South Pole Cradle

1 point into grazing in Mona Yi Hu to replenish our numbers.
1 points into mercantilism to influence the Saltmarsh Enamans.
1 point into comity to promote centralization
 
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Update 18 (Years 1700-1800 Post-K7)


The Shadb Trasque civilization keeps on flourishing in the First Tall Ridge. The Trakkan cave cities continued feuding between each other, although their cultural unity increases as various petty priest-kings bow to Roque-Esh’s de-facto cultural hegemony out of fear of provoking a conflict with it. This indeed insures that a few Roque-Eshian military expeditions target the “god-slaves” of Trasque En Ettin Shaln, instead of the true believers - although these campaigns fail to achieve the successes of the previous centuries. At home, the industrious Shadb Trasque continue proliferating through their homeland, as more cities are built in previously unreachable locations (which necessitates a creation of impressive stone stairways and bridges), while the established cities grow in depth. Unfortunately, this all comes at the expense of exhaustion of many easily accessible mines and stone-pits. (Shadb Trasque: -5% Centralization, +5% Conformity, +1 Population Center in Region 34; player must choose type of new Power Point Region 34: +1 Urbanization, +2 Max Capacity, -1 Deposits)


For the numerous tribes of Shaln Trasque, this century comes a reprieve from constant raids launched by both Shadb Trakkan and Choroki Enamanm, as they find cover deeper in the woody mountains of the central massif. The Roque-Esh’s yoke also slides, but the culture and demographics take time to recover. Yet, some recent settlers of Astinanana explore new hunting and gathering grounds in the upper slopes of that valley, where the Hazo foresters never dared to venture. (Shaln Trasque: Region 24: +1 Max Capacity)


The Nadelis Turape natives turn to vain introspectionism following the breaking of cultural bonds with the insular Bolevel Turape migrants (whose culture and population seem to stagnate as well). Yet, the riches of Nadelis jungles are still plentiful, and the population keeps on booming across the rainforest. (Nadelis Turape: -5% Centralization, -5% Conformity, +1 Population Center in Region 6; player must choose type of new Power Point)


Across the mountains, on the other side of the home island, the Sagulan Turape people show signs of absorbing the lessons learned from their lasting (albeit, no longer binding) contact with their continental settlements in Fee Shenete. Greater cultural cohesion develops, and constant voyages to the continent force many Sagulani seafarers to borrow boatbuilding techniques from their more advanced Nadelisi cousins. (Sagulan Turape: +1 Seafaring, -5% Centralization, +5% Conformity, +1 Population Center in Region 8; player must choose type of new Power Point)


The Wiet-yrisi Syrisil civilization comes to a full blossom in this century, displaying a motley boom of ideas and achievements. Volcanic rocks and ore from Ash-han-aut, as well as primitive tree resin, find their way to the Alignak river basin along an ocean shore trade route. There, the Wiet-yrisi craftsmen put them to good use, and their stilt villages become famous for the vibrant, extravagant clothes and jewellery they produce. The new materials also prove extremely useful in creation of more advanced hunting, fishing, and farming tools, and the resulting age of prosperity pushes many communes closer together, prompting new ways of matriarchal social organization and mediation to develop, especially in the spiritual sphere. Effects of this prosperity are seen across the “big water,” as the masterful and inventive Syrisilian boatmen finally manage to reach the islands north-west off the cape and found lasting communities there. (Wiet-yrisi Syrisil: +1 Prominence, +1 Comity, +1 Agriculturalism, +1 Survivalism, -5% Centralization, +5% Conformity, +1 Population Center in Region 7; player must choose type of new Power Point)


The yet unnamed lands the Wiet-yrisi Syrisil boatmen find are a chain of temperate, moderately humid islands shielded from the oceanic storms by the bigger islands of the outer continental rim. They still do reach the islands in a form of monsoon rains, but the inner sea is fairly peaceful, and good harbors are plentiful. The outback of the islands is mostly forests, composed of a variety of fruit-bearing trees and fern underbrush. Mushrooms and various forms of primitive fungi are especially plentiful, owing to the relatively insular nature of the local ecosystem. Pigmy pigs and dwarf elephants are the biggest inhabitants of the islands, while the carnivorous lemurs act as the top predators. Yet, the most dangerous predators are not them, but a variety of arachnid species, some of which grow large enough to catch small bats and paradise birds in their webs. Good soil and grazing meadows are very rare, and the natural deposits are limited to omnipresent timber… unless one considers what can be made out of the ever-present spider webs.


