South Pole Cradle

Ahigin

Emperor
Joined
Apr 18, 2013
Messages
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Location
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Intro


The South Pole Cradle is a game about a rise of ancient civilizations in iceless Antarctica. Imagine Earth going through a massive global warming some time 50,000 years ago - perhaps as a result of a less pronounced wobble in the Earth’s spinning tilt, combined with a drop in volcanic activity that set off the “volcanic winter” that made the recent Ice Age possible. Not only did the steamhouse effect cause complete melting of the ice sheets, but some oceanic water also got trapped under the mantle after being sucked into the tectonic subduction zones.

Long story short, it means that what we know as the land of perpetual winter and a home of penguins is now a thriving continent, which shoreline is not as badly changed by the rising oceans. It hosts some bizarre South-American and Oceanian megafauna, it hosts a wide diversity of climate zones, and it just recently got populated by three different groups of homo sapiens: Mapuche Amerindians from South America, Tasmanian Aboriginals from Oceania, and Khoisan Bushmen from South Africa. While these groups of paleolithic hunters and gatherers explore the world, they’ll gradually start forming new civilizations under the clear southern sky, with its months-long winter nights and summer days.

Rules
Spoiler :

Regions
The continent known to the players as Antarctica is divided into Regions. Each Region can host multiple Population Slots - some taken by Population Centers, and some unoccupied. The maximum number of Population Slots hosted by a Region is known as its Capacity. Needless to say, Capacity can change over time - usually it will go up, but sometimes it’ll go down.

Note: Multiple civilizations will be able to have their Population Centers in the same Region. Regions themselves don’t “belong” to any one civilization, but the Population Slots do.

The vast majority of the regions are Land Regions, but a few of them are Aquatic Regions, meaning that they consist of agglomerations of islands (you’ll easily find them on the map). The only difference between them is that many actions performed in the Aquatic regions require a successful Seafaring action to support them. We’ll talk about actions later.

Other important traits of a region (ranging from 1 (the lowest) to 9 (the highest)):

  • Soil Fertility - accommodation of agriculture, usually dependent on rich soil and moderate climate;
  • Grazing - accommodation of pastoral lifestyles, usually dependent on access to open grassland;
  • Wilderness - accommodation of hunting, gathering, and fishing lifestyles, usually dependent on vibrancy and population of the local wildlife;
  • Deposits - presence of mineral resources or other craft materials, which may include mud, stone, timber and, of course, different ores, etc.
  • Urbanization - urban infrastructure that will grow with the rise of civilizations; in the beginning, all regions have no urbanization whatsoever.
Civilizations
Civilizations will be the entities brought to ascendancy (or utterly ruined) by the players. Two main parameters characterizing a Civilization are:

  • Extent - its current total size, calculated as a sum of all Population Centers that are not occupied or influenced by other civilizations (more on that later);
  • Prominence - how much gravity that civilization has; in game terms, it defines how many Population Centers that civilization can get before it naturally fractures. Think of the collapse of the Macedonian Argead Empire or of the Neo-Babylonian Kingdom due to overexpansion.
Each Population Center that’s not occupied and not influenced grants the Civilization one Power Point of one of the four types:

  • Demographic Point - grants access to abilities to spread forth and multiply;
  • Cultural Point - grants access to abilities to develop new ideas in what we call “human sciences” today;
  • Economic Point - grants access to abilities to enrich itself and deal with more “solid” sciences;
  • Military Point - grants access to abilities related to war, enforcement, and seafaring.
This means that if the Civilization loses some Population Centers, it has to lose some of its Power Points (sometimes, the player will be able to choose which type they want to sacrifice).

However, not all Power Points can be directly used by players. To determine just how much control they have over their civilization, there are two parameters measured in percentage:

  • Conformity - Defines number of Demographic and Cultural Power Points that can be used by the player per turn.
  • Centralization - Defines number of Economic and Military Power Points that can be used by the player per turn.
Note: At least one Power Point can always be used by the player. What type of the Power Point is the player’s choice.

Conformity and Centralization are not permanent values. Firstly, they’ll drop by 5% for each newly gained Population Center. Secondly, there will be actions available to the players allowing to increase either one of them (more on that later). The Power Points not available to the players will be spent randomly (or will remain idle, resembling internal squabbling all too typical for the early civilizations).

