the military is male due to the divine beauty that the Goddesses grant as a sign of their favour. While that divine favour makes the women more suited for leading, the divine beauty that comes with it makes it harder for them to fight. As a result, it is up to the men to fight battles and wars as the priestesses guide the people.

With assistance from Gwyn, Brys pointed out how this dynamic could be seen with himself and Morbyn. He was an excellent warrior and could lead the People in times of wars while Morbyn was obviously a terrible fighter, but she excelled at peaceful pursuits and could guide the People through times of peace.

The divinely royal beauty that women of the royal family had was a sign of this from the goddesses. The beauty of the women kept them from being warriors, but the divine favour made them better rulers. Since the Cadlons were supposed to lead the People in times of peace, it meant the women should be made Cadlons instead of the men.

While his words were unprecedented and somewhat controversial, most agreed that there was some truth to them. It may not be a good idea to have only women be the Cadlons lest that draw Arthryn's wrath, there was some merit to the idea of picking a Cadion beyond the eldest child of the Cadlon.

Picking the best Cadion from all members of the royal family seemed like a good idea. All of the royal family were all better suited to leading so as long as one of them was on the throne, you might as well have the best one. And there was some merit to having male Cadlons in times of war and female Cadlons in times of peace and the new system would allow for that.

And so, Morbyn was chosen to be Cadion over her older brother Brys.

Government Type Changed
Early Ancient Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: 0
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: Increased Range of Potential Heirs

Value Upgraded! Divine Royal Family upgrades to Queens of Peace, Kings of War
Queens of Peace, Kings of War

The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Bonus to militant actions when you have a male ruler,
Cons: Increased social stratification, Increased gender discrimination,

***​

It was a peaceful day with the sun shining and not a cloud in the sky as Brys, Gwyn and Garwyl walked down the path. The three Catclaws often spend their free time together and today is no exception.

The presence of his oldest and closest friend Brys and his lover Garwyl is always a comfort to Brys and he often thinks that the three of them are unstoppable together even if he also knows that they aren't actually unstoppable.

That said, he does feel somewhat bad about hanging around Gwyn with Garwyl, as the latter has the relationship with Brys that the former has always dreamed of. It isn't his or Garwyl's fault, but it isn't Gwyn's fault either and Brys feels a bit guilty because Gwyn would make a man very happy if it wasn't for the fact that she considers him to be her Cadyn.

Nonetheless, Gwyn enjoys both his company and Garwyl's and holds nothing against Brys' lover, something that Brys is grateful for.

"Hey Brys," starts Garwyl with his heavy as stone voice and Brys turns his attention to his lover.

But before Garwyl can finish what he is saying, a wave of second-hand fear strikes into the Catclaws a mere moment before they begin to hear the screams. All three Catclaws freeze up before running in the direction of the screams. Brys and Garwyl are ready first as all they have to do is draw their stone knives while Gwyn is slightly behind them as she needs to take a couple of moments to shift from the beautiful form she always insists on having around Brys to more combat-oriented one.

Making their way through the terrified people fleeing whatever is going on, Brys and Garwyl haven't even reached the original scene when they are attacked or rather Brys is attacked.

Despite still being in his prime and one of the People's best warriors, Brys is knocked off his feet by his foe as his attacker slams something sharp into Brys' gut. Letting out a grunt at the pain in his gut, Brys slams faceup into the ground and barely keeps a grip on his knife. Even through he kept his hold on his weapon, Brys is still unable to attack back and for a moment, the son of the Cadlon is certain that he is about to die as he looks up at the half-dead man.

Then Garwyl strikes, a mighty, wordless roar of anger and fear emerging from his throat as Brys' lover stabs his knife into the lanky figure of Brys' attacker.

The man doesn't even flinch as the razor-sharp stone blade pierces his skin and instead locks eyes with Brys even through only one of the man's eyes is still functional as the other one has been torn out of the socket.

And yet Brys is absolutely certain that the man can still see through the empty socket as his attacker's gaze bores into him. Without looking away from Brys, the one-eyed man grabs Garwyl's waist.

Brys' lover's eyes widen as his waist and then hand and then his lower arm begins to die under the man's touch, skin cracking and flaking while the muscle below begins to rot. Even as he processes what is going on, Brys realises that the pain he was feeling is almost completely gone and what that means. He has felt this sensation before as in the past, he has been given diluted nightleaf before as a painkiller.

