South Pole Cradle

Intermission: Civilizations at the dawn of the Bronze Age - Part II
Spoiler :


Yonike


A canyon-dwelling continental culture of Amerindian origin, the Yonike spent the last two and a half millennia in on-and-off low-scale conflicts with the dark-skinned Agomai from the frigid south of the Agoru river valley. Peaceful grain farmers and hunters-gatherers, the Yonike’s approach to resisting Agomai has always been mostly passive and defensive, which reflects in their stone-house villages nested into the cliffs of the giant canyon going through the Aoni-chehek valley. Isolated from the rest of the world, the Yonike remain locked in the simultaneous conflict and intermixing with the Agomai hillmen.


Agomai


War-like hillmen and hunters-gatherers of African origin, the Agomai are descendants of the very first groups of migrants that arrived to the Land of the Shining Sky and then got displaced into the frigid shrubland of Agoru hill country. Their culture is shaped around ritualized warfare, but this tendency has been somewhat softened by their ongoing exchange (some times more violent than others). Still, they remain a rural, clan-based society that looks down upon agriculture and remains highly warlike, despite having rather primitive views of military organization.


Hazo


A civilization of African origin, the Hazo used to be the woodcarving residents of the dense Tantara woods. After centuries of migrations and clashes with other civilizations of the region, they largely migrated out of their cradle and spread widely across an enormous part of the continent. Amazingly, unlike with many other peoples, the somewhat unsophisticated Hazo managed to preserve their cultural and even political identity through a tradition of so-called “tree running” - a form of political, economic, and religious organization, in which a caste of selected, educated athletes (Mpik-Hazak, or “tree runners”) acted as the carriers and facilitators of centralized orders. This enabled an appearance of the first all-Hazo high chiefdom, founded by king Laholona, whose name became both the name of the dynasty and a synonym for “ruler” itself. Under the Laholonas, the Hazo realm spread widely across the forests and woods of the continent, rarely tied to cities, but nonetheless surprisingly organized and centralized. In the Nantara valley, some non-conforming Hazo tribes functioned as the mercenaries during the local Water Wars, while in the Astinanana valley the Hazo unsuccessfully clashed with the mountain-bound Shaln Trasque. In the center of the Hazoan world, the seclusive Bashtunari continue surviving under the purging expeditions of the Laholonas, who eagerly campaign against them order to please the Mpik-Varotra (the merchant caste) and the Valaohani (the priesthood) of Siliko (the Wandering God of tree runners) and Nany (the Goddess of Fertility and Motherhood). Well-known for their woodcarving and unusually flexible internal organization, the Hazo remain an enigma in the history of the Land of the Shining Sky.


Bashtunari


The Nari were a cryptic tribe of Afrcan origin that migrated into the Land of the Shining Sky only slightly after the Agomai (and forced them into the frigid Upper Agoru valley through centuries of prehistoric clashes). Being since then forced to migrate closer to the colder center of the continent by other migrants, the Nari remained surprisingly sophisticated in their oral and musical culture - traits that would later help them to develop an unusual level of intellectual complexity, despite their hunting and gathering lifestyle. Over time, the original ur-culture split, as some tribes migrated back into the shore-facing Tantara woods, and some remained in the inhospitable Bashtun. Unfortunately for them, the latter group (known as Bashtunari) became a target of numerous genocidal military campaigns by the ever-migrating, numerous, and always expanding Hazo. Reduced to a status of mere human game over the course of centuries, the Bashtunari are now simply trying to survive under the “tree ogres’” onslaught.


Tantanari


The Tantanari are the splinter group of the larger Nari ethnos, who displaced the Hazo from the Tantara woods and since then were locked in an on-and-off series of conflicts and alliances with various Happataran cities of the left bank of the Nantara river. The most bitter struggle took place when the Happataran city of Tahtarapa extended its colonial reach into the edges of the Tantara woods, clearing them for agriculture and timber exports. This briefly led to a split between the Tantanari tribes: some fell into Tahtarapa’s orbit, attracted by the huge city’s riches and gifts, while others chose to resist, often very violently. During the bloody period of Water Wars that split the Happatara civilization for a few centuries, the collaborating Tantanari tribes acted as mercenaries on the service of the Left-bank Happatara - a role in which the Tantanari and Hazo clashed for the second time in history, but this time as hired men. However, unlike the Hazo tribes of Hattara and Astinanana, the Tantanari hirelings eventually turned against their masters, when a mercenary warchief Andikan took over a pro-Tahtarapan city of Xosa and settled there as the local overlord and dynast. This started the age of “mercenary kings,” who no longer bent their knees to the Pahdatid dynasty of Tahtarapa and instead sought to develop their own legitimacy over the rest of the Tantanari by sponsoring the completion of Nariyaga - an expansive national epic that heroizes and preserves the history of the Nari people, from their arrival to the Land of the Shining Sky to the rise of Andikan’s dynasty in Xosa. Despite lacking a writing system, the Tantanari indeed have grown more culturally conforming once the oral and musical epic of Nariyaga became a shared cultural masterpiece. Time will show if it will remain merely a high point of their development or the first step into the future.


Hapattanari


The last of the splinters of the Nari civilization, the Happatanari are rather unique in that they’re not an ethnicity that every saw any form of statehood or independence. They originate from the Nari migrants that settled in the cities of Happatara and quickly found a niche there as capable experts, administrators, and tradesmen. Despite a good level of social organization, the Happatara people lacked the surprisingly deep intellectual tradition of the Nari, and soon the “urban Nari” rose inside the hierarchy of the Happataran society, becoming right-hand men of the city-states’ rulers. Despite becoming the majority in a few midstream cities of Nantara, the Happatanari remained well-integrated into the Happatara civilization and comfortable with their role of intellectuals and facilitators on the service of others. They’re known as the geometers and engineers behind the Happatanaran irrigation projects, as well as inventors (and the primary users) of the newly emerged currency based on conch shells, which their unspoken cultural code forbids them to use with non-Happatanari outsiders (a protective measure that keeps the trading niche primarily to their ethnos). This also turned them into the best group of people fit to serve as administrators, tax collectors, and scribes of the Happatanaran rulers, who were only happy to delegate those complex tasks to the eager outsiders. The result of that was the development of cuneiform script based on clay tables. It’s yet to be seen if the Happatanari will find a way to convert their knowledge, influence, and wealth into the actual political power.

Right-bank Happatara


The Happatara civilization of African origin rose very quickly in the Nantara valley, which river regularly flooded and covered the fields with silt and nutrients. This allowed the settled, agricultural lifestyle to take hold among the Happatara early on, and it’s argued that their villages were first to unite into the first, horizontally organized mudbrick cities. The meteoric rise of the early urban culture, unfortunately, was followed by a relative cultural stagnation, which causes are hard to determine. Ruling hierarchy eventually formed to replace the original grassroot, solidarist social organization, as the people passed the power to individuals capable of effectively managing the irrigation and harvesting activities, which could turn rather tricky in the extremely lush and productive, but capricious floodplains of Nantara. Eventually, the western, left-bank cities fell under pressure from the Hazo and later Tantanari settlers, and this led to the toppling of the original timocratic elite with a new type of ruler: prince-commander. Yet, on the east of the valley, the Right-bank Happatara continued to follow the old ways. The split was finalized when spontaneous clashes between various cities started occur over the access to the floodplains as a result of the Nantara and its tributaries changed their watercourse. The period, known as the Water Wars, lasted over two hundred years and eventually separated the two sub-civilizations. Three city-states emerged as the claimants to the hegemony among the Right-bank Happatara during that period: Jaratta, Tartapad, and Gattaka. Since then, the three remained locked in semi-peaceful rivalry, outfitting various colonization projects into the eastern forested valley of Hattara. Hopefully, this will give their stagnating urban civilization a push for further development.


Tahtarapa


The Left-bank Happataran history mostly revolves around the “orange city” of Tahtarapa (named that way for the color of its adobe mudbrick, based on the locally excavated clay). During the second millennium, conflicts with the “forest savages” (a collective Happataran name both for the Hazo and the Tantanari), a legendary commander-king Pahda brought Tahtarapa to its status of hegemony among the left-bank settlements, founding the amazingly long-lasting and prestigious Pahdatid dynasty. Originally, the Pahdatids rose thanks to their counteroffensives into the Tantara woods, which timber was later used to construct some of the signature architectural wonders of Tahtarapa. However, this also ensured that the conflicts with the “forest savages” would continue, and during the Water Wars the Pahdatid power briefly reached a record low. It was saved by a distant member of the dynasty, a “bastard prince,” known to history as Pahdatipahda (Pahda among the Pahda) - a name taken to cement his self-perceived legitimacy. Since then, Tahtarapa was reinvigorated, acting as the rally point for the left-bank cities opposing the Tantanaran “mercenary kings” of Xosa.


Insular Aghak



Some of the most recent cross-ocean arrivals to the Land of the Shining Sky, the dark-skinned Aghak quietly lived on the stormy Aghigbro island chain along the continental shore for millennia. They have so far left few traces of their development, surviving on primitive fishing and hunting for eggs of migratory birds that settled on the cliffs of their home islands. Yet, gradually overpopulation pushed some of the Insular Aghaki groups to cross the narrow, but highly treacherous straights toward the rocky continental shore. There, they came into the first contact with the civilizations of the mainland: the Happatara and the Hazo. Luckily, the contacts have so far been made only with unsophisticated colonists of these civilizations, and the Insular Aghak might have a few centuries to catch up with the civilizations of the Land of the Shining Sky.


