1570 AG - Wildlife Woes
- Location
- Southampton, Great Britain
- Pronouns
- He/Him
[X] [Admin] He focuses on new discoveries.
[X] [Charity] Yes, they provide the Fordysh with massive amounts of food. (-5 Temp Econ, -3 Temp Mystic, +3 Temp Diplo, +1 Prestige, ???)
Following the teachings of the goddesses and the precedents of their ancestors, the Arthwyd sent plenty of food to the needy Fordysh, The northerners sent as much as they could reasonable spare and given the food reserves of the Arthwydish, that was no small amount and it was more than enough to feed the Fordysh. In fact, the actions of the Arthwyd meant that the Fordysh had more food than they normally would have and in spite of drought, less people in the Fordysh went hungry than usual.
For their part, the Fordysh were appropriately grateful. Many were grateful to avoid starvation and even those that would have been safe were pleased with the excess of food available to them.
This was just a start in closer relations between the Arthwyd and the Forluc over the generation. Both the Arthwydish and Forlucans increased trade with each other with the latter substantially increasing their presence in Caermyr. While it wasn't friendly across the board, any lingering tensions from past hostilities between the Arthwyd Empire and the Forluc Empire had disappeared.
The Forluc were also catching up with the Arthwyd Empire. Copper joined lead when it came to Forlucan goods being sold at Caermyr's markets and the lowlanders were adopting Arthwydish farming techniques, something the northerners were all too happy to share.
"You want to what?" asks Cadlon Oswylt of the Arthwyd once the Cernnish man before him is finished speaking.
"The Free Clans, whom you call the Cernn, wish to join the Arthwyd Empire," repeats Tadug as the barbarians shifts nervously, "The majority of the clans agreed to it at the Great Conclave and we can bring those that resist into line with the rest. We are willingly to accept the terms and conditions of the Arthwyd Empire in exchange for your protection and leadership."
The representative of the Cernnish Clans had arrived in Greenbay in the morning, having travelled up the Green River from Caermyr via boat. Wearing quality cloth clothing with a mixture of bone, gold and copper jewellery, Tadug looks wealthy and important by barbarian standards. Not as much as Forlucan royalty or another of their high ranking nobles, but certainly comparable to lesser lowlander chiefs.
Combined with the majority of the Cernnish Clans agreeing to this and just what is being proposed, it is clear to Oswylt that this is a major undertaking by the Cernn. Something must have happened for them to unite like this and to be willingly to give up their freedom.
He doesn't know what could have happened. Outside of traders, the Boarfolk remains in the far east and Oswylt would know if the Forluc were going for another conquest of the Cernn. Maybe the Catfolk have decided that the Cernn are easier prey than the Forluc? Whatever the reason, Oswylt has a way of finding out.
"Why has this offer been made?" asks Cadlon Oswylt as he stares Tadug in the eye, covertly calling upon a truth detecting spell so he knows whether or not Tadug is being honest in his answer, "Your people have prized their independence for many generations. You have resisted every attempt at conquest, dating back to before the Grand War. Mother and Daughters, the Forluc have been trying and failing to conquer the Cernnish Clans since before the War of Three Powers and in fact, your people had been fighting for their independence since the Arthwyd first met them."
"I assume that you tell the truth when you speak of such ancient times, but that past is now the past," replies Tadug, "There are two powers in the world, the Arthwyd and the Forluc. None can match either empire and the choice for my people is whom we bend knee to. Given that the Forluc are preparing to make that choice for us, the Shamans called the Great Conclave to determine which one we wish to join.
The discussion was long and contentious, but it was ultimately clear that the Arthwyd Empire is not only stronger, but also a better friend to have. So we choose to bend knee to you as Cadlon of the Arthwyd, content that your price will not be harsh than whatever the Forluc would levy upon us."
"I see," says Oswylt simply, thinking about this new information even as the divine magic of the All-Seeress confirms that Tadug is being completely truthful and Oswylt's own knowledge backs up what the Cernnish man has said.
Oswylt isn't sure what benefits adding the Cernn to the Arthwyd Empire would bring, but it would boost the strength of the Arthwyd Empire in general and over the Forluc Empire more specifically. Plus it would allow them to extend Arthryn's influence in the world and improve the quality of life for the Cernn.
