Alternative Timeline Experiment

Alright I know I'm a terrible person but I'm going to have to hold this off again until tomorrow evening. I had a lot unexpected stuff to do this afternoon and now I have to write an essay that's due tomorrow. Sit tight for now.
 
You evil, evil man you! (Ah keed, ah keed)

:ar15::ar15::ar15::ar15::whipped::sheep::bounce:
 
Double-post, sorry, but :bump:
 
Round 3: The First True Civilizations

These past few centuries have seen the rise of what one would call "true civilization." Never before had the influence of a single group of people, usually centralized in one area, reached so many miles. The economic systems of tribes around the globe have developed, and a seperate merchant class is becoming more and more distinct. The Bronze Age has come upon several cultures, prompting them to make preparations for domination of their neighbors, and for more to enlist in their armies.

Africa

Northern Africa, along the Nile River, has continued to remain at the center of the civilized world. With little challenges in the area, the Legelian tribes continue to conduct several successful trade missions across the Mediterranean Sea and down the Nile. Several claim to have ventured to lands as far away as Asia Minor, and others have even claimed to have mapped all of the World's water. Despite the unlikeliness of these claims, these merchants and sailors have been hailed as heroes. At the heart of their Urban Center, a few miles south of the Mediterranean coast, a newly formed Aristocracy of merchants have continued to gain power over the Legelians under the guise of an Oligarchy. The idea of being ruled under these great men has further united the Legelian tribes.

As if dominating trade weren't enough, these tribes have also formed the basis for what appears to be the earliest system of Writing in the world. It is expected that their leaders will begin to send expeditions out to meet and set up permanent agreements with other tribes on the banks of the Mediterranean, but all of that remains speculation. Amongst other news, perhaps threatened by the quickly Militarizing Akalazi several miles to the South, an army of sorts has begun. Ore from the grounds of the Earth has been extracted, as the Legelians discover their own system of Mining.

The Akalazi, meanwhile, have been equally busy. Their incorporation of Bronze Working has allowed their chieftains and military leaders to increase the quality of their respective armies, allowing them to emerge as a true dominating force over lesser tribes in the area. And while attempts have certainly been made to incorporate the use of domesticated horses or of "bows and arrows", these have proved unsuccessful thusfar. Rather, the Akalazi have begun to excel in other areas. The focus on Culture these past few decades have allowed this North African culture to further unite each other under a system of Mysticism. They have also begun to imitate the Legelians in the north, further pushing the limits of their economy and establishing markets in their central settlement areas. While there appears to be no distinct merchant class yet, the leaders have definitely pushed towards that.

Europe

In the continent north of Africa, things have gone a bit differently. Unlike the grand Merchants of the southern Mediterranean, as a whole these societies have focused much more on warfare.

The most obvious example being on the surprisingly populated British Isles, where three distinct factions have come into play. The Alaquari tribes continue to dominate the southern portion of the island, having split into two heavily opposed kingdoms - Farrmarch and Albion. Early on, the Farrmarch leaders pressed heavily into Albion territory, staking their claim to rule all of the Alquari. They succeeded at first, destroying the Albion garrisons in various villages and settlements across the island and subjecting farmers, miners, and merchants alike under their rule. Unfortunately for them, new developments by the Kingdom of Albion have clothed all of their warriors in bronze armor and newer, more efficient weapons.

The Farrmarch advance was effectively held back, but the kingdom of Albion wasn't satisfied just yet. Over the course of the past years several raids and expeditions were led into the southeastern edge of the isle, effectively claiming the land for Albion. Although Farrmarch still holds some semblence of a kingdom, their leaders fear that something drastic needs to happen in order to survive as a political entity.

Up north, the Pictgael tribes continued to centralize themselves, forming a distinct culture from those around them. They also began to depend on raids into the much more fertile lands in the south. Several poorly defended settlements on the northern edge of Albion's influence were either completely destroyed, or stripped of all their food and valuable goods.

