DominatrNES IV: The Blood Dimension

To: Keidari Talvi Sielu of the Keweenai
From: Phenaros Senatir, Basat of the Senari and Lord of Senartis


We have no objection to the establishment of a Keweenai quarter (emporium) within the trading district of Senartis for your merchants, provided of course that they adhere to the laws of the Senari as you reasonably request with regards to our merchants in your lands, and of course if the Keweenai agree to the reciprocal establishment of our own emporium in your city under the terms we've requested, including of course allowance for the practice of the Senari religion as you request of us.

-

ooc: civic self-management /= not following local laws with regards to our request, rather basically meaning the quarter is run by the communities organisation within the local apparatus.

We agree.


---
OOC:
@ Immaculate- Sorry, I realize that is completely advanced for what the current era of technology and government should allow. It helps to develop a diplomatic experience that is more than "Hey, you have stone, I will give you wood for that." Essentially what we agreed to was an independent community of our people within each other's cities, with some fluff wording and chosen requirements.

@Jehoshua- Thanks for the clarification.
 
1) You do understand that we are still significantly earlier than the Sumeria you describe?

2) Making exceptions as soon as possible to the setting ruins the setting. its the same problem i had with gunpowder and chemical warfare in Kashmir. Ignoring the setting to make something cool just makes the setting harder to believe for those who 'expect' continuity.

3) Anyway, you do what you want. But its dumb.
 
Geography of the Known World

according to the Senari

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Spoiler :


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Lands

I: Lower Senaria
II: Kartaea
III: Meteria
IV: Kalasos
V: Kargua
VI: Peninsula of Esastis
VII: Lower Esastis
VIII: Varia
IX: Suppaea
X: Isles of Mimaros
XI: Upper Senaria
XII: Levasia
XIII: Razea
XIV: Lands of the Barbarians (Dipan Tataroi)
XV: Estantia
XVI: The Isle of Makaris

Islands

1: Iovean Islands
2: Pasarene Islands
3: Volean Islands
4: Isle of Eleuris
5: Timaean Islands

Seas

a: The Senari Sea [Passa Senaras]
b: The Shining Sea [Passa Auteras] (reference to it being a centre of civilisation, as well as the clarity of its waters)
c: Bay of Uveris [Bosa Uverissa]

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note 1: lands I - VII constitute what the Senari call Kalas or the Kalasian Peninsula. The map in general shows the area relatively familiar to the Senari (with more detail closer to Senartis compared to further abroad).

note 2: In addition to the Timari Hills near Kalasos, the Senari call the hills near Meter the Hills of Amperes, while the westernmost range on the Kalasian peninsula are called the Diparene Hills.

note 3: The straits at Senartis are simply called the Straits of Senartis by the Senari.

-

ooc:

Spoiler :
1) we're roughly equivalent to the Ubaid period in Sumeria (5000 to 4000 BC), this period has the earliest known tangible evidence of sailing anywhere in the world (making it the most primitive possible analogue of the games period, since we know sailing exists at this point in the game) and Ubaid artifacts have been found as far away from Sumer as Oman.

2) I do not think the proposals I've made (basically allowing a community of Senari to live and manage their own quarter in a foreign city) is either exceptional for the era, or egregious. If you think so that's your prerogative, although I think you are grossly underestimating the capabilities of the era on an assumption of prehistoric human idiocy.
 
Until Barter is discovered, the Emporium may not be established. My apologies for the error. It is still possible to use small boats to navigate the coast and contact other civilizations, but not yet for serious sustained trade. It is fine to reach out to NPCs and become friendly with them, but Emporia and other sustained trade efforts are a few turns away.

Also, If you intend on asking queries or conducting NPC diplomacy, please do so before this weekend, as I will be away for the weekend and unable to field them in time before I begin producing the update. Also, I will not be able to remind you to send in orders as I typically do. Early orders will be a great help to me, if you can get them in so I can begin editing the map and processing statistics.
 