Brys strongly doubts that his attacker is using a diluted form of nightleaf and not the full and lethal version. He tries to lift his arm, imbuing it with magic, but the poison has already spread too far and Brys' arm doesn't respond to his mental command.

For a brief moment, Brys feels that the situation is hopeless as he dies to nightleaf and Garwyl is killed by the evil magics of his attacker. But only for a moment as Gwyn as caught up with them.

The greatest of the living Catclaws, Gwyn slams her body into the one-eyed man, knocking him away. The man is sent flying losing his grip on both Brys and Garwyl, but the damage is already done. Brys is rapidly losing any sense of his own body while Garwl's lower half has completely rotted away, leaving Brys' lover with only one and a half arms.

His mind beginning to go with his body, Brys mentally says one last prayer to the goddesses, hoping for a last minute intervention from Arthryn and her Daughters. It is a final desperate attempt at surviving and Brys has no expectations of it being successful so when he feels a warm touch, he is shocked.

Within moments, Brys is grasping for breath as his body is restored with both the wound disappearing and his senses returning to him. Sitting upright, Brys is just in time to see Gwyn rip the arm off his attacker, making the man both one-eyed and one-armed.

As the man staggers backwards, a stone club appears in Gwyn's hand, something that shocks Brys as for the many years that he has known her, Gwyn has never successfully completed a spell.

But if the goddesses are willing to save him, perhaps they are also willing to help out Gwyn.

Even as more Catclaws and Cateyes arrive at the scene, Gwyn swings her new club down on the man, the heavy blow cracking the skull open and the club lodges itself halfway into the head.

Even through his head is half gone, the man just lets out a howl of frustration. Even as Gwyn pauses in mild confusion at her foe not being dead like he should be, the man topples over, life finally leaving him.

Letting out a sigh of relief, Brys turns his attention to Garwyl, even as the man clutches his half-gone limb.

Brys just hopes that he has heard the last of that man, but he doubts he will be so lucky.

***​

"And we still don't know how he did it?" demands Cadlon Brys, half-frightened and half-annoyed.

"No," replies Gwyn, "I'm not a magic user, but I'm pretty sure it is not possible."

"It shouldn't be," Brys answers his oldest friend, "It's just, no one should be able to do it. To sneak in via a living corpse and attack the royal family. He shouldn't have been able to get so close to father and everyone else."

"It is Urth," states Gwyn with no small amount of hatred and disdain, "That monster has no regard for what should be done nor what is natural."

"Aye," agrees Brys as he thinks back to all that happened.

Cadlon Evalyn Boarslayer, the first Cadlon of the People, had slain Urth over two hundred winters ago and for a long time, the People had thought that was the end of him. Now that belief has been proven wrong in one of the worst ways possible.

Walking about in the still-living corpse of a non-blessed Zaranna-worshipping Maradysh man, Urth had snuck into Greenbay, somehow using his evil magics to remain undetected from everyone, even the goddesses themselves.

He had only been revealed when he struck down Brys' father, Cadlon Darvyd. From there, no one is entirely sure what the monster wanted, but when many tried to stop him, Urth slaughtered them with both fearsome weapon skill and powerful evil magics that the People had never seen before.

Several had died including his father's wife Elwyn while even more were injured and amongst the latter was Brys' mother, Elyri. Urth got away and attacked Brys, nearly killing him before Gwyn slew Urth with the aid of the goddesses.

Yet that did not stop Urth for things got worse from there. Brys' younger sister, Cadion Morbyn had been coming back from visiting a nearby village. While there were no witnesses, Arthryn herself came down to the People to inform them of what had happened.

Urth had attacked her and her guard, using another living corpse-body. Like with their father, Urth was able to successfully slay Morbyn's Catclaw and Cateye guards before killing Brys' sister. From there, he used dark magics to leave his current corpse and to take Morbyn's corpse and restored a false life to it.

From there, the news is downright terrifying as by using powerful and unknown magic, Urth is able to keep Morbyn's Blessing of Arthryn and the Blood of Evalyn even as the spiritual connection to the goddesses is lost when Morbyn's spirit enters the afterlife.

That should not be possible and yet it is. As horrifying as the news is, Brys is grateful that Arthryn has shared that knowledge with the People as without her, they would know what happened to Morbyn or what Urth had done or even that is was Urth for it was Arthryn who revealed their attacker's identity to them.