Actions
To make my life easier and the game set more straightforward, all Power Points can be spent on 16 Action types, four for each Power Point type.

All civilizations will have a unique personal profile, known as Civilization Package. It will consist of ratings (from 1 (lowest) to 9 (highest)) associated with each of these 16 actions. The values in the Civilization Package define efficiency of associated actions.

  • Demographic points:
    • Agriculturalism - if successful, allows the Civilization to take over an unpopulated Population Slot and create a new Population Center there. (Note: the region's Soil Fertility rating modifies the efficiency of this action as well.)
    • Pastoralism - if successful, allows the Civilization to take over an unpopulated Population Slot and create a new Population Center there. (Note: the region's Grazing rating modifies the efficiency of this action as well.)
    • Survivalism - if successful, allows the Civilization to take over an unpopulated Population Slot and create a new Population Center there. (Note: the region's Wilderness rating modifies the efficiency of this action as well.)
    • Migration - if successful, allows the Civilization to move one of its Population Centers from the Population Slot in one region to an empty Population Slot in another nearby region. (Successful Seafaring action (see below) allows performing Migration across the sea to any region.)
  • Cultural points:
    • Spiritualism - if successful, allows to form a friendly splinter civilization by converting one Population Center of another civilization. It also works in defense against that action. (Civilizations need to be aware of each other and within proximity. Converting multiple Population Centers of the same Civilization will form a single splinter civilization.)
    • Intellectualism - if successful, allows an improvement of Civilization Package (+1 level for one action type). More on the Civilization Package below.
    • Comity - if successful, allows increasing the Civilization's Conformity or Centralization by 10% per action.
    • Material Culture - if successful, allows increasing the civilization's Prominence by 1 per action. (Modified by the highest available Region’s Deposit rating; influenced or occupied (see below) Population Centers of other Civilizations also count toward the highest Deposit rating.)
  • Economic points:
    • Mercantilism - if successful, allows influencing Population Centers of other civilizations. Influenced land slots do not count to the Influencer Civilization's Extent. Successful influencing lasts one turn after the action and allows the Influencer Civilization to use the influenced Population Center's Military or Cultural Power Point (using the Influenced Civilization's Civilization Package). (The higher the Urbanization rating of the Region where the Population Center is located, the harder it is to influence that Population Center. The higher highest available Urbanization rating of the Civilization that attempts the Mercantilism action, the easier it is to influence the targeted Population Center.)
    • Assimilation - if successful, allows conversion of one influenced Population Center of another Civilization into the player's Civilization permanently. (The higher the Urbanization rating of the region where the targeted Population Center is located, the harder it is to assimilated that Population Center.)
    • Innovation - if successful, allows adding improving (by 1 per action) any one of the following qualities of the targeted region: Soil Fertility, Grazing, Wilderness, or Max Capacity. (Modified by the highest available Region’s Deposit rating; influenced or occupied (see below) Population Centers of other Civilizations also count toward the highest Deposit rating.) Any Region can be improved only by 1 point of any one parameter per turn.
    • Industry - if successful, allows increasing Urbanization value of a region by 1 per action. (Modified by the highest available Region’s Deposit rating; influenced or occupied (see below) Population Centers of other Civilizations also count toward the highest Deposit rating.) Any Region can be improved only by 1 Urbanization point per turn.
  • Military points:
    • Conquest - if successful, allows the Civilization to occupy a targeted Population Center of another Civilization (also works as a defense against that action). Successful occupation lasts one turn after the action and allows the Occupier Civilization to use the influenced Population Center's Demographic or Economic Power Point (using the occupied Civilization's Civilization Package). (The higher the Urbanization rating of the Region where the Population Center is located, the harder it is to occupy that Population Center. The higher highest available Urbanization rating of the Civilization that attempts the Conquest action, the easier it is to occupy the targeted Population Center.)
    • Depredation - if successful, destroys a targeted Population Center (also works as a defense against that action). (The higher the Urbanization rating of the Region where the Population Center is located, the harder it is to destroy that Population Center. The higher highest available Urbanization rating of the Civilization that attempts the Depredation action, the easier it is to destroy the targeted Population Center. A successful Depredation action may lower the Urbanization rating of the targeted region.)
    • Oppression - if successful, allows conversion of one occupied Population Center of another Civilization into the player's Civilization permanently. (The higher the Urbanization rating of the region where the targeted Population Center is located, the harder it is to oppress that Population Center.)
    • Seafaring - if successful, allows projection of any other Power Point’s action across a body of water (except rivers and lakes, which don't require Seafaring). (Also works as a defense against that action.
Note: if a Civilization occupies one or multiple slots of another Civilization that has only one Population Center unoccupied, then the occupier can’t take away the occupied Civilization’s last remaining Demographic Point. However, if a Civilization occupies the last remaining Population Center of any Civilization, they can use their Demographic and other points as long as the occupation lasts.


