AFSNES II - Quintessence of Dust

Update progress still good. Time for a teaser!



One of the more...confusing corners of civilization. The borderlands between the northernmost Chufrielite Morah's territory, the Megshekemate of Tusendakru, a Shanalashian colony founded by Shuryah and a mysteeeerious NPC. Where brave men go to die.
 
We gonna see it tonight? :o
 
Oh Dear, it seems I was too late to join this. Too bad, I hope I can join in BT 2 if possible.
 
Of life and Death

After Chaiai created life things were simple. Living beings roamed the earth and humans begun farming as Chaiai has taught them. It not take long until humans have shown a trait like no other animal, jealousy. One of the humans wanted to thank Chaiai greatly for his successful farming and decided to give half of his crops to Chaiai in gratitude. A neighbor of his who was not as successful could not give so much. Chaiai accepted both gifts equally, but the second farmer decided to take matters into his own hands. He went to his neighbor and killed him and took over his lands.

The dying man was lost. His body laid bellow him and he suddenly felt himself drawn, practically sucked with a huge force into the air, into a dark sky with no stars. Chaiai who felt the loss arrived at the scene and punished all of life for the crime – all will now die, no life will be eternal on his world. But Chaiai did not know that the dying were taken into the dark sky with no stars, where another great deity ruled.

Life went on with the new trait of dying. Animals and plants and spirits that died, normally returned again, but humans, Chaiai felt each death and the loss afterwards. A loss of the spirit within the human but he did not know why the feeling was so different.

In the land with no stars Mott was feeding upon the lost souls. He began as a small being that feeds on other small spirits, nothing more than a spiritual rat but the arrival of human spirits were grand for him. As he fed he grew stronger and more aware of the living world, where light shone. Eventually Mott became powerful enough and tore through his world to reach the living directly. He looked from above at the humans and creatures roaming the land alive and came to a human to enquire of this world of life. The human explained how Chaiai created all life and Mott then fed upon the human directly.

The pain in Chaiai was great. He instantly appeared before Mott and demanded of him to cease what he is doing. Mott than lashed at Chaiai and attacked him sucking a little of his spirit. Chaiai screamed into the sky and send a blow at Mott with all of his might and anger. Mott felt the spirits within him reawakened and attempt to escape, he felt pain.

Chaiai and Mott, life and death, battled there for many eons weakening each other and the war continued for eons more until an outsider, an enemy of both, appeared...
 
I'm 80% done with CZ1's writeup and the map is done there. Which is most of the work, I'd say. I'm going to be working on CZ2 and CZ3 for the rest of the day. You can probably expect to see the update between 9 and 10 pm EST, a few hours before my personal deadline.

Watch this space!
 
Update BT 1 - Pillar of Salt

Why are we here? Why is the world here?

The world was formed from chaos and disruption. Belaal calmed the waters that Keth had caused to overflow their boundaries, and he made mankind to sacrifice to Keth, so that the Flood unending might not return. Asphet on gossamer wings conveys the smoke of their offerings to the above, and gives the flood that men deserve. Thus is balance restored between the Creator and the Destroyer.

The world was created by an omnipotent god. The Shanalash has always existed at the center of the world, pure and undefiled, protected from demons and greedy spirits by the Guardian of the old light. Cycles of power rise and fall, and the spirits of great warriors and matrons reappear from generation to generation, but none of the great rituals need be changed until the day the world dies. Sokol, the All-Encompassing, whispers to men in their sleep, guiding them to their destiny as his voice echoes in the crashing of the waves.

The world has always been here. It is divided into the spirit and material worlds as day is divided from night. Good spirits guide humanity, and evil ones seek to destroy us and lead us astray. But through proper behavior and practice, the good spirits’ protection can be secured, and the evil spirits warded off. So that Sova might not weigh down men’s souls into the deep; so that Hao-Tsui might not be reborn into an era of darkness.

The peoples of the world are not in agreement about its origins.

But one thing will soon become certain even to those who are certain of their place and the righteousness of their people: The world is changing, faster than anyone can anticipate or prepare.

And those who turn back to gaze at the past will be frozen in time forever.

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Civilized Zone 1 - Chufriel, Eshylam, Gedolm, Gwonsaum, Kaksi, Selamai [Theme]

Synopsis: The rise of the Shanalash, cultural flourishing of the Republican period and the coming of Jaishmagi Shuryah. Introduction of the neighbors which enter the historical record with Shuryah’s conquests, the Chufriel and the Gwonsaum, and notes on the rising power of the Kaksi. A turn to the great western sea, and a discussion of the rise of the theocratic Eshylamic Empire and the states in its orbit: The Gedolmic dynasties to the south and their Selamai vassals on the island of Ykeyefra. Finally, the political situation as it stands in 1500 BCE, with the civilized world on the brink of migration, disruption, and civil war at every turn - but also the potential for unprecedented power and glory.

