Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Respite between Fires
[X] [Cadlon] Cadlon Glyn of the Maradysh (Poor Admin/Excellent Martial, Above Average Diplo/Terrible Mystic/Terrible Tech/Excellent Culture)
[X] [React] Train more Catclaws and Cateyes to replace the losses. (Secondary Train Sacred Warriors)

Having heard the tales from the surviving invasion force, some of the People were clamouring for another attack on the Cursed Forest, hoping to strike Urth while he was still weak and vulnerable.

Others pointed out how doing so would leave the People without any warriors and defenceless to attacks from other sources such as the nomads to the east. And if the second invasion fared as badly as the first, the People wouldn't be able to train up enough warriors to defend themselves should Urth take the opportunity to invade the People.

Furthermore, the People's best warleaders were dead along with their greatest warriors. Amongst the number was Cadlon Brys and while no longer having his martial expertise would be felt in any follow-up invasion, it had the more pressing issue of the People having no Cadlon.

They could manage not having a Cadlon as Cadlon Brys had left for the Cursed Forest close to a generation ago. But during that time, they had known who the Cadlon was and even if he wasn't with them for an extended period of time, the People did have a ruler.

While the old Catclaw Garyk and the rising star Cayrn were choices put forth, almost everyone eventually agreed that Cadlon Glyn of the Maradysh was the best choice. Not only was the southern Cadlon good at war and had proved herself when she wiped out the undead plague amongst the Maradysh, but Morbyn's daughter had experience at being a Cadlon.

Additionally picking Glyn to be the Cadlon of the Arthwyd would make the Cadlon of the Arthwyd and the Cadlon of the Maradysh the same person again, uniting the two people together or at least uniting them as much as could be done under the circumstances.

The Arthwyd and the Maradysh may be united under a single Cadlon once again, the former would not forget how the latter had rejected the leadership of Cadlon Brys under false pretences nor that the true reasons were barbaric foolishness.

The Maradysh may follow Arthryn and the Daughters, but they do not so truly and at their core, they are still barbarians. Unlike the People, they do not follow all of Arthryn's ways and the People would be wise not to forget this.

But the barbaric nature of the Maradysh is a problem for another day as the People still need to worry about Urth and what he is up to.

While they still have many warriors remaining and the Maradysh have many barbarian warriors, the Arthwyd lost a good half of their Catclaws and Cateyes to the Cursed Forest. If they are to launch another invasion, they will need to train up more Catclaws and Cateyes to make up for their losses.

Gathering up more young men and a few women than is normally the case, the remaining Catclaws and Cateyes get to work training up a replacement generation in preparation for a continued war effort against Urth and his undead abominations.

Even as they trained more warriors, the People watched the Cursed Forest warily from the north, waiting for Urth to make a move or try to take advantage of the People's temporary weakness.

But whether he was also weak or simply didn't want to launch an attack, Urth made no moves towards the People over the generation since Glyn became Cadlon of the People. As it had been between Cadlon Evalyn Boarslayer's killing Urth and the undead abomination's attack on Greenbay, the Cursed Forest was silent and motionless and if you didn't know where, you would think that there was nothing within it.

As the People recovered from the losses of the past generation, the only question was where to go from there. They could launch a second invasion of the Cursed Forest as an obvious option. Other possibilities including going to the lowlands for allies against Urth or seeking new metals to wield against the undead. The People could even focus on troubles at home as the elders were still pushing for expansion while the Maradysh's barbaric nature still need to be civilised.

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

***​

So a short update this time, mainly because there is nothing of note going on right and you haven't got anything actively on fire right now. You got a bunch of stuff that you could try to do so it is pretty much a bog standard main turn where you get to decide which smouldering fire to deal with before some of them begin to blaze again.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
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 (11)
Martial: 5 (5)
Mystic: 3 (4)
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
Maradysh = Personal Union/Medium/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,
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)
 
Last edited:
Unexpected Peace Offer
[X][SEC] Settle Land = (Greenbay)
[X][SEC] Study Metal

Maradysh = [SEC] Settle Land (Sunrise Plains), [SEC] More Hunting

Many advocated for another invasion of the Cursed Forest, but others argued that doing so was foolish and that doing so would just needlessly waste the lives of the People for no gain. While some pointed out that Urth would still be weak from the first attack and that they needed to strike before he recovered, their opponents claimed that it was foolish to attack Urth or assume that they had him at a disadvantage when they knew so little about him.

Ultimately it came down to Cadlon Glyn as the Cadlon of the Arthwyd and Maradysh decided that war was not a good idea. She argued that simply attacking Urth in the Cursed Forest was a recipe for disaster and the fact that a woman like her was Cadlon was a sign from the goddesses that peace was the right answer right now.

As a result, the People didn't rally up another army to send into the Cursed Forest, but spent the generation founding new settlements to make more space for their growing population. Just like they have been doing so over the last few generations, the Arthwyd continue to expand into the area around Greenbay with new settlements being founding and trails being marked between the new villages and the old villages.

Cadlon Glyn also decided to oblige the long-standing requests of the crafters and grant them additional resources to study metal in the hope of uncovering more of its secrets. With the surplus of resources available to them, the crafters were able to finally test things that they had wanted to try for some time, but lacked the resources to make the effort.

Thanks to the support of the Cadlon, the crafters were able to experiment more. New techniques were tried and while many experiments failed or proved to be insignificant in the grand scale of things, one major discovery was made.

By smelting the right rocks, one could get access to a metal. The People only have access to limited number metals and some of them are more useful than others. To try and expand the available metals, some of the crafters tried mixing metals together. While none of the end results were particularly useful, it did reveal to the People that it was possible to mix together different metals to get a new metal. The trick was getting the right combination to get something useful of combining the metals.

The crafters also made use of the resources that Cadlon Glyn devoted to them to organise some expeditions into the Sunrise Mountains. While several interesting finds were found, the only relevant to the People as a whole was a large deposit of copper that was relatively accessible from the surface.

It would take some time and effort to do it, but it would be possible to set up a mine there to provide the People with a regular supply of copper. Developing this copper mine had become the new focus of the crafters and what the majority of them are now petitioning the Cadlon for.

***​

Morgyn strides up to the village. She is one of the younger of her Sisters, barely twenty winters old. Like all of her Sisters, she is the almost the splitting image of Mother, one of feminine beauty and elegance. Smooth skin free of imperfection, long black hair and red eyes with a figure that only the royal family of the Arthwyd can match. Her body has the slender feminine and lacks the muscles of a man. The reason for that while Morgyn and her Sisters are still strong and tough, it comes from Mother's Gift and is magical in nature rather than physical.

The main way that Morgyn and her Sisters look different to Mother is that all of them stop aging in their early twenties, leaving them as maidens while Mother is matron as befitting of their statuses as Daughters and Mother respectively.

With her feminine beauty as her main weapon and generally being immune to elements, Morgyn goes without clothing so that her first impression is one of a beautiful and attractive woman, one that might be in need of help.

Once she has made contact with the Maradysh village, she will either continue to go naked or dress in accordance to what they wish of her. Either is fine with Morgyn so along as she is able to establish friendly contact in order to fulfil the mission that Mother has given her.

While Morgyn is a capable warrior thanks to the edge that Mother's Gift gives her, she and all of her sisters use their femininity as their primary weapon. Their bodies are beautiful and seductive and that is something that they make use of. Most men and a few women are all eager to sleep with a willingly beauty like her and like all of her Sisters, Morgyn is always willingly as Mother has taught all of them.

It is men who dominate and rule over the floodplains and is the men who are always so willingly to sleep with an attractive woman and open up to them. Mother's Daughters must always be willingly to use themselves to the fullest extent to further Mother's plans, whether it be breeding more Daughters back in the Great Forest or sleeping with a foreign every night in order to gain their trust and gather more information.

That said, Morgyn doubts that the Arthwyd will be so easily swayed by her body like the men of the floodplains. Not only due to have beauty of their own, but they have a poor history with Mother and their Goddesses will make things difficult for Morgyn.

As two men on the outskirts of the village approach Morgyn, the Daughter of Urth smiles and strides forth confidently, making sure to sway her womanly hips and let her generous chest bounce up and down.

***​

The People had been waiting for Urth to make his next move as in their minds, it was not a matter of if, but when and what. It is the latter that caught them all by surprise as while none were surprised by Urth making a move, he caught everyone off-guard with what move he made.

Many expected another attack, either with an army of the walking dead or Urth personally sneaking into somewhere. Others fought he might unleash powerful and evil magics to plague the People. No one expected him to send a diplomat.

If he had sent the diplomat directly to the Arthwyd, they might have just killed her. But as always, Urth proved himself to be tricky and cunning and instead sent his daughter Morgyn to the Maradysh where she was able to integrate herself amongst the southern barbarians before having some of them approach the Arthwyd on her behalf.

Having established peaceful contact with this Morgyn, Cadlon Glyn choose to hear her out as while she might end up rejecting whatever Urth wanted, hearing out his daughter might reveal something about what the undead abomination is up to and what he is after.

As it turns out, Urth is seeking peace with the People and end to the current hostilities between. Despite having crushed the army that the People sent after him, Urth is the one who has chosen to make concessions despite his superior position. While some might find that weird, Cadlon Glyn is able to figure out quickly enough that it is because it is Urth that wants peace and not the People so if he is to get the peace he desires, he will need to offer something worthy to the People.

And Urth is offering a lot even if some things such as demanding his death or surrendering Morbyn's body are out of the question. According to Morgyn, he offers new animals from the lowlands, including large grazing one that offers meat, leather and milk while another provides both meat and hair that can be spun into clothing. He also offers to provide a regular supply of information regarding the lowlands and other foreign lands to the People for free.

He also makes the unexpected offer of having his people or whatever passes for people amongst his walking dead submit to the Arthwyd as a subordinate state akin to the Maradysh. While the Caradysh will still be relatively independent, they will answer to commands of the Cadlon of the Arthwyd. Urth is also offering to provide regular tribute to the People though just what form that tribute will take shall be the subject of further debate.

Finally, Urth has offered to share his magical knowledge with the People, which is no small thing given his mastery of the mystic arts and the centuries he has had to build up his knowledge.

There also another option that Urth had not offered, but Cadlon Glyn was considering to demand. Through his stolen body, Urth has passed on the blood of the People to his daughters. While many might not consider them such, there are strong ground to consider his daughters to be part of the People. Just as Ymarn demanded that the Merntir returned the descendants of the People who they stole, Ymarn can demand that Urth give up his daughters to the People.

Or she could just reject the peace offerings of the undead abomination and continue the war against him.

Urth comes offering terms and gifts in exchange for peace. Which of them do the People accept if any at all?
[] Refuse this the undead abomination and reject all of the offers it is making. (???)
[] Through a stolen body, the Daughters of Urth share the blood of the People. Demand that they be returned to the People. (+1 Legitimacy, ???)
[] Urth is offering tamed animals from the lowlands as gifts to the People. (Chance of Gaining Stability, ???)
[] Urth is offering to have the Caradysh submit as a vassal to the Arthwyd. (Chance of Gaining Stability, ???)
[] Urth is offering to provide a regular supply of free information from the lowlands and beyond to the People. (Chance of Gaining Stability, ???)
[] Urth is offering to share his magical knowledge with the People. (Chance of Gaining Stability, ???)
[] Urth will provide regular tribute to the Arthwyd. (Chance of Gaining Stability, ???)

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

***​

So this turn you get alloys (but not bronze) and Urth makes a semi-unexpected peace offering, which you can accept or reject. You also get the perspective of a Daughter of Urth and if it seems creepy, that is intentional because they and their situation is supposed to be creepy.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
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: 18 (4)
Martial: 5 (3)
Mystic: 3 (4)
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

Subordinates
Type/Loyalty/Dependence
Maradysh = Personal Union/Medium/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,
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
Furs
Hide
Leather
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal 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)
 
The Maradysh Civil War
[X] Refuse this the undead abomination and reject all of the offers it is making. (???)

