Chronicles of Nations
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987 AG - New Beginnings
Location
Southampton, Great Britain
Pronouns
He/Him
It has been a thousand years since Arthryn walk amongst the her chosen people, the Arthwyd. Born in Greenbay Cove, it was Arthryn who taught the Arthwyd how to farm and founded the village of Greenbay at her birthplace. It was Arthryn who taught the Arthwyd the sacred ways of valuing your community and giving everyone a fair chance, ensuring that her people would care for each other and understand that no person is inherently superior to another.

But one day Arthryn would leave the Arthwyd behind, leaving for the Afterlife to safeguard it and souls of the fallen Arthwyd who went to reside there upon death. It was here that she truly became the Goddess of the Arthwyd as when she took up her place in the Afterlife, Arthryn gave her blessing to her chosen people.

Under Arthryn's watchful eye and following her teachings, the Arthwyd prospered and expanded as they settled more settlements along the coastline. While Greenbay would always remain the centre of civilisation, the villages of Rockbay and Sunrise Bay also rose to prominence alongside Greenbay as the second and third villages that the chosen people Arthryn founded.

For a time, there was peace and harmony before evil from beyond the sea struck. Lead by a savage warlord, the then-barbaric Merntir attacked the Arthwyd. Many were slain and many more taken back as slaves by the Merntir raiders. Refusing to let this stand, the Arthwyd rallied around Ymarn, a priestess of foreign heritage who was personally blessed by Arthwyd.

Having lost one of her own children to the Merntir, Ymarn ensured that the Arthwyd would bring the Merntir to justice. Under her leadership, the Arthwyd would becoming increasingly less vulnerable to the raids from across the sea and thanks to the wisdom of Ymarn, the Arthwyd discovered the passage through the Sunrise Mountains.

Using this passage, the Arthwyd seized the mountain outpost that the Merntir were using a midway point for their raids and in time, they would have marched on the Merntir themselves. But Wuran, the granddaughter of Ymarn, took the opportunity of her false father's death, the barbarian warlord who started the conflict, to make an offer of peace.

The new leader of the now war weary Merntir, Wuran asked the Arthwyd for peace on the behalf of the Merntir. The wise Ymarn remembered that she was fighting for justice not vengeance and accepted peace so long as the Merntir made proper amends for their sins by returning the Arthwydish that they had taken.

With peace and the return of those wrongfully taken, connections formed between the Arthwyd and Merntir due families split between them. As worship of Arthryn and her ways spread amongst the Merntir, this ignited another war between the Merntir who had chosen to follow Arthryn and become Arthwyd and the Merntir who struck to their old ways and followed the All-Seer.

But the weakened Merntir could not stand before the Arthwyd and the followers of their old barbarian ways were crushed by the Cateyes of the Arthwyd, the greatest hunters of the Arthwyd turned warrior. Yet in an act of mercy, Arthryn adopted the All-Seer as her daughter even as the Merntir struck down the last of the All-Seer's followers

Under the guidance of Arthryn and her Daughters, the Arthwyd once again prospered in both the south and the north. There was both peace and advancement as under the genius Seryn, the Arthwyd would vastly improve their farming abilities and over time, the natural passage in the Sunrise Mountains would be turned into a proper route between the Arthwyd in the south and the Arthwyd in the north.

Yet peace would not last forever as war once again came for Arthwyd in a dark time where everyone suffered. Disease would spread across the distant lowlanders to the far south while the dead rose in the Cursed Forest. Roaming tribes of Boarfolk on their dire boars would ride south through the Sunrise Mountains into the lowlands whilst other tribes of the savage nomads rode west to attack the Arthwyd.

Even as the lowlands collapsed into anarchy and undeath, the Arthwyd would themselves in similar peril as the Boarfolk proved nigh unstoppable. Even the dual martial champions in Evalyn from the south and Cadyn of the north failed to do more than slow the advanced of the Boarfolk.

One by one, the Arthwyd villages of the north fell to before the unmatched might of Vervov, the charismatic warlord that was able to replace every tribe he lost with more from the east. The scourge of Vervov came to a head at Seer's Village, the former capital of the Merntir and last unconquered Arthwyd village in the north. It was here that Evalyn struck down Vervov and almost died in the process.

