TBNES - 2: Forging The Dawn

Excellent update!



From the Laozi,
To the Vauvra,


“The spirit is free because of his knowledge, the beast because of his ignorance. Between the two we remain.”

We ask that you allow us to establish a small territory within your great city's market districts where we adhere to our own laws and have sovereign jurisdiction. This would allow the visiting Laozi a place to practice their faith, raise children in their own culture, and generally feel at ease and at comfort. We hope that by providing such a place for our people, many more Laozi traders will visit your great city and bring both our people prosperity.

From the Laozi,
To the Corunan,


“The morning wind spreads its fresh smell. We must get up and take that in, that wind that lets us live. Breathe before it's gone.”

We ask that you allow us to establish a small territory within Coru Cora where we adhere to our own laws and have sovereign jurisdiction. This would allow the visiting Laozi a place to practice their faith, raise children in their own culture, and generally feel at ease and at comfort. We hope that by providing such a place for our people, many more Laozi traders will visit your great city and bring both our people prosperity.

From the Laozi,
To the The Kojai-ishi,


“A mountain keeps an echo deep inside. That's how I hold your voice.”

As you no doubt know, our people are nowhere near as adept metalworkers as your dwarves. We would be very eager to trade our woodwork, ceramics, or medicines for tools from your smithies if you would be so inclined.
 
Searching:
Spoiler :




"I searched for balance and found only myself. I searched for myself and found only balance".​


Barriers:
Spoiler :




Your task is not to seek non-self,
but merely to seek and find
all the barriers within yourself
that you have built against it.​


Silence:
Spoiler :




“Silence is the language of soul and spirit,
all else is poor translation.”​










.
 
From Coru Cora
To the Laozi Diplomat

Greetings in good faith. We ask you, how can one nation claim to have sovereignty over a land so far from its own shores? Will not this Enclave, as one may put it, be mismanaged or otherwise functionally independent from your own government due to the distance? If so, what is the difference between our own government setting up a separate area in our city for the Lorelei under our own authority?

It is denied. We do not believe that the potential good that may arise from it- increased trade, as you speak, is more beneficial than the cons: loss of valuable real estate within our city walls and potential mismanagement of the enclave, spreading Ill rumors of our great city throughout the lands.
 
From the Vauvra Council
To the Laozi:

Hail and well met. While we certainly enjoy the longstanding peace and lucrative trade between our peoples and would be honored to welcome you into our domains, we are unsure of how offering you sovereignty in our lands would truly benefit us. Please, instead of this talk of sovereignty, we ask that you instead will become productive members of our society and reap the benefits of the Vauvran way of life and perhaps we could even send some of our people to your islands.

From the Vauvran Council
To Coru Cora:

Greetings, friends. As we are sure you are aware, we have established a colony to your north. We have three simple requests to ask of you, two of which involve our colony and all of which we hope you will grant us favorable responses.
The first request is safe passage along your coasts to access our colony; the second, that you will allow us to expand the borders of this colony without drawing your wrath. As for our third request, we ask to increase trade with your peoples, not only in food and golden trinkets, but also in the exchange of ideas, as we know that you are an educated people, much like ourselves. Perhaps some of your people can even become teachers in our great

From the Vauvran Council
To the Kojai-Ishi:

Greetings, friends. Much like your people, ours enjoy the fine arts and respect family above all else. Further, we understand your reluctance to trade with outsiders, as we know that sometimes, others cannot be trusted. However, as we certainly have much in common, we can also certainly trust each other to trade fairly.
With this commonality in mind, we ask to establish trading relations with you, exchanging our riches for yours. Perhaps some of your people can even become members of our society, for our lands are fertile, much like your own lowlands and one can truly gain many riches to bring back to your mountains. Perhaps some of our own people can engage in some of your customs, as well.

From the Vauvran Council
To the Narned:

Greetings, friends. While we are not fond of your treacherous lands, we ask all the same that you will become trading partners with us. We wish to offer our riches for yours, from your clay pots to your exotic fruits and animals. Perhaps we can also invite some of your people to trade your goods in our marketplaces?
 
