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- Sep 21, 2008
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The Ngomele civilization
for Legacy of Erebus: Nuova Alba
Download
You can play them in LENA, which is downloadable here.
Development
You can help fasten their development by giving feedback on some subjects. The most needed for now are the Kha and the Shur. I created a small document about the Shur spells that I would like to get feedback on: http://docs.google.com/View?id=dd83n647_7fnpdw2d5 ;
Also, you can see description of wanted unit models here: http://docs.google.com/View?id=dd83n647_12d82zt6wt
Description
Current Pedia Entry:
The Ngomele are gnolls, hyena-like humanoids. Prior to the Age of Ice, they were scattered in Erebus. They were small aggressive tribes, attacking and pillaging everything, including the other gnoll tribes. With the fall of the winter, only the people of the Lemlwa Isthmus survived. The other tribes were wiped out by the cold, starvations and war against themselves for something to eat. The eight tribes of Lemlwa never became friends but they did act together in order to survive: they begin to allow themselves to eat their own kind. With the everlasting territory wars, the death rate, though not surpassing the natality rate, was really high; instead of burning their dead (or the ennemy's) as they did before, they eated them. They also developped a strong bond with their environment; some of them were capable of bending the trees and the grass to their will. The winter finally over, their ancient instincts reappeared. However, from five tribes came five ones, known as the Councillors, who federed their five tribes in one unity.
Civilization trait: Lemlwa Survivors
Sets an initial city's population cap of 2;
+30% combat against Animals, +15% against Beasts;
Double movement in Plains;
Heals +15% after combat;
Can't acquire Cannibalize, Bronze, Iron and Mithril Weapons;
Double movement in Plains;
Heals +15% after combat;
Can't acquire Cannibalize, Bronze, Iron and Mithril Weapons;
During 20 turns (on Normal speed), whenever a unit with a race promo is killed, all units with the same race in a range of 3 take damage;
for now available from the start;
for now available from the start;
Pasture
TerrainYieldChanges: +1 Food on Plains;+1 Food, +1 Hammer
Farm-3 Food, +1 Hammer
Aul+1 Commerce
City's Population Cap mechanic
Before, they had 4 food consumption instead of 3. In next version, they will have regular food consumption and regular BFC but each city will have a population cap. This population cap can be raised by three means: Buildings, Techs and Civics.
Techs raising it (increase): Agriculture (1), Code of Laws (1), Education (1), Feral Bond (3), Medicine (2), Sanitation (1);
Civics raising it (increase): None for now;
Non-Ngomele buildings raising it (increase/global?): Aquae Sucellus (1/yes).
Leaders
Mvadang
Spoiler :

Neutral;
Imperialist/Philosophical
Imperialist/Philosophical
Favorite Civic: Enlightenment;
Hated Civic: God King;
Hated Civic: God King;
Religion Weights:
Spoiler :
Ashen Veil: -80
Octopus Overlords: -40
Council of Esus: 0
Fellowship of Leaves: -20
Runes of Kilmorph: -40
Empyrean: 70
Order: -60
Octopus Overlords: -40
Council of Esus: 0
Fellowship of Leaves: -20
Runes of Kilmorph: -40
Empyrean: 70
Order: -60
Mvadang, leader of the Veve tribe, is the gnoll who started the unification of the tribes of Lemlwa. She turned to her close friend Vungu and then to Migeng of the Bwungi tribe. He refused to ever meet them. Against Vungu advices, Mvadang launched an attack, deciding that it would be best to force everyone to be unified rather than to remain scattering and waring.
Vungu
Spoiler :

Neutral;
Financial/Trader;
Financial/Trader;
Favorite Civic: Wealth;
Hated Civic: Republic;
Hated Civic: Republic;
Religion Weights:
Spoiler :
Ashen Veil: -40
Octopus Overlords: -50
Council of Esus: 40
Fellowship of Leaves: 0
Runes of Kilmorph: 60
Empyrean: -40
Order: -75
Octopus Overlords: -50
Council of Esus: 40
Fellowship of Leaves: 0
Runes of Kilmorph: 60
Empyrean: -40
Order: -75
Vungu is the leader of the Rada tribe, the southernmost of the eight tribes of Lemlwa. She was quick to join Mvadang in her quest of unity: the two shared an history of hidden meetings, enjoying each other company but not willing to provoke anger among their people; and, above all, she had seen with her own eyes the Ngurwu tribe being slaughtered by a bunch of orcs.
Lengdu
Spoiler :

