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South Pole Cradle

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

  1. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

    Joined:
    Apr 16, 2009
    Messages:
    1,112
    Gender:
    Male
    Location:
    Western Washington
    Trasque En Ettin Shadb (6/6 CP, 0/1 DP, 1/3 EP, 3/3 MP, +2 Shaln EP)
    - Intellectualism (Cultural/Intellectualism on Comity x2): The political unification of the Trakkan tribes has led to the development of people who's focus is on understanding culture and politics in a meta-sense
    - Intellectualism (Cultural/Intellectualism on Mercantilism x2): The increasing trade between the Trakkan cities and with their neighbors has sparked interest in a dedicated merchant class, who's purpose is to facilitate such trades.
    - Spiritualism (Cultural/Spiritualism on Region 26 x2): The increase in strife between Shaln and Shadb has led some spiritual leaders to attempt to reconcile doctrinal differences between them.
    - Mercantilism (Economic/Mercantilism in Region 26 on Shaln, x3, using Shaln EP): Trakkan traders begin expanding aggressively into Shaln lands in Masque-Una-Eshal
    - Invasion (Military/Conquest on Region 26 (x2 on Shaln) and 34 (x1 on Shaln)): Having unified the other city-states behind it the Eshan-Ro League begins flexing its military might.
    - One Demographic unused due to low Conformity
    - Two Economic Points unused due to low Centralization
     
  2. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,757
    Hazo (Turn 27) [2 Demographic, 4/6 Culture, 0/1 Economic, 3 Military]
    -1 Undifferentiated Point into Culture
    -1 Undifferentiated Point into Military
    -2 Demographic Points into Survival in Region 21
    -2 Cultural Points into Comity into Cohesion
    -2 Cultural Points into Spiritualism/Comity into the Quest
    -1 Cultural Point unassigned due to Conformity
    -1 Economic Point unassigned due to Centralisation
    -3 Military Points into Depredation against the Bashtunari

    Narrative Orders: While the temporal authoritarity of the Laholonas degrades heavily during the beginnings of the Second Dynasty, their spiritual authority increases due to successive efforts by the Laholonas and their allies among the Valaohani and Mpik-Hazak to spread the cult of Mother Nany, cementing her and Siliko’s positions at the top of the Hazo pantheon. Successive Valaohani convinced many new Hazo tribes to settle in the holy Bashtun, increasing the pool of manpower that the Laholona could directly call on.

    Mpik-Ady cheiftans across Hyagothia and Bashtun maintain their legitimacy by conducting increasingly punitive raids against the Bashtunari, making the future of their civilisation more and more uncertain.

    The Mpik-Varotra occupy a unique place during this transitionary period during. With the Laholonas focused elsewhere and them not falling under the authority of any other major caste, the Mpik-Varota are left almost entirely to their own devices (for better or for worse).
     
  3. Marcher Jovian

    Marcher Jovian Prince

    Joined:
    Jul 12, 2013
    Messages:
    408
    Nadelis Turape Orders
    Assign undifferentiated point to Economic
    -Survivalism to populate region 7
    -Intellectualism to improve Innovation
    -Material Culture to improve Prominence
    -Material Culture to improve Prominence
    -Industry to urbanize region 6
     
  4. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    7,681
    Location:
    Not Lying through my teeth
    Use Intellectualism to improve Mercantilism.
    Use intellectualism to improve Intellectualism.
    Use Chorok Enaman Comity to improve Conformity.
    Use Mercantilism to influence Chorok Enamans.
    Use Urbanization using the resource rating of Salt Marshes to improve Urbanization of Mona yi Hu
     
  5. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,360
    Wiet-yrisi Syrisil orders:

    organized religion (supports spiritualism using urbanism- rating 9)
    natural philosophy (supports innovation using urbanism- rating 9)
    exotic goods (supports mercantalism using wilderness- rating 9)

    When other nations influence/conquer point, please assume that lower numbers are higher priority. So C1 is highest priority and C7 is lowest priority. So if others influence culture, give up orders for C7 before C6 etc.