From the Vauvran Council
To Coru Cora:

Greetings, friends. As we are sure you are aware, we have established a colony to your north. We have three simple requests to ask of you, two of which involve our colony and all of which we hope you will grant us favorable responses.
The first request is safe passage along your coasts to access our colony; the second, that you will allow us to expand the borders of this colony without drawing your wrath. As for our third request, we ask to increase trade with your peoples, not only in food and golden trinkets, but also in the exchange of ideas, as we know that you are an educated people, much like ourselves. Perhaps some of your people can even become teachers in our great

From the Coran Council:

We orcs of city of Cora, under the guidance of the god Corus, hereby offer you the following. We will permit your ships to dock at our port in order to reach your colony as long as you pay us a small rent and pay in gold for the food and water while in the city of Cora. We will also permit your merchants to purchase real estate within our city in order to construct a trading post, although any lands purchased will bow to our authority.

We do not have nominal nor theoretical authority in the immediate region around the northernmost colony. Whether you will buy our displeasure is completely up to the actions of your colonists. To list a few affronts, overaggressive expansion: claiming of territories without significant effort to colonize it, will be frowned upon. Any attempt to investigate or explore banned and damned marble ruins so close to our own people will also buy our ire.

We cannot say anything further on this matter, for it is impossible to enumerate all the things that can go wrong between two entities.



As for your third request, we believe that it will naturally come to pass if you make your own lands more interesting for our people. We are a free nation, and we do not compel any of our minds to leave our homes to find prospect in a foreign nation.

Nevertheless, we must admit that your... rampant usage of the forbidden marble ruins disturb many of us greatly. There is a reason why our ancestors have publicly banned our people from going near it for as long as we can remember.
 
From the Vauvran Council
To the Narned:
Greetings, friends. While we are not fond of your treacherous lands, we ask all the same that you will become trading partners with us. We wish to offer our riches for yours, from your clay pots to your exotic fruits and animals. Perhaps we can also invite some of your people to trade your goods in our marketplaces?

From Narned:
To The Council of Vauvran

The Elves would be eager to start trading with the great city. Hopefully, we would be able to assist each other in this process, trading good and services, as and when needed. The merchants of Narned would look ahead to start their trading house in the great city.
 
From the Kojai-Ishi Kahei
To the Laozi
To the Vauvra Council


Well-met. The Tribes have unfortunately been unable to come to a decisive conclusion regarding relations with outsiders, and so trade will remain an impossibility for now. Maybe in the future the Tribes will come to better understand the outsiders' ways of life, and will come to a different decision.
Safe travels home.
 
From the Vauvran Council
To the Coran Council:

We accept your terms, provided our merchants and colonists are treated fairly and respectfully in and around your borders.

From the Vauvran Council
To the Narned

Fantastic! We will begin relations immediately.
 
From the Seuridil Marwolaeth Council
To Coru Cora:

Greetings, brother. I believe it is the best for both our peoples if we entered into a trade agreement. We are delighted by the fertility of your region and the great variety of food. We would like to send our caravans for your people and commercialize the foods and in return we can offer our own that grow within our region, such as cocoa, pineapple and manioc.

"May your days be warm and nights covered by the veil. We wish that Mother of Trees bless your people and bring peace to your days and that on the nights your people gather to share the joy of the glorious stories of your ancestors."
 
Stats are on the first page.

Orders for Next turn should be something like this, and should be posted in thread (Even if you are viciously mauling a neighbor):

Detailed History: Your people have a solid, documented history at this point and they are recording their deeds more or less reliably. Give me a detailed account of all of the major events that you would like to happen in the next two centuries, keeping in mind that things may go otherwise. Contingencies would be appreciated. Mention a minimum of 4 historical figures and at least one woman.
Cultural Changes: Describe how your culture evolves, how your state institutions change, how your religion changes. Does your culture fragment into separate ethnicities entirely? If you build anything impressive, put it here too.
Military Efforts: This is entirely optional; you don't have to try to conquer anyone if your culture just isn't into that.
Geographic Errata: I want more of everything. Names for regions, seas, peninsulas, bays, new cities, old cities, mountain ranges, valleys/passes, individual mountains even. The more names the better. Your people are now inhabiting a living world.

Because everything is public, I will ask that you all keep in mind the difference between OOC and IC knowledge!


