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South Pole Cradle

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

  1. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,357
    Wiet-yrisi Syrisil orders:


    Point Allocation:
    1) demographic point: lost to lack of conformity
    2) cultural point: intellectualism to comity
    3) cultural point: comity to conformity
    4) cultural point: comity to conformity
    5) cultural point: comity to centralization
    6) cultural point: comity to centralization
    7) cultural point: lost to lack of conformity
    8) economic point: industry to urbanization in 5
    9) economic point: innovation to wilderness in 7 (series of docks to assist in fishing)
    10) military point: lost to lack of centralization
    11) military point: lost to lack of centralization
     
    Last edited: Sep 13, 2019
  2. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,746
    Hazo (Turn 21)
    - 2 Demographic Points into Migration from Region 20 to Region 21
    - 1 Demographic Point into Migration from Region 20 to Region 19
    - 1 Cultural Points into Intellectualism to improve Comity
    - 3 Cultural Point into Comity to improve Centralisation
    - 1 Cultural Point lost/randomly used
    - 1 Military Point into Depredation against the Bashtunari

    Narrative Orders: The Hazo finish the job against the Bashtunari, killing the critical mass of people so that their civilisation collapses and is lost to the annuals of history. During this time, the thin line between Mpik-Hazak and the Mpik-Ady becomes increasingly blurry and eventually disappears, centralising most decision making with the Mpik-Hazak and the Volaohani. The Hazo settle over the spilled blood of the Bashtunari and continue their expeditions into the fertile plains of Niankandrefana.
     
  3. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    7,665
    Location:
    Not Lying through my teeth
    Spend 1 undifferentiated point into upgrading Cultural Points

    Two point in Comity to up conformity

    One point in Mercantilism to continue Influencing Saltmarsh enamans
     
    Last edited: Sep 17, 2019
  4. LordArgon

    LordArgon Chieftain

    Joined:
    Feb 10, 2019
    Messages:
    64
    Gender:
    Male
    Free point into economy.
    Use Intellectualism to improve Mercantilism
    Use Intellectualism to improve Conventional warfare
    Use Material Culture
    Use Comity to increase Centralization
    Use Comity to increase Conformity
    Use influenced culture point for material culture
    Use Assimilation on Dyesynil settlement in region 9
    Use Mercantilism to influence Dyesynil settlement in region 9
    Use Mercantilism to influence Dyesynil settlement in region 12
    Use conventional warfare to defend against the Dyesynil attacks.
     
  5. jackelgull

    jackelgull An aberration of nature

    Joined:
    Dec 30, 2013
    Messages:
    3,225
    Location:
    Within the realm of impossibility
    Happanari Orders:

    2 culture points: Improve conformity
    The Happanari urban communities unite due to a tradition of intermarriage between Happanari elite

    1 economic point:
    Assimilation of influenced Right Bank Happanari
    In some cities, the power of Happanari merchant communities and bureacrats leads to other elites following their suit and becoming more like Happanari in order to gain an advantage in the political landscape. This in turn leads to a culture shift

    Influenced point: improve material culture
     
    Last edited: Sep 17, 2019
  6. Ahigin

    Ahigin Emperor

    Joined:
    Apr 18, 2013
    Messages:
    1,482
    Location:
    Chicago
    Update 21 (Years 2000-2100 Post-K7)


    The Shaln Trasque people continue surviving, while being nested between two strong, militant groups: the Roque-Eshian League of Shadb Trakkan cave cities on the one side and the Chorok Enaman tribes of Mask ui Sha (Masque-Una-Eshal) on the other. Some Shaln Trakkan tribes even attempt to intervene into the ongoing series of conflicts on one side or the other, but they have very little contribution overall. Still the campaigning experience establishes the first vertical power structure in the Shaln Trakkan history in some tribes, as elements of petty warlordism paves way for some simple pyramidal hierarchies within the tribes. Meanwhile, this lack of attention from more advanced neighbors means that the rest of the Shaln Trasque tribes are allowed to thrive far away from the war zone, in the forests of Astinanana, where their toolmaking becomes more diverse with wider use of cedar timber, and the population booms. (Shaln Trasque: +1 Comity, +2 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 24; player must choose type of new Power Point)


    The Shadb Trasque civilization, meanwhile, develops its first oral epics. The Tale of Queshan-Bdanit tells a store of a charismatic military leader from Roque-Esh whose victories over the Chorok Enamans of Masque-Una-Eshal pull him into the spotlight of the mighty cave city’s internal politics. Unfortunately for Queshan-Bdanit, he eventually faces an equal rival, a Choroki warlord named Taque-Hatta by the Trakkan storyteller (known as Tak aya Tan to Chorok Enamans), who engages Queshan-Bdanit’s army in a valorous campaign, eventually reverting all of the Roque-Eshan gains in Masque-Una-Eshal and giving the envious priest-kings of the Roque-Eshan League a pretext to casting Queshan-Bdanit off a cliff in a public execution. The epic story has many more romantic and adventurous plotlines in it, some of which involve gods’ and spirits’ intervention, but it roughly represents a century of on-and-off gains and losses by the two increasingly organized military powers of the continental center. Outside these events, the population of the First Tall Ridge continued to swell despite all ecological warning signs, mostly thanks to the Shadb Trakkan city builders’ ability to tap into their uncanny knowledge of the dire deer’s migratory paths. (Shadb Trasque: +1 Intellectualism, -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; Region 26: +1 Urbanization)


    Lacking the Shadb Trakkan sophisticated oral tradition, the Chorok Enaman people preserve the name of their legendary war leader Tak aya Tan only as a name of a war spirit, hinting at his historical record through myth and allegory. Outside of the generations-long conflict, the Choroki tribes on the periphery of the pampas start migrating to the swampy midstream of the Chorok river, attracted by the promises of prosperity granted by salt extraction. (Chorok Enaman: 1 Population Center migrates from Region 27 to Region 28)


