Update Four: The Returned, Ships Upon the Sea, Venom
Baralhen
Hearing Siofra tales of giant draconian people from the north, the Baralhen tribal chieftains and king send several of their best soldiers in search of their homelands, perhaps hoping to establish diplomatic or trade contact. Their lands, however, are very distant and the soldiers left have yet to return.
In response to the children returning from western lands with tales of Siofra-like people who keep their hair and beards trim, wear thicker clothes, often animal furs, and who live in highland valleys, the Baralhen send warriors to investigate. The western lands rise steeply, first into a series of rolling foothills and finally into high mountains capped with snow and ice and where the thick jungles turn first to coniferous forest and finally to sparse stony lands. Here the warriors sent see ample evidence of the foreigners including evidence of hunting and logging and, where-ever they have been for a long time, strange marks upon the stone that might be a way for them to communicate with one another.
Finally scouts from the warbands report finding the valley hamlets described by the children. They are often clustered around a stream or rivulet and boast homes of stone, earth and sod. Assuming their animal forms the ‘Shifters’ approach unobserved and quickly determine that these people patrol their borders extensively, perhaps searching for more of the Baralhen children and that they are not alone. Towering giants with black skin broken by numerous cracks from which escape fire and steam walk amongst the valley people. These seem to serve the elite of the community, providing military strength to their rule.
The emissaries have brought Baraudtcha and other goods to trade and have orders to approach the foreigners as friends. This they do but the commanders remaining with the army soon receive word that the emissaries have been killed and their bodies placed on pikes. Obviously these people are not too keen on receiving visitors. As the mountain people assemble their warriors, both mortal scouts of their own people and demonic two-headed dogs whose howls loosen bowels and send shivers through the Baralhen warriors, find the Baralhen camp. The mountain-dwellers attack the Baralhen soldiers, determined to drive the armed jungle-dwellers out of their homelands. The Baralhen soldiers attempt to retreat but the enemy army is much more numerous and they know these mountains and valleys much better. Not only that but they are accompanied by a number of ferocious demonic forces including more of the hounds and several more of the giants. These, together, quickly overwhelm the outnumbered and outgunned Baralhen soldiers, leaving very few to return to the jungles with news of the nearly one-sided massacre.
The Baralhen shifters are all that remain of the force that was sent into the highlands, their stealth and ability to transform into animals the only thing that have kept them alive. But now it is their turn and they continue to harass and harry the highlander forces, ranging throughout their eastern marches for several years. The enemy, whom they learn are called the Muspil are a race of grim and serious farmers and miners who also practice very limited herding. They are governed by a magocracy of warlocks who command demonic forces not only to ensure their own rule but to fight invading forces, as the Baralhen have learned, and to perform manual tasks requiring great strength.
Ultimately the Baralhen shifters, despite a few close calls, are able to avoid capture and have grown used to operating in the highland environment. They have watched the Muspil and have even cornered and overwhelmed Muspil soldiers on many occasions, repaying the blood the Baralhen soldiers have spilled with Muspil blood.
Closer to home Baralhen shamans and wisemen have begun decorating the great trees of their jungle home with magically-imbued carvings depicting the spirits and totems of the ‘spirit-mists’. This does much to reinforce the cultural identity of the Baralhen as well as their ties to the spirit world but because of their magical nature, will require spirit energy to maintain as living, moving, carvings. The carvings continue to grow in number, even after the shamans have moved on and soon there are reports of spirits from within the mists making their own carvings, depicting not only the interactions of the Baralhen with the spirits of the jungle but spirits and natural phenomena such as rains or mudslides. The jungles of the ‘spirit mists’ are truly alive with otherworldly creatures.
The Baralhen are also visited by draconian creatures from the north who say they have travelled for nearly fourteen years and are only too glad to share in the Baralhen hospitality. They are particularly fond of the Baralhen brew.
