I'm pretty sure their population is limited by their Mystic stat though.
I doubt that's a limiting factor that's actually doing any limiting. It might theoretically be, but not one that's likely to ever actually stop it their growth.

Sidenote, refusing to give the undead more bodies hardly seems the same as sterilizing a group.
 
I doubt that's a limiting factor that's actually doing any limiting. It might theoretically be, but not one that's likely to ever actually stop it their growth.

Sidenote, refusing to give the undead more bodies hardly seems the same as sterilizing a group.
There's a difference between not having children and preventing people from having children. You weren't suggesting to stop giving the Caradysh new bodies, you were suggesting, quote, "a way to keep them from continuing to gain bodies in perpetuity".
 
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"The Caradysh just keep growing without limit! They're so expansionistic, unlike us."

...

Meanwhile, in Caradysh Negaverse Quest:
"I am afraid of the Arthwyd. It seems inevitable to me that they will either become numerous enough to take over everything by force, or be destroyed before they can as things stand. We would need to find a way to keep them from continuing to gain bodies in perpetuity in order to stop that dichotomy from happening."
 
(Sorry in advance for the long post)

I'm not advocating for a sneak attack or breaking any commitments. I'm also not advocating for wholesale extermination of a thinking people. I do feel that while the group here tries to steer a considered and peaceful approach our neighbors do not. When faced with difficulty or opportunity it seems like the Caradysh do what is best for them and don't seem to have any attachment to external groups (or desire to peacefully create associations).

In my mind "root out" was used to indicate the difficulty of resolving the situation, they're in a cursed forest, their leadership seems strong and difficult to punish for betrayal (Do undead heros/leaders die outside of combat?), our fallen could become an asset for them, they were pursuing metalworking and demon summoning techs, they seem to be expansionist (though less successful than we are), and culturally it sounds like there will be issues.

I don't know enough about their actual society. Are a majority of their population thinking individuals?
How are undead created (cull a captive population, raise war dead/ no POWs, have living pop lead full lives and then become undead to support their families, etc.)?
Is their society just Urth and a handful of powerful underlings/children directing a bunch of semi-mindless drones?

Their territory and current leadership seem to be generally hostile to us (using espionage right now). I'm advocating for figuring out how large their lands actually are and making a committed attempt to resolve the situation the next time a reasonable opportunity presents itself. We may grow faster but unless some fundamental things change it seems to me any significant growth the Caradysh have will lead to a larger issue down the road.

(I've only read the threadmarks so if there's some good supplemental information for the Caradysh for Redux I can bone up on I'd appreciate any resources or perspective you can provide.)
 
(Sorry in advance for the long post)

I'm not advocating for a sneak attack or breaking any commitments. I'm also not advocating for wholesale extermination of a thinking people. I do feel that while the group here tries to steer a considered and peaceful approach our neighbors do not. When faced with difficulty or opportunity it seems like the Caradysh do what is best for them and don't seem to have any attachment to external groups (or desire to peacefully create associations).

In my mind "root out" was used to indicate the difficulty of resolving the situation, they're in a cursed forest, their leadership seems strong and difficult to punish for betrayal (Do undead heros/leaders die outside of combat?), our fallen could become an asset for them, they were pursuing metalworking and demon summoning techs, they seem to be expansionist (though less successful than we are), and culturally it sounds like there will be issues.

I don't know enough about their actual society. Are a majority of their population thinking individuals?
How are undead created (cull a captive population, raise war dead/ no POWs, have living pop lead full lives and then become undead to support their families, etc.)?
Is their society just Urth and a handful of powerful underlings/children directing a bunch of semi-mindless drones?

Their territory and current leadership seem to be generally hostile to us (using espionage right now). I'm advocating for figuring out how large their lands actually are and making a committed attempt to resolve the situation the next time a reasonable opportunity presents itself. We may grow faster but unless some fundamental things change it seems to me any significant growth the Caradysh have will lead to a larger issue down the road.

(I've only read the threadmarks so if there's some good supplemental information for the Caradysh for Redux I can bone up on I'd appreciate any resources or perspective you can provide.)
Let me try to answer these as I go, to the best of my knowledge.

We don't know exact numbers, but it's likely that a majority of the "population" are mindless undead controlled by the sapient undead, known as Revenants. A single Revenant can control several mindless undead at a time, sometimes up to groups of 20 or 30, so they can direct the mindless undead towards doing the menial tasks required to upkeep a civilization. The Caradysh presumably create Revenants from living mortals, but how this is done and what is required to do so are currently unknown.

