Whats her concept again? I couldnt find an informational or anything on the civ sheet.

While the goddess has a lot of raw power, from my perspective anyway, I was wonder why she is able to be so open with her blessings. At least compared to the other gods which are more subtle.
iirc her Concept is that of the Arthwyd as a whole, and is tied up pretty strongly with her blessing at this point.

My headcanon (that is to say this is possibly super incorrect) is that there is somewhat of a feedback loop between Arthryn and the Arthwyd, in that as more Arthwyd are born and the civilization prospers, the more powerful Arthryn becomes, which then allows her to contribute to the prosperity of the Arthwyd, which then makes her more powerful...

Another similar example we have of this is the All-Boar, God of the Boar Folk, who (presumably) made them into the boar folk/created them and is the source of their innate bond with their dire boar mounts.
 
Whats her concept again? I couldnt find an informational or anything on the civ sheet.
The Arthwyd. It gets a bit complicated whether it is defined as her worshippers versus members of the Arthwyd nation because right now, those two things are the same as pretty much every Arthwydish is an Arthrynite and Arthrynites have yet to properly spread beyond the borders of the Arthwyd.

I will probably do an info post on the Arthrynite pantheon at some point, but I need the time to write it up first.
While the goddess has a lot of raw power, from my perspective anyway, I was wonder why she is able to be so open with her blessings. At least compared to the other gods which are more subtle.
In what way?
 
The Arthwyd. It gets a bit complicated whether it is defined as her worshippers versus members of the Arthwyd nation because right now, those two things are the same as pretty much every Arthwydish is an Arthrynite and Arthrynites have yet to properly spread beyond the borders of the Arthwyd.

I will probably do an info post on the Arthrynite pantheon at some point, but I need the time to write it up first.

In what way?


The blessing. And the few times of divine intervenrion. The goddess seems to be really powerful and present compared to other gods and doesbt demand much from hee worshipers.

With the blessing being such an omnipotent and widespread evidence of the goddess I doubt our people would ever not worship her unless we collapse or something.
 
The blessing. And the few times of divine intervenrion. The goddess seems to be really powerful and present compared to other gods and doesbt demand much from hee worshipers.

With the blessing being such an omnipotent and widespread evidence of the goddess I doubt our people would ever not worship her unless we collapse or something.

That would be due to a biased perspective as you see a lot more of the Arthrynite pantheon and what they get up to due to playing as the Arthwyd. You have limited ability to know what other deities such as the All-Boar and Nalnir have been getting up to.

Furthermore, no deity is omnipotent in this setting.
 
The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 45 | Sufficient Velocity [Posts: 1117-1136]
##### NetTally 2.2.0

Task: Tordysh

[X][Tordysh] Stay out of it.
No. of Votes: 7

[X][Tordysh] Support the coalition of chiefs. (-1 Temp Econ, -1 Temp Martial, ???)
No. of Votes: 4

[X][Tordysh] Support Zandis Conn. (-1 Temp Econ, -1 Temp Martial, ???)
No. of Votes: 2



——————————————————————————————————————————————
Task: Mairyn

[X][Mairyn] Mairyn of the Raradysh will be personally taught by Cadlon Morwyn. (+1 Diplo, +1 Prestige, ???)
No. of Votes: 10

[X][Mairyn] Mairyn of the Raradysh will be taught by the priesthood. (+1 Diplo, ???)
No. of Votes: 5

[X][Mairyn] Mairyn of the Raradysh will be taught by the Cateyes. (+1 Diplo, ???)
No. of Votes: 1



——————————————————————————————————————————————
Task: Crisis

[X][Crisis] She looks for a way to fit more people into existing settlements.
No. of Votes: 13

[X][Crisis] She founds a colony in the lowlands to funnel the excess population into.
No. of Votes: 2

[X][Crisis] She settles more land to provide additional space for the extra population.
No. of Votes: 2

[X][Crisis] She attempts to encourage the Arthwyd to stop having so many children.
No. of Votes: 1

[X][Crisis] She changes the mission of Caermyr so she can funnel the excess population into lowlands.
No. of Votes: 1

[X][Crisis] She ignores it to focus on other matters such as her studying.
No. of Votes: 1



——————————————————————————————————————————————
Task: Haven

[X][Haven] Keep Marital Prowess.
No. of Votes: 10

[X][Haven] Get a Value from the Raradysh.
No. of Votes: 6

[X][Haven] Get a Value from the Lorvysh.
No. of Votes: 4

[X][Haven] Get a Value from the Tordysh.
No. of Votes: 4

[X][Haven] Get a Value from the Cernn.
No. of Votes: 2

[X][Haven] Get a Value from the Forluc.
No. of Votes: 2

[X][Haven] Get another Value from the Zaradysh.
No. of Votes: 2


Total No. of Voters: 15
 
Whats her concept again? I couldnt find an informational or anything on the civ sheet.
This is an alternate timeline of the original quest, it splits off during the Neolithic Epic Age V. Everything in the first 41 updates of that quest is more-or-less canon for this quest.