Cadlon Gwyn had considered accepting Urth's offers. While some of it was too dependant on Urth's goodwill to be acceptable, other parts could provide intangible benefits for the People that Urth would need to provide if she was to get the peace deal she desired.

But in the end, Urth was an undead abomination, one who wields evil magic, stole the body of a Cadlon, twisted the Blessing of Arthryn into twisted mockery and has yet to answer for the many wrongs she had done to the People. Peace may be possible in the future, but only went Urth has been brought to justice.

And as of such, Glyn sent the Maradysh back to Morgyn with a message for her to carry back to her 'mother'. The People would not accept a tainted peace with a monster like Urth and instead they would bring her to justice.

The only problem was the whole bringing him to justice. The last invasion had shown out hard that was and that invading the Cursed Forest would not be a trivial task. For now, there was simply to much distance between the People and the Cursed Forest. While that was a good thing as it made it harder for Urth to attack them with her armies of the walking dead, it made it harder for the People to attack the monsters of the Cursed Forest for the exact same reasons.

Until that distance could be bridged, Cadlon Glyn decided that it would be best to focus on defence should Urth decide to attack them again, something she might very well do now that they have rejected her overtures at peace. Only Greenbay and the Merntir coasts had palisades to protect them and Cadlon Glyn endeavoured to add Rockbay to that list as of the People's settlements, Rockbay is the closest to the Cursed Forest and the most assessible to Urth's forces.

***​

It was a few winters into the reign of Cadlon Verfyl, the successor of the late Cadlon Glyn, that Urth made her play. She had almost certainly begun it earlier, but it was then that the People began to notice the signs even if they didn't realise what they meant until it was too late.

The Maradysh had always been barbarians and while some had changed their ways and truly worshipped it Arthryn and her Daughters, that was mostly around their northern and eastern territories. The western and southern Maradysh remained barbarians and only paid lip service to the goddesses of the north while their core territories were split between civilised people and uncouth barbarians. It was a divide that was slowly being closed as exposure to the Arthwyd slowly, but surely civilised the barbarians of the south.

But enough barbarians remained during the reign of Cadlon Verfyl for Urth to pull off his plan. While the Arthrynite Maradysh would have reported the Daughters of Urth visiting them to the Arthwyd as they should have done, their barbaric counterparts were less vigilant and instead inviting the Daughters of Urth into their homes, listening to their words and tales.

Spending several seasons wrapping the barbaric half of the Maradysh around her fingers, Urth managed to persuade them to side with her and her daughters over their northern masters and the rest of their Maradysh brethren.

The Maradysh barbarians did not directly declare war and side with Urth, but instead waited for Cadlon Verfyl to head south and visit his Maradysh subjects. While visiting one of the more barbarian Maradysh villages, Cadlon Verfyl and his Catclaw guards found themselves mobbed and ambushed by a small warband of Maradysh warriors. While the Cadlon and his guards fought hard and slew many of their attackers, they were ultimately overwhelmed and slain themselves.

With the death of the Cadlon at the hands of the barbarian Maradysh, the civilised half rose up in outrage at their traitorous brethren, kicking off a civil war between the Urth-aligned barbarian half of the Maradysh to the west and south and the Arthrynite civilised half to the north and east.

Neither Urth and her Daughters nor the Arthwyd got involved as the latter seemed to stay uninvolved while the latter rallied their warriors and got ready for an invasion of the walking dead. Meanwhile the Arthrynite Maradysh seemed to have things handled as they struck at the barbarian Maradysh.

While the war was not decided yet, it was going firmly in the favour of the Arthrynite Maradysh as they used the divine magics of Arthryn and her Daughters alongside civilised methods to gain an advantage over the barbarians.

Warbands fought and clashed as raiding parties got sent back and forth and a consistent theme throughout it all was the Arthrynites slaying the barbarians.

Seeing how her proxies were losing, Urth decided to interevene. Yet she did not do so directly with her own undead armies. Instead Urth exploited her connections to the lowlands and the Maradysh's closely held taboo of anything to the south.

Formed from the refugees fleeing the Nightmare's Gift of old, the original Maradysh considered the lowlands to be a place of death where all died to the Nightmare's Gift and this belief had passed on throughout the generations and is held by the Maradysh even in the reign of Cadlon Verfyl.

No one was allowed down to the lowlands and anyone who went to far south or voiced their desire to go too far south was killed by the Maradysh so they didn't come back infected with the Nightmare's Gift and kill everyone. This extended to killing anyone who came north from too far south since it was known that they had the Nightmare's Gift and it was this that Urth took advantage off.

Having forged ties with the lowlander tribes via her Daughters, Urth convinced them not to attack the Maradysh, but to send trading expeditions to open up peaceful relations with the Maradysh.

Seeing these traders as plague-bearing folk from the south that would kill them all if allowed to reach their villages, the Arthrynite Maradysh killed every one of the lowlander traders that they could.

Meanwhile the barbarian Maradysh welcomed the traders as Urth had seeded his Daughters both within the lowlander trade expeditions and the barbarian Maradysh villages. The Daughters of Urth were able to foster peaceful relations between the two groups of the barbarians.

The Urth's Daughters were even able to break the barbarian Maradysh's taboo regarding the lowlands, getting them to believe that the taboo was a trick by the Arthwyd to control them and to keep them seeking allies and trader partners in the lowlands.

Firmly in Urth's corner now, the barbarian Maradysh allied with the lowlander tribes as the latter was enraged by the deaths of their traders at the hands of the Arthrynite Maradysh and decided to fight alongside their fellow Urth-aligned barbarians to get vengeance.

For their part, the Arthrynite Maradysh sought this as a sign that the Arthwyd were right all along about Urth. They saw the barbarian Maradysh breaking the taboo as a sign that their counterparts had fallen to the unholy magics of Urth and were using her dark magics to protect themselves from the plague.

With both the Maradysh barbarians and the lowlander tribes arrayed against them support from the Caradysh, the Arthrynite Maradysh sent messengers north to the Arthwyd to seek aid from their northern overlords and their Cadlon.

For their part, the Arthwyd saw this as a sign that they should have taken the peace offer as many now believed it to be genuine. Seeing no sign of stopping Urth anytime soon despite how many had died while the rejection of peace was deemed to be responsible for the ongoing violence to the south, many of the Arthwyd began to blame their Cadlon and the priesthood.

The Cadlon and the priesthood claimed to serve them in the name of Arthryn and her Daughters and yet all they had brought recently was death and waste and right now, it seemed to be death and waste that could have been avoided if the Arthwydish leadership hadn't been so stubborn and paranoid regarding Urth.

While the Arthwyd was currently against Urth for what she had done down in the south and none denied that the barbarians had to be brought in line, something would need to be done to restore faith in the leadership of the People.

Priests (5) = Mood: Utterly Terrified, Ability: Add half of faction power to Mystic, Objective: Start the Sacred Forest in 2 Turns, Success/Failure: Free Mystic Innovation/-
Elders (3) = Mood: Terrified, Ability: Add half of their faction power to another faction, Objective: Settle Land 1 Times within 1 Turns, Success/Failure: -/Minor Crisis
Warriors (4 (5)) = Mood: Utterly Terrified, Ability: Add half of faction power to Martial, Objective: Win the Maradysh Civil War, Success/Failure: ???/-
Farmers (1) = Mood: Scared, Ability: Add half of faction power to Econ, Objective: Venerate the Goddesses, Success/Failure: +1 Legitimacy/-
Crafters (1) = Mood: Scared, Ability: Add half of faction power to Culture, Objective: Develop the Copper Mine, Success/Failure: Free Metallurgy Innovation/-

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 (0/3), 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 (1/5), Rockbay (1/1), Sunrise Bay (0/1), North Coast Plains (6/6),

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

[] [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 (5/12), Rockbay (1/12), Upriver Plains (0/6), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/11), 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: Arthrynite 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,

[] [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, Barbarian Maradysh, Lowlander Tribes,

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 some of you guessed, Urth decided to turn the Maradysh against you when you rejected her peace. Before anyone complains, I had already planned for this to happen before the last vote and Urth was already setting things up for this when she send the peace offer to you. Urth wanted to keep you offer her back so she could focus on other things so when the olive branch of the peace deal failed, she used the sword of inciting a Maradysh civil war to distract you.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
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: 18 (11)
Martial: 5 (4)
Mystic: 3 (4)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 1/3
Stability: 0/3
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
Boarfolk Nomads = Disliked/Unknown/Minimal
Caradysh = Ultimate Evil/Annoyed/None
Lowlander Tribes = Servants of Evil/Indifferent/War
Barbarian Maradysh = Evil-Serving Traitors/Hatred/War

Subordinates
Type/Loyalty/Dependence
Arthrynite Maradysh = Personal Union/High/Medium

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
Furs
Hide
Leather
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal 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)
 
Cavalry is King of the Open Battlefield.
[X][SEC] Settle Land = Greenbay
[X][SEC] War Party = Barbarian Maradysh

With war raging in the south, the People decided had to intervene to help our their Maradysh brethren. The Maradysh were holding their own against the rebels and currently held the advantage as they had seized firm control over the walled core territories.

If it was just a case of the Maradysh fighting amongst themselves, then the Arthwyd would not need to get involved as their Arthrynite brethren had it in the bag and could easily crush the barbarian rebels.

But the rebels were not the only barbarians that they needed to be worried about. Thanks to the machinations of the Caradysh, the rebels and the tribes of the lowland had formed an alliance of barbarians against the People.

While the Maradysh were still confident that they could triumph over the barbarians, they weren't so confident as before as while they had better warriors, they could still get overwhelmed by sheer numbers if the lowlanders were able to send enough numbers.

That wasn't even considering the possibility of the Caradysh getting involved. They had already ignited the conflict and the Daughters of Urth are still slinking about. None of the People would be surprised that if the Daughters of Urth caused more trouble for the People or if their Mother sent an army to military help the barbarians in the war.

The Maradysh may be able to handle the rebels and lowlanders, but Caradysh intervention may be too much for them to handle on their own.

In the end, Cadlon Arnyl decided that the Arthwyd needed to send their Catclaws and Cateyes to help their southern brethren in the war. The Arthwyd had their own internal problems, but they could wait until the threat of barbarians had been beaten back in the south.

So even as the Arthwyd expanded further around the Greenbay region, an army was sent south to wage war.

***​

Despite the initial fears of the Arthwyd on how badly things could go and how the war would turn out, their worries turned out to be unfounded.

While there had been worries about it, the Caradysh stayed out of the Maradysh Civil War despite being the ones who caused it with their trickery. Instead the Caradysh seemed content to let the People and the barbarians fight each other while they did whatever they did and the Daughters of Urth slinked about in the background and away from the fighting.

In fact, the Arthwyd didn't even need to get involved in the end as the rebels and lowlanders were crushed by the Maradysh. That wasn't to say that the Arthwyd did poorly or they didn't help or that their assistance was unwelcome, but as they predicted, the Maradysh were able to handle their enemies.

The Catclaws and Cateyes accounted themselves well as they struck at the flanks, rearguards and vanguards of the enemy forces, ambushing patrols and baiting small warbands into traps to be wiped out. They slew many barbarians with only a few losses of their own.

Yet despite how well they did, the Arthwydish found themselves overshadowed by the Maradysh as they crushed all those that stood against them.

When the Maradysh Civil War began, the Boarfolk amongst them sided with the Arthrynites. They did this despite neither following Arthryn and her Daughters or embracing the northern culture, the Boarfolk had their own culture and religion that they followed. Part of that culture was being loyal and not betraying your leaders.

So when the rebels revealed their treachery and murdered Cadlon Verfyl, the Boarfolk rejected them out of disgust for their betrayal of their Cadlon. They refused to associate with the traitors and despite not having much in common, they firmly threw their lot in with the loyalists with no hesitation or regret.

Back when Vervov invaded the Merntir, the Arthwyd had learnt the power of cavalry and why one could not stand before a charging pack of Boarfolk on their dire boar mounts. In the Maradysh civil war, the loyalists taught that same lesson to the rebels and lowlanders.