    A similar process happens among the earthhouse city dwellers of the Lakeshore Enaman culture. Having already settled the Sye-ke Ao salt marsh once, they now establish more towns on the fringes of the sprawling wetland. Meanwhile, at home the natural disunity of earthhouse cities is somewhat offset by the cultural coherence and intercommunal exchange brought along by the salt caravans. (Lakeshore Enaman: +10% Conformity, 1 Population Center migrates from Region 29 to Region 28)


    However, a more fundamental shift takes place to the north of the lake valley of Mona yi Hu. The communities of pacifistic Monite Enaman people, whose leatherwork and jewelry continue being in high demand in the Enaman world, develop a sophisticated religious cult of Forebearer Mona worship. Gradually, many Monite Enaman traders bartering their wares in town markets of Mona’s Rest start using this exposure to proselytize to the locals. (Monite Enaman: +1 Prominence, +1 Spiritualism)


    The Hill Enaman people living in mound towns of the Syo-ke Ao salt marsh also embrace the communal sophistication the constant trade activity brings to their life. (Hill Enaman: Region 28: +1 Urbanization)


    The main benefactor of the flourishing salt trade and the craft exchange it brings are the Saltmarsh Enamans. Their own understanding of shrewd competition grows, as many Hill Enaman clans remain firmly in their sphere of economic influence. (Saltmarsh Enaman: +1 Mercantilism, 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)


    Back in the pampas of Chorokpan, the Lowland Ankarne come out of their centuries-long stagnation, as new pastures in the upper flow of the Chorok river bring about another population boom. (Lowland Ankarne: -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point)


    To their surprise, there they meet their cultural cousins of the Highland Ankarne civilization, who prove to be even better adjusted to the pastoral lifestyle of cattle-herding, against all expectations. (Highland Ankarne: -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point)


    On the Sagulan-Nadelis island, a cultural revolution is brewing. Having failed to keep the unity of their extensive civilization, the Nadelis Turape people use their maritime contacts with the mainland to liberally borrow from the Syrisil their elaborate intellectual and artistic traditions and popular institutions of religion-based democracy. Meanwhile, from the Nekenee traders they learn some basics of masonry, which they may soon apply for proper city building at home. (Nadelis Turape: +1 Intellectualism, +1 Comity, +1 Industry)


    Some of the Nadelis Turapan knowledge flows to their cultural kin of Sagulan Turape, as their folklore also becomes much richer. (Sagulan Turape: +1 Intellectualism)


    The Bolevel Turape islanders, at the same time, borrow from the Wiet-yrisi Syrisil much more directly. The Syrisilian fishing villages’ dependance on the Bolevel Turapan assistance and trade mean that the residents of Bolevel naturally integrate some of the Wiet-yrisi clothmaking methods into their own practices - albeit, using less elaborate materials for it. (Bolevel Turape: +1 Material Culture)


    The temporary loss of control over the fringes of their world doesn’t stop the Wiet-yrisi Syrisil from developing their core civilization at a rapid pace, although it does somewhat siphon some energy from it. The Alignakite cult continues acting as a powerful unifying factor for the myriad of forest villages existing in Wiet-yris. In fact, some places of worship become so influential among the villagers that many scattered communes begin to merge into primitive stilt towns, similar to the ones built by their Sheneti kin. (Wiet-yrisi Syrisil: +10% Conformity; Region 5: +1 Urbanization)


    Unfortunately for them, the Sheneti Syrisil people remain dominant over the Wiet-yrisi towns in the mouth of the Fee Shenete river. Still more urbanized than their quickly developing kin, the agriculturalists of Fee Shenete do start borrowing the Wiet-yrisi Syrisilian methods of social organization, albeit at a slow pace. (Sheneti Syrisil: +1 Comity, 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 main events in that corner of the Land of the Shining Sky take place to the south of Syrisilian world, however. The Nekenee civilization is resurgent once more, displaying a bloom of urban craftwork and subsequent trade. With the power of urban manufacturing behind them, the Nekeni merchant class easily woos the Dyesynilian nobility to their sphere of influence. This, in turn, leads to the strengthening of the Nekeni cultural identity, as the stone temples overseen by the high priests fill up with gifts and sacrifices once more. Even at the fringes of their world, the Nekenee are on the rise, as Cooleweer becomes even more densely populated, and the ocean-facing mining villages of Zahnenee grow in size and complexity. (Nekenee: +1 Prominence, +1 Mercantilism, -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 11: +1 Urbanization)


    The city-state of Dyesynil, in the meantime, starts losing its grip over the rest of its league, following a series of prestige-hurting military defeats. Its protracted and highly unsuccessful military campaign only miraculously doesn’t result in some of its frontier towns being overrun by the Nekenee - mostly because of the Nekeni own firm defensive stance. If anything goes well for Dyesynil in this century, it’s (Dyesynil: +1 Prominence)


    Far from the heat of things, the Maramapi islanders keep on spreading through the rainforests of their home islands. (Maramapi: -5% Centralization, -5% Conformity, +1 Population Center in Region 4; player must choose type of new Power Point)


    Interesting dynamics is on display on the other side of the continent, in the heart of Nantara. The Happatanari ethno-class of city scions and diplomats fails to exploit its temporary influence among the ruling class of some of the right-bank cities. Despite a surprisingly uneventful century, they still prove to be highly capable craftsmen and increase their prominence within the scope of the greater Happataran world. (Happatanari: +1 Prominence)


    The Right-bank Happatara culture awakens from its slumber, as many previously uncultured lands start being used for barley farming. This food surplus, as well as a constant flow of clay pottery from the cities help the right-bankers establish economic domination over the less sophisticated Hazo tribes of Hattara. (Right-bank Happatara: 1 Population Center of Hazo is influenced by Right-bank Happatara for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); Region 23: +1 Max Capacity)