    If no one attacks us:
    Spoiler :
    D1: survivalism to 11 (rebuild the holy site!)
    D2: survivalism to 11 (rebuild the holy site!)
    C1: intellectualism to mercantalism
    C2: intellectualism to spiritualism
    C3: intellectualism to seafaring
    C4: intellectualism to assimilation
    C5: comity to centralization
    C6: comity to centralization
    C7: intellectualism to comity
    E1: mercantlism to Sagulan Turape
    E2: mercantlism to Sagulan Turape
    M1: conquest on active defense with focus on Sagulan and Bolevel Turape
    M2: lost to lack of centralization

    if we are attacked or if a player-controlled nation sends missionaries or mercantalism missions against us:
    Spoiler :
    use all elements as spiritual, mercantalism, or depredation on the attacking nation; prioritize player nations
     
    Last edited: Nov 21, 2019
  6. jackelgull

    jackelgull An aberration of nature

    Joined:
    Dec 30, 2013
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    3,226
    Location:
    Within the realm of impossibility
    Nariyaga 2 culture points: while the canon has been agreed upon, interpretations of the central figures has not. Most noticeably has been a gap between how the forest Tantanari see Andikan the mythical warrior king of Xosa and how the urban Tantanari see him. Therefore depending on the version he is either a self serving opportunist or a pragmatic hero looking out for the best interests of his community. However thanks to the war of the stilted shores the two communities have begun coming into each other’s cultural orbits and a dialogue between these two perspectives has created one of the most complex characters in the epic.

    3 cultural points into conformity
    As the Xosa seek to build diplomatic connections to their forest brethren, cultural connections are built through trade and the shaman class act as a cultural glue through a network of mentorships

    1 military point on depredation attack on left bank Happatara.
    The Xosa city state and its dynasty continues its struggle with the Padatids for influence and power in the left bank of the Nantara River Valley
     
  7. LordArgon

    LordArgon Chieftain

    Joined:
    Feb 10, 2019
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    70
    Gender:
    Male
    Kinekan Orders
    -Free point into culture
    -Comity on centralization
    -Comity on conformity
    -Influenced culture point Comity on centralization
    -Spiritualism on Dyesynil aLytu
    -Spiritualism on Dyesynil aLytu
    -Intellectualism on assimilation
    -Intellectualism on spiritualism
    -Assimilation on Tenekan city
    -Mercantilism on Tenekan city
    -Mercantilism on Tenekan city
    -Mercantilism on Tenekan city
    -Depredation on Dyesynil aLytu
     
  8. Ahigin

    Ahigin Emperor

    Joined:
    Apr 18, 2013
    Messages:
    1,486
    Location:
    Chicago
    Update 27 (Years 2600-2700 Post-K7)


    The Eshan-Ro League of the Shadb Trasque continues extending the cave cities’ influence outside of the First Tall Ridge. Wars with a Shalnathaln-led coalition of Shaln Trakkan towns intensify once again, as Roque-Esh and other Shadb Trakkan cities start facing first checks on their push into the Second Tall Ridge. Still they score some victories on their side of the mountains and continue dominating many cave settlements through the means of trade where the spear and the club fail. This extends the era of peace and prosperity for the Shadb Trasque people, leading to flourishing of trade, while the Eshan-Ro League’s diplomatic institutions start forming first complex intercommunal and interurban political mechanisms. In the meantime, advent of urbanization is observed in the rocky desert of Eshal-Una-Sishin, as local mining colonies start coalescing around tiny oasis towns. (Shadb Trasque: +1 Comity, +1 Mercantilism, 1 Population Center of Shaln Trasque is occupied by Shadb Trasque for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use), 1 Population Center of Shaln Trasque is influenced by Shadb Trasque for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); Region 32: +1 Urbanization)


