CivIVNES

"Feinher come here quick!" shouted one of the scouts. Feinher rushed down into the clearing to where the other scout was.

"What's going on?"

The scout motioned with his hands "Look"

Feinher noticed the small pit he was pointing at and ran his fingers through it. He sniffed it and made a face "Soot. People were here."

The scout looked at him "Other Recon Corps?"

Feinher shook his head "We're the first Recon Corps to come through this way."

The scout shook his head "Does this mean?"

Feinher made his way through the clearing even further, arriving at a hill

The scout shouted up to him "What do you see?

Feinher looked into the distance "Tell the Captain. We're not alone; there's a new tribe"
 
Update Three - Red Flower

So much of the promise and the peril of humanity is encapsulated in that flickering red flame. Men control it, or think they do, and use its power to fend off the night. But as the flames grow in number, some rage out of control. But the flame has another thing in common with man. It is hot, and it is red, like the blood that fills us, and sometimes spills from us. And it is unpredictable.

Fires lit, blood spilt.

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Abeille:

Your pantheon develops, though it remains somewhat disorganized with a demigod for every tree and stream. Closer examination of the wild horses reveals that they can be tamed with apples and other fruits. It seems possible to ride them as well. A gift from the gods!

Spoiler :
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Strange people with shiny bracelets of metal on their arms appear from the east, calling themselves Lydrais. You are not sure what to make of these intruders; inferior though they are, they seem powerful…how distant could their homeland be?

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Ak’Nakal:

The wandering nomads who owe allegiance to the Moon King explore the region of the great lakes (now called Kuxma) further. Your settlers leave to found a second city quite soon, with grand plans for canals and temples, but the site is left to the king to pick.

Spoiler :
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An encounter with a powerful tribe called “Ak’Panoka” leaves a lasting impression on you. These fierce warriors have subdued many smaller tribes by force…how will you respond to their probes?

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Chaoyang:

The voice of the Waters has called, and a great mystic has answered. All in Chaoyang now listen to his voice, and his great teachings are laid down for the ages. A priesthood is swiftly established after the mystic’s death to spread his teachings.

Spoiler :
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Chaoyang remains inwardly focused, convinced of the perfection of its elevated culture despite the appearance of strange eastern barbarians named ‘Tai-gani’. However, the mother city of almost fifty thousand souls has become severely overcrowded. Perhaps it is time to settle some of these hungry mouths elsewhere…though not far enough to become barbarians themselves.

Spoiler :
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Civoria:

The Civorian League can finally consider itself a League, as its first proper tributary member is founded, the inland farming town of Akaria. Already they resent Civoria for their gemstone monopoly and their oligarchic control, but that’s what it’s like being a League, n’est-ce pas?

Spoiler :
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Other members are not far behind, with disunity to multiply. Still more distressing is the appearance of people from a strange land called 'Targania'.

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Clifton:

The descendants of Columba Bates (often known as the Columbines for their matriarchal ancestor) migrate far south, following the pines and fighting legendary battles. Eventually they decide to wander back north, and they make plans to found a city that will one day rival Clifton itself for dominance of the region.

Spoiler :
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Your people eye the rich land across the straits with envy...but perhaps the druids could be defied and northern expansion could become a possibility as well. But who would curse the Kingdom by leaving the sacred Pines?

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Gardia:

Gardian tribesmen wander further west of the great mountains, tracing the northern edge of a vast, impenetrable jungle. The lands to this side of the mountains look much like the east, the savanna and plainslands stretching endlessly to the west.

Suddenly, there is an unexpected meeting with an organized band of warriors – more organized than any tribe they have yet met.

Spoiler :
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Back home, many improvements are made, and both cows and elephants tamed. An unruly confluence of herd-lords now rules Gardia in uneasy alliance with one another, their power determined by the size of their flocks.

But strange, pale men arriving from the north cast all this empire building into doubt.