    Among the Left-bank Happatara cities, similar process continue. The Padatid dynasty of Tahtarapa continues seeking glory and prestige in their outreach into the Tantara woods. Tantanari tribes once again find themselves influenced by Padatid traders, while their woody habitat slowly disappears as Tahtarapa continues its forest clearing efforts. At home in Nantara, the left-bankers keep spreading through their rich alluvial plain, bringing it ever closer to its sustainability limits. (Left-bank Happatara: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point; 1 Population Center of Tantara is influenced by Left-bank Happatara for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); Region 22: +1 Max Capacity)


    The Tantanari may be slowly losing their competition with the Padatid Happatarans, but they do spread forth and multiply with great ardor. Their craft continues to flourish, somewhat stabilizing their stance in the center of the Nari world. (Tantanari: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 22; player must choose type of new Power Point)


    A very curious process takes place among the widely spread tribal communes of the Hazo. Their centralization only grows, despite the vast distances and complex landscapes separating the tribes (that increase even more as the flow of migrants into the virgin Niankandrefana forest grows bigger). This counterintuitive process is explained by the rise of one Laholona, a high chief and master diplomat who creates a powerful tribal league under his (and his clan’s) unquestioned authority. He achieves it by performing the duty of both a Valoahany shaman and Mpik-Hazak chieftain in his native tribe, gradually earning high respect among the spiritual and civic rulers of neighboring tribes. He uses that civic momentum to form a complex structure of religion- and ritual-based civil service, in which the caste of Mpik-Ady “tree runners” forms into a privileged class of the tribal league’s magistrates. While some “tree runners” are indeed acting as messengers and the high chief’s ambassadors in the widely spread tributary tribes, others turn into more classic (albeit, primitively ruling) administrators and charismatic orators. This structure proves to be surprisingly lasting, achieving a seemingly impossible consolidation among the Hazo. So high is Laholona’s authority that after his death his name becomes a formal title of all rulers from his dynasty. (Hazo: +1 Comity, +20% Centralization; 1 Population Center migrates from Region 20 to Region 19)


    The Bashtunari natives miraculously evade a complete genocide, as Laholona’s marauders fail to locate and destroy their remaining villages over the course of generations-long raids and internicine warfare. In fact, some of them escape into warmer steppes of Hyagothia, where they start to replenish the tribal numbers. (Bashtunari: -5% Centralization, -5% Conformity, +1 Population Center in Region 20; player must choose type of new Power Point)


    The Aghak culture experiences a long-predictable split, as the pastoralists of Obarer form an identity totally separate from the islander of the Aghigbro archipelago. Their population booms, and for the time being the Insular Aghak and Continental Aghak people keep developing in almost full isolation from each other. (Aghak: -5% Centralization, -5% Conformity, +1 Population Center in Region 37; player must choose type of new Power Point; Aghak civilization splits into Insular Aghak and Continental Aghak)


    In the hill country of Agoru, the Agomai natives spread through the region, as the primitive warfare between them and the neighboring Yonike grows less intense. (Agomai: -5% Centralization, -5% Conformity, +1 Population Center in Region 17; player must choose type of new Power Point)


    This plays into the Yonike strengths, however, as they also experience a population boom, and grow to dominate many young Agomai villages via their food exports. (Yonike: -5% Centralization, -5% Conformity, +1 Population Center in Region 15; player must choose type of new Power Point; 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:
    • Some of you said that you enjoyed simplicity and pacing of the game. That's all good, but I'll try to do some tweaks here and there to give folks a greater sense of progress and some ways to craft more "personalized" civilizations.
    • In order to do that, I'll start working on introducing a system of quests to the game. For now, I think of making them civilization-specific. Think of them as "wonders" or national projects (except they're not permanent and will slowly decay - even the Marian reforms of the Roman legions couldn't prevent the Roman military from decaying). I'll tell you about how it works when the new system is ready to be used.
    • All that stuff will, hopefully attract more players and make our little club not so little. In the meantime, the updates may appear every week or twice a week - just for the sake of giving me enough time to work on the update AND add new things to the ruleset.
     
    Last edited: Sep 18, 2019
  7. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

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    Location:
    Western Washington
    Trasque En Ettin Shadb
    - New Point is Cultural
    - Unity (Cultural/Comity on Conformity x2): 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.
    - Migration (Demographic/Migration from 34 to 32): The ever-growing population of Trasque leads to some deviant tribes looking to leave the mountains and try to find the home of their ancestors across the vast desert of Eshal-Una-Sishin (Earth Under Sun)
    - 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.
    - Four Cultural Points are unused due to low Conformity
    - Two Economic Points are unused due to low Centralization
     
  8. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,357
    ... bad luck on the dice last turn... lets try again!

    Wiet-yrisi Syrisil orders:

    Point Allocation:
    1) demographic point: lost to lack of conformity
    2) cultural point: intellectualism to mercantilism
    3) cultural point: intellectualism to spirtualism
    4) cultural point: intellectualism to survivalism
    5) cultural point: intellectualism to seafaring
    6) cultural point: comity to conformity
    7) cultural point: comity to centralization
    8) economic point: industry to urbanization in 5
    9) economic point: mercantilism to Sheneti Syrisil in 6
    10) military point: lost to lack of centralization
    11) military point: lost to lack of centralization
     
  9. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,746
    Hazo (Turn 22)
    - 1 Demographic Point into Survival in Region 21
    - 1 Demographic Point into Migration from Region 24 to Region 21
    - 1 Demographic Point into Migration from Region 33 to Region 24
    - 1 Cultural Point into Comity to improve Centralisation
    - 1 Cultural Point into Comity to improve Cohesion
    - 1 Cultural Point into Intellectualism to improve Intellectualism
    - 1 Cultural Point into Intellectualism to improve Comity
    - 1 Cultural Point lost due to Cohesion
    - 1 Military Point into Conquest against the Bashtunari

    Narrative Orders: Laholona Laholona (as he is now known) heralded the end of the Early Hazo Period and the beginning of the Laholona Dynasty Period. Dynasty is somewhat of a misnomer, many Laholona are not directly descended from earlier Laholona, but they do all claim that they are descended from Siliko and Laholona in at least a spiritual sense as opposed to a literal one.