Fighting on grassy plains, the Boarfolk crushed the lowlanders and rebels wherever they fought, their boar-riding cavalry smashing apart the barbarian infantry and riding down the survivors. It didn't matter whether they had bows, slings, spears or clubs, they all fell to the Boarfolk cavalry.

Every warband sent by the lowlanders and rebels was crushed when they engage the loyalists in open battle. Before long, the barbarians were on the defensive as the Maradysh advanced on the settlements of the rebels.

Slaughtering whatever defenders that the rebels and lowlanders were able to muster up, the Maradysh took village after village. Deeming them to either be contaminated by the plagues of the lowlands or by the evil magics of the Caradysh, the Maradysh put the populations of the captured settlements to the arrow or spear. They killed every last one so they couldn't spread their taint to the rest of the Maradysh and the Arthwyd, leaving entire villages empty of anyone living there.

Quickly realising what was happening, the rebels begin to put up desperate last-ditch defences as their peoples did their best to flee to the lowlands. While some escaped many did not, as the rebels are overrun by cavalry and large portions of their populace were unable to escape their homes before they got wiped out by the Maradysh.

The Arthwyd were in no position to stop the Maradysh killing every last rebel they got their hands on as when they got to the rebel settlements, they were always too late. Even if they could have had the chance to stop the Maradysh, many doubted whether they could have without resorting to violence as the Maradysh were zealous in their work to keep the 'taint' from spreading.

In the end, the Maradysh Civil War came to a bloody end as the Arthrynites emerged victorious with the rebels either dead or having fled to the lowlands. But it was not without cost.

While the Arthrynites remained relatively unscathed considering the amount of violence and death that had been brought out during the fighting, they only made up half of the Maradysh before the civil war began. The other half of the Maradysh was gone, with the people either dead or having fled while their settlements remained abandoned and devoid of life. It would take many generations for the Maradysh to recover their pre-war strength.

Furthermore, the end of the Maradysh Civil War didn't mean the end of the fighting. The lowlander tribes are still abut with the rebel refugees to the south while the Caradysh remain within the Cursed Forest. Both the Caradysh and the Lowlander Tribes remained enemies of the People and one way or another, they will need to be dealt with.

The Maradysh Civil War is over. What do the Arthwyd do next?
[] [React] Push the Lowlander Tribes while they are still weak. ([MAIN] War Party = Lowlander Tribes)
[] [React] Invade the Cursed Forest. ([MAIN] War Party = Caradysh)
[] [React] Go after all of their enemies. ([SEC] War Party = Lowlander Tribes, [SEC] War Party = Caradysh)
[] [React] Scout your enemies. ([SEC] Explore Lands = Lowlands, [SEC] Explore Lands = Cursed Forest,)
[] [React] Seek peace with the Lowlander Tribes. ([MAIN] Trade Expedition = Lowlander Tribes)
[] [React] Prepare defences. ([MAIN] Build Palisades = Greenbay)
[] [React] Develop Infrastructure ([SEC] Develop Mine = Sunrise Mountains – Copper, [SEC] Build Palisade = Sunrise Bay)
[] [React] Thank Arthryn and her Daughters for the victory. ([MAIN] Venerate the Goddesses)
[] [React] Farm. ([MAIN] More Farming)

Pick your initial Province Policy
[] [Policy] Balanced = Does whatever seems reasonable.
[] [Policy] Defensive = Takes defensive martial actions.
[] [Policy] Diplomacy = Focuses on engaging in diplomacy.
[] [Policy] Economy = Takes actions to increase stats.
[] [Policy] Expansion = Focuses on settling new lands.
[] [Policy] Exploration = Focuses on exploring areas.
[] [Policy] Infrastructure = Focuses on building infrastructure.
[] [Policy] Megaproject = Focuses on building megaprojects.
[] [Policy] Offensive = Takes offensive martial actions.
[] [Policy] Religion = Focuses on religious actions.
[] [Policy] Study = Takes study actions.

Priests (5) = Mood: Concerned, Ability: Add half of faction power to Mystic, Objective: Start the Sacred Forest in 2 Turns, Success/Failure: Free Mystic Innovation/-
Elders (3) = Mood: Worried, Ability: Add half of their faction power to another faction, Objective: Restore Legitimacy and Stability within 3 Turns, Success/Failure: +1 Temp Econ/-
Warriors (4 (5)) = Mood: Horrified, Ability: Add half of faction power to Martial, Objective: Bring about peace, Success/Failure: ???/??/
Farmers (1) = Mood: Discontent, Ability: Add half of faction power to Econ, Objective: Venerate the Goddesses, Success/Failure: +1 Legitimacy/-
Crafters (1) = Mood: Discontent, Ability: Add half of faction power to Culture, Objective: Develop the Copper Mine, Success/Failure: Free Metallurgy Innovation/-


***​

So the civil war is over. The Maradysh lost half of their civ to it even if it was the half loyal to you that survived. The lowlanders are weak and without martial for now, but they are still your enemies and will rebuilt their strength in time. The Caradysh have also remained untouched by the fighting.

As for the war, it got dominated by the loyalists and their cavalry. Your warriors did decently, but they got severely overshadowed by the Maradysh as they crushed everything against them. The Maradysh also genocided the rebels because they believed that they were tainted thanks to their taboo regarding the lowlands.

Also, you can thank @KlinkerKing for the update title.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
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: 19 (5)
Martial: 5 (4)
Mystic: 3 (5)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 1/3
Stability: 1/3
Centralisation: 3
Hierarchy: 4
Prestige: 29

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Neutral/Unknown/Minimal
Caradysh = Ultimate Evil/Annoyed/None
Lowlander Tribes = Servants of Evil/Scared/War

Subordinates
Type/Loyalty/Dependence
Maradysh = Personal Union/Very High/Medium

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
Furs
Hide
Leather
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal 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 (Limited)
Future Seeing (Basic)
Guided Attacks (Limited)
Increased Accuracy (Limited)
Scrying (Limited)
Truth Detecting (Basic)

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

Wyrnite Divine Magic
Memory Stones (Basic)
Songs of Courage (Limited)

Ymarnite Divine Magic
Disease Cure (Limited)
Increased Weapon Skill (Basic)
Wound Healing (Basic)
 
Last edited:
Lowlander Talks
[X][React] Seek peace with the Lowlander Tribes. ([MAIN] Trade Expedition = Lowlander Tribes)
[X][Policy] Diplomacy = Focuses on engaging in diplomacy.

Rather then focus on matters at home or wage further war against their enemies, the Arthwyd decided to seek out peace with some of their foes. While the Caradysh and their immortal ruler still needed to be brought to justice, the lowlanders had suffered heavy losses and had paid a sufficient price for having the temerity to attack the People and to aid the enemies of the People.

Not only would it keep the Arthwyd from needing to worry about further lowlander attacks once they recover from their losses, but if successful, the Arthwyd could use it as a starting point to countering the influence of the Caradysh in the lowlands. At the very least, they would be able to get some information on what has been going on down in the lowlands since the plague of the Nightmare's Gift and if they were lucky, some information on the Caradysh and more of their activities.

First the Arthwyd had to convince the Maradysh that just as the Caradysh had protected the rebels with their evil magics, the Arthwyd could protect themselves with the divine magic of the goddesses. Once that was done, they were able to begin sending trade expeditions south to open up diplomatic relations with the lowlanders.

At first the lowlanders were afraid of the Arthwyd seeking to attack them through, but cautiously opened up when it became to clear to them that the northerners sought peace and not war. While they were not at all friendly to the People, the lowlanders accepted the overtures of peace to keep those peaceful overtures turning into violent attacks that they lacked the strength to defend against.

The lowlanders were as barbaric as the People expected. Disunited, they were split across multiple villages that would war and fight with each other and they valued their blood relatives over their communities.

They were also lacked the faith and knowledge of the People. They paid lip service to their goddess Zaranna, Daughter of Light, Chaos and Hope and cared not for her, but only the power she could offer to the strongest of them. For that reason, they showed that they really are barbarians and embraced warfare how hardly.

Being a warrior was a favourable profession and something that was to be aspired to. Glory and fame were earnt in battle by slaying your foes and pillaging the villages of your enemies and being a skilled and famous warrior was considered to be a good sign of leadership.

Beyond that, the traders noticed something about the lowlanders in general. A background level of harshness amongst them, a grim outlook as they were ruthless to all those around them when the situation called for it and sometimes when it didn't.

In regard to the Caradysh, the lowlander tribes didn't like the Forest Undead, rightly viewing them as undead abominations. Despite this and the fact that they often clashed with the Caradysh as the latter raided them for bodies, both living and dead, the lowlanders sometimes cooperated with the Caradysh.

A recent example of this was when the Daughters of Urth came and convinced them to send traders up north to the people of the northern plains, only to have some of them get killed and the People knew what events had followed that.

While the People were down south, they couldn't find any Daughters of Urth. According to the lowlanders through, they were still about down in the lowlands so it seemed like they were just avoiding contact with the People.

The most interesting thing that the People learned about in the lowlands was about the Forluc. Led by a king and ruling over regions of the lowlands further south, the Forluc were barbarians and not just any old bunch of barbarians, but arseholes even by the standards of other barbarians.

From what the traders heard, the Forluc were quite similar to the People in many aspects if the People were a pack of barbarians.

They had their own god, a grouchy and elitist one by the name of Nalnir. A God of the Sun and the Harvest, he granted divine magics to the priests and royal family of the Forluc and the Forluc worshipped him devoutly.

As to how the Forluc lived, they were a blend of civilised and uncivilised ways. They valued the community, but still retained importance towards family as their people were expected to devote their lives to greater whole of the Forluc. Everyone had their place and they needed to serve the Forluc as best as they could according to their place in life.

They also used sacred warriors and regular warriors as elite warriors who devoted themselves to Nalnir formed up a dangerous core of the Forluc armies while they used disciplined warbands of regular warriors to bulk out their numbers and to do everyday duties that were beneath the sacred warriors. They also had the traditional value and respect towards war and those that waged it that most barbarians had.

Finally, the Forluc were incredibly hateful. They viewed themselves as being superior to all others due to being the chosen of Nalnir and treated all others as inferior and lesser. The dominant power in the lowlands that the northern tribes knew of and their expansion was held in check only by the Caradysh, who had been warring with them for as long as the lowlander tribes could remember.

The fact that the Caradysh were the only thing standing between the Forluc and dominance of the lowlands was the main reason that the lowlander tribes were so open to peaceful and friendly interactions with the Forest Undead as they were viewed as the lesser evil to the hateful kingdom of the south.

The other major bit of news was of a Boarfolk horde rampaging in the east. While the northern tribes had yet to personally interact with the nomads, they had encountered traders and refugees from the east. The fact that their war with the People had left them effectively defences while there was a nomad invasion on the loose was one of the reasons that the lowlander tribes were okay with making peace.

Speaking of peace, the lowlanders were open to the idea and accepting of it if not for the reasons that the People had hoped. Rather than being friendly and disbelieving of the Caradysh lies, the lowlanders still fully believed the deceptions of the Caradysh.

Yet they feared the People enough as a result that they were willingly to accept peace if it meant not having to fear further fighting with the 'Northern Demons'. In fact, they were more than happy to let the Northern Demons and the Forest Dead war with each other without them getting involved even if they did express some fears regarding the Forluc if the People were able to defeat or severely hurt the Caradysh.

***​

Cadlon Glyn frowns as she reads the reports from the south. Both good and bad, they all meant created a situation for her to deal with as the Cadlon of the Arthwyd and the Maradysh.

First was that the Maradysh were suffering. The weather had changed, disrupting their way of life as the plants began to grow differently while animals were either driven away or had their traditional habits changed.

