Alternative Timeline Experiment

Nalam Orders

spend 2 points on military - improving the quality of training our warriors receive and continuing with our minor expansive tendancies

spend 1 point on political - start converting our government to a proper hereditary monarchy.

spend 2 points on economy - Minor roads should be constructed - and our Pottery and Wheel technology should be put to use to quickly take trade goods to the various towns and villages we have major influence in.

spend 1 point on influence - increase the loyalty of the people we have major influence over already and expand our religion to the peoples surrounding our sphere of influence.

story to come!
 
I hope it's not too late to join now

Name: Terreyan Tribes
Location: Central Judea (Canaan, Israel, Palestine...whatever you call it)
Urban Center: Tiltan [Ti-ll-Ta-N] (In modern Tel-Aviv)
Color: Lime
Culture: The Terreyan culture is quite odd for many who are not Terreyan. They are highly religious, but do not worship any deities, and instead worship the land itself. Their main belief is that the land reflects their own actions - if they become sinful, the land will be scorched and burned with hatered and war, and will turn into the desert that plagues the neighboring lands. But if they act towards kindness and unity, the land will reward them accordingly and become lush and full of exotic vegetation. Saying that someone is a Terreyan does not mean that he lives in the Terreyan territories, it is also the name of the worshippers of the Terreyan religion. Outside their own tribes, the Terreyans live in closed and remote farming communities in diffrent nations, what has sprung many hatered towards them for not willing to cooperate with the regional society. The Terreyans are also natural farmers, not surprising, as they worship the land. Most of their economy is generated from agriculture.
Political System: Elder Council. The Terreyan citizens are not necessarily people who were born in the tribes. There is no fixed nationility, and what unites the Terreyans is the same belief in nature. As such, many tribes have been created in Terreyan soil, a lot of them small, unsucsessful and closed economies, but much are big communities that bring the majority of the economical flow. Each tribe has it's own elder, and he represents that tribe in the council. The more politically, economically and militarily important tribe, the more the vote of that tribe elder has value. That is why tribes often contest each other for supremacy in certain aspects.
Other: The council hall is in the largest Terreyan city, Tiltan, making it the de-facto capital and urban center of the Terreyan Tribes, although it is not ratified.

I am almost sure I have 2 points to start with.

1 point on Influence - Encourage the neighboring barbaric and bandit tribes to convert to Terranism and join our tribes and recieve membership in the Elder Council
1 point of Culture - Spread and strengthen the belief in Terranism among the tribes with new shrines and priests to ensure national unity
 
Albion the Gold
Since the dawn of civilization, the people of the world have remained mostly disunited, wandering the land in tribes and farming in isolated corners, living in fear from raiders and brigands, without a rule of law beyond that of their clan's council.

The Alquari were no different. Things changed with the agricultural revolution. These hunter-gatherers went to city-dwellers, residing in structures of rock and stone, and creating fires for heat. But the clan council was always in control, always leading their familial relatives.

Never before in human history had one official ruled multiple clans, multiple tribes even. But the Alquari of the House of Lornel were willing to pave that path. Sometime around the year 596 of the Age of Dawn a great leader rose to the position of House-Lord of Lornel. His name was Belinth, son of Alren, and heir to the Lord-City of Lorenn and its suburban fiefdoms of Fairbrook and Goldwood.

But Belinth was not satisfied as were his ancestors with the rule of this pithy kingdom, in comparison to the width and breadth of the Isles of Quorolin. And he could see a future in his mind, a wondrous future. One in which his people made very weapons and armor out of the elements of the earth, and controlled a great empire, not only of the Isles of Quorolin, but of all the world.

And Belinth was determined to take the first step to creating this future. It was Belinth, known in his time, as the Nomad-Crusher, that gave birth to Albion, the kingdom of the Alquari.

The conflict that created Albion would later come to be known as the Fourth Plain-War, in which the House of Lornel crushed and subjugated many of the other House-holdings around them, as well as the nomadic peoples that roamed some miles beyond the granite walls of their Lord-City. In the Fourth Plain-War, much blood was shed, and all the Houses of the Alquari were subjugated save for one. Ironically, perhaps the weakest House had survived.

The meek farmer-people of Farrmarch had risen to the occasion, and did not wish to be part of an Albion in which they would surely be treated as second-class citizens. They fought a brutal guerilla war against the large and overpowering Albionic Royal Legion, and managed to push back the forces of Albion, although they lost a significant portion of land in the process.

Now, several decades later, Belinth's son looks to continue his father's vision, and Albion rises again....

Orders for this turn are to put 4 points into military research for bronze-working, and two into crushing Farrmarch, should our research into bronze-working be successful, if it is not, these other two points go to our economy to create a large irrigation/farming network throughout our newly-acquired territories. Long live Albion! :king:
 
OK, I have 5 SP...