    Laholona Laholona was succeeded by Laholona Fahendrena, his only child and daughter. Fahendrena carried her father’s fire and drive, but she was also something of an intellectual and is considered the Hazo’s first philosopher. Her influence left a lasting tradition of intellectualism within the Valoahany. Her influence on the Hazo cemented the current structure of the Laholona Dynasty and Hazo government. She had no children (some historians speculate that this was a purposeful choice so that none of her children could fight over the throne, but there is no way to know for sure) and she told the Valoahany “her successor and Siliko’s chosen is the one among the Hazo who has my father’s fire” on her deathbed. This prompted the tradition of choosing successors of the Laholona from the most ambitious Mpik-Hazak runners.



    Structure of the Laholona Dynasty under Laholona Fahendrena and Laholona Handresy. Mpik-Ardy chieftains were primarily chosen from the strongest warriors in their respective tribes.

    Laholona Fahendrena’s successor was Laholona Handresy, an ambitious female Mpik-Hazak who pioneered the recolonisation of the Bashtun Highlands and established the area as the core of the Mpik-Hazo by creating a fixed location for the Valoahany Games within the Bashtun Highlands. To combat Bashtunari’s now expert evasion tactics, Handresy took a different tactic to her predecessors – Bashtunari tribes who paid tribute to the Laholona, gave at least lip service to Siliko and told the Mpik-Hazo of where the other Bashtunari were hiding, they would be spared from her wrath. This new tactic had the effect of splitting the Bashtunari, by her death she was undisputed and uncontested ruler of the Bashtun Highlands. Meanwhile, the Mpik-Hazo in Hattara are encouraged by the Laholona to migrate westward to bring them closer to the Bashtun Highlands, the political centre of the Laholona Dynasty.
     
    Last edited: Sep 19, 2019
    Immaculate likes this.
  10. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    7,665
    Location:
    Not Lying through my teeth
    1 point into Comity to raise Conformity
    1 point into Material Culture to raise Prominence
    1 Point into Mercantilism to influence the Chorok Emanans.
     
  11. Marcher Jovian

    Marcher Jovian Prince

    Joined:
    Jul 12, 2013
    Messages:
    406
    Nadelis Turape Orders
    -Intellectualism to improve Seafaring
    -Intellectualism to improve Comity
    -Mercantilism to influence the Sagulan Turape
     
  12. jackelgull

    jackelgull An aberration of nature

    Joined:
    Dec 30, 2013
    Messages:
    3,225
    Location:
    Within the realm of impossibility
    Tantanari Orders:

    Turn unused point into military point

    3 Cultural points:
    Perform intellectualism on depredation

    1 cultural point:
    Comity - improve centralization

    1 military point:
    Perform depredation action on Right Bank Happatara

    Tensions in the Tantanari woods have reached a boiling point. The Palatid exploitation of the Tantanari woods has long run counter to what the Tantanari culture values, but they dynasty took it a step too far when it destroyed one of the clearings Tantanari tribes migrate too. There is broad agreement among the many tribes that this cannot be allowed to stand, and now the tribes prepare to remove the blight of the Palatids from their homes.
     
    Last edited: Sep 19, 2019
  13. LordArgon

    LordArgon Chieftain

    Joined:
    Feb 10, 2019
    Messages:
    64
    Gender:
    Male
    Nekenee Orders:
    Free point into culture
    Use Intellectualism to improve comity
    Use Intellectualism to improve Mercantilism
    Use Material culture
    Use Material Culture
    Use Comity to increase Centralization
    Use Comity to increase Conformity
    Use influenced culture point for material culture
    Use Assimilation on Dyesynil settlement in region 9
    Use Mercantilism to influence Dyesynil settlement in region 9
    Use Mercantilism to influence Dyesynil settlement in region 12
    Use conventional warfare to defend against the Dyesynil attacks.
     
    Last edited: Sep 23, 2019
  14. Ahigin

    Ahigin Emperor

    Joined:
    Apr 18, 2013
    Messages:
    1,482
    Location:
    Chicago
    Update 22 (Years 2100-2200 Post-K7)


    The Shadb Trasque civilization reaches its golden age - at least, in its current form of sprawling cave cities that feed their population via seasonal hunts organized around massive deer herd migrations (with ice-packed deep caves being used as meat storage chambers, along with a technique of meat smoking). Unfortunately, this does mean that the First Tall Ridge’s environment continues being depleted at a fast rate, and by now agriculture and primitive mountain goat herding are replacing the organized deer hunts of the old days as the sustenance methods. This economic shift propels a great degree of cooperation between the populations of the cave cities and a huge cultural exchange as intermarriage obecomes commonplace, and previously isolated bloodlines find themselves interacting more and more. Many familiar groups and artisan houses participate in building great roads, rope bridges, and stone staircases connecting the Trasque country together and demonstrating the growing skills of masonry and architecture. In the meantime, the city of Roque-Esh stands out among its competitors by expanding its proto-empire into Masque-Una-Eshal. There, a general Queshan-Norudb (whose name suggests his belonging to the bloodline of the legendary Queshan-Bdanit) wins a series of campaigns that showcase relatively advanced levels of military organization and siege warfare, featuring some unrecorded, but triumphant battles. The Chorok Enaman power in the edge of the Earth-Over-Corruption forest is not entirely broken, but many tribes become Roque-Esh’s tributaries. (Shadb Trasque: +20% Conformity, +1 Conquest, +1 Innovation, 1 Population Center migrates from Region 34 to Region 32; 1 Population Center of Chorok Enaman in Region 26 is occupied by Shadb Trasque for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use); Region 34: +1 Max Capacity, -1 Wilderness)


    As a side effect of the growing environmental troubles in the heartland of the Trasque civilization, some people venture far from the First Tall Ridge into the country they call Eshal-Una-Sishin (“Earth Under Sun”). It turns out to be a vast rocky desert full of highland plateaus and canyons and dried-up riverbeds. Air masses from the oceans almost never reach the outback, broken up against the limestone cliffs of the ocean shore. The most unusual feature of the entire region are “stone forests” of calcified trees that are known for the eerie whistling sounds made by passing winds among them. The flora is limited to thorny bushes and some cacti, and the animal kingdom is dominated by giant scorpios and the stoic and resilient camel-like llama subspecies. The most valuable resources in this country are various precious and semi-precious gems and diamonds, as well as noble-looking types of marble.