Many amongst both the Arthwyd and the Maradysh speculated that this was punishment from Arthryn and her Daughters for the slaughter of the Maradysh rebels by those loyal to the People. Cadlon Glyn didn't know how truth those rumours were nor did she particularly care

The end result was the Maradysh were struggling to feed themselves and it looked like that they may begin to starve as they are unable to provide enough food from poor harvests and disrupted hunts to feed everyone.

The Arthwyd could do it, but it would mean tying up a significant amount of resources and not small amount of commitment by the Arthwyd. Yet they would have to do it as the Maradysh or at least those that survived were part of the People and the Arthwyd could not just let fellow members of the People starve, especially when it was within their power to prevent it.

Next, the People still lacked confidence in their leaders. Cadlon Glyn, an charismatic and educated member of the royal family, had managed to smooth over the dislike and distrust that her predecessors had gathered, but the average person still had their doubts regarding the priesthood. They wondered whether the current priestesses truly serve the goddesses and just how much they should be respected and obeyed.

The third situation was neither good nor bad or least Cadlon Glyn and those making the reports hadn't figured out which of those it was yet. Apparently one of the Daughters of Urth had gone rogue, taking over one of the larger lowlander tribes and setting up the Colryd Kingdom. Right now, the People had little information on what was going on down there and Cadlon Glyn didn't know whether the Daughter of Urth had truly gone rogue or if it was another trick by the Caradysh to secretly take over the lowlands or at least parts of it.

Speaking of the Caradysh, the People were still at war with them even if there hadn't been any actual fighting for a few generations. The Caradysh were still active, but for their part, they were also leaving the People alone just as the People were leaving them along. She could change that state of affairs, but for now, it seemed like both sides were content to not mess with each other for the time being as they focused on other affairs.

The last bit of significant news was good news. A talented young star is rising in the Maradysh. Born to a human mother with the Blessing of Arthryn and a Birdfolk father, Aryna is something of a genius. Creative and curious, she has managed to stand out amongst her generation and while she is still young, it is accepted as fact that she will rise to greatness if allowed to.

Cadlon Glyn glances out of a nearby window. There are problems to deal with and situations to investigate, but things aren't nearly as bad as they could be and they were certainly better than a generation ago or even a couple of generation ago.

The People could deal with it. They always did.

Priests (5) = Mood: Concerned, Ability: Add half of faction power to Mystic, Objective: Start the Sacred Forest in 1 Turns, Success/Failure: Free Mystic Innovation/-
Elders (3) = Mood: Worried, Ability: Add half of their faction power to another faction, Objective: Restore Legitimacy and Stability within 1 Turns, Success/Failure: +1 Temp Econ/-
Warriors (4 (5)) = Mood: Horrified, Ability: Add half of faction power to Martial, Objective: Bring about peace, Success/Failure: ???/???
Farmers (1) = Mood: Discontent, Ability: Add half of faction power to Econ, Objective: Venerate the Goddesses, Success/Failure: +1 Legitimacy/-
Crafters (1) = Mood: Discontent, Ability: Add half of faction power to Culture, Objective: Develop the Copper Mine, Success/Failure: Free Metallurgy Innovation/-

You have three 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 (0/3), 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 (1/6), Rockbay (1/1), Sunrise Bay (0/1), North Coast Plains (6/6),

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

[] [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 (6/12), Rockbay (1/12), Upriver Plains (0/6), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/11), 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] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy. (Currently active)
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions.
-Religion = Focuses on religious actions.
-Study = Takes study actions.

[] [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, Lowlander Tribes, Colryd Kingdom,

[] [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, Caradysh, Lowlander Tribes, Colryd Kingdom

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/???

***​

So a few things happened this turn. You got some bonus legitimacy from a random event while the Maradysh rolled up both a Tech Hero and got some major bad weather. A Daughter of Urth has apparently gone rogue, but it could be another Caradysh trick while there is still a nomad horde running wild in the eastern lowlands.

You also managed to get some info on the Forluc, the only main power that you know of in the lowlands and the other foe that the Caradysh have been dealing with. Beyond that, you got your third action. Speaking of the Caradysh, you have settled into a cold war and because of that, you haven't got peace yet and the Warrior quest has yet to be completed.

You haven't got any new techs yet, but I have updated the tech list a bit between this turn and the last to more accurate reflect what you got.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
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 (5)
Econ: 19 (11)
Martial: 5 (5)
Mystic: 3 (5)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 2/3
Stability: 1/3
Centralisation: 3
Hierarchy: 4
Prestige: 29

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Neutral/Unknown/Minimal
Caradysh = Ultimate Evil/Annoyed/Cold War
Lowlander Tribes = Disliked/Feared/None
Colryd Kingdom = Wary/Unknown/None
Forluc = Cautious/Unknown/None.

Subordinates
Type/Loyalty/Dependence
Maradysh = Personal Union/Very High/Critical

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
Furs
Hide
Leather
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal 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
Professional 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 (Limited)
Future Seeing (Basic)
Guided Attacks (Limited)
Increased Accuracy (Limited)
Scrying (Limited)
Truth Detecting (Basic)

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

Wyrnite Divine Magic
Memory Stones (Basic)
Songs of Courage (Limited)

Ymarnite Divine Magic
Disease Cure (Limited)
Increased Weapon Skill (Basic)
Wound Healing (Basic)
 
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Lowland Politics
[X][SEC] Support Subordinate = Maradysh
[X][SEC] Venerate the Goddesses
[X][SEC] Develop Mine = Sunrise Mountains

Provinces = [SEC] Trade Expedition = Colryd Kingdom,
Maradysh = [SEC] More Farming, [SEC] More Hunting

Cadlon Glyn found herself busy during her reign. It wasn't a particularly trying time to live in and there were no major crises for the People to deal with, but there were several things that needed doing.

Cadlon Glyn found herself primarily having to deal with problems at home. There were some lingering bad feelings towards the leadership of the People that Glyn had to finish stamping out.

Throughout her reign, she made a point to make honour the goddesses even more than was necessary and make it clear that she and the priestesses had the favour of Arthryn and her Daughters. These displays of proper piety went a long way to reassuring the People that their leaders properly respected the goddesses and their divine wisdom. While things could be improved further, they had been stabilised for now as the People had confidence in their leaders.

Cadlon Glyn also made sure that proper support was sent to aid the Maradysh in their time of need. The People of the south would have most likely received it anyway from their northern brethren, but Cadlon Glyn and her advisors wanted to make sure that none of the People starved for letting such a thing to happen was a major sin against Arthryn herself.

Over the seasons, many shipments of food were sent south down Green River to feed the Maradysh, making up for the food that they weren't receiving on their own. The Maradysh themselves were doing their best to feed themselves via hunting and farming, but as things stood, their food reserves would have run out within a generation without the free supplies from the north. Even as the Maradysh held on, many of them moved north to live amongst the Arthwyd to avoid the risk of starvation in the south.

+1 Temp Econ from Maradysh refugees

Cadlon Glyn also gave into the requests of the crafters to develop the desired copper mine in the Sunrise Mountains. It took many seasons, but once the deed was done, the mine began to supply the People with large amounts of copper ore to use. The mining was a hard and unpleasant job, but the divine magics and Blessing of Arthryn made it easier and kept it from being too dangerous.

The new influx of copper also gave the crafters a chance to experiment more as they didn't need to worry about wasting copper as they had before. While there were many lesser successes and failures, the main success was when an aspiring band of metal-workers managed to come up with a new alloy, bronze.

By combining a larger amount of copper with a smaller amount of tin, the crafters were able to create a new alloy that was more useful than either copper or tin. Bronze made for a better material to use in tools than any other metal, including copper due to being easier to work and more durable as it resisted metal rot and was more resistant to being bent or dent out of shape.

Legacy Upgraded! Copper Blooded upgrades to Bronze Blooded!
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

It would take time for bronze tools to replace copper tools throughout Arthwyd society, but when it did, it would give the People a further advantage over the barbarians of the south. While the Caradysh had long known of their copper, lowlander tribes had only learnt of smelting and metallurgy during the Maradysh Civil War and even afterwards, they lacked knowledge of how to make their own. They had a few copper tools and the odd bit of jewellery from the rebels and they had gotten a good many more from the trade expeditions that had been sent south.

Yet despite having gotten metal tools from the People, the lowlanders couldn't make more of their own and were dependant on the People to get more. This was something that the People could leverage to their advantage if they made their moves right.

The Arthwyd also sent overtures to the new Colryd Kingdom. Formerly one of the larger lowlander tribes along the Green River, a Daughter of Urth by the name of Eira had taken it over and had declared herself Queen.

A decent warrior, she made up for her feminine physique with magic and supernatural prowess granted to her due to Urth's Gift. Even with the lowlanders holding respect for martial prowess, Eira still used diplomacy and intrigue to hold her position.

As an immortal, Eira didn't need to worry about an heir and while this might have disturbed their valuing of family, Eira made up for it by offering out her body to those that proved themselves most worthy.

With an incredibly beautiful body by even the standards of the People, Eira could use Urth's Gift to choose when she got pregnant, allowing her to sleep with a man almost every night as a reward without needing to worry about getting pregnant. In fact, she used the possibility of earning a daughter from her as the most rewarding of rewards and something that only two of her people had earnt so far.

While the People found this selling of your body disturbing, it worked for Queen Eira as she lacked any hangouts on using her body as a weapon and it keeps the patriarchs of her lowlander kingdom busy fighting with each other for the right to sleep with her instead of plotting against her to overthrow her or undermine her rule. Combined with being a competent ruler, Queen Eira had a very stable rule over the Colryd as she kept her subordinates opposing each other to earn her favour instead uniting against her.

When their first expedition arrived, they got invited to meet Queen Eira as the Daughter of Urth was interesting in forging closer ties to the People.

Despite having the Gift of Urth, Eira was technically not Urth's Daughter and was more her great-granddaughter. Seeking to leave the Caradysh and the Cursed Forest to make her own way in life, Urth let her descendant go after she had repaid her cost of raising by providing a score of Daughters of her own.

Apparently the Daughters of Urth serve three roles for the Caradysh. The first is diplomats and spies for the Caradysh in lands beyond the Cursed Forest and the second is as Urth's royal agents amongst the Caradysh internally. The third one is producing more Daughters of Urth and while many will do it slowly over time, Eira produced offspring as quickly as possible to pay off her debt so she may begin living her own life.

When pressed further, the Queen of the Colryd refused to elaborate further and instead held further information on the Caradysh as a bargaining chip to get aid from the People. While the Colryd were the strongest of the lowlander tribes, the Boarfolk nomads had formed the Coltyre Confederation to the east from their lowland conquests while the Forluc were a future threat to the south and one Eira expected to live long enough to see.

Offering the tamed animals that the lowlanders used on their farms and information about the internal workings of the Caradysh were what Queen Eira offered to the Arthwyd traders. She sought both aid to strengthen the Colryd and to improve the relations between her people and the People. While some of her requests were expected such as gifts fit for a queen or copper tools for her people or military aid against her neighbouring tribes, others were more unexpected.

Queen Eira also requested that the People send experts to teach the Colryd how to farm properly. She had heard of how the People were better farmers than the lowlanders despite having less fertile lands and having seen the farms of the Colryd, the Arthwyd traders agreed with her on that.

Queen Eira also expressed an interest in Arthryn and her Daughters, viewing the northern goddesses as maybe being preferable to the lowlander goddess Zaranna. While the Colryd had no interest in converting right now, Eira desired to have some Arthrynite priests in her royal court if they were willingly.

Given what she had to offer, making a deal and strengthening ties with the Colryd was attempting. Yet the People couldn't entirely trust her. While Queen Eira claimed to be no longer part of the Caradysh, the People had no way to confirm this as the truth.

