EltNES: A New World, A Fresh Start

Update 1: Beginnings

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First Age: EltNES YEARS 400-600

This period of K’thdi history is often referred to as the splintering. An adaptive people, who generally lived in small family villages that intermarried, found themselves expanding to the point of exhaustion. War on many fronts have tired their Cassock, but they remain the power of the region.

Constant skirmishes with and the slaving of the Hurans to the north have stunted most growth there. And though a series of fortified towns mark the boundary between the Huran sphere of influence and that of the K’thdi, there is no clear, defined boundary.

In the homelands, improvements of infrastructure and agriculture have made the city of K’therack the center of the western world, politically, culturally and economically. Initial skirmishes with the Hvagnar, a strange mountain people to the south, proved fruitless, as their heavily fortified mountain roads, which proved difficult to impossible for the cavalry-dominated military to crack, were the only way over the mountains. Peaceful and fruitful trading then dominated the relationship between these two cultures, before the Hvagnarian Thor Mountain colonies to the K’thdi’s east were discovered. This much-needed resource center was soon taken easily by the K’thdi, and relations have never been the same.

In the southeast, after the Thor Mountain colonies were conquered, a new threat arose. Yet another clan-based culture, calling themselves the Li Yu, were met. Believing these were the cousins of the Hvagnar, K’thdi kings declared war on them, spreading their influence far east past the mountains. These advances were beaten back, until suddenly the Yu army disappeared, leaving a forest of impaled K’thdi bodies on stakes in their path, to leave a sign to the K’thdi. Needless to say, this was a decent deterrent for the K’thdi kings, and they retreated.

Great leaps in road building and agriculture, partially adopted from the Hvagnar and Yu combined, have made the K’thdi once more the western world’s premier power. A system of feudal Kings that answer to one King of Kings, who resides in K’therack, has arisen. Though their power dominates, it is not always united, and is crumbling in the peripheries.


The Diamond of the Desert, or so the Huran capital of Muhktar, is known, is the epicenter of all Huran religion and culture. It’s the only known city of the Huran people, but it is immense and sprawling. The Huran Empire is vast, in theory, but the lands it controls are separated by untamable deserts and thousands of miles of coast. United by blood, sword and religion, it is a melting pot of ethnicities with many ancient feuds and prejudices. United by God but willing to backstab their brothers at a moments notice, it is unlikely a certain ethnic faction would be so unwilling for outside help.

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Long ago, before the Holy Days of God and Man, the great Hureye desert was once a tropical paradise, filled with a plethora of animal and plant life, before God chose the Hurans to rise above the filth of animal-hood. The great Warrior-King Uthra united the Hurans under one sword, while his brother, Orick, told them the words of God, learned from the Burning Seas of the south.

Back to more recent times, however: western heretics calling themselves the K’thark rose and revolted against the Kings of old, though never against God entirely; they simply interpreted His words differently. It was, in fact, one ethnicity that were called Huran, not any who worshipped God. One ethnicity above others; it was a terrible thing to tell the Hurans, who were so used to their plethora of peoples, all equal in worshipping God. It is said that a great storm swept in from the north, destroying the paradise of the Hureye world, and leaving only an arid wasteland, while the water and fertility and life went southwards to other people.

K’thars and K’tharkic Oneism are banished from the Empire nowadays, but they still remain powerful in the more remote regions of the south and west. They are the most troubled by the K’thdi in the New Fertilelands, or New Hureye, as it is known. The Empire has thusly turned a blind eye to the constant raids and skirmishes there. In the east, another people have appeared, but are not trusted yet. Minor trade has occured with them, but nothing particularly fruitful for anyone. The secrets of the desert remain secrets, for now.


Hvagnar was a peaceful coalition of Clans and Overclans, devoted to trade, religion, crafting, expansion, peace, and occasional inter-clan warfare. Their empire reached far; the entire Wenthorian mountain range was under their control, while the southern and western coasts of the world were dominated by their fishing and trading ships. Those were the glory days, however, since then beaten and worn. Mountain colonies in the north were brutally sacked by the treacherous K’thdi people of the north, though the Homelands are secured by the great bulk of the Wenthorian Mountains, the infamous Mountain Roads and the K’thdi’s inability to even challenge them.

Ancient raids from the Yu in the northeast and the more recent of the K’thdi in the north have honed the Hvagnar Mountain Men to near perfection. Their mastery of the hills and mountains make it a very, very stupid idea to attack the Hvagnar in their mountainous homes, but their capabilities in the forests and plains of other places is quite lacking.

