Vote is closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 3 | Sufficient Velocity [Posts: 61-75]
##### NetTally 2.2.0

[X] Send Cateyes to investigate what is going on in the Cursed Forest.
No. of Votes: 6

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

[X] Send out the Cateyes to discreetly explore the lowlands without the Maradysh finding out.
No. of Votes: 3

[X] Organise the founding of new settlements along the Green River.
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
 
1030 AG - The Grey Skin Plague
[X] Send Cateyes to investigate what is going on in the Cursed Forest.

Things had been going so well and to a degree, they still were. The troubles that threatened the Arthwyd were still outside their sacred lands for now and both the north and the south remained safe havens for Arthryn's chosen people.

It started with the expeditions into the Cursed Forest as Cadlon Gwynlyn decided to have the Cateyes find out what was happening there. It was from the Cursed Forest that Urth and his army of the walking dead marched out of. It was back into the Cursed Forest that the few undead that didn't collapse upon Urth's death had fled. Yet the Arthwyd knew nothing about the Cursed Forest except it had spewed forth Urth and other unnatural monsters.

The results were mixed as while the Cateyes got useful information, none of it was good and not nearly as much as the Cadlon and the rest of the Arthwyd leadership wanted. The Cateyes soon ran into the walking dead as hunting groups of Cateyes found roaming warbands of walking corpses.

After the first few clashes and some observation of what the walking dead were up to, it quickly became apparent that these monstrosities were organised. Groups of mindless undead were controlled by a single thinking abomination and these thinking monsters would work together to form a greater whole.

The Cateyes of the Arthwyd and the walking dead of the Cursed Forest found themselves at something of an impasse. The undead patrols were numerous enough and had enough knowledge of the terrain that they were able to prevent the Cateyes getting any further into the Cursed Forest than its outer edges. Yet the Cateyes were too swift and experienced to be caught by the monsters they faced so they were merely driven out of the Cursed Forest rather than hunted down and killed.

For many seasons, the Cateyes and undead played hunter and hunted in the Cursed Forest. All of this would come to a swift and sudden end as the Arthwyd were forced to divert their attentions elsewhere. While the north finished rebuilding, disaster had struck amongst the Maradysh as a plague broke out amongst the barbarians.

The sickness was sudden, but deadly as entire villages were lost to the plague. It took some time and effort, but the Arthwyd were eventually were able to get a semi-clear picture of the plague was and what it did to its victim.

The fever was the first sign of it as the victim would be hotter than normal. While fevers were a common thing amongst illnesses, the plague could be identified by the second symptom of aching muscles, which is quickly followed by an unnatural tiredness that leaves even a well-rested victim feeling exhausted.

As the victim lay too tired to move, the plague would enter its final stages as the victims began to develop a rash all over their body. The rash would shortly turn the victim's skin grey, earning the plague its name of Grey Skin. This grey skin would soon begin to peel off and flake away, revealing the muscles, bone and other innards of the body. The victim would soon die after the lost of their skin through the Arthwyd were unable to confirm whether it was plague itself or the loss of their skin killing the victim through most agreed it wouldn't matter regardless of which was the case.

To the surprised of the Arthwyd, the Maradysh acted swiftly as the barbarians would take hard and ruthless matters to stem the spread of the plague. Villages neighbouring others with the infection would shut down their borders, as the barbarians would kill all those that would enter their home. Anyone who came from a village known to be suffering the plague would be shot from afar and when a village found itself with the plague amongst it, the villagers would refuse to leave rather than risk the plague spreading beyond it.

It was barely enough to slow the plague down and even acting as swiftly as they did, the Maradysh still found themselves taking grievous losses. Within a few winters of the Grey Skin plague appearing, the Arthwyd estimated that one in four of the Maradysh were dead.

The leadership of the Arthwyd would find themselves of mixed minds on how to react to the Maradysh plague. The priesthood sought to cure it and prove the superiority of Arthryn, to save the Maradysh even if they were just uncivilised barbarians. Opposed to them were the elders as the majority of the village leaders had no desire to see the plague spread amongst the Arthwyd. Their foremost priority was to keep the plague from going north, no matter how many of the Maradysh might die. The warriors were mixed between those that wanted to protect the Arthwyd from the Grey Skin plague and the others who sought to stop such suffering out of principle.

Matters ultimately became more complex when Urth tried his hand at diplomacy. The evil abomination revealed that it had not died at the hands of Evalyn Boarslayer and had in fact had recovered from its defeat at the hands of the Boarslayer.

