1570 AG - Wildlife Woes
[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, ???)

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/-

***​

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.

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,

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,

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
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 (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)
 
1590 AG - Everything Is Fine
[X] [Cernn] Yes. (Increase relations with the Cernn, gain the Cernn as a Vassal, -1 Temp Diplo, +1 Diplo, +1 Prestige)
[X] [Tax] No. Keep the status quo. (Current default. Boosts subordinate loyalty.)
[X] [Wild] They send warriors to both the North Coast and the Western Coast. (-4 Temp Martial, ???)

Oswylt: [SEC] Develop Mine = Sunrise Mountains (Tin), [SEC] Build Wall = Rockbay, [SEC] Venerate the Goddesses, [SEC] Study Metal
Provinces: Explore Lands = Sunset Mountains, Explore Lands = Arth Coast

"So this is the bronze I have been hearing so much about," says Cadlon Oswylt as he inspects the bronze sickle that his advisor Lynn has brought before him, "Looks interesting. Is truly as useful as the reports say?"

"It has the potential to be," answers Lynn, "It is certainly a superior metal to copper and from my talks with a few of our warrior comrades, bronze weaponry could replace stone weaponry if we could get enough of it. Which is the main reason I specific it has the potential to see widespread use as the creation of bronze is a lot more involved than smelting copper. Copper takes a lot less resources and effort than an equivalent amount of bronze."

"It will not be replacing copper any time soon then?" inquires Oswylt as the Cadlon puts the sickle back down on his desk.

"No," confirms the priestess, "Even if it did not cost so much to make, we are limited on what we can use to make it. Only certain copper ores can be used to make the bronze and we are still having trouble identifying the right ones or what makes them different."

"I will need to assign more resources to the study of it then," says Oswylt with a frown, "I should not be a problem. The Arthwyd Empire certainly does not lack for them and since bronze is truly that superior, then it would be a wise investment of those resources."

"Further investments in the study of metal would be wise," agrees Lynn, "Speaking of which, there has been a new development from the north that about metal per say, but is certainly related to the subject."

"Ah yes, coal," says Oswylt, "It has reached my ears. A substitute for charcoal that can be dug up from the ground?"

"That is the gist of it," replies Lynn, "It is not good enough to be replacing charcoal, but if we are able to mine it in sufficient numbers, coal might be able to compete with it. It certainly burns just as well and if you ask me, another source of fuel for the smelters and forgers is definitely very useful as the metalworking continues to increase."

"I cannot disagree with that," agrees Oswylt.

Legacy Upgraded!
Copper Blooded to Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

***​

"How fares the west and the north?" asks Cadlon Oswylt of the Arthwyd.

"Quite well," answers the senior Catclaw Brynda, "Admittedly the latter is going better than the former. The wilderness of the North Coast has been thoroughly pacified, at least to previous levels. The wild is still wild of course, but it is now safe to travel between settlements again without an armed escort."

"And the Grythwyd are not doing that well?" inquires Oswylt.

"No, they are not," replies Brynda as the redhead tucks some of her long hair behind her ear, "The situation is not actually bad. The coastline is secure again and you do not need to worry about griffin attacks on a settlement, but if you go inland, it is still dangerous. From what the local Cateyes and priesthood have noticed, the griffins have learnt to leave the coastline alone or to avoid attacking large groups of humans rather than to stop attacking humans. Any loners or small groups still risk being attacked."

"Troublesome, but something that can be put on the backburner for now," says Oswylt, "Grythwyd can still expand along the coastline and they are capable of defending themselves. That said, things can change and nobody saw the turn of events which resulted in this coming. Send a message to all leaders in the Grythwyd to let me know if the situation changes again, especially if it gets worse."

***​

"The new tin mine is now fully operational and we are receiving cartloads of order from it," Eryn tells Cadlon Oswylt of the Arthwyd.

"Good, that will keep some elements quiet for a while," notes Oswylt, "How are things in the south?"

"Trade continues to pick up with the Forluc Empire and these days you will be hard-pressed to find a Forlucan who holds negative feelings about the Arthwyd Empire," answers Eryn promptly, "There are some concerns about the rate of development in the Forluc Empire. While they are still barbarians who lack behind truly civilised people, the Forlucans have been making serious headway. Some of that is certainly due to their own set of geniuses, but given how closely many of their new developments resemble our old ones, it is strongly suspected that they gaining some of their new advances from us via trade."

"Not much we can do about that," replies Oswylt, "Trade is going to happen and it is not like we can stop the Forluc from coming up with new ideas. And I am not quite convinced that this is even a problem. Trade is good with many benefitting from it and the Forlucans are not our enemies. I fail to see why it is a bad thing that their knowledge of the world advances just as ours does. We do have several uncopiable advantages, right?"

"The Blessings of the Goddesses and their Divine Magic are something that the Forluc cannot replicable," agrees Eryn, "Not without becoming like us in every way that matters anyway."

"Then I do not see the need for concern," states Oswylt before giving a thoughtful look that matches what is going on in his mind, "Eryn, would you agree with me that now is a good time for a somewhat risky diplomatic venture?"

"Possibly Cadlon," replies Eryn as she frowns at Oswylt, "Support is at an all-time high throughout the empire and we have no current concerns when it comes to foreign relations. It would come down to what you have in mind. Speaking of that...?"

What risky diplomatic venture does Oswylt have in mind?
[] A diplomatic overture to the Caradysh. The undead abominations have long been a foe of the Arthwyd, but they have been peaceful for generations and if the Arthwyd can live with mundane monsters such as slavers, perhaps they can live with supernatural monsters like the undead.
[] An expedition to the far south. The Arthwyd know from the Forluc that civilisation exists in the far south. Perhaps it might be worthwhile to send people to go and meet the Catfolk and anyone else in the far south.
[] An expedition to the far east. You know from Boarfolk traders that non-Boarfolk live on the other side of the Boarlands and with the good relations with the nomad tribes, it might be beneficial to send a caravan to visit whoever lives over there.
[] An expedition to the great mountain. For as long as anyone can remember, the great mountain in the middle of the lowlands has been avoided due to everyone who gets too close vanishing. But that is ancient history and perhaps the modern Arthwyd Empire might fare better where ancient barbarian faltered.

Priests (6) = Mood: Happy, Ability: Add faction power to Mystic, Objective: Make a religious innovation within 3 Turns, Success/Failure: +3 Temp Econ/-1 Temp Econ
Elders (2 (3)) = Mood: Pleased, Ability: Add half of their faction power to another faction, Objective: Build three Temples within 4 Turns, Success/Failure: Free Small Wall/-1 Temp Econ
Warriors (5) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Fully fortify a province within 2 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: Pleased, Ability: Add half of faction power to Culture, Objective: Study Metal, Success/Failure: +1 Temp Econ/-

***​

A good turn for the Arthwyd. You got bronze, coal, a new vassal, discovered a new tin mine location and have ensure that all of your factions will be happy for a while. The Arthwyd Empire is prospering as is the Forluc Empire though not all of you might consider that last bit to be good news even if Oswylt doesn't care.

In the vote, I figured that since things are going so well for the Arthwyd and Oswylt has things under control, why not get the chance to do some unconventional diplomacy? So you get to choose a risky expedition with the last three options being physically risky while the first one is socially risky. Assume all options to have an ??? for the effects choosing 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.

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
: 4 (6)
Econ: 31 (16)
Martial: 8 (3)
Mystic: 40 (26)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 5 (-2/9)
Hierarchy: 3
Prestige: 50

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
Forluc = Very Friendly/Very Friendly/High
-Caradysh = Evil?/Unknown/None
-Forden = Very Friendly/Very Friendly/High
-Fordysh = Very Friendly/Very Friendly/Medium
-Fornn = Neutral/Neutral/Limited
-Lorvysh = Friendly/Friendly/High

Subordinates
4/5 Subordinates
3/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/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.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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,

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,

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
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
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 (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)
 
Last edited:
1610 AG - Dogs and Donkeys
[X] An expedition to the far east. You know from Boarfolk traders that non-Boarfolk live on the other side of the Boarlands and with the good relations with the nomad tribes, it might be beneficial to send a caravan to visit whoever lives over there.

"Ready to go?" asks Lyw as his blood-sibling Lys finishes packing another box of food into cart.

"Aye," says Lys in an excitable tone, "Goddesses, this is going to be exciting!"

"Are you sure that the likes of us should be amongst those going?" asks Lyw, frowning in thought, "Several seasons away from any civilisation, just whatever you bring with you and whatever you can find."

"It will dangerous," replies Lys as she skips away from the cart, "But it will also be exciting!"

"It is the sort of thing that should be up to Catclaws and Cateyes," mutters Lyw, "Evalyn's Claws, what is a trader like you and a farmer like me doing going out into the great unknown?"

"I'm approaching my fortieth winter Lyw," says Lys, "I do not have much time left before I will have to settle down. A grand adventure sounds like an excellent way to top off my youthful endeavours and then you can stop worrying about me.

"And you couldn't have chosen something safer?" asks Lyw as he leans against the cart, "You want adventure, go to the Western Coast or the Lowlands. The Western Coast has plenty of unexplored land and civilisation is nearby. And there is no shortage of barbarians in the lowlands as we both know first-hand. You want some adventure, spend more time in the Forluc Empire or perhaps seek whatever it is you want in the Cernn. The newest part of the empire has to have sufficient excitement for you and it is part of the empire."

"By Arthryn's Bountiful Bosom, you are such a worrier Lyw," exclaims Lys, throwing her hands up in the air, "Look, I will be gone for plenty of time, but you will see me again. The nomads know better than to mess with us and we will have plenty of Catclaws and Cateyes coming along to protect us from wild animals and what unknown barbarians we run across."

"I still do not get this obsession with putting yourself in danger that you have," says Lyw as he looks upwards at the sky, refusing to meet his sister's gaze, "Goddesses, someday you are going to go out in harms way and then not come back from it."

"You could always come with me if you are so worried about my safety," points out Lys, "I could do with the company and you might even enjoy yourself."

"On a trip like this, of course I cannot," replies Lyw with a snort, "Even a smaller trip, my neighbourhood needs me as I have responsibilities to uphold. I have a place and my community needs me in that place. Shirking those responsibilities to go on an adventurer is just not something I can do."

"And my place is out there, exploring the world beyond civilisation," replies Lys, causing Lyw to sigh.

***​

Even with someone like Oswylt at the head of it, an expedition on such a large scale took time to organise. First you got to find the volunteers and then you got to sort out acceptable candidates for the expedition from the volunteers. Given the sheer size of the Arthwyd Empire, there is no problem finding enough people for the expedition, but that also means that it takes time.

And once they got enough people, they need to sort the supplies for the journey. While the Catclaws and Cateyes going along would be able to provide some food along the way and Boarfolk tribes would certainly be willingly to trade, the expedition would need to bring along plenty of food and drink for both the journey to the other side of the Boarlands and the journey back to civilisation.

Of course, food was not the only concern even if it was one of the biggest. The expedition would be away from the Arthwyd Empire for at least a few seasonal cycles and the people going on it would require other basic necessities such as clothing and tools. The expedition would be able to fulfil the needs of a small village without actually being a small village and that was no minor thing to do.

By the time that the expedition was finally ready to set off for the far east, it had been a few winters since Oswylt had begun to organise it. Now the Cadlon of the Arthwyd just hopes that he will live long enough to see its return.

Yet while the expedition is one of the major events of this generation, it was not the only one.