Undead have been created by all three of those situations. The Caradysh at one point decimated the Raradysh by slaughtering them, raising their dead, and getting out of dodge. They regularly raise war dead whenever they win a fight against another opponent, to restore their numbers. They also have a "deal" with their current mortal vassals that they will protect and provide for them...so long as they give the Caradysh all of their dead.

While Urth is supremely powerful and could likely bully the Caradysh into compliance if they wanted to, they seem to currently be elsewhere looking for esoteric magic lore or something. The Caradysh seem to currently be ruled by one of Urth's children, but there are probably lots of internal political shenanigans and stuff that make her rule less than absolute.

The fundamental issue here is that people seem to think of the Caradysh as some sort of undead hivemind, that wants nothing else but to increase its numbers and consume everyone and anyone to add to its unending hordes. As far as we can tell, the Caradysh have ambitions, aspirations, and personalities just like mortals do (or at least the sapient ones do). The same argument for the Caradysh wanting to exponentially increase their numbers and conquer everyone could reasonably be made about us, as a gigantic mega state that has been throwing out colonies left and right and are sufficiently different enough from our neighbors to cause constant low level tension between us.

Hopefully that answered most of your questions, and if I got some stuff wrong hopefully @Oshha can correct me :p
 
There's a difference between not having children and preventing people from having children. You weren't suggesting to stop giving the Caradysh new bodies, you were suggesting, quote, "a way to keep them from continuing to gain bodies in perpetuity".
Yeah, because the only way they get bodies is by people giving them bodies, or through war. Like if we just take over as liege lord's of their vassals they won't have a source of bodies, and their numbers will stagnate. No attacks needed, no one gets hurt. Just no indefinitely rising undead population.
 
Hopefully that answered most of your questions, and if I got some stuff wrong hopefully @Oshha can correct me :p
The number of wights that a revenant can control varies depending on the skill of the revenant in question, but it never goes higher than the triple digits so far with only Urth being witnessed controlling more than a thousand wights as once.
 
Yeah, because the only way they get bodies is by people giving them bodies, or through war. Like if we just take over as liege lord's of their vassals they won't have a source of bodies, and their numbers will stagnate. No attacks needed, no one gets hurt. Just no indefinitely rising undead population.
They won't just sit there if we try to interfere with their vassals like that, it's clearly a hostile action. If we deliberately take actions to try to kill them off in the long run they will certainly raid us for captives then use their forest as a deathtrap we have to rush into or we death spiral.
Honestly they are not in the best position right now, after the war they had to resort to conquest to regain part of their empire back and it's just two unimpressively populated barbarian states.
Their boarfolk are their best asset and they won't won't to waste them on anything less than survival.
 
Undead have been created by all three of those situations. The Caradysh at one point decimated the Raradysh by slaughtering them, raising their dead, and getting out of dodge. They regularly raise war dead whenever they win a fight against another opponent, to restore their numbers. They also have a "deal" with their current mortal vassals that they will protect and provide for them...so long as they give the Caradysh all of their dead.
Yeah, because the only way they get bodies is by people giving them bodies, or through war. Like if we just take over as liege lord's of their vassals they won't have a source of bodies, and their numbers will stagnate. No attacks needed, no one gets hurt. Just no indefinitely rising undead population.
It should also be noted that the Caradysh get corpses for their wights from trading with Arthwydish vassals. For example, the Forluc don't mind trading their dead away to the Caradysh so long as they get proper payment.
 
Excellent information, I appreciate the time spent so far and it has made me wonder about a few other things.

Do our vassals' citizens get to choose if they are traded and raised?

Do Revenants choose to be Caradysh or is there some sort of thrall/coercion/brainwashing going on? (Could raised from our vassals have loyalty to their original civs)

Are there naturally born/living Caradysh and do they have access to political power?

If revenants are free willed sentients, without a morally horrific upkeep and who can respect the living, they're still a massive possible threat but I could imagine roles for undead advisors, educators, researchers, builders, miners, etc. I'd be worried about them taking levers of power or stifling the growth of living people (accumulated wealth and influence of undead). There are also concerns if their research is solely into more effective undead monsters, sacrificial magic, etc. but a lot of possibilities open up for peaceful long term coexistence.
 
I agree the undead could be awesome, if they hadn't fairly consistently been the aggressors. As is, we'd need something to change rather drastically in order for sufficient trust to be there for us to coexist peacefully long term.
 