    A similar process of intercommunal integration through intermarriage takes place among the Shaln Trasque tribes, as their scatterred cities continue growing in size. (Shaln Trasque: +10% Conformity; Region 24: +1 Urbanization, Region 25: +1 Urbanization, Region 26: +1 Urbanization)


    The conquests of Queshan-Norudb in Mask ui Sha are just a side show for the bigger Chorok Enaman civilization. While the tribes involved in the war with Roque-Esh are badly battled, the bigger tribal leagues of Chorokpan continue their prosperous existence - although some environmental changes are already presenting themselves in the pampas due to the livestock population growth. (Chorok Enaman: +2 Prominence; Region 27: -1 Grazing)


    Another sign of a temporary weakening of the Chorok Enaman semi-nomads comes from the north. There, the Lakeshore Enaman earthhouse cities grow to influence the semi-nomads’ settlements in Mona yi Hu via domination of lucrative salt trade and the resulting flow of goods from the Enaman world. (Lakeshore Enaman: 1 Population Center of Chorok Enaman is influenced by Lakeshore Enaman for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


    Surprisingly, the turning of salt into a de-facto proto-currency of the Edaman world does little to enrich the Saltmarsh Enaman people, who are responsible for the majority of its production. If anything, it proves to be a dangerous attraction for thousands of settlers from other tribes, who overpopulate Seo-ke Ao to the point of overhunting. (Saltmarsh Enaman: Region 28: -1 Wilderness)


    The Hill Enaman tribes continue to be one of the less developed groups of Enamanas. Luckily for them, the hillock towns of Syo-ke Ao do attract some craftsmen and artisans thanks to the closeness of salt pits and the trade flow they attract. (Hill Enaman: +1 Prominence)


    Back in Mona’s rest, the Monite Enaman communes grow in size along the ocean cliffs, bringing greater levels of urbanization to that region. (Monite Enaman: Region 29: +1 Urbanization)


    Meanwhile, another series of internecine conflicts comes to Chorokpan, but it doesn’t involve Enamans so far. Conflicts emerge over pastures for llamas and dwarf-horses between the tribes of Lowland Ankarne and their kin from the mountains of Neu Tyekye. This marks the first case of the Highland Ankarne utilizing their cart-like llama chariots in warfare, making punitive raids against the lowlander cattle thieves and dispersing whatever organized resistance they try to offer. Yet, despite continuously being on the receiving end of the violence, the lowlanders quickly recover the lost numbers. (Lowland Ankarne: -5% Centralization, -5% Conformity, +1 Population Center in Region 27; -1 Population Center in Region 27)


    Meanwhile, on the outer edge of the Inner Sea, the once prominent seafaring civilization of Nadelis Turape keeps on struggling through centuries of decentralization and cultural incoherence. Having proved to be capable borrowers of ideas, they still fall short of the societal unity of neighboring continental cultures, which is partially explainable by the ongoing, non-stop population boom that constantly drives the overpopulated settlements appart. In that sense, this ethnic group is somewhat similar to the Lakeshore Enamans. (Nadelis Turape: -5% Centralization, -5% Conformity, +1 Population Center in Region 6; player must choose type of new Power Point)


    The neighboring Sagulan Turape people have long lived in the shade of their Nadelis cousins, and they still have plenty of catching up to do, despite being the older of the two linguistic groups. This century sees them borrow many basketweaving and clothmaking techniques from their northern kin, and their villages nested in the clearings of elephant grass fields show signs of better architecture using the tropical wood available in the highlands. (Sagulan Turape: +1 Material Culture, +1 Industry)


    The most isolated of the Pan-Turapi ethnic groups, the Bolevel Turape also experience some cultural changes, mostly in the area of social organization. It starts when the glade villagers from the Bolevel island start organizing around matriarchal animist cults similar to the Wiet-yrisi Syrisilian witch covens of the local fishing villages. This societal evolution also helps them with better food distribution and management, producing a population growth. (Bolevel Turape: +1 Comity, -5% Centralization, -5% Conformity, +1 Population Center in Region 3)


    Far away, in Fee Shenete, the stilthouse cities of the Sheneti Syrisil people also start growing closer together, as local trade in Wiet-yrisi textiles rejuvenates interurban trade. The Sheneti clothmaking and toolcrafting techniques also improve, as many Sheneti Syrisilian artisans graduate from being apprentices in the influenced Wiet-yrisi seashore villages, bringing the easterners’ techniques to their own manufacture. (Sheneti Syrisil: +10% Conformity, +1 Material Culture)


    Yet, it’s the Wiet-yrisi Syrisil civilization that experiences the true flourishing. The stilt towns of the mangrove forests of the Alignak river basin gradually merge into proto-republics or trade leagues, dominated by the matriarchal covens of loremaster-witches. One of such matriarchal republics, the Yulyp-Sylla League spreads its influence far beyond the two stilt towns it’s dominated by, all thanks to the influence of the mystery cult it’s based around. Still pretty small and unsophisticated compared to the chthonic metropolises of the Trasque and terrace cities of the Pulete highlands, these stilt towns find themselves awash with riches thanks to their shrewd mastery of spider silk trade. Throughout the course of the century, the duumvirate of Yulyp-Sylla sheds off the Bolevel Turapi and Sheneti Syrisilian domination over the weak fishing villages of the Inner Sea, partially through improving their fishing and fruit-gathering techniques and thus removing their dependency on food imports during the hurricane season. Some of these fishermen, loosely tied to the Yulyp-Sylla matriarchal republics, later launch an opportunistic invasion of the Maranmapa islands, after their colonization efforts lead to contact with fairly peaceful, but significantly less advanced Maramapi natives. (Wiet-yrisi Syrisil: +10% Conformity, +10% Centralization, +1 Mercantilism, +1 Spiritualism, +1 Survivalism; 1 Population Center of Maramapi in Region 4 is occupied by Wiet-yrisi Syrisil for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use); Region 5: +1 Urbanization)


