NERFSNES - Boring Times

A List of cities, forefathers, and other nations has been added to my post. Hope I did what was wanted.
 
Anyone else notice the Overlord States?

What do you mean, and where are they?

EDIT: Moved a story here.

The Goltes Rebellions and Civil Wars- Part 1
The Goltes Rebellions and Civil Wars happened from 1656 BC to 1631 BC- this doesn't sound like much, but these 25 years weakened Goltes greatly relative to other powers- losses that would not be recovered from for a century.

The origin of the First Civil War was the role of cities and towns outside Goltes. Circa 2560 BC, these could be divided into four categories- Governories, Viceroyalties, Gangories, and Colonies (explained to in the Names section). A town in one of these categories was usually a political satellite of the local city, but autonomous from it (and with the name Lieutenant Governor rather then Governor for the notional ruler).

The King had an opportunity to focus on internal affairs, as the King's Compact, New Tatalasan, and Simara were battling to try and cause the defections of a few chiefdoms. They were strategically insignificant but all three kings were on campaign, so the King of Goltes decided to centralise.

The war began when the Lieutenant Governor of the costal town of Hsora had a dispute with the Viceroy of Alin. The Viceroy's direct order to return to Alin to discuss affairs was contradicted by a royal order to stay. The Viceroy of Alin deposed the Lieutenant Governor of Hsora on the flimsy pretext of disobeying orders, while the Lieutenant Governor prepared for battle.

Hsora fell quickly, but the King was already sending reinforcements. Several Gangories, Viceroyalties, and even a few Governories were in revolt (and Colonies were beggining to experience unrest). The King's Navy controlled the sea, however- in general, he could pick off the Viceroys and "Gangroys" one by one.

During the extended siege of Alin, the Great King of the King's Compact decided to send spies south. They would appeal to the people to rise up against Goltes domination and form their own Compact, in which they would be equals. Some Colonies revolted, and the previously neutral Viceroy of Telas began to attempt to form such a Compact, declaring independence from the King.

Overall, the war was in the King's favor but not by much. Alin fell to him on the first day of 1654 BC and it's Governor was executed, and two loyal Governors besieged Telas, but the colony of Jothan fell to a mix of rebels and external forces, and it was well known that Monia was about to fall.

International affairs were also bad. Simara guarenteed the security of Goltes against external agression, but the only thing preventing a partition from happening anyway was that the King's Compact thought they would gain more from a second Compact in the south as an ally.

Names:
A Govenrory was governed by a Governor appointed by the King of Goltes. Decisions tended to be political, and wer designed to be for the good of Goltes itself. The status of the people was formally the same, but informally significantly lower.

A Viceroyalty was theoretically the same as a Governory, and was called a Governory at the time (Viceroyalty being a retrospective name). But in practice the ruler was nearly independent from Goltes, and ocassionaly would get away with not sending troops for wars. They were noticeably more prosperous then Governories.

Gangories were divided between several noblemen in practice, with a puppet Governor. They sent troops and even some resources to Goltes, but spent their days battling for control. These were the least prosperous cities of the Empire.

Colonies had theoretically favored status, being consistent of Goltes citizens who had settled an area- but not in practice. The favored members of the King's court, Dukes, would govern these areas as Duke Governors, generally poorly. Resources would actually go in, not out of colonies overall, but they would be squandered rather then well used.
 
Yep- I've found them.

Also, give a short list (about 3-7 each) of village/town/city/settlement names and people names from the cultures you mention in your posts.

Since flyingchicken asked for that, will start on doing so. I should apologise- I misinterpreted what he said earlier.

EDIT: About barbarian invasions worth noting, the Hittities came into Anatolia some time before 2000 BC. Far more importantly, the invasions of the Sea Peoples attacked Egypt some time in the 13th century BC, and possibly went to places like Cyprus, Anatolia, and the Levant (not quite sure what it's borders are, but probably at least Palestine).