The Deities of the Senari



~ Icon of Dipatar and his attendant deities at his temple in Senartis (many centuries after the current time)

-​

SUPREME BEING

The One: The Supreme Being, Eternal, Transcendant, Sustainer of Existence from which emanates the gods. God. The One is understood within a panentheistically inclined theology, in that all the gods are believed to emanate from the One and are immanent within the existence He eternally creates and sustains through His general providence. The One is thus simultaneously present and immanent in existence through the presence of his emanations, ie the gods, but is inaccessible and beyond mortal knowing or contact being at once transcendent and beyond the existence he eternally sustains.

HEAVENLY GODS

Sentis: god of life, generation, development and growth.
Shotar: god of Death, Destruction, Retrogression and Decay.

~ These two gods through their action maintain the cycle of ages and life through time. The Senari view of time could thus be described as a spiralling cycle of growth followed by decay moving ever forward along the axis of existence. The represent the dual cosmic forces acting on creation and proceeding from the ultimate source of existence in the One.

Arsatos: god of Truth, maintainer of the divine order and giver of prophecy.
Imratos: god of Purpose, observes the divinely ordained purpose of all things
Harenis: god of Righteousness, the smiter of the wicked, the judge of souls.
Taran: god of Victory, the destroyer of obstacles.
Phenetas: god of Purity, the bringer of peace and the salvation and divinisation of souls.
Athanaris: god of Immortality, the bestower of eternal life upon the saved
Helein: god of dominion, the institutor of sovereignty and power.

~ The seven purities represent the attributes believed to be necessary for the aedification and exaltation of the soul, and for ultimate salvation through union with the One. They are deifications and manifestations of the divine attributes believed to emanate from the supreme being.

~ Celestial messengers (Astares), ergo angels, count amongst the heavenly gods, counted as servants in the court of heaven under the higher divinities. The Senari don't generally recognise individual angels separately from the host of heaven in general.


TERRESTRIAL GODS

Dipatar: The Earth god, god of the stone and soil.
Pasaris: The Sea god, Lord of waters
Ioten: The Sky god, Lord of winds
Makaris: The god of trade, civilisation and human relations.
Tarsenari: Tutelary protector goddess of the Senari
Faebella: The goddess of fire
Votis: The god of priestly rites and the virtue of religion.
Phaetis: The free god, patron of liberality, intoxication, madness and religious ecstasy and visions.
Daimara: the goddess of motherhood and the hearth, patron of women
Daegar: The god of battles.
Garion: The god of craftsmen
Timaeus: The seeker of knowledge, god of explorers and scholars.
Herotan: The god of wisdom and hidden knowledge.
Haeon: The god of the sun
Navara: The goddess of the moon
Genshotis: The god of agriculture and the fields
Asurios: The forest god
Nerea: goddess of the hunt
Metria: patron goddess of the meterics
Amora: goddess of sexual love, female fertility and childbirth.
Eleurian: god of male fertility and sexuality. Husband of Amora.
Adaemos: child god of joy and peace, patron of children.
Rhaena: tutelary goddess of the straits of Senartis, a bride of the sea god Pasaris.
Autaris: god of art, inspiration, poetry and beauty
Terama: goddess of boundaries, guardian of social order, and traditions.
Phenasios: god of healing and medicine
Erephanes: god of dreams, sleep and rest.
Iovea: goddess of wealth and prosperity.
Pallon Senartis: The city god of Senartis.
Balanis: The god of rain and storms.

numerous others...

~ The terrestrial gods are those of natural forces and places, as well as aspects of everyday existence. They are perceived as incarnating those forces with the presence of these gods being everywhere present within the forces they embody (animism). Due to this constant presence of divine forces the Senari see it as essential to propitiate the gods to obtain favour, and to sedulously practice appropriate rituals. The relationship of the Senari to the terrestrial order of gods then is contractual, with these gods being asked for earthly favours and propitiated to maintain a good relationship with the same, where the heavenly gods are much more highly exalted and seen as a way to personal salvation, and spiritual enlightenment and union with the ultimate reality (which despite being transcendant is still omnipresent and infused with the universe, since the Senari perceive of all the gods as emanating from this one supreme source).

~ This kind of deity technically includes the numerous genii loci, ancestor spirits, and so forth honoured by the Senari.


