1150 AG - The True Zaradysh
[X] [Haven] Coltyre.
[X] [Refugee] Accept all of the lowlanders. (-1 Stability, +3 Temp Econ next Mid Turn)

It was an end of an era when Cadlon Bronwyn Stonearm the Beautiful went to be with Arthryn and her Daughters. Having lived for over a hundred winters and spent over eighty of those as Cadlon, no one alive could remember a time when Bronwyn was not alive and very few could remember a time when she was not Cadlon.

When it came to her successor, Serwyn the Gifted was the obvious choice. Serwyn had spent most of her adulthood as Bronwyn's most valued advisor and the woman had been doing her best to angle for the position since she stopped being a girl and started being a woman. For many involved, Serwyn being chosen as Cadlon and her accepting the position was something a formality.

Over the course of the final seasons of Bronwyn's reign and the start of Serwyn's rule as Cadlon of the Arthwyd, the Arthwyd began to adopt some of the tradition that the refugees brought with them. The majority of the lowlander refugees had come from the Coltyre and the Coltyre had always prided themselves on a large family.

The refugees had brought the idea that having plenty of kids was a good idea and it was one that spread throughout the Arthwyd alongside the refugees. The Arthwyd didn't exactly take to it vigorously, but there was certainly an increased expectation for women to have children and having children became something of a point of pride. Cadlon Serwyn herself had shown her commitment to strengthening the community by having a dozen children of her own over the course of her adult life.

New Value Gained!
Marital Prowess (Linked to Charitable Haven)

Your people are renowned for common pregnancies and the resulting large families. Men are encouraged to get women pregnant while women are encouraged to produce plenty of offspring.
Pros: Increased Population Growth, Value familial unit more,
Cons: More mouths to feed,

As more refugees continued to flee north as chaos and disaster continued to reign in the lowlands, Cadlon Serwyn devoted her resources as Cadlon to promoting the traditions of the Arthwyd and showing proper respect to the Arthryn and her Daughters. Her efforts have the twin benefits of not only helping the lowlanders get used to the ways of their new people, but it also helped reassure the Arthwyd that things would be okay and how to properly follow Arthryn's teachings.

There was also interesting news from the North Coast. Not only did the Merntir finally connect their villages in the hills to the rest via dirt paths, but the Merntir have produced a very talented priestess. While nothing special in most areas, Eurwyn is incredibly talented when it comes to the ways of the Mother and her Daughters along with the holy magic of the Goddesses. While Eurwyn had yet to do anything too noticeable yet, many within the Arthwyd, including Cadlon Serwyn, were watching her with great interest.

***​

Even as the Arthwyd prospered in the north, the lowlanders suffered in the south. The plague itself wasn't that bad compared to some in the past, but it ran rampant throughout the lowlands. While the Forluc had somehow managed to stop it in their lands and keep it from going further south, the northern lowlands had no such protection.

The Zaradysh and Fordysh were already collapsing within seasons of the plague breaking out and the last generation just cemented the total collapse of civilisation in the north-west lowlands. Whilst initially doing a little better, the Forfolk soon followed the same fate as the western neighbours.

The Coltyre fared little better than the other northern lowlanders. They fared through the plague itself better than anyone else in the northern lowlands, but their downfall came from a different vector.

Within the Coltyre, a priestess of Zaranna gained a strong following. Devout in the ways of Zaranna, this Brianna was charismatic and could spin an engrossing story that won her many supporters. Brianna spoke about how the Coltyre and the others in the lowlands had lost their way and failed to properly revere Zaranna. That the plague besetting them and destroying organised society in the northern lowlands was a punishment from the lowlander goddess.

Brianna claimed that by submitting to Forluc and their gods, the lowlanders had forsaken the ways of Zaranna. That by abandoning their freedom and handing over their fates to the Forluc, they betrayed Zaranna and incurred her wrath.

Proving herself a capable warrior even if her skill at the art of war didn't match her ability as a priestess and speaker, Brianna toppled the old leaders of the Coltyre. Deciding that the old chiefs were unfit to lead her people, Brianna had those that she didn't kill in battled executed by leaving them out before the sun to die of exposure. The exception was the High Chief at the time, whom she whom she personally killed. That was the only detail that the Arthwyd could confirm as there were many conflicting tales about just how Brianna had slain the High Chief of the Coltyre.

Unfortunately, what Brianna did after that was something that the Arthwyd could confirm. Unhappy with just killing the old High Chief, Brianna took the matter to a horrible extreme by having the High Chief's wife thrown to her warriors and then making the children of the High Chief her personal slaves.