That particular informational post is hidden in the first quest, the original Pantheon details. Due to changes between quests 90% of the informational posts do not apply. However some WoG statements made on discord before the timeline split continue to apply to this quest.
 
@Oshha

What is our peoples idea of beauty? I remember seeing in the character sheet legendery beauty based on our peoples standard. What does that mean exactly?
 
[X] [Tordysh] Support the coalition of chiefs. (-1 Temp Econ, -1 Temp Martial, ???)
[X] [Mairyn] Mairyn of the Raradysh will be personally taught by Cadlon Morwyn. (+1 Diplo, +1 Prestige, ???)
[X] [Crisis] She looks for a way to fit more people into existing settlements.
[X] [Haven] Keep Marital Prowess.
 
The Arthwyd base their standards of beauty off of Arthryn. The closer you look to her, the more beautiful you are.


I know that. I was asking for more details. Is it only being strong, tall, muscular, brown hair, and blue eyes?

How does it compare to other civs ideas of beauty? Do they see our people as hot or uncanny?

I had a silly thought. If our sense of beauty is based off the goddess, and the goddess is seen as our mother, then does everyone in our civ have a mother complex? lol, since we worship her I think this is technically correct.
 
I know that. I was asking for more details. Is it only being strong, tall, muscular, brown hair, and blue eyes?

Tall, muscular with brown hair, blue eyes and an hourglass figure.

How does it compare to other civs ideas of beauty? Do they see our people as hot or uncanny?

The Arthwyd don't care about what the barbarians think beauty is if it doesn't match the divine beauty of Arthryn.

I had a silly thought. If our sense of beauty is based off the goddess, and the goddess is seen as our mother, then does everyone in our civ have a mother complex? lol, since we worship her I think this is technically correct.

The Arthwyd don't see Arthryn as their mother. They view her as the mother of her daughters, but that is because they are her daughters. Also the Arthwyd are the same as a normal person when it comes to a mother complex as they have no reason to be different.
 
The Arthwyd don't care about what the barbarians think beauty is if it doesn't match the divine beauty of Arthryn.


Damn we really are arrogant. If we aren't careful that might become a flaw or something.

We need to improve our information gathering abilities.

Where did the bird people come from? Looks like we need to pray to the goddess to fix their loss of flight from the blessing.
 
Vote is closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 45 | Sufficient Velocity [Posts: 1117-1158]
##### NetTally 2.2.0

Task: Tordysh

[X][Tordysh] Stay out of it.
No. of Votes: 7

[X][Tordysh] Support the coalition of chiefs. (-1 Temp Econ, -1 Temp Martial, ???)
No. of Votes: 5

[X][Tordysh] Support Zandis Conn. (-1 Temp Econ, -1 Temp Martial, ???)
No. of Votes: 2



——————————————————————————————————————————————
Task: Mairyn

[X][Mairyn] Mairyn of the Raradysh will be personally taught by Cadlon Morwyn. (+1 Diplo, +1 Prestige, ???)
No. of Votes: 11

[X][Mairyn] Mairyn of the Raradysh will be taught by the priesthood. (+1 Diplo, ???)
No. of Votes: 5

[X][Mairyn] Mairyn of the Raradysh will be taught by the Cateyes. (+1 Diplo, ???)
No. of Votes: 1



——————————————————————————————————————————————
Task: Crisis

[X][Crisis] She looks for a way to fit more people into existing settlements.
No. of Votes: 14

[X][Crisis] She founds a colony in the lowlands to funnel the excess population into.
No. of Votes: 2

[X][Crisis] She settles more land to provide additional space for the extra population.
No. of Votes: 2

[X][Crisis] She attempts to encourage the Arthwyd to stop having so many children.
No. of Votes: 1

[X][Crisis] She changes the mission of Caermyr so she can funnel the excess population into lowlands.
No. of Votes: 1

[X][Crisis] She ignores it to focus on other matters such as her studying.
No. of Votes: 1



——————————————————————————————————————————————
Task: Haven

[X][Haven] Keep Marital Prowess.
No. of Votes: 11

[X][Haven] Get a Value from the Raradysh.
No. of Votes: 6

[X][Haven] Get a Value from the Lorvysh.
No. of Votes: 4

[X][Haven] Get a Value from the Tordysh.
No. of Votes: 4

[X][Haven] Get a Value from the Cernn.
No. of Votes: 2

[X][Haven] Get a Value from the Forluc.
No. of Votes: 2

[X][Haven] Get another Value from the Zaradysh.
No. of Votes: 2


Total No. of Voters: 16
 
1340 AG - Zaranna Rising
[X] [Tordysh] Stay out of it.
[X] [Mairyn] Mairyn of the Raradysh will be personally taught by Cadlon Morwyn. (+1 Diplo, +1 Prestige, ???)
[X] [Crisis] She looks for a way to fit more people into existing settlements.
[X] [Haven] Keep Marital Prowess.