Since stealing Morbyn's body, Urth has fled back to the Cursed Forest. Brys doesn't know what will happen now, but something must be done and as Cadlon of the People it is his duty.

Unfortunately, Urth isn't all that Brys needs to deal with though Brys suspects that Urth has a hand in his other problem.

Down amongst the Maradysh, they are suffering a plague of undeath as their fallen rise as mindless walking dead. It isn't too much of a problem as the majority of the time, the moving corpses are isolated and easily dealt with sooner or later by the hardy Maradysh.

But it does mean that the Maradysh are occupied for the time being and while they can handle the situation as it is, there is a chance it could grow out of their control, especially if Urth decides to interfere.

Brys sighs. He always figured that he would only be a good Cadlon in a time of war and now he has that chance to be a good Cadlon. He just wishes he didn't.

Priests (5) = Mood: Utterly Terrified, Ability: Add half of faction power to Mystic, Objective: Retaliate against Urth, Success/Failure: ???/???
Elders (3) = Mood: Scared, Ability: Add half of their faction power to another faction, Objective: Settle Land 2 Times within 3 Turns, Success/Failure: -/Minor Crisis
Warriors (4 (5)) = Mood: Terrified, Ability: Add half of faction power to Martial, Objective: Retaliate against Urth, Success/Failure: ???/???
Farmers (1) = Mood: Scared, Ability: Add half of faction power to Econ, Objective: Build a Palisade in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Scared, Ability: Add half of faction power to Culture, Objective: Study Metal in 3 Turns, Success/Failure: Free Exploration/-

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 Temple = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+1 Mystic per a Temple),
-Possible Targets: Greenbay (0/2), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (0/3),
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (1/4), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (6/6),

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

[] [SEC/MAIN] More Farming.
S: +4 Temp Econ, Chance of Innovation,
M: +1 Econ (0/4) (Limited to 1 per 3 Settlements), Improved Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +3 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +3 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +5 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Settle Land = (Target)
S: -5 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress, +1 Econ,
M: -10 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (4/12), Rockbay (1/12), Upriver Plains (0/6), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/12), North Coast Plains, (6/12), North Coast Hills (0/12), North Coast Western Forest (0/12), North River 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] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

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

[] [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: Boarfolk Nomads, Lowlands,

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

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

[] [SEC/MAIN] War 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: Boarfolk Nomads, Cursed Forest,

Mega-Projects
[] [SEC/MAIN] Sacred Forest
S: -4 Temp Econ, -1 Temp Martial, -2 Temp Mystic, +2 Progress
M: -8 Temp Econ, -2 Temp Martial, -4 Temp Mystic, +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Stone Wall
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 0/???


***​

Not a long author's notes this time due to how late it is for me. Urth is back after two hundred and sixty four years after his defeat and he has killed your ruler, one of your heroes and your heir in addition to dealing the latter.

As per my summary in the discord:
Urth killed Darvyd and Elwyn
and took over Morbyn's body.
and used evil magic to keep the Blessing of Arthryn and the Blood of Evalyn
and is planning to become a deity.
you also have tanistry.
and Divine Royal Family, but with new gender roles.

Questions and further explanations will be given tomorrow. Please keep level heads and stay calm while keeping the salt and defeatism to a minimal. An NPC civ managed to one-upped you thanks to good rolls by them and bad rolls by you. It happens and while I won't deliberately screw my players over, I don't pull my punches when things don't go their way. It isn't the end of the world and you have been in worse positions in the past so don't freak out.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong.

The Arthwyd
Early Ancient Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: 0
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: Increased Range of Potential Heirs

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: 17 (9)
Martial: 5 (5)
Mystic: 3 (4)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 27

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
Maradysh = Personal Union/High/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,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Copper Blooded: +1 Temp Econ to Econ Generation Actions,

Communal Unity
One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,

Fair Treatment
While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,

Sacred Defence
The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,

Queens of Peace, Kings of War
The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Bonus to militant actions when you have a male ruler,
Cons: Increased social stratification, Increased gender discrimination,

Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,

Grand Statue
A massive stone statue of Arthryn overlooking North River, this is a monument to the glory and greatest of the Goddess Arthryn
Effects: +1 Temp Culture from Venerating the Goddesses,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Dogs
Dire Boars

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Basic Ideograms
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors
Dire Boar Cavalry
War Dogs

Theory
Ambush Tactics

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

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

Arthrynite Divine Magic
Basic Stone Manipulation
Basic Trait Self-Boosting
Stone-Skin

Ymarnite Divine Magic
Basic Increased Weapon Skill
Basic Wound Healing
 
Last edited:
Invading the Cursed Forest
[X][SEC] War Party = (Cursed Forest)
[X][SEC] Study Magic

If there was one thing that is certain, it is that Urth's transgressions cannot be allowed to go unchallenged. The deaths of so many, including the Cadlon and the Cadion, nor the theft of Morbyn's body could not go unanswered for.