Having cemented her control over what remained the Coltyre after the plague and her uprising, Brianna declared herself the Zandis of the True Zaradysh. Zandis was apparently the lowlander equivalent of Cadlon and between that and the other stories about her, apparently Brianna felt that she was equal to the Arthwydish Cadlons in the north.

The tales of these events drove the Arthwyd into an uproar as the story of Brianna's triumphant conquest spread amongst the Arthwyd with the latest generation of refugees from the lowlands.

Whilst the Arthwyd knew that the lowlanders were a bunch of slaving barbarians on an intellectual level, it was another thing to have such a vivid and well-known example. There was plenty of support for doing something about it and more than a few people would mention to Cadlon Serwyn that their communities would support doing something about the True Zaradysh, either to save the lowlanders or to end Brianna's tyranny.

How do the Arthwyd react to Zandis Brianna and the True Zaradysh?
[] [Evil] Nothing.
[] [Evil] Send some Cateyes to kill Zandish Brianna. (-1 Temp Martial, ???)
[] [Evil] Send a small war party to kill Zandis Brianna. (-1 Temp Econ, Risks 1 Temp Martial, +1 Stability, ???)
[] [Evil] Invade and crush the True Zaradysh. (-2 Temp Econ, Risks 3 Temp Martial, +1 Stability, ???)

And then there was a question of refugees. As they had been several generations now, lowlanders continued to flee the lowlands to seek safe haven with the Arthwyd. There weren't exactly many people left in the northern lowlands these days, but there were enough left it was a concern of Cadlon Serwyn,

How does Cadlon Serwyn deal with the lowlanders seeking refuge?
[] [Refugees] Turn back the refugees. (???)
[] [Refugees] Accept some of the barbarians escaping the lowlands. (Small Chance of Stability Loss, +1 Temp Econ next Mid Turn)
[] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)
[] [Refugees] Accept all of the barbarians escaping the lowlands. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)

Priests (5 (6)) = Mood: Happy, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Build the Temple in 3 Turns, Success/Failure: +1 Mystic/-1 Temp Econ
Elders (3) = Mood: Pleased, Ability: Add half of their faction power to another faction, Objective: Build the Stone Wall in 3 Turns, Success/Failure: +2 Temp Econ/-1 Temp Econ
Warriors (4) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Punish Brianna for her evil, Success/Failure: Free 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/-

***​

Okay, plenty of stuff happened this turn. The Zaradysh, Forfolk, Fordysh and Coltyre have all the collapsed, the former due to the plague and the last due to a religious uprising. Said religious uprising got a good rule for how strong it was so now you got a bunch of religious fanatics living next door ruled by a Mystic Hero who is good in other areas as well.

That said, the Merntir got a Mystic Hero of their own through she has yet to do anything noteworthy beyond having a Heroic stat. The current vote is pretty simple, refugees (probably the last for some time due to how depopulated the lowlands are right now) and your new psycho-neighbours. Sending warriors after Zandis Brianna and the True Zaradysh won't cost you any actions as while the Cadlon is organising it, it is the local communities providing the resources and paying the costs.

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: 16 (11)
Martial: 5 (5)
Mystic: 2 (3)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 2/3
Centralisation: 4
Hierarchy: 3
Prestige: 24

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 = Unknown/Unknown/None
-Fornn – Unknown/Unknown/None
True Zaradysh = Insane Barbarians/Strong Weaklings/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,

Marital Prowess (Linked to Charitable Haven)
Your people are renowned for common pregnancies and the resulting large families. Men are encouraged to get women pregnant while women are encouraged to produce plenty of offspring.
Pros: Increased Population Growth, Value familial unit more,
Cons: More mouths to feed,

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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The Arthwyd are now on a path towards a population crisis in the future. The upside to this is that we're certain to turn into the China of this world, perfectly placed to colonize the Lowlands with settler waves once the ecological crisis finally ends.

[X] [Evil] Invade and crush the True Zaradysh. (-2 Temp Econ, Risks 3 Temp Martial, +1 Stability, ???)
[X] [Refugees] Accept all of the barbarians escaping the lowlands. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)

You know what, fuck it. Let's go all in and squish her. That net neutral Stability is very nice too.
 
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Still at 2/3 stability so we can go for all the refugees again, with the Zaradysh I think we should either leave them alone or go all in and invade them, assassinating their leader will just make her a martyr.
 
[X] [Evil] Nothing.

