Update 2: Combat
EltNES: YARS 600-612
We start in the arid northlands, upon the isle of Lwodeg.
The activity on the sheer cliffs facing east and the rising sun, nearly dwarfs that of the Lwodeg games taking place on the large, flat plateau that makes up most of the island. A great temple, which can only be accessed at high tide by one ship at a time, is slowly being carved into the cliff.
Inside its grand, cavernous halls, reside statues of the gods Deoug and Edana, and the countless lesser deities, all loved or loathed in the eyes of the many Aknar who will sail through here. Lit by candle or the occasional sky-light (For air circulation) and held aloft by grand arches and marvelous pillars carved from the rock or brought from far-off quarries. (Some for the main room to Doueg were brought all the war from the Llewyn)
The games themselves saw most of the spectators or watchers, however- A grand festival of athletic achievements taken to a new height; athletes from all over the Aknar world, and even some Rentaun cavalrymen, who hosted their own races on the southern portions of the islands, with Dwenainais reluctant blessing.
Trees were imported from the Lakedai League, and exotic eastern firs from Pelog., for the extremely popular Tree Tossing event. Lakedai men took first place, as not many trees grow in the Bwog deserts or on the Dwenainai isles.
The Hundred and Sixty Men Rowing Teams competition was the most popular of all of the events, with 14 teams, 2,254 sailors, and 30 judges from 8 countries participating in the speed and distance rowing, as well as an all-out race from Lowdeg Isle to the Bwog mainland, then southwest to the Lakedai shore, where they would rest. Early morning, they awoke and started the race anew, arriving back at Lwodeg at sunrise for the grandest celebrations in living memory. Dwenainai teams took first and second places, with Pelog and Muknai at close fourth and fifth places.
Overall, however, the Lakedai League, with participants from each of its cities, was crowned the Winner of the Lwodeg Games this decade around. Another is planned in ten years, even grander than this one. Preparations began as soon as the Games closed, and the islands temporary occupants filed endlessly in their ships to their respective homes, towards all horizons.
+1 Dwenainai stability, +2 Lakedai League stability
Dwenainai activities in the Far West have been considerably less peaceful than that in their home waters.
A vast fleet of 90 Dwenainai ships sailed west, along the Huran coast, docking at their newly purchased Harbour towns. Once clearing the Huran lands, they came upon a strange people that called themselves the Kthdi, of Desmun. The Dwenainai fleet was ordered to offer their services as warriors, raiders and traders to the peoples they found here. If the first two were refused, it was ordered they decimate the Kthdic navy, and burn their port cities.
When war comes upon this lone, unsupported fleet, it does fairly well. Though unable to permanently capture any territory, it cripples the economy of Desmum, securing the rights as its trade fleet. Unfortunately, many Aknarian sailors and oarsmen defect, due to their superiors apparent inability to pay their wages. Many Kthdic sailors sign up for service, lowering Dwenainais navy quality.
-Dwenainai navy quality, -5 Dwenainai ships, +12 Dwenainai banked, +2 Dwenainai income, -all Desmun ships, -12 Desmun income, +3% Aknarian Culture in Desmun
When the fleet returned to the Dwenainai islands and the Aknar homeland a decade later, its makeup had changed entirely. They bore tales of horror and of the odd traditions of the Kthdi, the people they had found there, and even brought back with them. The vast spoils and knowledge made this fleet, and its Admiral, Kabamoug, quite famous and influential. His eventual fate has yet to be seen, but many have their eyes on this aging fellow.
+1% Kthdic Culture in Dwenainai
An unfortunate ramification of these voyages, is that when the Zan-Heng Empire, an apparent hybrid of Yu and Kthdic culture invades Bella, their allies, the Lakedai League, accuse Dwenainai of kicking a vast, unstoppable hornets nest that ranges from west of the Huran peninsula to the Lakedai border.
Lakedai and Dwenainai relations break down. -1 Dwenainai stability, -1 Lakedai stability.