Continental Aghak


Not all Aghaks looking to escape their overpopulated islands ended up crossing the straights. Some boats and drafts got thrown off course, and the survivors ended up forming humble, primitive settlements along the coast of Obarer. There, in the grassy plains they found large mobs of kangaroos, with a specific species of them - the giant short-snout kangaroos - proving to be a relatively simple game to hunt, given a proper hunting tactics. This was the sole survival strategy the isolated Continental Aghak have pursued since then: wandering the outback along the kangaroo migration routes and hunting for the older or sickly specimen, as the easiest game to track. While the specter of hunger no longer looms over them, the Continental Aghak are still far behind many other peoples of the Land of the Shining Sky in their development.
 
Last edited:
1. Use Chorok Enaman Military Point to Conquer Saltmarsh Enamans in region 28
2. Use intellectualism to boost Conquest
3. Use intellectualism to boost Oppression
4. Use mercantilism to influence Chorok Enamans
5. Use material culture to boost prominence.
5. Use Urbanization to boost Urbanization of region 28.
 
Update 28 (Years 2700-2800 Post-K7)


The Eshan-Ro League continues being the hegemonic political entity of the Shadb Trasque civilization through the 28th century post-K7. Using their network of Shaln Trakkan tributaries, as well as hiring mountaineer mercenaries, the cave city of Roque-Esh launches several massive expeditions into the Second Tall Ridge, this time with real hope of crushing the central nod of the Shaln Trakkan resistance. The War of the Passages that results is indeed a bloody affair, captured in relatively unbiased runic inscriptions by a chronicle from a city non-affiliated with the Eshan-Ro League. Depite annihilating the Shaln Trasque mercenaries (or “traitors of the Mountain”) in a battle of Sla-dobd Gourge, the forces of Shlanathaln fail to use that once in a centuries opportunity to crush the heavily-armored core of the Shadb Trasque army. In subsequent campaigns, the outnumbered Shlanathaln forces once again are put into a defensive. While the cave city militant aristocracy, retainers, and Shaln Trakkan mercenaries fight the wars, the mountainous heartland of the First Tall Ridge continues to prosper in relative isolation. Qashidb of Do-Shala writes his famous runic diktat “On Forces Of Existence,” providing a surprisingly holistic (albeit, naive) view of the cosmos and its structure. This complexity of thought influences the Shadb Trakkan religious thinking as well, and the first attempts to form a hierarchical pantheon are made around this time, ironically mimicking the political relations within the Eshan-Ro League of the time. As the First Tall Ridge remains basking in the glory of its highly advanced urban civilization, the excess population of Shadb Trasque urbanites necessarily finds its way to the less advanced frontiers of the Trakkan world, swelling the already big cave cities of Masque-Una-Eshal and, in case of less fortunate (or more enterprising) migrants, providing the working hands for open-pit diamond mines of the Eshal-Una-Sishin rocky desert. (Shadb Trasque: +1 Intellectualism, +1 Spiritualism, 1 Population Center of Shaln Trasque is occupied by Shadb Trasque for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use); Region 26: +1 Urbanization; Region 32: +1 Deposits)


The Shaln Trasque civilization finds itself on the defensive on many fronts throughout the century. It’s suspected that wars and outbreaks of disease, combined with several cold spells that block the intermountain trade, contribute to an almost complete stagnation of the Shaln Trasque throughout this period, economically and demographically. The sole exception to this is the urban artisanship, which still hasn’t changed its production methods in millennia, but remains highly valued for the quality of materials and its simple, utilitarian design. (Shaln Trasque: +1 Prominence)


The Path-Shan people stay away from the unending conflicts that have been tearing the Trasque civilization apart for centuries. They do spread toward new creekside valleys in the Second Tall Ridge, where the Path-Shan alpine pastoralists find extra space for their seasonal migration camps and hunting grounds. (Path-Shan: Region 25: +1 Max Capacity)


The Chorok Enaman people of Ui-na Tan petty realm and aligned tribes once again take advantage of the disunity and trouble within the Shaln Trakkan world, embarking on opportunistic conquests that put many cave cities of Mask ui Sha to into their fold. These campaigns uniquely feature something entirely new to the Land of the Shining Sky, however. The host of Chorok Enaman is armed in preparation to the campaign almost exclusively with iron weapons, mass-produced in the forges of Ui-na Tan prior to the war. While inferior to the quality bronze tools, the early iron tools are much easier to produce in large numbers, allowing a new form of manufacturing - both for the military and peaceful use. Meanwhile, outside of Mask ui Sha, the plain nomads of Chorokpan start truly feeling the demographic pressure from the right bank of the river. Along with tributary tribes of Highland Ankarne, they raid the Lowland Ankarne clans in a series of genocidal campaigns common for the violent world of the pampas. Yet, the soil erosion and degradation of the pastures continue apace nonetheless, and with time some of the moa herders start to move away from the pampas into the hill country of Cooleweer (or, as they call it, Koo li Fia). (Chorok Enaman: +1 Conquest, 1 Population Center migrates from Region 27 to Region 14, 1 Population Center of Shaln Trasque is occupied by Chorok Enaman for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use))


Spoiler :


A low noble warrior of Ui-na Tan, armed with a mix of iron and bronze weapons






The Lowland Aknarne people continue surviving in the role of underdog of the pampas for yet another century. With the Chorok river valley’s wildlife declining and their enemies scourging their communities, the lowlanders keep relying on a simple recipe: outbreeding their adversaries. Their neighbors and kin of the Monite Ankarne, meanwhile, have an entirely uneventful century of blessed isolation. (Lowland Ankarne: -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point; -1 Population Center in Region 27; Region 27: -1 Wilderness)


The Highland Ankarne develop in different ways, however. While some of the tribes from the low slopes of Nye Tyekye can be seen sending their charioteers to join the raids of the Chorok Enamani chieftains into the lowlands (an obligation that they abandon by the end of the century), the highland tribes start slowly rejecting their forefathers’ attempts to descend into the overpopulated plains. Instead, they eagerly join the Enamani salt trade network, purchasing Shaln Trakkan and Chorok Enamani tools and hardware that instead go into an entirely different series of enterprises: forest clearing and creation of earthworks that create terraced pastures in the high mountains. While their own folklore personifies this process through a myth of Cyekan Ryeh (a rather unique worker hero, as opposed to the militant heroes of other cultures), there’s little doubt that in reality it was a continuous process of spontaneous public works and innovations that lasts decades and is passed from clan to clan as borrowed knowledge. (Highland Ankarne: +1 Innovation; Region 13: +1 Grazing)


The northernmost clans of Hill Enamans continued to engage into petty conflicts with the traditionally peaceful communes of Monite Enamans, often aimed at taxing the salt trade going through the hill country trails. This does put many familial groups of Mona worshippers into the status of the hillmen’s tributaries for a few generations. (Hill Enamans: 1 Population Center of Monite Enaman is occupied by Hill Enaman for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use))


The hill tribes are not the only ones who turn to warfare as a way to escape the environmental degradation of the still rich valley of Mona’s Rest. The powerful, but peaceful lakeside mound city of Ai ta Loda of the Lakeshore Enaman obeys the wishes of its Vision Ruler Mona shi Taha and employs one of the dependent Chorok Enaman tribes as mercenaries in hopes of conquering reclusive saltmarshers. The hardened warriors of Choroki pampas do easily disperse the mob of an army that the swamp people of Syo-ke Ao can master. However, all follow-up campaigning stalls when the Saltmarsh Enamans simply retreat into the bog country, where the mercenary army can’t track or pursue them. A few groups of sellswords do agree to keep campaigning for a few more years, but eventually find themselves unable to reach any significant settlements of the saltmarshers, who simply take their floating reed island villages into the middle of salt lakes dotting the region. Eventually, the elites of Ai ta Loda run out of salt to pay the mercenaries, and the conquest dies down. However, despite an anticlimactic result, it does mark an important point in the development of the Lakeshore Enamani political ambition, marking the first time when the spiritual gravity of the Mona’s Visions was used to justify political and territorial claims. (Lakeshore Enaman: +1 Oppression; Region 29: -1 Wilderness)


The invasion of Ai ta Loda’s mercenary army fails to unite the tribes of the Saltmarsh Enamans, but it does leave a trace in their collective psyche, emphasizing the value of spiritual and cultural unity in the face of external aggression. (Saltmarsh Enaman: +10% Conformity)


