[X] [Metal] Bronze weaponry is slowly phased in over time. (Temp Tech-- for 5 Turns, -1 Stability, ???)
[X] [Legacy] Gain the Ancient Bastion of Civilisation (Garthryd) Legacy.
 
The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 171 | Sufficient Velocity [Posts: 4255-4301]
##### NetTally 2.2.0

Task: Metal

[X][Metal] Bronze weaponry is slowly phased in over time. (Temp Tech-- for 5 Turns, -1 Stability, ???)
No. of Votes: 14

[X][Metal] Bronze weaponry is introduced as quickly as possible. (Temp Tech---- for 2 Turns, Temp Wealth----, -2 Stability, ???)
No. of Votes: 8

[X][Metal] Bronze weaponry is very slowly phased in over time. (Temp Tech- for 10 Turns , ???)
No. of Votes: 4



——————————————————————————————————————————————
Task: Legacy

[X][Legacy] Gain the Ancient Bastion of Civilisation (Garthryd) Legacy.
No. of Votes: 14

[X][Legacy] Gain the Legendary Defenders Legacy.
No. of Votes: 12

[X][Legacy] Gain the The King Still Stands Legacy.
No. of Votes: 1


Total No. of Voters: 28
 
[X][Metal] Bronze weaponry is slowly phased in over time. (Temp Tech-- for 5 Turns, -1 Stability, ???)
[X][Legacy] Gain the Ancient Bastion of Civilisation (Garthryd) Legacy.
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 171 | Sufficient Velocity [Posts: 4255-4303]
##### NetTally 2.2.0

Task: Metal

[X][Metal] Bronze weaponry is slowly phased in over time. (Temp Tech-- for 5 Turns, -1 Stability, ???)
No. of Votes: 15

[X][Metal] Bronze weaponry is introduced as quickly as possible. (Temp Tech---- for 2 Turns, Temp Wealth----, -2 Stability, ???)
No. of Votes: 8

[X][Metal] Bronze weaponry is very slowly phased in over time. (Temp Tech- for 10 Turns , ???)
No. of Votes: 4



——————————————————————————————————————————————
Task: Legacy

[X][Legacy] Gain the Ancient Bastion of Civilisation (Garthryd) Legacy.
No. of Votes: 15

[X][Legacy] Gain the Legendary Defenders Legacy.
No. of Votes: 12

[X][Legacy] Gain the The King Still Stands Legacy.
No. of Votes: 1


Total No. of Voters: 29
 
[] [Metal] Bronze weaponry is introduced as quickly as possible. (Temp Tech---- for 2 Turns, Temp Wealth----, -2 Stability, ???)
[] [Legacy] Gain the Ancient Bastion of Civilisation (Garthryd) Legacy.
Sorry to late to vote:sad:
 
Last edited:
2140 AG - Prosperity in Peace
[X] [Metal] Bronze weaponry is slowly phased in over time. (Temp Tech-- for 5 Turns, -1 Stability, ???)
[X] [Legacy] Gain the Ancient Bastion of Civilisation (Garthryd) Legacy.

[-] [MAIN] Support Subordinate = Halbarnwyd.
[-] [SEC] Academy.
[-] [SEC] Expand Econ.
[-] [SEC] Plant Cash Crops.
[-] [SEC] Venerate the Goddesses.

Merntir: Infrastructure
Maradysh: Infrastructure
Caermyr: Roads & Trading
Grythwyd: Infrastructure
Halbarnwyd: Farming & Expansion
Raradysh: Farming & Walls
Zaradysh: Farming & Expansion
Tordysh: Farming & Walls
Cernn: Roads & Temples
Lorvysh: Temples & Walls
Forluc: Expansion & Farming
Forden: Farming & Temples
Fornn: Rebuilding & Warriors
Fordysh: Rebuilding & Warriors

As the seasons went by and a new generation came to be, the world settled into a new status quo following the end of the Nersondur Invasion. High King Skjaldur managed to stabilise the Nersondur Empire through his ambitions of conquering the Arthwyd Empire remained dead. Meanwhile the Lochandysh continued to be successful in conquering the Forzea and much of the Nersonduran colonies in the Lowlands while Raonul led the Bruraysh to victory over the Sinsearysh tribes.