Yet while Vervov was ended, he was nonetheless successful as Cadyl barely got Evalyn out of the north as the last of it fell into the hands of the Boarfolk invaders. Returning back to the south in defeat, Evalyn denounced the priests that ruled over the Arthwyd as incapable of dealing with the threats that the chosen people of Arthryn faced. Acknowledging that she was right, the priesthood stepped aside and Evalyn became the Cadlon of the Arthwyd.

Evalyn quickly set to work preparing to retake the north from the Boarfolk, but fate had other plans as from the south, more threats to the Arthwyd threatened to overrun the southern half of the Arthwyd. Barbarian warriors from the south marched towards Greenbay along the Green River whilst the terrible Urth and his horde of the walking dead spilled out of the Cursed Forest as they followed the Rock River to Rockbay.

While Cadyn attempted to stop Urth from marching on Rockbay, Evalyn Boarslayer took her Cateyes and slaughtered the barbarians along the Green River to a man, leaving no survivors until she found their villages further south, on either side of the Green River. Barely scraping after several calamities and with no fighters left Evalyn had killed them all, these barbarian Midlanders unhappily submitted to Evalyn's rule, becoming a subject of the Arthwyd.

Yet even as Evalyn won against the barbaric Midlanders, disaster struck the Arthwyd once again as Cadyn was slain by Urth and the undead warlord continue his advance. With what little hunters and Cateyes that the Arthwyd had left, Evalyn Boarslayer fought a desperate defence against the walking dead as Urth got closer and closer to Rockbay.

But that was not all as following Vervov's death, the Boarfolk's control over their conquests in the north slipped and the talented Cateye Cerwyn led an uprising against the Boarfolk. Receiving plenty of food and some warriors from the Arthwyd in the south, Cerwyn fought a successful rebellion against the disunited Boarfolk tribes in the north, ultimately winning when the surviving Boarfolk decided to move back east after Cerwyn slew Vervov's son Vasov.

While Cerwyn won victory for the Arthwyd in the north, Evalyn Boarslayer won victory for the chosen people of Arthryn in the south. In a series of gruelling and bloody battles where hundreds on both sides fell as the unholy undead and their evil magic fought the blessed Arthwyd and their holy magic. It came to a head half a day's walk away from Rockbay as the Cadlon of the Arthwyd defeated Urth in battle. Whilst the warlord's corpse was never found, his army collapsed after his defeat and in many cases, the undead quite literally collapsed.

With the Boarfolk, barbarians and the walking dead driven back with both the south and the north secured, the Arthwyd had a period of peace. Villages were resettled, more Cateyes and hunters got trained up whilst the Arthwyd experimented with the new metal that they have learnt to acquire from stone and rock.

Under the reign of Cadlon Evalyn Boarslayer, life began to return to normal for the Arthwyd. Yet no one lives forever and eventually it was time for Evalyn Boarslayer to join Arthryn and her Daughters in the Afterlife. With the death of their first Cadlon, the leadership of the Arthwyd had to decided who to replace her with two candidates for the position. Evalyn's daughter Gwynlyn who had ruled over the Arthwyd in her mother's place whilst the Boarslayer fought on the battlefield or the Cateye Cerwyn who had successful freed the north from the Boarfolk conquerors.

Who is chosen as Evalyn's successor?
[] [Cadlon] Her daughter Gwynlyn, an excellent administrator and talented diplomat, is chosen as per Evalyn's final request.
[] [Cadlon] Her daughter Gwynlyn, an excellent administrator and talented diplomat, is chosen as the bloodkin of Evalyn.
[] [Cadlon] Her daughter Gwynlyn, an excellent administrator and talented diplomat, is chosen on her own merits as a priestess.
[] [Cadlon] The Catclaw Cerwyn, a cunning warrior equal of Evalyn or Cadyn, is chosen as per Evalyn's final request.
[] [Cadlon] The Catclaw Cerwyn, a cunning warrior equal of Evalyn or Cadyn, is chosen on her own merits as a Catclaw.
[] [Cadlon] No successor to Evalyn is decided upon and no one takes her place as Cadlon.