As reports of the peaceful encounters between the Chorok Enaman migrants and Nekenee settlers in Cooleweer start reaching Kineka, the Merchant-Princes continue concentrating their efforts on persecuting the remnants of their arch-enemies: Dyesynil and Tenankan. Unfortunately for them, both endeavors serve little gains. The military expeditions into the Fee’nak river delta loose much of their momentum, as the Kinekan levy and its allies first have to cut through the territory of Tenankan, which acts as a proxy satellite of Dyesynil aLytu. Even despite eventually forcing Tenankani people to hide between their city’s walls, the Kinekan campaigns lose much of their momentum and fail to deliver much damage once they reach the lands of Dyesynil aLytu and its confederation. These wars also put a significant split inside the Tenankan’s own alliance. While some cities choose to side with the newly independent City of Moon, others embrace the reunion of Xamaneha and Nakaxu as the chief gods of their faith, effectively forcing their urban elites to reintegrate with the Kinekan alliance. These conflicts on the periphery of the Nekeni world fail to change the fact that the highland civilization is enjoying an ongoing golden age. With the first events of the Xamaneha-Nakaxu reunion taking place, religious thought matures to a level of clerical hierarchy (reflected in the hierarchy of the Nekeni patheon as well). Parallel to that, new types of artistic and philosophical forms emerge, helping the Nekeni society overcome the scars of its earlier split. Urban manufacturing keeps growing at a face pace, both qualitatively and quantitatively. In fact, the growth artisanal craftsmanship in the cities and agricultural toolmaking motivates many local merchant-princes (including the Grand Prince of Kineka) to set first types of corvee and taxation on the fruits of increasingly efficient labor. (Kineka: +2 Prominence, +1 Spiritualism, +1 Intellectualism, +1 Material Culture, 1 Population Center of Tenankan is assimilated)


An unlikely survivor of Kineka’s onslaught, Dyesynil aLytu and its loose confederation of exodite cities continue to beat the odds - and not only in wars against their arch-enemy. Many Dyesynilians start to settle in Wiet-yris and many of them find it easy to influence the Wiet-yrisi Syrisilian towns deep in the mangrove forests. Cut off from the bustling tidal ports of Yulup and Sylla, these unaffiliated settlements lack the cohesive witch covens to resist the economic encroachment from the south and little impetus to not strike one-sided trade deals that increase the well-being of their ruling class. (Dyesynil aLytu: -5% Centralization, -5% Conformity, +1 Population Center in Region 5; player must choose type of new Power Point; 1 Population Center of Wiet-yrisi Syrisil is influenced by Dyesynil aLytu for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


The another remnant confederation, the Xamanehite Dyesynil enjoys a century of quiet growth of urban craft - and not much anything else. (Xamanehite Dyesynil: +1 Prominence)


The peaceful agriculturalists of the Sheneti Syrisil are also blissfully left alone in the ambitious games of the neighboring alliances. This century of peace leads to a continuous population growth in the Shenete river upstream. Additionally, their idyllic stilt towns become centers of learning, as the Syrisilian rope script finally spreads to them, in a form of weaved bundles with knots, as opposed to the elegant silk threads of the Wiet-yrisi Syrisil or the plant-based rope scripts of the various Turape cultures. (Sheneti Syrisil: +1 Intellectualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point)


The Wiet-yrisi Syrisil, meanwhile, experience a massive productivity boom when it comes to its urban craft and architecture. It can be only guessed that the wide-spread trade networks established by the mighty Yulup-Sylla diarchy across the Inner Sea simply demands many more finished goods. Combined with the export of exotic spices and animals, this helps the trade guilds of Yulup and Sylla to eventually grind down even the trade-savvy Sagulan Turape merchants and establish temporary monopoly on trade between the continent and the Sagulan-Nadelis island. Naturally, the constant flow of goods in and out of the island leads to the establishment of several more trade colonies on its southern shore, where the Wiet-yrisi Syrisilian population prospers and booms. Meanwhile, at home, the Alignakite paganism goes through another important stage of development. No longer satisfied with their iron grip on power within their cities, the witch covens start teaching their young female clergy to proselytize in foreign lands as missionaries, bringing more and more human spirits to the Higher Moonlight. (Wiet-yrisi Syrisil: +4 Prominence, +1 Spiritualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 8; player must choose type of new Power Point; 1 Population Center of Sagulan Turape is influenced by Wiet-yrisi Syrisil for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


Tapestry of the Moon and Sea:
Despite the appearance of first dedicated Alignakite missionaries across the Inner Sea shores, the briefly emerging tradition of pilgrimage to the personified holy sites of Wiet-yrisi Syrisilian gods remains dormant and rarely observed. (Bonus: +2 Prominence, +2 Culture Points, +10% Conformity, -20% Centralization; Attribute Demand: Spiritualism 0/2, Migration 0/2, Seafaring 0/2; Length: 9 turns)


Spoiler :


A stylized depiction of a Mouthpiece of Alignak, a Wiet-yrisi Syrisilian missionary witch






Despite the creeping trade expansion of the Wiet-yrisi Syrisil into their home island, the Sagulan Turape people also prove to be capable learners. Eager to get their hands on the gem trade and metalworking, their young trade guilds sponsor several expeditions into Es’el-jat/Asagan, where the local mountains prove to be a great source of ores and precious stones, and forests are full of wildlife. (Sagulan Turape: -5% Centralization, -5% Conformity, +1 Population Center in Region 2; player must choose type of new Power Point)


Their northern neighbors, the Nadelis Turape, go through an important period of internal reorganization. Local chiefdoms, traditionally very fragmented and granular, start slowly coalescing politically and culturally among the few high chiefs that control the flow of precious silk, gems, stones, and ore from the colonies of the Inner Sea. Of course, their power remains still rather weak compared to the unbreakable cohesion of the overlords of Kineka or Yulup and Sylla, but some high chiefs manage to pass their coalitionary domains to their children (such is the case of Chiyino tribal kingdom). However, the greater cooperation of these political entities also allows for a growing complexity and scope of public works, leading to massive forest clearings and an accumulation of knowledge of such terraforming works. In the periphery of the Nadelis Turapan world, changes also occur, as the colonists Cysid-is-syv learn to better hunt for the elusive wildlife of that virgin island. (Nadelis Turape: +1 Survivalism, +1 Innovation, +10% Conformity, +10% Centralization; Region 6: +1 Max Capacity)


For the longest time, the Bolevel Turape were considered the least advanced of the Turapan cultures, but this trend seems to be changing. With their access to the outback of the Asagan region (known as Es’el-jat to the Wiet-yrisi Syrisil), the Bolevel Turape boost their village craftsmanship significantly. In fact, a few chiefdoms, strengthened by the corvee laws they passed among their subjects, get a temporary monopoly on mining and forest hunting in some parts of the island. This allows them once again to strong-arm the Wiet-yrisi Syrisilian colonists into working as seafaring contractors for the Bolevel Turapan traders, buying the precious ores and gems for several times their price. Needless to say, this starts to contribute to the rise of shrewd commercialism among the Bolevel Turape. (Bolevel Turape: +2 Prominence, +1 Mercantilism, 2 Population Centers of Wiet-yrisi Syrisil are influenced by Bolevel Turape for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


The Maramapi people continue their path out of isolation, and their primitive mining colony in Es’el-jat is a huge help at that. While their craft and tools remain highly primitive, their manufacturing starts to prominently spread across their tiny cultural sphere, and their mining methods slowly improve to include some simple open-pit mining techniques. (Maramapi: +2 Prominence, +1 Industry)


In the upper Agoru river valley, the Agomai tribes continue revolving in their perpetual cycle of on-and-off military ventures against the peaceful and often time defenceless Yonike. Once again, the mid-stream tribes are forced to pay tribute and accent the Agomai dominion. (Agomai: 1 Population Center of Yonike is occupied by Agomai for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use))


The persistent Agomai threat does force some canyon communities of Yonike in the Aoni-chehek plateau to converge together for the sake of mutual defence and welfare. (Yonike: Region 15: +1 Urbanization)


Unknown in the dualistic world of Agomai-Yonike, the sprawling tribal empire of the Hazo keeps looming just to their east. With the rule of Laholona Amin’ny, an arguably illegitimate (because of her distant blood relation to the Great Laholona of the old), but powerful and strong-willed empress, the First Laholona Dynasty enters the final stage of a long and uneasy transition to the Second Dynasty. What truly enables her to retain the Great Stump Throne throughout the early and much disputed years of her long reign, is her brutal campaigning in Bashtun against the “Siliko-hating” locals. While the reforms associated with the rise of the Nanyite Volaohani clergy are better be described in a different section, they do eventually succeed of forming a brand new legitimacy for her and her successors. As the 28th century post-K7 turns into the Age of Amin’ny, she even manages to organize the self-reliant Mpik-Varotra caste of merchants, which gives its fruit eventually in an unlikely domination of the Shaln Trakkan cave cities of Astinanana by the enterprising forest people of Hazo. (Hazo: 1 Population Center of Shaln Trasque is influenced by Hazo for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


Cult of Mother Nany and the Second Laholona Dynasty:
The rise of the Second Laholona Dynasty, despite having started many centuries prior, is often seen as the life accomplishment of a single bigger-than-life figure, Amin’ny the Great. Boosted by her cruel (but prestigious) military ventures in Bashtun and promoting the politically reliable Volaohani priests of Mother Nany (as opposed to the independent and entrenched clergy of Siliko the Wanderer), she eventually secures her unspoken dominance over the Countless Groves, as the new Laholona domain is called in royal proclamations starting from her reign. With time, the Mpik-Adu (administrator) and Mpik-Hazak (tree runner) castes coalesce around her as well, forming the backbone of the new vast realm. (Bonus: +1 Prominence, +1 DP, +10% Conformity; Attribute Demand: Spiritualism 1/1, Comity 1/1 (Completed); Length: 9 turns)


Spoiler :


