Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
Pioneers and Ancient Dangers
[X] [Urthdysh] Accept it and give farming expertise to the Urthdysh.
[X] [Urthdysh] Accept it and give knowledge of how your laws work to the Urthdysh.
[X] [GA] Unlock the Grand Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)

In the end, Cadlon Evalon and the Assembly decided to give the Urthdysh a more than fair deal out of a desire to improve relationships with the Forester. In exchange for knowledge on the human body, something that the Arthwyd would be hard-pressed to get on their own, the Arthwyd gave the Urthdysh knowledge of both their law and offered them farming expertise.

The Urthdysh went home with both copies of the legal code of the Arthwyd and several Arthwydish farmers who had volunteered to go and live amongst the Urthdysh as they taught them how to farm properly.

As was hoped, the Urthdysh was pleased with this outcome and in addition into getting more knowledge about the human body, the Arthwyd were also able to established friendly relations with the Foresters.

As the Urthdysh expedition returned home, life went on for the People. The Arthdysh focused on improving their territories with more farms, temples and roads while the Grythwyd continue to found more settlements and the Myrthwyd constructed more roads.

While the Council of Arthryn backed the constructions of temples along the lands of the Green River, Cadlon Evalon continued the policy expansion of his mothers followed and had the construction of a new colony in the lowlands, something many expected to be the last major bit of Arthwyd expansion for some generations. While the Arthdysh were located on the western side of the Green River, the Corthwyd would be located on the eastern side of the Green River and would allow the Arthwyd to claim the lands east of the Green River in the lowlands.

Cadlon Evalon also decided to appease the elders, crafters and trades of the Arthwyd be sending out expeditions to the Sunrise Mountains hopes of finding more metal deposits so that more mines could be built.

It took some seasons, but the Cateyes were able to find another major deposit of gold. This was something that everyone was pleased about as the increased flow of gold would mean that even more gold goods could be made for both use at home and trading with foreigners.

Even as the Assembly organised the construction of the new gold mine, the exploration expeditions found another metal deposit in the Sunrise Mountains, this time being a Zinc deposit.

While Evalon grew old as he reached into what the final years of his life, there was a sense of adventure and excitement amongst the Arthwyd. The world was a wonderous place and there was plenty of unclaimed land to be taken. Over the last few generations since they won their dominance over the northern lowlands, the Arthwyd had been expanding and pushing outwards and this positive attitude towards expansion had become part of the core Arthwyd.

Value Gained!
Pioneering Spirit

The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

The Arthwyd also sent diplomatic overtures to some of the friendly Boarfolk tribes to the east. Rather than seek trade, Cadlon Evalon hoped to convince some of the friendly tribes to move to the Arthwyd so that they could replenish the numbers of their current Boarfolk population. While some refused, many were intrigued by the success and prosperity of the Arthwyd and several tribes migrated to the Arthwyd, the end result being that the Arthwyd had a high enough population of Boarfolk to field cavalry once more.

Even as the Arthwyd continue to prosper, fighting had begun aboard. The Urthdysh Federation were peaceful like the Arthwyd Empire as they continue to secure the Cursed Forest for themselves and build the Urthrynite grand temple.

The Coltyre Confederation and the Forluc Kingdom were far less peaceful. The Confederation was dealing with simmering unrest amongst the human subjects and while there hadn't been any outright revolts yet, the Boarfolk were having their hands full putting down minor and isolated uprisings as they attempted to quell the unrest.

The Forluc also finally chose their targets for military conquest as their army marched east against the collection of lowlander tribes between them, the Arthwyd and the Coltyre. The fighting was hard and brutal. While the first few campaigns were favourable to the tribes if just slightly, when the fighting truly began to pick up, things were a different matter.

The warriors of the kingdom and the tribes found themselves engage in a brutal war as the casualties racked up for both sides as many bloody battles were fought. In the end, the Forluc emerged triumphant as not only did they have superior troops and tactics to the lowlanders, but they could afford to take the losses. They would replenish their dead with fresh recruits while the tribes they fought against could not. As the more intense fighting came to an end, it was just a matter of the Forluc crushing the remaining tribes as they licked their wounds and began to assimilate their conquests.

The conflict also had an impact on the Arthwyd Empire as many of the threatened lowlanders decided to flee north and take their chances amongst the Arthwyd. Primarily making their way to Caermyr, most of these refugees were then shuffled off to other parts of the empire.

Lowlander Refugees
+2 Temp Econ

As Evalon reached the final seasons of his life, some very bad news reached the Cadlon and the Assembly in Greenbay. The exploration expeditions in the Sunrise Mountains had come across something that they should not have and now a dangerous threat had been unleashed.

It was unnatural horror, unlike anything the People had seen before. The Arthwyd had faced the likes of Urth, Vervov and old Forluc, but those were all things that originated from regular people. Terrifying and evil, but ultimately something that could be understood and dealt with.

This. This thing was something else entirely. A forgotten monster which should not have been unleashed and now that it was, it is poses a terrifying threat to the People.

It was called Ulgoran and it called itself a demon.

The southerners called the Arthwyd the Northern Demons, but the People were nothing like this monster. It was shorter than the average person, but it was a muscular thing with four legs instead of a regular two. Its face was bland and plain with only two black eyes, a mouth and pair of slits for a nose while a curved horn struck out above its left eye.

Despite its stout and heavy appearance, the beast had a quiet, soft voice. Found bound in chains of unknown metal, the demon had plead with the Cateyes which found it, begging them to free it.

Seeing a creature bound in pain and hoping to find more friendly people, the Cateyes unchained Ulgoran and soon learnt of the error that they had made. Free of its ancient prison, Ulgoran struck at the Cateyes.

They fought back bravely, but most of their number were slaughtered. The beast moved quicker than it should have for its size, skittering about on its four legs and its hide was so tough that even bronze weapons were barely enough to hurt it.

Realising that they would not win this battle, the Cateyes fled as they sought to warn the rest of the People of this deadly threat. While only some of them got away, the Cateyes made it back to the Arthwyd and told everyone they could of what happened.

By the time that the news reached Cadlon Evalon and the Assembly in Greenbay, the news of the demon Ulgoran would spread to the whole of the Arthwyd and beyond. Ulgoran had left everyone feeling sacred. The military and the farmers sought to keep the people safe from Ulgoran while the elder and crafters feared for the copper and gold mines in the Sunrise Mountains as the gold was valuable while the Arthwyd depended on that copper to make bronze. The priesthood wished to study ways to defeat Ulgoran as while they feared Ulgoran, they also worried that there would be more demons out there and the People needed better ways to slay the likes of Ulgoran.

Priestesses (4) = Mood: Concerned, Ability: Add half of faction power to Mystic, Objective: -Study ways to defeat the demon Ulgoran, Success/Failure: Free Mystic Innovation/-
Elders (3) = Mood: Worried, Ability: Add half of their faction power to another faction, Objective: Slay the demon Ulgoran, Success/Failure: +1 Temp Culture/-
Warriors (6 (7)) = Mood: Concerned, Ability: Add half of faction power to Martial, Objective: Slay the demon Ulgoran, Success/Failure: Free Venerate the Goddesses/-
Farmers (1) = Mood: Afraid, Ability: Add half of faction power to Econ, Objective: Protect the People from the demon Ulgoran, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Afraid, Ability: Add half of faction power to Wealth, Objective: Slay the demon Ulgoran, Success/Failure: Free Trade Expedition/-

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 (2/6), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (0/6), Upriver Plains (0/4), 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 (1/2), Sunrise Plains (0/1), Lowland Conflux (1/1), Northern Green River (1/3), 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: 1/1, Large: 1/1), Sunrise Bay (Small: 1/1, Large: 1/1), North Coast Plains (Small: 0/6, Large: 0/6), Upriver Plains (Small: 0/4, Large 0/4), 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, Gold: 1/1, Zinc: 0/1), 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 (0/18) (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] Send Missionaries = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, Chance of changed relationship,
M: -2 Temp Diplo, -2 Temp Mystic, Improved Chance of changed relationship,
-Possible Targets: Boarfolk Nomads, Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Coltyre Confederation,

[] [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 (4/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (1/12), North Coast Plains, (6/12), North Coast Hills (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, Ulgoran,

Mega-Projects
[] [SEC/MAIN] Grand Library
S: -4 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Progress
M: -8 Temp Econ, -4 Temp Mystic, -4 Temp Culture, +4 Progress
-Progress: 0/4

***​

The Urthdysh Federation is definitely your peer power at this point, but you are friendly with them at this point and they got their own infrastructure backlog in addition to having sub-par infrastructure.

The Forluc Kingdom has had some bloody expansion towards the Coltyre Confederation and the latter has continue to suffer unrest in its lands, which will probably boil over next turn.

You also got a fourth colony (and the last one you'll get for a long time) as part of the final parts of Wonlyn and Evalon's push for expansion. You also got a new value as the result of the rapid Arthwyd expansion over the last few decades and replenish the numbers of your boarfolk enough to field dire boar cav again. You got a new pair of mines and while one is just zinc, you got a second gold mine that your factions developed for you. On the downside, you found something really nasty whilst exploring.

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 (6) (+1)
Econ: 36 (20) (+2)
Martial: 10 (7)
Mystic: 6 (5) (+1)
Culture: 2 (0)
Tech: 0 (0)
Wealth: 9 (7)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 47

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 = Friendly/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/Friendly/Medium

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Extremely High/Low
Grythwyd = Colony/Extremely High/Low
Myrthwyd = Colony/Extremely High/Low
Corthwyd = Colony/Extremely 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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

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
Basic Human Anatomy
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
Metal Jewellery
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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Hunt for Ulgoran
[X] [MAIN] Study Magic.
[X] [SEC] War Mission = Ulgoran
[X] [SEC] Diplomatic Expedition = Urthdysh Federation
[X] [SEC] Study Metal

Provinces = [SEC] Build Temples = Southern Green River, [SEC] Build Roads = Rockbay, [SEC] Build Roads = Sunrise Bay, [SEC] Build Roads = North Coast Plains, [SEC] Build Roads = Upriver Plains, [SEC] Build Roads = Lowland Conflux
Warriors = [SEC] Venerate the Goddesses
Crafters = [SEC] Trade Expedition = Urthdysh Federation
Council of Arthryn = [SEC] Train Sacred Warriors, [SEC] War Mission = Ulgoran
Arthdysh = [MAIN] Expand Economy, [SEC] Venerate the Goddesses, [SEC] Build Temples = Western-West Lowlands, [SEC] Build Temples = Western-South Lowlands, [MAIN] Build Roads = Western-North Lowlands, [SEC] Build Walls = Western-North Lowlands, [SEC] Build Roads = Western-South Lowlands, [SEC] Build Roads = Western-East Lowlands, [SEC] Build Roads = Western-West Lowlands,
Grythwyd = [MAIN] Settle Land = Forestbay, [SEC] Expand Economy
Myrthwyd = [SEC] Settle Land = North Coast Fields, [MAIM] Expand Economy
Corthwyd = [MAIN] Settle Land = Eastern-North Lowlands, [SEC] Expand Economy

Deciding to stop the Ulgoran was the priority, Cadlon Evalon first decided that they needed to find ways to defeat him. Even as he sent warriors to keep Ulgoran occupied in the Sunrise Mountains, Evalon also convinced the Assembly to study magical ways of defeating Ulgoran and to gain assistance from the Urthdysh Federation in doing so.

While the Arthwyd had a large amount of magical knowledge and prowess that had accumulated over the years, it still paled before what the Urthdysh Federation had and it was well-known that the Foresters were the best in the world when it came to magical knowledge.

The expedition turned out to be a stunning success as not only did the Urthdysh agree to help, but they sent Bellyn, former queen of the Belladysh and the greatest Urthdysh mage since Urthryn, to help the Arthwyd against the Ulgoran.

Even as the Urthrynite and Arthrynite priestesses worked together on ways to defeat demons like Ulgoran, the Cateyes and Cateyes hunted the beast in the Sunrise Mountains. They sought to kill it or at least keep it occupied and away from civilisation until a way could be found to defeat it.

The fighting was low-key and sparse as neither the Arthwydish nor Ulgoran knew what they were getting into. With time to plan and prepare, Ulgoran was able to bait the Catclaws and Cateyes in a few traps. Seeking to turn the hunters into the hunted, the demon found itself overestimating just how much its victims were prey.

While they were neither able to pin down Ulgoran and kill it, the Catclaws and Cateyes were able to injure the demon and over the seasons, they were able to rack up the wounds that Ulgoran had suffered and needed to heal from. Yet despite that minor success, the early seasons of the hunt were definitely in Ulgoran's favour as the demon was still on the loose if injured and a good few Catclaws and Cateyes had died to it.

Yet their sacrifice wasn't in vain as Ulgoran was kept contained in the Sunrise Mountains. The demon wasn't able to make its way to civilisation and it was kept away from the mines in the Sunrise Mountains.

The hunt for Ulgoran came to a head as the priestesses of both Urthryn and Arthryn were able to come up with some magic to use against Ulgoran and demons in general. By modifying two existing spells, the Arthwyd and Urthdysh had countermeasures against Ulgoran. The first was to modify the detection spells of the All-Seeress so rather than detect undead or unliving, the spell was used to detect demons. The second spell was Bellyn's invention as she came up with a way to use a blood binding to specifically target demons like Ulgoran. As demons or at least ones like Ulgoran were more magical than physical, it was possible to bind it to objects like the Urthdysh do with their forest spirits.

Armed with this new knowledge both Cadlon and the Council sent more warriors into the Sunrise Mountains with some Daughters of Urthryn with them. Injured and alone, Ulgoran wasn't able to go up against the vast number of magic-wielding warriors hunting it down. Several more Catclaws and Cateyes fell to it before the Arthwyd were able to trap in enclosed location which it could not escape from.

With Ulgoran trapped with no route of escape, Bellyn made her move and the greatest of the Forester magic wielders was able to bind Ulgoran to a golden ring, trapping it with sigils made from her blood engraved into the ring.

As the demon lain bound and harmless, the question of what to do with it. The Arthwyd desired to slay Ulgoran and be done with this threat, but Bellyn and the Foresters wished to take it back to the Urthdysh Federation with them. They desired to study the demon further in a safe environment to uncover more of its mysteries.

