Update Four: The Curse of Iron
Late Legendary/Early Classical Period
"There are gods in in the sky, and gods in your fist."
-Ancient Kappanokan proverb
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Come sit by the fire, for I have three stories to tell.
No longer do men and women seek survival alone. They seek greater things. They seek power. They seek truth. For the first time, humans begin to record their understandings for posterity, allowing generations to build their knowledge in a way that the oral tradition had never allowed. This is where our story truly begins.
The first two of the great ancient religions now spreads out from their holy lands, both led by charismatic priestesses inspired by the ebb and flow of the oceans pulled by the moon, yet taking two very different paths.
But there are greater convulsions still, for two gods arise that are shared by all peoples. One is a bright copper-brown, polished to a sheen, and the other a dull grey, the color of grim brutality. With these gods in hand, men may make enemies, but they may turn the world to worship
them instead of the sky.
What world will you build, now that history, true history, is born at last?
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Abeille:
Thanks to the miraculous efforts of a long line of prophetic high priestesses, your people come to the realization that there is but one Goddess, the spirit of the waters of the world made flesh, and She is merciful and benevolent. Your focus on this faith bears rich dividends, as a grand marble temple to surpass any other shrine in creation is begun to celebrate the Mother Goddess and her just rule over your people.
There are many who do not follow Her embrace however, most importantly the expansionist Lidratien to your west. Friction now occurs between the settlements of Dard and Gericala, with cow stealing and small squabbles a common occurrence in the land between the two.
The distant Taneis to your south are but a legend, but the intervening mountains are rich with gold.
Ak’Nakal:
A new city is founded in the Kuxma, and adventurous warriors explore the forbidden lands beyond the Ukmal.
Your wise men realize that the gods created a small world, divided in half by the mountains and surrounded with water. In it are two good peoples, the Ak’Nakal and the Ak’Panoka, the Greater and the Lesser. This belief is accepted as the truth among most of your people.
Your people run the risk of drifting into a comfortable stagnation however. A minority of scholars have begun elaborate calculations and experiments to divine the will of the gods in making the world, though they lack support from the state.
[Note: By time of posting, Mutal has been founded to the southwest of Kapat'nuku.]
Chaoyang:
The religious infrastructure of the new faith quickly builds up, with a monastic center for female acolytes to study the mystery of the Waters, and a temple to minister to the physical needs of the faithful. Your efforts to proselytize the faith are successful, as the worship of the Thousandfold Waters spreads across the Celestial Lands to the smaller cities subject to the rule of the Intendant, of which two have been founded already. Perhaps one day it may even spread beyond your borders…?
Nonetheless, the presence of Targani horsemen on your borders is disturbing and threatening. These powerful barbarians could be a great threat indeed. This threat has finally roused the Intendants to set aside religious matters and begin to mine stores of copper and tin.
Civoria:
A great road-network linking the ever-expanding borders of the Civorian League has knitted the smaller cities around the dominance of the center. Karosia, Akaria, and Puronia now pay tribute to great Civoria, which has expanded into a wise and learned nation with a sophisticated writing system which now influences its neighbors. Some grumbling remains, but the development of the periphery with state-financed libraries offering patronage jobs has quelled discontent for now.
Terror, however, is spread with tales of the Targani horsemen to the south, and other, strange seafarers from the north. How will the League respond to these distant but potentially perilous threats?
Clifton:
The first written chronicles of the Cliftonlings date back to this period, and everything before can be considered nothing more than base legend and crude speculation. The semi-mythical rule of the Line of Baldwin is spoken of, but that is not the way things are today, no indeed, the Three Kingdoms of Afton, Columbine, and Clifton are independent of one another, the Cholk Throne claimed by all.
Grand plans are made to tame the oeliffants, but they have not yet been realized as the beasts are prone to rampage. Furthermore, equally grand plans to build great monuments and expand into the land of neighboring –lings are spoken of, but not executed due to the disunity of the tribes during this time. It seems likely that the rich lands of the Shillaels (Shepleigh to the civilized folk of Clifton) will be settled next, as boats to raid the helpless woad-painted savages are already being built.
You begin to be aware that the lands to the north have great plains and mountains, and that people called Tanniclings live there. It seems that the elephants in your lands came from those legendary plains of Tannic.
Hauldric:
The death of your explorers to the “Providencians” passes into legend and then myth, as the mysterious eastlands are considered to be forbidden to your people. Perhaps it is simply a tale told by the old grandfathers that never happened at all? A more pressing threat is the crude barbarians that swarm from all directions, their goals and purposes naught but destruction.