I agree the undead could be awesome, if they hadn't fairly consistently been the aggressors. As is, we'd need something to change rather drastically in order for sufficient trust to be there for us to coexist peacefully long term.
And ironically, the Nega-Caradysh would be saying the same thing as they continue to upgrade their Vietnam!Forest. :D
 
I'm not advocating for a sneak attack or breaking any commitments. I'm also not advocating for wholesale extermination of a thinking people. I do feel that while the group here tries to steer a considered and peaceful approach our neighbors do not. When faced with difficulty or opportunity it seems like the Caradysh do what is best for them and don't seem to have any attachment to external groups (or desire to peacefully create associations).

In my mind "root out" was used to indicate the difficulty of resolving the situation, they're in a cursed forest, their leadership seems strong and difficult to punish for betrayal (Do undead heros/leaders die outside of combat?), our fallen could become an asset for them, they were pursuing metalworking and demon summoning techs, they seem to be expansionist (though less successful than we are), and culturally it sounds like there will be issues.

I don't know enough about their actual society. Are a majority of their population thinking individuals?
How are undead created (cull a captive population, raise war dead/ no POWs, have living pop lead full lives and then become undead to support their families, etc.)?
Is their society just Urth and a handful of powerful underlings/children directing a bunch of semi-mindless drones?

Their territory and current leadership seem to be generally hostile to us (using espionage right now). I'm advocating for figuring out how large their lands actually are and making a committed attempt to resolve the situation the next time a reasonable opportunity presents itself. We may grow faster but unless some fundamental things change it seems to me any significant growth the Caradysh have will lead to a larger issue down the road.
The Caradysh do indeed do what's best for them, but again, that's what every civilisation does, including the Arthwyd. Please, if you think there's something about the Caradysh that warrants taking a hostile stance against them, PLEASE think if that something can be applied to other civilisations, including our own. I am tired of having to keep pointing out to the anti-Caradysh people on this thread that the same points they make against them can be made against other civilisations that they're not advocating for war, genocide, displacement, and/or subjugation against.

The forest they're in is called the Cursed Forest by the Arthwyd, but that's it. So far as we know it's not actually cursed. For goodness sake, stop taking the Arthwyd's biases at face value.

The majority of the Caradysh is made up of mindless undead. It's still wrong to go to war against the thinking undead simply for being undead or commit genocide against them.

Their territory and current leadership are NOT hostile to us. They have 7/10 opinion towards us, which is solidly positive. They like us. We've been at peace for centuries, we trade with each other, and they don't use espionage against us. The closest thing to espionage they've done against us is give the Forluc Cararadysh advisors in exchange for metalworking, but all of that was above-board and official and, most of all, a trade between them and a subordinate who legally has wide autonomy from us, not an act of hostile espionage against us.

As for future issues with the Caradysh, they didn't join in the fight even when we were fighting Super Alexander with his Heroic Martial lieutenants, which were ideal backstabbing conditions. They're not going to risk their lives and empire fighting the most powerful empire in the world with an unbroken record of military victory that they have a positive, stable, and profitable relationship with.

Yeah, because the only way they get bodies is by people giving them bodies, or through war. Like if we just take over as liege lord's of their vassals they won't have a source of bodies, and their numbers will stagnate. No attacks needed, no one gets hurt. Just no indefinitely rising undead population.
Refusing to give the Caradysh bodies is not genocide. Conquering civilisations and forcing them to stop giving bodies to the Caradysh is genocide. I'm not sure if you're actually arguing in bad faith or if you're simply failing to comprehend what you're saying, but it damn well reads as if you're trying to convince people to support genocide but attempting to word it so people don't recognise it for what it is and reflexively recoil from it.

I agree the undead could be awesome, if they hadn't fairly consistently been the aggressors.
For God's sake this piece of misinformation again. No. They have not been fairly consistently the aggressors. The first war - starting before the quest even began - was started by them, then centuries later we attacked them unprovoked, then they attacked us with the aid of the Forluc whom you're not advocating for war and genocide against, and in the many centuries since then we've had peace without even a hint of the Caradysh being any kind of hostile or aggressive towards us. It's the Arthwyd who've been consistently racist and antagonistic to them, and the Forluc who wanted to go invade the Caradysh for land.

So please. Stop with the misinformation.
 