Neutral;
Peaceful/Wanderer;
Peaceful/Wanderer;
Favorite Civic: Free Trade;
Hated Civic: Isolation;
Hated Civic: Isolation;
Religion Weights:
Spoiler :
Ashen Veil: -40
Octopus Overlords: 0
Council of Esus: -60
Fellowship of Leaves: 20
Runes of Kilmorph: -20
Empyrean: 0
Order: 0
Octopus Overlords: 0
Council of Esus: -60
Fellowship of Leaves: 20
Runes of Kilmorph: -20
Empyrean: 0
Order: 0
Lengdu is one of the rare males who got access to power in the Ngomele society. He's a War Kha and is the Master of the Shuwa Council.
Heroes
Banung the Blind
Spoiler :

Arcane unit;
120 hammers
2/4
1
+1 Nature affinity
begins with Hero, Shur Arcanes I, Shur Arcanes II, Nature I, Nature II;
can build Nature Nodes;
available at Sorcery, requires a Deadgnolls Copse;
120 hammers
2/4

1

+1 Nature affinity
begins with Hero, Shur Arcanes I, Shur Arcanes II, Nature I, Nature II;
can build Nature Nodes;
available at Sorcery, requires a Deadgnolls Copse;
Banung the Blind was the leader of the Zimge tribe. She was defeated by Nga, one of her fellows, because Banung refused to meet Mvadang and Vungu. Nga pulled her eyes out and eated them. She was then named Nga Eye-Eater. She decided not to kill Banung; instead, she locked her up in her own hut, because she loved chatting with her. Banung developped the ability to see without her eyes, just with the help of Nature, or, as she called it, the Green Sea, but she did not tell anybody. One night, she warned Nga of an incoming assassin by screaming to wake her up. Then, Nga freed her and took her at her side to change to way they see.
Nga Eye-Eater
Spoiler :

Melee unit;
200 hammers
8/6
1
1-2 first strikes
Immune to first strikes
+1 Nature affinity
can learn "Take a Leaf out of my Book!", "Go for the Eyes!" and "Tear them Apart!" abilities;
begins with Hero, Courage;
available at Iron Working;
200 hammers
8/6

1

1-2 first strikes
Immune to first strikes
+1 Nature affinity
can learn "Take a Leaf out of my Book!", "Go for the Eyes!" and "Tear them Apart!" abilities;
begins with Hero, Courage;
available at Iron Working;
"Take a Leaf out of my Book!"
require level 5;
give the Order of Mastery promotion to friendly units in the stack: 1 Free XP/per turn, 3 Free XP/combat, Immune to Fear, removed by combat, 60% chance to expire per turn;
"Go for the Eyes!"
require level 10;
give the Order of Accuracy promotion to friendly units in the stack: +3 first strikes, Immune to Fear, removed by combat, 100% chance to expire per turn;
"Tear them Apart!"
require level 15;
give the Order of Slaughter promotion to friendly units in the stack: +100%
, Immune to Fear, removed by combat, 100% chance to expire per turn;
require level 5;
give the Order of Mastery promotion to friendly units in the stack: 1 Free XP/per turn, 3 Free XP/combat, Immune to Fear, removed by combat, 60% chance to expire per turn;
"Go for the Eyes!"
require level 10;
give the Order of Accuracy promotion to friendly units in the stack: +3 first strikes, Immune to Fear, removed by combat, 100% chance to expire per turn;
"Tear them Apart!"
require level 15;
give the Order of Slaughter promotion to friendly units in the stack: +100%

Buildings
Palace
National wonder: 1 allowed
Gives Nature mana, Earth mana, Shadow mana
Increases the city's pop cap by 2
Gives Nature mana, Earth mana, Shadow mana
Increases the city's pop cap by 2
Council Tree
National wonder: 1 allowed
170 hammers
+3
, +1 espionage
+2
+10%
in all cities
+2 XP
-30% maintenance modifier in the city
+1 Trade route
-15 crime rate
Free Child of the Councillors promotion to units built in the city
require 3 cities to be built
available at Code of Laws, double production speed for Philosophical leaders
170 hammers
+3

