[X] [Refugee] Turn back the refugees. (???)
[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Main Turn)
[X] [Hero] Ensuring peace and fruitful relations with the Forluc.
 
[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
[X] [Hero] Further improvements and refinements to the Arthwyd way of governance.
[X] [Hero] Internally strengthening the Arthwyd.
 
[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
[X] [Hero] Further improvements and refinements to the Arthwyd way of governance.
[X] [Hero] Internally strengthening the Arthwyd.
 
Vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 13 | Sufficient Velocity [Posts: 319-328]
##### NetTally 2.2.0

Task: Refugee

[X][Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
No. of Votes: 7

[X][Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Main Turn)
No. of Votes: 1

[X][Refugee] Turn back the refugees. (???)
No. of Votes: 1



——————————————————————————————————————————————
Task: Hero

[X][Hero] Internally strengthening the Arthwyd.
No. of Votes: 5

[X][Hero] Further improvements and refinements to the Arthwyd way of governance.
No. of Votes: 3

[X][Hero] Uplifting the Maradysh into proper civilisation.
No. of Votes: 2

[X][Hero] Ensuring peace and fruitful relations with the Forluc.
No. of Votes: 1


Total No. of Voters: 8
 
[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
[X] [Hero] Further improvements and refinements to the Arthwyd way of governance.
[X] [Hero] Internally strengthening the Arthwyd.
 
[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
[X] [Hero] Internally strengthening the Arthwyd.
 
Priests (4) = Mood: Happy, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Accept even more refugees, Success/Failure: +1 Shrine/-1 Temp Econ
Elders (3) = Mood: Pleased, Ability: Add half of their faction power to another faction, Objective: Build the Stone Wall in 4 Turns, Success/Failure: +2 Temp Econ/-1 Temp Econ
Warriors (5 (6)) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Build the Stone Wall in 3 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Overjoyed, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Study Metal, Success/Failure: +1 Temp Econ/-
Based Farmer Faction giving +1 Temp Econ to Farming. Making either the MAIN action free or the SEC action more lucrative.
The Priest Quest Shrine means a 2/2 Mystic pool, which finally allows us to afford Megaproject actions or sustain learning without Mystic boosting. It also boosts our conversion rate on the refugees and helps top off our villages on infrastructure.

All in all some very nice quests.

[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Main Turn)
[X] [Hero] Further improvements and refinements to the Arthwyd way of governance.
[X] [Hero] Uplifting the Maradysh into proper civilisation.

We're sitting at 2/3 Stability at the moment. And the Priest quest is giving us another Shrine already.
If the refugees cause disruption? The Priests and/or Elders/Warriors might start to desire stability.
 
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Tech, might unlock new infrastructure
Diplo with basically all of the Lowlands
Vassal conversion, ensuring loyalty and potentially getting the Maradysh to switch to Sacred Warriors and an Infrastructure focus.
Stability/Culture?
I've already covered what the different options do:
As requested:
How does Serwyn choose to focus on in proving herself?
[] [Hero] Further improvements and refinements to the Arthwyd way of governance.
This is making your Admin/Diplo Hero focus on improving the government. Think more government infrastructure and tech innovations over an upgraded Government Type.
[] [Hero] Ensuring peace and fruitful relations with the Forluc.
This will make your Admin/Diplo Hero focus on ensuring peaceful and non-hostile relations with the Forluc and their new hegemony/empire.
[] [Hero] Uplifting the Maradysh into proper civilisation.
This is having your Admin/Diplo Hero attempt to make the Maradysh more like the Arthwyd and more culturally acceptable to their northern overlords.
[] [Hero] Internally strengthening the Arthwyd.
This is a general and non-specific way of telling your Admin/Diplo Hero to focus on doing what they can to make your civ stronger and better.
 
@Oshha, how do we make factions more powerful? Just keep completing their quests?