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Refusing to give the Caradysh bodies is not genocide. Conquering civilisations and forcing them to stop giving bodies to the Caradysh is genocide. I'm not sure if you're actually arguing in bad faith or if you're simply failing to comprehend what you're saying, but it damn well reads as if you're trying to convince people to support genocide but attempting to word it so people don't recognise it for what it is and reflexively recoil from it.
Alright. Here's the part that confuses me. I don't understand how stopping them from getting more bodies is genocide. Like, I get where stopping living people from having children is. That ones pretty obvious. But these are undead. Completely different means of reproduction. And more importantly, their group doesn't go away just because more people don't get added to it. They'll last forever short of being killed, at least as best as I'm aware. Keeping them from getting more of the bodies of the dead isn't a violation of their rights as thinking beings. Its just keeping the dead away. Like, its a completely different thing.


As for us attacking them unprovoked. Wasn't that in the old quest with the other timeline? I admit there's a lot of stuff for this quest, so I can easily forget things. But I didn't think we took that option in this quest.
 
Alright. Here's the part that confuses me. I don't understand how stopping them from getting more bodies is genocide. Like, I get where stopping living people from having children is. That ones pretty obvious. But these are undead. Completely different means of reproduction. And more importantly, their group doesn't go away just because more people don't get added to it. They'll last forever short of being killed, at least as best as I'm aware. Keeping them from getting more of the bodies of the dead isn't a violation of their rights as thinking beings. Its just keeping the dead away. Like, its a completely different thing.


As for us attacking them unprovoked. Wasn't that in the old quest with the other timeline? I admit there's a lot of stuff for this quest, so I can easily forget things. But I didn't think we took that option in this quest.
...Does the deal bodies used last forever? pretty sure they wont, as they at least would have to deal with losses through accidents...
In which case, it is genocide as much as sterilizing their whole population would as their population dwindles down to nothing due to no fresh bodies...
 
Alright. Here's the part that confuses me. I don't understand how stopping them from getting more bodies is genocide. Like, I get where stopping living people from having children is. That ones pretty obvious. But these are undead. Completely different means of reproduction. And more importantly, their group doesn't go away just because more people don't get added to it. They'll last forever short of being killed, at least as best as I'm aware. Keeping them from getting more of the bodies of the dead isn't a violation of their rights as thinking beings. Its just keeping the dead away. Like, its a completely different thing.
If the Caradysh were to stop getting bodies altogether, they'd eventually die off. Not quickly and not from old age, but war, murder, accident, natural disaster, and so on will take their toll. Without a way to replenish their numbers, they will eventually die out.

Furthermore, mandating the population equilibrium of a race is racist and evil, and keeps being racist and evil even if we're talking about undead. Imagine if some guy came up to you saying that one human ethnicity or another cannot be allowed to grow because that ethnicity's a threat to his own, then started saying how actually he's not racist or genocidal at all so his policies are good and fair.

As for us attacking them unprovoked. Wasn't that in the old quest with the other timeline? I admit there's a lot of stuff for this quest, so I can easily forget things. But I didn't think we took that option in this quest.
Nope. This timeline. In the old quest, it was the Forluc who were our erstwhile rival, not the Caradysh.
 
If the Caradysh were to stop getting bodies altogether, they'd eventually die off. Not quickly and not from old age, but war, murder, accident, natural disaster, and so on will take their toll. Without a way to replenish their numbers, they will eventually die out.

Furthermore, mandating the population equilibrium of a race is racist and evil, and keeps being racist and evil even if we're talking about undead. Imagine if some guy came up to you saying that one human ethnicity or another cannot be allowed to grow because that ethnicity's a threat to his own, then started saying how actually he's not racist or genocidal at all so his policies are good and fair.


Nope. This timeline. In the old quest, it was the Forluc who were our erstwhile rival, not the Caradysh.
Okay, maybe there's been some kind of confusion here. My understanding is that the Caradysh require the living to create revenants. The dead bodies are only useful for wights. My issue is with them getting major numbers of wights. If the living want to convert to revenants that's on them and they can join the Caradysh or not as they will, being thinking feeling beings. But the numberless hordes of the mindless dead is not something I'm cool with. And I want to limit that.

Also thank you for correcting me on the timelines. That parts had me confused for awhile now.
 
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Okay, maybe there's been some kind of confusion here. My understanding is that the Caradysh require the living to create revenants. The dead bodies are only useful for wights. My issue is with them getting major numbers of wights. If the living want to convert to revenants that's on them and they can join the Caradysh or not as they will, being thinking feeling beings. But the numberless hordes of the mindless dead is not something I'm cool with. And I want to limit that.
In that case it wouldn't be genocidal, and limiting the accumulation of robots can be ethically and morally justifiable. However, taking that stance is massively antagonistic and is way inferior at maintaining a stable peace than diplomacy and abstaining from reckless aggression.
 
