[X] She makes the risky choice to strike at Skjaldur, imperilling her own life for the chance to end her foe's. (Very high chance of Evatine dying, High chance of Skjaldur dying)

Okay, so the Boarfolk will attack us if we look weak. Losing a bunch more Warriors will make us look weaker than losing a single Hero. Also, the Nersonduran invasion will almost certainly fracture without their leader.
No, we didn't choose to upgrade our martial to Genius, so we can't play as if we did. I advocated for it and it was rejected. That means we can't face him in a 1v1.
 
[X] She makes the safe choice to get away unharmed to continue the war effort. (War continues normally)

One of the good things about not being a nation of raiders and conquerors is that we don't need to make constantly risky plays in order to keep up momentum and prevent our civ from collapsing on itself. We have massively greater population and defensive encampments that we can make use of, even if only some of the time. We will win a war of attrition.
 
[X] She makes the risky choice to strike at Skjaldur, imperilling her own life for the chance to end her foe's. (Very high chance of Evatine dying, High chance of Skjaldur dying)

Okay, so the Boarfolk will attack us if we look weak. Losing a bunch more Warriors will make us look weaker than losing a single Hero. Also, the Nersonduran invasion will almost certainly fracture without their leader.
I strongly disagree here, a single multi-hero is absolutely huge, way more important than the sacred warriors. Especially since we don't want the sacred warriors to stay as they are. We want to very nearly lose this, so we can get out of our "we can't possibly lose" mentality.
 
That means we can't face him in a 1v1.

You still have another Martial Hero (Eradan) should you lose Evatine and Evatine is capable of taking Skjaldur in the fight. That is why he has a high chance of dying if you choose the option where Evatine tries to kill him.
 
The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 165 | Sufficient Velocity [Posts: 4118-4127]
##### NetTally 2.2.0

[X] She makes the safe choice to get away unharmed to continue the war effort. (War continues normally)
No. of Votes: 8

[X] She makes the risky choice to strike at Skjaldur, imperilling her own life for the chance to end her foe's. (Very high chance of Evatine dying, High chance of Skjaldur dying)
No. of Votes: 1


Total No. of Voters: 9
 
You still have another Martial Hero (Eradan) should you lose Evatine and Evatine is capable of taking Skjaldur in the fight. That is why he has a high chance of dying if you choose the option where Evatine tries to kill him.
And we'd still lose our multi-hero on something basically worthless. I told people we needed martial genius, people didn't want to listen.
 
[X] She makes the risky choice to strike at Skjaldur, imperilling her own life for the chance to end her foe's. (Very high chance of Evatine dying, High chance of Skjaldur dying)
 
[X] She makes the safe choice to get away unharmed to continue the war effort. (War continues normally)
 
[X] She makes the safe choice to get away unharmed to continue the war effort. (War continues normally)

We need Evatine alive a lot more than we need Skjaldur dead.
 
[X] She makes the risky choice to strike at Skjaldur, imperilling her own life for the chance to end her foe's. (Very high chance of Evatine dying, High chance of Skjaldur dying)
 
[X] She makes the risky choice to strike at Skjaldur, imperilling her own life for the chance to end her foe's. (Very high chance of Evatine dying, High chance of Skjaldur dying)

Okay, so the Boarfolk will attack us if we look weak. Losing a bunch more Warriors will make us look weaker than losing a single Hero. Also, the Nersonduran invasion will almost certainly fracture without their leader.

This. We would win a battle of attrition but it'll bloody. We need to change the narrative from this battle and crush their morale.

So...


[X] She makes the risky choice to strike at Skjaldur, imperilling her own life for the chance to end her foe's. (Very high chance of Evatine dying, High chance of Skjaldur dying)
 
we have advantage in war of attrition, they have advantage in single combat. fighting one on one seems to play to their strengths.

Who has the advantage in single combat depends on the warriors involved. Militia/Levy aren't that great on either side while regulars tend to be pretty good due to their professionalism. Sacred Warriors are better than anyone else and Cateyes are better than Sun Warriors and Catclaws are better than Cateyes. As the Champion of Arthryn, Evatine is most personally dangerous combatant in the war and while Skjaldur outmatches her on a strategic or tactical scale, he is not a better individual warrior than her. Put simply, Skjaldur is the better general, but Evatine is the better warrior.
 