Milestones

By reaching Level 5 of any profile value in the Civilization Profile, any civilization will reach a Milestone. It means that that profile value will allow the GM to choose if they wish to use the Basic Bonus provided to their Action by default (see the Actions part) or to use the Milestone Bonus (whichever is higher).

Note: the player cannot combine the Basic Bonus and the Milestone Bonus together, but the player may choose one or the other.

For example, imagine Civilization A has access to highest Deposit rating 6 and attempts to use Industry action. The Basic Bonus based on deposit rating 6 is +1. However, Civilization has also has reached Innovation Level 5, and it has at least one Population Center in a region with Urbanization 7 (which gives Milestone Bonus +2). So, instead of using the Basic Bonus, Civilization A can use the Milestone Bonus to improve its chances of success.

List of milestones

Quests and Modifiers

Modifiers are Civilization-impacting achievements that could last hundreds of years. They may represent forms of human organization, such as various reforms, institutions, traditions, or they may be associated with engineering practices integrated into the very core of a certain civilization (think Persian roads, Roman aqueducts, Garamantian underground irrigation, etc.). Modifiers will give players’ Civilizations some flavor and some lasting bonuses, representing their ability to outdo others in certain fields, simply by developing unique traditions and specializations.

Each modifier will have a certain Timer, during which that Modifier is active. Once the Timer expires, the Modifier stops working - after all, the Marian Reforms of the Roman military kept it superior only for 3-4 centuries, and roads and aqueducts can fall apart, too.

In order to create Modifiers (or reset the timer on the existing/expired ones), players have to accomplish Quests. These Quests may represent some reforms or major societal developments, or generations-long megaprojects (such as the Egyptian Pyramids). Each quest will have up to three Attributes (associated with the Civilization Package) and a three-fold Attribute Demand. Think of them as the Quest’s progress bar(s) - all three bars have to be fulfilled with successful Attribute rolls for the Quest to get into effect.


Setting
Spoiler :

The continent known to us as Antarctica is a starkly different place than we know it. The climate here is seasonal (especially farther from shore), but only a few high mountains have permanent ice caps. Summers feature several weeks of permanent sunlight and winters have similar periods of constant dusk, but the effect of these months on the local life shouldn't be overstated. To the human inhabitants, the continent is likely going to be known as the Land of Shining Sky, as sometimes they can witness the beauty of aurora australis in the night sky.

From the ocean known to us as South Atlantic ("left side" of the map), the continent is slammed with constant precipitation that comes with hot, humid meteorological fronts. What we know as the Indian Ocean, on the other hand, sends very little in the direction of the South Pole, so few oceanic winds reach the high plateau facing it (the "right side" of the map). Meanwhile, the deeper you advance toward the massive volcanic traps located in the "top right" quadrant of the map, the more continental the weather gets.

The flora and fauna of the continent mostly resembles the various species found in prehistoric South America, plus some rare marsupial remnants, a few species of South Pacific migratory birds and oceanic animals and fish found in Oceania and South Africa. Some of the more unusual inhabitants of the continent include giant flightless birds (carnivorous, omnivorous, and herbivorous kinds), saber-tooth tigers, short-snout bears, giant ground sloths (true titans of this world), several species of dire wolves and deer, stout hyodon elephants, massive armadillos (with and without tail clubs), donkey-like hippidion horses, trunk-nosed patahonica llamas, camel-like litopterns, hornless toxodon rhinos, wolf-sized marsupial lions, giant wombat, giant vampire bats (not as dangerous as their name suggests), giant eagles 5-meter-long constrictor snakes and some rare monitor lizards. Of course, many other, non-megafauna species familiar to the players can also be found there.



Let's take a look at the continent now.

Elevation and landscape:


Precipitation and average annual temperature:


Regions:

 
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How to start?