Trading guilds and groups, such as the Riverline Trading Guild, have risen above the influence of the Clans, and have been known to dictate to them domestic and political policies. This has led, in later years, to the Hvagnar expansionism to be more for the economic gain of these Guilds than the betterment of the society as a whole. In recent years, these have been on the decline, but the capitalist thoughts are still there, and the Clans have risen again as the dominant.

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Four great Yu Kingdoms once co-existed peacefully on the Yu-tan river; the Yong, the Fei, the Li and the Gong. The Yong dominated the territories near the great Rift, where two mountains met in the foothills east of the Yu-tan river. The Fei, their smaller southern neighbors, held host to the Orici, the great Prophet to the Ori, their gods, at the time, and so could not be absorbed into the other Clans.

The Li and the Gong controlled the northern and southern halves on the opposite side of the river, respectively, and the endless forests and plains to the west. The relative peace between these four families ended with the birth of an illegitimate child, Xun-Hei, from the matriarch of the Li clan, while her husband was away on war. When news reached his army, he raced home, losing hundreds of men in the forced march, and leaving a traditional Forest of the Dead for his enemy to find, and pay respects to. The matriarch was slain and shamed, as was tradition, but the father (who's name escapes history) could not abandon his wife's son. He took him in and raised his adopted son as a soldier and a commander.

Years later, when it became apparent that one of the sons of the Yong clan was the father, Xun-Hei called for war. Alliances shifted for or against him and lines were drawn. Gong and Yong clans made an alliance against both the Li and Fei clans, a risky move, considering the Orici's position within the Fei clan. Fearful of the Ori, Noble's alliances shifted for or against the Li clan.

A decade of skirmishes and assassinations went by before any real move was made on anyone's part; and when it did come, it came fast. A massive army of 20,000 levies and 3,000 noblemen's Cavalry were unleashed from nowhere, and with rumors spread of it being the Orici's work, Gong and Yong surrendered. Unsatisfied with this result, Xun-Hei attacked anyway, sacking dozens of cities. This was a bad move on his part, however, as his unwarranted actions alienated hundreds of smaller clans and noblemen against him. The Yong-Gong Alliance gathered them all together struck back hard, from what remained their ruinous fortresses and cities.

Chapters of history were lost after this, but Xun-Hei is still hailed as having united the Yu people under one, or two, flags, for at least a century, the Yong-Gong Empire. Since then, the Empire has crumbled, leaving only remnants in the way of its grand highways, permanent stone bridges and massive monuments to the Ori. Improvements in bridge-building, agriculture and weapons creations have arisen- a new technology called the Crossbow has increased the quality of the Yu military as a whole. Families have risen and fallen since then, cities built and razed. History goes on.


Aknar city states, ruled by Kings and merchants alike, have had a busy history. Constant bitter fighting between leagues of cities and powerful alliances have left the seas of the north scattered with the skeletons of ruined ships and ruined dreams. Their colonies range all the way from the Huran Mainland to the tip of the Rentau Peninsula, and some say beyond that. Their powerful navy as a whole has dominated the warm waters of the north, though on occasion is sold to the highest bidder as an instrument of war.

One of the more encompassing wars involved the League of Muknai, after it’s violent ascent in the ranks of society to that of a major power, and the Delog Alliance, a distinctly anti-Muknai group of dispersed city states. Muknai was a powerful state based on the Huran mainland, with various powerful vassal or ally states on the Lakedai River, while the Delog Alliance was focused around the far eastern cities. The finely groomed sailor, and esteemed warrior Wetoul, first officer of the man whose name is lost to history, but was essential in Muknai’s rise to power, led one of the first expeditions against the Delog Alliance. Striking the then-weak link Spartai, the only land-based ally of Delog, far up the Lakedai River, the city was burned accidentally, later to be rebuilt to become one of the major city states.

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The Delog Alliance, horrified at Muknai’s change into a cruel tyrant state, gathered up all of the remaining neutral cities, and stood their ground. Fleet after fleet was sunk, creating many of the graveyards of today, and invasion after invasion met and repelled. Muknai’s prominence slowly fell as it’s allies and vassals alike abandoned it for the prospect of freedom. The final insult came when a measly Huran raiding fleet burned the undefended city (the entire Muknai fleet was off on various campaigns) to the ground for attracting so much attention from the east.