The Forluc probably wouldn't be too happy, but then they can't exactly to anything about it.
The Cernn wish to join the Arthwyd Empire. Do the Arthwyd accept them yes?
[] [Cernn] Yes. (Increase relations with the Cernn, gain the Cernn as a Vassal, -1 Temp Diplo, +1 Diplo, +1 Prestige)
[] [Cernn] No. (Reduce relations with the Cernn,)
When Tadug leaves, Oswylt is left to his own thoughts for a bit. The man can't help but think about how the Arthwyd manages their vast empire, especially the subordinate states. Just like provinces that answer directly to the Cadlon of the Arthwyd, the subordinate states are left to do their own thing, only having to meet certain requirements and follow the few overall commands of the Cadlon of the Arthwyd in exchange for protection and aid from the Arthwyd.
It has worked in the past, but perhaps it could be changed? Loyalty and unity has never been higher than it has in the past few generations, making now the ideal time to implement any changes. Especially since Oswylt doubts any changes would be welcomed with open arms.
Do the Arthwyd change how they manage their subordinates?
[] [Tax] No. Keep the status quo. (Current default. Boosts subordinate loyalty.)
[] [Tax] Yes. Make them pay tribute in warriors and equipment. (Gain Temp Martial every Main Turn or Mid Turn from each subordinate.)
[] [Tax] Yes. Make them pay tribute in food and labour. (Gain Temp Econ every Main Turn or Mid Turn from each subordinate.)
[] [Tax] Yes. Make them pay in tribute in riches and valuables. (Gain Temp Diplo every Main Turn or Mid Turn from each subordinate.)
Unfortunately for Oswylt, his major concerns as Cadlon of the Arthwyd didn't all lie in the relatively peaceful south. Instead it was the north that drew his attention as both the Western Coast and the North Coast found themselves in troubling times.
On the Western Coast, the Grythwyd had been exploring further inland, but rather finding riches and wonders within the Griffin Forest, the explorers found nest of griffins more ferocious than their counterparts in the coast. A good few of the explorers didn't make it back to civilisation alive and even worse, some of these bloodthirsty griffins followed the survivors back to the settlements of Grythwyd. While not a major threat that couldn't be handled by the local Catclaws and Cateyes, it was something of a concern since it quickly became apparent that these inland griffins considered humans to be another form of prey.
There was a similar situation on the North Coast even if it lacked beasts as exotic and dangerous as the griffins of the Western Coast. Over the last several seasons, there had been an increase in wild animal attacks. Where the beasts of the wild had previously refused to attack human targets, either out of fear or for some other reason, they now began to stalk travellers and prey upon traders.
It was a somewhat stable situation. Boarfolk nomads could easily deal with such attacks while the Merntir could just hole up behind their settlements no worst for the wear. Trade was slowing, but it still continued as traders sought safety in numbers, travelling beyond settlement walls in escorted caravans.
Those on the Arth Coast could aid to their fellows, but it isn't necessary. Both the Grythwyd and the Merntir have the situation under control and while additional Catclaws and Cateyes from the rest of the Arthwyd would be welcome, they are not necessary. Yet with the lack of concerns in the south, especially those of martial nature, Cadlon Oswylt feels that sending their warriors to the North Coast and the Western Coast are risks that his people can afford to take.
How do the Arthwyd react to the increase in wildlife attacks on the North Coast and Western Coast?
[] [Wild] They do nothing. The Grythwyd and Merntir both have the matter in hand.
[] [Wild] They send warriors to the Western Coast to aid the Grythwyd. (-2 Temp Martial, ???)
[] [Wild] They send warriors to the North Coast to aid the Merntir. (-2 Temp Martial, ???)
[] [Wild] They send warriors to both the North Coast and the Western Coast. (-4 Temp Martial, ???)
This took longer than I wanted it to. Things are going okay-ish. The Merntir and Grythwyd got some problems due to a bad random event roll and a bad exploration roll respectively while the Forluc are continuing to successfully play catch up.
You got a chance to expand the Arthwyd Empire and change how you rule over it. Beyond that, you don't get to choose your Main Turn actions because your highly administrative civ has an Admin Hero hijacking your actions. The same would have happen for a very theocratic civ with a Mystic Hero or an extremely warlike civ with a Martial Hero
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] [Charity] Yes, they provide the Fordysh with massive amounts of food. (-5 Temp Econ, -3 Temp Mystic, +3 Temp Diplo, +1 Prestige, ???)