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Near the center of the supercontinent of this planet, two great river valleys wind their way through vast expanses of scorching desert and stark mountain ranges. It is here that the earliest and largest flourishes of the fledgling human civilization occurred, grown from the bounty of the great rivers.

The East: A Name Eternal

Approximately 3500 BCE, something happened that can only be traced through the dimmest legendary memory and through archaeological strata. Migratory tribal groups from the northern mountains disrupted the fragile, formative city-states of the Fertile Crescent. Their language and pictographs had replaced those of the natives by the beginning of the third millenium BCE, and after an initial fragmentary period during which irrigation systems seem to have collapsed and some ancient city-sites were destroyed, these migrants emerged at the head of a new hegemony.

They called themselves the Shanalash.

Early Shanalashian civilization can be separated into three broad periods: The Formative Period, [3500-2100], the Republican (or Helashian) Period [2100-1600], and finally the Imperial Period [1600-present]. During the Formative, proto-Lashic pictograms developed into a true written language, along with the familial glyph system. A sophisticated barter economy emerged, and along with it, the first signs of the worship of Ashva, in ceremonial copper and gold discs engraved with complex symbols.

The city-states of the Formative period were ruled by an assortment of petty kings and queens, but only a few intact inscriptions from before the Helashian invasion survive. A two-hundred year hegemony from about 2400-2200 BC was led by the petty dynasts of Efer, who ruled over the whole region as far north as Ieresah. Their greatest king, Harshayah, called himself the “Master of Brands,” for his herds were said to contain cattle branded with the glyph of every great family in the Shanalash. Efer’s hegemony was secured by little more than brute force; each new king of Efer boasted of putting down rebellions and sacking rebellious cities, usually Olai and Hais, his greatest rivals.

The later years of Efer’s dominion were consumed by wars against the mysterious eastern Kedash, and seem to have come to an end when the city was ransacked by Kedashian armies. With it was destroyed the famous Spiral of Sheshi, the now-infamous palace of Harshayah’s brilliant but increasingly debauched children. Of the Kedash and their descendants, we will hear more later, but for a time the lands east of the Tharan river seem to have fallen under their sway.

After the fall of Efer, a brief period of instability began, where the great city-states struggled for supremacy. The coming of the Helash upended this old system. Perhaps invited by some of the warring rulers of the Sanalash, perhaps not; the powers that be were overthrown by these northern invaders, ending the Formative period and beginning the Republican period. In an ironic repetition of ancient history, again was the political equilibrium of the Two Rivers disrupted by northern invaders. It will likely not be the last time.

Some say that the noble classes of ‘jaish’ and ‘vaish’ emerged out of the marriage alliances produced by the conquest, while others claim they came from a legendary attempt by the Helashi to emasculate their Shanalashian conquests by forcing their women to rule them. Regardless, all of the old dynasts were overthrown, most notably by Arjab, a legendary Helashian hero who slew the last tyrant of Hais in single combat, and reportedly spoke with divine Ashva. The tyrannies were replaced with assemblies, perhaps modeled on the tribal councils of the Helash, but featuring a dichotomy of noble men and women into ‘jaish’ and ‘vaish’, effectively warriors and administrators.

Regardless, the Republican period featured the emergence of fairly stable leagues of assemblies, typically led voluntarily by a Great City, and a heretofore unprecedented flourishing of science and culture. The new Helashian arrivals quickly assimilated into the culture they had found, maintaining their warlike ancestry in the symbolic rituals of the jaish. Politics, such as it was, resulted in cities still seeking hegemony, but not through war as much as trade and political pressure. Military contests between the cities seem to have been more ritualized and demonstrative than actual wars. The period is divided into the Elashic and Rahic Hegemonies, during which the leading city (Elash, or Rah) accepted tribute and in return protected the weaker cities from various invaders. An inscription regarding the defeat and massacre of invading ‘Genash’ may be the first historical reference to the Gwonsaum that exists.

The worship of Ashva became more elaborate at this time, featuring a large tableau of demons and spirits presenting themselves as enemies and guides during the saga of the Great Guardian’s thousand-year regeneration. A formal order of priests emerged as well, perhaps providing an outlet for disenfranchised urban males who did not have the Helashi blood necessary to become jaish. Priests, unlike the vaish who concentrated on organizing a city and the jaish who focused on fighting for it, were expected to provide the logic and order of the Guardian Ashva in all ways to it’s loyal children.

As such, the priesthood became an extremely lucrative and demanding institution, with Shanalashian priests expected to be masters of fields as diverse as medicine, mathematics, finance and architecture. By the time of the Imperial Period, their actual religious duties were practically overshadowed by their other professional abilities; far different, as we will see, from the god-prophets of the east and the northern shekems.