While the safest and most sensible option would be to just kill Ulgoran to remove the threat that the demon would pose if it remained alive, letting the Urthrynites keep it would be a great boon to diplomatic relations between the Arthwyd Empire and the Urthdysh Federation, especially after recent inroads that had been made. Bellyn also decided to sweeten the deal by offering some magical knowledge to the Arthwyd.

What is Ulgoran's fate?
[] [Demon] The Arthwyd kill it.
[] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)

The Arthwyd were also able to find the metal chains that were originally used to bind Ulgoran. The demon had shrugged them off at some point and left them lying in the mountains, but with the use of the All-Seeress' magic, the Cateyes were to locate it.

Thanks to the efforts of the priestesses and metal-workers, the Arthwyd were able to discover some more about this metal. It was a shiny grey metal and this was the first time that the People had encountered it. An alloy of unknown composition, it had magic to it, weaved into its very being and the priestesses believe it was this magic that let it bind Ulgoran.

The Arthwyd were also able to discover that their metal-workers could melt down the chains and reform them into something new. The only choice was what as there was a limited amount of this metal, which had been named Urthmyr. There was enough of the metal to make some sword blades or mace heads or perhaps some jewellery for the Cadlon. Some suggested making the metal stretch further by alloying it with another metal. By alloying it with gold, it could be used to make significant more jewellery, enough for a good portion of the royal family, and if it was alloyed with bronze, enough weapons could be made for an entire warband of Catclaws with some suggesting they be used to equip a royal guard like the one Sacred Guardian-General Eira used to have.

The final option was to just leave the metal alone for now and save it for future usage.

What is done with the metal?
[] [Metal] Urthmyr Jewellery
[] [Metal] Urthmyr Weapons
[] [Metal] Bronze-Urthmyr Weapons
[] [Metal] Gold-Urthmyr Jewellery
[] [Metal] Leave it in storage.

Yet even as the hunt for Ulgoran occupied the attentions of many, life went on around them and after the hunt was over. More settlements were founded and more temples were constructed across the Arthwyd Empire. In the Arthdysh and the Arthwyd, many roads were built as the chosen people of Arthryn sought to tie themselves together with easier routes for trade and messages.

Evalon also finally died, having ruled for many generations and dying as the longest reigning Cadlon in the history of the Arthwyd. As his ageing replacement Caeryn took over as Cadlon, the Assembly had to choose who her Cadion would be as Cadlon Caeryn was already close to a hundred winters and she would almost certainly be dead by the end of the generation.

Who is the Cadion of Cadlon Caeryn?
[] [Cadlon] Bediwyr (Female, Excellent Martial)
[] [Cadlon] Isoldyn (Female, Excellent Admin)
[] [Cadlon] Elyn (Female, Excellent Diplo)

The Urthdysh Federation had finally finished the Urthrynite Grand Temple and were beginning to work on reforming the Urthrynite religion just as Evatine and Cadlon Wonlyn had done with the Arthrynite religion.

Beyond that, they decided to reach out into the lowlands as they began to settle the land between the Forluc Kingdom and the Arthwyd Empire. Left empty and depopulated by the Forluc during their invasion of the lowlands, only a few tribes had moved back in and it was rope for the taking by the Urthdysh Federation. Sending out their own settlers to found Urthdysh villages, the Foresters began to apply their new farming knowledge to their new lowland holdings.

The Urthdysh Federation also reached out to the Forluc Kingdom and in exchange for their new farming knowledge, the Forluc would give the Urthdysh their military knowledge. While a few amongst the Arthwyd were annoyed by this, most just accepted it as the way of things as if they wanted their knowledge to have stayed secret, they should keep it secret like they do with their metallurgy knowledge.

While they made use of their new farming knowledge, the Forluc Kingdom was focused on its conquests as they continued to invade the lowlander tribes between them, the Coltyre Confederation and the Arthwyd Empire. Some fighting still occurred, but after saying what the Forluc had done during the previous generation, most of the lowlanders either accepted their new overlords or moved north to be amongst the Arthwyd.

Lowlander Refugees
+2 Temp Econ

To the east of the Arthwyd, the uprisings in the Coltyre Confederation finally begun and they were massive as it was easier to count which villages hadn't revolted against their Boarfolk overlords. Zaranna-praising zealots took the Boarfolk by surprise and between that surprise and sheer numbers, the rebels were able to drive the Boarfolk from most of their villages.

This was only a minor setback as the Boarfolk tribes just returned to their nomadic routes and lived off the land or retreated back to the villages they did still control. While the Boarfolk had been put on the defensive for now, they still had their dire boar cavalry to the light infantry of the rebels even if the latter was far more numerous than the former.

It was this was going on that the Forluc came to the Arthwyd with an offer. Seeking the Coltyre Confederation in a state of precedented and most likely temporary weakness, the Forluc Kingdom sought to take the opportunity to finish off the Coltyre Confederation as a peer power. They intended to strike at the weakened Coltyre before they could recover, driving the Boarfolk overlords out of the lowlands or at least reducing their power to a lesser state. To this end, they requested the military assistance of the Arthwyd in this campaign with the formation of an alliance between the Forluc Kingdom and the Arthwyd Empire.

What how to the Arthwyd respond to the Forluc offer?
[] [Forluc] Accept it with a temporary alliance for the duration of the war.
[] [Forluc] Accept it with a more permanent alliance between the Arthwyd and the Forluc. (+1 Diplo)
[] [Forluc] Refuse the offer.

Pick 1 Golden Age Bonus
[] [GA] Unlock the Grand Theatre Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 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) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: -Build the Grand Library within 4 Turns, Success/Failure: +1 Culture/-
Elders (3) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Aid the Forluc against the Coltyre, Success/Failure: +1 Temp Martial/-
Warriors (6 (7)) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Increase Martial by 2 within 5 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Settle the Upriver Plains in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 5 Turns, Success/Failure: +1 Wealth/-

***​

Let's see…Ulgoran was defeated pretty easily because you went all out on him rather than ignoring him. You also crit-succeeded on both the studying magic and the diplomatic expedition.

Otherwise, everything is covered in the update. The Forluc Kingdom and the Urthdysh Federation are on the rise, the former militarily while the latter is doing so diplomatically. As for the Coltyre Confederation, they are exploding right now due to massive rebellions with you and the Forluc being in the right position to take them out.

Your mid-turn actions will be determined by what votes you win. For example, accepting the Forluc's offer means you will to war-related actions while not means you will focus on other stuff.

Lastly, yes, you do have two chances to increase your permanent Diplo.

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 (6) (+1)
Econ: 36 (3) (+2)
Martial: 10 (7)
Mystic: 6 (8) (+1)
Culture: 2 (3)
Tech: 0 (0)
Wealth: 9 (4)

Legitimacy: 5/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 48

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 = Friendly/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 = Very Friendly/Very Friendly/High

Subordinates
Type/Loyalty/Dependence
Arthdysh = Colony/Extremely High/Very Low
Grythwyd = Colony/Extremely High/Low
Myrthwyd = Colony/Extremely High/Low
Corthwyd = Colony/Extremely 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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

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,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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
Urthmyr
Wood
Zinc

Medicine
Basic Human Anatomy
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
Metal Jewellery
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 Demons (Limited)
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 Binding: Demons (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 Binding: Demons (Limited)
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)
Songs of Defiance (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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Foreign Excitement
[X] [Demon] The Urthdysh take it home. (+1 Diplo, Free Magical Knowledge)
[X] [Metal] Leave it in storage.
[X] [Cadlon] Isoldyn (Female, Excellent Admin)
[X] [Forluc] Refuse the offer.
[X] [GA] Unlock the Grand Theatre Megaproject. (-2 Temp Mystic, -2 Temp Culture)

As the Arthwyd Empire continue to expand its territory and build up its infrastructure, the Forluc Kingdom went to war with the Coltyre Confederation. As the Zaranna-worshipping rebels went up against their former Boarfolk overlords, the Forluc marched into the fray with their greatest commander since Eredan himself.

The Arthwyd could have joint the Forluc in their war, but the Assembly was against it. While numerous factions within the Assembly wanted to claim new lands and strengthen ties with the Forluc, too many members were wary of the dire boar cavalry of the Coltyre Confederation and feared that the Forluc were overextending and would meet defeat against their Boarfolk foes.

Those fears turned out to be unfounded as while the dire boar cavalry could have beaten the infantry armies of the Forluc in a fair fight, other factors swung things in favour of the dark-skinned warriors.

Rather than engage directly, Prince Eraden let the Boarfolk and the rebels smash into each other. The Zaranna-worshipping rebels had divine magic and raw numbers, but the Boarfolk tribes had cavalry and without any overall leadership directing them, fights between the two sides came down to whichever one had tactical superiority winning, usually at a heavy price.

While the Forluc saw some resistance early in the war, it gradually decreased as their foes exhausted themselves upon each other. By the end of the war, the Forluc saw little opposition as everyone else had burnt out.

Instead of conquering all of the former Coltyre lands, the Forluc seem to content with taking maybe half. With the rebels never unifying while the boarfolk overlords of the old confederation were either dead, fled back to the steppes or weren't large enough to really count as noteworthy power anymore, the Coltyre Confederation was gone.

Within their conquered lands, the Forluc would any who resisted their rule as slaves and shipped them back to their core territory whilst they brought in Forluc settlers to their new lands. The end result of this was that it was looking like the Forluc would replace the local culture with their own within a generations as native lowlanders got replaced by Forluc settlers and anyone who refused to assimilate would get enslaved and removed.

Beyond the conquests of the Forluc and how they handled them, there was interesting news from aboard on how heathen religions were changing. In the Cursed Forest, the Urthdysh had finished their grand temple to Urthryn and the Urthrynite religion was getting reformed like how the Arthrynite religion was reformed.

While the Arthrynite reforms had gone towards Arthryn's values of community and equality, the Urthrynite religion was basing itself around Urthryn's values of studying magic and strict obedience. Researching the supernatural and uncovering its mysterious were a primary aspect of their new religion while their priestesses were putting a lot of emphasis of there being one way to do things and everyone needed to follow that single set of teachings championed by the priesthood. The Urthrynites were also making a big deal about love, which made sense with Urthryn being the Goddess of Lust, especially when one realised that the Urthrynites didn't understand the different between romantic love and sexual lust and considered them to be the same thing.

The Urthrynites were the only one changing up their religion as while they aren't organising their own religion into something formal, the Forluc were expanding their pantheon. While they had worshipped Nalnir and only Nalnir for the entirety of their history, Nalnir was apparently pushing to introduce new deities into his pantheon.

Nalnir was courting his fellow lowlander deity, Zaranna, while the Forluc were worshipping Eredan and Evatine as sibling deities. The last one caused some confusion as while Evatine had been born amongst the Forluc and was very significant in their culture, she was not only a member of the Arthwyd, but the Champion of Arthryn herself.

The situation ultimately resolved itself as both the Forluc and the Arthwyd began to worship Evatine and while she was Forluc goddess, the Arthrynite priesthood made it quite clear to the Forluc what the Champion of Arthryn was truly like.

There was also more news from the Forluc as beyond the expansion of their territory and religion, the Forluc were working on a major project. Prince Eraden had begun to organise some internal martial competitions, something where a warrior could prove their worth and glory without the Forluc needing to wage war against their neighbours.

While all of this foreign excitement was going on, Cadlon Isoldyn took upon herself to arrange for an expansion of the Arthwyd military. Their warriors weren't lacking, but the Arthwyd had expanded a lot in living memory and many were worried that the military wasn't expanding alongside the territory of the People.

As the first generation of her reign came to an end, Cadlon Isoldyn had a few concerns to worry about. The warriors were pushing for a further expansion of the military while strong elements of the Assembly were pushing to increases relations with both the Urthdysh Federation and the Forluc Kingdom as they felt that this had missed out when the potential alliance with the Forluc fell through. There was also the option to create a building dedicated to either storing knowledge or performing plays rather then priesthood doing such things in their temples and shrines.

Priestesses (4) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: -Build the Grand Library within 3 Turns, Success/Failure: +1 Culture/-
Elders (3 (5)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Improve relations with the Urthdysh and the Forluc, Success/Failure: +1 Diplo/-
Warriors (6) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Increase Martial by 1 within 4 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build 2 Walls in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 4 Turns, Success/Failure: +1 Wealth/-

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 (2/6), Rockbay (1/1), Sunrise Bay (1/1), North Coast Plains (1/6), Upriver Plains (1/6), Sunrise Plains (0/1), Lowland Conflux (1/1), 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 (1/3), Sunrise Plains (0/1), Lowland Conflux (1/1), Northern Green River (1/3), Southern Green River (1/3),
-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: 1/1, Large: 1/1), Sunrise Bay (Small: 1/1, Large: 1/1), North Coast Plains (Small: 0/6, Large: 0/6), Upriver Plains (Small: 0/6, Large 0/6), 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, Gold: 1/1, Zinc: 0/1), 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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [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 (1/18) (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 Cash Crops
S: -1 Temp Econ, +1 Temp Wealth,
M: -1 Econ, -1 Temp Econ, +1 Wealth,

[] [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] Send Missionaries = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, Chance of changed relationship,
M: -2 Temp Diplo, -2 Temp Mystic, Improved Chance of changed relationship,
-Possible Targets: Boarfolk Nomads, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [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 (6/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (1/12), North Coast Plains, (6/12), North Coast Hills (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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes,

[] [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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes,

Mega-Projects
[] [SEC/MAIN] Grand Library
S: -4 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Progress
M: -8 Temp Econ, -4 Temp Mystic, -4 Temp Culture, +4 Progress
-Progress: 0/4

[] [SEC/MAIN] Grand Theatre
S: -4 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Progress
M: -8 Temp Econ, -4 Temp Mystic, -4 Temp Culture, +4 Progress
-Progress: 0/4

***​

Mostly foreign stuff this update. The Urthdysh and the Forluc are reforming/expanding their religions while Coltyre have collapsed.

Kind of uneventful turn, but also you also don't have any fires to put out.

I have redone the trade mechanics and will explain the changes later and finished making all of the updates to the civ sheet later as well.