Most all is quiet on the Huran front, save for the construction of harbour towns on the north shores by Dwenainai. Ktharkick raids on the northern Kthdic nations continue, though this is normal. Soldiers are killed and replaced, goods lost and occasionally retrieved.
It seems the Kthdic sphere is the most active in all of the world, this decade.
In Desmun a strange northern people called the Drenai Aknars appear suddenly, offering their services as soldiers against the Hurans. Knowing this would lead to their undeniable destruction, they refuse, only to be brutally attacked by the traitorous swine. Their ports and fleets, their only real source of income, are burned and sunk. They request financial aid from the Ktherack for the construction of a new navy, for when the Aknar return, and it is granted.
+100 Desmun ships, +1 Desmun stability
In the far east, on the borders of the three clashing worlds of Hvagnarlin, Yu and Kthdic, the populatino is restless, with rumors of violence in the west and southwest, with the renewed raids of the Hvagnarlin, from their terrible mountain fortresses. Zan-Heng, a hybrid of these three cultures, is dominant in its region.
15,000 Zan-Heng Levies march into the well-defended border of Kingreer, as 8,000 K'therackan Cavalry smash the smaller country from the behind. It's a massacre for the Kingreerin and the Zan-Heng, though the K'therackan seemed to get off scott-free.
These actions were conspiciously justified: The Kingdom of Kingreer was late, supposedly by several decades, in it's tribute to K'therack. Zan-Heng, by all rights, is now summarily replacing Kingreer as the border-vassal of K'therack, becoming the new trade conduit of the two clashing worlds of the Yu and the K'thdi.
-Kingdom of Kingreer, -10,000 Zan-Heng Levies, -2 Zan-Heng stability, +8,000 Zan-Heng Cavalry, +1,300 Zan-Heng Cavalry (from defectors in Kingreer), +14 Zan-Heng income, -3,000 K'therack Cavalry, +15 K'therack income.
Zan-Heng Levies soon invade the small mining nation of K'Than Thor, cutting through Aknarian territory in Bella, to do so. War is declared by Bella and their ally, the Lakedai League, against Zan-Heng. The Zan-Heng troops outnumbered the K'Thanrian troops 3-1, and it was a massacre indeed. Used to having the upper hand against the Bellans in the east, an attack from Zan-Heng, their southern, and for the most part peaceful neighbor, was totally unexpected. The city of AlthorKhan fell in just days, though heavy rural resistance is still felt in the mountains.
+4,000 Bella levies, +1 Bella stability; their enemies in K'Than Thor slain, +10,000 Lakedai League Levies, Zan-Heng captures AlthorKhan, +1 Zan-Heng income, -4,000 Zan-Heng Levies, -3,200 K'Than Thor Infantry, +4,000 K'Than thor Levies, +4,000 K'Than Thor Infantry
An ancient conflict arises in the south and east of the country; the disunited Yu clans to the south of the country seek aid from their religious leaders in Fei, after the attempted takeover by the northern Zan-Heng hybrid state. Monetary and military aid rush into the region; the puppet state of Gon-Wei is born.
+Gon-Wei, +8,000 Gon-Wei Levies, +10 Gon-Wei income, +1,000 Fei Levies.
The Li Clan's demands for the freeing of their western cities of Rong, in the north, and Tai, in the south, are met with unchecked hostility. An influx of soldiers have boosted the confidence of the local Zan-Heng populace, (those not residing in the city,) and they have started pillaging and looting Li lands. Li-supporters in Tai and Rong act out against them, and all are met by harsh force from some unseen police force. Border skirmishes continued for months after this, but all has calmed.. Some fear a storm is coming, while others claim the worst of it is over.
+1 Zan-Heng stability-through-force, -2,000 Zan-Heng Levies, -1,900 Li Clan Levies
Constant guerilla raids from Hvagnarlin (The country) in the Wenthorian Mountains harass the Zan-Heng countryside; trade is lost, diverted or discouraged.