    Despite the ongoing military pressure from their northern kin, the Shaln Trasque stay strong and temporarily avoid the cultural splits akin to the rise of the Ga-Choque cult of the previous century. The city of Shlanathaln and its satellite communities become the connecting link between the western (Astinananan and Hattaran) and eastern (Masque-Una-Eshalian) branches of the Shaln Trakkan culture, defiant against the onslaught of Roque-Esh and its Eshan-Ro League and quickly catching up with the Shadb Trakkan invaders in their military tradition. Yet, the numbers are turning against the defiant city, and the two separate heartlands of the Shaln Trakkan civilization are closer and closer to separation. The western lands prove to be more welcoming to colonization, as more hill towns appear across the highland forests of Astinanana and Hattara. (Shaln Trasque: +1 Conquest, -10% Centralization, -10% Conformity, +1 Population Center in Region 25, +1 Population Center in Region 24; player must choose type of new Power Point)


    The Path-Shan people continue growing in numbers, although this time this is not driven by conversions to the cult of Ga-Choque, and instead is a result of prosperity of their pastoralist highland communities. In fact, many Path-Shan herders spread across the gorge into the First Tall Ridge and start integrating themselves into the socio-economic fabric of the massive local cave cities, being the best middlemen between the populations of the First and Second Tall Ridges. With the spread of the Ga-Choque-worshipping pastoralists, many more alpine meadows are discovered, and some clans even find their way into the previously unreachable slopes frequented before only by mountain goats. (Path-Shan: -5% Centralization, -5% Conformity, +1 Population Center in Region 34; player must choose type of new Power Point; Region 34: +1 Grazing)


    Spoiler :


    Construction of a surface temple of Ga-Choque in the First Tall Ridge





    The woes of the Shaln Trasque civilization don’t end with the resirgence of the once weakened Eshan-Ro League. The Chorok Enaman people of Mask ui Sha (known as Masque-Una-Eshal to the Trakkan speakers) continue coalescing around the Ui-na Tan tribe, which chieftains base their legitimacy on their subjugation campaigns against local Shaln Trakkan mountain towns. While their martial prowess and sophistication grow, the Ui-na Tan natives also accumulate plenty of Shaln Trakkan loot and tribute, and Shaln Trakkan slaves and hostage partake in many forest clearing projects across the overpopulated pampas of Chorokpan. (Chorok Enaman: +1 Prominence, +1 Conquest, +10% Centralization, 1 Population Center of Highland Anarne is influenced by Chorok Enaman for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use; 2 Population Centers of Shaln Trasque are occupied by Chorok Enaman for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use); Region 27: +1 Max Capacity)


    In the densely settled heartland of the Enaman civilization, the Lakeshore Enaman people continue erecting bigger and more sprawling mound cities under the guidance of deified Avatar-Rulers. The Monite temples of Ai ta Loda become centers of knowledge and blossoming culture, as seasonal festivals and faires draw huge crowds of Enaman pilgrims. This gives the Avatar-Rulers and their Mouthpiece Priests enough political gravity to influence many northern communities of Chorok Enaman semi-nomads that oppose the hegemony of the settled Ui-na Tan tribe. (Lakeshore Enaman: +1 Intellectualism; 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); Region 29: +1 Urbanization)


    The urbanization of the Mona yi Hu lake valley coincides with the ongoing population boom observed primarily in the hill country. It coincides with the consolidation of the Hill Enaman people around the Taui Ona clan in the west, with some eastern family groups tied to it as well via a series of political marriages. The age of plenty, however, has a darker side, as around this time Mona’s Rest valley reaches the brink of overpopulation, increasing the pressure on local ecosystems. (Hill Enaman: +5% Centralization, +5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point)


    The oceanside settlements of the Monite Enaman families experience yet another intensive development of mercantile practices. While they function as de-facto intermediaries in trade between the Enaman world and the outside civilizations, the Monite Enamani preacher-traders also become better at tying their dealings with proselytization of Mona-worship. (Monite Enaman: +1 Mercantilism, +1 Assimilation)