She-Laholona Amin’ny of the Second Dynasty






The Bashtunari, in their turn, receive a dubious mention in the oral annals of the Second Laholona dynasty of the Hazo as the “the Wanderer God’s sacred game.” Despite yet again suffering terribly to the “forest ogres’” raids, they manage to recover their losses once again, but their dying civilization remains hanging on the brink of disappearance. (Bashtunari: -1 Population Center in Region 20, -5% Centralization, -5% Conformity, +1 Population Center in Region 20; player must choose type of new Power Point)


Their kin from the north does fairly well, however. The Tantanari people of the Tantara Woods keep migrating to the city-state of Xosa of the Nantara plain, eventually settling in satellite towns deeper in the alluvial plains. With the arrival of new labor force, the urban part of the Tantanaran civilization prospers, as craftsmanship grows, and some attempts at borrowing the intellectual expertise of the Happatanari are being made - albeit, the Tantanari remain the people of purely an oral tradition when it comes to knowledge preservation and exchange. (Tantanari: +1 Prominence, +1 Intellectualism, 1 Population Center migrates from Region 22 to Region 23)


The Tantanari are not the only people of Nantara, whose number is growing. The culturally eclectic, but still politically organized hegemony of Tahtarapa, with its aristocratically elected commander-kings, brings certainty, order, and, with them, prosperity to the still recovering rural countryside of the left bank of the Nantara river. A population boom in the alluvial lowlands once again lead to the growth of the mudbrick cities, although the exploitation of the soils for agricultural needs and irrigation start showing their negative results, diminishing the number of good pastures across the land. (Tahtarapa: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point; Region 23: +1 Urbanization, -1 Grazing)


Despite often being intermixed with the Tahtarapan middle and ruling classes, the Happatanari prove the be people of extreme wit and industry, as their houses masterfully navigate the tricky landscape of Tahtarapan politics, eventually securing dominion over the commerce and banking of the Left-bank Happatara. Some of the Happatanari-run trade stations outside the mudbrick walls also turn into satellite towns in their own right around that period, creating first truly Happatanarian ethnic enclaves on that side of the river for the first time in history. While growing rich off of urban manufacturing and art, the new trade towns of Happatanari also earn reputation as marvels of Nantara for their incredibly thoughtful planning and infrastructure, including not just canals, but also primitive sewage, baths, waste disposal systems, and even fire-prevention regulations. (Happatanari: +1 Prominence, +1 Innovation, 1 Population Center of Tahtarapa is influenced by Happatanari for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


The city of Gattaka cements its place as the dominant of the three leading powers of the Right-bank Happatara, by leveraging its extensive colonies in the timber- and ore-rich valley of Hattara. As Gattakan craftsmanship earns the city quite a reputation, and its northernmost woodcutteries become known (besides the miserable conditions of petty workers) for the high quality of tropical timber they produce. This earns the city the ire of its rivals, Jaratta and Tartapad, who strike their first alliance of convenience against the yet superior hegemon. For now, however, Gattaka’s fame keeps growing as a center of knowledge, and its Hattaran satellite towns grow in size as well, albeit at the expense of the shrinking forest. (Right-bank Happatara: +1 Prominence, +1 Industry, +1 Intellectualism; Region 33: -1 Wilderness, +1 Urbanization)


Jaratta’s and Tartapad’s rivalry with Gattaka has another side effect. In efforts to compete with the Gattakan lumber-producing colonies, the two rivals also attempt to expand into the warm northern part of the vast Hattara Wood - the only yet unclaimed area where the prised mahogany trees grow. That is, it’s unclaimed by the Happatarans. The pursuit of colonial expansion brings the explorers from Jaratta into a bloody conflict with shore-dwelling Insular Aghak people. Over a course of a couple of decades, many communes of these primitive seafarers are wiped out, but some surviving settlements remain, and they fortify and urbanize as well, learning quickly from their scourges. Besides teaching them some lessons of asymmetric warfare, this conflict also has a boon of fueling urban craft. (Insular Aghak: +1 Prominence, +1 Depredation, -1 Population Center in Region 33)


Unlike their distant insular kin, the Continental Aghak people keep dwelling in the vast savanna of Obarer. As their population grows thanks to the primitive kangaroo herding techniques, the tribes start forming first permanent townlets, in which the bulk of the tribes rests while the herders migrate with their still semi-domesticated mobs of short-snouted jacks. This, in term, also gives rise to new forms of urban craft, as tools for sedentary living start to appear. (Continental Aghak: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 37; player must choose type of new Power Point; Region 37: +1 Urbanization)

GM's notes:

  • The stats update is complete
  • Happy New Year, everybody!
 
Last edited:
Trasque En Ettin Shadb (6/6 CP, 0/1 DP, 1/3 EP, 3/3 MP, +1 Shaln EP)
- Intellectualism (Cultural/Intellectualism on Comity x2): The political unification of the Trakkan tribes has led to the development of people who's focus is on understanding culture and politics in a meta-sense
- Intellectualism (Cultural/Intellectualism on Mercantilism x2): The increasing trade between the Trakkan cities and with their neighbors has sparked interest in a dedicated merchant class, who's purpose is to facilitate such trades.
- Intellectualism (Cultural/Intellectualism on Spiritualism x1): As the city-states unify and Shaln beliefs filter in from the peaceful Path-Shan the Shadb mythology starts to grow beyond its simplistic roots.
- Material Culture (Cultural/Material Culture x1): The influx of Shaln goods and increasing trade with the peasceful Path-Shan leads to an increase in interest in Shadb artwork, especially amongst the cities known for their artistic heritage that are finding themselves being made insiginficant by their western cousins' artistic achievements even in the face of military defeats.
- Mercantilism (Economic/Mercantilism in Region 26 on Shaln, x1): Trakkan traders begin expanding aggressively into Shaln lands in Masque-Una-Eshal
- Urbanizing (Economic/Industry in Region 26, using Shaln EP): Trakkan soldiers and migrants in the region impart some of their preference for urbanized lifestyles to their allied Shaln tribes in the region, increasing the relative concentration of people in cities.
- Invasion (Military/Conquest on Region 26 (x2 on Shaln)): Having unified the other city-states behind it the Eshan-Ro League continues flexing its military might
- Oppression (Military/Oppression on Occupied Shaln): The Roque-Esh League attempts to cement its control over the occupied Shaln tribes permanently to act as a buffer between themselves and the bulk of the Shaln cities.
- One Demographic unused due to low Conformity
- Two Economic Points unused due to low Centralization
 
Nadelis Turape Orders
-Intellectualism to improve Survivalism
-Intellectualism to improve Mercantilism
-Intellectualism to improve Innovation
-Intellectualism to improve Industry
-Intellectualism to improve Conquest
-Industry to urbanize region 6
-Industry to urbanize region 8
 
Hazo (Turn 29) [3 Demographic, 6+1 Culture, 1 Economic, 2/3 Military]
-Influenced POP into Cultural Point
-1 Demographic Point into Survival in Region 21
-2 Demographic Points into Migration from Region 20 to Region 21
-1 Cultural Point into Comity into Cohesion
-3 Cultural Points into Comity into Centralisation
-3 Cultural Points into Material Culture (including the Shaln Trakkan POP)
-1 Economic Point into Assimilation against the Influenced Shaln Trakkan POP
-2 Military Points into Depredation against the last Bashtunari POP
-1 Military Point unassigned due to low Centralisation

Narrative Orders: The Second Dynasty continues to build its power with successive political (and the occasional thelogical) reforms centralising power within the Laholonas, giving the Mpik-Hazak the authority to override almost any decision made by the Mpik-Ady on the Laholonas' behalf. Successive Laholonas use this influence to encourage the Hazo to migrate into the Bashtun as it had been declared by Amin’ny the Great "cleansed of Mpivavaka Ratsy". (Translator's note: Mpivavaka Ratsy refers to "servants of the Ratsy", evil spirits that are opposed to the good spirits known as the "Tsara" who are led by Siliko and Nany. While Mpivavaka Ratsy can refer to any of the servants of the Tsara's enemies, in this case they are explicitly referring to the Bashtunari). Despite this, Mpik-Ady raiders continue to target the Bashtunari as the civilisation struggles to survive.

Cultural exchange between the Hazo and the influenced Shaln Trakkan cave cities leads to the development of a new style of Hazo art (referred to in the history world as the Early Second Dynasty Style) that spreads the cultural influence of the Hazo throughout Northern Antarctica.
 
Last edited:
Wiet-yrisi Syrisil orders:
organized religion (supports spiritualism using urbanism- rating 9)
natural philosophy (supports innovation using urbanism- rating 9)
exotic goods (supports mercantilism using wilderness- rating 9)
missionaries (supports assimilation using urbanism- rating 9)

If no one attacks us:
D1: survivalism to 11
D2: lost to lack of conformity
C1: comity to conformity
C2: comity to conformity
C3: comity to centralization
C4: intellectualism to mercantilism
C5: intellectualism to mercantilism
C6: intellectualism to seafaring
C7: intellectualism to comity
C1 from Sagulan Turape: comity to centralization
E1: assimilation (missionaries) to Sagulah Turape
E2: assimilation (missionaries) to Sagulah Turape
E3: mercantilism (exotic goods) to Sagulah Turape
E4: mercantilism (exotic goods) to Bolevel Turape
E5: mercantilism (exotic goods) to Dyesynil aLytu
M1: lost to lack of centralization
M2: lost to lack of centralization

if we are attacked (conquest, depredation) by any nation
or if a player-controlled nation sends missionaries or mercantilism missions against us:

use all elements as spiritual, mercantilism, or depredation on the attacking nation; prioritize player nations

in all cases where actions are listed, they are in order of priority, so if we are missing actions due to other nations efforts at influence or conquest, please take from bottom of list.
 