In more recent times, however, democratic states and oligarchies are the norm over monarchies, but a few still exist. Peace has reigned for many a decade, but like all good things, it must soon come to an end. Tensions over the trading rights through the eastern colonies (The prospect of trade with the distant Arglemarke is alluring) have arisen, threats been sent. It seems like open war is coming between the various Leagues, and no one knows if it can be averted.


Long ago, in the eastern lands of the Llewyn, the heretical tension was more of a threat than it is today. The Church almost had the heretics under control, until the Hall of Sinners, the great prison of the north was broken into, all the guards slain. The hordes of tortured, wronged, darkened men escaped and disappeared north, burning their path through the countryside, and over the Cynthulus Wall; the large stone wall that seperated the Arglemarke, the dominant Llewyn Church State, from the Rentau tribal people of the north. Weeks later, Gledwyn, the Capital city and the Temple of the Sun were set ablaze and looted heavily, believed to be the work of these escaped heretics. It was a terrible hit for the people’s faith in the church and government, but they both would recover in no time, regaining the people’s minds. The heretics, now known as the Dawn Pact, still roam unchecked in the Rentau lands past the Cynthulus. Occasionally they are able to fight their way through, over, around or under the wall, capturing or “liberating” large numbers of heretics, though this is not often.

As the Church’s influence expanded, so too did that of the Arglemarke; it’s borders stretch endlessly westward from the grand Capital of Gledwyn, on the Wyllenon all the way to the Cynthil mountains in the west and the Yu border. Tensions at first were high, due to the very different societal structuring, but now the Yong clan, the only clan the Llewyn have contact with, is a friendly trading ally.

Today, the Church still rules supreme, though the Dawn Pact still looms to the north, protected by the uprisen hordes of the Rentau. Construction of thinly veiled Church’s known as “schools”, have strengthened the people’s religious faith, while more Halls of Sinners have arisen, and transformed into forced labor camps and torture chambers. Massive irrigation works and the construction of a extensive road system known as the Ways of the Sun increase the economy greatly. The Cynthulus wall crumbles from decades of disrepair, due to lack of funds for it’s thousand mile stretch.


The Rentau was a quiet society of friendly inter-clan warfare and ritualistic sacrifices of horse and human flesh to Tau-Tau the King of Horses, before the arrival of those calling themselves the True Believers in the Word of the Sun. Others labeled them the Dawn Pact, but what did that matter? Simply names, afterall. From the north came the sea-men calling themselves Aknar- traders, sailors, pirates and raiders, these men. Minor trade occured with both of these new peoples, and both were allowed to settle, but not in great numbers. Military ideas and societal and governmental ideas were taken from the Believers and the Aknar respectively, while agriculture and metal working was adopted from both.

Several smaller tribes settled into villages and small cities, and perfected the art of the written word. History, diplomacy and bartering was all it was used for, at large, but it’s other uses have yet to be seen. A great wall of stone and wood arose overnight, according to legend, between the lands the Believers came from and the lands the Rentau inhabit. This angered the King of Horses, Tau-Tau, greatly, as it cut his Rightful Territory in half. No major move has yet to be made on the part of the Rentau, but one is and has been expected by the southerners for some time.​

Map:

Spoiler :
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Numbered map:

Spoiler :
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1. Huran Empire
2. Muknai
3. Dwenainai
4. Delog
5. Lakedai League
6. Bwog
7. Pelog
8. The Rentaun
9. Llewynic Arglemarke
10. Arglemarke Odradokas
11. Llewynic Repib;oc
12. Yong Clan
13. Ming Clan
14. Lin'ne
15. Bella
16. Fei
17. Li Clan
18. Zan-Heng
19. Trusk Clan
20. Hvagnar
21. Uthgar Clan
22. Hvathan Clan
23. Grunnr Clan
24. Kingdom of Tentor
25. K'thanrah
26. The K'thiac
27. Kingreer
28. K'Than Thor
29. K'therack
30. Kaitmundi
31. Ariotle
32. Desmun


OOC:
Post-BT-update culture-wide story-bonuses:

LOD: The Church is alive and well, Cleansing abounds. +20% Holy Sun in neighboring countries.

Terrence: Hvagnarlin dialects are spreading rapidliy throughout the region. +2 stability in all Hvagnar countries.