In that case it wouldn't be genocidal, and limiting the accumulation of robots can be ethically and morally justifiable. However, taking that stance is massively antagonistic and is way inferior at maintaining a stable peace than diplomacy and abstaining from reckless aggression.
Okay, great now we are on the same page. My concern is that we don't really know how many robots they have. The mindless wights. And I'm very worried about the potential for those to snowball. Now, from what we've learned they can only have up to triple digits per revenant. And usually closer to 30. I didn't know about that before Oshha came in and told us not long ago. I was under the impression that they could lead an army in the dead of night to one of our villages/cities that doesn't have walls, sack it, and turn all of those into more wights, and snowball like crazy. That's what I was wanting to limit them for, the potential there is just crazy dangerous. If they don't have that option. And this isn't the timeline where they've attempted assassination on us, attacked us, and all the rest. Yeah, diplomacy makes a lot more sense.
 
Okay, great now we are on the same page. My concern is that we don't really know how many robots they have. The mindless wights. And I'm very worried about the potential for those to snowball. Now, from what we've learned they can only have up to triple digits per revenant. And usually closer to 30. I didn't know about that before Oshha came in and told us not long ago. I was under the impression that they could lead an army in the dead of night to one of our villages/cities that doesn't have walls, sack it, and turn all of those into more wights, and snowball like crazy. That's what I was wanting to limit them for, the potential there is just crazy dangerous. If they don't have that option. And this isn't the timeline where they've attempted assassination on us, attacked us, and all the rest. Yeah, diplomacy makes a lot more sense.
As a general rule of thumb, being an undead faction isn't especially advantageous. They could indeed get more and more powerful through victory, to the point where they can beat us. But they're not alone in this regard. Victory makes every civilisation stronger, makes them more able to score bigger, more frequent victories. When you secure a settlement, you get stronger whether living or dead, and if you defeat an enemy army, they get weaker whether living or dead. An undead army can replenish its losses, but so can a living one.* The safest path forward, as well as the best one, isn't with a preemptive strike, it's by building walls, maintaining the peace, and growing in all the ways a civilisation can. Attacking the Caradysh unprovoked is wrong and a bad idea.
*Rome was rather infamous for it in the Punic Wars.
 
The vote is now closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 183 | Sufficient Velocity [Posts: 4574-4617]
##### NetTally 2.2.0

Task: GA

[X][GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)
No. of Votes: 14

[X][GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)
No. of Votes: 9

[X][GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
No. of Votes: 8

[X][GA] Promote the glory and greatness of the Arthwyd. (+5 Prestige, Temp Diplo-, Temp Mystic-, Temp Culture-)
No. of Votes: 5

[X][GA] Gain random nautical technology advancement. (Temp Diplo-, Temp Econ-, Temp Mystic-)
No. of Votes: 3

[X][GA] Gain a Hero. (Temp Econ- AND Temp Diplo- or Temp Mystic- or Temp Culture-)
No. of Votes: 2

[X][GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
No. of Votes: 2

[X][GA] Unlock the Great Library Megaproject. (Temp Mystic, Temp Culture-)
No. of Votes: 2

[X][GA] Gain random magical knowledge advancement. (Temp Econ-, Temp Mystic-, Temp Culture-)
No. of Votes: 1

[X][GA] Improve relations with all neighbours. (Temp Diplo--, Temp Mystic-, Temp Culture-)
No. of Votes: 1

[X][GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Cultur
No. of Votes: 1
[X] Kiba


Total No. of Voters: 25
 
2200 AG - Death of Evatine
[X] [GA] Unlock the Port Megaproject. (Temp Mystic-, Temp Culture-)

[-] [MAIN] Plant Sacred Forests
[-] [SEC] Empower Cadlon
[-] [SEC] Support Subordinate = Morydwyd
[-] [SEC] Plant Cash Crops
[-] [SEC] Expand Econ
[-] [SEC] Develop Mine = Sunset Mountains (Soakstone)

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

It was the end of an era. Evatine the Triumphant, Cadlon of the Arthwyd and Champion of Arthryn, was now dead. She had ruled the Arthwyd Empire since the Nersondur Invasion and had ended up being the longest reigning Cadlon in the history of the Arthwyd. Yet that time had passed and Evatine the Triumphant had gone to be with the Goddesses.