DEMONS

Talatar: Demon of Wrath, Anger, Wanton Violence and Unjust War.
Aita: Demoness of Lies and Deceptions, the placer of obstacles.
Ophoris: Demon of Vanity, Pride and Hubris.
Maninis: Demon of Sloth, Spiritual laziness and apathy
Aelana: Demoness of Lust, sensuality and perversion
Indagar: Demon of Greed, and materiality.
Zalephar: Demon of Gluttony, consumption and wastefulness.
Machaeus: Demon of rebellion, blasphemy and apostasy
Engutitheus: Demon of Despair and hopelessness
Istrion: Demon of Annihilation, the destroyer of souls.

~ Evil gods feared and loathed by the Senari, never prayed too in public religion although some in secret make sacrifices to propitiate them and ward away their malignant presence, or to curse enemies.

~ Many lesser demons as a general category of evil spirit, exist under the greater demons above mentioned


HALLOWED ANCESTORS

Sennaris: The Primordial Ancestor of the Senari People, the first Basat of the People and the primordial priest-king.
Rasenna: The wife of Sennaris, mother of the Senari people, the first Queen.

~ The ancestors of clans, and particularly notable individuals are deified and worshipped as hallowed ancestors, the most notable of these being the primordial ancestor gods of all Senari, Sennaris and Rasenna. Less notable ancestors, that is to say all who have perished and been given appropriate funeral rites are given due honour and reverence by their descendants at family altars and at their graves, both to propitiate their spirits lest they cause problems for the living, and to obtain their blessings and protection for their descendants. Those who die in untoward circumstances, didn't receive appropriate funeral rights, or who were particularly wicked in life are considered to become evil spirits in death that must be warded away through exorcisms and appeal to the gods.
 
The Pyrakhiti and the Pyremi

~ http://cdn4.sci-news.com/images/enlarge/image_2160e-Sahara.jpg ; I always cite my sources!



The desert is harsh. It is unconcerned of the petty lives of man. The abundance of water had long dried up and had been delivered far beyond the reach of the ancient ancestors of the Pyrem river dwellers. Many men and women fell to this, and to the scalding heat of the day and the unbearable cold of the nights. But these people had wandered the deserts far many years, and had adapted.

But the desert is no home.

Decades of journeying between oases made this evident. The water slowly disappeared from the previously lush pools that gave life to the barren wastelands, and a dispute soon came a pressing issue. The youthful twin sons of the previous chieftain struggled for power. Each yearned for the leadership of the tribe, as they would always receive meals and a more than fair share of the increasingly small supply of water. None could remember the birth of the twins, for their mother's life ceased upon delivering them to the world. The father had passed before he could announce the next chieftain. Finally, the servant during the birth had been slain by a desert serpent.

Neither had the power and the guts to seize power, and they instead forced the people to side with one another. The twins were equal in votes, except for the final maiden to choose. She was the sister of the the twins, older and more experienced. She had the knowledge that this tribe would fall apart because of her father's indecisiveness of designating an heir. So she spoke, an said that the tribe would could last no longer. The size of it had grown to where it could support no more. The people supported this action, for they knew the growing problem of water and food. Byrem, one of the twins, lead a third of the tribe northeast, and Bathashan, the other, took a third southwest. Finally, Pyrakha, the sister, brought the remaining southeast. From their split gave birth to the Pyremi, Bathis, Eshan, and Pyrakhiti peoples. The lands of the east grew from the twins and the sister.

 
Chapter Two: Stone Cold


The following events take place between Y300 and Y400...

The Varian river, once a sparkling pale blue, soon became a deep scarlet from the blood that was spilled upon it in what was known as The First War. It was no secret that the Uverites and the Digashi were not friends. Their relationship was like a dry forest and a small spark set them off in a fury of war. The instigators, the Digashi attempted to claim Uveris with several bands of warriors, however, they were thwarted at the primitive stone walls by Uverite warriors who were equipped with advanced stone tools. The Digashi were sent fleeing back to Digur to plot their next move. In the coming years the Uverites mobilized their forces and began to mount an offensive on smaller Digashi villages. The Digashi soon found their hands full with an additional assault coming in from the south, with the Zigi wishing to reclaim old fertile lands for their growing population. Although the Zigi were not equipped with advanced stone weapons, they did however, possess the knowledge of how to use a bow an arrow, a weapon that proved to be absolutely devastating to the Digashi.