Pick two Passive Policies.
[] [Policy] Agriculture = +4 Temp Econ per turn.
[] [Policy] Arts = +1 Temp Culture per turn.
[] [Policy] Fortifications = +1 Wall Progress per turn.
[] [Policy] Diplomacy = +1 Temp Diplo per turn.
[] [Policy] Empire = Increases Subordinate loyalty while active.
[] [Policy] Expansion = +0.25 Settlement Progress per turn.
[] [Policy] Exploration = Free Exploration roll each turn.
[] [Policy] Glory = +1 Prestige per turn.
[] [Policy] Infrastructure = +1 regular infrastructure progress per turn.
[] [Policy] Megaproject = +0.25 Megaproject progress per turn.
[] [Policy] Military = +1 Temp Martial per turn.
[] [Policy] Religion = +1 Temp Mystic per turn.
[] [Policy] Study = Free Innovation roll each turn.
[] [Policy] Trade = Free Trade Expedition each turn.
[] [Policy] War = Free War Party each turn.


Priests (4) = Mood: Content, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Praise the Goddesses within 4 Turns, Success/Failure: +1 Midlander Shrine/-1 Legitimacy
Elders (3) = Mood: Joyous, Ability: Add half of their faction power to another faction, Objective: Secure the loyalty of the Midlanders within 4 Turns, Success/Failure: +1 Prestige/-1 Prestige
Warriors (5 (6)) = Mood: Righteous, Ability: Add half of faction power to Martial, Objective: Build a palisade within 4 Turns, Success/Failure: +1 Temp Econ/-1 Stability
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Found more settlements, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Send out trade expeditions, Success/Failure: +1 Temp Econ/-

***​

A new civ quest! This is one is using an updated version of my civ quest rules and the knowledge and experienced that I've gained in my previous civ quests. I will try my best to avoid the mistakes I made in my previous civ quests, something which I feel I can do with the experience and hindsight that I have this time around rather than going in blind like in the original CoN.

I have decided to do a reboot of the CoN setting for two reasons. The first is that I want to skip the stone age as I find that boring and go straight to discover of metal. The second is that I don't want to toss out all of the worldbuilding that I did in the original CoN so in this quest, you will play as an alternate timeline version of the Arthwyd.

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

The Arthwyd
Early Ancient Theocratic Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Passive Policies: 1 +1 per 2 Provinces.
Subordinates: 1
Special: -1 Temp Econ Damage per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation.
Wealth Generation: 1 per Dominant.
Passive Policies: 1 +1 per 2 Provinces.
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (2)
Econ: 14 (14)
Martial: 6 (6)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 3
Hierarchy: 3
Prestige: 16

Statuses

Diplomatic Relations

Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/War/Repelled
Boarfolk Nomads = Evil/War/Repelled

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Critical
Midlanders = Vassal/Very Low/Medium

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Rush Builders: Extended Projects take less actions, but each action is more expensive.

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

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

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

Technologies
Carts
Straw/Reed Rope
Wicker

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

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

Hunting
Baits

Materials
Bone
Fired Bricks
Native Copper
Native Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

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

Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Big Man
Elders
Local Leadership Delegation
Priests

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors

Theory
Ambush Tactics

Weapons
Bows & Arrows
Javelins
Maces
Slings
Spears
Divine Magic
General
Divine Magic

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

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

Ymarnite Divine Magic
Increased Weapon Skill (Limited)
Wound Healing (Basic)
 
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Setting Info
The original Chronicles of Nation, I believe I always kept the specifics of how the Blessing of Arthryn worked a secret. However, I am revealing it now partially because I have changed to something better fitting and partially to make it work under the new magic system.

The Blessing of Arthryn is partially genetic in nature and partial spiritual in nature. This is due to Arthryn making a mistake as a young goddess and not fully knowing how her powers worked. It works by altering the physical body of the blessed in a manner that can be inherited, but it requires a spiritual connection to Arthryn to keep these changes fresh and stop them from fading away.

So long as someone with the blessing worships Arthryn, their offspring will always inherit it, but if they abandon her or otherwise turn from her or even never worship her in the first place, the blessing will not be inherited.

Parts of the blessing can be effectively inherited without the spiritual connection to Arthryn, but there is purely coincidental in a natural manner due to physical nature of the blessing means that a child will inherit some of the physical effects from their blessed parent.

The Blessing of Arthryn is gained either at birth from a blessed parent or directly from Arthryn herself. This means that converts won't get the blessing unless the goddess grants it to them, but it does mean that the convert can ensure their offspring get the blessing by ensuring that the other parent does have the Blessing of Arthryn.

