DaftNES 2022

they're not that fishy no! strange things on land. no fins = no wins
You much be confused then, you said the cutest animal is fishy, and everyone knows the cutest animal is the goat. Goats are so cute we've had a war, the first war ever, fought over their ownership!
 
Salt Children Turn 2
Angst


Linguistic changes:
Overall, the language becomes more hardened and condensed.

Current words:

Ger uKal -> Kerukal
Domag -> Tomak
Mag enEldom -> Makendom
Sog -> Sok
Kal Sasa's Golon -> Kolsaskal

Assorted words:

Elsam (boat)
Alal (killer whale)
Nitos (etym. from Nit Otos, lit. Nit: fruit, Otos: wound. Fishing spear)
Utumos (etym. form Ute Otos, lit. Ute: claw, Otos: wound. Hunting spear)
Isatil (star)
moKolsa (lit. mo: towards, Kolsa: short for Kolsakal. Death in the abstract; the void after death)
Usera (death as an event; something dying)

-

Action Point 1
Develop improved forestry and woodcutting.
> Cultivation of specific trees for specific uses. Slow growing trees in shades for flexible wood, coppicing for branches, clearing of areas to make certain trees grow larger for large scale lumber.

Action Point 2

Invest in fishing tools and technology.
> Usage of woven bark to make sturdy nets. Better fishing spears, but IDK if tridents are possible with stonework. Probably not.

Action Point 3
Further develop shipbuilding.
> Either hollowed-out logs for canoes or restructuring of raft designs to be more sturdy. Details are up to the mod.

Action Point 4

Construction of buildings to allow construction of housing at will, maybe small hamlets or towns.
> Developments in woodworking allow for

Leadership Point 1
Okarom is a particularly charismatic man, who after his village has suffered a string of poor fishing seasons decides to make several sacrifices to the sea in the forms of tools, weapons and foodstuffs. This practice becomes part of time around the summer solstice for his village, where there are sea offerings of items connected to the land. Fruits of the sea and fishing gear are let out on a small raft, which is lit on fire. Dancing ensues.

Potential developments:

> The rituals and Okarom's personal beliefs could be codified in folklore and ritual.
> The summer celebrations could be a yearly gathering of several tribes at once.
> His daughters could continue the practices, delineating a foundation of a shamanic tradition. (To put it in another way, a form of a clergy. If this becomes a thing, please let it be a female shamans!)

A few of Okarom's beliefs:
> The sea must be given what it has given to us - there is a form of balance in returning mainland items to Kolsakal, which reinvigorates the sea's plentifulness.
> Inspired by a Tomak story where two loving sailors drowned to become stars, Okarom believes the stars in the sky are drowned sailors or fishermen. When you die, you become swallowed by Kolsakal, and your shining souls dot the sky (as, again, Kolsakal is both an absolutely gargantuan whale in the sea, while containing the world at the same time).
> Stranded whales are dire omens. They signal wars or harsh tides. To get a gist of how dire, think solar eclipses and comet sightings in Paradox games. If one is spiritually inclined, one can investigate the arrangement of the whale carcass in flesh and bone to predistigate.
 
Tribe/Culture name - Axti

Action Point (AP) spending:
  • Hunt some of the surrounding birds.
  • Build wooden Houses.
  • Craft some fishing nets
Leadership Point (LP) spending - The Axti people begin following the leadership of the carver priests and begin to pray to their guardian statues.
 
Turn 2 - Neolithic ages continued
https://www.youtube.com/watch?v=AI4fK_9zQFM
[music listened to while updating]

This was a transitional age, as permanent or semi-permanent villages began to spring up, and humanity moved beyond the confines of the caves that had sheltered them during the ice ages. It was also a highpoint in the quality and diversity of stone tools. The first developments in agriculture also took place.

The north-west region was the stage for an epic journey of the Alicorn people, which would become shrouded in myth and passed down as a mythology through the ages. Migrating north to avoid further conflict with the Dequus (an episode which was itself a source of legends), the Alicorn suffered many hardships as they ventured through untamed forests, suffering many attacks from savage beasts that lived there, scattering the goat herds that they had attempted to bring with them.

Travelling both by foot and by boat, they arrived in the spectacular mountain valleys of the far north. Here they were initially welcomed by the natives, who now emerged from the fog of pre-history as the Yorndyr people. The reception turned violent however - according to legend, this is because a Yorndyr chief would not allow his daughter to marry an Alicorn man, but the pair eloped, sparking a war. The Yorndyr were a fierce people, who tested their young hunters by pitting them against wolves and bears out in the wild. Outnumbered by such a fierce foe, in a strange land, the Alicorn had no choice but to flee once again.