Names from the Northern Cultures
Northern culture can be subdivided into three groups, with about as much division as similarity between them. They don't see themselves as seperate groups, but in practice there is a degree of division (and amongst the lower classes, a lack of mutual intelligibility).

First are the Dosteins. The prestige culture of the north, they consider other groups backward yokels when they actually meet them. They tend to have complicated myths to the point that three specialists are needed to remember them all.

Second are the "True North". They tend to believe that the Northerners are so superior to other races that they have the right to take their land. Others don't think about it, but the North actually have taken the lands of other people, and "True Northerners" knowingly occupy them.

Third are the Hasdols. The Hasdols tend to intermingle with the other racial cultures, to the point of often admitting Companions (a euphemism for other Gods) of Alsen, believed by most of the north to be the one God.

Dostein names:

City Names:
Jos-mar (the capital)
Li-sein (Sein is the word for city in Dostein language)
O-sein
Laran

Commoner:
Sein
Kratho
Anda
Kokrio

Other:
Dalrak (Dalran, or Mesopotania)

True North Names

City Names:
Hos-an (the capital)
Erbro
Kathan
Nos-star

Commoner:
Fath-thes
On-yan
Wu-yan

Other:
Okiy-yeah (the capital)

Hasdol Names

City Names:
Eglin (the Capital)
Hostin
Alin
Tovyin

Commoner Names:
Whoshan
Otin
Ovin
Nothan

Other:
Koyan (the capital)
 
I added Some names.

To the Neapolians: Wow, we always called your peoples "Latins". Now we have to update our post AGAIN!
 
Not as such- you could have it that "Latins" was your culture's name for Neapolians.

Anyway, now for some bucketloads...

EDIT: Took a story out of here from further down.

Spears
The role of the sword in many (OTL) cultures is taken up by the Spear in Dalran culture. But not by a single spear, but Sets (as spears as also used for throwing). A Set is consistent of a "pouch", and between three and ten spears in it. There are roughly five legendary Sets.

These Sets give their users, according to legend, superhuman strength and speed. They are only legends, but are common ones.

Tatalasan Set- According to legend, six spears used by the founders of Tatalasan, and then lost. One thing mythical heroes often attempt to do is to recover this set- whoever does, it is said, will be able to restore a lasting Tatalasan. But they will only come in time of need.

Set of Tatalasan (The man)- Seen by most as an evil set, these four spears and their pouch have been scattered across the world after his death. A legendary hero will often fight a warrior with one of the Spears, but very rarely manage to destroy one. Often mixed up with the Tatalasan Set.

Liberty Set- Six spears without a pouch, one for each of the original cities of the King's Compact. They are used in defence of the independence of the states from the government. Since the King's Compact no longer exists, they have almost faded from popular memory.

Set of the North- A legendary set hidden in the Arabian Desert- strong enough to retake Dalran, but a set that will never be used until the North is ready. Largely a True North legend.

Set of the Gods- A legend rejected by the North, this Set is used by a God when indulging in earthly warfare. One spearhead from this could conquer the world, according to some legends.

Eastern Culture
Eastern culture had compromised far more aspects of itself then that of the North, South or West, but it still exists to some degree (particularly in the former King's Compact city of Althiran). It is the most Asiastic of the cultures, being descended from people in Hothara (an area covering eastern Iran, Afganistan, and Pakistan).

The original culture was one of pastoralist tribes and chiefdoms. The whole herd was theoretically owned by the Uthan (a word broadly translatable as shepherd but also useable to describe the "shepherd" of animals other then sheep), who moved them around the pastoral terrortory and passed on his lands to his eldest son when he died. Later on, Uthan would be their word for King.

As the Easterners invaded the North, they began to agriculturalise, altering their culture at the same time. Briefly held off at the Tigris (the source of a Northern legend) by military defeat, they soon overcame that obstacle, reaching almost to the future site of Goltes in the south, and almost to the Euphrates in the north.