The Imperial Period begins with the rise of Shuryah, a dynamic figure who again changed the balance of political power in Shanalash, not from without but within. Historically, during the Republican period it was difficult for any individual city-state to overcome its neighbors due to the fractiousness of alliance politics within the assembly itself. Shuryah upended this by seizing control of the local assembly in his city of Ieresah through a combination of charisma and invective against corruption within the assembly. He then forged a strong alliance with the local priesthood and built a fearsome chariot army, along with a core of extremely loyal jaish loyal to him personally, the so-called ‘Assembly of the Body,’ for it met not in a city but wherever Shuryah was.

Even in securing supreme power, however, Shuryah did not follow the same pattern as petty kings like Harshayah had in the past. He used the term ‘Jaishmagi’ to describe his rule, ‘Great Jaish,’ sometimes shortened to simply ‘magi.’ He emphasized that in taking power, he was doing so with the consent of the assemblies, and although raised above them with supreme power, his rule would (in theory) benefit them equally. Shuryah did appoint many of his fellow Ieresahans to assemblies across the land to keep them in line, but despite this tactic he generally recognized the decisions of the assemblies, who nonetheless tended to do him complete obeisance.

Dissatisfied with ruling any less than the universe, Shuryah led the conquering armies of his empire outwards, subduing the overawed cities of the Gwonsaum and the scattered, semi-sedentary princes known as Chufriel. It is here that they enter our story.

The North: Loyal Dogs, Cruel Masters

The evidence is inconclusive, but it is possible that the Gwonsaum established themselves in the headwaters of the Tharan and Janashak at the same time as the Helashi invasion of Shanalash proper. What is known is that by 1700 BC, the Gwonsaum had begun to coalesce into stable city-states, perhaps in imitation of their southern cousins. Like the Shanalash, the Gwonsaum had a great guardian named Migwon, though this took the form of a dog-spirit, and was less overtly hegemonic and deific than the solar Ashva. Both cultures shared a great loyalty to dogs and they are frequently depicted in their iconography, but one of the defining features of Gwonsaum culture not practiced in Shanalash is the dog-sacrifice as part of a funeral ritual.

To the Gwonsaum, the whole world was filled with spirits good and evil of varying power and strength, and these spirits could be contacted and even spoken with through the aid of a shamanic intermediary, the shekem. As such the shekem became one of the most revered figures in society, and the architecture of Gwonsaum cities was often designed around the spiral-shaped temple complexes necessary for the proper practice of the appeasement rites, in stark contrast to the angular, grid-planned cities of the Shanalash.

The short political life of the Gwonsaum has been fairly tumultuous, and they have spent significant periods of time being threatened by one or another of their neighbors, preventing any sort of internal unity from forming. Politically, each city-state is typically divided between the power of the shekem and the krek, a hereditary warrior ruler not dissimilar to a Shanalash jai. As this period wore on, however, the shekems gained increasing power at the expense of the kreks, with rebellions sometimes being led by shekems against kreks who have failed to practice the proper rites, inviting crop failure or foreign conquest. In several instances this has led to the rise of a Megshekem, an individual of great spiritual power and authority who holds sway over several major cities. (Note similarity to the Shanalashian Jaishmagi and Kaksi Megkrak, indicating a proto-Lashic origin for all of these peoples.)

During the 1600’s, the Gwonsaum submitted willingly to the conquest of Shuryah when he came north with overwhelming strength of arms, and most inscriptions seem to show that the local shekems viewed the foreign conqueror as a type of powerful spirit that had to be appeased. [ Even after Shuryah’s death, the shekems continued to refer to the Jaishmagi of Ieresah as ‘the Shuryah,’ reinforcing this belief.] The fact that the kreks more strenuously opposed Shanalashian expansion, and were defeated by Shuryah’s armies, also gave the shekems an opportunity to gain more power at the kreks expense.

But the Gwonsaum were not alone in migrating to the east. Another great tribe, the Kaksi, also joined them, becoming established in roughly the same 1800-1700 period. Unlike the Gwonsaum, who tended to organize in city-states, the Kaksi retained their tribal kingship structures and formed a powerful state on the central plateau that they promptly named after themselves: Kaksa. Reflecting a common origin with the Gwonsaum, the Kaksi also believed in the ubiquitous nature of the spirits and the spirit world.

Differently from the Gwonsaum, their chief-spirit was a great bear, Uraga, who imbued their warriors with martial strength. Also differently, their religious figures were always subservient to the hereditary nobility, and the local nobility were subservient in turn to a Megkrak, a high king. As such the military strength of the Kaksi quickly eclipsed that of the Gwonsaum cities, who instead built increasingly high walls to deter Kaksi raids. The tendency of the sons of the Megkrak to fight a vicious civil war to gain the favor of the spirits upon the death of the previous one has prevented the Kaksi from becoming a true empire yet, but with their expansionist tendencies they are on the cusp of becoming one. Already the royal palace at Takkur with its great bear-statues and other fine treasures of bronze and gold has become legendary to the south.