ORDERS ARE DUE THE 19th
 
Culture name: Jashari (Orcs of Jashar)
Race: Orc
Location: The large river delta

Society: The Jashari are divided into clans, that can very in size from a few dozen to thousands. Each clan controls a certain amount of land, and is responsible for its economic management, the creation and enforcement of laws, choosing leadership, and trade and diplomatic arrangements - usually, in the form of inter-clan marriages. Clans vary wildly in traditions, from hardcore pacifists to hardcore militarists, from agricultural to urban, and from egalitarians to hereditary quasi-monarchies. Many clans also devote and specialize themselves to one particular trade or activity, such as fishing, agriculture, or a specific artisan craft. There are also those that do not belong to a clan, the clanless, usually those cast out as punishment for crime, or illegitimate children, or children of existing clanless. Being clanless for most means relegation to a life of virtual slavery, but some rebellious youth have found that voluntarily leaving allows them a live of adventure. Other clanless leave voluntarily for spiritual reasons, for mourning, or for penance. Due to the harsh realities of life in the wetlands, plus the natural boundaries created by the river delta, politics in Jashar are overwhelmingly local, with few larger polities existing. Thus, one's clan is all-important. For instance, for the majority of Jashari, male and female, taking up arms for several years in the name of one's clan is required and a rite of passage of sorts.

It's not entirely clear where the Jashari come from, even to themselves. The answer to that question will come as three different things if you ask three different Jashari, and historical records of events are sparse until the past several decades. What is known, however, is that the Jashari have lived in the delta for quite some time, and the clan system has been a bulwark of stability for at least several centuries. The Jashari have historically been an insular folk, with few external entanglements, only enhancing that stability in the eyes of most Jashari. That stability, however, appears to be cracking at the exterior. Some rather enterprising young Jashari, feeling bored at home and hearing tales of the wealth of foreign lands, have formed raiding parties and left Jashar, and there are rumors of entire clans turning to raiding as a sole means of life. The numbers of clanless are also growing, and concerned Jashari whisper of hosts of clanless bandits arising in far corners of the land that threaten to rise to power and forge a new order in the delta.

Religion: There are three major (androgynous) deities of the Jashari: Kadu, god of water; Denshi, god of earth; and Nevu, god of air. Of these three, Kadu is far and away the most important to the Jashari, though Denshi-worship is not unheard of. Nevu-worship, on the other hand, is all but heretical and open worship is, in many places, an actual crime. All three deities have vast armies of spirits and magical and natural forces at their command, and are frequently at war amongst each other. The world was first created when Kadu and Denshi made a temporary truce to fight Nevu - a truce that is still ongoing - who the others believed had grown too powerful. Indeed, Nevu tried attacking both at once, creating the atmosphere. The Jashari pantheon is largely informal, with few dedicated priests, save those ascetics who decide to dedicate their lives to the spiritual world - these are largely clanless, and indeed largely untrusted by other Jashari. As such, there is no scripture of any sort.

Economy: Jashari subsistence is based on fishing in the rivers and the sea, plus what little agriculture can be done in the wetlands of the delta. As these are not good for much but subsistence, the wealth of Jashar is obtained by trade, thanks to the orcs' fortunate location between the peoples upriver and the sea.

Country names: Damena, Pagoku, Shima, Shonea, Honoe, Itaike, Kizuniva
Person Names:
-Male: Yenu, Kide, Koku, Kara, Gesu, Jushi
-Female: Nare, Keza, Hono, Lana, Piya, Seni, Muhu
Place names: Malikadu (the northern river), Tilikadu (the southern river), Sorakadu (the sea), Allardir (the
 
From the Kojai-Ishi Kahei
To the Dunak Clans


If any understand the importance of family and community, the mistrust of outsiders and freedom of independence from the outside world, it would be Dunak clans and the Kojai-Ishi tribes. Our people are mirrors of each other in many ways, and so our peoples may be the only ones in this world who can truly understand each other. But through this understanding, we know we are different.