Mairyn of the Hadaifen tribe sighs as she watches her mother, the great Zandis Aslynn of the Raradysh, receive Chief Caemon of Meahra tribe. It is at moments like this that makes the princess miss Arthryn's people. The northerners are not the people she was born to, but they are the ones who she has learnt the ways of and whom have accepted her as one of their own.

In many ways, Mairyn considers herself more Arthwydish than Raradysh these days. She worships Arthryn and her Daughters not Zaranna like most in the northern riverlands and she knows much about how Arthwydish society functions than she does regarding the society she was born in. Being personally tutored by Cadlon Morwyn had given Mairyn a great deal of insight into how the Arthwyd operated and the princess had actually played a part in running the Arthwydish government as an assistant of the Cadlon.

Ugh. Just being here in Ulsteir made Mairyn long for Greenbay. Oh how she would love to abandon her birth people to permanently live with the Arthwyd, but Mairyn knew her duty. If there was one thing that both the Arthwyd and the Raradysh agreed upon, it was the importance of duty even if they had very different ideas of what duty was. Mairyn could not shirk her responsible and even if she would do such a thing, it would just lead to a pointless war between the Raradysh and the Arthwyd and Mairyn was not the sort of woman to make countless others die and suffer so she could be happy.

Duty. Mairyn had slowly come to hate the idea of duty. The duty that made her come back to the Raradysh. The duty that forces her to tolerate the evils of the lowlands. The duty that will require her to get married to a man that will leave her pregnant with at least one child.

Mairyn hates that last one the most. Men hold no attraction to her, nothing to light a fire in her. Women on the other hand...well, there is a reason that she originally went to the Arthwyd in the first place. Within the Raradysh, she would be considered ill in the mind at best and more likely to be deemed insane. With the Arthwyd, she was accepted for whom she was and that is one of the main reasons she favours her adopted people over her birth people.

Putting her thoughts to one side, Mairyn focuses on her mother's court as the current matter is of concern to her.

"It isn't just the slaves," says Chief Caemon, "Many of the farmers and a few of the warriors have joint them. Two of my tribe's villages have fallen to the rebels, but the rest remain firm."

Mairyn knows that Caemon is lying. The man wouldn't be asking for her mother's support if things were going that well. While he is probably not lying about having only lost two villages, Mairyn doubts that Caemon has a firm control over the rest. If he did, he wouldn't be asking for help.

This is one of the things that she dislikes about her birth people. Thanks to the cracked Zaranna, the natives of the riverlands will compete for dominance and instead of treating their allies as friends, they consider all others to be rivals or potential rivals. A bunch of stupidity that leads to nonsense like this where her mother and Chief Caemon are dancing about the truth as they both try to get the most of the situation without revealing a weakness to pounced upon.

The Arthwyd wouldn't engage in idiocy like this, where two supposed allies are unable to directly address the situation as they try to trip the other up. If someone went wrong in an Arthwydish village, the local leaders would take stock of the situation, report it as accurately as possible to the Cadlon and then the greater community would do its best to aid the local community in need of aid. No stupid infighting as they compete for power and strength when the situation is dire. No lying about how bad thing really are to avoid looking weak.

"I am afraid that I may have limited aid to offer you Chief Caemon," says Mairyn's mother, "Your situation is not unique and all of our lands and beyond are seeing similar uprisings. My forces will be spread thin and if your lands are as stable as you claim, you are one of those that need my help the least."

"I understand," replies Caemon, the man's smile clearly strained, "I will be grateful for whatever aid you can spare a loyal subject such as me."

"I will see what I can do," replies her mother and the audience ends.

Mairyn decides that could have gone better as Chief Caemon leaves the hall. The situation is pretty bad if under control or at least it is still under control for now. Her mother founded her kingdom with force and she still retains a loyal cadre of warriors, but the uprisings are taking place everywhere that has Zarannists and her mother is getting old. The pair of local rebellions are handily crushed before they really got going, but Mairyn doubts that the other uprisings will be as easily defeated.

"Mairyn," says her mother, "Come with me."

Mairyn does as she is told as her mother heads towards the doorway of the hall, following her just a few steps behind.

"Caemon was downplaying how bad things are in his tribe's lands," says her mother as she and Mairyn exit the hall, "How bad do you think it actually is?"

