Ancient Novai inscriptions tell of a brief age of peace. Trading settlements prosper on the islands of the Middle Sea. Ships carry furs, wine and silver from the far north and west towards the cities of the east, returning with precious gems and metals. Novai pottery is to be found from the misty forests of Rhua to the mountains of Mriz. But a couple of centuries later there is a sharp decline in trade. The Napodi attack their rivals, invoking the legend of the great leader Gardeavaron and enlisting the help of thousands of mercenaries from the 'barbarian' coasts of the north.
The Novai are alert to danger, and at first their fleet scatters the barbarian ships. But their enemies turn to raiding tactics, and so the islands of Cria are plagued by a series of wars, lasting for generations. There is a lack of writings from the Novai at this time, while the Napodi seem to abandon many of their old religious ways.
Meanwhile, perhaps triggered by the disruption of old trade routes, the Ongans of Etua also turn to war and piracy. Their raids against the Crian islands are the last straw for the old Novai order. The capitol city is finally sacked, and their port falls into ruin, but their ships and soldiers carry on the fight. As both sides are exhausted, it seems the Napodi have opened the door for the barbarian mercenaries to settle permanently in the islands.
Since the island wars serve as a magnet for roaming warbands, the Calengians benefit from peace and quiet. Their tower houses are slowly abandoned in favour of larger towns.
The Iskander Antar'ah expand their influence in the lands of Chari, with a mixture of threat and charm. The coastal raids by the Ongans play into this.
The Rattram are eventually united by a great leader, the one known as 'Grandfather White Beard'. Many stone tablets are to be found attesting to his greatness and wisdom, inscribed in a mutated form of Novai script. But, as he nears the end of his life, he faces the question of what to do with the militarised society that he has forged together. With the subservience of the other local tribes, the Rattram are undisputed rulers of all Geskh. The vast horde of Rattram warriors grows impatient.
As the knowledge of bronze working spreads into the mountains of Mriz, the peoples later known as the Vetharil find themselves living ontop of ample supplies of tin and copper. Life in the mountains is never the same. Within a century the Vetharil are settled and united, thanks in part to a legendary leader named Alquendith, while their neighbours have also united as the Kaerlan tribes, maintaining peace for now.
The new kingdom of Nashawi becomes known for its fine marble sculptures, and for the extravagant horse-drawn chariots of its royal warriors. Horses are still a rare luxury west of the Shahan mountains.
For a few centuries, the Nomesters have what could be called the world's first 'empire'. Tribute and plunder trickle back to their great desert palace from the lands of Hurud, Makar and Faradi. But it is not to last. A final, tentative raid against the lands of Hurud ends in failure, the Nomester army trapped by a combined force of Sarakites and Hurians, who are now better-armed and determined to exact vengeance for many years of raiding. The following battle is especially bloody.
Meanwhile the Nomester kings become bogged down in the southern lands of Faradi, the local tribes resisting enslavement and fighting a brilliant campaign of counter-raiding. Faradi becomes something of an obsession, an affront to Nomester prestige. The Nomester kings spend many years campaigning there, enjoying the pleasant landscape more so than their desert home, and brining their wives and concubines with them. The final collapse of the old order comes in the form of a slave revolt in Siach. This is put down by the desert tribes allied to the Nomesters, who then decide to occupy the old palace for themselves, gradually rebuilding it into a more practical fortress. The days of extravagance are over, and the Nomester bloodlines now only exist in the lands of Faradi.
Shahanar merchants venture west, into the land of Hurud and beyond. Their culture is now entwined with that of the mystic Tharnites, and Tharnite temples begin to appear along the trade routes. With the decline of civilization in the Middle Sea, more attention is paid to Shahanar-Tharnite script and the strange eastern ideas it transmits. And so the Shahan mountains attract pilgrims as well as merchants, though sometimes it is hard to differentiate the two. The fortified city of Arana 'The Pleasant' grows to become a major centre of trade, straddling various trade routes and being reachable enough from the coast to attract boatloads of spice, sugar, strange fruit and animal pelts from the tropical south, as well as furs and amber from across the northern inland sea.
