@Kiba, if you want Trade Expedition to certainly win, you need to also vote for Secondary Train Sacred Warriors, Secondary Support Raradysh, or both. Because those two are tied with Main Train Sacred Warriors, it could be that MTSW wins. If that happens, the third Secondary will go to whichever has the most votes, which will either be STSW or Support Raradysh but certainly not Trade Expedition.
 
Ymarn, Goddess of Life, Wisdom and War (Copper Age)
Ymarn, Goddess of Life, Wisdom and War
Ymarn is an adopted daughter of Arthryn and an ascended mortal who Arthryn adopted as her divine daughter for her deeds in life. Ymarn's divinity is related to her deeds in life, wisdom for her wise leadership of the Arthwyd, war as she oversaw the Arthwyd's first period of warfare plus her founding of the Cateyes and life due to her exceptional longevity as a mortal.

When it comes to her domain of war, it is primarily strategic in nature and is focused on logistics, strategy and overall war rather than on battles and personal combat. If an Arthwydish needs help in war beyond an immediate fight, they will seek out guidance from Ymarn.

As the goddess of wisdom, it is expected within Arthwydish society that all leaders will seek guidance from Ymarn, so that they can lead their communities with her wisdom. In this regard, Ymarn sees more worship from the higher rungs of society through plenty of common people will seek her wisdom to help them with their lives.

Ymarn is primarily associated with leadership within Arthwydish society, both helping leaders and providing good leadership herself. Ymarn is viewed as a wise figure, the epitome of the elder system that existed before the Cadlons and still lingers to this day. That is little passion to her, but there is great respect to Ymarn.

Personality wise, Ymarn is a wisdom incarnate, a kind elder who has experienced all that life has to offer and knows exactly what to do thanks to her all-knowing wisdom. While she and everyone knows that she isn't actually perfect and has her fallibilities, Ymarn projects an air of grandmotherly confidence and is someone that everyone can go to for help with their problems. Ymarn is a steady presence who rarely indulges in acts of passion and stands steadfast as a rock of stability.

With her appearance, Ymarn is youthful and beautiful like all of the goddesses in the Arthrynite pantheon. While not as old as Arthryn, Ymarn is the most mature of her mother's daughters with a shapely figure, knowing green eyes and long hair that bears the silver of the elders that Ymarn is the exemplar of. As the goddess of war and founder of the Cateyes, Ymarn is most commonly portrayed in the garb of the Cateyes despite never being one herself.

***​

The third info post on the goddesses of the Arthrynite pantheon. A bit of trivia, Ymarn is name is based off of the name of the player civ from Paths of Civilisation, the original civ quest of this vein and the one that inspired me to make the original Chronicles of Nations.

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.
 
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When it comes to her domain of war, it is primarily strategic in nature and is focused on logistics, strategy and overall war rather than on battles and personal combat. If an Arthwydish needs help in war beyond an immediate fight, they will seek out guidance from Ymarn.
Our war goddess is a god of strategy. Fitting considering how our army has developed.
Ymarn is name is based off of the name of the player civ from Paths of Civilisation


Ah yes, these guys, who are also known for discovering iron while people were still just figuring out bronze, making it even more fitting.....


Edit: The Ymarn shall forever be known for being ridiculously OP, a mystery on a similar level to the IRL Mongols.
 
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Our war goddess is a god of strategy. Fitting considering how our army has developed.



Ah yes, these guys, who are also known for discovering iron while people were still just figuring out bronze, making it even more fitting.....


Edit: The Ymarn shall forever be known for being ridiculously OP, a mystery on a similar level to the IRL Mongols.


I dont remember us doing something like that in PoC. I do remember us having iron while the other civs had bronze though. It really sucks how the civ was killed off. I lost interest after that, is the sequel any good?
 
It really sucks how the civ was killed off. I lost interest after that, is the sequel any good?
Dont worry, while the remnants survived and got absorbed into not/Russia, they proceded to take it over from the inside and they brought the absurdity to the moderen era. :D :D
Nokly imagined that if you could somehow slow down a casket of gunpowder exploding and played it out across diplomatic missives on a two to three week delay, this is what it would look like. By the end of the summer the initial phase of economic troubles in Hespranxer had been overtaken by the firestorm unleashed by businesses, banks, and merchants failing in wave after wave. Hundreds of thousands - millions perhaps! - were out of work across Syffryn. Farms lay fallow, their landlord owners having used them as collateral for loans for businesses that went bad, the property seized by banks that themselves collapsed. Across Hespranxer, Halvyni, and Tortun revolution took off as the reality of the situation settled in, and this of course caused what little investment was left to flee in panic. The mercantile city states of Etal, long settled into the senescence of international banking from their glory days of trade centuries ago, faced their own wave of defaults and bankruptcies that set the disunited territory on fire.

Nokly could only watch in horror from the perspective of a king, knowing what was happening in a way that no one without reams of bureaucrats whose job was to pay attention to this sort of thing what was happening. He could only wince as news came of business failures within his own territory and the territory of the Kielmyr.