LDiCesare: The Admiral Dwikidideg knows his trade and knows it well. +1 Navy and sailing quality in all Aknar countries, +2 in Muknai.



Deadline for orders has yet to be determined. Expect further OOC comments here, soon.

I’m working on the stats right now, and until it’s finished, I can’t post the numbered map with corresponding info on which colored blobs are what.

Once stats are done, NPC Diplo will be sent out, as well.


Stats are up! Claim your natios, please. Menanish gets first dibs on any dominantly Yu country, LDi on any Aknar, ETC.
 
Awesome. Really sucks I don't have a working laptop or I'd be pumping stories out.
 
The Book of Justice and Sins
The Fall of Gledwyn heralded the beginning of what the Church tells the people were the Dark Days, when the Sun saw their scandalous lack of piety and respect, and their sins, and the sun hid its face and rays from the world and all was shrouded in dark. It is said that the only one who survived the Sack of the Temple was a servant called Owenil. Fleeing with all that was left of the First Gospel, Owenil was endowed by the ever-merciful Sun with the faith and luminous knowledge necessary to pen the Second. And thus Owenil the Servant became Owenil the Prophet.

Owenil, with his Second Gospel, the Book of Justice and Sins, traveled the land, forsaking comfort and safety in the name of the Sun's word. He stood among both peasant and Mesurydd of House, teaching them of the new Book of the Sun, and the new Church that would come. The Church that would come, indeed. Efforts had already begun to rebuild the shattered and broken Temple of the Sun. The Council, the Speaker. All were dead, but the Sun was not. The world would turn, and dutifully and lovingly the Sun would follow it.

As the Temple was rebuilt, it became clear that Owenil the Prophet would be the new Speaker. Gathering about him his most trusted allies, many peasants and Mesurydds alike, he formed a Council. He was recognized, none of the populace had not heard Owenil's word, or doubted his wisdom and faith to the Holy Sun. As the New Temple rose over the banks of the Wyllenon, Owenil the Prophet was crowned Speaker.

His reign lasted several decades, wherein he established many places of learning, rebuilt the prisoners for the sinners and the wretched, beyond aid from the Sun, promised to the darkness. He helped to construct the Ways of the Sun, the Cynthulus Wall, and the irrigation canals which fed all the farms of the Kingdom. The Arglwydd he reigned under was respected for the wisdom of his so-called subordinate, and for a time all was well.

Sometime thirty years after the Fall of Gledwyn and the Sack of the Temple, Owenil died. His line of succession was unclear, and his Council despite their faiths were few of noble blood. The Schism created by Owenil's death was brief but sweet. After several convenient deaths, the Church recovered its demeanor and strength. Now only men and women of noble blood and birth sat at the Council, or spoke for the Sun. The "edge", was taken off Owenil's somewhat-heretical Second Gospel.

He had saved the Church, and now the Church neither needed him nor wanted him. Such is the way of things.
 
Stats are up, see update for numbered map as well.
 
I assume the X/Y/Z related to income is:

Able to be Spent/Banked/Gaining Each Turn?
 
No. Income/banked/UPKEEP. It's explained, however badly, on the front page.

Economy: Your per-turn income, banked money, and per-turn expenses will be here.
 
Could you please split the different culture groups into different spoiler groups?

Some stats are a bit wonky also, with some bits missing or odd size IMO


Very excited about this NES :D
 
Also, can you please swap that around to income/upkeep/banked . That how nes tend to usually do it.
 
I guess we have to pick a nation rather than embody a culture, then. I'll pick Dwenaiai in that case.
The eastern city is certainly not called Daklyes though, as Aknar people wouldn't be able to pronounce that. It's Daglieg (or Daglyeg).
Here's a spoiler for making uo an Aknar name:
Spoiler :