Knowing that any walking dead would be rightfully destroyed by both the Arthwyd and the Maradysh, Urth sent lowlander slaves to the Arthwyd. Knowing that they wouldn't be coming back, Urth had these slaves deliver messages to the Arthwyd, texts written in the words of the lowlands.

He told them of the lowlands, how a powerful threat which posed a danger to both the Arthwyd and the Caradysh, cursed name that the walking dead called themselves. Urth wrote about how an organised kingdom of barbarians had risen in the central lowlands, calling themselves the Forluc.

According to Urth, these Forluc were fearsome and mighty warriors, but rather than conquer their neighbours via force of arms, the Forluc have been diplomatically annexing their neighbours. Leveraging their greater food and wealth alongside their martial might, the Forluc have been convincing their neighbouring village to submit to Forluc rule of their own choice.

Urth weaves a tale of how the Forluc have been using words to break off chunks of two barbarian groups in the southern lowlands, the Zaradysh and the Coltyre. And thanks to the mighty warriors of the Forluc, the barbarians have been helpless to stop the Forluc from growing stronger at their expense.

Urth warns about how there is a currently a fragile balance of power in the lowlands, but if the Forluc are not stopped, they will break it as they grow too powerful for the other barbarians in the lowlands to resist.

The undead monster offers an alliance of convenience to the Arthwyd, to crush the Forluc before they grow into an unstoppable threat to both the Caradysh and the Arthwyd.

Cadlon Gwynlyn and the rest of the Arthwyd react with distrust. No one believes anything that Urth has to say and all they have on the situation is his word. While a handful of the Arthwyd leaders consider that might be some truth to Urth's word, the vast majority of the Arthwyd completely dismiss Urth's words.

The Cateyes and Catclaws are especially whipped up into a frenzy by the revelation that Urth is not only dead, but is also a slaver. Even as the priesthood seeks to cure the Grey Skin plague and the elders desire to see it kept out of the north at any cost, the warriors of the Arthwyd have vowed vengeance against Urth and want nothing less than to march an army into the Cursed Forest to defeat Urth for good.

As her sixty-seventh winter approaches and her last vestiges of red hair is consumed by the elder grey, Gwynlyn is left with more troubles to deal with than she has resources at her disposal.

Urth and the Cursed Forest, the Maradysh and the Grey Skin plague and potential troubles in the semi-mythical lowlands are all problems that she needs to deal with and Cadlon Gwynlyn doubts she will be able to deal with more than one properly. But she can thank Arthryn and her Daughters for small blessings as the demonic Boarfolk aren't causing trouble for once and the death cults springing up in the Maradysh don't seem to be harmful in nature.

And that wasn't even taking into consideration devoting resources to the advancement of Arthryn's chosen people. The farmers still wanted new farmland for their communities while the crafters were eager to explore the secrets of metal further, limited only by the lack of government attention and resources.

Priests (4) = Mood: Resolute, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Cure the plague, Success/Failure: Free Magical Innovation/-
Elders (3 (5)) = Mood: Worried, Ability: Add half of their faction power to another faction, Objective: Keep the plague from spreading to the Arthwyd, Success/Failure: +1 Palisade/-1 Stability
Warriors (5) = Mood: Furious, Ability: Add half of faction power to Martial, Objective: Crush Urth and the Caradysh, Success/Failure: Free Martial Innovation/-2 Prestige
Farmers (1) = Mood: Concerned, Ability: Add half of faction power to Econ, Objective: Found more settlements, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Concerned, Ability: Add half of faction power to Culture, Objective: Study Metal, Success/Failure: +1 Temp Econ/-

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


[] [SEC/MAIN] Build New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines in a province),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines in a province),
-Possible Targets: Greenbay (5/5), Rockbay (2/2), Sunrise Bay (2/2)

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (2/5), Rockbay (0/2), Sunrise Bay (0/2)

[] [SEC] Change up to two Passive Policies (2/2)
-Agriculture = +4 Temp Econ per turn.
-Arts = +1 Temp Culture per turn.
-Fortifications = +1 Wall Progress per turn.
-Diplomacy = +1 Temp Diplo per turn.
-Empire = Increases Subordinate loyalty while active.
-Expansion = +0.5 Settlement Progress per turn.
-Exploration = Free Exploration roll each turn.
-Glory = +1 Prestige per turn.
-Infrastructure = +1 regular infrastructure progress per turn. (1)
-Megaproject = +0.25 Megaproject progress per turn. (1)

-Military = +1 Temp Martial per turn.
-Religion = +1 Temp Mystic per turn.
-Study = Free Innovation roll each turn.
-Trade = Free Trade Expedition each turn.
-War = Free War Party each turn.