The Sheneti Syrisil generally have a few quiet generations. To their credit, the shrewd bartering methods they learned from Nekenee over centuries of mutual contacts finally pay off, as the plain-dwellers easily dominate the trade route that connects Wiet-yris to its supply base of Ash-han-aut. (Sheneti Syrisil: 1 Population Center of Wiet-yrisi Syrisil is influenced by Sheneti Syrisil for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


The Nekenee cities spend the century locked in a bitter struggle with the upstart Dyesynil city-state and its allies. The merchant princes of Nekenee (and especially the trade houses of Kineka) do all they could to wage trade wars on the Dyesynilian League, and they are close to success. Albeit, the trade elites of Nekeni cities dominated by Dyesynil do a great service to their overlords by providing the Dyesynilian League with a degree of economic independence it needed (although, by the end of the century the Dyesynilian grip slipps from them). Military campaigns of the two leagues are equally inconclusive and only drain them out of precious resources. Yet, for what it’s worth, the century of struggle in Pulete forces many valley-dwellers and urbanites to move west and away from troubles, where the agricultural highland communes of Cooleweer start to coalesce into small towns. (Nekenee: Region 14: +1 Urbanization)


On the other edge of the continent, the Monite Enaman clans keep on drifting east along the ocean shore, until some of them settle in the seasonally flooded salt marshes of Syo-Ke Ao. (Monite Enaman: 1 Population Center migrates from Region 29 to Region 28)


Equally little happens among the Hill Enamans, except their herds return to the rolling hills in the outer edge of Mona yi Hu, attracted by the recovering pastures. (Hill Enaman: -5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point)


The center valley of Mona’s Rest still does see a virtually unending population boom of Lakeshore Enaman semi-nomads. Thanks to being the main mediators and consumers of the salt imports from Syo-Ke Ao, their earth-dwelling towns exert their influence over the hill cities of the Saltmarsh Enaman people. (Lakershore Enaman: -5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point; 1 Population Center of Saltmarsh Enamanl is influenced by Lakeshore Enaman for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


Unfortunately, danger now looms over the idyllic savanna of Mona yi Hu, as some tribes of Chorok Enaman semi-nomads also find good grazing grounds there. Their expansion brings new types of pottery to the lake valley as well, as the Chorok Enaman craftsmanship shows signs of growing productivity thanks to the raw materials from Mask ui Sha. (Chorok Enaman: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point)


The Lowland Ankarne tribes on the right bank of the Chorok river continue stagnating. Meanwhile, the biggest advancements in animal husbandry keep occurring higher up in the mountains, surprisingly. There, the Highland Ankarne natives develop new, stronger breeds of draft llamas, which they start using for porting and cart pushing. (Highland Ankarne: +1 Pastoralism)


Much farther west, the Aghak seafarers from the Aghigbro island chain keep their slumber in isolation from the big land. It’s unlikely they’ll be able to afford that inactivity for much longer, as their egg-hunting and whale fishing start to exhaust the local ecosystems. (Aghak: Region 36: -1 Wilderness)


Back on the continent, the Nantara alluvial plain keeps becoming more and more densely populated. The enclaves of Happatanari culture keep becoming more frequent, as this syncretic culture finds its own niche in the populous, but relatively primitively strictured hierarchy of Happatara cities. Thanks to the legacy of Tantanari cultural sophistication, the Happanari often find themselves positioned well within the growing cities of the Left- and Right-bank Happatara, although very few towns do have a majority Happatanari population. (Happatanari: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point; Region 23: +1 Urbanization)


The Pandatid dynasty of Tahtarapa continues exercising high authority among fellow warden-princes of the Left-bank Happatara cities, thanks to an effective management of its alluvial farming communes and successful colonization of the fringes of the Tantara woods. The forest-clearing operations provide the valuable, durable timber for the Tahtarapan urban craft, while also opening up more livable space, albeit at the cost of damage to the local ecosystem. (Left-bank Happatara: +1 Prominence, 1 Population Center migrates from Region 23 to Region 22, -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point; Region 22: -1 Wilderness, +1 Max Capacity)


To their west, the Tantanari natives keeps on retreating deeper into Tantara woods, where they escape the Pandatid yoke and replenish their numbers. (Tantanari: -5% Centralization, -5% Conformity, +1 Population Center in Region 22; player must choose type of new Power Point)


A similar population boom takes place to their south, where the Bashtunari evade badly organized Hazo raids and recover the once abandoned hunting grounds in Bashtun. (Bashtunari: -5% Centralization, -5% Conformity, +1 Population Center in Region 21; player must choose type of new Power Point)


The Hazo themselves, meanwhile, continue stubbornly praising their deity Siliko the Wanderer, despite its clear and repeated rejection of any sacrifices and prayers (something that does little to boosting the Volaohany shamans’ authority). Yet, it’s physically impossible for such a numerous people to not achieve at least something, and eventually some of the foresters do successfully make it to the moderate shrubland of Hyagothia. This successful trek also serves to teaching the surviving Hazo how to perform such migrations in the future. (Hazo: +1 Migration, 1 Population Center migrates from Region 22 to Region 20)


Little, if anything, changes in the lives of Agomai and Yonike people to the west of Hyagothia, not counting continuous, low-key ritualized warfare. Just off the continental coast, the Maranmapi islanders also remain content with their quiet life away from the big land.