Only then something strange happened. The Crown Bank seized failed assets... and then set them back to work. Maybe not as robustly as they had been when they had been operating privately, but many of these failed businesses had been or were close enough in nature to crown corporations that the bank just shuffled around some management and trimmed a few things before returning them to crown operations.

Nokly had mostly opposed the sale of the Crown Corporations to assert his own political power and make a point to factions that he felt were being reckless with state assets, but suddenly he was being hailed as a hero for maintaining state infrastructure just in time to best weather the storm someone else had set off.

It frankly terrified Nokly just how bloody lucky he had been. How could he just trip backwards into this? How could he honestly accept praise for his actions when everything that had happened had been completely out of his control? And how could the one thing he could control to keep things from getting worse be to smile and accept the praise and accolades as if what had happened had been intentional?
Artwork related to this event
Last turn.

This is fine


Combined with having the best army in the world, they are no less ridiculous than their ancestors.:D:D
 
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Dont worry, while the remnants survived and got absorbed into not/Russia, they proceded to take it over from the inside and they brought the absurdity to the moderen era. :D :D

Artwork related to this event


Combined with having the best army in the world, they are no less ridiculous than their ancestors.:D:D
lol. What is a plot by the players? Or was it a crisis that they rolled high in resisting while everyone else crashed and burned. I will have to look into it.
 
lol. What is a plot by the players? Or was it a crisis that they rolled high in resisting while everyone else crashed and burned. I will have to look into it.
(Edit: No player plots were involved, just some disaster dominoes)
Nockly:

Poor guy, forever in over his head, his best advice is to allways look like you are in control, no matter how crazy it gets.
To be fair, "accidentally-on-purpose spreading dangerous ideas that end up killing a bunch of people" is kind of our MO

Vortuga: "Hah! While the Ymarin are focused on rebuilding their shattered land, we can the opportunity to spread out our influence across the world! The wealth of the entire planet shall flow to us! We shall be unstoppable! Invulnerable! Unbeatabl-"
Ymaryn: "Hey y'all! Who wants some Protestantismmmm!?"
Vortuga: "OH GOD MILLIONS ARE DEAD OUR COLONIES ARE ON FIRE WHY GOD WHY?"

Hexprander: "Ah. Now that we have dealt with that whole Fantasy Protestantism issue, it's time to build up our country, sail the world, and spread the ideals of absolute monarchy across the glob-"
Ymaryn: "Hey Hexprander! Could you maybe hold on to these weirdo revolutionaries for a sec? They gots some crazy ideas lemme tell you"
Hexprander&Tortun: "OH GOD THE ECONOMY IS ON FIRE AND THE NOBLES ARE DEAD WHY GOD WHY?"

Sketch: "Phew. Glad that's over with. Now we can finally start taking colonies and forcing the natives to work for us."
Ymaryn: "You know what this world needs? A good ol' dose of ethnic Nationalism to make things even harder on colonialists!"
Sketch: "NO! Bad Ymaryn! Bad! No more spreading dangerous ideas! That trick won't work with us!"
Ymaryn: "Oh alright then. How about we just spread some neat math ideas instead?"
Sketch: "Uhhh. Sure. Why not? What's the worst that could happen?"



Sketch: "...Why are our math schools forming a blood cult?"
Accidentally setting everything on fire is Duel Crown's MO. :lol: :rofl: :lol: :rofl:
 
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All-Seeress, Goddess of Truth, Knowledge and Pathfinding (Copper Age)
All-Seeress, Goddess of Truth, Knowledge and Pathfinding
The All-Seeress is the oddest member of the Arthrynite pantheon and the goddess who fits in the least. This is primarily due to the fact that she was not originally a member of the Arthwyd like the rest of the pantheon and was an outsider deity who was adopted into it.

Before she was the All-Seeress, he was the All-Seer, the original god of the Merntir. Following the Arthwyd-Merntir war and the Merntir Civil War, the All-Seer was adopted into the Arthrynite pantheon by Arthryn as her daughter in an act of mercy. Her original domains lost to time, the All-Seeress became the goddess of truth, knowledge and pathfinding.

The All-Seeress is associated with the truth and the desire to find it and other knowledge. She plays a vital role in Arthwydish society as it is her magic that allows the priesthood to tell the truth from falsehoods and other deceptions. While she has other useful magic, the truth detecting that the All-Seeress grants is a vital part of Arthwydish society and one of the reasons that the priesthood is so trusted. She plays little part directly in the lives of most Arthwyd, but her presence indirectly shapes the lives of all.

With her personality, the All-Seeress barely has one. Stern and dour, the goddess brooks no nonsense as she is completely focused on her duties. Considered the opposite of the humorous and playful Wyrn, the All-Seeress cares for nothing outside of finding out the truth, to furthering knowledge and finding the right path.

When it comes to her appearance, the All-Seeress is the standard youthful beauty with only her white eyes and long blonde hair. Her most striking feature is how she is slender rather than lean, lacking the muscles that her mother and other siblings have.

***​

Here we have the All-Seeress who is easily the weirdest member of the pantheon thanks to be an outside addition to it.

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.
 