    In the north-eastern corner of the Enaman world, the Saltmarsh Enaman people keep facing the gradual degradation of their homeland’s habitat, as the wildlife of Syo-Ke Ao suffers from centuries of overhunting. (Saltmarsh Enaman: Region 28: -1 Wilderness)


    Same problems may soon engulf the pampas of Chorokpan, if the existing trends ongoing population boom don’t change. The main beneficiaries of this century of food surplus so far are the peaceful Monite Ankarne communes. (Monite Ankarne: -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point)


    The spread of the Monite faith among the Ankarne takes place against the backdrop of the ongoing brutalities of the internecine warfare. Surprisingly, growing evidence suggests that the Lowland Ankarne grow accustomed to the highlanders’ more advanced tactics and equipment and temporarily come out on top in the bloody struggle for better pastures. (Lowland Ankarne: +1 Depredation)


    Despite the destruction of many lowland tribes, the Highland Ankarne culture remains fairly strong in its mountain heartlands of Neu Tyekye. There, their culture keeps on developing a tradition of storytelling and ideation. (Highland Ankarne: +1 Intellectualism, -1 Population Center in Region 27)


    Farther east, the Nekenee civilization stays strong under the hegemony of the city-state of Kineka, which founds several agricultural colonies in the idyllic highlands of Cooleweer. The cult of Sun God Xamanaha grows in its complexity, shamelessly borrowing organizational elements from the ever-sophisticated Wiet-yrisi Syrisilian witch covens. This gives another chance for its ruling elite to provide a spiritual and cultural foundation for their strengthening secular authority. This newly found legitimacy is based on a string of much glorified successes against the perceived enemies and traitors of the Sun God and his flock. The generations of hostility against the Dyesynilian invaders gives much needed ammunition for the Kinekan propaganda, when the hosts of Kineka and its allies venture into the Fee’nak river delta to fight Dyesynil aLytu and its satellite settlements. Miraculously, the Dyesynilian remnants get saved, when the hurricane season strikes early, swelling the rivers and turning a triumphant campaign of the Merchant Prince into a bitter retreat against the harrassing Dyesynilian troops. Still, this looks more like a temporary setback for the Kinekans, and at home it’s painted in the most triumphant colors. This is particularly easy to do, as the regular Nekenee does see Kineka as the unquestioned hegemon of the Pulete highlands. In fact, the mercantile domination is so complete that even the once-defiant cities that fell to the Moon Cult of Nakaxu of Tenankan turn into no more than extensions of Kinekan emporiums, save for a few northern towns. (Kineka: +1 Spiritualism, +5% Centralization, +5% Conformity, +1 Population Center in Region 14; player must choose type of new Power Point, 3 Population Centers of Tenankan is influenced by Kineka for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


    These northern settlements of Tenankani alliance, still, don’t look like a particularly successful branch of the Nekenee civilization. In fact, during the short respite enjoyed by the Dyesynil aLytu and its allies after the miraculous retreat of the Kinekans, the Tenankani towns fall into the orbit of Dyesynilian soft power. Despite this success, the mood is grim in Dyesynil aLytu itself, and its warriors train to fight yet more guerilla wars of survival. (Dyesynil aLytu: +1 Depredation, 1 Population Center of Tenankan is influenced by Dyesynil aLytu for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


    The Kineka-aligned towns of the western shores of Fee Shenete also enjoy a century of relative peace and prosperity. Left to their own devices after submitting to the cult of the Sun God, the Xamanehite Dyesynil spread west to populate the forested slopes of Zahnenee, while at home their priests, appointed by the Merchant Prince of Kineka himself, continue consolidating their position in line with the development of the larger worship of Xamaneha. (Xamanehite Dyesynil: +1 Spiritualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 11; player must choose type of new Power Point)


    Some of the Xamanehite Dyesynilian cities, in turn, also fall into the trade dependance on the prosperous agricultural economy of the Sheneti Syrisil people. Continuously staying away from the turbulence of Kinekan and Wiet-yrisi Syrisilian imperialism, they build up their legacy through growth of artisanal production and a gradual growth of ideation and folk culture. (Sheneti Syrisil: +1 Prominence, +1 Intellectualism, 1 Population Center of Xamanehite Dyesynil is influenced by Sheneti Syrisil for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use)))