After just a few short years, Digur was flooded with Zigi and Uverites wishing to avenge their ancestors in past scuffles. Mangled Digashi corpses were strewn about the shores of the Varian. The remaining population of Digur was exiled to the desert where they formed a small territory called Ashpai. The Uverites and Zigi now shared the river, and both civilizations began to experience a massive debate as to whether they should unify or remain separate as they had been the last hundred years or so. Inspired by the successes of their Uverite cousins, the Ardu Ahi began to wage a war of their very own on Kirra, who was cutting into their trade profits and beheading their scouting parties. The Ardu Ahi were let in on the secrets of stone working and soon found themselves at the gates of Ivrit before the Kirra began to beg for mercy. It was granted, but "Only for now," claimed the Ardu Ahi Sesht, Talahambarash.

Following a switch from sugarcane farming to wheat farming as per Sesht Mura's resquest, the Asishi experienced a tremendous boom in population. However, the change was met with discontent. A large portion of the population split from Asish, forming Lajar, a traditional civilization with an intent to remain sugarcane farmers. Burisht, a band of raiders and former sugarcane farmers gone rogue, formed to the west of Asish in the scorching deserts of Varia.

Across the shining sea, all was calm. Cargu expanded feverishly along the coast and sought trade opportunities and technological progress, but kept their hands free of blood. Ghugu and Mim'amu formed an uneasy peace, and the Mim'amu began to interact loosely with their newly discovered neighbor to their north, Senu, who happened to be quite similar to Mim'amu in culture. Meter also expanded furiously, coming into contact with the Pasar people of the Pasarene islands, soon encompassing them as part of their culture. Leves Dragunon saw it as a "competition" between his Meters and the Senari to their north, who happened to be making strides of their own. Senartis nearly tripled in territory, forming small settlements called Sarsos and Ephentis along the coasts. Basat Phenos Senatir was rumored to have a desire to expand even further to the east along the coast, but was thwarted when settler parties were introduced to a thriving culture called Trephis, centered around a small, tranquil city called Rivas. Senari rafts also explored north as well, running into the Eowai people, living on an island chain the Senari later dubbed "Iovea". The Eowai appeared to be descendants of the Keweenai, who experienced significant territorial growth themselves.

Suppaea (termed by the Senari) was a bit less intense in expansion and technological progress, but there was still a bit of action. Suppa and Latsha each appeared to have an affinity for Noremphu, the Andrempu capital, evident by their territorial influence efforts. While Latsha carried out a simple military offensive in southern Andrempu, the Suppans attempted to bring their brand of Animistic faith to the Andrempu people, pledging that if the Andrempu farmers gave their lands away to the Suppan civilization, they could be blessed by a share of the good spirit relations the Suppans had. The Suppans were so intensely buried in their worship of spirits that convincing Andrempu farmers to cede their lands was almost child's play for them. Drubela, Vrashme, and Astana were not engaged in very much intracivilization activity, rather they largely kept to themselves and focused on territorial and technological advancement. The Komoyo appeared to be out of complete isolation after a new civilization, Lodrol sprung up on the island just south of them.

Levasia was relatively dormant, save for the hinting of future war between the Alebem and Levashtu. Alebem began to stake claims to various plots of Levashtu lands and villages, claiming that their people were not worshiping the spirits and that it was bringing bad fortune to their own people. The Levashtu were a bit too distracted by trade and technological cooperation with the Esasti to even notice what was happening to their lands. The Alebem and Aluhima worked together to learn the secrets of stone working and archery and by year 400, both were just as advanced as the Uverites. However, there were rumors that the Meters, Kalasi, and Cargu all knew of a technology called the Wheel, something said to be revolutionary in principle.

Razea was even less interesting, the only developments of note being the introduction of two new civilizations, Ahana and Tashad. The region itself was seen as backwards and the Iazerah and Tasaiah both continued their bizarre worship of only dark spirits out of the entire animistic spectrum. To the southeast, the Pyrakhiti experienced some pretty sizable expansion, nearly doubling in size. Their expansion eastward along the coast was thwarted by a growing new civilization, the Thorys, a mix of Pyrakhiti dissenters and Pyremics wishing to be a little more isolated. The Pyremic river peoples all seemed to mind their own business, only pursuing the discovery of mysterious technologies the people across the desert to their west had discovered.