The Forluc Empire had produced another talent individual though this one was not a member of the royal family even if she swiftly rose to a position within the royal court. While Oswylt was unable to find out the exact details, he did know that Marda was of a non-highborn birth as the barbarians called it and she earnt her status with her clever tongue and ability to work out peaceful solutions.

While she has spent the majority of her life within the lands of the Forluc Empire as the current Farkas used her to smooth over some long-standing tensions, it was only a matter of time before the Forluc sent her north to cut a deal with the Arthwyd. For his part Cadlon Oswylt was too wise and experience to simply give the Forluc the sort of deal that Marda usually got, but that same wisdom and experience meant the Oswylt was certainly interested in a deal.

Unfortunately, the Forluc did not have much to offer the Arthwyd. The southerners had always lagged behind the northerners and whilst the lowlanders had made great strides in catching up, they had only been catching up and still fell short of the Arthwyd Empire.

That was not to say that the Forlucans had nothing to offer the Arthwydish. The Forluc had tamed some new animals and Marda had come to Greenbay with enough to form a breedable population of them.

The first are clearly some kind of wolf and it was not for the assurances from the Cateyes that these dogs were actually different from the wolves, Oswylt would have thought that the Forluc were trying to trick him. Even if they were not wolves, the Forluc had almost certainly got their dogs from the wolves of the Caradysh.

The other animal that came with the Forluc was a donkey, a beast similar to the horses running about in the wild. The Forluc had been using as a beast of burden and if Marda was to be believed, the donkey made for a very effective one.

The only question was what Cadlon Oswylt was willingly to trade in exchange for them. Given that the Arthwyd Empire would almost certainly acquire these animals via trade within a few generations, he could easily just reject the Forluc offer of trade and it would not hurt the Arthwyd in the long run. At least not directly. The Forluc would not take an outright rejection well and while it wouldn't lead to war, it would definitely sour relations. And then you had to consider that the Arthwyd would spend the next couple of generations without these animals.

Which brought Oswylt back to the original question. Given their focus on it, metallurgy knowledge and expertise were the first things on Oswylt's mind, but that sort of thing was incredibly valuable. While the Forluc would absolutely appreciate it, Oswylt had his doubts on it being a good thing for the Arthwyd as it would mean giving us most of their current lead in that area.

The other options had to do with farming and administrating. The Arthwydish were the best farmers in the world and the Forlucans could learn a lot from them while their similarly bureaucratic governments made that the Forluc could get plenty of use out of Arthwydish administrative methods even if not all of them would applicable.

How do the Arthwyd respond to the Forluc's offer of dogs and donkeys?
[] They reject it. (Decreases relations with the Forluc and their subordinates.)
[] They accept it, offering metallurgy knowledge and expertise in exchange. (+1 Diplo, Tech Exchange)
[] They accept it, offering farming knowledge and expertise in exchange. (+1 Diplo, Tech Exchange)
[] They accept it, offering administrative knowledge and expertise in exchange. (+1 Diplo, Tech Exchange)

Priests (6) = Mood: Happy, Ability: Add faction power to Mystic, Objective: Make a religious innovation within 3 Turns, Success/Failure: +3 Temp Econ/-1 Temp Econ
Elders (2 (3)) = Mood: Pleased, Ability: Add half of their faction power to another faction, Objective: Build three Temples within 4 Turns, Success/Failure: Free Small Wall/-1 Temp Econ
Warriors (5) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Fully fortify a province within 2 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: Pleased, Ability: Add half of faction power to Culture, Objective: More Fishing, Success/Failure: +1 Temp Culture/-

***​

This is going to be your last turn with Oswylt since old age is going to get him in the next update. Your midturn actions were Study Metal and Venerate the Goddesses whilst nothing particularly special happened. Your expedition will be returning next update while the Forluc have made an outreach to you just as they got a new Diplo Hero.

This vote is the result of that last bit as the Forluc have come offering a tech exchange and offering the only compatible innovations that they have which you don't. I'm not going to list every tech you will be giving them for each option, but I expect you can figure out for yourselves as I made it quite clear what you will be giving them. I will also note that under each category, the Forluc already have some of the same techs as you.

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
: 4 (6)
Econ: 31 (26)
Martial: 8 (5)
Mystic: 40 (27)
Culture: 1 (4)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 5 (-2/9)
Hierarchy: 3
Prestige: 50

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
Forluc = Very Friendly/Very Friendly/High
-Caradysh = Evil?/Unknown/None
-Forden = Very Friendly/Very Friendly/High
-Fordysh = Very Friendly/Very Friendly/Medium
-Fornn = Neutral/Neutral/Limited
-Lorvysh = Friendly/Friendly/High

Subordinates
4/5 Subordinates
3/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/Very Low
Grythwyd = Religious Colony/Undying/Very 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.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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,

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,

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
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
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 (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)
 
Last edited:
1630 AG - The Honey Trade
[X] They accept it, offering farming knowledge and expertise in exchange. (+1 Diplo, Tech Exchange)

Arthwyd = [SEC] Build Wall = Rockbay, [SEC] Develop Mine = Sunset Mountains (Silver), [SEC] Study Metal, [SEC] Study Magic
Provinces = [MAIN] Explore Lands = Ocean

As the exchange of expertise had gone smoothly. Marda had her expedition leave the dogs and donkeys that they had brought with them behind while Cadlon Oswylt had the Arthrynite priesthood create copies of the extensive written records that the Arthwyd Empire had on the proper ways of farming.

The whole process didn't take too long. By the time that the Forlucans had finished offloading all of the animals they had brought with them, the Arthwydish had already begun to deliver the copied documents. The northerners took a small bit of satisfaction in how the southerners were caught off guard by the Arthwydish response. Not only did the Arthwyd have several dozen records on the art of farming in the first place, but the speed at which they were collected, copied and transferred definitely impressed.

In the end, both parties were left satisfied by the how things had gone. The Forluc had some of the advanced knowledge of the north while the Arthwyd had gotten some new animals to use on their farms and in their settlements.

As the seasons went by, Cadlon Oswylt pushed several initiatives in the final section of his reign. A new mine in the Sunset Mountains to exploit the silver deposit found there a couple of generations ago while new walls and temples were constructed to please internal factions.

Oswylt also devoted resources to increasing research. While unfruitful in meaningful advances for the most part, a couple of major breakthroughs allowed for faster healing of injuries and improving the range of wounds that could heal so that if the body wasn't outright gone, it could be fixed with time and effort.

Within a few winters, the Forluc once again came north with Marda also leading them this time as well. Rather than attempting to organise a trade of knowledge, the Forlucans are more interested in pushing a new trade good or rather an old one in larger quantities from a new source.

Honey was old source of food, older than farming if the old legends were too be believed. Something of precious rarity, the Forlucans have come bearing it in relatively vast quantities. After getting a few of the traders to chat about the honey, it quickly became apparent that the lowlanders had gotten the honey from the Far South via the Catfolk. While the Catfolk weren't producing it themselves, they were able to get it from one of their other neighbours and were now trading at least some of it northwards to the Forluc Empire.

The last major thing of note in Oswylt's reign was the return of the expedition to the Far East. It had been the better part of a generation since the expedition had left and as a result, they returned with more people than they left with.

The expedition itself had been a resounding success. While they only reached halfway across the Boarlands, the expedition had made contact with two new noteworthy groups of people in the Far East.

The Achlanders was the first one that the expedition encountered. A bunch of barbarians, they ruled over land akin to the lowlands and while the expedition never went that far into their territory, they had access to an ocean if a different one to that one that the Arthwyd were familiar with.

Still wielding stone tools thanks to lacking the secret of metalworking, the Achlanders were very pleased to meet individuals belonging to the source that the Boarfolk got their metal items from. Trading a few metal tools to influential Achlanders got the expedition in their good books and the expedition was allowed to leave Achland territory with the undertone that it was so they could come back in the future with more metal goods to trade to them.

Socially, the Achland barbarians had more in common with the Forluc than they did the Arthwyd. Lacking a Cadlon, Zandis or Farkas, the Achlands did have blood-based class of leadership collectively ruled over their lands. Worshipping a group of unknown barbarian gods, the Achlanders could muster up their set of own sacred warriors though they couldn't compare to the prowess of the Catclaws or Cateyes.

Another thing that the expedition took note of was the sheer conservatism that the Achlanders had. Like the Arthwyd, they had a strong religious bent woven into their society. They had sacred rites and tradition that were to be held to and woe betide those that failed to conform. As far as the Achlanders were concerned, the past was good and any good Achlander would follow the ways of their wise ancestors with any change being strongly discouraged with the exceptions of very useful things like metal. Even then, the Achlanders were only interested in acquiring metal tools for their elites.

The other group that the expedition was the Hielwald to the south-west of the Achlanders. While still barbarians, the Hielwalder bore greater similarity to the Arthwyd than the people of Achland did. While they originated out of a forest on the coastline of the second ocean where their capital currently stands, a priesthood that serves the same pantheon that the Achlanders worships rules over Hielwald. Despite seeming similar to the Arthwyd at a glance, especially with how the Hielwalders preached equality for all before the divine, a more in-depth look reveals that only certain bloodlines get to members of the priesthood and therefore rulers within the Hielwald.

A shame especially combined with how Hielwald has the same religious-based social conservatism that Achland has. Tradition is sacred and change is bad as stability comes at the price of innovation.

After making cautious contact with both the Achlanders and the Hielwalders, the expedition began the journey home.

The last highlight of the expedition is when the travellers revealed that both the Achlanders and the Hielwalders have access to large quantities of honey from traders to the south of both nations. After checking the samples brought back by the expedition against the honey being supplied by the Forlucan traders, it soon became apparent that they came from the same source.

Being the genius with numbers that he is, Oswylt soon figured out the answer after he consulted the various records and put together the different details. The Far South and the Far East had access to the same honey and said source was east of the former whilst being south of the latter. While the source of the honey was too distance for the Arthwyd to make direct contact with, it did mean that the Arthwyd Empire had two different ways of acquiring this honey.

The first was to encourage trade with the Forluc. For all their might and power, the Forlucan economy and industry lagged behind their Arthwydish counterparts and as much as they desired to purchase Arthwydish goods, they lack the wealth to do so. The influx of honey would change this as the luxury good would allow the Forluc to make more reasonable trades to their south and then trade the honey north to the Arthwyd for the valuable products of the north. While it would make the Arthwyd dependant on the southerners for access to honey, it would also make the Forlucans more dependant on the north for quality goods that they desired.

The other option was to focus on getting honey from trade with the Far East. More expeditions could be done even if they would be longer and more expensive than regular expeditions. Both the Achlanders and the Hielwalders had made their desire for more Arthwydish goods clear, especially metal, and they would certainly be willingly to trade honey for them in exchange. The Forluc wouldn't like it however as it would mean cutting them out of the honey trade more and denying them the greater access to Arthwydish goods that they desired.

Which route do the Arthwyd focus on using to get their access to the honey trade?
[] [Honey] The Far South. (-1 Temp Econ, +1 Diplo, ???)
[] [Honey] The Far East. (-2 Temp Econ, +1 Diplo, ???)

Golden Age Started!