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 75%+ Export,
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
: 4 (6) (+1)
Econ: 38 (22) (+2)
Martial: 11 (7)
Mystic: 7 (8) (+1)
Culture: 2 (2)
Tech: 0 (0)
Wealth: 9 (6)

Legitimacy: 5/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 48

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 = Friendly/Friendly/Medium
Forluc = Cordial/Admiring Imitation/High
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None
Urthdysh Federation = Very Friendly/Very Friendly/High

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

Trade Status

Resource

Arthwyd

Urthdysh

Forluc

Boarfolk Nomads

Northern Lowlanders

Southern Lowlanders

Luxury Trade
           

Furs

3/0/4​

12/8/0​

2/0/7​

14/7/1​

3/1/3​

4/2/3​

Dyes

3/1/8​

6/3/4​

14/8/2​

0/0/0​

8/4/3​

8/4/3​

Gems

4/2/0​

0/0/1​

0/0/1​

0/0/0​

0/0/0​

0/0/0​

Gold

10/5/0​

0/0/1​

0/0/3​

0/0/0.5​

0/0/0.5​

0/0/0​

Pottery

8/4/4​

2/1/6​

16/10/3​

1/0/10​

10/6/3​

10/6/3​

Silver

2/1/0​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0​

Textiles

5/1/9​

3/0/5​

20/14/2​

3/0/5​

10/5/2​

10/5/2​

Alcohol

5/2/12​

1/0/0​

20/14/3​

2/1/6​

12/7/4​

8/4/3​

Strategic Trade
           

Bronze Goods

5/2/0​

0/0/0.5​

0/0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Goods

2/2/0​

0/0/0.5​

0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Ore

7/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Tin Ore

5/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Slaves

0/0/0​

0/0/2​

14/8/4​

0/0/2​

2/2/2​

4/2/2​

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

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,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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
Urthmyr
Wood
Zinc

Medicine
Basic Human Anatomy
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
Metal Jewellery
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
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)
Songs of Defiance (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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The First Library
[X][MAIN] Grand Library
[X][MAIN] Plant Sacred Forests
[X][SEC] Venerate the Goddesses

Provinces = [SEC] Build Walls = Greenbay, [SEC] Build Walls = North Coast Plains, [SEC] Expand Economy, [SEC] Develop Mine = Sunrise Mountains, [SEC] Build Roads = Sunrise Plains, [SEC] Build Roads = Northern Green River, [SEC] Build Roads = Southern Green River,
Council of Arthryn = [SEC] Build Arthrynite Temples = Sunrise Bay, [SEC] Build Arthrynite Temples = Rockbay, [SEC] Expand Economy,
Arthdysh = [SEC] Settle Land = Western-Far South Lowlands, [MAIN] Train Sacred Warriors, [SEC] Expand Economy, [SEC] Build Arthrynite Temples = Western-North Lowlands, [SEC] Expand Economy, [SEC] Build Roads = Western-North Lowlands, [SEC] Build Roads = Western-South Lowlands, [SEC] Build Roads = Western-East Lowlands, [SEC] Build Roads = Western-West Lowlands, [SEC] Build Roads = Western-Far South Lowlands,
Grythwyd = [SEC] Build Arthrynite Temples = Forestbay, [SEC] Expand Economy, [SEC] Build Roads = Forestbay,
Myrthwyd = [SEC] Settle Land = North Coast Fields, [MAIN] Expand Economy,
Corthwyd = [SEC] Settle Land = Eastern-North Lowlands, [SEC] Expand Economy, [SEC] Build Roads = Eastern-North Lowlands

As it continued to prosper, the Arthwyd Empire continued to build new temples and roads across its vast swathes of land while the colonies kept up their expansion as they continue to claim new territory in the name of Arthryn and her Daughters. Even the Arthdysh began to expand again as they sought to claim the last of the western-northern lowlands that remained untouched by both the Urthdysh Federation and the Forluc Kingdom.

The Council of Arthryn built temples in both Sunrise Bay and Rockbay, finally giving two of the oldest settlements in the world their own temples to Arthryn and her Daughters. The Arthwyd also saw more stone walls constructed, this time around the older and larger settlements while the zinc mine was built in the Sunrise Mountains

Cadlon Isoldyn was also able to convince the Assembly to do a couple of major projects. One was to built a new sacred forest to help keep up with wood demands of the Arthwyd Empire. While with access to the Cursed Forest and the Griffin Forest the Arthwyd would never run out of wood, they did use up a lot in their metalworking and shipbuilding and those wood demands only increased as the Arthwyd Empire continue to grow.

With significant support from the central government, enough manpower and magic were put into the project that the workers were able to get another forest up and running. It wasn't enough to cover all of the Arthwyd's wood requirements, but in time, it would provide for a decent amount. Enough that the priesthood was now pushing for more sacred forests to help with the wood demands of the Arthwyd Empire.

Cadlon Isoldyn also gave into the requests of the Arthrynite priesthood to construct the library that they had been requesting. Similar to a temple, the library was run by the priesthood. Where a temple was used for religious services and performing the duties of the priesthood, the library was there to act as a storage of knowledge.

It wasn't the usual records that were stored there though the most important ones were so future generations could easily access them, but they included works of art and recorded technical knowledge. While skilled workers weren't able to make the records, they could describe what they did to the priests and the best way to do things. The priests would then make the records that would be stored in the library and in time, those records would be used to teach future generations.

While this would make some things easier and cheaper in the long run, especially if the Arthwyd produced expensive tools internally, it would take time to take effect and would require more libraries to properly teach skilled specialists to proper standards.

The first library would be the grand library in Greenbay. Located in the capital of the Arthwyd Empire, it would be used and accessed by the likes of the Cadlon, the Assembly and the Council of Arthryn. With so many important people using it, it would be kept up to date with the best and greatest records that the Arthwyd could get their hands on.

Megaproject Completed!
Grand Library

The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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.

Even as the Arthwyd Empire continued to expand prosper internally, more news came from aboard. Interestingly there was both news and new trade goods from the Boarfolk nomad tribes on the Sea of Grass.

Many generations ago, a warlord rose and formed a horde before vanishing from the knowledge of the Arthwyd Empire and any other power in the lowlands. Now they had discovered what he had done.

The warlord had taken his horde to the other side of the Sea of Grass to carve out an empire there. Using bronze weaponry that they had brought from the Arthwyd, the Boarfolk had carved out an empire from the primitive barbarians they encountered for they only had access to stone tools and weapons.

While similar to the Coltyre Confederation in structure, the warlord and his daughter had done something that the Coltyre had not or at least failed to do. This was to unify their conquests and form a centralised leadership.

Their empire had since fracture into multiple successor states, but these kingdoms are stable with clear leaders. Unlike with the Coltyre Confederation, someone was calling the shots and therefore they had maintained some level of organisation and unity.

These nations were too far away to be of any relevant to the Arthwyd Empire, but the Sea of Grass meant that they were now receiving trade goods that they have never had access to before. While these goods weren't anything new on their own, they did provide new varieties of old trade goods that the Arthwyd value.

The Boarfolk began to trade furs of creatures that the People had never encountered before whilst providing booze made by new cultures with new plants. They even provided new dyes, a bright red and a deep black. The Arthwyd did not lack for furs or dyes or alcoholic drinks, but the Arthwyd enjoyed greater variety and freedom to choose and so they happily traded for these new goods.

To the south, the Forluc continued to reign in their expansion as they consolidated their territories, both new and old. While they put a focus on building roads to connect their new territories with their old ones, the Forluc also choose to built more temples in their core. Forgoing building a grand temple first like the Arthrynites and Urthrynites did, the Forluc have been building smaller temples in their larger and more important settlements, seemingly as an attempt to establish their new pantheon firmly within their culture.

The Forluc also have an interesting development as a new species enters their slave market. While the Forluc have yet to encounter any Catfolk tribes, they have been able to purchase a few of the Catfolk as slaves from the lowlander tribes in the far south.

Like with all species, they follow the same two legs, two arms with a head baseline, but the Catfolk have the eyes and nose of a cat whilst also having cat ears on the sides of their head. Their fangs are large compared to the rest of their teeth as is the case with cats and instead of fingernails or toenails, they have claws.

The Arthwyd are unsure of how to feel about this beyond general disgust and hatred of there being slaves and a slave trade. Cats are the sacred animals of Arthryn, but these Catfolk are clearly part cat or connected to cats in some way, but they have nothing to do with Arthryn.

Yet for all the pondering that the Arthrynite priesthood now has to do, the main excitement of the generation came from the Urthdysh Federation as a plague spreads amongst their new population of living humans. Over the past generations, the number of living amongst the Foresters had been continuously increasing, but Urthdysh society has been slow to adapt to no longer consisting of just undead and the Daughters of Urthryn. Now that they have been caught completely unprepared for the plague that has broken out.

Unable to deal with this themselves, the Urthdysh Federation is already begging the Arthwyd Empire and Forluc Kingdom whilst many of Urthdysh living have fled north, seeking sanctuary from the plague in the safe haven that is the Arthwyd Empire. The northerners happily welcome the refugees into their communities even if many priestesses are forced to devote time to curing any infected and teaching the newcomers the ways of the Arthwyd.

Urthdysh Refugees
+2 Temp Econ, -1 Temp Mystic

How do the Arthwyd respond to the plight of the Urthdysh?
[] [Urthdysh] Send priestesses to help. (-2 Temp Mystic, ???)
[] [Urthdysh] Send food to feed their people. (-2 Temp Econ, ???)
[] [Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
[] [Urthdysh] Refuse to help them. (Decreased relations with the Urthdysh, -1 Legitimacy, -1 Stability, ???)

Pick 1 Golden Age Bonus
[] [GA] Unlock the Grand Harbour Megaproject. (-2 Temp Econ, -1 Temp Martial, -1 Temp Mystic)
[] [GA] Unlock the Palace Megaproject. (-2 Temp Diplo, -1 Temp Mystic, -1 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) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: -Build 3 Sacred Forests with 5 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3 (5)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Improve relations with the Urthdysh and the Forluc, Success/Failure: +1 Diplo/-
Warriors (6) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Increase Martial by 1 within 4 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build a Temple in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 4 Turns, Success/Failure: +1 Wealth/-

***​

Let's see. Foreign affairs see the Forluc continue to digest their new conquests while the Urthdysh have gotten a medium plague breakout. The colonies continue to expand while the Council of Arthryn builds more temples. You also get to find out what happened to that Boarfolk Martial Hero and his horde from a few updates ago as they carved out a somewhat lasting empire on the other side of the steppes. I say somewhat lasting because it collapsed into multiple successor states, but those successor states are going steady. The Forluc have also discovered the Catfolk in the south even if it is by the slave trade and they have yet to make any contact with a Catfolk civ.

In other news, you have libraries and the Tech stat now. Both of which will be important as the Tech stat is going to be used a lot by the Arthwyd when other civs would use Wealth or Econ due to being slavers and since you will need Tech, you will need libraries to get Tech.

A pretty standard mid-turn otherwise. You get to pick your megaproject bonus, your golden age bonus and how to respond to the plight of the Urthdysh Federation.

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 75%+ Export,
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
: 4 (6) (+1)
Econ: 38 (1) (+2)
Martial: 13 (7)
Mystic: 7 (5) (+1)
Culture: 3 (0)
Tech: 1 (1) (+1)
Wealth: 10 (6)

Legitimacy: 5/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 49

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 = Friendly/Friendly/Medium
Forluc = Cordial/Admiring Imitation/High
Northern Lowlander Tribes = Friendly/Friendly/Very High
Southern Lowlander Tribes = Dismissive/Feared/None
Urthdysh Federation = Very Friendly/Very Friendly/High

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

Trade Status

Resource

Arthwyd

Urthdysh

Forluc

Boarfolk Nomads

Northern Lowlanders

Southern Lowlanders

Luxury Trade







Furs

3/0/6​

12/8/0​

2/0/7​

14/10/1​

3/1/4​

4/2/3​

Dyes

3/1/9​

6/3/4​

14/8/2​

0/2/0​

8/4/4​

8/4/3​

Gems

4/2/0​

0/0/1​

0/0/1​

0/0/0​

0/0/0​

0/0/0​

Gold

10/5/0​

0/0/1​

0/0/3​

0/0/0.5​

0/0/0.5​

0/0/0​

Metal

7/3/0​

0/0/1​

0/0/1​

0/0/0.5​

0/0/0.5​

0/0/0​

Pottery

8/4/4​

2/1/6​

16/10/3​

1/0/10​

10/6/3​

10/6/3​

Silver

2/1/0​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0​

Textiles

5/1/9​

3/0/5​

20/14/2​

3/0/5​

10/5/2​

10/5/2​

Alcohol

5/2/14​

1/0/0​

20/14/3​

2/3/6​

12/7/4​

8/4/3​

Strategic Trade







Bronze Goods

5/2/0​

0/0/0.5​

0/0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Goods

2/2/0​

0/0/0.5​

0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Ore

7/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Tin Ore

5/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Slaves

0/0/0​

0/0/2​

14/8/4​

0/0/2​

2/2/2​

4/2/2​

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

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 Library
The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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
Longboats
Rafts
Sails
Walnut Oil
Waterproofing

Hunting
Baits
Taming

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

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

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

Arts
Earthenware Pottery
Metal Jewellery
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
Shield Walls
Skirmishing
Supply Lines
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
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)
Songs of Defiance (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Expert)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
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Prosperity Ending
[X][Mega] Gain a new Social-related Value.
[X][Urthdysh] Send food and priestesses. (-2 Temp Econ, -2 Temp Mystic, ???)
[X][GA] Improve relations with all neighbours. (-4 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)

The Arthwyd were happily to send aid to the Urthdysh Federation to help them in their plight. Cadlon Isoldyn choose to send both shipments of food to feed the living members of the Urthdysh and Arthrynite priestesses to help heal the infected.

Before the next winter had arrived, both members of the Arthrynite priesthood and the Forluc priesthood had shown up in the Urthdysh Federation whilst shipments of food from both the Arthwyd Empire and the Forluc Kingdom began to arrive.

Rather than just seeking aid from their northern neighbours, the Urthdysh Federation had also sought aid from their southern neighbours. While the Forluc Kingdom lacked the magical healing of the Arthwyd Empire, they did have better non-magical medicine.