The final region in the known world, the one which is home to the Estantics and Elwytroi, saw little activity, other than the Isle of Makris giving birth to a small civilized people called the Iomir. They began to interact with the Estantics, who were easily the most advanced in their little region. Elwytroi farmers working the lands on the eastern fringe of Elwytr claimed they knew of a culture to their east across the river that spoke the same tongue as the Estantics, but Brenn Chrom did not appear to be interested in investigating initially.

Although the first 300 years of time in the known world was largely focused on the movement of cultures and peoples across the map, the settled groups began to find reasons to build steam. Each of the older regions appear to be advancing rapidly, and with rapid expansion and advancement also comes the thirst for blood. As Uverite Zesht Ammadon said, "Without war, nobody wins."

Map:
Spoiler :
 
orders will be due on Tuesday, July 7th.

I will post stats on the front page later. Please remember that in your orders, you can spend beakers on technology. Simply investing in technology does not grant you civilization advances like it used to. Investing in technology increased the amount of beakers you receive per turn. Beakers are the currency used in the purchase of technology from the technology tree.
 
Great update. I guess i screwed up my beaker spending... oh well...
 
Yeah, I didn't see the beakers at the far right of the stats. Because of this error in my observation, I mistakenly thought we started at 0 beakers and worked up from there.
 
You shouldn't be so picky about people claiming NPC's Dominatr, if you start a new civ at this stage there is a handicap afterall, not to mention most of the best spots have NPC's in them.

As to the spoiler

Spoiler :
I wonder what you have planned, but from a military perspective Uver doesn't look like its in a position that's insurmountably bad (even if someone did sell its neighbours military technology for a bargain price) if its the ironic victim of a karmic multi-power gang attack in a reverse of the first turn action. So a player could definitely have an interesting time playing them I think :p
 
Civilization Name: Metarak
Demonym: Metarakite
Capital City: Hamak
Leader Name: Basrak (Title) Hammar Senar (Senar being the name of his clan)
City List: Nav Rasan, Karsak, Nav Atamartak, Haf Tanmoum, Haf Azaabak, Lorkesh
Person Names: (Male) Jamshek, Ruzben, Zarshekt, Phenar, Timarak (Female) Mara, Kantara, Hakalma, Hafa, Ferda, Nima

Societal Structure:

Spoiler :
Clans play a very, very important role in Metarakite society. The clan one is born into is a huge part of one's identity, and marriage between clans, unless of a political nature, is often discouraged. Clans range in size from dozens to thousands of members, and their members range in wealth from the poorest to the richest. Each clan is ruled by a Captain, chosen by the clan's own methods (generally an election) and often a Clan Council. Clans have also grown increasingly similar to guilds, with many clans monopolizing a profession in certain areas. Beyond that, hierarchies within clans are dependent on the clans themselves. As with religion, it's hard to say anything definitive about Metarakite clans below the macro scale.

The clans themselves are also placed into a hierarchy, however. There are three clan types: High, Low, and Base. Clans are moved between these hierarchies by votes within the various councils of Metarak as well as the approval of the Basrak of Metarak. Essentially, should a clan wish to move up in the hierarchy (Base->Low->High), the clan must petition the Basrak for permission. If permission is given, the clan must then gain the approval of a simple majority of the clans within whatever level it wishes to move to. For example, if a sheep-herding clan formerly in the Low level gained large amounts of riches and decided it was ready to be a High clan, they would have to get approval from the Basrak and then with a 51% support in a vote by the High Clan Council. To be put down a level can be accomplished two ways: the Basrak can move a clan down a level, or the council of that level can vote to move the clan down a level. This generally doesn't happen unless some major tragedy befalls the clan that makes the council think that the clan has been forsaken by their clan gods, never a good clan to have around.

The High clans are generally those that existed in Hamak at the time of the arrival of the Senar, though others have joined their ranks after gaining prominence or favor by some other means. The Low clans are generally those prominent in the conquered territories, with medium wealth and influence in the great capital. The Base Clans are those that are generally dirt poor with little influence. These clans matter so little that there isn't even a Base Clan Council.

