Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
The Evatine Reforms
[X][GA] Unlock military reforms. (-2 Temp Diplo, -2 Temp Martial, -1 Temp Mystic, -1 Temp Culture)

War was coming and the future seeing of both the priesthood and the military predicted it would be within the next generation or two.

Times were good for now and looked like they would be for some time, but war was coming. The People had to get ready for it and so they took the steps to do under the final generation of Cadlon Bronlyn's reign.

More palisades were constructed and now the majority of the settlements in the Greenbay region were walled off and protected from unexpected attacks. The Maradysh also followed this strategy as their newest settlements in the Sunrise Plains received their own palisades, leaving all of the Maradysh settlements with their own walls to protect them.

The moves to continue uniting the People were also made as more of the Maradysh leadership was brought under the central leadership in Greenbay and in general, more authority was given to the Cadlon across the Arthwyd so that things could be better organised.

But more was needed and seeing that the People would not have for themselves, Arthryn intervened and took action to guide the People down the right path. Just as she had in the past, Arthryn choose a champion to guide the People.

As was the preference of the goddess, Arthryn picked someone from outside the People, someone who had insights and perspectives that members of the People lacked and could bring those insights and perspectives to the People.

It had been Ymarn for the Arthwyd-Merntir War and it had been Evalyn for the Vervov's Invasion and the First Arthwyd-Caradysh War. Now it was Evatine for the upcoming Arthwyd-Forluc War.

In many ways, Evatine was a curious choice as she was born amongst the Forluc. She was enslaved after her family was on the losing side of a rebellion and she got brought to Caermyr. In the capital of the Colryd, Evatine was able to acquire her freedom and earn a place as a member of the Colryd Royal Guard.

It was in Caermyr when she was seventeen winters old that Arthryn chose Evatine, empowering her with her Blessing and that of Ymarn. However, Evatine didn't just get the Arthrynite Blessings like Ymarn and Evalyn did as Arthryn allowed the barbarian woman to tap into some of her divine power.

Making her way north, Evatine found herself thrust into a position of leadership thanks to being the Champion of Arthryn, finding herself socialising and interacting with the Cadlon, the Royal Family and the most senior priestesses and warriors.

With her words being listened to with the divine weight that they had behind them, Evatine quickly pointed out how the military of the Arthwyd was lacking. She claimed that while it might have been sufficient in the past, times had changed and the military of the Arthwyd had to be updated as she believed that it wouldn't stand up to the military of the Forluc, her birth people.

Evatine was certain that the Arthwyd military needed some reforms to bring up to fighting shape for this day and age and with the backing of Arthryn herself, the Champion of Arthryn was able to begin putting some into place.

***​

Sitting down in her bed and leaning back, Evatine closes her eyes as she considers her options. The Arthwyd aren't as bad as she feared and while Greenbay lacks the sheer variety of Caermyr, it has its own set of riches and attractions. There are no slaves, everyone is fed and everywhere just looks so nice and organised.

Now she has to keep it safe from the people that she was born amongst. A tall order given the state of their military as for all of their riches and advancements, the Arthwyd are shockingly outdated when it comes to their military. Distaining warfare as a barbaric affair if one that is ultimately necessary, they have done the bare minimum for their military despite the Catclaws and Cateyes being prestigious, respected and influential.

As things are, the doctrine and organisation of the Arthwyd military needs updating. While the Cateyes are sufficient and a good addition to Arthwyd military, the Catclaws need to be reorganised and updated so they can stand up to their contemporary rivals on the battlefield.

While they could keep them as they are, Evatine doesn't consider that to be an acceptable option, no matter how pleased and happy it would leave the Catclaws, the Cateyes and the rest of the Arthwyd.

Evatine sees three options into which to recognised the Claws into. The first is to copy the regulars of the Forluc, of which her father and brothers were once part of. Armed with spears and shields, they are a mobile force that can be moved about as needed and are capable of holding the line if needed. Furthermore, it will be cheap and easy to reequip the Catclaws if this route is taken.

The second option is to copy the Colryd Royal Guard that Evatine was once part of, which is quite similar to the first. Also wielding spears, the Catclaws will focus on being tough and hard to displaced, holding the line in battle as they sacrifice mobility in exchange for being able to staying power to hold their own. Wearing and wielding heavier defences that will protect them whilst slowing them down, the Catclaws will also wield a secondary weapon for when their spears are broken or left ineffective.

The third option is somewhat between what the Catclaws currently are and what the Colryd Royal Guard are like. While heavy infantry like the Royal Guard who focus on strong defence and staying power over being mobile, the Catclaws will wield a mixture of ranged and melee weapons. They would have set of javelins to strike at the enemy from range while they would have both a sword and a mace for melee. A sword for living opponents and a mace for undead opponents, the smaller weapons will be easier to wield and use and leave the Catclaws more mobile than if they had a long spear.

Choose one of the following for the future of the Catclaws:
[] [Claws] Keep them as they are. (+2 Prestige, Warriors are Happy)
[] [Claws] Heavy Mixed Infantry. (-1 Temp Wealth, -3 Temp Econ, -2 Prestige, Warriors are Unhappy)
[] [Claws] Light Spear Infantry (-5 Prestige, Warriors are Unhappy)
[] [Claws] Heavy Spear Infantry (-1 Temp Wealth, -3 Temp Econ, -4 Prestige, Warriors are Unhappy)

Evatine also needs to figure out how the leadership of the Arthwyd military will be organised. The closest method to the current way of doing things would be independent command. Working similar to the fearsome Boarfolk Tribes, each unit of Catclaws and Cateyes will have its own leader who is equal to everyone else and in times of war, an overall leader will direct them into battle and determine how the war is waged.

The second method is like the first, but more organised. Rather than have each unit be independent, leadership will be organised for a local area such the military within a large settlement or an area with a few small settlements in it. These local leaders would then be organised under an overall leader during times of war.

The last two methods are similar to each other. Both are based around having a centralised leadership and a clear hierarchy that is to be followed as all of the Arthwyd military is organised in a single chain of command, no matter where they are based. This hierarchy can either be strict one where the positions of everyone and their authority is clearly defined or it can be a looser one where more initiative and authority is conceded to on the scene leadership.

Choose one of the following for the new leadership set up of the Arthwyd military:
[] [Leader] Independent (-1 Centralisation, +1 Prestige, ???)
[] [Leader] Localised (-1 Centralisation, ???)
[] [Leader] Loose Hierarchy (+1 Hierarchy, ???)
[] [Leader] Strict Hierarchy (+1 Hierarchy, +1 Centralisation, ???)

There is also how else she is going to improve the Arthwyd military. The bronze weapons that are so eagerly asked for in Caermyr are a given, yet Evatine feels that there is more that she can do to make the military of the Arthwyd better.

Choose two of the following as further parts of the Arthwyd military reforms:
[] [Reform] Tactical Formations (???)
[] [Reform] Bronze Armour (Improved Relationships with Trade Partners, -8 Temp Wealth, -4 Temp Econ, ???)
[] [Reform] Watchtowers (Unlocks Build Watchtowers Action)
[] [Reform] Supply Trains (-4 Temp Econ, ???)
[] [Reform] Tactical Phases (???)

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

***​

Okay, you got an Admin/Martial Hero and your first Hero in about ten updates. As some of you might have realised, Evatine will be taking over your actions and the narrative for this is that as the Champion of Arthryn, personally chosen by the goddess herself, everyone, including the Cadlon, is going to listen to her.

Instead you get to vote on your military reforms. The different options could be explained in the update, but if you have any further questions, feel free to ask them. You won't be getting everything in this single set of reforms however and the impact of these reforms may last for a long time. Whatever is chosen here could stick with you for dozens of updates before you are able to change them.

There will also be a short side story covering Evatine's past.

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 (5) (+1)
Econ: 19 (10)
Martial: 6 (4)
Mystic: 4 (3) (+1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 9 (9)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 4
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

Medium Importer

Nomads (Minor Importer), Colryd (Dominant), Coltyre (Minor Importer), Forluc (Leading), Lowlanders (Considerable),

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
Dire Boar Cavalry
Divine Champions
Hunting Groups
Professional Sacred Warriors
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 (Basic)
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)

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

Ymarnite Divine Magic
Birth Control (Limited)
Disease Cure (Limited)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Basic)
 
Last edited:
Bronze Epic Age I
[X][Claws] Heavy Mixed Infantry. (-1 Temp Wealth, -3 Temp Econ, -2 Prestige, Warriors are Unhappy)
[X][Leader] Loose Hierarchy (+1 Hierarchy, ???)
[X][Reform] Tactical Formations (???)
[X][Reform] Supply Trains (-4 Temp Econ, ???)

Arthwyd = [MAIN] Build Palisades, [SEC] More Farming, [SEC] Venerate the Goddesses
Provinces = [SEC] Integrate Subordinate = Maradysh, [SEC] Diplomatic Expedition = Colryd, [SEC] Diplomatic Expedition = Boarfolk Tribes

The reforms implemented by Evatine went excellent without trouble. While the Catclaws and Cateyes were somewhat unhappy with the changes, they acknowledge the wisdom of Evatine's words and ideas and accept her changes as necessary. They didn't have to like them, but ultimately war was not something that one like and yet it was a necessary thing that was done nonetheless.

While the Cateyes remain mostly the same apart from being outfitted with bronze weapons, the Catclaws changed up their equipment and role in battle. Wearing thick gambesons to protect their bodies, the Catclaws wielded large shields which almost covered their entire body. They were now also equipped with a variety of weapons as every Catclaw had a mace, a long-bladed version of a knife called a sword and a set of javelins. The mace is for fighting undead while the sword is for fighting the living and the javelins are to provide the Catclaws with a ranged weapon.

Evatine also changed the organisation of the Arthwyd military. While in the past the Catclaws and Cateyes listened to the local leaders, there is now a hierarchy to follow and a chain of command that is known to all Catclaws and Cateyes. The leadership has been centralised and clearly defined, a lot of authority is still given to local leaders, giving the ability to take their own initiative and make on the scene calls.

Additionally, Evatine introduced the formation fighting of her birth people and had the Catclaws and Cateyes fight in formation where they would support each under on the battlefield. By organising themselves on the battlefield, they would have the advantage over those that did not and would ensure that they would not be the disorganised force going up against a foe using formations.

The last major reform of Evatine was to emphasis the importance of maintaining supply lines and keeping your forces supplied. While the Catclaws and Cateyes had gotten by foraging in the past, that wouldn't be sustainable under Evatine reforms. To keep the Arthwyd warriors supplied with their new equipment, they would need ensure that they had spare supplies and that they would get more supplies coming in to replace the ones that would get used up.

The Evatine Reforms were expensive as the new changes were costly to implement and set up.
While the cost would go down once the reforms were fully implemented, they were quite expensive to the Arthwyd as Evatine implemented them.

With the ear of Cadlon Gwynlyn, Evatine was able to convince the Cadlon of the Arthwyd of the importance of getting every settlement protected by a wall. While she lacked the authority to have it done herself, Evatine got Cadlon Gwynlyn to arrange for the construction of palisades around the last of the Arthwydish settlements.

The People didn't neglect diplomatic matters as the Maradysh were brought fully under the fold of the Cadlon in Greenbay with Evatine seeing the integrating of their military into the overall military. The Maradysh warriors were retrained as Catclaws while the Boarfolk cavalry stayed as it was as the People understood its value on the battlefield.

Diplomatic expeditions were sent to the Colryd in the south and the Boarfolk nomads to the east. The former was to help strengthen the Colryd and improve their standing amongst the lowlanders in preparation of the upcoming war. With the nomads, Cadlon Gwynlyn and Evatine hoped to keep them on the good side of the People so they wouldn't take the opportunity to attack the People while they were distracted by events in the south.

Cadlon Gwynlyn and the rest of the Arthwyd leadership also took the opportunity to organised extra celebrations and ceremonies to Arthryn and her Daughters to thank them for both the good times and providing them with Evatine, Champion of Arthryn. Finding herself in a place of prominence in many of these events, Evatine bares them with good grace.

Evatine also founded herself a companion, the granddaughter of Cadlon Gwynlyn, Wonlyn. Striking up a relationship as lovers, the two of them proved to be excellent partners as while Evatine is a creative genius when it came to organising things, warfare and managing matters, Wonlyn proved to be a charismatic individual in addition to being one of the best priestesses of the Arthwyd. Excelling in different areas, Evatine and Wonlyn fulfilled the classic dynamic of Catclaw and Priestess to great effect.

There were also interesting developments in the south as the Colryd invented bigger boats. Made to help transport more people and goods at once up and down Green River, these boats were like some of the canoes and built from multiple pieces of wood. To big for a single person to paddle, the big boats took some cues from the rafts as they had sails for when the wind was good and oars on either side for when the wind was bad or the boat need more mobility.

The Colryd also produced a talented arcane magic user, a student of the famed blood magus Katryn. While primarily specialising in the art of blood magic, Talftyn was also proficient in fertility magic and light magic. Easily the best magus of his generation, many eyes were on Talfryn as greatness was expected from him

***​

It was almost ten winters after Evatine began her reforms that everything began to take place. As predicted, the Forluc made their move even if it was sooner than anyone had hoped. Marching north with an army several thousand strong, the Forluc invaded the lowlander tribes.

The reports were confusing and incomplete as many messengers were apparently cut off by the Forluc in their swift advance. What was known that the Forluc had a mighty army, a general peer to Evatine by the name of Eredan and they were overrunning the lowlands.

Many tribes found themselves attacked and conquered by the Forluc. Their men got slaughtered, the women and children were sent south as slaves while their food, metal tools and other supplies were seized by the Forluc as both riches and to help sustain their invasion.

As news of the Forluc invasion spread, many of the lowlanders fled either north to try and escape the Forluc in the south or they made their way to Caermyr in the hopes that Queen Eira and the Colryd Kingdom would be able to protect them from Eredan and his Forluc army.

The Forluc were also swift as well as sudden. Their invasion was expected yet it still caught everyone by surprise and their army had advanced quickly enough that by the time that Evatine had set south with the Arthwyd military, the Forluc were already nearing Caermyr.

It wasn't only news in the lowlands that was troublesome as the Caradysh had collapsed as a unified state in the Cursed Forest. Urth herself had disappeared and without her unifying leadership, the Caradysh had fractured into three separate states. The Daughter of Urth Aryn had taken over those that still called themselves the Caradysh while two of her sisters, Morgyn and Bellyn, had claimed their own lands, calling their territories the Moradysh and the Belladysh respectively.

While diplomatic ties and trade relations were kept open, they had been reduced and while Urth's successors would have kept the promise to aid the Arthwyd in the war against the Forluc, none of the Forester states were in a position to do such a thing. For all now, the Caradysh successor states were unavailable and would not be so until they got their act together.

As she went south, Evatine had a choice to make as she had needed to figure out where to send her troops and where she herself would go. If she kept her army together, she would just lead the whole force, but the Champion of Arthryn had two fronts to deal with.

The southern border of the Arthwyd was wide open as the lowlander tribes had proven themselves to be minimal delays for the Forluc. If they decided to bypass Caermyr and the Green River, the Forluc could march an army north and right into Arthwyd lands.