It was just many of bringing Urth to just, but also ensuring that his plan didn't succeed. The People thought they seen the last of Urth before and that time, they had actually defeated him. This time he got away and who knows what he was planning. All the People knew was that he seemed to have been successful in his attack and his desired results were not going to be something favourable to the People.

But the People could not just march on the Cursed Forest. Urth had bested them during his attack on Greenbay and none of the People could deny that. While he had been fought off in the end, he went undetected until he struck as neither mortal or goddess were able to discover his presences beforehand. Combined with how he had displayed evil magics that had never been seen before, it was clear that the People needed to study the magic that Urth had displayed so that they could counter it next time he used them.

Elyri, old and mourning the loss of her husband and sister, lead the effort as she directed both the priesthood and the military is studying what Urth had done and how it could be countered next time.

Meanwhile Cadlon Brys has other issues to deal with as the Maradysh decided to make understood why they were not considered true members of the People and remind everything that their Cadlon was not necessarily the same one as the Cadlon of the Arthwyd.

Shortly after Cadlon Brys began to rule the Arthwyd, the Maradysh sent messengers north to Greenbay to inform the Arthwyd leadership that they not consider Brys to be their Cadlon and that they had chosen Morbyn's eldest daughter Glyn as the Cadlon of the Maradysh.

The Maradysh claimed that they had concerns about Brys' suitability to be a Cadlon and pointed to him abandoning his duties and responsibilities by refusing to produce an heir, especially when he had an exceptional woman doggedly following him around.

Everyone knew what the Maradysh really meant and while it drew the ire of many in the north, the Arthwyd had other concerns to deal with it. They still needed to handle Urth and while the Maradysh needed to be dealt with at some point, they still had a member of the royal family as Cadlon and considered themselves to be friends and allies with the Arthwyd.

Even though she was unhappy with the situation and had some concerns about what she would have to deal with in the south, Glyn sailed down Green River to take her new place as Cadlon of the Maradysh.

***​

It took many seasons, but Elyri and the magic-wielders of the Arthwyd were able to produce desirable results. Calling upon the magic of the All-Seeresses, they were able to adjust some tracking spells used by the hunters to not track animals or enemy combatants, but to the undead nature of Urth and his walking dead servants.

Beyond that, they also came up with a way to counter Urth's usage of nightleaf. The People didn't have a spell to take care of poisons and illnesses, but they did have one to heal wounds and injuries. Under the guidance of Elyri, the People managed to come up with a variant of the healing spell that healed diseases and other ailments of the body rather than the physical damage and harm that the body had suffered.

To further aid the efforts of the People, Wyrn reveal her own divine magic to the People and they were able to develop two new forms of magic from the power of the Goddess of Stories, Trickery and Arts.

The first is the imbuing your voice with magic as you sing. By singing the type song and adding magic to your voice, you can sing music that inspires those around you, increasing their bravery and strengthening their courage.

The second is the engrave a memory into a stone. By carving a set of markings into a stone and infusing it with magic, it is possible to bind a copy of a moment-long memory to the stone. By touching the stone, anyone can experience the memory and the memory shall stay bound to the stone for as long as the magical markings remain. Should the markings get damage, the bound-memory shall deteriorate in quality until the markings are gone at which point the bound-memory will also be gone.

With the power to detect the undead abominations of Urth and to heal the poisons he uses added to their already formidable arsenal of spells, Cadlon Brys gathers up an army of eager Catclaws and Cateyes with the assistance of Gwyn.

Rallying at Rockbay several winters after Urth's attack on Greenbay, the Arthwyd army marched south down Rock River. It was an easy journey with no resistance until the northerners reached the Cursed Forest. A grim mass of evergreens, the Arthwyd met the defences of the walking dead and their evil tree spirits.