The Gwonsaum are truly stuck in a difficult situation, caught between their perpetually ambitious Shanalashian neighbors and the new, rising power of the Kaksi. It seems likely that they will fall under the sway of one group or the other if either makes a concerted effort to conquer them. Avoiding that - or embracing it in a way which can be managed - seems to be the Gwonsaum’s only hope of avoiding an unfortunate fate. But fate, as the ancient tales of the great shekems tell us, can often be cheated by the wise and cunning.

Shuryah’s empire also reached to the northern sea, where the emperor was confirmed in his might by meeting but scant opposition from the scattered and disunited tribes of the region, most of whom seemed perfectly willing to add him to their pantheon, which already accommodated so many gods. [Some have even theorized that the origin of the god Sokol was emerged from a local divinity cult of the emperor, but this is unproven and controversial.] These were a queer people, many of whom were semi-migratory herders, and they worshipped a dizzying array of gods and idols.

After Shuryah’s son’s death, these peoples seem to have either rebeled or fallen out of Ieresah’s control, perhaps under the authority of a charismatic priestess-figure whose historicity is debated. By the time of Urshaihafah, they were sufficiently united under a powerful king named Turan, who was able to, if not defeat Urshaihafah, at least weaken him enough to try attacking the Gwonsaum instead, where that tyrant met his ultimate fate, with Turan’s soldiers possibly contributing to the victory. One of Turan’s sons, Zerial, has ruled fairly effectively for twenty years, but the Chufrielites have already begun to revert to their fractious nature, with individual princes (called Morah) worshipping their own gods and ruling practically independent of the king in Thabora. It remains to be seen what will happen to Chufriel, though the options in the short-term are not pleasant.

The South: Pillars of Heaven

Moving at last to the south, we find that sometimes, reality can eclipse even the greatest legend. For there, an empire has risen to equal if not surpass Shuryah’s at its apex. Or rather, a theocracy. The Shanalashian corruption of their name, Eshylam, was how many foreigners would come know them, mostly as a legend of distant wealth and incredible power. Other corruptions exist: Mirjar, Esilot, and others, and no one term for them has yet come to predominate. In their own language, however, they called themselves Adj-ilan. The Hand of the Gods.

The origins of the Eshylam, historically speaking, seem to date from the mass migration that originated from the Shanalash in 3500 BC. The migration of the proto-Lashic cultures into the Fertile Crescent set off a chain of migrations and disruptions that ultimately resulted in the ancestors of the Eshylam, a Semitic people, coming into the Djah river valley, where they appear to have gradually overthrown and conquered the inhabitants of the local city states by 3000 BC, though the Adj-ilan did not emerge as the victors over a unified empire for another several centuries.

The pantheon that emerged seems to have taken on elements of both invader and invaded; the world was in balance between a Creator (Belaal) and a Destroyer (Keth), who interacted with a feminine fertility goddess (Asphet) who controlled the river flood. Numerous lesser gods were also extant, including most notably an anthropomorphic hippopotamus named Jurwem who served as the patron god of craftsmen, but the major Three deities were the most popular by far, and their priests the most powerful. Version of their cults spread far, even into Chufriel and the other smaller kingdoms to the north.

The government of the Djahic cultures, both before and after the creation of Eshylam, has been theocratic, specifically a divine priesthood ruling in a conciliar fashion, and typically with the most senior priest or priestess of the ruling council as first among equals. The format of the Eshylamic religious belief, and of the council, was such that each high priest represented a particular deity and was considered their mystical embodiment, a living prophet of their will. As such, the High Priests themselves were treated with deference and worship akin to gods, and the ruling council the literal recreation of the divine pantheon.

Each particular High Priest then tended to manage the portfolio of their god: The High Priest of Belaal would control the affairs of trade and diplomacy, the High Priest of Keth the military, the High Priestess of Asphet irrigation and so on. This division of labors prevented the priestly orders from collapsing into strife and intrigue for supreme power; as did the highly ritualized nature of their duties. Of course significant periods of intrigue and civil strife did occur, especially when a High Priest or Priestess failed in his/her duties, necessitating their bodily sacrifice to the gods.

This division of labors extended to the division of the populace itself. Most peasant families were bonded to the service of one particular priestly order, and all their children were so bound from birth, unless their lives were traded from one priesthood to another, as often did occur in the course of negotiations between priesthoods. As such, chattel were the main and initial form of currency among the Eshylam; the eventual introduction of coins resulted in the weights being standardized to fractions of the cost of a peasant.

The greatest of the ancient Eshylamic cities was Qidris, home to the chief temples of most of the priesthoods, and their tombs, libraries, storehouses and palaces. Though the balance of power has shifted in the past, Qidris is where the current council sits. And it would be near the city, extending up and down the Djah for several dozen miles, that they would construct the Pillars. The pillars were just that: Stone monoliths rising directly into the sky, several hundred feet tall and more than a hundred feet wide. Contrary to popular opinion, they were not tombs; proper Eshylamic burial rites for priests involved the sinking of a funeral ship.

They were sites of mass ritual sacrifice.