Jesus Christ no, definitely no to sending anything over there. Learned this lesson hard from PoC. No unprovoked military intervention. (God, the slavery war with Byzantium was bad.) This kind of thing will make us more warlike, will attract attention and enemies, and force us to burn actions and resources we could otherwise use to strengthen and fix our civilisation. The downsides both short-term and long-term far exceed any potential rewards, even if everything goes well, which it may not! Could lose the war, or Urth may hit us form the side, or both! Or we get hit by boarfolk in the meantime, or we have some entirely non-military crisis to deal with and we have to choose between continuing the war effort or dealing with the crisis.

So yeah. Don't attack unprovoked, focus our time and resources inwards, prosper. Zandis seems to have an axe to grind with the Forluc, so she's a lot more likely to attack them than us. Thanks to our isolationism we're probably not even given a second thought.
 
The Arthwyd are now on a path towards a population crisis in the future.
Just to clarify. Depending on the assumptions made, our population might double every 50-10 years, with 50 being more probable. Now, the math doesn't actually matter because Ossha doesn't care about it, but it does show that we're going to be facing a massive population explosion.

[X] [Evil] Nothing.
[x] [Refugees] Accept some of the barbarians escaping the lowlands. (Small Chance of Stability Loss, +1 Temp Econ next Mid Turn)


Yup, no reason to get stuck in the Zaradysh. Let them fight each other or the Forluc, they'll be a decent buffer state.
 
@Oshha can we get the option to send refugees to the Merntir? Qeqre and I agreed that sending some refugees there is an especially good thing to do now that we have a value that decreases social cohesion. That kind of refugee funnelling would reduce that downside at least a little, as well as save us some Stability.
 
Zandis seems to have an axe to grind with the Forluc, so she's a lot more likely to attack them than us. Thanks to our isolationism we're probably not even given a second thought.
More of a toss up due to the distances involved. Zandis Brianna might have more of a grudge with the Forluc, but the Forluc are about three times as far away as the Arthwyd are.
Now, the math doesn't actually matter because Ossha doesn't care about it,
To clarify, I don't care about the exact numbers involved. I'm tracking population and population growth in a rough, abstract manner rather than precise numbers. You have very high population growth right now.
 
[X] [Evil] Invade and crush the True Zaradysh. (-2 Temp Econ, Risks 3 Temp Martial, +1 Stability, ???)
[X] [Evil] Send some Cateyes to kill Zandish Brianna. (-1 Temp Martial, ???)
[X] [Evil] Send a small war party to kill Zandis Brianna. (-1 Temp Econ, Risks 1 Temp Martial, +1 Stability, ???)

[X] [Refugee] Turn back the refugees. (???)

We need more living space for our increasing population!
 
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[X] [Evil] Nothing.
[X] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)

More of a toss up due to the distances involved. Zandis Brianna might have more of a grudge with the Forluc, but the Forluc are about three times as far away as the Arthwyd are.
Still 50% odds she attacks someone other than us, and even if she does attack us it's better to fight them defensively where we get a home ground advantage and they have to extend themselves. We'll suffer the opposite if we go on the offensive.

[X] [Evil] Invade and crush the True Zaradysh. (-2 Temp Econ, Risks 3 Temp Martial, +1 Stability, ???)

[X] [Refugee] Turn back the refugees. (???)

We need more living space for our increasing population!
We're not going to make war for the objective of slaughtering our people. That is super barbarous. Also entirely unnecessary, since the settlement passive will keep making that living space for us.
 
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[X] [Evil] Invade and crush the True Zaradysh. (-2 Temp Econ, Risks 3 Temp Martial, +1 Stability, ???)
[X] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)
The chaos fanatics aren't going to leave us alone in the long term with us being so close to them.
 
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Still 50% odds she attacks someone other than us, and even if she does attack us it's better to fight them defensively where we get a home ground advantage and they have to extend themselves. We'll suffer the opposite if we go on the offensive.
That allows them to rebuild. Right now, when their military is still in shambles is the best time to strike.
 
[X] [Evil] Invade and crush the True Zaradysh. (-2 Temp Econ, Risks 3 Temp Martial, +1 Stability, ???)
[X] [Refugees] Accept all of the barbarians escaping the lowlands. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)

The chaos fanatics aren't going to leave us alone in the long term with us being so close to them.
The GM just said it's a coin flip whether they attack us or the Forluc, so the idea that they'll certainly attack us isn't right. And if they do attack us, that's not bad, because we get an advantage when we go on defence and a disadvantage when we go on offence. If we're ignoring all the many good reasons not to attack under the axiom that it's vital to destroy a semi-immediate potential military issue, it's better to wait. Either they attack the Forluc and they get destroyed by them, or they attack us and get hit by our home ground advantage. Either way, smacking our troops against their home ground advantage while lacking ours is the opposite of the optimal way of going about this.
 