Ok, this is unimaginative, but it's easy. Aknar is obviously of Greek inspiration.
So to make up n Aknarian name, here's a recipe.
Pick up a Greek name (Athenaiai for the city of Athenes, Delos for Delos, Hektor, Agamemnon, Neoptolemos, Klytemnestre...).
Remove the first vowel if any (Thenaiai, Delos, Hektor, Gamemnon, Neoptolemos, Klytemnestre).
Replace ending s by g, omega by ou, th becomes dw, H becomes W, m becomes b.
(Dwenaiai, Delog, Wektour, Gabebnoun, Neoptolebog).
Soften consonants. This one is more subjective, as I don't have clear rules on softening. Generally, if I find it hard to pronounce, I'll ditch a consonant. Generally, p -> b, k-> g, t -> d, r -> l. Consonants are more likely to be softened at the end of words, and may be hardened at the beginning, particularly if there used to be a vowel in front. Unvoiced consonants are always softened when there are 2+ of them near each other.
Turn epsilons into a unless in 'eu' diphtong, which becomes ei, eou or ou.
(Dwenaiai, Delog, Wetoul, Gababnoun, Neobdolabog)
Gababnoun can actually become Kabamoun as 'bn' is deemed rather hard to pronounce and would turn into 'm'...
Anyway, Daklyes with an ending s is rather impossible. The k before an l is also exgtremely unlikely as it would be softened by speakers. Thus Daklyes -> Daglieg (or Dagliag, but I think the last e is long).
 
Also, can you please swap that around to income/upkeep/banked . That how nes tend to usually do it.

You might try using the edit button.
 
I'll claim 18... Assuming this is now a I.T. turn? How long is it gong to cover, 5 years? Or are we doing another BT? If so I might have to keep main control over my capital nation...
 
From: The Kingdom of Llewyn (Arglmarke)
To: Rentau

Greetings from the Most Illustrious and Heavenly Speaker of the Sun, Daedlewyn Fedeneth. Too long have our peoples been separated. We propose that a treaty concerning our territory be accorded, and open relations be taken into course.
 
Excerpts from A treaty of the various countries of the known world for the would-be sea trader, by Bladeg of Dwenaiai.

In the north of the world, Dwenaiai rules over the seas of Deoug, surrounded by the Aknar cities of Muknai and Delog to the west, Lakedai to the south, Bwog and Pelog to the east.
These cities are most similar to Dwenaiai, except for a few particularities, like the silly worshipping of a foreign god in southern Lakedai, and the importance given to horses in Pelog. Although the latter may be useful for resourceful traders, we shall not dwell upon these peculiarities and paint only a broad sketch of these countries, preferring to write more about lesser known places of Edana.
(...)
The western world is mostly a scorching desert, home of the Wurans. Wurans live in an unfriendly waste, and aren't much into trading. This may be because they lack proper cities, apart from their capital, Muwgar. Some Aknar people, many of them of Muknai origin, live there, and some of them say that there are other Wuran cities far in the south, up the Desmun river. It seems unlikely that these can be ruled by the same people inhabiting Muwgar, however, as land travel from the north of Wuran to Desmun would take forever, particularly across such wastes.
Whatever the exact extent of their land, the Wurans are many, but seem extremely spread out and closed to outside influence. It is hard to make profit in their land, for lack of riches and lack of willingness to trade them. I will however indicate the few good harbours one can find along their shores, as travels westward can bring in rich rewards if one is tenacious enough.
(...)
In the east, the Rentaun are well-known horse worshippers. Nomads, they are master horsebreeders: Most Pelog horses, the finest among Aknar, come from this land. Rentaun also offer the opportunity to trade with their southern neighbors, the Glewinig. It is possible to go from Daglieg to Gleniwig by land, making use of the quality horses to facilitate travel, but the wise man will prefer sailing past Pelog and then south towards the Wilona river. Major cities line up the river, and trade goods should be easily exchanged for a profit there. Although I will confess being more familiar with western nations, the Glewinig Raglamarg, as they call themselves, is definitely a strong trading opportunity.
(...)
Further south, other Glewinig people live in a country called the Dladogag raglamarg. Its inhabitants are more of sailors than the Gleniwig are, and their capital, Podrag, is a decent harbour. With their most important city on the sea, they would seem to be a more interesting destination than Gleniwig, but they are much farther and smaller, therefore any travel there is a risky one and cannot be reasonably advised, as the country has nothing to offer its bigger and nearer neighbour couldn't provide.
(...)
Rowing upriver from Lakedai, one arrives in moist countries where people worship a single god, but not the god of the Wurans. The Ri religion is widespread there, and despite its intolerancy, the inhabitants have mingled a lot with southern Aknarians. Like the Wuran, the Yu worship a single god, thinking he's powerful enough to guard all their cities at once without help. This obviously sounds a bit ridiculous when you know the history of these southern barbarians is ripe with people destroying their own cities. Why they don't pick a god willing to defend them from their neighbours is something the wise man will avoid asking them, however, as they are extremely picky regarding their ludicrous beliefs.
(...)
Linne, with its capital Smurne, is a small city state at the springs of the great river. They are always in needs of weapons, metal and stone in order to protect themselves from the southern barbarians.
(...)
Bella, further southwest, is an ancient colony that allied with Lakedai to defend itself from the semi-barbarian Bing state. It is possible to trade in Bella and Bing, but both countries are wary of strangers. If one is enough of a diplomat, it should be possible to reap a lot of wealth in these places. However, they are very much land-bound, and so a long trip upriver and lots of land carrying make them unattractive prospects to the average Dwenaiai trader.
(...)
South of Bella lie the Dzanweng empire. A dangerous place to travel with high risks of being robbed by some petty monarch, or worse tithed to death, the wise Aknar will avoid this unruly place.
(...)
West of Bella is the mountainous kingdom of Kidwan Dwor. Centered around the mining citu of Aldworgwan, it is a place you will visit with heavily armed guards if you come from Bella. Buying minerals there to sell them in Linne is certainly a rich adventure, but the trip is both long and hazardous. Mercenary captains can certainly earn good wages there.
(...)
Just south of the Wuran desert is the land of the kidwig. Kidwarak is their mother city, and it rules most of its people as Lakedai would rule the Aknar. Kidwarak is a big place, and its harbours and rivers make it an important trading center, and a place westbound traders will definitely want to visit, as it offers more opportunities than Riodle or Desmun.
(...)
Desmun is the first kidwig country you will sail by. They are a bunch of weird barbarians, some of them pretending to come from a land to the west. How they managed to reach Desmun is a mystery, and it's likely just a local legend.
(...)
Riodle is a country imprisoned between Desmun and Kidwarak. They are a nation with so many slaves that it's hardly worth considering trading with them, unless you want to cross Deoug by bringing some on your bridge to carry some of their low quality goods back home.
(...)
In the far west, south from the Wuran desert and other kidwig countries, is the Kidwanrah kingdom. Fishers, these kidwdig people trade a lot with the southernmost regions. Selling wares there is therefore very interesting, as they demand both goods for their own usage and for that of southern barbarians.
 
