Update Three: Sharing Secrets and the Fertility of Blood
Baralhen
Trade with the Siofra continues and Baralhem merchants can now be found with some regularity amongst the Siofra population. The Siofra are particularly interested in knowledge of agriculture. The two people work to assist one another; the Baralhem teach the secrets of planting and harvest while the Siofra teach the southern jungle-dwellers how to ferment and brew ‘Udtcha’. Within a decade ‘Baraudtcha’ has become a mainstay of Baralheim festivities and celebration.
Within Baralhen proper, the shamans continue their work to weaken the barriers between the physical and spiritual realms. Baralhen canopies are now thick with other-worldly mists and the comings and goings of spirit creatures are becoming increasingly common.
Children performing their ‘gifting’ ceremony as they come of age are increasingly not returning from their journeys. Many tribal leaders have suggested that appropriate gifts might be evidence of foreign people or exploration of foreign lands but these lands are dangerous for a lone orc operating without support or military protection. Nonetheless, some are returning from a great mountain range to the west with news of a strange people, not too unlike the Siofra in stature and build but otherwise quite different. These people live in highland valleys, making their homes in semi-subterranean homes of sod, earth, and stone and heat stones taken from the earth in strange furnaces.
The mountain-dwellers are a militant people and maintain well-coordinated patrols; only those children who spot the foreigners and flee return. Rumors that the foreigners are capturing or killing those children who approach them more closely abound.
Baralhen complete trade route to the Siofra.
Baralhen complete prototype for Baralhen Shifter unit.
Baralhen gain ‘brewing’ technology (based heavily on Siofra technology).
Spirit Mist asset gains 1 rank.
The Mukakai
Raids upon the Ixii continue.
In the more open north, the Mukakai send two centaur warbands accompanied by their feared blood mages. They have orders to escort the mages to one of the hives and attempt to use magic to destroy it. The Ixii always seem to be waiting for them and have amassed a sizeable defensive presence however. For the most part, the Mukaki are unable to thread their way between these defenders and the hives beyond. But not always...
”Long Spears came galloping over the hill towards the commanders. The column halted while a veiled discussion ensued. Moments later orders were issued and the entire column veered off over the hill towards a hive. Long Spears rejoined his unit and before long they came to a low valley and there, across from their formation was the hive. A single unit of insects barred the way. It was too good an opportunity to pass up. They charged and while galloping formed a wedge that shook the earth as it raced towards the hive. Suddenly more insects appeared from the dried orchards at the flanks of the Mukakai warbands. This was not to deter them. They bulled their way through and in an open space the blood-soaked sorcerers slammed staves upon the earth while calling out incantations in unison. The earth shook and insects fell to the ground; all the while the Mukakai stood their ground, triumphant in their spellcraft. The ground convulsed and a great plume of dust spewed from the entrance of the hive as cracks appeared in its walls. A great cry of excitement went up from the centaurs but this was quickly extinguished as the now enraged Ixii fell upon the Mukakai with greater fury. Their numbers seemed to swell as unexpected mantises continued to arrive from the orchards they had been travelling through. Outnumbered and facing an enraged enemy the centaurs began an orderly retreat, but there suddenly grew a great number of cries. Arrows rained from the sky and fell upon their unprotected hides. Archers! The ordered retreat turned into a panicked rush, and Long Spears looked back to see several centaurs being knocked over, laying stunned only to be captured by the hated insects.
In the south the centaurs encounter much more limited defenses but have orders to avoid conflict unless outnumbering the enemy two to one.
”Blackmane looked up into the sky and scowled. The damn crows were always overhead in this valley. They dreamed of the easy meat that a battle would bring. She shuddered as she thought of a crow pecking out her eye. What a horrible image. She and her fellow Mukakai were circling a rolling valley, as were several bands of the insects. Eventually they would lose their patience and attack and that was when she and the other centaurs would destroy them. The insects wouldn’t wait long would they? Hours later Blackmane looked up into the sky again. The crow was gone.