That should have led to more conflict, but Lochandysh were overextended enoguh that they could not afford further expansion while the Bruraysh were too busy worrying about their other new neighbours. Unable to resist the undead hordes indefinitely, both the Hamefordysh and the Diondairysh had submitted to the Caradysh again, using similar terms to what their ancestors had agreed to many generations ago.

For now, an uneasy peace had settled in the southern Lowlands. The Lochanysh could not conquer further, the Bruraysh were too worried about the Caradysh and the Caradysh had proven uninclined to invade the Bruraysh.

Which was fortunate for the Arthwyd as the northerners had their own concerns to worry about. Cadlon Evatine the Triumphant of the Arthwyd had continued her reforms as she slowly introduced bronze weaponry to the Catclaws and Cateyes. While it would take a few generations, the Champion of Arthryn should live long enough to see it come to completion if the Goddesses favour her.

Legacy Gained!
Ancient Bastion of Civilisation (Garthryd): Significant bonus to defending the Garthryd region against outside threats.

For her part, Cadlon Evatine the Triumphant swiftly took to her post-war duties. She organised an increased number of festivals and celebrations to reassure the community that her reforms would not be overly disruptive and to help incorporate the number of refugees who had fled the war-ravaged lands of the south.

Beyond sponsoring a number of farming initiatives, the Cadlon of the Arthwyd also organised for a great deal of aid to be sent to the Halbarnwyd. While the Arthwydish in the Far East hardly needed the support, it would certainly boost their growth so they could thrive even if they were cut off from the rest of the Arthwyd Empire. And given the distance between them and the Lowlands, that was a real concern and while the Arthwydish had no qualms with avenging their murdered kin, they would rather avoid the deaths in the first place.

The reports from the Halbarnwyd are promising. The colony has several dozen settlements now and while not all have temples and stone walls, many do. They are a long way from having the power of the Arthwydish back in the heartlands of the Arthwyd Empire, the Halbarnwyd are capable of withstanding minor threats and holding their own against major threats. They certainly do not need to worry about enterprising barbarian warlords looking for some easy conquest and glory.

And then there was the exploration of the Sunset Mountains. While the Arthwydish had been searching for deposits of resources in those peaks for countless generations, there were still plenty of untapped resources left to be discovered. The generation following the Nersondur Invasion was particularly bountiful with multiple new ore deposits being found. While the lead, tin, silver and copper were the ordinary if useful mix, the most interesting find was originally mistaken for silver. Yet despite looking like silver, the metal quickly proved to be a very different creature as this false silver was far stronger than actual silver to the point that even leaving a scratch in the metal was nigh impossible.

Which of these new mines is developed by the Arthwyd?
[] The lead mine is built.
[] The silver and tin mine is built.
[] The copper and silver mine is built.
[] The false silver mine is built.

The last great deed of the generation is the Arthwyd Empire beginning the work on a great centre of learning in Greenbay. Under the direction of Cadlon Evatine the Triumphant, the Arthwydish have drawn up some plans, cleared some space near the beating heart of the capital and begun to figure out just what sort of lessons that young enterprising Arthwydish will learn at the site.