Let us briefly mention in passing two minor states related to Eshylam, and very much under their dominion. On the island of Ykeyefra, and in a few small scattered coastal enclaves, dwelled the Selamai. These people were led by a High Priest of a god called Sokol, the first of whom had once sat (according to legend) as head of the Eshylamic Hayrath, the council of high priests. There are no other records to corroborate this, and Sokol was mostly unknown as a god in Eshylam at this time. A common origin as members of the tribal confederacy that formed the empire is possible, though the question of whether the Sokol and his followers ever actually lived in Eshylam proper, or simply swore allegiance to it as it expanded north and created this ancestral legend, is up for debate.

Regardless, the Shoru established good relations with his fellow priests in Qidris through regular tributes of tin from Ykeyefra, and created a council of his own in shambolic imitation of the genuine article. The Selamai have further served Eshylam as crewmen for their ships, and supported their expansion northwards as they steadily conquered and colonized a swath of coastal territory to the southern border of Chufriel. Whether the Selamai will further differentiate themselves from the horde of lesser tribes serving Eshylam or be eclipsed as other peoples take to the seas remains to be seen.

To the south, a queer perversion of Eshylamic rites has been seen in the city-states of the Gedolm. They too were ruled by a priestly hierarchy, and worshipped slightly different gods, but still centering around a creator and a destroyer. For the majority of their existence they have escaped the notice of Eshylam, fighting amongst themselves, but in the last century and a half they have gradually been pushed to the south by a series of expansionist campaigns by the Hayrath. Lacking the chariots, the ships and the manpower of the great empire to their north, most of these ‘Sfutim’ have been forced to pay tribute to these powerful northern priests, while their northern cities have been conquered outright.

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As The World Stands

Two of the sons of the dead Megkrak of Kaksi are fighting each other in a great war for the kingship. The victor will likely try to invade the Gwonsaum, Chufriel, or both, perhaps depending on if or how these neighbors respond to the situation.

Following the defeat and death of Urshaihafah in battle and the collapse of the alliance of Mergis, the greatest power in the Gwonsaum is the Megshekem of Tusendakru, who has gained much prestige for expanding the temple complex in the city and directing the people against foreign raiders. It is unclear if this will endure after the Megshekem’s death. The other Gwonsaum states are largely passive and defensive.

Power in Shanalash is divided in a variety of states after the collapse of the Empire of Shuryah following Urshaihafah's death. The colony of Shuhai in the north is the smallest power player, but actually has the best Shanalash army remaining, due to constant border struggles with the Chufrielites. Urshaihafah’s son claims the title of Jaishmaga from Ieresah and has managed to hold on to the hinterland and a few surrounding cities, but he is not widely respected beyond the territory he controls. Another tyranny has arisen in Keishah led by one of Urshaihafah’s former jaish, and seeks to challenge Ieresah for dominance.

In the south, Jaidarah has thrown off the yoke of the Jaishmagi, calling for a return to the free assemblies of the past; (under Jaidarah’s control, of course,) this cause has gained significant support in the traditionalist cities of the south that were seriously overtaxed by the Empire. Meanwhile, the rising foreign power of Kedu has pushed all the way to the Tharan and sacked the colony of Ershai, further catalyzing the lesser cities to unite around Jaidarah as the league hegemon and protector. The-once great city of Olai didn’t feel like trading Ieresah’s yoke for Jaidarah’s, and was brutally sacked as punishment; it has fallen into terminal decline.

The Eshylam have recently supported the creation of client states in Ykeyefra and the distant island of Karros; having secured their northern border and trade networks they are now preparing for a great campaign of conquest against the Sphutai, who they view as unenviable barbarians fit only for enslavement. They are also preparing to raise a Pillar in Qidris greater than all that have come before it, though this will take some time to complete. In the long-term they will likely become entangled in northern politics again, especially if the Kaksi come south, but for now they feel confident in letting it go.

Most of the tribes east of Eshylam are wandering the desert like lunatics and squabbling over the few bare patches of ground fit for habitation. One exception is the kingdom of Jerab, which has settled the hilltop city of Zaphelim and wishes to stay independent of Eshylamic domination if possible. All of Chufriel’s neighbors generally hate them with a passion, and the Chufrielite confederacy is likely to collapse from a dozen directions after Zerial’s death. In particular the coastal city of Qiryal is considering defecting to Eshylam.

Civilized Zone 2: Kayula, Desa [Theme]

Some two thousand miles from the civilized world is another civilized world. That might be surprising to the Shanalash, who think themselves the sole center of culture and light in the universe, but to others, used to tales of worlds springing from the minds of gods, it would not be so surprising that a different world can exist just beyond the horizon. The Kayula have enjoyed a civilized existence just as long as Eshylam or Shanalash has, sharing in common with all the world’s early civilizations the dependence on a great river for irrigating their crops. Their pyramidal palace structures were no less complex, and their religious scriptures no less detailed, albeit in an extremely difficult semi-pictoral language with over ten thousand characters.