Spoiler :
First, let's populate this world, which means starting our civilizations from the scratch.

For your entry, please fill in the following:

Civilization's common name:
Something reasonably short I can call your folks. Please don't use Anglicisms such as "Skull Crushers." The English language is not invented yet.
Civilization's endonym (self-name): You can go full Tolkien here. You can also give a translation for that name.
Starting region: Use the Region number. You may also mark the desired starting location on the map, if you wish. I'll provide more detailed regional descriptions as players first discover their regions.
Origin: Aboriginal, Amerindian, or African. Influences nothing except how your folks will look. I also recommend using the "bottom right" corner as a starting location for the Aboriginal origin, the "top" for the African" and the "left" for the Amerindian.
Specialization: Pick 2 traits from the Civilization Package, in which your folks are really good at ("really good" by the early late Paleolithic standards). You will start with all 1's, except these two traits will have 2 as their rating.
Description summary: Shortly describe your community.
Detailed description: Describe them in as many details as you wish.


How to join later?

Spoiler :
First few days, I'll be moving the game at a very fast speed, with multiple updates per day. We need to skip through a few millenia and populate the world with the first proto-cultures.

As first splinter civilizations start forming, any player can join as them or swap from their current civilization.

Also, you can always start a brand new civilization at any point, although you'd have to find a reasonably distant place for that. Starting as a late Paleo tribe next to the borders of an established empire may be a suicide mission.


How to play?

Spoiler :
To keep the pace up, let's publish all orders in the thread. (Once wars between civilizations become possible, you will be able to send PMs to me - but until then, I urge publicity, to keep my inbox from exploding.)

Suggested (and highly encouraged) order format:
Civilization name
- Action 1 (action type, target Region or target Population Center): Description
- Action 2 ...
- Action 3 ...
etc.
Narrative orders (optional): ...


Game stats

Intermission: Civilizations at the dawn of the Bronze Age:
Part I
Part II

Civilization map:

Map as of the 27th century post-K7 (early Bronze/late Copper age):
 
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Civilization's common name: Trasque (Tall Ridge), adjective/descriptor is Trakkan
Civilization's endonym (self-name): Trasque En Ettin (People of the Tall Ridge)
Starting region:
34! Gotta get that mountain range
Origin: Aboriginal, with some African blood
Specialization: Spiritualism, Industry
Description summary:
The Trakkan people are shorter and much stockier than the norm. They live in the mountain range that dominates the eastern continent, preferring to live in the elaborate cave networks that extend through them than on the exposed surface. They are a deeply spiritual people with a strong sense of tribal unity against the natural world which they view as inherently hostile. They believe most of the gods and animals are actively malevolent to the Trasque En Ettin, with only the goddess of the Earth being on their side. Amongst the gifts she granted the Trakkan was copper, for the creation of tools for her beloved people.
Detailed description: Will fill out tonight.
 
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Civilization Common Name: Emanans
Civilizations Endonym: Tha av Emamona (Tribe of Forebear Mona)

Starting region: 29

Origin: Aboriginal

Specialization: Grazing, Spiritualism


Description summary:
A tribe of herders of aboriginal origin believing in what appears to be a belief in a Sun in Splendor and Forebear Mona, a historical figure who lead the people to Antarctica and believed to reincarnate every once in three generations.
 
heavy wip

-i'm well aware that a labiovelar approximant to labial-velar nasal isn't the most believable sound change but it's fun so i'm going w it

Civilization's Common Name:
Ngmarangmapi/Maramapi
Civilization's Endonym:
- M̄aran̄m̄apa [ŋ͡mʷˈarʌŋŋ͡mʌpʌ]
Backformation from M̄aran̄m̄apatle (see below)
- M̄aran̄m̄apatlegbu [ŋ͡mʷˈarʌŋŋ͡mʌpʌt͡ɬˌeɡ͡bu]
People (of the) thousand isles
Starting region: 4 [M̄aran̄m̄apa]
Origin: Amerindian
Specialization: Mercantilism, Seafaring
Description summary: Shortly describe your community.
Detailed description: Describe them in as many details as you wish.
 