    Their kinfolk of the Wiet-yrisi Syrisil people concentrate their efforts on internal development - and grow quite successful at that. Under the premise of rebuilding the temples of Vas’ylis (the Mud God and protector of healers), the witch matriarchs of Yulup and Sylla form successful and numerous communities on the rainy shores of Zahnenee (naturally, the pragmatic nature of these places of worship also displays itself when the swelling settlements become major centers of mining of granite, obsidian, ores, and gemstone). In the meantime, the spiritist faith of Alignak and her pantheon continues to mature, and the ever-resourceful Wiet-yrisi Syrisilian traders learn to expand their foreign emporiums into truly Syrisilian quarters, although the actual assimilation of natives is still only rarely observed. (Wiet-yrisi Syrisil: +1 Spiritualism, +1 Assimilation, -10% Centralization, -10% Conformity, +2 Population Centers in Region 11; player must choose type of new Power Point)


    The Wiet-yrisi Syisilian contribution to the culture of the Land of the Shining Sky doesn’t end there. The Bolevel Turape people use their contacts with the fishing colonies of minor Wiet-yrisi Syrisilian trade towns to develop its distinctly unique rope writing script based on dried out fern stems. Additionally, the Bolevel Turapan chiefdoms show revolutionary developments of their own, introducing primitive system of corvee labor and trade goods-based taxation. For now, these changes have only few impacts on the idyllic Bolevel Turapan lifestyle, despite visibly driving artisanship productivity up and giving enough incentives for the mining and tropical timber logging colonies to appear in Asagan (known as Es’el-jat to the Wiet-yrisi Syrisil). (Bolevel Turape: +1 Prominence, +1 Intellectualism, +1 Material Culture, -5% Centralization, -5% Conformity, +1 Population Center in Region 2; player must choose type of new Power Point)


    Spoiler :


    Bolevel Turapan village in Asagan





    The Sagulan Turape also make use of their lucrative contracts with the Wiet-yrisi Syrisilian colonies. Just like on the Bolevel-Asagan island, their domination over the foreigners doesn’t carry into the new century, but it does bring with it a qualitative development of the commercial relationships and a craftsmanship boom. Moreover, many successful Satulan Turapan traders find the overseas trade very profitable and make crossings of the Inner Sea to found trade-oriented port settlements on the tip of the Wiet-yris peninsula. With the prized Syrisilian goods, the bring home the Alignakite customs, the most prominent of which is the greater role played in the intertribal politics by the well-organized societies of healers and witch-doctors, although in the Satulan Turapan case they’re rarely matriarchal in nature. (Sagulan Turape: +1 Prominence, +1 Comity, +1 Mercantilism; -5% Centralization, -5% Conformity, +1 Population Center in Region 5; player must choose type of new Power Point)


    The Nadelis Turape also centralize at the same time, although in their case the process of unification is very far from its high time. Interestingly, it’s not the appearance of organized spiritist and fetishist cults (like in the Sagulan Turapan case) that drives this crystallization of polities, but the greater clustering of villages and their formation into cities in the Nadelis region (with Dapagan and Latokta being the biggest of them, despite being dwarfed even by the relatively small Wiet-yrisi Syrisilian polises). This wave of early urbanization coincides with great forest-cleaning efforts that open up more space for settlement and provide much needed timber for urban craft, although this comes at a cost of damaging the local vibrant wildlife. In the end, the boom contributes to the Nadelis Turapan familiarity with various land improvement projects, opening new avenues for their infrastructural development. (Nadelis Turape: +2 Prominence, +10% Centralization, +1 Innovation; Region 6: +1 Max Capacity, -1 Wilderness, +1 Urbanization)


