Alternative Timeline Experiment

The blood red sun rose over the tall spires and towers of Lorenn, the Lord-City. Far to the west, a stone road stretched into the mountains and hills, bordered on either side with farms and plains. This road lead to the sides of great foothills, wherein resided several camps of Lornel miners.

A recent discovery, after the Plain-Wars, the House of Lornel had gained control of what was once Farrmarch territory, the western foothills. Discovering a process to harvest the bounty of the earth itself, the Lornel had begun to lift the metals of their world up from the ground to build from. Their artisans shaped the many different metals of the western foothills into blocks, and piled them upon each other, solidifying the gaps with heated and frozen mud.

Thus, they were able to create larger and more imposing structures, among them great spires and towers that came to replace the more block-shaped citadels of the past. Now, among the lands of the House of Lornel, many great towers rose into the sky, marking centers of population. Originally suburbs of Lorenn, several smaller communities arose, the towns of Fairbook and Goldwood chief among them.

The House-Lord of Lornel was slowly gaining more power over his House's families and territories, and some began to speak new titles upon their House-Lords. A new era was dawning on the Alquari, at this era's forefront, was the House of Lornel. But not an era is born without the death of its progenitor, and the blood red sun of that morn was a warning of things to come.
 
Name: Xzauk
Location: Start me slightly above the mouth of the chinese river cradle.
Urban Center: as above?
Color: deep purple
Culture: basic polytheism, wealth and power is the highest valued and most worshiped.
Political System: sort of a proto-communist society. well, at least those who own have power. If you have possessions, you have power, its a very diverse political situation with no clear leader, but lots of rival familys carefully and cleverly plotting and counter plotting.
Other: Merchant lords, established initially as a trade point, it has grown and grown. The intitial owners of the trade point now live as kings, tho without the title. They imploy men to control greater and greater swathes of the river.
 
At least something came of my alternative history experiment. Interestingly enough you seem to have avoided the unquantifiable mire I found myself in, with regards to the awarding of points. So congratulations despite the considerable time I've spent thinking up a way of moving forward with the concept you've beaten me to it! So not only can I borrow from your work for future projects, I can play as well!

Name: Kratorun (Trans: People Eaters)
Location: Media (i.e. where the OTL Medes were found)
Urban Center: Kratorunton (Trans: People Eater Town)
Color: Purple
Culture: The Kratorun are fond of blood. An anecdote from their early history should suffice to illustrate quite how devoted they are to their integral cultural practices, and let no-one here you say otherwise. The original inhabitants of Iselen (Trans: Easy Taking), the land that the Kratorun now inhabit, were said to have welcomed the travelers: hosting them in magnificent homes and plying them with numerous dainties and showering them in beguiling gifts to show their magnanimity. In most cases the travelers would have left as friends and thought nothing but good thoughts of the generosity of the La'l (Trans: Provides Food) hospitality. Not so the Kratorun they had seen an opportunity to make themselves comfortable forever. In a short time the travelers came back and proceeded to take without regard for La'l sensibilities. A few of the La'l thinking themselves capable of resisting the ruffians tried to eject the, often, violently drunk Kratorun. That didn't work. The travelers devoured them alive for the offense thus caused. The La'l surrounded promptly at that point and offered to furnish their terrible guests with regular payments. The Kratorun were, at least, initially hesitant to accept the offer they had after-all intended to part in a few days and were not particularly annoyed at the La'l young, after-all they had tasted rather fine, and well boys-will-be-boys.

Confusion reigned amongst the Kratorun and one amongst them sharper than the rest came upon the real reason for the La'l submission -- they were afraid of being without guests! The Kratorun never left or so the story goes. The La'l and many others continue to host the Kratorun and for the most part the system works. The La'l (and that is the generic term for all the subject people) provide supplies for their guests and in exchange the guests furnish the La'l with security, a largely impartial judiciary (more through indifference than design) and a light tax burden. Periodically the Kratorun sally forth to find new people upon whom they can claim hospitality and usually always return home credilious at the vast number of 'gifts' they are given and the promises for gifts into the future.