Even as her absence was missed, life went on and the Arthwyd Empire did not slow down just as it did not with the death of any other leader. A new Cadlon was chosen, the priesthood carried with its duties as usual and day to day life continued on as normal for the average individual.

The biggest change was a new invention, which one community came up with to aid their harvests and quickly spread though the rest of the Arthwyd. While the Arthwyd had ground up crops into flour before the invention of recordkeeping, it had previously been done by hand with a mortar and pestle. Now some enterprising individuals had figured out how to create what they called a mill, that could be used to more efficiently grind up wheat into flour and some versions of it could even be pulled by animals.

Other good news within the Arthwyd Empire was the result of the expeditions adventuring into the Sunset Mountains, located between the Arth Coast and the Western Coast, the explorers had found multiple deposits of valuable ore. Over the last generation, the Arthwydish had uncovered locations for a pair of copper mines, a gold mine and most excitingly of all, a second Mithril mine.

Unfortunately, not all of the adventuring expeditions had turned out as well. Before her death, Cadlon Evatine the Triumphant had convinced the Arthwydish to look closer to home over further aboard when exploring the unknown parts of the world. Because of this, one daring band of adventurers had looked south to the Lowlands and sought to be the first to successfully explore the Great Mountain that dominated the Lowlands.

For as long as anyone could remember, nobody had dared to climb heights of the Great Mountain. The oldest legends spoke of how bold and daring individuals had desired to see what the Great Mountain had to offer. All of these legends had the same fate for the brave explorers, death at whatever secrets Great Mountain held and to this day, no one knows what the Great Mountain hides. Not even ancient beings like Urth the Everevil or Arthryn back when she was mortal had tried to reach the peak of the Great Mountain.

The Arthwydish adventurers wanted to uncover those secrets and for the first time in generations, humans climbed the trails of the Great Mountain.

None of them returned, their fates remaining mysterious and unknown as like all of those before, they vanished into the heights of the Great Mountain and had yet to be seen again. The only thing that could be confirmed was that their souls had gone to be with the Goddesses and that the entirety of the expedition had died.

Yet that loss was not the greatest amongst either the Arthwyd Empire or its adventurers. While several expeditions combed the Sunrise Mountains for anyone of value, one of them was slain to the last woman. While their remains were found, the investigators were unable to tell if the fallen adventurers had been killed by people or beasts.

With such an unexpected loss of life, the explorers withdrew as the Cateyes scoured what they could of the Sunrise Mountains as they sought for this potential threat. Yet they were unable to find whoever or whatever caused the deaths and after several seasons of no leads, the Cateyes were forced to call off their search as they had other priorities to attend to.

Pick a Golden Age Bonus
[] [GA] Improve relations with all neighbours. (Temp Diplo--, Temp Mystic-, Temp Culture-)
[] [GA] Improve relations with the southern people. (Temp Diplo--, Temp Mystic-, Temp Culture-)
[] [GA] Improve relations with all Arthwydish subordinates. (Temp Diplo--, Temp Mystic-, Temp Culture-)
[] [GA] Improve relations with all barbarian subordinates. (Temp Diplo--, Temp Mystic-, Temp Culture-)
[] [GA] Unlock the Market Megaproject. (Temp Mystic-, Temp Wealth-)
[] [GA] Unlock the Great Library Megaproject. (Temp Mystic, Temp Culture-)
[] [GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)
[] [GA] Gain a Hero. (Temp Econ- AND Temp Diplo- or Temp Mystic- or Temp Culture-)
[] [GA] Upgrade a random Value. (Temp Diplo-, Temp Culture-, Temp Mystic-)
[] [GA] Gain a random Value. (Temp Diplo-, Temp Culture-, Temp Mystic-)
[] [GA] Discover a new mine location. (Temp Econ-, Temp Martial-)
[] [GA] Promote the glory and greatness of the Arthwyd. (+5 Prestige, Temp Diplo-, Temp Mystic-, Temp Culture-)
[] [GA] Gain random general technology advancement. (Temp Wealth-, Temp Econ-, Temp Mystic-)
[] [GA] Gain random social concept advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)
[] [GA] Gain random military technology advancement. (Temp Econ-, Temp Martial-, Temp Mystic-)
[] [GA] Gain random magical knowledge advancement. (Temp Econ-, Temp Mystic-, Temp Culture-)
[] [GA] Gain random agricultural technology advancement. (Temp Econ-, Temp Mystic-)
[] [GA] Gain random metallurgy technology advancement. (Temp Econ-, Temp Mystic-)
[] [GA] Gain random nautical technology advancement. (Temp Diplo-, Temp Econ-, Temp Mystic-)
[] [GA] Gain random administration technology advancement. (Temp Diplo-, Temp Mystic-, Temp Culture-)