Spoiler :
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Hauldric:

Plans for a second city are put on hold when the advance scouts for the effort are slaughtered by a terrifying, unknown enemy. The Jaegers scramble to raise new war bands to protect against this unknown threat. Finally, a name comes back with the stragglers: Providencia. Who are these fiends and what do they want?

Spoiler :
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As of yet, there are no raiders on the horizon.

Your warriors defeat a terrifying band of wolves and finally guide the settlers to their new home. The city of Faust guards the coastal approaches to Hauldrichten. If the Providencians attack, you will seek to hold them here.

Spoiler :
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Kappanoka:

Kappanokan raiding of the villages north of mighty Kappanok has finally angered the locals…

Spoiler :
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But they are soon overmastered.

Spoiler :
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The roving warband finally settles down, forming the city of Yutki. Though they now consider themselves an independent tribe, they also consider themselves to be in a tribal federation with Kappanok in war and peace. They are dangerously close to the borders of Ak’Nakal.

Spoiler :
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Lydrath:

At last, the glory of the Mother City finally has a Daughter to call her own.

Spoiler :
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The borders of the Thousand Clans come ever closer to those of the strangers in the south, discovering many, many tribes. Perhaps contact should be initiated with some of them? Or perhaps they are beneath the Emperor as anything but subjects.

Their fate, and yours, is in the Emperor's hands!

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Providencia:

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Confident that these strange-talking scouts are clearly devil-men sent to tempt the faithful into evil, the Providents rush on the confused Hauldricht scouts and slaughter them all. The scouts fight back but are killed to a man.

What remains unknown is where these strange scouts came from, or what they want. Your captains search everywhere, but it seems these scouts covered their tracks well. A few stragglers escape back to Hauldric to tell the Jaegers of this disaster, and the psychotic people who live to the east. Hail Providencia!

Spoiler :
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Inspired by your glorious victory, a prophet arises to declare that this was all the will of Divine Providence. A great faith is born.

Spoiler :
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Taoron:

At the great clanmoot, the chieftains of the Taoron decide to settle by the sea on the edge of their peninsula rather than wandering farther afield, befitting their cautious nature.

Spoiler :
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But especially with the appearance of the Lydratians to the north, the calls are growing stronger for the people of Taoron to build ships that are stronger than simple fishing boats, and to embrace their destiny as masters of the seas.

Spoiler :
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Targan:

You see strange men on the horizon that seem to be fused with horses, but these terrible monsters are not half-horse; they are simply riding the creatures. They teach you these remarkable skills out of the kindness of their hearts.

The land around Dorjin slowly begins to improve as a class of semi-enslaved thralls begins to build animal enclosures and farms. But the greatest event is the northern migration, founding a second city closer to the Vale.

Spoiler :
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Weshanka:

A small, friendly tribe near the coast greatly influences the people of Shirun with their charismatic shamanic practices.

Spoiler :
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The Sovereign’s elite Theguraka, while exploring to the west, runs into a strange tribe that claims to have crossed great mountains far to the east. They call themselves ‘Gadyan’. Sadly, the Theguraka are killed by terrible monsters not long after. Perhaps these foreigners bring bad luck?

As the second city of Kachar is founded on the plains, the All-Sovereign considers building a great monument, a circle of stone monoliths representing the unbroken chain of Sovereigns, linked back into the past and guiding Weshanka towards a glorious future.

Do you pursue this idea or cast it aside?

Spoiler :
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OOC:

An exciting update. People are now really starting to bump into one another, and the astute among you may be able to piece much of the map together. This is where the roleplaying should really kick into overdrive; you're leaving the semi-mythical past and beginning to enter the concrete beginnings of history.

I need religion descriptions from azale and CD.

Also, I would like to put in place some new guidelines. You may pick one focus among the following: Wealth, Knowledge, Power, Faith, or Growth. The next update will last 20 turns and will carry us into the high Classical Age.