Our peoples' glory has only just begun to blossom between the hard rocks the great tragedy that drove us to these cold steeps. The Kojai-Ishi tribes are growing closer together, showing the prospects of unification, and we are sure the Dunak clans will do the same in times to come. And so, the we feel the bonds with you, or close neighbours and cousins, should begin planting the seeds of friendship and cooperation, so that we may face the uncertainties of tomorrows world together, as the kinsmen we are.

We, the representatives of the Kojai-Ishi Tribal Council, formally propose to all of the major Dunak clans, that we begin limited trade of expertise. The Kojai-Ishi tribes possess extensive knowledge and experience in the art of metal work, while your clans have perfected agriculture in this harsh land through your terraced farms. An exchange in individuals knowledgeable in these arts would be beneficial for both of our peoples.

Also, our border tribes and clans will no doubt come into contact in the coming decades, and though we are both Dwarves of these high peaks, our peoples are different enough to no doubt cause friction if they intermingle. I would suggest we keep our people separate for the time being, until a common understanding is reached, to avoid unnecessary tension.

Your brothers in stone, the Kojai-Ishi.
 
Narned through the ages :

Detailed History: Four centuries have passed since our great leader, Yanshetem, founded Narned, then only a camp for a couple of shipwrecked sailors. Yet, today, Narned is a center of trade, with cogs coming from as far away as Vuavran, the land of the humans. We being traders, we have established trading posts in Vuavran, where our traders would often carry their wares to be traded for trinkets.

The uniqueness of the Narned comes from the fact that it is built on a swamp. There are no roads, instead locals use small cogs locally known as, kejo, built out of 3-4 planks of wood, to go from one place to another. There are bridges that connect certain parts of the settlement to be traversed by foot.

There are 3 gates to the settlement, names Hiku, Pven & Tiken. Each of these gates are remarkable in their wondrous towers, made of wood and stone, with the flaming blazes lit all the time, through the year. The pitch extracted from the local marshes, forms the source of the fuel.

Narned no longer is a settlement camp, the wondrous minds of the Elves have expanded the settlement in the swampy areas as well as the demands for more houses became a pressing need. However, in the attempt to gain more lands to cultivate grain and graze the domestic animals, a smaller settlement has also been established on the coast, locally known as Alsa Alari, (Alsa = Green, Alari = Coast). Efforts are being taken to expand along the coast, as well as set up a fully functional city in the near future.

Narned is probably the earliest of the settlements that has a rudimentary monetary system. The authority often issues tokens embossed with locally created paints, which is purple in color, called Bacic. Guardians are often paid with 2 tokens for their services each month, Kridesh receive 5 bacics per month. A bacic buys 5 bushels of grain, good to feed 3 mouths for a month.
16 bacics = 1 cibik; 16 cibiks = 1 Aisi

Cultural Changes:
The last 200 years has seen the development of the city of Narned overall. The wondrous tri -towers of Narned, the erection of the walls. Narned has prospered as trading posts have been formed, new lands have been claimed.
The Elves of Narned, continue to be under the leadership of the guardians of the soul, the Priests. Yet, as the years pass by, there have more instances of the populace missing out the religious festivities and meetings.
Some decades ago, when the populace, was afflicted by a violent fever, as the population declined. Though it has been contained, there lingers whispers, "if there is God, where is he? Why doesn't he comes to assist us when in need ?"

Military Efforts:
Among the local soldiers separate guardian captains have been selected as specific regiments are being finalized. There are separate soldiers who are assigned only to the guardians of the walls and separate caravan guards..

The new settlement of Alsa Alari has a detailed plans for a barracks and a training ground. The training, being especially brutal, was often a seen by a lot of awestruck passer bye's. Slowly, this came to be known as "Caspa Alari" i.e. the green grave.
These days, there is a tournament held by the local authority, where the mightiest of the land would often compete for a chance to win glory, fame and honor. The various events that the competitors participate are : martial arts, throwing (javelins, axes, daggers etc) and races. There is only one winner, the prize awarded being a sackful of coins and a "Alari Megril", the green sword, whose both sides are sharp and the hilt being decorated with a magnificent green stone. The service of the local maidens are available too, mostly as offerings. There is a large scale of betting and hundred of bacic's change hands.

Geographic Errata:
The new town of Alsa Alari, has been recently established in recent past. The swampy sea is called Bay of Binkem.