Conservatives (9.1/10) = Goals: Stability and the status quo, Mood: Upset, Ability: +1 Passive Policy per 4 Faction Power, Objective: Plant 3 Sacred Forests in 3 Turns, Success/Failure: Temp Econ++/-1 Stability
Gerontocrats (1.2/10) = Goals: Empowerment of the Elders, Mood: Very Happy, Ability: Econ+ per 1 Faction Power, Objective: Build a Mine in 4 Turns, Success/Failure: Temp Econ+/-
Theocrats (4.7/20) = Goals: Empowerment of the Priesthood, Mood: Very Happy, Ability: +1 to Mystic per 1 Faction Power, Objective: Build 4 Academies in 5 Turns, Success/Failure: Temp Mystic+/-
Monarchists (7.4/10) = Goals: Empowerment of the Cadlon, Mood: Happy, Ability: Free Secondary Action per 5 Faction Power, Objective: Build 4 Roads in 5 Turns, Success/Failure: Temp Mystic+/-
Centralists (7.5/10) = Goals: Increased centralisation, Mood: Happy, Ability: +1 to Upper Centralisation Limit per 3 Faction Power, Objective: Do 2 More Messengers in 3 Turns, Success/Failure: Free Road/-
Localists (5.4/10) = Goals: Decreased centralisation, Mood: Happy, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Support one Religious Subordinates in 1 Turns, Success/Failure: Free Road/-
Militarists (3.2/10) = Goals: Stronger military and increased warfare, Mood: Pleased, Ability: Martial+ per 2 Faction Power, Objective: Build 2 Walls in 3 Turns, Success/Failure: Temp Martial+/-
Isolationists (1.1/10) = Goals: No interactions with foreigners and their lands, Mood: Angry, Ability: Diplo- per 2 Faction Power, Objective: Oppose the Adventurer Expeditions in 3 Turns, Success/Failure: Temp Econ+/-
Explorists (7.9/10) = Goals: Exploration of the world, Mood: Annoyed, Ability: +1 to Exploration Rolls per 1 Faction Power, Objective: Support the Adventurer Expeditions for 3 Turns, Success/Failure: Free Sacred Forest/-1 Stability
Traderists (7.2/10) = Goals: Thriving trade networks, Mood: Pleased, Ability: Wealth+ per 1 Faction Power, Objective: Do 2 Plant Cash Crops in 3 Turns, Success/Failure: Free Academy/-
Internalists (5.4/10) = Goals: Internal development, Mood: Very Happy, Ability: +1 Econ per 1 Faction Power, Objective: Build 3 Libraries in 4 Turns, Success/Failure: Free Sacred Forest/-
Pacifists (7.3/10) = Goals: No violence or offensive wars, Mood: Pleased, Ability: Chance relative to faction power to negate Stability loss while at peace, Objective: Do 2 Cultivate Medical Plants in 4 Turns, Success/Failure: Temp Econ+/-
Purists (1.3/10) = Goals: No barbarians and their ways, Mood: Annoyed, Ability: Diplo- per 2 Faction Power, Objective: Train Sacred Warriors in 4 Turns, Success/Failure: Temp Eco+/-

Action List
You have one Main Action and five Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].


[] [SEC/MAIN] Black Soil
M: Temp Econ-, Econ+ (0/47),
M: Temp Econ--, Econ++ (0/47),

[] [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 Academy= (Target)
S: Temp Econ--, Temp Mystic--, +1 Academy (Tech+ & Culture+ per 3 Academies)
M: Temp Econ----, Temp Mystic--, +2 Academies (Tech+ & Culture+ per 3 Academies),
-Possible Targets: Greenbay (1/15), Rockbay (1/6), Sunrise Bay (1/6), Northern Sunset Plains (0/6), Eastern Rock River (0/6), Western Rock River (0/6), North-West Sunrise Plains (0/2)

[] [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 (2/6), Sunrise Bay (2/6), Northern Sunset Plains (1/6), Eastern Rock River (1/6), Western Rock River (1/6), North-West Sunrise Plains (0/2)