A few Alicorn found refuge on the western islands and integrated into the native culture (transferring the genes for brown hair to the islands). Other Alicorn were determined to forge their own path, and ventured back into the wild forest, where they had already lost many of their kin. In order to find shelter, they had to evict several ferocious sabre-tooth cats from their den. Again according to legend, a heroic warrior laid down his life to strike a killing blow on the largest sabre-tooth, sacrificing himself to give his people a new chance at life. Though few in number, the survivors of the tribe were now hardened veterans.

Spoiler Alicorn tribe - Thomas.berubeg :

Legendary shamans lead the tribe on a migration north.
Attacks by cave hyenas, dire boars, sabre-tooth cats, giant cattle (aurochs), bears and wolves during migration.
Goats were scattered or eaten.
Boats were constructed from the northern forest, inspired by wrecked Kerukal boats found on the shore.
Contact was made with [Far Northern People], who ultimate became hostile, and there was fighting.
Some survivors join Kerukal seafarers and integrate into their culture.
Boats were abandoned.
Hardened last few survivors move back south, and fight to conquer a cave from large sabre-tooth cats. They have become veteran hunter-warriors.
These journeys and hardships have become legend - Alicorn mysticism is born.

LP: 1
AP: 2/1 (injuries-, survivalism +, well motivated +)
Faith level: 1 (Alicorn mysticism)
No government


Spoiler Yorndyr culture - NPC :

LP: 1
AP: 3/4 (minor food shortage -, injuries-, well motivated +)
Faith level: 1 (Njorndyr-Kerukal syncretic mythology)
No government


Meanwhile, the culture of the island peoples evolved into what is known as Kerukal culture, including an eventual offshoot known as the Kerutumos on the smaller island. These seafarers were taking to the open seas with greater confidence, and were in regular contact with all of the neighbouring continental people. Wine from the Dequus was in particularly high demand.

The islanders were industrious, continually felling trees and working the wood into ships, huts and fishing tools. However, their diet seems to have been rather narrow, as there was relatively little hunting or foraging on land, leaving them vulnerable to food shortages at times. In good times, the people celebrated the summer solstice with great festivals of sacrifice and thanksgiving to the sea.

The main export of the islanders seems to have been their complex religious beliefs, which influenced a similar mythology to appear in the northern Yorndyr peoples.

Spoiler Kerukal culture - Angst :

Lumber was cut as fast as it could be used (you may want to invest in axes/tools to improve this)
Larger, more sturdier boats were built.
Basic nets and tridents were built (this will aid future fishing).
Basic housing constructed.
Domag mysticism -> Tomag mythology. Festivals are established, where there are ceremonial sacrifices and offerings to the sea.
There is regular contact with Yorndyr, Alicorn and Dequus.
Some Alicorn peoples arrived on the island and assimilated.
The population increased.
There is a minor food shortage, more effort may be needed to actually gather food (fishing/foraging/farming/hunting).

Splinter group formed: Kerutumos

LP: 1
AP: 4/4 (minor food shortage -, well motivated +)
Faith level: 2 (Tomag mythology)
No government


Spoiler Kerutumos tribe - NPC :

Influenced by: Kerukal - Angst

Firmly part of Kerukal culture, with similar boatbuilding and fishing skills.

LP: 1
AP: 2/2 (minor food shortage -, well motivated +)
Faith level: 2 (Tomag mythology)
No government


The Dequus inherited the region left by the Alicorn, but seem to have been slow to pick up their goat-herding ways. The animals were returning to a feral state, learning again to flee from humans and their wolf-dogs. Instead, grapes became a more important part of the Dequus diet, and deliberate cultivation of grape vines seems to have begun at this time. It was also discovered that mushed grapes left in a goat-skin would sometimes ferment to create a sweet liquid with strange and pleasing effects… An early form of wine, this liquid was soon in high demand, for rituals and for trade with outsiders.

Meanwhile, Dequus hunters were expanding their range, operating as nomads for much of the year. There is evidence that the domestication of wolves and goats, and the subsequent migration of the Alicorn, provided an opportunity for other dangerous predatory animals to migrate to the area - Dequus hunters now faced dangerous encounters with lions and man-eating boars.

Spoiler Dequus culture- Terrance :

Grapes are gathered.
Wine is accidentally discovered. The people are now enthusiastic about grapes.
Tents are fabricated. Hunting improved, housing needs reduced.
The goats are reverting to their wild ways and being frightened off by wolf-dogs. Some work would be needed to herd and re-domesticate them.