Kinekan Orders
-Intellectualism on Mercantilism
-Intellectualism on spiritualism
-Intellectualism on intellectualism
-Intellectualism on depredation
-Comity on centralization
-Comity on conformity
-Mercantilism on Tenekan city
-Mercantilism on Tenekan city
-Mercantilism on Tenekan city
-Mercantilism on Dyesynil aLytu
-Mercantilism on Dyesynil aLytu
-Depredation on Dyesynil aLytu
-Depredation on Dyesynil aLytu
 
1. Use intellectualism to boost Material Culture

2. Use Material Culture for Splendor of the Lake

3. Use intellectualism to boost Conquest

4. Use mercantilism to influence the Chorok Enamans

5. Use mercantilism to influence the saltflat Enamans.



Initiate Quest: Splendor of the Lake

To unite the disparate Emanan people into something resembling a cohesive entity, it is clear that there must be a fulcrum capable of moving its pondorous culture. The people of the lakeshore, in their walled cities, believe that they are the people most deserving of being such a fulcrum. The Ecumene of Mona yi Hu serving under their priest queens engage and sponsor great works and temples, seeking to show the power and wealth of the Emanan Faith to all the people of the plains.

Uses: Material Culture, Urbanization, Spiritualism
Gains: Prominence
 
Nari orders:

2 culture points: Use intellectualism to improve intellectualism - the Nari continue the process of developing a written language

3 culture points: Use intellectualism to improve conquest

2 culture points: Improve material culture
 
Update 29 (Years 2800-2900 Post-K7)


The Shadb Trasque civilization reaches yet another milestone in the 29th century post-K7, when the underground temple complexes of Qavasq, a megapolitan rival of Roque-Esh, are expanded by the local clergy to host an entire labyrinth of religious significance. The maze, as can be witnessed by its visitors, is in truth a result of a retreating underground river, which otherworldly, dried up caverns are decorated and improved to serve as the Vein of the Earth, a symbolic and ritual location, in which the Trakkan clergy gathers for councils, annoints its ceonobites, and worships the bizarre pantheon of the thirteen hermaphroditic deities. Besides being an architectural wonder, the Vein of the Earth also serves as a statement of newfound power the priests of the Thirteen Pale Ones enjoy. As organized religion gains hold among the Shadb Trasque, the city of Qavasq starts to grow into an alternate center of influence to the ancient and magnificent cave city of Roque-Esh. In a way, the Qavaskan bid for hegemony is built on the accumulated fatigue over the might-driven leadership that binds the Eshan-Ro League together. While Roque-Esh still does enjoy the status of the prime military power in the two Tall Ridges, continuously dominating many Shaln Trakkan towns and even expanding deeper into the Second Ridge, the civic and spiritual leaders of Qavasq do offer an alternative, as their cultural influence on the Shaln Trasque is facilitated through religious donations and trade rather than force. (Shadb Trasque: +1 Comity, +1 Mercantilism, +1 Spiritualism, 1 Population Center of Shaln Trasque is influenced by Shadb Trasque for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use), 2 Population Centers of Shaln Trasque are occupied by Shadb Trasque for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use))


Spoiler :


A shrine to a minor Trakkan deity inside the Veins of the Earth complex of Qavasq






Having been on the backfoot for several centuries, the cities of the Shaln Trasque are turning into centers of military innovation. The defensive warfare in the mountain gorges against the advancing Eshan-Ro hosts has led to the appearance of “porcupine warriors” of Shlanathaln: selected fighters clad in bear pelts, copper plates, and fear-inspiring needle-like bush branches, armed with stone clubs, obsidian swords, hide shields, and slings. On the narrow paths and stonecut stairways of the two Tall Ridges, these champions prove to be a worthy obstacle on the path of advancing armies of Roque-Esh, quickly gaining a reputation of fearless incarnations of war spirits. The warrior societies start popping up across the vast Central Massif, giving birth to a culture that celebrates honorable and glorious warpath and, ultimately, an inevitable, heroic death. Needless to say, the “porcupine warriors” are turning into a celebrated military caste within the zone of Shlanathalnian influence, where they are viewed as one-man (and sometimes “one-woman”) armies, supported by porters, auxiliaries, bards, and camp followers. Despite their military feats, however, the power of Shlanathaln continues to hold only barely, as many towns of the Second Tall Ridge have been under one or another form of the Shadb Trakkan occupation for over a century now. Still, a few outposts and towns are built by the Shlanathalnians on the other side of the Second Tall Ridge, far from the Eshan-Ro’s reach. Outside of the Central Massif, however, the Shaln Trasque civilization continues to stand strong. In Astinanana (known as the Hashtnand to the Shaln Trasque) a small city of Lnast is rising as an alternative center of Shaln Trakkan influence, buoyed by its robust timber cutting and woodworking industry that incorporates elements of Hazoan craft into the Shaln Trakkan tradition. Farther north, the overhunting leads to a swift decline in the populations of giant sloths, forest deer, and forest gorillas, which drives some Hattaran Shaln Trasque to a long trek back into the densely populated First Tall Ridge, a migration driven by desperation rather than calculation. Alas, in Masque-Una-Eshal the Shaln Trasque find themselves the most besieged, but these events require a separate report. (Shaln Trasque: +2 Prominence, +1 Conquest, 1 Population Center migrates from Region 33 to Region 34, +5% Centralization, +5% Conformity, +1 Population Center in Region 25; player must choose type of new Power Point; Region 33: -1 Wilderness)


The wars between Shlanathan and the Eshan-Ro League continue giving a breathing room for the peaceful goat herders of the Path-Shan. Spreading deeper toward the South Pole (and, inevitably, higher up the river valleys), the followers of Ga-Choque find new unlikely pastures (sometimes as humble as seasonal patches of green grass) for their sturdy cattle, bringing in a continuous population boom. (Path-Shan: -5% Centralization, -5% Conformity, +1 Population Center in Region 25; player must choose type of new Power Point; Region 25: +1 Max Capacity)


Meanwhile, the 29th century is very well documented when it comes to the history of Masque-Una-Eshal, all thanks to the runic history inscription on the walls of the king’s palace of Roque-Esh. Known as “The Arrogance of Lenshqi,” it tells a story of a once-aspiring regional rival to the Roque-Eshan hegemony, the cave city of the same name. Despite being greatly biased against Lenshqi and shaping the narrative into a political cautionary tale, the runic chronicle does capture the events that objectively take place across the region. Looking to establish an alternative center of political gravity, the elites of Lenshqi embark on a risky adventury by supporting a rebellion brewing among the Shaln Trakkan tributaries and vassals of the Chorok Enaman “twin chieftesses” of “Vihnatan” (Ui na Tan). The deal with the Shaln Trasque originally pays off, and the resulted rebellion turns into a slaughter of the Chorok Enamani tribute collectors, followed by a poetically exaggerated account of various atrocities that spill into the Ui-na-Tani valleys. The reaction of the “twin chieftesses,” according to the chronicles, is delayed because of the sororicidal civil war in Ui na Tan, which gives the rebels an impression of an easy victory, which prompts them to apparently swear fealty to their Lenshqian liberators. When the Chorok Enaman return, the reprisal is quick. The Shaln Trakkan levy is devastated by the “host of ten thousand iron axes,” as the well-armed, mass-conscripted army of Ui na Tan makes a short work of the obsolete levy brought to the field by the freedom fighters and the Lenshqian expeditionary force. Within a span of five years, the rebels are suppressed so thoroughly that virtually nothing remains of their cultural or political independence (with hostage-taking, slavery, and forced marriage being some of the tools of oppression), while the once proud city of Lenshqi gets besieged and taken by the victorious Ui-na-Tani army. (Chorok Enaman: 1 Population Center of Shaln Trasque is oppressed, 1 Population Center of Shadb Trasque is occupied by Chorok Enaman for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use))


Unfortunately, no cultural milestones akin to “The Arrogance of Lenshqi” exist to tell the story of the brutal melting pot that is the overpopulated Chorokpan pampas. The semi-nomadic plain tribes of Chorok Enaman continue to deal with the problem of overpopulation and decline of grazing lands through one way they have perfected: the way of war. Cattle raids against the eternal underdogs, the Lowland Ankarne, turn into another series of genocidal conflicts that, miraculously, again fail to cull their numbers below a certain level, as the large familial groups of lowlanders manage to keep the population growth high even despite the constant threat of war. (Lowland Ankarne: -1 Population Center in Region 27, -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point)


Simultaneously to the religious developments in the cradle of the Enaman civilization, the complexity of Mona worship continues to trickle to the Monite Ankarne through a flow of pilgrims and trader-preachers from the oceanic coast. Simultaneously, some of the rocky grasslands in the the rolling hill country west of Cooleweer is discovered to be a fertile grazing land for the Ankarne’s beloved dwarf horses. (Monite Ankarne: +1 Spiritualism; Region 27: +1 Max Capacity)


In the mythos of Cyekan Ryeh, the plowman hero of the Highland Ankarne, continues to develop across the clans of Neu Tyekye. With the high-altitude terrace agriculture bringing steady harvests, the population continues growing across the mountains. (Highland Ankarne: -5% Centralization, -5% Conformity, +1 Population Center in Region 13; player must choose type of new Power Point)