While visiting the Siofra, Baralhen merchants meet strange slime-creatures from the west who call themselves the Paddublin.
Two warbands disappear northwards (to find ‘giant dragon people the Siofra have mentioned’’
and may or may not be gone. (lose 2 warbands. Temporary? Permanently?)
Two warbands lost to the Muspil.
Baralhen gain Shifting Pictograms rank 2 (+1 stability)
Contact established with the Jolustrym, Paddublin (barely- and only to a limited extent).
The Mukakai
The Mukaki diligently focus their building efforts towards completing their forts bordering Ixii lands. With the help of engineers from the capital, the project is completed after years of delays. In the same area, surface copper mines are opened thanks to the increased security provided by the forts. Ultimately however, the use of blood magic, though helping in assisting the development of these projects by providing minor spirits to aid in their construction, worries many of the people who think that the region is now cursed. There is talk that ‘settling in one place is not our way- these lands are stained in blood- we should keep moving’. Perhaps with time these concerns will pass but for now, many are worried.
Elsewhere throughout their lands, the Mukaki herds continue to flourish through careful husbandry. Sheep, goats and cattle can be seen in greater numbers than ever before. Resourceful blood mages, thinking to document successful spells, begin using the scrapped skins of many of these herd animals to create parchment and even vellum.
For the first time in generations, the raids and wars with the Ixii have stopped.
But not all is quiet. In the south-east, where many have spotted ape-like creatures and humanoid tiger-headed people, there is news of raids upon the herds. With the entire army in the west to protect against the Ixii there is little the south-eastern centaurs can do in response to these apes and their gigantic bows. Centaur shepherds are soon driven off and the herds of the south-east are claimed by the ‘ape-people’. Tribesmen from the area have all returned to the highland steppe and demand that the army assist them in recovering their prime grazing pastures.
Mukaki complete their western forts and surface copper mine (-2 stability).
Mukaki herds expand (rank 4 to rank 5).
Mukaki gain knowledge of parchment.
Mukaki lose 2 resources and 1 stability from ‘ape-people’ raids.
Having seen enough archers, the Mukaki can spend 5 resources to gain ‘archery’.
(When something is 10/15 complete, it means it has 10 resources invested and needs 5, not that it has 5 and needs 10- sorry for any confusion. You had spare resources based on this misunderstanding so i just built you 1 warband.)
The Neirygine Confederacy
The Neirygine, having established a peaceful settlement with the horse-riding Vahid, are finally able to turn from defending their nascent western settlement to developing it. Over the course of several seasons more and more immigrants arrive in the west, bringing with them the tools and resources requisite to complete the project. Special care is taken to make the settlement defensible, including multiple wells, food stores, low stone walls, and ditches.
The treaty with the Vahid also means that each of the nations are able to send dignitaries to the other’s capital. The Vahid live in a wide plain centered around an oceanic coast and river-valley. Despite wide use of horsemen in their armies, they are not a nomadic horse people, but herdsmen who some generation ago settled down to practice agriculture. Their homes are multi-storied stone affairs of sandstone and brick with a small but growing middle class. Both men and women cover their faces and they dress in long robes of undyed linen. They are led by both a Sultan and his soldiers, many of the highest ranking ones being directly related to the Sultan and an established priesthood dedicated to the worship of a monotheistic god. This god, Zavihn, is the source of both undying and continuous creation and the recreation of the mind and sentience. He operates in opposition to ‘foreign’ pantheistic divinities worshipped by lesser cultures and who serve ‘destruction’ and ‘chaos’. Both their religion and their magic is strongly based on elementalism and their sorcerers, often high ranking officials within the Sultan’s court, summon minor elemental spirits called ‘djinn’.
The Vahid have similarly been seen in the Neirygine court where they have been extremely polite but often haughty and aloof. From the Vahid, many outlying Neirygine clans have learned to tame the local wildlife and some have even experimented with riding a number of wild animals- though most attempts have ended in dramatic failure- to the great amusement of the Vahid ambassadors.
