The vote is still open.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 55 | Sufficient Velocity [Posts: 1376-1400]
##### NetTally 2.2.0

Task: Cadlon

[X][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, ???)
No. of Votes: 10

[X][Cadlon] They elect Mairyn's son as the new Cadlon of the Arthwyd. (Improves relations with the Raradysh, Change of government change, -1 Legitimacy, ???)
No. of Votes: 3

[X][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, ???)
No. of Votes: 2

[X][Cadlon] They elect Mairyn's son as the new Cadlon of the Arthwyd. (Improves relations with the Raradysh, Chance of government change, -1 Legitimacy, ???)
No. of Votes: 1
[X] Qeqre

[X][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, ???)
No. of Votes: 1



——————————————————————————————————————————————
Task: React

[X][React] They continue Mairyn's preparations for a war with the Forluc.
No. of Votes: 8

[X][React] They make efforts to study metal and look for more of it.
No. of Votes: 6

[X][React] They focus on building up vital infrastructure within the Arthwyd.
No. of Votes: 3

[X][React] They appease the elders by launching a surprise invasion of the Zaradysh.
No. of Votes: 2

[X][React] They appease the priesthood by planting another sacred forest.
No. of Votes: 1
[X] Qeqre

[X][React] They take measures to support the Arthwydish territory in the lowlands.
No. of Votes: 1


Total No. of Voters: 13
 
[X] [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, ???)

[X] [React] They appease the priesthood by planting another sacred forest.
[X] [React] They make efforts to study metal and look for more of it.
 
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[X][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, ???)
[X][React] They continue Mairyn's preparations for a war with the Forluc.
 
[X][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, ???)

[X] [React] They appease the elders by launching a surprise invasion of the Zaradysh.
 
Of course it couldn't be that simple. It can never be that simple.

[X] [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, ???)
[X] [React] They appease the priesthood by planting another sacred forest.

The rewards that were hinted at for completing this quest are majorly important for the long term health of our civilisation. There are few things worth prioritising above war preparations on the eve of the war, but this is one of them. This could end up saving our civilisation from complete catastrophe.
 
The rewards that were hinted at for completing this quest are majorly important for the long term health of our civilisation.

They were? I'm not sure what you got this from, but I still state here and now that there is nothing especially important about the nature innovation that you would get from completing the priest quest. It is just a regular innovation that furthers the Arthwyd's knowledge of nature.
 
They were? I'm not sure what you got this from, but I still state here and now that there is nothing especially important about the nature innovation that you would get from completing the priest quest. It is just a regular innovation that furthers the Arthwyd's knowledge of nature.
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.
This is hinting that the innovation is finding out about how to ensure environmental sustainability and to understand what practices are environmentally unsustainable. The Fertile Crescent underwent drastic desertification because the civilisations living on it didn't have that kind of knowledge, and if the Arthwyd had it they could prevent localised ecological collapse.
 
This is hinting that the innovation is finding out about how to ensure environmental sustainability and to understand what practices are environmentally unsustainable. The Fertile Crescent underwent drastic desertification because the civilisations living on it didn't have that kind of knowledge, and if the Arthwyd had it they could prevent localised ecological collapse.

Oh, you already got that back in that update. That is your Sustainability tech.
 
[X] [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, ???)
[X][React] They continue Mairyn's preparations for a war with the Forluc.

Preventing ecological collapse is more important than getting a slightly bigger military before a war, but those aren't the stakes here, so best to continue with the war preparations.

Beyond simply getting another point of Martial and Temp Martial, however, finishing the Warrior quest is also a good thing to achieve. Next turn we're also completing the Grand Temple. If we do Venerate the Goddesses and get 3/3 Stability before it finishes, we may be able to choose starting a golden age as a megaproject bonus. A golden age would greatly strengthen our ability to prosecute a war, because it's during golden ages that we can do things like buy heroes and innovations with stats. It would also massively improve our civilisation after the war's ended.

Now, getting a golden age option isn't guaranteed, I could be wrong about there even being that possibility, but I think the potential rewards are worth the attempt.
 
[X][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, ???)

given strong mutual threats, good relations for a generation and the fact when they wanted to leave we let them, i'm pretty sure there still going to be in our sphere of influence. Possibly to the point of integration in the long term.
 