Increasing trade with Sea Peoples to the north, and Ditch Peoples to the south.
Some violent encounters with the Ditch People over hunting rights.
Elements of Kerukal mysticism are influencing the people.
The population increased.
Dangerous animals are moving into the territory (man-eating wild boars, lions).

LP: 1
AP: 4/4 (adequately fed =, adequately motivated =)
Faith level: 0.5 (fragmentary Tomag mythology)
Government level: 1 (tribal council)


The land of the Toltec continued to be slowly transformed, as swales were expanded to trap and distribute the water from the rainy seasons. A few permanent villages now existed, surrounded by gardens of vegetables and medicinal plants.

Many still lived as nomadic hunters. They roamed far to the north and south - in the southern jungles, the secretions of certain toads were much sought after as ingredients in shamanic rituals, and it was discovered they could also be used as a weapon to tip the spears of hunters. But perhaps given the danger of these trips, certain psychoactive mushrooms were also increasingly used in the Toltec rituals, as they could be found more readily among the swales.

In the north, there were now regular encounters with the Dequus - leading to some violent clashes with the wolf-people, but also opportunities for trade, and sometimes romance. The exchanges eventually led to the creation of a separate tribe, the Ultecs, which were for now more heavily tied to the Toltec culture and part of the same shamanic tradition.

Spoiler Toltec culture - Aiken_Drumn :

Swales expanded
Medicinal gardens created
Toad poison obtained. Toads seem very sensitive to climate and cannot be bred outside the jungles, they do not live long when captured.
Psychoactive mushrooms obtained
More injuries taken in fights with wild animals; some injuries healed
Toltec shamanic tradition is created
Trade takes place with Dequus - medicinal herbs, mushrooms are traded for dried grapes, wine, seashells.

Population expanded; Ultec splinter-tribe is formed

LP: 1
AP: 5/4 (food surplus +, well motivated +, injuries -)
Faith level: 1 (Toltec Shamanism)
No Government


Spoiler Ultec tribe - NPC :

Influenced by: Toltec culture - Aiken_Drumn

LP: 1
AP: 2/1 (well motivated +)
Faith level: 1 (Toltec Shamanism)
No Government


To the east, the continental heartland was now criss-crossed by various human cultures, though at this time there was little direct contact between them, due to the hazards of crossing mountain ranges and rivers. Perhaps just a handful of dedicated merchants wandered the continent, trading valuable exotic goods between the tribes.

In the Trasque heartland, a fetishist religion began to take shape, based around the belief that bejweled totems of the deity Sushunsil have power to affect humans and animals. It is likely that in the search for more precious stones to create these totems, Trasque discovered greenish rocks that, when exposed to fire, produced a strange shiny substance - it seems there was the first accidental discovery of copper smelting at this time, though for now it was just a curiosity.

Trasque peoples had forged a successful lifestyle among the mountain valleys, with wild predators being pushed back. As the population expanded, some drifted south to colonise the more arid landscape found there. Domesticated sheep did not survive well in this climate, so the people turned to hunting, trading with the north for high-quality stone spearpoints. These people became known as the Sil-Eshal, and they may have had sporadic contacts with all of their neighbouring cultures - remains of leather from the eastern Oxlen people have been found here, showing there was definitely trade with the east.

Spoiler Trasque culture - Kyzarc :

Copper is discovered, some work will be needed to craft anything useful from it (IE fine tools, or jewerly).

Warm tents extend the range of herders and hunters. There is less pressure on caves for housing.
Mountain sheep are domesticated. They will lose their more wild and difficult traits over time.
Mountain leopards are elusive creatures, but are kept away from the herds. A few valuable skins are taken.
Sushunsil fetishism is founded.

The population increased. Sil-Eshal splinter-group was formed, and migrated south.

LP: 1
AP: 5/4 (adequate food =, well motivated +)
Faith level: 1 (Sushunsil fetishist beliefs)
No Government



Spoiler Sil-Eshal tribe - NPC :

Influenced by: Trasque culture - Kyzarc

LP: 1
AP: 1/2 (adequate food =, injuries -)
Faith level: 0.5 (fragmentary Sushunsil fetishist beliefs)
No Government


Chappa Eih culture emerges from the fog of history at this time. Hunting and foraging along the fertile floodplains had allowed the population to grow, and they now had the beginnings of a polythesist religion as well as an early form of divine kingship. To feed the growing population, there are the first stirrings of agriculture as ground was deliberately cultivated for edible reeds and grasses, while hunters used basic bows of similar design to those found in the western regions. It is thought that fermentation of grain to make a kind of beer was also accidentally discovered at this time.

