Revenants were originally created from mass blood sacrifice to the Forest Spirits and then Urth figured out how to create revenants using arcane magic and from there, how to create mindless versions of revenants.
A reverse engineered blessing?
It in fact may explain why they at least could 'steal' blessings, because they technically done it before...🤔
 
A reverse engineered blessing?
It in fact may explain why they at least could 'steal' blessings, because they technically done it before...🤔
The original revenants were created by spirit magic not a blessing. It is basically spell that worked by spirit magic that Urth figured out how to do using arcane magic.
 
[X] [Diplo] The Arthwyd agree to give the Caradysh free passage throughout the Arthwyd Empire in exchange for the return of the ancestral Forlucan heartlands. (Caradysh Empire gains open borders with the Arthwyd Empire, Diplo++, Increased Forlucan opinion, ???)
 
[X] [Diplo] The Arthwyd agree to give the Caradysh free passage throughout the Arthwyd Empire in exchange for the return of the ancestral Forlucan heartlands. (Caradysh Empire gains open borders with the Arthwyd Empire, Diplo++, Increased Forlucan opinion, ???)

I just want skeleton puns to be a normal thing in Arthwyd society.
 
I don't think we should pursue the Conservatives quest. It's not worth the new infrastructure slots we'd be creating and they're already too powerful. It's in our best interests to weaken them.
 
The vote is closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 154 | Sufficient Velocity [Posts: 3830-3904]
##### NetTally 2.2.0

Task: Diplo

[X][Diplo] The Arthwyd agree to give the Caradysh free passage throughout the Arthwyd Empire in exchange for the return of the ancestral Forlucan heartlands. (Caradysh Empire gains open borders with the Arthwyd Empire, Diplo++, Increased Forlucan opinion, ???)
No. of Votes: 14

[X][Diplo] The Arthwyd agree to drive out the Nersondur out of the Lowlands in exchange for the return of the ancestral Forlucan heartlands. (Arthwyd Empire goes to war with the Nersondur, Diplo++, Increased Forlucan opinion, ???)
No. of Votes: 11

[X][Diplo] The talks end without any agreement being made. (Outraged Forlucans, ???)
No. of Votes: 1



——————————————————————————————————————————————
Task: MAIN

[X][MAIN] Trade Expedition = (Caradysh)
No. of Votes: 10

[X][MAIN] Train Sacred Warriors
No. of Votes: 6

[X][MAIN] Academy
No. of Votes: 3

[X][MAIN] Academyx2
No. of Votes: 2

[X][MAIN] Expand Econ.
No. of Votes: 1

[X][MAIN] Study Magic.
No. of Votes: 1

[X][MAIN] Wage War = (Nersondur)
No. of Votes: 1

[X][MAIN] Wage War = Caradysh
No. of Votes: 1



——————————————————————————————————————————————
Task: SEC

[X][SEC] Empower Cadlon
No. of Votes: 12

[X][SEC] Expand Econ.
No. of Votes: 12

[X][SEC] Plant Cash Crops.
No. of Votes: 10

[X][SEC] Venerate the Goddesses
No. of Votes: 10

[X][SEC] Academy
No. of Votes: 1

[X][SEC] Develop Mine (Soakstone)
No. of Votes: 1


Total No. of Voters: 26
 
So, just so that no one else needs to check. I looked through and found what techs we got this turn. Our Indexing went from Proto to actual Indexes. The Forluc got a written language using logograms. And Scrying went from a limited to basic magic. Which are all pretty useful things. Especially Indexes, actually being able to find the information you want is super important.

Sidenote: Thoughts on Mainlining Expand Econ actions until we just have enough Econ that its listed as Effectively Limitless much like our Mystic is? Because that seems super useful.
 
2054 AG - Adventures of Urth
The ancient known as Urth looked upon the town of Taresse, a settlement that had almost twenty thousand individuals calling it home yet was younger than Urth by a few centuries. Full of the beings most commonly known as elves, Urth was not concerned by its current inhabitants, but those that would soon be coming.

Though rather or not the newcomers would become new inhabitants of Taresse remains to be seen. Given the success of Asfeptians so far, Urth doubted that the elves of Taresse would change the pattern and be about to withstand the might of the Asfept Empire.

Urth had to admit that the Asfeptians were an impressive bunch, even by her standards, easily the closest to the Arthwyd that he had found. Even then, she doubted that the Asfeptians come stand up to the Arthwydish or that their demonic magics were a match for the holy magics of her ancient rivals.

Even if they could not match the Arthwyd Empire, the Asfept Empire was powerful in its own right as the Asfeptians have been conquering northwards into elven lands since before Urth had arrived in them. Or at least they had begun their initial attacks about the same time that Urth had arrived. It was hard for her to tell the truth as she had not been there for such things and had not cared for the rumours at the time.

It mattered not. The Asfeptians were rising power as they had united their homeland and were now focused on conquering their neighbours into their arm using demon and bronze. And it was those two things that Urth was most interested in when it came to the Asfept. Before the Asfept, the only metalworkers that Urth knew of were the Arthwyd and even the metal tools beyond her homeland had originally come from the Arthwyd Empire.

Meanwhile the Asfept had discovered how to work metal on the other side of the world and Urth had calculated that she was more likely to acquire the knowledge of metalworking from the Asfept than she was from the Arthwyd. Even if she had to take it by force, the Asfept lacked any powerful deities like Arthryn to protect them so Urth feel very confident in her chances.