+2

+10%

+2 XP
-30% maintenance modifier in the city
+1 Trade route
-15 crime rate
Free Child of the Councillors promotion to units built in the city
require 3 cities to be built
available at Code of Laws, double production speed for Philosophical leaders
When Mvadung of the Veve, Vungu of the Rada, Gwu of the Wuyo, Hasher of the Mdiri and Nga of the Zimge were reunited in Bwoheshegu, they began talking about what to do next. They talked hours about how to organize their federation, how to name it, how to name themselves and many other subjects. Many of their followers were listening quietly: they had never seen such a party... well, such a gathering. But the five leaders felt uneasy. They had been standing for hours. Gwu proposed to find a place where to gather. They searched but there was no place where to sit and gather that was right. There Banung came. She walked straight to the biggest, tallest tree of the city. She spoke to it; it opened itself, unveiling so much space that the current population could live there.
Deadgnolls Copse
replaces Mage Guild
120 hammers
+2 culture
+1
per Nature mana
+1
per Nature mana
+2XP for Arcane units built in this city
+1 Bard slot
require Knowledge of the Ether, double production speed for Arcane leaders
120 hammers
+2 culture
+1

+1

+2XP for Arcane units built in this city
+1 Bard slot
require Knowledge of the Ether, double production speed for Arcane leaders
With time, food was more easily found than during the Winter. Thus, cannibalism as main mean of nutrition recessed. It was still common to eat the defeated, but it was usually not a gnoll but rather an orc, a goblin or another animal. When an influent person would die, some parts of it were harvested and degusted during the funeral banquet. The remains and the people who wasn't at all eated were burned and merged to the soil of a copse somewhere in the town, nearly always at the center. In the biggest cities, like Bwoheshegu, the said copse became very large. The Shur, among other, more simple people, often come in the copse to rest their mind and infuse themselves with the energy of the ashes that gave birth to the nature in there.
Mbumgwu
replaces Colosseum
180 hammers
+1 Happy
+1
per 20%
+30%
+2XP for Melee and Disciple units built in this city
1 Bard, 1 Engineer slots
require both Construction and Festivals, double production for Creative leaders
180 hammers
+1 Happy
+1


+30%

+2XP for Melee and Disciple units built in this city
1 Bard, 1 Engineer slots
require both Construction and Festivals, double production for Creative leaders
The Mbumgwu is one of the biggest buildings ever built by the Ngomele. They're many of them throughout the federation and each one is different at each representation. It's like a circus where battles are played. At first, they weren't played, they were fought. But with time, this practice faded out for the benefit of spectacle. They use explosives, lights and music. Many gnolls just want to spend their night there. Many others just want to be an actor there. Warriors are often seen helping actors to make their play more realistic in term of battle. And that's just more to appeal the spectators.
Shurmbumgwu
World Wonder: 1 allowed
350 hammers
+3
+6
+3XP for Arcane units built in this city
+5XP for Disciple units built in this city
Free Mbumgwushur promotion for Arcane units built in this city
+15% maintenance in the city
require both Drama and Sorcery
350 hammers
+3