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Evalyn, Goddess of Battle, Death and Leadership (Copper Age)
Evalyn, Goddess of Battle, Death and Leadership
Evalyn Boarslayer is a very popular goddess thanks to her deeds in mortal life and easily the second most worshiped member of the Arthrynite pantheon after Arthryn herself. As a goddess, she has the domains of battle thanks to her work as a warrior and spending much of her life on a battlefield, death due to battling the undead and how much she was involved in killing others and leadership due to being the first Cadlon of the Arthwyd and being the greatest warleader of the Arthwyd.

All rungs of society favour Evalyn. The leaders of the Arthwyd turn to her for guidance on how to be good leaders as the goddess of leadership while the warriors of the Arthwyd seek her guidance when it comes to tactics, battles and personal combat. Everyone gives respect to the goddess of death as the one who guides them to Arthryn's realm when they die and go to be with the goddesses.

Evalyn also enjoys a good amount of popularity that is left over from her mortal life. A boisterous, but approachable leader, Evalyn is fondly remembered as someone who the average person could approach and have a good time with. She is also remembered as the Boarslayer, the individual who slew Vervov and led the Arthwyd to victory in their darkest hour. It was Evalyn who defeated the Caradysh and personally saved the Arthwyd from Urth and the evil undead of the Cursed Forest. Evalyn was a highly popular folk hero in life and that has followed her when she ascended into divinity.

Evalyn is often compared and contrasted with her sister Ymarn with Battle matching War, Death matching Life and Leadership matching Wisdom. Rather than be opposed, the two goddesses are considered to be complimentary as what is a War without Battles or Life without Death or Leadership without Wisdom?

Personality wise, Evalyn is a cheerful warrior and an approachable leader. While not the greatest Cadlon, she is certainly the greatest warrior and is considered the epitome of a Catclaw with her friendly and boisterous manner. While she never acts irresponsibly or shirks from her duty, Evalyn has little restraint when it does not impact on her responsibilities and greatly enjoys a good time off of the battlefield.

With her appearance, Evalyn is a beautiful warrior-goddess with a noticeably muscular figure, green eyes and a fiery mane of red hair. She is always portrayed as warrior and it is almost always a Catclaw thanks to being their founder.

***​

Second to last, we have Evalyn, who is probably the closest thing that the Arthwyd have to a conventional war-god.

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.
 
Stern and dour, the goddess books no nonsense as she is completely focused on her duties. Considered the opposite of the humorous and playful Wyrn, the All-Seeress cares for nothing outside of find out the truth, to furthering knowledge and finding the right path.

Emphasis mine. Did you mean 'brooks' instead of 'books' and 'finding' instead of 'find'?
 
Bronwyn, Goddess of Beauty, Love and Charity (Copper Age)
Bronwyn, Goddess of Beauty, Love and Charity
Bronwyn is the most recent addition to the Arthrynite pantheon. Famed for her peacetime deeds, Bronwyn is something of a household name and a popular goddess even if she lacks the sheer fame of Arthryn or Evalyn. The youngest member of the Arthrynite pantheon, Bronwyn has the domains of beauty thanks to her legendary looks while she has love and charity thanks to the kindness and compassion she showed both her own people and the refugees fleeing the horrors of the barbaric lowlands.

Said to be as beautiful as Arthryn herself, Bronwyn is the champion of looking good and being pleasing on the eye. If an Arthrynite desires to improve their looks or make something look pretty or prettier, it is Bronwyn that they turn to for guidance. Bronwyn is also the goddess that the Arthwyd turn to when they seek out love. Her guidance is sort out by young lovers, those pursuing a potential partner or an individual who is looking for some love in their life.

Beyond matters of love and beauty, Bronwyn plays an important part in charity and other acts of helping others. She is the main sponsor of providing help to others, especially when that help is freely given. Bronwyn is the benefactor of refugees who seek haven within the Arthwyd and those helping them integrate into Arthwydish society.

In terms of her personality, Bronwyn is humble and compassionate. While she is beautiful and appreciates beauty in other people and things, Bronwyn does not let that turn into vanity and keeps the value of beauty in perspective. She is also renown for her kindness as she is willingly to show empathy and compassion to all.

Appearance wise, Bronwyn is almost identical to Arthryn and matches her mother's looks as closely as Wyrn does. Like Wyrn, Bronwyn is younger than Arthryn thanks to being the latter's daughter, but beyond that, they share the same beautiful appearance.

***​

Here is the last member of the Arthrynite pantheon, Bronwyn. You may remember her from earlier in this quest.

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.
 
[X][MAIN] Train Sacred Warriors
[X][SEC] Support Subordinate = (Raradysh)

Let's get the ball rolling.
Main Train Sacred Warriors+Support Raradysh is the worst combination. It leaves us at 4 temp martial with no boar folk allies. We couldn't be less prepared for war. Please remove your vote for MTSW. Or at least your vote for Support Raradysh so Sec Train Warriors can win and we can have 6 temp martial.
 