Between the healing magic of the Arthrynite priestesses and the medical expertise of the Forluc, the worst of the plague was quickly quelled and the rest was contained. The vast amounts of food were able to feed the survivors and mitigate the next bit of misfortunate that the Urthdysh Federation suffered as the Cursed Forest had a bout of particularly bad weather, disrupting harvests and hunts.

As the Arthwyd helped the Urthdysh, it formed a sense of clarity amongst them around their role in the world and how it related to others. The Arthwyd Empire is the largest nation in the world as well as the most prosperous and the most civilised. It had the Arthrynite priesthood with Arthryn and her Daughters, it had many temples and stone roads. It had several stone walls and now a library. It was the Arthwyd Empire who were the sole producers of metal.

Its people never starved or went without basic needs. It was the Arthwyd Empire who went and fought the evils of the world and broke them. It was the Arthwyd Empire who helped their neighbours in times and welcomed refugees into its lands with open arms.

It was the duty of the Arthwyd Empire to guide and help its less civilised neighbours, sheltering and protecting them as it taught them how to be civilised. Like how a priestess looked after the children of their community, protecting and teaching them until they reached adulthood.

New Value Gained!
Maternal Guardians

The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in their time of need,

During the final stage of her reign, the ageing Cadlon Isoldyn made an effort to push relations with all of neighbours of the Arthwyd. Traders and diplomats were sent out to the Urthdysh Federation and the Forluc Kingdom in addition to the various lowlander tribes and Boarfolk tribes. Cadlon Isoldyn even went as far to make sure that Arthwydish expeditions reach the lowlander tribes south of the Forluc, smoothing their understandable fear into a more reasonable respect.

As Cadlon Isoldyn died of old age and Cadion Gwynryn succeeded her as Cadlon, it became clear to all that the Arthwyd had pushed themselves too far. They had two and a half centuries of prosperity and success and now that was coming to end.

There was nothing concrete, but something had been lost. This generation was one of stifle and turmoil. The Urthdysh Federation have been suffering both from a deadly plague and bad weather while the Arthwyd Empire had an end of era as its people were left uneasy and unhappy. They had nothing against Cadlon Gwynryn, but people were less confident in things going forward than they once were.

Even the Forluc Kingdom was undergoing some trouble of its own as many within it were wondering if the Forluc Kingdom should become the Forluc Queendom. The Forluc had a strong martial tradition that was tied to its men thanks to the Blessing of Nalnir, but also thanks to the Blessing of Nalnir, it was their women who ran things back home.

With increased influence from the Urthrynites, a good portion of the Forluc were wondering why not just make the women in charge. The men might be better at war, but it was the women who ruled in things on the home front and dominated the priesthood.

But just as the idea of a matriarchy had its supporters, many men were not eager to give up their power. While it had yet to break out to violence out and wouldn't necessarily break out, the Forluc upper classes found themselves divided on the matter. Both sides had its supporters and it didn't look like the problem would be solved within the current generation.

The Arthwyd found themselves with different options on what to do. The priesthood was still pushing for more sacred forests while the elders of the Assembly were now pushing for an alliance with the Urthdysh Federation now that the Foresters had gotten rid of slavery. The warriors were still pushing for a further expansion of the military while there was a general desire for more temples.

Whatever Cadlon Gwynryn and the Assembly chose to direct the resources of the Arthwyd Empire towards, they weren't lacking on options for what to do.

Priestesses (4) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: -Build 3 Sacred Forests with 4 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3 (5)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Ally the Urthdysh Federation, Success/Failure: +1 Temple/-
Warriors (6) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Increase Martial by 1 within 3 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build a Temple in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 3 Turns, Success/Failure: +1 Wealth/-

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: -1 Temp Econ, -1 Temp Tech, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

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

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

[] [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 (2/6), Rockbay (1/1), Sunrise Bay (1/1), North Coast Plains (1/6), Upriver Plains (1/6), Sunrise Plains (1/1), Lowland Conflux (1/1), Northern Green River (1/6), Southern Green River (1/6),

[] [SEC/MAIN] Build Walls = (Target)
S: -2 Temp Econ, +1 Small Wall,
M: -3 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 1/6, Large: 0/6), Rockbay (Small: 1/1, Large: 1/1), Sunrise Bay (Small: 1/1, Large: 1/1), North Coast Plains (Small: 1/6, Large: 0/6), Upriver Plains (Small: 0/6, Large 0/6), 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, Gold: 1/1, Zinc: 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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [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] Encourage Innovation
S: -1 Temp Econ, -1 Temp Tech, -1 Temp Mystic, Improved Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, -2 Temp Mystic, Greatly Improved Chance of Innovation

[] [SEC/MAIN] Expand Economy
S: +5 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, +1 Econ (2/18) (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:

[] [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 Cash Crops
S: -1 Temp Econ, +1 Temp Wealth,
M: -1 Econ, -1 Temp Econ, +1 Wealth,

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

[] [SEC/MAIN] Send Missionaries = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, Chance of changed relationship,
M: -2 Temp Diplo, -2 Temp Mystic, Improved Chance of changed relationship,
-Possible Targets: Boarfolk Nomads, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [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 (6/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (1/12), North Coast Plains, (6/12), North Coast Hills (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 Tech, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature
S: -1 Temp Econ, -1 Temp Mystic, -1 Temp Tech, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, -2 Temp Tech, 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.
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure. (Currently active)
-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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes,

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, -1 Temp Tech, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -1 Temp Econ, -1 Temp Tech, -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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes,

Mega-Projects
[] [SEC/MAIN] Grand Theatre
S: -4 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Progress
M: -8 Temp Econ, -4 Temp Mystic, -4 Temp Culture, +4 Progress
-Progress: 0/4

***​

Okay, the Golden Age is over. The Forluc have a minor crisis on their hands while the Urthdysh have continued to have bad luck. You have the Build Libraries action now and you already got one built during the Mid Turn.

Otherwise, go nuts. You aren't in the Golden Age right now, but you haven't got any active fires to put out. The Urthdysh are in a bit of trouble, but have got things under control while the Forluc's problems haven't become your problems yet. So take the time to get some things done.

On the Value, you didn't get just because of your Mid-Turn actions. Well, you did, but this was always going to be the Value you got from the picking the Social Value as your megaproject bonus for building the library. I had it written down as a potential value for a few turns.

And remember, spams some more temples to unlock the universal education megaproject.

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 75%+ Export,
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
: 5 (4) (+1)
Econ: 39 (21) (+1)
Martial: 13 (10)
Mystic: 8 (6) (+1)
Culture: 3 (1)
Tech: 2 (2) (+1)
Wealth: 10 (8)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 50

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

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Very Friendly/Very Friendly/High
Forluc = Friendly/Loving Imitation/Very High
Northern Lowlander Tribes = Very Friendly/Very Friendly/Very High
Southern Lowlander Tribes = Neutral/Respected/None
Urthdysh Federation = Extremely Friendly/Extremely Friendly/Extremely High

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

Trade Status

Resource

Arthwyd

Urthdysh

Forluc

Boarfolk Nomads

Northern Lowlanders

Southern Lowlanders

Luxury Trade
           

Furs

3/0/6​

12/8/0​

2/0/7​

14/10/1​

3/1/4​

4/2/3​

Dyes

3/1/9​

6/3/4​

14/8/2​

0/2/0​

8/4/4​

8/4/3​

Gems

4/2/0​

0/0/1​

0/0/1​

0/0/0​

0/0/0​

0/0/0​

Gold

10/5/0​

0/0/1​

0/0/3​

0/0/0.5​

0/0/0.5​

0/0/0​

Metal

7/3/0​

0/0/1​

0/0/1​

0/0/0.5​

0/0/0.5​

0/0/0​

Pottery

8/4/4​

2/1/6​

16/10/3​

1/0/10​

10/6/3​

10/6/3​

Silver

2/1/0​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0​

Textiles

5/1/9​

3/0/5​

20/14/2​

3/0/5​

10/5/2​

10/5/2​

Alcohol

5/2/14​

1/0/0​

20/14/3​

2/3/6​

12/7/4​

8/4/3​

Strategic Trade







Bronze Goods

5/2/0​

0/0/0.5​

0/0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Goods

2/2/0​

0/0/0.5​

0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Ore

7/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Tin Ore

5/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Slaves

0/0/0​

0/0/2​

14/8/4​

0/0/2​

2/2/2​

4/2/2​

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Maternal Guardians
The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in time of need,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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,

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 Library
The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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,

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
Longboats
Rafts
Sails
Walnut Oil
Waterproofing

Hunting
Baits
Taming

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

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

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

Arts
Earthenware Pottery
Metal Jewellery
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
Shield Walls
Skirmishing
Supply Lines
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
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)
Songs of Defiance (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Expert)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
Right of Freedom
[X] [MAIN] Send Missionaries = Forluc Kingdom
[X] [MAIN] Diplomatic Expedition = Forluc Kingdom
[X] [SEC] Plant Sacred Forests

Provinces = [SEC] Expand Economy, [SEC] Build Libraries = North Coast Plains, [SEC] Build Roads = Greenbay, [SEC] Build Roads = North Coast Plains, [SEC] Build Roads = Upriver Plains, [SEC] Build Roads = Northern Green River, [SEC] Build Roads = Southern Green River
Council of Arthryn = [MAIN] Send Missionaries = Forluc Kingdom, [SEC] Build Arthrynite Temples = Greenbay
Arthdysh = [MAIN] Settle Land = Western-Far South Lowlands, [SEC] Expand Economy, [SEC] Build Libraries = Western-North Lowlands, [SEC] Build Libraries = Western-East Lowlands, [SEC] Expand Economy, [SEC] Build Roads = Western-North Lowlands, [SEC] Build Roads = Western-East Lowlands, [SEC] Build Roads = Western-South Lowlands, [SEC] Build Roads = Western-West Lowlands, [SEC] Build Roads = Western-Far South Lowlands
Grythwyd = [SEC] Expand Economy, [SEC] Settle Land = Forest Coast, [SEC] Build Roads = Forest Coast, [SEC] Build Walls = Forest Coast
Myrthwyd = [SEC] Build Libraries = North Coast Fields, [SEC] Expand Economy, [SEC] Settle Land = North Coast Hills, [SEC] Expand Economy
Corthwyd = [SEC] Build Libraries = Eastern-North Lowlands, [MAIN] Expand Economy, [SEC] Build Roads

The Arthwyd saw a chance to remove more slavery from the world and they seized it with two firm hands. Even as more construction of important infrastructure was done in the background, Cadlon Gwynryn and the Assembly arranged for several major expeditions of diplomats and missionaries to be sent to the Forluc Kingdom.

The Forluc Kingdom was currently in a state of crisis of what its future should be going forward and with their admiration of the Arthwyd Empire being at an all time high, it was the perfect opportunity to influence their culture.

While the Arthwyd cared little about whether or not the Forluc Kingdom should become a matriarchy even if they were against the idea in principle, they were eager for the opportunity to push the Forluc away from slavery.

It wasn't just the Cadlon and Assembly of the Arthwyd Empire who sent expeditions to the Forluc Kingdom as the Council of Arthryn and the Urthdysh Federation sent their own expeditions to the Forluc in the south.

For their part, the Forluc were quite pleased to have all of their neighbours who they respected and admired come to offer them aid in their time of need.

While the Foresters were interested in pushing the Forluc towards a matriarchy, the Arthrynites focused on pushing the Forluc Kingdom down the path of abolishing slavery. To this end, one of the priestesses, a young woman by the name of Wonlyn, proved to be incredibly useful.

Devoted to Wyrn, Wonlyn had the charisma and charm of her namesake alongside an instinctive knack for understanding how stories work and how to weave and unravel them. Using these talents of hers, she made major pushes within the Forluc court to turn their upper classes against the evils of slavery. Rather than push the Arthrynite goddesses correctly, she used the Forluc goddess Evatine to push the anti-slavery narrative. Wonlyn made use of the Goddess of Victory, Justice and Law's dual Arthwyd-Forluc to transfer the anti-slavery beliefs of the Arthwyd to the Forluc.

While the Arthrynites weren't able to get many to directly convert to the Arthrynite religion nor did they especially try to avoid the diplomatic repercussions, they were able to get a good portion of the Forluc north of the Rock River to begin worshipping Arthrynite and her Daughters alongside the Forluc pantheon.

Meanwhile Wonlyn's efforts made Evatine a more prominent part of the Forluc pantheon and between that and the general efforts of the Arthwyd to shape the Forluc culture, the Forluc were becoming closer to the Arthwyd culturally, at least the ones that were north of Rock River.

The Forluc in the lands south of Rock River were still stubbornly holding on to their slaves, many of those in the north were very open to the Arthwyd ideas of equality and abolishing slavery. It was a growing divide and one that favour the north as with the territories added in the last few generations, the north was almost twice the size of the south.

While Wonlyn and the Arthwyd were pushing their own ideas upon the Forluc culture, the Urthdysh Federation was helping the Forluc Kingdom with its current crisis. The female-dominated Urthrynites were trying to push the Forluc towards a matriarchy and leading their efforts was the former queen of the Moradysh, Morgyn.

The Urthdysh were able to successfully push the Forluc towards a matriarchy, thanks partially to their own efforts and influences and partially due to the actions of Wonlyn and the Arthwyd. With the Arthrynites pushing Arthryn and her Daughters into Forluc society alongside making Evatine far more prominent in their pantheon, the Forluc were far more open to the idea of women being in charge, especially with Wonlyn being such a prominent and influential example of a women being in charge.

The end result was that the Forluc upper classes were persuaded it was in their best interests to let their women lead them, locking the princes out of their tanistry in favour of their princesses. Men would still play a part, but that would be on the battlefield and not at home as the more intelligence women ruled over the Forluc Kingdom.

These changes were reflected in the Forluc pantheon as not only did Evatine become one of the more prominent members of it, but Nalnir stopped being Nalnir, God of Harvest, Order and the Sun and became Nalniryn, Goddess of Harvest, Order and the Sun.

The Arthwyd won't sure how that happened, but many suspected the hand of Wyrn or the actions of Urthrynites. On the other hand, it could just be the changes to Forluc society reflecting their deities. The men, their warriors, had been made of secondary significance if still important, which is the position that Eredan, their male god of war held. Meanwhile their women were more prominent and powerful like Evatine was within their pantheon.