+6

+3XP for Arcane units built in this city
+5XP for Disciple units built in this city
Free Mbumgwushur promotion for Arcane units built in this city
+15% maintenance in the city
require both Drama and Sorcery
The Shurmbumgwu, as its name implies, is a Mbumgwu where Shur are the center of most of the plays. Shur use their powers to enhance the show, to provide more settings, to make the scene alive. The building is even bigger than a standard Mbumgwu; but its costs are also bigger. But that's not some gold that would make the smiles leave the faces.
Bedule
replaces Granary
100 hammers
+10% food with Cow, Horse, Pig and Sheep
1 Merchant slot
require Agriculture, 50% production for Expansive leaders, Double production for Agricultural leaders
100 hammers
+10% food with Cow, Horse, Pig and Sheep
1 Merchant slot
require Agriculture, 50% production for Expansive leaders, Double production for Agricultural leaders
Ngozoleg
replaces Smokehouse
60 hammers
+1 culture (+5% in current version)
30% food kept
+1 Health with Cow, Horse, Pig and Sheep
Increase city's pop cap by 1
require Hunting, 50% production for Expansive leaders, Double production for Agricultural leaders
60 hammers
+1 culture (+5% in current version)
30% food kept
+1 Health with Cow, Horse, Pig and Sheep
Increase city's pop cap by 1
require Hunting, 50% production for Expansive leaders, Double production for Agricultural leaders
Well of the Green
replaces Pagan Temple
100 hammers
+3 Culture
+20% Culture
+2 Health
+1 Happiness with Incense
1 Priest slot
require Mysticism, double production for Spiritual leaders
100 hammers
+3 Culture
+20% Culture
+2 Health
+1 Happiness with Incense
1 Priest slot
require Mysticism, double production for Spiritual leaders
Town Council
replaces Courthouse
100 Hammers
+4 Espionage
-10% maintenance
-5 crime
Increase city's pop cap by 2
require Code of Laws, double production for Organized leaders
100 Hammers
+4 Espionage
-10% maintenance
-5 crime
Increase city's pop cap by 2
require Code of Laws, double production for Organized leaders
Byre
replaces Stable
100 hammers
+10% Food, +20% Hammers with Cow
+3XP for Mounted units
Increase city's pop cap by 1
require Horseback Riding and Cow resource
100 hammers
+10% Food, +20% Hammers with Cow
+3XP for Mounted units
Increase city's pop cap by 1
require Horseback Riding and Cow resource
Mdahir
replaces Monastery
225 Hammers
+6 Culture
+20% Science
+2 prophet gpp
+1 Health
+1 Happiness with State Religion
2 Prophet slot
+20%
with Corn, Sugar, Wheat and Rice
-10 Crime
require Monasticism, double production speed for Spiritual leaders, +25% production with Marble
require 2 Well of the Green
225 Hammers
+6 Culture
+20% Science
+2 prophet gpp
+1 Health
+1 Happiness with State Religion
2 Prophet slot
+20%

-10 Crime
require Monasticism, double production speed for Spiritual leaders, +25% production with Marble
require 2 Well of the Green
Dead Tree
replaces Monument
65 Hammers
+1 Unhealth
+3 Culture
+25% Culture
1 Bard slot
require Ancient Chants, double production for Creative leaders
65 Hammers
+1 Unhealth
+3 Culture
+25% Culture
1 Bard slot
require Ancient Chants, double production for Creative leaders
Units
Shur
replaces Adept
90 Hammers
2
1
begins with Shur Arcanes I, Nature I
available at Knowledge of the Ether
90 Hammers
2

1

begins with Shur Arcanes I, Nature I
available at Knowledge of the Ether
The Shur are weak. They are forced to dedicate their time to listening, feeling, seeing, smelling and tasting the Green Sea. They often don't eat for a week, too busy in the wild or in the Copse to even think about their starving stomach. They can become invisible in trees (or rather they hide well). They aren't very capable but are determined to break through the Green Sea secrets.
Heishur
replaces Mage
Cannot be built, must be upgraded from a 4+ level unit
3
1
20% collateral damage up to 40% (max 4 units)
+1 Nature affinity
begins with Shur Arcanes I & II, Nature I & II, Medic I
replaces Mage
available at Sorcery
Cannot be built, must be upgraded from a 4+ level unit
3

1

20% collateral damage up to 40% (max 4 units)
+1 Nature affinity
begins with Shur Arcanes I & II, Nature I & II, Medic I
replaces Mage
available at Sorcery
The Heishur is a "greater Shur". She's able to communicate with the Green Sea. She can bend it to enhance her body, to help her feet move faster, nearly making them slide on the soil. Now, she trains her body to endure the constant waves of the Sea, to make it a ship using the Green as its advantage.
Heheishur
replaces Archmage
Cannot be built, must be upgraded from a 6+ level unit
5
1
50% collateral damage up to 60% (max 7 units)
+1 Nature affinity
begins with Shur Arcanes I & II & III, Nature I & II & III, Medic I & II
replaces Archmage
available at Strength of Will
requires Reagents & Incense
Cannot be built, must be upgraded from a 6+ level unit
5