Seeing as how it is rude to eat ones benefactors, the Kratorun also find themselves driven still further afield to find suitably tasty human treats. Most Kratorun have a preference for fat men which might also explain the rapidity with which the newly decapitated leaderless tribes surrender. Those who don't surrender and seemingly refuse to host the Kratorun for the allotted, very long, period of hospitality they demand find themselves facing the indignant Kratorun and the enterprising La'l. The formerly usually just kill till they get to what they want, although of late the La'l have been able to mollify them with astonishing rapidity, allowing the latter to take slaves and such movable goods as they can before flooding it with their own burgeoning numbers.

The new hosts then enter more or less the same arrangement as the other La'l. Interestingly enough this seeming bondage is most readily enforced by the other La'l as the Kratorun aren't all together interested in matters of governance.

Political System: Nominally the Kratorun lead, although really all they tend to do is effectively wage wars something they do with aplomb, lead into battle by their (semi-elected/semi-hereditary) warlords. Matters of governance are handled by the La'l, principally by the original La'l (who to differentiate from the other La'l will be Al-La'l (First Provides Food) who are increasingly running the show. The La'l themselves are lead by a King(s) drawn from the Al'La'l with the power in the system ultimately residing in the hands of the Al'La'l aristocracy and Kings. As time has passed the distinction between the Al'La'l and other La'l groups bought into what is euphemistically termed a 'Commonwealth' today is diminishing as inter-marriage renders distinction rather silly. Over time the Al'La'l have subsumed some of the smaller client peoples into their own numbers... and so the circle seems to perpetuate itself.

Other: Don't question the cannibalism and blood-drinking.
 
Cannibal buddies FC? Plaz.
 
A light wind toyed with the fields of wheat and grain beyond the gates of Lorenn. Dawn was coming, and the darkness of night slowly faded as many a farmer rose to his or her work.

Within the city gates, most still slept. The rising sun was only an alarm to the farmer, the day worker. Within the city, most did not wake until the sun had already been in the sky for three hours. Such was growing the difference between the countryside and Lorenn.

The House-Lord's Tower rose conspicuously into the morning sky. Far, far in the west, another great tower rose, and around it were several buildings. The city of Golar, built by miners for miners. It was the poor man's refuge, where those that drudged in the hills and mountains could find respite in local inns, with food and drink. Indeed, they could barter the wealth of the hills for some of the finest drinks Golar's inns had to offer, and many an innkeeper came to possess for their wife a necklace of colored jewels and gems.

Lornel seemed to grow in prosperity with every year, as did its population, army, and stocks of grain. Many began to build large boats with which to better reap the bounty of the Aral river, and some brave souls began to look to the sea, thinking to find a land beyond, ripe for colonization and exploration.

But this peace could not last uninterrupted. As the sun rose, a klaxon horn sounded, a great wailing noise that echoed in the land. War had come to the Isles of Quorolin yet again.
 
+1 Political (forming more solid, centralized governing councils in Athug-zatit)
+2 Influence (sending out missionaries and trade envoys up and down the river to draw in more tribes and spread the Armokkian culture a bit)
+2 Military (the formation of militia training, some law enforcement, etc.; basic simple security stuff)
 
Spending Points have been updated, go check them out on the second post. Remember that posting a story will get you an extra point each turn(only one extra point per turn).

@Bil: You actually have 5. I forgot to add 2 to your population for being in one of the cradles.
 
Legelia Orders:

1 on Culture: build a large marketplace-cum-temple dedicated to Trade.
1 on Political: develop a more formalised oligarchic merchant government.
2 on Influence: try to influence nearby tribes to supply Ilyio and far away tribes to trade with us.
3 on Economy: expand trade to try to trade more and make more profit, especially by sea.