And then there was the demonic magic. The Asfeptians worshipped no deities or revered any spirits as they instead held faith to the demons that they summoned and bound to their wills. When it came to magical aid, the Asfept had chosen bargains over faith and Urth was very interested in just how they did that.

After all, she was always interested in her expanding her vast magical knowledge.

But Urth was also patient and she had promised Eira that she could do the scouting on this venture. Given how loyal Eira had proven, Urth had granted her daughter's request since her unwavering obedience needed to be repaid if her loyalty was to be kept.

Plus, there was the fact that Eira could do with the experience and this was an easy for Eira to acquire it with minimal stakes should she mess up.

Speaking of which, Urth could sense someone coming her way and even though the individual was an elven woman, a lithe thing with pale skin, blonde hair and green eyes, Urth knew it was her daughter. Afterall, Urth had been the one to reshape her daughter's body into what it currently was.

"Mother," greets Eira Urthsdaughter, slowing down as she nears her mother.

"Eira," replies Urth with calculated, but genuine fondness.

"It is as you expected," says Eira as she inclines her head, "Lord Cakir approaches with his retinue, a few hundred warlocks armed with bronze with a couple thousand levy using a mixture of copper and stone. They also have demons to aid them in battle."

"Good," states Urth, pleased that her scrying had paid off, "Anything else to add my daughter?"

"The people of Taresse will fight, but they are unprepared for it," says Eira, her head still bowed, "Like most of the elven people, they primarily rely upon magic in their lives and that extends to their fighting. And like the previous conquests of the Asfeptians, their battle magic is not strong enough to save them against the demonic pacts of the Asfeptians."

Urth weights up her options, taking only a couple of seconds to run the possibilities in her head and make her choice. Yet even as she has decided what she will do, Urth wishes to further her daughter's education. Eira has proven the most promising of her offspring that is hers and now that she is entering her thirties, Eira is reaching that age where Urth needs to stop treating her like a child. Even if Eira is still a youngster compared to Urth for she is approaching two thousand winters.

"My daughter, I shall intercept Lord Cakir and his fellow Asfeptians upon their arrival at Taresse," says Urth, "I shall wait until Lord Cakir makes his demand for surrender and then assault his position before he can begin his attack. Why have I decided to do this? Give the correct answer and I shall change your body back for you instead of making you do it yourself."

Eira pauses at the offer and Urth knows that her daughter is thinking over her answer rather than just considering the offer. Or at least she better be. Urth has expectations of Eira after all of the training that she has received.

"It is a good thing to annoy antagonising more people than you have to," Eira finally answers after a minute, "You are already going to make an enemy of Lord Cakir and the Asfept, but Taresse has no grudge against you so you can still earn their gratitude. By waiting until Cakir has committed to attacking them and then stopping him, you will save the people of Taresse and gain their thanks for doing something you planned to do anyway."

"That is correct," replies Urth, giving her daughter a pleased smile that causes Eira to beam back at her, just as Urth planned.

Even as she smiles to earn her daughter's affection, Urth reaches out with her magic and focuses it on Eira's physical form. Just as she has many times before, Urth reshapes it and magically altering her daughter's body, changing it from a lithe elven one to a bulkier human one. Eira's body becomes a younger version of Urth's own, blonde hair becoming black as green eyes shift to blue and her physique becomes the muscular, curvy figure that the Arthwydish consider to be the pinnacle of beauty.

It is times like this that Urth is reminded how little of the world Eira has experienced. The Arthryn and her people have been the greatest foe to Urth yet Eira has never encountered them, knowing of them only from her mother's tales and what rumour comes out of Urth's old stomping grounds.

Currently that news is that the whole place has frozen over in some sort of unnatural eternal winter. Worth checking out to see if anyone other than the Arthwyd and the Caradysh have survived. The Forluc might have made it as well, but Urth doubts that any other Riverlanders have survived.

Those thoughts pass quickly as Urth's spell ends as Eira is left in a twenty-winter old version of Urth's forty-winter old body. The two of them rightfully look like mother and daughter, something both women approve of.

"Mother," says Eira respectfully, but also eagerly.

"Yes my daughter?" replies Urth.

"May I join you in this battle?" asks Eira and Urth considers her daughter's request.

On the one hand, Eira could do with the experience and she should be more than capable of looking after herself. On the other, the demonic magic of the Asfeptians is still an unknown to Urth and she does not want to risk her most promising and only remaining daughter against an unknown variable.

So a test to see if Eira can prove herself worthy of partaking in this upcoming battle.

"If you are able to reach the battle, you may partake in it," Urth informs her daughter as she once again calls upon her magic to rewrite Eira's body.

Using an old spell that Urth likes to use when she needs to keep someone prisoner indefinitely, she begins to change Eira's physically form into solid stone before binding her daughter's soul to the statue that is technically her corpse. A variant of the Arthrynite's stone skin spell combined with Urth's own revenant ritual, it should prove a worthy test of Eira's skill. If her daughter can reach the battlefield when Urth has left her like this, then she can fight on it.

As things stand, Urth doubts that Eira will break it or counter it in time. She can certainly free herself within a few days, five at most, but the battle will be over by the end of tomorrow. And by then, Lord Cakir and his Asfeptians will be dealt with one way or another.