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Temp Mystic, +1 Trail (9/9),
M: -4 Temp Econ, +2 Temp Mystic, +2 Trails (9/9),

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -2 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Cursed Forest, Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast,

[] [SEC/MAIN] More Farming.
S: +3 Temp Econ, Chance of Innovation,
M: -1 Temp Econ, +1 Econ (0/9) (Limited to 1 per 3 Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +2 Temp Econ, Chance of Innovation,
M: +4 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +2 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +4 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Settle Land = (Target)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement Progress, +1 Econ,
M: -6 Temp Econ, -1 Temp Martial, +2 Settlement Progress, +2 Econ,
-Possible Targets: Greenbay (5/15), Rockbay (2/15), Eastern Rock River (0/15), Western Rock River (0/15), Sunrise Bay (2/15), Northern Sunset Plains (0/15), North-West Sunrise Plains (0/15),

[] [SEC/MAIN] Study Magic.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Support Subordinate = (Target)
S: -1 Temp Econ, Chance of relationship change,
M: -2 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Merntir, Maradysh,

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Merntir, Midlanders, Caradysh, Zaradysh, Coltyre

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -1 Temp Mystic, Improved Chance of Innovation,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +1 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +2 Temp Mystic, +2 Temp Culture, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War Party = (Target)
S: -1 Temp Econ, +1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, +3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Boarfolk Nomads, Caradysh, Zaradysh, Coltyre

Mega-Projects
[] [SEC/MAIN] Sacred Forest
S: -2 Temp Econ, -1 Temp Martial, -1 Temp Mystic, +1 Progress
M: -4 Temp Econ, -1 Temp Martial, -2 Temp Mystic, +2 Progress
-Progress: 0.5/???

[] [SEC/MAIN] Stone Wall
S: -3 Temp Econ, -1 Temp Mystic +1 Progress
M: -6 Temp Econ, -2 Temp Mystic +2 Progress
-Progress: 0/???

***​

And now the fires begin. As you might have noticed if you remember the original quest, things are going rather differently in this timeline. Urth has got his act together after a couple decades rather than centuries while the lowlands have reunified quickly rather than remaining disunited until they got gobbled up.

The Maradysh had a major plague outbreak that they have dealt with extremely well. The Caradysh are reaching out to the Arthwyd due to the more united lowlands causing them trouble whilst the Boarfolk have turned their eyes eastward far earlier in this timeline. The Forluc have been diplo-annexing their neighbours in chunks, but that is all I am going to reveal about them for now. At least until you got more IC information on them and the ability to open up relations with the lowlanders.

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: 5 (5)
Mystic: 1 (2)
Culture: 1 (1)
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
Boarfolk Nomads = Evil/War/Repelled
Coltyre = Unknown/Unknown/None
Forluc = Unknown/Unknown/None
Walking Dead = Ultimate Evil/Reconciliatory/Very Limited
Zaradysh = Unknown/Unknown/None

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

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)
 
Nothing that Urth says can be trusted. He'd stab us in the back anyway as soon as it would be convenient for him. He must be truly desperate to come to us, so let's crush him while he's still weak.

[X] [SEC] Train Sacred Warriors
[X] [SEC] War Party = (Caradysh)
[X] [MAIN] War Party = (Caradysh)
 
The Arthrynite priesthood believes it could be done by sending support to the Maradysh or by either studying either nature or the divine magic of Arthryn and her Daughters to find a cure.
[] [SEC/MAIN] Study Nature.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation
[] [SEC/MAIN] Study Magic.
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation
[] [SEC/MAIN] Support Subordinate = (Target)
S: -1 Temp Econ, Chance of relationship change,
M: -2 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Merntir, Maradysh,
 
The plague will peter out on its own, as plagues usually do. We should crush Urth before he grows even stronger or explore the Lowlands so that we have more objective information on what's going on.
 
The plague will peter out on its own, as plagues usually do. We should crush Urth before he grows even stronger or explore the Lowlands so that we have more objective information on what's going on.
Or it spreads to us via our warriors when they operate in infected territories, and our people shit themselves in a frenzy.
We got fantasy Ebola here.
 
Or it spreads to us via our warriors when they operate in infected territories, and our people shit themselves in a frenzy.
We got fantasy Ebola here.