    A peculiar development takes place back in Asagan/Es’el-jat. There, the Maramapi fishers arrive to the shores of this vast insular ridge, breaking their people’s isolation for the first time in millennia. (Maramapi: -5% Centralization, -5% Conformity, +1 Population Center in Region 2; player must choose type of new Power Point)


    Farther east, the Yonike people enjoy a boom of artisanship thanks to the high-quality timber they purchase from the villages deeper in the Agoru hillocks. Contributing to this development is the proto-urbanization, as first tiny canyon-town appear in the lower Aoni valley on the wave of population boom. (Yonike: +2 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 15; player must choose type of new Power Point; Region 15: +1 Urbanization)


    Spoiler :


    Entrance into a canyon town of the Yonike






    The prosperity of the Yonikan canyon civilization once again drives up the ire of the warlike Agomai, whose ritualized raids have been unsuccessful for many civilizations. Often warring between each other, the Agomai clans do develop greater level of military organization (especially compared to their generally backward ways), and their methods of policing the conquered tribal entities also improves - albeit, for now it’s based on the experience of internecine warfare at home. (Agomai: +1 Conquest, +1 Oppression)


    Another factor that may be contributing to the Agomai people’s militarization is the rumor of the onslaught suffered by the territorial and hermitic Bashtunari deeper inland. From a few battered groups of survivors, the Agomai learn of the fearsome and brutal invasion of the Bashtunari’s arch-enemy, the sprawling horde of the Hazo led by tyrannical Laholonas (rumored to be demon kings of the vexful Homeless Spirit). While little is known about this devouring horde to the Agomai, it’s clear that the Bashtunari natives are driven to the edge of extinction once again, and many of them become elusive semi-nomads living in the least reachable parts of the wildlands. (Bashtunari: -1 Population Center in Region 21, -1 Population Center in Region 20)


    Needless to say, the Laholonas of the First Dynasty (still holding on to their power despite the vanishing blood ties) don’t view themselves as the demon kings at all. In fact, their successful (albeit genocidal) campaigns in Bashtun and Hyagothia provide a valve for the overstretched high chiefdom’s manpower and just enough prestige to keep the week rulers of the Hazo on the throne. This does come at a cost of more power flowing into the hands the Valaohani priest of Siliko (known as the “Homeless Spirit” to the Bashtunari), while the Mpik-Varotra proto-oligarchs are being left to forge internal alliances of their own. (Hazo: +10% Conformity)


    Cult of Mother Nany and the Second Laholona Dynasty:
    The second burst of growth of the priestly class among the Hazo does give food to the rise of the anti-leaders among their ranks, mostly led by the early prophets of the Fertility and Hearth goddess, Mother Nany. While still not integrated into the ruling hierarchy of the vast high chiefdom, the Nanyist Valaohani start establishing themselves as the alternative center of gravity within the Hazo world. (Bonus: +1 Prominence, +1 DP, +10% Conformity; Attribute Demand: Spiritualism 1/1, Comity 0/1; Length: 9 turns)


    Far to the north of the Laholona rulers’ summer capital (a mobile camp of courtiers and retainers, really), the Tantanari people settle into their role of claimants for hegemony across the Nantara river valley. Once known as the “mercenary kings,” the rulers of Xosa solidify their generations-long hold over the city and its satellites by launching destructive and bloody raids into Nantara, killing an ill-advised Padatid ruler Pahda XXII and even reaching the walls of Tahtarapa itself before being turned back by the size of their walls. Despite a relatively small damage done to the Happatarans themselves, the incursions create plenty of prestige for the rulers of Xosa to claim leadership even among their western, forest-dwelling cousins. This comes at the time when the pastures of the outer Nantara valley start suffering from the soil erosion brough by the centuries of primitive agriculture. (Tantanari: Region 23: -1 Grazing)