Pick 1 Golden Age Bonus

[] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Improve relations with all subordinates. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Unlock the Codified Law Megaproject. (-2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Dockyard Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Gain a Hero. (-2 Temp Econ AND -2 Temp Diplo or 2 Temp Mystic or -2 Temp Culture)
[] [GA] Upgrade a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
[] [GA] Gain a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
[] [GA] Discover a new mine location. (-2 Temp Econ, -2 Temp Martial)
[] [GA] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random social concept advancement. (-1 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)
[] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random agricultural technology advancement. (-2 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)

Priests (6) = Mood: Happy, Ability: Add faction power to Mystic, Objective: Make a religious innovation within 2 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 another colony within 4 Turns, Success/Failure: +1 Messengers/-1 Temp Econ
Warriors (5) = Mood: Pleased, Ability: Add half of faction power to Martial, Objective: Get a better boat within 4 Turns, Success/Failure: Free Mine/-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: Pleased, Ability: Add half of faction power to Culture, Objective: More Fishing, Success/Failure: +1 Temp Culture/-

***​

I'm going to change the Golden Age rules because they are a bit harder to get this time around. For now, enjoy one due to represent the peace and prosperity that you have been enjoying over the last few turns. Also Oswylt is dead of old age as of this update. He survived for over half of it so you got his bonus for this update, but your Admin/Mystic Hero is now gone.

On to other things, the honey trade is something I've been planning for a while now. You got a couple of ways to get into it thanks to the expedition you sent to the Far East and thanks to Oswylt being an Admin Hero, you got a more detailed understanding of how the honey trade works and the possible consequences of those '???' in the honey vote.

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
: 5 (7)
Econ: 31 (21)
Martial: 8 (3)
Mystic: 46 (23)
Culture: 1 (4)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 5 (-2/9)
Hierarchy: 3
Prestige: 51

Statuses
Golden Age: +1 Temp Econ every Main Turn or Mid Turn,
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
Achland = Wary/Eager to Trade/None
Boarfolk Nomads = Friendly/Friendly/Medium
Catfolk = Uncertain/Unknown/None
Forluc = Very Friendly/Very Friendly/Very High
-Caradysh = Evil?/Unknown/None
-Forden = Very Friendly/Very Friendly/Very High
-Fordysh = Very Friendly/Very Friendly/High
-Fornn = Neutral/Neutral/Low
-Lorvysh = Friendly/Friendly/High
Hielwald = Cautious/Cautious/None

Subordinates
4/5 Subordinates
3/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/Very Low
Grythwyd = Religious Colony/Undying/Very 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.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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,

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,

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
Dogs
Donkeys
Fowls
Sheep

Construction
Mortar
Surveying

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

Hunting
Baits

Materials
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
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 (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/Refined)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Expert/Refined)
 
Last edited:
1650 AG - Wealth and Stupidity
[X] [Honey] The Far South. (-1 Temp Econ, +1 Diplo, ???)
[X] [GA] Unlock the Codified Law Megaproject. (-2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture)

While many felt that the possibility of getting cheaper prices from the Far East might have been the better option, the wise Cadlon Oswylt the Wise had been able to persuade a majority of the Arthwydish leadership that the Forluc would make for better trade partners on the grounds that they were a known factor. The Arthwyd and Forluc knew where they stood with each other, but the Far Easterners were effectively unknown and who knew how they would treat any Arthwydish traders who came to their lands?

So even through Oswylt the Wise's reign had only lasted a few seasons more, his policy continued even beyond his death. As more trade goods entered the market, traded increased between the Arthwyd Empire and the Forluc Empire. Hungering for more tools and items made of metal, the Forlucans traded whatever they could to get the latest products out of the Arthwydish forges.

It was a good, stable arrangement for both parties. The Forluc traded honey up from the south and the Arthwyd traded metal goods down from the north. The Arthrynite priesthood noted that in future generations, the Arthwyd would need to increase their sources of metal if they were to keep up with the increasing demands of both the Arthwydish and the Forlucans, but for now the situation was a good one.

Yet even as the Arthwyd secured new trade routes, they also looked internally. The Arthwydish parts of the Empire continue to build up proper infrastructure in this time of peace while the barbarians continued their raids and fighting amongst themselves, ever careful to keep any actual Arthrynites out of it. It was somewhat concerning for those to Greenbay to note that the lowlanders were unfortunately warlike. Most of their infrastructure projects were walls to secure their settlements and rather than learning from their civilised Arthwydish neighbours, they had instead learnt to simply keep them out of their conflicts. But so long as the barbarians kept it to themselves, the priesthood in Greenbay could only shrug their shoulders before focusing on more pressing matters.

Unfortunately, the biggest of those pressing issues was quite similar in nature as barbarians outside the Arthwyd Empire had decided to take a crack at it even if they didn't attack any cultural Arthwydish parts.

The Arthwyd Empire had known of the Catfolk in the Far South for some time now though any contact was done second-hand via the Forluc or the Cernn. The closest that the Arthwyd had gotten on the matter was Arthwydish and Catfolk traders encountering each other at Forluc marketplaces and the odd Catfolk trader making the long journey to Caermyr.

Now they had decided to raid the Cernn, the furthest part of the Arthwyd Empire. Being so distance from Arthwydish land, the raids were already over by the time that the Arthwyd were able to send aid and both sides had paid a bloody price.

The Catfolk had left several villages devastated, running off with their ill-gotten loot whilst slaughtering or enslaving most of the villagers. Yet their victory was hard-fought and many of the raiders found themselves slain by the defenders with both sides racking up bloody casualties count.

The Cernn were demanding Arthwyd help them and the northerners were all to happy to oblige. Yet what should have been a simple matter of marching a few hundred Catclaws and Cateyes into Catfolk territory was complicated by the Forluc.

Seeing what had happened and knowing how the Arthwyd would react, the Forluc came to Caermyr with an offer for the Arthwyd. The Forlucans were offering to deal with the Catfolk on the behalf of the Arthwyd Empire, sending their own warriors into battle while the Arthwyd held theirs back.

While none doubted that the Forlucans were anything less than sincere thanks to the lowlanders being too smart to trick the Arthwyd like that, the reaction to the offer was mixed. The motives behind the Forluc was quite clear. The Catfolk was their source of honey and after establishing it as their valuable trade good to sell to the Arthwyd, they didn't want to risk their supply line being lost. Something which the Forluc believed they risked if they let the Arthwyd run wild amongst the Catfolk. The Forlucan solution was to take the place of the Arthwydish avengers and dealt with the Catfolk in a way that both satisfied the Arthwyd whilst also not disrupting their trade routes too badly.

While some members of the Arthwyd leadership were quite happy to just wash their hands of the matter and let the Forluc deal with it, others objected if for different reasoning. One group felt that the Arthwyd should fight their own battles and not rely on foreigners to wage war and another faction felt that the Arthwyd should use this opportunity to free as many of the Catfolk's slaves as they could.

But in the end, it was the Cadlon's decision.

What does the Cadlon choose?
[] [War] Accept the Forluc's offer. (???)
[] [War] Send a small war party to bring justice to the Catfolk. (-1 Temp Econ, ???)
[] [War] Send a large war party to bring justice to the Catfolk. (-2 Temp Econ, ???)

Priests (6) = Mood: Happy, Ability: Add faction power to Mystic, Objective: Make a religious innovation within 2 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 another colony within 4 Turns, Success/Failure: +1 Messengers/-1 Temp Econ
Warriors (5) = Mood: Eager, Ability: Add half of faction power to Martial, Objective: Get a better boat within 4 Turns, Success/Failure: Free Mine/-1 Temp Econ
Farmers (1) = Mood: Pleased, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Traders (1) = Mood: Pleased, Ability: Add half of faction power to Wealth, Objective: Plant Cash Crops, Success/Failure: +1 Temp Wealth/-

You have four Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins. You may change your Trade Passive Policy for free.
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 (5/12), Rockbay (4/6), Sunrise Bay (1/6), Northern Sunset Plains (0/6)

[] [SEC/MAIN] Build Temples = (Target)
S: -4 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+2 Mystic per Temple)
M: -8 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+2 Mystic per Temple),
-Possible Targets: Greenbay (5/12), Rockbay (2/6), Sunrise Bay (2/6), Northern Sunset Plains (2/6)

[] [SEC/MAIN] Build Wall = (Target)
S: -3 Temp Econ, +1 Small Wall,
M: -4 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 4/12, Large: 0/12), Rockbay (Small: 6/6, Large: 0/6), Sunrise Bay (Small: 1/6, Large: 0/6), Northern Sunset Plains (Small: 3/6, Large: 0/6)

[] [SEC] Change up to two Passive Policies (6/7)
-Agriculture = +4 Temp Econ per turn.
-Arts = +1 Temp Culture per turn.
-Fortifications = +1 Wall Progress per turn.
-Diplomacy = +1 Temp Diplo per turn.
-Empire = Increases Subordinate loyalty while active. (2)
-Expansion = +0.5 Settlement Progress per turn.
-Exploration = Free Exploration roll each turn.
-Foreign = Free Diplomatic Expedition each turn.
-Forestry = 0.5 Sacred Forest Progress per turn. (1)
-Glory = +1 Prestige per turn.
-Infrastructure = +1 regular infrastructure progress per turn. (2)
-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)
-Wealth = +1 Temp Wealth per turn.
-War = Free War Party each turn.

[] [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] Develop Mine = (Target)
S: -3 Temp Econ, +1 Mine, Chance of Additional Effects,
M: -6 Temp Econ, +2 Mines, Chance of Additional Effects,
-Possible Targets: Sunrise Mountains (Tin: 1/1), Sunset Mountains (Lead: 0/1, Silver 1/1)

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -4 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -8 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,

[] [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: Arth Coast, Cursed Forest, Great Mountain, North Coast, Northern Lowlands, Sea, Southern Lowlands, Sunset Mountains, Sunrise Mountains, Western Coast, Far East (Requires Main),

[] [MAIN] Found Colony = (Target)
M: -6 Temp Econ, -1 Temp Martial, -1 Temp Mystic, -1 Temp Culture, +1 Colony
-Possible Targets: Sunrise Mountains, Sunset Mountains, Western Coast,

[] [SEC/MAIN] More Farming.
S: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (0/30), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (4/30),
M: -4 Temp Econ, +2 Messengers, (4/30),

[] [SEC/MAIN] Plant Cash Crops.
S: -2 Temp Econ, +2 Temp Wealth, Chance of Innovation,
M: -1 Econ, -1 Temp Econ, +1 Wealth, +1 Temp Wealth, Improved Chance of Innovation

[] [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 = 4

[] [SEC/MAIN] Settle Land = (Target)
S: -5 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress (+2 Mystic per 3 Progress in a province), +1 Econ,
M: -10 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress (+2 Mystic per 3 Progress in a province), +2 Econ,
-Possible Targets: Greenbay (12/15), Rockbay (6/15), Eastern Rock River (0/15), Western Rock River (0/15), Sunrise Bay (6/15), Northern Sunset Plains (6/15), North-West Sunrise Plains (0/15),

[] [SEC/MAIN] Study Magic.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 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, Cernn, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh

[] [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.
-Wealth = Focuses on increasing your wealth.

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +1 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +3 Temp Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Achland (Requires Main), Caermyr, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh, Boarfolk Nomads, Caradysh, Cernn, Forden, Fordysh, Forluc, Fornn, Hielwald (Requires Main), Lorvysh, Lowlander Tribes, Thurezea,

[] [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, +3 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +5 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: Achland, Boarfolk Nomads, Caradysh, Forden, Fordysh, Forluc, Fornn, Hielwald. Lorvysh, Lowlander Tribes, Thurezea,

Mega-Projects
[] [SEC/MAIN] Codified Law
S: -4 Temp Econ, -2 Temp Martial, -6 Temp Mystic, +2 Progress
M: -8 Temp Econ, -4 Temp Martial, -12 Temp Mystic, +4 Progress
-Progress: 0/???

***​

Not much to say because I want to get this posted before going to bed. You have unlocked wealth and the Catfolk have done something stupid.