“The Ixii did indeed wait but not too long. As morning rose they attacked. High overhead a crow screamed in expectation. The Mukakai pickets startled into greater awareness by the crow, shouted out warnings to the others, and two warbands rose and greeted the day and the insects with weapons in hand.
“Later, Blackmane looked down at the crow pecking at the Ixii’s eyes and shuddered.”
All in all the raids were not a success. Though the southern raiders had had some success in slaying many of the Ixii defenders and the blood mages had brought a hive down upon the larvae within, no plunder had been taken and they had lost many of their own numbers. Scouts even reported that some of their captured brethren were even now toiling in the Ixii fields.
Meanwhile however, the stadium had been completed and already the bravest centaurs were testing one another within to the screaming acclamations of the fans all around. Further east, the copper mine continues construction. While the Mukaki don’t practice shaft mining, the copper here is near the surface and many new lances will soon be crafted from the shining yellow metal. The herds too were doing well and many new goat and sheep were born each year- blessed by the fertile pastures of the lowland plains to the south during the dry season and the high hill scrublands during the rainy seasons.
Finally, new forts were begun in the west. These would help prevent any attempts by the Ixii at vengeance once they were completed.
One warband takes heavy losses, pay 3 resources to reinforce with new recruits or lose 1 warband.
Mukaki gain stadium asset.
Mukaki gain ‘herd’ asset rank.
Mukaki begin construction of ‘fort’ asset (3/15).
The Neirygine Confederacy
The Neirygine Sjaerbast, suspicious of the northern men of Taha’ar and already engaged in vicious conflict with the western horsemen of Vahid must make a difficult decision but perhaps wisdom of the years have taught him a little about hubris. And so, with the perspective of experience, he orders that the clans of the confederacy be provided more authority over their own fate. He will reduce central taxation and empower the clan headsmen and in return, they will prepare their own defenses and train their own militia should the worse ever happen.
Luckily for the Neirygeine however, their only foe remains the Vahid. The Vahid had far to travel to prevent the Neirygeine outpost and when the lancers arrived, they were dust-covered and thirsty. But when they went to visit the local streams and water-holes, they soon realized that the Neirygine had set their defenses there- an attempt to deny them pasturage and water and claim the lands around their nascent fortress for their own. The Vahid lancers were forced to withdraw.
For the rest of the year the Vahid did little but keep a careful watch upon the Neirygine. The lizards, in turn, were able to do little to develop their settlment. The Sjaerbast had focused on defenses and equipping soldiers, not on sending new resources or laborers to advance the settlment. And so as the lizards already there collected rocks and dug trenches, the Vahid launched limited attacks but were quick to return to the watering holes and pastures they controlled.
The following seasons were different however, for the Vahid infantry had arrived. These were simple warbands, with training of similar quality to that of the Neirygine but without their protective scales. Now, however, the Vahid struck with greater aggression. WIth the Neirygine divided to control all the streams and watering holes of the great western plains, the Vahid were easily able to overwealm the defenders of individual oasis by localized numerical superiority and an entire Neirygine warband was lost in the initial impact between the two sides.
The Vahid were cautious, refreshing their mounts and resting their infantry before they moved on a second stream, closer to the Neirygine fort. The lizard warband there realized the futility of defending against such numbers and fled to the fort. Soon afterwards the Neirygine officers recalled the warbands and swordsmen that had been meant to guard the local sources of water. To do so would spread their forces too thin and allow the Vahid to pick them off one unit at time.
And so the old stalemate returned. The Vahid lancers would circle the fort, occasionally testing the strength of the lizardmen’s bronze and scale but for the most part unwilling to commit. Eventually however, the Vahid officers grew impatient and deciding to end the stalemate, charged the Neirygine with the entirety of their infantry, using their lancers at the flanks to try and turn the lizards and force a rout. The charge was largely unsuccessful and the lizardmen swordsmen were able to hold the center and rout the Vahid infantry, killing many and capturing more. The Vahid lancers, however, were able to inflict crippling casualties upon the lizardmen flanks and only fled when the swordsman, now free to break from the battle with the Vahid infantry, threatened to join the flank and surround them.