***​

A little side-story that I have had on the backburner for a while and only just got around to getting most of it written up due to a desire to get it done before it becomes too outdated. It turns out that Urth being gone literally meant that Urth was gone as they had decided to go exploring first in the Far South and then the Far East. There is going to be a second part to this where Urth engages the Asfeptian army, but that has been taking a while to get right and I figured this would suffice for now. Expect the second part to be done some point after the next update.

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.
 
Sidenote: Thoughts on Mainlining Expand Econ actions until we just have enough Econ that its listed as Effectively Limitless much like our Mystic is? Because that seems super useful.
Can't. If we're doing that, we're not doing something else. Pursuing Expand Econ like that means not dealing with present and upcoming issues and crises, which'll hurt our civilisation a lot more than not mainlining Expand Econ.
 
Can't. If we're doing that, we're not doing something else. Pursuing Expand Econ like that means not dealing with present and upcoming issues and crises, which'll hurt our civilisation a lot more than not mainlining Expand Econ.
it certainly doesn't help with most non-economic current crises, but it does help any future crises since it gives us enough econ to handle those crises without issue.
 
SONNOVA-
THIS IS WHY I WAS WARY OF THE CARADYSH! URTH'S ALIVE!!!!
I suspect you were wary of the Caradysh because you thought Urth was alive and leading the Caradysh behind the scenes, where it turns out she left the Caradysh a long while before the Ice Age even hit.

Nothing has changed that'd demand a new look at the Caradysh. All this time we thought Urth wasn't with the Caradysh and that turned out to be right. She's been nowhere near the Caradysh. All their actions thus far have been of their own will. Urth didn't even guess that the Caradysh would save the lowlanders.
 
It sounds like Urth just left. Which I'm kinda fine with honestly, they're not in charge anymore, hasn't been for generations. Doesn't matter if she was dethroned or just left to me. We might have an issue if he comes back and takes over, but unless that occurs he's a non-issue.
 
I suspect you were wary of the Caradysh because you thought Urth was alive and leading the Caradysh behind the scenes, where it turns out she left the Caradysh a long while before the Ice Age even hit.

Nothing has changed that'd demand a new look at the Caradysh. All this time we thought Urth wasn't with the Caradysh and that turned out to be right. She's been nowhere near the Caradysh. All their actions thus far have been of their own will. Urth didn't even guess that the Caradysh would save the lowlanders.
I see no reason why Urth couldn't leave a few instructions and a to-do list of things that must be done before her return. After all, it's just been 200 years, that's like ten years in Urth-time, and the same is likely true for the rest of the older revenants.

Welcome to dealing with immortals, planning is officially something they can do rather than a distant daydream.
 
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I see no reason why Urth couldn't leave a few instructions and a to-do list of things that must be done before her return. After all, it's just been 200 years, that's like ten years in Urth-time, and the same is likely true for the rest of the older revenants.

Welcome to dealing with immortals, planning is officially something they can do rather than a distant daydream.
That is assuming he/she had the influence to ensure they actually followed it...
 
That is assuming he/she had the influence to ensure they actually followed it...
If a 2000 year old Immortal Archwizard tells you they are going to take a few centuries' break from ruling your society so they can travel to new places, study foreign magics and become enormously more powerful, and that they expect you to have things in order when they return, you, a merely 1000 year old Immortal Wizard, probably do what they say because you honestly aren't sure you can win a magic duel and really it's to your benefit anyways.
 
I thought Urth was going to be chasing down knowledge on god's or dragons, not metalworking and daemons. I'm wondering why Urth picked a woman's body this time around, last time was because of necessity, suppose that might be revealed in time.
 
I thought Urth was going to be chasing down knowledge on god's or dragons, not metalworking and daemons. I'm wondering why Urth picked a woman's body this time around, last time was because of necessity, suppose that might be revealed in time.

Puppeteering the body Farkas Galdae of the Forluc Empire.
 
Puppeteering the body Farkas Galdae of the Forluc Empire.
Still using that body? Huh, I thought Urth would of ditched that recognisable body when Galdaes natural lifespan was up, though I suppose the body is only recognisable if Urth wants it to be and everybody who could recognise it is long dead anyway.
 
Still using that body? Huh, I thought Urth would of ditched that recognisable body when Galdaes natural lifespan was up, though I suppose the body is only recognisable if Urth wants it to be and everybody who could recognise it is long dead anyway.

After securing the Forluc as a semi-puppet via Galdae's body, Urth swap bodies with someone else so he could get back to his studies while someone else handled the Forluc. That body was female and Urth is still using even if it has been heavily modified over the centuries.
 
After securing the Forluc as a semi-puppet via Galdae's body, Urth swap bodies with someone else so he could get back to his studies while someone else handled the Forluc. That body was female and Urth is still using even if it has been heavily modified over the centuries.
...Seems like Urth may be more interested in knowledge than much else... 🤔
 
...Seems like Urth may be more interested in knowledge than much else... 🤔

Urth wants power first and foremost, which translates to knowledge because knowledge is power. Something that is especially true when it comes to magic, which Urth values the most when it comes to different types of power.
 
2090 AG - War Averted
[X] [Diplo] The Arthwyd agree to give the Caradysh free passage throughout the Arthwyd Empire in exchange for the return of the ancestral Forlucan heartlands. (Caradysh Empire gains open borders with the Arthwyd Empire, Diplo++, Increased Forlucan opinion, ???)
[X] [MAIN] Trade Expedition = (Caradysh).
[X] [SEC] Empower Cadlon.
[X] [SEC] Expand Econ.
[X] [SEC] Plant Cash Crops.
[X] [SEC] Venerate the Goddesses.