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
: 6 (7)
Econ: 31 (29)
Martial: 8 (5)
Mystic: 46 (32)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 14 (16)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 5 (-2/9)
Hierarchy: 3
Prestige: 51

Statuses
Centre of Trade (Caermyr): +1 Temp Wealth every Main Turn or Mid Turn,
Centre of Trade (Greenbay): +1 Temp Wealth every Main Turn or Mid Turn,
Golden Age: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth
Trade Imports (Honey): -3 Wealth

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Achland = Wary/Eager to Trade/None
Boarfolk Nomads = Friendly/Friendly/Medium
Catfolk = War/Unknown/None
Forluc = Very Friendly/Very Friendly/Very High
-Caradysh = Evil?/Unknown/None
-Forden = Very Friendly/Very Friendly/Very High
-Fordysh = Very Friendly/Very Friendly/High
-Fornn = Friendly/Friendly/Low
-Lorvysh = Friendly/Friendly/High
Hielwald = Cautious/Cautious/None

Subordinates
4/5 Subordinates
3/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/Very Low
Grythwyd = Religious Colony/Undying/Very 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.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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,

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,

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
Dogs
Donkeys
Fowls
Sheep

Construction
Mortar
Surveying

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

Hunting
Baits

Materials
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
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 (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/Refined)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Expert/Refined)
 
1670 AG - Codified Law
[X] [War] Send a large war party to bring justice to the Catfolk. (-2 Temp Econ, ???)
[X] [SEC] Change up to two Passive Policies (6/7)
-[X] [SEC] Infrastructure
-[X] [SEC] Trade -> Foreign
[X] [MAIN] Codified Law
[X] [SEC] Train Sacred Warriors
[X] [SEC] More Messengers.

Provinces = [SEC] Explore Lands = Sunset Mountains, [SEC] Explore Lands = Sunrise Mountains,

The Arthwyd Empire went to war. While the offer by the Forluc was appreciate by many and there was plenty of desire to accept so the Arthwyd could wash their hands of this messy war business, it was ultimately decided that matters like this were something that the Arthwyd had to handle themselves. When the Catfolk got brought to justice, it would be done by the Catclaws and the Cateyes of the Arthwyd Empire and not the Sun Warriors of the Forluc Empire.

It took a season to muster up a few hundred Catclaws and Cateyes and other season for them to make their way down to the lands of the Cernn. From there, the sacred warriors of the Arthwyd begin their journey to the territory of the Catfolk or the Thurezea as call themselves.

As expected of those that involved themselves in foul slavery, the Catfolk were barbarians in both how they lived and how they fought. Their villages were scattered, disorganised messes while their warriors fought savagely as unskilled mobs wielding stone weaponry and leather armour.

Yet it was not a one-sided slaughter. For all the advantages that the Arthwydish had with them, the Catfolk fought defiantly for their homes. They made the northerners bleed in every battle and even won a few of their fights. Yet things would ultimately be decided in favour of the invaders.

Every victory won by the Catfolk was matched by three for the Arthwyd. Catclaws and Cateyes were slain, but more of the Catfolk fell in defence of their villages and those villages burnt. Slaves were freed and all those who resisted were slain. It was a brutal affair, but ultimately a necessary one as foreigners had to be taught the consequences for harming the Arthwyd so they wouldn't do it again in the future.

With the Thurezea left in a suitable amount of ruins, the surviving Arthwydish returned home with a good number of liberated slaves. With the northerners gone, the lowlanders moved in as armies of the Forluc Empire entered the ravaged lands of the Thurezea.

The sheer distance meant that the Arthwyd didn't recent too accurate or recent information, but it quickly became apparent that the Forlucans had established some sort of vassal state in the northern lands of the Thurezea, primarily to ensure continued trade with the Catfolk and whoever lives in the Far South.

Yet even as the Arthwyd Empire waged war in the south, the Arthwydish dealt with internal matters in Greenbay. When he died, Cadlon Oswylt the Wise left behind notes on his ideas revolving around formalising the informal rules that the Arthrynite priesthood used to rule over the Arthwyd Empire. Everyone knew that the priesthood ran the administration of the Arthwyd Empire and within reach neighbourhood or village, it was always the local priests and priestesses who got final say in each matter.

Eager to finish the unstarted project of one of her predecessors, the Cadlon in Greenbay turned the considerable resources of the Arthwyd Empire towards formally codifying the laws of the Arthwyd Empire.

While there was some debate as to what the laws of the Arthwyd Empire should stand for, the rapid pace of the project meant that there was little to time to finish those conversations. Working to quickly ensure the completion of this massive undertaking, those involved in it defaulted to the thing that everyone could agree upon, the teaching and guidance of Arthryn and her Daughters. The goddesses defined the Arthwydish way of life and so their ways would be what all those within the Arthwyd Empire had to follow.

Megaproject Completed!
Code of Laws (Bronze Age)

A standardised set of laws that all of the Arthwyd must follow, these laws are focused on following the teachings and guidance of Arthryn and her Daughters.
Effects: Increased Loyalty from Religious Subordinates, Reduced Internal Discontent from Arthrynites.

Choose your bonus for completing the Codified Law Megaproject.
[] [Mega] The work on the new laws revealed a talented individual. (Gain a Hero)
[] [Mega] The work on the new laws resulted in a new administrative discovery being made. (Gain one administrative-based Innovation)
[] [Mega] The work on the new laws resulted in a new religious innovation being made. (Gain one religious-based Innovation)
[] [Mega] The work on the new laws results in new discoveries being made. (Gain two Innovations)
[] [Mega] The formal codification of the law enables the Cadlon's power to be greatly centralised. (Gain two Centralisation)
[] [Mega] The formal codification of the law allows for another layer of administration to be put into place. (Gain one Hierarchy)
[] [Mega] The new code of laws offers an opportunity to modernise the old census. (Unlock the Census (Bronze) Megaproject)

Yet even as the leadership in Greenbay rushed to get the new laws done and implemented, the rest of the Arthwyd had their own concerns. More warriors got trained up to replace those lost against the Catfolk in the Far South while the implementation of the new law saw more greater usage of the messenger system as more and more messages had to be carried between different settlements. The Grythwyd saw another expansion push that ran into troubles with the untamed wilderness while the Merntir continued to build up their various infrastructure.

There were also external concerns though none were as far aboard as the war in the Far South. The expeditions that got sent into the mountains to find new sources of metal turned up empty-handed while the more diplomatically minded expeditions were able to secure more support amongst the Forluc Empire. While most of the Forlucans approved of their northern neighbours, there were still plenty that did not as they listened to old legends of when the Forluc were the greatest people in the world and resented the Arthwyd for snatching that claim from them.

Pick 2 Golden Age Bonuses
[] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Improve relations with all subordinates. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Unlock the Waterways Megaproject. (-2 Temp Econ, -4 Temp Mystic)
[] [GA] Unlock the Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Dockyard Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Gain a Hero. (-2 Temp Econ AND -2 Temp Diplo or 2 Temp Mystic or -2 Temp Culture)
[] [GA] Upgrade a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
[] [GA] Gain a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
[] [GA] Discover a new mine location. (-2 Temp Econ, -2 Temp Martial)
[] [GA] Gain random general technology advancement. (-1 Temp Wealth, -1 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random social concept advancement. (-1 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)
[] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random agricultural technology advancement. (-2 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)

Priests (6) = Mood: Happy, Ability: Add faction power to Mystic, Objective: Make a religious innovation within 1 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 another colony within 3 Turns, Success/Failure: +1 Messengers/-1 Temp Econ
Warriors (5) = Mood: Eager, Ability: Add half of faction power to Martial, Objective: Get a better boat within 3 Turns, Success/Failure: Free Mine/-1 Temp Econ
Farmers (1) = Mood: Pleased, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Traders (1) = Mood: Pleased, Ability: Add half of faction power to Wealth, Objective: Plant Cash Crops, Success/Failure: +1 Temp Wealth/-

***​

So the war went well though there wasn't exactly much doubt in which way it would go. Honestly, it was more about how costly your victory would be than it was about whether or not you win.

Otherwise, uneventfully turn apart from the completion of the megaproject and the Forluc Empire taking the opportunity to expand again.

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
: 6 (7)
Econ: 31 (16)
Martial: 8 (0)
Mystic: 52 (19)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 14 (18)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 5 (-2/9)
Hierarchy: 3
Prestige: 53

Statuses
Centre of Trade (Caermyr): +1 Temp Wealth every Main Turn or Mid Turn,
Centre of Trade (Greenbay): +1 Temp Wealth every Main Turn or Mid Turn,
Golden Age: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth
Trade Deficit (Honey): -3 Wealth

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Achland = Wary/Eager to Trade/None
Boarfolk Nomads = Friendly/Friendly/Medium
Thurezea = Unfriendly/Unknown/None
Forluc = Very Friendly/Very Friendly/Very High
-Caradysh = Evil?/Unknown/None
-Forden = Very Friendly/Very Friendly/Very High
-Fordysh = Very Friendly/Very Friendly/High
-Fornn = Very Friendly/Very Friendly/Medium
-Lorvysh = Friendly/Friendly/High
Hielwald = Cautious/Cautious/None

Subordinates
3/5 Subordinates
4/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/Very Low
Grythwyd = Religious Colony/Undying/Very Low
Maradysh = Religious 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.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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,

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,

Code of Laws (Bronze Age)
A standardised set of laws that all of the Arthwyd must follow, these laws are focused on following the teachings and guidance of Arthryn and her Daughters.
Effects: Increased Loyalty from Religious Subordinates, Reduced Internal Discontent from Arthrynites.

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
Dogs
Donkeys
Fowls
Sheep

Construction
Mortar
Surveying

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

Hunting
Baits

Materials
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
Copper Smelting
Gold Smelting
Kilns
Lead Smelting
Silver Smelting
in 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 (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/Refined)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Expert/Refined)
 
1690 AG - Pioneers All Over
[X] [Mega] The new code of laws offers an opportunity to modernise the old census. (Unlock the Census (Bronze) Megaproject)
[X] [GA] Unlock the Waterways Megaproject. (-2 Temp Econ, -4 Temp Mystic)
[X] [GA] Upgrade a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)

As the life went on, things would change as they always did as new ideas came to the fore and people adjust their way of life with each generation. For the people of the Arthwyd, this meant an uptick in expanding the reaches of civilisation.

For generations, it was expected for young, enterprising of the Arthwyd to occasionally form up a group and go out into the untamed wild. Whether it was exploring the wilderness for interesting sites and items or settling the frontier with a new village, it was something that happened every now and again.

Over the generations, this state of affairs had become increasing commonplace to the point that it was expected for such expedition into the wild to take place every now and again. While it was far from an everyday occurrence, the Arthwydish would regularly venture into lands beyond civilisation on either a temporary or permanent basis.

Value Upgraded!
Pioneering Ways

The world is wonderous and ripe for the taking. The Arthwyd regularly seek out new lands to make them their own as they funnel their plentiful population into the frontier to settle the wilderness.
Pros: Increased Population Growth, Common Independent Exploration, Common Independent Expansion,
Cons: More mouths to feed, Common Uncontrolled Expansion,

The pioneering spirit was not the only old idea to change with the times. The census was an ancient work of the Arthwyd Empire, created under Cadlon Serwyn the Gifted and Cadlon Carys the Beautiful so long ago. And now with the new code of laws in place, many within the priesthood were clamouring for taking another look at it. Whilst suited for its time, it had been many generations since and what might have worked for the Arthwyd back then may not work anymore. They called for the census to be revised and updated to reflect modern realities.