As previously mentioned, the effects of the Blessing of Arthryn are physical in nature with Arthryn's letting her power flow into the blessed via a direct spiritual connection to her. This results in Arthryn's power making the blessed more like her, which alters their bodies and minds.

Some of these changes are intentional by Arthryn and therefore are consistent changes which all those with her blessing have. The most significant of these changes is the sole mental one, a boost to intelligence, based around superior memory and ability to figure things out. Whilst not measurable, the blessed of Arthryn are inherently smarter than a non-blessed individual.

The remaining intended changes from the blessing are physical in nature, ranging from improved strength, to increased durability and resilience, to a boosted stamina and endurance to enhanced immune system and ability to recover. Beyond an all-round boost to physical strength and toughness, these changes have some indirect impacts as they increase the muscular structure of the blessed to granting them long lifespan due to being able to better fend off the ravages of time and disease.

The Blessing of Arthryn also has some unintended side effects from Arthryn's power entering the body of the mortals. These side effects are inconsistent and vary from individual to individual as they are influenced by Arthryn's power.

While it can only be seen when compared to foreign societies, one of the biggest of these unintentional side effects is that the Arthwyd have two or three female births for every male birth as the Blessing of Arthryn makes more newborns females like Arthryn.

The Blessing of Arthryn also results in a higher percentage of Arthwyd being bisexual like the goddess is, which also lowers the rates of all other sexualities that can be found amongst the Arthwyd.

Another major side effect of the Blessing of Arthryn is that it makes the blessed more likely to look like her. Whilst results in a higher percentage of brown hair and blue eyes amongst the Arthwyd, the effects on the figure and height are more prominent. The Arthwyd are taller than average compared to their neighbours and their women have a larger hip and breast size on average.

The main basis that I used for the magic system is that it works like programming. Making a spell is like programming the software and then casting it is like running the software. And like with software, you need hardware to run it on and a power source.

In this metaphor, the hardware would be either a caster or an enchanted item and you would need a power source. This power source could be internal magical power, a deity, a supernatural creature or some other external source of magical power.

By default, each person would have a limited amount of magical power based on their physical body/mind/spirit and by default, they cast from their own stamina unless they find an external power source. This is because their internal magical power is tied to their lifeforce so casting magic will leave an individual tired and casting too much magic will kill them via exhaustion.

While a magic user can build up their magical power via age, meditation and improving their stamina, the main way to get around the limitations of their internal magical power is to find an external source. This could be storing some of their magical energy to use at a later date to create an external power source or they could find magically charged resources instead of making their own. A magic user could also get someone to pay the costs such as a deity, a different type of magical creatures or a sacrifice. Familiars are another way to get an additional power for casting magic as a magic user can call upon the internal magical power of their familiar.

Magic can be divided two categories, arcane magic and divine magic. At the very core, they work the same and the main difference between the two is that the latter has a god involved. Arcane magic is done from scratch with no limitations, allowing an arcane magic user complete freedom in exchange for having to figure everything out on their own.

Divine magic has the bonus of having a god involved who can give boosts to divine magic users, primarily taking the form of pre-made spells and extra magical power provided by the deity. The main drawback of divine magic is also its main advantage of it as the deity also limits what can be done with their divine magic. If a form of magic does against their deity's nature or beliefs, a divine magic user can't use that magic and it is also possible for a deity to cut off access to their divine magic if they feel like it.

Divine magic also tends to result in higher quality spells due to it being reliant on a deity rather than a mere mortal. For the most part, a divine spell will be more robust and sturdier than an arcane counterpart.

Magic is also a skill akin to being literate with a similar degree of skill and difficulty in learning it. Just only elites of society like the nobility and priesthood would learn how to read and write, only those elites bother to learn how to use magic. There are some exceptions of course, but for a farmer or an artisan, they can't afford to make a major investment like learning magic when it doesn't immediately help them with their livelihoods.

Technically speaking, all deities work the same way at their very core, but how they work in practice means that almost all deities can be placed into the categories of Faith Deities and Concept Deities.

All deities are supernatural entities powered by a source and are influenced by what their power source is. A faith deity has their power source as the worship of their followers and is in turn influenced by that worship. A concept deity is powered by a concept and is influenced by their concept.