Foreword:
Dwenaia is the tutelar goddess of Dwenaiai. She is also widely known, and even worshipped, among all of Aknar lands, in particular for her role of keeper of knowledge and uncoverer of secrets.
Although details vary from place to place, and sometimes one story is attributed to another god and replaced by the feat of yer another one, most Aknarians agree with the following feats of the goddess, except maybe the feat of feathers, often attributed to Bweria.
She is a major deity for all in Aknar lands, but those who didn't consecrate their city to Her tend to fear her somewhat. She is worshipped by craftsmen and warriors alike, and particularly popular among craftswomen and mercenaries.
The following stories are such as can be heard by priests in Dwenaiai teaching the youngsters.


The feat of birth
Dwenaia is the daughter of Deoug the almighty. One day, Deoug had left Edana for a long travel on his watery realm. He was longing for her, and thought of her so much that he built a clay figure of the goddess and kept it on his ship. As he came back from his travels, Edana asked him what was this statue, which looked like a pregnant woman. Deoug explained he had built it in love of her, hoping Edana would understand, but the goddess grew angry and shouted at him. She took a rock and hurled it at the statue, which broke. As the statue broke, a child's wail resounded, and the sky itself shuddered as Dwenaia emerged from the broken statue. She immediately knelt in front of Edana, and thanked her as a mother for freeing her from her clay prison. Edana was mollified by the girl's show of modesty and forgave both the girl and her father.

The feat of wind-snatching
In times past, Deoug used to row on the open sea. As he was stronger than seven times seven men put together, he would row alone on one side of his ship and ask three scores of men to row the other side. This was not practical, as the rowers sometimes pulled too much, and sometimes not enough. He would sometimes have to jump off the ship and swim to push it when the men aboard were unable to coordinate properly, and this made him very unhappy.
Dwenaia, knowing this and wanting to please her father, thought of devising a way to help him. The idea came to her as she witnessed a leaf that fell from a tree and was pushed by the wind unto a river.
She told her father that she would come with him aboard his ship. She asked him to bring a tree aboard the ship and that, next time the rowers wouldn't do well, they should all strip and lend her their clothing.
Deoug was a bit suspicious at first, but he trusted his daughter and did as she advised.
When the rowers started tiring, she took the clothes, wove them all together into a sail, and ordered the men to cut the branches of the tree and put it up as a mast in the ship. She then put the sail on the mast and asked Oleg, the wind-god, to blow. The ship hurled forward and men and gods rejoiced at Dwenaia's invention.