Who has the advantage in single combat depends on the warriors involved. Militia/Levy aren't that great on either side while regulars tend to be pretty good due to their professionalism. Sacred Warriors are better than anyone else and Cateyes are better than Sun Warriors and Catclaws are better than Cateyes. As the Champion of Arthryn, Evatine is most personally dangerous combatant in the war and while Skjaldur outmatches her on a strategic or tactical scale, he is not a better individual warrior than her. Put simply, Skjaldur is the better general, but Evatine is the better warrior.
Huh. Didn't know that. It still seems risky to me but it might be worth a shot. Skjaldur is a warlord - if he dies his empire will die with him. On the other hand losing Evatine would be a body blow but hardly a mortal one as a new leader can be elected. I'll think about it.
 
Okay decided to change my vote.
[X] She makes the risky choice to strike at Skjaldur, imperilling her own life for the chance to end her foe's. (Very high chance of Evatine dying, High chance of Skjaldur dying)
 
It still seems risky to me but it might be worth a shot.
The odds haven't changed. It's still a very high chance of Evatine dying and a high chance of Skjaldur dying. It hasn't changed to high and very high respectively. We'd still suffer a lot more from Evatine's death than we'd benefit from Skjaldur's death.
 
I would also like to note that if Evatine dies, she can't use her status as Cadlon of the Arthwyd and the Champion of Arthryn to ram a bunch of unpopular reforms into Arthwydish society.
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 165 | Sufficient Velocity [Posts: 4118-4144]
##### NetTally 2.2.0

[X] She makes the safe choice to get away unharmed to continue the war effort. (War continues normally)
No. of Votes: 11

[X] She makes the risky choice to strike at Skjaldur, imperilling her own life for the chance to end her foe's. (Very high chance of Evatine dying, High chance of Skjaldur dying)
No. of Votes: 5


Total No. of Voters: 16
 
2114 AG - Bronze Epic Age V
[X] She makes the safe choice to get away unharmed to continue the war effort. (War continues normally)

As the war continues for yet another set of seasons, the back and forth between the Arthwyd Empire and the Nersondur Empire continues. Within the lands of the Forddysh, the fighting is indecisive as neither side is able to gain the upper hand. Raonul continued his attempts to conquer the Fordysh, but once again, the warriors of the Arthwyd Empire halted his ambitions. While the blood spilt favoured the northerners, neither they nor the southerners were able to gain the advantage when it came to territory acquired. The frontlines would shift and there, but they ultimately remained the same as victory in one location was met with defeat elsewhere and vice versa.

Matters were similar within Fornn territory except that fighting was far more extensive and far greater bloodshed. While it was Evatine and her Arthwydish warriors who suffered a grievous defeat in the previous seasonal cycle, it was Eradan and his Forlucan warriors who got crushed by the Nersondurans this time.

A major offensive push by Arnulfur and the Nersondur under his command resulted in a string of defeats for the Forlucans. Eradan and his warriors made the invaders pay a price for their success, but their own costs were far greater. Over a thousand of the Forlucan professionals died to the Nersondur and almost three thousand of the part-time militia suffered a similar fate while the Nersondur losses were maybe half that. The only upsides was that Eradan himself came through with only minor injuries and the Forlucan general was able to minimise the number of Sun Warriors lost with only a hundred or so of the sacred warriors dying in battle.

Meanwhile Cadlon Evatine and her army of Arthwydish warriors saw great success in the most recent set of battles against High King Skjaldur and the Nersondur under his personal command. A feint by the Champion of Arthryn resulted in a Nersondur rout that turned a collapse of an entire flank of the Nersoduran frontlines. While Skjaldur recovered quickly, he did so by yielding a large amount of Fornn territory to reform his frontline. If it wasn't for Arnulfur successes against Eradan, the High King of the Nersondur Empire might have been forced to retreat from Fornn land entirely.

Skjaldur had also suffered heavy losses as while the Arthwyd casualties had a few hundred Catclaw and Cateyes amongst the dead along with several hundred of the Maradysh militia, the Nersondur had seen far greater death amongst their forces. For every Arthrynite sacred warrior that had died, two of the Nersonduran professional warriors had died while High King Skjaldur's militia losses were tenfold what Cadlon Evatine had suffered.