The Queen Eira of the Colryd seek to strengthen ties with the People. What do the Arthwyd do? Any option with over 50% of the voters voting for it will win they are compatible with the option that has the most votes.
[] [Colryd] Ignore her overtures. (No Change)
[] [Colryd] Send some Arthrynite priestesses to her court. (-1 Temp Mystic, Improved Relations with the Colryd, Gain Domesticated Animals or Information on the Caradysh, ???,)
[] [Colryd] Send goods and gifts to the Colryd. (-1 Temp Econ, Improved Relations with the Colryd, Gain Domesticated Animals or Information on the Caradysh, ???)
[] [Colryd] Send some experts to help them with the Colryd with their farming. (-1 Temp Econ, Improved Relations with the Colryd, Gain Domesticated Animals or Information on the Caradysh, ???)
[] [Colryd] Send some Catclaws and Cateyes to help the Colryd secure their position. (-1 Temp Martial, Improved Relations with the Colryd, Gain Domesticated Animals or Information on the Caradysh, ???)
[] [Colryd] Provide the Colryd with copper tools. (-1 Temp Culture, Improved Relations with the Colryd, Gain Domesticated Animals or Information on the Caradysh, ???)

She also brought them news of the Forluc and after confirming that Eira was telling the truth from other lowland sources, the information that the traders brought back was quite worrying.

Put simply, the Forluc were arseholes and while they weren't evil like Urth and the Caradysh, the new information left Cadlon Glyn and many others just wondering how bad the Caradysh truly are when you compared to others like the Forluc.

As news of the People trickled down south to the Forluc, it seems that their mere existence enraged the dominant power of the lowlands and left the Forluc outraged.

The Forluc prided themselves on being the best and superior to everyone else, regardless of how true that was. The dominant power in the lowlands, only the undead armies of the Caradysh held their expansion in check and kept from conquering all of the lowlands.

For as long as they could remember, the Forluc had been the best power in the lowlands with the best fighters, a powerful god who granted divine magics to his servants and they had the most settlements of any lowland faction and with that, the most numerous population of any people. They had been the best and everyone knew it.

Then the Arthwyd had come along and made them look inferior in almost every way.

Not only did the Arthwyd had a higher number of people, but they also had elite warriors with divine magic in greater numbers than the Forluc. On top of that, they had superior tools as the People had metal while the Forluc only had stone and the Forluc were unable to claim that none of their people ever starved like the Arthwyd could.

The real kicker was how everyone viewed the Arthwyd as being superior to the Forluc. The lowlanders feared the Northern Demons more than the Forest Undead or the Southern Conquerors and even the Caradysh viewed the Arthwyd as a greater threat as they were willingly to raid the lands of the Forluc, but refused to touch the lands of the People. Even Urth was willing to mess with their god Nalnir when she wouldn't go near Arthryn or any of her Daughters.

The fact that the People were all better looking, especially their women, must only make matters worse.

So upon hearing about the People, the Forluc declared that they would crush the Northern Demons and would prove themselves superior. According to the lowlanders, they had worked themselves up into right old frenzy of hatred and fury at the People and were planning to make their way north, conquering the lowlands between them and the Maradysh.

It was as they were receiving this news that the Caradysh arrived with their peace offer, once again using proxies, this time in the form of the lowlanders rather than the Maradysh.

Acknowledging their past wrongs against the People, the Caradysh pointed out the Forluc were a more active and if they conquered the lands between themselves and the People, a greater threat as well.

They rightfully pointed out that it was the Caradysh who were keeping the Forluc in check and that if the Caradysh were to be too weaken by the People, it would allow the Forluc to expand further and become even stronger, something which would be bad for the both the People and the Caradysh.

On top of that, the Caradysh were willingly to admit that they had wrong the people and they were willingly to make up for their past transgressions by offering beneficial terms to the People as compensation.

They argued that the war between the Caradysh and the Arthwyd had already taken up too much time and resources of both sides and had caused too much death and tragedy. They said that it was time for the Caradysh and the People to put aside their differences and work against their common threat in the form of the Forluc.

And to the dismay of the priestesses, the Catclaws and Cateyes found themselves agreeing with the Caradysh as the warriors of the People viewed the Forluc as being a greater threat to the People than the Caradysh.

While the priestesses claimed that the Urth and the Caradysh were the highest of evils, the warriors doubted just how evil the Caradysh truly are, especially compared to the likes of the Forluc.

Oh Urth and the Caradysh were evil by any proper standard, the Catclaws and Cateyes argued that they weren't as bad as claimed and that maybe the stories about them had been exaggerated.

The Caradysh and their ruler may be evil, but they aren't the ultimate evil that cannot be dealt with that the stories liked to claim they were. After all, a people that evil would come to the People with such a reasonable peace offer.

As the priestesses and warriors argued with each other over the Caradysh, it was up to Cadlon Glyn to decide just how the Arthwyd would response to the newest peace offer by the Caradysh

The Caradysh have come again with a second peace offer. Do the People accept and if so, with what terms? Any option with over 50% of the voters voting for it will win they are compatible with the option that has the most votes.
[] [Caradysh] Reject their terms until they have been brought to justice. (-3 Temp Diplo, Continues the war, Warriors are unhappy, Priestesses are happy)
[] [Caradysh] The Caradysh are offering to provide the Arthwyd with a regular tribute of Daughters of Urth to serve them. (Ends the War, Warriors are unsure, Priestesses are unhappy, ???)
[] [Caradysh] Urth is offering tamed animals from the lowlands as gifts to the People. (Ends the War, Warriors are happy, Priestesses are unhappy, ???)
[] [Caradysh] The Caradysh are offering to submit as a vassal to the Arthwyd. (Ends the War, Warriors are unsure, Priestesses are unsure, ???)
[] [Caradysh] The Caradysh are offering to help the Arthwyd in their future war against the Forluc. (Ends the War, Warriors are happy, Priestesses are unsure, ???)
[] [Caradysh] The Caradysh is offering to provide a regular supply of free information from the lowlands and beyond to the People. (Ends the War, Warriors are happy, Priestesses are unhappy, ???)
[] [Caradysh] Urth is offering to share her magical knowledge with the People. (Ends the War, Warriors are happy, Priestesses are unsure, ???)
[] [Caradysh] The Caradysh will provide the Arthwyd with regular tribute. (Ends the War, Warriors are happy, Priestesses are unhappy, ???)


Priestesses (5) = Mood: Worried, Ability: Add half of faction power to Mystic, Objective: Continue the war with the Caradysh, Success/Failure: ???/???
Elders (3) = Mood: Unsure, Ability: Add half of their faction power to another faction, Objective: Strengthen ties with the Colryd, Success/Failure: Free Trade Expedition/-
Warriors (4 (5)) = Mood: Upset, Ability: Add half of faction power to Martial, Objective: End the war with the Caradysh, Success/Failure: ???/???
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build a Temple, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Find a major deposit of tin for a Tin Mine, Success/Failure: ???/-

***​

So you get to learn more about another of your peer powers in the region, the Forluc. The Forluc are such massive dicks that they make the Caradysh look less bad by comparison. You also get a chance at improving diplomatic relations with the Colryd and the Caradysh and potentially ending the war with the latter.

You also got new quests for each factions due to changing circumstances or the old being completed.

Not much to say on this one that isn't already covered in the update.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
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 (6)
Econ: 19 (5)
Martial: 5 (6)
Mystic: 3 (6)
Culture: 1 (3)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 30

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Neutral/Unknown/Minimal
Caradysh = Evil/Cautiously Friendly/Cold War
Colryd Kingdom = Wary/Cautiously Friendly/Low
Coltyre Confederation = Neutral/Uncaring/None
Forluc = Arseholes/Furious Hatred/None
Lowlander Tribes = Disliked/Wary/Minimal

Subordinates
Type/Loyalty/Dependence
Maradysh = Personal Union/Very High/Critical

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,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

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

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

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

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

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
Bronze
Copper
Gold
Furs
Hide
Leather
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal 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
Professional 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 (Limited)
Future Seeing (Basic)
Guided Attacks (Limited)
Increased Accuracy (Limited)
Scrying (Limited)
Truth Detecting (Basic)

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

Wyrnite Divine Magic
Memory Stones (Basic)
Songs of Courage (Limited)

Ymarnite Divine Magic
Disease Cure (Limited)
Increased Weapon Skill (Basic)
Wound Healing (Basic)
 
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Making Peace
[X] [Colryd] Send goods and gifts to the Colryd. (-1 Temp Econ, Improved Relations with the Colryd, Gain Domesticated Animals or Information on the Caradysh, ???)
[X] [Colryd] Send some Arthrynite priestesses to her court. (-1 Temp Mystic, Improved Relations with the Colryd, Gain Domesticated Animals or Information on the Caradysh, ???,)
[X] [Caradysh] The Caradysh are offering to help the Arthwyd in their future war against the Forluc. (Ends the War, Warriors are happy, Priestesses are unsure, ???)
[X] [Caradysh] Urth is offering to share her magical knowledge with the People. (Ends the War, Warriors are happy, Priestesses are unsure, ???)

Despite strong opposition from the priestesses, Cadlon Gwyn decided to accept the peace offer of the Caradysh to the pleasure of the Catclaws and the Cateyes. The Caradysh had wronged the People greatly in the past, especially their rule Urth.

The Caradysh had offered many things to the People as compensation for their past transgressions and of them, Cadlon Gwyn only accepted two of them.

The first was a promise of future assistance against the Forluc when the lowland power inevitably came for the People. In many ways, this was an unreliable condition, but its most onerous burdens were on the Caradysh.

No one knew when the war would take place nor any other details about beyond the fact is would almost certainly happen. For the People, they would have to fight it regardless, but for the Caradysh, they had to as part of their forgiveness. While they could refuse to help in the future, it would meant they would be no longer have payed off their past crimes and the Caradysh would end up committing a new transgression as they betrayed the People.

The second part of the peace deal was that Urth would share her vast magical knowledge and that of the Caradysh with the People. This part of the deal was something that the Caradysh had to do now and it didn't take them long for the Foresters to provide the People with records of their knowledge, helpfully pre-translated into the tongue of the Arthwyd.

As expected of several centuries of work with the assistance of the greatest magic wielder in the known world, the provided magical knowledge was vast and the People were impressed by the Caradysh willingly providing them with so much knowledge.

Yet while the knowledge was vast and provided without difficulty, it would still take time and effort for the People to make use of it. Unlike the People who wielded the divine magics that Arthryn and her Daughters gifted them with, the Caradysh were forced to rely upon non-divine magics, which were called 'Arcane Magics'.

These arcane magics relied upon one's own power and had to be fuelled by your own energy or energy from other sources. While the priestesses and sacred warriors of the People were able to get a basic understand of how this worked, they eschewed it. They saw no needed to reply on the arcane magics of the evil Caradysh when the goddesses provided their divine magics to all of the People.

So while this meant that the People couldn't directly make use of the Caradysh magic, it didn't mean that all of the knowledge was useful. It would just be a matter of converting the knowledge into being used for the divine magic of the goddesses.

The Caradysh had several branches of arcane magic. One was probability magic where one could induce either good luck or bad luck, but only in small amounts and with great effort to the point it was generally better to put the effect into doing the thing if you wanted better results.

They also had some light magic such as the ability to create magic light attacks akin to arrows or throwing spears or to create a solid magic barrier from light to protect oneself or something else. Interestingly, there was a spell for light that heal akin to the Ymarnite magic of curing disease or healing an injury and the Caradysh had quite a deal of proficient in this to the point of having better healing magic than the People.

They also had fertility magic, having stolen it from the Forluc god Nalnir. The Caradysh primarily used in regards to reproduction as they were experts in both stopping pregnancies from forming and causing a pregnancy to happen, able to do it for both animals and people. To a lesser extent, they could also induce lust in a person or animal to make their bodies desire sex regardless of their prior feelings on the matter.

The Caradysh also shared their mastery of undeath with the People as they provided spells on how to raise corpses en masse in addition to how to control these mindless undead. Furthermore, the Caradysh also provided information on how to raise the sapient revenants, which was a much more involved and expensive affair compared to creating wights and on the Caradysh were less knowledgeable on.

Finally, the Caradysh provided extensive knowledge on blood magic, which was apparently the area of magic that they had the most expertise in. Blood magic could be used for many things from coping or stealing from something else with blood to making blood sacrifices for power. You could also use blood to create magical bonds, making either spiritual connections or binding someone or something to creating magically enforced oaths.