Eastern-influenced cultures tend to retain their musical traditions, which emphasise the drum instead of the harp. They also tend to have one or two Eastern gods remaining, and look more Eastern, but outside the city of Althiran that is about the limit.
 
Narga Tribe

Location: South of Lake Nar (Aral Sea), along the Sar River (Oxus River)
Religion: Animism
Civilization: Pastoral nomads mostly, with several permanent settlements.
Economy: Mostly self-sufficient, trades excess cattle and slaves for luxury goods
Leadership: Council of Elders lead individual clans, Great Council leads the entire tribe, the Chief leads the Great Council.
Ethnicity: Part of the larger Sarpa language-ethnic group, located on the (Eurasian) steppes
History: Over the centuries, the tribes and peoples of the (Eurasian) steppes migrated further and further away from the centers of civilization in pursuit of grasslands to sustain their herds of cows, camels, horses and goats. Over time, the many tribes have developed a distinct language and cultural group. Though the many tribes have different dialects and traditions, they are collectively known as the Sarpa. Due to their nomadic nature and their great mobility due to the extensive use of horses and pack animals, their range of settlement is far greater then most other ethnic groups, ranging from the basin of the Sar River in the South-East to the wetlands of the northern Mar sea (Caspian sea) in the North-West.

Their expansive area of settlement, along with contact of many neighboring tribes have exposed the region to many influences, from the Kushenri to the Tatalasan and later Dolensach influences, as well as influences from the tribes to their north. The Sarpa people have always been quick to adapt and re-invent themselves in order to not only survive, but thrive during times of change. They are eager and quick to apply new things if they have proven to be efficient and successful.

For centuries, the Sarpa tribes have fought each other for the best grass lands, constantly raiding their neighbors and fighting minor skirmishes. Rarely do these armed conflicts erupt into larger wars, but when they do, the Sarpa fight brutally and with dedicated skill. From an early age, Sarpa children are taught how to ride horses, some scholars claim that the Sarpa first learn how to ride a horse, then how to walk. Although this is clearly an exaggeration, the Sarpa spend a great deal of their lives on horseback, moving from valley to valley as their massive herds are always in need for green grass.

It is of no surprise then, that the Sarpa where among the first to master horse riding and the first to make use of chariots in warfare. Sarpa horses are amongst the finest breed of horses and much sought after by their neighbors.

Approximately 1000 years ago, the Narga Tribe established themselves as the dominant group along the banks of the Sar River, claiming the sole grazing rights along a great length of the River. Ever since, the tribe has been growing in size and strength as they benefited from the river's fertile banks. Other tribes were only allowed to graze there in return for payment. The easy navigation of the wide river resulted in the establishment of a few trade centers, causing the Narga tribe to grow wealthy through trade and grazing payments. As few neighbors dared to challenge the powerful Narga in military conflicts, the banks of the Sar river became a place of relative calm and peace, resulting in many clans and families seeking shelter and protection of the Narga, who required only yearly tithes and their loyalty in times of war. This settlement led to the further growth of the trade towns. For while the banks of the Sar river were peaceful, and the neighbors of the Narga rarely dared to challenge the powerful Narga, the Narga themselves often raided the lands beyond their homelands, often riding for weeks before raiding far flung settlements before returning home with the loot.

It is due to this situation that the Narga tribe developed into a Chiefdom. The tithes and profits from trade would go to the Chief, who was expected to protect all the lands under Narga control. The Clans were required to supply the Chief with young warriors so he could protect the lands and raid their neighbors. This resulted in the establishment of a fearsome army of skilled, professional warriors, supported by the wealth brought in from their raids, and supplement by the wealth generated through trade and the tithes of the more settled areas under Narga control. Thus, Narga society became divided into three castes: a warrior caste, a commoner caste and a caste of elders. The Warrior caste busied themselves with warfare, the commoners worked the lands and tended the herds and the elders were the judges, shamans and local leaders of their clans.