The Tephites, though still considered barbarians by some, manage to carve out their own 'empire', just a generation after learning the art of chariot warfare, blending it nicely with their traditional archery skills. Meanwhile the Sa'ad Danåb spend generations building a great 'palace of pleasure' in the middle of the desert, surrounded by fertile oases. It is one of the highpoints of civilization at this time, judging by the writings of Shahanar travellers. The Tephites are happy to claim it (and its treasures, and dancing girls...) as their own, as they enslave the rest of the Sa'adites to work in salt mines. The enslaved peoples can only hope and dream that the legendary 'lost tribe' will return from the great southern paradise to liberate them.
The Nartozieroni and Haskites squabble with each other, as the lands of Lothas become more crowded. Both sides arm themselves with bronze weapons. Ownership of the new city of Zagyir is disputed, and an alliance between the Nartozieroni and the nomadic cattle herders causes more upset for the Haskites. But it is these nomads who fight off a migration of Halkska tribes, fearing for their cattle-herding rights. This is fortunate for the Halkska, as a horrible plague breaks out in Lothas shortly thereafter. The 'Children of the Serpent' find a welcome for now in the land of Teph.
A disagreement over hunting rights leads to the En Corthans fighting a long series of wars with the neighbouring tribes. The adoption of the chariot by the En Corthans brings things to a halt for now. Hunting gives way to cattle-herding on new lands claimed for the Star Chief.
CRADLE TWO:
SpoilerMAP :
The first Vakar kingdom falls to a combination of neighbouring tribes and slave uprisings. The figurehead of the slaves, so the story goes, earns the trust of the Vakar king such that his people are given freedom of the forests to hunt wild game. They soon find arms for themselves and rebel. Meanwhile the Vakar armies, already worn down from years of campaigning, suffer a surprise and crushing defeat at the hands of the tribes that have united to resist enslavement. Vakar towns are pillaged, and now it is the Vakar who face subjugation. Years of siege follow, but as the royal fortress is finally overrun, a few Vakar elites are already escaping into the forests of Neikan, pillaging as they go. A new kingdom may arise in Zhailin, but for now the victorious tribes return to squabbling with each other.
Iron working is discovered in the nearby kingdom of Zharu. Their homeland of Zhunun is rich in silver, but it is soon discovered that the best known iron ores are in the land of Beikan. Zharu travellers also take note of potent medicines and intoxicants being traded by the tribes of Konin, said to be extracted from a rare type of cactus.
Unlike the Vakar, the Xitaan kingdom is able to conquer its surroundings, with considerable luck, not to mention the rise of the great general Yuchigo. The new Xitaan army is unlike anything seen before in the world. It does however lack the iron blades of Zharu, or the horses and chariots that are now appearing in the land of Yalu. The question is where the Xitaan will strike next.
Tarezisis influence gradually spreads eastwards along the great river. A new people known as the Haiu take up many Tarezisis traditions. Around the same time the Tarezisis script develops into a true form of writing, and the words of the Taures begin to be carved into stone, to be recorded for all time.
Aquen culture thrives in the southern forests and outlasts the river-peoples, who move on when the giant river crabs are no longer found in such numbers. The one known as the 'Great Shaman' now keeps the peace with any other tribes passing through.
CRADLE THREE:
SpoilerMAP :
The lords of Hulukap raise an army and incite slave rebellions in an effort to bring down the bloodthirsty Hubrian kingdom. The Hubrians are caught by surprise, and their defending warriors can only take pride in causing a disproportionate amount of dead on the other side, before they go to dwell with the sun god. The Hubrian capitol is ransacked and left for the jungle to reclaim in the centuries ahead. The Hulukap also do their best to destroy the great temple of the Hubrians, an act which even some Hulukap lords fear will come back to haunt them. The Hulukap free the old slaves as promised, but take new slaves from the surviving Hubrians, and as slavemasters they prove to be just as merciless.