Now Nalniryn, their top deity had become a goddess rather than a god, something which could easily be a reflection of how women were now openly more powerful and influential in Forluc society. Perhaps something to do with how the top deities of the other religions in the region, Arthryn and Urthryn, were female goddesses.

In the end, the new nature of the Forluc pantheon, especially what had happened to Nalniryn, meant little to the Arthwyd. It was an internal Forluc matter that didn't concern or affect them.

Instead there was the question of who the new Cadion would be. Cadlon Gwynryn still lived, but her Cadion had recently died. While a promising member of the royal family could be picked, some were purposing that the relatively young, but very promising and talented Wonlyn be made Cadion. While she would require the Blood of Evalyn to be eligible, it would be a simple matter of using magic to give Wonlyn the Blood of Evalyn.

Who is the new Cadion?
[] [Cadion] Give Wonlyn the Blood of Evalyn and name her Cadion. (???)
[] [Cadion] Pick the Cadion from a member of the royal family. (Status Quo)

However there was a complicating factor in the matter regarding Wonlyn as the priestess had found herself seduced by one of the Forluc princesses. Princess Evanora is one most competent members of her family, which said something given the Blessing of Nalnir, and is the currently the predicted replacement for King Eraden when he dies.

While she may have initially gone for Wonlyn for political or pragmatic reasons, Wonlyn and Princess Evanora have genuinely fallen in love with one another. This is somewhat problematic for the leaders of the Arthwyd Empire as unless given a reason to stay with the Arthwyd, the talented Wonlyn will mostly likely stay in the Forluc Kingdom with her new lover, especially since Princess Evanora is slated to be the next ruler of the Forluc Kingdom.

Cadlon Gwynryn and the Assembly could try to stop the marriage, but that idea sits uneasy with many as it is just wrong. Wonlyn and Princess Evanora are in love and they have no right to interfere with the two women like that. Not to mention it could backfire as Wonlyn rejects the actions of Arthwyd leadership and fully moves over to the Forluc Kingdom.

Then there was the fact that having Wonlyn married to the future Queen of the Forluc Kingdom could do good things for making them more civilised.

How do Cadlon Gwynryn and the Assembly respond to the engagement of Wonlyn and Princess Evanora?
[] [Royal] Attempt to stop the marriage. (???)
[] [Royal] Let it go ahead. (Status Quo)

Then there was the big issue on how to proceed on getting the Forluc to abolish slavery. Thanks to Wonlyn, the Arthwyd had made more progress in a single generation than had been expected by anyone. With the Forluc were divided into the larger and stronger north being anti-slavery while the south was pro-slavery, it would be a simple matter for the Arthwyd to use their influence amongst the Forluc to push the matter now.

It could be done peacefully without bloodshed, there was a chance that a civil war would break out as the north and south fought over the matter of slavery. That war would almost be certainly be won by the north and its allies and while no one desired a war, some amongst the Arthwyd felt that a Forluc civil war over the legality of slavery might not be a bad thing if let them clear out some of their old pro-slavery baggage.

But war wasn't the only concern nor was it even the biggest or most dangerous. Whilst amongst the Forluc lands, it became clear to the priesthood that the economy was a far bigger issue when it came to abolishing slavery.

With their experience in running the economy of the Arthwyd Empire, the priestesses were able to realise just how much the Forluc Kingdom had based its economy around producing cash crops and how reliant it was on slaves to produce those cash crops cheaply. Should the Forluc get rid of their slaves, the economy built around it would destabilise and collapse before they were able to adjust to a new system.

To keep the Forluc Kingdom's economy from collapsing and potentially triggering a return to slavery for them, the Arthwyd Empire would need to subsidise the Forluc Kingdom until they had transition from an economy built around slavery to one which had none.

Even beyond the worries of the Forluc returning to slavery, the Forluc Kingdom suffering an economic collapse would not be limited to their lands. The Arthwyd Empire brought too much of the cash crops that the Forluc Kingdom used slaves to produce. If the supply was suddenly cut off, then it would spell trouble for the Arthwyd and potentially result in the Arthwyd Empire suffering its own economic collapse.

And if that happened, the shockwaves of the Forluc Kingdom and the Arthwyd Empire suffering economic collapse would almost certainly result in the world economy collapsing as well.

Because of this, many amongst the Arthrynite priesthood felt that they should take it slow and get the Forluc Kingdom to gradually get rid of slavery whilst a few advocated that the Arthwyd had done their part and they should withdraw to let things play out naturally.

But regardless of whether the Arthwyd choose to do things fast now or slow over time, they would need to start producing plenty of cash crops to shield themselves from negative effects of the Forluc Kingdom undergoing economical collapse.

How far do the Arthwyd push the Forluc on the matter of slavery right now?
[] [Forluc] Push the matter of slavery now. (-3 Temp Diplo, Potential Forluc Civil War, ???)
[] [Forluc] Take things slow and steady. (-1 Temp Diplo per a turn until the Forluc Kingdom abolishes slavery, ???)
[] [Forluc] Pull back and let things play out naturally. (???)

Priestesses (4) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: -Build 3 Sacred Forests with 4 Turns, Success/Failure: Free Venerate the Goddesses/-
Elders (3 (5)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Ally the Urthdysh Federation, Success/Failure: +1 Temple/-
Warriors (6) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Increase Martial by 1 within 3 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build a Temple in 2 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 3 Turns, Success/Failure: +1 Wealth/-

***​

So you guys got lucky and managed to rule up a Diplo/Culture Hero this turn. This has been a great help towards getting the Forluc to abolish slavery, but that has its own problems. As mentioned in the update, the Forluc Kingdom has built its economy around exporting cash crops to the Arthwyd Empire and is reliant on slavery to make those cash crops cheaply.

Get rid of the slavery, then they can't produce those cash crops, which means their economy collapses. And since you buy most of those cash crops, your own economy may collapse if you lose your supply without lessening the demand. To avoid this, you will need to begin to producing enough cash crops to be able to supply your own people internally.

To ensure that the Forluc abolish slavery and don't revert back to it, you will need to subsidise them until they transition from an economy built around slavery to an economy with no slavery. You will also need to spam cash crops as you will need a lot to keep your own economy collapsing while the Forluc move away from slavery.

Other than that, more infrastructure has been built and the Myrthwyd have developed watchtowers, which will give you a new action next update. Your mid-turn actions will be determined once the current vote is over as they will be used to support whatever course of action you pick.

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 75%+ Export,
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
: 5 (5) (+1)
Econ: 39 (6) (+1)
Martial: 13 (10)
Mystic: 9 (3) (+1)
Culture: 3 (0)
Tech: 3 (2) (+1)
Wealth: 10 (0)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 52

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

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Very Friendly/Very Friendly/High
Forluc = Friendly/Loving Imitation/Extremely High
Northern Lowlander Tribes = Very Friendly/Very Friendly/Very High
Southern Lowlander Tribes = Neutral/Respected/Minimal
Urthdysh Federation = Extremely Friendly/Extremely Friendly/Extremely High

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

Trade Status

Resource

Arthwyd

Urthdysh

Forluc

Boarfolk Nomads

Northern Lowlanders

Southern Lowlanders

Luxury Trade
           

Furs

3/0/6​

12/8/0​

2/0/7​

14/10/1​

3/1/4​

4/2/3​

Dyes

3/1/8​

6/3/4​

14/7/2​

0/2/0​

8/4/4​

8/4/3​

Gems

4/2/0​

0/0/1​

0/0/1​

0/0/0​

0/0/0​

0/0/0​

Gold

10/5/0​

0/0/1​

0/0/3​

0/0/0.5​

0/0/0.5​

0/0/0​

Metal

7/3/0​

0/0/1​

0/0/1​

0/0/0.5​

0/0/0.5​

0/0/0​

Pottery

8/4/4​

2/1/6​

16/10/3​

1/0/10​

10/6/3​

10/6/3​

Silver

2/1/0​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0.25​

0/0/0​

Textiles

5/1/8​

3/0/5​

20/13/2​

3/0/5​

10/5/2​

10/5/2​

Alcohol

5/2/13​

1/0/0​

20/13/3​

2/3/6​

12/7/4​

8/4/3​

Strategic Trade







Bronze Goods

5/2/0​

0/0/0.5​

0/0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Goods

2/2/0​

0/0/0.5​

0/0/0.75​

0/0/0.5​

0/0/0.25​

0/0/0​

Copper Ore

7/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Tin Ore

5/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

0/0/0​

Slaves

0/0/0​

0/0/1​

14/7/3​

0/0/2​

2/2/2​

4/2/2​

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Maternal Guardians
The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in time of need,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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,

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 Library
The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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,

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
Longboats
Rafts
Sails
Walnut Oil
Waterproofing

Hunting
Baits
Taming

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

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

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

Arts
Earthenware Pottery
Metal Jewellery
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

Philosophy
Primitive Theology
Right of Freedom

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

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
Shield Walls
Skirmishing
Supply Lines
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
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)
Songs of Defiance (Limited)
Songs of Freedom (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Expert)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
The Second Forluc Civil War
[X] [Cadion] Give Wonlyn the Blood of Evalyn and name her Cadion. (???)
[X] [Royal] Let it go ahead. (Status Quo)
[X] [Forluc] Take things slow and steady. (-1 Temp Diplo per a turn until the Forluc Kingdom abolishes slavery, ???)

Since the days of Evalyn herself, only members of her bloodline had ruled over the Arthwyd people as Cadlon and that was still true. As for while Wonlyn was born outside of the royal family, she was granted the Blood of Evalyn via blood magic, letting her become adopted into the royal family. With her new heritage, Wonlyn was eligible to be both Cadion and Cadlon and she soon found herself elected Cadion and to be Cadlon when the ageing Gwynryn died.

Her marriage with Princess Evanora also went ahead without a problem as no one on either side choose to intervene in the two princesses getting married. With the ceremony being performed in Caermyr, the couple went to Greenbay afterwards so Wonlyn could be made Cadlon and to the surprise of many, it was in Greenbay that they stayed.

While it made sense of Wonlyn to stay as the new Cadion, Evanora was expected to return to the Forluc as she was the most promising candidate to replace King Eraden upon his death. Instead Evanora choose to throw away that chance for queendom as she chose love over power and sought to flee the insistence of the Forluc upper classes that she marry a man and have children with him.

Wonlyn would also become Cadlon sooner than expected as Cadlon Gwynryn died during her nineties at a few winters short of a hundred. Taking over leadership of the Arthwyd Empire, Cadlon Wonlyn fully supported the Arthrynite priesthood in producing enough cash crops to support the internal Arthwyd market.

Doing so might collapse the Forluc economy due to the loss of the market for their main export, but the Forluc economy was going to collapse anyway and at least this way, the Arthwyd economy wouldn't collapse with it.

So while the Arthdysh and Grythwyd continued to expand and the Myrthwyd began to build a network of watchtowers, the Arthwyd core and the Corthwyd devoted more of their farmland to producing cash crops on a long term basis. It wouldn't be enough to supply all of the Arthwyd Empire, but it would hopefully stave off the demand until a stable internal supply could be set up.

Abroad things were mixed news. The Urthdysh Federation finished making its own legal code which was basically the Arthwyd legal code adapted for Forester purposes. While it was different to the Arthwyd one, the two legal codes were close enough that you could get by just learning one of them.

Amongst the Forluc Kingdom, things were much worse. The Arthwyd had slowed down their push for the Forluc to abolish slavery in the hopes that things would be done at a slow pace and with less chance for dire consequences. However, Cadlon Wonlyn's reign would prove that was not to be as despite the Arthwyd deliberately not increasing tensions and pushing further escalations, the Forluc turned out to be capable of doing those things on their own.

Tensions between the north and south continued to increase within the Forluc Kingdom as they continued to divide themselves on the matter of slavery. The northerners were very much in favour of abolishing slavery while the southerners were equally interested in keeping it.

While things never broke out into violence, internal politics soon became split into the old Forluc court becoming the centre of anti-slavery sentiment while a new pro-slavery political centre formed in the south. There was scuffles and insults as southerners and northerners clashed alongside the Rock River and as the seasons went on, the Forluc Kingdom remained nominally whole, but became more and more divided into two separate states internally.

Things ultimately came to a head when King Eraden died and his successor was chosen. The Forluc Kingdom had been unofficially divided in two by that point for some time, but those divisions only became official when the north and the south were unable to come to agreement on who the new Queen should be. Split between two political centres, the northerners overwhelmingly supported an anti-slavery queen while the southerners overwhelmingly supported a pro-slavery queen.

Thanks to their greater population, the northerners should have gotten their candidate into power, but the southerners refused to accept that outcome. Instead they declare their own queen to be their ruler and launched a series of surprise attacks along the Rock River that had been the dividing line between the north and south.

Caught completely off-guard by the treachery of the south, the northerners lost their holdings along the Rock River as the southerners secured the major river and prepared to launch further offensives north while they still had the advantage.

As the Forluc began to fight their second civil war, the Arthwyd Empire was unsure of how to proceed forward in light of these new events. The Forluc economy hadn't collapsed yet and they had a chance to crush slavery in the Forluc, but the Arthwyd economy was still vulnerable to collapsing due to a lack of cash crops. To make things worse, many experts predicted it was only a matter of time before the Forluc economy collapse, especially now that they were engaged in civil war and the northern two-thirds of the Forluc had officially abolished slavery.

Cadlon Wonlyn and the Assembly were split on how to proceed forward. On the one hand, they should go and help the Free Forluc crush the Slaver Forluc. On the other hand, they still need to get more cash crops to keep their internal market and economy stable. With good arguments for both sides, it was up to Cadlon Wonlyn to sway the Assembly on which path to go down in the upcoming seasons.

Priestesses (4) = Mood: Terrified, Ability: Add half of faction power to Mystic, Objective: Avoid Economic Collapse, Success/Failure: ???/???
Elders (3) = Mood: Eager, Ability: Add half of their faction power to another faction, Objective: Ally the Forluc Kingdom in 4 Turns, Success/Failure: +1 Temple/-
Warriors (6 (7)) = Mood: Eager, Ability: Add half of faction power to Martial, Objective: See the Free Forluc defeat the Slaver Forluc, Success/Failure: ???/???
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Build a Temple in 1 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 2 Turns, Success/Failure: +1 Wealth/-

Special: You may change your province policy as a free action this update.