And so the situation returns to some semblance of what it was. The Neirygine are unable to continue construction upon their fort- partially because they have received no resources but also due to the Vahid lancers skirmishing with any lizards who leave the protection of their swordsmen while the Vahid are unable to dislodge the lizardmen at the edge of the territory they consider theirs.
Neirygine Confederacy decentralizes (-3 stability).
Neirgyine lose 2 warbands.
Vahid lose 1 warband. One lancer unit requires reinforcements.
Irrigation project continues.
Kingdom of Celestia
The newly crowned king of Celestia is quick to repay the debt he owes the priesthood for the role they played in his crowing. He orders the construction of stone and wooden shrines throughout the kingdoms, providing a place for the faithful to convene and receive the wisdom and insight of the priesthood.
The priesthood themselves are, in turn, eager to support the kingdom and their priestess-sorceresses weave a great spell and enchant the very land and the crops that grow upon it. For many years the people are blessed with a crop that resists the drying heat of the summer sun and the chilling cold of the early autumn frost. Harvests are greater than they have ever been and the new king, who is soon titled, Alaric the Wise, truly cements his rule.
Tarn Ranches mature.
Celestia gain shrines asset.
Celestia gain uncommonly good harvest (+6 resources, +4 stability).
Kodama
After convening to discuss how they will react to the tendrils exploring the aetherial space parallel to their forest home, the Kodama prepare a great ritual to purify their forests’ spirits and to banish the tendrils to whence they came. It is perhaps lucky that they do so for as they are preparing the tendrils begin coming in greater and greater numbers, exploring every nook and cranny of the Kodama homes. They spend a particularly long time near the great temple of woven branches and following the Kodama ‘Watchers’, and some whisper that the tendrils are some sort of scout for a foreign invasion.
When the purification ritual is completed however, the tendrils simply blink out of existence as if they were never there. The forest returns to its pristine serenity and the Kodama almost forget the invaders of their aetherial space.
As memories move on, the Kodama continue to explore the boundaries of their capabilities and many begin exploring with the clay as they have seen the eastern elves of Taenar confederacy do. After some experimentation, the Kodma begin to develop pottery very similar to those of the elves.
The Kodama also begin collecting their knowledge in great sheaves of wood bound together in vines and roots. Collected in their great woven temple, they serve as a Kodama library.
Kodama gain knowledge of pottery (very similar to the Taenar craftelfship)
Kodama develop ‘library’ asset.
Kodama ‘dispel’ aetherial tendrils of unknown source.
Kodma develop purification circle (protects against foreign aetherial agents)(requires arcana)(You can stop maintaining this at any time, including between turns but once you stop maintaining it you need to recast to gain its protections once again)
Aketua
The elves of Aketua begin to centralize both their government and their economy with the development of two new meeting places.
The new ‘Council of Masters’ is made up of a group of elders from various professions who come together in a newly constructed hall to discuss their nascent nation and determine its future. While subservient to the Forgers, their inclusion in government helps bring new ideas and perspectives while empowering the Forgers with the authority of the craftelves and others.
New fairgrounds, partially built with supernaturally strong undead hands, help bring together traders, farmers, and crafters from throughout the nation and provide new income for the Foragers from their commerce.
Meanwhile many of the elves who live along the coasts have begun exploring methods to reap the bounty of the sea. They have begun to carve long narrow canoes from large trees and use these to float upon the seas. From this vantage they have begun fishing with nets of woven reeds and vines.
Aketua gain knowledge of fishing/small water craft.
Aketua gain ‘council of masters’ asset.
Aketua gain ‘fairgrounds’ asset.