Merntir: Roads & Aqueducts
Maradysh: Roads & Temples
Caermyr: Expansion & Trading
Grythwyd: Roads & Saltern
Halbarnwyd: Farming & Walls
Raradysh: Farming & Temples
Zaradysh: Farming & Temples
Tordysh: Farming & Expansion
Cernn: Roads & Temples
Lorvysh: Temples & Boats
Forluc: Expansion & Warriors
Forden: Farming & Expansion

The price that the Arthwyd had to pay to the Caradysh was a hefty one, but one considered worth it to drive the undead abominations out of the land full of the living, even if said living were barbarians. Restoring the heartlands of the Forluc would certainly ensure the loyalty of the Forlucans and meant that the authority of the Cadlon had been preserved without having to resort to bloodshed.

With sharing the precious secrets of metalworking not even being considered, it was ultimately decided that giving the Caradysh 'free' passage was the best deal to make. While many argued for going to war with the Nersondur, the majority of those in Greenbay felt that the Arthwyd should not expend who knows how many generations Arthwydish blood and resources to protect and uphold the Caradysh Empire. It would be a bitter potion to swallow but allowing the Caradysh to walk amongst Arthwydish lands like any other foreigner was the best choice out of a series of bad options.

Despite what was technically agreed to, neither the Northerners nor the Foresters were stupid. No one was under any delusion that any undead abomination would be allowed in a shrine or temple or anywhere else important and if they attempted to force the issue, then the deal would be off and the Arthwyd Empire and the Caradysh Empire would go to war.

Nonetheless, many were unhappy with this state of affairs and with the new colony in the Far East, many members of the Arthwyd decided to join their brethren over in the Halbarnwyd as they sought to put as much distance between themselves and the hated Caradysh. Even if it meant leaving the homeland of the Arthwyd and the Goddesses.

While it meant less manpower available for the Arth Coast, the Arthwyd had no shortage of manpower and the additional population for Halbarnwyd meant that the young colony would be able to establish itself better. That was certainly beneficial for the Arthwyd Empire as was the fact that all of the unhappy individuals leaving for the Far East meant that they were not causing trouble back home for the Cadlon and the rest of the Arthwydish leadership.

Which was a good thing as the flashpoint of the last generation had been averted. The Forluc got their land back without a war or defying the Cadlon's authority while the Arthwyd had avoided a war with either the Caradysh or the Nersondur without giving up any of its secrets.

The Forlucans have quickly gotten to work to establishing their authority in their newly reclaimed lands. Meanwhile the other barbarians within the Arthwyd Empire got a semi-civilised approach to their own expansion as instead of just expanding where they could, they did a mixture of founding new settlements and building up the infrastructure of existing towns and villages.

For their part, the Arthwyd Empire was focusing on its roads as there was a general desire to make overland transport easier and to allow for swifter transfer of both goods and information. After all, the Arthwyd Empire was dependent on its ability to get information and resources where they were needed in a timely manner and without that, the Arthwyd would not be a united people, but a series of independent communities.

Meanwhile the Caradysh Empire continued its fight against the Nersonduran invaders. The balance of power continued to swing in the favour of the Caradysh as the Foresters continued to hold back the Nersondurans yet there was all that they successfully did. The Nersondurans were unable to push any further into the territory of the Caradysh Empire, but they were continuing to entrench themselves into the southernmost parts of the Lowlands with every generation.

Even as Caradysh revenants began to openly trade in Caermyr, a many amongst the Arthwyd were glad that they had avoided getting involved in the lowland brawl between the Caradysh and the Nersondur.

On a brighter note, there was some ambiguously good news that the Coughing Plague was finally gone and even the Forluc were keeping their own outbreak of disease under control, keeping it from spreading northwards into the rest of the Arthwyd Empire.

Conservatives (9.1/10) = Goals: Stability and the status quo, Mood: Mixed, Ability: +1 Passive Policy per 4 Faction Power, Objective: Do 3 Settle Lands times in 4 Turns, Success/Failure: Free Road/Temp Diplo--
Gerontocrats (0.9/10) = Goals: Empowerment of the Elders, Mood: Furious, Ability: Econ+ per 1 Faction Power, Objective: Do 1 Expand Econ in 2 Turns, Success/Failure: -/Temp Econ-
Theocrats (4.4/20) = Goals: Empowerment of the Priesthood, Mood: Very Happy, Ability: +1 to Mystic per 1 Faction Power, Objective: Support 2 Religious Subordinates in 3 Turns, Success/Failure: Temp Econ++/-
Monarchists (7.2/10) = Goals: Empowerment of the Cadlon, Mood: Happy, Ability: Free Secondary Action per 5 Faction Power, Objective: Build 4 Roads in 3 Turns, Success/Failure: +1 Stability/-
Centralists (7.4/10) = Goals: Increased centralisation, Mood: Happy, Ability: +1 to Upper Centralisation Limit per 3 Faction Power, Objective: Do 3 More Messengers in 4 Turns, Success/Failure: Free Innovation Roll/-
Localists (5.3/10) = Goals: Decreased centralisation, Mood: Happy, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Build 2 Libraries in 3 Turns, Success/Failure: Free Innovation Roll/-
Militarists (3/10) = Goals: Stronger military and increased warfare, Mood: Upset, Ability: Martial+ per 2 Faction Power, Objective: Build 2 Walls in 3 Turns, Success/Failure: -/Temp Diplo-
Isolationists (1.1/10) = Goals: No interactions with foreigners and their lands, Mood: Upset, Ability: Diplo- per 2 Faction Power, Objective: Avoid contact with the Nersondur for 1 Turns, Success/Failure: Temp Econ+/-
Explorists (8/10) = Goals: Exploration of the world, Mood: Neutral, Ability: +1 to Exploration Rolls per 1 Faction Power, Objective: Make contact with a new people in 2 Turns, Success/Failure: Free Stability/Temp Wealth--
Traderists (7/10) = Goals: Thriving trade networks, Mood: Annoyed, Ability: Wealth+ per 1 Faction Power, Objective: Do 2 Plant Cash Crops in 3 Turns, Success/Failure: Free Sacred Forest/Temp Econ-
Internalists (5.2/10) = Goals: Internal development, Mood: Happy, Ability: +1 Econ per 1 Faction Power, Objective: Build 1 Road in 2 Turns, Success/Failure: Temp Econ++/-
Pacifists (7.4/10) = Goals: No violence or offensive wars, Mood: Happy, Ability: Chance relative to faction power to negate Stability loss while at peace, Objective: Open up trade with the Nersondur in 1 Turns, Success/Failure: Free Innovation Roll/-
Purists (1.3/10) = Goals: No barbarians and their ways, Mood: Pleased, Ability: Diplo- per 2 Faction Power, Objective: Build 1 Wall within 1 Turns, Success/Failure: Temp Econ+/-
Action List You have one Main Action and four Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].