1 SP on developing the political system of Monarchical Meritocracy and expand it to other settlements, but with each settlement's leader answering to the leader of Lisbon (Political).
1 SP on sending missionaries to the nomadic tribes that live near our lands, and teach them the greatness of Dast the Great Mother, so that they will join the Dastidian tribes and keep expanding our holdings (Influence).
1 SP on further developing our knowledge of the surrounding lands and their resources, as well as attempting to seek different materials with which to make better tools (Military, Culture, Economy)
1 SP on attempting to develop a way by which priests may decide which are the best days for the celebration of festivities, such as the Summer Solstice or the Spring Equinox (Culture).
1 SP on further developing the structure of society, by organising those people that work in groups that will be able to ask for improvements related to their own jobs (Society).
 
Legelia Orders:

2 on Culture: focus on assimilating all those people who have moved in into Trade-worship.
1 on Political: develop a more formalised oligarchic merchant government.
1 on Military: equip and train a well-organised militia under government control.
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 Military.
 
Lorenn, the Lord-City, Capital of Albion
Built within a circle, created by its granite walls, Lorenn is a city of great spires and towers, boulevards, and parks. In the center sits the House of Accord, wherein Albion is governed by its council of lords and ladies, and the Realm-King, the chief ruler of Albion, picked in succession from the more accomplished members of the House of Lornel.

To the east of the House of Accord is the Grand Commons, the center of trade and capitalistic accomplishment in the Kingdom of Albion. Here are the houses of craftsmen and their families, and the largest bazaars in all of the Isles.

Immediately surrounding the House of Accord are the House Dormitories, the homes of the members of the House of Lornel, or their residences within Lorenn, if they live elsewhere in the burgeoning kingdom.

To the north is the Bridge of Entrance, leading out across the Aral River to the Plains of Ferngolth, and the provinces of North-Home and Terril. In the north-west and north-east are the garrisons of Lorenn, a large center of military training, and the chief line of defense for the kingdom of Albion and the city of Lorenn.

To the south-east, past the Southgate and into the Forests of Aralion, named for the River Aral's tributary creek, are the towns of Goldwood and Fairbrook. Following the Forest-Road, one can travel to the ports of Felninne and Long-Bridge. Taking the west road, the Belinth Wall can be reached, the dividing line between the Kingdom of Farrelion, ruled and lived in exclusively by the members of the House of Farrmarch, and the kingdom of Albion.

Far, far north-ward lie the cities of Ilth and Vaern, targets of Pictaelian raids, and major agricultural areas. On the Aral River itself, many boats float, fishing and trading, docking at the Port of Lorenn and peddling their wares in the bazaars of the Grand Commons, or making their way out to sea, to the port of Long-Bridge. Along the walls of Lorenn itself are four great towers, which keep sentinel over the lands surrounding the Lord-City.
 
The City of Aiyo and beyond.

Aiyo the magnificent capital of the Akalazi was arranged in a circular fashion, with the Grand Temple of Aoya in the center. While the temples of the less important gods surrounded it. Beyond that stood the palace and other government buildings such as the council of the King. Just beyond that stood the houses of the most wealthy. A little further beyond that stood the market district with its many stalls and goods and most of the merchants had houses in there shops. And after that was the more poor house owners. The city was surrounded by a white stone wall on top of the wall were various towers and within those the many soldiers posted on the wall in case of attack. Beyond the wall were the farms. All the farms were next to or close to the main source of water for the area the Neterya River (The Nile). Beyond the Nile and the fertile land were deserts. And beyond the deserts? To the east was a great sea but beyond that no one knows. And to the west, well no one goes far that way as many people believe that is where many demons live and if they travel that way they will be killed.



edit:
over 400 posts!
 
civver_764 said:
And in the Middle East region, a new culture to the history of the world has emerged over the past century or so. The Kratorun have established themselves in the Northern Mesopotamian region as a particularly barbaric group of peoples, eating the flesh of their own kin. The leaders began measures to increase their area of influence, but it only met with limited success, and the Turstish tribes arising in Eastern Anatolia.

I dunno. But I get the distinct impression that you were writing about a completely different group to what I was...
 
Xzauk
Population: 7(14,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 4
Nationhood: 1
Technologies: Agriculture, Hunting, Fishing, Animal Husbandry, Sailing, The Wheel
Spending Points: 7


1: Political - Construct offices so that political wheels have somewhere to run.
2: Economy - Pay the poor to break virgin land and tame it for man.
1: Influence - Send out shamen to surrounding tribes. Explain why we are awesome and that they should join us
1: Culture - Religion will strengthen as our polytheism begins to become more selective.
1: Military - Our military will train regularly and be prominent in our settlements. Make people feel safe, and ready to defend
1: Society - Increase our feeling of unity, and to "help ones brother" bind communties together.
 