"I don't believe he has lost more than the two villages he mentioned," answers Mairyn, repeating her earlier thoughts to her mother, "As least as far he knows. I suspect that situation isn't as nearly under control as he claims and it is entirely possible that he has lost more villages to these rebels since he left his tribe to see you."

"I suspect much the same," says her mother, "Still, I appreciate the opportunity to have some fun."

"Fun?" repeats Mairyn, almost stumbling thanks to her surprise.

"I am getting old and I don't have that magic of your northern goddess to let me live longer," replies her mother as the two of them head back to their familial hall, "I am a warrior at heart and I am getting old. I am not going to be leaving this life anytime soon, but my body is slowing and weakening. It will not be long before I am unable to fight thanks to the failures of my body. So I am happy to get this last chance to fight like that the warrior that I am."

"That is a positive look on the situation," says Mairyn neutrally, "Speaking of the situation, how bad is it really? I haven't been able to get much information on it."

"Somewhat stable," answers her mother, "We had a couple of groups make a try here, but my warriors crushed them easily. The western lands are the most stable. We had surprising, but only the Flanain tribe lost a village. Otherwise the rebels got put down and there is an air of the distrust and dissent. It is in the east, closest to the Zaradysh, where it is the worst. The Meahra are far from being the only ones to have lost multiple villages to these rebels. The worst of it is with the Cormir and Maudlach tribes. I'm not sure if they joined with the rebels or were defeated by them, but their lands are now held by the rebels."

"I am going to assume that all of these different uprisings are not unrelated," says Mairyn as she thinks about the situation, "There are too many of them while you and others are treating them as being coordinated. Would I be correct in assuming that the Zaradysh have a hand in this?"

"Almost certainly," answers her mother with a scowl, "That is new Zandis of theirs is claiming to be personally blessed and chosen by Zaranna and given how many Zarannists are listening to her beyond her lands, there might be something to Maereach's claims."

"So what now?" inquires Mairyn as the two of them reach their familial hall, "I assume you have a plan to deal with these revolts."

"I am going to rally up my warband and march west," answers her mother as they enter the building, a smile on her face, "We will deal with the easy parts first than head east once we got the west and centre secure. It will be the best part of the campaign so I want to save it for last. You will be coming with me."

"I beg your pardon," says Mairyn as she is caught off-guard by her mother's statement.

"You are going to be my successor and therefore you need to learn how to fight," her mother continues, "You learnt about magic, goddesses and how to rule with the Arthwyd, now you need to learn how to fight. Any proper ruler needs to be able to fight. You are smart and definitely have the body for it thanks to that goddess of yours. Just look at how tall you are and the size of those muscles."

"I don't know how to fight," points out Mairyn, "The closest is a few spells which can be used in combat."

"I will teach you," replies her mother happily, "It will be some good mother-daughter bonding between us. Plus, this will be a good opportunity to find you a husband."

"Mother!" exclaims Mairyn and the woman in question laughs.

"Oh, don't give me that look Mairyn," says her mother as Mairyn glares at her, "You are getting older and you need to settle down sooner or later. A battlefield is a good place to find a suitable man to settle down with. You will need to find someone to give you some children and it is not like you will have trouble bearing them. Just look at those hips of yours and your chest is certainly large enough to produce enough milk to feed them."

"My mountains are considered very attractive up north," mutters Mairyn as she glances down at her mother.

"Speaking of which, you can't get an Arthwydish husband," her mother tells her, "People were fine with you getting an education from the northerners given how strong they, especially when you came back wielding their magic and an impressive body, but they won't tolerate northerners ruling them. You will need to keep your bloodline local unless you want to face outright rebellion from the other tribes. The Arthwyd are getting enough of a foothold in our lands as things stand. The tribes won't let them get more of one without a fight."

"The tribes would not win such a fight," points out Mairyn even as she feels annoyance at this as it ruins her plans of grabbing a kid or two who likes like her and claiming that she gave birth to them.

"Got a bit of fighting spirit in you then?" says her mother with a bark of laughter, "Tell you what Mai, if you can prove in this campaign that you are capable of holding your throne with force, then I'll let you have your choice of husband, northerner or not."

"Thanks mother," says Mairyn, resolving to take his opportunity.

"Good," says her mother, "Now kneel down so I give you a hug instead of getting a faceful of those 'mountains' as you call them. How my daughter ended up so much taller, I will never know."

"A mixture of a tall father and a divine blessing," answers Mairyn as she dutifully bends down.

As she and her mother embrace, Mairyn gives a mental prayer to Ymarn the Wise and Evalyn the Boarslayer. The Arthwyd aren't big on prayers or asking the goddesses for help, but if a priestess like Mairyn is to do well in war and battle, she will need whatever support the Goddess of War and the Goddess of Battle are willingly to spare her.

