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South Pole Cradle

Discussion in 'Imperium OffTopicum' started by Ahigin, Aug 1, 2019.

  1. Decamper

    Decamper ..!

    Joined:
    Jul 28, 2014
    Messages:
    1,138
    Ankarne
    - 2DP Grazing in Chorokpan (13)
    - 2CP on intellectualism to improve spiritualism

    The Ankarne spread their livestock and settlements through Chorokpan, trying to beat the other peoples in the region to the best grazing lands. In the face of hostility, many turn to spirituality as a way to find peace, and in the process grow closer ties to one another. Enterprising elders and spiritual leaders use this as an opportunity to expand their power and bind the Ankarne closer together, in the event the need to defend against the aggressive foreigners.
     
  2. Ahigin

    Ahigin Chieftain

    Joined:
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    1,477
    Location:
    Chicago
    Update 15 (Years 1400-1500 Post-K7)


    The Shadb Trasque culture continued its rapid-pace urbanization, as more cave cities appear to emulate the ways of the briefly powerful city-state of Roque-Esh. As Roque-Esh’s network of tributaries seems to be lost beyond recovery, the prosperity of the Shadb urban communities continues driving a significant population growth. (Shadb Trasque: -5% Centralization, -5% Conformity, +1 Population Center in Region 34; player must choose type of new Power Point; Region 34: +1 Urbanization)


    Having regained their relative independence, the Shaln Trasque tribes of the Second Tall Ridge start aggressively integrating the Shadb Trakkan urban craftsmanship techniques into their own, driving a boom of their material culture. Meanwhile, some of them discover rich hunting paths in the north of their homeland, and soon a massive population boom occurs among these hunter-gatherer groups in the previously unexplored land that is known to the already well-established Hazo natives as Astinanana. (Shaln Trasque: +2 Prominence, -10% Centralization, -10% Conformity, +2 Population Centers in Region 24; player must choose type of new Power Point)


    The Nadelis Turape civilization’s material culture flourishes as mineral ores from Sagulan find their way north. This coincides with a population boom in Bolevel, and many local fishermen start experimenting with truly sophisticated designs of big, sail-and-oar boats. This century of naval experimentation is driven by the so far unsuccessful attempts to settle a string of volcanic islands located farther north from Bolevel. (Nadelis Turape: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 6; player must choose type of new Power Point; +1 Seafaring)


    The yet unnamed islands found by the wandering (or lost) Nadelis Turape fishers are a string of coral atolls, formed after centuries of volcanic activity elevated basalt formations to the sea level and then expanded when the warm streams enabled the growth of coral reefs. The climate is extremely humid and tropical, with wind-moderated dry periods bringing in truly paradise weather. However, the extreme isolation leads to a rather poor diversity of land species on the islands, as the forests mostly consist of coconut trees and a variety of ferns and moss and are populated by a variety of small birds. The sand beaches host large populations of coconut crabs, and are favored by dugong sea cows and giant turtles for their seasonal mating periods. Yet, under water, the approaches to the islands are extremely biodiverse, as the coral reefs host vibrant and numerous populations of fish, octopi, polyps, and crustaceans. Naturally, decent soil is almost impossible to find, making the islands virtually useless for pastoralism and farming. Only a few islands have elevated enough above sea level to have anything of mineral value available for mining.



    Through cultural exchange with their kin from Nadelis and their own ventures toward the Land of the Shining Sky, the Sagulan Turape people improve their own seafaring techniques and boat designs. From their contacts with the Nekenee settlers living in Fee Shenete, they also learn more sophisticated social institutions, and gradually this exchange of ideas between the home island and the continent even leads to the greater clustering of village communities into first sway-house proto-cities. (Sagulan Turape: +1 Comity, +1 Seafaring; Region 8: +1 Urbanization)


    The Wiet-yrisi Syrisil people’s boat making attempts are much less successful, but at home the search of better (or different) craft materials leads many of them to adoption of agricultural lifestyle in the Fee Shenete river valley, hand-in-hand with their Sheneti kinfolk. Gradually, through barter and trade, some Sheneti Syrisilian and Nekeni tools start making their way to Wyet-yris, where the linen textile production starts to expand. (Wiet-yrisi Syrisil: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point)


    Up in the Pulete highlands, the Nekenee civilization keeps organizing into the most sophisticated and densely packed urban conglomeration the Land of the Shining Sky has seen so far. While the High Priest-King of Kineka continues to exercise great informal influence over other city-states and their local priest-kings, it’s the merchant class that grows to dominate these temple economies, and this century see a de-facto transition of power from the relatively primitively organized spiritual leadership to the great trade houses of Pulete. Among their successes, these proto-oligarchs can list their economic domination of Sheneti Syrisilian farming communities from the lowlands. (Nekenee: +1 Mercantilism, 1 Population Center of Sagulan Turape is influenced by Nekenee for 1 turn (influencing player has the first choice of Military or Cultural Power Point to use); Region 9: +1 Urbanization)