In the Mona yi Hu valley, the Lakeshore Enaman people are starting to flirt with imperial militarism, as their mound cities embrace the idea that the dwellers of Mona’s Rest are the ones who deserve uniting the Enaman world. The leading power among them is the sacred megapolis of Ai ta Loda, led by the 52nd Vision of Mona, an ambitious and eloquent woman with connections in the Elders’ Council. Under her, the cities of the northern lakeshore form a loose merchant league and start to overtake the salt trade network of the Saltmarsh Enaman, supplementing it with ritualized gifts from the Vision Queen to the petty chieftains of the swamp people. This development, while captured in the songs of the Lakeshore Enaman from the spiritual point of view, is likely caused by the continuous deterioration of the Mona yi Hu valley’s natural environment due to overpopulation. In fact, a lot of surplus youth of Ai ta Loda and other lakeshore cities is encouraged to take their livelihoods away from Mona’s Rest and into the Chorok river shore. (Lakeshore Enaman: +1 Conquest, -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point; 1 Population Center of Saltmarsh Enaman is influenced by Lakeshore Enaman for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); Region 29: -1 Wilderness)


Spoiler :


Embankment market in Ai ta Loda






Splendor of the Lake: To unite the disparate Emanan people into something resembling a cohesive entity, it is clear to their elders that there must be a fulcrum capable of moving its ponderous culture. The people of the lakeshore, in their mound cities, believe that they are the people most deserving of being such a fulcrum. The Ecumene of Mona yi Hu serving under their Vision-Queens engage and sponsor great works and temples, seeking to show the power and wealth of the Emanan Faith to all the people of the plains. (Bonus: +4 Prominence; Attribute Demand: Material Culture 1/1, Industry 0/1, Spiritualism 0/1; Length: 7 turns)


The ecologic decline impacts not only the lake valley’s dwellers, but also their kin from the Hill Enaman lineage. Some of the hill clans, facing a decline in hunting game (especially among the local giant wombat species), start moving farther inland. Ironically, their migratory path leads them to the densely populated pampas, and it remains to be seen if the overpopulation problem will get fixed any time soon. Meanwhile, back in the hill country, the familial groups of the Monite Enaman that had been conquered three generations ago completely dissolve in the Hill Enamani culture, mostly due to the aggressive practice of forced intermarriage and bride faires. This, interestingly, boosts the development of the Monite faith among the hillmen, although among them it takes a form of a less centralized, family-oriented ancestor worship. (Hill Enaman: +1 Spiritualism, 1 Population Center migrates from Region 29 to Region 28, 1 Population Center of Monite Enaman is oppressed)


Along the ocean shore, in the meantime, a true revolution takes place - at least, in the context of the Enaman continuum. Always closely tying the spread of their spiritual faith with the lucrative trade, the Monite Enaman people have always been the main facilitators of trade in the Enaman world. In the 29th century, their role as the middlemen merchants gets cemented by the adoption of a new currency made out of blue mussel shells. For now, this novelty is used primarily by the Monite Enaman salt traders, but it proves to be a great tool in the spread of their influence. The first people to fall under their umbrella are the Saltmarsh Enaman villagers of the Chorok river delta, who bow to the general trend of obedience to foreign economic domination. (Monite Enaman: +1 Mercantilism, 1 Population Center of Saltmash Eneman is influenced by Monite Enaman for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


Another revolution takes place among the Nekenee. While the Tenankan-led coalition of cities continues to atrophy under the pressure from the prosperous merchant houses of Kineka, the latter reaches a new high point of its hegemony. This occurs as the cult of Sun God Xamanehu transcends its old status of yet another pagan belief during the rise of Tekeneep the Golden, a Merchant-Prince who promotes his well-educated male lover Sikiliv to a position of a high priest. A traveled man and a Syrisilophil, Sikiliv struggles against the entrenched clergy of other Nekeni cities, but he does succeed in reforming the pantheistic beliefs of the Nekenee through the issuing of the Twenty And Seven Commandments. With each commandment representing a deity of the Nekeni pantheon, he goes ahead and hires Wiet-yrisi Syrisilian thread-writers to teach the Xamanehite priests of Kineka in the art of their script. At first laughed at or even labeled a traitor, Sikiliv does succeed in developing a brand new High Nekeni script which relinquishes the tedious silk thread writing method of the Syrisil and adopts embroidered fabric as a medium (while, peculiarly, keeping the general shape and structure of the Wiet-yrisi Syrisilian script). From the Xamanehite temples, the new script quickly spreads through the sophisticated Kinekan society and beyond, across the high-slope megapolices of the Pulete highland. It survives the downfall of Sikiliv after he falls out of his patron’s favor, and the fabric writing soon becomes a crucial tool of the savvy Kinekan merchants (who use it to capture and track the profits from the lucrative caravan trade with the Dyesynilian remnants). The Twenty And Seven Commandments, too, outlive their founder and even expand, as Sikiliv is later also deified, albeit two generations after his death from poison. The reform of the Xamanehite faith grants the high temple of Kineka additional spiritual authority across the Nekenee world, and soon first missionaries of the Sun God start travelling across the highlands. (Kineka: +1 Spiritualism, +1 Intellectualism, +10% Conformity, 1 Population Center of Tenankan is influenced by Kineka for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use), 1 Population Center of Dyesynil aLytu is influenced by Kineka for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


Spoiler :


Temple complex of Sikiliv on the higher levels of Kineka






In the Fee’nak river delta, Dyesynil aLytu clashes once again in a series of wars against the Kinekan League, which Merchant-Princes now traditionally expect to gain prestige from fighting the much demonized “eternal enemy.” Many cities and tribes in the periphery of Dyesynil aLitu’s influence choose to abandon the pointless struggle and welcome the Kinekan trade emporiums in their lands, de-facto bowing to the Merchant-Princes’ authority at least to a degree. Yet, Dyesynil’s chieftains do stand tall against the Kinekan punitive campaigns and exhaust the Nekenee levy forces in a series of asymmetric wars across the rainforests and wetlands. While unable to deal any significant blow to Kineka, the lords of Dyesynil aLytu do surprisingly prevail against all odds, reaching a much needed stalemate. This gives them much needed authority, both politically and spiritually, to start slowly reuniting the scattered and disobedient tribes around their idea of survival and freedom. (Dyesynil aLytu: +10% Centralization, +10% Conformity)


Their western kin, the Xamanehite Dyesynil enjoy a century of prosperity under the cover of the Kinekan protection. Having not yet embraced the cultural and religious milestones of their patrons, they start slowly migrating from the overpopulated region toward the inhospitable, but rich mountainous rainforests of Zahnenee. (Xamanehite Dyesynil: +1 Prominence, 1 Population Center migrates to Region 11)


The Sun-worshipping Dyesynil are not the only ones who recognize the environmental decline of Fee Shenete. Yet, the response of the Sheneti Syrisil people is different, as they convert many non-flooded grasslands get into flood farming fields, adopting some of the agricultural techniques of the Dyesynil. (Sheneti Syrisil: +1 Agriculturalism, Region 9: -1 Grazing)


A different political development takes place in the Wiet-yris peninsula. There, the trade houses of Sylla are entering a period of decline, having overly invested into the establishment of numerous, ill-connected colonies across the Inner Sea. Sylla’s peaceful competitor, the stilt city of Yulup, on the contrary, prospers, partially thanks to its access to the lucrative ore and gem mines of Ash-han-aut (also known as Zahnenee). In fact, the lucrative gem trade attracts many people from the heartland toward that inhospitable land, and the Syrisilian dwellers of Ash-han-aut quickly grow in numbers, as they learn to better hunt whales at the sea and birds in the forests, as well as grow edible fungi and fern plants. With Yulup’s main competitor (and often partner) in decline, many stilt cities of the Wiet-yrisi Syrisil start gravitating toward the stronger member of the diarchy, and even the young continental colonies of the Sagulan Turape get entirely assimilated into the Wiet-yrisi Syrisilian culture around that period. (Wiet-yrisi Syrisil: +15% Centralization, +5% Conformity, +1 Population Center in Region 11; player must choose type of new Power Point; 1 Population Center of Sagulan Turape is assimilated)


Spoiler :


Ritual bathing in the Tysil-yis Coven Lodge of Yulup






Tapestry of the Moon and Sea:
The imbalance of the diarchy does little to promote the spiritual tradition of pilgrimage among the witches of the Wiet-yrisi Syrisil. (Bonus: +2 Prominence, +2 Culture Points, +10% Conformity, -20% Centralization; Attribute Demand: Spiritualism 0/2, Migration 0/2, Seafaring 0/2; Length: 9 turns)


On the Bolevel-Asagan island, the once backward Bolevel Turape civilization continues to growing into its own prime. The Leveke tribal confederacy emerges as the most progressive polity on the island, mostly buoyed by the merge of its political and religious authority with those of the Syllan colony on the coast. The Wiet-yrisi Syrisil people of the coast have been dependent on the trade and exchange of brides with the Leveke for so long that by the end of the 29th century they effectively assimilate into the Bolevel Turapan culture. With them, they bring the more complex spiritual view of the world, as well as more sophisticated interaction between the civic, religious, and mercantile elites. On the wave of these changes, High Chief Xhachipo establishes and hosts the first biannual gathering of the tribal leaders of Bolevel-Asagan, making it the first humble step toward the pan-Bolevel Turapan unity. (Bolevel Turape: +1 Spiritualism, +1 Mercantilism, +1 Comity, +10% Centralization, +10% Conformity, 1 Population Center of Wiet-yrisi Syrisil is assimilated)