But socially, the Kayula could not be more different than their western neighbors. The Kayula believed in a universe in which a panoply of gods acted in seemingly mysterious ways, somewhat chaotic at first glance, and unlike Ashva’s divine order or the sacrificial demands of the Eshylamic pantheon. Furthermore, the Kayula did not yet have an established priesthood - though scholars and gurus of the esoteric called dakshina have begun to fulfill a similar role - and their philosophy emphasized a human’s destiny as learning from the gods, not necessarily prioritizing any particular course of action or social morality. Imbibing psychoactive substances in order to attain this wisdom has been a common feature of early Kayulan cults, practiced and encouraged by the dakshina.

Perhaps this psychosocial attitude of passivity before esoteric divine wisdom rather than seeking to emulate divine order has caused the Kayula to be more inwardly focused than their neighbors, for they did not seek to conquer lands beyond their river valley. Rather, they were united in a matriarchal, legendary state called the Vijayaka, which supposedly endured for a thousand years before succumbing to an invasion from the north. These invaders were led by the patriarchal, warlike Desa, who defeated the local armies and sacked the ancient cultural center of Kamath. This was a traumatic period during which the Scepter of Ishkni, a legendary item said to have been given by the river-god to the first matriarchal ruler of Kamath, was lost, as the last Vijayi herself cast herself into the water to seek the protection of the god that inhabited the Jalneer, becoming a local deity in the process.

Some have theorized that the Desa and Helash migrations had a common point of origin; certainly both groups have linguistic and religious origins in common. As the Sack of Kamath is the first historical event we can plausibly record in Kayulan history, it is more relevant to examine what occurred afterwards. In the Jalneer Valley, the Desa seem to have rapidly assimilated into Kayulan society, even abandoning their native language (except for a few important loanwords) by 1500. This resulted in the reassertion of the traditional matriarchal culture and the pictographic writing system, while the Kayulan city-states previously united under Kamathakan dominance have begun to use Desa mercenaries as a tool to re-create the old hegemony, though none have yet overcome their neighbors.

But further to the east, in the Yamneer, the Desa did not meet such organized resistance, nor did they encounter a sophisticated culture capable of assimilating them. Here, a powerful kingdom has arisen around the city of Arjivh, where a king elected by from among the noble jivha has taken absolute power and rapidly expands into the demon-haunted southern forests. Unlike the weaker Desa confederacies in the northern Jalneer, the kingdom centered around Arjivh aggressively worships a monotheistic, hermaphroditic god of light and darkness, and derides the Kayula gods as demons. It remains to be seen how the Kayula city-states will respond to this new threat, and whether they will be able to overcome the renewed Desa challenge or be overcome by it. Perhaps somewhere in the middle, lest Ikshni weep for her people once more.
 
Civilized Zone 3: Jiangzhou [Theme]

“In stillness and tranquility, one can feel the spirits and know their presence.” These are the words of the Tao-Dan, the legendary founder of Jiang civilization. This mystical spiritual figure left no writings, but his teachings were transcribed through oral folklore, and through the teachings of countless sages who followed him. His stories, albeit heavily fictionalized, feature a journey from the spirit world into the human, as well as a great flood; this echoes western mythologies, but more importantly may feature element of the ancestral Jiang migration into the Shēnlaú valley from the west.

Although the Jiang did not build great monuments to equal those of their far-distant neighbors, this civilization has accomplished much in a very short time, flourishing and spreading throughout the fertile coastal region of the land now called Jiangzhou. Notable among this culture’s practices (beyond their highly successful irrigation techniques) is an extremely sophisticated financial system, perhaps the most so in the world, centering around the riverine trade networks of the ancestral Three Great Cities, the first of which was founded as early as 2200 BCE: Jigōn, Yinú, and Bǎoyuè.

The river valley may have been united by An-Shin, the legendary “Ruby of the Moon” during this early period but this is largely understood to be a legendary figure. Another popular myth involves the invasion of steppe invaders led by a dark spirit named Hao-Tsui. While steppe invaders have invaded at several points in early Jiangzhou history, Hao-Tsui is better understood to be an embodiment of the death and destruction that these raiders bring, the many-headed snake Hao-Tsui worships a reference to the multiple prongs of a devastating steppe raid.

What is known is that by 2000 BCE, the Three Great Cities had formed a league of mutual protection called the Helian to defend against these steppe raids, and many lesser cities quickly followed suit. This soon became the appellation not just for the mutual protection league (which by 1800 was largely useless due to infighting,) but the region of northern Jiangzhou itself. The government of each city was organized around an oligarchic council of merchants called Jinzé, an ad hoc ruling council of the city's wealthiest. As a further measure to protect against barbarians and get rid of excess population, these Jinzé funded military colonies in the hinterland; these would become known as Xuzé. Over the following centuries, these two types of states (riverine and highland) would develop separate cultural identities to the point of becoming separate ethnicities entirely. The bulk of the early Three-Cities Period (2000-1550) featured the apex of the Helian's power, the formation of the Xuzé, and a series of increasingly escalating wars among the Helian when northern invasions were not being repelled.