Spoiler Chappa Eih culture - NPC :


LP: 1
AP: 5/5 (adequate food =, well motivated +, injuries -)
Faith level: 1 (Chappa-Eyh polytheism)
Government level: 1 (basic ideas of divine kingship)


Axti culture expanded beyond its initial cave sites, with semi-permanent villages being built as bases for hunting, foraging and shore fishing, surrounded by fences and palisades for protection. The stone-carving tradition continued to develop, making the Axti the most proficient stoneworkers among the early human cultures. Impressive stone heads, sometimes the work of generations of stone carvers, began to be seen amongst Axti villages, and were the focal point for their developing religion, believed to act as spiritual guardians for the people.

The Omriti were a splinter group of Axti, formed of adventurers heading westwards across the river delta into the more arid plains beyond.

Spoiler Axti culture - LordAragorn :

Large birds hunted - there are some casualties in hunting, and attacks by tigers and crocodiles.
Feathers acquired as luxury good.
Village housing built.
Fishing nets crafted.

Priesthood ruling class is forming, based around the worship of stone guardian idols.

The population increased - Omriti splinter-group formed, and migrated west.

LP: 1
AP: 5/5 (adequate food =, well motivated +, injuries -)
Faith level: 1 (Axti mysticism - stone guardian worship)
Government level: 0.5 (developing - priesthood ruling class)



Spoiler Omriti tribe- NPC :

Influenced by - Axti culture - LordAragorn

LP: 1
AP: 1/1 (adequately fed =, adequately motivated =)
Faith level: 0.5 (fragmentary Axtli mysticism)
No Government


In the east, Oxlen culture reached a new peak of population among human cultures. A succession of warrior chieftains held power, uniting the tribes through violence if needed, though there is only rare evidence of fighting at this time. Instead we see villages and cattle herds expanding, and an early industry of leather tanning taking shape, where vegetable oils were used to tan leather in large purpose-built pits.

The surrounding land was still far from tame, however, and herders and hunters had to contend with some very dangerous animals.

Spoiler Oxlen culture - Terrish :

Villages built
Tanning methods developed using vegetable oils.
Water Buffalo are further domesticated, becoming more cattle-like
Oxlen people acquire greater tolerance for consuming milk/dairy
More leather goods are crafted
The population increased.

Losses and injuries were taken in attacks by Tigers, Dire Boars and even Elephants (though leather armour helped somewhat)
Tigers and Dire boars are learning to prey upon human cattle!
Warrior-chieftainship established

Housing is already getting full, there is a desire to expand the villages

LP: 1
AP: 5/6 (adequate food =, injuries -)
Fragmentary beliefs
Government level: 1 (warrior chieftains)


Far to the south, we return to the island of the Ohpauh Eh culture. Efforts over generations continued to see more of the water-giving trees take root across the land. The Puah birds were increasingly domesticated, and some breeds had been discovered that would be more willing to breed in proximity to humans. Although likely difficult to use as mounts, the Puah may have been ridden by some of the younger Eh as a test of bravery and agility.

As the population grew, some groups ventured westwards into the harsher terrain found there, and settled permanently amongst caves in the region. Here they would have to frequently shelter from the ferocious giant terror birds, held in reverence as the Spirit Guardians, able to snap a human if half with one bite.

Spoiler Ohpauh Eh culture - JAM :

Pauh are increasingly domesticated - they are now easier to breed in proximity to humans, without luring or capturing from the wild
Expansion villages are built
More water-trees are slowly growing
There have been injuries to crocodiles and Guide Eaters
Some brave souls went to colonise cave sites in the west

Worship of the Divine Guides becomes established

LP: 1
AP: 5/5 (adequately fed =, well motivated +, injuries -)
Faith level: 1 (Divine Guide worship)
Government level: 1 (leadership traditions)


NOTES


Influence over splinter groups - I’m going to say that these can only be directly controlled if you spend a leadership point on them for that turn. Then you get to decide their AP spending and any other actions. You don’t get to spend their LP point however.

Multiple players can do this for any small NPC faction to compete for control that turn, but they are more likely to follow the orders of players who they have most cultural/religious affiliation with. I’ll do a dice roll if necessary. That is deliberately expensive, but it’s an option that is there.

Otherwise, I have in mind that splinter groups will generally mimic the AP / LP actions of the parent civ where they can, so long as they stay influenced by that civ. They will only do truly unique things if the local climate / flora / fauna doesn’t allow them to mirror the parent civ.