    The Epic of the Nariyaga:
    While the Xosan kings’ claim for hegemony among the Tantanari remains thing, they do invest hard into associating their names with the completion of the Tantanarian national epic of Nariyaga. Far from being the only philanthropists to hire poets and musicians to work on the masterpiece, they do become the first rulers to host seasonal poetic concerts, although so far the epic poem remains a purely oral tale passed word-by-word from generation to generation. (Bonus: +2 CP, +20% Conformity; Attribute Demand: Intellectualism 4/4 (Completed); Length: 12 turns)


    The defeat of the Pahdatid host to the Tantanari army of Xosa casts the city of Tahtarapa and its alliance in a brief period of political crisis. Ironically, the threat of the Xosans is what pushes the Left-bank Happatara people together to form up an alternative defensive agreement. No longer led by the Pahdatid despots, they form a defensive league around commander-king Hanpadat (quite likely, a title that was turned into a ritualistic name, as it means Tower-builder in Happataran). Ruling from Tahtarapa, Hanpadat establishes a tradition of electoral monarchy, with commander-kings being elected for life and enjoying absolute power of military dictatorship, not unlike the Pahdatid dynasts before them. This development strengthens the Left-bank Happataran resolve against the Tantanarian onslaught, gives them a chance to recover demographically, and finally solidifies Tahtarapa as the unquestioned heart of the left-bank civilization. (Left-bank Happatara: +1 Depredation, -1 Population Center in Region 23, -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point; Left-bank Happatara are renamed into Tahtarapa)


    The Right-bank Happatara people are less united - perhaps, thanks to a lack of immediate threats like the city-state of Xosa. Jaratta, Tartapad, and Gattaka remain their most prominent city-states, competing mostly peacefully over colonizing the already densely populated forested valley of Hattara, which wildlife starts shrinking from overhunting. (Right-bank Happatara: -5% Centralization, -5% Conformity, +1 Population Center in Region 33; player must choose type of new Power Point; Region 33: -1 Wilderness)


    One of the ethnic groups continuously enjoying good fortunes regardless of the politics of the day are the Happatanari. In fact, during this period this ethno-class of experts and educators reaches new heights, developing a conch shell currency, with which the Happatanari traders from different towns trade between each other before distributing their goods on the internal barter markets. While this places many Tahtarapa-aligned left-bank cities under the influence of the Happatanarian merchant class, this power shift is still tolerated, as the Happatanari are known as the best irrigators and geometricians of the land, making the functioning of the dense Happataran agricultural economy almost impossible without them. (Happatanari: +1 Mercantilism, +1 Innovation, 1 Population Center of Left-bank Happatara is influenced by Hapattanari for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use)


    Another group that surprisingly takes advantage of the centuries-old slump of the Happataran urban civilization are the Insular Aghak people. As their port villages start dotting the shoreline of Hattara, the semi-nomadic seafarers put the right-banker colonists into dependency from their fish imports during some of the tough years caused by the degradation of the forest habitat. The growing prosperity brings about an age of intellectual discoveries among these generally primitive people, although these changes don’t find their way east, where the Continental Aghak tribes stagnate in isolation. (Insular Aghak: +1 Intellectualism, +1 Comity, -5% Centralization, -5% Conformity, +1 Population Center in Region 33; player must choose type of new Power Point, 1 Population Center of Right-bank Happatara is influenced by Insular Aghak for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))

    GM's notes:
    • I'll try to limit myself to 3-5 pictures per update moving forward, to save myself some time.
     
    Last edited: Dec 3, 2019 at 5:25 PM
  9. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