TL;DR : What if Venice was a secondary center of trade ? with Gladiator - Slave business ?
 
The Host of Al-Dheissar

The Udrahir Al-Dheissar

Culture name: The Dheissarib elves or Dheissarib Host or Host of Al-Dheissar
Race: Elves
Location: Far north-east along the coastline
Society: The Dheissarib revolted from the Celestial Palace of the Divines and were banished to roam the earth many generations ago. Chosen by the gods, rulers of the spirit world, the Dheissarib grew prideful and vain, jealous of the power and majesty held by their overlords. Al-Dheissar the Great, a powerful craftsman and orator whose family quarreled often with the minor spirits of the Celestial Host, led a revolt against the gods and with his followers was banished from the Celestial Palace. Left to roam the mortal plane of the world, the Dheissarib have done their best to maintain the elaborate system of great houses and their allegiances, bound together by common blood and common purpose to realize the dream of elven supremacy in the mortal world. Al-Dheissar the Great took the title of Udrahir, or supreme leader, and ruled with near absolute authority over his people as he led them to the promised land of paradise on earth. Unfortunately, being mortal, Al-Dheissar the Great died some years into the exodus and his son Al-Dheissar the Lesser was forced to take up his name and his title. Since then, all udrahirs of the Dheissarib have taken the name Al-Dheissar. Fundamentally atheistic in character, the Dheissarib believe that free and mortal elves must take responsibility for their own fate, and live by an ancient code of conduct steeped in family honor and reverence for the ancestors. To the exception of the Udrahir Al-Dheissar, the patriarchs of the great houses wield all political, economic and social authority, and it is their tact compliance which ensures the continuity of the Dheissaric line.
Religion: The Dheissarib eschew all religious practices in favor of a pragmatic, atheistic belief in the fundamental transient nature of the universe. Essentially, the Dheissarib do not revere the gods because they believe it is both possible and inevitable that they should achieve godhood as a culture. They believe mortal peoples who truly revere the gods and the spirits and submit to their judgment are little better than animals, and have few qualms violently dispensing with these lesser types. Even so, the Dheissarib maintain relations with different factions and groups of spirits, and acknowledge the practical realities of magic and communing with the spirit world. To the extent the Dheissarib have a pious bone in their bodies it is narcissistic, and the Dheissarib prefer to extend reverence and quasi-religious obedience to their ancestors and to their traditions of family honor and responsibility.
Economy: Agriculture and fishing mostly
Country names: Host of Dheissarib, Host of Al-Dheissar, Empire of the Dheissarib, Udrahirim of the Dheissarib, Udrahirim of [person name], Udrahirim of [place name]
Person Names: (Male) Al-Mommarec, Estazhord, Liamroh, Dastehir, Urahadd, Al-Caye, Caszhorum, Neddahar, Nuddahar, Nunddahar, Nunddaruc
(Female) Leilahathe, Leilaya, Yaleiuh, Elizareb, Barensiade, Hestoreme, Nestoreme, Joantya, Joanya, Jonya, Myshreme, Astraghe, Bretanya, Nunddaya
Place names: The Shattered Sea (the one to the north with all the islands), Refuge of Nangrahad (existing major settlement at start location)


The Host of Al-Dheissar crossing from the spirit world of the Celestial Host into the mortal realm

Arab Noldor, so sue me and we'll crush your skull on our quest to godhood

 
Detailed History: The Vauvrans have begun to greatly expand their sphere of influence, greatly expanding their territories, including their colonial possessions, along the coasts and even further inland, in all directions. Further, they have begun the practice of allowing each city to elect its own magistrate who enjoys a small amount of autonomy, although each magistrate is still subject to the decisions of the Council. This measure, suggested to the Council by Shan, was put in place to encourage more colonization and increase trade. They, much like the other societies that the Vauvrans have begun trading with, have brought in many new resources and goods for the people to enjoy.

Speaking of other societies, the Vauvrans have grown quite fond of the golden trinkets of the Corunan Orcs, the pottery of the Narned and the fruit and even the chickens of the Laozi. Trade, both internal and external, has increased overall and the Vauvrans have certainly benefited from this.