GM's notes:
  • @thomas.berubeg is dropped from the game. (Feel free to rejoin any moment.)
  • @Nuka-sama and @Decamper - You're the next in the list potentially dropped players if your orders are not submitted by Monday.
 
Trasque En Ettin Shadb
- New Point is Cultural
- Spiritualism (Cultural/Spiritualism x2): As Roque-Esh and its sister cities flex their military and economic might against the Chorok the assorted priest-kings focus their efforts on bringing their western brethren back into the goddess's embrace. This is really done out of fear of what the resurgent Shaln Trasque might be capable of if they tried flexing their might
- Intellectualism (Cultural/Intellectualism on Intellectualism): The storytellers of Trasque Shadb are getting more elaborate in their methods, with a more formal apprenticeship system starting to take root.
- Prominence (Cultural/Material Culture): Continuing advancement in copper and obsidian artwork.
- Mercantilism (Economic/Mercantilism in Region 26): Roque-Esh's rivals continue to try and assert their economic dominance over the Masque-Una-Eshal region
- Conquest (Military/Conquest in Region 26): Roque-Esh continues to try and assert its military dominance over the Masque-Una-Eshal region, preferably targeting the Chorok Enaman.
- Demographic Point and Cultural Point unused due to low Conformity
- Economic Point unused due to low Centralization
 
Nadelis Turape Orders
-Undifferentiated point to Cultural
-Intellectualism to improve Intellectualism
-Intellectualism to improve Intellectualism
-Mercantilism to influence the Sagulan Turape
 
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Wiet-yrisi Syrisil orders:

rename 7 to 'Cysid-is-syv' ("dew in webs")
new point into military
i recognize that i lose 1 point of either culture or military but am not sure how to include that in the orders- just ignore one point in my orders i guess???


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

Narrative:
1) The Wiet-yrisi Syrisil once again follow the dolphins into the long night's moonlit waters, this time traveling to the Bolevel region (#3).
2) Woven silk from gathered spiderwebs are increasingly seen alongside the flax fibers, the Wiet-yrisi turning their love and aptitude of weaving to this new medium very quickly.
3) The matriarchal tribal representatives continue to evolve, maturing more and more into a proto-republic.
4) At the same time the witches' covens continue to evolve organizationally alongside the matriarchal electives, establishing a parallel structure complementary to the leadership and focusing on spiritual communion, teaching/apprenticeships, and medicine.
 
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Nekenee Orders
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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Hazo (Turn 19)
- 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
 
Spend 1 point of influenced Saltmarsh enemans to improve Material Culture

Spend 2 points on comity to improve centralization.

Spend 1 demographic point to use Survivalism to populate the Syo ke Oh salt marshes
 
Update 19 (Years 1800-1900 Post-K7)


The Shadb Trasque civilization continues to thrive on the natural riches of the First Ridge and their colonies in Shaln Trasque and Masque-Una-Eshal. As the population of the cave cities balloons to a size barely sustainable by the local ecosystem, the urban craft prospers. Simultaneously, some humble cave settlements are being established on the outer rim of the Shadb world. (Shadb Trasque: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 34; player must choose type of new Power Point; Region 26: +1 Urbanization)


The city-state of Roque-Esh, meanwhile, wastes its massive resources in an unsuccessful proto-imperialistic gamble to exert its economic and military influence over the western forests. There, its primitive levy clashes in first semi-organized battles with the Chorok Enaman settlers of the shrubland, being eventually driven to a bloody stalemate. Meanwhile, the trade with the Shaln Trasque communities fails to outcompete their craftsmen, and the only end result of that endeavor is the growing urbanization and sophistication of the local Shaln Trakkan settlements, combined with some forest clearings in Masque-Una-Eshal. (Shaln Trasque: Region 24: +1 Urbanization, Region 25: +1 Urbanization, Region 26: +1 Max Capacity)


On the Turapan islands, the Nadelis Turape use their overseas contacts with the sophisticated culture of the Alignak river basin to develop more complex forms of cosmogony and oral storytelling. Meanwhile, they keep spreading through the rich rainforests of their homeland. (Nadelis Turape: +1 Intellectualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 6; player must choose type of new Power Point)


Inevitably, their newfound knowledge trickles down to their Sagulan Turape neighbors who speak a very similar language. Naturally, a similar the population boom also increases their numbers significantly. (Sagulan Turape: +1 Intellectualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 8; player must choose type of new Power Point)