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The vote is still open and will remain so until at least tomorrow evening.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 52 | Sufficient Velocity [Posts: 1288-1365]
##### NetTally 2.2.0

Task: MAIN

[X][MAIN] Train Sacred Warriors
No. of Votes: 10

[X][MAIN] Trade Expedition = (Boarfolk Nomads)
No. of Votes: 2

[X][MAIN] Trade Expedition = (Forluc)
No. of Votes: 2

[X][MAIN] Grand Temple
No. of Votes: 1



——————————————————————————————————————————————
Task: SEC

[X][SEC] Support Subordinate = (Raradysh)
No. of Votes: 9

[X][SEC] Train Sacred Warriors
No. of Votes: 9

[X][SEC] Trade Expedition = (Boarfolk Nomads)
No. of Votes: 7

[X][SEC] Switch Province Policy = (Expansion)
No. of Votes: 3

[X][SEC] Grand Temple
No. of Votes: 2

[X][SEC] Settle Land = (Northern Sunset Plains)
No. of Votes: 2

[X][SEC] Study Metal.
No. of Votes: 1
[X] Qeqre


Total No. of Voters: 16
 
Chalcolithic Arthrynite Pantheon
Arthryn, Goddess of the Arthwyd
Arthryn is the head of the Arthrynite Pantheon and the most central figure. Whatever the truth may truly be, the Arthwyd believe that Arthryn formed their civilisation, founded Greenbay and taught them how to farm. Arthryn is the central pillar of the Arthwyd and Arthwydish civilisation revolves around Arthryn.

Arthryn is considered the Goddess of the Arthwyd, but just what is considered to be the Arthwyd is murky. It could either be the political group known as the Arthwyd, the cultural group known as the Arthwyd, the ethnic group known as the Arthwyd or those who worship her as Arthrynites. So far, the question remains not only unanswered, but unasked as all of these groups have been the same for as long as they have existed.

Unlike some foreign deities, Arthryn does not require sacrifices or tribute and such things as a violation of her ways for they waste the community's resources. Instead, Arthryn is revered by following her teachings and looking to her for guidance. The Arthrynites will show their worship to the goddess by doing their best to help their community by doing their duties.

That said, the Arthrynites do have ceremonies and rituals, but they are meant to teach and celebrate, doing so at the same time for the most part. The majority of the Arthrynite ceremonies and rituals will celebrate some aspect or aspects of Arthryn or her Daughters, but at the same time, they will tell a lesson about how a proper Arthrynite should act.

Ultimately, Arthryn and her worshippers have an abnormally friendly relationship, almost camaraderie in some ways. For the Arthrynites that revere her, Arthryn is not some high up deity that is either outside them or beyond them, but simply the oldest and greatest of them. Arthryn is the oldest member of the Arthwyd and they are all Arthwydish. Arthryn is respected, but that respect is closer to the respect given to a wise and trusted elder than the respect given to a deity.

As a result of viewing Arthryn as one of their own, the Arthwyd view Arthryn as the greatest of them and use her as measuring stick of what is good in the world. Arthrynites will consider someone who follows the teachings of Arthryn to be virtuous while Arthryn defines the Arthwydish standard of beauty with looking closer to Arthryn's appearance being considered more beautiful.

While she has no direct domain outside of the Arthwyd, Arthryn has plenty of concepts and beliefs that she is associated with. Cats are seen as her sacred animals and hold a special place in Arthrynite society for that. She is primarily associated with soil and stone thanks to teaching the Arthwyd how to farm. Arthryn is also seen as a mother figure thanks to the rest of the Arthrynite pantheon being her daughters and being the founder of the Arthwyd.

Arthryn's commands to her followers are simple for they are to follow her teachings to the best of their abilities. While there are many lesser teachings such as how to farm and the importance of it, the main two are about equality and the community.

The former is about how everyone is born equal and while the choices of a person and the world around them can make them greater or lesser, every individual comes from the same place and no one inherently superior or inferior to those around them.

The latter is about looking after one's community. A proper Arthrynite is do their duty to the community as best they can, to aid and help their neighbours and to show kindness and loyalty to their people. An Arthrynite is stand by their community and their community is to stand by them.

Personality wise, Arthryn is rather relaxed and forgiving. She indulges the particularities that her individual followers have and understands that her worshippers will make minor mistakes from time to time. She is kind and motherly, but also stern and willingly to stand by her principles without compromise. Just she is benevolent to her people, Arthryn will ruin the day of any other entity who stands against her or tries to go after her people.

When it comes to appearance, Arthryn is the pinnacle of beauty in the eyes of her followers for it is her that they use as a measuring stick. She is a tall individual with a lean and muscular figure that has a curvy bosom and wide hips. Her eyes are blue while her brown hair falls down to her shoulders. While Arthryn is always depicted as being youthful, she is always at least twenty winters old and often closer to thirty.

Wyrn, Goddess of Stories, Trickery and Arts
Wyrn is the eldest daughter of Arthryn and the only one that can claim a blood relation to her. In many ways, Wyrn is a counterpart to Arthryn as she is younger and less restrained than her strict, but fair mother.

Wyrn is the main sponsor of culture and arts within the Arthwyd. Those who tell stories and create works of art look to Wyrn for guidance and the goddess eagerly gives it. In many ways, Wyrn is one of the most influential goddesses in the Arthrynite pantheon as she indirectly shapes the culture of the Arthwyd rather the guidance that she gives.