It was hard fighting as while the Arthwyd were mighty warriors with divine magics, the walking dead did not die as easily as the living nor did they need to sleep, eat and drink. Sometimes the two sides fought each in open battle and on other occasions they hunted each other in the thick, untamed growths of the Cursed Forest.

While they suffered losses and were in enemy territory, the Arthwyd was able to gain the upper hand and pushed further into the Cursed Forest. While they founded long-term defences unendingly manned by the wrights in addition to revenants leading more recently set up defences and counter-attacks.

Most disturbingly of all, they found settlements and camps that you would expect from a living society. The walking dead weren't producing food or drink, but they were doing the other necessities required for functioning civilisation such as producing tools and making buildings.

The fighting would go on for seasons as the Cursed Forest was deep and unknown to the attackers. The Arthwyd had expected it to be like this before they went in and while they missed their homes, all were committed to the cause.

Living off the lands and maintaining their equipment using local resources and magic, the Arthwyd struck at the settlements and defences of the undead where ever they could. For the first two winters, their efforts were closely contested, but it got easier after that.

Once the initial defences had been breached and the defences after that had been best, resistance had tampered off. The Arthwyd rarely encountered permanent defences as they pushed further into the Cursed Forest while the walking dead counter-attacks dropped significantly.

It quickly became clear to Cadlon Brys, Gwyn and the rest of the Arthwydish leaders that Urth had been reliant on his outer defences and the undead abomination was unprepared for a hostile force to break through them.

In fact, the more ground that the Arthwyd covered, the less they had to fight even as they destroyed more of Urth's settlements. From what the Arthwydish leaders could tell, Urth seemed to exhausted their reserves.

If only they had known how wrong they were before it was too late.

By the time several winters had passed since they had entered the Curse Forest, the Arthwyd finally reached the centre of the Cursed Forest or at least Urth's centre of power as they found massive set of overlapping wooden walls.

When the Arthwyd set out, they had close to a thousand strong and almost ten winters latter, they retained barely over five hundred. One way or another, this would be as far as they pushed on this campaign for they were already pushing their luck making this far.

It was they prepared to assault the fortress that Urth revealed his plot and what he had doing all along.

As they committed to their assault on the fortress, over at least two thousand of the walking dead attacked them. It was soon revealed that Urth hadn't run out of forces, but had been holding them back until the Arthwyd entered his trap. A truly barbaric strategy worthy of the undead abomination for the Arthwyd would never consider willingly abandoning their settlements to an invading force like Urth had.

Realising that they had been outplayed, Gwyn ordered a breakout to the east as while that would take them to the lowlands if successful, heading back north to Rockbay would be too long and dangerous.

The Catclaws and Cateyes fought hard and long, slaughtering many of their foes as they attempt to break free of the trap they had unwittingly walked into. But it was not enough as Urth committed more and more of his walking dead to the fight while more and more of Arthwyd fell.

After Gwyn spearheaded the initial outbreak and broke through the encirclement by the undead, it was a running battle between the Arthwyd and the walking dead as the former fled east while the latter tried to pick them off one by one. The fighting was on and off, taking place over the better part of a season.

The number of Catclaws and Cateyes dwindled until only a couple hundred remained. Tired and running low on supplies, the Arthwydish took their most devastating blow yet as a sneak attack by Urth himself took Cadlon Brys and Gwyn captive.

***​

When Cadlon Brys woke, it was surprisingly pain-free. He struggled to remember what happened to last. It was blurry, but he remembered seeing Morbyn except her eyes were wrong, a crimson red instead of a royal purple.

But it couldn't have been Morbyn because his sister died close to twenty winters ago. It had to be the ancient evil that is Urth, still wearing his sister's body.

Brys tries to sit upright, but his limbs catch on something looking around, Brys can only see an empty room that is made entirely of room. He is held in place by unnaturally shaped and supernaturally strong branches are wrapped around his wrists and ankles. A binding is placed in his mouth, blocking his ability to speak.

Gwyn is in the same room next to him and in the same position as him. The two of them stare each other, only breaking their eye contact as someone enters the room.

For a moment, Brys sees his sister Morbyn, but the Cadlon of the Arthwyd quickly corrects himself as he looks into Urth's red eyes. Once the royal purple that all members of the royal family had, they have since become a crimson red.