The other idea was new in and of itself, but it was born from studying what already existed. Water was a vital part of civilisation and not just to drink even if that was quite important. Caermyr was a centre of trade because of the rivers it sat upon while the Green River, the Boar River and the Lake River formed the main international trade routes. The heartland of the Forluc was along the Blood River and the Cat River was what allowed trade between the Great Lake and the Far South. The Maradysh existed along the Green River while the vast majority of Arthwydish civilisation was along three coastlines and used the ocean to stay connected.

Given the size of the larger Arthwydish settlements such as Greenbay or Caermyr, the idea to make travel easier via creating artificial mini-rivers throughout the cities was formed. The idea was simple enough and projects of similar scale had been achieved.

Yet as the idea got refined, it quickly became apparent that the idea untenable in its original form. It simply wasn't practical to implement, but that wasn't the end of the idea. A new variant of the idea had arisen from the work put into figuring out the first version. While creating artificial rivers to provide easy transport was impractical, the idea of creating artificial steams to provide an easy supply of water throughout a large settlement was not.

As even as the Arthwyd peacefully prospered in the north, the Forluc had upset to deal with in the south. They had established a foothold in the burnt-out ruins that the Arthwyd had left the northern lands of the Thurezea as and now the Forlucans were busy turning that foothold into a proper part of their empire. Lowlanders were brought into replace the dead populace to both bring the local numbers back up and ensure greater support from the locals while the Forlucans quickly got to work installing their own as the new leadership in the region.

And as expected of barbarians, the Forlucans didn't find peace in the southernmost reaches of the lowlands. What was not expected was the cause of fighting or at least the main cause. The Arthwyd had expected the Catfolk to the resist the Forluc incursion and while the Thurzea had send out some raids, they were either unable or unwilling to commit enough strength to have a chance of success.

No, the fighting came from another people in the Far South. The Forlucans were being cagey about the details, but they could hide the fact that warbands of Nersondurans had come north and faced them in battle. Whilst the rate of attrition had ultimately favoured the Forluc on relative home ground, the Nersondurans had put up a good fight that had left the Forlucan warriors with a degree of respect for them. Certainly not the same amount of respect that they gave the Catclaws or Cateyes of the Arthwyd, but certainly more than they gave the average lowlander warrior.

Priests (6) = Mood: Displeased, Ability: Add faction power to Mystic, Objective: Plant 3 Sacred Forests within 4 Turns, Success/Failure: +1 Messengers/-1 Stability
Elders (2 (3)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Found another colony within 2 Turns, Success/Failure: +1 Messengers/-1 Temp Econ
Warriors (5) = Mood: Eager, Ability: Add half of faction power to Martial, Objective: Get a better boat within 2 Turns, Success/Failure: Free Mine/-1 Temp Econ
Farmers (1) = Mood: Pleased, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Traders (1) = Mood: Pleased, Ability: Add half of faction power to Wealth, Objective: Plant Cash Crops, Success/Failure: +1 Temp Wealth/-

You have four 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 (5/12), Rockbay (4/6), Sunrise Bay (1/6), Northern Sunset Plains (0/6)

[] [SEC/MAIN] Build Temples = (Target)
S: -4 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+2 Mystic per Temple)
M: -8 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+2 Mystic per Temple),
-Possible Targets: Greenbay (5/12), Rockbay (3/6), Sunrise Bay (3/6), Northern Sunset Plains (3/6)

[] [SEC/MAIN] Build Wall = (Target)
S: -3 Temp Econ, +1 Small Wall,
M: -4 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 4/12, Large: 0/12), Rockbay (Small: 6/6, Large: 0/6), Sunrise Bay (Small: 1/6, Large: 0/6), Northern Sunset Plains (Small: 3/6, Large: 0/6)

[] [SEC] Change up to two Passive Policies (7/7)
-Agriculture = +4 Temp Econ per turn.
-Arts = +1 Temp Culture per turn.
-Fortifications = +1 Wall Progress per turn.
-Diplomacy = +1 Temp Diplo per turn.
-Empire = Increases Subordinate loyalty while active. (2)
-Expansion = +0.5 Settlement Progress per turn.
-Exploration = Free Exploration roll each turn.
-Foreign = Free Diplomatic Expedition each turn. (1)
-Forestry = 0.5 Sacred Forest Progress per turn. (1)

-Glory = +1 Prestige per turn.
-Infrastructure = +1 regular infrastructure progress per turn. (3)
-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.
-Wealth = +1 Temp Wealth per turn.
-War = Free War Party each turn.

[] [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] Develop Mine = (Target)
S: -3 Temp Econ, +1 Mine, Chance of Additional Effects,
M: -6 Temp Econ, +2 Mines, Chance of Additional Effects,
-Possible Targets: Sunrise Mountains (Tin: 1/1), Sunset Mountains (Lead: 0/1, Silver 1/1)

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -4 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -8 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,

[] [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: Arth Coast, Cursed Forest, Great Mountain, North Coast, Northern Lowlands, Sea, Southern Lowlands, Sunset Mountains, Sunrise Mountains, Western Coast, Far East (Requires Main),

[] [MAIN] Found Colony = (Target)
M: -6 Temp Econ, -1 Temp Martial, -1 Temp Mystic, -1 Temp Culture, +1 Colony
-Possible Targets: Sunrise Mountains, Sunset Mountains

[] [SEC/MAIN] More Farming.
S: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (1/30), Improved Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (5/30),
M: -4 Temp Econ, +2 Messengers, (5/30),

[] [SEC/MAIN] Plant Cash Crops.
S: -2 Temp Econ, +2 Temp Wealth, Chance of Innovation,
M: -1 Econ, -1 Temp Econ, +1 Wealth, +1 Temp Wealth, Improved Chance of Innovation

[] [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 = 4.5

[] [SEC/MAIN] Settle Land = (Target)
S: -5 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress (+2 Mystic per 3 Progress in a province), +1 Econ,
M: -10 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress (+2 Mystic per 3 Progress in a province), +2 Econ,
-Possible Targets: Greenbay (12/15), Rockbay (6/15), Eastern Rock River (0/15), Western Rock River (0/15), Sunrise Bay (6/15), Northern Sunset Plains (6/15), North-West Sunrise Plains (0/15), Eastern Sunset Plains (0/15), Southern Sunset Plains (0/15),

[] [SEC/MAIN] Study Magic.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 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, Cernn, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh

[] [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.
-Wealth = Focuses on increasing your wealth.

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +1 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +3 Temp Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Achland (Requires Main), Caermyr, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh, Boarfolk Nomads, Caradysh, Cernn, Forden, Fordysh, Forluc, Fornn, Hielwald (Requires Main), Lorvysh, Lowlander Tribes, Thurezea,

[] [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, +3 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +5 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: Achland, Boarfolk Nomads, Caradysh, Forden, Fordysh, Forluc, Fornn, Hielwald, Lorvysh, Lowlander Tribes, Thurezea,

Mega-Projects
[] [SEC/MAIN] Waterways
S: -4 Temp Econ, -4 Temp Mystic, -8 Temp Wealth +2 Progress
M: -8 Temp Econ, -8 Temp Mystic, -16 Temp Wealth +4 Progress
-Progress: 0/???

[] [SEC/MAIN] Census (Bronze Age)
S: -4 Temp Econ, -4 Temp Mystic, +2 Progress
M: -8 Temp Econ, -8 Temp Mystic, +4 Progress
-Progress: 0/???

***​

Pretty standard update. You got a couple of new megaprojects and an upgraded value. The main change regarding the value is going from a 1 in 5 chance for random exploration and expansion to the 1 in 2 chance. Otherwise, not much going on in your lands. Meanwhile the Forluc have some stuff going down as they begin to expand into the affairs of the Far South region.

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
: 6 (7)
Econ: 32 (26)
Martial: 8 (4)
Mystic: 52 (32)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 14 (18)

Legitimacy: 4/3
Stability: 3/3
Centralisation: 5 (-2/9)
Hierarchy: 3
Prestige: 53

Statuses
Centre of Trade (Caermyr): +1 Temp Wealth every Main Turn or Mid Turn,
Centre of Trade (Greenbay): +1 Temp Wealth every Main Turn or Mid Turn,
Golden Age: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth
Trade Deficit (Honey): -3 Wealth

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Achland = Wary/Eager to Trade/None
Boarfolk Nomads = Friendly/Friendly/Medium
Thurezea = Unfriendly/Unknown/None
Forluc = Very Friendly/Very Friendly/Very High
-Caradysh = Evil?/Unknown/None
-Forden = Very Friendly/Very Friendly/Very High
-Fordysh = Very Friendly/Very Friendly/High
-Fornn = Very Friendly/Very Friendly/Medium
-Lorvysh = Very Friendly/Very Friendly/High
Hielwald = Cautious/Cautious/None

Subordinates
3/5 Subordinates
4/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/Very Low
Grythwyd = Religious Colony/Undying/Very Low
Maradysh = Religious 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.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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 Ways
The world is wonderous and ripe for the taking. The Arthwyd regularly seek out new lands to make them their own as they funnel their plentiful population into the frontier to settle the wilderness.
Pros: Increased Population Growth, Common Independent Exploration, Common Independent Expansion,
Cons: More mouths to feed, Common 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,

Code of Laws (Bronze Age)

A standardised set of laws that all of the Arthwyd must follow, these laws are focused on following the teachings and guidance of Arthryn and her Daughters.
Effects: Increased Loyalty from Religious Subordinates, Reduced Internal Discontent from Arthrynites.

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
Dogs
Donkeys
Fowls
Sheep

Construction
Mortar
Surveying

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

Hunting
Baits

Materials
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
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 (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/Refined)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Expert/Refined)
 
Last edited:
1710 AG - The People of the Southern Lowlands
[X] [MAIN] Plant Sacred Forests
[X] [SEC] More Fishing.
[X] [SEC] Waterways

Provinces: [MAIN] Explore Lands = Southern Lowlands
Merntir: Infrastructure & Mining
Maradysh: Expansion & Infrastructure.
Caermyr: Trade.
Grthwyd: Expansion & Infrastructure.
Raradysh: Expansion & Religion.
Zaradysh: Expansion & Religion.
Tordysh: Expansion & Religion.
Cernn: Expansion & Trade.

While it was something of a disappoint of that the full version was unviable, it was quickly decided that more compact version would be worth constructing. One faction advocated for building it as quickly as possible while another faction wanted to hold off until other projects had been completed, but in the end, the moderates won out. Work began on the first of the waterways in Greenbay and it took place at a slow and steady pace.

Meanwhile the Cadlon in Greenbay began to take measures to appease the various unhappy groups within the priesthood. The general consensus was a desire for more sacred forests to provide a reliable supply of wood for the Arthwyd. Seeking to keep the very influential Arthrynite priesthood happy, the Cadlon of the Arthwyd directed the vast resources at her disposal to organise construction of another sacred forest even as the priesthood finished another one that they had been working on over the last few generations.

Amongst the rest of the Arthwyd on the Arth Coast, the latest bout of expansion was taking place further down the Rock River than the Rockbay region. While some were wary of setting up shop closer to the Caradysh, the Foresters had been silent for generations and the Rock River lent itself very well to providing a rapid and effective means of transportation between these new settlements and other settlements of the Arthwyd.

It was amongst this new wave of expansion that the priesthood in Greenbay realised something exciting. This generation would be the first that more than half of the Arthwydish communities had their own temple. It was a sign of progress and one that inspired great confidence in the current leadership. After all, what is not the sign of the favour of the goddesses for the Cadlon to spread the influence of Arthryn and her Daughter this widespread?

