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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:
    1,134
    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:
    7,845
    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:
    432
    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:
    7,699
    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:
    7,432
    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
    Messages:
    3,233
    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 Prince

    Joined:
    Feb 10, 2019
    Messages:
    367
    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:
    1,498
    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
  9. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

    Joined:
    Apr 16, 2009
    Messages:
    1,134
    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:
    7,432
    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
  11. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
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    Messages:
    7,845
    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:
    432
    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
     
  13. mayor

    mayor Heart & Mind

    Joined:
    Mar 31, 2009
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    3,029
    Location:
    The Netherlands
    Hi, can I start a new civilization in the eastern desert, oceanside. I 'm not sure if its empty or not?
     
  14. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

    Joined:
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    1,134
    Gender:
    Male
    Location:
    Western Washington
    I have a handful people in region 32, which is the northern half of the desert, but the southern half (region 31) is completely empty as is the desert's coast (region 39). It'd be pretty slow going, hard to grow in a desert and you'll be starting mostly from scratch, so you might want to consider one grabbing of the existing civilizations and migrating them towards the desert (there's four different flavors of Enaman bordering it and enough strife to justify a group leaving for more peaceful lands).
     
  15. mayor

    mayor Heart & Mind

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    Location:
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    Isn't Seon playing the Enaman?
     
  16. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

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    Location:
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    Seon's playing the Lakeshore Enaman, but there's like five different nations called the Enaman right now due to Seon's apparent goal being to split as much as possible. You can take over one of them, the Hill and Monite Enaman tribes are both on the edge of the desert and are solidly set up. The Chorok Enaman are in a threeway pissing match with the Trasque siblings and I plan on inflicting violence upon them once I've finished punching out Shaln so I wouldn't recommend playing them unless you want a fight. The Saltmarsh Enaman are another option if you're not married to the desert culture idea, but they're kinda tiny and aren't much better than starting fresh.

    The front page has a link to up-to-date stats, you can see which nations are player-run on the first page of the stats. There's a lot of NPCs and all of them are up for grabs, though you might want to talk to the player most closely related to them (Seon for the Enaman cultures, me for Trasque cultures, Marcher for Turape cultures, etc) so you can get a quick rundown of cultural touchstones for the civ, as the summaries in the stats are rather limited.
     
    Last edited: Dec 10, 2019
  17. Ahigin

    Ahigin Emperor

    Joined:
    Apr 18, 2013
    Messages:
    1,498
    Location:
    Chicago
    It's not entirely empty (as was mentioned), but you can start there, sure.

    But beware - it's hard to catch up with the Early Bronze Age empires as a paleolithic tribe starting in a desert.

    Well-established NPC civilizations that I recommend playing (contrary to what Kyzarc said):
    • Shaln Trasque
    • Chorok Enaman
    • Tahtarapa
    • Right-bank Happatara
    • Happatanari
    • Sagulan Turape
    • Sheneti Syrisil

    Other notes: I'm still slammed-slammed-slammed. So I haven't even started working on the update yet. Let's hope it's temporary.
     
  18. LordArgon

    LordArgon Prince

    Joined:
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    Gender:
    Male
    Kinekan Orders
    -Free point into Economy
    -Influenced culture point Comity on centralization
    -Influenced culture point Comity on conformity
    -Influenced military point Depredation on Dyesynil aLytu
    -Intellectualism on assimilation
    -Intellectualism on spiritualism
    -Intellectualism on intellectualism
    -Intellectualism on material culture
    -Material Culture
    -Material Culture
    -Assimilation on Tenekan city
    -Assimilation on Tenekan city
    -Assimilation on Tenekan city
    -Mercantilism on Last Tenekan City
    -Depredation on Dyesynil aLytu
    -Depredation on Dyesynil aLytu
     
  19. jackelgull

    jackelgull An aberration of nature

    Joined:
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    3,233
    Location:
    Within the realm of impossibility
    3 cultural points: Perform Intellectualism on intellectualism - in order for the shaman class to record and pass down their knowledge to apprentices, a rudimentary writing system begins to take shape

    2 cultural points: Material culture - The Tantanari soon begin to exploit the natural resources of the Nantara River Valley to produce tools and luxury goods.