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 2 Turns, Success/Failure: Free Road/Temp Diplo--
Gerontocrats (1/10) = Goals: Empowerment of the Elders, Mood: Content, Ability: Econ+ per 1 Faction Power, Objective: Expand Econ in 3 Turns, Success/Failure: Temp Econ+/-
Theocrats (4.5/20) = Goals: Empowerment of the Priesthood, Mood: Very Happy, Ability: +1 to Mystic per 1 Faction Power, Objective: Build 4 Libraries in 4 Turns, Success/Failure: Free Sacred Forest/-
Monarchists (7.3/10) = Goals: Empowerment of the Cadlon, Mood: Happy, Ability: Free Secondary Action per 5 Faction Power, Objective: Empower the Cadlon in 4 Turns, Success/Failure: Temp Culture+/-
Centralists (7.4/10) = Goals: Increased centralisation, Mood: Happy, Ability: +1 to Upper Centralisation Limit per 3 Faction Power, Objective: Do 2 More Messengers in 2 Turns, Success/Failure: Free Innovation Roll/-
Localists (5.4/10) = Goals: Decreased centralisation, Mood: Happy, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Support two Religious Subordinates in 4 Turns, Success/Failure: Free Road/-
Militarists (3.1/10) = Goals: Stronger military and increased warfare, Mood: Neutral, Ability: Martial+ per 2 Faction Power, Objective: Do a Main Train Sacred Warriors, Success/Failure: Temp Tech+/Temp Econ-
Isolationists (1.2/10) = Goals: No interactions with foreigners and their lands, Mood: Upset, Ability: Diplo- per 2 Faction Power, Objective: No expedition to foreign powers for 3 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 1 Turns, Success/Failure: Free Stability/Temp Wealth--
Traderists (7.1/10) = Goals: Thriving trade networks, Mood: Satisfied, Ability: Wealth+ per 1 Faction Power, Objective: Build 3 Mines in 4 Turns, Success/Failure: Temp Wealth+/-
Internalists (5.3/10) = Goals: Internal development, Mood: Very Happy, Ability: +1 Econ per 1 Faction Power, Objective: Build 3 Aqueducts in 4 Turns, Success/Failure: Free Mine/-
Pacifists (7.3/10) = Goals: No violence or offensive wars, Mood: Annoyed, Ability: Chance relative to faction power to negate Stability loss while at peace, Objective: Avoid war for 3 Turns, Success/Failure: Temp Econ+/Temp Diplo-
Purists (1.4/10) = Goals: No barbarians and their ways, Mood: Somewhat Pleased, Ability: Diplo- per 2 Faction Power, Objective: Don't aid any barbarians for 3 Turns, Success/Failure: Temp Eco+/-

***​

This update took a while to write since I had to do a bunch of background stuff that had been waiting until the return to regular turns. Anyway, the new powers in the southern Lowlands have formed and you got your faction quests back and updated. Another megaproject has been started and you found a bunch of potential new mines alongside getting a couple of new techs. Beyond that, the Arthwyd Empire continues to prosper and development in times of peace.

Also Skjaldur has held his empire together despite giving up his ambitions of conquest over you. Which is interesting since not only may he choose a new target, but this is the longest the Nersondur have had a central leadership since they expanded beyond their initial settlements on Newshore and it has now become a multi-generation thing.

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 (Low)
Martial: Good (Slightly Below Average)
Mystic: Effectively Limitless (Low)
Culture: Low (Extremely High)
Tech: Decent (Average)
Wealth: Very Wealth (Very High)

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

Statuses.
Introducing Bronze Weapons: Temp Tech- every Turn until 2,220 AG.
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: 82
Nersondur = 53
Maradysh = 47
Merntir = 44
Caradysh = 42
Forluc = 40
Caermyr = 33
Grythwyd = 26
Cernn = 25
Achland = 22
Hielwald = 21
Boarfolk Nomads = 25
Halbarnwyd = 18
Zaradysh = 19
Lochanysh = 17
Forden = 16
Tordysh = 15
Raradysh = 14
Lorvysh = 13
Fordysh = 10
Fornn = 10
Forzea = 9
Bruraysh = 7
Diondairysh = 3
Hamefordysh = 2
Sinsearysh = 2

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

Subordinates.
10/10 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 Bastion of Civilisation (Garthryd): Significant bonus to defending the Garthryd region against outside threats.
Ancient Centre of Civilisation (Garthryd): 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 (Three): +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
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
Copper
Fired Bricks
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

Logistics
Supply Lines

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 (Advanced/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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Hang on, I forgot to add the vote in. Give me a minute or two to find out what it was again.
 
[X] The false silver mine is built.

Worst case iron, best case some kind of fantasy metal that's harder than anything we have now.
 
[X] The false silver mine is built.

With incoming Golden Age, a potential innovation here is probably more likely?

(I don't think it's iron if bronze can't scratch it, but even "just" iron would be a good consolation prize, with the Golden Age.)
 
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