Yet it was clear that not all of the Caradysh's knowledge, just all that a non-Urth member of the Caradysh could potentially learn. The magical knowledge that Urth kept to herself and didn't share with anyone else stayed that way, something that a good portion of the People had no problem with.

With Queen Eira and the Colryd Kingdom, the People were happy to strengthen ties with them, especially the elders who sought to have a friendly power in the lowlands that could be used as a future buffer state between the People and the Forluc.

While the People refrained from sending farming knowledge or warriors or increased amounts of copper tools, they did send plenty of high-quality goods and gifts to Queen Eira to improve her standing and prestige and to increase goodwill.

They also granted the request of the lowlander queen for Arthrynite priestesses in her court. While the people of the Colryd were too barbaric to convert to Arthryn and her Daughters, Queen Eira was personally interested in converting as an individual and sought to have some priestesses as her personal courtiers.

While no one was forced to live amongst the barbaric lowlanders, several priestesses were open to helping Queen Eira convert and perhaps setting the foundations for future conversion even if they never lived long enough to see it themselves.

Pleased with the increased ties with a friendly lowlander power and seeking to strengthen it further, the elders of the Arthwyd also organised their own trade expeditions to help strengthen the ties between the Colryd and the People.

Over the seasons, it soon became a common sight amongst the Colryd to see Arthwydish traders in their settlements, selling goods and tools from the northern lands as they regularly made the journey down Green River.

The priestesses also became an accepted part of Queen Eira's court as while they were strange and followed odd ways, their beauty and magic alongside the fear of the Northern Demons meant that no one sought to mess them with them outside of a few fools.

As promised, Queen Eira send back some of the tamed animals that her people used, enough to establish breeding populations amongst the People and in total, there were two types of animals.

The first were bulky animals that were good for meat and hides, but unlike the animals that the People hunted, they also provided the milk for the People if in small amounts. The second were small and not as meaty, but they provided long hairs that the lowlanders called wool.

This wool was something that come be used like straw and woven together and the lowlanders would use it for their clothes in addition to leather and hides.

In addition to these cows and sheep, the People were able to acquire a third tamed animal except this time it was from the Maradysh rather than the lowlands. A prominent priestess by the name of Aryna had managed to figure how to tame birds.

By capturing some and putting them in pens and looking after them properly, it was possible to get a free supply of eggs as regardless of whether there was a male or not, the female bird would lay eggs and you only needed a male if you wanted the eggs to hatch.

While the birds are still mostly wild, it is hoped that by raising new generations of bird in captivity, they can be tamed just the lowlanders have tamed the cows and sheep.

Cadlon Gwyn also order the construction of a palisade around Sunrise Bay as it was the largest settlement of the People that lacked any fixed defences. While the People lacked any current enemies, they had future enemies in the form of the Forluc while they didn't know when another leader like the legendary Vervov might rise amongst the Boarfolk Tribes to the east.

And then there was the Coltyre Confederation. Many amongst the People's leadership, including Cadlon Gwyn and her successor Cadlon Varthryn, were concerned the Coltyre. Calling most of the eastern lowlands as their own, the Coltyre consisted of Boarfolk conquerors ruling over lowlander subjects.

While they lacked centralised leadership and the unity of the People, they did have many boar-riders and the Maradysh Civil War had shown just how effective cavalry could be in the open plains of the lowlands and the great bay. Amongst the Catclaws and Cateyes, there were many doubts about the People's ability to stop the Coltyre should they or at least some of them decided to attack the People.

At the moment, the Coltyre and the People had minimal interaction and neither really cared for the other, but that could change in the future. While it seemed unlikely that the Coltyre would ally with the likes of the Forluc, one could not discount the Boarfolk taking the opportunity to strike the People in the back should the People be distracted or weaken by something else such as a war with the Forluc.

Speaking of the Forluc, they were still far away, but they had stated their intentions to conquer their way north, through the lowlander tribes. While the People had few friends amongst most of the lowlanders, they had very strong ties with the Colryd. While the Colryd were currently weak compared to other powers invested in the lowlands, they are one of the strongest lowlander tribes. There was a strong faction within the People that advocated for helping strengthen the Colryd and aiding them in subduing their neighbours as doing so would leave them as a strong and friendly power to the People.

But even as many looked to the future and the future conflicts that the People might face, it was peaceful for now and while it may not last, the People have a respite from war and crisis.

Priestesses (4) = Mood: Unhappy, Ability: Add half of faction power to Mystic, Objective: Build the Sacred Forest in 4 Turns, Success/Failure: Increased Megaproject Bonus/-1 Legitimacy
Elders (3) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Increase Diplomatic Relations with two other civs within 4 Turns, Success/Failure: +1 Temp Econ/-
Warriors (5 (6)) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Strengthen the Colryd within 2 Turns, Success/Failure: Increased Relationship with the Colryd/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build a Temple, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Find a major deposit of tin for a Tin Mine, Success/Failure: ???/-

You have three 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 (0/3), 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 (1/6), Rockbay (1/1), Sunrise Bay (1/1), North Coast Plains (6/6),

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

[] [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: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (0/4) (Limited to 1 per 3 Settlements), Improved Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +4 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +6 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 (6/12), Rockbay (1/12), Upriver Plains (0/6), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/11), 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] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy. (Currently active)
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions.
-Religion = Focuses on religious actions.
-Study = Takes study actions.

[] [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, Lowlander Tribes, Colryd Kingdom, Caradysh, Coltyre Confederation

[] [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, Lowlander Tribes, Coltyre Confederation,

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: 0/4

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

***​

So you are an uneasy peace with the Caradysh now and have greatly strengthen relation with the Colryd. You have potential future wars and other crises to worry about, but for now, you are at peace and crisis free.

You also got a ton of magic from the Caradysh, but the nature of it and your own cultural biases mean that it will take time for you to make use of it as you need to convert the arcane magical knowledge into spells to be used by your divine magical knowledge. This will slowly happen over time, but can be speed up with Study Magic actions.

Other than that, this is a chance to take a breath and get some projects done such maybe a megaproject or building some more infrastructure or exploring new lands. You got no ongoing conflicts or crises right now to deal with and I cannot say how long that will be the case. I have also provided how much progress is required for the Sacred Forest and the Stone Wall.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
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 (6)
Econ: 19 (10)
Martial: 6 (6)
Mystic: 3 (5)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 30

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Neutral/Unknown/Minimal
Caradysh = Redeemable Evil/Cautiously Friendly/Minimal
Colryd Kingdom = Very Friendly/Very Friendly/High
Coltyre Confederation = Neutral/Uncaring/None
Forluc = Future Enemies/Furious Hatred/None
Lowlander Tribes = Disliked/Wary/Minimal

Subordinates
Type/Loyalty/Dependence
Maradysh = Personal Union/Very High/High

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,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

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

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

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

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

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
Cows
Dogs
Dire Boars
Fowls
Sheep

Construction
Fired Bricks
Mortar

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

Hunting
Baits

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

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal 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
Professional 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
Arcane Magic (Theoretical)

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

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

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

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

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

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

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

Wyrnite Divine Magic
Memory Stones (Basic)
Songs of Courage (Limited)

Ymarnite Divine Magic
Disease Cure (Limited)
Increased Weapon Skill (Basic)
Wound Healing (Basic)
 
Last edited:
The Bronze Age
[X][MAIN] Sacred Forest
[X][SEC] Explore Lands = (Sunset Mountains)

Provinces = [SEC] Trade Expedition = (Coltyre Confederation)
Maradysh = [SEC] More Farming, [SEC] Venerate the Goddesses,

As the seasons went on, it quickly became clear that bronze was a superior metal to copper even if it was hard to make and not as much could be made. Just as copper tools had replaced stone tools, bronze tools had replaced copper tools.

It wasn't just the introduction of bronze, but things became more organised over time as the People could handle more things than before. More could get done compared to past generations and the People were capable of accomplishing more than any point in the past.

Government Type Changed
Ancient Tanistry
Upper Centralization Limit: 10
Lower Centralization Limit: 1
Admin Strain Free Provinces: 5
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Increased Range of Potential Heirs

Economy Type Changed
Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: +1 Secondary Province Action per 2 Provinces
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

One result of this new organised was the construction of the Grand Sacred Forest. When it was thought up countless generations ago, it was thought to be a hard project that would take several generations to complete. Yet when the People have done it now, it took only a single generation to finish.

The Grand Sacred Forest, hopefully the first of many, was planted in Greenbay, the capital of the Arthwyd as had been originally planned by Malbyn the Explorer, mentor of Cadlon Evalyn Boarslayer.

Greenbay was the largest settlement in the known world with over twenty thousand people living in it. Unlike the settlements of barbarians, Greenbay is like all of the Arthwydish settlements and is strictly organising into different neighbourhoods of semi-self-sufficient mini-villages.

The Grand Sacred Forest is was just a matter of strategically planting trees throughout Greenbay to get a sustainable forest that didn't disrupt the village whilst keeping it as something that would get recognised as a forest.

The end result was a mass of trees scattered about Greenbay and collectively, they are sacred to Arthryn and her Daughters like a shrine or temple. While the Cursed Forest was no longer ruled by evil tree spirits, the Grand Sacred Forest is the opposite of what it used to be. The trees will still be used by the People, but it is the priesthood that will determine when they are cut in accordance with the wishes of the goddesses.

To help with the construction of the Grand Sacred Forest, the People adapted some of the fertility magic that the Caradysh had provided them with. While they were able to adapt the fertility boost into the Ymarnite Divine Magic thanks to Ymarn being the Goddess of Life, they were able to adapt that magic from usage on people and animals to being used to speed up the growth of plants such as the trees of the sacred forest.

Megaproject Completed!
Grand Sacred Forest

A grand forest planted throughout Greenbay itself, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: +1 Temp Mystic from Venerate the Goddesses, Plant Sacred Forests Unlocked,

Pick two Megaproject Completion Bonuses
[] [Mega] Gain a new random Value
[] [Mega] Upgrade a random Value
[] [Mega] Gain a random Hero.
[] [Mega] Gain at least two Technologies
[] [Mega] Upgrade the Blessing of Arthryn.
[] [Mega] Upgrade the Blood of Evalyn.
[] [Mega] Unlock another Divine Blessing.

The completion of the sacred forest wasn't the only thing that the People did that generation. To help fulfil the requests of the crafters to find a source of tin in order to make more bronze, Cadlon Varthryn organised several expeditions into explore the Sunset Mountains. Unlike the Sunrise Mountains, which has been explored to some extent, the Sunset Mountains are almost a total mysterious to the People.

Cadlon Varthryn hoped that just as they had found a suitable location for a copper mine in the Sunrise Mountains, they would find more potential mines in the Sunset Mountains and perhaps other secrets. To this purpose, the expeditions of Cateyes and hunters went looking around the areas of the Sunset Mountains.

While it took a good many seasons, the expeditions proved more successful than Cadlon Varthryn or anyone else had hoped. Not only did the explorers find one potential spot for a new mine, but they found a second one as well. The explorers found both the much-desired major tin deposit for a tin mine, but they found several major veins of gold for a gold mine.

The People were overjoyed at these discoveries. The tin mine would ensure that they would be able to produce significant amounts of bronze while the gold mine would ensure that the People would be wealthy compared to their neighbours.

The People also send overtures to the newly formed Coltyre Confederation in the eastern lowlands. Cadlon Varthryn and the Arthwyd hoped to find some allies against the Forluc over there or at least to kept the Coltyre from strikes at the People while they were distracted by the Forluc.

Unfortunately for the Arthwyd, they were unable to make any significant progress. The Coltyre lack a centralised leadership like the People or the Caradysh or the Colryd and are instead ruled by a collection of various Boarfolk tribes. Because of this, they were only able to make contact with a few tribes and those they did reach, the Boarfolk won't interested in the People.

