jalapeno_dude
AKA Panda Judo Eel
Update 9: I Need to Go to Sleep, so Come Up with Your Own Title
1200-1100 BC
In Tronbon, the Atyrian city of knowledge, the Library of Tronbon is finally complete, as Atyrian scholars manage to outbid Roman scholars (see below) for the last few rare scrolls they need to complete their collection. The completion of this testament to Atyrian sophistication has finally forced the southern nations to recognize Atyria as their equal. In Atyria itself, Tronbon has become the cultural heart of the country (+ Tronbon cultural center).
In addition to its culture, Atyria has been focusing on its trade. With an eye towards preventing pirating of its trade vessels, it has begun training archers to fire equally well on land and on sea, as well as giving them more close-combat training, making the Merchant Marines, as they are called, easily able to destroy opposing crews. Training goes well, but it is hampered by the lack of tin.
In general, actually, things have gone well, but have been hampered by the lack of tin. So the Senate decides to send an expedition up the river to the northwest, as far as it can go in three monthes, to hopefully find tin, or at least trading partners.
The expedition sets off in 1104 BC. It does not return that year, or the year after. But in 1101, after everyone has given up hope, a much-reduced expedition appears from the northwest, with massive amounts of tin (+1 confidence).
Apparently, the expedition had traveled far, past the source of the river, with many of its members killed in barbarian ambushes, and across a stretch of land devoid of all living things. Just as they would have had to turn back, they saw a meteor streaking across the sky ahead of them, and, taking it as a sign, decided to follow it. A month later, they were encountered by a patrol ranging far to the east of its country, and taken to its capital. When the language barrier was broken, using a long chain of barbarian interpreters, it was understood that this country was called Noricum. No, they did not know where the tin came from, except somewhere to the north and west across a great sea, but they had it in abundance. The expedition stayed in Noricum for several years, earning tin by regaling nobles with tales of their far-off land. When they had finally gotten all of the tin they could carry, they set out for home. Sadly, much of it was stolen in ambushes, but they did bring enough tin to meet Atyria's needs for 100 years--as well as those of another country.
Noricum is too far off to trade with at this juncture. But, if negotiations go well, perhaps the tribes in between could be convinced to trade instead of kill?
And in the meantime, the wily merchants of the Senate recognize the opportunity they have. Surely other nations will pay a fortune for the tin with which they can arm their soldiers? But who is willing to outbid everyone else? Byzantium, the Medes, the Sea Peoples? Or someone farther off, like Ur, Sparta, or Egypt? All are interested--for who would not be?--and Atyria stands to make a fortune.
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Carthage expands west along the Mediterranean coast, building outposts and roads (+1 point into infrastructure) in an effort to attract settlers. It has worked, though only along the fertile ground near the coast (+1 size, +1 rural economy). Carthage is becoming increasingly overstretched, however, and a city in the west or in the south would be welcomed by everyone.
Carthage also lowers taxes to try to attract merchants. More merchants are coming, most of them from Syracuse, but they are largely only selling their goods, since Carthage does not have any particular goods of note to sell that are not already being traded. In other news, expeditions into the desert have failed, as the local tribes melt away and the explorers die or go insane from lack of water (-200 Spearmen).
The newly renamed Syracuse, meanwhile, goes on a veritable frenzy of expansion. Attempts are made to settle on both sides of the strait of Gibraltar, in Grenada, and on the Balearic Islands.
As they would have known if they had listened to their merchants, the strait of Gibraltar is already home to Tartessos, a thriving nation of traders (see below), and the small force sent there does not dare attack. They do, however, sail a few days east to link up with the Grenadan settlers and found the city of Malaga (after obliterating local resistance, of course) (-250 Spearmen), which quickly establishes trade with Tartessos (+1 trade economy to both). In addition, the westernmost Balearic island is settled. Neglected, the settlement in Sardinia loses ground to the northern tribes (-200 spearmen), but Syracuse still gains much land overall (+1 size).
Northwards to Rome, the third member of this diverse trio of Central Mediterranean states. Great things are afoot in Rome, led by Gaius Marius.
The oligarchy had slid into a downward spiral from which there was no return, spending massive amounts of money on campaigns that had no hope of success (-1 confidence). Protests grew increasingly violent, and the oligarchy finally commanded the army to put them down. Led by Gaius Marius, the army refused. Gaius Marius then forced the Senate to give him de facto power, expanded the Senate and filled it with his supporters, and got himself appointed the next High Steward.