    2 demographic points: Movement to the Nantara region - In order to improve their position in the Nantara River Valley, the Xosa settle friendly tribes on the frontier between them and the Left bank Happatara. Motivated by the promise of land and wealth many tribes make the journey.

    1 economic point: Industry - As the kings of Xosa manage to increase settlement of the Nantara River Valley, the new arrivals begin to form cities of their own in defensive locations.
     
  20. Ahigin

    Ahigin Emperor

    Joined:
    Apr 18, 2013
    Messages:
    1,498
    Location:
    Chicago
    Intermission: Civilizations at the dawn of the Bronze Age - Part I
    Spoiler :

    Shadb Trasque



    People of a mixed Aboriginal and African descent, the Shadb Trasque inhabit a massive mountain range in the center of the continent, where they settle in tightly knit, isolationisting cave cities. Over several millennia, these cities grew to a size of true megapolises with dozens of thousands of people dwelling in many of them, populating highland caves (natural and artificial). While originally they took advantage of seasonal hunting during massive deer migration events (using cooler caves as storage chambers for the meat), eventually the ecologic impact of overhunting shifted them to a more diverse mix of agriculture, hunting, and gathering. Starting the 13th Century, the cave megapolis of Roque-Esh has been shining as an imperialistic beacon of the Shadb Trasque civilization, having established itself as an informal hegemon through its position in the center of the Trasque Ridge and via conquest of neighboring tribes. It has survived a two-century-long downturn and re-emerged as a leader of the wider Eshan-Ro League, formed at the time when the Shadb Trasque civilization was under siege from its neighbors, the Shaln Trasque and Chorok Enaman. Today, the cave cities of the First Tall Ridge are some of the biggest human settlements in the Land of the Shining Sky, and their clan-like “bloodlines” are very protective of their heritage. Their mines dot the central mountain massif, and their runic script and bas-reliefs capture the history of this blossoming civilization. Their artisanship and war craft are characterized by relatively primitive production techniques, but quality materials (primarily, gems, obsidian, and metal ores) brought from the sprawling mines.


    Shaln Trasque


    Having separated from the Shadb Trasque millennia ago, the Shaln Trasque are less tightly knit, having spread through the high mountains of the Second Tall Ridge (massive volcanic traps in the center of the continent), as well as the Masque-Una-Eshal and Astinanana highlands. Less isolationist and less sophisticated than the Shadb Trasque, they’re aggressive colonizers and frontier settlers who spread their civilization far and wide. During the Time of Troubles of the Shadb Trasque, the Shaln Trasque cave town of Shlanathaln briefly emerged as a rising power in the region, benefitting from its military successes and its advantageous position in the center of the central mountain massif, at the crossroad of major trade routes. Despite this brief golden age, Shlanathaln never quite reached the glory and size of the cave cities of the Shadb Trasque and has recently been losing its satellite towns to the resurgent and vengeful Eshan-Ro League. Just like the Shadb Trasque, the Shaln Trasque people have been benefiting from centuries of access to quality natural deposits, but that, surprisingly, led to a relative stagnation of their crafting techniques. Still, their hunting culture has made them prominent producers and traders in fur and pelts, and main competitors of the Shaln Trasque in gem trade.


    Path-Shan


    A small, mixed group of Shaln and Shadb Trasque people who abandoned their cave-bound lifestyle and adopted to living on the mountain slopes, mostly as pastoralists who herd mountain goats on the rare, frigid alpine meadows of the central mountains. Their name originates from the name of relatively warm geyser valley, in which first groups of them settled after abandoning the dark, chthonic, and strange Trasque ancestral fait and adopting a worship of Ga-Choque, the Spitting Mother (personalization of their home valley and the symbol of their blessed expulsion from the cave cities). Legends aside, it’s likely that the first Path-Shan were simply the misfits forced to leave their struggling cave towns during the particularly intensive conflict between Shlanathaln and the Eshan-Ro League, leading to food shortages, looting, and blockades. Now, these converts and exodites attract followers from the both civilizations, especially from among the Shaln Trasque. Relatively unsophisticated and surrounded by much more powerful ethnic groups, the Path-Shan do seem to thrive in their limited niche.