Not just by completing their quests. It is a mixture of the actions chosen by the players and circumstances of the civ. Right now, the warriors have been ascendant in the Arthwyd government since Evalyn took over as the first Cadlon. They would have lost of their influence over time, but then the invasion of the Cursed Forest came along and with Bronwyn's success, it reinforced their fading influence. As a result of the current crisis with the priesthood getting all of the refugees brought in and the priesthood playing a critical role in integrating them into society, the priesthood is posed to gain influence at the expense of the military provided nothing happens to undercut the priests or empower the warrior.
 
[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Main Turn)
[X] [Hero] Further improvements and refinements to the Arthwyd way of governance.
 
[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)

[X] [Hero] Internally strengthening the Arthwyd.
[X] [Hero] Further improvements and refinements to the Arthwyd way of governance.
 
Well, you just jinxed us and caused a Forluc invasion. Good job, QM!
Combo War Party with Study Metal if that happens, see if we can steer innovation towards a more specialized/centralized profession for forging military equipment. Might net the Crafters faction another point of influence(and possibly unlock our first point of Tech).
 
I just watched a video by Lindybeige that is about "Why Humans go to War?" and he talked about a lot of stuff that apply to ancient societies. From humans going to war because of status, because genes makes humans feel happy to be included in the group and why getting cast out feels terrible, to 5 problems that need to be fixed to develop a society and why religion solves all 5 of those problems, and a few more tangents that he makes interesting with examples. It is an hour long but it is interesting and worth the time.

 
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[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)

[X] [Hero] Further improvements and refinements to the Arthwyd way of governance.
[ ] [Hero] Internally strengthening the Arthwyd.
 
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Vote is still open and I will closing it tomorrow, most likely in the evening.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 13 | Sufficient Velocity [Posts: 319-342]
##### NetTally 2.2.0

Task: Refugee

[X][Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
No. of Votes: 11

[X][Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Main Turn)
No. of Votes: 3

[X][Refugee] Turn back the refugees. (???)
No. of Votes: 1



——————————————————————————————————————————————
Task: Hero

[X][Hero] Further improvements and refinements to the Arthwyd way of governance.
No. of Votes: 8

[X][Hero] Internally strengthening the Arthwyd.
No. of Votes: 8

[X][Hero] Uplifting the Maradysh into proper civilisation.
No. of Votes: 3
[X] nat_401
[X] Qeqre
[X] sunrise

[X][Hero] Ensuring peace and fruitful relations with the Forluc.
No. of Votes: 1


Total No. of Voters: 14
 
[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
[X] [Hero] Further improvements and refinements to the Arthwyd way of governance.

Changing vote to see just how many techs Serwyn can invent.
 
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[X][Hero] Further improvements and refinements to the Arthwyd way of governance.

PizzaMan has convinced me, getting techs is probably the most bang for our buck here.
 
Vote is closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 13 | Sufficient Velocity [Posts: 319-345]
##### NetTally 2.2.0

Task: Refugee

[X][Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
No. of Votes: 11

[X][Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Main Turn)
No. of Votes: 3

[X][Refugee] Turn back the refugees. (???)
No. of Votes: 1



——————————————————————————————————————————————
Task: Hero

[X][Hero] Further improvements and refinements to the Arthwyd way of governance.
No. of Votes: 10

[X][Hero] Internally strengthening the Arthwyd.
No. of Votes: 8

[X][Hero] Uplifting the Maradysh into proper civilisation.
No. of Votes: 2
[X] sunrise
[X] Qeqre

[X][Hero] Ensuring peace and fruitful relations with the Forluc.
No. of Votes: 1


Total No. of Voters: 15
 
1136 AG - Plague in the Lowlands
[X] [Refugee] Accept all of the lowlanders fleeing the Forluc. (Large Chance of Stability Loss, +2 Temp Econ next Main Turn)
[X] [Hero] Further improvements and refinements to the Arthwyd way of governance.

Arthwyd = [MAIN] Create New Trails.
Merntir = [MAIN] Create New Trails.
Maradysh = [SEC] Create New Trails, [SEC] Build Arthrynite Shrine,

As the seasons went by, the Arthwyd continued bring more refugees, something they had now been doing for generations. While lowlanders and their immediate descendants were still only a minority within the Arthwyd, they were nonetheless a large minority.