    After more than a millennium of isolation and inactivity, the Maranmapi islanders experience a population boom driven by the appearance of forest boar hunting. (Maranmapi: -5% Centralization, -5% Conformity, +1 Population Center in Region 4; player must choose type of new Power Point)


    In the Enaman world, meanwhile, things are just as hectic as before. The Lakeshore Enaman semi-nomads show greater signs of sedentarism, as their riverland communities in Chorokpan also start clustering into proto-cities of earth dwellings, spreading this practice through the rest of the Chorok valley. Unfortunately for them, this clustering is triggered not only by the richness of local pastures and the salt trade with Syo-Ke Ao, but also by the violent moa cattle raids performed by the warlike Chorok Enamans that leave many Lakeshore clans decimated. (Lakeshore Enaman: -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point; -1 Population Center in Region 27; Region 27: +1 Urbanization)


    The Lakeshore people are not the only ones to be hit by this spike of raiding. Hill Enamans living in the pampas of Chorokpan also find themselves targets of such attacks and prove to be completely unprepared for the onslaught. (Hill Enaman: -1 Population Center in Region 27)


    The Chorok Enaman tribes are thus well-positioned by this series of genocidal wars to take advantage of the demographic vacuum that they result in. They also soon learn of proto-urbanism of the Lakeshore Enamans, and the ocassional trade with these earth cities provides a stimulus for the Choroki native craftsmanship to develop, using the materials from Mask ui Sha. In the meantime, this period of wars leads to a rise of another tribal league, which leader, trying to siphon legitimacy from the martial oral epics of the past, takes the title of Numansh, after a namesake tribal leader of the previous centuries. (Chorok Enaman: +1 Prominence, +5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point)


    The only people who escape the wrath of the Choroki hordes are the Ankarne hillmen. Herding patahonica llamas and dwarf horses in the northern hill country of Chorokpan, they spread forth and multiply. However, as they venture farther into the pampas, their llamas become less and less adopted to the pastures they encounter. Eventually, their pastoral kit grows to include a strange mix of larger dwarf horse breeds and some small flightless birds. These people eventually separate from their homeland so completely that only the language and some elements of folklore still draw some connection between the Highland Ankarne and the Lowland Ankarne. (Ankarne: -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point; Ankarne civilization splits into Highland Ankarne and Lowland Ankarne)


    Only in Mona yi Hu, life returns to its regular idyllic flow. In fact, the Monite Enaman people spread farther through the savanna, and their clan patriarchs start to coalesce around a few authoritative figures respected by all Mona-worshipers. (Monite Enaman: +5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point)


    The Agomai tribesmen turn to fight back the Bashtunari raiders that have been harassing them for centuries. This offensive doesn’t result in anything of significance as of yet, but it does buy enough breathing room for the hunters-gatherers of Agoru to develop more expansive wooly rhino hunting operations, leading to a population boom at home. (Agomai: -5% Centralization, -5% Conformity, +1 Population Center in Region 17; player must choose type of new Power Point)


    The Nari of the north, meanwhile, struggle with a much more sophisticated enemy. The destruction of many migrating tribes by the urban militias of the Left-bank Happatara a century earlier seems to have reversed the migratory trend, and now many more Tantanari concentrate on finding better hunting and gathering grounds in Tantara woods. Meanwhile, the Tantanari cities of Nantara start normalizing their relations with the Happatara urbanites. In fact, the Tantanari culture and art, despite the semi-nomadic origin of these people, prove to be vastly superior to that of the Happatara, and the cultural exchange leads to a development of an unusual cultural blend of the two, with the Nari tradition dominating the Happatara one. The new urban culture, clustered in the upper bend of the Nantara river, is known as Happatanari. (Tantanari: -5% Centralization, -5% Conformity, +1 Population Center in Region 22; player must choose type of new Power Point; Left-bank Happatara civilization splinters into Left-bank Happatara and Happatanari (friendly to Tantanari))


    The cultural exchange with the westerners does, however, leave the Left-bank Happatara culture better off, as their own oral tradition gradually matures. This happens against the background of steady and predictable population growth in the alluvial plains of Nantara. (Left-bank Happatara: +1 Intellectualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point)


    On the other side of the great river, the Right-bank Happatara culture is deprived of this exchange of ideas, and its own economy and social structures stagnate despite a lot of inter-city activity. This stagnation leads to an exodus of some urban underclass and less successful farmers to the woody valley of Hattara. (Right-bank Happatara: 1 Population Center migrates from Region 23 to Region 33)


    Escaping from all of these migrations and cultural clashes, the Hazo forest people vainly attempt to spread both east and west. Yet, for all of their failed efforts, the Hazo prove to be great woodcarvers indeed, as the use of stone and flint tools from Astinanana diversifies their craft techniques. (Hazo: +1 Prominence)

    Checkpoint map - Update 15:


    GM's notes:
    - Checkpoint map update is coming in a few hours;
    - @Grandkhan is dropped from the game.
     