From what the Maradysh have reported, the Grey Skin plague is spread by either touch or close contact, hence the Maradysh sealing off their villages and killing anyone who might be infected from afar.

Additionally, every major plague or disease is made up because I don't want to do research into RL plagues.
 
For clarification, Supporting the Maradysh would be sending aid to deal with the plague whilst studying nature would be trying to find a natural cure to it and studying magic would be trying to find a magical cure.
 
Vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 4 | Sufficient Velocity [Posts: 79-88]
##### NetTally 2.2.0

Task: SEC

[X][SEC] Study Magic.
No. of Votes: 3

[X][SEC] Study Nature.
No. of Votes: 3

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

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



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

[X][MAIN] War Party = (Caradysh)
No. of Votes: 2

[X][MAIN] Study Magic.
No. of Votes: 1


Total No. of Voters: 6
 
[X] [SEC] Study Magic.
[X] [SEC] Train Sacred Warriors

Split the difference. Do some work on the plague and build up a little to better be able to act/react to urth. Right now we don't know which will be a bigger immediate problem and don't have to choose. So rather than go all in on the wrong won work on both and wait for more information.
 
[X] [SEC] Study Nature.
[X] [SEC] Study Magic.
[X] [SEC] Support Subordinate = Maradysh

In my opinion how we try to cure the plague is secondary to us actually trying to help the Maradysh (who are the ones getting destroyed by it) cure the plague and generally not collapse on themselves.

Getting the aid to the Maradysh is just as important as discerning the cure itself.
 
If the sickness is fictional, let's try a fictional solution:

[X][MAIN] Study Magic.

Otherwise, this with any other sec:

[X] [SEC] Support Subordinate = Maradysh

Dunno if it will be of much help, or whether it would be risky or not. I'm doing it because of what Raichu said, letting other people's culture die out wouldn't sit right with me, and it's very possible that happens now, last time we didn't have a plage.
 
I am going to be closing the vote shortly, probably in an hour or two.
 
Vote is closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 4 | Sufficient Velocity [Posts: 79-97]
##### NetTally 2.2.0

Task: SEC

[X][SEC] Study Magic.
No. of Votes: 8

[X][SEC] Study Nature.
No. of Votes: 8

[X][SEC] Support Subordinate = Maradysh
No. of Votes: 3

[X][SEC] Train Sacred Warriors
No. of Votes: 3

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



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

[X][MAIN] Study Magic.
No. of Votes: 2

[X][MAIN] War Party = (Caradysh)
No. of Votes: 2

Total No. of Voters: 13
 
1045 AG - Galanna and Death Cults
[X] [SEC] Study Magic.
[X] [SEC] Study Nature.

Merntir = [SEC] Create New Trails, [SEC] Study Magic.
Maradysh = [SEC] Settle Land = Midland Plains, [SEC] Venerate the Goddesses

Even as the Cateyes and Catclaws had argued for crushing the walking dead, the ageing Cadlon Gwynlyn had decided to side with the priesthood and village elders as she threw the full weight of the government behind dealing with the Grey Skin plague. Urth and the rest of the evils that the Caradysh had to offer were a problem, but they were a problem for another day unlike the plague currently ravaging the Maradysh.

Splitting the focus between both magical and mundane cures, the Arthrynite priesthood quickly got to work on looking toward any way to heal those afflicted by Grey Skin. The task quickly proved to be harder than it looked as the first and main problem that the Arthwydish found was that of getting their hands on any victims. Without any victims with Grey Skin to study, the priests and priestesses found themselves limited in their ability to study the plague and develop any potential cure to it.

Even beyond victims of the plague not surviving long after catching it, the Maradysh made it hard to find any. The barbarians would kill anyone infected with the disease and they had low enough respect for the Arthwyd that most of the northerners felt that they would not be exceptions to that policy.

Yet as the seasons went by, the Arthwyd were able to study a few survivors and build some knowledge of how the disease worked. The earliest stages were the longest parts of the plague and part where those studying it felt that a cure could be implemented. It took days for the muscle aches to set in after the fever and differentiating it from a regular illness and it took days after that for loss of energy to appear.

When the rash finally came several days after the victim had caught it, the disease speeds up and any poor sap with the signature grey skin would be lucky to live more than a day or two or perhaps unlucky given the state that they would be in.

The Arthwyd were able to discover that using stone skin would heal the disease after a handful of individuals caught the sickness that they were studying and some of the Maradysh found this out. Upon fighting off their would-be killers, the priests and their guards would discover that whilst not fully cured, they would make a full recovery within a handful of days and they wouldn't catch it again even if exposed to it.