You will probably want to get more Temp Econ than you lose to avoid Bad ThingsTM.

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

[] [SEC/MAIN] Build Aqueduct = (Target)
S: Temp Econ--, +1 Aqueduct (Econ+ per 3 Aqueducts),
M: Temp Econ---, +2 Aqueducts (Econ+ per 3 Aqueducts),
-Possible Targets: Greenbay (3/15), Rockbay (1/6), Sunrise Bay (1/6), Northern Sunset Plains (1/6), Eastern Rock River (1/6), Western Rock River (0/5)

[] [SEC/MAIN] Build Library = (Target)
S: Temp Econ--, Temp Mystic-, Temp Culture-, +1 Library (Tech+ per Library)
M: Temp Econ----, Temp Mystic-, Temp Culture-, +2 Libraries (Tech++ per Library),
-Possible Targets: Greenbay (2/15), Rockbay (1/6), Sunrise Bay (1/6), Northern Sunset Plains (1/6), Eastern Rock River (1/6), Western Rock River (0/5)

[] [SEC/MAIN] Build Roads = (Target)
S: Temp Econ-, Temp Mystic+, +1 Road,
M: Temp Econ--, Temp Mystic+, +2 Roads,
-Possible Targets: Greenbay (9/15), Rockbay (2/6), Sunrise Bay (2/6), Northern Sunset Plains (2/6), Eastern Rock River (2/6), Western Rock River (1/5)

[] [SEC/MAIN] Build Wall = (Target)
S: Temp Econ--, +1 Small Wall,
M: Temp Econ--, +1 Large Wall,
-Possible Targets: Greenbay (Small: 7/15, Large: 0/15), Rockbay (Small: 6/6, Large: 0/6), Sunrise Bay (Small: 3/6, Large: 0/6), Northern Sunset Plains (Small: 6/6, Large: 0/6), Eastern Rock River (Small: 6/6, Large: 0/6), Western Rock River (Small: 5/5, Large: 0/5)

[] [SEC] Change up to two Passive Policies (11/11)
-Agriculture = Temp Econ++ every turn.
-Arts = Temp Culture+ every turn.
-Diplomacy = Temp Diplo+ every turn.
-Education = Temp Tech+ every Turn.
-Empire = Increases Subordinate loyalty while active. (2)
-Expansion = +0.5 Settlement Progress every turn.
-Exploration = Free Exploration roll every turn.
-Foreign = Free Diplomatic Outreach every turn. (1)
-Forestry = 0.5 Sacred Forest Progress every
turn. (1)
-Fortifications = +1 Wall Progress every turn.
-Glory = +1 Prestige every turn.
-Infrastructure = +1 regular infrastructure progress every turn. (6)
-Megaproject = +0.25 Megaproject progress per turn.
-Military = Temp Martial+ every turn.
-Religion = Temp Mystic+ every turn.
-Study = Free Innovation roll every turn. (1)
-Trade = Free Trade Expedition every turn.
-Wealth = Temp Wealth+ every turn.
-War = Free War Party every turn.

[] [SEC/MAIN] Cultivate Medical Plants.
S: Temp Econ-, Temp Mystic+, Chance of Innovation,
M: Temp Econ-, Temp Martial+, Temp Mystic+, Chance of Innovation,

[] [SEC/MAIN] Develop Mine = (Target)
S: Temp Econ--, +1 Mine, Chance of Additional Effects,
M: Temp Econ---, +2 Mines, Chance of Additional Effects,
-Possible Targets: Sunrise Mountains (Bismuth: 0/1, Lead/Silver: 2/2, Tin: 2/2), Sunset Mountains (Copper/Silver: 1/1, Lead/Silver: 1/1, Nickel: 0/1, Soakstone: 0/1), Rock River (Copper: 1/1, Gold: 1/1)