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Civilization Common Name: Agomai
Endonym: Agomai O' Ninehal
Starting Region: 17
Origin: African
Specailization: Pastoralism, Conventional Warfare

Will add more description later

Starting region name: Agoru
 
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Civilization's common name: Aghak
Civilization's endonym (self-name): Aghak
Starting region: 36. Lets get a boatin. Name it: Aghigbro
Origin: African
Specialization: Spiritualism, Seafaring
Description summary: The Aghak are a sociable, nomadic people, travelling throughout the territories they consider their own in family groups that join together and splinter apart as resource availability, and whim, allow. It is not uncommon for an Aghaka man or woman, sometimes as young as their young teens, to find themselves travelling with a group unrelated to themselves, and it is not uncommon for an Aghaka to die thousands of miles from their place of birth, having visited and travelled with countless peoples.
The Aghak have a vibrant spiritual life that is a reflection of their view of the physical world. The dead die, and become spirits, and eventually, get bored of becoming spirits and manifest a physical body to experience life all over again. As such, Aghak tattoo themselves with patterns that both reflect thier parents, as well as honor ancestors, so that if they find themselves in trouble, spirits of ancestors could intercede to help. An Aghaka is likely to offer a small portion of his or her meal, or a favored cut of meat, to the spirits.
Detailed description:
 
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I'll do an update in a couple of hours. Feel free to keep adding your entries.
 
Civilization's common name: Happatara

Civilization's endonym (self-name): Happara

Starting region: 23 (Nantara)

Origin: African.

Specialization: Agriculturalism, Industry

Description summary: A relatively sedentary people, Happara revere spirits of their ancestors, a distinctive part of their spirituality involved carving roughly human resembling totem pole with a hole in it's stomach, which is believed to be place where spirits of the deceased rest.
 
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Civilization's common name: Ankarne
Civilization's endonym (self-name): Ankarne Tyekyeti Lyekyeti- We (who are) here or there
Starting region: 13 - Neu Tyekye (Trees (are) here)
Origin: Aboriginal.
Specialization: Pastoralism, Agriculturalism
Description summary: Semi nomadic people, who frequently break off in associated family groups that settle down permanently, but maintain familial, spiritual, and trade ties with those that continue wandering. Family units are porous and not entirely defined by blood. When a sedentary family group grows too large to support itself, younger adults will break off to wander, either joining a larger wandering group, accepting smaller groups, or breaking apart if people want to seek their own way. Wandering groups frequently stop with sedentary units to exchange gifts and stories. The Ankarne's spirituality is not organised, and consists of numerous spirits and gods associated with local geography.
Detailed description: Might come later.
 
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Civilization's common name: Turape
Civilization's endonym (self-name): Turape Ih Rerocea -- The people who crossed the large waters
Starting region: 8
Region name: Sagulan
Origin: Amerindian
Specialization: Survivalism, Comity
Description summary: Seasonal hunter-gatherers organized into small tribes. Varies between fishing-, plant-, or hunting-based diet depending on time of year. Tribes migrate from location to location to follow seasonal trends, but generally return to the same areas on a yearly cycle. Tribes generally consist of a few large extended family units, and break up when they become too large. Disorganized animist religion.
Detailed description: Describe them in as many details as you wish.
 
Civilization common name: The Nari
Civilization Endonym: Nari’etyzlan (children of the forest)
Starting region: 21 (Bashtun)
Origin: African
Specialization: Survival, Spiritualism
Description: the Nari are a tribe of hunter gatherers with an especially complex set of beliefs surrounding the hunt that touch on man’s place in nature and rituals based on a detailed mythology and hard won knowledge passed down orally
 
Civilization's common name: Yonike
Civilization's endonym (self-name): Aonike ("Southern Ones")
Starting region: 15 (Aoni-chehek, "Home of the Southern Ones")
Origin: Amerindian
Specialization: Agriculturalism, Urbanisation
Description summary: Migrants from modern South America who have settled by the banks of a fertile river. Have begun living a more agricultural and settled lifestyle thanks to the proximity of fertile land suitable for farming. Culture is based around large extended family groups, the members of which live in close proximity to each other and retain close contact with other nearby family groups for partner exchange and limited trade.
Detailed description: Tbd
 
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Civilization's common name: Nekenee
Civilization's endonym (self-name): Far striders.
Starting region: 12 (Pulete)
Origin: Amerindian.
Specialization: Survivalism and Intellectualism.
Description summary: The Nekenee are a group of hunter gatherers who believe in the twin God of Beasts and Goddess of Plants. They constantly try to improve their tools and themselves in order to survive the harsh world they live in. They live in towns of stone floored wooden houses. They have permanent homes, but often travel from settlement to settlement and stay at their family homes in each of those settlements.
 