Yet even as these were going on at home, young enterprising Arthwydish looked aboard. While the Far South and the Far East are a bit too far, many wondered who else lived in the lowlands, beyond the Forluc Empire.

It was not one big expedition, but a series of smaller ones that went progressively further. At first, they just went out into the Fornn and the Fordysh whilst discussing with traders from the Cernn, Fornn and Fordysh about what lay south of their boarders.

Over the generation, the Arthwydish explorers discovered many barbarian tribes, clans and pretty Zandis, but of them, five stood out as noteworthy powers capable of operating in the same leagues as a lesser member of the Arthwyd Empire or Forluc Empire even if they weren't the same league as the whole empire.

The first of these people were the Hamefordysh. Located to the south-west of the Fornn, this group of barbarians were an odd bunch where they were ruled by a Zarannist priesthood, but the greed of their people meant that their priests were constantly competing with the local traders and crafters. An odd state of affairs that the visiting Arthwydish didn't fully understand, but barbarians were going to barbarian.

The next group was the Diondairysh to the south of the Fornn. Another land of Zarannists ruled by their priesthood, the Diondairysh had a bit of complexity to their system of governing that the Arthwyd had not encountered before. They had a singular leader at the top, but they were ruled by a Hierarch rather than a Zandis. Nor was this the only abnormally as their priesthood was interwoven with their warrior families with no clear distinction between them. In some ways, it was similar to how the Catclaws and Cateyes were part of the Arthrynite priesthood, but there was no separation between the priests that fought and those that did not. Every Diondairysh priest and priestess was expected to know how to fight as part of their right to rule over the Diondairysh.

The third group was to the south of the Fordysh and south-east of the Fornn, known as the Sinsearysh tribes. Lacking a centralised authority, the Sinsearysh were less of a single power and more a collection of petty powers that shared the same culture and values. In this case, they prioritised trade and art as in an odd display of being semi-civilised, these barbarians distained war as something wasteful that was to be avoid. Yet even as they did this, they looked down upon outsiders, shunning those that didn't come from one of their tribes.

The fourth group was south-west of the Forzea and called themselves the Bruraysh. Another group of Zarannists who were ruled over by their priesthood, the Bruraysh had a Zandis though this one was required to be a member of the priesthood. They were easily the most normal of those in the southern lowlands as part from needing their Zandis to be a competent priest, they were remarkable similar to the Zaradysh in the north.

The final noteworthy group was the Lochanysh to the east of the Fordysh, south-east of the Cernn and north-east of the Forzea. Ruled by a Zandis where the position was inherited by blood, the Lochanysh were some of the strangest people that the Arthwyd had encountered and the only ones that they were unable to make peaceful contact with. Their priesthood was marginalised and forbidden from wielding the holy magic of Zaranna while the traders and crafters held great influence with the Zandis and his bloodline. Yet the oddest thing about the Lochanysh people was their hatred of magic. They despised it with a passion in all forms and that apparently applied to divine blessings as they refused all contact with the Arthwydish explorers, forcing the northerners to learn about them second hand.

Despite making initial contact with these southern lowland powers, the Arthwyd Empire as a whole lacked contact with them. For most, the Forluc Empire stood between them and the Arthwyd Empire while in the case of the Lochanysh, they detest contact with any sort of magic user. Yet despite this lack of contact, initials relations went well as the people of the southern lowlands as they knew of the Northern Demons that the mighty Forluc feared or respected and had brutalised the Thurezea within living memory. Even the Lochanysh was rightfully wary of antagonising the Arthwydish explorers and starting a fight that was beyond their ability to win.

After this burst of exploration and new contact, what do the Arthwyd do?
[] [React] The Arthwyd focus on finishing the waterway in Greenbay.
[] [React] The Arthwyd study the secrets of metal.
[] [React] The Arthwyd study the secrets of magic.
[] [React] They reach out to some of the newly discovered people.
[] [React] They attempt to open up trade with some of the southern lowlanders.
[] [React] They make an effort to fortify the frontier and border settlements.

Pick 2 Golden Age Bonuses
[] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Improve relations with the southern people. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Improve relations with all subordinates. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Unlock the Port Megaproject. (-2 Temp Econ, -4 Temp Mystic)
[] [GA] Unlock the Library Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Unlock the Dockyard Megaproject. (-2 Temp Mystic, -2 Temp Culture)
[] [GA] Gain a Hero. (-2 Temp Econ AND -2 Temp Diplo or 2 Temp Mystic or -2 Temp Culture)
[] [GA] Upgrade a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
[] [GA] Gain a random Value. (-1 Temp Diplo, -1 Temp Culture, -2 Temp Mystic)
[] [GA] Discover a new mine location. (-2 Temp Econ, -2 Temp Martial)
[] [GA] Gain random general technology advancement. (-1 Temp Wealth, -1 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random social concept advancement. (-1 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial, -1 Temp Mystic)
[] [GA] Gain random magical knowledge advancement. (-1 Temp Econ, -2 Temp Mystic, -1 Temp Culture)
[] [GA] Gain random agricultural technology advancement. (-2 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random metallurgy technology advancement. (-2 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[] [GA] Gain random administration technology advancement. (-1 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)

Priestesses (6) = Mood: Displeased, Ability: Add faction power to Mystic, Objective: Plant 1 Sacred Forests within 3 Turns, Success/Failure: +1 Messengers/-1 Stability
Elders (2 (3)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Found another colony within 1 Turns, Success/Failure: +1 Messengers/-1 Temp Econ
Warriors (5) = Mood: Eager, Ability: Add half of faction power to Martial, Objective: Get a better boat within 1 Turns, Success/Failure: Free Mine/-1 Temp Econ
Farmers (1) = Mood: Pleased, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Traders (1) = Mood: Pleased, Ability: Add half of faction power to Wealth, Objective: Plant Cash Crops, Success/Failure: +1 Temp Wealth/-

***​

Another update and one that has outdated the map I posted for the previous update. Annoying, but you can figure out where everyone is from the descriptions of their locations. In other news, I have decided to show you the broad stokes of what your subordinates are getting up to, I am still tracking how they are doing in a vague sense even if I am not tracking detailed actions anymore. I feel this was a good compromise between making things doing for me as a QM whilst also giving you insight as to what your empire has been up to.

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
: 6 (7)
Econ: 32 (21)
Martial: 8 (4)
Mystic: 58 (26)
Culture: 1 (2)
Tech: 0 (0)
Wealth: 14 (13)

Legitimacy: 5/3
Stability: 3/3
Centralisation: 5 (-2/9)
Hierarchy: 3
Prestige: 53

Statuses
Centre of Trade (Caermyr): +1 Temp Wealth every Main Turn or Mid Turn,
Centre of Trade (Greenbay): +1 Temp Wealth every Main Turn or Mid Turn,
Golden Age: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth
Trade Deficit (Honey): -3 Wealth

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Achland = Wary/Eager to Trade/None
Boarfolk Nomads = Friendly/Friendly/Medium
Bruraysh = Wary/Wary/None
Diondairysh = Wary/Wary/None
Forluc = Very Friendly/Very Friendly/Very High
-Caradysh = Evil?/Unknown/None
-Forden = Very Friendly/Very Friendly/Very High
-Fordysh = Very Friendly/Very Friendly/High
-Fornn = Very Friendly/Very Friendly/Medium
-Forzea = Friendly/Friendly/None
-Lorvysh = Very Friendly/Very Friendly/High
Hamefordysh = Wary/Wary/None
Hielwald = Cautious/Cautious/None
Lochanysh = Hostile/Hostile/None
Sinsearysh = Wary/Wary/None
Thurezea = Unfriendly/Unknown/None

Subordinates
3/5 Subordinates
4/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/Very Low
Grythwyd = Religious Colony/Undying/Very Low
Maradysh = Religious 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.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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 Ways
The world is wonderous and ripe for the taking. The Arthwyd regularly seek out new lands to make them their own as they funnel their plentiful population into the frontier to settle the wilderness.
Pros: Increased Population Growth, Common Independent Exploration, Common Independent Expansion,
Cons: More mouths to feed, Common 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,

Code of Laws (Bronze Age)
A standardised set of laws that all of the Arthwyd must follow, these laws are focused on following the teachings and guidance of Arthryn and her Daughters.
Effects: Increased Loyalty from Religious Subordinates, Reduced Internal Discontent from Arthrynites.

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 (Compost, Manure & Nightsoil)
Basic Irrigation
Proto-Black Soil
Seasonal Crops
Soil Fertility
Two-Field Crop Rotation

Animals
Cats
Cows
Dogs
Donkeys
Fowls
Sheep

Construction
Mortar
Surveying

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

Hunting
Baits

Materials
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
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 (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/Refined)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Expert/Refined)
 
1730 AG - Longships and Gambesons
[X] [React] They make an effort to fortify the frontier and border settlements.
[X] [GA] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -2 Temp Mystic)
[X] [GA] Improve relations with all neighbours. (-4 Temp Diplo, -2 Temp Mystic, -1 Temp Culture)

As the Arthwyd Empire continued to proposer, it also expanded. The Grythwyd continued to claim the untamed wilds of the Western Coast while the Merntir settled the North Coast towards the Boarlands. On the Arth Coast, the Arthwyd continued to put down new settlements along Rock River and given how close such lands were to the historically evil Caradysh, the Cadlon in Greenbay pushed for fortifying the settlements on the border as they would be the first to face any attack on the Arthwyd.

Yet while this was a generation of expansion, it was also one of discovery. Taking cues from those in the south, the Catclaws and Cateyes became to wear padded clothing as part of their wargear. While the lowlanders might be barbarians, it could not be denied that war itself was an inherently barbaric activity and the lowlanders have grown good at it over the generation.

In the past, the warriors of the Arthwyd had fought in ordinary clothing, but their enemies had not always done the same. While individual warriors of wealth had used from bone and hide for extra protection throughout the generations, in more recent times, the Forlucans and some other lowlanders had taken to using padded clothing for bodily protection, at least for their more elite troops.

Having noted its effectiveness against their fellow lowlanders and the raiders of the Far South, the ranking Catclaws decided that they would make use of this padded armour to protect the sacred warriors of the Arthwyd Empire. Meanwhile the Cateyes disfavoured this new armour out of a fear that it would slow them down and given their role was to scout and ambush rather than directly fight, they saw no need for the extra protection.

However, the adoption of the gambeson was not the only major discovery of the Arthwyd and it wasn't the most significant one either. For generations, the Arthwyd had used canoes and rafts to get around their empire and beyond and over those generations, there was always someone looking to improve them.

Now a group of somebodies had made that breakthrough. In an attempt to make a larger canoe, they had applied the techniques behind a raft by using different pieces of wood to make a larger hull. The end result was a larger ship that worked like a canoe but could carry more people and cargo even if it would need more rowers. Not only that, this new vessel could mount a sail that allowed for additional movement depending on the wind.

While the Arthwydish only had a few at first, this longship was rapidly gaining popularity and it wouldn't be long before it saw widespread usage. Given its effectiveness and the interconnected trading network of the Arthwyd, other people such as the Forluc and their vassals would certainly adopt usage of the longship as well and within the Forluc Empire looking to trade southward, the people of the Far South would likely pick them up sooner or later as well.

The longship wasn't the only new thing in the lowlands. The Forlucan Empire had recently begun to equip its professional warriors with maces that had copper heads. While in the north scoff at the southerners wasting metal like that, the more learnt understood that lacking the divine magic of Arthryn, it made sense to replace stone with metal as while holy stone was superior to metal, metal was also superior to ordinary stone.