They were too focused sorting out their internal affairs and while they weren't interested in attacking the People or the lowlander tribes to the north, they also weren't interested opening up friendly ties with the People. Despite their best efforts, the People would just need to wait until a future generation to see some success.

There was also news from the south. The Maradysh were still suffering bad weather and while the situation had gone as bad as it initially was, they are still focused on getting by over anything else. And while the Caradysh have been quiet in the Cursed Forest, the Colryd Kingdom has been very active in the past generation as a new warleader had risen amongst them.

Vath was a man of both a silver tongue and warrior's mind, easily one of the great men of alive. A loyal servant of Queen Eira, he rallied up a warband before marching on some of the neighbouring lowlander tribes. The success of Vath was a two-fold thing as first he crushed their forces on the battlefield before convincing the bested tribe to voluntarily join with the Colryd through a mixture of military prowess and a charming charisma.

Recruiting warriors from both the defeated tribes and getting more volunteers from back in Caermyr and getting tribute from the conquered villages, Vath carved out a small empire for the Colryd out of the lowlander tribes. Within a generation, the lands of the Colryd had increased at least fivefold and that was thanks to the efforts of Vath.

While a few found this worrying, most felt that it was a good thing as it meant that the Colryd would be a stronger ally of the People and by using Vath, Queen Eira would be able to dominate the northern lowlands.

As generation began, Cadlon Varthryn just had to decide upon the next course of action for the People. The Arthwyd could focus on the home front as they prepared for future conflict by building infrastructure such as a new mine in the Sunset Mountains and some more palisades in the Greenbay region or perhaps they could pay some extra respects to Arthryn and her Daughters.

Other possibilities included engaging in diplomacy by reaching out to the allies of the People to strengthen the ties with them or perhaps studying magic so that they could make use of the magical knowledge that the Caradysh had given them. Another option was to explore the coastlines to further the People's knowledge of what was up in the north with them.

What do the People do this Mid Turn?
[] [React] Focus on infrastructure. ([SEC] More Farming, [SEC] Develop Mine = Sunrise Mountains: Tin, [SEC] Build Palisade = Greenbay)
[] [React] Focus on diplomacy. ([SEC] More Farming, [SEC] Trade Expedition = Caradysh, [SEC] Trade Expedition = Colryd)
[] [React] Focus on the divine. ([SEC] More Hunting, [MAIN] Venerate the Goddesses)
[] [React] Focus on the magical knowledge ([SEC] More Farming, [MAIN] Study Magic)
[] [React] Focus on exploring. ([SEC] More Fishing, [SEC] Explore Lands = Western Coast, [SEC] Explore Lands = Northern Coast)

Priestesses (4) = Mood: Content, Ability: Add half of faction power to Mystic, Objective: Build a Temple within 4 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Increase Diplomatic Relations with two other civs within 4 Turns, Success/Failure: +1 Temp Econ/-
Warriors (5 (6)) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Strengthen the Colryd within 2 Turns, Success/Failure: Increased Relationship with the Colryd/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build a Temple, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Develop a Tin Mine within 4 Turns, Success/Failure: +1 Temp Econ/-

***​

Okay, so you got the Sacred Forest done and got a crit on exploration, giving you two good mine locations. Unfortunately, the Coltyre have rejected diplomatic overtures while the Colryd rolled up a Diplo/Martial Hero and decided to use him to carve out an empire. Even without the Martial Hero bonus, they still got a critical success on their war role so Vath just turned a major success into an overwhelming success.

You have always entered the bronze age and have met the requirements for government and economy upgrades, giving you some more actions and room to safely expand. I will also be changing the time frame of each update from 25 years to just 20 years after the next update. There may be other stuff, but it is late and I want to get the update tonight so I am cutting the author's notes and proofreading short.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
Ancient Tanistry
Upper Centralization Limit: 10
Lower Centralization Limit: 1
Admin Strain Free Provinces: 6
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 1 Province
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Increased Range of Potential Heirs

Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: +1 Secondary Province Action per 2 Provinces
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (7)
Econ: 19 (0)
Martial: 6 (3)
Mystic: 3 (1)
Culture: 1 (3)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 31

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Neutral/Unknown/Minimal
Caradysh = Redeemable Evil/Cautiously Friendly/Minimal
Colryd Kingdom = Very Friendly/Very Friendly/High
Coltyre Confederation = Neutral/Uncaring/None
Forluc = Future Enemies/Furious Hatred/None
Lowlander Tribes = Disliked/Wary/Minimal

Subordinates
Type/Loyalty/Dependence
Maradysh = Personal Union/Very High/Critical

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,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

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

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

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

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

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

Grand Sacred Forest
A grand forest planted throughout Greenbay itself, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: +1 Temp Mystic from Venerate the Goddesses, Plant Sacred Forests Unlocked,

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

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

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Sheep

Construction
Fired Bricks
Mortar

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

Hunting
Baits

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

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal 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
Professional 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
Arcane Magic (Theoretical)

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

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

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

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

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

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

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

Wyrnite Divine Magic
Memory Stones (Basic)
Songs of Courage (Limited)

Ymarnite Divine Magic
Disease Cure (Limited)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Basic)
 
Last edited:
Tin, Bronze and Blessings
[X][Mega] Unlock another Divine Blessing.
[X][Mega] Upgrade the Blessing of Arthryn.
[X][React] Focus on infrastructure. ([SEC] More Farming, [SEC] Develop Mine = Sunrise Mountains: Tin, [SEC] Build Palisade = Greenbay)

While threats and friends loomed aboard, the People had more internal matters to worry about. While the largest settlements were all walled alongside those on the north coast, the smaller settlements in the Greenbay region remained without any palisades to protect their inhabitants.

It would take a few generations to wall every settlement, but the Arthwyd are able to get some more walled off and protected against attacks, especially unexpected ones, in the past generation. It would take more time and effort to put more palisades and even now, some of the People were suggesting that they start looking into stone walls over wooden ones.

Cadlon Varthryn also gave into the requests of the crafters for the tin mine in the Sunset Mountains to be set up. While it did appease the crafters and leave the artisans of the People happy, Varthryn did more to increase the flow of bronze.

The copper mine in the Sunrise Mountains provided the People with plenty of copper, the primary ingredient in the creation of bronze, tin was still a bottleneck. With both a major copper mine and a major tin mine, the Arthwyd could establish themselves a major producer of bronze, both for internal use and potentially for trading away to others. Unless other powers got their own tin and copper mines, they would struggle to compete with the Arthwyd when it came to producing bronze in high quantities.

Even as the tin mine was finished as Cadlon Varthryn's reign came to end and she was succeeded by Cadlon Bronlyn, the crafters had already put their sights on a new goal. Their petitions to the Cadlon switched from more tin to more gold as they sought out increase the amount of gold that the People could make crafts and to improve the wealth of the People.

The Maradysh's bout of bad luck also ended as the weather cleared up, allowing them to properly farm and harvest without needing to worry about bad weather bringing about a poor harvest. While the bad weather had left them struggling for the last few generations, that would no longer be the case for as far as anyone could see.

There was also other news from the south. While the Coltyre Confederation was still focused internally and disinterested in the outside world as the conquering Boarfolk were still consolidating their rule, the Colryd Kingdom had been busy.

While Vath had aged significant seen he had first risen to prominence, he was still a master of both war and diplomacy. In the first half of his life, he had conquered the southern half of the Green River in the lowlands in the name of Queen Eira. Now in the second half of his life, he had done the same for the northern half of the Green River in the lowlands.

Even though she can only exert personal control over Caermyr and the surrounding territory, Queen Eira now has all of the lowlander settlements along the Green River as part of the Colryd Kingdom even if almost all of them are still self-run and just pay her tribute.

The end result is that the People and the Colryd now share a border and between the two of them, they have total control and dominance over the Green River and trade between the People and the Colryd has become easier as there are no potential hostile tribes between the Maradysh and Caermyr.

Combined with the new tin mine to go with the copper mine, the new safe trade route between the Arthwyd and the Colryd got many thinking about the potential of trading bronze items with outsiders.

While none advocated for sharing the ore or ingots or even the knowledge of how to smelt metal let alone making bronze, a portion of the People felt it was a good idea to trade completed bronze ideas.

Not only would it increase goodwill towards the People, but it would strengthen ties with their neighbours as they would be dependant on the People for bronze goods. By trading away bronze, it would establish the Arthwyd as the sole producer and provider of bronze goods.

That said, even if the People did begin to trade bronze with outsiders like they did with other metal items, who would they trade with? While it certainly wouldn't stop non-trade partners getting bronze items from the People's trade partners, it would definitely limit how many they could get without access to the source.

Some advocated for only trading with the friends and allies of the People while others when even further to say that they should only trade with close and trusted allies like the Colryd. Many disagreed with the former two camps and felt that the People should try openly and everyone, earning both goodwill from all those around them and enriching the People in the process.

Who do the Arthwyd trade bronze goods with?
[] [Bronze] No one. (The Arthwyd do not trade any bronze.)
[] [Bronze] Only close allies. (+1 Temp Diplo, Completes Warriors faction quest,)
[] [Bronze] Only allies. (+2 Temp Diplo, +1 Prestige, Completes Warriors faction quest, Completes Elders faction quest)
[] [Bronze] Everyone. (+1 Diplo, +2 Temp Diplo, +2 Prestige, Completes Warriors faction quest, Completes Elders faction quest)

There was also troubling news from the Caradysh though it wasn't the foresters themselves. No, it was the Forluc, the self-declared enemies of the People. The Caradysh reported that while they hadn't moved on the lowlander tribes to their north, they been getting ready for the future conflict.

Rather than conquer new settlements, they had been founding their own, making more room for a larger population and setting up more farming to sustain it. It had gotten to the point that the Caradysh admitted that they doubted their ability to act offensively against the Forluc anymore even if they could still hold their own on the defence.

The goddesses also showed their favour to the People as in the generation following the completion of the Sacred Forest, not only did Arthryn improved her Blessing again, but her daughter Ymarn granted her own divine Blessing to the People, granting it to all those with her mother's blessing.

Arthryn's upgrade wasn't much even if it was useful as all she did was provide the Blessed with the ability to see in the dark. They couldn't see as well as they could in the day, but it was still a significant improvement over not being able to see.

The effects of Ymarn's blessing were more impressive even if one was more obvious than the latter. The first discovered effect was the improved healing of the People as the wounds and injuries of the blessed healed significantly faster. Due to its nature, the second effect of an increased lifespan was only noticed when it began to take longer for the People to die as a blessed person now reliably live until they reached a hundred.

All in all, life was good. They had tin and copper to ramp up bronze production while their ally in the lowland had grown in power and established a safe trade route. The goddesses had shown their favour to their followers and granted them new gifts for their devotion. The Forluc might be strengthening themselves, but that war was generations away and for now, the People were on the cusp of a Golden Age.

Priestesses (4) = Mood: Content, Ability: Add half of faction power to Mystic, Objective: Build a Temple within 3 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Increase Diplomatic Relations with two other civs within 3 Turns, Success/Failure: +1 Temp Econ/-
Warriors (5 (6)) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Strengthen the Colryd within 1 Turns, Success/Failure: Increased Relationship with the Colryd/-
Farmers (1) = Mood: Content, Ability: Add half of faction power to Econ, Objective: Build a Temple within 4 Turns, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Pleased, Ability: Add half of faction power to Culture, Objective: Develop a Gold Mine within 4 Turns, Success/Failure: Free Trade Expedition/-

You have four 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 (0/3), 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 (2/6), Rockbay (1/1), Sunrise Bay (1/1), North Coast Plains (6/6),

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

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

[] [SEC/MAIN] Integrate Subordinate = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture, +1 Progress,
M: -2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture, -1 Centralisation, +2 Progress
-Possible Targets: Maradysh (0/3)

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

[] [SEC/MAIN] More Farming.
S: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (0/4) (Limited to 1 per 3 Settlements), Improved Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +4 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +6 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

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

[] [SEC/MAIN] 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 (6/12), Rockbay (1/12), Upriver Plains (0/6), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (0/11), 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] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy. (Currently active)
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions.
-Religion = Focuses on religious actions.
-Study = Takes study actions.