***​

Maereach lies in wait with the rest of her warband as the northern warriors approach. There was only a knuckle of them compared to the two score of warriors she had with her, but the Zandis of the Zaradysh and Champion of Zaranna knew all too well how deadly the northerners could be.

These northerners or another band of them had already wiped out a good few of her scouts, but she had managed lure them into her trap nonetheless. Maereach hadn't put much stock in the Arthwydish having demigod warriors at their disposal, but after seeing what their warriors are capable of first hand, she had quickly reconsider that possibility.

Ten warriors a head of her, five on either side whilst she hangs back with the remaining ten. Once the northerners were far enough down the trail, Maereach would spring the trap. The two groups ahead would engage the northerners at range, keeping their enemy distracted. Maereach and her lot would charge in and then the survivors of those ahead would charge in. It would be a slaughter, but Maereach intends to ensure that the slaughter is a two-sided affair given her most expendable warriors will be striking first.

She gives the signal to the man waiting for her to make the correct motion. A volley of throwing spears come at the northerners and her foes react with superhuman speed. They either dodge the spears or block them with their shields. The northerners retaliate with a mixture of bows and slings and it is then that Maereach makes her move.

"Charge!" yells the Champion of Zaranna as she raises her spear and runs at the northerners.

The warriors behind Maereach quickly follow her and once the warriors ahead have unleashed their second volley, they will also join her. She runs as quickly as the Zandis has no desire to be face ranged attacks from the northerners if she can help it. The northerners are very deadly with their ranged weapons and Maereach wishes to preserve as much magic for the melee combat as she can.

Maereach stabs at the closest northerner's neck as she gets within range and the weapon glances off of the man's neck as his skin turns to stone for a moment. Maereach pulls back her spear and reverse her grip to stab it into the leg of an unsuspecting woman. She rams it in before letting go to draw her preferred weapon. She hastily blocks a mace with shield, the weapon almost shattering her wooden shield with the sheer force behind it.

Maereach pulls her axe from her belt and hacks across her attacker's throat, drawing blood as one of her warriors falls beside her. The Champion of Zaranna needs to turn his around. At least half of her force is dead while the northerners have only lost one. She needs to win this quickly least her warriors decide that they are better off fleeing rather than fighting to the end.

Reaching out and grasping the power of her goddess, Maereach calls upon the chaos that makes up the world and twists the probabilities of fate to favour her destiny. She swings her axe into the weapon she left her spear, striking her in the back of head, hitting just the right spot with the enough force to kill her.

Or it would kill her if she was not a northern demigoddess. As things are, it takes a second strike to finish off the woman. Maereach instinctively jumps back as the top of her shield is smashed off, her magic saving her life. Looking at her attacker, Maereach frowns in annoyance as it is the man whose throat she cut open with her axe. Unsporting northerners don't have the decency to die from fatal injuries.

Maereach slams what is left of her shield into the man, catching him off-guard. Before he can recover, she hacks him across the neck again. Cutting open his throat once again, this time Maereach leaves her weapon there. The man stumbles backwards, clutching at his throat as Maereach snatches his weapon out of midair.

Which is good because she is going to need it as three of the northern warriors remain while hers have either died or fled.

***​

Cadlon Morwyn paces back and forth as the latest reports come in.

"So these uprisings are everywhere," says the Cadlon to her gathered advisors.

"The Forluc seem to be free of them as do the Cernn," offers one of the priests.

"Caermyr also hasn't suffered from any uprisings," says a Catclaw, "Not enough Zarannists there or at least enough which are willingly to listen to the distant Zaradysh over the nearby Caermyr."

"Well, that is some good news," mutters Morwyn, "Mairyn is reporting the Raradysh have their situation under control or they are at least getting it under control, but what about the rest of the lowlands? Are we certain that the Zaradysh are behind it?"

"All evidence would point to that being the case," says the Catclaw from before, "Their new Zandis definitely has some favour from Zaranna and all of these Zarannist uprisings are too coordinated and too widespread for there not to being something or someone behind them. Zandis Maereach is taking credit and between her apparently being capable of it and no one denying that it is her, it seems to be her."

"The Tordysh are a mess, but things aren't any worst than they have been since Torhall's death," says a priestess, "The coalition of chiefs had briefly won after Zandis Conn died in battle and his army was scattered, but then the uprisings happened so things went back to being a landslide over there. No one knows where is happening and what the refugees and traders have to say is inconsistent and constantly changing."