1

50% collateral damage up to 60% (max 7 units)
+1 Nature affinity
begins with Shur Arcanes I & II & III, Nature I & II & III, Medic I & II
replaces Archmage
available at Strength of Will
requires Reagents & Incense
The Heheishur is a "greater greater Shur". She now knows the secrets of the Green Sea; in fact, she has let herself been swalloled by it. She is now a wave rather than a ship. She is made of bubbles of nature rather than of bones. She's capable of making the grass and the trees grow; her body is as strong as a torrent.
Cowrider
replaces Horseman
100 Hammers
6 Strength
2 Moves
10% Withdrawal
require Horseback Riding and Cow resource
100 Hammers
6 Strength
2 Moves
10% Withdrawal
require Horseback Riding and Cow resource
Vigilant
unique unit
100 Hammers
4 Strength
1 Move
1-2 First strikes
+50% against Recon units
defends first against Recon units
starts with Guardsman
require Knowledge of Ether, Tracking and a Deadgnolls Copse, +25% production for Arcane and Wanderer leaders
100 Hammers
4 Strength
1 Move
1-2 First strikes
+50% against Recon units
defends first against Recon units
starts with Guardsman
require Knowledge of Ether, Tracking and a Deadgnolls Copse, +25% production for Arcane and Wanderer leaders
Kha
unique unit
75 Hammers
0/2 Strength
2 Moves, cannot reveal map
starts with Recordbook, Blank Page
require a Mbumgwu, double production for Creative leaders
75 Hammers
0/2 Strength
2 Moves, cannot reveal map
starts with Recordbook, Blank Page
require a Mbumgwu, double production for Creative leaders
Shur System
The Ngomele Arcane units aren't able to use the regular spells available with Channeling. Instead, they use the Shur Arcanes, the manipulation of the Green Sea; they also have access to the Nature line of Channeling spells.
Shur Arcanes are divided into three lines: the Spirit line, the Body line and the Nature line (which is different from the Channeling Nature line).
As of now, it is really unfinished. I wanted all promotions to give bonuses (or maybe all II+ promotions) and there's only Shur Body II that gives something... And, for example, Shur Nature I doesn't even give access to a spell yet.
Shur Body I: Drink of the Sea
Shur Body II: Blood of the Sea, Mark of Health (+ gives immunity to diseases)
Shur Body III: Endless, Magnetic Surge
Shur Spirit I: Images of Remorse
Shur Spirit II: Spirit Twisting
Shur Spirit III: Unseen Haven
Shur Nature I: NONE
Shur Nature II: Green Veil
Shur Nature III: Green Boom
Drink of the Sea
requires a Well of the Green
only castable in cities
gives the Drink of the Sea promotion to the caster: 15% withdrawal, 20% expire, +1 FreeXP/combat, +20 Spell Damage, random chance to get Sea Addiction: -25% withdrawal, -20% heal in enemy land, -15% in neutral and -10% in friendly, 10% expire chance, -10 spell damage, -50 work rate, 25 damage on remove
Blood of the Seaonly castable in cities
gives the Drink of the Sea promotion to the caster: 15% withdrawal, 20% expire, +1 FreeXP/combat, +20 Spell Damage, random chance to get Sea Addiction: -25% withdrawal, -20% heal in enemy land, -15% in neutral and -10% in friendly, 10% expire chance, -10 spell damage, -50 work rate, 25 damage on remove
gives the Blood of the Sea promotion: +20% collateral damage, +2 Poison combat, dispellable
Mark of Healthremoves Diseased, Poisoned, Withered
gives the Mark of Health promotion: 25% expire, Immune to the three promo above, +100% resistance against Poison
Endlessgives the Mark of Health promotion: 25% expire, Immune to the three promo above, +100% resistance against Poison
heals units damaged to at least 50% and gives them the Endless promotion: +25% combat, removed after combat, 90 damage on remove, degrades to Exhausted: -40% heal in enemy land, -25 in neutral, -10 in friendly, -25% combat, removed when healed, 10% chance to go away by itself, can't have Endless
Magnetic Surge (one of the few good spells)do damage to enemies unit at range 1; damage is dependant on the weapon promotions
Images of RemorseAdd the Remorse promotion to neutral/enemy units at 1 range: the unit becomes onlyDefensive, meaning it can't attack, 100% removal; the spell has a small chance to give Guilt instead, which has only 50% chance to go away;
Spirit Twistingcan only be casted if the unit has already casted this turn and doesn't have either Twisted Spirit or Broken Spirit
apply the Twisted Spirit prom to the caster: -50% combat percent, Held, 100% expire;
has near 65% chance to remove "hasCasted" and enable a new spell to be cast;
however, it has 30% of also giving Mindwrecked: 50% chance to fade, -10 spell damage, 75% chance to miscast;
on top of that, has 5% chance of giving Crazed;
also has tiny chance to give either Ascended Spirit: +20 spell damage, +1 Spirit Affinity
OR Broken Spirit: -80% combat percent, 5% betrayal chance, -20 spell damage
Unseen Havenapply the Twisted Spirit prom to the caster: -50% combat percent, Held, 100% expire;
has near 65% chance to remove "hasCasted" and enable a new spell to be cast;