Additionally, the new access to the Far South via their Forzea conquests, the Forluc Empire was beginning to import discoveries of the Far South. While honey was the obvious thing brought northwards, others were ordinary like new types of crops to the previously unknown such as the mysterious black stone that the elite warriors of the Far South favoured in their weaponry.

While it had a rocky start, the new ties to the Far South were opening up the Arthwyd and their neighbours to the wider world and it was certainly for the better.

Priestesses (6) = Mood: Displeased, Ability: Add faction power to Mystic, Objective: Plant 1 Sacred Forests within 3 Turns, Success/Failure: +1 Messengers/-1 Stability
Elders (2 (3)) = Mood: Happy, Ability: Add half of their faction power to another faction, Objective: Found another colony within 1 Turns, Success/Failure: +1 Messengers/-1 Temp Econ
Warriors (5) = Mood: Eager, Ability: Add half of faction power to Martial, Objective: Increase Martial by Two within 4 Turns, Success/Failure: Free Wall/-1 Temp Econ
Farmers (1) = Mood: Pleased, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Traders (1) = Mood: Pleased, Ability: Add half of faction power to Wealth, Objective: Plant Cash Crops, Success/Failure: +1 Temp Wealth/-

You have four 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 Boats
S: -2 Temp Econ, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -4 Temp Econ, +1 Temp Diplo, +2 Temp Wealth, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build Palisade = (Target)
S: -2 Temp Econ, +1 Palisade,
M: -4 Temp Econ, +2 Palisades,
-Possible Targets: Greenbay (5/12), Rockbay (4/6), Sunrise Bay (1/6), Northern Sunset Plains (0/6), Eastern Rock River (0/2),

[] [SEC/MAIN] Build Temples = (Target)
S: -4 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Temple (+2 Mystic per Temple)
M: -8 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Temples (+2 Mystic per Temple),
-Possible Targets: Greenbay (7/12), Rockbay (3/6), Sunrise Bay (3/6), Northern Sunset Plains (3/6), Eastern Rock River (1/2),

[] [SEC/MAIN] Build Wall = (Target)
S: -3 Temp Econ, +1 Small Wall,
M: -4 Temp Econ, +1 Large Wall,
-Possible Targets: Greenbay (Small: 4/12, Large: 0/12), Rockbay (Small: 6/6, Large: 0/6), Sunrise Bay (Small: 1/6, Large: 0/6), Northern Sunset Plains (Small: 4/6, Large: 0/6), Eastern Rock River (Small: 1/2, Large: 0/2)

[] [SEC] Change up to two Passive Policies (7/7)
-Agriculture = +4 Temp Econ per turn.
-Arts = +1 Temp Culture per turn.
-Fortifications = +1 Wall Progress per turn.
-Diplomacy = +1 Temp Diplo per turn.
-Empire = Increases Subordinate loyalty while active. (2)
-Expansion = +0.5 Settlement Progress per turn.
-Exploration = Free Exploration roll each turn.
-Foreign = Free Diplomatic Expedition each turn. (1)
-Forestry = 0.5 Sacred Forest Progress per turn. (1)

-Glory = +1 Prestige per turn.
-Infrastructure = +1 regular infrastructure progress per turn. (3)
-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.
-Wealth = +1 Temp Wealth per turn.
-War = Free War Party each turn.

[] [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] Develop Mine = (Target)
S: -3 Temp Econ, +1 Mine, Chance of Additional Effects,
M: -6 Temp Econ, +2 Mines, Chance of Additional Effects,
-Possible Targets: Sunrise Mountains (Tin: 1/1), Sunset Mountains (Lead: 1/1, Silver 1/1)

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -4 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -8 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,

[] [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: Arth Coast, Cursed Forest, Far East (Requires Main), Far South (Requires Main), Great Mountain, North Coast, Northern Lowlands, Sea, Southern Lowlands, Sunset Mountains, Sunrise Mountains, Western Coast,

[] [MAIN] Found Colony = (Target)
M: -6 Temp Econ, -1 Temp Martial, -1 Temp Mystic, -1 Temp Culture, +1 Colony
-Possible Targets: Sunrise Mountains, Sunset Mountains, Far East

[] [SEC/MAIN] More Farming.
S: +5 Temp Econ, Chance of Innovation,
M: +1 Temp Econ, +1 Econ (1/32), Improved Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +4 Temp Econ, Chance of Innovation,
M: +6 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Messengers.
S: -2 Temp Econ, +1 Messengers, (5/32),
M: -4 Temp Econ, +2 Messengers, (5/32),

[] [SEC/MAIN] Plant Cash Crops.
S: -2 Temp Econ, +2 Temp Wealth, Chance of Innovation,
M: -1 Econ, -1 Temp Econ, +1 Wealth, +1 Temp Wealth, Improved Chance of Innovation

[] [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 = 6

[] [SEC/MAIN] Settle Land = (Target)
S: -5 Temp Econ, -1 Temp Martial, +1 Temp Mystic, +1 Settlement Progress (+2 Mystic per 3 Progress in a province), +1 Econ,
M: -10 Temp Econ, -1 Temp Martial, +2 Temp Mystic, +2 Settlement Progress (+2 Mystic per 3 Progress in a province), +2 Econ,
-Possible Targets: Greenbay (12/15), Rockbay (6/15), Eastern Rock River (2/15), Western Rock River (0/15), Sunrise Bay (6/15), Northern Sunset Plains (6/15), North-West Sunrise Plains (0/15), Eastern Sunset Plains (0/15), Southern Sunset Plains (0/15),

[] [SEC/MAIN] Study Magic.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature.
S: -2 Temp Mystic, Chance of Innovation,
M: -4 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, Cernn, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh

[] [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.
-Wealth = Focuses on increasing your wealth.

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +1 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +3 Temp Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Achland (Requires Main), Caermyr, Merntir, Maradysh, Raradysh, Tordysh, Zaradysh, Boarfolk Nomads, Caradysh, Cernn, Forden, Fordysh, Forluc, Fornn, Hielwald (Requires Main), Lorvysh, Lowlander Tribes, Thurezea,

[] [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, +3 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +5 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: Achland, Boarfolk Nomads, Caradysh, Forden, Fordysh, Forluc, Fornn, Hielwald. Lorvysh, Lowlander Tribes, Thurezea,

Mega-Projects
[] [SEC/MAIN] Waterways
S: -4 Temp Econ, -4 Temp Mystic, -8 Temp Wealth, +2 Progress
M: -8 Temp Econ, -8 Temp Mystic, -16 Temp Wealth, +4 Progress
-Progress: 2/???

[] [SEC/MAIN] Census (Bronze Age)
S: -4 Temp Econ, -4 Temp Mystic, +2 Progress
M: -8 Temp Econ, -8 Temp Mystic, +4 Progress
-Progress: 0/???

***​

Another peaceful, but one of the more significant updates. You finally got some actual armour while you have also invented the longship. Forewarning as like geography, nautical stuff is something of a weak point of mine so things might be a little wonky or end up getting a little wonky.

In other news, the Forluc are importing the discoveries of the Far South into the lowlands, where the Arthwyd will have the chance to get themselves. Nothing so far, but the increased connectivity is allowing for more knowledge and discoveries to spread in addition to regional resources.

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
: 6 (5)
Econ: 34 (26)
Martial: 8 (6)
Mystic: 58 (40)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 14 (16)

Legitimacy: 5/3
Stability: 3/3
Centralisation: 5 (0/9)
Hierarchy: 3
Prestige: 53

Statuses
Centre of Trade (Caermyr): +1 Temp Wealth every Main Turn or Mid Turn,
Centre of Trade (Greenbay): +1 Temp Wealth every Main Turn or Mid Turn,
Golden Age: +1 Temp Econ every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth
Trade Deficit (Honey): -3 Wealth

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Achland = Wary/Eager to Trade/None
Boarfolk Nomads = Very Friendly/Very Friendly/High
Bruraysh = Wary/Wary/None
Diondairysh = Wary/Wary/None
Forluc = Extremely Friendly/Extremely Friendly/Very High
-Caradysh = Formerly Evil/Unknown/None
-Forden = Extremely Friendly/Extremely Friendly/Very High
-Fordysh = Extremely Friendly/Extremely Friendly/Very High
-Fornn = Extremely Friendly/Extremely Friendly/High
-Forzea = Friendly/Friendly/None
-Lorvysh = Extremely Friendly/Extremely Friendly/Very High
Hamefordysh = Wary/Wary/None
Hielwald = Cautious/Cautious/None
Lochanysh = Hostile/Hostile/None
Sinsearysh = Wary/Wary/None
Thurezea = Unfriendly/Unknown/None

Subordinates
3/5 Subordinates
4/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/Very Low
Grythwyd = Religious Colony/Undying/Very Low
Maradysh = Religious 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.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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 Ways
The world is wonderous and ripe for the taking. The Arthwyd regularly seek out new lands to make them their own as they funnel their plentiful population into the frontier to settle the wilderness.
Pros: Increased Population Growth, Common Independent Exploration, Common Independent Expansion,
Cons: More mouths to feed, Common 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,

Code of Laws (Bronze Age)

A standardised set of laws that all of the Arthwyd must follow, these laws are focused on following the teachings and guidance of Arthryn and her Daughters.
Effects: Increased Loyalty from Religious Subordinates, Reduced Internal Discontent from Arthrynites.

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 (Compost, Manure & Nightsoil)
Basic Irrigation
Proto-Black Soil
Seasonal Crops
Soil Fertility
Two-Field Crop Rotation

Animals
Cats
Cows
Dogs
Donkeys
Fowls
Sheep

Construction
Mortar
Surveying

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

Hunting
Baits

Materials
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
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
Gambeson
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/Refined)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Expert/Refined)
 
Last edited:
1750 AG - Turmoil in the North
[X] [MAIN] Train Sacred Warriors
[X] [SEC] Waterways
[X] [SEC] Diplomatic Expedition = (Caradysh)

Provinces: [SEC] Explore Lands = Sunrise Mountains, [SEC] Explore Lands = Sunset Mountains,
Merntir: Infrastructure & Studying
Maradysh: Civil War.
Caermyr: Trade.
Grythwyd: Fortification & Infrastructure.
Raradysh: Fortification & Religion.
Zaradysh: Fortification & Religion.
Tordysh: Fortification & Religion.
Cernn: Expansion & Trade.

The seasons went by, work on the waterways in Greenbay was slowly, but surely done. Designed step by step, the rocks were dug out and put in their proper places for a member of the Arthrynite priesthood came out to smooth out the stone and forge it into a single structure.

But the work was worth it in the end. When the waterway project was finally done, the new aqueduct was capable of supplying every neighbourhood in Greenbay with clean, fresh, running water. It was the most revolutionary works out there, but it was certainly improved the quality of life in Greenbay.

Megaproject Completed!
The Aqueduct

A series of waterways built throughout the city of Greenbay, the aqueduct allows easy access to fresh, clean water for all those within Greenbay.
Effects: Reduces True City Upkeep for Greenbay, Bonus to Greenbay's rolls,

Choose your bonus for completing the Codified Law Megaproject.
[] [Mega] The work on the aqueduct revealed a talented individual. (Gain a Hero)
[] [Mega] The work on the aqueduct resulted in a new building discovery being made. (Gain one construction-based Innovation)
[] [Mega] The work on the aqueduct results in new discoveries being made. (Gain two Innovations)
[] [Mega] The completion of the aqueduct allows for a more efficient flow of food through Greenbay (Gain +1 Econ)
[] [Mega] The completion of the aqueduct allows for an increased amount of trade goods to be produced in Greenbay. (Gain +1 Wealth)
[] [Mega] The new aqueduct inspires the idea of constructing another set of waterworks with the opposite purpose in mind. (Unlock the Sewers Megaproject)

In the meantime, diplomatic contact was exchange with the Forluc Empire to the south. After the usual gifts and pleasantries were exchanged, diplomatic information was exchanged. While the Arthwyd brought news from the north, including the construction of a new silver mine on the Western Coast by the Grythwyd, the Forlucans shared knowledge of what was going on in the south and the Far South.