Following the teachings of the goddesses and the precedents of their ancestors, the Arthwyd sent plenty of food to the needy Fordysh, The northerners sent as much as they could reasonable spare and given the food reserves of the Arthwydish, that was no small amount and it was more than enough to feed the Fordysh. In fact, the actions of the Arthwyd meant that the Fordysh had more food than they normally would have and in spite of drought, less people in the Fordysh went hungry than usual.
For their part, the Fordysh were appropriately grateful. Many were grateful to avoid starvation and even those that would have been safe were pleased with the excess of food available to them.
This was just a start in closer relations between the Arthwyd and the Forluc over the generation. Both the Arthwydish and Forlucans increased trade with each other with the latter substantially increasing their presence in Caermyr. While it wasn't friendly across the board, any lingering tensions from past hostilities between the Arthwyd Empire and the Forluc Empire had disappeared.
The Forluc were also catching up with the Arthwyd Empire. Copper joined lead when it came to Forlucan goods being sold at Caermyr's markets and the lowlanders were adopting Arthwydish farming techniques, something the northerners were all too happy to share.
***
"You want to what?" asks Cadlon Oswylt of the Arthwyd once the Cernnish man before him is finished speaking.
"The Free Clans, whom you call the Cernn, wish to join the Arthwyd Empire," repeats Tadug as the barbarians shifts nervously, "The majority of the clans agreed to it at the Great Conclave and we can bring those that resist into line with the rest. We are willingly to accept the terms and conditions of the Arthwyd Empire in exchange for your protection and leadership."
The representative of the Cernnish Clans had arrived in Greenbay in the morning, having travelled up the Green River from Caermyr via boat. Wearing quality cloth clothing with a mixture of bone, gold and copper jewellery, Tadug looks wealthy and important by barbarian standards. Not as much as Forlucan royalty or another of their high ranking nobles, but certainly comparable to lesser lowlander chiefs.
Combined with the majority of the Cernnish Clans agreeing to this and just what is being proposed, it is clear to Oswylt that this is a major undertaking by the Cernn. Something must have happened for them to unite like this and to be willingly to give up their freedom.
He doesn't know what could have happened. Outside of traders, the Boarfolk remains in the far east and Oswylt would know if the Forluc were going for another conquest of the Cernn. Maybe the Catfolk have decided that the Cernn are easier prey than the Forluc? Whatever the reason, Oswylt has a way of finding out.
"Why has this offer been made?" asks Cadlon Oswylt as he stares Tadug in the eye, covertly calling upon a truth detecting spell so he knows whether or not Tadug is being honest in his answer, "Your people have prized their independence for many generations. You have resisted every attempt at conquest, dating back to before the Grand War. Mother and Daughters, the Forluc have been trying and failing to conquer the Cernnish Clans since before the War of Three Powers and in fact, your people had been fighting for their independence since the Arthwyd first met them."
"I assume that you tell the truth when you speak of such ancient times, but that past is now the past," replies Tadug, "There are two powers in the world, the Arthwyd and the Forluc. None can match either empire and the choice for my people is whom we bend knee to. Given that the Forluc are preparing to make that choice for us, the Shamans called the Great Conclave to determine which one we wish to join.
The discussion was long and contentious, but it was ultimately clear that the Arthwyd Empire is not only stronger, but also a better friend to have. So we choose to bend knee to you as Cadlon of the Arthwyd, content that your price will not be harsh than whatever the Forluc would levy upon us."
"I see," says Oswylt simply, thinking about this new information even as the divine magic of the All-Seeress confirms that Tadug is being completely truthful and Oswylt's own knowledge backs up what the Cernnish man has said.
Oswylt isn't sure what benefits adding the Cernn to the Arthwyd Empire would bring, but it would boost the strength of the Arthwyd Empire in general and over the Forluc Empire more specifically. Plus it would allow them to extend Arthryn's influence in the world and improve the quality of life for the Cernn.
The Forluc probably wouldn't be too happy, but then they can't exactly to anything about it.