    Last edited: Aug 28, 2019
    Kyzarc Fotjage likes this.
  3. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

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    Trasque En Ettin Shadb
    - New point goes to Economic.
    - Unity (Cultural/Comity on Conformity): As Roque-Esh's rising power plateaus and the Shadb return to their more peaceful ways the assorted priest-kings work on uniting the cities culturally to prevent any deeper divides that could allow the gods influence in Trasque.
    - Toolmaking (x2) (Cultural/Material Culture): the exchange of industrial techniques between the Trakkan peoples continues apace, helping cement their place as one of the most prominent cultures on the continent.
    - Urbanizing (Economic/Industry in Trasque x2): The influx of Shaln tribesmen and the desire by some of the Shadb to insulate themselves from their cousins who've returned to the fold leads to the early stages of stratification based on ancestry, with the older Shadb tribesmen concentrating more in their proto-cities while Shaln migrants continue their migratory lifestyle in the more remote parts of the province. This is acerbated by Roque-Esh's militant behavior, both by those who see the city's success as proof of its righteousness and those who view it as dangerous, leading to a greater push for centralized, easily defended centers of population.
    - Mercantilism (Economic/Mercantilism in 26): Shadb craftsmen from Roque-Esh make tentative contact with the warlike Chorok and try establishing trade relations with them, confident that their militant bent of their home city will earn them respect or at the very least deter outright theft by the god-addled savages.
    - Military Point unused due to low Centralization
    - Demographic Point unused due to low Conformity

    If a split occurs then the military city of Roque-Esh feels the most natural, with it having a pop center (home in 34, oppressed Shaln in 25, and colony in 26) in each of the three regions.

    (gotta max out that Urbanization)
     
    Last edited: Aug 28, 2019
  4. Immaculate

    Immaculate unerring

    Joined:
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    7,351
    Wiet-yrisi Syrisil orders:

    free point to military

    Point Allocation:
    1) demographic point: survivalism in region 11
    2) cultural point: material culture to prominence
    3) cultural point: material culture to prominence
    4) cultural point: material culture to prominence
    5) cultural point: material culture to prominence
    6) cultural point: material culture to prominence
    7) cultural point: lost due to lack of conformity
    8) military point: seafaring to region 7 (exploring)

    Narrative:
    1) The great volcano of Zahenes is thought to embody a particularly potent spirit of the land. This attracts a coven of proto-shaman/witches. A small village soon grows around their coven.
    2) Fishermen follow the carnivorous dolphins (who often lead them to fish) out into the open ocean. These become explorers of this region, sharing heroic tales upon their return.
     
  5. LordArgon

    LordArgon Chieftain

    Joined:
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    59
    Gender:
    Male
    Nekenee Orders
    Use Survivalism to settle in region 11
    Use Intellectualism to improve Intellectualism
    Use Intellectualism to improve Assimilation
    Use Comity to increase Centralization
    Use Material culture
    Influenced culture point to increase material culture
    Use Mercantilism to influence Shenti Syrisil Cultural point in region 9
    Use Assimilation to control Sagulan Turape settlement in region 9
     
  6. Marcher Jovian

    Marcher Jovian Chieftain

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    Jul 12, 2013
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    405
    Nadelis Turape Orders
    Undifferentiated point to Economic
    -Survivalism to populate region 1 (Racatan)
    -Survivalism to populate region 3 (Bolevel)
    -Intellectualism to improve Intellectualism
    -Mercantilism to influence the Sagulan Turape
    -Seafaring to support Populating region 1
     
  7. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
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    7,719
    Hazo (Turn 16)
    - 1 Demographic Point into Survival in Region 21
    - 1 Demographic Points into Migration from Region 24 to Region 21
    - 2 Demographic Points into Migration from Region 24 to Region 33
    - 1 Cultural Point into Intellectualism to improve Migration
    - 2 Cultural Points into Spiritualism against the Bashtunari (name the splinter civilisation the Silikonari)
    - 1 Cultural Point lost/randomly used
    - 1 Military Point into Asymmetric Warfare against the Bashtunari

    Narrative Orders: An elder Voalohany has a nightmare where he is contacted by Siliko who says that there are Mpivavaka Ratsy living in a holy land to the west of Astinanana (the Bashtun Woodlands). In the dream, he is told by Siliko to convert the Mpivavaka Ratsy there and kill the ones who do not embrace his message. He convinces the Mpik-Ady to begin migration into the Bashtun Woodlands. They quickly come into contact with the Bushtunari who are determined to be the Mpivavaka Ratsy. The Hazo begin an extremely aggressive conversion campaign against the Bashtunari, those who refuse to accept Siliko are slaughtered to a man. The converts, the Silikonari, remain largely independent of the Hazo and integrate Siliko into their already existing pantheon. While this is clearly very different from Orthodox Siliko worship, it is considered by the Voalohany to be "good enough" to consider them not Mpivavaka Ratsy. The Silikonari and the Hazo develop relatively peaceful relations, despite an aggressive first contact.