The Hubrian colony in the western land of Zakat is only safe as long the Hubrians maintain their prestige. After the fall of the capitol, it isn't long before the local tribes occupy it, and then proceed to squabble over it. The ethnic Hubrians endure many repeated raids by various tribes, their numbers gradually dwindle, a fate little better than those enslaved by the Hulukap.
Meanwhile, in the northern lands of Lani, exiled Hubrian shamans gain influence with the Chwinqua peoples, who are growing more settled and prosperous thanks to the abundant gold beneath their feet and in their rivers. Perhaps in time the Hubrians will have their revenge...
The Sollo islands become a centre for trade in the region, thanks in part to all the fighting on the mainland. With their safe port, ships, and a hold on the diamond mines, the Harao peoples emerge as the dominant traders, despite the fact the Agrians now have far more people on the islands. The Giant groundbirds of the Agrians are eventually imported to the mainland, in exchange for abundant gold, coffee, animal skins and dried fruit. The Harao also invent a system of writing, to keep records of laws and trade deals, though again it owes much to a combination of earlier scripts, namely those of the Hubrians and Agrians.
NOTES AND ADDITIONS:
On the map, faction names written like ~this~ are the NPC's.
Raging disease is represented by a swirling mass of bat-locusts, logically.
SpoilerOMG NOTES :
Income may seem a little low in the stats. Its still early times. In my testings it did sharply increase a few turns in, with increased trade and resources and religion, population growth and bonuses etc, not to mention vast loot from destroying multiple cities and buildings per turn.
If you have very little 'e' to spend, you can still 'overspend' (go into debt etc), with some risk. Please see rules under 'Economy' on the first page.
RE: Trade:
Trade will happen automatically, unless you specifically blockade people, or some big wars are going on in the area, etc. Your units can sortof act like traders, or at least protect trade routes, or make contacts with new tribes and people to trade with etc etc.
RE: Slaves:
Slaves are not ideal for cattle herding or hunting wild game or whatever else that requires freedom of movement over large areas, since they will just escape. Sorry for making emu (Vakar) an example of this, but I thought it was fun
RE: Units:
Upkeep for units and anything else is taken into account automatically, sorry if that wasn't clear. Upkeep is only listed in the stats so you see where your income is going. You can specifically not pay upkeep if you want, else I assume you want to. Your 'available funds' should be equal to (income)-(upkeep and/or losses).
Units can be disbanded for a return of 0.5e, usually. Units can morph/upgrade into different things, but extreme cases will result in damaged units or some other penalty.
Potentially you can disband units the same turn you build them, like levies/conscripts that you only want for one particular mission. You won't pay any upkeep at the end of the turn. It still costs 1e to build them, but you might get some 'e' returned, if the conscripts are able to return their arms to the armouries and haven't been captured or annihilated.
Boats are assumed to have crews who are capable of raiding and fighting inshore for a while, though obviously they lack the strength of actual ground units.
@dis, nomads cost 2e each, which is why you only got one.
@Matt0088, workers can't be assigned tasks like that (clearing jungle), so I assumed you'd just want another City, which kinda represents that.
@Omega124 not sure what you meant by 'Send other to the title to the each of me'. Not sure if you knew either
EDIT: I would like to say that I plan to make a couple of improvements. Faction names will be clickly-linked to the posts where you did your template thing, and maybe you'd like to edit that to include anything you want others to know about your background/culture etc. So I don't have to summarise it all myself in the stats
Also, NPC's will get some kind of background description, I might just dump all those in one post.
Cradle One
Spoiler:
Ongen: orangelex44
Turn0: emerges into the light of history
Turn1: Build a Fort, and a ship. Ships raid coasts of Cria and Chari. Home unit attempts to force barbarians out of Etua. EVENT: Military UP, Culture UP, Civilization UP. Learn THE WHEEL.
Available Funds: 3e
Unspent from last turn: 0e
Income: 1e tax, 1e resource, 1e raided from Etua tribes, 1e raided from Chari tribes, 0.5e raided from Novai, 0.5e raided from Napodi
Losses: 0.5e loot misappropriated by pirate crews
Upkeep: 1.5e (3 units)
Turn0: emerges into the light of history
Turn1: build a new City. EVENT: new resource, the islanders seek quality timber, pitch and rope for their ships.