On the continent itself, the Valli tribes have truly incorporated Bronze Working into their armies, and have begun to rival Tyrannium for military supremacy in the area. Several successful expeditions were led by their chieftains and warlords, easily subjecting the areas around them to their influence. They have met toe-to-toe with Tyrannium, being halted in their expansion at eachother's borders of influence. Warfare between these two seems an absolute certainty.

On the Atlantic Coast of the Iberian Peninsula, Dastidia continues to grow in peaceful isolation, contrary to much of Europe. After several hundred years of cultural development and westward expansion, the Dastidian tribes have centralized under the guise of a supreme leader at Lisbon. Cultural standards were set, and the Dastidians continue to feel more united as one people.

On the Eastern edge of the continent, the Lorkren tribes continue to gain more and more military power, but haven't really achieved much else. The amount of warriors serving as defenders from nomads in the area continues to increase, and they seem to be relatively safe for years to come, but other than that they aren't much different than the other sedentary tribes roaming the lands.

In Southeastern Europe, things have begun to heat up. The Nalam tribes made several early grabs for supremacy in the region, using their warriors to expand outwards, only being stopped at the edge of Sirsian influence, where they have remained at a stand still. Internally, the Nalam rulers have made several attempts to consolidate all of the tribes' influence under them, but have been unsuccessful so far. Their economy also continues to thrive, as a network of roads has allowed trading throughout their sphere of influence to come together into one market.

Asia

Although the majority of this large continent remains sparsely inhabited by wandering nomads and wild animals, the few areas of organization, mainly near the cradles of Civilization, continue to develop extraordinarily. The L'al tribes on the Eastern edge of Anatolia, along with their Kratorun warriors, continue to expand their influence, even to the outskirts of their sphere of influence, by setting up systems of irrigation to help out the farmers. Several measures were made to increase the quality of their armies, and eventually a system of Bronze Working was formed through several decades of trial and error. The Turtish tribes to the West, however, are becoming a serious problem. They have begun to conduct annual raids on the L'al, and their population especially has begun to take a hit.

Meanwhile, the Armok in the midst of the Mesopotamian region have continued to become a culturally unique group of peoples, being the first in the world to develop a system of Meditation, which will have incredible effects on their already great unity. Amongst other accomplishments, those in power over the tribes have begun to centralize some of the power. They have not become a full Monarchy yet, with the Priesthood still holding considerable power, but it appears as though it might happen in the near future,

On the Eastern edge of the Mediterranean, a new power has sprung up. The Terreyan tribes, while they are not a distinct cultural, economic, or military power yet, seem to be noticed by their religious beliefs, worshiping the land rather than the ones who put it there. With their recent organization into a series of tribes, their belief has begun to spread into areas around them. They also have developed a true system of Mysticism for their beliefs, which is expected to further unify these people under the guise of Terranism.

Several hundred miles Eastward, along the Indus River, the once great Naagan tribes seem to be faltering lately. After being ruled by a series of weak, do-nothing rulers their organization has begun to fail, and several feel that in a few years it could simply fragment into dozens of different entities. The Aeryan tribes in the north made their way south, advancing all the way to the edge of Naagan influence, and then proceeding to raid the northern lands.

Tribes along the Huang He River have fared a bit better. The Fusigidan successful have been able to repel raids by the Laox. Not only this, but they have begun to gain some land of their own and threaten the very existence of the Laox. The addition of mining to their group of technologies has certainly helped this as well.

The Xzauk have also done incredibly well for themselves, albeit in relative isolation. Their culture has begun to spread to outlaying tribes in the region, adding population and land to their sphere of influence. A system of Mysticism has been created, and along with societal measures, have unified these tribes. To top things off, the quality of their military has kept all safe from outside raids.

Oceania

The almost empty islands in the Oceania region continue to develop from two centers of Civilization. The organized Tuomalikani tribes have expanded their sphere of influence to the west, gaining more population and more land. Their economy also continues to thrive, as far as the immediate region goes.