When it comes to her personality, Wyrn is carefree and lively, bordering on recklessness and being irresponsible. She fully embraces being a goddess and the perks that come with it, taking full advantage of her divine power. She revels in the freedom and power that she has. Yet Wyrn stop short of being irresponsible and never shirks from her duties. As much as she likes to relax and enjoy herself, Wyrn is very careful in how she influences the Arthwyd and she makes sure to never push the Arthwyd down a dark path or abuse her divine power.

While Wyrn is primarily associated with her stories and arts, the goddess is also seen as the one who knows how to have a good time the best. This is mainly due to her carefree nature and general desire to have fun. When an Arthrynite wants to have a good time, they will turn for Wyrn for guidance, especially if it is risqué in nature. This has had the knock-on effect of getting Arthwydish culture the tendency to be lewd and vulgar in nature.

Appearance wise, Wyrn is considered to be almost identical to her mother with the main difference being their age. While Arthryn is mature if youthful as a mother figure, Wyrn is youth and barely of age as a daughter figure. Furthermore, Wyrn is often portrayed more light-heartedly and casually compared to her mother.

Ymarn, Goddess of Life, Wisdom and War
Ymarn is an adopted daughter of Arthryn and an ascended mortal who Arthryn adopted as her divine daughter for her deeds in life. Ymarn's divinity is related to her deeds in life, wisdom for her wise leadership of the Arthwyd, war as she oversaw the Arthwyd's first period of warfare plus her founding of the Cateyes and life due to her exceptional longevity as a mortal.

When it comes to her domain of war, it is primarily strategic in nature and is focused on logistics, strategy and overall war rather than on battles and personal combat. If an Arthwydish needs help in war beyond an immediate fight, they will seek out guidance from Ymarn.

As the goddess of wisdom, it is expected within Arthwydish society that all leaders will seek guidance from Ymarn, so that they can lead their communities with her wisdom. In this regard, Ymarn sees more worship from the higher rungs of society through plenty of common people will seek her wisdom to help them with their lives.

Ymarn is primarily associated with leadership within Arthwydish society, both helping leaders and providing good leadership herself. Ymarn is viewed as a wise figure, the epitome of the elder system that existed before the Cadlons and still lingers to this day. That is little passion to her, but there is great respect to Ymarn.

Personality wise, Ymarn is a wisdom incarnate, a kind elder who has experienced all that life has to offer and knows exactly what to do thanks to her all-knowing wisdom. While she and everyone knows that she isn't actually perfect and has her fallibilities, Ymarn projects an air of grandmotherly confidence and is someone that everyone can go to for help with their problems. Ymarn is a steady presence who rarely indulges in acts of passion and stands steadfast as a rock of stability.

With her appearance, Ymarn is youthful and beautiful like all of the goddesses in the Arthrynite pantheon. While not as old as Arthryn, Ymarn is the most mature of her mother's daughters with a shapely figure, knowing green eyes and long hair that bears the silver of the elders that Ymarn is the exemplar of. As the goddess of war and founder of the Cateyes, Ymarn is most commonly portrayed in the garb of the Cateyes despite never being one herself.

All-Seeress, Goddess of Truth, Knowledge and Pathfinding
The All-Seeress is the oddest member of the Arthrynite pantheon and the goddess who fits in the least. This is primarily due to the fact that she was not originally a member of the Arthwyd like the rest of the pantheon and was an outsider deity who was adopted into it.

Before she was the All-Seeress, he was the All-Seer, the original god of the Merntir. Following the Arthwyd-Merntir war and the Merntir Civil War, the All-Seer was adopted into the Arthrynite pantheon by Arthryn as her daughter in an act of mercy. Her original domains lost to time, the All-Seeress became the goddess of truth, knowledge and pathfinding.

The All-Seeress is associated with the truth and the desire to find it and other knowledge. She plays a vital role in Arthwydish society as it is her magic that allows the priesthood to tell the truth from falsehoods and other deceptions. While she has other useful magic, the truth detecting that the All-Seeress grants is a vital part of Arthwydish society and one of the reasons that the priesthood is so trusted. She plays little part directly in the lives of most Arthwyd, but her presence indirectly shapes the lives of all.

With her personality, the All-Seeress barely has one. Stern and dour, the goddess brooks no nonsense as she is completely focused on her duties. Considered the opposite of the humorous and playful Wyrn, the All-Seeress cares for nothing outside of finding out the truth, to furthering knowledge and finding the right path.

When it comes to her appearance, the All-Seeress is the standard youthful beauty with only her white eyes and long blonde hair. Her most striking feature is how she is slender rather than lean, lacking the muscles that her mother and other siblings have.

Evalyn, Goddess of Battle, Death and Leadership
Evalyn Boarslayer is a very popular goddess thanks to her deeds in mortal life and easily the second most worshiped member of the Arthrynite pantheon after Arthryn herself. As a goddess, she has the domains of battle thanks to her work as a warrior and spending much of her life on a battlefield, death due to battling the undead and how much she was involved in killing others and leadership due to being the first Cadlon of the Arthwyd and being the greatest warleader of the Arthwyd.