Armok
Population: 6(12,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 2
Nationhood: 3
Technologies: Agriculture, Hunting, Animal Husbandry, Mysticism, Mining
Spending Points: 6


Spending:
Political: 1 (early nobility forms, taking hold of the Ruling Councils as elections are replaced by inheritance; the priesthood continues to hold substantial political power)
Economy: 1 (trade with outsider villages along the Tigris and Euphrates)
Influence: 2 (send missionaries and diplomats to villages along the Tigris and Euphrates to spread belief in the Armokkian gods and encourage support of the Ruling Council)
Culture: 2 (build assembly halls and temples in the main cities)


I've still got nothing for a story yet, but I wanted to get my point-spending in anyway. I'm going to try to come up with something in the next few days, but if I don't, it's my loss!
 
Population: 2(4,000 people)
Land Area: 0(0 km)
Military Power: 1
Economy: 1
Nationhood: 1
Technologies: Agriculture, Hunting, Mining, Bronze Working
Spending Points: 3

Spend 1 on Military
Spend 1 on Eco.
1 on Influence.
 
It would be nice to know when each set of orders will be due at the end of each update, or something similar. I'd like to know whether I have the time to hammer out a story.
 
I don't like to set deadlines, but roughly I'll be going for an update either tomorrow afternoon or tomorrow evening.

Omega: Specifying is good.
 
*Does the Waiting-For-Update Dance*
:rotfl:
 
:banana:
 
Not so well written, and possibly with a plot that doesn't lead as much to the end meaning and information as I'd like it to, here's a story that was written inconsistently over three days:

Spoiler :
Joumak dragged his boat onto the sandy shore near his tribe’s settlement as the sun had begun to set in the distance. A glare was produced on his catch for the day as rays of light shot across the sky, temporarily distracting him, which lead to a trip on his own step backwards. The fall dazed him slightly, but when coming to, Joumak saw the approach of his closest friend, Grigtoch. Turning onto his stomach and lifting himself with his arms, Joumak faced his friend and Mao.

Grigtoch was given the duty of helping bring in the catch everyday, no matter how small; but he also had other duties to fulfill. Joumak housed and fed Grigtoch, but when there was no need for the Mao, he was employed by their Kaneye gathering fruit or building temples to the Yansla. Mao were generally owned by either the Ulitaari or Tuomak, but if you had gained enough wealth and prestige you could gain half ownership of one. After years of working in the ocean alone catching fish for his tribe, Joumak had gained Grigtoch.

Joumak regarded Mao differently since his acquiring of Girgtoch. While all Tuomalikani children were taught that Mao were as low as dirt, that notion had only stayed with Joumak until a year after acquiring Grigtoch. By then, it was obvious that despite their blaspheme and separate cultures Mao could not help their differences, and Joumak had decided that it made more sense to convert and assimilate Mao instead of subjugate them; it wasn’t their fault they were born and raised differently, they were only human. Now as Grigtoch stood in front of Joumak dirtied from a days work, he asked for the load to be shared by them both.

They talked and joked about their days, Joumak detailing an experience he had with a fish twice his size, Grigtoch explaining how 4 other Mao had been beaten to death by some of the Nyritoria while building a the new Grand-Hut for the Kaneye. They enjoyed each others company as friends first and Tuomalikani to Mao second. But this was frowned upon by the society around Joumak, and he’d grown so much into the first relationship, he’d often forget about the second. Still enjoying one another’s company, neither of them realized the looks of the other tribe members as they entered the settlement. By the time the two had reached Joumak’s hut, the force from the tribes stare’s was evident, and the two couldn’t help but turn around.

The next few moments went by in a flash, there was screams of hate and defense, yells at the evil of equality for the Mao, physical attacks, vines used to bind both Joumak and Grigtoch; quite the ordeal. Kaneye Orikkaa emerged from his present dwellings as the mob who’d captured the two shouted for order and reason. The punishment was to be as painful as possible for the Mao: A fight to the death against a captured Rhino, which was something Joumak was forced to watch as part one of his punishment; rather brutal death for Grigtoch, disemboweled before his brain shut off. The second part of Joumak’s punishment: ritualistic sacrifice by the Tuomak.

As Joumak was strapped upon the very alter Grigtoch had helped build, he pleaded to be forgiven for the error of his ways. The priests would have no part in it, simply reassuring him that his admittance would lessen his judgment by the Yansla. The crowd was no help, only demanding the death of the social heretic among them. The Nyritoria and Ulitaari either watched in delight at the bloodshed before them, or had begun beating random Mao to prevent similar occurrences from happening again.

Joumak was suddenly ashamed by his sudden renounce of belief only a moment before. The stone blade descended into his chest, and a smile engulfed him, not even feeling pain. Soon he would be rid of this imperfect society that saw the alien as something to be feared and controlled instead of embraced and improved upon. Opening his eyes one last time, Joumak saw the world fall into darkness, the darkness that was so appropriate to describe what it truly was.

But shortly after, light engulfed him, and there stood Grigtoch. Without wound or worry, a man twice the size of him or his friend stood before Joumak, resting a hand on his shoulder. He spoke, letting Joumak know the place he’d come to was peace and equality, understanding and faith; “My name is Kilctaa.”


Do I still get that one point?
 
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