Available Funds: 2.5e
Unspent from last turn: 0e
Income: 1e tax, 2e resource
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history
Turn1: New unit, hire out mercenary boats and two warriors for 2e altogether (no more mercs were found). Attack the Novai: one normal unit killed in combat, loot gained. EVENT: Engineering UP. Learn THE WHEEL.
Available Funds: 1.5e
Unspent from last turn: 0e
Income: 0.5e tax, 1.5e looted from Novai
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history. Invent WRITING.
Turn1: Military UP. Train a melee unit. Resist invasion of Napodi and foreign barbarian scum: home city sacked, port destroyed, but invaders halted eventually. DISASTER: Pottery resource lost. EVENT: Engineering UP, Organisation UP, Civilization UP. Learn THE WHEEL.
Available Funds: 0.5e
Unspent from last turn: 0e
Income: 0.5e tax, 1e looted from Napodi, 0.5e recovered weapons
Upkeep: 1.5e (3 units)
Turn0: emerges into the light of history. Invent THE WHEEL.
Turn1: build a chariot and a missionary unit, to 'influence' the barbarians in Chari. Save 1e. EVENT: population growth in Qan'ma. Economics UP. Civilization UP. Learn BRONZE WORKING.
WARNING: Infrastructure too low, overcrowding in Qan'ma
Available Funds: 4e
Unspent from last turn: 1e
Income: 1.5e tax, 2e resource, 0.5e religion, 0.5e trade, 0.5e gift from Chari tribes.
Upkeep: 2e (4 units)
Turn0: emerges into the light of history
Turn1: build two units, hold and unify. Make peace with local tribe. GREAT EVENT: Great Leader GET. Power UP. Civilization UP. Learn THE WHEEL. Learn BRONZE WORKING.
Available Funds: -0.5e
Unspent from last turn: -0.5e
Income: 0.5e tax, 1e resource
Upkeep: 2e (2 units)
Special: 'Grandfather White Beard' (Power / Organisation) Current Task: Power
Inventions: THE WHEEL, BRONZE WORKING
Makdul: NPC
Turn0: emerges into the light of history. Learn BRONZE WORKING.
Turn1: more sheep farming. Raids into Mriz are unsuccessful. EVENT: Extra nomad, population growth. Military UP. Culture UP. Learn THE WHEEL.
Available Funds: 2.5e
Unspent from last turn: 0e
Income: 1e tax, 2e resource
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history. Invent BRONZE WORKING.
Turn1: build two units, 1e invested in Culture (1 more 'e' needed). EVENT: gain nomads in Faradi. DISASTER: Revolution occurs in Siach.
Available Funds: 0.5e
Unspent from last turn: 0e
Income: 0.5e tax, 1e raided from Faradi tribes
Upkeep: 1e (2 units)
Turn0: emerges into the light of history. Learn BRONZE WORKING.
Turn1: build a new unit, save 1e. Repel Nomester raiders. EVENT: Military UP, Culture UP. Learn THE WHEEL.
Available Funds: 3e
Unspent from last turn: 1e
Income: 2e resource, 1e tax
Upkeep: 1e (2 units)
Turn0: emerges into the light of history. Learn BRONZE WORKING.
Turn1: build a new City, and a unit of zealot spearmen. Repel Nomester raiders. EVENT: Engineering UP. Civilization UP. Learn THE WHEEL. Learn WRITING.
Available Funds: 3e
Unspent from last turn: 0e
Income: 2e tax, 2e resource
Upkeep: 1e (2 units)
Turn0: emerges into the light of history. Learn WRITING.
Turn1: save 2e. EVENT: Infrastructure UP, Engineering UP, Civilization UP. Learn BRONZE WORKING. Learn THE WHEEL.
Available Funds: 3.5e
Unspent from last turn: 2e
Income: 1e resource, 0.5e tax, 0.5e religion
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history. Invent WRITING.