While no proper evidence could be found for this, a good number of the Arthrynite priesthood suspected the name of Grey Skin might have more meaning to it than originally suspected and that by transforming one's skin to stone, it did something to harm the disease.

Before the Arthwyd could find a way to leverage this discovery into a more widespread cure or to find a different method of curing Grey Skin, the outbreak came to an end. The Maradysh had kept up their strategies of containment and while ruthless and brutal, the barbaric means of containing the plague had provided successful as after a handful of winters, it was noticed that no more cases of Grey Skin had been discovered.

The Maradysh are joyous at this news once it had been confirmed for so many of them had died. While the Maradysh had continued to expand and put out new villages whilst the crisis was ongoing, they had yet to reach the numbers that they had before the plague and if it wasn't for those expands, their number of villages and villagers would be lucky to be half of what it used to be.

The Maradysh was especially happy with the Arthwyd with the events of the Grey Skin having washed away the lingering dislike that the barbarians had held for their overlords to the north. Much of the Maradysh had resorted to praying to the divine for salvation from the plague. While this meant the lowlander goddess Zaranna in most cases, between the might of the Arthwyd and the desperation of the Maradysh, many of the southerners had taken to praying to Arthryn and her Daughters, either alongside Zaranna or instead of her. With positivity feelings towards Arthryn, the Maradysh ended up with neutral feelings towards her people.

The Arthwyd were also pleased at the news even if their relief was more low key due to never actually being touched by the plague. The Arthwyd had just got on with their lives and were just thankful that the plague never reached them. The village elders did do some behind the scene work to organised the resources needed for a palisade around Rockbay, the second largest settlement in the known world after Greenbay.

Meanwhile the priesthood wrote down what notes and knowledge they had and put the records away in their shrines. The knowledge wasn't needed now, but it might be useful to their descendants in the future.

***​

"Evalyn was the Boarslayer," says Talryn as the senior priest shrugs, "It is no surprised that Arthryn would adopt her as one of her Daughters like she did with Ymarn. Even if few are old enough to remember her, everyone knows of her and how she saved us all thrice over."

"Of course, she would be worshipped by Arthryn's own people," Pyrwen as the Catclaw leans back against the wall, "Mother and Daughters, the only concern is that these barbarians are worshipping her. What do savages know of Arthryn's ways?"

"Talryn?" inquires Cadlon Gwynlyn as the elderly monarch doesn't rise from her seat.

"Not that much, but we are working on that," answers Talryn, "A number of villages down there do have proper shrines with priests and priestesses stationed at them, but outside of those, Evalyn is mostly worshipped by putting what they think of our ways into their own way of life. It is crude and poor, but it is also the first step to civilising them."

"Go on," says the Cadlon.

"The Maradysh need to learn Arthryn's ways, but we need to convince them that they want to learn the Mother's ways before we can teach it," continues Talryn, "Rianyth?"

"The Maradysh care little for our ways, but they hold great respect for Arthryn and her Daughters," says Rianyth as the others in the room turn their attention to the matronly priestess, "They won't listen to our attempts to make them civilised and may even take offence should we try, but if we offer to teach them how to properly revere the Goddesses. They will listen. My only concern is these 'death cults' that seem plentiful amongst the barbarians."

"I believe you have the most knowledge on those, Pyrs," says Cadlon Gwynlyn as she glances at the Cateye by the window.

"They sprung up after the Grey Skin first showed up so many winters ago," says Pyrs as he unfolds his arms, "The savages rightfully believed death was coming for them again like it had for their ancestors. Got them all fancy about death and the significance of it. Most villages have a local cult, maybe two or three in the larger settlements. A handful are about spirits or ancestors, but most are either about Evalyn or Galanna. I wouldn't worry about them. They rely upon the local way of life and are shaped around that. I wouldn't call them worth stamping out."

"Maybe not Evalyn's, but what of the ones belong to this Galanna?" demands Pyrwen as the woman steps forward, "This a lowlander goddess and not fit for proper civilisation. Doom and diseases? What place do those have in Arthwyd life?"

"What do you purpose that we do?" retorts Rianyth, glaring at the other woman.

"Keep them from spreading to the north and stamp out any that come," answers Pyrwen as she matches the glare with one of her own.

"Enough," says Cadlon Gwynlyn in quiet voice, but one that gets the attention of everyone in the room, "What of the other lowlander goddess? Zaranna?"