If I write a story, put the extra point on Economy.

Could you correct the map please: it's Legelia. :)
 
Reserve for me the area around OTL's Palermo and Sicily. More informations later.
 
Too many people in Europe now :(

Alquari orders for this turn are to put 1 point in government to become a full monarchy, and three into military expansion throughout OTL England and Wales. Should evolution to monarchy be successful, please note in update that the Alquari have been unified into the monarchical commonwealth of Albion. Thank ye.
 
Bystinia:

1 point into political. Develop a political system heading towards a monarchy-type government.
1 point into economy. Help develop more ties between settlements, promoting trade.
1 point into military. Develop a separate warrior class, a group of men whose lives are dedicated to warfare.
1 point into society. Develop our society to meet our cultural values
 
Spending for Valli:

Spend 1 point on Culture (Try to research some kind of date tracking device, so we can know when to conduct different festivals and celebrations, and further develop our new language and hopefully have it become adopted by all tribes in the area)
Spend 1 Point on Military (try to develop more efficient weapons/armor)
Spend 1 Point on Economy (further develop our mining)
 
Spending for akalazi

Spend 2 on military by improving the
metals we use for swords by combining metals into strong but light alloys.

Spend 2 on culture by exanding threw peace by converting others to our religion and by trading with the smaller villages.

Spend 2 on economy by improving and creating more efficient techniques for farming and irrigation.
 
Name: Maarstai Tribes
Location: The bay in the western part of Venezuela’s coast
Urban Center: New settlement at the mouth of the bay named Borees (lies at the junction of the three tribal lands).
Color: Purple
Culture: There are three Maarstai tribes: the Ula, Quaari, and the M’ritho. The women work the fields while the men are responsible for hunting and fishing. Both the Ula and the Quaari are matrilineal. Everyone of working age (16-30) are employed. The majority is engaged in agricultural production; the second largest employment is harvesting lumber and construction projects (dwellings, public buildings, roads, boats, etc). A small number gather stone or copper and work as artisans (tool production, luxuries, etc.). The elders are charged with the education of children and the keeping of traditions. There is a small number of Maarstai who devout their lives to religion.
The religion of the Maarstai is ditheistic with a moon goddess (Ularaa) and a slightly less-powerful solar god (Mouai). Each deity has different facets who hold swell over different aspects of life and death. For example, ThiUla would be the mother form of Ularaa and SuljiMou, the father form of Mouai. The Maarstai religion holds pacifism and brotherhood as the highest traits one may possess. Violence is only sanctioned in defense or for hunting and even then it is a sad occasion. The Earth is considered a gift from the deities that must be honored. The people believe in spirits and ancestral guardians and meditation is taught at an early age.
Political System: The tribes are run in a pseudo-communist nature. Each tribe owns the land around its people collectively as well as the fisheries in the bay. The food supplies are collected and distributed among the tribe on a need basis. Extra food is sent to other tribes if their harvest was bad or traded to the city of Borees for goods. Each tribe settles internal politics by town meeting, in which both men and women have equal say, or by having another tribe’s members act as mediators. Every full moon the tribes each send two men and two women to council to discuss inter and intratribal policies. Crimes are rare but when they occur a special jury is created from members of other tribes who oversee and pass sentence over the trial.
 
Nalam Orders

spend 1 on influence- get trade and defensive alliances with local tribes who are willing. siphon more trade through constantinople.

spend 2 on economy- mainly trade and minor agriculture.

spend 2 on military- anyone not considered our friends, allies or vassals, remove by force or forcibly add to our ranks.
 
I don't check this forum for a single day, and this is what I get; the exact kind of "NES" I'm interested in. Not too late to still sign up, right? When is the next update?
 
Put half of our spending points into Political, developing the democracy of the nation

The other half is to go into society, developing thoughts of culture, art, religion, and government


Seriously though, there should be a point amount that we can easily reference :P
 
Back
Top Bottom