Also if you kill their Hero leader, if they weren't going to fight us before they sure are going to now.
I personally doubt they're a This Generation threat, they need to consolidate their gains, if they pushed into us, what's likely to happen is they lose it all
 
[X] [Evil] Nothing.
[X] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)
 
[X] [Evil] Nothing.

Let them and the Forluc hopefully tear at each other. If they decide to attack us than so be it.

[X] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)
 
[X] [Evil] Invade and crush the True Zaradysh. (-2 Temp Econ, Risks 3 Temp Martial, +1 Stability, ???)
[X] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)

More people to take, more blood to spill.
 
[X] [Evil] Nothing.
[X] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)

Even if we do this i would still like to increase our standing army, around 5-10% of our total population at the same time we need to begin megaprojects (the stone wall looks very appealing right now)
 
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Vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 17 | Sufficient Velocity [Posts: 402-420]
##### NetTally 2.2.0

Task: Evil

[X][Evil] Invade and crush the True Zaradysh. (-2 Temp Econ, Risks 3 Temp Martial, +1 Stability, ???)
No. of Votes: 4

[X][Evil] Nothing.
No. of Votes: 4



——————————————————————————————————————————————
Task: Refugees

[X][Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)
No. of Votes: 6

[X][Refugees] Accept all of the barbarians escaping the lowlands. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
No. of Votes: 1



——————————————————————————————————————————————
Task: Refugee

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


Total No. of Voters: 8
 
[X] [Evil] Nothing.
[X] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)

Even if we do this i would still like to increase our standing army, around 5-10% of our total population at the same time we need to begin megaprojects (the stone wall looks very appealing right now)
I think those numbers may need adjusting, even if I understand where you're coming from. 5% is what North Korea claims it has (pop ~25m, armed forces ~1.28m). In the U.S. today, it's 1/10th of that percentage, and in 1990, at the end of the cold war, it was still under 1%.
 
[X] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)

Let the Merntir deal with part of the stability/integration issues. They have the right hero for it.
The only thing necessary for the triumph of evil...

[X] [Evil] Send some Cateyes to kill Zandish Brianna. (-1 Temp Martial, ???)
[X] [Evil] Send a small war party to kill Zandis Brianna. (-1 Temp Econ, Risks 1 Temp Martial, +1 Stability, ???)

While the true Zaradysh are religious nutjobs who would probably hate us if we tried to kill their leader, their being slavers who (perhaps hypocritically) don't want to be the Forluc's servants isn't exactly the sort of thing that warrants crushing them as a faction.

Also, charitable haven means people think the Arthwyd are weak. A civilization of beautiful weaklings with large population centers sounds like an attractive target for slave raids.
A show of force now might be necessary to keep them from triggering our Sacred Defense trait in the future. At which point a measured response might be off the table.

Besides, War is how we responded to the Merntir raids, the Nomad invasion, the Midlanders/Maradysh that were working for Urth and the news that Urth was alive(and trying to be diplomatic).
 
[X] [Evil] Nothing.

[X][Refugees] Accept all of the barbarians escaping the lowlands. (Large Chance of Stability Loss, +2 Temp Econ next Mid Turn)
 
[X] [Refugees] Accept some of the barbarians escaping the lowlands and send the rest to the Merntir. (Medium Chance of Stability Loss, -1 Temp Diplo, +1 Temp Econ next Mid Turn)

Let the Merntir deal with part of the stability/integration issues. They have the right hero for it.

The only thing necessary for the triumph of evil...

[X] [Evil] Send some Cateyes to kill Zandish Brianna. (-1 Temp Martial, ???)
[X] [Evil] Send a small war party to kill Zandis Brianna. (-1 Temp Econ, Risks 1 Temp Martial, +1 Stability, ???)

While the true Zaradysh are religious nutjobs who would probably hate us if we tried to kill their leader, their being slavers who (perhaps hypocritically) don't want to be the Forluc's servants isn't exactly the sort of thing that warrants crushing them as a faction.

Also, charitable haven means people think the Arthwyd are weak. A civilization of beautiful weaklings with large population centers sounds like an attractive target for slave raids.
A show of force now might be necessary to keep them from triggering our Sacred Defense trait in the future. At which point a measured response might be off the table.

Besides, War is how we responded to the Merntir raids, the Nomad invasion, the Midlanders/Maradysh that were working for Urth and the news that Urth was alive(and trying to be diplomatic).
All of those attacked us first so were defensive wars. Except for the second war against Urth but even then the Arthwyd regarded it as merely a continuation of the first war.
 
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