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: -1 Temp Econ, -1 Temp Tech, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

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

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

[] [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 (3/6), Rockbay (1/1), Sunrise Bay (1/1), North Coast Plains (2/6), Upriver Plains (2/6), Sunrise Plains (1/1), Lowland Conflux (1/1), Northern Green River (2/6), Southern Green River (2/6),

[] [SEC/MAIN] Build Walls = (Target)
S: -2 Temp Econ, +1 Small Wall,
M: -3 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 1/6, Large: 0/6), Rockbay (Small: 1/1, Large: 1/1), Sunrise Bay (Small: 1/1, Large: 1/1), North Coast Plains (Small: 1/6, Large: 0/6), Upriver Plains (Small: 0/6, Large 0/6), 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] Build Watchtowers = (Target)
S: -2 Temp Econ, +1 Watchtower,
M: -4 Temp Econ, +2 Watchtowers,
-Possible Targets: Greenbay (0/6), Rockbay (0/1), Sunrise Bay (0/1), North Coast Plains (0/6), Upriver Plains (0/6), Sunrise Plains (0/1), Lowland Conflux (0/1), Northern Green River (0/6), Southern Green River (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, Gold: 1/1, Zinc: 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, Northern Lowlander Tribes, Forluc Kingdom, Urthdysh Federation, Southern Lowlander Tribes

[] [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] Encourage Innovation
S: -1 Temp Econ, -1 Temp Tech, -1 Temp Mystic, Improved Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, -2 Temp Mystic, Greatly Improved Chance of Innovation

[] [SEC/MAIN] Expand Economy
S: +5 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, +1 Econ (2/18) (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:

[] [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 Cash Crops
S: -1 Temp Econ, +1 Temp Wealth,
M: -1 Econ, -1 Temp Econ, +1 Wealth,

[] [SEC/MAIN] Plant Sacred Forests
S: -4 Temp Econ, +0.5 Sacred Forest,
M: -8 Temp Econ, +1 Sacred Forest,
-Sacred Forests = 1.5/???

[] [SEC/MAIN] Send Missionaries = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, Chance of changed relationship,
M: -2 Temp Diplo, -2 Temp Mystic, Improved Chance of changed relationship,
-Possible Targets: Boarfolk Nomads, Northern Lowlander Tribes, Free Forluc, Urthdysh Federation, Southern Lowlander Tribes

[] [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 (6/12), Sunrise Bay (1/12), Sunset Plains (0/12), Sunrise Plains (1/12), North Coast Plains, (6/12), North Coast Hills (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 Tech, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature
S: -1 Temp Econ, -1 Temp Mystic, -1 Temp Tech, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, -2 Temp Tech, 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, Corthwyd

[] [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.
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure. (Currently active)
-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, Northern Lowlander Tribes, Free Forluc, Urthdysh Federation, Southern Lowlander Tribes,

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, -1 Temp Tech, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -1 Temp Econ, -1 Temp Tech, -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, Northern Lowlander Tribes, Slaver Forluc, Southern Lowlander Tribes,

Mega-Projects
[] [SEC/MAIN] Grand Theatre
S: -4 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Progress
M: -8 Temp Econ, -4 Temp Mystic, -4 Temp Culture, +4 Progress
-Progress: 0/4

***​

Okay, the Forluc exploded into civil war despite you deciding to take things slow. This was not your fault, but due to what the Forluc did and the dice rolls. Your economy is in a better position, but still vulnerable to collapse while the Slaver Forluc have gotten a slight advantage over the Free Forluc right now thanks to some unexpected surprise attacks.

You also have a free policy change right now to either sort out your economy or wage war or maybe to something else. The Urthdysh have gotten their legal code done while the Forluc would have completed their Games megaproject this turn, but they had a civil war instead.

I am also going to rework the trade system again as while it was too vague before, it is now too fiddly.

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 75%+ Export,
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
: 5 (5) (+0)
Econ: 36 (20) (+1)
Martial: 13 (11)
Mystic: 9 (7) (+1)
Culture: 3 (1)
Tech: 3 (4) (+1)
Wealth: 13 (6)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 52

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
Influencing the Forluc Kingdom: -1 Temp Diplo 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 = Very Friendly/Very Friendly/High
Free Forluc = Very Friendly/Loving Imitation/Extremely High
Northern Lowlander Tribes = Very Friendly/Very Friendly/Very High
Slaver Forluc = Slaver Scum/Evil Demons/War
Southern Lowlander Tribes = Neutral/Respected/Minimal
Urthdysh Federation = Extremely Friendly/Extremely Friendly/Extremely High

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

Trade Status
To be reworked (again)

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Maternal Guardians
The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in time of need,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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,

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 Library
The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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,

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
Longboats
Rafts
Sails
Walnut Oil
Waterproofing

Hunting
Baits
Taming

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

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

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

Arts
Earthenware Pottery
Metal Jewellery
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

Philosophy
Primitive Theology
Right of Freedom

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

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
Shield Walls
Skirmishing
Supply Lines
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
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)
Songs of Defiance (Limited)
Songs of Freedom (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Expert)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
Liberty Epic Age I
[X][MAIN] Plant Cash Crops
[X][MAIN] War Mission = (Slaver Forluc)
[X][SEC] Switch Province Policy = (Economy)
[X][SEC] Diplomatic Expedition (Forluc)

Provinces = [MAIN] Plant Cash Crops, [MAIN] Plant Cash Crops x2, [MAIN] Plant Cash Crops x3, [SEC] Train Sacred Warriors
Council of Arthryn = [SEC] War Mission = (Slaver Forluc), [SEC] Train Sacred Warriors, [SEC] Build Arthrynite Temples = Forest Coast, [SEC] Send Missionaries = Northern Lowlander Tribes
Arthdysh = [MAIN] Plant Cash Crops, [MAIN] Plant Cash Crops x2, [SEC] Expand Economy, [SEC] Build Arthrynite Temples = Western-East Lowlands, [SEC] Build Arthrynite Temples = Western-West Lowlands, [SEC] Expand Economy, [SEC] Build Walls = Western-South Lowlands, [SEC] Build Watchtowers = Western-South Lowlands, [SEC] Build Walls = Western-Far South Lowlands, [SEC] Build Watchtowers = Western-Far South Lowlands
Grythwyd = [SEC] Settle Land = Forest Coast, [SEC] Train Sacred Warriors, [SEC] Build Boats, [SEC] Build Roads = Forestbay
Myrthwyd = [SEC] Settle Land = North Coast Hills, [SEC] Train Sacred Warriors, [SEC] Build Boats, [SEC] Build Walls = North Coast Field
Corthwyd = [MAIN] Plant Cash Crops, [SEC] Train Sacred Warriors, [SEC] Build Walls = Eastern-North Lowlands

The war had seemed simple enough only for it turned out to be anything, but. The initial fighting was between the two Forluc forces as the Arthwyd Empire rallied up its armies while the Urthdysh Federation also prepared to fight.

After the southerners had gained the advantage in the opening moments of the war, the fighting seemed to stall out. There was bloody fighting as the Forluc warriors clashed with each other, but while hundreds died on both sides, neither the northerners nor the southerners were able to get the advantage over each other. The southerners held the Rock River for now, but they were unable to push the northerners back any further.

As the Forluc fought each other, the Arthwyd had a sudden influx of talent in the last generation of adults. The Grythwyd produced the greatest mage since Talfyn the Traitorous in the form of the young priestess Arwyn while Edwyd, one of young men amongst the Myrthwyd, had proven themselves as an innovative genius. Bydigan of the Arthdysh turned out to be a talented Catclaw who is both an excellent warrior and a brilliant crafter and Lyn of the Corthwyd is the greatest Cateye of her generation whilst also being a speaker on the same level as Evalon or either Wonlyn.

If this wasn't enough, Arthryn took it upon herself to choose a new Champion. The young Catclaw Seryn found herself being chosen by the goddess and receiving the same divine blessing that Arthryn gave Evatine.

While Arwyn and Edwyd stayed back in their homes, Seryn would lead the Arthwyd army as the Champion of Arthryn with Bydigan and Lyn as her two main generals. Leading over ten thousand warriors south, Seryn entered the fray of the Forluc Civil War as the both sides of the Forluc committed to the war.

The soldiers of the Free Forluc and the Arthwyd Empire smashed into the defensive lines of the southern Forluc. Catclaws, Cateyes and Chosen Warriors battle the entrenched warriors of the southerners and they found no footholds. Despite being led by some of the great warriors and military minds alive, including a Champion of Arthryn, the northern allies were unable to take any land as the Slaver Forluc refused to give an inch of ground.

For a full cycle of seasons, the southerners held the line in bloody combat as took a life for every one of their own that they lost. Even the Arthwyd with their sacred warriors failed to seize ground as the southerners fought with a bitter determination that what would have earned the respect of the Chosen of Arthryn if it wasn't for the fact that they were slaver scum.

Thousands died in those seasons with both sides paying a heavy price, but it became clear that the northerners would emerge triumph over their foes. The northerner half of the Forluc were already large and more numerous than the southerners and that wasn't even counting their allies. While both Forluc factions had committed all of their warriors to the fight, the Arthwyd Empire had only sent half of their military while the Urthdysh Federation and Council of Arthryn had yet to commit their own forces.

However, the war wasn't the only thing that was happening. Even as the Forluc Civil War raged in the south, the colonists of Grythwyd were finally able to tame some griffins. The fearsome beasts were still rather wild and they only had a few so far, but those problems would be overcome in time as more got tamed or breed and the future generations of the tamed griffins would adapt to living amongst people and civilisation in general.

As the northerners finally began to break through the lines of the southerners, it became clear that the Free Forluc were not the only ones with supporters when it comes to the question of slavery and the slave trade. Just as the Arthwyd Empire and the Urthdysh Federation seek to see the Forluc Kingdom exit the slave trade, a large number of lowlander tribes in the southern lowlands and boarfolk tribes in the steppes are eager to see it continued.

This wouldn't have been a problem, but just as the Arthwyd Empire had seen an influx of talented individuals, a couple had arisen amongst the lowlanders and the boarfolk. In a lowlander tribe south of the Forluc, an individual by the name of Urafic rose to prominence. In addition to being a good general and an excellent warrior, Urafic was able to organise the disunited warriors of the various lowlander tribes into a single fighting force.

As the rebel lines begin to break, Urafic arrives on the frontlines with several thousand barbarian warriors, a welcome boon for the southerners as they were outnumbered almost three to one by their foes.

Yet as the Arthwyd and the Free Forluc reached Rock River, it was already too late for the slavers to triumph. Even with the new arrivals, the slaving southerners found themselves still outnumbered and the barbaric lowlander warriors were not equal to the warriors of the Forluc and the Arthwyd.

Despite his best efforts, Urafic was not enough to slow the northern advance. While he saw personal and tactical triumphs on the battlefield where Urafic lead in person, the Arthwyd and Free Forluc broke through where ever he wasn't. Urafic slew many of his foes and even took off the right arm of Seryn, but even he was ultimately forced to retreat lest he find himself surrounded and cut off from supplies and reinforcements.

With a handful of winters, it looked like the Second Forluc Civil War was going to end as the slavers had committed all of their troops and could only muster up barely ten thousand warriors, over half of them uncivilised lowlanders. Meanwhile the Free Forluc and the Arthwyd Empire had more than that on their own let alone when they combined their forces while the Urthdysh Federation had just arrived with its forces, another military mastermind by the name of Vyrryn leading them.

As the Northern Triple Alliance forces consolidated and prepared for the final push to end the war, news of Warlord Levina reached them. One of the few female Boarfolk that managed to attain the position of Warlord, Levina had a military mind equal to the likes of those fighting in the war, but she also had a charming tongue and was able to rally up a large number of tribes.

While many of the nomad tribes were too friendly with the Arthwyd Empire to go along with waging against them, there were still many that profited from the slave trade and Levina was from one of them. Rallying up the tribes that relied upon the slave trade, Levina rode south into the lowlands with the largest horde of Boarfolk that history had ever seen.

Levina had over ten thousand warriors at her back, all of them Boarfolk riders, and she intended to ensure that the Forluc slave trade continued and was not cut off. Smashing her way through the lowlander tribes that the Forluc had left as a buffer states, it would not be long before she reached the lands of the Alliance, either invading the most recently conquered lands of the Forluc Kingdom or striking the Arthwyd Empire somewhere along the Green River.

Along the Rock River, the generals of the Arthwyd Empire, the Forluc Kingdom and the Urthdysh Federation had to make choices on what the Northern Triple Alliance would do. Both Levina and Urafic had about ten thousand soldiers, but the latter had mostly barbarian lowlanders while the former had only cavalry.

Meanwhile the Forluc Kingdom and the Urthdysh Federation both individually had more than that by a good several thousand. As for the Arthwyd Empire, they had slightly less than ten thousand committed in the south, but had over twenty five thousand Catclaws and Cateyes overall alongside a good two thousand dire boar cavalry of their own.

What does Seryn choose to do?
[] [War] Focus on Warlord Levina and her horde.
[] [War] Focus on Warchief Urafic and the southerners.
[] [War] Split your attentions between the two.

Beyond the question of how to fight the war, there was another question that Cadlon Wonlyn needed to answer. The Arthwyd Empire expected an influx of people moving north. While they expected plenty of refugees fleeing the fighting or seeking a new home after losing their old one and some were already trickling north, they weren't all that the Arthwyd expected to see.

Many of the former Forluc slaves would find themselves without jobs, livelihoods and lives in general. With nothing for them in the south, most of the Arthwyd leadership predicted that many if not most of them would turn north and hope to find new lives amongst the famed Arthwyd. The only question would be who the Arthwyd Empire accepted into its borders.

How will the Arthwyd react to the expected influx of refugees and former slaves?
[] [Haven] Accept only the refugees. (???)
[] [Haven] Accept only the former slaves. (???)
[] [Haven] Welcome both the refugees and the former slaves. (???)