All rungs of society favour Evalyn. The leaders of the Arthwyd turn to her for guidance on how to be good leaders as the goddess of leadership while the warriors of the Arthwyd seek her guidance when it comes to tactics, battles and personal combat. Everyone gives respect to the goddess of death as the one who guides them to Arthryn's realm when they die and go to be with the goddesses.

Evalyn also enjoys a good amount of popularity that is left over from her mortal life. A boisterous, but approachable leader, Evalyn is fondly remembered as someone who the average person could approach and have a good time with. She is also remembered as the Boarslayer, the individual who slew Vervov and led the Arthwyd to victory in their darkest hour. It was Evalyn who defeated the Caradysh and personally saved the Arthwyd from Urth and the evil undead of the Cursed Forest. Evalyn was a highly popular folk hero in life and that has followed her when she ascended into divinity.

Evalyn is often compared and contrasted with her sister Ymarn with Battle matching War, Death matching Life and Leadership matching Wisdom. Rather than be opposed, the two goddesses are considered to be complimentary as what is a War without Battles or Life without Death or Leadership without Wisdom?

Personality wise, Evalyn is a cheerful warrior and an approachable leader. While not the greatest Cadlon, she is certainly the greatest warrior and is considered the epitome of a Catclaw with her friendly and boisterous manner. While she never acts irresponsibly or shirks from her duty, Evalyn has little restraint when it does not impact on her responsibilities and greatly enjoys a good time off of the battlefield.

With her appearance, Evalyn is a beautiful warrior-goddess with a noticeably muscular figure, green eyes and a fiery mane of red hair. She is always portrayed as warrior and it is almost always a Catclaw thanks to being their founder.

Bronwyn, Goddess of Beauty, Love and Charity
Bronwyn is the most recent addition to the Arthrynite pantheon. Famed for her peacetime deeds, Bronwyn is something of a household name and a popular goddess even if she lacks the sheer fame of Arthryn or Evalyn. The youngest member of the Arthrynite pantheon, Bronwyn has the domains of beauty thanks to her legendary looks while she has love and charity thanks to the kindness and compassion she showed both her own people and the refugees fleeing the horrors of the barbaric lowlands.

Said to be as beautiful as Arthryn herself, Bronwyn is the champion of looking good and being pleasing on the eye. If an Arthrynite desires to improve their looks or make something look pretty or prettier, it is Bronwyn that they turn to for guidance. Bronwyn is also the goddess that the Arthwyd turn to when they seek out love. Her guidance is sort out by young lovers, those pursuing a potential partner or an individual who is looking for some love in their life.

Beyond matters of love and beauty, Bronwyn plays an important part in charity and other acts of helping others. She is the main sponsor of providing help to others, especially when that help is freely given. Bronwyn is the benefactor of refugees who seek haven within the Arthwyd and those helping them integrate into Arthwydish society.

In terms of her personality, Bronwyn is humble and compassionate. While she is beautiful and appreciates beauty in other people and things, Bronwyn does not let that turn into vanity and keeps the value of beauty in perspective. She is also renown for her kindness as she is willingly to show empathy and compassion to all.

Appearance wise, Bronwyn is almost identical to Arthryn and matches her mother's looks as closely as Wyrn does. Like Wyrn, Bronwyn is younger than Arthryn thanks to being the latter's daughter, but beyond that, they share the same beautiful appearance.

***​

This is all of the individual info posts compiled into a single big post. I originally planned to just do this one post, but I ended up posting each section individually.

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.
 
I just noticed, our current panteon is Arthryn and her daughters, right? Doesnt the daughters looks like a 5-(wo)man band?
 
Vote is still open, but I am going to close it in a couple of hours.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 52 | Sufficient Velocity [Posts: 1288-1370]
##### NetTally 2.2.0

Task: MAIN

[X][MAIN] Train Sacred Warriors
No. of Votes: 10

[X][MAIN] Trade Expedition = (Boarfolk Nomads)
No. of Votes: 2

[X][MAIN] Trade Expedition = (Forluc)
No. of Votes: 2

[X][MAIN] Grand Temple
No. of Votes: 1



——————————————————————————————————————————————
Task: SEC

[X][SEC] Support Subordinate = (Raradysh)
No. of Votes: 9

[X][SEC] Train Sacred Warriors
No. of Votes: 9

[X][SEC] Trade Expedition = (Boarfolk Nomads)
No. of Votes: 7

[X][SEC] Switch Province Policy = (Expansion)
No. of Votes: 3

[X][SEC] Grand Temple
No. of Votes: 2

[X][SEC] Settle Land = (Northern Sunset Plains)
No. of Votes: 2

[X][SEC] Study Metal.
No. of Votes: 1
[X] Qeqre


Total No. of Voters: 16
 
Please remove your votes for Support Raradysh. Going to war with just 4 temp martial is dangerous. We need Secondary Train Warriors, we need 6 temp martial.
 