Back in the cradle of the Turape civilization, the Nadelis Turape people experience a similar renaissance. Borrowing less from the Wiet-yrisi Syrisil, they do still follow the same civilizational matrix. Trade-oriented economy emerges as the driving force for the development of the easten tribes, with the Paipo Confederacy being the most influential one. The Paipo become particularly known for their mastery in hunt and capture of various paradise birds of Nadelis and pigmy pigs of Cysid-is-syv, which become both food staples of the Nadelis Turapan cuisine (along with various fruit and mushrooms) and simbol status as decorative pets for the nobles. As the Paipo Confederacy’s hunting hunts creep up the mountain slopes in search of the resources of hidden in the rainforest, the enterprising hunters start clashing with the territorial Keipa Confederacy, the militant protectors of the outback. The two confederacies clash on and off for several decades, and soon the pattern of successful raids and counter-raids on the both sides leads to the development of a primitive military tradition among the previously pacifistic Nadelis Turape, which is manifested in the growth of cities, as more people seek safety in numbers, settling behind the wooden palisades. (Nadelis Turape: +1 Survivalism, +1 Mercantilism, +1 Industry, +1 Conquest; -5% Centralization, -5% Conformity, +1 Population Center in Region 6; player must choose type of new Power Point; Region 6: +1 Urbanization)


Spoiler :


The High Chieftain of the Paipo Confederacy






The Maramapi people continue enjoying their peaceful life in near-entire isolation from the outside world, except some episodic contacts with the Turape and Syrisil along the Es’el-jat shore. For what it’s worth, their musical and oral traditions continue growing in sophistication, and new forms of forest clearing and slash-and-burn agriculture are being made in the Maranmapa archipelago, indicating the development of knowledge in terraformation, despite few practical outcomes so far. (Maramapi: +1 Innovation, +1 Intellectualism)


Back on the continent, the Yonike tribes keep clustering in canyon towns in Aoni-chehek. With the urbanization, the artisan class keeps separating from the general population, as specialist craftsmen increase the productivity of the Yonikan pottery industry. (Yonike: +1 Prominence; Region 15: +1 Urbanization)


Despite slowly losing the control over the southernmost Yonike towns, the Agomai tribesmen do benefit from the flow of labor and tribute generated from this domination. With time, the tributary bonds weaken, as the southern canyon cities pay only lip service to the warlike tribes of the Agoru shrubland, but this can’t stop the demographic process. By the end of the century, many more Agomai hillmen can be found living side-by-side with the Yonike in their plateau villages, filling in the niches of hunters and warriors in the bi-ethnic culture that’s slowly forming. (Agomai: -5% Centralization, -5% Conformity, +1 Population Center in Region 15; player must choose type of new Power Point)


Many woods and mountain ridges to the east, the sprawling Hazo tribal empire keeps going along its unique civilizational path. Against all predictions, the power of the Laholonas only increases with time, partially thanks to the expansion of the Mpik-Hazak “tree runner” caste, along with a greater delegation of authority to them. No longer merely glorified messengers of the Laholona, the Mpik-Hazak turn into the deputy ministers with a power to override or veto the orders made by the Mpik-Ady chiefs. While this institutional transition likely takes several centuries, the biggest shift likely happens under under Laholona Amin’ny III the Club of the Ratsy. While her genocidal military accomplishments deserve a separate report, she does transfer her political prestige into the dynastic one, securing uninterrupted strengthening of the Great Stump Throne for the four subsequent generations of rulers (all of them female - a tradition specific to the Second Laholona Dynasty). Just like in the previous centuries, migrations continue in the western reach of the Hazo empire, as some tribes move from the seasonal steppes of Hyagothia (a landscape the Hazo have little familiarity with) to the alpine woodlands of Bashtun, where their numbers quickly grow thanks to taking over the now abandoned Bashtunari hunting grounds and their forest dwellings. Farther in the east, the short period of trade domination of the Shaln Trakkan cave cities of Astinanana ends with the above-mentoned rise of the city-state of Lnast - but not before the interchange of craft techniques occurs, giving birth to the much prised Early Second Dynasty style of utilitarian art that features aesthetically mature combinations of mahogany wood and sanded stone in furniture and domestic objects. (Hazo: +2 Prominence, 1 Population Center migrates from Region 20 to Region 21, +15% Centralization, -5% Conformity, +1 Population Center in Region 21; player must choose type of new Power Point)


Spoiler :


Mpik-Hazak parading a warrior host before the Laholona’s court






Laholona Amin’ny III gains her title of the Club of the Ratsy not in vain. Her reign is almost entirely dedicated to the military-settlement expeditions from Hyagothia into Bashtun, during which entire tribes of the Hazo enter that inhospitable, but minerally rich country with the aim to settle there and, in an old Hazoan tradition, purge it of the hated Mpivavaka Ratsy (literally “the followers of the evil spirits.”) Such nickname is gifted to the most unfortunate Bashtunari survivors who have been being hunted by the Hazoan war parties for centuries. The 29th century resettlement of the Hazo puts an end to the last of the Bashtunari, as suggested by the mass graves found in a few caves, full of bones of adults, elderly, and even newborn, suggesting that these were the last Bashtunari communities slaughtered by the triumphant Hazo, the “worshippers of the Tsara [good spirits].” (Bashtunari: -1 Population Center in Region 20; civilization destroyed)


The Nari pan-civilization continues to survive, however, farther north. The Tantanari people, once known as the forest dwellers aking to the Hazo, now fully shift their gravity toward the irrigated plains of Nantara, where the city-state of Xosa flexes its muscles. Its “only legitimate kings” (a self-name adopted by the Andikanid dynasty to cast off the shameful label of “mercenary kings”) easily fight off a few disorganized invasions from the Left-bank Happataran cities unoffiliated with the mighty Tahtarapa and hoping to gain prestige through the punishment of the Tantanari. The easy successes in the field of battle contribute to the development of more organized warfare in Xosa and are documented in the first written document known to appear among the Tantanari. This, in itself, is a reflection of an intellectual revolution brought about by the development of writing among the Tantanari, who likely borrowed much of their script from the Happatanari traders and adopted it for writing on softened tree bark. Needless to say, the second historically known written document of Tantanaran origin is the written form of the Nariyaga epic. (Tantanari: +1 Intellectualism, +1 Conquest)


Spoiler :


Burial complex of the Andikanid kings of Xosa






The Happatanari, meanwhile, continue their rise from inside the larger Happataran society. Traditionally more interested in facilitating the Happataran rule rather than developing their own, the High Houses of Happatanari show signs of developing their own internal hierarchy and even sometimes integrating it with the lowborn clientele consisting of Happatara urbanites. In fact, many people inside the Tahtarapan hegemony are noted to be even adopting the dialects, laws, and traditions of the High Houses of Happatanari that they serve, to the frustration of the Pahdatid Commander-Kings of Tahtarapa, who are still too dependent of the ethnocaste of administrators and merchants. With this going on, the growing cultural conformity and unity grows between the High Houses of the both banks of Nantara, whose proto-nationalistic feeling starts to form. (Happatanari: +1 Comity, +10% Conformity, 1 Population Center of Tahtarapa is assimilated, 1 Population Center of Right-bank Happatara is influenced by Happatanari for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


Ironically, the people of Tahtarapa and its allied states respond to the rise of the High Houses with a wave cultural awakening of their own. For now, it takes place mostly among the frustrated members of urban nobility, but the nativist motiffs are seen more often in the local craft, from pottery to carpet-weaving. (Tahtarapa: +10% Conformity)


The pride of the Right-bank Happatara proves to be less fragile, as the Happatanari are viewed mostly as the teachers rather than upstart powermongers. The city of Tartapad enters a period of long decline after the tributary of Nantara, on which shore it was built, changes its course and dries up due to irrigational overuse. This leaves its ally and past competitor, the city of Jaratta, as the de-facto leader of their duumvirate of convenience - a tendency strengthened by the fact that the oligarchy of Jaratta strays from the old Happataran tradition of staffing the city administration with Happatanari and instead invites less educated Happatanara citizens to manage the urban affairs. In the meantime, their main rival, the eastern city of Gattaka achieves a milestone of a different type. Being founded on the right shore of the Nantara river’s mouth, it always had a strong riverine tradition. Now, Gattaka starts to turn its riverine navigation into an industrial endeavor, as wharfs and shipyards for complex rowing vessels are being built in it. Meanwhile, the Gattakans form satellite colonies formed near plentiful sources of blackwood timber and tar, on the edge of the Hattara forest. (Right-bank Happatara: +1 Intellectualism, +1 Industry)


Inevitably, some technological borrowing takes place, as the Insular Aghak people of the rivershore start learning timber logging and shipmaking from the Gattakans. In the meantime, on the densely populated Aghigbro archipelago, attempts are made to artificially expand the natural harbors through human labor, opening some sea lion beaches for the formation of fishing villages in the future. (Insular Aghak: +1 Industry; Region 36: +1 Max Capacity)


In the grassland of Obarer, the distant kin of the islanders, the Continental Aghak, keep embracing their semi-nomadic, savanna-dwelling lifestile even deeper. Their methods of hunting and following short-snout kangaroos improve, and some first attempts are being made to domesticate dog-like, black-furred marsupial opossums (who would be known in another timeline as the Tasmanian devils). (Continental Aghak: +1 Pastoralism, +1 Migration)

GM's notes:

  • Thanks for the patience - work is busy, so the game will keep going at this speed for a while; which is... still not bad compared to other games.
 