The feat of fish-snatching
The first men loved to eat fish, but had a hard time catching it. They first used their hands but the animals slipped through and escaped. So they asked the gods for help, and Reg told them to use a spear to catch the fish. It became easier, as the fish wouldn't slip away, but soon men realised that it was still slow, and hazardous, and they only caught one ship at a time. So they asked Reg for more help, but the god scorned them and told them that he had helped them already.
They despaired until the women asked Dwenaia, who listened carefully to them and told them to get into their house and look at what hid in the corners, where walls and ceilings meet. As they saw the cobwebs, women didn't understand, and came back asking Dwenaia: How can we catch fish with spiders?
The goddess laughed, and taught them how to build a net, like spiders build their own silk traps, and from that day on, fishing became much easier.

The feat of brewing
Webwaiog is not a stupid god. He just doesn't bother about things most of us mortals think are important. He doesn't need to work to live, but he had been living for a long time and was bored to a point short lived men can't imagine. This is why he created a drink that would help him forget his boredom. It worked so well that he forgot not only his boredom but also how he had made the brew. It took him the lives of several men to invent it again, but he forgot it too. After several attempts, he realised that he kept doing the same thing, because other gods told him so. He was first dizzy, then sober and clear-thinking, then bored and unnerved, and then he made and drank something, became joyous and boisterous, and then dizzy again.
He eventually asked Dwenaia to help him, and as he invented beer for the nth time, she observed all he did and told him when he woke up from his alcoholic slumber. He thanked her and offered her beer, and she tasted some, but said one shouldn't drink too much of it.
Webwaiog laughed at her, but thanked her anyway, and we thank her too, for remembering how to brew the beer.

The feat of feathers
Dwenaia once met a strange animal, who was without fur and withour arms. It had a strong beak to defend itself from wolves, but running, hiding and biting didn't help it much when confronted to wolves and bears. Dwenaia pitied the poor beast, and asked if she could help it.
The animal answered it would like to be able to evade the wolves even if it had nowhere to run, but where could it flee?
Dwenaia told it to flee into the sky, where her brother Oleg would help it escape predators. She wove for him a cloth of feathers, and this is how birds came to fly in the skies.

The feat of growth
One day, Deoug and his crew had wrecked their ship on a lost island. Deoug didn't want to abandon his men in this desertic place, so he asked Dwenaia to help them while he went back to Edana. Dwenaia called an owl, and asked it to bring a seed to the men on the island. She told them to plant the seed, and she blessed it, and soon a sapling grew, to become a mighty olive tree. With the fruits of the tree, the sailors avoided starvation, and with the wood they built themselves a new ship and could reach the mainland and be reunited with their loved ones.

The feat of death
Men sometimes become unruly and lack respect for the gods. In times past, some of them didn't understand why they should worship Deoug, Edana, Reg, Oleg, Dwenaia and the other gods. They mocked them or pretended that it was safe to just worship Deoug, as the other gods weren't as strong as him, and therefore deserved no faith.
A man called Dwanadog kept saying that, and the gods grew furious against him. Reg proposed that he be chained to a mountain and left there unable to talk to anyone. Webwaiog suggested that he should be drunk and each time he started talking again, he should be drunk again.
Dwenaia replied that Webwaiog was drunk all day, and that it wouldn't be much of a punishment. She asked Reg if he would guard the man on the mountain in case he escaped, and Reg said no, he wouldn't waste his time on that, but what did she suggest?
So Dwenaia asked Reg to give her his spear that he used for hunting. She took it and met Dwanadog. As he scorned her, telling her she wasn't worth worshipping, she simply smiled and struck him with the spear, and he was the first man to die. Because of him who would have worshipped only one god, she cursed the men to be mortals, and she invented war.

This is why you must worship Dwenaia, girls and boys. She will help those in needs, be they sailors, fishermen or craftswomen, gods, humans, or mere animals, but she will strike down the unfaithful as she struck down evil Dwanadog.
 
@All: I was intending this to be an IT turn, and many following it, unless people would prefer one more BT?

@Abaddon:

Zan-Heng (#18) confirmed.

Which stats are wonky, and which missing some? If you don't mind.

I'll seperate them into culture groups, yes, though those such as Zan-Heng (#18) are difficult to place.