    Luckily for the Maramapi, this violent first contact with the outside world does have its own positive side. While they learn much about organized seaborne warfare from the Wiet-yrisi Syrisilian boatmen, the Maramapi natives also eventually adopt some of their material culture and ways of thinking over the decades of living under the adventurers’ yoke. (Maramapi: +1 Prominence, +1 Intellectualism, +1 Conquest)


    Back in the Pulete highlands, the struggle between the upstart Dyesynilian League and the Nekenee civilization seems to be coming to an end. The terraced cities of Nekenee easily overproduce Dyesynil in all areas of craftsmanship, especially after the Dyesynilian dominance over the Nekeni towns wears out. In fact, the trade princes of the city-state of Kineka grow to outcompete the Dyesynilians in their own backyard, eventually opening primitive emporiums even in the once mighty Dyesynil itself. All of these successes take place against a dark backdrop, however, as the Pulete highlands start to environmentally degrade due to the soil exhaustion. (Nekenee: +3 Prominence, 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 12: -1 Max Capacity)


    On the other side of the continent, the Hazo tribes continue their unlikely and, some say, odd-defying solidification of cultural identity. This is attributed to the semi-legendary Laholona (High Chief) Fahendrena, the daughter of Laholona himself, who is depicted in the Hazo oral tales a woman of great wisdom (and is described either as the most beautiful woman in the world or, alternatively, as being deformed and thus very lonely). Regardless of the myth surrounding her, she is the first plausibly real Hazo ruler of the Laholona Dynasty, and under her the four-step ladder of the Hazo spiritual and civic hierarchy finds its proper shape. On top, there stands the high chief (Laholona) of the ruling dynasty, claiming their descendance from Father Laholona and god Siliko themselves (despite not necessarily being related to Laholona himself through blood). Below them are the Valoahany, who act as spiritual shepherds of the Hazo people (with the cult of Siliko being a part of their domain, in addition to various ancestor cults and traditions). Below are the Mpik-Hazak “tree runners,” who function as magistrates and envoys of the High Chief, and petty rulers (Mpik-Ady) of specific clans. While still largely semi-nomadic, spread-out, and barely urbanized, the Hazo culture remains a solid entity against all odds. (Hazo: +10% Conformity, +1 Intellectualism)


    Just off the shore of the Land of the Shining Sky, the Insular Aghak people keep on spreading through the island chain of Aghigbro. Unfortunately for them, their home islands start being less and less frequented by the migratory birds, forcing some of them to seek shelter in similarly rich cliffsides of Hattara. (Insular Aghak: -5% Centralization, -5% Conformity, +1 Population Center in Region 33; player must choose type of new Power Point; Region 36: -1 Wilderness)


    Their relatives of the Continental Aghak tribes also keep spreading inland, following the semi-domisticated species of kangaroos. Their leatherworking improves as well, although they remain a rather small and underdeveloped tribal group. (Continental Aghak: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 37; player must choose type of new Power Point)


    The alluvial plains of Nantara turn into an arena of a dramatic struggle, as the urban cultures of the left and the right banks clash for the first time in history. The region has been densely populated for quite some time and has recently started showing signs of soil depletion. What triggers the first conflicts, however, is the change in the watercourse of the Nantara river, leading to abandonment of some of the previously rich lands and a struggle over the new disputed territories between cities. The prosperous and quaint Right-bank Happatara cities are lacking the organization of the left-bank settlements, and when they do try to unite, they do so mostly for the sake of public works, irrigation, nad lang clearance. However, when the disputes escalate, they find the solution to the left-bankers’ threat in their economic domination of Hazo tribes of the Hattara woods. Having developed somewhat on the fringe of the larger Hazo continuum, these tribesmen are soon hired as the muscle in the land and water disputes between the cities. Having originated from the warrior culture built on looting and raiding as opposed to conventional warfare and conquest, these Hazo mercenaries quickly turn the power struggle bloody and raze some of the left bank settlements, leading to the beginning of the infamous Riverbank Wars (as they’re known in the Happatara culture). (Right-bank Happataria +1 Prominence, -1 Population Center in Region 23, 1 Population Center of Hazo is influenced by Right-bank Happatari for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); Region 23: +1 Max Capacity)


    Just like for the right-bankers, the Left-bank Happatara civilization enters the century as a prosperous and prominent urban culture. The Pahtadid dynasty of Tahtarapa grows weak, and the princes get replaced by a string of weak rulers, which is yet another culprit of such escalation of water and land disputes with the cities of the right bank. The destruction brought about by the Hazo mercenaries does teach the left-bankers a few lessons about the war of annihilation, and quite soon they recover the lost numbers and land. Eventually, some elected leaders who traditionally oversaw irrigation projects gather up urban militias and lead them into a series of on-and-off retaliatory raids and riverine battles against the Hazo enforcers, avenging the lost cities. Simultaneously, the Tantanari grow ever more hostile in the west, but the Tahtarapan grip on the trade with them remains strong. It may be only time until some ruler of the left bank mudbrick city realizes that the Tantanari may also serve a muscle against the Hazo. (Left-bank Happatara: +1 Prominence, +1 Depredation, -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point, 1 Population Center of Tantanari is influenced by Left-bank Happatari for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); -1 Population Center in Region 23)