The other front as Caermyr, the capital of the Colryd and the heart of lowland society. While it had its palisade and the Colryd had rallied three thousand defenders. The majority of the defenders were lowlander warriors and the guards of the wealthy, but a few hundred were professional warriors of the Colryd and another few hundred were the Royal Guard of Queen Eira. Caermyr is also called home by Talfryn and the talent magus would almost certainly aid the city in its defence.

From what Evatine could tell, Eraden and Evatine had two fronts to commit their forces to, the lowlands south of the Arthwyd border and Caermyr. It would be a terrible loss if Caermyr to fall, but it would be a devastating blow if a Forluc force was able to strike into Arthwydish territory.

Evatine could either commit her troops to taking the lowlands or she could send them down Green River to reinforce the defenders of Caermyr, sending all of her forces to one of them or splitting them between the two.

While she risked terrible losses, so did the Forluc. If the Arthwyd were able to seize the lowlands, they could strike south at the Forluc lands just as the Forluc could strike north at the Arthwyd lands if they were to seize the lowlands. And should Evatine secure Caermyr, she could not only also strike at the territory of the Forluc, but she could also outflank any Forluc forces in the northern lowlands, cutting them off from the rest of the Forluc and leaving them trapped between two Arthwyd armies.

She just needed to figure out which was the best move.

[] Split her forces between reinforcing Caermyr and protecting the lowlands, leading the first force herself.
[] Split her forces between reinforcing Caermyr and protecting the lowlands, leading the second force herself.
[] Commit all of her forces to reinforcing Caermyr.
[] Commit all of her forces to protecting the lowlands

Priestesses (4) = Mood: Confident, Ability: Add half of faction power to Mystic, Objective: Build a Temple within 4 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3) = Mood: Confident, Ability: Add half of their faction power to another faction, Objective: Defend Caermyr, Success/Failure: +1 Temp Econ/-
Warriors (5 (6)) = Mood: Worried, Ability: Add half of faction power to Martial, Objective: Defeat the Forluc, Success/Failure: ???/???
Farmers (1) = Mood: Confident, Ability: Add half of faction power to Econ, Objective: Keep the Forluc from entering Arthwyd territory, Success/Failure: +2 Temp Econ/-
Crafters (2) = Mood: Confident, Ability: Add half of faction power to Wealth, Objective: Develop Mine with 3 Turns, Success/Failure: +2 Temp Wealth/-

***​

The Bronze Epic Age has begun as the region got enough Heroes to kick it off. Right now, you got a Diplo Hero (Wonlyn) and a Martial Genius/Admin Hero (Evatine) while the Colryd have a Mystic Genius (Talfyn) and the Forluc have a Martial Genius/??? Hero (Eredan). Other civs have their own Heroes, but they weren't relevant to the ongoing war which is the Arthwyd/Colrdy/Lowlanders vs the Forluc.

The Caradysh have also collapsed as Urth vanished, but you will need to wait until a future update to figure out what happened to her and I will refuse to give any spoilers on what happened to her before then. Right now, the Caradysh have fractured into three successor states as each Caradysh Diplo Hero has taken their own lands to rule.

The Boarfolk are quiet for now as the nomads don't have a Hero while the Coltyre are focused on their internal affairs and building a lasting culture to hold them together.

In regards to the vote, all options are valid and I have already decided which choices Eredan will commit the Forluc forces to. Additionally, if you send a force to the lowlands, that force will contain the boar cav you got from the Maradysh.

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 (6) (+1)
Econ: 23 (5)
Martial: 8 (6)
Mystic: 5 (4) (+1)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 9 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 4
Hierarchy: 5
Prestige: 33

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
Belladysh = Unsure/Unsure/Minimal
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Unsure/Unsure/Minimal
Colryd Kingdom = Very Friendly/Extremely Friendly/Very High
Coltyre Confederation = Neutral/Cordial/Very Low
Forluc = Despised Enemies/Furious Hatred/War
Lowlander Tribes = Neutral/Desperate for Protection/Low
Moradysh = Unsure/Unsure/Minimal

Subordinates
Type/Loyalty/Dependence

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

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

Gold

Dominant

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

Pottery

Average

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

Silver

Dominant

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

Textiles

Medium Importer

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

Alcohol

Medium Importer

Nomads (Minor Importer), Colryd (Dominant), Coltyre (Minor Importer), Forluc (Leading), Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

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

Copper Goods

Dominant

Nomads (Medium Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (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 (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor 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
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
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 (Basic)
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)

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

Ymarnite Divine Magic
Birth Control (Limited)
Disease Cure (Limited)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Basic)
 
Last edited:
Bronze Epic Age II
[X] Commit all of her forces to protecting the lowlands

Rather than split her forces where one might be taken apart and defeated by Eredan, Evatine choose to keep the Arthwyd army together. Committing them to the lowlands, the Champion of Arthryn hoped that the Caermyr would be able to hold their own with their fortifications rather than risk the Forluc striking north through the lowlands at Arthwyd territory.

With close to two and a half thousand Catclaws and Cateyes, Evatine choose to ride ahead with the Boarfolk dire boar cavalry. While the Boarfolk were not of the People and would never choose to be, they had proven both their loyalty and martial prowess in the Maradysh Civil War. Back then, the Arthwyd had learnt the value of cavalry on the open plains and they planned to use the lessons from back then against the Forluc.

As the Arthwyd enter the northern lowlands, Evatine began to receive reports regarding the Forluc army. Eredan had chosen to lead the bulk of the Forluc army against Caermyr, apparently seeking to overwhelm the defences via sheer numbers as the force commanded by him outnumbered the defences by at least two to one. Meanwhile, he had split off a smaller force to head north, hoping to secure the rest of the lowlands or delay any Arthwydish forces coming from that direction.

Evatine didn't think much of the Forluc forces in her way as not only did they not have a leader of Eradan's calibre, but they numbered even less than her army as the Arthwydish had at least a thousand warriors on the Forluc lowland army.

No, her main worry was not that she would be defeated, but that she would be sufficiently delayed. Evatine feared that if the Forluc delayed her long enough, they would be able to breach the defences of Caermyr and seize the capital of the Colryd.

Despite their desire to beat the Arthwyd, the Forluc didn't directly engage Evatine's forces and instead they struck at the northern lowlander tribes, ransacking and pillaging villages. This would go on until the Champion of Arthryn was able to pin down one half of the Forluc forces.

Able to find the Forluc camping one night as they made their way to the next target, Evatine didn't wait for her infantry to catch up lest she lose out on the opportunity that had presented itself. Rallying up almost all of the Boarfolk dire boar cavalry, she struck at the enemy camp halfway through the night.

The southerners didn't realise what has happening until it was too late. Ignoring the patrols and watchmen, the Boarfolk rode on the main camp itself and attacked the Forluc soldiers as they slept. While some tried to fight back, the vast majority slain without resistance as they didn't know what was going on before they were slain.

That night, Evatine oversaw the deaths of over a thousand Forluc warriors. While some escaped, there wasn't enough to form a meaningful force and the Boarfolk hunted down those that survived their night raid. With those that escaped the Boarfolk being slain by the Cateyes once they caught up, a good half of the Forluc warriors in the northern lowlands had been wiped out.

Once they heard of this devastating defeat, the remaining Forluc warriors changed tactics as rather than pillaging the lowlander villages, they formed up as a single army and focused on avoiding the Arthwyd forces. While she didn't know for certain, Evatine presumed that they were trying to hold out until reinforcements arrived to replenish their diminished numbers.

While this change in tactics was good for the remaining lowlander tribes, there was still an influx of lowlander refugees entering Arthwyd territory as the barbarians of the south sought sanctuary amongst the civilised folk of the north.

Lowland Refugees
+1 Temp Econ

Evatine didn't give them the chance. Chasing them down, she was finally able to outmanoeuvred them with the dire boar cavalry. Catching them between her cavalry and infantry, Evatine was able to force a battle.

Outnumbered three to one, the outcome of the battle was never in doubt. The Cateyes went up first, picking off the enemy ranged troops as the Catclaws moved in, throwing a couple volleys of javelins before charging in. Once the Catclaws and the surviving Forluc warriors had engaged each other in melee, Evatine committed the cavalry and slam into the rear of the Forluc. The battle gave way to a rout as the Forluc army broke as it was caught between the two forces.

By the time that the fighting was over and the Arthwyd forces could be reorganised, it became clear that the Arthwyd had slain at least another thousand of the Forluc while only losing a couple hundred of their own.

With barely a scattered hundred Forluc warriors left, Evatine didn't waste time hunting them down the survivors of the second half of the Forluc lowland army as she gathered up the Arthwyd forces and marched for Caermyr.

Moving as quickly as her army could, Evatine reached Caermyr just a little too late. Caermyr had fallen and judging by the fresh corpses and the fact that the Forluc were still in the middle of the post-battle looting and pillaging. If the Arthwyd had arrived a few days earlier, they would have almost certainly been in time to aid the defenders before they fell.

As things stand, Caermyr has just fallen and the surviving weaken Forluc force is taking its spoils. Given that the All-Seeress has warned her that the other half of the Forluc military is being committed to the war, she has four choices.

The first is to strike at Caermyr and attempt to wipe out the Forluc force here while it is still weak and has not linked up with its reinforcement. The second is to trap the Forluc force here and besiege Caermyr instead of launching an assault on the settlement.

The third option is to withdraw from Caermyr and strike south at the Forluc lands while Eredan is distracted here in Caermyr. Evatine is personally against that option as not only is there another Forluc army in the south, but it would leave their supply lines open for Eredan to attack.

The final option is to simply pull back and prepare the Arthwyd defences for the upcoming Forluc invasion. With the Boarfolk uninterested while the Colryd and Caradysh are no longer in a fit shape to fight, it is now a war between the Forluc and the Arthwyd and the People need to consolidate their forces for it.

[] [Evatine] Besiege Caermyr.
[] [Evatine] Assault Caermyr. (Evatine's favourite)
[] [Evatine] Strike at the Forluc lands.
[] [Evatine] Pull back to prepare for the defence. (Evatine's second favourite)

***​

In the north, the Arthwyd have their hands full integrating the refugees from the lowlands, especially the ones from Caermyr fleeing up Green River. While Wonlyn is able to cut off any serious problems, Cadlon Gwynlyn is still in the position of figuring out what to do next.

While the Caermyr refugees have brought plenty of wealth from their home, the overall trade in the region has collapsed with the fall of Caermyr to the Forluc. Without the centre of all trade, trade has grinded to a halt as the main trade routes are gone. While there is some trade going on, any major trade on the scale that Gwynlyn needs to worry about will need to be pushed by the state.

Caermyr Refugees
+2 Temp Econ
+2 Temp Wealth

Status Gained!
Crippled Trade: No Temp Wealth regeneration.

There is also the diplomatic front. While Evatine is waging war against the Forluc, Wonlyn sought to aid the People by strengthening them diplomatically and there were a few ways in which Cadlon Gwynlyn could let her do that.

One was to investigate the Cursed Forest to find out just what happened to Urth and the Caradysh and to see if any of the Urth's successors would honour her promise of aid against the Forluc.

The second was to seek help from the Boarfolk, either the nomad tribes or the Coltyre Confederation. Both were on good terms with the People and their assistance against the Forluc would be invaluable as dire boar cavalry had firmly proven its effectiveness against lowlander infantry armies like what the Forluc fielded.

The last option was to try and bring the remaining Colryd territories along the Green River under the leadership of Greenbay. Whilst they remained loyal to the Colryd, they had lost their leadership when Queen Eira had lost with the fall of Caermyr. It would relatively easy for someone like Wonlyn to go along and have the Arthwyd fulfil that leadership void.

There is another choice that Cadlon Gwynlyn could make. Wonlyn had proved instrumental helping integrate the various refugee groups from the south and without her, there would almost certainly been some serious troubles from getting the lowlanders to adapt to Arthwyd way of life. Should more refugees flee north, it may be for the best to keep Wonlyn at home to deal with them.

[] [Wonlyn] Investigate the Caradysh successor states.
[] [Wonlyn] Seek support from the Boarfolk.
[] [Wonlyn] Try to vassalise the Colryd Kingdom.
[] [Wonlyn] Keep Wonlyn at home.

[] [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 religious reforms. (-2 Temp Diplo, -2 Temp Mystic, -2 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: Confident, Ability: Add half of faction power to Mystic, Objective: Build a Temple within 4 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3) = Mood: Confident, Ability: Add half of their faction power to another faction, Objective: Retake and hold Caermyr, Success/Failure: Free Nautical Innovation/-
Warriors (5 (6)) = Mood: Worried, Ability: Add half of faction power to Martial, Objective: Defeat the Forluc, Success/Failure: ???/???
Farmers (1) = Mood: Confident, Ability: Add half of faction power to Econ, Objective: Keep the Forluc from entering Arthwyd territory, Success/Failure: +2 Temp Econ/-
Crafters (2) = Mood: Confident, Ability: Add half of faction power to Wealth, Objective: Restore Trade within 2 Turns, Success/Failure: +1 Stability/-1 Stability

***​

Okay, so the war is a mixed affair so far. You crushed the Forluc on the lowland front, but they delayed you long enough for Eredan to take Caermyr with heavy losses as he lost over half of his army doing so.

However, there is another Forluc army the same size as the first coming and before anyone cries foul, getting this army was why the Forluc spent so long preparing for the war as they (rightly) feared that their main army wouldn't be enough. They were going to go for a third army, but their internal political situation forced their hand before they could do there.

As things stand right now, the Arthwyd have taken minimal losses and you have killed about ten guys for every one you have lost. However, you are on your own right now as the Caradysh have collapsed, the Boarfolk are staying out of the war, the lowlander tribes are strong enough to be relevant and the Colryd have just lost their leadership, their core territories and the bulk of the military.

Meanwhile the Forluc have lost about a third of their military, but are bringing the remaining two thirds to bear against you. However, you have the chance to try and get more allies so the war doesn't end up amounting to an Arthwyd vs Forluc situation from here onwards.

The Map and Trade Status won't be updated until the Epic Age is over as things are fluctuating too much right now for me to deem making all of the changes every update to be worth it.

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 (6) (+1)
Econ: 23 (8)
Martial: 8 (6)
Mystic: 5 (4) (+1)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 9 (2)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 4
Hierarchy: 5
Prestige: 33

Statuses
Crippled Trade: No Temp Wealth regeneration.
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
Belladysh = Unsure/Unsure/Minimal
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Unsure/Unsure/Minimal
Colryd Kingdom = Very Friendly/Extremely Friendly/Very High
Coltyre Confederation = Neutral/Cordial/Very Low
Forluc = Evil/Furious Hatred/War
Lowlander Tribes = Liked/Desperate for Protection/High
Moradysh = Unsure/Unsure/Minimal

Subordinates
Type/Loyalty/Dependence

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

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

Gold

Dominant

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

Pottery

Average

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

Silver

Dominant

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

Textiles

Medium Importer

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

Alcohol

Medium Importer

Nomads (Minor Importer), Colryd (Dominant), Coltyre (Minor Importer), Forluc (Leading), Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

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

Copper Goods

Dominant

Nomads (Medium Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (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 (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor 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
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Royal Bloodline

Religion
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

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

Arthrynite Divine Magic
Aspect Blood Copy (Limited)
Blood Binding (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Basic)
Stone-Skin (Basic)
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)

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

Ymarnite Divine Magic
Birth Control (Limited)
Disease Cure (Limited)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
Bronze Epic Age III
[X][Wonlyn] Investigate the Caradysh successor states.
[X][Evatine] Assault Caermyr. (Evatine's favourite)
[X][GA] Unlock the Codified Law Megaproject. (-2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture)

Seeing opportunity, Evatine struck at the Forluc while they were still unprepared for battle and busy pillaging the city that she once called home.