Income/banked/upkeep will stay as it is, sorry for the inconveinience, but it'll confuse me, and after writing all of those stats, if the format suddenly changed, I'd constantly screw up.


@LDi: I really enjoyed those stories, especially the excerpt. Thank you for the Aknar name tips, they will be very helpful indeed.

EDIT: Daglieg it is!

Dwenainai confirmed.

@Lord: Shall I assume Llewynic Arglemarke confirmed? :P More religious stories for us then.

IC:

From: The Rentaun Chieftans
To: Heavenly Fellow, Fedenith, Great Arglemarke


It was you, who, decades ago, seperated our people, and displeased Tau-Tau. What are you proposing, exactly?
 
Yes, Llewynic Arglemarke confirmed. Although, for the sake of my sanity I will probably refer to it as the Kingdom of Llewyn at times. In Llewynic Arglemarke and Kingdom are synonymous, so it's the same thing :)

From: Llewyn
To: Rentau

We are proposing that a concerted border be created, with a pact of non-aggression between our peoples to end the necessity of such separated relations.
 
From: The Rentaun
To: Llewyn
Long ago, Tau-Tau roamed freely all the lands of the Fields, and we did not bother you; today, your great Cynthulus Wall stops him. This is a great insult to our religion and our people; tear it down, and we shall consider your concerts and packs. Whatever that means.
 
Fei, please. All hallowed are the Ori. Hallowed be thy kin.


When a Prior is offered the Ori's Staff, a sacred relic of the Yu religion Origin, it is a moment of great honor. From then on, their identity is thrown to the wolves as they delve deeply into the most Sacred of Origin Books; they have no need but for food, sleep and reading. Once their ten years of silent observation and reading is up, they then become the Orici proper. They are treated as Wise Elders, the Ori's first chosen, and answer all the questions of the Noble, peasants and Priors alike.

On an Orici's deathbed they are to choose which Prior is to be next given the Ori's Staff, thus becoming the next Orici, or Prophet.

(It is believed the Orici can communicate with the Ori through this staff, and that the Ori tell them who will be the next Orici.)
 
Orders are due Tuesday, Aug 24th at 11:00 PM EST. The update will be between 5-12 years long, maybe longer, depending upon what people try to accomplish. But aim for 5-12 years progress.

Once again, I will ignore your orders if they arrive four hours past the deadline, unless you tell me ASAP that you'd like an extension.

IC:

From: Li Clan
To: Zan-Heng


You hold the Li cities of Tai and Rong. The hostilities of the Yu-Tan wars have passed, and we request their peaceful return. (OOC: The eastern cities on your border with them.)

From: Bella
To: K'Than Thor


Your northern holdings were taken from us through force decades ago, and it is still hurting us. We demand the return of our rightful territory, or face the might Bella and her numerous allies.

From: Yong Yu
To: Llewyn


We would peacefully request that you stop sending the missionaries through our lands; while we do not mind your Sun worshipping elsewhere, in Yu core lands it is becoming a problem, upsetting the Ori.

From: K'tharkic Kingdoms
To: Kaitmundi, Ariotle, Desmun


The New Hureye shall be ours. Retreat your townships and horsemen or they shall be crushed.

From: Lakedai League
To: Dwenainai


Perhaps we can work out some deal concerning the eastern trade routes. We shall stop our aggression towards you for the time being, if you cede us the vital Eastern Trade Isles.

From: Hvagnar
To: The K'thiac, Kingreer, Zan-Heng


Eye for an eye; give us tribute of coin or good or feel the rainlike raids of our countless warriors from our impenetrable mountain fortress.


OOC: Fei confirmed.
 
I take Hvangnar

To Trusk Clan

Any Predations from Zan-Heng will be dealth swiftly from all Hvangnarlin.

To Other Hvangnarlin other then Tentor
I ask for reassurance of the willingness of your Clan Leaders to provide warriors in times of War. If war comes to your people, help defend them even if they live far away, for the future of one of our clans will become the future of us all. (basically make sure they still respect the system)

To Kingdom of Tentor
I know that you have broken away from the Great Chief on Hvangar, but I also know that you face dangerous raids from the Kth'di, with no mountains to protect you. Give tribute and I will send warriors to counter attack if they attack you, as well as to stiffen your defence. If not, then you will stand alone other than indivisual copensation.

OOC: I see lots of world wars possible!
 
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