For their part, the lowlands were quiet beyond the usual barbarian raids and squabbling, but there was a great upset in the Far South. Two of the stronger powers in the Far South had a major war break out between them beyond the usual barbarian raiding and it was severe enough that it had a chance of dragging in more powers of the Far South. At the very least, it was enough for the Thurezea to turn their attentions to the lands south of them rather than those to the north. For their part, the Forlucans were perfectly fine with this as it granted time to secure their hold over the conquered Catfolk lands.

The expedition to the Forluc had another goal however. Cadlon Sulwyn was considering the possibility of reaching out the Foresters despite them being an ancient evil out of tales of yore. To this end, she wanted together information on the Caradysh from their nominal overlords to get some idea what the modern Caradysh were like. Not only that, but knowing how things might go badly and out of a desire to appease influential elements of the Catclaws and Cateyes, Sulwyn had also initiated an expansion of the military, increasing the amount of sacred warriors that the Arthwyd Empire could call upon.

The Forluc had little to share when it came to the Foresters. The Caradysh sent tribute on schedule for as far as the Forluc could remember and the only regular interaction was when one of their revenants came out of the Cursed Forest to trade in exchange for Forlucan corpses. The Forlucans didn't have much on how to interact with the Caradysh as their only interactions were ones of trade and business, all done swiftly with minimal fuss.

Forlucan historical records weren't much help either mainly due to them not actually existing. The Forluc Empire kept barely any records on what was going on in their villages, trusting the local chiefs in charge of them to handle things and those chiefs rarely keep documents themselves. Reports were done verbally, either in person or by messenger. The only real records that the Forlucans kept were those on taxes and tribute, but even those were good for a few generations as a lack of consistent meanings resulted in surviving older records being borderline unreadable.

In the end, the Arthwydish got what they wanted, including the new crop from the south, something they promptly began planting in their own fields by the end of the current generation.

Gathering up some volunteers and grabbing a few Forlucan proxies, the Arthwyd made the grave and controversial venture of reaching out to the Caradysh diplomatically.

To the surprise of the Arthwyd, things went well. A few revenants came to talk to the Arthwydish envoys though Urth the Everevil himself kept his distance from his ancient foes, something that suited the Arthwyd just fine.

While it left many back home concerned and worried, the diplomatic outreach went well. Nothing was agreed upon, but just the fact that the Caradysh and Arthwyd were talking to each other for the first time in history was a major change.

The only question was what next?

[] [Cara] Keep talking to the Caradysh (-1 Legitimacy, -1 Stability, Chance of Legitimacy loss, Chance of Stability loss, +1 Diplo, -1 Temp Diplo)
[] [Cara] It was a mistake and the Arthwyd ceased contact. (+1 Stability)
[] [Cara] Urth needs to be destroyed. To War! (+1 Stability, +2 Temp Martial, Go to war with the Caradysh)

***​

Yet even as the Arthwyd dealt with foreign affairs, their vassals had troubles of their own. Cadlon Garth Rivertongue of the Maradysh had noticed that some of the Zarannist villages within the Maradysh were making active efforts to keep their people for leaving to Arthrynite villages or Arthwydish lands. Deciding to do the noble and righteous thing, Cadlon Garth decided to stop them doing that by force.

Unfortunately for Garth, things didn't go nearly that neatly. Predictably, the Zarannists resisted Garth's measures with force and launched a revolt against the Cadlon. Given their size, this wouldn't have been enough to call the affair a civil war, but then other factions within the Maradysh decided to get involved. The three most influential clans within the Maradysh, the Bloodspillers, the Sharpstones and the Pathwalkers, used this incident as a sign of Cadlon Garth's incompetence and proof that Clan Rivertongue was unfit to remain as the rulers of the Maradysh.

The end result was a five way civil war within the Maradysh. Cadlon Garth along with the rest of Clan Rivertongue and their supporters were barely holding on while the Zarannists posed little threat with their limited holdings in the lowlands proper. The three pretenders to the Maradysh throne had divided up the rest of the Maradysh between them, favouring the Bloodspillers, the Pathwalkers and the Sharpstones in that order. So far, the three pretenders were content to focus on each other while saving the Rivertongues and Zarannists for last.

The reaction amongst the Arthwydish was very mixed. On the one hand, many wanted to stay out of the fighting, but many more were appalled by the Arthrynites within the Maradysh fighting their fellow Arthrynites. They were disgusted by the pretender clans turning upon their Cadlon out of opportunism and urged Cadlon Sulwyn to aid Cadlon Garth against the rebels even as others protested getting involved in the internal affairs of the Maradysh. Some pragmatic individuals took note that the pretender clans were significantly stronger than the current royal clan and advocated the idea of supporting one of the pretenders. Meanwhile, a few enterprising individuals were suggesting idea of attempting to leverage the power and influence of the Arthrynite priesthood in Greenbay over the Arthrynites in Greenbay, something that would either strengthen or weak said influence depending on success or failure respectively.

The Golden Age is now over due to unprecedented Arthrynite on Arthrynite warfare and opening up diplomatic relations with the Caradysh for the first time in history!

[] [Mara] The Arthwyd stay out of the Maradysh Civil War. (???)
[] [Mara] The Arthwyd intervene on the behalf of Cadlon Garth and Clan Rivertongue (-3 Temp Martial, ???)
[] [Mara] The Arthwyd intervene on the behalf of Clan Bloodspiller (-3 Temp Martial, -1 Temp Diplo, ???)
[] [Mara] The Arthwyd intervene on the behalf of Clan Sharpstone (-3 Temp Martial, -1 Temp Diplo, ???)
[] [Mara] The Arthwyd intervene on the behalf of Clan Pathwalker (-3 Temp Martial, -1 Temp Diplo, ???)
[] [Mara] The Arthrynite priesthood in Greenbay attempts to use their influence to end the violence between Arthrynites (+1 Diplo if successful, -2 Temp Diplo, -1 Temp Martial -4 Temp Mystic, ???)

Priestesses (6) = Mood: Displeased, Ability: Add faction power to Mystic, Objective: Plant 1 Sacred Forests within 2 Turns, Success/Failure: +1 Messengers/-1 Stability
Elders (2 (3)) = Mood: Displeased, Ability: Add half of their faction power to another faction, Objective: Cease contact with the Caradysh, Success/Failure: +1 Temp Diplo/-1 Temp Econ
Warriors (5) = Mood: Tense, Ability: Add half of faction power to Martial, Objective: Increase Martial by One within 3 Turns, Success/Failure: Free Wall/-1 Temp Econ
Farmers (1) = Mood: Worried, Ability: Add half of faction power to Econ, Objective: More Farming, Success/Failure: +1 Temp Econ/-
Traders (1) = Mood: Worried, Ability: Add half of faction power to Wealth, Objective: Plant Cash Crops, Success/Failure: +1 Temp Wealth/-

***​

An eventful turn and one of the more turmoil filled ones you had in a while. You started talking to the Caradysh for the first time in history, which has a lot of people upset and now you got a Maradysh civil war, which has a lot of people upset over the Arthrynites killing each other. Between those two things, the Golden Age is over. On the bright side, you have got your first aqueduct and you acquired flax from the Forluc.

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
: 6 (7)
Econ: 34 (22)
Martial: 9 (6)
Mystic: 64 (35)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 14 (7)

Legitimacy: 4/3
Stability: 2/3
Centralisation: 5 (0/9)
Hierarchy: 3
Prestige: 54

Statuses
Centre of Trade (Caermyr): +1 Temp Wealth every Main Turn or Mid Turn,
Centre of Trade (Greenbay): +1 Temp Wealth every Main Turn or Mid Turn,
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,
Population Explosion: +2 Temp Econ every Main Turn or Mid Turn.
Trade Dominance (Bronze Goods): +3 Wealth
Trade Dominance (Copper Goods): +1 Wealth
Trade Dominance (Gold Goods): +3 Wealth
Trade Dominance (Silver Goods): +1 Wealth
Trade Deficit (Honey): -3 Wealth

Diplomatic Relations
Your opinion/Their opinion/Frequency of Contact
Achland = Wary/Eager to Trade/None
Boarfolk Nomads = Very Friendly/Very Friendly/High
Bruraysh = Wary/Wary/None
Diondairysh = Wary/Wary/None
Forluc = Extremely Friendly/Extremely Friendly/Very High
-Caradysh = ???/???/None
-Forden = Extremely Friendly/Extremely Friendly/Very High
-Fordysh = Extremely Friendly/Extremely Friendly/Very High
-Fornn = Extremely Friendly/Extremely Friendly/High
-Forzea = Friendly/Friendly/None
-Lorvysh = Extremely Friendly/Extremely Friendly/Very High
Hamefordysh = Wary/Wary/None
Hielwald = Cautious/Cautious/None
Lochanysh = Hostile/Hostile/None
Sinsearysh = Wary/Wary/None
Thurezea = Unfriendly/Unknown/None

Subordinates
3/5 Subordinates
4/4 Religious Subordinates
1/1 Colony

Type/Loyalty/Dependence
Caermyr = Religious Trade Post/Undying/Very Low
Cernn = Vassal/High/Very Low
Grythwyd = Religious Colony/Undying/Very Low
Maradysh = Religious 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.
Bronze Blooded: +2 Temp Econ to Econ Generation Actions.
Chosen of Arthryn: Gain +1 to all Innovation Rolls.
Colonial Empire: +1 Colony Slot.
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 Ways
The world is wonderous and ripe for the taking. The Arthwyd regularly seek out new lands to make them their own as they funnel their plentiful population into the frontier to settle the wilderness.
Pros: Increased Population Growth, Common Independent Exploration, Common Independent Expansion,
Cons: More mouths to feed, Common 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
The Aqueduct
A series of waterways built throughout the city of Greenbay, the aqueduct allows easy access to fresh, clean water for all those within Greenbay.
Effects: Reduces True City Upkeep for Greenbay, Bonus to Greenbay's rolls,

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,

Code of Laws (Bronze Age)
A standardised set of laws that all of the Arthwyd must follow, these laws are focused on following the teachings and guidance of Arthryn and her Daughters.
Effects: Increased Loyalty from Religious Subordinates, Reduced Internal Discontent from Arthrynites.

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 (Compost, Manure & Nightsoil)
Basic Irrigation
Proto-Black Soil
Seasonal Crops
Soil Fertility
Two-Field Crop Rotation

Animals
Cats
Cows
Dogs
Donkeys
Fowls
Sheep

Construction
Mortar
Surveying

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

Hunting
Baits

Materials
Arsenical Bronze
Bone
Charcoal
Coal
Fired Bricks
Copper
Gold
Silver
Tin
Stone
Wood

Medicine
Dosage
Herbalism
Proto-Human Anatomy
Painkillers
Poisons
Redstar

Metallurgy
Alloys
Arsenical Bronze Smelting
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
Gambeson
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/Refined)
Increased Weapon Skill (Basic/Refined)
Wound Healing (Expert/Refined)
 
Last edited:
Back
Top