For a faith deity, this means that they are shaped and altered by what their followers believe. Their appearance, abilities, personality and even, to a limited degree, their history can all be changed by what their worshippers believe. Faith deities are also limited in power by how many followers they have and how devout their worship is.

It should also be noted that a mortal worshipper doesn't have a cap on how much faith they produce so faith deities don't have to fight over a limited source of faith. That said, there is some infighting as while a mortal might produce more faith overall if they worship three faith deities, a single one of those deities might get more worship for themselves if the mortal only worships them or at least worships them more devoutly.

Concept deities are tied to a concept that has some physical nature to it. This can be a geographical location, a social construction or even a group of people. A concept deity is influenced by their concept and will grow stronger or weaker as it does. The concept deity will also have their nature influenced by their concept, but this is generally a one-time thing when the deity comes into existence.

To slay a deity, you need to rid them of their power source. For a faith deity, this means cutting them off from their worship and ensuring that no one worships them. For a concept deity, this means destroying their concept, which can be hard or easy depending on just what their concept is.

For all their power, deities are limited in how they can influence the physical world. The primary way for a deity to make an impact on the mortal world is via granting divine magic to their followers or giving them a blessing. Another main way is when their followers come into metaphysical conflict. A deity can lend more direct aid to their followers when the matter is metaphysical rather than physical, especially when they got a stronger connection to their follower.

Deities also have limited ability to directly influence the physical world where their power source is strongest. For faith deities, this is where their worshippers are gathered together and in their places of worship and their influence will grow weaker the further away they get from these things. For concept deities, this is where their concept it is and the further away they are from their concept, the weaker the deity gets.

To keep things fresh and to correct things that I feel could have been better, I have made changes to how things work compared to the original Chronicles of Nations. The three major changes have already been covered in detail above, but there are some others.

One is that Urth's fate after being defeated by Evalyn Boarslayer is ambiguous and you can't use information from the original CoN to figure it out. Likewise, you can't rely upon other knowledge from the original CoN to predict things in this quest. For all intents and purposes, the events of the original CoN can be considered an alternative timeline to this one.

The second is that on the map, each hex represents a single province rather than free. This is to make it easier for me to keep track of everything.

The third is that I am going to rely more upon passive policies over province actions in order to represent the background stuff that the civ is doing. While there are mechanical benefits to different passive policies, I will use the passive policies to figure out what sort of things that have been focused on in a narrative sense.

There may be other things, but nothing I can think of right now.
 
[X] [Cadlon] No successor to Evalyn is decided upon and no one takes her place as Cadlon.

Death to the monarchy! A return to a theocratic council is best. Keep the Cadlon as the equivalent of a Roman dictator, to be appointed only in emergencies.

[X] [Cadlon] The Catclaw Cerwyn, a cunning warrior equal of Evalyn or Cadyn, is chosen as per Evalyn's final request.
[X] [Cadlon] The Catclaw Cerwyn, a cunning warrior equal of Evalyn or Cadyn, is chosen on her own merits as a Catclaw.

[X] [Policy] Exploration = Free Exploration roll each turn.
[X] [Policy] Trade = Free Trade Expedition each turn.

Trade and Exploration, my friends. Always trade and exploration. Merchant Republic FTW!

[X] [Policy] Megaproject = +0.25 Megaproject progress per turn.
 
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[X] [Cadlon] No successor to Evalyn is decided upon and no one takes her place as Cadlon.
[X] [Cadlon] The Catclaw Cerwyn, a cunning warrior equal of Evalyn or Cadyn, is chosen as per Evalyn's final request.

[X] [Policy] Exploration = Free Exploration roll each turn.
[X] [Policy] Trade = Free Trade Expedition each turn.
[X] [Policy] Empire = Increases Subordinate loyalty while active.

I figure that rather than go for hereditary rule again, we should go for other means. Either let the people sort it out instead of following Evalyn's word (my preferred method) or barring that put in place the war hero Cerwyn

I want for the Arthwyd to have an outwards facing policy for now, both because it would take advantage of our new time of peace and because it could help us to see and neutralize possible future threats, either by trade or by war.

Now that I've taken a look at the civ sheet we really should fortify our relationship with the Midlanders as well, considering they are at very low loyalty.