In response, brave hunters have roamed beyond your walls to the north, clashing with barbarian tribes (some of their men said to be of titanic size,) and triumphing over them, placing the severed heads on spears over the gateway to the rough new settlement of Trost, which looks out on a partially ice-bound fjord that is nonetheless teeming with rich marine life.
Perhaps the fortunes of the Hauldricht are not as grim as they might have seemed in the legendary past, though what truly lies to the east is still unknown.
Kappanoka:
Kappanok prospers during this period as new, more advanced types of ships for catching crabs and fish bring a bountiful harvest to the table of the High Chief of Kappanok, whose city has grown from simply a tent of tents to a great gathering place of stucco and pinewood.
By the end of this period, the Kappanoka (particularly the Koba) were seen to hunt with iron-tipped spears, thanks to the particular sacrifices of generations of Koban scholar-warriors to learn to work the strange metal. For a time Kappanok seems to have done homage to Koba, as not even the Ak’Nakal had the mastery of this weapon at the time (using mostly spears tipped with bronze,) but this seems to have only been temporary.
Some men, calling themselves the Sendewik, or the Broken Stone, decided to migrate far north across the Ukmal, disgusted with “the fat ways of the High Chief and the laziness of the crab-eaters”. Perhaps we will hear more of them in the future.
Lydrath:
The Empire is first among the world to enter the glorious age of Iron, as the dull metal is finally mastered and forged into weapons of immeasurable strength. New cities spread across the plainlands, and despite a few civil wars for imperial dominance there seem to be few rivals in the world who can challenge you…
Until the Princes inform the Emperor of the discovery of a proud kingdom called the Abellii. These people follow a strange goddess, not the pantheon of your people. And furthermore, their lands encroach upon yours.
Furthermore, the Taurii to the south proliferate in great numbers as well. Further expansion without conquest looks to be difficult for the Empire at this time.
Tahnek:
The oligarchy of the herd-lords leads many to migrate away from the ancient homeland of the tribes. They move to the lush grasslands to the south, near the coastal jungle, following the course of the rivers. Already they have elected councils of their own that give little homage to Tahnek itself, and the rulers of the city will have to do more if they wish to hold the Tahneki peoples together as the divide between plainslanders and forest dwellers grows.
Taoron:
Heavily influenced by the powerful culture of neighboring Lydrath, the settlements of the Taoron appear to adopt a Lydrathi dialect and nomenclature. Many warchiefs in the hinterland call for the reassertion of an independent Taoron culture, but for the time being, the Lydratian-speaking merchants trading with the north are calling the shots.
Peaceful expansion carries the borders of the confederacy off the Finger, and a powerful fleet of galleys that can both trade or raid if necessary is commissioned.
Targan:
The Targani tribes are the first in the world to harness (ha) the power of horseback riding, and the High Chief of Dorjin now rides at the head of a fierce column of mounted warriors. Rumors of the powerful tribesmen are already striking fear into the League of Civoria and isolated Chaoyang…will the Targani soon make either of them a target?
Weshanka:
The great stone circle is finally erected, a tribute to the glory of the Sovereigns. A writing system soon follows, to engrave the great and mighty deeds of the ancestral Sovereigns, who were like unto gods themselves. The power of iron is unlocked and mastered.
In awe of the wonders of Shirun, more and more tribes across the Wethen begin to pay homage to the Weshanka. You become more distinctly aware that the southern jungles are populated by uncivilized tribes, while the area to the east across the mountains is controlled by more powerful and advanced, but considerably disorganized, Tahnekt kings.
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"...take no god to worship but your Sovereign, for he is your only protection."
-Early Weshankan pottery fragment
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OOC:
I bet you were wondering if I was ever going to update, weren't you? Well, that's okay. Doubt is a natural facet of the human condition, but this once I can prove your faith justified.
Things are starting to get a little more realistically historical, so consider everything from now on hard-canon with regard to the official history of the NES, and everything before semi-wobbly legendary history. It is now incumbent upon all of you to behave accordingly.
Which brings me to my next announcement/decision.
The spot previously held by azale/Arrow_Gamer, "Providencia," is being passed to
Daftpanzer, who has offered to craft that civilization a new backstory and religion. My apologies to azale and Arrow, but both of your efforts were honestly insufficient for the kind of NES I am trying to run. It's nothing personal.
Daftpanzer, welcome. This is what you have to work with; rename everything to your liking.
With that said, I am hoping that all of you remaining players can really up your game from this point on. I am particularly happy with the effort that Omega and madviking have been making thus far, though there is a lot to like in almost all of your civilizations! Please do your best to step it up from here on out, as we all profit from it.
The next update will have no specific adjectival focuses; simply tell me how you hope your civilization will develop. You can do diplomacy with/declare war on many of your neighbors at this point, mostly the ones acknowledged in the update.