however, it has 30% of also giving Mindwrecked: 50% chance to fade, -10 spell damage, 75% chance to miscast;
on top of that, has 5% chance of giving Crazed;
also has tiny chance to give either Ascended Spirit: +20 spell damage, +1 Spirit Affinity
OR Broken Spirit: -80% combat percent, 5% betrayal chance, -20 spell damage
can only be cast in forests/jungles or on hills
only the units having a level equal or superior to the caster's level can enter the square of the caster, who's now held;
Green Veil (one of the simplest, yet one of the best too)only the units having a level equal or superior to the caster's level can enter the square of the caster, who's now held;
gives the Green Veil promotion: +50% resistance to Cold, Fire, Lightning and Poison
Green Boomcan only be cast in cities
can cause war
range of 2
damage to 60 (max 100) units with poison damage
has a chance to destroy improvements
can cause war
range of 2
damage to 60 (max 100) units with poison damage
has a chance to destroy improvements
Kha System
The Kha System is complex. It was fun to create but it certainly isn't that fun to play with; I think I fell in one of the traps Kael talked about in "How to design a mod".
So, the Kha starts with a Recordbook promotion. This promotion allows him to gain a Blank Page with each level (plus the one he starts with). The Blank Page allows the Kha to choose one Song to learn. In a city, the Kha can cast a "reset recordbook" spell to change which songs he knows.
The Songs are divided in two types: the Songs and the Refrains. Songs are simple spells having a one-time effect. Refrains are spells continuously casted every turn, having the Kha held to cast them. It is possible to cast a "Stop Singing" spell while casting a Refrain, so, next turn, the Kha would be able to move again.
Also, the Kha can cast the Tales ability in cities, adding a Tales building to it and generating a lot of culture (depending on many things) in the city, at the cost of its own life.
The Kha System will certainly undergo a massive reworking for the next next version. I hate it right now. Well, I hate Refrains and the way the Recordbook works. I think I'll go for a more traditional (in FFH domain) way. Also, I think I'll give the Kha two upgrades: the War Kha and the "Divine Kha".
Anyway, here are the Songs:
Hymn of the Defeated
The Refrains:removes Loyalty and Courage from enemy units in a 1 range
has a chance (Level * 5) to give the Terrified prom to enemy units
Fiery Wangolehas a chance (Level * 5) to give the Terrified prom to enemy units
gives the Hasted promotion to friendly units in the caster's stack
has a small chance to give Enraged as well
Infuriating Drumshas a small chance to give Enraged as well
gives the Infuriated promotion to friendly units: +25% collateral damage chance, 100% expire
Aria of Swiftnessgives the Swiftness promotion to friendly units: +2~3 first strikes, 100% expire
Ballad of the Pink Tonguemust be cast in cities with occupation anger
10% chance to be miscasted
if succeed: removes the occupation anger
if miscasted: +5 occupation anger
10% chance to be miscasted
if succeed: removes the occupation anger
if miscasted: +5 occupation anger
Melodies of Life
gives the Is Singing Melodies of Life promotion to the caster: heals units in the same tile +30%/turn
Whisperscan only be casted on a pasture
adds 1 Commerce and 1 Production on the tile (as long as the caster is on it)
The Impregnableadds 1 Commerce and 1 Production on the tile (as long as the caster is on it)
gives the Impregnable promo to Melee, Archer and Recon units: only defensive, double defensive bonus, +1 defense Strength, removed after combat
Eyes of the Seaadds the Seaseeing promo to units in the stack: +50% defensive strike chance, +25 defensive strike damage, 75% expire chance
Civics
Both are in the Economy category. They start with Gnoll Tribes and cannot switch to anything else than Gnoll Council.
Gnoll Tribes
no upkeep
+25% distance maintenance modifier
-25% number of city maintenance modifier
Gnoll Council+25% distance maintenance modifier
-25% number of city maintenance modifier
requires Code of Law
high upkeep
+50% distance maintenance modifier
-80% number of city maintenance modifier
+1 Happy in largest cities
+2 Trade route in each city
No foreign trade routes
No foreign corps
+50% food and production from trade
+100% commerce from trade
high upkeep
+50% distance maintenance modifier
-80% number of city maintenance modifier
+1 Happy in largest cities
+2 Trade route in each city
No foreign trade routes
No foreign corps
+50% food and production from trade
+100% commerce from trade
Promotions
Shur Arcanes I, Shur Arcanes II
grant access to, respectively, Shur I and Shur II spells
The Shur Arcanes are secrets that will remain unintelligible to most of people even if they were revealed. It takes a Shur mind, a mind made of the Green Sea to grasp their meaning. And with it, the abyss opens and reveals its wonders.
Child of the Councillors
immune to the Enraged promotion
immune to Domination
+25%
against Barbarians
immune to Domination
+25%