The refugees over the last generation settled into the Arthwyd without complaint, eager to escape the predations of the Forluc. By now, there was some expectation of what to find with the Arthwyd in the lowlands as repeated contact resulted in some actual facts regarding the north becoming known in the south. There was some disruption to society from all of the outsiders, but things stabilised with time.

That said, the Arthwyd had been accepting refugees for long enough that for many of them, it felt like second nature. A good portion of the Arthwyd, especially the younger generations, were of the opinion that being charitable to outsider and proving haven to those fleeing danger were part of Arthryn's Teaching. When pressed about this, they would point to the ancient story of Arthryn gaining her husband and father of her daughter Wyrn by freely providing aid and gifts to his tribe and welcoming him and the other outsiders into the village of Greenbay.

New Value Gained!
Charitable 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, Gain a Value from current or historical neighbour,
Cons: Reduced Social Cohesion, Many think you weak,

This increased acceptance of refugees and outsiders in general had led to some new ideas blending into the Arthwyd. While they had integrated into the Arthwyd, the lowlander refugees had brought many of their old ideas and traditions with them and some of them remained, having been fitted into the Arthwyd mindset.

What Value do the Arthwyd gain from their neighbours via Charitable Haven?
[] [Haven] Zaradysh.
[] [Haven] Coltyre.
[] [Haven] Forluc.

***​

To a mixture of surprise and lack of surprise, Cadlon Bronwyn Stonearm the Beautiful continued to reign. Despite slowly approaching a hundred winters, the Cadlon of the Arthwyd continued to prove capable even if her hair was grey, her skin all wrinkly and her physical ability had greatly faded.

Even if she could no longer lead them on the battlefield and rarely left Greenbay, the Arthwyd were overwhelmingly grateful to keep Bronwyn as their ruler as the ageing Catclaw was viewed as a figure of stability and wisdom in trying times. Not only had Cadlon Bronwyn vanquished Urth and defeated the Caradysh, but she had led the Arthwyd through the drought. Times had been tough and there had been some difficulty with all of the lowlanders becoming part of the Arthwyd, but no one went hungry, people were kept safe and Cadlon Bronwyn had done her job well.

Yet even as Cadlon Bronwyn was praised and celebrate for her wise and capable leadership, many of the Arthwyd's lesser rulers became increasingly aware of how much influence the young Serwyn had over the Arthwyd. The talented priestess had quickly become a trusted advisor of Cadlon Bronwyn and Bronwyn would often let Serwyn give commands in her stead.

And under Serwyn's careful gaze, the Arthwyd focused on making sure every settlement was properly built with all of the necessary infrastructure that the Arthwyd needed. A quick overview of the situation by Serwyn showed that this was very necessary. The Arthwyd had expanded their reach over the last couple of generations with many new villages being founded. This was by all accounts a good thing, but Serwyn quickly realised that too many of these villages were being built without shrines and the majority found themselves semi-isolated from the rest of the Arthwyd as they weren't connected to the network of trails linking the settlements of the Arthwyd together.

With the ear of the Cadlon, Serwyn worked as quickly as she could to ensure that these errors were fixed. Trails were dug and cut out with every village having at least one leading to it. A shrine was put up in every village with enough priests and priestesses being trained up to run them.

Serwyn made sure that these circumstances would never happen again. The Arthwyd needed to ensure that every village had members of the priesthood to guide it. The Arthwyd had to make sure that every village was connected to the rest and didn't find itself isolated. To this end, the no-longer-so-young genius bend her efforts to putting into place another system, one where each new village would be planned out beforehand and the leaders of the Arthwyd could make sure that the village had a shrine and would have paths to connect it to the rest of the Arthwyd.