-900 Zan-Heng Levies, -12 Zan-Heng income, -1,200 Hvagnarlin Levies
More peaceful events have happened in the southwest these years; The current Trusk princess is betrothed and married to the Zan-Heng prince. A lavish, beautiful wedding spoils the dirty, miner, farmer folk of Trusk, paid for by the Prince. A small plot of land is given to Zan-Heng in the east of the country, though for how long, no one knows. Zan-Heng is not well-regarded by most Hvagnarlin.
+1 Zan-Heng stability, +splotch of Trusk land, +2 Trusk stability, -splotch of Trusk land.
+Zan-Hengs name changed to Empire of Zan-Heng.
In the Hvagnar states, all is calm, save for the newly reinstated raids against the Kthdic Kingdoms, their ancient enemy, north of the Wenthorian Mountains. Their mountain roads are assaulted numerous times, but all attempts at taking them are failures, and with tiny numbers.
-400 Hvagnarlin Levies, -600 Kingreerin Levies
The Hvathan Clan has encouraged migration of pro-Hvathan crafters and farmers to small villages in the west and the islands in the south, expanding their borders a little. Expeditions have been sent east along the coastline to make contact with the rumored distant Llewyn people, but no explorers or traders have come back, yet. Contact has been made with the Yu in Fei. Origin has been brought back with them, the infectious religion that has been halted at Zan-Heng, for the most part, for centuries.
+Hvathan territory, +trade route in Fei, no income yet, +5% Origin in Hvathan Clan
The Fei Clan has made peace with their traditional opponents, the Yong and Ming clans, in the northern territories of the Yu. A much greater threat has arisen, in the west- the Empire of Zan-Heng. The Empire has made aggressive moves on all of its borders, and it is believed the Li Clan, Feis long-time ally, will be targeted next. Already, Zan-Heng controls two of their cities, from wars long ago resolved. Fei sent Priors to convert many in the southeast and southwest cities to the way of Origin, to much effect, as the southwesterners were in need of assistance in resisting the advancing Zan-Heng border.
+Fei territory, +Origin spread in disunified regions.
In the Llewyn, all is calm. Heretics are persecuted and life goes on. The Great Cynthulus wall is being taken down, much to the dismay of the populace who have made a living for themselves taking advantage of the east-west trade route it had become. Their northern frontier is now exposed. A system of watch towers and adjoined fortresses act as the new barrier between the Llewyn and the Rentaun. The Rentaun applaud this act, as trade is increased and Tau-Tau is able to roam free.
-10 Cynthulus Wall upkeep; possible more next turn, -1 Llewynic Arglemarke stability, +1 Rentaun stability, +2 Rentaun income, +increase of Llewyn-Rentaun relations.
A standardized training program is installed by the expansive Llewynic government, mandating the training of all men that would be called up as soldiers, in the eventuality of war. The lack of funds for this massive project stunts its growth immensely, almost to the point of nothing getting done.
In the north, Pelog disbands many of its shipst, in favor of increased fishing fleets, and infrastructure, in the way of paved roads. Dwenainai and Lakedai trading fleets sail constantly this way now. The effects of this have yet to be felt in the western countries, but Pelog is feeling it through an increase in economy.
-48 Pelog ships, +2 Pelog income (trade and fishing)
The Church is a fickle, undying mistress. +1% Holy Sun in Llewyn, +1% Holy Sun in Rentaun.
Dwenainai traders have reach many distant ports. +1 income in Dwenainai
The Priors position is now well known to all. +1% Origin in Fei.
Hvagnarlin dialects spread further. +increased relations between Hvagnarlin and the other Hvagnarlin states.
OOC: Okay, that wasnt so hard to write. The stats are going to be a pain in the ass, however. Map, probably tomorrow, stats, probably sunday night, sorry
Traitors! We carve up Kingreer together, and you attack our other vassals. Not a good idea.
Question: One country has fallen, one is half-dead, and one has arisen. Do we need a new numbered map?