"The Lorvsysh are doing well to a degree," says a Cateye, "Their Boarfolk are pretty good at prettying down the rebellions where they find them. The only reason the Zarannists are a problem is because the Boarfolk tribes are so few in number that they can't be everywhere. That and Warlord Lorvir has grown old. The man isn't long before he, well, he won't be joining the goddesses, but doing whatever Boarfolk like him do when they die."

"Does anybody know what happens to the Boarfolk when they die?" inquires Cadlon Morwyn, asking the question that is on all of their minds and receiving a bunch of negatives, "Okay then, what about the Maradysh? Last I heard, we had another civil war on our hands."

"Not so bad as what happened under Cadlon Serwyn the Gifted," a priestess reassures Morwyn, "Most of the Maradysh have remained loyal this time around."

"We pretty much have the north secured," says the Catclaw from earlier, "Last I checked, we still had a couple of villages to take, but the bulk of the traitors in the south where the Zarannists are strongest and they are close enough to the lowlands to be influenced by the Zaradysh."

"Speaking of the Zaradysh, how bad is the threat that they and Zandis Maereach pose?" asks Morwyn.

"She is a threat, but we are unsure of just how much of one she presents," replies the Catclaw as she shares a glance with another Catclaw, "The Zaradysh are barbarians and should be no match for our holy warriors, but the presence of Zandis Maereach changes things. Her interference is the main reason why the rebels in the south of the Maradysh are doing so well. The woman is clearly blessed by her lowlander goddess and is a very capable fighter and leader. She has broken more than a few Maradysh militias and wiped out two parties of Catclaws."

And that is another problem on top of one that Morwyn already has. The authority to declare war lay with the Cadlon, but who was allowed to send out warbands was a murkier topic and a question that lay unanswered due to not needing one before now. That had changed over the last generation when in response to all of the Zarannist uprisings, several local communities had taken it upon themselves to muster up warbands and send them south to deal with the rebels.

"What do we believe she has planned?" inquires Morwyn as she runs through the possibilities and she is met with silence.

"We don't know," admits a Cateye after a few seconds of silence, "Maereach is a barbarian and a Zarannist, therefore too uncivilised to predict. Making it worse is the multitude of options open to her. She could try marching north to try and take the Maradysh or she might go south in an attempt to seize Caermyr. Assuming she goes after us at all. She may go for easier targets. The Tordysh are ripe for taking while the Lorvysh and the Raradysh are in enough disarray that Maereach has a good shot at taking them."

And with a sigh, Morwyn muses that things had been going so well. Mairyn had been a delightful girl to have around and fruitful protégé while work on a second sacred forest had turn up some interesting theories on how to make a sustainable cycle of life and how it was possible to break such cycles of life.

Yet the world is what it is. Morwyn is Cadlon and the Arthwyd are the chosen of Arthryn. They will deal with this crisis and if Morwyn is worth her position, they will get out of it stronger than they were before it happened.

Priests (5) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: Plant two more Sacred Forests in 3 Turns, Success/Failure: Free Nature Innovation/-1 Temp Econ
Elders (2 (3)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Conquer the Zaradysh in 3 Turns, Success/Failure: Free Trade Expedition/-1 Temp Econ
Warriors (5) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Defeat the Maradysh Rebels, Success/Failure: Free War Party/-1 Temp Econ
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Open up trade with the Tordysh, Success/Failure: +1 Temp Econ/-

You have three 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 Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (5/8), Rockbay (4/6), Sunrise Bay (1/6), Northern Sunset Plains (0/1)

[] [SEC/MAIN] Build Wall = (Target)
S: -3 Temp Econ, +1 Small Wall,
M: -4 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 3/8, Large: 0/8), Rockbay (Small: 0/6, Large: 0/6), Sunrise Bay (Small: 0/6, Large: 0/6), Northern Sunset Plains (Small: 0/1, Large: 0/1)

[] [SEC] Change up to two Passive Policies (4/4)
-Agriculture = +4 Temp Econ per turn. (1)
-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. (1)
-Exploration = Free Exploration roll each turn.
-Forestry = 0.5 Sacred Forest Progress per turn.
-Glory = +1 Prestige per turn.
-Infrastructure = +1 regular infrastructure progress per turn. (1)
-Megaproject = +0.25 Megaproject progress per turn.
-Military = +1 Temp Martial per turn.
-Religion = +1 Temp Mystic per turn.
-Study = Free Innovation roll each turn.
-Trade = Free Trade Expedition each turn. (1)
-War = Free War Party each turn.