The Arthwyd warriors descended upon the capital of the Caermyr like an unstoppable avenging force. While the Forluc might have been impressive had they been in the field or properly organised, they were scattered and lack any iota of proper preparation for the fight that had been brought down upon them.

The Arthwyd systematically moved through Caermyr as they cleared the settlement of Forluc warriors. The light equipped warriors that made up the bulk of the Forluc forces were cut down in droves. Their magic-wielding heavy warriors tried to put up some resistance, but they found themselves being overwhelmed by superior numbers of their Arthwyd counterparts.

The hardest part of the battle for the Arthwyd or at least their leader Evatine was keeping their warriors, especially the Boarfolk, from pillaging the city themselves. Not only would doing so leave them exposed and disorganised like how they found the Forluc, but there would be serious diplomatic repercussions from looting the capital of their strongest and closest ally. Furthermore, Evatine had no desire to loot the place she once called home and held a fond place in her heart.

Fortunately for Evatine, the Catclaws and Cateyes were very willingly to listen to the Champion of Arthryn. As for the Boarfolk, while they weren't happy about it, they had enough respect for Evatine as their leader and as a fellow warrior that they obeyed her commands.

As they moved through the city, it quickly became apparent what Eredan had been during throughout the battle and the preceding looting. Leading a force towards the docks, Evatine found the first and only bit of organised Forluc resistance. A couple hundred or so of their elite warriors were holding the docks alongside a few handfuls of their light warriors.

The Arthwyd took them apart with Cateyes and Catclaws hitting from afar before the Catclaws and Boarfolk moved in and engaged the weakened defenders in melee. Even as the last of the Forluc defenders were slaughtered, it quickly became clear that Eredan had achieved his goal.

The magic of the All-Seeresses soon confirmed Evatine's suspicions. Rather than loot the city randomly or even try to organise a resistance to the Arthwyd attackers, Eredan had focuses on getting what he wanted from Caermyr and then fleeing back south via boat.

With several longboats and roughly hundred of his best warriors, Eredan had managed to escape Caermyr with several prestigious captives, including Queen Eira, and enough bronze weapons to outfit several hundred warriors. The scrying also revealed that the talented magus of the Colryd, Talfryn, had defected to the Forluc and was amongst Eredan's retinue even through he wasn't a member of the Forluc. Apparently Eredan had noticed his skill with magic and deemed it good enough to outweigh the fact that he was a foreigner.

Evatine considered trying to catch him with her cavalry, but given how close the Eredan is to the second Forluc army, Evatine deemed it not worth the risk and instead focus on evacuating Caermyr as she pulls her forces back north.

Caermyr is an incredibly important and strategic position, but with its defences breached and a massive Forluc army marching north, Evatine doesn't fancy her chances holding Caermyr when Eredan arrives with the second Forluc army.

Gathering those that are willingly to leave, Evatine moves her army back north, taking with her both much of the remaining Caermyr populace and what little wealth remained in the city, leaving behind a depopulated husk of a city.

Caermyr Refugees
+2 Temp Econ
+2 Temp Wealth

Back north amongst the Arthwyd, Cadlon Gwynlyn organises multiple things to help with the war effort. The most obvious part was the training up of several hundred Catclaws and Cateyes as while the Arthwyd couldn't quickly get more dire boar cavalry, they had plenty of population to train Catclaws and Cateyes from.

Cadlon Gwynlyn also decided to take advantage the Green River and the large rivers in the lowlands. The Colryd had been building large boats to transports goods and people up and down Green River in greater numbers and now the Arthwyd seek to build their own longboats.

Not only is doing so good for trade and maintaining long distance relationships with foreigners, but Cadlon Gwynlyn also hopes to use them to transport warriors up and down the Green River.

In addition to the war preparations, the Arthwyd also organised several ceremonies to honour Arthryn and her Daughters and ask them for extra aid. The Arthrynite goddesses responded favourably and while they didn't help directly with the war effort, the clear divine favour proved useful in getting the refugees from the lowlands to adapt to their new way of life amongst the Arthwyd.

Cadlon Gwynlyn made the decision to send Wonlyn to the fractured Caradysh both to find out what had happened to Urth and the Caradysh and if any of the Foresters would provide aid against the Forluc.

Wonlyn went first to the Moradysh as the closest and most northern Caradysh successor state. Ruled by Queen Morgyn, they were the most familiar with the Arthwyd due to their proximity with the chosen people of Arthryn. Despite this and the desire by Queen Morgyn to strengthen ties with the Arthwyd, the Moradysh would be unable to help to the Arthwyd. This was because the Moradysh economy and government were in scrambled as without Urth to provide central leadership, no one knew what to do. Morgyn was holding thing together for now with her charisma and force of personality and while she would almost certain sort out a functioning system, for now, the Moradysh would be of no assistance.

The Belladysh in the southern and farthest Caradysh territories were in the same situation as while Queen Bellyn want to have good relationships with the Arthwyd, they were in even less of a position to aid against the Forluc, despite sharing a border with the Forluc. In fact, the shared border was why they were unable to help as they were barely able to muster up enough troops to man their defences.

Queen Aryn of the Caradysh was in a similar situation to both of her sisters, but due to having the developed core territories of the Caradysh that Urth personally ruled over. Between this and her desire to claim herself as the leader of the Caradysh, Queen Aryn was able to send a thousand lightly equipped wights with revenant commanders to aid the Arthwyd.

As for Urth, no one, even amongst the Caradysh successor states knew what had happened to her. She had apparently made her go at ascensions and while she was gone from the mortal world with her body, she hadn't become a goddess yet or at least not an active one which could be identified. She might become one in time, but for now, it looked like Urth had perished in her ascension attempt.

Additionally, Wonlyn was able to confirm that Urth had vanished before the Forluc had invaded. The speculation by some that Urth had vanished to get out of her obligation to help against the Forluc had been proven false as the Forluc had only begun their invasion after Urth had gone. In fact, it was possible that the Forluc had attacked when they did due to Urth having disappeared.

***​

Even through she had to withdraw from Caermyr when Eredan marched on it with his new army, Evatine did not concede the lowlands to the Forluc. As neither of them could march on the other's homelands without exposing their own homelands, Evatine and Eredan fought out the war across the lowlands.

It took time for Eredan to march into the northern lowlands, Evatine was ready. With a more mobile force, Evatine refused to directly engage the Forluc army. Instead she danced around it, using the superior mobility and logistics of her forces to harass and harry the Forluc, slowly picking off their numbers and limiting their ability conquer the villages of the remaining lowlander tribes.

This continued on for some time when Evatine managed to get a drop on a portion of the Forluc army. Roughly a thousand light warriors backed up by two to three hundred of their heavy warriors, Evatine used the traditional tactics that the People used against the infantry armies of the lowlands.

She used her Catclaws and Cateyes to bait the Forluc into a battle, using her infantry to weaken and pin down the Forluc. Once the Forluc had committed the bulk of her forces, Evatine struck from the rear with the Boarfolk cavalry, using their superior mobility to outflank the infantry of the enemy.

Pinned between the Catclaws and the Boarfolk, the Forluc were slaughtered as their warriors ultimately broke under the pressure and got ran down by the Boarfolk. By the end of the day, the majority of the Forluc were dead while the Arthwyd had lost a score or so of Boarfolk alongside roughly fify Catclaws.

It would soon become clear that Eredan had learnt from this major defeat as he made sure to keep his army together and not give Evatine the opportunity to strike parts of his army with her mobile cavalry.

This would continue until the battle of Jaryn's Ford where Evatine managed to pin down a force of Forluc warriors at a river crossing. Slightly larger than the previous force, the Forluc had a thousand and a half of their light infantry with maybe a couple hundred of their heavy troops. Pinning them from the front with her own infantry, Evatine flanked around them with her dire boar cav.

Once again, the Boarfolk struck the Forluc in the rear and Evatine hoped to trap them in the middle of the river crossing between the Boarfolk and the Catclaws. As the Boarfolk committed to the fray, Eredan revealed his own trap as he led few hundred heavy warriors into the rear of the Boarfolk formations.

Armed with bronze and magic and led by the Champion of Nalnir, the Boarfolk found them fighting heavily armed spearmen and suffered casualties like never before as both the Forluc and Arthwyd forces fought to the end without breaking.

In the midst of this fighting, Evatine and Eredan personally meet for the first time as the latter attempted to slay the former. A hulking warrior of supernatural strength and toughness, Eredan made heavy use of magic went he fought. While it proved mostly ineffective thanks to Arthryn protecting her followers from the magics of non-believers, Evatine found herself outmatched.

Unprepared for both this trap and a foe of this skill, Evatine was lain low and suffered injury. While she would latter recover with the divine magics of the goddesses, Eredan almost took her life that battle. Had Arthryn not shielded her from the chosen of her rival and the Catclaws forces not pushed the Forluc back and if a dozen Boarfolk hadn't chosen to sacrifice their own lives to save that of their warlord, Evatine would have almost certainly have died or been taken captive that day.

As things happened, the Arthwyd carried the dead with relatively heavy losses. While Evatine would make a full recovery and the Forluc had lost over a thousand of their light infantry and over three hundred heavy infantry, the Arthwyd took their heaviest losses to date with over two hundred Catclaws dying alongside a couple dozen Cateyes. The worst of it however was the death of close to two hundred and fifty Boarfolk.

Having lost close to a fifth of their total strength while their leader almost died, the Arthwyd were weary of committing to another battle. The Forluc had taken more numerous losses, but while they had lost thousands to the hundreds that the Arthwyd had taken, they still had several thousand warriors.

The Arthwyd would be able to send more Catclaws and Cateyes to replace those that had died, but they couldn't replace the dead Boarfolk due to their limited population. Furthermore, that limited population was causing trouble as the Boarfolk amongst the Arthwyd were distinctly unhappy about further fighting as any more serious losses and their tribes would collapse. While Evatine had convinced them to stay with the Arthwyd army for now, any further serious losses would cause the Boarfolk to return north to their tribes.

Furthermore, the Forluc had proven themselves proficient with magic. With two talented magic users amongst them in the forms of Eredan and Talfryn, Evatine was wary of engaging them as while the Arthwyd could best the Forluc in conventional warfare, that could change depending on what magical ploys and tricks they had to use.

For the following seasons, neither Evatine or Eredan committed to any major fights. There was still clashes between the Forluc and the Arthwyd, but this was their patrols and scouts running into each other. Eredan did try to bait Evatine into another trap, but she easily saw through after his previous one.

This would continue until a proxy messenger for the Forluc was sent to the Arthwyd. With the war having dragged on for a generation, the Forluc sought peace. Having seen the martial prowess of the Arthwyd, the Forluc were willingly to acknowledge them as almost equals.

They proposed that the Forluc and Arthwyd split the northern lowlands between them. In exchange for the Arthwyd acknowledging them as being the best, the Forluc would claim only Caermyr and any lands south of it and any lands north of it would be left alone for the Arthwyd to take. In an attempt to sweeten the deal, the Forluc also offered to return all of their Arthrynite captives.

Deciding that this was not her choice to make, Evatine sent the offer back to Greenbay for Cadlon Gwynlyn to make a decision as the Cadlon of the Arthwyd even through the Champion of Arthryn desperately wanted to fight until the bitter end.

What does Cadlon Gwynlyn do?
[] Reject the peace offer and continue the war.
[] Accept the peace offer and end the war. (Accept the new borders, get the Arthrynite captives back including Queen Eira, Lost King of the Hill, -12 Prestige)

Priestesses (4) = Mood: Confident, Ability: Add half of faction power to Mystic, Objective: Build a Temple within 4 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3) = Mood: Confident, Ability: Add half of their faction power to another faction, Objective: Retake and hold Caermyr, Success/Failure: Free Nautical Innovation/-
Warriors (5 (6)) = Mood: Worried, Ability: Add half of faction power to Martial, Objective: Defeat the Forluc, Success/Failure: ???/???
Farmers (1) = Mood: Confident, Ability: Add half of faction power to Econ, Objective: Keep the Forluc from entering Arthwyd territory, Success/Failure: +2 Temp Econ/-
Crafters (2) = Mood: Confident, Ability: Add half of faction power to Wealth, Objective: Restore Trade within 2 Turns, Success/Failure: +1 Stability/-1 Stability

***​

Okay so back and forth fighting in the northern lowlands. You were able to wipe out the Forluc army in Caermyr, but weren't able to hold it with the second army bearing down on you.

Because of this, Evatine and Eredan have spent the update clashing in the northern lowlands. Right now, the Forluc are technically in a better position and if they play their cards right or get lucky, they could breakthrough to Arthwydish territory. That isn't likely, but the Forluc currently have the advantage and have been impressed enough to offer peace.

For the record, you don't have to accept the peace and the war will continue on as before. But due to their small population (three thousand or so), your Boarfolk cav may go home as too many losses and their population will be too small to avoid inbreeding. You can still win without them as you got more infantry arriving for the next wave of fighting (including the Caradysh support) and the Forluc might collapse from running their economy too hot regardless of whether or not you accept peace. I just figured that you ought to know this now so you don't get blindsided by it next update if your cav packs up and goes home.

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 (5) (+1)
Econ: 23 (4)
Martial: 8 (6)
Mystic: 5 (4) (+1)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 9 (5)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 4
Hierarchy: 5
Prestige: 33

Statuses
Crippled Trade: No Temp Wealth regeneration.
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
Belladysh = Friendly/Friendly/Very Low
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Friendly/Friendly/Low
Colryd Kingdom = Very Friendly/Extremely Friendly/Very High
Coltyre Confederation = Neutral/Cordial/Very Low
Forluc = Evil/Furious Hatred/War
Lowlander Tribes = Liked/Desperate for Protection/Very High
Moradysh = Friendly/Friendly/Very Low

Subordinates
Type/Loyalty/Dependence

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

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

Gold

Dominant

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

Pottery

Average

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

Silver

Dominant

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

Textiles

Medium Importer

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

Alcohol

Medium Importer

Nomads (Minor Importer), Colryd (Dominant), Coltyre (Minor Importer), Forluc (Leading), Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

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

Copper Goods

Dominant

Nomads (Medium Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (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 (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor 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
River Longboats
Sails
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
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Royal Bloodline

Religion
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

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

Arthrynite Divine Magic
Aspect Blood Copy (Limited)
Blood Binding (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Basic)
Stone-Skin (Basic)
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)

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

Ymarnite Divine Magic
Birth Control (Limited)
Disease Cure (Limited)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
Bronze Epic Age IV
[X] Reject the peace offer and continue the war.