NPCs - all NPCs are up for grabs by any new players that are interested.

Government - just a reminder that you’ll need to invest some LP over time to increase your government level (and possibly maintain it against decline/corruption). I’m saying now that each level allows you to control an extra 3 or 4 population at this point.

It’s not essential to do this, but you’ll be limited to controlling a smaller tribe/culture without it, and population growth will continue to form splinter groups (which may not be a bad thing).

My brain derped now and I can’t think of more notes - will likely add to this later :)

ORDERS DEADLINE - I am setting a deadline of Friday 17th June, 23:59pm UK time (IE midnight). Next update hopefully this time next week. Early orders are appreciated as it allows me to make an early start on some changes to the map and stats.

:salute:
 

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Trasque Turn 3
The Skypeople of Trasque turn inwards

Action 1: The hunters of the assorted clans, fueled by a growing sense of competition, continue their hunts for the mountain leopards, now intent more on the glory that a pelt brings than on protecting the herds. Some even have begun using goats as bait for the the leopards, though this is largely looked down on, seen as both cheating and highly disrespectful to the goat which, while not sacred, is highly regarded as a friend to man. Specifically a friend that's a bit of a jerk and will bite you if it thinks it can get away with it.
Action 2+3: The crafters of the Ettin-en-Sid, the clan to which Jade-Sparkles belongs, begin experimenting with the new material, Croppah (lit. Shining Clay). The material seems to be too soft for a proper hunting spear, but its great beauty makes it ideal for jewelry, and its malleability means it could make for less fragile tools.
Action 4: The small groups of tents near grazing grounds steadily expand, with more permanent structures being formed.
Action 5: Other fetishes appear to other great spirits, including Sushunashun (Eyes Over Hunter), a leopard skin wrapped over a goat skull with a jagged obsidian knife embedded in it which watches over hunters, and Sishinenpah (Sun of the Clay), a vaguely human figure molded from an unusually pale clay and dotted with beads of Croppah which ensures healthy births and protects children.

Leadership 1
: Light-from-Above-Falls-to-Earth, granddaughter of Eyes-of-Obsidian, makes it her mission to bind together the slowly scattering Trakkan clans. Her clan, the Ettin-en-Sid (People of the Obsidian), invite the finest crafters of the Trasque to come together and share their techniques. To incentivize this they offer access to Croppah, whose unparalleled beauty is much desired. They also advocate for their clan's hunters and shepherds to do likewise, the former to little success, but the latter seem more amenable, there being less direct competition between flocks in different valleys than between hunters.
 
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Yeah, old-school fetish. Not this new-fangled internet version. Not *everything* is about sex. Well, Sishinenpah is, but the others aren't.
 
You betcha. Gotta make sure there's more goats.
 
The Mythos of the Alicorn is a solid core around which a society develops. The mythic foundation of the voyage of their ancestors, and their survival shows that the Alicorn are the chosen people of the earth. Only a chosen people would have survived so much.
1 LP to help the domestication of the things - frame this through the framework of the above mythos.

1 AP to domesticate the grasses, develop agriculture from the wheat/barley/whatever it is
1 AP to domesticate the Cows - We have stories of having once been served by horned hairy beasts. Clearly, these are them.
 
Spoiler Update 2 :

Update 2

Grapes are gathered.
Wine is accidentally discovered. The people are now enthusiastic about grapes.
Tents are fabricated. Hunting improved, housing needs reduced.
The goats are reverting to their wild ways and being frightened off by wolf-dogs. Some work would be needed to herd and re-domesticate them.
Increasing trade with Sea Peoples to the north, and Ditch Peoples to the south.
Some violent encounters with the Ditch People over hunting rights.
Elements of Kerukal mysticism are influencing the people.
The population increased.
Dangerous animals are moving into the territory (man-eating wild boars, lions).

LP: 1
AP: 4/4 (adequately fed =, adequately motivated =)
Faith level: 0.5 (fragmentary Tomag mythology)
Government level: 1 (tribal council)


Tomag Mythology - https://forums.civfanatics.com/threads/daftnes-2022.677188/page-3#post-16288120
Toltec Shamanism - https://forums.civfanatics.com/threads/daftnes-2022.677188/page-2#post-16286744


Dequus Tribe -> Deqline Culture Turn 3
Terrance888

Our people have grown numerous, and our tribal councils have grown large. Eventually, it was agreed that our tribe must live apart to survive, but our common heritage, alliance with the wolves, and great festivals still hold our culture together. We are now the Deqline culture, and our peoples seek naught but to live a good life, and build better ones for our children.