Taenar Confederation
Elothenin farmers and miners operating near the northern mountains continue to spot strange bare footprints in the snow. These prints are not unlike their own but almost always are found after a snowfall. During the long winters in the northlands, an occasional trapper or forager will return from a journey into the highlands with a strange story of seeing some ‘spirit-elf’ with pale blue-white skin and pure white eyes who flits throughout the winter night clad only in the sheerest of robes. Perhaps strangest of all was that those who claimed to site these strange spirits occasionally told of how strange twigs seemed to grow from their skulls and protrude from between their hair. From these sightings and rumors the Taenar develop stories of the Cailleach- or ‘winter witches’ to scare their children into obedience.
In the homelands the Elothenin are busy developing their farms, clearing rocks and plowing new fields. They even employ the magics of their otherworldliness to feed their crops directly with the spiritual energies of the spirit realms, bringing them great vitality and bountiful crops.
Some elves have returned from the Kodama forests with tales of ‘books’ made from think pieces of wood and have begun to copy their methods of ‘writing’.
Taenar learn secrets of writing (alphabet very similar to that of the Kodama)
Taenar gain 1 rank in farms asset.
Taenar use magic to enchant farms and gain exceptional harvest (+3 resources, +2 stability)
Jolustrym Kingdom
Their journey would be a long one and perhaps they would never return but for the Jolustrym warriors of the warband ordered to find these ‘jungle goblins’, there could be no greater glory than to die in the attempt. And so it was that when the Jarl ordered them southwards, they were eager to go. They have left over a decade ago now and have yet to return and while some celebrate at the thought of their heroic deaths in distant lands, others wonder if they might still return one day.
Other brave Jolustrym warriors explore westwards and here they encounter no sign of sentient name-givers, only heath-covered mountains and hills. The going is incredibly slow as the mountains are often steep and in the winters long and cold. While the Jolustrym warriors are hardy, they must nonetheless stop their explorations for the season or succumb to the winter storms or starvation.
In the north, wolves continue to be seen and to prowl the forests and pastures of the Jolustrym marches. One cold autumn Jolustrym hunters claim to spot more of the giant wolves that stand as high as them and which the Jolustrym have taken to calling ‘dire wolves’ but these, they claim, were being ridden by strange goblinoid men sporting tusks and dressed in thick furs. The riders, if their claims are to be believed, were armed with stone-tipped spears and were keen to remain unspotted, spooking quickly when the hunters laid eyes upon them.
In the Jolustrym homelands, the fishing fleet is expanded and increasingly, the wealth of the sea can be found gracing a Jolustrym’s family table.
Jolustrym gain fishing fleet asset.
Jolustry gain 1 rank in shamanism asset.
Two warbands disappear southwards (to find ‘jungle goblins’
and may or may not be gone. (lose 2 warbands. Temporary? Permanently?)
Taha’ar League
The Taha’ar make use of their newly cast bronze to arm and armor many soldiers over the course of the decades, preparing many professional soldiers, though to what end remains a mystery.
While the central Taha’ar train their own soldiers, some of the outlying tribes mirror their preparations with the raising of their own soldiers. These in turn pledge their loyalty to the clans and are ready to join the bronze-armored soldiers in whatever conquests they envision.
For the Neirygine diplomats, the matter is one of some concern but perhaps their fears are allayed somewhat when the Taha’ar, instead of marching to war, turn their blades against one another in a massive statewide tournament. The tournament celebrates the glorification of great warriors from the clans and rewards the winners with ornately worked bronze armor and grazing rights to bring their clan great wealth. For a short while, the inter-tribal raids abate.
While the military is strengthened and practices warfare in tournaments, the council of elders continues to expand and finally completes its longhouse chambers.
Taha’ar gain ‘elder council’ asset.
Taha’ar hold grand tournament (+3 stability).
Taha’ar’s outlying tribes raise 1 warband.