    The Tantanari hostility to the Tahtarapan colonists is an old one and owns to their botched attempts to settle in Nantara and the subsequent counter-push by the Happatara people into the Tantara woods. This century, however, sees a peculiar twist in the old tendency of brewing dislike between the two ethnicities. Some of the Tantanari tribes of the woods respond aggressively to the Tahtarapan forest clearings and colonization of Tantara. As the Left-bank Happatara civilization is locked in a generations-long Riverbank Wars, the weakened Pahtadid dynasty of Tahtarapa fails to find enough manpower to present resistance to these warriors. Yet, a solution is found when the urbanized Tantanari settlers of Nantara are hired as mercenaries to fight against their distant forest kin. This sets the woodmen against the plain people of Tantananri in a peculiar string of wars and raids that so far fail to change the status quo. However, for the larger Tantanari culture this equilibrium proves to be a positive thing, as the craftsmanship keeps growing in complexity and quality, and the population of Tantara swells. (Tantanari: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 22; player must choose type of new Power Point)


    Few people of Nantara are untouched by the Riverbank Wars, but the ethno-class of Happatanari are probably the few of them. With their elevated social status and no investment in the dirty struggle for food and water, they grow to develop an internally preserved lore keeping tradition. Eventually, primitive writing appears through the use of clay tables, written on with wooden sticks before being hardened. This makes the Happatanari the second culture in the Land of the Shining Sky to develop primitive natural philosophy as a result, and their high rate of urban population makes the Happatanari much more likely to exploit that breakthrough. (Happatanari: +1 Intellectualism)


    Less dramatic events take place far to the west of Tantara woods and the Nantara plain. Bashtunari tribes get a century of peaceful and uneventful existence after generations of Hazo raiding into Bashtun. Meanwhile, In the frigid Agoru river valley, the Agomai clans show signs of growing village craftsmanship, with bone, stone, and wood being the primary materials, still. Their population also grows pretty significantly. (Agomai: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 17; player must choose type of new Power Point)


    The Agomai’s past rivals, the canyon people of Yonike, also proliferate through the Aoni-chehek plateau, enjoying their isolated and quaint lifestyle. (Yonike: -5% Centralization, -5% Conformity, +1 Population Center in Region 15; player must choose type of new Power Point)

    GM's notes:

    • IMPORTANT: I now accept quests as parts of players' orders. You may read more about them in the ruleset.
    • In order to include a quest in your orders, please fill in the following format:
    Quest name: It will be the name of your modifier when it gets completed
    Quest description: It will directly impact your attribute demand, length, and bonus. Please make it count, since it's also a part of the storytelling and makes your civilization unique.
    Suggested quest bonus (I may suggest changes - ping me in Discord or here): We'll come to some compromise. Just FYI: the stronger your bonus, they harder it may be to get. Or you may exchange a bonus for a debuff in order to make the target more achievable.
    Suggested quest attribute demand (I may also suggest changes): It will impact the progress scale and types of successful rolls you'd have to make to complete it fully.
    Suggested modifier's length: How long you think the timer should be active on the resulting modifier. We may debate it later, but remember that 1 turn is 100 years.
     
    Last edited: Sep 26, 2019
    Immaculate likes this.
  15. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

    Joined:
    Apr 16, 2009
    Messages:
    1,110
    Gender:
    Male
    Location:
    Western Washington
    Trasque En Ettin Shadb (5/7 CP, 1 DP, 1/3 EP, 1 MP, +1 Chorok EP)
    - Migration (Demographic/Migration from 34 to 32): The ever-growing population of Trasque leads to some deviant tribes looking to leave the mountains and try to find the home of their ancestors across the vast desert of Eshal-Una-Sishin (Earth Under Sun)
    - Eshan-Ro (Cultural/Comity x2, Military/Conquest x1): Doing the thing.
    - Material Culture (Cultural/Material Culture x3): As the Trakkan tribes slowly begin to unite behind Roque-Esh there's a renewed push for each city to assert itself to its neighbors, leading to the beginnings of cities specializing in producing specific goods.
    - Innovation (Economic/Innovation in Region 34 to increase Max Capacity): Trakkan hunters continue to develop their techniques for preserving meat and other foods through the periods between migrations.
    - Mercantilism (Economic/Mercantilism in Region 26 on Chorok using Chorok EP): Roque-Esh applies economic pressure on the Chorok tribes to bring more under its influence.
    - Two Cultural Points are unused due to low Conformity
    - Two Economic Points are unused due to low Centralization


    Quest Name: Eshan-Ro (Group of Makers)
    Quest Description: Roque-esh, having increasingly emerged as the foremost of the Trakkan cities, has begun pushing for a more formal unity between the Trakkan tribes. This is done largely on the back of Roque-Esh's demonstrable military prowess, its warriors having proven themselves the mightiest of the Trakkan, something its willing to demonstrate to recalcitrant cities. The league itself is to have representatives from each of the cities as equals, though Roque-Esh is to be the first among equals given its prominence and military might, reflected in having the league be centered on it.
    Suggested Quest Bonus: Conformity, Centralization, MP
    Suggested Quest Attribute Demand: Comity, Conquest
    Suggested Modifier's Length: 6 turns
     
    Last edited: Sep 27, 2019
  16. Ahigin

    Ahigin Emperor

    Joined:
    Apr 18, 2013
    Messages:
    1,482
    Location:
    Chicago
    To be more specific:

    Bonus: Conformity +10%, Centralization +20%, MP +2
    Attribute demand: Comity 2, Conquest 1
    Length: 6 turns
     
  17. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,357
    Wiet-yrisi Syrisil orders:

    organized religion (supports spiritualism using urbanism)
    natural philosophy (supports innovation using urbanism)

    Point Allocation:
    1) demographic point: survivalism to expansion to Nadelis (region 6)
    2) cultural point: material culture to prominence
    3) cultural point: material culture to prominence
    4) cultural point: intellectualism to comity
    5) cultural point: comity to centralization
    6) cultural point: comity to centralization
    7) cultural point: comity to centralization
    8) economic point: industry to urbanization in 5
    9) economic point: lost to lack of centralization
    10) military point: seafaring to support demographic expansion to Nadelis (region 6)
    11) military point: lost to lack of centralization (defense please!)
    12) occupied demographic point from Maramapi in Region 4: survivalism to region 4
     