BTW @Oshha the Evalyn's successor options are all listed multiple times.
 
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[X] [Cadlon] The Catclaw Cerwyn, a cunning warrior equal of Evalyn or Cadyn, is chosen as per Evalyn's final request.
 
Glorious Monarchy!

[X] [Cadlon] Her daughter Gwynlyn, an excellent administrator and talented diplomat, is chosen on her own merits as a priestess.
[X] [Cadlon] Her daughter Gwynlyn, an excellent administrator and talented diplomat, is chosen as the bloodkin of Evalyn.
[X] [Cadlon] The Catclaw Cerwyn, a cunning warrior equal of Evalyn or Cadyn, is chosen as per Evalyn's final request.

[X] [Policy] Infrastructure = +1 regular infrastructure progress per turn.
[X] [Policy] Megaproject = +0.25 Megaproject progress per turn.
 
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Since it got asked in the discord, I will officially state that approval voting is allowed.
 
[X] [Cadlon] Her daughter Gwynlyn, an excellent administrator and talented diplomat, is chosen as per Evalyn's final request.

Not based on heritage, but rather appointed by the last ruler.

[X] [Policy] Diplomacy = +1 Temp Diplo per turn.
[X] [Policy] Empire = Increases Subordinate loyalty while active.
Shore up the lowlanders loyalty, and work on that low diplo.

Also,@Oshha, is Wyrn still a thing, because I didn't see her mentioned. Also, will Evalyn be a goddess this time around, as well as the cat thing?
 
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[X] [Cadlon] Her daughter Gwynlyn, an excellent administrator and talented diplomat, is chosen on her own merits as a priestess.

[X] [Policy] Infrastructure = +1 regular infrastructure progress per turn
[X] [Policy] Empire = Increases Subordinate loyalty while active.

Okay. Guys? One, we have no one to trade with, both foreign powers hate us and we hate them. The midlanders also don't have anything we can't produce our selves so trading with them doesn't really do anything for us and the Merntir are completely dependant on us so they will be doing so themselves.

Two, the midlanders are really not happy with us so we should shore that relationship up.

Three, we just came off a big era of conflict so let's sit back and build up for a little while before we go exploring.

Four, Diplomacy is only really important if we're trying to interact with a foreign power and that is pretty impossible with our current neighbors for now.

Five, let's not make the same mistake we did last time and give the hostile undead faction time to build up. We need to bulk up and hit them while they're down.
 
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[X] [Policy] Infrastructure = +1 regular infrastructure progress per turn
[X] [Policy] Empire = Increases Subordinate loyalty while active.
Okay. Guys? One, we have no one to trade with, both foreign powers hate us and we hate them. Two, the midlanders aren't happy with us so we should shore that relationship up. Three, we just came off a big era of conflict so let's sit back and build up for a little while before we go exploring.
Sometimes the best time to explore is after a great time of conflict.

An example of this is going to explore the Cursed Forest to see how Urth and the undead are doing, especially since we currently have Cerwyn and a good amount of veteran cateyes that are very used to fighting in forests.

I also imagine that trade and diplomacy wouldn't be available options if we had literally no one to trade with, so if we don't find anyone else through exploration we can likely trade with the midlanders instead, which could increase their loyalty (or at least their dependency).
 
Sometimes the best time to explore is after a great time of conflict.

An example of this is going to explore the Cursed Forest to see how Urth and the undead are doing, especially since we currently have Cerwyn and a good amount of veteran cateyes that are very used to fighting in forests.

I also imagine that trade and diplomacy wouldn't be available options if we had literally no one to trade with, so if we don't find anyone else through exploration we can likely trade with the midlanders instead, which could increase their loyalty (or at least their dependency).
I don't think crossing into enemy territory counts as exploration. Rather that should fall under war actions. Just because we can trade with the midlanders doesn't mean we should or that it would be worth our time to do so. If we want to improve relations we should do the Empire policy as that is explictly what its for.
 
I don't think crossing into enemy territory counts as exploration. Rather that should fall under war actions. Just because we can trade with the midlanders doesn't mean we should or that it would be worth our time to do so. If we want to improve relations we should do the Empire policy as that is explictly what its for.
From what I remember, the Arthwyd don't actually know much about the Cursed Forest beyond the fact that it exists and that it is to the south. Sending out exploration actions would allow us to actually scout out where everything is properly instead of sending out a war party in their general direction and hoping for the best.
 