    In response to the Shaln Trasque settling in Astinanana, some Hazo in Astinanana once again attempt to migrate to Hattara to find less crowded hunting grounds.
     
    Last edited: Aug 29, 2019
    Immaculate likes this.
  8. Ahigin

    Ahigin Chieftain

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    1,477
    Location:
    Chicago
    Update 16 (Years 1500-1600 Post-K7)


    The Shadb Trasque civilization continues absorbing the influence of Shaln Trakkan toolmakers on its craftsmanship. This happens against the background of rapid-pace urbanization, as the cave cities of the First Tall Ridge struggle for dominance. In the eastern end of the ridge, several previously unimportant cave cities rise to prominence through their trade domination of some semi-nomadic Chorok Enaman tribes from Masque-Una-Eshal’s forested lowlands. Meanwhile, the setting sun of once great cave city of Roque-Esh experiences a brief, yet destructive resurgence under a particularly brutal chief and turns its own military at fellow cave cities around it, levelling several of them in an attempt to expand its own hunting-and-gathering operations. (Shadb Trasque: +2 Prominence; 1 Population Center of Chorok Enaman is influenced by Shadb Trasque for 1 turn (influencing player has the first choice of Military or Cultural Power Point to use); -1 Population Center in Region 34; Region 34: +1 Urbanization)


    The Shaln Trasque tribes use this century of reprieve to continue expanding their civilization’s economic package across the central massifs of the Land of the Shining Sky. Their oral tradition expands, heavily borrowing from their past Shadb Trakkan overlords, whose industrious approach was also borrowed and used in building primitive cavern cities in the crossroads of major dire dire deer and mountain goat migratory trails. At the same time, the sudden surge of population in the land known as “Earth Over Corruption” to the Shaln Trasque starts to lead to a drop in natural deposits readily available to them via primitive open-pit mining. (Shaln Trasque: +1 Prominence, +1 Intellectualism; Region 25: +1 Max Capacity, +1 Urbanization, Region 26: -1 Deposits)


    The material culture of the Wiet-yrisi Syrisil expands as primitive proto-textiles start to proliferate through the Syrisilian world. A century of sea exploration also takes place, as some fishermen trying to follow killer dolphins get lost at sea and have to find their way home. If any one of them ends up being stranded on a distant island is anyone’s guess, since those that do return were lucky to end up close to the continental shore. Still, their misadventures increase the Wiet-yrisi Syrisilian competence in open sea voyage. (Wiet-yrisi Syrisil: +2 Prominence, +1 Seafaring)


    The Sheneti Syrisil experience an unlikely golden age, as the urban revolution finally starts radically changing the structure of their society. It all starts with the Sheneti Syrisilian city of Dyesynil rising among fellow settlements in Pulete. Not nearly as sophisticated as the Nekeni cities surrounding it, Dyesynil, however, has its own military tradition and is less focused on material prosperity. In a series of wars that come as a complete surprise (if not shock) for the opulent Nekenee, it grows to dominate over some sprawling megapolises of the Pulete highlands. Its settlers also spread forth through the highland valleys and spill into the lowlands of Fee Shenete, bringing with them an entirely different mentality of shared urban identity that is later somewhat borrowed by the Sheneti agriculturalists. By the end of the century, the proto-empire centered on the city-state of Dyesynil is effectively a distinct civilization of its own. (Sheneti Syrisil: -10% Centralization, -10% Conformity, +1 Population Center in Region 9; +1 Population Center in Region 12; player must choose type of new Power Points; 1 Population Center of Nekenee is occupied by Dyesynil for 1 turn (occupying player has the first choice of Economic or Demographic Power Point to use); Region 9: +1 Urbanization; Sheneti Syrisil civilization splinters into Sheneti Syrisil and Dyesynil)


    Despite their initial shock of facing a series of conquests from the “primitive savages” of Dyesynil, the Nekenee culture continues to be one of the most prominent centers of civilization in the Land of the Shining Sky. Its craftsmanship and sophisticated urban lifestyle continues to attract to them the envy of the world, indicated by the fact that the Sagulan Turape seaside settlers of Fee Shenete adopt the Nekeni ways and even switch to their language by the dawn of the century. (Nekenee: +1 Prominence; 1 Population Center of Sagulan Turape is assimilated by Nekenee)


    Back in their home island, the Sagulan Turape culture experienced relative stagnation, while their Nadelis Turape kin continued stubbornly venturing across the sea, until they found a way to establish permanent settlements on the Racatan atoll chain, living off of coral reef fishing and forest gathering. (Nadelis Turape: -5% Centralization, -5% Conformity, +1 Population Center in Region 1; player must choose type of new Power Point)