The settlement known as Atlantis, meanwhile, is also able to enjoy the benefits of living in isolation. Nearly all inhabitants of the large island are under their influence. Human rights have gone farther here than anywhere else in the world, and more and more they push closer to a true democracy. Needless to say, there are very few who object to his sort of system, and many feel that this is the main factor that continues to unify the people of Atlantis.

Americas

Truly separated from the rest of the world by the deep Atlantic and Pacific oceans, the cultures in the Americas are truly developing in their own world. The Bystinian tribes have become a full monarchy, their kingdom being named Bystinia. Several areas of this new kingdom have adopted what their kings call a universal system of currency. Not everyone has adopted it yet, but these developments have certainly helped the economy. Cultural standards have also been set, and their nationhood level continues to rise as a consequence.

South a few hundred miles, and we find that the Maarstai continue to dominate their region. Like Atlantis on the other side of the world, they have unexpected levels of human rights, adopting very communist-esque policies in their lands. This has helped their culture extract to lands around them more easily, and all together has begun to unify them.

Map

Spoiler :
althistimemapr3.png


OOC

-If you have any problems with how I named something, or how I have represented your cultures, please feel free to tell me(I know I need to rename Dastidian Tribes to Dastidia and Kratorun to L'al?).
-I apologize for any spelling errors or me leaving out any words, I tend to do that a lot without even noticing.
-The NPC tribes will be listed soon, and if someone wants to join they can take them.
-The stats are all updated except for the spending points, which I'll unfortunetly have to get to later. It's pretty easy to calculate them yourself though. Just add up pop, economy, nationhood, and military and divide by 2.
-Suggestions always appreciated.
 
From: The Highcourt of Albion
To: Alquari of Farrmarch (NPC)
We have no desire to continue a war of stalemate against you, and propose that you pledge yourselves as a protectorate of our nation. You will be allowed to maintain your own taxes and laws, so long as your military shall fight for Albion.

(Note, this message would be brought to the gates of the nearest Farrmarchic outpost by an Albionic ambassador, since we don't have writing yet)

The Bronze Revolution: Following the introduction of bronze-crafting, a great revolution in military technology occurred in Albion, under the foresight of Korren, the leader of Albion at that time. Albionic soldiers, previously equipped in the hides and skulls of deceased farm animals, came to be garbed in elaborate suits of the gold-brown armor that became the emblem of Albionic authority in the Isles. The revolution in military technology also created an entirely new shape for the Royal Army of Albion, and even effected the construction of Albionic cities. (more of this will be outlined later)

OOC: Good update :)
 
Good update, yet I said that I wanted the Terreyan Tribes to be in Judea. but it doesn't matter a lot.
 
Alright, here is a more advanced summary of Albion post-update :lol:

The Bronze Revolution: Following the accidental discovery of bronze-crafting, Albionic smiths quickly began to produce large and elaborate suits of bronze mesh and plate armor, the plate composed of hardened bits of bronze, and the mesh composed of interwoven rings of bronze metal. This led to an increasingly large mining operation in north-western Albion, which became one of the areas with the largest Albionic military presence. For the first time, the average soldier began to wear a helmet, what was once a cow-skull became a bowel-shaped piece of bronze metal, normally painted silver or gray like the chest armor. Axes became favored over spears, as well, and shields became more commonly-seen on the field of battle.
norman-soldier.gif


Construction: With the more common practice of smelting, the Albionics began to melt down metal so as to change its consistency, and use it as a solvent to keep bricks together. Quickly, Albion became a nation revolving around mining, as opposed to agriculture, and the Highcourt of Albion came to possess many formerly private farms as state property, cutting down on bartering, but in fact feeding more of the population, more efficiently.