[] [SEC/MAIN] Diplomatic Outreach = (Target)
S: Temp Wealth--, Temp Diplo+, Chance of increased relationship, more knowledge about the outside world,
M: Temp Wealth----, Temp Diplo++, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Caermyr, Cernn, Grythwyd, Halbarnwyd, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh, Achland (Requires Main), Boarfolk Nomads, Bruraysh, Caradysh, Diondairysh, Forden, Fordysh, Forluc, Fornn, Hamefordysh, Hielwald (Requires Main), Lochanysh, Lorvysh, Nersondur (Requires Main), Sinsearysh,

[] [SEC/MAIN] Empower Cadlon
S: Temp Mystic-, +1 Centralisation,
M: Temp Mystic--, +2 Centralisation

[] [SEC/MAIN] Expand Econ.
S: Temp Econ++++, Chance of Innovation,
M: Temp Econ++, Econ+ (6/44), Improved Chance of Innovation,

[] [SEC/MAIN] Explore Lands = (Target)
S: Temp Econ-, Temp Martial-, Chance of new discovery,
M: Temp Econ-, Temp Martial-, Improved Chance of new discovery,
-Possible Targets: Arth Coast, Cursed Forest, Far East (Requires Main), Far South (Requires Main), Great Mountain, North Coast, Northern Lowlands, Sea, Southern Lowlands, Sunset Mountains, Sunrise Mountains, Western Coast,

[] [MAIN] Found Colony = (Target)
M: Temp Econ---, Temp Martial-, Temp Mystic-, Temp Culture-, +1 Colony
-Possible Targets: Sunrise Mountains, Sunset Mountains

[] [SEC/MAIN] More Messengers.
S: Temp Econ-, +1 Messengers, (9/44),
M: Temp Econ--, +2 Messengers, (9/44),

[] [SEC/MAIN] Plant Cash Crops.
S: Temp Econ-, Temp Wealth++, Chance of Innovation,
M: Econ-, Temp Econ-, Wealth+, Temp Wealth+, Improved Chance of Innovation

[] [SEC/MAIN] Plant Sacred Forests
S: Temp Econ--, Temp Mystic-, +0.5 Sacred Forest,
M: Temp Econ----, -2 Temp Mystic-, +1 Sacred Forest,
-Sacred Forests = 13.5

[] [SEC/MAIN] Settle Land = (Target)
S: Temp Econ----, Temp Martial-, Econ+ Temp Mystic+, +1 Settlement Progress (Mystic++ per 3 Progress in a province, Mystic ++ per Progress in Province),
M: Temp Econ-------, Temp Martial-, Econ++ Temp Mystic+, +2 Settlement Progress (Mystic++ per 3 Progress in a province, Mystic ++ per Progress in Province),
-Possible Targets: Greenbay (15/15), Rockbay (6/15), Eastern Rock River (6/15), Western Rock River (5/15), Sunrise Bay (6/15), Northern Sunset Plains (6/15), North-West Sunrise Plains (0/15), Eastern Sunset Plains (0/15), Southern Sunset Plains (0/15),

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

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

[] [SEC/MAIN] Study Nature.
S: Temp Mystic-, Chance of Innovation,
M: Temp Mystic--, Improved Chance of Innovation

[] [SEC/MAIN] Support Subordinate = (Target)
S: Temp Econ-, Chance of relationship change,
M: Temp Econ--, Improved Chance of relationship change,
-Possible Targets: Caermyr, Cernn, Forluc, Forden, Grythwyd, Halbarnwyd, Lorvysh, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh

[] [SEC/MAIN] Trade Expedition = (Target)
S: Temp Diplo-, Temp Wealth+, Chance of increased relationship, more knowledge about the outside world,
M: Temp Diplo-, Temp Wealth++, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Caermyr, Cernn, Grythwyd, Halbarnwyd, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh, Achland (Requires Main), Boarfolk Nomads, Bruraysh, Caradysh, Diondairysh, Forden, Fordysh, Forluc, Fornn, Hamefordysh, Hielwald (Requires Main), Lochanysh, Lorvysh, Nersondur (Requires Main), Sinsearysh,

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

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

[] [SEC/MAIN] Wage War = (Target)
S: Temp Econ-, Chance of damaging target, Chance of losing up to Temp Martial+,
M: Temp Econ--, Temp Martial+, Greater chance of damaging target, Chance of losing up to Temp Martial++,
-Possible Targets: -Possible Targets: Achland, Boarfolk Nomads, Bruraysh, Caradysh, Diondairysh, East Men, Fordysh, Fornn, Hamefordysh, Hielwald, Lochanysh, Nersondur, Sinsearysh,

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

[] [SEC/MAIN] Sewers
S: Temp Econ--, Temp Mystic--, Temp Wealth----, +2 Progress
M: Temp Econ----, Temp Mystic----, Temp Wealth--------, +4 Progress
-Progress: 0/???

***​

A good turn. You got avoided getting into any wars, kept up the authority of the Cadlon and avoided a Forlucan uprising, which would have been the first time that an Arthwydish vassal has turned against the Arthwyd.

Meanwhile the Caradysh and Nersondur are going at it in the lowlands, the former seeing some success, but the later becoming a more permanent fixture with every passing generation.

Otherwise not much to say. You might want to be careful of Arthwydish dissidents going over to the Halbarnwyd. Not sure what you could do about it, but letting that becoming a regular or normal thing strikes me as something of a double-edged sword.