Turn1: Culture UP, build a Fort, convert unit to traders. EVENT: Organisation UP, Civilization UP, Trade Centre GET! Learn BRONZE WORKING. Learn THE WHEEL.
Available Funds: 4e
Unspent from last turn: 0e
Income: 1e tax, 2e resource, 1.5e trade
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history
Turn1: buy workers to hunt the wild game. Fight with barbarians triggered. Learn THE WHEEL. EVENT: Engineering UP. Gain cattle resource.
Available Funds: 2.5e
Unspent from last turn: 0e
Income: 1e tax, 1e resource, 1e looted from Zamar tribes.
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history
Turn1: build a nomad, attempt migration into Lothas, displaced into Teph instead. EVENT: furs resource starts up in Enka. Learn THE WHEEL. Learn BRONZE WORKING.
Available Funds: 2e
Unspent from last turn: 0e
Income: 1e tax, 2e resource
Upkeep: 1e (2 units)
Turn0: emerges into the light of history. Learn THE WHEEL.
Turn1: build a new city, Zagyir. Make alliance with Lothas cattle-herder tribe. Learn BRONZE WORKING. EVENT: Enlightenment UP. DISASTER: Disease strikes Lothas!
WARNING: Infrastructure low, overcrowding and disorder in Lothas.
Available Funds: 2e
Unspent from last turn: 0e
Income: 1e tax, 1e resource, 0.5e tribute from Lothas cattle-herders.
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history. Invent THE WHEEL.
Turn1: more cattle farming, build a unit. Learn BRONZE WORKING. EVENT: Culture UP, Civilization UP. DISASTER: Disease strikes Lothas!
WARNING: Infrastructure low, overcrowding and disorder in Lothas.
Available Funds: 0.5e
Unspent from last turn: 0e
Income: 0.5e tax, 1e resource
Upkeep: 1e (2 units)
Turn0: emerges into the light of history
Turn1: build a palace, which is quickly occupied by invaders, as unit ventures into the south. Learn THE WHEEL.
Available Funds: 0e
Unspent from last turn: 0e
Income: 0.5e gift from Hloga tribes.
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history. Invent BRONZE WORKING.
Turn1: build a Fort, and a unit. Attack barbarians in local area. EVENT: Engineering UP. DISASTER: slave uprising and crushing defeat, fortress falls. Elite warriors flee into Neikan, raiding as they go. Power DOWN.
Available Funds: 0.5e
Unspent from last turn: 0e
Income: 1e raided from Neikan tribes.
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history
Turn1: two units, attempt to conquer home territory. EVENT: Culture UP. GREAT EVENT: Great General GET! Military UP, Engineering UP, Civilization UP. Learn BRONZE WORKING.
WARNING: Power low, risk of army mutiny and/or city rebellion.
Available Funds: 2e
Unspent from last turn: 0e
Income: 1e tax, 0.5 slaves, 2e resource
Upkeep: 1.5e (3 units)
Special: 'Great General Yuchigo' (Military / Organisation / Power) Current Task: Military
Aquen: Ninja Dude
Turn0: emerges into the light of history
Turn1: build Nomads, try to assimilate others in Maulan. GREAT EVENT: Great Shaman GET! Sacred Gemstones Discover! Culture UP!
Available Funds: 2.5e
Unspent from last turn: 0e
Income: 1e tax, 2e resource
Upkeep: 0.5e (1 unit)
Special: 'Great Shaman' (Culture / Organisation) Current Task: Culture
Tarezisis: Anonymoose
Turn0: emerges into the light of history. Invent THE WHEEL.
Turn1: buy Workers on the crabs in Kaitan. Religion/Culture spreads along river in that direction. Invent WRITING. EVENT: Organisation UP. Free Monument in Kaitan. Nomad pop growth in Yalu.
Available Funds: 2e
Unspent from last turn: 0e
Income: 1e tax, 1e resource, 0.5e religion
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history
Turn1: two units, and try to incite rebel uprising with 1e. Attack Hubrians. Event: Power UP, Civilization UP.