Cultural Changes:
While the marble structures of Vauvra stand as a testament to its longevity, the same cannot be said of the ruins in the lands to the east and north, including the northeastern colony Aqwinthar. Indeed, due to the fact that our city has been inhabited since a time long before even history can say, coupled with the fact that the source of the marble is unknown, many legends have sprung up concerning them. For example, some share the fear of the Corunan Orcs, such as Etia, a woman who decried settling near the ruins, saying that they were evil that messing with them would summon the evil dey of myth. Critics of those people say that they are simply ruins and nothing more, as can be evidenced by the fact that many marble structures still stand in the mighty city of Vauvra itself, and that the dey were simply made up to scare children into listening to their parents. One critic, named Stroud, who was the first member of the Council born outside of the capital city, even suggested that the marble should be removed from the ruins, brought to The City and used to pave its roads. The necromancers have provided no clear answer one way or the other, but that is mostly because most of them do not feel obligated to travel to Aqwithar in the first place.

The southeastern colony of Swerona, while far from the marble structures and even considered by some to be a backwater, is nonetheless still important to Vauvran culture and trade. It serves as the main port for trade with Narned, though some of those elves have also set up shops in Vauvra. Due to its location, it has been the birthplace of many new foods that have spread to the other cities, such as a salad made from Narned fruits, Vauvran snow kelp and mixed with honey to taste.

In Vauvra itself, while there have certainly been many building projects to show the splendor of the Vauvran way of life, such as the large Vauvra Lighthouse, the first in the world, proposed by the Councilor Dusun to guide ships into the city's port at night. Other cultural developments have also taken place, such as the visual and performing arts. Due to the many new ideas brought by other peoples, many sculptors, painters and playwrights have arisen. At least once per month, plays are held at the theater, though the rich are generally the only ones who attend. For all of this culture, Vauvra been given two nicknames, some refer to it as "The Navel of the World" and other simply call it "The City," both of which it has certainly earned.

Military Efforts: In order to expand their territory, the Vauvrans have also greatly increased the size and training of their military. While study of the battle methods of the Narned allies has certainly contributed, the Vauvrans have found that less rigid formations have been much more successful against many of the Nomad tribes on the mainlands.

Of course, being a maritime power, the Vauvran navy has also seen many reforms, many started by the famous admiral Marfo. Ships are built from the finest woods in the world, both for war and for trade. The Vauvrans believe that commanding the sea is just as important as commanding the land and they have indeed achieved this, though they have yet to attack any potential trading partners and always offer to open relations first.

Geographic Errata:New cities founded after the magistrate policy went into effect were Ovora, Ganoali, Ileal, Mumen and Molarcia. The city of Vauvra is called "The Navel of the World", but is also at times simply called "The City." The body of water that separates the two halves of the city of Vauvra is still called the "Vauvran Strait," but is alternatively called the great river at times.
 
Cultural Changes: There are many mixed reactions to the marble ruins. Some share the orcish fear of the ruins, with some even claiming that they are evil and that messing around with them will summon the dey. Among these people was Etia, an outspoken female philosopher born in the one of poorer sections of Vauvra. Others, such as Stroud, the first member of the Council to be from a city other than Vauvra itself, say that this is pure poppycock and that they are simply ruins and nothing more. Stroud has also proposed paving the streets of Vauvra with the marble from the ruins. Either way, the city's necromancers have provided no clear answer one way or the other.

The marble has also been used in some construction projects, such as the Lighthouse of Dusun, built by, and named after, the merchant Dusun. The lighthouse ensures safe travels for ships docking at Vauvra at night.

Hey, Awesome, sorry if it wasn't clear. Vauvra doesn't have marble ruins as the Corunan and Laozi do. Vauvra was never abandoned and therefor never fell to ruin. You inhabit a continuously occupied city older than any other known city. The marble city is inhabited by the elite, and it's been that way for as long as anyone can remember.
 
Ah, okay. That's what I thought, but seon was talking about marble ruins earlier. I'll edit that bit later.

I guess it's a good thing I didn't wait until the last minute :p

edit: do i have marble quarries near my land, or is it a type of thing where the marble came from far away?
 
I'll be preparing my orders now and still waiting for a response from Seon. But either way I'll have everything ready today.
 
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