[] [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, Lowlander Tribes, Colryd Kingdom, Caradysh, Coltyre Confederation

[] [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, +2 Temp Mystic, +2 Temp Culture, +1 Stability, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +3 Temp Mystic, +3 Temp Culture, +1 Stability, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War 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, Lowlander Tribes, Coltyre Confederation,

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

***​

I would say that this is a good turn. You got a tin mine and some more walls while the Maradysh get over their bad weather and Colryd continue their conquests, establishing control over the Green River in the lowlands. The Coltyre remain neutral as they got their own affairs to handle and while the Forluc are increasing in strength, so are you and your allies.

You got a few options this turn as you got four actions on top of three province actions. Beyond the option to open up the bronze trade, you also have a few new actions as you can plant smaller sacred forests, empower the Cadlon for increased centralisation and can integrate the Maradysh.

You are also the verge of a Golden Age so you may wish to keep that in mind when picking your actions. Your province actions won't keep you from getting a golden age, but you guys, the players, potentially could.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
Ancient Tanistry
Upper Centralization Limit: 10
Lower Centralization Limit: 1
Admin Strain Free Provinces: 6
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 1 Province
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Increased Range of Potential Heirs

Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: +1 Secondary Province Action per 2 Provinces
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (6)
Econ: 19 (10)
Martial: 6 (4)
Mystic: 3 (3)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 31

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Neutral/Unknown/Minimal
Caradysh = Redeemable Evil/Cautiously Friendly/Minimal
Colryd Kingdom = Very Friendly/Very Friendly/High
Coltyre Confederation = Neutral/Uncaring/None
Forluc = Future Enemies/Furious Hatred/None
Lowlander Tribes = Disliked/Wary/Minimal

Subordinates
Type/Loyalty/Dependence
Maradysh = Personal Union/Very High/Critical

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

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

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

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

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

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

Grand Sacred Forest
A grand forest planted throughout Greenbay itself, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: +1 Temp Mystic from Venerate the Goddesses, Plant Sacred Forests Unlocked,

Grand Statue

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

Grand Temple

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

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Sheep

Construction
Fired Bricks
Mortar

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

Hunting
Baits

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

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal 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
Professional 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
Arcane Magic (Theoretical)

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

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

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

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

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

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

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

Wyrnite Divine Magic
Memory Stones (Basic)
Songs of Courage (Limited)

Ymarnite Divine Magic
Disease Cure (Limited)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Basic)
 
Golden Dawn
[X] [Bronze] Everyone. (+1 Diplo, +2 Temp Diplo, +2 Prestige, Completes Warriors faction quest, Completes Elders faction quest)
[X] [SEC] Integrate Subordinate = Maradysh
[X] [SEC] Build Temple = (Greenbay)
[X] [SEC] More Fishing
[X] [SEC] Develop Mine = (Sunset Mountains)

Priestesses = [SEC] Venerate the Goddesses
Crafters = [SEC] Trade Expedition = Colryd Kingdom
Provinces = [SEC] Trade Expedition = Lowlander Tribes, [SEC] Trade Expedition = Boarfolk, [SEC] Trade Expedition = Coltyre Confederation
Maradysh = [MAIN] Build Palisades = Upriver Plains

The last generation is one of the greatest in living memory and even the future threat of the Forluc is insignificant in the face of everything else. For the People, it is an era of peace and prosperity as the People have never been better off or in a better position.

Golden Age Started!

On the matter of bronze trading, there was a strong debate not on whether to trade or not, but who to trade with. Of the two noteworthy factions, one advocated for just trying with allies and friendly neighbours while the other advocated for trading with everyone who wasn't an enemy of the People.

The first faction felt that by trading with only allies and friends, it would incentivise other peoples to become friends with the People. Furthermore they claimed that this would strengthen the friends and allies of the People over those that weren't. The second faction disagreed with this and claimed it was better for the People to freely trade bronze with all. They felt that doing so would not only enrich the People, but it would increase the goodwill their neighbours felt towards the People. Doing that would make them less likely to attack the People or side against the People with their enemies such as the Forluc.

While the debate was long and passionate, in the end, Cadlon Bronlyn sided with the latter action and soon the Arthwydish traders were selling bronze tools in the marketplace of Caermyr.

The Arthwyd did trade beyond Caermyr as they send out trad expedition to almost everyone from the lowland tribes to the Coltyre Confederation to the Boarfolk nomadic tribes up in the north. The only place they didn't actively trade with was the evil Caradysh and even then, Caradysh traders and Arthwyd traders bartered in the streets of Caermyr.

Not only did the trading of bronze increase the standing and goodwill of the Arthwyd as all were grateful for these goods that only the Northern Demons could provide, it also make the Arthwyd more prestigious and impressive as they supplied not only copper and silver, but also bronze and gold. Furthermore, the Arthwyd were the only source of metal in the region at this point.

While the Colryd were the centre of trade and Queen Eira had leverage that to their advantage, the Arthwyd were the only source of metal goods and for that, all of their neighbours and trade partners were dependant on the Arthwyd for metal goods. No one wanted to get on the bad side of the Arthwyd lest the flow of metal stop.

Wealth Stat unlocked!
Status Gained!

Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,

The extensive trading of the Arthwyd wasn't all that they did. Granting the eager requests of the crafters and traders, Cadlon Bronlyn also ordered the construction of the gold mine in the Sunset Mountains. While the People didn't need the gold, it kept the crafters and traders happy and the regular supply of gold would ensure that the People could keep making gold goods. These gold goods could then be used internally as signs of status or traded away for wealth and prestige.

The People begun to construct temples in the largest settlements in the Greenbay region. While it would take time and resources to build them everywhere, the temples were a major step up from the old shrines. Many were pleased by making more sacred sites devoted to the Arthryn and her Daughters and the priestesses began to organise extra ceremonies to honour the goddesses.

Cadlon Bronlyn also begins efforts to integrate the Maradysh so that the People are united as one rather than split into two groups. Taking it slow and steady, the ageing Cadlon doesn't expect the work to be completed in her lifetime as her successor or her successor's successor will be the one to finish the work.

The integrate itself goes fine. The slow concession of local authority and power in favour of answering to the Cadlon in Greenbay goes well with little resistance from the Maradysh leadership. Despite what some feared, the Maradysh have little problem uniting with their brethren to the north.

As for the Maradysh themselves, they take the opportunity to build palisades around their core territories, making sure that all of their settlements in the upriver plains are walled off and protected against attacks.

The other news from the south was predictable. The Caradysh continued to do whatever they did in the forest while the Forluc continued to prepare for their desired war with the People. The Coltyre Confederation continued to stabilised their rule and from what the People could tell, they were doing a good job of it.

As for the close friend and ally, the Colryd Kingdom, Queen Eira continued to focus on building up the capital Caermyr and establishing it as a wealthy centre of trade within the northern lowlands. Her loyal warleader Vath passed away from old age, but his conquests stayed under the rule of Queen Eira as they had enjoyed peace and wealth as part of the Colryd.

Pick 1 Golden Age Bonus
[] [GA] Unlock the Codified Law Megaproject. (-2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Grand Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Great Market Place Megaproject. (-2 Temp Diplo, -2 Temp Wealth)
[] [GA] Gain a random Hero. (-3 Econ, -1 Temp Diplo, -1 Temp Martial)
[] [GA] Gain a Baby Boom. (-2 Econ, -2 Temp Diplo, -2 Temp Martial)
[] [GA] Discover a new mine location. (-2 Temp Econ, -2 Temp Martial)
[] [GA] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] [GA] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] [GA] Unlock military reforms. (-2 Temp Diplo, -2 Temp Martial, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Improve relations with all neighbours. (-6 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] [GA] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

Priestesses (4) = Mood: Overjoyed, Ability: Add half of faction power to Mystic, Objective: Study Magic in 4 Turns, Success/Failure: Free Magical Innovation/-
Elders (3) = Mood: Overjoyed, Ability: Add half of their faction power to another faction, Objective: Empower the Cadlon within 4 Turns, Success/Failure: +1 Temp Culture/-
Warriors (5 (6)) = Mood: Overjoyed, Ability: Add half of faction power to Martial, Objective: Build Palisades around all Settlements with 3 Turns, Success/Failure: +1 Temp Econ/-
Farmers (1) = Mood: Overjoyed, Ability: Add half of faction power to Econ, Objective: Venerate the Goddesses in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Overjoyed, Ability: Add half of faction power to Wealth, Objective: Develop Mine with 4 Turns, Success/Failure: +2 Temp Wealth/-

***​

So you got the Golden Age, unlocked wealth, completed all of the faction quests and managed to get everyone (apart from the Forluc) to like you. You also get a set of a Golden Age bonuses to pick one from.

You don't get to pick your mid-turn actions as they will be determined by depending on the costs of whichever Golden Age bonus is chosen.

I will also note that I find it sad that even after a century and a half, the Maradysh are still nowhere near close to recovering to their pre-civil war strength.

There is also a trade status with a table of who is trying for what in the civ sheet and there will be some changes to the action list next turn. Beyond that enjoy your peace and prosperity while it lasts.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
Ancient Tanistry
Upper Centralization Limit: 10
Lower Centralization Limit: 1
Admin Strain Free Provinces: 6
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 1 Province
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Increased Range of Potential Heirs

Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: +1 Secondary Province Action per 2 Provinces
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 3 (10) (+1)
Econ: 19 (3)
Martial: 6 (4)
Mystic: 4 (3) (+1)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 9 (9)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 4
Prestige: 34

Statuses
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
Golden Age: +1 Temp Econ at the start of each turn,
King of the Hill: +1 Temp Diplo at the start of each turn,

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Neutral/Cordial/Low
Caradysh = Redeemable Evil/Cautiously Friendly/Very Low
Colryd Kingdom = Very Friendly/Extremely Friendly/Very High
Coltyre Confederation = Neutral/Cordial/Very Low
Forluc = Future Enemies/Furious Hatred/None
Lowlander Tribes = Disliked/Cordial/Low

Subordinates
Type/Loyalty/Dependence
Maradysh = Personal Union/Very High/Low

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

Nomads (Significant), Caradysh (Leading), Colryd (Significant), Coltyre (Considerable), Forluc (Average), Lowlanders (Average),

Dyes

Minor Importer

Colryd (Significant), Coltyre (Average), Forluc (Considerable), Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Major Importer), Colryd (Major Importer), Coltyre (Medium Importer), Forluc (Minor), Lowlanders (Medium Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Significant Importer), Colryd (Major Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Average), Colryd (Leading), Coltyre (Average), Forluc (Considerable), Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Colryd (Major Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Colryd (Leading), Coltyre (Minor Importer), Forluc (Leading), Lowlanders (Average),

Alcohol

Some

Nomads (Minor Importer), Colryd (Leading), Coltyre (Minor Importer), Forluc (Leading), Lowlanders (Average),

Strategic Trade



Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Colryd (Major Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Lowlanders (Medium Importer),

Copper Goods

Dominant

Nomads (Medium Importer), Caradysh (Medium Importer), Colryd (Major Importer), Coltyre (Significant Importer), Forluc (Minor Importer), Lowlanders (Significant Importer),

Copper Ore

Hoarding


Tin Ore

Hoarding


Slaves

None

Nomads (Minor Importer), Caradysh (Medium Importer), Colryd (Dominant), Coltyre (Some), Forluc (Significant), Lowlanders (Some),







Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

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

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

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

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

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

Grand Sacred Forest
A grand forest planted throughout Greenbay itself, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: +1 Temp Mystic from Venerate the Goddesses, Plant Sacred Forests Unlocked,

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

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

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Sheep

Construction
Fired Bricks
Mortar

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

Hunting
Baits

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

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal 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
Professional 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
Arcane Magic (Theoretical)

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

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

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

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

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

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

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

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

Ymarnite Divine Magic
Disease Cure (Limited)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Basic)
 
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