The level of your clan matters a great deal. The higher the level, the more prestigious it is and the more opportunities you have open to you. In addition, the High Clan Council acts as a legislative body for Metarak as a whole, though of course bowing to the will of the Basrak. The Low Clan Council is often split into regional councils which help administer regions of Metarak, though this system often shifts. The Low Clan Council as a whole rarely meets, usually only once a decade. When it does, it is to bring the grievances of the Low Clans before the Basrak and attempt to get them addressed.

EDIT: The Basrak is chosen from among the members of the Senar clan by their Clan Council, and takes the place as the representative of the Senar in the Council of High Clans/High Clan Council. In recent years, however, this duty has often been delegated to an appointed representative of the Basrak known as the Voice of the Basrak, or more commonly just the Voice.


Religious Beliefs:

Spoiler :
Simply put, Metarakite religion is a mess. A fusion of dozens of cultures from several time periods, the Metarakite pantheon contains hundreds of spirits and deities. Each clan's deities are kept by the priesthood of that clan, and no one man may claim full knowledge of all Metarakite religion. Still, there are a few big ones that anyone traveling to Metarak must be aware of if they want to get the references.

The One, a concept originally taken from Senari religion, is the unifying god within the Metarakite pantheon. The One has come to be understood, oftentimes, as the universe itself. All things, be they gods or mortals, emanate from this source and owe their existence to it. However, it is almost as if the One is unaware of His creation, allowing his children, both spirit and mortal, to create their own destinies.

The Scale is a fusion of many gods from across several religions. Generally regarded as the first "emanation" from the One, the Scale is the god who controls life and death within the One's creation. The Scale also brought mortals into the universe according to most myths, shaping the emanations of the One into the forms we see today. The Scale is also responsible for taking life away from mortals so that he can begin his experiments anew.

The Trader is the merchant god of the Metarakite people. Often said to inspire mortal traders with his voyages between the various domains of the clan gods, the Trader is the source of wealth of the Metarakite civilization.


Economy:

Spoiler :
Metarakites produce all of the standard Mediterranean agricultural fare, though olives grow strangely well in many areas of Metarak and as such are given special precedence so that they and all of their products may be traded. Sheep are also a major product of Metarak, with several clans counting their wealth in the number of sheep that they own. Though production doesn't yet really exist, tales of several strange, shiny rocks from the hinterlands have recently been attracting limited attention...


Brief History:

Spoiler :
Hamak is the center of a growing and vigorous civilization, and one of the most prominent features of Hamak is its large harbor. Far more important than that, however, is what one can see in the distance from the Hamak docks. Beyond the docks lies a geographical feature known by many names. Called the Walk of Shotar, the Snakepit of the Three, the Graveyard of Sailors, or more often simply the Chaos, the region is full of traps for any vessel daring to come too close. Submerged sandbars, barely visible rocky outcroppings, and small islands cover this region, where two of the major currents of the large adjacent bay crash into each other. The Chaos is littered with wrecks of ships who have been blown off-course in storms or wandered into the Chaos unawares, and it is from the Chaos that Hamak and, by extension, Metar draws its strength as well as its existence.

Hamak itself, for most of its existence, has been simply a small, sheltered fishing village of the native Asrak People which utilized Hamak Harbor. As ships and limited trading[1] became more common in the Bibal Sea (Crystal Sea, known as the Shining Sea to the Senari), the Chaos began to increase it's numbers of victims, as well as their size. Whereas before Hamak had found isolated sailors every once in a while and proceeded to care for and assimilate them, now the villagers began to find whole crews washed up from nearby wrecks. Before long, these crews and the native culture had begun to merge. A vibrant new fusion of cultures, traditions, and technologies from across the Bibal Sea, and sometimes even beyond, began to emerge in Hamak, and even began to spread to other nearby Asrak villages.

Even as the cultures fused, however, the crews and their descendants stayed separate in a notable way. Crew from each civilization, though sometimes only specific ships, tended to band together and work and live together even as they assimilated into the neo-Hamak culture. As time passed, these bands grew into something more akin to clans within the greater neo-Hamak society, with each being led by a Captain, High Captain, Admiral, or other title depending on the traditions of each. As clans are wont to do, they often fought among themselves, and this tended to keep the neo-Hamak culture dis-unified, even as it continued to spread outwards.