Each city in turn had its period of dominance, but it was not to last. As the era continued, the Jinzé used alliances with the Xuzé they had founded to flood the Helian with mercenaries, paying them richly in return. Slowly, the balance of power began to shift as Jinzé dependence on the Xuzé soon grew, and the military colonies soon became powerful, semi-hereditary kingdoms in their own right. The Helian bled while the people suffered, and eventually this caused a collapse in the region’s trade. This is known as the Second Great Darkness, (c.1650) the first being the legendary invasion of Hao-Tsui.

Eventually, the Xuzé realized their position of pre-eminence. They used this to begin replacing Jinzé members with their preferred candidates, and finally, around 1525, the four great Xuzé, stirring up resentment in the Helian against the perpetual overtaxation of the Great Cities to fund their projects, signed an alliance and invaded the river valley. They were bought off at massive expense during the first war, but this merely allowed both sides to bide their time for a final confrontation, Jinzé against Xuzé. The eve of the Third Great Darkness is now upon the people of Jiangzhou, and truly Zhatei will wish to flood the world again to wash away all the blood that will be spilt.

And long fought off by the prowess of Xuzé soldiers, something stirs anew in the endless steppe...

---
 
(+10 ethnogeneses to everyone!)

Map:

Spoiler BT 1 Map :


I'm sorry about how this is several hours later than expected, but I worked quite hard on it. I hope you enjoyed it.

I will have more information about BT2, stats, and other minutiae tomorrow. I might also give certain players additional information, since I got a little tired at the end. For now, enjoy, and plot the future. You can post, too. :p If you have any questions or would like to know more about anything, I'm happy to oblige.

It looks like we're at the start of a fascinating and immersive new world, and I look forward to working with you all, and any new players, to continue creating and destroying it together.

---

This update sponsored by Canada Dry Ginger Ale. Canada Dry: Keeping Thlayli awake since 1994.
 
Haven't had the chance to read the other CZs so far, but I like what you've done with the place.
 
Fantastic work. Are the things in brackets the asides of a future in-NES historian or something the player is supposed to clear up?
 
Stayed up till 4 AM to see this :p

Good work Thlayli :)
 
Thanks NK!

Oh, those are in-NES asides, you totally don't have to clear them up IC. And I think my treatment of CZ2 and CZ3 has been a bit skimpy, and I should detail the individual polities a bit more, so I might boost some information there.

Okay, videonfan sent me a question PM that I can use to detail how we're going to move forward.

videonfan said:
Good day and sorry for interrupting you, but I have some things to inquire you about in the AFSNES II:

Anytime.

videonfan said:
Thanks in advance for taking the time to read this letter!

First, you're welcome. I corrected your spelling errors in the letter itself; I recommend you run spell checks before posting a submission. You also had two question 2)'s so I fixed that for you as well. Proofreading! ;)

videonfan said:
1) First of all, can new players create a civilization/culture/state during 2nd BT and all other BTs?

1) Yes, a new player can! I'm going to post a NEW CZ map shortly, though it won't be very different from the one last turn at first. You can cause an ethnogenesis to occur near one of your neighbors, resulting in a linguistically influenced culture, or you can enter the civilized world from far outside the CZ as a migratory group. You can also choose to take one of the major or minor NPC's that I've already created.

I will post the stats by the end of today. They will look like this:

Culture Name: Eshylam [Adj-ilan]
Abbreviated History: An ancient civilization that came to power in the Djai river valley. Ruled by a theocratic council, they have caused numerous lesser Semitic tribes to submit to them or be conquered. They are famous seafarers and monument builders and have founded several trading colonies across the sea.
Sub-States:

The Hayrath
Military Power: Very High
Cultural Influence: Very Influential
Info: The Eshylam are a centralized state, and the Hayrath is their main ruling council. Priests lower in the hierarchy control individual provinces in smaller councils that report to the Hayrath. Currently in a phase of expansion.​
Detailed History: [Link to relevant update/s for more information]

Military Strength won't be numerical at this point since turn-lengths are so long. It will be on a scale from Very Low - Low - Average - High - Very High, to give you a relative idea of what a state can accomplish in battle. Equally so, cultural influence goes from Very Influenced - Influenced - Stable - Influential - Very Influential. Nothing fancy, just a quick point of reference.

Some nations, like Eshylam, won't be broken into sub-states, while others will. A new player can take an unclaimed culture OR a sub-state. You shouldn't take a sub-state of a culture that is claimed without the person that created its' permission, however.

videonfan said:
2) Secondly, what happens to a player if his civilization gets destroyed

2) If a player's civilization gets destroyed, well, that's kinda tough luck for them. Most ancient cultures get destroyed, and those that don't are transformed so much as to be practically unrecognizable. It's no bearing on the player's skill level and they're welcome to join elsewhere. Consult the front page for my official stance on this.

videonfan said:
2a) Let's say I want to create a civilization in CZ1. Can I actually create a new one or am I only allowed to take control of one that already exists ?