Civilisation's common name: Hazo Civilisation
Civilisation's endonym (self-name): Tree-Carvers (Mpik-Hazo).
Starting region: 22 (Tantara)
Origin: African
Specialization: Intellectualism, Material Culture
Description summary: The Mpik-Hazo are a group of African settlers who fled south after conflict with what became the Aghak People. They have kept a remarkably unified cultural identity through an emphasis on oral tradition and a series of incredibly basic proto-hieroglyphics that are carved on the trees throughout the forests that they have settled in.
 
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Update 1 (Years 0-100 Post-K7)

The K7 event is an often used prehistorical timing point, as the collision of a reasonably big comet with the Rockies and a resulting proliferation of debris in the atmosphere allow dating prehistorical archaeological findings quite well. It's widely considered that the series of short-term climate changes set off by the K7 event triggered the rapid development of forms of social organization among the peoples of the southernmost continent.


The isolationist and grim Trasque mix-bloods formed into first recognizable communes as unsuccessful Aboriginal families were pushed into the unwelcoming mountain regions of the continental center, where they assimilated local African settlers, developing somewhat fatalistic and compulsive worldview as a result of their shared trauma.


The region they named Trasque after themselves is a rugged mountain country mostly covered with boreal forests of evergreen coniferous Araucaria pines and southern beeches. Winters are dark, long, harsh, and relatively dry, but the temperature stays consistently low to keep a snow cover for four months a year. The sky is mostly clear, showing aurora australis during a six-weeks long winter night. Summers feature fast flourishing of nature. Lower mountain slopes feature some pastures populated with patahonica llamas and dire deer. The mountain gorges have plenty of caves and host some formidable forest predators, which include sabertooth cats and cougars. Nuts and berries are a common source of primitive foraging. Metal ore mines are plentiful in some of the mountain narrows. Some of the land in the valleys features reasonably good soil, but such valleys are rare.



More successful than them in search of the land to settle are the relatively sedimentary and communal Happatara people of the African origin.


These agriculturalists chose to populate the Nantara region, which is an extremely fertile river valley and mouth with a warm, wet tropical climate near the shore and more subtropical closer to the mountain slopes. This amount of precipitaton, combined with the fact that remaining air masses hit the central mountain massiff, mean that the river, as short as it is, tends to be very unruly, with regular and often unpredictable floods. However, the floods also enrich the valley soils with silt, a natural fertilizer. Closer to the mouth, a large swamp populated, among other creatures, with water-loving, squat hyodon elephants and big monitor lizards. A hilly area on the right bank of the river hosts some ore mines hidden in the forest, and the rivershore is also rich with such a cheap (if brittle) construction material as mud.



To the north of them, highly dynamic seafaring nomads known as the Aghak start to develop their vibrant and expressive spiritual system.


The island string they named Aghigbro is a chain of rocky, small islands off the Africa-facing coast of the Land of Shining Sky. A stormy, wet, tropical climate, combined with few beaches and no coral reef formations, ensure that the fauna of the islands is fairly isolated. The only exceptions to that are migratory birds that flock to the islands' cliffs en mass seasonally, as well as aquatic mammals (such as seals, sea lions, and kelp-loving species of marsupial sea otters, all of which love the relatively cold ocean currents reaching the island chain). Away from the kelp "underwater forests" of the near-shore, the sea is full of massive schools of fish, which the birds and migrating whales hunt on every fall and spring. The islands themselves are very densely forested, but contain little arable soil and almost no grazing space. Besides the forest itself, the islands contain few, if any, natural deposits.


Yet, deeper inland, another population relative to the Trakkans and Happatara, named Nari, forms into a distinct culture of animistic hunters and gatherers.


The territory they call Bashtun is a frigid and heavily seasonal alpine woodland with punishingly steep bluffs and hostile, dry climate. Several peaks hosts permanent ice caps, and winters feature permanent dusk that lasts for six weeks straight. Yet, cloudy days are rare, as a significant part of the massiff is above the level of the rain clouds. This makes the skies clear throughout the most of the year, which means that the aurora australis is particularly stunning here. Summers are relatively dry, but pleasantly mild in the majority of the valley, although some heights remain freezing even in summer. This means that the flourishing of the alpine grassland falls on the permanent, two-months-long summer day, rejuvenating the local coniferous forests. Giant eagles, short-snout bears, and especially coguars are the main predators, and various species of mountain goats can be found found here as well. The main richness of the region comes from its opulence of mineral deposits, from simply available construction materials to various gem and ore mines.