[X] [Cadlon] Her daughter Gwynlyn, an excellent administrator and talented diplomat, is chosen on her own merits as a priestess.
[X] [Cadlon] The Catclaw Cerwyn, a cunning warrior equal of Evalyn or Cadyn, is chosen on her own merits as a Catclaw.
I like elections by merit as a way to pick our rulers.

[X] [Policy] Exploration = Free Exploration roll each turn.
[X] [Policy] Empire = Increases Subordinate loyalty while active.
 
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Also,@Oshha, is Wyrn still a thing, because I didn't see her mentioned. Also, will Evalyn be a goddess this time around, as well as the cat thing?

Yes, Wyrn is one of Arthryn's Daughters alongside Ymarn and All-Seeress. Evalyn will join them in time, but she has only just died so it will be a while before she is added to the pantheon.
 
[X] [Cadlon] Her daughter Gwynlyn, an excellent administrator and talented diplomat, is chosen on her own merits as a priestess.

[x] [Policy] Agriculture = +4 Temp Econ per turn.
[x] [Policy] Infrastructure = +1 regular infrastructure progress per turn.
 
From what I remember, the Arthwyd don't actually know much about the Cursed Forest beyond the fact that it exists and that it is to the south. Sending out exploration actions would allow us to actually scout out where everything is properly instead of sending out a war party in their general direction and hoping for the best.
Personally I would prefer to send war parties to do the scouting. It's enemy territory and we know it's enemy territory. More over we have a military unit, the Catseyes, that would be perfect for this. We also still have played actions so one of our first actions could be to send a war party to the curses forest. The free actions we get from the passive policies arent under our control so while the exploration party might go to the forest they might also head somewhere else. Better to direct something like this ourselves.
 
Some info from the discord:
Discord said:
Oshha - Today at 22:21

@KlinkerKing First option could like to Tanistry, Elective, Heredity or the Cadlon choosing their heir while the second option could Tanistry or Heredity and the third option could lead to Tanistry, Elective or Heredity

Fourth option is Elective or the Cadlon choosing their heir while the fifth option is Elective. Sixth option is non-monarchy and/or succession crisis.​
 
An example of this is going to explore the Cursed Forest to see how Urth and the undead are doing, especially since we currently have Cerwyn and a good amount of veteran cateyes that are very used to fighting in forests.
I don't think crossing into enemy territory counts as exploration. Rather that should fall under war actions.

While you can explore enemy territory, it is highly unlike to be done as part of the passive policy due to the danger involved. A passive policy will go more for a safer place or at least somewhere with less known danger to explore. If you want to explore the Cursed Forest or somewhere else under hostile control, you are better off using a player action to do that so the leaders of the Arthwyd will tell their explorers to go to the dangerous place.
 
While you can explore enemy territory, it is highly unlike to be done as part of the passive policy due to the danger involved. A passive policy will go more for a safer place or at least somewhere with less known danger to explore. If you want to explore the Cursed Forest or somewhere else under hostile control, you are better off using a player action to do that so the leaders of the Arthwyd will tell their explorers to go to the dangerous place.
Ah, fair enough.

I would still rather not get into the habit of turtling up though, so I'll keep my vote for exploration.
 
Ah, fair enough.

I would still rather not get into the habit of turtling up though, so I'll keep my vote for exploration.

There are still benefits to passive exploration such as discovering new valuable resources, special sites or unknown civs or just new information, but scouting out enemy territory isn't one of those benefits.​
 
Ah, fair enough.

I would still rather not get into the habit of turtling up though, so I'll keep my vote for exploration.
We dont need to turtle up to build up anymore because we have the passive policies. Leave infrastructure and stuff like that to the passives while we can use our player actions to do stuff like exploring and trading.
 
Some information on the current available megaprojects and outstanding infrastructure:

[SEC/MAIN] Build New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines in a province),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines in a province),
-Possible Targets: Greenbay (5/5), Rockbay (2/2), Sunrise Bay (2/2)

[SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (2/5), Rockbay (0/2), Sunrise Bay (0/2)

[SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Temp Mystic, +1 Trail (7/9),
M: -4 Temp Econ, +2 Temp Mystic, +2 Trails (7/9),

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

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