2a) Both are acceptable. But you should probably stick to either taking available NPC's or creating a new culture.

videonfan said:
2b) Now let's say the aforementioned does indeed happen. What exactly are group templates? Do I list all the common things between my people and another already organised society?

2b) Okay, the Group Template was just for the first turn. Depending on whether you're starting as a new player or continuing as an old player, two different things will happen.

New players will fill out the same template I required last turn, except replacing the Group Template with a section called Neighbor Influences. It's basically the same thing, except rather than working with someone as part of a group, you're looking at their culture and telling me how it's influenced you. You can still work with the player in question; or maybe not, if your Influences consists of "I am migrating into the region and invading these people, but their culture is influencing me a lot as I do so!"

Old players will do something slightly different. They will fill out a template with fewer sections:

Detailed History: Your people have a solid, documented history at this point and they are recording their deeds 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. [500 words minimum]
Cultural Changes: Describe how your culture evolves, how your state institutions change, how your religion changes, and if you are Influential, what you export to your neighbors; if you are Influenced, what you absorb. Does your culture fragment into separate ethnicities entirely? If you build anything impressive, put it here too. [400 words minimum]
Military Efforts: This is entirely optional; you don't have to try to conquer anyone if your culture just isn't into that. But if you're not out conquering it's likely you're being conquered, so you should probably prepare for that, too. [Optional]
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. [50 words minimum]

Old players generally have control over what happens within their culture group, though when it comes to outside influences (invading out, or other stuff coming in) all bets are off.

videonfan said:
3) The Linguistics Question. Let's say all is well with the previous data needed for a civilization. If I want to be 100% correct about the language of my civilization should I:
i) Take existing syntactic and grammatical structure of the language of the OTL people of that region and mess with the vocabulary?
ii) Play a little bit with the grammatical, syntactic structure and the vocabulary or
iii) Change everything about the language of the OTL people while keeping the characteristics of their language's family ( Indo-European etc.)

I take it without granted that depending on the nearby civilizations, I should include some of their words or at least modify them from their original form slightly.


3) Somewhere between ii and iii would be acceptable. If you are a linguist and can design an isolate language, I have absolutely positively no problem with that and I would welcome it. It's just that most NESers aren't linguists (myself included) so it's probably easier to keep them working with real language families for now, keeping in mind that there's a huuuge variance within a particular family on how things sound.

I'm going to ask players to keep a good OOC/IC balance since we are keeping all information public until we hit an IT. Even if players are invading one another, the goal is to create a compelling narrative of what happens, even if the end-result is one of you getting destroyed. I know that's different from the gamey mentality we've come to expect from NESing, but I'm holding you folks to a higher standard. Kill and be killed without remorse; or at least channel that remorse into superior storywriting.

So in sum, I will have the stats updated tonight and I will post a new deadline and new CZ map, but players can feasibly start working on their new templates according to the design here. I'll also do a labeled map since we probably need that. I will be making some minor additions (boosting up erez's and nuke's information in particular, along with adding more information about the NPC east of NK, but this may take another couple days since I have to do all this other stuff.
 
Is it Ok if I just describe the slow demise of the Gedolm under Adj'ilan as they get practically assimilated and occupied and at the same time begin a new civilization?
 
First of all, thanks for taking the time to read my PM and answer all the questions with so many details!
Secondly, I wish to ask just another tiny question. If I understand what you wrote correctly, my template should look like this :
Spoiler :

Culture Name:
Mythology:
Society:
Material Culture:
Abbreviated History:
Geographic Errata:
Neighbor Influences:

Thanks once again.
 
Correct, videonfan. Also, thanks azale and nuka.

Is it Ok if I just describe the slow demise of the Gedolm under Adj'ilan as they get practically assimilated and occupied and at the same time begin a new civilization?

Yes, it is. The general idea of Eshylam/Adj-ilan was to create a powerful culture that shared elements of what both you and azale were trying to do, so if it makes you feel better your culture contributed a lot there. :p

---

As promised:

Spoiler Update 1 Labeled :


Oh yeah I kinda mixed up the placement of Jigon and Baoyue but those darn accents are so hard to replicate, so that's canon now. I didn't include some of the truly small and powerless city-states but they'll be in the stats, and you can look at Nuka or NK's maps for more details.

I'd like to organize all of our geography somewhere collectively, perhaps on a google doc. We might get a wiki at some point, but I've kinda got a lot of other stuff to focus on right now. :p
 
Excellent update! Any delays are of no concern, particularly with this level of quality.

Have you decided on a deadline for BT2 yet, or are you waiting to post the stats etc. before setting one?
 
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