It was in the dead of night when the Forluc struck. Evatine herself was a sleep when the sounds of fighting woke her. Despite their guards and lookouts, the enemy had managed to sneak into the Arthwyd camp using unknown magics that were presumably devised by Eredan and the traitorous Talfryn.

Catching the Arthwyd off-guard and completely unprepared, the Forluc reaped a bloody toll upon the Arthwyd. While hundreds of Forluc warriors died, hundreds of Arthwyd warriors also died as they got caught asleep or without their weapons armour and weapons.

While they lost close to two thirds their number in a single night, the Arthwyd would have lost even more if it wasn't for the valiant defence of Evatine. Throughout the battle, Evatine held the line against the Forluc and many Arthwyd warriors only escaped that battle due to Evatine bogging down the enemy combatants.

The Champion of Arthryn personally slew over a hundred of the Forluc warriors and perhaps as many as two hundred. Even Eredan failed to bring her down and ultimately, the Forluc leader decide to pull back his surviving troops as the Arthwyd began to rally while the attacking force began to run low on fighters due to the casualties they had sustained.

In the end, both sides withdrew after suffering grievous losses. As the Evatine linked up with her reinforcements from both the Arthwyd and the Caradysh, the Boarfolk continue northwards as they returned home after being reduced to a third of their original number.

While her army had suffered heavy losses and was deprived of its cavalry, Evatine still had several hundred Catclaws and slightly over half that number of Cateyes in addition to the thousand wights that the Caradysh had sent to aid them.

Despite the heavy losses that they had suffered, the Arthwyd were still confident in their chances of victory and were determined to keep up the fight.

Yet this conviction to continue the war proved unnecessary as Eredan and the remaining Forluc warriors didn't push the attack while they had the advantage. Instead they suddenly marched south, abandoning their lowlands conquests as they returned to lands of the Forluc.

Cautious and wary of this being another trick by Eredan, Evatine refrained by pursuing the Forluc. Instead, she took the opportunity to return to Greenbay so that her troops could return home and relax amongst their fellow Arthwyd. Returning home as a famous hero, Evatine split her time between organising a continuation of the war and enjoying her time with Wonlyn as the two lovers had not seen each for fifteen winters.

Over the seasons, reports flowed in from the depopulated lowlands and it quickly became clear why the Forluc had withdrawn from the war. Pretty much everything that could go wrong for the Forluc had.

Their fragile economy had finally collapsed from the strain of the prolonged war and from what the Arthwyd could tell, it had fell apart at almost every level. Their vast numbers of slaves had risen up in the name of Zaranna, Daughter of Light, Chaos and Hope and fanatic religious zealots had swarm their Forluc masters. To top things off, Eredan decided that the old leadership of the Forluc had failed and had decided to make a bid for his own kingship in the north.

While slave uprisings overwhelmed the Forluc in most places, the Forluc had managed to retain control in two places. The first was in their core territories where their king, high priests and high lords had use their reserve warriors to put down the uprisings and secure their rule. With some self-sufficiency still left over from the days of Pradan and his Hardan, the core of the Forluc was holding by as they raided their former lands for food to get by.

The second place where Forluc authority remained was in their northern lowland colonies. Set up during the war to support the war, the Forluc colonies were fresh and self-sufficient. Eredan had taken control of them as not only did they contain the families of most of his warriors, but he had been their de facto leader for the pretty much all of their existence.

Eredan had been a king in all, but name with his own lands and army and now he had declared himself king. But he had not declared himself a new king as Eredan considered himself to still be Forluc and as of such, he claimed the Forluc kingship as his own.

Amongst the scattered reports and rumours coming north, the Arthwyd also received an offer from Eredan and the northern Forluc. He sought three things. Peace, recognition and assistance.

While peace was obvious, Eredan was willingly to acknowledge Evatine and the Arthwyd as equals and in exchange, he would offer what captive Arthrynites he had back to them, including Queen Eira of the Colryd. Keeping her in his northern holdings, Eredan had kept her as both a prestige symbol and a personal sex slave.

The assistance came in the form of going even further and supporting Eredan's bid for the Forluc kingship against the old Forluc leadership amongst the southern Forluc. Not only would Eredan return any Arthrynite captives, but he would also offer up what wealth he could spare and swore upon both his own life and Nalnir's name that he would make further worthwhile concessions to the Arthwyd should he be successful.

How do the Arthwyd respond to diplomatic overtures from the Northern Forluc
[] [War] Accept Eredan's offer of peace. (+1 Prestige)
[] [War] Accept Eredan's offer of peace and recognise him as the King of the Forluc in exchange for Arthrynite captives. (+2 Prestige, +2 Temp Diplo, Secured Loyalty of the Colryd)
[] [War] Accept Eredan's offer of peace and both recognise and offer him assistance against the rest of the Forluc. (+4 Prestige, +3 Temp Diplo, +1 Temp Wealth, Secured Loyalty of the Colryd, further bonuses if successfully make Eredan king of the Forluc)
[] [War] Reject Eredan's peace offer and continue the war against the Forluc.
[] [War] Reject Eredan's peace offer, but focus on consolidating your new control over the northern lowlands.

***​

Back amongst the Arthwyd, the land of the Northern Demons had gained the reputation of a safe haven. Not only was as it a place of plentiful food, metal and magic and a safe place to raise a family, but it was the only major sanctuary from the warfare that had ravaged the lowlands for the past generation.

As tens of thousands of lowlander refugees fled north into the Arthwydish territory, the Arthwyd gained a reputation of being a safe haven for those fleeing turmoil and strife amongst their neighbours and trade partners. The chosen people of Arthryn were happy to embrace this new reputation and are also happy to welcome foreigners to their lands and help gain a civilised and peaceful life.

New Value Gained!
Safe Haven

The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

However, there had been tens of thousands fleeing to their lands as they sought to as escape the evils of the Forluc invaders. While they had adapted well to the Arthwyd way of life despite being barbarians, there was still the problem that the Arthwyd had too many people right now.

The divine teachings of the goddesses meant that things were stable for now, but the Arthwyd needed to expand and settle new land if they were to maintain such a high population. This would mean expanding into the now depopulated lowlands. There had always been plenty of space within the lowlands and now there was a surplus of it after everyone who fled to the Arthwyd or had been killed or enslaved by the Forluc.

There was also the question of how to deal with Caermyr. While a few still lived there, the capital of the Colryd was an empty, burnout husk of its former self. This would change however as the strategic location of Caermyr meant the question wasn't if Caermyr would be rebuilt, but by whom and when?

As they had almost uncontested control of the northern lowlands and the Coltyre Confederation had expressed no interest in interfering, the Arthwyd were the ones who would decide the fate of Caermyr. The most obvious and simple answer would be to return Caermyr to its originally people and let the Colryd reclaim their rightful capital.

However, Caermyr is placed in an important and very useful location and this is a rare opportunity for the Arthwyd to claim it as their own. Some of them suggested claiming Caermyr as Arthwyd territory through they were split on how to do so. A few felt it should be ruled from Greenbay like the rest of the Arthwyd lands. Others felt that the Caermyr should be given more autonomy to focus on either trading on the People's behalf or settling the lowlands.

What does Cadlon Gwynlyn decide to do regarding Caermyr and the overpopulation caused by the refugees?
[] [Caermyr] Return Caermyr to the Colryd and begin to settle the lowlands. (+2 Temp Diplo, Increased Relationship with everyone, Founds a Colony in the northern lowlands)
[] [Caermyr] Settle Caermyr as Arthwyd territory directly under the rule of Greenbay. (Secondary Settle Land = Lowland Conflux, Founds a Colony in the northern lowlands)
[] [Caermyr] Settle Caermyr as a trade outpost and begin to settle the lowlands. (Founds a trade post as Caermyr, Founds a Colony in the northern lowlands)
[] [Caermyr] Settle Caermyr and expand into the lowlands around it. (Found a Colony centred around Caermyr)

Priestesses (4) = Mood: Confident, Ability: Add half of faction power to Mystic, Objective: Build a Temple within 3 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3) = Mood: Confident, Ability: Add half of their faction power to another faction, Objective: Retake and hold Caermyr, Success/Failure: Free Nautical Innovation/-
Warriors (5 (6)) = Mood: Worried, Ability: Add half of faction power to Martial, Objective: Defeat the Forluc, Success/Failure: ???/???
Farmers (1) = Mood: Confident, Ability: Add half of faction power to Econ, Objective: Settle Land three times within 3 Turns, Success/Failure: +2 Temp Econ/-1 Econ
Crafters (2) = Mood: Confident, Ability: Add half of faction power to Wealth, Objective: Restore Trade within 1 Turns, Success/Failure: +1 Stability/-1 Stability

***​

Not much to say on this one. The Mystic Genius and the Mystic Hero used magic (and what they did is unknown to you) to get the drop on you when they spotted your reinforcements coming, getting the good battle they needed in. Unfortunately for them and fortunately for you, everything else went wrong for them such as their economy crit-failing, mass Zaranna-sponsored slave uprisings and a civil war.

So the Epic Age might soon be over and you have effectively uncontested control over the lowlands, but right now, you get to decide both whether or not to wrap up the war (and the Epic Age with it) and how you are going to expand into the lowlands. This turn will be your first Main Turn since the Epic Age begun and the actions (including the province policy) will be determined by your Admin Hero after you have chosen your options for this turn.

Other than that, I will might update the tech list later as I am unsure of whether or not I got everything in there. I don't have time right now to check, but I don't want to delay the update either when I can just check and update things later.

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 (5) (+1)
Econ: 23 (16)
Martial: 7 (5)
Mystic: 5 (6) (+1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 9 (5)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 4
Hierarchy: 5
Prestige: 40

Statuses
Crippled Trade: No Temp Wealth regeneration.
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
Belladysh = Friendly/Friendly/Very Low
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Friendly/Friendly/Low
Colryd Kingdom = Very Friendly/Extremely Friendly/Very High
Coltyre Confederation = Neutral/Cordial/Very Low
Lowlander Tribes = Liked/Desperate for Protection/Very High
Moradysh = Friendly/Friendly/Very Low
Northern Forluc = Evil/Begrudged Admiration/War
Southern Forluc = Evil/Furious Hatred/War

Subordinates
Type/Loyalty/Dependence

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

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

Gold

Dominant

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

Pottery

Average

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

Silver

Dominant

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

Textiles

Medium Importer

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

Alcohol

Medium Importer

Nomads (Minor Importer), Colryd (Dominant), Coltyre (Minor Importer), Forluc (Leading), Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

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

Copper Goods

Dominant

Nomads (Medium Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (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 (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor 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,

Safe Haven
The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

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
River Longboats
Sails
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
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Royal Bloodline

Religion
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

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

Arthrynite Divine Magic
Aspect Blood Copy (Limited)
Blood Binding (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Basic)
Stone-Skin (Basic)
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)

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

Ymarnite Divine Magic
Birth Control (Limited)
Disease Cure (Limited)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
Bronze Epic Age V
[X][Caermyr] Settle Caermyr as Arthwyd territory directly under the rule of Greenbay. (Secondary Settle Land = Lowland Conflux, Founds a Colony in the northern lowlands,)
[X][War] Accept Eredan's offer of peace and recognise him as the King of the Forluc in exchange for Arthrynite captives. (+2 Prestige, +2 Temp Diplo, Secured Loyalty of the Colryd)

Arthwyd = [SEC] Build Temples = North Coast Plains, [MAIN] Empower the Cadlon, [SEC] Build Boats,
Provinces = [MAIN] War Mission = Evatine's War, [SEC] Train Sacred Warriors
Priestesses = [SEC] Venerate the Goddesses
Arthdysh = [MAIN] Expand Economy, [SEC] Settle Land = Northern Lowlands

While many cautioned against it and sort to continue the war, Cadlon Gwynlyn decided to accept Eredan's offers or at least some of them. She wasn't willingly to commit any Arthwydish warriors to help the likes of Eredan, she was willingly to end the war if meant giving Arthrynites back from the Forluc. In fact, recognising Eredan as the Forluc king was just a bonus given how doing so would cause more conflict amongst the barbaric foreigners.

In regard to Caermyr and their population being overburdened with refugees, Cadlon Gwynlyn and the priesthood back amongst the Arthwyd decided to take the centre of trade for themselves. While the Colryd would certainly want their capital back, the Arthwyd leadership felt that this chance to claim Caermyr for themselves would be too good to pass up. While foreigners would be wary of the People for taking their ally's capital, the sheer power of the Arthwyd combined with restoring trade should outweigh the negative effects.

Cadlon Gwynlyn and the rest of the Arthwyd leadership turned out to be just as right as they would be wrong. To the east, the Boarfolk didn't care about the Arthwyd taking Caermyr for themselves. The nomads and Confederation considered something of a rude move to take the capital of your loyal ally, but they also didn't see it as being their problem and were just happy to have Caermyr trade routes back.

Likewise, the majority of the lowlanders didn't care. The surviving tribes were happy to have the fighting over and the trade flowing again. The refugees didn't care who ruled Caermyr or generally what was going on in the lowlands as they had new lives amongst the Arthwyd. As for the Colryd territories, some were upset about no longer having Caermyr as part of their nation, but most weren't affected by the change in any significant way and just go on with their lives.

It wasn't until Queen Eira was returned from captivity that the problems began. Having suffered as a Forluc prisoner despite being relatively well-treated, Queen Eira remained unbroken by her treatment and her spirit was still steadfast as ever. Initially grateful for being rescued, that gratitude quickly gave way to rage as she learnt what the Arthwyd had done.

Eager to return to her home that she had spent two centuries building up and turning into a major place of significance, Queen Eira was furious to learn that the Arthwyd had taken Caermyr for themselves. Eager to move on from her time as a captive, Queen Eira had hoped to return to her home and according to eye witnesses, she broke down in tears when she found out that she would not be able to rule from her home anymore. Feeling betrayed after all she had done to help the Arthwyd and had suffered greatly for it, Queen Eira was forced to relocate to her undeveloped and backwater territories along the Green River, a major downgrade from her old life in Caermyr.

As many of her loyal supporters joined her in her outrage, Queen Eira ended the alliance between the Colryd and the Arthwyd and demanded that Cadlon Gwynlyn explain her betrayal. When the Cadlon of the Arthwyd justified it as Caermyr being unclaimed and free for the taking, the next wave of bad news arrived from the Caradysh and the other Forest states.

Just as the Arthwyd had technically not stolen the capital of their allies due to being controlled by anyone at the time, the Caradysh decided that they have fulfilled all obligations to the Arthwyd by sending some support to the Arthwyd in their war against the Forluc, even if had been too late to help out in the fighting.

Furthermore, the Forester Queens had taken one look at how the Arthwyd had treated their closest ally after the Colryd had sacrificed much for them and decided to reconsider pursuing seeking closer ties with the Arthwyd. Instead the three Forester states began to increase cooperation with each other and respond to Queen Eira's overtures for increased relationships.