Upon the death of a chief, a new chief would be elected by the council of elders of the different clan. This election process is based on merit: he who had shown the most skill, cunning and charismatic leadership skills of all would often be elected. Ancient law prohibited the son of the former chief from being elected as new chief.

Important settlements:
Kurga
Strabo
Gata
Kara

Important people:
Megara was the first Great War Chief who led the Narga tribes into the Sar river valley, driving away the other tribes and claiming the banks of the Sar river for the Narga tribe. Through his charismatic rule, he unified the Narga tribe, so that they fought as one and furthered their collective interests.

Choras was a great Shaman who had a vision in which he was told that the Narga were destined for great things. He said that the Narga should follow the spirit of the unicorn and start their lives anew there were the unicorn rests and drinks his water. The Great War Chief Megara then led the Narga from their previous homelands and when he saw a great white unicorn drink from the Sar River, he knew that the banks of the river Sar were the promised lands Choras was told about in his vision.

Sarga convinced the council of Elders of clan Karas to establish a permanent settlement on the banks of the Sar river, making them the first clan of the Narga tribe to settle down. They name their settlement Kara, after their clan, which grew into a prosperous trade town. The nomadic clans of the Narga would sell their excess cattle to the merchants of Kara, who transported them by both down and up the river to trade in far away lands.

Parti was a great warrior who led a war band West to the Mar Sea (Caspian Sea). Keeping the sea always to their left, they traveled all around the sea, ending up where they started and proving to the Narga people that the Mar sea was small. Their journey was one filled with mystery and adventure as they encountered large cities of great wealth, strange people with strange habits and more. Parti's companion, an old shaman named Kai would tell of the great adventures of Parti and his band, which became popular folklore stories in time.

Koloksai is the name of the greatest clan, most renown for their great and fearsome warriors, their skill and cunning in battle and their great wealth, gathered from years of plunder and slave trade.
 
Guys on areas with Chiefdoms and/or States who haven't the the following yet, it will be better if you just didn't put yourself in a plot of land like some boring city-state. Describe your society's rise to power or something--this is the time to shine! Remember, if the world becomes boring when the ITs come, only you have yourselves to blame!

Also the world is looking pretty barren so far. Describe your neighbors even in the barest of ways--it's better than nothing (well, if your descriptions are horrible then I guess nothing would be better than the barest of something, but I reserve the right to such judgments).
 
Saka Tribes of the (Iranian) plateau
The southern neighbors of the Sarpa tribes are the Saka, the peaceful and hardworking people of the (Iranian) plateau. They lead a rural life, growing crops on small plots of land and herding large herds of sheep and goats. Small towns dot the lands, where the citizens make a living through trade and crafts, making pottery, clothing and small, religious idols and charms.

The Saka people are led by various small tribes and chiefdoms. Never before were they united under a single chiefdom as the Saka tribes are too divided for any one of them to ever attain supremacy. The Saka never were great warriors, preferring to abandon their homes and hide in the hills when their more vicious neighbors pass by on raids. The greatest and most wealthy of the Saka chiefs rely primarily on mercenaries from their Northern Sarpa neighbors to protect them and their small holdings. The Narga tribe in particular is keen on being employed by the Saka chiefs. Under their employment, they spend a good deal of the year plundering and raiding the rivals of their employers and receiving pay to do it to boot, before they often return to their home lands along the Sar river, bringing with them the riches gathered in the months before.

Over the centuries of Sarpa raids, the poor Saka have learned to hide when the Sarpa warriors appear on the horizon. The more wealthy have learned that they can pay off the Sarpa warriors and convince them to leave their fields and herds alone. But whenever a Saka chief grows too powerful and too wealthy, the Sarpa warriors will prefer to plunder his lands, rather then work in his employ as mercenaries. This way, the Saka people have remained unable to defend themselves for centuries, as they never have the chance to build up their strength over a longer period of time, continually weakened by Sarpa raids as they are.