Priestesses (4) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: Win the war, Success/Failure: +1 Temp Culture/???
Elders (3) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Ally the Urthdysh Federation in 4 Turns, Success/Failure: +1 Temp Econ/-
Warriors (6 (7)) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: See the Free Forluc defeat the Slaver Forluc, Success/Failure: ???/???
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: MAIN Expand Economy in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 2 Turns, Success/Failure: +1 Wealth/-

***​

Okay, this is a war turn and it has only been about four or five years. You got another Epic Age going because you managed to go from a single Hero in the region to seven of them in a single turn. What would have been a relatively simple civil war amongst the Forluc Kingdom has now escalated into something much more as the Urthdysh Federation and Arthwyd Empire support the Free Forluc while the southern lowlander tribes and a nomad horde have thrown their lot in with the Slaver Forluc to keep the profitable slave trade going.

Other than that, you got griffins and I have been reworking the wealth/trade system. Rather than have a table and tracking who is producing what goods and how much, I am going to use actions which provide flat wealth increases and statuses that display who is dominant in what

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 Devolved Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 100%
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
: 5 (6) (+0)
Econ: 32 (14) (+1)
Martial: 13 (12)
Mystic: 10 (6) (+1)
Culture: 3 (1)
Tech: 3 (3) (+1)
Wealth: 22 (2)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 52

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
Influencing the Forluc Kingdom: -1 Temp Diplo at the start of each turn,
King of the Hill: +1 Temp Diplo at the start of each turn,
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Very Friendly/Very Friendly/High
Free Forluc = Very Friendly/Loving Imitation/Extremely High
Levina's Horde = Slaver Scum/Arrogant Fools/None
Northern Lowlander Tribes = Very Friendly/Very Friendly/Very High
Slaver Forluc = Slaver Scum/Evil Demons/War
Southern Lowlander Tribes = Slaver Scum/Evil Demons/Minimal
Urthdysh Federation = Extremely Friendly/Extremely Friendly/Extremely High

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

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Maternal Guardians
The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in time of need,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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,

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 Library
The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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,

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
Griffins
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

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

Hunting
Baits
Taming

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

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

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

Arts
Earthenware Pottery
Metal Jewellery
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

Philosophy
Primitive Theology
Right of Freedom

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

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
Shield Walls
Skirmishing
Supply Lines
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
Blood Oath (Basic)
Blood Sacrifice (Advanced)
Spiritual Bond (Expert)

Bronwynite Divine Magic
Empathy (Limited)
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)
Songs of Defiance (Limited)
Songs of Freedom (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Expert)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
Last edited:
Liberty Epic Age II
[X][Haven] Welcome both the refugees and the former slaves. (???)
[X][War] Focus on Warlord Levina and her horde.

While it would be a relatively simple matter of finishing off the southerners, it was decided that since Warlord Levina and her horde was the bigger threat, it would be them that the Northern Triple Alliance would focus on.

Seryn would take the Forluc and Arthwyd forces in the south to met up with the rest of the Arthwyd army up in the north to engage the Boarfolk. While ten thousand dire boar-riding Boarfolk warriors led by a talented warlord would be one of the greatest threats that the Arthwyd Empire had ever faced, it was hoped that with sheer numbers, elite warriors and the divine magic of the goddess, the allied forces would prevail against the nomads.

Meanwhile Vyrryn would remain with the Urthdysh army and engage the slavers in the south. Victory wasn't necessarily assured, but the Urthdysh had good chances of winning even on their own and at the very least, they would keep the remaining enemy forces in the south occupied and until to proper recover.

With the Forluc and Arthwyd warriors sailing north, the Urthdysh prepared for a fight, but their leaders decided to resort to traditional tactics first. The Foresters could fight when necessary and while not peers to the Forluc and Arthwyd anymore in martial prowess, they were still a professional army unlike over half of the enemy army. Yet violence and battle was not their first recourse and so the Urthdysh tried diplomacy first.

While many would have forgotten their knowledge over the centuries, the Urthdysh still retained their knowledge of how to win the hearts of lowlander barbarians thanks to still having many alive from those times.

Rather than engage the Forluc traitors, the Urthdysh decided to approach Warchief Urafic, hoping to find more fertile ground with the barbarian warrior. The lowlander turned out to be very open to the offers of the Foresters as his stake in the conflict is one of prestige and riches and Urafic holds no loyalty to the rest of the southerners.

So when a Daughter of Urthryn came up to his camp at night, Urafic had no qualms with welcoming her into his bed nor hearing what she had to say. Receptive to the offer of the Urthdysh, Urafic wastes no time making demands of his foes.

Urafic wanted power and riches. Bronze and gold for him and his sons. The Divine Blessing of Urthryn for his daughters. A woman in his bed whenever he desired.

All of it was something the Urthdysh Federation were able to provide him with and were willing to do so. It was nothing too onerous for them to provide for one individual and they deemed giving Urafic what he wanted to be an acceptable trade-off for no longer having him as an enemy.

Similar offers were made to other lowlanders, enticing them to switch sides with offers of riches, power and women. Not only could the Urthdysh afford to provide such offers, but they were happy to make them as the Foresters were still looking to expand their living population after they had lost While some refused, many more accepted and by their Forluc allies had caught on, two thirds of the lowlanders had joined Urafic in his defection.

With close to half of their army turning against them in addition to having to deal with the now significantly larger Urthdysh army, the southern Forluc were soon defeated. The Urthdysh let Urafic and his defectors do the initial and bloodiest fighting before committing their own forces, bailing out their new lowlander allies and crushing the last proper resistance in the south.

The Urthdysh would still need to mop up the remaining survivors, but the majority of the seditious Forluc warriors were dead and their lands ripe for reconquest. Most of the lowlander tribesmen who had marched north were now dead and the rest had either defected to the Urthdysh or decided to cut their losses and return to their homes in the south.

In the north, things had not gone so well. Initially marching north to loot Caermyr for its riches, Warlord Levina had changed her mind after learning of the stone walls that the City of Rivers and Trade had. Rather than get bogged down in a siege, Levina choose to strike south into the relatively unprotected lands of the Forluc.

While Levina turned her sights on the Forluc settlements, the Free Forluc and the Arthwyd Empire were able to muster up a combined army that was over four times the size of Levina's hordes. Rather than march as one, the allied army split up into three as Seryn, Bydigan and Lyn each led a different command.

For the first cycle of seasons, the Boarfolk ran rampant amongst Forluc territory, raiding and looting settlements. All amounted on dire boars, they were able to keep out of reach of their foes as the allied forces were barely able to keep on the trail of the Boarfolk and never pin them down.

Yet despite the inability to force the Boarfolk into battle, the allied forces were able to snatch some victories. Catclaws would pick off warriors while some tribes were able to be baited into battles where they were promptly crushed by superior forces.

As the causalities began to mount up, Levina realised that she needed to force a battle as her current campaign would end with her forces being whittled down until she was defeated. While she was able to keep her own personal force relatively safe and intact, Levina could only be in one place at once and while one of the allied armies pursued her, the other two would be harassing the rest of her spread out horde.

Gathering up the tribes that formed her horde, Levina would strike at the allied armies, one at a time. She started off by striking at the army commanded by Seryn. Despite being outnumbered close to two to one on the battlefield, the Boarfolk slaughtered their foes as they inflicted losses of close to three to one on the Arthwyd-Forluc army. They would have inflicted more, but they were forced to withdraw after Levina lost a duel with Seryn as the Champion of Arthryn took an ear and half a tusk from the Warlord.

As Seryn regrouped and consolidate her army, Levina reformed her horde again and struck at another enemy army before news of her stalemate against Seryn spread. Smashing into the army commanded by Lyn, Levina and her dire boar cavalry tore through enemy lines, slaughtering at least three or four enemy warriors for every one of their own that they lost before redrawing.

Having left two of the three allied armies reeling, Levina pulled back for a bit as she had lost over a quarter of her original horde and while she was getting reinforcements from the steppes, just as many tribes were returning home as there was tribes arriving. There was a seasonal lull in the fighting as winter came as while there was constant skirmishing, neither side committed to a proper battle until the snow began to melt as the cold season gave way to the growth season.

As winter came to close, Levina struck at another enemy army, this time the one that was commanded by Bydigan. The fighting was savage and ultimately ended in a lost for both sides as while the Boarfolk killed three for every one that they lost, they were ultimately forced to withdraw after Bydigan cut off Levina's left arm at the elbow.

While the horde licked its wounds, it began clear that the war was not going in their favour despite their tactical successes. The Boarfolk were able to inflict losses of three to one, but they were outnumbered by over four to one and they weren't getting reinforcements unlike their enemies. The horde had been diminished by over a third of its original size and they weren't getting enough replacement tribes to make up for those that died or chose to leave while an Urthdysh army that was over ten thousand strong was arriving to help the Forluc-Arthwyd armies.

There was also the morale factor as while the Forluc and Arthwyd had taken heavier losses, they were also more committed to the fighting. For them it was both about the ideology that they strongly believed in and protecting their homes from invaders. The Boarfolk were in it for the riches and glory and while they had both, the horde was beginning to fracture due to its losses sustained and the sheer number of arrayed against them. At this point, it was only Levina herself that was keeping the horde together and united under one banner and without her, it would certainly collapse.

As Levina recovered from her missing limb, the Urthdysh finally arrived and they wasted no time striking at the surviving Boarfolk. Linking up with Seryn and her regrouped army, the Urthdysh choose to use magic against Levina and her horde before committing their warriors.

Led by Gladys, the Daughters of Urthryn worked with the sacred warriors of the Forluc and Arthwyd to create blood rituals to render a few thousand of the Urthdysh undead warriors invisible. By bleeding several thousand of the living warriors to power the rituals, three thousand Urthdysh forces led by Vyrran snuck into Boarfolk camps.

While the battle was tactically lost by the Urthdysh as they only killed one for every two wights they lost and almost every last wight was lost, it was a clear strategic victory. The Urthdysh could easily replace the wights while the Boarfolk would struggle to replace their dead warriors. But the greatest part of the Urthdysh victory was when Vyrryn struck down Levina.

Without their warlord to unify them and only a few thousand them left, the horde fracture and split up into smaller groups of varying size and unity. While many seek to return to the steppes, others seem to be intent on carving out some petty kingdoms from the lowlander tribes in the north.

The Northern Alliance could just let them go, but they had mustered up their militaries in the area and it would be quite simple to exert some effort into hunting them down, either to bring them to justice for their slaving ways or to keep them from causing trouble for others in the region.

[] [BF] Make a major effort to hunt them down. (???)
[] [BF] Make some effort to drive them from the lowlands. (???)
[] [BF] Let them go and be someone else's problem. (???)

There was also the question of the newly reunited Forluc Kingdom and the fact that its economy was going to collapse. Between the loss of cheap labour from slavery, the extensive damage done by both sides, all of those that had migrated north and the fact that the Arthwyd Empire had taken over the markets that the Forluc King once dominated, it was a question of when and not if and the answer was going to be in the next handful of seasons.

The only hope for the Forluc Kingdom would be its allies and while the Urthdysh Federation would help, their efforts would not be enough. It would be up to the Arthwyd Empire to keep the Forluc Kingdom afloat as they would need to provide free goods to the southerners and provide them with gifts rather than trade.

If they did, Cadlon Wonlyn and the Assembly had to decide on how much to provide the Forluc Kingdom. They could do the bare minimal needed to keep the Forluc afloat. The Forluc would still be in for some very hard times, but they would remain intact and not be forced to resort to undesirable methods.

They could give more substantial subsidies as well. While more expensive, it would allow the Forluc to get on by reasonably well and they would certainly be grateful for it. It would be good for the reputation of the Arthwyd Empire as not only would be a sign of their trustworthiness, but they would earn respect from being able to pull off such a feat.

The Arthwyd Empire could also go all in and fully support the Forluc economy. It would certainly be expensive, but it was doable. The Forluc Kingdom would definitely be extremely grateful and the action of completely propping up the economy of a peer power would definitely deeply impress everyone who would hear of the deed.

[] [FK] Fully subsidise the Forluc Kingdom. (+2 Diplo, +4 Temp Diplo, +3 Prestige, -10 Temp Wealth per turn, -2 Temp Tech per turn, ???)
[] [FK] Give substantial subsidies to the Forluc Kingdom. (+1 Diplo, +2 Temp Diplo +1 Prestige, -6 Temp Wealth per turn, -1 Temp Tech per turn, ???)
[] [FK] Give some subsidies to the Forluc Kingdom. (+1 Temp Diplo, -3 Temp Wealth per turn, ???)
[] [FK] Let the Forluc economy collapse. (Decreased relations with the Forluc Kingdom, ???)

Finally, there was the question of the future of the Northern Alliance. The Arthwyd Empire, the Forluc Kingdom and the Urthdysh Federation had extremely good relations with each other and were socially, culturally and economically intertwined with each other.

While the Arthwyd Empire and Forluc Kingdom both raised the idea of making the informal alliance of the war into an official alliance between the three peer powers. The Urthdysh Federation choose to take things a step further.

The Foresters were purposing more than just an alliance as they sought closer, more binding ties between the three nations. While the details would need to be decided and actually agreements to be made, it would be a step towards uniting the three nations together.

[] [NTA] Agree to the Urthdysh proposal of closer ties and engage in formal talks on the details. (+2 Temp Diplo, +1 Stability, ???)
[] [NTA] Go for just a formal alliance between the Arthwyd Empire, the Forluc Kingdom and Urthdysh Federation. (+1 Temp Diplo, +1 Stability, ???)
[] [NTA] Reject the offer and keep to the old status quo. (-1 Legitimacy, -1 Stability, Decreased relations with the Forluc Kingdom and Urthdysh Federation, ???)

Priestesses (5) = Mood: Overjoyed, Ability: Add half of faction power to Mystic, Objective: Subside the Forluc Kingdom, Success/Failure: +1 Temp Mystic/-1 Temp Mystic
Elders (2) = Mood: Overjoyed, Ability: Add half of their faction power to another faction, Objective: Accept the Urthdysh proposal, Success/Failure: +1 Temp Econ/-1 Temp Econ
Warriors (6 (7)) = Mood: Overjoyed, Ability: Add half of faction power to Martial, Objective: Accept the Urthdysh proposal, Success/Failure: +1 Temp Tech/-1 Stability
Farmers (1) = Mood: Overjoyed, Ability: Add half of faction power to Econ, Objective: MAIN Expand Economy in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Overjoyed, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 2 Turns, Success/Failure: +1 Wealth/-

***​

Okay, the Forluc Civil War is over thanks to the Urthdysh using diplo against Urafic and magic against Levina. Now you got to decide what on the near-future relations between you, the Forluc Kingdom and the Urthdysh Federation.