It also became clear that Urth had not failed in her ascension attempt as Urthryn, Goddess of Undeath, Magic and Lust became the first member of the new Forester Pantheon. While no one knew what Urthryn would now do or what she wanted, none of the Arthwyd expected anything good from it, especially since Urth was calling herself the "Evil One".

To top off the woes of Cadlon Gwynlyn and the Arthwyd leadership, the Champion of Arthryn took umbrage to their actions regarding Caermyr. Upset at her former Queen's home being stolen, especially after all she and the Colryd lost helping them in the war, Evatine didn't directly denounce the action to avoid causing strife amongst the People.

Instead, Evatine made it publicly known to all that she agreed that the Caradysh had fulfilled their obligations. Then out of concern that the Arthwyd leadership would screw off the Arthrynite captives in the south like they had just done to the Colryd, Evatine took the majority of the Arthwyd military and marched south.

With an army of over four thousand and a core of veterans alongside the troops that the Caradysh had sent, Evatine marched south to liberate the Arthrynite captives who had been enslaved in the war. Joining up with Eredan and his army, Evatine choose to ally with the man who turned out to be her long-lost brother out of convenience and pragmatism.

While Eredan was pleased to discover that is respected and admired rival was his little sister that he thought lost long ago, Evatine held no affection for her blood-kin, instead hating the man for the evils had had committed on the behalf of the Forluc.

Despite her hatred, Evatine choose to ally with Eredan as unlike the old Forluc leadership and the Zaranna zealots, he was smart enough to realise that helping her achieve her goal was in his best interests. He might be evil, but he was a smart evil.

While they were both getting on in their age, Eredan and Evatine were the two greatest military minds alive and with the two of them working together, their foes had stood no chance.

The disunited and disorganised Zaranna zealots were struggling to feed themselves let alone fend off the raids of the southern Forluc. The old Forluc leadership had done well for itself as not only did it have an army to protect itself and raid its neighbours, but after sustaining itself on raiding, it had managed to achieve self-sufficiency. If they had a chance to grow, they would soon bounce back as they would conquer the scattered groups of rebels around them.

Unfortunately for the old Forluc leadership, Eredan and Evatine did not give them the chance to do so. Coming down from the north, the two siblings and their armies systematically defeat everything in their way. Conquering a path to Final Hope and the Forluc, the defenders stood no chance before the combined might of Eredan and Evatine.

With the Forluc defeated, it was just a matter of mopping up the remaining Zaranna rebels as Evatine sought to free the remaining Arthrynite captives and Eredan sought to reclaim more of the old kingdom.

While many had idealised the Zaranna zealots as heroic freedom fighters rising up against their enslavers and fighting back against the tyranny of the Forluc, Evatine and her army found to the truth anything but. In many ways, the Zaranna were worse than the Forluc as the Forluc installed at least some order and civilisation for all the evils they committed. The Zaranna were barbarians, uncivilised savages who believed in the right of might with the strong tormenting the weak. Living under the Zaranna zealots was a life of madness and suffering unlike anything else that the Arthwyd had encountered.

Before Evatine and the Arthwyd headed back north, there was one last major event amongst the Forluc. With those championing the old ways being defeated while the Arthwyd had proved their prowess beyond doubt to the Forluc, Nalnir and Eredan apparently to start taking cues from Arthryn and the Arthwyd.

Nalnir granted his own divine blessing to the Forluc. While it affected everyone, it would vary in strength depending on your position in social with slaves barely having the blessing while the royalty had it the blessing at its strongest. While it gave darker skin and resistance to heat to all, the remaining effects depended on your gender.

Men were made stronger and tougher as they became taller and more muscular with the most powerful being stronger and tougher than any of the Arthwyd. Women were made smarter and prettier as the women with higher ranks looked closer to the Daughters of Urthryn while being dangerously intelligent.

Privately Evatine was slightly scared by how intelligent her nieces and grand-nieces had begun after the blessings as she was sure that they could run circles around anyone else, including member of the Arthwyd, then it came to smarts.

Discarding their beliefs about the inferiority of everyone else, the Forluc begin to focus on being the best they could rather than the best overall as they focused on internal superiority within their own civilisation.

They also adopted the Arthwyd beliefs on gender and while it only got applied to the higher positions of society, they treated war and other physical-affairs as a man's job while administration and diplomacy would be the province of women.

As Evatine finally returned home, Cadlon Gwynlyn's life finally came to an end and her successor was Wonlyn as the famed and charismatic individual was a long-time favourite for the position.

While she couldn't undo the mistakes of her predecessor, Cadlon Wonlyn was determined to fix what she could. Wonlyn couldn't do much about the harm done to the diplomatic reputation of the Arthwyd as all their neighbours were too wary of ending up like the Colryd right now, she could help Queen Eira.

Cadlon Wonlyn went to Queen Eira and made her an offer before the latter could get too close to Urthryn and her Forester kin. While she couldn't just return Caermyr to the Colryd, Wonlyn did offer Eira a prestigious position under her. It would technically cost the Colryd their independence, but Queen Eira would rule from Caermyr once again and would be mostly autonomous. While it would take a few more personal concessions from Wonlyn and the Arthwyd, Queen Eira ultimately accepted this deal, taking up the position of the first Sacred Guardian-General of the Arthwyd as she ruled over Caermyr and the other Colryd territories under Cadlon Wonlyn.

As part of making this offer to Queen Eira, Cadlon Wonlyn gathered a lot of power to the position of Cadlon, both to make the deal happen and to deal with ruling over the newly expanded lands of the Arthwyd. Since the beginning of the war, the Arthwyd had greatly expanded as their territory now reached quite deeply into the lowlands.

To rule over all of that land, more power and authority was centralised in Greenbay so that the central government could still manage everything that they needed to. While this was necessary for the Arthwyd to continue function as they had, Cadlon Wonlyn strengthening the position of Cadlon and centralising the government had caused a fair bit of disruption. To deal with this, she organised the constructions of temples in the major cities of the north coast area and arranged for some extra religious ceremonies where Arthryn and her Daughters made their favourable feelings towards Cadlon Wonlyn clear to the People.

Wonlyn also arranged for the construction of additional boats, bigger than before with more room for cargo and crew, in order to make travelling from the Arth Coast to the North Coast to Caermyr easier on members of the Arthwyd.

In the end, Wonlyn was worried that she did her job of calming and stabilising the People too well as everyone seemed to content and happy with the situation with everyone trusting Cadlon Wonlyn to do her job as Cadlon properly, especially everything had been going well for generations.

Another thing that Cadlon Wonlyn encountered during her regime is that much of the People's leadership want to write down what was allowed and what wasn't. In the past, the local leadership had been trusted to make the right calls and do what was necessary on the scene, but in the past generation, that had been sorely tested.

The previous Cadlon and her advisors had made one choice which the Champion of Arthryn had disagreed with and while she had just stopped short of outright disobedience, Evatine had gone off to do her own thing in defiance of what Cadlon Gwynlyn had desired. Then Cadlon Wonlyn had just empowered herself to do something that no previous Cadlon had done when she made Queen Eira into Guardian-General Eira.

Now the priesthood and the elders of the People sought formalise the way of doing things amongst the People. They desired to standardise how things are done and who had the authority to do what and where that authority would start and end.

Cadlon Wonlyn couldn't find in herself to disagree with them and neither did her lover, Evatine.

As the Epic Age comes to a close and one last Hero is gifted to the Arthwyd by Arthryn via the son of Evatine and Wonlyn, Evalon.
[] [Epic] Evalon proves to be naturally talented with the numbers and records like Evatine. (Gain an Admin Hero)
[] [Epic] Evalon proves himself to be charming and charismatic like Wonlyn. (Diplo Hero)
[] [Epic] Evalon proves himself to be an heir to the Champion of Arthryn's martial legacy. (Martial Hero)
[] [Epic] Evalon proves himself to be skilled with the teachings and magics of the goddesses. (Mystic Hero)
[] [Epic] Evalon proves to himself to have a creative and inventive mind. (Tech Hero)
[] [Epic] Evalon proves himself to be an excellent crafter and storyteller. (Culture Hero)
[] [Epic] Evalon did not proved to be especially talented or skilled in any area. (No Hero)

Pick 1 Bonus for coming out of an Epic Age at the top.
[] [Bonus] Upgrade a random Value
[] [Bonus] Gain a random Value
[] [Bonus] Gain a martial Value
[] [Bonus] Gain Legacy Divine Champions
[] [Bonus] Gain Legacy Ancient Inspirations
[] [Bonus] Put Codified Law on automatic action track (Will gain +1 Progress each turn with no action cost, but you will still need to stat costs).
[] [Bonus] Gain two or more Innovations.

Pick 1 Golden Age Bonus
[] [GA] Unlock the Grand Theatre Megaproject. (-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 religious reforms. (-2 Temp Diplo, -2 Temp Mystic, -2 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: Uncertain, Ability: Add half of faction power to Mystic, Objective: Begin in Codified Law 2 Turns, Success/Failure: ???/???
Elders (3 (5)) = Mood: Uncertain, Ability: Add half of their faction power to another faction, Objective: Complete Codified Law in 3 Turns, Success/Failure: ???/???
Warriors (6) = Mood: Grim Satisfaction, Ability: Add half of faction power to Martial, Objective: Start the Stone Wall in 4 Turns, Success/Failure: +1 Temp Mystic/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Settle the Upriver Plains to halfway within 5 Turns, Success/Failure: +2 Temp Econ/-1 Econ
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build Boats in 4 Turns Success/Failure: +1 Temp Wealth/-

***​

Okay so stuff happened in this update. You got an important strategic location, but took some hits to your diplomatic reputation due to your actions. Evatine and Eredan teamed up to dominate the Forluc core and the rebels as you have two Martial Geniuses both rolling a crit. Normally I would do more war rolls after that, but I figured that was enough to decide things.

Wonlyn has also expanded the government quite a bit and managed to integrate the Colryd (to a degree) by making Queen Eira an autonomous province governor answering to her. You also got overmaxed legitimacy and stability.

Oh yeah and the Epic Age has come to an end. I probably missed some stuff that happened so if you aren't sure how something occurred or happened, feel free to ask.

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 (5)
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 (6) (+1)
Econ: 36 (5) (+1)
Martial: 8 (1)
Mystic: 6 (6) (+1)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 9 (6)

Legitimacy: 4/3
Stability: 4/3
Centralisation: 6
Hierarchy: 6
Prestige: 42

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
Belladysh = Friendly/Wary/ Medium
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Friendly/Wary/Medium
Coltyre Confederation = Neutral/Cordial/Medium
Forluc = Crazy Weirdos/Admiring Imitation/Medium
Moradysh = Friendly/Wary/Medium
Northern Lowlander Tribes = Liked/Uncertain/Very High
Southern Lowlander Tribes = Dismissive/Feared/None

Subordinates
Type/Loyalty/Dependence

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

Nomads (Significant), Caradysh (Significant), Belladysh (Significant), Moradysh (Significant), Coltyre (Considerable), Forluc (Minor Importer), Northern Lowlanders (Some), Southern Lowlanders (Average),

Dyes

Minor Importer

Coltyre (Average), Caradysh (Considerable), Belladysh (Considerable), Moradysh (Considerable), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Significant Importer), Forluc (Significant Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Minor), Moradysh (Minor), Belladysh (Minor), Coltyre (Average), Forluc (Significant), Northern Lowlanders (Considerable), Southern Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Average), Southern Lowlanders (Average),

Alcohol

Medium Importer

Nomads (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Significant), Southern Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Major Importer), Forluc (Significant Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Copper Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Medium Importer), Forluc (Major Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Medium Importer),

Copper Ore

Hoarding


Tin Ore

Hoarding


Slaves

None

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Leading), Forluc (Significant), Northern Lowlanders (Average), Southern Lowlanders (Considerable),







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,

Safe Haven
The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

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
River Longboats
Sails
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
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Province Governors
Royal Bloodline

Religion
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

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

Arthrynite Divine Magic
Aspect Blood Copy (Basic)
Blood Binding (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Basic)
Stone-Skin (Expert)
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)

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

Ymarnite Divine Magic
Birth Control (Limited)
Disease Cure (Limited)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
Reforms and Griffins
[X][Epic] Evalon proves himself to be charming and charismatic like Wonlyn. (Diplo Hero)
[X][Bonus] Gain Legacy Ancient Inspirations
[X][GA] Unlock religious reforms. (-2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture)

A generation after the final fighting of the war was over, it had become apparent who the main power was in the known world as the Arthwyd reigned uncontested. The Caradysh had fractured into three, the Forluc were a shadow of their former selves and the lowlander tribes in the north had been greatly diminished. The Coltyre Confederation might be able to take on the Arthwyd military, but they lacked inclination to do so and they couldn't match the Arthwyd in other ways.

Not only were the Arthwyd the largest and most populous entity around, but they also had a strong grip on the trade of the region. Not only did they still the only real producers of metal, but they now controlled Caermyr, the centre of trade in the lowlands.

While almost everyone considered this to be an acceptable state of affairs if not an outright good thing after the disrupted trade routes of the war, a few grumbled. While the slave trade had flourished in Caermyr under the Colryd, the Arthwyd had forbidden in Caermyr now, just as they had forbidden it in the rest of their territory. Caermyr remained the centre of trade for the lowlands thanks to both its position and the constant influx of Arthwyd metal, but now the Forluc Kingdom and the Coltyre Confederation competed with each other to be centre of the slave trade. The Forluc dominated the slave trade in the west and the Coltyre did the same in the east, but neither was able to get an overall dominance.

The Arthwyd had also become a beacon of knowledge and culture as both their prominence and success inspired others to be like them, both from seeking to replicate their triumphs, but also from being regularly exposed to their people and culture. An ancient power that had continuously reigned, the Arthwyd were now the go to for inspiration and ideas and it looked like that would remain that way for future generations as well

Legacy Gained!
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.

***​

Just like his mother Wonlyn, Evalon proved to be another charismatic and charming individual and many of the Arthwyd looked to him to be the replacement to his ageing mother as he was chosen as the Cadion.

Yet despite her age, Wonlyn remained in good health even as the last vestiges of her youthfulness faded from her body. Her hair may have become fully silver, but she remained fully capable as Cadlon.

Giving into the demands of the traders and crafters, Wonlyn organised the construction of more longboats for three purposes. The first of these was to help improve connections between the spread-out lands of the Arthwyd as it was faster to go by boat then it was by land.

The second was to organised some expeditions to the lowlander tribes of the north to reassure them of the Arthwyd's intentions. While they had a mutual alliance against the Forluc, but a mere generation ago, it had fallen apart when Colryd was taken by the Arthwyd under the orders of Cadlon Gwynlyn.

Seeing how the closest ally of the Arthwyd was treated, the lowlander tribes decided not to maintain their ties with the Arthwyd with the Forluc threat gone. Instead they returned to the old status quo of the pre-war as much as a they could given the widespread loss and devastation.