It was between this work and helping ensure the proper integrating of the latest lowland refugees that Serwyn began to realise just how large the Arthwyd were and just how many people lived under the aegis of Arthryn and her Daughters. The Greenbay was the oldest and most populated settlement of the Arthwyd and nobody knew how many people lived within the town. Combined with how she was certain the rest of the Arthwyd was at least tenfold the size of Greenbay in terms of people, Serwyn wondered how much easily the Arthwyd could be governed if they knew just how many people lived within the Arthwyd.

An accurate headcount could tell them where best to send the refugees, how many people could be fed with the current food reserves and for how long and so on. Such an undertaking would be a time consuming and costly endeavour, but Serwyn was certain that the benefits would be worth doing it.

Unfortunately for Serwyn's desires, the Arthwyd had other outstanding projects that others wanted completely. The priesthood wanted their temple whilst the Cateyes and the Catclaws still desired to finally build the stone wall around Greenbay that the legendary Malbyn had dreamed up. The priesthood was currently ascendant in Arthwyd politics, but the warriors had the support of the village elders in this matter. And that wasn't even considering the partially completed Sacred Forest that still needed finishing.

There was also the matter that the Arthwyd couldn't afford to focus solely on internal matters due to the latest events in the lowlands. With the Forluc conquering their empire and the drought finally coming to an end, Cadlon Bronwyn, Serwyn and many others amongst the Arthwyd had hoped for a period of peace. It was such a shame that Galanna had plans otherwise.

It was as the drought came to a close that the Arthryn began to get news about a plague outbreak in the lowlands, centred in the Forluc. Then there was news about another plague outbreak in the Forfolk and the following winter there was a third breakout of the same plague amongst the Fordysh.

The disease wasn't as bad as the Grey Skin that the Maradysh had suffered nor as a deadly as the semi-mythical Nightmare's Gift that had led to the Lowland Collapse, but it was nasty, deadly and spread very quickly.

Some in the north wondered if this was a contest between Nalnir, the lowlander God of Order and patron of the Forluc, and Zaranna, the lowlander Goddess of Chaos that most in the lowlands worshipped. Others felt that this was just another tale in the saga of bad luck and ill fortune that the lowlands suffered.

By all accounts that the Arthwyd heard, the plague was a bad one and the only upside was that it wasn't as bad as it could have been. To no one's surprise, the Forluc were enduring as they always seem to in times of crisis and their apparently good handling of the plague meant that it didn't spread south or even far into Forluc homeland.

The Forluc subjects in the north weren't so well off. The Coltyre were getting by, but that they were still suffering badly and the plague could very well get worse for them. The Forfolk were doing little better from what few accounts the Arthwyd got of them as they were on the verge of collapse unlike the Zaradysh and Fordysh, who were already collapsing.

Considered neither a good thing or a bad thing, but a fact of life these days, this crisis would continue the common trend of lowlanders seeking refugee amongst the Arthwyd. From those in the Coltyre hoping to escape the plague before it reached their villages to members of the Zaradysh or Fordysh who desired to escape the collapse of organised society in their lands to Forfolk were denied escape to the south, many lowlanders were making their way north.

After so many years of letting them in, Cadlon Bronwyn refused to hear the idea of turning them away. The Arthwyd would not just turn away all of the refugees, but there was some debate on how many to let in.

How many refugees do the Arthwyd accept from the lowlands?
[] [Refugee] Accept some of the lowlanders. (Small chance of stability loss, +1 Temp Econ next Mid Turn)
[] [Refugee] Accept many of the lowlanders. (Large chance of stability loss, +2 Temp Econ next Mid Turn)
[] [Refugee] Accept all of the lowlanders. (-1 Stability, +3 Temp Econ next Mid Turn)

Priests (5 (6)) = Mood: Pleased, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Build the Temple in 4 Turns, Success/Failure: +1 Mystic/-1 Temp Econ
Elders (3) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Build the Stone Wall in 4 Turns, Success/Failure: +2 Temp Econ/-1 Temp Econ
Warriors (4) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Build the Stone Wall in 3 Turns, Success/Failure: Free Martial Innovation/-
Farmers (1) = Mood: Overjoyed, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Study Metal, Success/Failure: +1 Temp Econ/-

***​

This turn was an interesting one. The drought is over and Bronwyn is still alive at the grand age of ninety-five. I was expecting a quiet period, but then the Forluc, Fordysh and Forfolk all got Major Plague Outbreaks on their random event rolls. So now the lowlands are on fire again and you got more refugees once again.

