Vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 2 | Sufficient Velocity [Posts: 44-53]
##### NetTally 2.2.0

Task: SEC

[X][SEC] Trade Expedition = Midlanders
No. of Votes: 8

[X][SEC] Venerate the Goddesses
No. of Votes: 7

[X][SEC] Sacred Forest
No. of Votes: 2

[X][SEC] Explore Lands = (Coastal Plains)
No. of Votes: 1

[X][SEC] Explore Lands = (Coastline)
No. of Votes: 1

[X][SEC] Explore Lands = (Cursed Forest)
No. of Votes: 1

[X][SEC] Explore Lands = (Lowlands)
No. of Votes: 1

[X][SEC] Explore Lands = (Northern Coast)
No. of Votes: 1

[X][SEC] Explore Lands = (Sea)
No. of Votes: 1

[X][SEC] Explore Lands = (Sunrise Mountains)
No. of Votes: 1

[X][SEC] Explore Lands = (Sunset Mountains)
No. of Votes: 1

[X][SEC] Explore Lands = (Western Coast)
No. of Votes: 1

[X][SEC] Settle Land = (Sunrise Bay)
No. of Votes: 1

[X][SEC] Train Sacred Warriors
No. of Votes: 1

[X][SEC] War Party = (Cursed Forest)
No. of Votes: 1



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

[X][MAIN] Sacred Forest
No. of Votes: 2


Total No. of Voters: 10
 
Vote is closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 2 | Sufficient Velocity [Posts: 44-58]
##### NetTally 2.2.0

Task: SEC

[X][SEC] Trade Expedition = Midlanders
No. of Votes: 9

[X][SEC] Venerate the Goddesses
No. of Votes: 8

[X][SEC] Sacred Forest
No. of Votes: 2

[X][SEC] Train Sacred Warriors
No. of Votes: 2

[X][SEC] War Party = (Cursed Forest)
No. of Votes: 2

[X][SEC] Explore Lands = (Coastal Plains)
No. of Votes: 1

[X][SEC] Explore Lands = (Coastline)
No. of Votes: 1

[X][SEC] Explore Lands = (Cursed Forest)
No. of Votes: 1

[X][SEC] Explore Lands = (Lowlands)
No. of Votes: 1

[X][SEC] Explore Lands = (Northern Coast)
No. of Votes: 1

[X][SEC] Explore Lands = (Sea)
No. of Votes: 1

[X][SEC] Explore Lands = (Sunrise Mountains)
No. of Votes: 1

[X][SEC] Explore Lands = (Sunset Mountains)
No. of Votes: 1

[X][SEC] Explore Lands = (Western Coast)
No. of Votes: 1

[X][SEC] Settle Land = (Sunrise Bay)
No. of Votes: 1



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

[X][MAIN] Sacred Forest
No. of Votes: 2


Total No. of Voters: 12
 
1015 AG - Going Steady
[X] [SEC] Trade Expedition = Midlanders
[X] [SEC] Venerate the Goddesses

Merntir = [MAIN] Rebuild Damage
Maradysh = [SEC] More Hunting, [SEC] Build Palisades

It was under the reign of Gwynlyn that the Arthwyd looked outward again for the first time since Vervov and the Boarfolk invaded. While some would argue that the Midlanders weren't truly outside the lands of Arthryn's chosen people, it could not be denied that they were foreigners and even approaching these uncivilised barbarians was something that her predecessor had not done.

Yet even as work on trails and dirt paths to connect the last of the Arthwyd villages together began, Cadlon Gwynlyn had a trade expedition to the Midlanders. It was a small, simple one that meant to test the waters and it wasn't long before the Arthwyd were walking amongst the Midlanders.

The trade wasn't that good as none of the Midlanders were eager to trade with the northerners and none of the barbarians wanted the Arthwydish in their villages. Yet none of them dared casted out the Arthwyd whilst some of them could still remember the Boarslayer.

And so the Arthwyd were reluctantly accepted into the homes of the Midlanders and seeing success, Cadlon Gwynlyn made sure to send more trade expeditions and made the more ambitious than the first. The old tensions began to breakdown as the older generations began to pass away while the newer generation began to know the Arthwyd not just as the northern monsters who slaughtered their kin, but as the people who came down the Green River to trade.