Then, one fateful evening, a Senari expedition unknowingly wandered into the Chaos. Luckily for them, however, an unusually sharp-sighted lookout noticed the first sandbars just before they were about to hit them. The captain, taking wise precautions, decided that the ships would spend the night at sea and proceed in the morning when the lookouts could see better. The sight that greeted them in the morning. Somehow, they had wandered to the very middle of the Chaos, with sandbars, rocks, and small islands surrounding them as far as the eye could see in all directions. The only distinguishing feature of the scene? The dark shadow of a significant landmass and a rising column of smoke off in the distance. The captain decided that their only option was to head towards the smoke and hope for the best, and thus the expedition's ships wove their way through the Chaos, losing two of their three in the process, but managing to save most of the supplies and men from both. After two days, the expedition finally made it to the end of the Chaos, letting out into Hamak Bay. The column of smoke was revealed to be the now-city of Hamak burning from yet another inter-clan war. The captain could see no way out of the Bay not covered by the Chaos, and so decided to row towards this strange settlement. After docking and finding someone to explain the situation, the captain found out that the entire city council had been murdered during the war and that chaos was bound to keep occurring until order was restored. Deciding that he was unlikely to find anyone to help him navigate through the Chaos in all of the bedlam of the war, the captain determined that he would just have to restore order himself. Armed with the newest Senari weaponry, the captain and his expedition contacted the surviving leaders of several uninvolved clans. Seeing him as their way to salvation, the clans readily agreed to help him restore order to Hamak. With their help, the Senari expedition brought control to the city. However, the captain was unable to find anyone who knew the Chaos well enough to get him out again. That was widely regarded as impossible. Thus, the expedition was trapped in Hamak until the smaller expeditions that the Captain sent out actually discovered a way out. By the time the Chaos was mapped and a way out was found, however, three generations had passed and the Senar clan had joined the ranks of Hamak.

The Chaos Map, however, would prove to be one of the most valuable additions to Hamak that the Senar gave. Kept as a national secret in the palace of the now-ruling Senar clan, the Chaos map allowed Hamakite traders to explore ever outwards, while also allowing Hamak itself to remain safe from outsiders. Any foreign ships were stopped at the rim of the Chaos, where the small port town of Nav Rasan would transfer all cargo and any visitors into the belowdecks holds of Hamakite ships to be taken into Hamak harbor itself. Though the secret sometimes got out, the route was often too complicated for anyone to relate accurately, and the route was very well protected from unauthorized travel.

The new wealth and power this trade provided, as well as the centralization the new Senar governing systems allowed, let Hamak turn its attention outwards. Within a century all of the former Asrak lands, as well as many others, lay under the dominion of the great city of Hamak. These new villages and peoples were incorporated as yet more "clans" within the growing Hamak domain, and the fusion of cultures began yet again, although this time the neo-Hamak culture was far, far more influential than the native ones. Surprisingly few rebellions occurred after the conquest, both because the people were generally better off post-conquest, with access to the infrastructure-building Hamak and their trade, and because Hamak was a gracious ruler, generally allowing natives to keep their traditions and religion. This was mostly due to the fact that Hamak knew that, sooner or later, the natives would adopt so much of the neo-Hamak culture that it mattered little.

As a nod to their heritage, the ruling Senar clan, with the approval of the Council of High Clans, officially named their domain Metarak, a slightly bastardized version of the name given to the region by the Senari long ago. Metarakite merchants have recently begun venturing further north, searching for the fabled homeland of the Senar so that they may once again establish contact with the land of their ancestors...


Area on map:

Spoiler :

Metarak is the large purple circle. The center of the star is the location of Hamak.


[1] Yes, I realize we're not really to classical sailing levels yet. At this point I'm still thinking basically large, coast-hugging canoes with holds and maybe basic sails.

EDIT: OOC: What do you think?
 
Could you outline who has contact with whom?
 
The Great Prince

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And with sharp spears and flying arrows, the master of hosts travelled hither unto the fields and pastures of the enemy, and rendered them nought but ash. Casting down the dwelling places of all who opposed him and calling forth into his blade the dread god of battles, and the exalted powers of Victory.

~ From a Tale of the storytellers of Sarsos.