A true flourishing of intellectualism, however, takes place back in the big land, where the Wiet-yrisi Syrisil people reach an important cultural milestone. It starts with an invention of textile production from spider silk, using some insular arachnid species from the Cysid-is-syv islands. While this proto-silk is difficult to mass-produce, the demand for luxury clothing leads to the development of more sophisticated fabric production methods, passed from master to apprentice and often associated with the matriarchal mystery cults at the core of the Wiet-yrisi Syrisilian society. At some point, these enclosed covens of witches start using spider silk threads with nods and thread extensions on them to pass messages using a secret code. Originally meant only as an additional aspect of an elitist mystery cult, this tradition gives birth to the first known form of writing in the Land of the Shining Sky. Within merely a couple of generations, this leads to a birth of a tradition of natural philosophy, as the Alignakite witches use their writing method to exchange, store, and accumulate their knowledge of medicine, craft, cosmology, and other lore. This revolutionary achievement, however, is recognized by very few at first, and the common Syrisil people know this century mostly for the establishing of first permanent fishing villages on the sandy shores of Bolevel, where they first face the relatively unsophisticated Bolevel Turape people. (Wiet-yrisi Syrisil: +1 Prominence, +1 Intellectualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 3; player must choose type of new Power Point)


The Sheneti Syrisil are not a part of the game-changing invention of their eastern cousins. In fact, they remain merely passive witnesses and accidental beneficiaries of the titanic clash of cultures that takes place in the Pulete highlands. There, the Nekenee cities coalesce around the city-state of Kineka, but their defensive war and economic competition with the hardy Dyesynilian League remain indecisive, leading only to a spread of urbanism to Fee Shenete through the local Nekeni and Dyesynilian towns. Yet, the century of sporadic clashes does teach the Nekenee how to fight in a minimally organized manner. (Nekenee: +1 Conquest, +1 Depredation, Region 9: +1 Urbanization)


The urban power of Dyesynil remains contained by the competition with the Nekenee. However, their urban craft and art flourish at that period, and more agricultural settlements are established in the basin of the Shenete river. (Dyesynil: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point)


Away from the shore, the isolated culture of Maranmapi stagnates for yet another century, but the population growth fuels the islanders’ spread into the backwoods of the Maranmapa islands. (Maranmapi: -5% Centralization, -5% Conformity, +1 Population Center in Region 4; player must choose type of new Power Point)


A much more life-changing development is experienced by another group of islanders on the opposite edge of the Land of the Shining Sky. The semi-nomadic Aghak seafarers finally manage to found lasting settlements in the Obarer coast. Given the poverty of the local sea life, the settlers have to venture deeper inshore for food, and eventually some of them start following and hunting courts of more peaceful kangaroo species, and some smaller, friendlier jacks and jills even start co-existing with the Obareri Aghak semi-nomads as camp companions. (Aghak: +1 Pastoralism, -5% Centralization, -5% Conformity, +1 Population Center in Region 37; player must choose type of new Power Point)


Farther to the west, the Padatid dynasty of the Left-bank Happatara civilization emerges as a major patron of arts and infrastructure works, fueled by the logging colonies from the edges of Tantara woods. Their city-building efforts are also widely noticeable, although the swelling of the urban population that demands bigger agricultural production leads to the growing exhaustion of soil in Nantara. (Left-bank Happatara: +2 Prominence, Region 23: -1 Soil Fertility, +1 Urbanization)


All the while, a bigger and bigger fraction of the urban population on the both banks of the Nantara river adopts the Happatanari ways, as these people become known for holding middle and lower high classes of the Happataran society. (Happatanari: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point)


The Tantanari people continue replacing the ever-migrating Hazo in Tantara. They borrow primitive urban forms of living from the Happataran colonists from the city-state of Tahtarapa, eventually forming much more durable and less horizontal social structures. (Tantanari: +1 Comity, -5% Centralization, -5% Conformity, +1 Population Center in Region 22; player must choose type of new Power Point; Region 22: +1 Urbanization)


For the Hazo forest people this century does become the time of mass exodus from their homeland. With god Siliko the Wanderer, apparently, now hearing their prayers, many tribes leave the Tantara woods for the forested valley of Hattara and the seasonal shrublands and steppes of Hyagothia. In the meantime, in Bashtun their raids continue being the scourge of the struggling Bashtunari people, and this century of internecine marauding develops a knowledge of military incursions and scorched earth warfare among the previously peaceful Hazo. (Hazo: +1 Depredation, 2 Population Centers migrate from Region 24 to Region 33, 1 Population Center migrates from Region 22 to Region 20, Bashtunari: -1 Population Center in Region 21)


The earth-dwelling cities Lakeshore Enaman people keep trying to bring the salt-producing towns of Syo-Ke Ao under their control. Thanks to being the intermediaries of the main trade networks between the salt flats and the rest of the Enaman world, they contonue to dominate the eastern economy, and the resulting stratification of the lakeshore societies forms more complicated forms of social organization. (Lakeshore Enaman: +1 Comity, 1 Population Center of Saltmarsh Enaman is influenced by Lakeshore Enaman for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


Yet, for what it’s worth, the Saltmarsh Enaman society keeps on growing in numbers, and their weedraft settlements expand to form into true island towns. (Saltmarsh Enaman: -5% Centralization, -5% Conformity, +1 Population Center in Region 28; player must choose type of new Power Point; Region 28: +1 Urbanization)


