The Evatine Reforms
- Location
- Southampton, Great Britain
- Pronouns
- He/Him
[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 (???)
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.
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/-
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
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,
Technologies
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,
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,
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
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
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
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)
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)
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