You may continue to stress Aggressive, Balanced, or Passive interactions with your neighbors, though choosing Power will automatically place you on the Aggressive.

Feel free to revolt/overthrow/completely change your culture and/or your city names if you wish, either now or later in the game. As long as it has a logical explanation like a real revolution (to or from Slavery is currently the only major option, or religious conversion).

And on a side note, wow. 3 updates in 3 days? If someone had told me I would have done this, I would have laughed in their face, then slapped them, then started crying. But even though I'm keeping a really good pace, I'm a little bit burnt out. I need a day or two off before Update 4.

Order deadline will be on Sunday, July 28 at 5:00 PM Eastern Standard Time. In addition to your normal orders, I need at least one piece of flavor showing how your culture has changed over these past hundreds of years. Thank you and godspeed!

OOC Notes:

-das, Everblack, LordofElves, and North King have slavery. Act accordingly. If others wish to adopt slavery, or unadopt it, put it in your orders.
-erez and Iggy are the first to develop Writing and can propose Open Borders with their neighbors if they wish.

Erez – I’m sorry, but I’m having trouble dealing with the name ‘Gardians’. I know I’m a jerk. Would it be too much to ask you to adopt a new name, something more in keeping with a tribal, plains-dwelling culture? If you’re really in love with the name, you can keep it, it’s just a request.
 
Thing is, I may be a tribal plain dwelling culture, but I am playing the Dutch :p

Anyway - Instead of Gardia, maybe Tahnek?

Spoiler :

Wealth and Passive.
 
Spoiler :
GROWTH
The Emperor of the Thousand Clans shall expand his dominions as far as possible before he consolidates them. Accordingly the Princes of the Clans will be sent out in order to win lands and slaves, both for their own glory and for the glory of the Emperor. Lydrath should continue assembling bands of settlers and emigres with which to establish our authority over new lands, and send them out west and establish a city there. However, afterwards the Mother City will focus on expanding her own facilities however necessary. Once Vencetas has finished training a band of warriors it should begin the culling of slaves for the purpose of assembling a larger workforce to begin the building of a road system(?) and other necessities. We will attempt to achieve a BALANCED bent in our relations with any foreigners, only attacking them if we believe they threaten the goals or domains of the Thousand Clans.
 
"Grand Chief Jarken Rein"
Spoiler :
As year of peaceful rein went by the city of Dorjin has prospered great. The Targani people learn many thing from domestication of sleep to horseback riding. Other good event that came was the settling for the Targani second village Gilsar and the big celebration of Cheif Jarken new born twin sons. The twins were name Akir and Dolan. later in his older years Cheif Jarken created a slavery system were people from smaller tribes were force to work the fields and take care of the sheep herds.



Foreigners
Spoiler :
The old Grand Chief Jarken sit on his throne rest his eyes a messenger burst thought the door breathing heavily. "What new goes on that got you so frighten" said Jarken. ".....sigh... Grand Chief the scout have gotten word of another tribe in a land not to far from us." said the messenger. This new made Jarken hair on his neck stand on end. "What should we do Chief?" said the messenger. " "For now have the scout try to avoid them." said Jarken. "Ok but their also a smaller tribal village right next to the larger one." said the messenger. "The scout found that they live near the mountain next to the sea." "Well then have our scout meet with the smaller tribe" said Jarken as he sit back on the throne. (Just to be clear am chose to Balanced)


Orders
Spoiler :
Growth: Hearing of these Foreigners trouble Jarken trouble. He decide that once the new batch of slaves come in he would get starting on expanding the Targani lands by getting some settlers. His orders had the new slave to work on build roads while the other group of slaves keep on improving the lands in Dorjin by setting up mines and quarries.


More city name to use: Tyairal,Plywen,Basildon, Umyon
 
I like Tahnek, erez.

Sorry madviking, sometimes history takes directions you didn't expect. ;)

The only urgent things I need to continue playing are second city locations from CD and Iggy; I don't just want to plop them down without input.
 