Naturally, the salt trade proves to be a transformative factor even outside of Syo-Ke Ao. In the outer rim of the Mona yi Hu valley, the Hill Enamans also start to show signs of growing urbanization, as their hill settlements expand to accomodate salt and craft markets. (Hill Enaman: -5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point; Region 29: +1 Urbanization)


Barter in these markets and fairs is driven mostly by the clothes, jewelry, and leatherwork produced by Monite Enaman semi-nomads, whose imprint on the all-Enaman material culture is particularly prominent in that century. The growing prosperity leads to another population boom among them. (Monite Enaman: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point)


In the most distant terminus of the Enaman salt trade, the Chorok Enaman pastoralists prosper thanks to the expansion of their logging and mining settlements in the northern Mask ui Sha (Masque-Una-Eshal) region. The Choroki wars with the Trakkan city of Roque-Esh, however prove to be a saving grace for the Lowland Ankarne people, who are saved from the Enaman raids for the time being. (Chorok Enaman: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point)


Finally, few things, if any, happen in the lands of the Highland Ankarne, Yonike, and Agomai natives.

GM's notes:

@Decamper , @Nuka-sama , @Brougal - If you don't submit orders by the next update (coming Wednesday or Thursday, most likely), I'll have to drop you from the game, unfortunately. Feel free to rejoin later.
 
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Trasque En Ettin Shadb
- New Point is Cultural
- Spiritualism (Cultural/Spiritualism x2): As Roque-Esh and its sister cities flex their military and economic might against the Chorok the assorted priest-kings focus their efforts on bringing their western brethren back into the goddess's embrace. This is really done out of fear of what the resurgent Shaln Trasque might be capable of if they tried flexing their might
- Intellectualism (Cultural/Intellectualism on Intellectualism): The storytellers of Trasque Shadb are getting more elaborate in their methods, with a more formal apprenticeship system starting to take root.
- Prominence (Cultural/Material Culture): Continuing advancement in copper and obsidian artwork.
- Innovation (Economic/Innovation in 34 to increase Max Capacity): The increasing population strain on Trasque forces the locals to come up with more innovative ways to cut down on wasted food, particularly ways to store meat during periods between migrations
- Conquest (Military/Conquest in Region 26): Roque-Esh continues to try and assert its military dominance over the Masque-Una-Eshal region, preferably targeting the Chorok Enaman.
- Demographic Point and two Cultural Points are unused due to low Conformity
- Economic Point unused due to low Centralization
 
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Wiet-yrisi Syrisil orders:

new point into economy

Point Allocation:
1) demographic point: survivalism in region 10
2) cultural point: material culture to prominence
3) cultural point: intellectualism to comity
4) cultural point: comity to centralization
5) cultural point: comity to conformity
6) cultural point: lost to lack of conformity
7) cultural point: lost to lack of conformity
8) economic point: lost to lack of centralization
9) economic point: lost to lack of centralization
9) military point: seafaring to region 10 (support of demographic efforts)
10) military point: seafaring to region 10 (support of demographic efforts)

Narrative:
1) Continue our diaspora across the islands, focusing this century on region 10.
2) Tool use is becoming increasingly complex as the Wiet-yrisi Syrisil draw on materials from across their diverse homes.
3) Both the matriarchal proto-republic and the covens continue to gain in social complexity, driven in part from the rise of knot-secret writing.
 
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Nadelis Turape Orders
-Undifferentiated point to Cultural
-Intellectualism to improve Intellectualism
-Intellectualism to improve Intellectualism
-Mercantilism to influence the Sagulan Turape
 
Nekenee Orders
Use Intellectualism to improve Mercantilism
Use Intellectualism to improve Conventional warfare
Use Intellectualism to improve Assimilation
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.
 
Use 2 points to Improve centralization using Comity.

Use Saltmarsh Enaman’s cultural point to improve intellectualism using intellectualism.

Use mercantilism to continue influencing Saltmarsh Enaman.
 
Tantanari:

Undifferentiated point to culture

Demographic points:
1 survivalism action

Cultural points:
2 points to increase centralization
With left bank Happatara incursions becoming a permanent state of affairs, the chiefs of the Tantanari communes have agreed to a series of mutual alliances between each other, leading to the formation of large alliance blocks with a "main" chief who is selected based on personal prestige, as well as his tribe's strength, and a council of lesser chief who coordinate to set policies. These are not formal instiutions and are fluid in response to changing interests and conditions, but they are the beginning of Nari organization.
1 point to improve material culture
While many tantanari communes are alarmed by the presence of the left bank happatara, others are more accommodating of their presence and trade with the intruders, bringing beads and jewelry into circulation among the Tantanari for the first time

Economic point:
Perform innovation action in Tantara
 
Hazo (Turn 20)
- 4 Demographic Points into Migration from Region 20 to Region 19 (Niankandrefana)
- 2 Cultural Points into Comity to improve Conformity
- 1 Cultural Point into Comity to improve Centralisation
- 2 Cultural Points lost/randomly used
- 1 Military Point into Asymmetric Warfare against the Bashtunari

Narrative Orders: The Hazo continue their warpath against the Bashtunari, although very slowly as per Hazo tradition. The recent success of the migrations increase the piousness of the Hazo people and this draws them closer together both culturally and politically (RNG plz). The Hazo continue their migration, now exploring a region in the west that they call Niankandrefana.
 