But Marius was no mere military dictator, but a reformer as well. He helped draft the Twelve Tables and established the position of consul. But most importantly, he established the Plebian Assembly, turning Rome into a true republic (+1 confidence). It was under him that the great Eastern Campaigns finally came to an end, with decisive victory for Rome, although with heavy casualties (-1200 Spearmen, -500 Axemen, -200 Archers, +1 confidence). The east coast is immediately farmed (+1 rural economy), and the grain is then sent to the warring, starving armies of the Far East (+1 trade economy). Some of the grain, in fact, is sold to a certain group of Syracusian merchants, and in another form will play a vital role in one of those wars (see below).
As if this is not enough, Marius also begins the Great Library of Rome (-1 originality point), and Roman scholars immediately start fighting with Atyrian scholars (see above). Additionally, research into metals is funded. It has yielded little success--all that has been found is a brittle grey metal, which is useless for weapons and much weaker than bronze.
Upon Marius' death, he is honored with the building of a massive square in Rome, appropriately named Marius Square (+1 culture).
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After avoiding the great wars, we now move straight to the conflict between Ur and Medea, which could still tip either way.
The two sides are perhaps best portrayed by the elite units of their army. Ur has the Katarakti Infantry, highly disciplined pikemen who work best in groups. The Medes have just introduced the Khalishada, swift troops who carry two axes and are created specifically to destroy the discipline of the Katarakti.
Realizing that their prized chariots can do little good against the Katarakti, the Medes charge them with raiding. And raid they do, leading Ur's defensive patrols on chases around the country while burning fields and poisoning crops (Ur: -1 spending point next turn).
Of course, this is only a distraction for the main thrust--once again an attempt to split Ur in two. And this leads to probably the single largest battle ever-- in which roughly 6000 Urrian troops clash with nearly 8000 Medean troops on the border between Medea and Ur. The battle starts off well for Ur, as their more numerous archers destroy their counterparts and the Katarakti crush the Medean spearmen. (Medea: -2500 Spearmen, -375 Archers Ur: -1500 UU, -400 Archers). Finally, however, the Axemen are able to get into the fray, destroying the Katarakti formation and forcing them to retreat towards their city (Medea: -3000 UU, Ur: -2000 UU, -1000 Spearmen, -500 Axemen). Medea has managed to advance far into Ur--but does not have enough force to take the city.
Ur, however, is nowhere near finished. A army just as large as the one just destroyed advances into across the Euphrates (taking heavy casualties while crossing the river, due to the Medean river boats and fortifications), and, destroying the small Medean force, takes nearly all of the land between the Tigris and Euphrates, capturing the southern trade routes and nearly splitting Medea itself in two! (Ur: -2000 UU, -300 Archers, -300 Spearmen, -100 Axemen, -10 galleys Medes: -1800 Spearmen, -200 Archers, -10 River Boats, 1 spending point from Medes to Ur).
And a third army invades New Armenia, easily crushing their army with oblique infantry techniques, and seiging the capital. At this point, the Armenians, who have never received any aid from their Medan overlords, have no choice but to be annexed by Ur (-1000 Spearmen, -700 UU, -New Armenia as an independent nation, +1 rural economy).
At this stage, the war is still wide open.
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Eirehann hands over its northern possessions to Britannia, making its citizens feel somewhat better about the alliance (Britannia: +1 confidence).
The Galloglach never really had a chance. Their fatal mistake was their delusion that the citizens of Ireland actually wanted them and welcomed them, when in fact many citizens volunteered to destroy the hated Galloglach. And so they were pressed back and back and back, ever northwards, in the same spot where the League made its last stand so many years ago. But there are no ships to flee to this time, for the Britannians have destroyed them all. And so, as evening approaches on the Night of Blood, the Galloglach are slaughtered to a man, every one of them fighting, every one of them believing Dagda would save them, when Dagda had abandoned them long ago. And thus they died. (Britannia: -12 Galleys Eirehann: -4000 Axemen, -200 Spearmen, -200 Archers, -100 UU, +1 confidence) And now the citizens of Eirehann must begin the long process of rebuilding their shattered nation.
Meanwhile, Britannia decides to take all of their island. And they do, in a three-pronged invasion which destroys all of the Scots (though some have fled to the islands). (-2500 Axemen, -1500 Archers, -10 Galleys, +1 size).