Continuing their focus on defenses, especially in light of the rapidly growing armies of their northern neighbor, the Sjaerbast’s militia continues its training as new barracks, earthwork defenses, and weapons are built. Worry over the intentions of the militant northern neighbor has many commoners worried for their safety and there have been several incidents involving overzealous militia members striking or even killing a neighbor they thought an invader.
Closer to home, the irrigation canals meant to link rivers and highland aquifers to downstream farms complete bringing new growth to the existing wheat and rice farms.
Neirygine gain knowledge of animal husbandry.
Neirygine complete irrigation for farms.
Western settlement completes.
Militia program developed (need 4 resources to complete)
Neirygine lose two stability.
Kingdom of Celestia
Wild aurochs are brought into the Celestian fold when warbands equipped with nets and spears and shepherds fall upon the herds and force them into wide pastures. Here the animals are allowed to graze and roam but are gradually introduced to more and more human presence until, over the course of a few decades, their offspring are eventually domesticated. Soon Celestians are feeding upon steak and some even drink their milk.
Meanwhile traders are sent south to the Many Colored Lands with the goods of the Celestian people- including many artistic products decorated with cow skins or tarn feathers. . Amongst their number are several of the ‘Red Priestess’. These perform minor miracles amongst the Danaan, like bending fire and healing the sick and are successful in introducing their faith to the Danaanish people; indeed there are incidents of the Red Priestess marrying Danaan men and bearing them many children, a great feat among their people which brings both the parents and the faith great prestige.
The Red Priestess are not done there however and their rituals to bless their crops continues, bringing continued bounty to the population. When the king dies of old age the generally content population crowns his son without fanfare or complications, strengthening the hereditary nature of the Celestian crown.
Kingdom of Celestia gains ‘herds’ rank 1.
Missionaries established in Danaan lands.
Enchanted crops provide 1 extra resource and 3 extra stability.
Kodama
The Kodama purification circle continues to keep foreign spells and aetherial creatures at bay but has little effect on mortal men. Men dressed in furs, crowned with stag horns, and carrying copper farming scythes adapted to warfare arrive from the west. They call themselves the ‘Doreausette’ and appear intent on scouting the Kodama people. When intercepted, they act cautious but are not hostile. They ask many questions but answer few in return and eventually all decide to turn and return westwards. Over the course of several years many such ‘excursions’ arrive from the western woods. They are not set to trade or establish diplomatic contact- instead they seem to be watching and waiting.
The Kodama themselves busy themselves preparing the worlds first self-sustaining magical artifacts- a handful of clear pebbles. These stones, or ‘mana crystals’ can be infused with arcane energies and the arcane energies called upon later when required. In this way, arcana can be ‘stored’. The magic stones themselves do not require arcana to maintain, being stable manifestations of mystical energy.
Meanwhile Kodama foragers range in wider and wider territories, bringing new bounty to their families from across the land.
Kodama gain 1 rank in foraging.
Kodama gain 1 rank in ‘mana crystals’, first ‘self-sustaining’ magic item. It allows for the storage of up to ten arcana.
Purification circle prevents any new aetherial intrusions (+4 stability).
Kodama make contact with the ‘Doreausette’.
Aketua
The dead of Aketua are sent to the western seas to assist in the construction of a new harbor and small hamlet to service these waters. From here Aketua scouts are sent eastwards across the seas on rickety rafts. Few return.
Those that do speak of distant lands surrounded by beautiful beaches and crystal clear waters. The lands themselves are rocky and have little vegetation.
Meanwhile, in the homelands a new annual festival of the new year is established where craftsmen present their wares. These are judged by the Forger priests and the winner receives the blessing of the cult, bringing prestige and honor to their family.
Eastern coastal village established
Exploration of eastern sea reveals distant lands. Many explorers lost. (-3 stability)
‘New Year’ Festival established.