Just as she had mended ties with Guardian-General Eira and the Colryd, Cadlon Wonlyn sought to improve ties with the lowlander tribes. While they weren't a threat to the Arthwyd at all, the various tribes provided nearby trade partners for the People and enough Arthwyd culture had spread to them that some of the People were thinking of maybe annex or vassalizing some tribes.

While Cadlon Wonlyn remained in Greenbay with her lover Evatine, their son Evalon personally oversaw the diplomatic expeditions where he could, doing his best to improve relations with the lowlander tribes.

As expected of a man of Evalon's calibre, his efforts proved to be a resounding success as the diplomatic expedition left the lowlanders feeling secured with the Arthwyd intentions towards them with a pre-war friendliness having been restored between the Arthwyd and the lowlander tribes.

The actions of the Arthwyd diplomatic expeditions also had an unexpected effect if a positive one. Just as the lowlander tribes had been reassured of the Arthwyd's intentions, so had the Forester queendoms. While the Urthrynite queens weren't looking to seek an alliance with the Arthwyd again, they were less cautious and wary about the People. Relationships between them couldn't be call friendly except on the Arthwyd's end, but it had lain the foundation for new friendships to be formed.

Instead of seeking an alliance with the Arthwyd, the Forester queendoms had turned to each other for support. Even when they had been reassured about the Arthwyd and their intentions, the Foresters still focused on it each for future alliances and there were rumours of there being a future Urthdysh Federation.

Cadlon Wonlyn also used the longboats to arrange an exploration expedition to the western coast beyond the Sunset Mountains. The Arthwyd had no idea what lay in those lands and while there was mountains and sea between them, Cadlon Wonlyn wanted the People to know what was over there before it came to them.

The expedition followed the Sunset Mountains along the coast until they came to a bay that would akin to the Great Bay in size. But while it had a similar size, this new bay was nothing like the one that many of the Arthwyd called home. While the Great Bay had plains and fields along the store, this new bay was filled with untamed and primordial forests.

It was a wild land, untouched by any people until the Arthwyd explorers arrived. While the Arthwyd found many interesting things in the forest, one thing stood out above all else. Within the forest was a fearsome species of beast, half-giant cat and half-giant bird.

These flying beasts were not the giant flying lizards of death that the Great Mountain had guarding it, but many still found them to be fearsome creatures like they did with bears, boars and wolves.

While not quite big enough to ride on, once news of them spread back to the rest of the Arthwyd, many expressed interested in taming these impressive beasts, partly because they were just fearsome, but also because their part-cat nature means that there must be something sacred to them.

Cadlon Wonlyn and Evatine, Champion of Arthryn, also began to look into organising the structure of the Arthwyd leadership from informal traditions to something official and defined. While this meant began writing up official laws to standardise how the Arthwyd is run, the two of them also looked into organising the Arthrynite religion, officially codifying its religion.

The main question was how far to go. It could be as simple as turning the current informal system into a formal system, but it could involve proper reforms and organisation to turn into something more. However, doing the latter would be a very disruptive and expensive project and perhaps one that should be left alone.

There was also the question of what the primary doctrine of the Arthrynite religion is with many things that the Arthrynite priesthood could choose to prioritise. Furthermore, they needed to decide how the religion will be run and how the priesthood would be organised. Right now, it was an unofficial hierarchy of all priestesses being equal, but in practice, there was an informal hierarchy leading up to the most influential priestesses in Greenbay.

They could go with the current system of every priestess having equal amount of official authority and power or they could create a formal hierarchy for the priesthood just had been done to great success with the military. With this hierarchy, it could go all the way to Greenbay. where there would be a head priestess or council of high priestesses, or it could be done regionally with each region having its own hierarchy that is equal to the hierarchies of other regions.

How far does reforming the Arthrynite religion go?
[] [Religion] Keep things simple for now.
[] [Religion] Go extra lengths to properly organise the Arthrynite religion into something more. (-2 Stability, -2 Temp Diplo, -1 Temp Martial, -3 Temp Mystic, Chance of a Minor Crisis, Chance of a Major Crisis, Additional Doctrines)

What is the primary doctrine of the Arthrynite religion?
[] [Doctrine] Militant. The world is a harsh and cruel place and it is up to goddesses and their servants to protect their followers.
[] [Doctrine] Proselytising. Spreading the wisdom and prosperity of the goddesses should be the primary purpose of the Arthrynites.
[] [Doctrine] Dogmatic. Unity is key and the Arthrynite religion should fellow one set of teachings as lain down by the goddesses.
[] [Doctrine] Cosmopolitan. Tolerance and acceptance are the key and Arthrynites should be open to others to gain strength from their different ways.
[] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.
[] [Doctrine] Community. Valuing your community is one of Arthryn's oldest teachings and Arthrynites should strive to help their community.
[] [Doctrine] Spiritual. Honouring the goddesses and following their teachings should be the main goal of an Arthrynite.
[] [Doctrine] Magic. The Arthrynite religion shall look into studying the divine magic of the goddesses to unlock its benefits for its followers.

What sort of leadership shall the Arthrynite religion have?
[] [Leadership] No formal leadership with all members of the priesthood being equal in power to each other.
[] [Leadership] Centralised leadership that has a hierarchy with a head of religion in Greenbay.
[] [Leadership] Centralised leadership that has a hierarchy with a council in Greenbay at the top.
[] [Leadership] Decentralised localised leadership with each region having its own hierarchy that is equal to the hierarchies over regions.

You may change your Province Policy
[] [Policy] Don't change it: Offensive = Takes offensive martial actions.
[] [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] Religion = Focuses on religious actions.
[] [Policy] Study = Takes study actions.
[] [Policy] Trade = Focusing on trade and wealth-increasing actions.


Priestesses (4 (5)) = Mood: Uncertain, Ability: Add half of faction power to Mystic, Objective: Found a Colony on the Western Coast, Success/Failure: +2 Temp Culture/-
Elders (3) = Mood: Uncertain, Ability: Add half of their faction power to another faction, Objective: Complete Codified Law in 3 Turns, Success/Failure: ???/???
Warriors (6) = Mood: Grim Satisfaction, Ability: Add half of faction power to Martial, Objective: Start the Stone Wall in 4 Turns, Success/Failure: +1 Temp Mystic/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Settle the Upriver Plains to halfway within 5 Turns, Success/Failure: +2 Temp Econ/-1 Econ
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Send a Trade Expedition to the Forluc in 4 Turns Success/Failure: Free Build Boats/-

***​

Not too much of interest this turn. The Coltyre and Forluc are completing over the slave trade with the Forluc having a better geographical and political position for it, but the Coltyre being more established and in a better off situation than the Forluc. Meanwhile the Foresters are looking into uniting again.

As for the Arthwyd, you have been smoothing over diplomatic relations, exploring and working on organising your informal traditions in clearly defined and formal laws. You managed to get rid of your diplomatic fallout as best as you can right now, but more will take time. You also got discovered griffins on the western coasts thanks to a crit-success on exploring.

You have also begun your legal and religious reforms. Religion will be voted on this turn and laws will be voted on next turn when the megaproject is finished. Additionally, different combinations across your religious and legal reforms will have different effects and they can be good or bad depending your point of view. I also won't be pointing out these combinations beforehand so you will need to figure them out on your own.

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 (5)
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 (4) (+1)
Econ: 36 (2) (+1)
Martial: 8 (7)
Mystic: 6 (4) (+1)
Culture: 2 (1)
Tech: 0 (0)
Wealth: 9 (4)

Legitimacy: 4/3
Stability: 4/3
Centralisation: 6
Hierarchy: 6
Prestige: 43

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
Belladysh = Friendly/Neutral/ Medium
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Friendly/Neutral/Medium
Coltyre Confederation = Neutral/Cordial/Medium
Forluc = Crazy Weirdos/Admiring Imitation/Medium
Moradysh = Friendly/Neutral/Medium
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Very High/Low

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

Nomads (Significant), Caradysh (Significant), Belladysh (Significant), Moradysh (Significant), Coltyre (Considerable), Forluc (Minor Importer), Northern Lowlanders (Some), Southern Lowlanders (Average),

Dyes

Minor Importer

Coltyre (Average), Caradysh (Considerable), Belladysh (Considerable), Moradysh (Considerable), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Significant Importer), Forluc (Significant Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Minor), Moradysh (Minor), Belladysh (Minor), Coltyre (Average), Forluc (Significant), Northern Lowlanders (Considerable), Southern Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Average), Southern Lowlanders (Average),

Alcohol

Medium Importer

Nomads (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Significant), Southern Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Major Importer), Forluc (Significant Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Copper Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Medium Importer), Forluc (Major Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Medium Importer),

Copper Ore

Hoarding


Tin Ore

Hoarding


Slaves

None

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Leading), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Considerable),







Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
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,

Safe Haven
The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

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
River Longboats
Sails
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
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Province Governors
Royal Bloodline

Religion
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

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

Arthrynite Divine Magic
Aspect Blood Copy (Basic)
Blood Binding (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Basic)
Stone-Skin (Expert)
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)

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Basic)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
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Law and Religion
[X] [Religion] Go extra lengths to properly organise the Arthrynite religion into something more. (-2 Stability, -2 Temp Diplo, -1 Temp Martial, -3 Temp Mystic, Chance of a Minor Crisis, Chance of a Major Crisis, Additional Doctrines)
[X] [Doctrine] Equality. Treating everyone fairly is one of Arthryn's oldest teachings and Arthrynites should treat others as equals.
[X] [Doctrine] Community. Valuing your community is one of Arthryn's oldest teachings and Arthrynites should strive to help their community.
[X][Doctrine] Cosmopolitan. Tolerance and acceptance are the key and Arthrynites should be open to others to gain strength from their different ways.
[X][Doctrine] Proselytising. Spreading the wisdom and prosperity of the goddesses should be the primary purpose of the Arthrynites.
[X] [Policy] Diplomacy = Focuses on engaging in diplomacy.
[X] [Leadership] Centralised leadership that has a hierarchy with a council in Greenbay at the top.

Arthwyd = [MAIN] Found Colony = Western Coast, [SEC] Venerate the Goddesses, [MAIN] Stone Wall
Provinces = [MAIN] Diplomatic Expedition = Northern Lowlander Tribes, [MAIN] Build Boats, [SEC] Codified Law, [SEC] Expand Economy,
Arthdysh = [SEC] Train Sacred Warriors, [MAIN] War Mission = Northern Lowlander Tribes,

In the end, the choices were simple. If the People were to properly organise their religion, then it should be done all the way to the fullest extent, no matter how disruptive and complicated that would be.

Like the military had a hierarchy to follow, the Arthrynite priesthood would also have one to follow. Going from the village priests to all the way to top priests in Greenbay, the Arthrynite religion would be led by the Council of Arthryn in Greenbay.

As for the main values that an Arthrynite would have to follow, it was unanimously agreed that equality and community were the two most important things. Both of them were the oldest of Arthryn's teachings and fundamental to the Arthrynite religion. Since they were going to be significant no matter what, they might as have their significant acknowledged and enshrined in the reformed Arthrynite religion.

Beyond that, there was some significant debate over the secondary aspects of the Arthrynite religion. In the end, most everyone was the opinion that an Arthrynite should value understanding. Some felt it spiritually focused as Arthrynites should focus on understanding Arthryn and her Daughters along with the magic that they provided. Others felt that they should be more outwardly focused as they both needed to understand the beliefs of foreigners and outsiders and to help said foreigners and outsiders understand the teachings of Arthryn and her Daughters.

In the end, it is the latter faction which prevailed as there was a general sentiment amongst the Arthwyd populace to both expand and engage with the rest of the world.

Organised Religion Founded!
Arthrynite "Followers of Arthryn"
Deities
: Arthryn and her Daughters
Beliefs: Equality, Community, Understanding
Abilities: Fairness (Reduced Discrimination), ???, ???,

Legacy Gained!
Ancient Religion (Arthrynite): Strength and prestige of the Arthrynite religion is improved.

In the end, one question remained. What was the status of the Council of Arthryn to the Cadlon of the Arthwyd. They could be subordinate to the Cadlon of the Arthwyd, but doing so would established the Arthrynite priesthood as just being another part of the Arthwyd government. On the other hand, they could be made independent and allow the Arthrynite religion to not just become part of the Arthwyd state.

Is the Arthrynite religion subordinate to the Arthwyd leadership?
[] [Religion] No. The Council of Arthryn shall be independent of the Cadlon of the Arthwyd.
[] [Religion] Yes. The Council of Arthryn shall answer to the Cadlon of the Arthwyd.

***​

Cadlon Evalon also organised the construction of the great stone wall around Greenbay that Malbyn had dreamt up so long ago. Made with stone and magic, the walls were over a dozen times taller than your average person and are seemingly invincible. The wooden palisades made assaulting a settlement hard, but this stone one made attacking Greenbay an impossible task.

Many were suggesting that the Arthwyd build more stone walls around the rest of their settlements. While some were advocating for similarly large walls, others would settle for smaller ones as even a small stone wall is significantly better than a wooden one.

Megaproject Completed!
Evatine Walls

A massive set of walls around Greenbay, ancient capital of the Arthwyd and the centre of the Arthrynite religion, the walls are dozen times the height of a man and are seemingly impervious to assault.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,

Pick one Megaproject Completion Bonus
[] [Mega] Gain a new random Value
[] [Mega] Gain a new Martial-related Value
[] [Mega] Upgrade a random Value
[] [Mega] Gain a random Hero.
[] [Mega] Gain at least two Technologies
[] [Mega] Upgrade the Blood of Evalyn.

The Arthwyd also began to see a surge in birth rates and as under the good times and expanding borders, more and more people were having children. While this would ultimately make more expansion necessary, no one really saw this as being a problem as the Arthwyd would almost certain begin expanding anyway and the beginning of Cadlon Evalon's reign saw plenty of expansion.

Status Gained!
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,

First of all, Cadlon Evalon arranged for a new colony to be founded on the western coast. Not only would it give the Arthwyd more room to expand, but it would allow them to tap into the resources of the massive forest covering the western coast such the wood from its trees and perhaps taming its fearsome griffins.

Cadlon Evalon also coordinated the annexation of the lowlander tribes west of the Green River into the Arthdysh colony. He and the Arthrynite priesthood would go about trying to convert the various tribes to the Arthrynite religion.

With plenty of Arthrynites already amongst the lowlander tribes and their culture already been influenced by their Arthwydish neighbours to varying degrees, Evalon and the Arthrynite priestesses saw plenty of successes as many villages willingly joined the Arthdysh.

Yet despite their successes, they also saw plenty of failures. Many tribes didn't seek to give up their independence or convert to the Arthrynite religion or give up their slaves. While this could have been ignored for now and addressed in the future, some of the tribes turned the matter into something to be addressed now when they tried to kill, enslave or otherwise mistreat the Arthrynite priestesses.

The Arthwyd would not stand for the abuse of their people and the Arthdysh descended on the tribes that remained independent with their Cateyes and Catclaws. Their holy warriors smashed from the disorganised warriors of the lowlanders as the barbarians could not stand up to the well-equipped formations of the Arthdysh.