Update 20 (Years 1900-2000 Post-K7)


The Shadb Trasque civilization continues developing around the ivory tower of the cave city-state Roque-Esh, which trade expansion and military campaigns into Masque-Una-Eshal bring about a century of on-and-off conflicts with local Chorok Enaman tribes. Despite some short-lived successes, the warlike Chorok Enamans prove to be a tough nut to crack, and the most of the military gains are eventually reversed. Still, this prolonged struggle leads to the formation of first primitive levy militias among the Shadb Trakkan cities and gives them a breathing room for further expansion of craft. New cities are founded in the First Ridge, as the Trakkan urbanites innovate new ways of reaching fresh water springs and connecting the cities to the lowland hunting grounds via stone staircases. Unfortunately, the density of population in Trasque continues exhausting the local ecosystem, as many top predators (including sabertooth cats) are expelled from their mountain lairs, sending a ripple effect through the entire ecological pyramid. (Shadb Trasque: +1 Prominence, +1 Conquest, -5% Centralization, -5% Conformity, +1 Population Center in Region 34; player must choose type of new Power Point; Region 34: +1 Max Capacity, -1 Wilderness)


The Shaln Trasque tribes find themselves surrounded by the internecine warfare between the colonies of Roque-Esh and the Enaman tribes. They themselves start participating in these campaigns on an off, sometimes as mercenaries, often as attempted (and regularly unsuccessful) marauding bands, but most frequently as targets of Chorok Enamani subjugating campaigns. For better or worse, they do learn a thing or two about the basics of military organization. Meanwhile, their tribes from the Second Tall Ridge continue enjoying the long-earned reputation as capable toolmakers and craftsmen. (Shaln Trasque: +1 Prominence, +1 Conquest)


Needless to say, the Chorok Enaman tribes from the edges of Mask ui Sha (Masque-Una-Eshal for the Trakkan speakers) emerge even better fighters from the century of ongoing conflict. At first, they find themselves on the back foot against the onslaught of Roque-Esh and its city-state allies, but eventually they reverse the Shadb Trakkan gains and even attempt to cross into the First Tall Ridge (albeit, unsuccessfully, given their lack of familiarity with mountainous landscape). Yet, their chieftains turn these proto-warbands of experienced fighters against the much smaller mountain cities of the Shaln Trasque, against who they win a few impressive victories. As disorganized as they are, the Chorok Enaman tribes of Mask ui Sha are learning the basics of the art of war. (Chorok Enaman: +1 Conquest, 1 Population Center of Shaln Enaman in Region 26 is occupied by Chorok Enaman for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use))


The violence reigning over the edge of the Enamani world is barely noticeable in the peaceful, idyllic lands of Mona’s Rest. The Lakeshore Enaman people continue spreading through the Mona yi Hu lowlands, as more and more earth-dwelling cities appear in places where pastoralist communities gather seasonally for sacrifices, festivals, and where they store their surplus food and property. Mercantile elites of of of such cities, Gna-shi Dana, gain particular influence among the Lakeshore Enamans by nearly monopolizing the caravan service for salt trade - with transportation of goods driven by human porters, for now. (Lakeshore Enaman: +5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point)


The Saltmarsh Enaman people do finally get their share of the profits from the salt trade, when their own island towns start exercising a sway over the hillock settlements of Syo-Ke Ao. (Saltmarsh Enaman: 1 Population Center of Hill Enaman is influenced by Saltmarsh Enaman for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


The Hill Enaman clans, while being some of the more backward Enaman cultures, are also somewhat pulled closer by the gravity of barter trade, in which salt acts as a de-facto proto-currency, but the objects of trade include various types of leatherwork, flightless bird cattle, houseware, tools, and clothing items. (Hill Enaman: +10% Centralization)


Surprisingly, it’s the idyllic ocean shore communities of Monite Enaman that act as the main manufacturers of this good exchange, as their stone tools (built using the sandstone of the seaside cliffs), fish, kelp ropes, and reed baskets become major trading items. They are exchanged for a surplus of food, driving the continuous population growth. (Monite Enaman: +1 Prominence; -5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point)