    The Hazo forest people continue attempting to migrate out of the densely populated Tantara wood, but they prove once and again that their own familiarity with migration still remains highly primitive. Quite naturally, this earns god Siliko the Wanderer little following, and the Voalohany elders’ attempts to spread his cult among the Bashtunari are met only with jeers and mockery. Either way, the Hazo hunters-gatherers arrive to the Bashtun woodlands to stay, as they spread quickly through its northern part. (Hazo: -5% Centralization, -5% Conformity, +1 Population Center in Region 21; player must choose type of new Power Point)


    The visits from the Hazoan shamans are the least of the Bashtunari concerns, as the Agomai savages are back at them with vengeance after a particularly ambitious Bashtunari subjugation campaign turns horribly bad. Now, this once proud core of the Nari culture faces a threat of extinction if its fortunes don’t change dramatically. (Bashtunari: -1 Population Center in Region 21)


    Another culture distantly descending from the proto-Nari, the Happatanari, starts earning its place under the sun in the valley of Nantara, as their urban communities branch out and establish a network of supporting villages around them. (Happatanari: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point)


    The Left-bank Happatara cities face a century of stagnation after the generations-long turbulent clash of cultures, caused by the migrations of the Tantanari people. In fact, as the alluvial plains get more and more adopted by primitive agriculture, soils in the fringes of the Nantara plain start to degrade due to exhaustion. Similar torpor grips their cousins of the Right-bank Happatara culture. (Region 23: -1 Soil Fertility)


    The Maranmapi and Yonike tribal groups keep on enjoying their centuries of cultural slumber.


    The Highland Ankarne people see a brief expansion of primitive pottery culture, distinguishing them from their lowland kinfolk. (Highland Ankarne: +1 Prominence)


    The Lakeshore Enaman people face general lack of leadership and unity, but it doesn’t stop the pace of progress, because their settlers from the Syo-Ke Ao salt flats learn some primitive solar evaporation techniques of salt production. (Lakeshore Enaman: +1 Industry)


    Their kinfolk from the Hill Enaman tribes are surprisingly the ones to benefit from the growing salt production in Syo-Ke Ao. More hillfolk return to the Mona yi Hu valley’s edges, and their demand for the eastern salt leads some Hill Enaman clans from the salt flats to prosperity, thanks to them acting as the middlemen in trade. Eventually, these clans become the first ones to form proto-urban communities in the heights of Syo-Ke Ao. (Hill Enaman: -5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point; Region 28: +1 Urbanization)


    The Monite Enaman people continue to spread forth and multiply along the oceanic shore, while experiencing growth in cultural cohesion thanks to many centuries of peaceful isolation. (Monite Enaman: -5% Centralization, +5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point)


    The Chorok Enaman nomads keep on developing first permanent frameworks of intertribal diplomacy, as ritual feasts and bridal fairs become the social glue keeping the separate tribes together. These short, sometimes seasonal reunions help them coordinate their military efforts better, and in the pampas they manage to subjugate some of the Lowland Ankarne dwarf horse herders. (Chorok Enaman: +1 Comity, 1 Population Center of Lowland Ankarne is occupied by Chorok Enaman for 1 turn (occupying player has the first choice of Economic or Demographic Power Point to use))
     
    Last edited: Aug 30, 2019
  9. Marcher Jovian

    Marcher Jovian Chieftain

    Joined:
    Jul 12, 2013
    Messages:
    405
    Nadelis Turape Orders
    Undifferentiated point to Cultural
    -Survivalism to populate region 3 (Bolevel)
    -Survivalism to populate region 3 (Bolevel)
    -Intellectualism to improve Intellectualism
    -Mercantilism to influence the Sagulan Turape
    -Mercantilism to influence the Sagulan Turape
     
  10. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

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    Male
    Location:
    Western Washington
    Trasque En Ettin Shadb
    - Influenced Chorok point is Military
    - Unity (Cultural/Comity on Conformity x2): As Roque-Esh flexes its military might against its own sibling-cities the assorted priest-kings work on uniting the cities culturally to prevent any deeper divides that could allow the gods influence in Trasque and ensure their aggression is focused outwards on god-slaves, not the faithful.
    - Growth (Demographic/Survival in Region 34): Roque-Esh expands to fill the vacuum it left in Trasque.
    - Urbanizing (Economic/Industry in Trasque): The influx of Shaln tribesmen and the desire by some of the Shadb to insulate themselves from their cousins who've returned to the fold leads to the early stages of stratification based on ancestry, with the older Shadb tribesmen concentrating more in their proto-cities while Shaln migrants continue their migratory lifestyle in the more remote parts of the province. This is acerbated by Roque-Esh's militant behavior, both by those who see the city's success as proof of its righteousness and those who view it as dangerous, leading to a greater push for centralized, easily defended centers of population
    - Conquest (Military/Conventional Warfare x2 in Region 26, one is Chorok): Roque-Esh, having established some 'living space' inside Trasque, goes on the offensive alongside some of the friendlier Chorok tribes in Masque-una-Eshal looking to take workers and tightening the Trakkan grip on the region.
    - Cultural Point unused due to low Conformity
    - Economic Point unused due to low Centralization
     