During this conflict, an especially talented Arthdysh Catclaw proved herself enough that she got Evatine's personal attention. During the latter parts of the fighting and during the peace following it, the Champion of Arthryn took it upon herself to personally tutor Delyth so she would make the most of her talent.

In the end, the resisting lowlander tribes could stand before the Arthwyd and within a generation, almost every tribe west of the Green River had been incorporated into the Arthdysh, either diplomatically or militarily.

Cadlon Evalon also worked with his surviving mother to continue the work that Evatine had begun with Wonlyn. Just as the Arthrynite religion had been properly organised and formalised, so was the Arthrynite law.

In the past, every settlement had its own way of doing things as the local priesthood and elders were given free rein to do things as they sort fit. Because of this, there were many different ways of doing things and the primary challenge behind the law was picking one of these ways and convincing everyone to go along with it. Once the primary nature driving the Arthwyd law had been determined, it would be relatively easy to come up with a standardised set of laws for everyone to follow.

What is the primary nature of the Arthwyd Law that drives it?
[] [Law] Arthryn and her Daughters
[] [Law] Maintaining Stability
[] [Law] Communal Good
[] [Law] Regulating Authority
[] [Law] Justice and Fairness
[] [Law] Flexibility and Adaptability
[] [Law] Practical Enforcement

There was also the matter of how the Arthwyd would be governed. Many of the priestesses and elders supporting the legal reforms were doing so to act as checks on the power of the Cadlon and other important figures. In the past, the Cadlon had unchecked power to do almost anything and he and all other Arthwyd leaders were trusted to do the right thing.

In the aftermath of the war with the Forluc, that honour system had been pushed to the limits and if it wasn't for key individuals deliberately choosing not to break the system, the Arthwyd would have almost certainly collapsed into chaos.

Now many wished to prevent such a thing from occurring again by putting clear restrictions and limits on what the Cadlon and other members of the Arthwyd government could do.

How should the Arthwyd be governed by the Cadlon?
[] [Govern] The Cadlon has unlimited power, answerable only to Arthryn and her Daughters.
[] [Govern] The Cadlon governs with a council of advisors with the authority to check their power.
[] [Govern] Provinces shall be ruled over by Sacred Guardian-Generals who rule as Cadlons over their province and answer to Cadlon, who is responsible for the whole of the Arthwyd.
[] [Govern] The Cadlon shall rule with an assembly of important priests, warriors and elders to advise them and check their power.

In matters abroad, the Boarfolk nomads have been uniting up into a horde. This didn't matter too much to the Arthwyd as they weren't the target of the new warlord and the only effect they saw was a slight uptick in metal weapons being bought or commissioned.

The Forluc and Foresters also begin to organise their own matters. While there wasn't any negative effects to their relations with the Arthwyd, the religious and legal reforms of the Arthwyd had them thinking about their own matters.

While the Forluc were doing something unknown as they continued to consolidate their old kingdom, the affairs of the Foresters were more known to the Arthwyd. Talks regarding an Urthdysh Federation sped up with the three Forester queens all discussing the possibility of an Urthrynite Grand Temple to match the Arthrynite one in Greenbay.

Pick 1 Golden Age Bonus
[] [GA] Unlock the Grand Theatre Megaproject. (-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] Unlock the Aqueduct Megaproject. (-2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain a random Hero. (-3 Temp Econ, -1 Temp Diplo, -1 Temp Martial)
[] [GA] Upgrade Baby Boom to a Population Explosion. (-2 Temp Econ, -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] 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 (5)) = Mood: Content, Ability: Add half of faction power to Mystic, Objective: Build a Temple in Caermyr, Success/Failure: +1 Temp Culture/-
Elders (3) = Mood: Content, Ability: Add half of their faction power to another faction, Objective: Complete Codified Law in 2 Turns, Success/Failure: ???/???
Warriors (6) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Found a third Colony, Success/Failure: Free Train Sacred Warriors/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Settle the Upriver Plains to halfway within 4 Turns, Success/Failure: +2 Temp Econ/-1 Econ
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Send a Trade Expedition to the Forluc in 3 Turns Success/Failure: Free Build Boats/-

***​

Okay, let's see…Wonlyn is dead, passing away peacefully in her sleep at 103. Evatine is alive, but going to almost certainly die during the next update. You got Evalon as your Cadlon and Diplo Hero while the Arthdysh have a Martial Hero. Between the two of them, you have managed to annex pretty much all of the northern lowlander tribes west of the Green River into the Arthdysh.

You have also founded a second colony and have reformed your religion into the first organised religion (that you know of), getting you a new legacy. It only has one ability right now with the last two being determined by your actions and choices over the new couple of updates or so.

You are also going to finish your legal and religious reforms this update and doing those have spurred your neighbours into doing their own things. Nothing negative for you, but the Foresters and the Forluc don't want to fall behind too much so the Arthwyd doing major reforms is significant motivation for them to do their own things.

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 (5)
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 (6) (+1)
Econ: 36 (3) (+2)
Martial: 8 (7)
Mystic: 6 (1) (+1)
Culture: 2 (3)
Tech: 0 (0)
Wealth: 9 (0)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 43

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

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Belladysh = Friendly/Neutral/ Medium
Boarfolk Nomads = Cordial/Friendly/Medium
Caradysh = Friendly/Neutral/Medium
Coltyre Confederation = Neutral/Cordial/Medium
Forluc = Crazy Weirdos/Admiring Imitation/Medium
Moradysh = Friendly/Neutral/Medium
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None

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

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

Nomads (Significant), Caradysh (Significant), Belladysh (Significant), Moradysh (Significant), Coltyre (Considerable), Forluc (Minor Importer), Northern Lowlanders (Some), Southern Lowlanders (Average),

Dyes

Minor Importer

Coltyre (Average), Caradysh (Considerable), Belladysh (Considerable), Moradysh (Considerable), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Significant Importer), Forluc (Significant Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Minor), Moradysh (Minor), Belladysh (Minor), Coltyre (Average), Forluc (Significant), Northern Lowlanders (Considerable), Southern Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Average), Southern Lowlanders (Average),

Alcohol

Medium Importer

Nomads (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Significant), Southern Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Major Importer), Forluc (Significant Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Copper Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Medium Importer), Forluc (Major Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Medium Importer),

Copper Ore

Hoarding


Tin Ore

Hoarding


Slaves

None

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Leading), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Considerable),







Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
Ancient Religion (Arthrynite): Strength and prestige of the Arthrynite religion is improved.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

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

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

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

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

Safe Haven
The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

Evatine Walls
A massive set of walls around Greenbay, ancient capital of the Arthwyd and the centre of the Arthrynite religion, the walls are dozen times the height of a man and are seemingly impervious to assault.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,

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

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

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

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
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

Fishing & Boats
Canoes
Fishing Nets
Rafts
River Longboats
Sails
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
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Province Governors
Royal Bloodline

Religion
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade
Stone Wall

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

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

Arthrynite Divine Magic
Aspect Blood Copy (Basic)
Blood Binding (Limited)
Blood Oath (Limited)
Spiritual Blood Bond (Limited)
Stone Manipulation (Basic)
Stone-Skin (Expert)
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)

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Basic)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
Expansion and Consolidation
[X] [Religion] No. The Council of Arthryn shall be independent of the Cadlon of the Arthwyd.
[X] [Mega] Gain at least two Technologies.
[X] [Law] Justice and Fairness
[X] [Govern] The Cadlon shall rule with an assembly of important priests, warriors and elders to advise them and check their power.
[X] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

In the final seasons of Evatine's life, the reforms started by her and Wonlyn were finally finished.

It was decided that the new Council of Arthryn would be independent of the Cadlon of the Arthwyd. While almost the entire priesthood was part of the Arthwyd government right now, that wouldn't necessarily be the case in the future. The Council of Arthryn had to be leaders for all followers of the Arthryn and her Daughters and to do that, they couldn't be bound to a single non-religious leader.

The Arthwyd also came to the conclusion that the law needed to focus on being just and fair. While some advocated for focusing on being enforceable or managing authority, they were outnumbered by those that felt the laws of the Arthwyd needed to focus on justice and fairness. After all, what was the point of laws if they didn't equally ensure the well-being of everyone in the community?

The end result was a set of laws that did their best to be both fair to all those in the lands of the Arthwyd and to bring about justice to those that wronged others. While it wasn't the easy of laws to enforce and would almost certainly require updating across future generations, the majority of the People were happy with it as they could put their faith into the law.

Megaproject Completed!
Code of Laws (Bronze Age)

A standardised set of laws that all of the Arthwyd follow, these laws are focused on being fair and providing justice to the people of the Arthwyd.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,

Pick one Megaproject Completion Bonus
[] [Mega] Gain a new random Value.
[] [Mega] Gain a new Social-related Value.
[] [Mega] Upgrade a random Value.
[] [Mega] Gain a random Hero.
[] [Mega] Gain at least two Technologies.
[] [Mega] +1 Admin Strain Free Provinces.
[] [Mega] +1 Upper Centralization Limit.

The Arthwyd also decided that the Cadlon could not have unchecked power that they wielded in the past and that limits needed to be put on the authority of the Cadlon. To this end, the Assembly was formed as they act as advisors for the Cadlon and the Cadlon would require the support of at least half of the Assembly currently in Greenbay to implement a law change or take a major action that would impact the whole of the Arthwyd such as forming an alliance or a declaration of war.

The assembly consisted of the highest-ranking members of the Arthrynite priesthood, the Arthwyd military, the elders of Greenbay, the members of the royal family and Sacred Guardian-General Eira though that last one rarely strayed from Caermyr.

Government Type changed!
Ancient Parliamentary Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: -1
Admin Strain Free Provinces: 7
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 1 Province
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Increased Range of Potential Heirs

Legacy Gained!
Ancient Reformers: All Reforms are cheaper.

Beyond the completion of both the legal and religious reforms, Cadlon Evalon oversaw two major projects in the latest generation of his reign. The first one was honour the last wishes of his mother and her military supporters by founding a third colony in the north coast, east of the Merntir lands.

With the Myrthwyd, the Grythwyd and the Arthdysh, the Arthwyd were expanding into the lowlands, the western coast and the northern coast all at once and without the need to for direct oversight by the Cadlon in Greenbay. Instead, the Cadlon could focus on dealing with international relationships and building up the main Arthwyd territories.

Legacy Gained!
Colonial Empire: One Colony doesn't use up a subordinate slot.

The latter he did by coordinating the construction of a stone wall around Caermyr with Sacred Guardian-General Eira. The second stone wall constructed by the Arthwyd, the walls around Caermyr wouldn't be as tall or big as the Evatine Walls. Yet despite that, they would still be impressive and far harder to breach than the old palisade.

Sacred Guardian-General Eira also worked with the Council of Arthryn to construct a new temple in Caermyr as the Council of Arthryn pooled resources from all over the Arthwyd into the project as the Arthrynite faithful gave them a large resource base to draw upon.

The colonies also expanded as the Grythwyd build a third stone wall around Forestbay on the western coast. The Arthdysh didn't build any walls, but they did focus on infrastructure as build some temples in their oldest and largest settlements while also building more roads amongst their new territories to hold them together.

The expanding territory of the Arthwyd also caused a new innovation to help manage it all. While the Arthwyd had long made use of messengers like everyone else, they now had dedicated messengers. For these messengers, their full-time professional job would be going back and forth as they delivered messages across a network that spread across the whole Arthwyd, something that the extensive network of dirt paths allowed to be done.

Even as the Arthwyd finished their reforms and began to consolidate their empire, their neighbours were also active. The Boarfolk horde had disappeared to the far east as they went to the other side of the grasslands which were apparently not as endless as once assumed.

The Forluc Kingdom also finally finished consolidating their old lands and the Arthwyd were unsure of whether they would look to focus on internal matters or expand into new lands. If it was the latter, no one was sure if they would move north into the relatively empty lands between the Forluc and the Arthdysh or east against the tribes between them and the Coltyre Confederation or south into the masses of lowlander tribes down there.

As for the Coltyre Confederation, they were disturbingly quiet, but from what could be picked up from the traders, they were having a temporary bout of instability as the old leadership died off almost all at once and the younger generation struggled to figure out who their replacements would be.

Most interestingly of all was the news from the Cursed Forest. When Urthryn had ascended, the Foresters had split into three successor states and now they would become one once more as the Urthdysh Federation was finally formed. Ruled by a council consisting of the three queens, the Urthdysh weren't quite a peer power to the Arthwyd, especially when the latter had its colonies, but like the Coltyre Confederation, they were close and almost uncomfortable so.

To make things even more uncomfortable, the Urthdysh Federation lacked the disunity of the Coltyre Confederation as they had a centralised leadership and unifying religion. This was something they made clear when the first official major action of the Urthdysh Federation was to announce the construction of the Urthrynite Grand Temple.

Priestesses (4 (5)) = Mood: Content, Ability: Add half of faction power to Mystic, Objective: Build a Temple in 4 Turns, Success/Failure: +1 Temp Culture/-
Elders (3) = Mood: Content, Ability: Add half of their faction power to another faction, Objective: Discover another mine location within 5 Turns, Success/Failure: Free Develop Mine/-
Warriors (6) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Build 3 Walls within 4 Turns, Success/Failure: Free Build Roads/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Settle the Upriver Plains to halfway within 3 Turns, Success/Failure: +2 Temp Econ/-1 Temp Econ
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Send a Trade Expedition to the Forluc in 2 Turns Success/Failure: Free Build Boats/-

You have five Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].


[] [SEC/MAIN] Build Boats.
S: -2 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -4 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build Roads = (Target)
S: -2 Temp Econ, +1 Temp Mystic, +1 Road,
M: -4 Temp Econ, +2 Temp Mystic, +2 Roads,
-Possible Targets: Greenbay (0/6), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (0/6), Upriver Plains (0/3), Sunrise Plains (0/1), Lowland Conflux (0/1), Northern Green River (0/6), Southern Green River (0/6),

[] [SEC/MAIN] Build Temples = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+1 Mystic per a Temple),
-Possible Targets: Greenbay (1/3), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (1/3), Upriver Plains (0/2), Sunrise Plains (0/1), Lowland Conflux (1/1), Northern Green River (0/3), Southern Green River (0/3),
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Walls = (Target)
S: -2 Temp Econ, +1 Small Wall,
M: -3 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 0/6, Large: 0/6), Rockbay (Small: 0/1, Large: 0/1), Sunrise Bay (Small: 0/1, Large: 0/1), North Coast Plains (Small: 0/6, Large: 0/6), Upriver Plains (Small: 0/3, Large 0/3), Sunrise Plains (Small: 0/1, Large: 0/1), Lowland Conflux (Small: 1/1, Large: 0/1), Northern Green River (Small: 0/6, Large: 0/6), Southern Green River (Small: 0/6, Large: 0/6),

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

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -4 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -8 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Coltyre Confederation,

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

[] [SEC/MAIN] Expand Economy
S: +5 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, +1 Econ (0/8) (Limited to 1 per 3 Settlements), Improved Chance of Innovation,

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

[] [MAIN] Found Colony = (Target)
M: -6 Temp Econ, -1 Temp Martial, -1 Temp Mystic, -1 Temp Culture, +1 Colony
-Possible Targets: Eastern Lowlands, Central Lowlands

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

[] [SEC/MAIN] Plant 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: -6 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress, +1 Econ,
M: -12 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (6/12), Rockbay (1/12), Upriver Plains (3/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (1/12), North Coast Plains, (6/12), North Coast Hills (0/12), North Coast Western Forest (0/12), North River Plains (0/12), Lowland Conflux (1/12), Southern Green River (6/12), Northern Green River (6/12),

[] [SEC/MAIN] Study Magic.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

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

[] [SEC] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy. (Currently active)
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions.
-Religion = Focuses on religious actions.
-Study = Takes study actions.
-Trade = Focusing on trade and wealth-increasing actions.

