Alternative Timeline Experiment

The city of Lorenn was alive with commerce and trade. Thousands of voices reached into the air, hawking their goods, hoping to exchange their wares for tools and clothing. The streets were covered in citizenry, scrutinizing the wares of merchants. This mass of humanity was only rarely interrupted by a convoy of leather-armored guards, bearing their spears and shields, making their way through the crowd. The enforcers of the law, these guards were House-Allegiants of the powerful House of Lornel, the rulers of Lorenn, and one of the more influential Houses of the Alquari.

Though not warlike, the Alquari believed very highly in the need for a military. And out of all the houses, perhaps Lornel had the most fearsome forces. Their leather armor was adorned with the skulls of differing animals, and the tips of their spears were made out of only the sharpest and most keen cow bones. To a stranger, these soldiers would be a forbidding and alarming sight, but to the people of Lorenn, they were merely another sign of the will of the House-Lord.

The great city stretched across the river Aral, walled and gated with wood and stone. The forests and plains around it were bountiful with game and produce, and the people within were as rich as one can be in a society lacking monetary exchange. The house of the average citizen was adorned with animal hides, beds and chairs of the highest craftsmanship, and banners of the House of Lornel.

In the night, the houses shined with many lights, as lanterns filled with hard, cold wood were lit. This was the pinnacle of civilized life on the Isles of Quorolin, and the House-Lord aimed for it to remain that way.
 
Orders for Legelia:

2 on economy to cause more seaborne trade through Ilyio.
2 on influence to persuade neighbouring tribes to buy goods through Ilyio.

EDIT: The cradle of civilisation appears to have expanded down the Nile! :)
 
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Name: Armok

Location: Mesopotamia (see map)

Urban Center: Athug-zatit

Color: Gold

Culture: With the dawn of agriculture, the peoples that would become the Armok assembled along the banks of the Euphrates river to utilize the life-giving power of the river to allow them to provide food for themselves. Early methods of irrigation were devised to maximize the arability of the land they lived on, though these methods, of course, were very primitive. As the population grew, the myths of the settled tribes began to fuse, growing into a generally-accepted religious system centered around the blood god Armok (with whom they came to identify themselves with so strongly that Armok and the people of this society were one and the same), who represented life itself, as well as the values of strength, courage, and lineage.

Aside from this supreme deity, there were hundreds of lesser figures that came and went over the earliest years, until several cults formed and the others were forgotten. The worship of the serpent-goddess Euphrates was key among the farmers and fishermen, for without the waters of Euphrates, they would surely die. Aside from Euphrates, the people of Armok were aware of several other river serpents, though none were held in such high status. Small cults have begun to form on the frontiers, centered around the other great serpent-goddess of the region, Tigris.

Enosh, the Great Light, patron of the sun and fire, is also key in many circles as the guardian of the world, enemy of the cold and the dark. It is said that when the first group of people came to settle along the Euphrates, Enosh stepped down from the sky and lived among them for one day. In that day, the world was dark and cold, but the land around the village was light and warm. During his stay, Enosh shared his knowledge of fire to help protect them from the cold and the creatures of the night, for he admitted that his stay would only be brief. After returning to the sky the following dawn, the earliest Armok people found safety and comfort in the presence of their gifted flame.

Religion is surely a very important part of the Armok culture, as the High Priests are among the most influential leaders in every community. Much of the priesthood is dedicated to aiding the populace in worship, ceremonies and holidays, though a select few are dedicated to the study of the heavens. Though they hardly understand it as yet, these priests are very much aware of the regularity of the moon's movements, as well as the patterns in the movements of the stars (though some perplexing few stars seem to go against the grain of the others, and are commonly believed to be rogue spirits of some sort).

Political System: A tribal council made up of elders and priests guide the populace and tend to the internal structures of Armokkian society. Leaders rule until death or voted incompetent by their peers, and replacements are likewise voted in by the council. Generally, each settlement has anywhere between three and eight council members, and the leading council in Athug-zatit exists separately from the community leadership, ruling over the collective of councils instead; this group fluctuates in number quite arbitrarily, generally between four and ten members. There is very little complexity to this system, and thus, there is very little to explain about it.

Other: The consumption of blood (animal and human alike) is believed to impart the strength, courage, etc. of the source into the imbiber. This practice is mostly performed among the farmers, who seek the added strength to get through their working day (and generally, only a small portion of blood is bled from an animal, so as to not kill it). Human blood is usually only ever consumed during battle, though a few scattered cults have taken the practice as a religious right to consume each others' blood as a means of facilitating mutual understanding and a greater means of holy tranquility in becoming closer to the spirit of Armok that lives inside of every being.


Initial Spending: 1 point into Economy (expanding agriculture), 2 points into Culture (solidifying religion, building temples), 1 point into Society (establishing a unified identity among the tribes).

OOC: Let me know if I need to add or change anything?
 
@Bil: Nope, everything looks great.

If Karalysia and Dreadnought get their orders in soon I can do the first update tonight.
 