As things were, the frontlines in the southern Lowlands became lopsided as on one flank, Arnulfur had made great gains, but Skjaldur's forces had been severely driven back while the borders within the Fordysh had barely changed. It was obvious to Evatine, Eradan and the other experienced commanders of the Arthwyd Empire that the war was coming to close. Depending on how you looked at things, it had been four or five winters since the war and the bodycount was beginning to tell.

Since the time of Cadlon Serwyn the Gifted, the Arthwyd had known about attrition and how it could be leveraged. How a greater reserve of manpower, equipment, food and other resources could be turned into victory by making your opponent run out before you did. And in this, the Arthwyd Empire had to be beating the Nersondur Empire. The barbarians of the Far South lacked the unity or centralisation of the Arthwyd and while they had fine warriors, they didn't have the same degree of organisation to back them up that the Arthwyd Empire did.

The tens of thousands on both sides had died, but the Nersondur had the greater number of casualties while also having the smaller army. Meanwhile the Arthwyd Empire had taken heavy losses as well, but with the Fornn and the Fordysh joining them in the midst of the war, the strength of the Arthwydish army was only slightly below what it had started the war with. The biggest dent in numbers was amongst the Catclaws and Cateyes as the Arthwydish sacred warriors had suffered heavy losses on the frontlines.

As winter approached, the Nersondur morale began to crack. For the barbarian invaders, the war was dragging on with no end in sight as the Arthwydish defenders just kept fighting while the riches and wealth of the war-ravaged Fornn and Fordysh have dried up. While glory could still be found, it wasn't as consistent as it used to be and the chance of death or maiming was high. High King Skjaldur was failing to live up to the promises and reputation that had brought him loyalty and while his army and authority were not yet collapsing, small bands of Nersondurans could be spotted breaking away and heading home. Or at least heading away from the Arthwyd Empire.

Yet even as things began to look up in the south, there was trouble to the north. While Warlord Novikov had yet to return, friendly nomad traders were reporting that the Boarfolk warlord had finished with his business in the Far East and was making his way home as he promised to Cadlon Evatine some time ago. And according to the traders, it was said that Novikov was planning to make good on the rest of the promise as he sought to see if the Arthwyd Empire would be weak enough to make a tempting target.

This new news from the Boarlands left Cadlon Evatine of the Arthwyd with a dilemma. For one, she could attempt to stay down in the south to continue dealing with Skjaldur and the still substantial remains of his splintering army. The other option was that she could go north to personally deal with Novikov and attempt to convince the warlord to not invade the Arthwyd while it was still busy with the Nersondur Empire in the southern Lowlands.

But she could only do one of those things as she could only be in one place at a time.

What choice does Evatine make?
[] Evatine stays in the south to deal with Skjaldur.
[] Evatine goes to the north to talk with Novikov.

***​

The big war is probably coming to a close. Skjaldur hasn't gotten the big victories he needs to win and now the losses are mounting up, morale is beginning to break for the invaders. Normally this would mean that victory is in the bag, but with the nomad Martial Hero going back to potentially attack combined with Skjaldur still being a Martial Genius/Admin Hero who can do a bunch of damage even with a weakened force.

Beyond that, not too much to say. Maybe another update or two of Epic Age before I do a conclusion wrap up and return to regular turns.

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 free 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 (Very High)
Econ: Immense Farms and Manpower (Average)
Martial: Good (Average)
Mystic: Effectively Limitless (Average)
Culture: Low (Extremely High)
Tech: Decent (Above Average)
Wealth: Very Wealth (Very 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: 74
Nersondur = 63
Maradysh = 46
Merntir = 43
Caradysh = 42
Forluc = 39
Caermyr = 32
Grythwyd = 25
Cernn = 24
Achland = 22
Hielwald = 21
Boarfolk Nomads = 20
Halbarnwyd = 18
Zaradysh = 18
Forden = 15
Tordysh = 14
Raradysh = 13
Lorvysh = 12
Forzea = 11
Lochanysh = 8
Bruraysh = 8
Fordysh = 7
Fornn = 7
Diondairysh = 6
Hamefordysh = 5
Sinsearysh = 5