Not far away from them yet another group of African settlers, known as Agomai, has to populate the inhospitable mountain landscape of the outback after having been battled by other peoples and having thus developed a tradition of ritualized warfare.


They call their lands Agoru, and they are a massive, frigid river valley that transforms into a hillock country down the river stream. The river itself feeds from mountain glaciers upstream and is very fast and cold, never freezing despite chilling winters and consistant snow cover five months a year. Upstream, the valley slopes are covered with cold-resistant, dark-fir relative of the Araucania pine, eventually transforming into broadleaf forests, until it all turns into the grassy shrubland in the hillocks. The soil in the hillock valleys is fairly good and rich, but a long, dark, freezing winter season makes agriculture a strongly seasonal affair. Migratory fish drives upstream every year in fall, providing a short-term peak in fishing output. The fish attracts short-snout bears, the peak predators of this harsh land, luckily hibernating in winter. Hornless whooly rhinos are the only animal capable of surviving an encounter with that massive hunter. Giant eagles, dire deers and dire wolves are also plentiful in the forests. In the hillock valleys, donkey-like hippidon horses sometimes roam, but they're rare visitors, as better pastures can be found further downstream. The mountains themselves are rich with minerals, including metal ores and precious stones.



That almost brings them into contact with a much less traumatized group of sedimentary builders of Amerindiand origin, the Yonike.


These people are lucky to settle on a temperate plateau of Aoni-chehek intersected by a big river flowing through a massive canyon that widens significantly only closer to the lower stream and the mouth. The sea-facing edges of the plateau are hit with the heaviest rainstorms, which develop intricate cave complexes in the limestone formation. The rest of the plateau is temperately seasonal, with mild winters and pleasant, cool summers. The wooded shrubland of the lower valley transitions to proper grassland further upstream. The soil is moderately fertile, as the river's natural irrigation and fertilization is limited to the canyon. However, the plateau does have a moderate layer of fertile soil, making it suitable both for grazing and agriculture. Donkey-like hippidion horses roam the bushland, threatened mostly by some local species of wild cats and red-fur steppen wolves. The most unusual wild nature inhabitants of the area are several species of giant armadillos, including a tail-club bruiser. Besides some timber and big amounts of limestone, the area is not particularly rich with deposits.



Not too far away from them their blood relatives of the sophisticated Nekenee people populate a massive valley.


Known as Pulete, their homeland is a labyrinth of foggy mountain valleys which climate ranges from subtropical in the lowland to temperate alpine in the highlands. The mountain slopes get hit with regular rain fronts, resulting in thick fogs and rainstorms, with occasional mud slides. Despite the soggy weather, the forests of the upper valleys are rich and feature plenty of meadows. The low country features a turbulent river (particularly unruly in the aftermath of seasonal rainstorms) and fresh water lake with rather fertile soil around it. Mild volcanic activity is frequent, so the area is famous both for its fresh water springs and for how suddenly they may turn toxic. Hornless rhinos, wild cats, flightless birds (both carnivorous and herbivorous), dwarf horses, and mountain foxes are the bigger animals in the land. Some of the more exotic inhabitants include parasitic vampire bats living off the bigger grazing animals and birds. The meadows and lower grassland are better suited for grazing than agriculture due to the heavy rains, but the soil is decently fertile, if only the mudslides could be prevented. Upper slopes of the mountains feature ore mines and deposits of volcanic rock, not counting the omnipresent timber.



Meanwhile, two groups of Amerindians settle just off shore of the main continent. The first of them are the seafaring Maramapi who are starting to develop some primitive barter economy among themselves.


They settle in the Maranmapa, tropical islands seasonally showered with rains brought by warm, yet powerful winds from the north. The most of the islands are covered with lush, fruit-bearing tropical forests that host a variety of bird species (some of which display vibrant feathers and complex mating rituals). Besides giant rats and big herds of pigmy forest boars, few mammals live there. Despite the opulence of the forests, very few patches of good, arable soil exist, as the most of the nutrients get blown by the rain streams back into the ocean. The marine life is extremely rich and vibrant, with many types of fish, sharks, and octopi living in the coral reefs just off the shore. The coastline of the islands is fairly good for anchoring shallow boats, although deep harbors are rare.