  11. Immaculate

    Immaculate unerring

    Joined:
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    Messages:
    7,351
    Wiet-yrisi Syrisil orders:

    Point Allocation:
    1) demographic point: survivalism in region 11
    2) cultural point: intellectualism to material culture
    3) cultural point: intellectualism to intellectualism
    4) cultural point: intellectualism to industry
    5) cultural point: intellectualism to survivalism
    6) cultural point: intellectualism to comity
    7) cultural point: lost due to lack of conformity
    8) military point: seafaring to region 7 (exploring; trying to get a reading on the geography of this region)

    Narrative:
    1) The witches' coven of great volcano of Zahenes ("Ash-han-aut" - place of the cinder rains) continues to attracts pilgrims and settlers.
    2) Closer to home, wide-spread evolution of ideas and innovation is accelerated through increasing application of the 'apprenticeship' system within and between tribes.
     
    Last edited: Aug 30, 2019
  12. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,719
    Hazo (Turn 17)
    - Free point into Culture
    - 3 Demographic Points into Migration from Region 24 to Region 33
    - 1 Demographic Point into Migration from Region 22 to Region 20
    - 1 Cultural Point into Intellectualism to improve Comity
    - 2 Cultural Points into Comity to improve Conformity
    - 2 Cultural Points lost/randomly used
    - 1 Military Point into Asymmetric Warfare against the Bashtunari

    Narrative Orders: The Bashtunari learn to regret their mocking of Siliko, as the Hazo proletysation campaign takes a very violent turn. The abundance of high quality wood convinces even the most wayward tribes of the Hazo of Siliko’s prominence, leading to even greater cultural and religious unity. This causes new migration efforts to occur.
     
  13. Seon

    Seon Not An Evil Liar

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    Location:
    Not Lying through my teeth
    1 undifferentiated point into demographics.

    1. Use Comity to improve Centralization
    2. Use Comity to improve Conformity
    3. Use intellectualism to improve Comity
    4. Use Industry to urbanize region 28
     
  14. LordArgon

    LordArgon Chieftain

    Joined:
    Feb 10, 2019
    Messages:
    59
    Gender:
    Male
    Nekenee Orders
    Free point into culture
    Use Survivalism to settle in region 11
    Use Intellectualism to improve Spiritualism
    Use Spiritualism twice to splinter Dyesynil in region 12
    Use Comity to increase Centralization
    Use Material culture
    Use Mercantilism to influence Dyesynil Cultural point in region 9
    Use Mercantilism to influence Dyesynil settlement in region 9
     
  15. Ahigin

    Ahigin Chieftain

    Joined:
    Apr 18, 2013
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    1,477
    Location:
    Chicago
    Update 17 (Years 1600-1700 Post-K7)


    The Shadb Trasque urban civilization continues growing intensively and expansively, as many cave cities attempt to emulate the resurgent metropolis of Roque-Esh. The latter one experiences a rise under the Second Dynasty of priest-kings, who continue spreading their dominion over the clans of Trasque En Ettin Shaln in the Masque-Una-Eshal forest, using the might of Shadb Trakkan armed levies supplied with tribal warbands of Chorok Enaman mercenaries. This all happens against the backdrop of aggressive urbanization in the First Tall Ridge and experimentation with new hunting methods in the the Earth-Over-Corruption. (Shadb Trasque: -5% Centralization, -5% Conformity, +1 Population Center in Region 34; player must choose type of new Power Point; 2 Population Centers of Shaln Trasque are occupied by Shadb Trasque for 1 turn (occupying player has the first choice of Economic or Demographic Power Point to use); Region 34: +1 Urbanization; Region 26: +1 Max Capacity)


    Yet, it appears not even the Roque-Eshian invasions can stop the Shaln Trasque people from spreading forth through the inhospitable, woody lands of Astinanana and even founding some mountain goat-hunting operations under the very nose of the Second Dynasty of Roque-Esh (from who they borrow a degree of social cohesion and class-based organization). Less prominent Shadb Trakkan clans even end up falling under the influence of primitive cave cities of the Second Ridge, famous for its master-craftsmen. Yet, this proliferation comes at a cost of exhausting the ecosystems of the mountain forests the Shaln Trasques populate. (Shaln Trasque: +1 Population Center in Region 34, +1 Population Center in Region 24, player must choose type of new Power Point; 1 Population Center of Shadb Trasque is influenced by Shaln Trasque for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); Region 24: -1 Wilderness; Region 26: -1 Wilderness)