[X][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, ???)

given strong mutual threats, good relations for a generation and the fact when they wanted to leave we let them, i'm pretty sure there still going to be in our sphere of influence. Possibly to the point of integration in the long term.
There is also the fact that when Mairyn became the Raradysh's cadlon, we sent over priests, and recently they built an Arthrynite shrine. We've got a foothold religious-wise, something that may pay off once we get the Grand Temple online next turn.
 
Vote is still open for now, but I will be closing it tomorrow.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 55 | Sufficient Velocity [Posts: 1376-1417]
##### NetTally 2.2.0

Task: Cadlon

[X][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, ???)
No. of Votes: 14

[X][Cadlon] They elect Mairyn's son as the new Cadlon of the Arthwyd. (Improves relations with the Raradysh, Change of government change, -1 Legitimacy, ???)
No. of Votes: 3

[X][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, ???)
No. of Votes: 2

[X][Cadlon] They elect Mairyn's son as the new Cadlon of the Arthwyd. (Improves relations with the Raradysh, Chance of government change, -1 Legitimacy, ???)
No. of Votes: 1
[X] Qeqre

[X][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, ???)
No. of Votes: 1



——————————————————————————————————————————————
Task: React

[X][React] They continue Mairyn's preparations for a war with the Forluc.
No. of Votes: 10

[X][React] They make efforts to study metal and look for more of it.
No. of Votes: 7

[X][React] They appease the elders by launching a surprise invasion of the Zaradysh.
No. of Votes: 3

[X][React] They focus on building up vital infrastructure within the Arthwyd.
No. of Votes: 3

[X][React] They appease the priesthood by planting another sacred forest.
No. of Votes: 2

[X][React] They take measures to support the Arthwydish territory in the lowlands.
No. of Votes: 1


Total No. of Voters: 17
 
The vote is closed. Since the tally hasn't changed since the last one, I won't post it again in this post. Edit: Nevermind.
Vote Tally : Chronicles of Nations Redux - Civ Quest Original | Page 55 | Sufficient Velocity [Posts: 1376-1420]
##### NetTally 2.2.0

Task: Cadlon

[X][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, ???)
No. of Votes: 15

[X][Cadlon] They elect Mairyn's son as the new Cadlon of the Arthwyd. (Improves relations with the Raradysh, Change of government change, -1 Legitimacy, ???)
No. of Votes: 3

[X][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, ???)
No. of Votes: 2

[X][Cadlon] They elect Mairyn's son as the new Cadlon of the Arthwyd. (Improves relations with the Raradysh, Chance of government change, -1 Legitimacy, ???)
No. of Votes: 1
[X] Qeqre

[X][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, ???)
No. of Votes: 1



——————————————————————————————————————————————
Task: React

[X][React] They continue Mairyn's preparations for a war with the Forluc.
No. of Votes: 10

[X][React] They make efforts to study metal and look for more of it.
No. of Votes: 8

[X][React] They appease the elders by launching a surprise invasion of the Zaradysh.
No. of Votes: 3

[X][React] They appease the priesthood by planting another sacred forest.
No. of Votes: 3

[X][React] They focus on building up vital infrastructure within the Arthwyd.
No. of Votes: 3

[X][React] They take measures to support the Arthwydish territory in the lowlands.
No. of Votes: 1


Total No. of Voters: 18
 
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1420 AG - Southern Upsets
[X] [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, ???)
[X] [React] They continue Mairyn's preparations for a war with the Forluc.

The storm was about to arrive. Caimyn was certain of that much as he sits on the perch overlooking his home village. It had been generations since the Maereach Uprisings and even longer since the War of Three Empires. The world was due for another great war and everyone had spent the time since the last one preparing for it.

With the village he was born in next to the great Green River, Caimyn looks north along the mighty river. The Arthwydish in the north had been expanding the ranks of their Catclaws and Cateyes. Those in the south might not realise it, but as a member of the Maradysh, Caimyn was able to find out that information. Even in the south around Caermyr, the Arthwydish had made sure to fortify all of their villages with walls of stone.

Caimyn always admired the Arthwydish ability to get things done. They aren't the most open or accepting of foreign ways, but by the Goddesses, they could perform wonders. Walls of stone around so many villages, to raise their temples, to burn half of the Cursed Forest to the ground. If the Arthwydish wish it so, the world before them will be moved.