The other seafaring group of Amerindians are the unusually hospitable and cooperative Turape.


They populate a part of a big island they call Sagulan. It hosts a steamy, tropical river valley shielded from the biggest precipitation events by the mountain formations. The lowlands are a wet grassland almost entirely covered with human-height elephant grass. These wet grasslands host a species of tuskless dwarf elephants, colonies of giant rats, as well as a multitude of other rodent and snake species. A few clearings in the treacherous elephant grass are marshlands, beloved by some aquatic birds. Despite the treacherous landscape, the soil is very fertile in the lowlands, albeit the humidity would require a very specific agricultural package. A few mines can be found in the mountains, and low-key volcanic activity is common, providing a constant source of basalt rock and obsidian. The coastline is somewhat marshy, but it faces a quiet inner sea with few storms to speak of.



Finally, the Aboriginal settlers also come to prominence, as the well-versed primitive economy of the Ankarne highlanders picks up steam.


The land they call Neu Tyekye consists of forested high mountain slopes, shielded by the mountain peaks from the meteorological fronts that come from the ocean. The climate is alpine subtropical, and lack of massive rainfalls allows to preserve some fertile soil on the slopes and cliffs, as well as decent pastures and mountain meadows, but the space is always limited. The wild nature features several sub-species of dog-size dwarf horses and a less fleece-heavy subspecies of patahonica llamas. The main predator is a forest leopard. Butterflies have major breeding events every few years in the lower slope forests, attracting various migratory birds. Besides the timber, this side of the mountains exposes some low-quality ore mines and sources of obsidian rock.



Even more hospitable is the cradle of the pastoral ancestor worshipers known as the Enamans.


They name their land Mona yi Hu, and it’s a savanna and steppe grassland, turning into rolling hills and meadows in the outback. Deeper inland is a big fresh water lake fed with seasonal streams from the mountains. The lake is poor of aquatic life, but the area around it if fairly fertile. Higher up the mountain slopes, the grassland gets intersected with thickening patches of wood. The climate is dry and very warm, with a relatively insignificant drop of temperature during the winter night. The lake hosts massive flocks of migratory birds during the summer months, and the valley is a home of some giant wombat species and two species of flightless birds (one of them omnivorous). The ocean shores are sharp cliffs and have only a few good harbors, but the cliffs hosts big hosts of seasonal migratory birds as well as some sea lion rookeries. Few natural deposits except limestone are available, but the wildlife, and pastures are great.

GM's note: The stats are updated and are open to you.
 
Trasque En Ettin
- Settling In (Economic/Industry, Trasque): The Trasque En Ettin Shadb (First People of the Tall Ridge) begin moving more firmly into the vast cave complexes of Trasque, some even modifying with rushes or wooden barricades over the entrances to keep in the heat and predators out or clearing out rubbe from caves that are especially well positioned for more permanent habitation.
- Expanding (Demographic/Survival, region #25): The Trasque En Ettin Shaln (Second People of the Tall Ridge), Trakkan tribes that arrived into the region in the subsequent generation, continue their westward migration, heading into the region they name Trasque Shaln, or just Shaln (literally Second Tall Ridge).

Narrative orders (optional): The Trasque En Ettin tribes begin pushing into the center of the continent, driven by their old stories of a mythical land of safety set aside for them by Eshal-En-Pasth (Goddess of the Earth). Those that think they've already found the land in Trasque proper remain behind as the Trasque En Ettin Shadb while the more adventurous tribes push on as the Trasque En Ettin Shaln. The latter are viewed as being both brave and reckless by the former, though there isn't any friction between the two groups yet and they're still considered part of the same larger tribe.
 
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Turape Orders
- Survivalism to populate region 8: Turape populations expand along the river valley as fishing proves an important food source during the long night of winter, when hunting is hard and foraging is slow
- Intellectualism to boost Survivalism: Strategic clearing of elephant grass manipulates tthe region helps the Turape to more effectively hunt giant rats along with other edible animals of the region

Narrative Orders (optional):
 
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