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +1 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +3 Temp Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Coltyre Confederation,

[] [SEC/MAIN] Train Sacred Warriors
S: -2 Temp Econ, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -2 Temp Econ -1 Temp Mystic, Improved Chance of Innovation,

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

[] [SEC/MAIN] War Mission = (Target)
S: -1 Temp Econ, requires 1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, Requires 3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Coltyre Confederation,

Mega-Projects
Currently none.

***​

Okay, you got a new government type and another megaproject and a couple of legacies alongside a third colony. As for what else…oh yes, a massive infrastructure backlog to deal with.

Otherwise, the Boarfolk horde target is on the other side of the steppes while your neighbours are consolidating. The Forluc and Foresters are finally recovered from their collapse with the both of them looking to catch up with you.

You also get to pick your main turn actions for the first time in a while. Trade status will be updated at a future point.

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

The Arthwyd
Ancient Parliamentary Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: -1 (1)
Admin Strain Free Provinces: 7
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 1 Province
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Increased Range of Potential Heirs

Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per 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 (5) (+1)
Econ: 35 (21) (+2)
Martial: 9 (7)
Mystic: 7 (4) (+1)
Culture: 2 (3)
Tech: 0 (0)
Wealth: 9 (4)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 46

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

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Cordial/Friendly/Medium
Coltyre Confederation = Neutral/Cordial/Medium
Forluc = Crazy Weirdos/Admiring Imitation/Medium
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None
Urthdysh Federation = Friendly/Neutral/Medium

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Extremely High/Low
Girthwyd = Colony/Extremely High/Low
Myrthwyd = Colony/Extremly High/Low

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

Nomads (Significant), Caradysh (Significant), Belladysh (Significant), Moradysh (Significant), Coltyre (Considerable), Forluc (Minor Importer), Northern Lowlanders (Some), Southern Lowlanders (Average),

Dyes

Minor Importer

Coltyre (Average), Caradysh (Considerable), Belladysh (Considerable), Moradysh (Considerable), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Significant Importer), Forluc (Significant Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Minor), Moradysh (Minor), Belladysh (Minor), Coltyre (Average), Forluc (Significant), Northern Lowlanders (Considerable), Southern Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Average), Southern Lowlanders (Average),

Alcohol

Medium Importer

Nomads (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Significant), Southern Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Major Importer), Forluc (Significant Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Copper Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Medium Importer), Forluc (Major Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Medium Importer),

Copper Ore

Hoarding


Tin Ore

Hoarding


Slaves

None

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Leading), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Considerable),







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

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
Ancient Reformers: All Reforms are cheaper.
Ancient Religion (Arthrynite): Strength and prestige of the Arthrynite religion is improved.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Colonial Empire: One Colony doesn't use up a subordinate slot.
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

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

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

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

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

Safe Haven
The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

Code of Laws (Bronze Age)
A standardised set of laws that all of the Arthwyd follow, these laws are focused on being fair and providing justice to the people of the Arthwyd.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,

Evatine Walls
A massive set of walls around Greenbay, ancient capital of the Arthwyd and the centre of the Arthrynite religion, the walls are dozen times the height of a man and are seemingly impervious to assault.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,

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

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

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

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

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

Fishing & Boats
Canoes
Fishing Nets
Rafts
River Longboats
Sails
Walnut Oil
Waterproofing

Hunting
Baits

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

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal Smelting
Administration
Ideograms
Codified Law
Cuneiform
Dedicated Messengers
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Province Governors
Royal Bloodline

Religion
Missionaries
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade
Stone Wall

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

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

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

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

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Basic)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
Build Up
[X] [MAIN] Build Roads = Greenbay
[X] [SEC] Settle Land = Upriver Plains
[X] [SEC] Trade Expedition = Forluc Kingdom
[X] [SEC] Switch Province Policy = (Infrastructure)

Provinces = [MAIN] Build Walls = Sunrise Bay, [MAIN] Build Walls = Rockbay, [SEC] Build Temples = Upriver Plains, [SEC] Expand Economy,
Traders = [SEC] Build Boats
Council of Arthryn = [MAIN] Train Sacred Warriors
Arthdysh = [MAIN] Settle Province = North Lowlands, [MAIN] Expand Economy, [SEC] Build Roads = North Lowlands, [SEC] Build Roads = North Lowlands, [SEC] Build Roads = East Lowlands, [SEC] Build Roads = South Lowlands, [SEC] Expand Economy
Grythwyd = [SEC] Settle Land = Forestbay, [SEC] Build Roads = Forestbay, [SEC] Expand Economy
Myrthwyd = [MAIN] Settle Land = North Coast Fields, [SEC] Expand Economy

As Cadlon Evalon begins to enter the final stages of his life, the Arthwyd see a flurry of infrastructure being built as their expansion continues. More of the Bay Plains are settled again after the Maradysh Civil War left them abandoned while the Arthdysh settled their initial territory further. The Grythwyd and the Myrthwyd also founded more settlements as the fledgling colonies sought to grow larger.

Cadlon Evalon also arranged for more stone walls, this time for Rockbay and Sunrise Bay. The second and third oldest settlements of the People, they are also the second and third most populated ones as well even if Caermyr looked set to overtake them soon. These two stone walls weren't like the one around Caermyr as the Rockbay and Sunrise stone walls are closer to the Evatine Wall in size.

The Arthwyd also saw plenty of new roads all over their empire. Many were built in the Greenbay region while some were constructed in Forestbay to connect the older settlements of the Grythwyd. The Arthdysh constructed the most roads in the latest generation as the colony sought to tie its annexed lands closer.

The Council of Arthryn also used its resources to train its own Cateyes and Catclaws. While they were nowhere near close to the strength of the Arthwyd military, the Arthrynite Holy Guard could be used to fight a battle or protect some land. During the Forluc Invasion, the Arthwyd had learnt that having a few extra warriors like that could make the difference between victory and defeat.

There was also news from foreign lands. The Coltyre Confederation is apparently beginning to suffer some internal unrest as there are Zaranna-aligned mutterings amongst their human subjects. While there haven't been any outright revolts yet, there may be some within a generation.

The Forluc have also been busy. Having fully recovered from their collapse following their failed war, the Forluc are finally turning their gaze outward again. Trading the opportunity to buy large amount of bronze weaponry from the trade expeditions that Cadlon Evalon had sent south, the Forluc have finished rebuilding their military.

Having abandoned their old massive army, they have copied the Arthwyd military to a degree. The Forluc still have their regular light spear infantry, but their Chosen Warriors are equipped like the Catclaws of the Arthwyd. The Forluc have also added a third type of warriors that are light skirmishers like the Cateyes, but unlike the Cateyes, they are not sacred warriors and do not wield any divine magic.

While the Arthwyd are able to confirm that the Forluc are not looking to expand north again if only because it is all Arthwyd land now, but they are unable to determine if the Forluc are going to invade the tribes to their south or to their east.

Within the Cursed Forest, the Urthdysh Federation has been continuing to expand and while they cannot match the strength of the Arthwyd Empire, the Urthdysh are becoming closer to being a peer power of the Arthwyd once more.

Furthermore, the Urthdysh have been continuing to work on their temple to Urthryn and are seeing the reforms to the Arthrynite religion, the Daughters of Urthryn are expressing interesting doing similar reforms for the Urthrynite religion.

Another thing that the Urthdysh Federation has done is send an offer north to Cadlon Evalon in Greenbay. Rather than seek to trade material gains, the Foresters seek an exchange of knowledge.

Having amassed a large amount of knowledge of how the human body works via what are undoubtably unsavoury means, the Urthdysh now seek to give that knowledge to the Arthwyd in exchange for of the knowledge that the Arthwyd have.

How to the Arthwyd respond to the Urthdysh offer? Any option with more than 50% of the Urthdysh vote will win or if all options fail to get 50% of the vote, the one with the most votes wins.
[] [Urthdysh] Accept it and give farming expertise to the Urthdysh.
[] [Urthdysh] Accept it and give knowledge of how your laws work to the Urthdysh.
[] [Urthdysh] Accept it and give knowledge of how your military works to the Urthdysh.
[] [Urthdysh] Accept it and give nautical expertise to the Urthdysh.
[] [Urthdysh] Reject it. The Arthwyd have no need of such foul knowledge.

Pick 1 Golden Age Bonus
[] [GA] Unlock the Grand Theatre Megaproject. (-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] Unlock the Aqueduct Megaproject. (-2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain a random Hero. (-3 Temp Econ, -1 Temp Diplo, -1 Temp Martial)
[] [GA] Empower a random Faction. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture,)
[] [GA] Upgrade Baby Boom to a Population Explosion. (-2 Temp Econ, -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] Improve relations with all neighbours. (-4 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 (5)) = Mood: Content, Ability: Add half of faction power to Mystic, Objective: -Venerate the Goddesses with 4 Turns, Success/Failure: +1 Temp Econ/-
Elders (3) = Mood: Content, Ability: Add half of their faction power to another faction, Objective: Discover another mine location within 5 Turns, Success/Failure: Free Develop Mine/-
Warriors (6) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Build 1 Wall within 4 Turns, Success/Failure: Free Build Roads/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Settle the Upriver Plains to halfway within 3 Turns, Success/Failure: +2 Temp Econ/-1 Temp Econ
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Develop Mine within 5 Turns, Success/Failure: +2 Temp Wealth/-

***​

Okay, you officially have an empire now. This turn is pretty much build up. The Arthwyd Empire is continuing to expand, but is also building up its infrastructure. The Forluc have fully recovered and then some and are now looking to expand again via military means. The Urthdysh are building themselves back up into a peer power again and while it is highly unlikely they will ever catch up to you completely, they are definitely going to be a power you cannot just dismiss as not being a threat to you, especially since they are better than you in some areas.

In other news, you still got your golden age ongoing and this is almost certainly going to be the last turn you have Evalon so by your next Main Turn (next update), he will be dead most likely.

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

The Arthwyd
Ancient Parliamentary Tanistry
Upper Centralization Limit: 8
Lower Centralization Limit: -1 (1)
Admin Strain Free Provinces: 7
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 1 Province
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Increased Range of Potential Heirs

Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per 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 (5) (+1)
Econ: 36 (3) (+2)
Martial: 9 (6)
Mystic: 6 (6) (+1)
Culture: 2 (3)
Tech: 0 (0)
Wealth: 9 (7)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 46

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

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Cordial/Friendly/Medium
Coltyre Confederation = Neutral/Cordial/Medium
Forluc = Cordial/Admiring Imitation/High
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None
Urthdysh Federation = Friendly/Neutral/Medium

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Extremely High/Low
Girthwyd = Colony/Extremely High/Low
Myrthwyd = Colony/Extremly High/Low

Trade Status

Resource

Your Status

Others

Luxury Trade



Furs

Some

Nomads (Significant), Caradysh (Significant), Belladysh (Significant), Moradysh (Significant), Coltyre (Considerable), Forluc (Minor Importer), Northern Lowlanders (Some), Southern Lowlanders (Average),

Dyes

Minor Importer

Coltyre (Average), Caradysh (Considerable), Belladysh (Considerable), Moradysh (Considerable), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Average),

Gems

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Medium Importer), Forluc (Minor Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Gold

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Significant Importer), Forluc (Significant Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Pottery

Average

Nomads (Medium Importer), Caradysh (Minor), Moradysh (Minor), Belladysh (Minor), Coltyre (Average), Forluc (Significant), Northern Lowlanders (Considerable), Southern Lowlanders (Considerable),

Silver

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Minor Importer), Forluc (Minor Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Minor Importer),

Textiles

Medium Importer

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Average), Southern Lowlanders (Average),

Alcohol

Medium Importer

Nomads (Minor Importer), Coltyre (Minor Importer), Forluc (Dominant), Northern Lowlanders (Significant), Southern Lowlanders (Considerable),

Strategic Trade



Bronze Goods

Dominant

Nomads (Minor Importer), Caradysh (Medium Importer), Belladysh (Medium Importer), Moradysh (Medium Importer), Coltyre (Major Importer), Forluc (Significant Importer), Northern Lowlanders (Medium Importer), Southern Lowlanders (Minor Importer),

Copper Goods

Dominant

Nomads (Minor Importer), Caradysh (Minor Importer), Belladysh (Minor Importer), Moradysh (Minor Importer), Coltyre (Medium Importer), Forluc (Major Importer), Northern Lowlanders (Minor Importer), Southern Lowlanders (Medium Importer),

Copper Ore

Hoarding


Tin Ore

Hoarding


Slaves

None

Nomads (Minor Importer), Caradysh (Minor Importer), Moradysh (Minor Importer), Belladysh (Minor Importer), Coltyre (Leading), Forluc (Leading), Northern Lowlanders (Average), Southern Lowlanders (Considerable),







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

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
Ancient Reformers: All Reforms are cheaper.
Ancient Religion (Arthrynite): Strength and prestige of the Arthrynite religion is improved.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Ymarn: Gain +1 to all Innovation Rolls,
Colonial Empire: One Colony doesn't use up a subordinate slot.
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

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

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

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

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

Safe Haven
The lands of the Arthwyd are prosperous and peaceful. Free from war, slavery and other forms of suffering, many seek sanctuary in Arthwyd lands in times of turmoil and the Arthwyd are more than happy to grant it.
Pros: Increased Idea Spread, Increased Refugee Arrivals,
Cons: Reduced Social Cohesion, Many think you weak,

Code of Laws (Bronze Age)
A standardised set of laws that all of the Arthwyd follow, these laws are focused on being fair and providing justice to the people of the Arthwyd.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,

Evatine Walls
A massive set of walls around Greenbay, ancient capital of the Arthwyd and the centre of the Arthrynite religion, the walls are dozen times the height of a man and are seemingly impervious to assault.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,

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

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

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

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

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

Fishing & Boats
Canoes
Fishing Nets
Rafts
River Longboats
Sails
Walnut Oil
Waterproofing

Hunting
Baits

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

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal Smelting
Administration
Ideograms
Cuneiform
Dedicated Messengers
Legal Code
Standardised Construction
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Province Governors
Royal Bloodline

Religion
Missionaries
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade
Stone Wall

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Supply Lines
Skirmishing
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

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

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

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

Bronwynite Divine Magic
Lust Induction (Limited)

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

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

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

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

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

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