[] [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, Great Mountain, Northern Coast, Northern Lowlands, Sea, Southern Lowlands, Sunset Mountains, Sunrise Mountains, Western Coast,

[] [SEC/MAIN] Cultivate Redstars.
S: -1 Temp Econ, +1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, +1 Temp Martial, +2 Temp Mystic, Chance of Innovation,

[] [SEC/MAIN] More Farming.
S: +4 Temp Econ, Chance of Innovation,
M: +1 Econ (0/21), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +3 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +3 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +5 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (0/21),
M: -4 Temp Econ, +2 Messengers, (0/21),

[] [SEC/MAIN] Plant Sacred Forests
S: -4 Temp Econ, -1 Temp Mystic, +0.5 Sacred Forest,
M: -8 Temp Econ, -2 Temp Mystic, +1 Sacred Forest,
-Sacred Forests = 0.5

[] [SEC/MAIN] Settle Land = (Target)
S: -5 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress (+1 Mystic per 3 Progress in a province), +1 Econ,
M: -10 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress (+1 Mystic per 3 Progress in a province), +2 Econ,
-Possible Targets: Greenbay (8/15), Rockbay (6/15), Eastern Rock River (0/15), Western Rock River (0/15), Sunrise Bay (6/15), Northern Sunset Plains (1/15), 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: Caermyr, Merntir, Maradysh,

[] [SEC] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy.
-Economy = Takes actions to increase stats.
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions.
-Religion = Focuses on religious actions.
-Study = Takes study actions.
-Trade = Focusing on trade and wealth-increasing actions.

[] [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: Caermyr, Merntir, Maradysh, Boarfolk Nomads, Caradysh, Cernn, Forden, Forluc, Fornn, Lorvysh, Lorvysh Rebels, Lowlander Tribes, Raradysh, Raradysh Rebels, Tordysh, Tordysh Rebels, Zaradysh,

[] [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, +2 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +3 Temp Mystic, +2 Temp Culture, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War Party = (Target)
S: -1 Temp Econ, Chance of damaging target, Chance of losing up to 1 Temp Martial,
M: -2 Temp Econ, +1 Temp Martial, Greater chance of damaging target, Chance of losing up to 3 Temp Martial,
-Possible Targets: Boarfolk Nomads, Caradysh, Cernn, Forden, Forluc, Fornn, Lorvysh, Lorvysh Rebels, Lowlander Tribes, Maradysh Rebels, Raradysh, Raradysh Rebels, Tordysh, Tordysh Rebels, Zaradysh,

Mega-Projects
[] [SEC/MAIN] Temple
S: -6 Temp Econ, -2 Temp Mystic, +2 Progress
M: -12 Temp Econ, -4 Temp Mystic, +4 Progress
-Progress: 2/???

***​

Not much to say that except this update was delayed by a mixture of its size and me playing Bannerlord. I wanted to show some foreign perspectives so I did that and while there is probably plenty that I could say, I can't think of much. If you want to know stuff or if you think I miss something or forgot to explain it, ask in the thread.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Arthwyd
Early Ancient Theocratic Elective Monarchy
Upper Centralisation Limit: 8
Lower Centralisation Limit: -2
Admin Strain Free Provinces: 4
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Passive Policies: 1 +1 per 2 Provinces.
Subordinates: 1
Special: -1 Temp Econ Damage per a Province
Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.
Special: Monarchs are more likely to be competent.

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation.
Wealth Generation: 1 per Dominant.
Passive Policies: 1 +1 per 2 Provinces.
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 3 (3)
Econ: 25 (15)
Martial: 6 (5)
Mystic: 8 (5)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 2/3
Centralisation: 4
Hierarchy: 3
Prestige: 35

Statuses
Growing Overpopulation Crisis (Minor): The Arthwyd have far too many people and the sheer size of their population is straining their ability to feed and house all of them. Lose 1 Temp Econ plus cumulative additional Temp Econ for each Main Turn and Mid Turn that the crisis has been ongoing for. Solved by ???Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Favourable/Unknown/None
Cernn = Friendly/Friendly/Low
Forluc = Evil?/Neutral/Low
-Caradysh = Ultimate Evil?/Unknown/None
-Forden = Friendly/Friendly/Medium
-Fornn = Uncertain/Indifferent/None
Lorvysh = Friendly/Friendly/Low
Lorvysh Rebels = Hostile/Hostile/War?
Maradysh Rebels = Hostile/Hostile/War
Raradysh = Very Friendly/Very Friendly/Medium
Raradysh Rebels = Hostile/Hostile/War?
Tordysh = Neutral/Neutral/None
Tordysh Rebels = Hostile/Hostile/War?
Zaradysh = Hostile/Hostile/War

Subordinates
Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Very High/Very Low
Maradysh = Vassal/High/Very Low
Merntir = Religious Vassal/Very High/Very Low

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

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

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,

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

Sacred Defence
The People do not abandon their own for it is their sacred duty to protect each other. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the goddesses.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs,

Completed Megaprojects
The Census (Neolithic)
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: +2 Temp Stats each Main Turn, -1 Temp Econ Damage,