"The two of you are awake," says Urth, "Excellent, I feel that you ought to know what is going to happened to the two of you. Especially since the two of you are going to be so helpfully."

Brys snarls at the monster, he just ignores the Cadlon as Urth marches up to the two of him, swaying the hips of his stolen body.

"I'll admit that I was once rather annoyed that I didn't get your body," continues Urth as he smiles a stolen grin at Brys, "You see, even through I have grown attached to this body, it isn't exactly fit for a fight and I can only produce so many children at once using it. Yours would have been so much better. More children being produced at once and still being to personally fight my battles."

Urth chuckles.

"But that a generation ago," says Urth as he walks around them, "Motherhood as grown on me and with it, this body. I might not be able to do things personally anymore, but that is for the best as there is less risk to me these days. It would such a shame to lose the body after everything I have been through. At this point I could just take one of my daughters, but I have grown…fond of them. To do such a thing to one of my darling girls, well, I would rather not if I don't have to."

Urth comes to a halt in front of Gwyn, stroking a finger down her still reduced chest.

"Despite the change of plans, I got what I wanted," says Urth with a smirk at Gwyn, "A mostly complete copy of the blessings that your goddesses have given your royal family and a body to produce offspring for me. Using that blessing as basis, I have combined it with the divine magics of the floodplains and my own spells to create my own blessing. While it is my greatest working and easily as great or greater the blessing that Arthryn gives to her people, it isn't without draw backs.

You see, when I took the blessing of your family, I just froze a partial copy of it to this body. So when I used that bound-copy as a foundation for that blessing, the missing parts of the blessing got filled in. For example, the spiritual connection to Arthryn shapes the bodies of your blessed women and with my blessing that empty connection has been filled by giving a copy of this body to the blessed.

Normally that wouldn't be a problem except a fundamental part of my blessing is a body like this. The end result is that someone born with this blessing is always female and I can only pass it on to females. No boys may be born with the blessing and it refuses to get passed on to a man. Given how this makes my blessed dependant on an outside source of men, I seek to correct this and Cadlon Brys here just happened to march up to my home and provide me with a male version of the Arthwyd royal family blessing.

And then we have Gwyn here, the faith companion of the ones she loves, but who will never love her back. The Greatest of the Catclaws. Slayer of several hundred of my soldiers. I have tested spreading my blessing to some children captured from the floodplains, but I have to see how it will interact with someone who has Arthryn's blessing. Gwyn is someone I consider to be worthy of such an honour. All I will need to do is bite your neck and replace some of your blood with mine."

As Urth leans into do that just as she says, her fangs growing longer as they near the exposed flesh of Gwyn's neck, Brys' oldest friend denies herself to the undead abomination.

Gwyn casts stone-skin and as her flesh becomes rock, Brys realises what her ploy is as he no longer feels her emotions via the blessing. The ultimate sacrifice, but one that must be made to deny Urth's victory.

As Urth sneers at Gwyn, unaware of just what she has done to stop him, Brys casts stone-skin on himself. Unlike every other time he has cast it, he doesn't make it temporary and he feels his soul leaving his stone body behind as Arthryn pulls him into the afterlife.

A flare of divine energy bursts forth from the two statues and Urth recoils from them, wincing at Arthryn's power. When the light has faded a moment later, Urth is left facing two reposed statues as Brys and Gwyn stand in unity together, the ground around their feet being a circle of stone.

"You absolute bitch," sneers Urth as they stare at Arthryn's newest holy site.

***​

Over ten winters after they set out, a handful of ragged Catclaws and Cateyes returned back to the People, having escape the Cursed Forest and having made their way back to the People via following the edge of the Cursed Forest.

They tell of success turned into a trap as a series of seeming victories were nothing more than a prelude for a grand defeat. Almost all of the Arthwyd army has been lost, including Cadlon Brys, something which leaves the Arthwyd without a Cadlon.

There are three main replacements to choose the new Cadlon from.

The first option is Morbyn's daughter and Brys' niece, Cadlon Glyn of the Maradysh. An experienced Cadlon already, she is capable warrior and story-teller and choosing her would restore the union between the Maradysh and the Arthwyd.

The second choice is Brys' uncle, Garyk, and another Catclaw. Good at war, but not so good at organising things, Garyk is getting on in his age, but would be a good choice for a follow-up attack on the Cursed Forest.