Vote is closed.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 52 | Sufficient Velocity [Posts: 1288-1372]
##### NetTally 2.2.0

Task: MAIN

[X][MAIN] Train Sacred Warriors
No. of Votes: 11

[X][MAIN] Trade Expedition = (Boarfolk Nomads)
No. of Votes: 2

[X][MAIN] Trade Expedition = (Forluc)
No. of Votes: 2

[X][MAIN] Grand Temple
No. of Votes: 1



——————————————————————————————————————————————
Task: SEC

[X][SEC] Train Sacred Warriors
No. of Votes: 10

[X][SEC] Support Subordinate = (Raradysh)
No. of Votes: 9

[X][SEC] Trade Expedition = (Boarfolk Nomads)
No. of Votes: 7

[X][SEC] Switch Province Policy = (Expansion)
No. of Votes: 3

[X][SEC] Grand Temple
No. of Votes: 2

[X][SEC] Settle Land = (Northern Sunset Plains)
No. of Votes: 2

[X][SEC] Study Metal.
No. of Votes: 1
[X] Qeqre


Total No. of Voters: 17
 
1400 AG - Bounty of Gold
[X] [MAIN] Train Sacred Warriors
[X] [SEC] Train Sacred Warriors

Provinces = [SEC] Grand Temple
Caermyr = [SEC] Build Walls = Lowland Conflux, [SEC] Build Trails = Lowland Conflux
Merntir = [SEC] Settle Land = Western North Coast Hills, [SEC] Build Temples = Western North Coast Plains, [SEC] Build Temples = Southern North Coast Plains, [SEC] Venerate the Goddesses
Maradysh = [SEC] Build Arthrynite Shrines = Lower North Green River, [SEC] Build Arthrynite Shrines = Upper South Green River
Raradysh = [SEC] Settle Land = Raradysh South-East, [SEC] Build Arthrynite Shrines = Raradysh Heartland

Cadlon Mairyn of the Arthwyd and the Raradysh was an old woman. She had lived through the era that she was born into and had lived long enough to see start of the next or at least enough to see the shape it would take.

There would be war with the Forluc and while many others also foresaw that outcome, Mairyn disagreed with the supposed inevitability of it that most believed to be the case. Either the Arthwyd or the Forluc could avoid it if they truly wished, but that would mean changing their ways and neither found the future war to be that undesirable.

War would come, but it was not Mairyn's war to fight and the Cadlon would be with the goddesses when it begins. But even if it will not be her war to fight, Mairyn will prepare her people for it. While the rest of the Arthwyd Empire focuses on religion for the most part, Cadlon Mairyn devotes everything she can to expanding the military. The Arthwyd have always maintained a decent number of Catclaws and Cateyes and under the final generation of Mairyn's reign, that number is increased.

Those on the Arth Coast are not the only ones preparing for war as down in the lowlands, Caermyr continues fortified their settlements with walls and make them interconnected with trails. Mairyn's hold on the Raradysh is strengthen by constructing shrines to Arthryn and her Daughters. The struggle between the Arthrynites and the Zarannists swing firmly in favour of the former in the Maradysh.

The Zaradysh have been consolidating their own hold on their portion of the Green River according to the traders going between Greenbay and Caermyr while the Tordysh have been flourishing with good weather and bountiful harvests over the last several seasons. The Forluc Empire has been oddly quiet with their foreign adventures, forgoing any attacks on their neighbours as they turned inward as they presumably prepare for the future war with the Arthwyd. That said, there were rumours that the Forluc were dealing with lands south of the Cernn, having found something of interest down there after their second conquest of the Cernn.

But while that might be relevant in the future, this generation's excitement was in the north not the south. While they had plenty of contact with the few dozen Boarfolk tribes that wandered the lowlands and the several tribes within the Maradysh, it had been many generations since the Arthwyd had last interacted with the majority of the Boarfolk in the Boarlands.

While it was not backed by the Cadlon and the overall government in Greenbay, many communities within the Arthwyd had taken it upon themselves to reach out to the nomads to the east. The first few journeys were hard when you did not have any better information than eastward of the Merntir, but after months of traveling, the initial expeditions reached the grasslands of the Boarlands.

The first few encounters were very cautious, but fortunately not hostile. The Arthwydish expeditions had no desire to fight, especially not when they would lose the fight, but the Boarfolk were equally disinclined to fight. Instead, they had both a varying interest in trade and were strangely knowledgeable about the Arthwyd and the lowlands.

Yet while that unexpected knowledge was somewhat suspicious, it did not actually hinder the attempts at trade and if anything, it helped as the nomads already has some familiarity with the Arthwyd. After the first few expeditions came home after a successful trip, others became to make the long journey and after a few seasons had passed, the odd Boarfolk tribe even made the journey to the Merntir for a spot of trading.

It was commonplace for the Merntir to sent expeditions into the Sunrise Mountains and while success has been mixed in the past, this generation had arguably seen the most success since the tradition started.

Gold was not unknown to the Arthwyd and small quantities of it had been found here and there with the earliest records predating the earliest records of metal smelting. Yet it was only in this last generation that the Arthwyd had found enough gold in the ground for a gold mine. Seeing this valuable find, other expeditions began to scour the area and more natural bounties were found.