[] [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 (3/15), Rockbay (2/6), Sunrise Bay (2/6), Northern Sunset Plains (2/6), Eastern Rock River (1/6), Western Rock River (1/6), North-West Sunrise Plains (0/2)

[] [SEC/MAIN] Build Roads = (Target)
S: Temp Econ-, Temp Mystic+, +1 Road,
M: Temp Econ--, Temp Mystic+, +2 Roads,
-Possible Targets: Greenbay (13/15), Rockbay (4/6), Sunrise Bay (4/6), Northern Sunset Plains (4/6), Eastern Rock River (3/6), Western Rock River (3/6), North-West Sunrise Plains (0/2)

[] [SEC/MAIN] Build Wall = (Target)
S: Temp Econ--, +1 Small Wall,
M: Temp Econ--, +1 Large Wall,
-Possible Targets: Greenbay (Small: 9/15, Large: 0/15), Rockbay (Small: 6/6, Large: 0/6), Sunrise Bay (Small: 6/6, 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: 6/6, Large: 0/6), North-West Sunrise Plains (Small: 0/2, Large: 0/2)

[] [SEC] Change up to two Passive Policies (13/13)
-Agriculture = Temp Econ++ every turn.
-Arts = Temp Culture+ every turn.
-Black Soil = 1 Black Soil Progress 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. (8)
-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: 1/1, Lead/Silver: 2/2, Tin: 2/2), Sunset Mountains (Copper/Silver: 2/2, Lead/Silver: 1/1, Tin/Silver 1/1, Nickel: 1/1, Lead: 0/1, Copper: 0/2, Gold: 0/1, Mithril: 1/2, Soakstone: 1/1), 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+ (7/47), 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, (13/47),
M: Temp Econ--, +2 Messengers, (13/47),

[] [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 = 19

[] [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 (6/15), Sunrise Bay (6/15), Northern Sunset Plains (6/15), North-West Sunrise Plains (2/15), 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, Morydwyd, 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, Morydwyd, 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 Tech-, Temp Martial+, Chance of Innovation,
M: Econ-, Temp Mystic-, Temp Tech-, 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, Hamefordysh, Hielwald, Lochanysh, Nersondur, Sinsearysh, Sunrise Mountains, Great Mountain,

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

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

[] [SEC/MAIN] Port
S: Temp Econ--, Temp Dipo--, Temp Wealth----, +2 Progress
M: Temp Econ----, Temp Diplo----, Temp Wealth--------, +4 Progress
-Progress: 0/???

***​

Sorry about how long this update took, but at least it is finally here. Evatine is dead now which means you lose your Genius & double Hero, but you get to choose your actions again. Beyond that, the Golden Age is still ongoing, but bad things have happened. I was tempted to have deaths of Evatine and the two expeditions result in the Golden Age ending, but I figured that would be too unfair after a single turn of having it and the Arthwyd are pretty stable as a society so they can weather some hits like this.

Other than that, not too much to say. As a heads up, the more Academies and Libraries you have, the better the Public Education megaproject is. I would say more Temples would help too, but you have already got all of those.

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

Legitimacy: 3/3
Stability: 3/3
Centralisation: 8 (-1/11)
Hierarchy: 4

Statuses.
Adventurer Expeditions Crisis (Major): Gain free 1d3 Explore Lands actions each turn, Chance for a new free Arthwydish colony to be founded each turn.
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.
Expensive Free Labour: All Wealth Costs are greatly increased, +2 to Innovation Rolls,
Golden Age: Temp Econ+ at the start of each turn,
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: 84
Nersondur = 48
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
Morydwyd = 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 9.5/10
-Their Opinion = 9.5/10
Bruraysh = Independent/None
-Your Opinion 4.5/10
-Their Opinion = 7/10
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
2/2 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
Morydwyd = Religious Colony/Very Low
-Your Opinion 9/10
-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 (Five): +2 Colony Slots.
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 Academy.
The Academy of Greenbay is the first formal centre of learning in the world, the intelligent go to get educated. No other centre of education has its prestige or history.
Effects: +1 to Innovation Rolls

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)
Milling
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
Mithril
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
Mithril 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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[X] [GA] Unlock the Market Megaproject. (Temp Mystic-, Temp Wealth-)

Capitalism, ho!

[X] [GA] Unlock the Dockyard Megaproject. (Temp Mystic-, Temp Culture-)

Bote is also good.

[X] [SEC] Port
[X] [MAIN] Port
 
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