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 Theocratic Elective Monarchy
Upper Centralisation Limit: 8
Lower Centralisation Limit: -2
Admin Strain Free Provinces: 6
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 1 Main Action + 1 Secondary Action +1 Secondary Action per 2 Provinces
Passive Policies: 1 +1 per 2 Provinces.
Subordinates: 2 + Prestige/10
Special: Gain Crisis Resistance+ per 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
Crisis Damage: Event, Crisis Damage- 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.

Stats
Diplo
: Decent (Extremely High)
Econ: Immense Farms and Manpower (Somewhat Low)
Martial: Good (Average)
Mystic: Effectively Limitless (Average)
Culture: Low (Extremely High)
Tech: Somewhat Low (Above Average)
Wealth: Very Wealth (Extremely High)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 7 (1/11)
Hierarchy: 4

Statuses
Centre of Trade (Caermyr): Temp Wealth+ every Turn.
Centre of Trade (Greenbay): Temp Wealth+ every Turn.
Coughing Plague (Medium Plague): d6 Crisis every Turn.
Expensive Free Labour: All Wealth Costs are greatly increased, +2 to Innovation Rolls,
King of the Hill: Temp Diplo+ at the start of every Turn.
Trade Dominance (Bronze Goods): Wealth++
Trade Dominance (Copper Goods): Wealth+
Trade Dominance (Gold Goods): Wealth++
Trade Dominance (Silver Goods): Wealth+
Trade Deficit (Honey): Wealth--

Prestige Ranking
Arthwyd
: 73
Nersondur = 60
Maradysh = 46
Merntir = 43
Caradysh = 42
Forluc = 38
Caermyr = 32
Grythwyd = 25
Cernn = 24
Achland = 22
Hielwald = 21
Boarfolk Nomads = 20
Zaradysh = 18
Forden = 15
Tordysh = 14
Raradysh = 13
Lorvysh = 12
Fordysh = 10
Fornn = 10
Forzea = 8
Lochanysh = 8
Diondairysh = 6
Hamefordysh = 5
Sinsearysh = 5
Bruraysh = 4

Diplomatic Relations
Status/Frequency of Contact
Achland = Independent/None
-Your Opinion 4/10
-Their Opinion = 4/10
Boarfolk Nomads = Independent/High
-Your Opinion 8.5/10
-Their Opinion = 8.5/10
Bruraysh = Nersondur Vassal/None
-Your Opinion 3/10
-Their Opinion = 5/10
Caradysh = Independent/Some
-Your Opinion 3.5/10
-Their Opinion = 7/10
Diondairysh = Caradysh Vassal/None
-Your Opinion 3/10
-Their Opinion = 5/10
Fordysh = Caradysh Vassal/Limited
-Your Opinion 3/10
-Their Opinion = 7.2/10
Fornn = Caradysh Vassal/Limited
-Your Opinion 3/10
-Their Opinion = 7/10
Forzea = Nersondur Vassal/None
-Your Opinion 3/10
-Their Opinion = 7/10
Hamefordysh = Caradysh Vassal/Some
-Your Opinion 3/10
-Their Opinion = 5.5/10
Hielwald = Independent/None
-Your Opinion 4/10
-Their Opinion = 4/10
Lochanysh = Independent/None
-Your Opinion 2/10
-Their Opinion = 2/10
Nersondur = Independent/None
-Your Opinion 4/10
-Their Opinion = 5/10
Sinsearysh = Caradysh Vassal/Limited
-Your Opinion 3/10
-Their Opinion = 5/10

Subordinates
8/9 Subordinates
3/3 Religious Subordinates
1/1 Colony

Type/Dependence
Caermyr = Religious Trade Post/Very Low
-Your Opinion 9/10
-Their Opinion = 10/10
Cernn = Religious Vassal/Very Low
-Your Opinion 7/10
-Their Opinion = 10/10
Forden = Vassal/Very Low
-Your Opinion 6/10
-Their Opinion = 9/10
Forluc = Vassal/Very Low
-Your Opinion 6.5/10
-Their Opinion = 9.5/10
Grythwyd = Religious Colony/Very Low
-Your Opinion 9/10
-Their Opinion = 10/10
Halbarnwyd = Religious Colony/Very Low
-Your Opinion 9/10
-Their Opinion = 10/10
Lorvysh = Vassal/Low
-Your Opinion 4/10
-Their Opinion = 9/10
Maradysh = Religious Vassal/Very Low
-Your Opinion 8/10
-Their Opinion = 10/10
Merntir = Religious Vassal/Very Low
-Your Opinion 9.5/10
-Their Opinion = 10/10
Raradysh = Colony/Low
-Your Opinion 6/10
-Their Opinion = 9/10
Tordysh = Vassal/Low
-Your Opinion 6/10
-Their Opinion = 9/10
Zaradysh = Colony/Low
-Your Opinion 6/10
-Their Opinion = 9/10

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions.
Ancient Bureaucracy: +2 Passive Policies
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn.
Blessing of Bronwyn: Gain +1 to all Diplomacy Rolls.
Blessing of Mairyn: Gain +2 to all Exploration Rolls.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
Rush Builders: Extended Projects take less actions, but each action is more expensive.
Tech Discoverers: +1 Temp Tech to Tech generating actions
Wealth Discoverers: +1 Temp Wealth to Wealth generating actions

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,

Bloodied, but Unbowed (Linked to Charitable Haven) Your people have suffered great loss, but you survive and you will recover. Blows that would break others merely leave you limping and your people have suffered enough of such blows to know how to recover and that they can recover.
Pros: Better at surviving and getting by in hard times, Bonus to dealing with disasters, Better resilience and recovery after suffering losses,
Cons: Harsher and ruthless,