The Midlanders or, as they called themselves, the Maradysh began to open up the Arthwyd and the Arthrynite priesthood jumped on the opportunity to begin converting the barbarians to Arthryn's ways. While the majority of the Maradysh struck to their ways of worshipping their ancestors, speaking to the spirits or praying to the wild barbarian goddess of theirs, some of the younger generation began to revere Arthryn and her Daughters.

Yet not all was good news as even as the Maradysh began to open up to their northern overlords, the barbarians were still clearly preparing for their own independence. More walls went up around their settlements and while more barbarian villages lacked palisades than those that had them, it was a troubling development combined with how the Maradysh had something of a focus on training up hunters in their youngest generations. Hunters weren't quite warriors, but the fact that the Maradysh was focusing on hunting over farming or fishing worried the leadership of the Arthwyd.

Fortunately for Cadlon Gwynlyn as her red locks began to gain the grey that all elders have, things go better amongst the Arthwyd. The north continues to rebuild from the massive damage left behind by the Vervov and the invading boars even as more trails and palisades are put up. The Arthwyd finally get all of their villages connected by dirt paths and proper praise is given to Arthryn and her Daughters.

Even as trouble brews in the south, it is also being defused and whilst she or the rest of the Arthwyd don't know what is going on in foreign lands, it isn't causing any problems for the chosen people of Arthryn right now.

Even amongst the various factions within the Arthwyd, things were peaceful. The priesthood was satisfied with the goddesses being shown proper respected and desired more resources to study the divine magic of Arthryn and her Daughters while elders were happy with the progress being made on the Maradysh even if most of them agreed the job wasn't done yet.

The Cateyes and Catclaws continued to advocate for more palisades but given how every village had a shrine and enough trails, Cadlon Gwynlyn felt they could get what they wanted on their own if she left things be. The farmers still wanted to claim more farmland and while the artisans were happy with the trade done with the south, it had highlighted to them how few trade partners the Arthwyd had. With the Boarfolk and the Cursed Forest obviously not being viable targets for trade, the crafters desired to have the Cateyes uncover more foreign people that the Arthwyd might trade with.

Yet even with the full might of the Arthwyd behind her, Cadlon Gwynlyn could only satisfied one of those demands for the time being.

What do the Arthwyd do under the leadership of Cadlon Gwynlyn?
[] Follow the wishes of the priesthood by investing resources into the studying of divine magic of Arthryn and her Daughters.
[] Continue to secure the loyalty of the Maradysh by providing them with support in a manner that does not offend them.
[] Organise the founding of new settlements along the Green River.
[] Send out the Cateyes to discreetly explore the lowlands without the Maradysh finding out.
[] Send the Cateyes out via boat to explore the coastline beyond the Sunset Mountains.
[] Send Cateyes to investigate what is going on in the Cursed Forest.

Priests (4) = Mood: Happy, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Study Magic, Success/Failure: +2 Temp Econ/-
Elders (3) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Secure the loyalty of the Maradysh in 4 Turns, Success/Failure: +1 Prestige/-1 Prestige
Warriors (5 (6)) = Mood: Righteous, Ability: Add half of faction power to Martial, Objective: Build a palisade in 4 Turns, Success/Failure: +1 Temp Econ/-1 Stability
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: Found more settlements, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Discover new trading partners, Success/Failure: +1 Temp Diplo/-

***​

Things are generally going well as far as the Arthwyd know. Things are going better with the Maradysh in this timeline and this Cadlon Gwynlyn is operating with a greater knowledge of their culture now compared to her counterpart in the original quest.

The factions are all happy and the Merntir are rebuilding. The Maradysh are still fortifying, but are nowhere close to being able to break free of the Arthwyd and are unlikely to ever be in that position barring something else distracting the Arthwyd.

The update is a bit short of my tastes, but given how the interesting stuff is happening where the Arthwyd lack knowledge of, that is only so much I can put into the updates.

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 Monarchy
Upper Centralization Limit: 8
Lower Centralization 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.

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 (3)
Econ: 14 (13)
Martial: 6 (6)
Mystic: 1 (4)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 3
Hierarchy: 3
Prestige: 16

Statuses

Diplomatic Relations

Your opinion/Their opinion/Frequency of Contact
Walking Dead = Ultimate Evil/War/Repelled
Boarfolk Nomads = Evil/War/Repelled

Subordinates
Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/High
Maradysh = Vassal/Low/Medium

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.