The Sunrise Mountains were not found wanting it when it came to the desired natural bounties. As the generation went by, an additional two gold mine sites were found in the Sunrise Mountain and while it would be some time before the Merntir could fully exploit them, they would be exploited.

Regardless, it was not Cadlon Mairyn's concern as while the gold deposits would certainly be dealt with, it will be one of her successors reigning when that happens. No, Mairyn's concern would be who her successor was. Mairyn was both Cadlon of the Arthwyd and Cadlon of the Raradysh and while those two positions being separate had not been a problem for the vast majority of her rule, it would complicate succession.

The Cadlon of the Arthwyd was an elected position with the most suitable individual known to the Arthwydish leadership in Greenbay. The Cadlon of the Raradysh was an inherited position where the eldest descendent of the previous Cadlon gained the position. It was entirely possible that Mairyn would be succeeded by two different Cadlons and if that were to occur, it would completely undermine the Raradysh being part of the Arthwyd Empire.

The problem would be completely bypassed if her son were elected Cadlon of the Arthwyd, but should he not be, the Raradysh would not accept a foreign Cadlon. If that were to occur, the Arthwyd would either need to let the Raradysh go or keep them in the fold via war. While she could attempt to sway it either way in what was left of her life, the matter was ultimately out of Mairyn's hands for when it came to be resolved, she would already be with Arthryn and her Daughters.

How do the Arthwyd resolve the situation of Mairyn's succession?
[] [Cadlon] They simplify the matter by switching to same method of succession as the Raradysh. (Switch to Early Ancient Theocratic Heredity Monarchy, Greatly improves relations with the Raradysh, Improve relations with lowlander cultures, -1 Legitimacy, ???)
[] [Cadlon] They elect Mairyn's son as the new Cadlon of the Arthwyd. (Improves relations with the Raradysh, Chance of government change, -1 Legitimacy, ???)
[] [Cadlon] They elect a more qualified priestess to be the new Cadlon of the Arthwyd and let the Raradysh go. (Lose the Raradysh as a vassal, ???)
[] [Cadlon] They elect a more qualified priestess to be the new Cadlon of the Arthwyd and force the Raradysh to stay. (Go to war with the Raradysh, ???)

What does the next Cadlon of the Arthwyd focus their resources on?
[] [React] They continue Mairyn's preparations for a war with the Forluc.
[] [React] They appease the elders by launching a surprise invasion of the Zaradysh.
[] [React] They appease the priesthood by planting another sacred forest.
[] [React] They make efforts to study metal and look for more of it.
[] [React] They focus on building up vital infrastructure within the Arthwyd.
[] [React] They take measures to support the Arthwydish territory in the lowlands.

Priests (5) = Mood: Concerned, Ability: Add half of faction power to Mystic, Objective: Plant one more Sacred Forest in 1 Turn, Success/Failure: Free Nature Innovation/-1 Temp Econ
Elders (2) = Mood: Annoyed, Ability: Add half of their faction power to another faction, Objective: Invade the Zaradysh in 1 Turn, Success/Failure: Free Trade Expedition/-1 Temp Econ
Warriors (5 (6)) = Mood: Preparing, Ability: Add half of faction power to Martial, Objective: Increase Martial by 1 in 3 Turns, Success/Failure: +1 Stability/-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: Study Metal, Success/Failure: +1 Temp Econ/-

***​

Okay, you got no martial innovations, but the Merntir got really lucky when it comes to metal as they both found three new mine locations and discovered alloys (even if they haven't got any useful alloys yet). Beyond that, things have been peaceful as while war is on the horizon, no one wants to kick start it just yet.

Beyond that, you got a potential succession crisis to deal with and your mid-turn actions before the next main turn comes about. For those wondering, Mairyn is an old lady in her nineties who only has another year or two left to live.

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 (2)
Econ: 26 (12)
Martial: 8 (8)
Mystic: 9 (2)
Culture: 1 (0)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 1/3
Centralisation: 4
Hierarchy: 3
Prestige: 37

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/Cautious/Low
Cernn = Friendly/Friendly/Limited
Forluc = Future Enemy/Unfriendly/Limited
-Caradysh = Ultimate Evil?/Unknown/None
-Forden = Friendly/Friendly/Low
-Fordysh = Unfriendly/Unfriendly/None
-Fornn = Unfriendly/Unfriendly/None
-Lorvysh = Uncertain/Uncertain/Low
Zaradysh = Unfriendly/Unfriendly/Limited
-Tordysh = Unfriendly/Unfriendly/None

Subordinates
Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Very High/Very Low
Maradysh = Vassal/Very High/Very Low
Merntir = Religious Vassal/Very High/Very Low
Raradysh = Vassal/Medium/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
Arthrynite Temple
A large stone building that resides on a hill overlooking Greenbay, the Arthrynite Temple is the first temple in the known world. With a centre piece built around stone statues of Arthryn and her Daughters, this temple is one of the holiest places in the world.
Effects: Increased Stability Gains from Venerating the Goddesses, +1 Temp Mysticism at the start of each turn,

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
Sustainability
Wheel
Wicker

Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Soil Fertility
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
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Copper Smelting
Gold 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
Temples
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)
 
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