NOTE: I updated my previous post to include the history of the Sarpa.
FlyingChicken: Am I missing anything? What else would you like to see from me?
 
Dannydehz, the detail you've provided is excellent (much better than those of some of the bums who forgot about even basic mythology and religion harrumph!), so you could either write more bits and pieces to further flesh out your society and their NPC neighbors, join another NES, or just wait for Friday.

Everyone, as a general notice (one that has been followed by initiative earlier, no less!), take note of your player-character neighbors' developments and see how they might affect your societies (and vice versa).
 
The Remulanic People believe in Three Major Gods and minor specialty gods. They also Idolize Heros.

Yuta The God of Gods, who is the strongest and the one who punishes great Sin. His symbol is the Eagle in Flight
Retes The God of Dead, who rules the afterlife: from Hell to Heaven. His Symbol
Veni the God of Fertality, who is the most loving and protector of families and crops of spring.

5 Minor Gods are
Truli God of War, and Weapons
Netis God of Beauty and Marridge
Rapies God of Speed and Thiefs
Volcan God of Fordge and Metal
Wildi God of Wilderness and Animals
 
May I join as:

Name: The Naʼishandine (also known as the Naisha, Plains Apache or the Kiowa Apache)
Religon: Hero Worship and Animism
Civilisation: Semi-permament settlements consisting of teepees. Move with the herds.
Economy: Self-suffient mainly with trading between tribes. A purely bartar economy.
Leadership: Chiefs.
Ethnicity: Apache and possible Kiowa mixed in. The Kiowa were a different tribe.
Social organisation: The Apache live in extented family groups connected through woman so a group would consist of a husband, a wife, ummarried childern, married daughters and their childern. When a daughter married her husband moves to a new teepee close to the exsisting group. This units may then group together to form to form a band led by a chief. Several of these bands may then join together to form an even larger unit called a tribe.

Local History: The Great Plains are the home of the Na'ishandine. They are a fairly peaceful though the peace is often punchured by raids on other tribes. These raids however were not considered acts of war. The Kiowa are currently allied with the Na'ishandine and other Apache tribes are either allies or being raided but there are no current wars. The Apache and Kiowa tribes are all roughly balanced in strength and the Na'ishandine get raided as much as they raid themselves. At the moment there is a sense of balance on the Plains, everything is as it should be. The Spirits are happy, Coyote is in his place and Killer-of-Enemies and Child-of-Water are protecting the Apache from evil well. All is good but is that about to change...

This is based on fact as much as possible. The history part is made up and some of this information maybe incorrect for the Na'ishandine for I confess I did not overexert when it came to research. Correct me if there are any glaring errors but I belive this is fine. Is there anything else you need flyingchicken apart from orders?
 
I fear the number of stories I'm doing might be getting annoynig, but I'll make a cleanup later to deal with problems- I also promise categorically to fix any pointed out to me.

Dalran and the Eastern Frontier
Since the time of the Sarpa and Saka began, eastern Dalran states (mostly the Viceroyalty) have had relations with them. Ysora in particular employs Sarpa mercenaries as raiding forces (to devastate the enemy economy while their army is distracted by the main war).

The Viceroyalty has desired the conquest of the Saka people for centuries, as has Ysora. However, whenever they tried some Western Dalran state would launch a major offensive to divert their forces against the Viceroy. Blackmailed by the possibility of Ysora getting too much land, the Viceroy would ally with the western states to force Ysora (which was the more apathetic of the two) to withdraw without gains. Eventually, they gave up- and they know now that Danion would continue such a policy if they tried.

The Viceroy in particular wants to get rid of the Sarpa (which both the western states and Ysora would have objected to due to balance of power issues) because they ocassionally raid the borders. Due to the need to man other frontiers, they can never quite protect the eastern terrortories.