Many of those in the Riverlands talk of the great and mighty Forluc, but Caimyn feels that the overlords of the Riverlands are overrated. The Forlucans might have stone walls, but the Arthwydish have more and greater. The Forlucans have an empire, but so do the Arthwydish. The Forlucan might have holy warriors wielding the sacred magic of their gods in their ranks, but the Arthwydish have their own divine warriors that make up the entirety of their warbands. And the Arthwydish had metal, which something that the Forlucans could boost no equivalent too.

The Arthwydish are great and Caimyn wishes to make his own people great as well. For as long as anyone can remember, the Maradysh have stood disunited, each village fending for itself with only loose connections between each settlement. That is the traditional way of the Riverlands and it cannot stand if the Maradysh are to rise higher.

The Arthwyd have their Cadlon, the Forluc have their Farkas and the Zaradysh have only ever been a threat with a Zandis at their head. Zandis Tordysh of the Tordysh united his people under strong leadership and the Tordysh needed that leadership to be a power in the Riverlands. Same with Zandis Aslynn of the Raradysh and Warlord Lorvir of the Lorvysh.

The Maradysh need their own Cadlon and it is clear to Caimyn that he will be their man. He comes from a good family and he has earnt the loyalty of his village and many others. He wields the Blessings of Arthryn, Evalyn and Galanna and his wives have given him many children.

Turning his gaze away from the north, Caimyn can even see his favourite wife, the beautiful Morryn with her Arthryn-given curves, as she approaches his watch point. It must be time for dinner or something for her to come and fetch him.

Well, that ends his musings for the day. Dinner will be served and then he will have court for the evening. Being a future Cadlon is not without its downsides and amassing the political support that he has from the major villages and most influential families of the Maradysh. His court is full of representatives from his allies and lesser patriarchs and matriarchs attempting earn favour from him.

Looking away from his most favoured wife, Caimyn turns his attention back to the north. The Arthwydish were not the Maradysh despite the attempts to turn the Maradysh into the Arthwydish. The Arthwydish were mighty, but their ways were madness. They failed to understand the importance of family, how only your own blood could truly be trusted. They were powerful, but the Arthwydish did not know hardship and pain like the Maradysh did. The northerners had just not suffered the same way as the Maradysh had and it showed in how they viewed the world.

Yet for all that, the northernmost villages were Arthwydish for all intents and purposes. It was a slow process, but one that was working for the Maradysh had once been identical to the people of the Riverlands and now they were closer to the Arthwydish when it came to their ways.

Something had to change if his people were to kept their way. Rebellion would not work as history had taught and by the All-Seeress, rebellion did not benefit the Maradysh. The Arthwydish were both strong and generous so his people flourish in the shadow of the Arthwyd.

What the Maradysh needed for Caimyn. He would provide his people with the strong leadership needed to make them into something more. He needs to be Cadlon of the Maradysh and while he is well on his way to doing on his own, perhaps the Arthwydish could be the solution to the problem that they were worsening.

Caimyn, a rising star within the Maradysh and their most influential chief, has requested that the Arthwyd recognise him as the Cadlon of the Maradysh.
[] [Cadlon] The Arthwyd grant his request. (The Maradysh become a hereditary monarchy, ???)
[] [Cadlon] The Arthwyd deny his request. (Lower relations with the Maradysh, ???)

***​

Worries were running high in Greenbay. War had been expected with the Forluc as two great power blocs showed down with each other, but then expectations had fell apart as the situation in the lowlands changed.

The Raradysh had left the Arthwyd Empire with the death of Cadlon Mairyn the Courageous and while they are still friends of the Arthwyd, they could not automatically be assumed to aid the Arthwyd in a war against the Forluc. On the flipside, the Forluc's own alliance network had broken up as while the Forluc Empire remained the same, the relationship between the Forluc and the Zaradysh had grown distant.

As the older generations passed away and feeling no immediate threat from the Arthwyd, the Zaradysh had little need for the arrogant Forlucans. Their hold on their portion of the Green River had grown stronger over the generations of peace and their grip on the Tordysh had grown firmer as Maereach's successor strengthen their hold on their vassal.

Yet while the Zaradysh and Forluc growing apart was undoubtably a good thing, that news most terrible from the Zaradysh. Now it was claimed that they had a mighty sorceress, a foul hag who bewitched the minds of her people and wielded unholy magic that came from no deity.

