Abaddon
Deity
.
For what was once a proud nation, Gaakt Vur's final fall would be an embrassment to their elders. Having fled from their home, the tribes leaders sheltered in the last remaining village they controlled. Tartes made their final push, ammasing far more men then Drikdar. Drikdarok's men fight valiantly but finally they are captured. The Gaakt Vur nation is no more.
The Imper tribe raises a huge army and expands rapidly along the coast. This growth has come at a cost however and the quality of life for Imperians takes a nosedive. Villages are poorly linked and people do not feel safe traveling through the jungles at night. Bandits patrol these areas and will need flushing out before the people can travel again. Agaguk, their young shaman finishes his training and the tribe learns Fireball.
Ashbreik expands, and invests in its populaces quality of life. The people rejoice at this.
The Zermerge tribe are visited by a wandering shaman by the name of Kayadé. Kayade rallies the tribe to his rule by casting spirit ward over then. The people praise the "Pipe of Sefosé" and begin calling themselves under this new name. This also calls forth many more people from the wilderness, and while not yet incorperated into the Sefosé tribe, small towns have developed on its outskirts.
Another nation that has woke from its slumber is Telak. This tribe turns over the previously agreed peace and goes on the offencive against Carquas. Raising its armed forces and capturing a town from them. The liberal use of Growth entangles the enemy and makes them easier targets. Carquas had little offencive measured planned however so the mass of troops that remained in defence stopped them from loosing too much in the advance.
Mesaqoo continues along the impressive path it is walking, but trips a little. In the creation of a new town, they forget the happyness of their people. Considering how unhappy its people are about life under Kimtumeh it quickly falls into rebellion. Force will not qwell this rebellion.
Meanwhile Mesaqoo forces expand west, gaining another town. Shaman Izawau leads this expansion and some of the tribes forces see him as more of a leader than Kimtumeh.
The tribe of Firas expands much, and begins training a new Shaman up. He is learning to animate rocks with the plan to eventually animate five large rock giants for up to an hour. Useful in both domestic matters and war, these impressive beasts will be quiet a handful for any enemy.
Between Norwal and Jorise there could be trouble ahead. Scouting Norwal troops are helping outlying villages and now that village has rebelled against Jorise. So far the area has not been taken by Norwal, but quick diplomacy is needed to sort the situation. Rathga learns how to summon trolls for his tribe, and a new shaman, one capable of projecting his voice over large distances is begining training. Meanwhile Norwal advances into Byzan. Forces are pretty evenly matched, with some of Norwal troops being slightly better trained. Alaranius summons wolves repeatedly in order to try and scatter and attack the enemy. In response Teod casts Hatred and brothers in arms turn on each. Chaos. Blood. Deaths. Neither side had much advantage, the numbers are close, as is the magical power. Loses are high but at least Narwal captures a village from Byzan.
The most important factor of this era was the discovery, or at least the suggestion that there might be something else out there. A young Mesaqoo boy, out fishing in his canoe had misjudged the tide and drifted out much futher than thought safe. However, when he returned days later, claims that there is land far beyond these waters were heard. It cannot be held as fact, and certainly the Taino do not posses vessels suitable to explore this fact, but the idea is there. The tribes are now pushing hard, realising there is more to life than just Jejé!
Update 3:
Complications in Paradise
Complications in Paradise
For what was once a proud nation, Gaakt Vur's final fall would be an embrassment to their elders. Having fled from their home, the tribes leaders sheltered in the last remaining village they controlled. Tartes made their final push, ammasing far more men then Drikdar. Drikdarok's men fight valiantly but finally they are captured. The Gaakt Vur nation is no more.
The Imper tribe raises a huge army and expands rapidly along the coast. This growth has come at a cost however and the quality of life for Imperians takes a nosedive. Villages are poorly linked and people do not feel safe traveling through the jungles at night. Bandits patrol these areas and will need flushing out before the people can travel again. Agaguk, their young shaman finishes his training and the tribe learns Fireball.

Ashbreik expands, and invests in its populaces quality of life. The people rejoice at this.
The Zermerge tribe are visited by a wandering shaman by the name of Kayadé. Kayade rallies the tribe to his rule by casting spirit ward over then. The people praise the "Pipe of Sefosé" and begin calling themselves under this new name. This also calls forth many more people from the wilderness, and while not yet incorperated into the Sefosé tribe, small towns have developed on its outskirts.
Another nation that has woke from its slumber is Telak. This tribe turns over the previously agreed peace and goes on the offencive against Carquas. Raising its armed forces and capturing a town from them. The liberal use of Growth entangles the enemy and makes them easier targets. Carquas had little offencive measured planned however so the mass of troops that remained in defence stopped them from loosing too much in the advance.
Mesaqoo continues along the impressive path it is walking, but trips a little. In the creation of a new town, they forget the happyness of their people. Considering how unhappy its people are about life under Kimtumeh it quickly falls into rebellion. Force will not qwell this rebellion.

Meanwhile Mesaqoo forces expand west, gaining another town. Shaman Izawau leads this expansion and some of the tribes forces see him as more of a leader than Kimtumeh.
The tribe of Firas expands much, and begins training a new Shaman up. He is learning to animate rocks with the plan to eventually animate five large rock giants for up to an hour. Useful in both domestic matters and war, these impressive beasts will be quiet a handful for any enemy.

Between Norwal and Jorise there could be trouble ahead. Scouting Norwal troops are helping outlying villages and now that village has rebelled against Jorise. So far the area has not been taken by Norwal, but quick diplomacy is needed to sort the situation. Rathga learns how to summon trolls for his tribe, and a new shaman, one capable of projecting his voice over large distances is begining training. Meanwhile Norwal advances into Byzan. Forces are pretty evenly matched, with some of Norwal troops being slightly better trained. Alaranius summons wolves repeatedly in order to try and scatter and attack the enemy. In response Teod casts Hatred and brothers in arms turn on each. Chaos. Blood. Deaths. Neither side had much advantage, the numbers are close, as is the magical power. Loses are high but at least Narwal captures a village from Byzan.
The most important factor of this era was the discovery, or at least the suggestion that there might be something else out there. A young Mesaqoo boy, out fishing in his canoe had misjudged the tide and drifted out much futher than thought safe. However, when he returned days later, claims that there is land far beyond these waters were heard. It cannot be held as fact, and certainly the Taino do not posses vessels suitable to explore this fact, but the idea is there. The tribes are now pushing hard, realising there is more to life than just Jejé!