In brighter news, you have merged your Build Shrines and Create Trails actions with the Settle Land action so all future settlements will automatically have their own shrines and trails connecting them. You have also got the Census megaproject available to you.

What also? Oh yes, the new Value. You got the Charitable Haven trait from accepting all of the refugees for the past three updates. Like literally all of them as you took the options which maximised how many people you got from the refugees. You also don't need to worry about getting an incompatible Value from your neighbours via Charitable Haven.

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 Elective Monarchy
Upper Centralisation Limit: 8
Lower Centralisation 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.
Special: Monarchs are more likely to be competent.

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 (6)
Martial: 5 (4)
Mystic: 2 (3)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 1/3
Centralisation: 4
Hierarchy: 3
Prestige: 23

Statuses

Diplomatic Relations

Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Evil/Unknown/None
Caradysh = Ultimate Evil/Angry/None
Cernn = Unknown/Unknown/None
Forluc = Wary/Arrogant/None
-Coltyre = Unknown/Unknown/Very Limited
-Fordysh = Unknown/Unknown/Very Limited
-Forfolk = Unknown/Unknown/Very Limited
-Fornn – Unknown/Unknown/None
-Zaradysh = Unknown/Unknown/Very Limited

Subordinates
Type/Loyalty/Dependence
Maradysh = Vassal/High/Low
Merntir = Religious Vassal/Very High/Very Low

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

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,

Charitable 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, Gain a Value from current or historical neighbour,
Cons: Reduced Social Cohesion, Many think you weak,

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,

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
Wheel
Wicker

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

Construction
Surveying

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

Hunting
Baits

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

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Proto-Archiving
Dedicated Messengers
Proto-Indexing
Planned Settlements
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Charity
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Languages
Arthwydish (Oral/Written = Logograms)
Forluc (Oral)
Lowlander (Oral)
Merntirish (Oral/Written = Logograms)

Leadership
Big Man
Cadlons
Elders
Elections
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
Shield Walls

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 (Basic)

Ymarnite Divine Magic
Increased Weapon Skill (Basic)
Wound Healing (Basic)
 
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[X] [Haven] Zaradysh.
[X] [Haven] Coltyre.
[] [Refugee] Accept many of the lowlanders. (Large chance of stability loss, +2 Temp Econ next Mid Turn)
[X] [Refugee] Accept all of the lowlanders. (-1 Stability, +3 Temp Econ next Mid Turn)
 
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[X] [Haven] Forluc.
[X] [Refugee] Accept all of the lowlanders. (-1 Stability, +3 Temp Econ next Mid Turn)

Value of Order/Stability get, to get more stability buffer & recovery. Plus this will make the Arthwyd even more of a distaff counterpart to the Forluc, hopefully making it easier to reconcile our differences in the future.

[X][Haven] Coltyre.

Approval vote after Raichu's analysis.
 
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So, this was a nice update. We finally got trails and shrines merged in with settlements, which will save us a lot of headache in the long run with regards to infrastructure. Forluc's vassals are also starting to collapse in on themselves, which we can only stand to gain from.

With regards to the haven vote, I would most prefer to get some values from the Coltyre, if only by process of elimination. The Zaradysh are known for enslaving others and raiding us (the Maradysh), the Forluc are elitist asshats, and the Coltyre are...slightly more organized than most? We don't really know much about any of them, but the Coltyre seem the least bad.

I'm always going to vote to take max refugees unless there is a major downside to not doing so, so my opinions on it are known :p

[X] [Haven] Coltyre.
[X] [Refugee] Accept all of the lowlanders. (-1 Stability, +3 Temp Econ next Mid Turn)
 
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