The last choice is Cayrn. A young rising star and an aspiring priestess, Cayrn is relatively inexperienced, but would be Cadlon for longer. Completely unfamiliar with waging war, she is one of the People's best administers and a good diplomat, ideal for a peacetime Cadlon even as she would be a poor choice for leading the People to war.

Who is chosen as the new Cadlon of the Arthwyd?
[] [Cadlon] Cadlon Glyn of the Maradysh (Poor Admin/Excellent Martial, Above Average Diplo/Terrible Mystic/Terrible Tech/Excellent Culture)
[] [Cadlon] Garyk (Terrible Admin/Excellent Martial/Average Diplo/Poor Mystic/Average Tech/Average Culture)
[] [Cadlon] Cayrn (Excellent Admin/Poor Martial/Good Diplo/Terrible Mystic/Average Tech/Average Culture)

How to the Arthwyd deal with the failed campaign into the Cursed Forest?
[] [React] Rally the remaining Catclaws and Cateyes for a follow up attack while Urth is still weakened. (Secondary War Party (Cursed Forest))
[] [React] Train more Catclaws and Cateyes to replace the losses. (Secondary Train Sacred Warriors)
[] [React] Seek divine magic to be used. (Secondary Study Magic)
[] [React] Seek more secrets from the metals to use. (Secondary Study Metal)
[] [React] Pray to Arthryn and her Daughters for salvation. (Secondary Venerate the Goddesses)

Priests (5) = Mood: Utterly Terrified, Ability: Add half of faction power to Mystic, Objective: Start the Sacred Forest in 4 Turns, Success/Failure: Free Mystic Innovation/-
Elders (3) = Mood: Terrified, Ability: Add half of their faction power to another faction, Objective: Settle Land 2 Times within 3 Turns, Success/Failure: -/Minor Crisis
Warriors (4 (5)) = Mood: Utterly Terrified, Ability: Add half of faction power to Martial, Objective: Explore the Lowlands in 5 Turns, Success/Failure: ???/-
Farmers (1) = Mood: Scared, Ability: Add half of faction power to Econ, Objective: Build a Palisade in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Scared, Ability: Add half of faction power to Culture, Objective: Study Metal in 3 Turns, Success/Failure: Free Exploration/-

***​

Late night update and a bit rushed near the end. You got good mystic rolls, but Urth crushed you in the latter half of the war rolls. You have hurt Urth, but you got defeated in the end and lost both Brys and Gwyn.

Urth's plans are also moving ahead thanks to some good rolls by the Caradysh even if you have continued to delay and slow them down.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong.

The Arthwyd
Early Ancient Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: 0
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: Increased Range of Potential Heirs

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: 17 (7)
Martial: 5 (3)
Mystic: 3 (3)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 2/3
Stability: 1/3
Centralisation: 3
Hierarchy: 4
Prestige: 27

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
Maradysh = Tense Allies/Tense Allies/High

Subordinates
Type/Loyalty/Dependence

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,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Copper Blooded: +1 Temp Econ to Econ Generation Actions,

Communal Unity
One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,

Fair Treatment
While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,

Sacred Defence
The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,

Queens of Peace, Kings of War
The descendants of the goddess Evalyn have her blood in them and divinity runs through their body. This fact means that they are better suited to ruling than the rest of the People and can lead their subjects to greatness.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Bonus to militant actions when you have a male ruler,
Cons: Increased social stratification, Increased gender discrimination,

Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Grand Temple is the first temple that the People have built and it is larger than most others. With Bronwyn the Beautiful residing within it as a centrepiece, it is a monument to the oldest teachings of the Goddesses.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,

Grand Statue
A massive stone statue of Arthryn overlooking North River, this is a monument to the glory and greatest of the Goddess Arthryn
Effects: +1 Temp Culture from Venerating the Goddesses,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Dogs
Dire Boars

Construction
Fired Bricks
Mortar

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Basic Ideograms
Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors
Dire Boar Cavalry
War Dogs

Theory
Ambush Tactics

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

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

Arthrynite Divine Magic
Stone Manipulation (Basic)
Stone-Skin
Trait Self-Boosting (Basic)

Wyrnite Divine Magic
Memory Stones (Basic)
Songs of Courage

Ymarnite Divine Magic
Disease Cure (Limited)
Increased Weapon Skill (Basic)
Wound Healing (Basic)
 
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