Structure of the Albionic Military: Before Albion, the different Houses and regions had their own militaries, that fought brief skirmish-wars against competing farmer-cultures, or against the nomadic tribes that once inhabited the southern-lands of the Quorolic Isles. With the rise of Albion, the first consolidated, centralized military on the European continent was formed. The Royal Army of Albion accepted both men and women into its ranks, and its highest official, the Over-General, reported directly to the Highcourt, as opposed to regional or House officials. In the wars between Albion and Farrmarch, in the few half a century or so that bronze equipment has been available to Albion, the Royal Army of Albion has proved a powerful and well-oiled machine. Footmen, the standard unit of the military, equipped with small hand-axes and shields, or larger battle-axes, fight in a well-ordered manner, despite their stealth and ease of movement. Moving forward into the trees or grass, as the case may be, they maintain a loose line which converges into a close hold, those with shields in the front, forming a larger shield-line against blows of axes. Those not equipped with shields stay behind the front-line when heading into battle, but diverge out with the rest of the unit once battle has been joined. Under arrow fire, the unit can form a block, and raise their shields, protecting themselves against the bite of arrows. Archers, generally equipped in lighter mesh, or plain leather, position directly behind infantry divisions, and lay waste into the enemy behind the wall of humanity that the footmen form. In foothills battles, footmen and archers alike are known to make themselves scarce among the trees, and emerge to cut into the ranks of the enemy quickly and efficiently.
 
Good update, yet I said that I wanted the Terreyan Tribes to be in Judea. but it doesn't matter a lot.
Yeah apparently I'm geographically deficient, I thought that the river was a part of Judea, but you're right it's south of that.

I'll get it fixed when I get back on my main computer.

LoE: I'll reply to your diplo later.
 
Legelian Orders:

I've got 16 points, I think. If I've got more, put them on Influence. (OOC: edited to make 14.)

2 on Political, to further cement the oligarchy's control over the Legelians, their military and their trade.
2 on Military, to train the soldiers, to expand the army, and to enhance its loyalty to the government.
4 on Economy, and 6 on Influence. These should go hand in hand. Strike trade deals with the tribes along the coasts of the Eastern Mediterranean. Get trade with them. Build trading posts in Cyprus, at the nearest point of the Red Sea, at Tyre, at Cyrene, and at Halicarnassus. Settle some excess population in these places, hopefully beginning to establish a trading empire in the Eastern Mediterranean.
 
Akalazi orders
Spend 2 economy on building a magnificent city on the red sea, it will be a major trading and port center.
Spend 2 On political to move more towards an monarchy
Spend 2 on influence to expand and convert more people to the religion of the akalazi
Spend 2 on society by having the scientists map the stars and planet and hopefuly create calenders by using the sun and moon
 
So, Civver, when you can warr dem stats be? :p

Lorenn after the Rise: With the formation of Albion, thousands of the conquered flocked to Lorenn, the epicenter of cultural, agricultural and bartering wealth in the kingdom. The result was that the city, that once sat only on the northern side of the Aral River, expanded out and absorbed territories that were once open farmlands. This resulted in the City Farms, an area of open plains within the city walls that were shared by chosen members of the aristocracy, and even the peasantry, who agreed to pledge a large portion of their crops to the Royal Army of Albion in exchange for better farming, being right next to the river, and protection from nomads; being behind the city walls.

This also created the Great Commons. Whereas previously most of the homes in Lorenn proper belonged to officials of the House of Lornel, or members of the agricultural elite, those that owned the most crops and indebted themselves to the Highcourt of Albion, having pledged enormous portions of their crop yield to the government. The Commons were one of the few places were plain citizens resided, generally an area of slight poverty, and home of small street-side markets that bartered basic goods for basic food.

With the influx of new citizens, the architects of Lorenn created the Great Commons, an area that looked more like one of the House estates than the residence of the common man. Containing a small park within it, and having houses on either side of a small canal that ran the length of the Commons' Road, the Great Commons became the residence of the burgeoning middle-class, families who had made their wealth in bartering their old farming materials, for the luxuries of the city. This began to foster a movement of culture that debunked the House-officials and their estates, and more Commons rose up in the boulevards of Lorenn.