Names:
Dalran = Mesopotania
Dalran States = Dolensach (weakest), Viceroyalty, Ysora, Danion (+western states now destroyed)
 
Some More information:

CITIES
Neapolis, Metauripolis, Utria, Cosentia (the main cities of the four chefdoms), Gareia (The biggest city in Etnia, in the north-eastern part of Etnia, heavy influenced by Cosentia), Hetrenopolis (basically a temple with some houses around, it's the base of the Hetrenian faith, it is situated in the Neapolian Chiefdom), Rauria (The northernmost Taurusian city, near the River Arteo), Sariana (A coastal city on the Sarianan Sea (OTL's Adriatic Sea), situated in the Metauripolis Chiefdom, it's very rebellious, and it's the base of the Sarian Henotheistic Faith, a faith based on the Goddess of Sea and Wisdom Saria), Lurea (The southernmost Taurusian City in Etnia, it's the base of the Etnian Henotheistic Faith, a faith based on the God of War and Power Etnio), Pecrapolis (The biggest city in Pecra, it's half inabited by native Nuraghis)

RELIGIOUS INFORMATIONS
Taurusian Polytheism: the most diffused faith in the Taurusian cultural area, but it's rapidly losing ground to the younger and more appealing Henotheisms.
Most of Taurusian Polytheist are concentrated in the Metauripolian Area, in Custia (OTL's Apulia) and the Cosentian area, and generally were other Henotheistic faith are not present.
Hetrenism: A Henotheistic faith based on the God of Fire, Sun and Courage. Hetrenist are concentrated in the Neapolian Area and in the Utrian Area
Etnianism: A Henotheistic faith based on the God of War and Power Etnio, Etnist are concentrated in Etnia with some presences in Acuria (OTL's Calabria).
Sarianism: A Henotheistic faith based on the Goddess of Sea and Wisdom Saria, Sarist are concentrated in the Sarianan area, with some presences in Custia and in the Utrian area.

NEIGBOURING CULTURES
Guradans: an African culture based on OTL's Tunisia, their only true big city is Gurada (in OTL's Carthaginian Area). They are very powerful militarly, and they are beginning to develop their seafaring techniques. Some Guradans are colonizing Etnia, but the built only a small colony. Thet are not very friendly with the Taurusians.
Nuraghis: Pecran native population, pastoralist, their ancestors built big stone-made structures called Sardians. They are very friendly with the Tarusians, intermixing with them in Taurusians colonies.
Crurians: they hinabit OTL's Albania, with some villages and small cities in Southern Cruria (OTL's Northern Greece). They are considered the best merchants in all the Esterian Sea (OTL's Mediterranean Sea). They are currently undregoing a population boom, that will be probably traduced in an explosion of colonization efforts.
 
BTW flyingchicken, how far can I go with neighbouring cultures? Can I make up what is in, say, Anatolia and Palestine? What about Cyprus?

History of Dolensach:

Part 1:
Around 3900 BC, the Harthuren tribe of Easterners invaded the Kemptois of the South. At this time, the Harthuren decided to raise some Kemptois babies and young children to fight for them in war.

These were the first Dolensach. Training for battle while the others hunted, they were better fighters but had lower morale on the field. Skilled Harthuren commanders quickly learned what they were and weren’t good for.

The final straw came with the assault on Jahuan. Relations were already strained, but the city had no walls- it was expected to be an easy battle. The Hathuren Chief ordered an all-out charge of the Dolensach, who quickly fell into a tactical ambush. Seeing the situation as untenable, he decided to order a withdrawal The Dolensach felt betrayed.

In the next decade, the Dolensach would change sides twice. Realising they would not get away with it again (they were lucky to do so as much as they did), they decided to try and become independent.

The tribe was small, but powerful for it’s numbers. They were not strong enough to seize any tribe's land, so decided, reluctantly, to split up. They would serve in exchange for land (if small amounts), given or seized from the enemy. As each pocket would be too small to survive, they would become vassals of whoever gave them the land in the first place.