Name: Lorkren
Location: Russia (Somewhereabouts the modern-day St. Petersburg area)
Color: Purple. 40244A, in hexidecimal.
Urban Center: Selren.
Culture: A simple hierarchial system. Slavery is frowned upon but not illegal. Most of the people are farmers, and soldiers are currently almost unheard of. Ruler is determined by blood.
Political System: Triarchy. Ruled by one king and two advisors.
Other: None at the moment.

Orders:
1 point government.
1 point Military.
 
1 point military to expand the tribe along the banks of the Indus through force
1 point economy to trade along the great river and coastlines
1 point influence to spread the faith of the Snake Mother
1 point political to begin to centralize power into a sort of theocratic monarchy
 
@Solanaar: Uh yeah, gonna need a bit more specific location than just Russia lol Also need a location for your urban center.
 
The Five Houses of Alquari
Lornel - Named after the God of Lorquenan, the House of Lornel rose to become the largest and most powerful House of the Five after the founding of the city of Lorenn, following the War of Dissolution. Lorenn, built upon the banks of the river Aral within the forests and plains of Batten, was a ripe and well-founded site for a city. It had access to a supply of water, wood, and bountiful plains upon which to farm, and was easily defensible. It was there that the Second Tower of Lornel was built, and the Wall of Lorquenan.

Bereth - The House of Bereth was arguably the first house of the Alquari, originating and remaining in the highlands far north of the Realms of Lornel. The people of Bereth have lived in the highlands for many years, residing in great citadels built out of great stones carried from the remnants of avalanches many eons ago. These large, imposing cities have been their homes since the Alquari first made efforts to record the passing of time. However, with the War of Dissolution some three-hundred years ago, many of the Alquari went south into the plains and forests, and joined into the New-Houses, leaving Bereth and its people behind.

Farrmarch - The House of Farrmarch was founded in the south-western lands of the Isles of Quorolin, where the West-Hills meet the Sea of Golquarin. The peoples of Farrmarch have since the War of Dissolution made their living from the sea, harvesting its bounty from the banks of their city, Yeorren. Although the Alquari are not a militaristic people in the first place, the people of Farrmarch barely possess a military and rely mostly on the good will of the other Houses for their survival.

Vornellin - The House of Vornellin's territories are based north of the mountain ridges that lead down to the Realms of Farrmarch. These people also make their living from the sea, but they dream of someday harvesting the minerals of the foothills to their south. They are perhaps the most militaristic of all the Houses, making their armor out of bear hide, and their banner itself carries the symbol of a bear.

Annelver - The people of Annelver reside far, far in the north in the Great Highlands, carving out a living from the most basic of farmlands in their large valleys. Few of their people are fishermen, and equally few are craftsmen. Their communities are made out of thatched huts, made out of a combination of stone, wood, and hay.
 
Spend 1 point on influence, and 1 point into culture.

Try to combine the two to work hand in hand, ie have our culture influence the surrounding natives, who then add to our culture, and so on.
 
Eugh the black symph map is bletch! :(

Orders shortly
 
Heresy! Black symph is most certainly not blech. :ar15:
 
Name: Nalam
Location: Constantinople
Urban Center: Constantinople
Color: ugly dark yellow
Culture: Nalamese herdsman have been wandering these lands for centuries. Their ancient religion based around the Old Ones and their interactions with the earliest of humans draws in all with it's fanciful tales and it's strong moral code. Do what you will, so long as it harms none. (except in the case of protecting your SHITS)
Political System: The main Nalamese tribes have recently united under a theocratic collective; strong bonds are abound.


ORDERS:
1 point on economy- to establish prominent trade centre at constantinople, great ports and markets be built, people bring their goods to be sold there, etc
1 point on influence- to cause more trade to head through constantinople
 
Ok, still waiting on Nuke kid, Salanaar, and Abaddon. If they don't post orders soon I'm just going to post the update without them(Nuke kid will exist since he specified his location, but his tribe won't do anything). Not to be mean, I just want to get this done tonight.
 
Orders

1 Point on Political-Help develop Democracy and bureaucracy, concepts of republican government

1 Point on Economy-Start to develop a system of currency instead of barter system

Expand everywhere!
 
Name: Valli.
Location: Along the Gemma (Rhine) River.
Urban Center: N/A.
Color: Green or orange, but really doesn't matter.
Culture: The Valli are a hardy people. They have just recently discovered the secrets of agriculture and have settled down along the Gemma River. They are mostly a confederation of tribes who, though they speak different dialects and have fought over hunting and foraging grounds in the past, are uniting and calming down now that they no longer have to compete for hunting grounds. The Valli generally worship ancestor and nature spirits, though with the introduction of agriculture they are gaining more specific gods and goddesses associated with different times of the year, fertility, death, etc. Though no organized religion exists, most tribes have a chief that acts as social, war, and religious leader, some of the larger tribes have a specific shaman/medicine man, as well as an exclusive war chief who excels in attacking and leading warriors. There is a rite of passage among males that when they reach age 15 they are to enter the forests and hunt and kill a bull aurochs by themselves, eat the testicles, and bring back the hide as proof of their deed.
Political System: Confederation of tribes who seek each other's aid to defend against less civilized, more nomadic tribes in the area.
Other: Because the tribes have different dialects, a new language is developing which combines many common words from each language so that the leaders of the different tribes can communicate.