Since they were born, they had been drowned into the myths of the Councillors. They will forever remain faithful to those who made them survive through time.
Mbumgwushur
+1
+10 spell power

+10 spell power
It takes more than some fireworks to please those who watch at the Shurmbumgwu. It takes ear-tearing eye-widing fireworks.
Some more mechanics
They gain some culture every time any unit dies near a city.
They can gain some promotions after combat giving the unit a "food stock" that is possible to put in a city.
Some more culture
Matriarcat
The Ngomele follow a matriarcal society structure. It can be seen by the fact that seven leaders out of eight were female at the time Mvadang began the unification. The sole male, Migeng of the Bwungi, was fool enough to refuse a meeting and was killed during the Veve assault. More intricate marks are seen in the way unions are realised: the groom has to come to the bride's house at foot (wherever might it be) and he will stay here. Basically, no man stays where he was born and no man can even stay where he lived with his wife if she died.
No man can ever participate in the Council. They watch and listen only. Women can participate and can become Councillor. Men can freely play in a Mbumgwu or have any other job. When writing was discovered, they were denied the right to use it at first. Then they earned it (or maybe they were given it) but not many use it already.
Women are favored in the army. They're generally stronger and quicker than men. It doesn't mean than men are forbidden. They're simply secondary. The contrast is even more clear in the magical branch: little to no male Shur exists or has existed. Women are very strict when it comes to the Green Sea.
No man can ever participate in the Council. They watch and listen only. Women can participate and can become Councillor. Men can freely play in a Mbumgwu or have any other job. When writing was discovered, they were denied the right to use it at first. Then they earned it (or maybe they were given it) but not many use it already.
Women are favored in the army. They're generally stronger and quicker than men. It doesn't mean than men are forbidden. They're simply secondary. The contrast is even more clear in the magical branch: little to no male Shur exists or has existed. Women are very strict when it comes to the Green Sea.
Naming
Ancient names where mostly composed by a first name and the tribename. Sometimes, as Nga Eye-Eater and Banung the Blind, a determinative was added and the tribename not used. Sometimes after the unification, determinative became more widespread than tribenames; these were quickly abandoned in favor of determinatives. They may look like family name but they're not; the determinative is likely to change during one's life according to one's deeds and it isn't passed upon children. Upon daughters, the first name of the mother is passed, along with a personal first name (Nga Shuwa With-the-Pink-Tongue, a great poetess, is a typical example: Shuwa is her mother's first name, Nga is hers and With-the-Pink-Tongue is her determinative, given according to the fact that, before reading out loud her poems, she always ate a pink-coloring flower to ease her mind). Nothing is passed upon sons: they just get a first name and, later, a determinative.
Credits
Art for Vungu is (c) Jae;
Art for Banung the Blind is (c) Jacob Probelski;
I need to find the author of the Mvadang picture.