    Last edited: Sep 27, 2019
  18. LordArgon

    LordArgon Chieftain

    Joined:
    Feb 10, 2019
    Messages:
    64
    Gender:
    Male
    Nekenee Orders:
    Use Intellectualism to improve Intellectualism
    Use Intellectualism to improve Mercantilism
    Use Intellectualism to improve Assimilation
    Use Intellectualism to improve Depredation
    Use Comity to increase Centralization
    Use Comity to increase Conformity
    Use Assimilation on Dyesynil settlement.
    Use Mercantilism to influence Dyesynil settlement in region 9
    Use Mercantilism to influence Dyesynil settlement in region 12
    Use Depredation on a city in region 9.
    Use influenced Military Point to use Depredation on a city in region 12.
     
  19. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,746
    Please ignore the orders under the spoiler.
    Spoiler :
    Note:
    Spoiler :
    I'm doing this on the assumption that I'm losing my MP this turn due to influence from the Happatara, which makes sense considering the whole Hazo mercenaries thing.

    Hazo (Turn 23)
    [3 Demographics, 8 Culture]
    -2 Demographic Points into Survival in Region 21
    -1 Demographic Point into Migration from Region 24 to Region 21
    -2 Cultural Points to Quest (Spiritualism, Comity)
    -1 Cultural Point into Comity to increase Centralisation
    -1 Cultural Point into Intellectualism to increase Intellectualism
    -1 Cultural Point into Intellectualism to increase Survival
    -1 Cultural Point into Intellectualism to increase Migration
    -1 Cultural Point into Intellectualism to increase Depredation

    Quest Name: Olona-Mpamono
    Quest Description: During his first decade of rule, Laholona Olona created a great Mpamono (Warband) known as the Olona-Mpamono. Riling up the Mpik-Ady caste into a militaristic and religious furor, Laholona Olona led one of the largest military forces seen on the continent until now to rid the world of their religious enemies, the Bashtunari. His holy war began, coincidentally, on the transition of the 23rd Century to the 24th...
    Suggested quest bonus: An equal amount of MP ane Prominence. I’m willing to take a -5% Centralisation penalty to even things out if needed.
    Suggested quest attribute demand: Spiritualism (1), Comity (1). Representing the various political and religious shenanigans of both Laholona Olona and the Valoahany to get Hazo society to this point.
    Suggested modifier's length: Two turns. Olona-Mpamono will collapse in on themselves when the Bashtunari are defeated and they have no more external enemies to fight, instead drawing their blades on each other. Their remnants will then be peacefully absorbed into Hazo society.

    Narrative Orders: Laholona Handresy's change of tactics against the Bashtunari were ineffective at reestablishing Hazo settlements in the Bashtun highlands and driving the Bashtunari out. They were also unpopular among the more militaristic Hazo tribes, who became mercenaries for the Right-Bank Happatara in the Riverbank Wars. Handresy's successor, Laholona Mpampianatra, continued his predecessor's policies. While he was able to re-establish settlements within the Bashtun Highlands, the Bashtunari were left practically untouched. This led to the rise of an ambitious Mpik-Ady, Olona, who came to prominence in the last decade of the century. He riled up many Mpik-Ady who were disappointed with the Laholona's and Valoahany's failed promise to Siliko to purify the Bashtun Highlands. Although the Valoahany's recorded history claims that "Laholona Mpampianatra died peacefully from old age", contemporary historians point to evidence that shows that the Valoahany may have poisoned Mpampianatra to ward off a revolt from the Mpik-Ady. Regardless of whether it was premeditated or happenstance, the position of Laholona was left open and the Valoahany opted to elect Olona as the next Laholona. Laholona Olona's most prominent contribution to Hazo society was the creation of the Olona-Mpamono (see quest description).

    Laholona Mpampianatra was not a complete failure. He oversaw migration into the Bashtun Highlands and continued the Valoahany's tradition of intellectualism, experimentation and scientific discovery.
     
    Last edited: Sep 30, 2019
  20. jackelgull

    jackelgull An aberration of nature

    Joined:
    Dec 30, 2013
    Messages:
    3,225
    Location:
    Within the realm of impossibility
    Quest Name: The Epic of the Tantanari
    Quest Description:The Nari have long been a culture of story tellers, with their mythos expanding in bits and pieces as new ways of life take hold, as great men rise and fall, as the political and social dynamics of their world change. However, until now these pieces of mythos have remained mostly isolated. Short stories, told by shamans to instruct children on what is good and right. And then, slowly, the idea of Tantanari as a people with a history that needed to be remembered, not just a history of one tribe, but a history as a people took hold. And thus the Nariyaga was born. The first tale details the the initial Nari colonization of the Tantara woods, an eternal struggle to escape the blustery god of Winter, a sinister and foreboding figure in their mythos that demands harsh tributes in blood. The second tale is about the trials and tribulations of the forest itself, encapsulated by the tale of the first Shaman who is locked in eternal battle with the plague demon. The final tale is about the Tantanari's failed colonization efforts in the Nantara alluvial plains and the conflict with the Palatid dynasty, a tale of devestation, and the eventual betrayal of their urban kin. Through this tale, the idea of the Tantanari world is expressed and delineated, placing the people and their heroes in the midst of epic struggles against deities and demons and the forces of nature that still dominate man's everyday lives.
    Bonus: Conformity +2 CP, +20% Conformity
    Attribute Demand: Intellectualism 4
    Length: 8 turns

    Orders:
    Using 4 culture points:
    3 culture points: Use intellectualism to improve intellectualism
    1 cultural point: Increase centralization

    Using 1 Economic Point
    Innovation in Tantanari woods to increase max capacity
    Through strategic land clearing, and cycling of crop types, the Tantanari can increase the human capacity to live off the land
     

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