This policy was overall a sucess, and by 3800 BC there were three pockets of Dolensach- the West Dolensach, the North Dolensach (though not ethnically Northerner), and the East Dolensach. Each were vassals of different kings. It was the Western pocket by far that would be the most important...

Part 2:
As history continued, several geopolitical 'worlds' emerged in Dalran civilisation. By 3550 BC, there was the Western World, consistent of the western parts of the civilised Euphrates. There was the Northern World, consistent of civilising Northern states. And there was the Southern World, consistent of the lands near where the Euphrates and Tigris came together.

In the "Western World", Zaldion had achieved supremacy, but not hegemony. Lakan, an Etrine city and masters of the West Dolensach, had a policy of toadying to Zaldion, while Jenshu wished to oppose it. All players agreed that if most or all of the Independent Chiefs could be overrun, Zaldion would be victorious.

It is worth emphasising that these were all minor city states by the standards of later times- none of them, even without factoring for technology, could stand a chance against the local forces of a Viceroyalty city-terrortory from 1000 BC. However, these were the big shots of their day.

The First Zaldion War began in 3539 BC. This was a clear Zaldion victory, allowing them to annex almost half the chiefdoms. The West Dolensach seemed better then other troops on the field, but not enough to earn a reputation.

The Tactical Revisions of 3538 BC...
(To be continued)
 
Vertinari118, no, not really.

NWAG, yes, as long as you don't contradict anything approved (i.e. not disapproved) that anyone said about those places (like what lord_joakim already said about Anatolia, for example).

Everyone note that the map, history, and cultures are looking wonderful so far, but is either missing or lacking in "major players" like East Asia and Mesoamerica. I will allow those people who joined in Bands and/or Tribes zones far away from early food production like Mesopotamia, China, India, and Mesoamerica (also note that the "distance" from food production centers is generally greater on the vertical axis than in the horizontal axis) to take those aforementioned "major players", because honestly your cultures as political entities won't survive.
 
IMPORTANT EDIT (at least comparatively): I have been moving stories around to fit more in without the annoying-looking effect of my posts metaphorically flanking other people's too much. I have pointed out where I have done this.

It's a bit unfair to say that now, isn't it? (EDIT: That their cultures won't survive as political entities)

EDIT: I don't want to annoy the mod, but it is.

A History of the Sadion People- Part 1
(EDIT: Have altered this at least twice for various reasons)

The Sadion people advanced quite quickly, given their location. They would first come to prominence around 2050 BC, at the height of the Wodakan Empire.

Jesro, King of Wodakan, had united several Gobrek costal towns due to a personal mastery of siege warfare. Most of these towns had traditions as fishing peoples, and Jesro himself spent significant time mediating between the towns on fishing rights. Another one of his problems was his son's lust for glory- he had it as a youth, and so emphathized. But where could his son test himself?

The solution was an invasion of Sadion. Jesro's son was, he believed, capable- he could therefore equal his father by conquering several costal town. This would also give plenty of new lands in fishing rights, saving Jesro the annoyance.

The scheme would, however, backfire- Heglok, King of Laward, put together a Sadion Leauge to fight off the attackers. Due to a combination of skilled naval tactics, the arrogance and incompetence of Jesro's son, and luck, the Sadion won the battle with less then 10% casualties.

Through this battle, a myth arose of Sadion naval invincibility- partly encouraged by Jesro's son to make his name look better in history, and partly a matter of sheer awe exaggerating stories. Nobody dared to attack Sadion for this reputation.

This reputation would last for centuries- it even deterred the Eterians fleeing Tatalasan from attacking the island, despite the fact Crete was a long journey away. Generally protected by Anatolian political conditions and the sheer distance from Gobrek, the Sadion towns never had to test their naval reputation.