Understandably, this led to some tension between the old House-families and the new citizenry. Several small riots and altercations occurred, but were quickly put down by the City Watch. Many citizens of Fairbrook and Goldwood began to peddle their wares in the Great Commons, making the old House Bazaars redundant, as better pickings were to be had in the Great Commons. This led to the House-Trade Act, a proclamation read to the people of Lorenn, like all proclamations in a pre-writing society, by memory.

The House-Trade Act
Bartering between those who are not in allegiance to a House of Albion shall be supervised by House-Guards, and control of trade shall be reserved by the Houses of Albion's representatives in Lorenn proper.
The Highcourt of Albion states that this act, as the will of the Houses and government of that nation, is official law to be obeyed by all citizens of that great nation. Violation of this law is penalized by a day in the stocks, or several month's conscription into the Royal Army of Albion. Thus spake the Highcourt.

The number of violations of the House-Trade Act were ridiculous, and quickly became to be a joke of a law. However, the Highcourt and the House-Guards did make examples of notable offenders, and for about four years membership in the Royal Army of Albion was at an all-time high, and raids by Farrmarchic House-Warriors and the nomadic tribes that resided in small pockets in the less-inhabited lands of Albion were put to a stop for that time period, leading, ironically, to a time of unprecedented trade among the non-House members of Albionic society.

From: The Highcourt of Albion (By Messenger)
To: Farrmarch (NPC)
Following deliberation, we have decided to allow you to live autonomously from Albion should you return the lands you have taken to us, sign a treaty forever ending aggression between our nations, and agree to keep your military forces within your border.
 
Spending points are updated. I still need to list the NPC cultures(which lurkers can join as if they want) and change a few things on the map, but for the most part it's good. You can do your orders now.

@Spryllino: I only count 14.
 
Where are those stats? I don't see them. :confused:

Are they part of the update post, or separate?
 
Spend 2 economy on building a magnificent city of the Ted sea have trade with other nations and hope if becomes a center of trade.
Spend 2 economy on imporving the efficiency of farms so thy produce more food
Spend 2 on political to move more towards a monarchy
Spend 2 on influence to expand and convert people to our religion
Spend 2 on society by having astronomers map the stars and their paths and hpefuly create a lunar or solar calender


I redid my orders ignore the others use this one
 
Orders for Albion
1. We shall spend four points to foster a greater birthrate, and along with it an increase in the amount of agriculturalized land we control. In addition to that, the points shall also go to hauling more and more metal from the mines with which to craft better and more advanced armor and buildings.

2. We shall spend two points, either to fortify our territories if Farrmarch does not sign our peace treaty, or to foster a large cultural revolution in which we shall create a standard of Albionic culture throughout all the Houses and provinces, and increase our nationhood and unity as best we can.
 
Population: 2(4,000 people)
Land Area: 0(0 km)
Military Power: 2
Economy: 1
Nationhood: 1
Technologies: Agriculture, Hunting, Mining, Bronze Working
Spending Points: 6

Declare war on the Valli. I must expand, for the everlasting empire!

3 on Military: They are to march up the Valdi lands and kick some ***, Latin styled. Try to grab as much land as possible before having them die out.

2 on Influence: I want the main Influence to go West, mainly to the general location of Brittany. Not only is it the safest way to expand, but would help defeat any northern tribes, if any.

1 on Society: I want some nationalism here, people! A unified idealism of people will allow me to field stronger armies, as more people "enlist" into my armies.
 
OOC: Normally this diplomacy isn't allowed, but since Albion and Farrmarch are the same culture I'll allow it(no language barrier).

From: Farrmarch
To: Albion

We'll keep our warriors out of your lands, but we will not hand over anything to you. The borders will stay as is or we will continue to fight.
 
From: The Highcourt of Albion
To: Farrmarch
We shall accept these terms gladly upon two conditions. 1. You shall not bring arms against us. 2. In times of conflict, you swear to uphold the unity of the Alquari, and fight alongside Albion against its enemies.
 
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