The Cernn wish to join the Arthwyd Empire. Do the Arthwyd accept them yes?
[] [Cernn] Yes. (Increase relations with the Cernn, gain the Cernn as a Vassal, -1 Temp Diplo, +1 Diplo, +1 Prestige)
[] [Cernn] No. (Reduce relations with the Cernn,)
When Tadug leaves, Oswylt is left to his own thoughts for a bit. The man can't help but think about how the Arthwyd manages their vast empire, especially the subordinate states. Just like provinces that answer directly to the Cadlon of the Arthwyd, the subordinate states are left to do their own thing, only having to meet certain requirements and follow the few overall commands of the Cadlon of the Arthwyd in exchange for protection and aid from the Arthwyd.
It has worked in the past, but perhaps it could be changed? Loyalty and unity has never been higher than it has in the past few generations, making now the ideal time to implement any changes. Especially since Oswylt doubts any changes would be welcomed with open arms.
Do the Arthwyd change how they manage their subordinates?
[] [Tax] No. Keep the status quo. (Current default. Boosts subordinate loyalty.)
[] [Tax] Yes. Make them pay tribute in warriors and equipment. (Gain Temp Martial every Main Turn or Mid Turn from each subordinate.)
[] [Tax] Yes. Make them pay tribute in food and labour. (Gain Temp Econ every Main Turn or Mid Turn from each subordinate.)
[] [Tax] Yes. Make them pay in tribute in riches and valuables. (Gain Temp Diplo every Main Turn or Mid Turn from each subordinate.)
Unfortunately for Oswylt, his major concerns as Cadlon of the Arthwyd didn't all lie in the relatively peaceful south. Instead it was the north that drew his attention as both the Western Coast and the North Coast found themselves in troubling times.
On the Western Coast, the Grythwyd had been exploring further inland, but rather finding riches and wonders within the Griffin Forest, the explorers found nest of griffins more ferocious than their counterparts in the coast. A good few of the explorers didn't make it back to civilisation alive and even worse, some of these bloodthirsty griffins followed the survivors back to the settlements of Grythwyd. While not a major threat that couldn't be handled by the local Catclaws and Cateyes, it was something of a concern since it quickly became apparent that these inland griffins considered humans to be another form of prey.
There was a similar situation on the North Coast even if it lacked beasts as exotic and dangerous as the griffins of the Western Coast. Over the last several seasons, there had been an increase in wild animal attacks. Where the beasts of the wild had previously refused to attack human targets, either out of fear or for some other reason, they now began to stalk travellers and prey upon traders.
It was a somewhat stable situation. Boarfolk nomads could easily deal with such attacks while the Merntir could just hole up behind their settlements no worst for the wear. Trade was slowing, but it still continued as traders sought safety in numbers, travelling beyond settlement walls in escorted caravans.
Those on the Arth Coast could aid to their fellows, but it isn't necessary. Both the Grythwyd and the Merntir have the situation under control and while additional Catclaws and Cateyes from the rest of the Arthwyd would be welcome, they are not necessary. Yet with the lack of concerns in the south, especially those of martial nature, Cadlon Oswylt feels that sending their warriors to the North Coast and the Western Coast are risks that his people can afford to take.
How do the Arthwyd react to the increase in wildlife attacks on the North Coast and Western Coast?
[] [Wild] They do nothing. The Grythwyd and Merntir both have the matter in hand.
[] [Wild] They send warriors to the Western Coast to aid the Grythwyd. (-2 Temp Martial, ???)
[] [Wild] They send warriors to the North Coast to aid the Merntir. (-2 Temp Martial, ???)
[] [Wild] They send warriors to both the North Coast and the Western Coast. (-4 Temp Martial, ???)