Names:
Sadion- OTL Cyprus
Gobrek- OTL Israel, Palestine, and Lebanon.
Wodakan- A city state in Gobrek.
Laward- A Sadion state, with fishing interests south of Cyprus.
Xen = An obscure village in (whatever Anatolia is going to be called)
 
THE STORY OF THE TAURUSIAN PEOPLE

Around 800 b.F. (Before Foundation. The year 0 for Taurusian people is the foundation of the Metauripolis Chiefdom, that happened aroud 2200 B.C): Coming from the Eastern Steppes, the Taurusian Ancestors arrive in the Artean Valley. They create an agricultural society, abandoning their former habits. Hetreno, God of Sun and therefore of the agricultural seasons, grow in importance in the Taurusians Patheon, but Etnio, God of War, tied to the former habits, is still important. In the first coastal settlements, the first beliefs dedicated to the Goddes of Sea Saria.

Around 250 b.F.(OTL's 2450 BC):As the raids done by barbaric people form the north intensify, Etieo, the Legendary First King of the Tauri unify the various villages to form the first nation in the area, that afterwards include the entire Artean Valley. At first, the king defet numerous raids, but after the legendary siege of Arteopolis, the capital of the Taurusian Kingdom, Etieno is defeated, but not killed. He in fact lead the Taurusian migration to the south, pursued by the invasors. Despite this events were largely invented later, the Taurusian ancestors really started to migrate south at this period, pushed by barbaran populations.

From 250 b.F. to 0 (OTL's 2450 BC to 2200 BC): it's completed the Taurusians migratory phase to the south, that stops in the Metaurian Plain. During the migration the Kings codify the Taurusian Polytheism, to give a religious background able to support the discouraged Taurusian people. When the Tauri arrive in the Metarian Plain, it is labeled as the "Promised Land". Here is founde the Metauripolian Kingdom. Despit the evident mithological elements in the History handed down by Taurusian records, it's proved that the Tauri effecively arrived in the Metaurian plain in these years, and that the first Taurusian Polytheism was codified at the arrival in the Metaurian Plain.

From 0 to 350 a.F. (OTL's 2200 BC to 1850 BC): In these years, the expansion and the consolidation of the Metauripolian Kingdom happens, in the area around the Metaurian Plain, at the expense of the scarce native settlements. As the Metauripolian Kingdom arrives at a size near the half of the size that will be reached in 700 a.F. (OTL's 1500 BC), a series of inept Kings comes one after the other, that will lose the Royal Dignity. Around the 200 a.F, the Cosentia Chiefdom turns aganist the newly recalled Metauripolian Chiefdom, expanding his influence in all directions, at the expense of the Metauripolian Chiefdom. A phase of overpopulation followed by an economic crysis cause the Tauri to colonize an area about three quarters of the area reached by Tauri in 700 a.F.

From 350 a.F. to 700 a.F. (OTL's 1850 BC to 1500 BC): In the first half of the third century, the first colonies in Pecra and Etnia are founded. At the end of the third century the Utrian Chiefdom is created, and after a couple of years it conquer most of the Taurusian Kingdom. The three Henotheisms start to spread in the area of Hetrenopolis, Sariana and Etnia. In 550 a.F the Utrian Chiefdom is at its maximum height, and the Taurusian World is near its Seventh Century's height, but the Utrian Chiefdom falls into Civil War: Cosentia return to be a power, while Metauripolis stops being a vassal state. At the end of the Civil War, in Utria an aristocratic regime is estabilished, while the loser faction is exiled. The exiled found the city of Neapolis in a favourable position on the Neapolian Sea, seeking for a revenge aganist Utria.
In 400 a.F. the first contact with Guradans and Crurians are made.
IN 700 a.F. the political situation stabilizes: Neapolis is rising as a power, Utria is trying to regain their lost power, Cosentia is expanding its influence in Etnia, while Metauripolis is still in decadence. The Taurusians territories not under the authority of the four Chiefdoms are going to create their own, on the banks of the River Arteo, in Pecria and in Etnia, while contrasts between Traditional Polytheism and the three Henotheisms are growing.
 
Back
Top Bottom