Orders:


Spend 1 point on Culture.
Spend 1 point on Military. (If I have 2 points to spend, was kind of confused if I had only 1 or 2.)
 
Name: Tyrannium
Location: France
Urban Center OTL Paris, but it's called Tyrannium in this timeline
Color: Around the Color France is in the picture below
Culture: Tyrannium could be described as a "Latin" culture (Yes, it's not near Rome, deal.). Their religion is heavily based on the worship of a Water Goddess, revering her (Typhon) as the creator of life. While others exist, they are no where near as powerful and worshiped as she is. Also, Women are much more accepted into this culture, with each gender having about the same rights.
Political System: Tyrannium is, as obviously expected, ruled by a Monarch who has absolute power. Generally, the older and/or the more able of the couple is the one with the power, not always the male.

ORDERS:
Spend one on Political (To explain my government)
1 On Culture
2 on Military.

Spoiler :
-1-small.map
 
Update 1: Dawn of Society

In the very early years of human history, whilst most of the world was full of traveling nomadic hunter-gathers, a few tribes elected to settle down and form their own sedentary agriculture based societies. It is from these initial cultures that civilization would spring from. Their cultures would provide influence for nearly all humans in the area.

On the continent of Europe several tribes claimed supremacy in their region. On the far western side of the Iberian peninsula, a proto-liberal tribal society who called themselves the Dastidians set up settlements near the Atlantic coast and on the Tejo river. Their culture, being an attractive one to all of mankind, spread easily along the banks of the river, and a means of travel was soon developed.

Up north on the Brittanic Isles a sophisticated Oligargic culture of five families ruled over their tribesmen. They were called the Alarqui, and they seem to have taken a liking to warcraft, having served the early years of their existence searching for a means of cultivating Copper ore. They did discover a way to mine the many hills that inhabit their region, but did not succeed in finding a way to create Bronze. The amount of men that pledge themselves as warriors increased during these early years, and the House of Lornell seems to be tightening their grip and trying to establish themselves as the rightful rulers of these lands, passing the title down their bloodline. Needless to say, this has come at much objection from the other four houses.

Across the English channel on the continent of Europe again, two cultures have arisen. The first of these, a warlike people that called their lands Tyrannium, have been cited as the first in all of the world to discover the secrets of Bronze Working. Needless to say, it won't be long before this begins to have a serious effect on the size of their army. A few miles west of them are the Valli, who also seem to show an interest in warcraft, having discovered a faster means of production via Mining.

In the Northwestern edge of the Continent the Lorkren are amongst the other civs in discovering the secrets of Mining. The Kings have made many gestures over the past years that they wish to establish themselves as deserving rulers by bloodline. Whether or not the masses will accept this is still up for question.

To the south of them in the Balkans and the Anatolians peninsula, the Nalam tribes have established a prosperous center of trade for peoples in the surrounding area. Many observers have noted that this was one of the economic centers of this very ancient world. They have established a system of roads and travel to connect their trade routes.

On the continent of Africa, on the banks of the Nile two incredibly influential cultures have risen up. The first of these, a prosperous group of traders known as the Legelians, have been cited as the first in the world to discover the secrets of Sailing. They have also conducted trade with many peoples nearby, and rival the Nalam as the number one traders of the world. Further south of them are the Akalazi, who have arguable created the most successful culture thus far. Besides attaining the Wheel and coming closer to unifying the tribes under a single Monarch, they have one of the highest populations in the world. They extended their influence among a large portion of the southern Nile.

On the continent of Asia, in Mesopotamia, the Armok tribes have established quite a name for themselves. Sandwiched between the fertile Tigris and Euphrates rives, they are farmers by nature. Among their successes they have achieved a high level of culture in the technology of Mysticism, something which has not only begun to influence the tribes around them, but also increased unification amongst themselves.

Farther East on the banks of Nile, the Naaga have started as quite the militaristic society. While they do not possess the Mining or Bronze Working capabilities of Europe, they have successfully subdued tribes north along the Indus River under their rule, something which has caused a great amount of unrest in the area. Despite that, their economy has also seen some success.

South of the Equator, on the continent known as Australia, the people calling their settlement Atlantis have acheived quite a feat as far as human rights go. They seem to be working towards ruling their lands together rather than under one ruler, and have thus created a sort of proto-republican society.

On the other side of the world, on the beaches of the Gulf of Mexico, the Bystinian have been recognized for their cultural feats. Like their fellow humans in Mesopotamia across the world, they have achieved a higher sense of culture through Mysticism, which has caused tribes in the surrounding areas to fall under their influence.

Map

Spoiler :
althisturn1.png


OOC: Ok I've got everything done except for the SP's calculated, which I'll have to do tomorrow(you can calculate them yourself if you want to get your orders done with before that). The stats are posted on the second post in the thread. Hope you enjoyed the update, and I'll take any suggestions you have.
 
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