While the Enaman world experiences a trade boom, the most revolutionary development in that corner of the Land of the Shining Sky takes place in the mountains of Neu Tyekye. There, the Highland Ankarne tribes reach a breakthrough in their domestication of huge macrauchenia patachonica (tall, long-nosed, humpback llamas). Not only do the Highland Ankarne people purposely breed a species of wooly llamas, but they also produce a breed of stocky, strong draft llamas, who they use for pulling primitive wheeled carts. This increases productivity to generate a population boom, as many tribes descend down into the pampas of Chorokpan, where they meet their kin from the Lowland Ankarne. Simultaneously some petty chieftains start riding such carts as ceremonial vehicles, and it may be not long until the peaceful Ankarne figure out how to use these primitive chariots in warfare. (Highland Ankarne: +1 Pastoralism, -5% Centralization, -5% Conformity, +1 Population Center in Region 28; player must choose type of new Power Point)


On the other end of the continent, another socio-cultural revolution takes place among the Wiet-yrisi Syrisil people. Their covens of Alignakite witches start organizing their spiritual teachings via their secret system of silk-rope writing. With time, they thus transform into de-facto political clubs that use their mystical religion and monopolized knowledge of writing and lore-keeping to exercise great authority in the proto-republican political structure of Wiet-yrisi Syrisilian tribes. While their culture remains fairly unsophisticated in the eyes of its neighbors, this appears to be a temporary state of things. After all, the Wiet-yrisi Syrisilian spider silk textiles are well-sought and highly valued, and the seafarers from the Alignak river delta are seen freely exploring the inner sea, even though their fishing colonies don’t always have an easy time surviving in the discovered lands to bring the newly gained knowledge to their kin. (Wiet-yrisi Syrisil: +1 Prominence, +1 Comity)


Learning from their eastern brethren, the Sheneti Syrisil people also start experimenting with the idea of religion-centered political faction, albeit their ways of social organization lack the advancements of the Syrisilian writing system. Still, the valley of Fee Shenete keeps becoming more populated with time, and many Wiet-yrisi Syrisilian settlements existing mostly as the transit hubs for granite, obsidian, and ores, become dominated by the Sheneti grain merchants. (Sheneti Syrisil: +1 Comity, -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point; 1 Population Center of Wiet-yrisi Syrisil is influenced by Sheneti Syrisil for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


A similar fate is met by the Wiet-yrisi Syrisilian colonies on the Bolevel island. There, the colonists find themselves dependent on the trade with the much more adapted Bolevel Turape tribes to support their population, thus falling under their influence. This leads to an age of prosperity and population growth for the Bolevel Turape. (Bolevel Turape: -5% Centralization, -5% Conformity, +1 Population Center in Region 3; player must choose type of new Power Point; 1 Population Center of Wiet-yrisi Syrisil is influenced by Bolevel Turape for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


The Nadelis Turape, meanwhile, keep their lifestyle of seafarers, although their main bounty from the trips to the continent is the lore and ideas borrowed from the Wiet-yrisi and Sheneti Syrisil people. They borrow some textile making techniques, which their fringe Sagulan communities put to a good use when they develop primitive ways of cultivating jute in the lowlands cleared of the elephant grass. The Sagulan Turape people are slow to borrow their techniques, and they simply barter the Nadelis Turapan textiles for food, which brings about a continuous population growth to the Nadelis northerners. (Nadelis Turape: +1 Prominence, +1 Intellectualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 6; player must choose type of new Power Point)


Back on the continent, the struggle between the Nekenee civilization and the Dyesynilian League intensifies. The Nekeni city-state of Kineka starts to formalize its previously informal authority, putting together a trade league of its own. The merchant princes of Kineka form primitive urban militias, which prove to be instrumental in beating the Dyesynilian invading armies in the field in some of the first recorded organized battles. For now, they lack the capacity and logistics to bring the war to the walls of Dyesynil or its league members, but the Nikeni traders triumph where their warriors face frustration. With time, many Dyesynilian emporiums are overtaken by the traders from Kineka and its allies. Meanwhile, many people in the Nekenee world grow tired with the ongoing conflict, and some ever-growing village communes of Cooleweer, in the fringe of the Nekenee civilization, form into city-states of their own, for now remaining in the shade of the mighty Kinekan alliance. (Nekenee: +1 Conquest, +5% Centralization, -5% Conformity, +1 Population Center in Region 14; player must choose type of new Power Point; 1 Population Center of Dyesynil is influenced by Nekenee for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); Region 14: +1 Urbanization)


Despite all setbacks, Dyesynil is still a powerful city, albeit their network of tributaries is getting less and less dependent on its council of matriarchs. Still, its colonies expand through the Pulete highlands, and the Dyesynilian farming colonies in Fee Shenete turn into small stilt-towns, spreading the urbanization trend to the local Syrisilian people as well. (Dyesynil: -5% Centralization, -5% Conformity, +1 Population Center in Region 12; player must choose type of new Power Point; Region 9: +1 Urbanization)


This brings us to the opposite end of the land of the Land of the Shining Sky. The Aghak people, split between the insular comunes of bird egg gatherers and the pastoralist tribes of Obarer herders, get ever more comfortable with their semi-migratory lifestyle. (Aghak: +1 Migration)