Available Funds: 4.5e
Unspent from last turn: 0e
Income: 1e tax, 0.5e slaves, 2e resource, 3e looted from Hubrian city and temple.
Losses: 1e loot misappropriated by soldiers
Upkeep: 1e (2 units)
Turn0: emerges into the light of history
Turn1: new City in Zakat, new shaman unit goes to Lani, with some success in influencing the natives. DISASTER: Attacked and overrun by Hulukap and barbarians elsewhere! Power DOWN!
Available Funds: 0e
Unspent from last turn: 0e
Income: 0.5e gift from Chwinqua
Upkeep: 0.5e (1 unit)
Turn0: emerges into the light of history
Turn1: build two units, hold and unify. Make peace with local tribe. GREAT EVENT: Great Leader GET. Power UP. Civilization UP. Learn THE WHEEL. Learn BRONZE WORKING.
Available Funds: -0.5e
Unspent from last turn: -0.5e
Income: 0.5e tax, 1e resource
Upkeep: 2e (2 units)
Special: 'Grandfather White Beard' (Power / Organisation) Current Task: Power
Inventions: THE WHEEL, BRONZE WORKING
SpoilerOrders :
Grandfather White Beard will lead the Rattram down from their mountain homes into the lands of the Cow People, the Iskander Antar'ah. He will sack their cities, enslave their people, and plunder their monuments, and then take the wealth back into Geskh.
The Ram People will be invited to join us, and promised an equal share of the loot for every soldier they send.
He will divide and conquer the lowlanders, striking with overwhelming force against a single city or unit, and then using it as an example to demoralize the enemy.
Turn0: emerges into the light of history
Turn1: buy workers to hunt the wild game. Fight with barbarians triggered. Learn THE WHEEL. EVENT: Engineering UP. Gain cattle resource.
Available Funds: 2.5e
Unspent from last turn: 0e
Income: 1e tax, 1e resource, 1e looted from Zamar tribes.
Upkeep: 0.5e (1 unit)
Welll I'd like to get another unit and have my two units attack the zamar tribes and keep nomads in place till they settle into cities. Also I would like to invest e if possible towards invention of bronze working.
The Sa'ad Danab were our friends, but we are peaceful traders and we mean no threat. We hope you shall not enter Shahan with your fearsome chariots. [see below]
From: Shahanar
To: Tharnites
Our friendship and alliance has deepened and strengthened for many years. The mystic Circle of Tharn has become our faith as well. So, we wish to honor the Tharnites with Caste membership in the Shahanar. In fact, we wish for the Tharnites to become our official priestly caste. We hope you will agree to deepen the bond between us. [Accept a gift of 1e as a sign of our brotherhood.]
From High Chief of the Harao
To whoever runs things in Tarezisis land
We hope you recognise the benefits of the peace we have shared. Let it continue, and together we can adventures over the seas.
-
From Divine Lord Emperor of the Xitaan
To whoever runs things in Tarezisis land
Hail lord of the Tarezu. I give you my word there will be everlasting peace between us, if you will offer the same. We desire to recruit charioteers for our army, either from your own men or from the other tribes of your lands.
-
From: King of the Sarakites
To: Mighty lord of the Hurians
Now that the southern raiders are vanquished, we propose a sworn treaty of everlasting peace and brotherhood. It is for the good of all. Our soldiers will also be at your disposal, for a small donation (0.5e per campaign).
-
From: King of the Haskites
To: High King of En Corthan
We propose a blood alliance. Death to whoever dares wage war on us!
-
From: Emperor-God-King of the Tephites
To: Speakers of the Shahanar
We offer to protect your incense merchants in the lands of Narudi. Trade is a blessing for all. We ask only (0.5e per turn) in return. Else who knows what kind of warriors may plunder that land.
From: Emperor-God-King of the Tephites
To: Interested slave merchants
FOR SALE: Sa'ad Danåbite slaves, well built and fed, suited for hard labour in arid lands. Experienced with salt mining. Offers on or above 1.5e accepted.
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