Last edited:
Wow, I totally forgot to update the stats and was wondering why nobody posted their orders.

Sorry about this. The stats are now up to date.
 
Trasque En Ettin Shadb (6/6 CP, 0/1 DP, 1/3 EP, 3/3 MP, +1 Shaln MP, +2 Shaln EP)

- Intellectualism (Cultural/Intellectualism on Comity x1): The political unification of the Trakkan tribes has led to the development of people who's focus is on understanding culture and politics in a meta-sense

- Intellectualism (Cultural/Intellectualism on Conquest x1): The successful and neverending wars against the Shaln has led to the rise of an independent warrior society not bound to any individual city, acting as a counterpart to the Shlanathaln.

- Intellectualism (Cultural/Intellectualism on Assimilation x1): The increasing trade between the Trakkan cities and with their neighbors has led to an increase in cultural cross-contamination. Shadb spiritual and political leaders are concerned about this and have begun taking steps to ensuring that the flow of culture and influence is strictly one-way

- Intellectualism (Cultural/Intellectualism on Spiritualism x1): As the city-states unify and Shaln beliefs filter in from the peaceful Path-Shan the Shadb mythology starts to grow beyond its simplistic roots.

- Material Culture (Cultural/Material Culture x2): The influx of Shaln goods and increasing trade with the peaceful Path-Shan leads to an increase in interest in Shadb artwork, especially amongst the cities known for their artistic heritage that are finding themselves being made insignificant by their western cousins' artistic achievements.

- Mercantilism (Economic/Mercantilism in Region 26 on Shaln, x3 using Shaln EP): Trakkan traders begin expanding aggressively into Shaln lands in Masque-Una-Eshal

- Invasion (Military/Conquest on Region 26 (x3 on Shaln, using Shaln MP)): Having unified the other city-states behind it the Eshan-Ro League continues flexing its military might

- Oppression (Military/Oppression on Occupied Shaln x1): The Roque-Esh League attempts to cement its control over the occupied Shaln tribes permanently to act as a buffer between themselves and the bulk of the Shaln cities.


- One Demographic unused due to low Conformity

- Two Economic Points unused due to low Centralization
 
Hazo (Turn 30) [3 Demographic, 6/7 Culture, 1 Economic, 2/3 Military]
-1 Undifferentiated Point into Culture
-2 Demographic Points into Survival in Region 21
-1 Demographic Points into Migration from Region 19 to Region 18. Name Region 18 "Andrefana".
-1 Cultural Point into Comity into Conformity
-2 Cultural Points into Comity into Centralisation
-3 Cultural Points into Material Culture
-1 Cultural Point unassigned due to low Conformity
-1 Economic Point into Urbanisation in Region 21
-2 Military Points into Quest (1 Depredation, 1 Oppression)
-1 Military Point unassigned due to low Centralisation

Quest name: Mpik-Hazak-Tafika
Quest description: The reforms of Laholona Amin’ny III were not resisted by the Mpik-Ady due to her prestige, but they were resented. As successive Laholonas degraded the power of the Mpik-Ady and enforced the influence of the Mpik-Hazak, they eventually had enough. Some Mpik-Ady rose their flag in rebellion and raised up their own pretender, Laholona Maty who promised to restore autonomy to the Mpik-Ady. Unfortunately for the rebels, Laholona Fahafatesana was prepared. Under the cover of darkness, the new Mpik-Hazak-Tafika (also known as the Mpik-Hazak Militant or the Death Runners) ran and butchered pretender Maty and his retinue in his sleep. This act of brutality scared the other Mpik-Ady into submission.

It took a few decades after this for the Mpik-Hazak-Tafika to transition into their final and ultimate form. The Mpik-Hazak-Taifka became a personal retinue of the Laholona and one of the most formidable and terrifying fighting forces in Antarctica. were masters of stealth, speed and endurance. They were known for being lightly armed and armoured to increase their speed. They would run near silently through the jungles and forests and use the brutal Hazo tactics against their enemies, including entering a berserk state and their enemies to shreds with their bare hands. The fear of the Mpik-Hazak-Taifka kept the Mpik-Ady in line and was the basis for many a Hazo child's nightmare.

Suggested quest bonus: +1 Military Point, +10% Centralisation, +1 Prominence
Suggested quest attribute demand: Depredation (1), Oppression (1)
Suggested modifier's length: 8 Turns

Narrative Orders: The Mpik-Hazak transformed into two distinct organisation - the Mpik-Hazak-Taifka as discussed earlier and the Mpik-Hazak-Solontena (tree running minsters) who served as both messengers and a formal administrative role. They performed a vital bureaucratic function connecting the Mpik-Ady to the Laholona and Vaholona, enabling the continued centralisation of Hazo society and religion.

The Hazo continued to expand into the Bashtun. The Laholonas, jealous of the cave cities that the squatted in Mpik-Ady in the neighbouring Astinanana region (not to mention the elaborate city states of neighbouring civilisations) demanded that the Mpik-Varotra assemble the resources to build a great city around the Hazo-Fiambenan (tree stump throne). This city was known as Vodin-Kazo (the tree stump city), it took many decades before it became a "proper" city rather than just a collection of temporary huts, but when it finally matured it became the first truly Hazo city in the world.

The art boom of the previous century continued. Wunderlusted Western Hazo continued Siliko's mission to spread around the continent, migrating and exploring the coastal Andrefana region in the far-west.
 
Last edited:
Wiet-yrisi Syrisil orders:
organized religion (supports spiritualism using urbanism- rating 9)
natural philosophy (supports innovation using urbanism- rating 9)
exotic goods (supports mercantilism using wilderness- rating 9)
missionaries (supports assimilation using urbanism- rating 9)

If no one attacks us:
D1: survivalism to 3
D2: survivalism to 3
C1: comity to conformity
C2: comity to centralization
C3: intellectualism to mercantilism
C4: intellectualism to seafaring
C5: intellectualism to material culture
C6: material culture to prominence
C7: material culture to prominence
C8: lost to lack of conformity
E1: mercantilism (exotic goods) to Sagulah Turape
E2: mercantilism (exotic goods) to Bolevel Turape
E3: mercantilism (exotic goods) to Bolevel Turape
E4: mercantilism (exotic goods) to Bolevel Turape
E5: mercantilism (exotic goods) to Dyesynil aLytu
M1: seafaring to help our merchants get to Turape aquatic province
M2: lost to lack of centralization

if we are attacked (conquest, depredation) by any nation
or if a player-controlled nation sends missionaries or mercantilism missions against us:

use all elements as spiritual, mercantilism, or depredation on the attacking nation; prioritize player nations

in all cases where actions are listed, they are in order of priority, so if we are missing actions due to other nations efforts at influence or conquest, please take from bottom of list.
 
Last edited:
Kineka Orders:
-Agriculturalism on region 12.
-Intellectualism on assimilation
-Intellectualism on comity
-Intellectualism on depredation
-Comity on centralization
-Spiritualism on Dyesynil aLytu
-Spiritualism on Dyesynil aLytu
-Assimilation on Tenekan city
-Mercantilism on Tenekan city
-Mercantilism on Tenekan city
-Assimilation on Dyesynil aLytu
-Mercantilism on Dyesynil aLytu
-Depredation on Dyesynil aLytu
-Depredation on Dyesynil aLytu
-Influenced point to use Tenekan military point to use Depredation on Dyesynil aLytu
-Influenced point to use Dyesynil aLytu cultural point to use Material Culture.
 
Put 1 undifferentiated point into military

1. Intellectualism to raise material culture.
2. Spiritualism for the quest
3. Intellectualism to raise Innovation
4. Use mercantilism to influence the Chorok Enamans
5. Use mercantilism to influence the Chorok Enamans
6. Use Urbanization to increase urbanization of region 27
7. Use Saltmarsh Enamans' Comity to raise Conformity
 
Last edited:
2 cultural points into improving centralization: While the Xosa were the premier power among the Tantanari in the plains, they did not hold much control over the forest tribes, making few temporary alliances here and there, but no permanent allies. With the pressure from the Tahrapta mounting in the eternal struggle for supremacy in the alluvial plains, the Xosa kings turned to investing in a permanent diplomatic infratstructure with ther forest kin, which in true form, also involved military infrastructure. The permanent presence of the Xosa prompted the forming of larger alliance structure among the forest Tantanari in order to resist this influencing leading to larger more permanent alliance chains across the Tantanari world.

3 cultural points perform intellectual action on conquest: Constant Tantanari skirmishing in the Nantara plains prompts innovation in warfare

2 cultural points to perform intellectual action on pastoralism: The changing forest ecosystem prompts the Tantanari to think of new ways to adapt

1 military point to perform conquest: It is said there are two traditions that remain sacred for the kings of Xosa - one is outmanuevering their siblings in palace coups and civil wars to seize the crown, the second is legitimizing their victories in those coups and civil wars by launching campaigns against the Tahrapta
 
Top Bottom