"Her worship won't spread to the Arthwyd," says Talryn, "She and her ways are just too opposed to the guidance that Arthryn provides. The Arthwyd won't accept and thank Arthryn for that."

"Aye, thank the Goddesses for small blessings," agrees Pyrwen, "Galanna is the daughter of Zaranna? How do we know that accepting one won't led to the other?"

"Highly unlikely," cuts in Pyrs before anyone can speak, "Galanna is the Goddess of Doom, Disease and Shadows, but she is about protecting from and preventing the former over bringing them. The Maradysh are split about just how much she protects and how much she leaves as a test, but she is no Zaranna and despite the connection in her origin, Galanna and Zaranna are viewed as separate. They are not like Arthryn and her Daughters."

"Hard to believe," mutters Rianyth.

"They are lowlander barbarians," points out Pyrs, "Such uncivilised savagery is expected of them."

"Speaking of the lowlanders, any news from them or the Caradysh?" inquires Cadlon Gwynlyn.

"As they has been for the last generation, Urth and the evils of the Cursed Forest have been silent and inactive as far as we know," answers Pyrwen, "I and other suspect they have been active in the lowlands, but the lowlands are basically myth right now. We know that they exist and do so to the south, but that is all we know of them. Even the idea that they might be full of barbarians is something that we cannot confirm as All-Seeress' Truth."

"Hmm," says Cadlon Gwynlyn.

How do the Arthwyd react to the influx of religious beliefs from the Maradysh?
[] [Divine] The Arthwyd accept only Evalyn into conventional worship.
[] [Divine] The Arthwyd accept Evalyn both into conventional worship and with the Maradysh death cults.
[] [Divine] The Arthwyd accept Galanna alongside Evalyn but reject the death cults of both.
[] [Divine] The Arthwyd accept Galanna alongside Evalyn but reject the death cults of Evalyn whilst embracing those of Galanna.
[] [Divine] The Arthwyd accept Galanna alongside Evalyn but reject the death cults of Galanna whilst embracing those of Evalyn.
[] [Divine] The Arthwyd accept Galanna alongside Evalyn but embrace the death cults of both.

The Grey Skin plague has died out. What do the Arthwyd do now?
[] [React] They sent raiding parties into the Cursed Forest.
[] [React] Organise the founding of new settlements along the Green River.
[] [React] Send out the Cateyes to discreetly explore the lowlands without the Maradysh finding out.
[] [React] Send the Cateyes out via boat to explore the coastline beyond the Sunset Mountains.
[] [React] They sent aid to support the Maradysh as they recover from the Grey Skin plague.
[] [React] They began construction of a stone wall around Greenbay.
[] [React] They invest resources into extensive study of metal.

Priests (4) = Mood: Satisfied, Ability: Add faction power to Stability or Legitimacy Rolls, Objective: Help the Maradysh recover, Success/Failure: Free Innovation/-
Elders (3 (5)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Build the Stone Wall in 4 Turns, Success/Failure: +1 Palisade/-2 Temp Econ
Warriors (5) = Mood: Furious, Ability: Add half of faction power to Martial, Objective: Crush Urth and the Caradysh, Success/Failure: Free Martial Innovation/-2 Prestige
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: Study Metal, Success/Failure: +1 Temp Econ/-

***​

Sorry about the late update, I've spent the last week sick and therefore found it difficult to write. The current vote is the standard mid-turn react and dealing with Maradysh religious beliefs spreading to the Arthwyd. The Grey Skin plague is over and while you succeeded in the Elders' quest, you didn't get the widespread enough cure to complete the quest of the Priests.

In other news, stuff has been going on down in the lowlands, but until you explore down that, you won't get to know just how different it looks.

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 Centralisation Limit: 8
Lower Centralisation Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Passive Policies: 1 +1 per 2 Provinces.
Subordinates: 1
Special: -1 Temp Econ Damage per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.

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 (11)
Martial: 5 (5)
Mystic: 1 (0)
Culture: 1 (1)
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
Boarfolk Nomads = Evil/War/Repelled
Coltyre = Unknown/Unknown/None
Forluc = Unknown/Unknown/None
Walking Dead = Ultimate Evil/Reconciliatory/Very Limited
Zaradysh = Unknown/Unknown/None

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

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions.
Ancient Centre of Civilisation (Great Bay): Extra Innovation Roll at the start of each turn,
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Rush Builders: Extended Projects take less actions, but each action is more expensive.
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)
 
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