The Tantanari people, ever pressed by the Padatid dynasty of the Left-bank Happataran city Tahtarapa, briefly end their migrations into Nantara and attempt to organized around a charismatic chief, but so far their tribal politics remain highly divisive. At least, they do continue to proliferate through the Tantara woodlands, and their woodcraft and toolmaking skills reach new heights once again. (Tantanari: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 22; player must choose type of new Power Point)


The Left-bank Happatara civilization, meanwhile, leaves the push into Tantara woods to the ambitious Padatid dynasts. Instead, the most of their city states enjoy a peaceful century of innovation and expansive agriculture. Eventually, this brings their understanding of irrigation, canal building, and civil engineering to new levels, albeit at the cost of some depletion of natural resources of Nantara. (Left-bank Happatara: +1 Agriculturalism, +1 Innovation; Region 23: +1 Max Capacity, -1 Deposits)


On the other side of the great river, the Right-bank Happatara people leave the first mark in centuries, as their mastery of mud brickwork reaches new levels. (Right-bank Happatara: +1 Industry)


The “hidden civilization” of Happatanari keeps blossoming as an ethno-class of Happataran urbanites. Their cultural tradition, inherited from their Nari ancestors, keeps on developing to a new height, as they excel in roles of urban proto-bureaucrats, clerks, and merchants. This naturally brings them to positions of influence, especially among the less sophisticated right-bank settlers. (Happatanari: +1 Intellectualism, 1 Population Center of Right-bank Happatara is influenced by Happatanari for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


To the west, the spread-out Hazo peoples enjoy another century of slow, but purposeful migrations. Despite the growing distances between the tribes, the Volaohani spiritists and the Silikite priests start exercising a surprising level of spiritual authority among the Hazo. This coherency of beliefs is made possible by the efforts of the Mpik-Hazak (or “tree runners”), who grow to a stratum of merchants and popular leaders that keeps the wandering forest communities together and somewhat organized. At the time of war with the Bashtunari savages, its the Mpik-Hazak leaders that lead the Hazo fighters to their gruesome victories against the natives of Bashtun, avenging the high losses suffered by their own colonists. (Hazo: +1 Prominence, +10% Conformity, +10% Centralization,1 Population Center migrates from Region 20 to Region 19; -1 Population Center in Region 21)


In the meantime, some of Siliko-worshipping Hazo migrants discover a land they call Niankandrefana. That’s a low valley surrounded by high mountains and covered by a virgin, broadleaf forest. The valley itself is a sequence of limestone plateaus, meaning that the river crossing the valley consists of a series of waterfalls or rapids separating sand-beached lakes. Precipitation is rich here, but moderated by the mountains surrounding the valley, and the dense forest consumes all the excess water. This means that the few meadows that do exist have a fairly decent soil. The forest and its fern underbrush are a home to a smaller breed of wild hippidon horses, antelopes, and water buffalos, hunted for by sabertooth cats. Besides the omnipresent timber, this land is rich in minerals and limestone, while a few swampy areas feature pools of strang black oil that turn into true traps for local animals.



The Bashtunari natives claim that the Hazo are the first ones to start the war that’s been lasting between the two groups of forest dwellers for centuries. In this century, some Bashtunari warrior societies get some success against the local Hazo and burn a few villages, bringing some advanced woodcarved tools back as loot. Unfortunately, the Hazo return in numbers and deal a much heavier damage to the struggling Bashtunari society. (Bashtunari: +1 Prominence, -1 Population Center in Region 21)


Naturally, the result of this is that the canyon settlements of Yonike from Aoni-chechek start dominating the food trade with the isolated Agomai natives. (Yonike: 1 Population Center of Agomai is influenced by Yonike for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))

GM's notes:

  • @Brougal , @Nuka-sama , @Decamper are dropped from the game. Feel free to rejoin some day.
  • @jackelgull rejoins the game
  • The updates are growing in size, so I'll slow down the updating cadence once again
 
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Nadelis Turape Orders
-Undifferentiated point to Cultural
-Intellectualism to improve Intellectualism
-Intellectualism to improve Intellectualism
-Mercantilism to influence the Sagulan Turape
 
Trasque En Ettin Shadb
- New Point is Economic
- Unity (Cultural/Comity on Conformity x3): As Roque-Esh flexes its military might 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.
- Intellectualism (Cultural/Intellectualism on Intellectualism): The storytellers of Trasque Shadb are getting more elaborate in their methods, with a more formal apprenticeship system starting to take root.
- Innovation (Economic/Innovation in 34 to increase Max Capacity): The increasing population strain on Trasque forces the locals to come up with more innovative ways to cut down on wasted food, particularly ways to store meat during periods between migrations
- Conquest (Military/Conquest in Region 26): Roque-Esh continues to try and assert its military dominance over the Masque-Una-Eshal region, preferably targeting the Chorok Enaman.
- Demographic Point and two Cultural Points are unused due to low Conformity
- Two Economic Points are unused due to low Centralization
 
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