For their part, the Forluc had shifted their attention from the northern lowlands to the southern lowlands as they dealt with whatever had drawn their interest down there.

According to disturbing rumours, it was Catfolk as while direct trade between the Forluc and Arthwyd had all, but dried up, rumours and stories still flowed between the two empires as they traded by proxy.

These rumours spoke of men and women who were half human and half cat, some walking freely amongst the Forluc whilst others were held as slaves by the barbaric Forlucans. It was most unsettling for the Arthwyd, especially the priesthood and sacred warriors. The sacred animal of Arthryn was the holy cat and while the Arthwyd would be most eager to hear of people who had the traits of Arthryn's sacred animal, that enthusiasm had been entirely quenched at the idea of these Catfolk both being slavers and aligned with the Forluc Empire.

Still, it was what it was and no matter what disconcerting rumours were coming from the south, life went on for the Arthwyd. They were more than ready for war these days and the Arthwyd Empire had never been more prosperous. The former was especially apparent when one looked at the organisation of the Catclaws and Cateyes.

In past generations, each village had maintained what sacred warriors that they could and when war called, these individuals warbands were sent to wherever the enemy was. With these warbands operating independently, any leadership over the Arthwydish army was sorted out as needed.

That was no longer the case. The mass expansion of the military over the last couple of generations had required additional leadership to manage the new number of warriors that the Arthwyd Empire could call upon. Rather than using an ad-hoc system, a formal hierarchy was put into place. Each village would appoint two leaders for their sacred warriors, one for the Catclaws while the other would be for the Cateyes. While unused in times of peace, when the Arthwydish went to war, there was a framework in place to appoint a formal hierarchy.

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: Build two more Stone Walls in 4 Turns, Success/Failure: Free Exploration Expedition/-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/-

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 (0/3)

[] [SEC/MAIN] Build Temples = (Target)
S: -4 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+1 Mystic per Temple)
M: -8 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+1 Mystic per Temple),
-Possible Targets: Greenbay (1/8), Rockbay (0/6), Sunrise Bay (0/6), Northern Sunset Plains (0/3)

[] [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: 1/3, Large: 0/3)

[] [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 (0/23), 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, Chance of Innovation
M: +5 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (0/23),
M: -4 Temp Econ, +2 Messengers, (0/23),

[] [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 = 1

[] [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 (3/15), 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, Fordysh, Forluc, Fornn, Lorvysh, Lowlander Tribes, Raradysh, Tordysh, Zaradysh,

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, +2 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, +1 Temp 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, Fordysh, Forluc, Fornn, Lorvysh, Lowlander Tribes, Raradysh, Tordysh, Zaradysh,

Mega-Projects
[] [SEC/MAIN] Grand Temple
S: -6 Temp Econ, -1 Temp Martial, -2 Temp Mystic, -1 Temp Culture, +2 Progress
M: -12 Temp Econ, -2 Temp Martial, -4 Temp Mystic, -2 Temp Culture +4 Progress
-Progress: 2/???

***​

This update isn't one of my finest. If anything, it is one of the ones that I am dislike how I written the most. Caimyn is a new Diplo Hero of the Maradysh and as you can tell from the update, he has ambitions of greatness for both himself and his people. On the flipside, the Zaradysh had a Mystic Genius.

The Forluc had also discovered Catfolk down south through the distance and cold relations with the Forluc mean that the Arthwyd haven't actually met any of them. Beyond that, it is another main turn so pick your actions and don't forgot to decided on whether or not to sanction there being a Cadlon of the Maradysh.

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 (24)
Martial: 9 (9)
Mystic: 9 (8)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 2/3
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
Raradysh = Friendly/Friendly/High
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

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
Formal Hierarchy
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 (Expert)
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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We don't need the Maradysh to be a carbon copy of ours. Yes, there is a risk rebellion, but frankly, they are growing in power anyway.

[X] [Cadlon] The Arthwyd grant his request. (The Maradysh become a hereditary monarchy, ???)
[X] [MAIN] Trade Expedition = Boarfolk Nomad
[X] [SEC] Train Sacred Warriors
 
[X] [Cadlon] The Arthwyd deny his request. (Lower relations with the Maradysh, ???)
[X] [MAIN] Plant Sacred Forests
[X] [SEC] Trade Expedition = Boarfolk Nomads
 
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