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The Basats blade, gleaming black obsidian glimmering in the morning light, struck down upon the sacrifice, a white oxen unblemished and pure, its blood pouring out over the altar of The One. Standing witness, the princes (leves) of the ten tribes of the Senari, who sit on the council of princes, and the princely sons of the Basat stood in the gleaming court alongside the attendant hosts of spearmen and bowmen of the people in the boiled leather and stone-scaled armour. kneeling before the Basat, Genaris Senatir, the sacred medium between the people and the One, a warrior and son of the Basat from one of his wives, Timaeus Senatir. Turning towards him and the attendant people, the Basat spoke sacred words.

'Lo we stand before The One, the sustainer and creator, and the Many, the immortal gods that proceedeth from eternity unto the cycle of ages. Let they attend unto this the installation of the Levesha, the great prince, the barbarian subduing chieftain who shall lead by the strength of his arms the hosts of the Senari, the One and Many People, the beloved children of the gods, and speak the sacred oaths."

Timaeus Senatir bowed and prostrated himself before the altar saying.

"Before the One and the Many, before the ancestors, before the Holy Basat, the princes, the tribes, and the great multitude of the people of the land. I vow by the strength of my spear and the might of my hands to lay waste to all enemies of the Basat, of the One and the Many People, and of the immortal gods. May the One receive this oath, and the seven great gods attest to the truth of my words, their purpose, purity and righteousness, and graciously grant me victory and dominion over my foes, and life everlasting in the eternal One in proportion to my works."

The hosts proclaimed raising their spears and bows aloft.

"He has sworn before the One and the Many, and before us the One and Many People, let him be accursed if he be mistaken before the all-seeing and all-knowing powers, and blessed with victory and dominion and life everlasting in proportion to his righteousness, purity, truthfulness and good deeds in fulfilment of the purpose laid out for him and for mankind from the foundations of the world".

The Basat gathered the blood of the pure sacrifice, and descending the altar of the One marked Timaeus' brow and hands with the blood of the slain oxen as attendant priests continued to implore the favour of the gods saying.

"Let the demons be vanquished from you, o great prince, let not bloody wrath take root in thy right hand, nor hubris sit upon thy brow. Let lies have no place upon thy lips, nor rebellion flow forth from thy tongue. Let not sloth, greed, or lust cloud thy understanding, nor despair take root in thy soul lest it be devoured by the destroyer who is, and yet is not."

The Basat smiled and said unto his son.

"Go forth and lay waste to the enemies of the people, and merit likewise to lay waste to the demons within thyself. By the might of thy virtue shall the strength of thy power manifest to the glory of us, and the people."

The Levesha, Timaeus Senatir, of the House of the Basat, great commander of the hosts of Senartis bowed his head in deference to his father and Lord saying

"I shall do as you command".


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ooc:

Spoiler :
Probably smallish ships (boats really by our standards) able to sail along coasts quite a ways but which can't really go out onto the open ocean would be my guess as to our level. This would fit with trade being somewhat impaired at this stage (Small boats can't really transport mass cargo for long distances easily and with regular consistency) and be concordant with the earliest records of sailing, something I previously mentioned when discussion of the capabilities of the era came up (Mesopotamia, with trade from sumer to india along the Persian gulf and down even possibly to Somalia)

In terms of contact, I've assumed my contact range to be from Suppa (the inland civs in analogue-India there as well as civs further west and the isles of Komoyo being unknown to senartis) to the Isle of Makaris and down into the Shining Sea (assuming ability to contact Zig and Asish as inland civs, since the region is well developed via overland routes from Kirra, Ardu Ahi and Uver. With other civs further inland not being contacted), which seems to have been held as valid. Kalasos I presume I can contact via overland trade from the north in fitting with the "caravan nexus" backstory they have.

Just for public reference as well, civs west of the straits of Senartis probably lack substantial maritime contacts with civs east of it (via sea). Though Senartis at this stage doesn't bar the straits, it does [as I set up last turn] toll all foreign maritime traffic it intercepts passing through the straits, and does bar the way to foreign settler ships of any kind. This presumably means that due to reasons of cost-efficiency and "route of least resistance" Senartis acts as a meeting point for east and west maritime contacts since its not as profitable to run the Senari straits and incur a toll.
 
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