Priests (6) = Mood: Happy, Ability: Add faction power to Mystic, Objective: Make a religious innovation within 4 Turns, Success/Failure: +3 Temp Econ/-1 Temp Econ
Elders (2 (3)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Found a new mine in 2 Turns, Success/Failure: Free Temple/-1 Temp Econ
Warriors (5) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Fully fortify a province within 3 Turns, Success/Failure: Free Temple/-1 Temp Econ
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: More Fishing, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Found a new mine, Success/Failure: +1 Temp Econ/-
Elders (2 (3)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Found a new mine in 2 Turns, Success/Failure: Free Temple/-1 Temp Econ
Warriors (5) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Fully fortify a province within 3 Turns, Success/Failure: Free Temple/-1 Temp Econ
Farmers (1) = Mood: Happy, Ability: Add half of faction power to Econ, Objective: More Fishing, Success/Failure: +1 Temp Econ/-
Crafters (1) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Found a new mine, Success/Failure: +1 Temp Econ/-
***
This took longer than I wanted it to. Things are going okay-ish. The Merntir and Grythwyd got some problems due to a bad random event roll and a bad exploration roll respectively while the Forluc are continuing to successfully play catch up.
You got a chance to expand the Arthwyd Empire and change how you rule over it. Beyond that, you don't get to choose your Main Turn actions because your highly administrative civ has an Admin Hero hijacking your actions. The same would have happen for a very theocratic civ with a Mystic Hero or an extremely warlike civ with a Martial Hero
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 (6)
Econ: 30 (20)
Martial: 8 (7)
Mystic: 34 (25)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Legitimacy: 4/3
Stability: 3/3
Centralisation: 5 (-2/9)
Hierarchy: 3
Prestige: 49
Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.
Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Friendly/Friendly/Medium
Catfolk = Uncertain/Unknown/None
Cernn = Friendly/Uncertain/Low
Forluc = Very Friendly/Very Friendly/High
-Caradysh = Evil?/Unknown/None
-Forden = Friendly/Very Friendly/Medium
-Fordysh = Very Friendly/Very Friendly/Medium
-Fornn = Neutral/Neutral/Limited
-Lorvysh = Neutral/Neutral/Medium
Subordinates
3/4 Subordinates
3/4 Religious Subordinates
1/1 Colony
Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Grythwyd = Religious Colony/Undying/Low
Maradysh = Vassal/Undying/Very Low
Merntir = Religious Vassal/Undying/Very Low
Raradysh = Colony/High/Very Low
Tordysh = Vassal/High/Very Low
Zaradysh = Colony/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.
Blessing of Bronwyn: Gain +1 to all Diplomacy Rolls.
Blessing of Mairyn: Gain +2 to all Exploration Rolls.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
Copper Blooded: +1 Temp Econ to Econ Generation Actions.
Rush Builders: Extended Projects take less actions, but each action is more expensive.
Completed Megaprojects
Technologies
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 (6)
Econ: 30 (20)
Martial: 8 (7)
Mystic: 34 (25)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)
Legitimacy: 4/3
Stability: 3/3
Centralisation: 5 (-2/9)
Hierarchy: 3
Prestige: 49
Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.
Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Friendly/Friendly/Medium
Catfolk = Uncertain/Unknown/None
Cernn = Friendly/Uncertain/Low
Forluc = Very Friendly/Very Friendly/High
-Caradysh = Evil?/Unknown/None
-Forden = Friendly/Very Friendly/Medium
-Fordysh = Very Friendly/Very Friendly/Medium
-Fornn = Neutral/Neutral/Limited
-Lorvysh = Neutral/Neutral/Medium
Subordinates
3/4 Subordinates
3/4 Religious Subordinates
1/1 Colony
Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Grythwyd = Religious Colony/Undying/Low
Maradysh = Vassal/Undying/Very Low
Merntir = Religious Vassal/Undying/Very Low
Raradysh = Colony/High/Very Low
Tordysh = Vassal/High/Very Low
Zaradysh = Colony/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.
Blessing of Bronwyn: Gain +1 to all Diplomacy Rolls.
Blessing of Mairyn: Gain +2 to all Exploration Rolls.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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,
Bloodied, but Unbowed (Linked to Charitable Haven)
Your people have suffered great loss, but you survive and you will recover. Blows that would break others merely leave you limping and your people have suffered enough of such blows to know how to recover and that they can recover.
Pros: Better at surviving and getting by in hard times, Bonus to dealing with disasters, Better resilience and recovery after suffering losses,
Cons: Harsher and ruthless,
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,
Pioneering Expansion
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they funnel their plentiful population into new settlements on the frontier.
Pros: Increased Population Growth, Occasional Independent Exploration, Occasional Independent Expansion,
Cons: More mouths to feed, Occasional Uncontrolled Expansion,
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,
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,
Bloodied, but Unbowed (Linked to Charitable Haven)
Your people have suffered great loss, but you survive and you will recover. Blows that would break others merely leave you limping and your people have suffered enough of such blows to know how to recover and that they can recover.