    Joined:
    Apr 16, 2009
    Messages:
    1,112
    Gender:
    Male
    Location:
    Western Washington
    Trasque En Ettin Shadb (6/6 CP, 0/1 DP, 1/3 EP, 3/3 MP, +1 Shaln EP, +1 Shaln MP)
    - Intellectualism (Cultural/Intellectualism on Comity x2): The political unification of the Trakkan tribes has led to the development of people who's focus is on understanding culture and politics in a meta-sense
    - Intellectualism (Cultural/Intellectualism on Mercantilism x2): The increasing trade between the Trakkan cities and with their neighbors has sparked interest in a dedicated merchant class, who's purpose is to facilitate such trades.
    - Spiritualism (Cultural/Intellectualism on Spiritualism x2): As the city-states unify and Shaln beliefs filter in from the peaceful Path-Shan the Shadb mythology starts to grow beyond its simplistic roots.
    - Mercantilism (Economic/Mercantilism in Region 26 on Shaln, x1): Trakkan traders begin expanding aggressively into Shaln lands in Masque-Una-Eshal
    - Urbanizing (Economic/Industry in Region 26, using Shaln EP): Trakkan soldiers and migrants in the region impart some of their preference for urbanized lifestyles to their allied Shaln tribes in the region, increasing the relative concentration of people in cities.
    - Invasion (Military/Conquest on Region 26 (x2 on Shaln) and 34 (x2 on Shaln, using Shaln MP)): Having unified the other city-states behind it the Eshan-Ro League continues flexing its military might, aided by Shaln tributaries
    - One Demographic unused due to low Conformity
    - Two Economic Points unused due to low Centralization
     
  10. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,360
    Wiet-yrisi Syrisil orders:
    organized religion (supports spiritualism using urbanism- rating 9)
    natural philosophy (supports innovation using urbanism- rating 9)
    exotic goods (supports mercantilism using wilderness- rating 9)

    If no one attacks us:
    D1: survivalism to 8
    D2: lost to lack of conformity
    C1: material culture to prominence
    C2: material culture to prominence
    C3: material culture to prominence
    C4: material culture to prominence
    C5: material culture to prominence
    C6: intellectualism to spiritualism
    C7: intellectualism to spiritualism
    E1: mercantilism (exotic goods) to Sagulah Turape (region 5)
    E2: mercantilism (exotic goods) to Sagulah Turape (region 8)
    E3: mercantilism (exotic goods) to Sagulah Turape (region 8)
    E4: mercantilism (exotic goods) to Sagulah Turape (region 8)
    M1: lost to lack of centralization
    M2: lost to lack of centralization


    if we are attacked (conquest, depredation) by any nation
    or if a player-controlled nation sends missionaries or mercantilism missions against us:

    use all elements as spiritual, mercantilism, or depredation on the attacking nation; prioritize player nations
     
    Last edited: Dec 4, 2019 at 2:10 PM
  11. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,757
    Hazo (Turn 28) [2 Demographic, 5/6 Culture, 0/1 Economic, 3 Military]
    -2 Demographic Points into Survival in Region 21
    -1 Cultural Point into Comity into Cohesion
    -1 Cultural Points into Comity into the Quest
    -3 Cultural Points into Centralisation
    -1 Cultural Point unassigned due to Conformity
    -1 Economic Point unassigned due to Centralisation
    -3 Military Points into Depredation against the last Bashtunari POP

    Narrative Orders: The few remaining Bashtunari are viciously hunted down and defeated, destroying the last remnants of their culture. The eradication of the Bashtunari is seen as a boon to Lohalona Amin’ny, who had previously implemented the reforms Nanyist Valaohani. This cemented Nany’s place as a Goddess of equal importance to Siliko in the Hazo pantheon. Using her overwhelming popularity with both the Valaohani and the Mpik-Ady, she pushed through reforms granting her greater authority over the Mpik-Hazak and the Mpik-Hazak greater authority over the Mpik-Ady. She even brought the largely independent Mpik-Varotra merchants under her thumb once more, who had previously been able to use their riches to pursue whatever agenda they pleased. These reforms truly cemented the end of the First Dynasty and the beginnings of the Second.
     
  12. Marcher Jovian

    Marcher Jovian Prince

    Joined:
    Jul 12, 2013
    Messages:
    408
    Nadelis Turape Orders
    -Survivalism to populate region 7
    -Intellectualism to improve Survivalism
    -Intellectualism to improve Material Culture
    -Intellectualism to improve Innovation
    -Innovation to improve max capacity in region 6
    -Industry to urbanize region 6
     

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