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 2.5/10
-Their Opinion = 5/10
Caradysh = Independent/Some
-Your Opinion 3/10
-Their Opinion = 7/10
Diondairysh = Nersondur Vassal/None
-Your Opinion 2.5/10
-Their Opinion = 5/10
Forzea = Nersondur Vassal/None
-Your Opinion 2.5/10
-Their Opinion = 7/10
Hamefordysh = Nersondur Vassal/Some
-Your Opinion 2.5/10
-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 = Nersondur Vassal/Limited
-Your Opinion 2.5/10
-Their Opinion = 5/10

Subordinates.
10/9 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 5.5/10
-Their Opinion = 9/10
Fordysh = Vassal/High
-Your Opinion 4.5/10
-Their Opinion = 8.2/10
Forluc = Vassal/Very Low
-Your Opinion 5/10
-Their Opinion = 9.5/10
Fornn = Vassal/High
-Your Opinion 4/10
-Their Opinion = 8.5/10
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 4.5/10
-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 6.5/10
-Their Opinion = 9/10
Tordysh = Vassal/Low
-Your Opinion 6.5/10
-Their Opinion = 9/10
Zaradysh = Colony/Low
-Your Opinion 6.5/10
-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 wondrous 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
Black Soil (Terra Preta)
Seasonal Crops
Soil Fertility
Three-Field Crop Rotation

Animals
Cats
Cows
Dogs
Donkeys
Fowls
Griffins
Sheep

Construction
Primitive Earthen Flood Control
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)
 
Hmm. How bloody is this? Like maybe reform the military a little to hopefully not have to rely on attrition bloody, or more dang sure glad we are so big and attrition works so well for us bloody?
 
Hmm. How bloody is this? Like maybe reform the military a little to hopefully not have to rely on attrition bloody, or more dang sure glad we are so big and attrition works so well for us bloody?

The Arthwyd Empire (& Caradysh Empire) has lost about thirty thousand people while the Nersondur Empire has lost maybe another five thousand more than that, but the Arthwyd Empire military is about four thousand soldiers smaller than it was at the start of the year dye to the additions of the Fornn and Fordysh, which gained you what remained of their militaries.
 
The Arthwyd Empire (& Caradysh Empire) has lost about thirty thousand people while the Nersondur Empire has lost maybe another five thousand more than that, but the Arthwyd Empire military is about four thousand soldiers smaller than it was at the start of the year dye to the additions of the Fornn and Fordysh, which gained you what remained of their militaries.
As things were, the frontlines in the southern Lowlands became lopsided as on one flank, Arnulfur had made great gains, but Skjaldur's forces had been severely driven back while the borders within the Fordysh had barely changed. It was obvious to Evatine, Eradan and the other experienced commanders of the Arthwyd Empire that the war was coming to close. Depending on how you looked at things, it had been four or five winters since the war and the bodycount was beginning to tell.

Since the time of Cadlon Serwyn the Gifted, the Arthwyd had known about attrition and how it could be leveraged. How a greater reserve of manpower, equipment, food and other resources could be turned into victory by making your opponent run out before you did. And in this, the Arthwyd Empire had to be beating the Nersondur Empire. The barbarians of the Far South lacked the unity or centralisation of the Arthwyd and while they had fine warriors, they didn't have the same degree of organisation to back them up that the Arthwyd Empire did.

The tens of thousands on both sides had died, but the Nersondur had the greater number of casualties while also having the smaller army. Meanwhile the Arthwyd Empire had taken heavy losses as well, but with the Fornn and the Fordysh joining them in the midst of the war, the strength of the Arthwydish army was only slightly below what it had started the war with. The biggest dent in numbers was amongst the Catclaws and Cateyes as the Arthwydish sacred warriors had suffered heavy losses on the frontlines.

As winter approached, the Nersondur morale began to crack. For the barbarian invaders, the war was dragging on with no end in sight as the Arthwydish defenders just kept fighting while the riches and wealth of the war-ravaged Fornn and Fordysh have dried up. While glory could still be found, it wasn't as consistent as it used to be and the chance of death or maiming was high. High King Skjaldur was failing to live up to the promises and reputation that had brought him loyalty and while his army and authority were not yet collapsing, small bands of Nersondurans could be spotted breaking away and heading home. Or at least heading away from the Arthwyd Empire.
It is interesting the two perspectives we seen here...
While the Nersonder are starting to break down as a cohesive force due to them losing their momentum for so long, the Arthwyd, despite similarly not seeming to do much either, maintains confidence thanks to their understanding of attrition warfare...
 
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