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,

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: +1 Temp Mystic from Venerate the Goddesses, Bonus to Study Nature,

Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

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

Animals
Cats
Cows
Fowls
Sheep

Construction
Surveying

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

Hunting
Baits

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

Medicine
Dosage
Herbalism
Painkillers
Poisons
Redstar

Metallurgy
Copper Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Administration
Proto-Archiving
Dedicated Messengers
Memory Stone Record Keeping

Proto-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)
Lowlander (Oral)
Merntirish (Oral/Written = Logograms)

Leadership
Big Man
Cadlons
Elders
Elections
Local Leadership Delegation
Priests

Religion
Priests
Sacred Animals
Shrines
Tribute
Defences
Palisade
Stone Walls

Personal Protection
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Hunting Groups
Sacred Warriors

Theory
Ambush Tactics
Attrition
Logistics
Shield Walls

Weapons
Bows & Arrows
Javelins
Lead Balls
Maces
Slings
Spears
Divine Magic
General
Divine Blessing
Divine Magic

All-Seerist Divine Magic
Future Seeing (Crude Limited)
Guided Attacks (Limited/Refined)
Increased Accuracy (Basic/Refined)
Scrying (Limited)
Truth Detecting (Expert)

Arthrynite Divine Magic
Stone Manipulation (Basic)
Stone Skin (Limited)
Trait Self-Boosting (Basic)

Wyrnite Divine Magic
Memory Stones (Basic)

Ymarnite Divine Magic
Disease Cure (Basic)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Basic/Refined)
 
[X] [SEC] Switch Province Policy = Trade = Focusing on trade and wealth-increasing actions.

[X] [SEC] Explore Lands = Coastline
[X] [SEC] Explore Lands = Cursed Forest
[X] [SEC] Explore Lands = Great Mountain
[X] [SEC] Explore Lands = Sea

[X] [SEC] Trade Expedition = Boarfolk Nomads
[X] [SEC] Trade Expedition = Caradysh
[X] [SEC] Trade Expedition = Cernn
[X] [SEC] Trade Expedition = Forden
[X] [SEC] Trade Expedition = Forluc
[X] [SEC] Trade Expedition = Fornn
[X] [SEC] Trade Expedition = Lorvysh
[X] [SEC] Trade Expedition = Lorvysh Rebels
[X] [SEC] Trade Expedition = Lowlander Tribes
[X] [SEC] Trade Expedition = Raradysh
[X] [SEC] Trade Expedition = Raradysh Rebels
[X] [SEC] Trade Expedition = Tordysh
[X] [SEC] Trade Expedition = Tordysh Rebels
[X] [SEC] Trade Expedition = Zaradysh

[X][SEC] Settle Land = (Northern Sunset Plains)
 
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Warriors (5) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Defeat the Maradysh Rebels, Success/Failure: Free War Party/-1 Temp Econ
So, does that mean that if we happen to defeat the Maradysh Rebels, we automatically invade someone else?

[X] [Crisis] She looks for a way to fit more people into existing settlements.
Did this happen, or am I overlooking something?
 
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No one knows where is happening and what the refugees and traders have to say is inconsistent and constantly changing."
@Oshha did we get enough refugees to get a Temp Econ boost? It sounds like there'd be a lot of refugees given all the war happening right now.

while work on a second sacred forest had turn up some interesting theories on how to make a sustainable cycle of life and how it was possible to break such cycles of life.
Wow, this is big. This is really big, the kind of thing that can save a civilisation in the long run. The Priest quest just went from good to critical. However, with no progress done on it last turn, we have to put in a manual action if we want any hope of the Infrastructure passive finishing it off for us. It'll be especially important to do it now if the Infrastructure passive switches to building temples once we have access to them.

[X] [MAIN] War Party = (Maradysh Rebels)
[X] [SEC] Plant Sacred Forests
 
So, does that mean that if we happen to defeat the Maradysh Rebels, we automatically invade someone else?
Yes. The warriors intend to move on one of the other Zarannist uprisings once the Maradysh once is dealt with.
Did this happen, or am I overlooking something?
It was attempted and failed to produce anything. It didn't make it into the update due to the lack of results and everything else that was going on.
@Oshha did we get enough refugees to get a Temp Econ boost? It sounds like there'd be a lot of refugees given all the war happening right now.

I'm planning to handle the refugees in the mid-turn.
 
Yes. The warriors intend to move on one of the other Zarannist uprisings once the Maradysh once is dealt with.

It's a bit weird due to the update containing this sentence.

The authority to declare war lay with the Cadlon, but who was allowed to send out warbands was a murkier topic and a question that lay unanswered due to not needing one before now.

So, authority to declare war lies with the Cadlons, but the warriors will wage war independently.
 
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