Taenar Confederation
Taenar Stagnate.
Sightings of the northern snow-spirits continue.
-1 stability
Jolustrym Kingdom
While new warbands are sent east to report on what they find there, the scouts sent to find the ‘jungle goblins’ in decades past finally return to Jolustrym. The journey has been incredibly long and the distances great and despite the Jolustrym’s love for adventure and glory, many have not returned- preferring to settle down after nearly two decades of exploration and long marching. Those that do return speak of the ‘Baralhen’, and a land of mists and spirits, where the ghosts of totemic animals flit about and are part of the daily lives of the people.
Closer to home, new expeditions sent to the east report little evidence of new sentient creatures. Here the lands gradually fall to temperate forests criss-crossed with small rivers and streams. It is a land of plentiful game and bountiful forage, though the scouts report large cats and wolves stalking prey here. The Siofra apparently occasionally hunt here but do not have a permanent presence.
The Siofra themselves are very impressed when Jolustyrm emissaries arrive with a gift-train from the Jarl himself. The gifts include the famous Jolustrym-based root-beer, salted fish, jewelry and newly crafted ‘flint’ tools. In return the Siofra send gifts from their herds and some of their best leathers. The Jolustrym have learned much from the gifts and are eager to begin their own herds.
In the north of their own lands a single warband is kept busy responding to numerous reports of diminutive fur-clad goblin-creatures sporting long tusks and claws raiding farms, homesteads and isolated hamlets in the winter months. They arrive on wolf-back or on sleds and sneak into barns and pastures at night, stealing animals and tools before disappearing back into the northern forests- making use of their thick furs and mounts to escape into the cold wilderness before the villagers can mount a proper response. On occasion a farmer or huntsmen has been found dead and others have reported chasing away these nocturnal goblin-creatures but for the most part they have avoided the patrols of the undermanned Jolustrym warbands.
A search for new metals to craft tools and weapons from has revealed a new source of sharp-edged stone that can and be worked by ‘flaking’. The new flint mine is soon operational and flint tools are now common throughout Jolustrym.
Similarly, the Jolustrym shamans have begun to develop elementals magics and soon ‘elementalists’, shamans specializing in the command of ice and winter gales, flames and stone are more and more common amongst the magically talented.
Jolustrym develop flint mine.
Jolustrym develop elementalism (requires arcana).
Siofra share secrets of animal husbandry and leather work. Jolustrym can learn these technologies for a 5 resource investment (each) (maximum one per turn) (+1 stability)
One warband returns from scouting expedition to ‘find the jungle goblins’ from decades past. (+2 stability)
Jolustrym lose 2 resources and 1 stability.
Contact established with the Baralhen. (barely- and only to a limited extent).
Taha’ar League
After years of expanding and training the military, proud Taha’ar are eager to seek glory and honor in the names of their clans and gods. “We are ready to honor Nikostratos!” can be heard upon the lips of many an overzealous or drunken soldier. Without real purpose or challenge, brawling and rape have become more and more common, as soldiers without cause find ways to entertain themselves. Many people begin to barricade themselves within their homes at night and no woman dares to walk the streets without purpose or armed escort even during the day. Hearing of the growing unrest from those ‘who actually contribute to the clans’ regarding their casual brutality and wanting to protect themselves, some of the outlying clans exacerbate the situation by raising soldiers to defend themselves against the state’s bored warriors.
Meanwhile, calls go out for a place to worship and pray during this time of uncertainty. Shrines begin to be built throughout the land. A large group of commoners, scared for their safety, begin an exodus to found a new home. They travel south, following the great river until it reaches another tributatary and there found a village, naming it “River Forks”.
‘River Forks’ settlement begun (10/15- requires 5 resources)
‘Shrines’ project begun (8/15- requires 7 resources)
Taha’ar’s outlying tribes raise 1 warband.
The military grows large and consider themselves ‘ready’. “We are ready to honor Nikostratos” (-1 stability)