    The Wiet-yrisi Syrisil culture has a prosperous century, as the first groups of sea fishers from Fee Shenete establish flourishing settlements in the narrow strip of oceanic lowland in Zahnenee (a region they themselves call Ash-han-aut, or “the Place of Cinder Rains,” named so after the frequent volcanic activity). Back at home, the forest settlements Alignak river basin become the center of oral art and intellectual introspection. The apprenticeship system of old finally bears its first fruit, as it contributes to the rise of local crafts and gradual stratification of the Syrisilian society. (Wiet-yrisi Syrisil: +1 Material Culture, +1 Intellectualism, +1 Comity, -5% Centralization, -5% Conformity, +1 Population Center in Region 11; player must choose type of new Power Point)


    In the west, the Sheneti Syrisil agriculturalist fully embrace their separation from the upstart power of Dyesynil and keep spreading through Fee Shenete. (Sheneti Syrisil: -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point)


    The city-state of Dyesynil and its allies continue their fast and unlikely rise as one of the dominant powers in the region. More and more Dyesynilians settle in the valleys of Pulete, while the metropolitan levy, armed with primitive weapons, keeps on spreading the league’s dominion through the Nekeni world. (Dyesynil: -5% Centralization, -5% Conformity, +1 Population Center in Region 12; player must choose type of new Power Point; 1 Population Center of Nekenee is occupied by Dyenysil for 1 turn (occupying player has the first choice of Economic or Demographic Power Point to use))


    The Nekenee civilization’s response to the onslaught takes mostly passive and generally peaceful forms, as the Nekeni merchants try to influence Dyesynil and its allies through trade and gifts. While they fail, this lean toward the mercantile leadership sees the rise of proto-oligarchy in Kineka and other Nekeni cities, turning the priest-kings of old into puppets of the merchant class once and for all. The blossoming of pottery, masonry, and toolmaking follow, and the civilization keeps on growing in its extent, despite still looking for ways to stop the meteoric rise of Dyesynil. (Nekenee: +1 Prominence, +5% Centralization, -5% Conformity, +1 Population Center in Region 11; player must choose type of new Power Point)


    The seafaring civilization of Nadelis Turape undergoes its first true cultural split, made more inevitable by the appearance of many insular communities in the islands east of Nadelis-Sagulan. As the population of Bolevel keeps on growing, the locals keep more or less constant contact only with their fishing kin from Racatan. This leads to the insular Bolevel Turape culture de-facto separating from the people of Nadelis in tongue and tradition. (Nadelis Turape: -5% Centralization, -5% Conformity, +1 Population Center in Region 3; player must choose type of new Power Point; Nadelis Turape civilization splinters into Nadelis Turape and Bolevel Turape)


    The Hazo people have yet another indecisive century, as they prove to be quite far from Saliko the Wanderer’s favor. Some of them do manage to leave the densely populated Tantara woods for the continental shrubland of Hyagothia, while the rest of the errant natives spend centuries in pointless raids into the frigid lands of Bashtunari savages. (Hazo: 1 Population Center migrates from Region 22 to Region 20)


    The Happatanari syncretic civilization keeps spreading through the alluvial plain of Nantara. (Happatanari: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point)


    In the meantime, the overpopulation of Nantara becomes not such a distant danger, prompting many Left-bank Happatara peasants to start migrating west, into the edges of the Tantara wood. Warden-prince Pandata of the city of Tahtarapa sees an opportunity in that growing demographic momentum and launches an attack on the remaining, isolated cities of Tantanari. (Left-bank Happatara: 1 Population Center migrates from Region 23 to Region 22; 1 Population Center of Tantanari are occupied by Left-bank Hapaptara for 1 turn (occupying player has the first choice of Economic or Demographic Power Point to use))


    On the other end of the Land of the Shining Sky, all is quiet in the savanna of Mona’s Rest. While the Hill Enamans stagnate, the Lakeshore Enaman civilization rebounds from centuries of turbulence and spreads deeper into the land they call the Waters of Much Salt. Yet, as the hill cities of Syo-Ke Ao grow in size and prosperity on the profitable salt trade, they quickly develop their own identity, distant from the idyllic and peaceful mentality of their lakeshore cousins, forming a new, Saltmarsh Enaman culture. (Lakeshore Enaman: -10% Centralization, -10% Conformity, +2 Population Centers in Region 28; player must choose type of new Power Point; Region 28: +1 Urbanization; Lakeshore Enaman civilization splinters into Lakeshore Enaman and Saltmarsh Enaman)


    The Monite Enaman culture continues its peaceful search of enlightenment, as the image of Mona the Forebearer grows in magnificence, and an entire pantheon of minor companion-deities develops around her. The appearance of companion-deities creates a class of minor flamen clergy, binding the Monite worshippers closer to each other. (Monite Enaman: +10% Conformity, +1 Spiritualism)


    The Chorok Enaman tribes keep on developing into a more or less united tribal league, led by an authoritative high chieftain. Despite having a relatively weak authority over the communities in the edge of the Choroki world, these high chieftains still act the the deterrent to interclan warfare, leading to an ongoing population boom in the pampas. (Chorok Enaman: +15% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point)


    Finally, in the mountain ridge of Aoni-chehek, the Highland Ankarne pastoralists achieve a series of breakthroughs in animal husbandry and selective breeding of llamas and dwarf horses. (Highland Ankarne: +1 Pastoralism)

    GM's note: @thomas.berubeg will be dropped from the game next turn, if no orders are submitted.
     