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Things are fairly quiet in Prussia, though they're a bit more exciting on the frontiers. In the south, Noricum has expanded up to the border with Prussia, and if either side were to build a city on the border, they could probably makes some good money.
In the west, Prussia is having trouble advancing against the Danes, who are beginning to unify into a powerful state (-1000 UU, -900 Archers). Should Prussia crush them, or help them climb to civilization?
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The League of the Sea Peoples decides to get rid of the pesky Egyptian army that's besieging their capital. First, they kill the Egyptian general through espionage, although this isn't very important since the Pharaoh always want his orders followed absolutely, not modified. Secondly, they manage to poison the Roman grain that the Syracusan merchants are selling to the Egyptian army, and destroy a good part of the besieging army (Egypt: -200 Spearmen, -100 Archers, -10 UU). Then, they strike from the north with a large army, and destroy the Egyptian army (Egypt: -900 Spearmen, -400 Archers, -40 UU League: -1000 Spearmen, -400 Archers, -100 Arabian Cavalry). Upon examining the general's tent, they realize how close their plan came to disaster: the general, before was killed, had planned to abandon Tyre and burn down the fields in northern Lebanon.
After the siege is broken, Tyre becomes a cultural capital, with Sea People bards mixing with Atryian scholars, along with Medeans and Syracusans (+Tyre cultural center).
The League, meanwhile, expects to continue their raiding along Egypt's coast. But they get a nasty surprise: Egypt has spent its entire treasury on a navy, which manages to hold off the League raiders (both sides: -20 Galleys). Without the distraction, Egypt is able to conquer Cyrene (Egypt: -500 Spearmen, -100 UU League: -150 Arabian Cavalry), though not before the Arabian Cavalry destroy quite a lot of crops (-1 spending point next turn).
Finally, something happens that trumps everything else: the Pharaoh dies without a heir. Although the transition is smooth, the new ruler is forced to make concessions to the people--which includes an offer to the Sea Peoples.
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Far, far to the east, farther than even the Medes, who control a massive empire, can imagine, across an entire continent and then across a strait, lies the land of Nippon. Centuries ago, Yamato was united by the warrior shaman queen, Himiko, who ruled the land of Yamataikoku, uniting the thirty warring states. But that time is long past, and the states are at war with each other once more.
The largest state in the current mess is Toyama, which actually looks like it might be able to unite all of Nippon, unless it is ganged up on. It has many neighbors: Koshi in the north, influenced by the barbarians surrounding it, Henu to the east, Yamato, most likely Toyama's next target, in the southeast, Kibi in the southwest. And there are more. Beyond Kibi is Izumo, and on the island to their south is Chikushi in the north and Hi in the south.
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In Iberia, a new nation arises, conveniently called Iberia, a tribal confederacy with its capital in Zaragoza. They have managed to unite the nearby tribes by promising them "glory, killing, loot and hot women", then destroying the ones who decline (-600 Axemen, -200 Spearmen, -200 Archers).
To the west, across a sea of barbarians, is Maar, a seafaring mercantile state who believes its destiny is to rule the world through trade. They have contacted Tartessos, and trade seems sure to start with them. Maar has expanded up the coast, and has established a beachhead far to the north, which is under assault by the local tribes (-1000 Spearmen, -300 Archers).
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Far to the southeast, as far away as Nippon, but far away from them as well, is the tiny nation of Srivijaya, an island of civilization on an island in the middle of nowhere. They king has decided that the surrounding tribes will join if they are impressed by Srivijaya, so he has decreed work on roads and on a great palace, which has faithfully been worked on by his adoring populace (+1 project progress).
Small amounts of expansion have taken place, but the barbarians refuse to yield (-500 Spearmen).
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NPC Diplo
From: Egypt
To: Sea Peoples
This conflict is pointless, a fight by our great-grandfathers, and neither of us can win it. Shall we make peace at prewar borders?
From: Toyama
To: Yamato
Give us a good reason why we shouldn't crush you.
Rants from the Mod (OOC)
Sorry for the poor quality, but I needed to get it done tonight.
Is that enough of a challenge, Contempt?

Scapegoat-for-the-turn: Contempt, for making me create 7 NPCs.
Best orders: I dunno. Too tired to decide
Deadline is Sunday at 12PM EST. I want to update when I get back. I will probably be able to answer diplo.