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,

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,

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
Wicker

Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Primitive Concept of Growth Energy
Two-Field Crop Rotation

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails (Rafts)
Walnut Oil
Waterproofing

Hunting
Baits

Materials
Bone
Fired Bricks
Native Copper
Native Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Early Cuneiform
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Big Man
Cadlons
Elders
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

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 (Limited)

Ymarnite Divine Magic
Increased Weapon Skill (Limited)
Wound Healing (Basic)
 
[X] Follow the wishes of the priesthood by investing resources into the studying of divine magic of Arthryn and her Daughters.
[X] Send Cateyes to investigate what is going on in the Cursed Forest.
 
[X] Continue to secure the loyalty of the Maradysh by providing them with support in a manner that does not offend them.
[X] Organise the founding of new settlements along the Green River.
[X] Send the Cateyes out via boat to explore the coastline beyond the Sunset Mountains.
 
[X] Send out the Cateyes to discreetly explore the lowlands without the Maradysh finding out.
[X] Send the Cateyes out via boat to explore the coastline beyond the Sunset Mountains.
[X] Send Cateyes to investigate what is going on in the Cursed Forest.

We need more info on our surroundings, particularly on what's going on with Urth.
 
[X] Continue to secure the loyalty of the Maradysh by providing them with support in a manner that does not offend them.

Let's defuse the brewing problem within our own territory before worrying about potential brewing problems beyond it.
 
[X] Send the Cateyes out via boat to explore the coastline beyond the Sunset Mountains.

The Arthwyd are kinda in a rough place culturally; in that they really only have neighbors that they wish to destroy (the undead and the boarfolk) or assimilate by proximity (like the Maradysh). Letting them make neighbors separated by sea will allow for trade and understanding without that pressing need to expand and assimilate.
 
[X] Continue to secure the loyalty of the Maradysh by providing them with support in a manner that does not offend them.
 
[X] Continue to secure the loyalty of the Maradysh by providing them with support in a manner that does not offend them.
 
Vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 3 | Sufficient Velocity [Posts: 61-69]
##### NetTally 2.2.0

[X] Continue to secure the loyalty of the Maradysh by providing them with support in a manner that does not offend them.
No. of Votes: 4

[X] Send Cateyes to investigate what is going on in the Cursed Forest.
No. of Votes: 4

[X] Send the Cateyes out via boat to explore the coastline beyond the Sunset Mountains.
No. of Votes: 3

[X] Follow the wishes of the priesthood by investing resources into the studying of divine magic of Arthryn and her Daughters.
No. of Votes: 1

[X] Organise the founding of new settlements along the Green River.
No. of Votes: 1

[X] Send out the Cateyes to discreetly explore the lowlands without the Maradysh finding out.
No. of Votes: 1


Total No. of Voters: 9
 
[X] Continue to secure the loyalty of the Maradysh by providing them with support in a manner that does not offend them.
 
[X] Send out the Cateyes to discreetly explore the lowlands without the Maradysh finding out.
[X] Send the Cateyes out via boat to explore the coastline beyond the Sunset Mountains.
[X] Send Cateyes to investigate what is going on in the Cursed Forest.
 
Vote would be closed, but I'm going to wait to see if there is a tie-breaker.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 3 | Sufficient Velocity [Posts: 61-73]
##### NetTally 2.2.0

[X] Continue to secure the loyalty of the Maradysh by providing them with support in a manner that does not offend them.
No. of Votes: 5

[X] Send Cateyes to investigate what is going on in the Cursed Forest.
No. of Votes: 5

[X] Send the Cateyes out via boat to explore the coastline beyond the Sunset Mountains.
No. of Votes: 4

[X] Organise the founding of new settlements along the Green River.
No. of Votes: 2

[X] Send out the Cateyes to discreetly explore the lowlands without the Maradysh finding out.
No. of Votes: 2

[X] Follow the wishes of the priesthood by investing resources into the studying of divine magic of Arthryn and her Daughters.
No. of Votes: 1


Total No. of Voters: 12
 
[X] Send out the Cateyes to discreetly explore the lowlands without the Maradysh finding out.
[X] Send the Cateyes out via boat to explore the coastline beyond the Sunset Mountains.
[X] Send Cateyes to investigate what is going on in the Cursed Forest.

Fuck it, all in on exploration!
 
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