Pros: Better at surviving and getting by in hard times, Bonus to dealing with disasters, Better resilience and recovery after suffering losses,
Cons: Harsher and ruthless,
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,
Pioneering Expansion
The world is wonderous and ripe for the taking. The Arthwyd enjoy seeking out new lands and making them their own as they funnel their plentiful population into new settlements on the frontier.
Pros: Increased Population Growth, Occasional Independent Exploration, Occasional Independent Expansion,
Cons: More mouths to feed, Occasional Uncontrolled Expansion,
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 First 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,
Arthrynite Grand Temple (Tier 2)
Built in the heart of Greenbay, the Arthrynite Grand Temple is the largest building of its time. Equal in size to a village or neighbourhood, the Grand Temple is both a massive centre of worship for the Arthrynite religion, an extensive administrative centre for the Arthrynite priesthood and a nexus for the power of Arthryn and her Daughters.
Effects: Enhances the Faction Ability of the Priests, Doubles of the Mystic Gains of religious actions, Boosts diplomacy with Arthrynites.
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,
Greenbay Palace
While not as impressive as the Forlucan Royal Palace, the Greenbay Palace does its job just as well. Acting as a centre of administration for the vast Arthwyd Empire, the palace is a boon for any Cadlon.
Effects: +1 Upper Centralisation Limit, +1 Admin Strain Free Provinces, -1 Temp Econ Damage
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,
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,
Arthrynite Grand Temple (Tier 2)
Built in the heart of Greenbay, the Arthrynite Grand Temple is the largest building of its time. Equal in size to a village or neighbourhood, the Grand Temple is both a massive centre of worship for the Arthrynite religion, an extensive administrative centre for the Arthrynite priesthood and a nexus for the power of Arthryn and her Daughters.
Effects: Enhances the Faction Ability of the Priests, Doubles of the Mystic Gains of religious actions, Boosts diplomacy with Arthrynites.
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,
Greenbay Palace
While not as impressive as the Forlucan Royal Palace, the Greenbay Palace does its job just as well. Acting as a centre of administration for the vast Arthwyd Empire, the palace is a boon for any Cadlon.
Effects: +1 Upper Centralisation Limit, +1 Admin Strain Free Provinces, -1 Temp Econ Damage
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
Proto-Black Soil
Seasonal Crops
Soil Fertility
Two-Field Crop Rotation
Animals
Cats
Cows
Fowls
Sheep
Construction
Mortar
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
Proto-Human Anatomy
Painkillers
Poisons
Redstar
Metallurgy
Alloys
Copper Smelting
Gold Smelting
Kilns
Lead Smelting
Silver Smelting
Tin Smelting
Straw/Reed Rope
Sustainability
Wheel
Wicker
Agriculture
Basic Fertiliser (Primitive Compost & Manure)
Basic Irrigation
Proto-Black Soil
Seasonal Crops
Soil Fertility
Two-Field Crop Rotation
Animals
Cats
Cows
Fowls
Sheep
Construction
Mortar
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
Proto-Human Anatomy
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
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
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 (Basic/Refined)
Increased Accuracy (Basic/Refined)
Scrying (Limited)
Truth Detecting (Expert)
Arthrynite Divine Magic
Stone Manipulation (Expert)
Stone Skin (Basic)
Trait Self-Boosting (Basic)
Wyrnite Divine Magic
Memory Stones (Basic)
Ymarnite Divine Magic
Fertility Boost (Limited)
Disease Cure (Basic)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Basic/Refined)
Divine Blessing
Divine Magic
All-Seerist Divine Magic
Future Seeing (Crude Limited)
Guided Attacks (Basic/Refined)
Increased Accuracy (Basic/Refined)
Scrying (Limited)
Truth Detecting (Expert)
Arthrynite Divine Magic
Stone Manipulation (Expert)
Stone Skin (Basic)
Trait Self-Boosting (Basic)
Wyrnite Divine Magic
Memory Stones (Basic)
Ymarnite Divine Magic
Fertility Boost (Limited)
Disease Cure (Basic)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Basic/Refined)