Leadership - Modify Tomag Mythology and Toltec Shamanism to create a new Deqlides Mysticism, emphasizing the Grapes and the Hunt

With the tribal councils separated except for days of festival, there was worry that the tribes may eventually lose bonds of fellowship, and come into conflict. A female councilor and former speaker, Orestes the Wise, spoke of how several of the coastal tribes are beginning to adopt the Tomag Mythology, but the strange chants and nautical centered spirituality confused them. She then revealed how as Speaker she undertook a journey with the Toltecs, revealing that there is a way to communicate with the spirits of the land, but that she needs their help to refine it. Together with her sisters, with wine, and with medicinal herbs Orestes helped reveal a hidden history behind the history of the Deqline Culture. She revealed it at the next great festival, and so the Deqlides Mysticism was adopted.


The Deqlides Mysticism adopts the idea of seasonal great festivals from the Tomog Mythology. However, they do not adopt the idea of sacrifices in times of plenty. For the Deqlides, there is a spiritual world, which can be listened to, reached, and bargained with. However, for individuals to do so is dangerous - and so together in great festivals people can make their voices heard by the spirits, and under supervision they could partake in the spirits to seek wisdom.


The Deqlides Mysticism adopts the idea of a separate class of religious folk to maintain spiritual life in balance. For now, these are Mystics, and they maintain the grapes and the wine and medicines and other knowledge. The Mystics generally are split between living among the Deqline tribes, and living in special Grape Vine Huts for initiation and for maintaining their own rituals. They are less leaders and more spiritual advisors to the tribal councils.

Action 1 - Construct Grape Vine Huts and Gardens, for the sharing and enjoyment of grapes and wine, and as the centerpoint of festivals.

Our Mystics commune with the land, finding the most promising places for cultivation of grapes and other useful plants. There, they raise these semipermanent structures, grown through with tended grapevines. These are used for shelter, storage of wine, and also centerpieces for festivals.

Link - https://www.pinterest.com/pin/127086020706301899/

Action 2 - Conduct Great Coordinated Hunts of both Predator and Prey, using Signals of Fire and Smoke

One of the festivals is the Great Hunt. Through prearranged signals, people of all tribes gather to exterminate an area, letting selected animals escape to repopulate the area, and then feasting on the slain. The Wolf-Dogs are key, letting the tribes herd the animals and giving them warning of any who may try to escape.

Behind the hunters, the other tribespeople follow to butcher the dead, tend to the wounded, and wrangle any animals which the hunters have chosen to capture instead of kill. Captured creatures are generally reserved to be slaughtered later to minimize waste, although some may form part of domestication programs.

Link - https://www.worldhistory.org/article/1458/the-nerge-hunting-in-the-mongol-empire/

Action 3 - Adopt the Medicines and Mushrooms of the Toltecs, through Trade

Orestes the Wise knows of the great powers of the Toltec Shamans, and seeks to replicate them for her own Mystics. Some of the Grape Vine Huts start to be marked by ditches, and when foreign herbs refuse to grow, they seek to cultivate local ones.

Action 4 - Attempt the domestication of the wild boar (or other captured creatures)

Some of the boar-eating men expressed that the man-eating boar are too delicious to be so rare. And so they attempt to domesticate this wild beast where they can.
 
Tribe/Culture name - Oxlen
Action Point (AP) spending -
1: The growing population of the Oxlen was perhaps the biggest driving factor for them in this era. They were constantly seeking new lands for their herds to graze upon. Eventually, they even began looking to the colder and harsher lands to the northeast. While they were not as lush as the tribe's current lands, there were more than enough to feed the herds if one gave them a larger range to graze from. More than a few groups were willing to try their hand at living here with their herds.
Spoiler :
expansion/split/movement of tribes members to the hex to the northwest. Preferably kept part of the tribe, but if not then at least a well-developed and friendly splinter group "Krallen(cold-people)" will be born

2: Meanwhile, in their south, others turned to improving their housing situation as a means to deal with the growing population. While what sparked the initial idea was unknown, but larger buildings with log walls began appearing, in the tribe's more permeate settlements. Mostly these were for the various crafting elements and storage of goods to start with, though bey the end of the era some long houses were beginning to appear. While requiring a lot more human and Buffalo effort to move the need logs tot eh settlement, they were not only much bigger than any tent could be made, they also tended to last a lot longer. This was perhaps the start of the trend that would see the villages expand significantly in size and numbers.
Spoiler :
Development of woodworking. Chopping down trees, making structures out of them. Encouraging larger permanent settlements and more of them