Once that is done, you will get your mid-turn. Please also note that while the war is over, the Epic Age is not.

As for how the fighting went down, I decided that the Urthdysh would try to diplomacy/intrigue first and try to seduce/bribe Urafic and the lowlanders. They got a 100 on the roll to flip Urafic and managed to get two thirds of his army with him. Between the defectors and their own army, the Urthdysh mopped up the south.

With Levina, it was basically a war of attrition and thanks to your numbers, you won. You were able to pressure Levina into actually fighting and when that did happen, you managed to tank losses of 3 to 1 as between the Arthwyd Empire, the Forluc Kingdom and Urthdysh Federation, you outnumbered her by 4 to 1. Combined with better morale and motivations for fighting, you managed to put the horde to the edge of cracking before the Urthdysh pulled out some magic moves and assassinated Levina.

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 Devolved Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 100%
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
: 5 (6) (+0)
Econ: 32 (23) (+1)
Martial: 13 (9)
Mystic: 10 (2) (+1)
Culture: 3 (2)
Tech: 3 (3) (+1)
Wealth: 22 (2)

Legitimacy: 4/3
Stability: 2/3
Centralisation: 6
Hierarchy: 6
Prestige: 54

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
Influencing the Forluc Kingdom: -1 Temp Diplo at the start of each turn,
King of the Hill: +1 Temp Diplo at the start of each turn,
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Very Friendly/Very Friendly/High
Forluc Kingdom = Very Friendly/Loving Imitation/Extremely High
Northern Lowlander Tribes = Very Friendly/Very Friendly/Very High
Southern Lowlander Tribes = Unfriendly/Terrified/Minimal
Urthdysh Federation = Extremely Friendly/Extremely Friendly/Extremely High

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

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Maternal Guardians
The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in time of need,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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,

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 Library
The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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,

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
Griffins
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

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

Hunting
Baits
Taming

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

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

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

Arts
Earthenware Pottery
Metal Jewellery
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Bribery
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

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

Philosophy
Primitive Noblesse Oblige
Primitive Theology
Right of Freedom

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

Personal Protection
Bronze Partial Plate
Bronze Scale Armour
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
Shield Walls
Skirmishing
Supply Lines
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
Blood Oath (Basic)
Blood Sacrifice (Advanced)
Spiritual Bond (Expert)

Bronwynite Divine Magic
Empathy (Limited)
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)
Songs of Defiance (Limited)
Songs of Freedom (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Expert)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)
 
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Liberty Epic Age III
[X] [BF] Make a major effort to hunt them down. (???)
[X] [FK] Fully subsidise the Forluc Kingdom. (+2 Diplo, +4 Temp Diplo, +3 Prestige, -10 Temp Wealth per turn, -2 Temp Tech per turn, ???)
[X] [NTA] Agree to the Urthdysh proposal of closer ties and engage in formal talks on the details. (+2 Temp Diplo, +1 Stability, ???)

As the remaining tribes of Levina's horde split up, the Arthwyd Empire and Forluc Kingdom aggressively pursued them. With tens of thousands having died or suffered at their hands, neither the Arthwyd warriors or the Forluc warriors were willingly to settle for peace with Boarfolk and their blood-soaked hands. Future generations might be able to have peace, but justice would be brought to those that ravaged the lands of the Forluc Kingdom.

While the army of the Urthdysh Federation returned home, Seryn Stonearm led the Arthwyd-Forluc army against the fleeing tribes. Without the likes of Levina to lead them, the scattered and disunited Boarfolk tribes found themselves easy prey for the Champion of Arthryn. While many were caught in Forluc territory, the last thousand or so were split between returning to the steppes or carving out a petty kingdom from the lowlander tribes in the north. Most choose to do the former, but a few hundred picked the latter option.

They were unsuccessful as their attempts to conquer land never got off the ground as whenever a tribe halted to conquer a tribe, Seryn Stonearm soon caught up with her foes. Slaughtering them to the last, the Champion of Arthryn ensured that of Levina horde that originally numbered over ten thousand, less than a thousand of them returned to the steppes as the rest met their final fates in the lowlands.

Even as Seryn Stonearm dealt with the Boarfolk survivors, Cadlon Wonlyn and the Assembly were busy handling the Forluc Kingdom and their collapsing their economy. Even through the Arthwyd economy was safe, only bad things would come from letting the Forluc economy collapse and it would be poor form to let your ally come to ruin.

After checking the records and reports, Cadlon Wonlyn was able to convince the Assembly to fully support the birth people of her wife. She told them of how they would ensure that the Forluc Kingdom would not return to slavery and how pulling off such a feat would impress all those that heard of it. With Wonlyn selling them on the issue, the Assembly voted to fully subsidise the Forluc economy until their ally to the south could get back on its feet.

The deed did exactly as Cadlon Wonlyn predicted. Not only did it allow the Forluc to go on a functional economy, but that intact economy allowed for faster recovery from the damage done in the war as over half of the kingdom lay in ruin. While it would certainly be generations until the Forluc fully recovered, the support of the Urthdysh Federation and the Arthwyd Empire did not only speed up that recovery, but ensured it would be possible in the first place.

Not only were the Forluc extremely grateful for the assistance, but sheer impossibility of running the economies of the two strongest powers in the region was an immensely impressive deed. Everyone knew that the Arthwyd Empire was the strongest and greatest nation in the world, but this action made them realise just how powerful they were.

That said, Cadlon Wonlyn and the Assembly did feel that the Arthwyd Empire ought to expand its own economical capabilities. This was because while they could keep up the current subsidies indefinitely, they were rather limited on what else they could do at the same time.

Cadlon Wonlyn also convinced the Assembly to support her in accepting the Urthdysh proposal. The Arthwyd Empire, Forluc Kingdom and Urthdysh Federation had long been the dominant powers in the region and closely tied to each other. Now those ties had grown closer and unofficial alliances formed between the three powers in the Second Forluc Civil War.

Now at the urging of the Urthdysh Federation, the three powers had entered formal talk to discuss closer and more binding ties between the Arthwyd Empire, Forluc Kingdom and Urthdysh Federation. While each nation would remain autonomous and independent, there would be formal agreements that they would each have to hold to.

There were three main topics of discussion regarding these agreements. One was the question of the legal codes being used. The Arthwyd Empire had its legal code as did the Urthdysh Federation and while the Forluc Kingdom lacked one, that was only because it hadn't been able to decide how slavery would be included in their legal code.

The Urthdysh Federation proposed having a single legal code that all members of the Northern Alliance would agree to, based off of the Arthwyd legal code. The Forluc Kingdom weren't as eager to go that far as they preferred for each member state to have its own legal code that would be based off of the Arthwyd one.

There was also the matter of religion. While the Arthrynite, Urthrynite and Forlucan religions all had a similar basis and set of values, the senior leadership of each religion felt that could be taken further. There could be a shared set of values that the religions within the Northern Alliance would have to follow through the Forluc Kingdom and Urthdysh Federation were divided on how far to go. The Forluc wanted the basics while the Urthdysh preferred a more encompassing stance.

The last matter of external diplomacy, less matters of trade and more significant agreements such as declarations of war, forming alliances and allowing army access. The Urthdysh Federation and Forluc Kingdom both wanted a shared foreign policy, but once again were divided on how far to take things. The Forluc wanted to have a single foreign policy set by the Northern Alliance that all of its member states would need to follow. The Urthdysh wanted to member states to retain the right to independent negotiations even if they had to follow a shared stance set by the Northern Alliance.

There was the semi-related question of how much power the Northern Alliance would be given by its member states. This power would give Northern Alliance the authority and influence to coordinate joint ventures between the member states such as megaprojects, military operations and trade agreements as a few examples. While it could only be given so much power, the Northern Alliance could have enough to being a meaningful entity, enough to meaningful if all members were compliant or no power as it would remain an honour system.

As the negotiations dragged on, another matter popped up. The northern lowlander tribes had long been cultural influenced by the Arthwyd Empire over the countless generations and now some of them were seeking to join the Northern Alliance that was forming. Realising that none of them would be accepted as equals by the far stronger powers to their west, the tribes decided to form together as a confederation in the hopes that they could be accepted as an equal by the other member states of the Northern Alliance.

There was some debate on how to deal with this new matter as neither the Arthwyd Empire, the Forluc Kingdom or the Urthdysh Federation were able to come to a stance on the matter. The Northern Alliance could accept the new confederation as a member state or fold it in as part of the Corthwyd. Doing so would require either diplomatically convince them to join or forcibly annexing them, but the sheer power difference meant that whatever the Northern Alliance decided, it would be able to carry out without much difficulty.

Of course, there was the option of just ignoring this fledging confederation and let the old status quo continue in regards to the northern lowlander tribes.

How much power shall the organisation of the Northern Alliance have by default?
[] [Gov] Some Default Power. The Northern Alliance will have some power over its member states on its own.
[] [Gov] Minimal Default Power. The Northern Alliance will have barely any power over its member states on its own.
[] [Gov] No Default Power. The Northern Alliance will have no power over its member states on its own.

What legal code will the member states of the Northern Alliance have?
[] [Law] Shared Legal Code. The Northern Alliance member states will use the same legal code, based off of the Arthwyd legal code.
[] [Law] Similar Legal Code. The Northern Alliance member states will use different legal codes, but they must be built off of a shared base that is based off of the Arthwyd legal code.
[] [Law] Independent Legal Code. The Northern Alliance member states each have their own legal code.

What stance shall the religions of the Northern Alliance member states take?
[] [Religion] Shared Religious Stance. The Northern Alliance member states will have a shared religious stance that all of its religions will adhere to.
[] [Religion] Similar Religious Stances. The Northern Alliance member states will have a very limited religion stance that all of its religions will base their own stance off of.
[] [Religion] Independent Religious Stances. The Northern Alliance member states will each have their own religious stance.

What foreign policy will the member states of the Northern Alliance have?
[] [Diplo] Single Foreign Policy. The member states of the Northern Alliance will stand united behind a single foreign policy determined by the Northern Alliance.
[] [Diplo] Shared Foreign Policies. The member states of the Northern Alliance will have to adhere to a basic foreign policy set by the Northern Alliance.
[] [Diplo] Independent Foreign Policies. The member states of the Northern Alliance will each have their own foreign policy.

How shall the Northern Alliance deal with the northern lowlander tribes and their fledgling confederation?
[] [North] Let them join as a confederation. Unite the northern lowlander tribes via diplomatic or military means into a confederation that will join the Northern Alliance as a member state.
[] [North] Annex them under the Corthwyd. The Northern Alliance will annex the northern lowlander tribes into the Corthwyd via either diplomatic or military means.
[] [North] Leave them be. The Northern Alliance will leave the northern lowlander tribes alone for now.

Priestesses (5 (6)) = Mood: Overjoyed, Ability: Add half of faction power to Mystic, Objective: Get 3 Arthrynite Temples in 4 Turns, Success/Failure: +1 Temp Culture/-
Elders (2) = Mood: Overjoyed, Ability: Add half of their faction power to another faction, Objective: Build the Great Market Place in 4 Turns, Success/Failure: +2 Temp Wealth/-
Warriors (6) = Mood: Overjoyed, Ability: Add half of faction power to Martial, Objective: Build the Grand Theatre in 4 Turns, Success/Failure: +1 Temp Culture/-
Farmers (1) = Mood: Overjoyed, Ability: Add half of faction power to Econ, Objective: MAIN Expand Economy in 3 Turns, Success/Failure: +1 Temp Econ/-
Crafters (2) = Mood: Overjoyed, Ability: Add half of faction power to Wealth, Objective: Build the Great Market Place within 2 Turns, Success/Failure: +1 Wealth/-

***​

Okay. This update is mostly just picking what form the Northern Alliance will take and what its nature will be. I want to empathise that these choices are very important and each one and each combination of options will have effects beyond what is stated. If it helps, consider each option to have a (???) at the end of it.

Other than that, I don't have much to say. You drove out the last remnants of Levina's horde without much difficulty thanks to some good rolls and the next update will be the mid-turn as you deal with the choices of this update and other post-war stuff.

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 Devolved 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
: 7 (12) (+1)
Econ: 32 (24) (+1)
Martial: 13 (9)
Mystic: 11 (3) (+1)
Culture: 3 (2)
Tech: 3 (4) (-1)
Wealth: 22 (2) (-10)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 6
Hierarchy: 6
Prestige: 57

Statuses
Baby Boom: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,
Forluc Subsidies: -10 Temp Wealth & -2 Temp Tech at the start of each turn,
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Very Friendly/Very Friendly/High
Forluc Kingdom = Extremely Friendly/Loving Imitation/Extremely High
Northern Lowlander Tribes = Extremely Friendly/ Extremely Friendly/Very High
Southern Lowlander Tribes = Unfriendly/Terrified/Minimal
Urthdysh Federation = Extremely Friendly/Extremely Friendly/Extremely High

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

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

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.
Improved Administration: +1 Admin Strain Free Provinces.
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,

Pioneering Spirit
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they claim new territory in the name of Arthryn and her Daughters.
Pros: Occasional Independent Exploration, Occasional Independent Expansion,
Cons: Occasional Uncontrolled Expansion,

Maternal Guardians
The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in time of need,

Arthrynite Grand Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite 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,

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 Library
The Grand Library of Greenbay is the greatest collection of information in the world. Containing almost countless records, the Arthwyd proudly collect knowledge and information for future generations to make use of.
Effects: +1 to Innovation Rolls, +1 Temp Tech at the start of each turn,

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,

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
Griffins
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

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

Hunting
Baits
Taming

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

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

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

Arts
Earthenware Pottery
Metal Jewellery
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Bribery
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

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

Philosophy
Primitive Noblesse Oblige
Primitive Theology
Right of Freedom

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

Personal Protection
Bronze Partial Plate
Bronze Scale Armour
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
Shield Walls
Skirmishing
Supply Lines
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 Demons (Limited)
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 Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
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 Binding: Demons (Limited)
Blood Oath (Basic)
Blood Sacrifice (Advanced)
Spiritual Bond (Expert)

Bronwynite Divine Magic
Empathy (Limited)
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)
Songs of Defiance (Limited)
Songs of Freedom (Limited)

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