Orders for the Hauldrichtean Confederacy

EDIT: Added some labor stuff

Spoiler :
We will focus on Growth, potentially taking to the seas to find new homes. At home, the new Jaeger of Hauldrichten, Krauberhan, orders the development of a fishing fleet in order to harvest the bounties of the sea. The Jaeger of Faust, Foldren, did not approve of Krauberhan's policies, and ordered the development of more military forces for Faust.

Labor wise, there is no ability for an upper class of the Confederacy. You work to your merit and your merit alone determines your worth to the Confederacy. We will remain in Tribalism for our labor. There are too few people to enslave to make it worthwhile. Everyone works until they die for the survival of the tribe.

To foreigners, we will now act HOSTILE if they get too close to our lands. If in the field we will act Balanced

Notable mythology in this period developed, as Hauldreichten people began the honoring of their ancestors, asking them for protection from the Mountain titans, the Ice Witches, and the Barbarians that had slaughtered our people.

More city names will include Ponzdam, Zerbst, and Trost
 
A city shall be established due west of the fields of rice. The warriors of Ak'panoka will be treated with caution. They shall receive our respect, if they give the same to us.
 
Orders for Civoria

Foci
Spoiler :
We will stress a new more aggressive policy, the League hungers for new members. We will also combine this with a growth oriented policy, as our lands are rich and need to be worked - perhaps a system of time-measurement will be necessary to incorporate these strange plants in the south *hint*hint*.

Expansion and Exploration
Spoiler :
Until we get further colonies, we should make sure Akaria feels adequately apart of the League, and build roads and economic improvements in their area. We should train a couple new workers, to exploit our vast and rich lands. Exploration of our souther coastlines will be the beginnings of future colonization, the tile with the tribal village looks very nice, and so does too does a city which can access both the eastern fish and wine. We should also commission an exploratory party to go and see how far south and north the nearest civilizations are - we must make sure we have enough lands to adequately handle these people of "Targania", and any other people we meet.

Naming
Spoiler :
Civoria's northeast coasts should be called the Hammurabian Coasts, named after our polytheistic sea god, while the isthmus between our lands and those of the jungle-like north should be called the Triania, which means land of many gemstones. Also, new city names: Patherus, Ivore, Rhumba
 
Spoiler :
Until further time in which Taoron runs out of land to expand through and grow towards, we will focus upon growth and act passive to our neighbors to the south and ones that we might meet alongside our borders.
 
Clifton:

The descendants of Columba Bates (often known as the Columbines for their matriarchal ancestor) migrate far south, following the pines and fighting legendary battles. Eventually they decide to wander back north, and they make plans to found a city that will one day rival Clifton itself for dominance of the region.

Spoiler :
DAZNFL3.jpg


Your people eye the rich land across the straits with envy...but perhaps the druids could be defied and northern expansion could become a possibility as well. But who would curse the Kingdom by leaving the sacred Pines?

Spoiler geography :
Forest near Columbine = Daughter Pinelands
Desert = The Saends
Island = Isle Shepleigh


Spoiler cities :
Next city (Afton) should be SE of Columbine for the cows (cohs)
Afterwards, a city (Keswick) should be build at the far western end of the Pinelands since stone is required to build the monuments in Clifton and the people wish to exploit the elephants (œliffants)


Spoiler focus :
As mentioned earlier, focus on growing Clifton to become a thriving settlement. But, naturally, the people of Clifton would want to harvest the paddies to the SE and the horses (hors). As mentioned earlier, stone will be required to build the kind of monuments that will endure the test of time (hint hint) and truly make Clifton capital of a kingdom.

Continue pursuing an aggressive foreign policy.
 
Thank you kindly for your input.

Order tally currently stands at 9/13. Azale, North King, das, and Omega have approximately 25 hours until the deadline and summary, cruel replacement with the teeming hordes of reserve players.

So get those orders in! :)
 
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