    Last edited: Sep 3, 2019
  16. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

    Joined:
    Apr 16, 2009
    Messages:
    1,109
    Gender:
    Male
    Location:
    Western Washington
    Trasque En Ettin Shadb
    - Influenced Shaln points are Economic
    - New Point is Cultural
    - Unity (Cultural/Comity on Conformity x2): As Roque-Esh flexes its military might against its own sibling-cities the assorted priest-kings work on uniting the cities culturally to prevent any deeper divides that could allow the gods influence in Trasque and ensure their aggression is focused outwards on god-slaves, not the faithful.
    - Prominence (Cultural/Material Culture): Continuing advancement in copper and obsidian artwork.
    - Urbanizing (Economic/Industry in Trasque): The influx of Shaln tribesmen and the desire by some of the Shadb to insulate themselves from their cousins who've returned to the fold leads to the early stages of stratification based on ancestry, with the older Shadb tribesmen concentrating more in their proto-cities while Shaln migrants continue their migratory lifestyle in the more remote parts of the province. This is acerbated by Roque-Esh's militant behavior, both by those who see the city's success as proof of its righteousness and those who view it as dangerous, leading to a greater push for centralized, easily defended centers of population.
    - Innovation (x3 Economic/Innovation in Region 34 to increase Capacity, 2 are using Shaln points)
    - Demographic Point and Cultural Point unused due to low Conformity (influenced point may be from here)
    - Military Point unused due to low Centralization (influenced point may be from here)
     
    Last edited: Sep 4, 2019
  17. Marcher Jovian

    Marcher Jovian Chieftain

    Joined:
    Jul 12, 2013
    Messages:
    405
    Nadelis Turape Orders
    -Intellectualism to improve Intellectualism
    -Intellectualism to improve Intellectualism
    -Mercantilism to influence the Sagulan Turape
     
  18. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,351

    Wiet-yrisi Syrisil
    orders:

    new point into economy (which is promptly lost due to lack of centralization)

    Point Allocation:
    1) demographic point: survivalism in region 7
    2) cultural point: material culture to prominence
    3) cultural point: intellectualism to comity
    4) cultural point: comity to conformity
    5) cultural point: comity to centralization
    6) cultural point: lost due to lack of conformity
    7) cultural point: lost due to lack of conformity
    8) military point: seafaring to region 7 (support of demographic efforts)
    9) economic point: lost to lack of centralization

    Narrative:
    1) The Wiet-yrisi Syrisil once again follow the dolphins into the long night's moonlit waters, this time they bring their families, planning to find new homes on distant shores.
    2) New tools begin to make their way from the 'Ash-han-aut', tools made from a yellow metal and bound to strong hardwoods that resist wear and tear. Woven flax fibers treated with newly discovered tree resins allow more water-tight constructs for fishing, sailing, and everyday use in the kitchen and camp.
    3) The riverlands begin to see more advanced construction as suspended bridges begin to be woven from flax fiber between the longhouses. New tools from 'Ash-han-aut' make construction easier.
    4) The tribes of the Wiet-yrisi make an annual pilgrimage to come together and share stories and trade. At these annual gatherings, they also elect matriarchs who serve to represent the tribes and the people in affairs relating to the Syrisil as a whole.
     
    Last edited: Sep 3, 2019
  19. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,719
    Hazo (Turn 18)
    - Free point into Culture
    - 3 Demographic Points into Migration from Region 24 to Region 33
    - 1 Demographic Point into Migration from Region 22 to Region 20
    - 1 Cultural Point into Intellectualism to improve Comity
    - 2 Cultural Points into Comity to improve Conformity
    - 2 Cultural Points lost/randomly used
    - 1 Military Point into Asymmetric Warfare against the Bashtunari

    Narrative Orders: The Bashtunari learn to regret their mocking of Siliko, as the Hazo proletysation campaign takes a very violent turn. The abundance of high quality wood convinces even the most wayward tribes of the Hazo of Siliko’s prominence, leading to even greater cultural and religious unity. This causes new migration efforts to occur.
     
  20. LordArgon

    LordArgon Chieftain

    Joined:
    Feb 10, 2019
    Messages:
    59
    Gender:
    Male
    Nekenee Orders
    Free point into Military
    Use Agriculture to settle in region 12
    Use Intellectualism to improve Mercantilism
    Use Intellectualism to improve Conventional warfare
    Use Intellectualism to improve Depredation
    Use Comity to increase Centralization
    Use Comity to increase Conformity
    Use Mercantilism to influence Dyesynil settlement in region 9
    Use Mercantilism to influence Dyesynil settlement in region 9
    Use conventional warfare to defend against the Dyesynil attacks.
     

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