3: There were also efforts to try and reduce the amount of gazing land the herds need, by covering a large section of the land near the river with the seeds of a stalked plant that oxen seemed to like. This did not go as well as planned to start with, with only a fraction of the seeds actually sprouting. But within a few years, the tribe attempting the effort had learned tricks to help them go. Using oxen dragging large stones to turn over the top layer of the soil and dig channels for water from the river to flow through. Insuring the buffalo did not roam over the fields, rather cutting the plants down once they were fully grown, so they could harvest the seeds and then feed the stalks to the buffalo, even drying them for easier transport to the herds.
When the tribe eventually started getting a large surplus of seeds, they started looking of other uses for them, eventually discovering that the oats made a nice porridge when crushed and boiled. By the end of the era more and more settlements were dominating the banks of the river just to support the growing fields around them, and oatmeal was a major staple of the tribe's diet, second in importance only to the meat from the buffalo.
Spoiler :
beginnings of agriculture centered around oats. Which is well suited for our temperate climate

4: the growing number of settlements also spurred the need to create better means to store stuff, beyond simple leather bags. Again, no one remembers who first discovered that clay could be cooked into a hard substance, with several competing stories all along the river, but by the end of the era simple pottery was quite common among the settlements, for storing oats and various substances used for tanning, along with other material.
When a secret substance was developed to coat some pots, then cooked a second time, produced a stronger and waterproof pot, many of the tribe were amazed.
Spoiler :
Development of (glazed)pottery

5: There were also some efforts to expand into the hills beyond the southern bank of the river, through when the Sil-eshal tribe was discovered already living there, efforts to do so beyond the river's banks were rethought, especially once how different and unsuited for taking care of the oxen herds the land appeared to be. Instead, the tribes' attention turned to the quality stone tools they seemed to possess, much better than any produced by the tribe. Weapons a lot sharper and better suited to dealing with predators. The flow of trade began to stir, with buffalo laden with oats, pottery and boiled leather. Traveling to them and returning with the these tools and weapons for the tribe's uses. Soon, rumors of another tribe that the Sil-eshal split off from existed to the northwest of them, the Trasque, behind the mountains that prevented the tribe from moving west. But lands that were quite accessible by going around them through the Sil-eshal lands. Who were rumored to be the origin of the small number of jeweled spears that had been traded from the Sil-eshal, and that cheiftians seem to covert.
It was not long until some brave traders decided to try and find this tribe.
Spoiler :
An organized effort to establish trade with Sil-Eshal and possibly the Trasque, by going south, then north bypassing the steepest portion of the mountain range. Boiled leather, dried/smoked meat, grains, and pottery in exchange for well crafted stone tools and weapons, along with wool and other sheep-based goods (dried mutton?)



Leadership Point (LP) spending -
Pol-Oxhurlenful took after his father quite a bit. With the ever expanding herds of the tribe, and the growing number of predators deliberately hunting them and the tribe, he knew something needed to be done.
So he did. When the next winter came, when the snow started to fall. When the herds retreated from the edges of their ranges to the core area around the settlement, and fewer people were need to patrol and protect them.
Then did he gathered hundreds of Pols and hunters, from the dozen of settlements and herds he commanded, and set off with them on a dedicated campaign to track down as many tigers and dire boars he could find. Not to hunt them, but to kill.
Constantly pursuing a group of dire boar for days on end until the boars collapsed from exhaustion, instead of just killing a few stragglers and letting the rest run away. burning any corpse they could not afford the time to bring back to a settlement, instead of leaving it for other predators to eat.
Wounding a tiger, so they could chase and track it back to its den, then killing it and any of its young, wrecking where it lairred to prevent a new tiger from taking it over.
The first effort did not see much difference in the number of animals hunting the buffalo next year, causing some grumbling among the Pol forced to take part in the hunt. Even a few pol refusing to take part in the second one he organized during the next winter. But after the second one, the next year saw a noticeable fewer number of predator attacks on the herds. After the third hunt even further. While the trend seemed to slow down after the fourth hunt and eventually leveled off around the seventh, it eventually became a regular event that the Pol looked forward to. Something they planned for in more detail, with non pol and hunters coming along with the group just to provide hands to haul back what they kill, instead of burning the corpse so the predators could not eat them.
The Grand hunts of winter came to be something the tribe would look forward to for generations to come.
Spoiler :
Strengthening the Protector aspect of our leaders, with organized seasonal hunts and effort to kill and drive predators away from the settlements and major grazing areas. Elephants are to be respected and avoided, though. Also take advantage of humans being a pursuit hunter for hunting groups of boars. Perhaps have improved stone weapons from the potential trade with the other tribes for the later hunts?