Caretakers of Nature
The Arthwyd are the guardians of their land and that means looking after the place that they call home. They will safeguard and preserve their lands lest they fail in their duty.
Pros: Bonus to land management projects,
Cons: Additional consequences for harming the land,

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,

Pioneering Ways
The world is wonderous and ripe for the taking. The Arthwyd regularly seek out new lands to make them their own as they funnel their plentiful population into the frontier to settle the wilderness.
Pros: Increased Population Growth, Common Independent Exploration, Common Independent Expansion,
Cons: More mouths to feed, Common Uncontrolled Expansion,

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
The Aqueduct
A series of waterways built throughout the city of Greenbay, the aqueduct allows easy access to fresh, clean water for all those within Greenbay.
Effects: Reduces True City Upkeep for Greenbay, Bonus to Greenbay's rolls,

Arthrynite First Temple

A large stone building that resides on a hill overlooking Greenbay, the Arthrynite Temple is the first temple in the known world. With a centre piece built around stone statues of Arthryn and her Daughters, this temple is one of the holiest places in the world.
Effects: Increased Stability Gains from Venerating the Goddesses, Temp Mysticism+ every Turn.

Arthrynite Grand Temple (Tier 2)
Built in the heart of Greenbay, the Arthrynite Grand Temple is the largest building of its time. Equal in size to a village or neighbourhood, the Grand Temple is both a massive centre of worship for the Arthrynite religion, an extensive administrative centre for the Arthrynite priesthood and a nexus for the power of Arthryn and her Daughters.
Effects: Enhances the Faction Power of the Theocrats, Doubles of the Mystic Gains of religious actions, Boosts diplomacy with Arthrynites.

The Census (Bronze Age) (Tier 2)

A grand administrative project to give the Cadlon information about the population such as how many people there are, where they are and what they need to get by in life.
Effects: Temp Econ+ every Turn, Temp Wealth+ every Turn, Crisis Resistance++,

Code of Laws (Bronze Age)

A standardised set of laws that all of the Arthwyd must follow, these laws are focused on following the teachings and guidance of Arthryn and her Daughters.
Effects: Increased Loyalty from Religious Subordinates, Reduced Internal Discontent from Arthrynites.

The Evalynite Walls

The Evalynite Walls are the first stone walls in the known world and are devoted to Evalyn, the Arthrynite Goddess of Battle. They stand guard around the ancient capital of the Arthwyd and the religious centre of the Arthrynite religion.
Effects: Bonus to defending walled settlements, Bonus to defending Greenbay,

First Library

The Library of Greenbay is the greatest collection of information in the world and the first library. Containing almost countless records, this was the first great collection of information that is semi-available to all.
Effects: +1 to Innovation Rolls

Grand Sacred Forest

A grand forest planted throughout the settlement of Greenbay, this forest is the supposed to be the opposite of the Cursed Forest and is sacred to Arthryn and her Daughters.
Effects: Additional Temp Mystic+ from Venerate the Goddesses, Bonus to Study Nature,

Greenbay Palace
While not as impressive as the Forlucan Royal Palace, the Greenbay Palace does its job just as well. Acting as a centre of administration for the vast Arthwyd Empire, the palace is a boon for any Cadlon.
Effects: +1 Upper Centralisation Limit, +1 Admin Strain Free Provinces, Crisis Resistance+

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: Gain Temp Mysticism+ whenever a travel-based infrastructure project is completed,

Technologies
Carts
Lye
Straw/Reed Rope
Sustainability
Wheel
Wicker

Agriculture
Basic Fertiliser (Compost, Manure & Nightsoil)
Basic Irrigation
Proto-Black Soil
Seasonal Crops
Soil Fertility
Two-Field Crop Rotation

Animals
Cats
Cows
Dogs
Donkeys
Fowls
Griffins
Sheep

Construction
Mortar
Surveying

Fishing & Boats
Canoes
Fishing Nets
Galleys
Longships
Outrigger Canoes
Rafts
Sails
Walnut Oil
Waterproofing

Hunting
Baits
Live Trapping
Snares
Trapping

Materials
Bone
Bronze
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Soakstone
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Bronze Smelting
Copper Smelting
Gold Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Archiving
Dedicated Messengers
Memory Stone Record Keeping
Indexing
Planned Settlements
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Glazing
Metal Jewellery
Stone Carvings
Vocal Storytelling

Diplomacy
Charity
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

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

Leadership
Big Man
Cadlons
Elders
Elections
Local Leadership Delegation
Priests

Religion
Priests
Sacred Animals
Shrines
Temples
Tribute
Defences
Palisade
Stone Walls

Personal Protection
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Formal Hierarchy
Hunting Groups
Sacred Warriors

Theory
Ambush Tactics
Anti-Boarfolk Training
Attrition
Logistics
Shield Walls

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic
Soakstone

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

Arthrynite Divine Magic
Stone Manipulation (Advanced/Refined)
Stone Skin (Basic)
Trait Self-Boosting (Basic)

Wyrnite Divine Magic
Inspire (Limited)
Memory Stones (Expert/Refined)

Ymarnite Divine Magic
Disease Cure (Basic/Refined)
Human Fertility Boost (Limited)
Increased Weapon Skill (Basic/Refined)
Plant Fertility Boost (Limited)
Plant Growth (Basic)
Wound Healing (Expert/Refined)
 
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