Color (Color)- Light blue

Decorations - not much shift in decorations, other than a handful of jeweled spears traded from the Sil-Eshal being used as a prestige item among the chieftains.
Spoiler :
carved horn ornaments, body paint related to the herd we protect, perhaps trying to mimic the color of their hide, or put images of them upon ourselves, so we may be lent their strength. When simple leather goods come around, simple leather skirts and shoes will be the main forms of clothing.
Hunter/protectors: in addition to basic leather garb, they tend to wear Fulhil armor to protect their limbs for their patrol, protecting them from the most common injuries from dealing with predators. If they are planing to go confront a large preditor and have time to do so, additional armor to protect the torso will also be worn.
Spoiler :


words / names, cultural elements -
Spoiler :

Names of a person are simi-fluid. All have a single large name given at birth, usually with "len (people)" in the middle of it. But as a person grows and learns, additions will be added to a person name to symbolize great moments or role with the tribe. "hur (hunt): might be added to a person name who is a major hunter for the tribe, or removed if they grow too old to do so. Like wise for other position/roles but not limited to: "Pol"(protector), Bel (leather binder), chi (good cook), och (old child)(slight insulting term for older child that doesn't have a role in the tribe). And of course, Pol-Ox (Protector of the herd). There are likely several more possible additions for task of great honor. Like killing a major predator without any help. Or inventing something new for the tribe to use.
Kral (settlment), Ful (boiled), Hil(leather)



Deliberately not planning beyond this turn, just focusing on what can grow my population and the size of the herds.
Would not be opposed to "Sushunsil fetishist" spreading in my direction daftpanzer and Kyzarc, it should be natural for it to flow along the lines of trade.
 
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Toltec Turn 3 Orders:

LP: 1. That the Ultec no longer directly answered calls to The Hunt is a great insult. An Elder is recalled from each separate villages and hunting group to a conclave. Here they discuss their grievances and agree who is grand leader once and for all. This new leader will answer petty squabbles that cannot be resolved within village and family groups, as well as providing protection from others. In turn tribute must be sent ahead of the festival of the hunt annually. New Leader, and agreed court begins the codification of a land of laws within Toltec.
AP:
1: A band of warriors picked from all the different villages are brought together in order to train as a singular unit to defend others as needed and hold power over the lands. These feared men ensure threats are dealt with swiftly. They rotate their existence between the capital and outlying villages.
2: These trained warriors are supplied for attack and subjugation of the Ultec. Need these families be reminded of who their leaders are. Their men are to be killed and the elders, women and children must submit to Toltec. They will be scattered amongst the villages as slaves, their land given over to Toltec families.
3: During the hunting season, as well as obtaining food, wild predators are hunted with prejudice. We need to remove them from our lands, remove them from threatening the animals we hunt.
4: A great central city Tecnoclaen begins to take shape linking the trades and goods flowing between the different villages. A defensive maze of swales protects it and feeds it. Vines obtained through trade flourish.
5: As the Toltec culture has expanded across the savannah, it has now reached a new ocean. The North East coastline is favourable and has less harsh tides. While small floating rafts for ponds and rivers were already understood, the first experiments with going out to sea are attempted and saltwater meats are enjoyed as a rare luxury in Toltec. New and exquisite seashells are used as a function of trade.
 
I will try to extend my orders if I can, but I'm going on holiday now until next Monday!
 
Thank you guys! I've started working on the update slowly. Reminder that the deadline is this Friday, UK time.

I will try to extend my orders if I can, but I'm going on holiday now until next Monday!

No need to extend your orders, that's plenty!
 
So I might not be able to make (detailed) orders before Friday, so here's some fast ones that I might edit later (but you can start updating from these, if I have time I'll just add a story or something)

Kerukal -> Kedukaln (Alicorn influence, r's become d's)
Turn 3


AP 1:
Actively fish and gather berries.

AP 2:
Develop boat tech!

AP 3:
Arrange more complicated village complexes, with walls and centre temples.

AP 4:
Develop tools for stonecutting, maybe some basic crystal and/or gem mining.

LP 1:
Hasalu is a priest who gains a particular spiritual following during festivals. Like stone reefs in the sea, she marries the chieftain's son and establishes simple city palisades and a central temple in her city. This founds the first theocratic village of Kedukaln, where the sons of the powerful earthly marry and become subjugate of the female village high priest, who ordains diplomacy, wage war and, most importantly, oversees local rituals.
 
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