    Lakeshore Enaman


    The oldest Enaman group of Aboriginal descent that settled in a rich valley surrounding a lake (a region known to them as Mona yi Hu, or Mona’s Rest). Viewing the lake as the final destination of the ocean-crossing exodus that their legendary Forebearer Mona had led them on, the Lakeshore Enaman people quickly spread around the savanna teeming with wildlife of all sizes (most prominently, flightless birds that range from peaceful moas to predatory Phorusrhacid “terror birds”). For several millennia, the Enaman people lived a very unsophisticated lifestyle of nomadic pastoralists, following herds of moas (their main hunting game). This led to their spread through the plains and lowlands surrounding their region, which came at the cost of several cultural splits. What broke this trend was the discovery of salt marshes of Syo-Ke Ao in the lower flow of the Chorok river. With the salt being a highly demanded commodity, the peaceful Lakeshore Enamans naturally became the main middlemen within the trade network of the Enaman world. This eventually gave rise to the sprawling mound cities of the lakeshore lowlands, which seasonal fairs attracted thousands of Enaman traders and commoners, driving up not just the barter, but also cultural and diplomatic exchange. This prestige was converted into a religious revival of the Monite faith, when a line of female prophets (starting with one Mona shi Mahu) claimed not just spiritual, but also political leadership in a mound city of Ai ta Loda. Since then, the Lakeshore Enamans started to slowly, but gradually unite around Ai ta Loda’s unspoken hegemony.


    Hill Enaman


    One of the earliest splinters of the greater Enaman civilization, the Hill Enamans live in isolationist clans at the edge of the Mona yi Hu valley. Their economy is based on primitive pastoralism and occasional cattle raids, and their earthhouse villages slowly but surely grew into towns. Having stagnated for centuries, they still have the numbers (if not the sophistication) to be considered a large civilization.


    Monite Enaman


    The ocean-facing communities of the Monite Enamans are a result of cultural intermixing between the Lakeshore and Hill Enamans that occurred at the height of the Hill Enaman domination of the lowland mound cities. This mix resulted in a formation of isolated clan-based societies, in which the pacifistic and escapist ancestral worship of Mona became a replacement for the more militant lifestyle of the hillmen. The Monite Enamans became some of the most active facilitators of salt trade and resulting commodity barter, as their Monite priests combined preaching and missionary work with trade (often using one as a premise for the other). Having largely stayed away from any social or geopolitical conflicts, the Monite Enamans recently became the main exporters of the Mona worship into other cultures, with the war-ravaged Ankarne communities being the first mass converts outside the Enaman world.


    Saltmarsh Enaman


    The Saltmarsh Enamans are a small ethnos residing in the inhospitable salt marshes of Syo-Ke Ao in the lower flow of the Chorok river. Despite being the original discoverers of mass salt production via pool evaporation techniques, the Saltmarsh Enamans recently lost their production monopoly as the other Enaman civilizations also established their settlements in the strategically important region. Now, this small tribal group remains quietly existing in the periphery of the Enaman world, living in surprisingly big floating villages, built on reed-based artificial islands deep within the marsh.


    Chorok Enaman


    The most distinct of all Enamani civilizations, the Chorok Enamans splintered when they became roaming nomads of the Choroki pampas. The economy centered on herding of moa birds naturally made cattle raids a common way of intertribal competition, contributing to the early Chorok Enamani militancy. This concentration on the power of military chieftains gave rise to the first several (historically brief) tribal leagues, associated with the legendary she-leader Tak aya Tan. Her image and name would later be immortalized in the somewhat primitive Chorok Enamani folklore, as many future proto-empire builders would claim her name as a spiritual title or a part of their bloodline. The first true big departure from the old ways happened among the Chorok Enamans when some of their south-eastern tribes started to settle at the fringe of the Mask ui Sha forest (known to the Trasque as Masque-una-Eshal). Rich with timber and ores, the region helped those fringe tribes quickly prosper economically, as the Chorok Enamani leather, pelts, timber craft, gems, stone and copper tools, and eventually Trakkan artifacts found their way to the salt markets of the Mona’s Rest valley. Quickly urbanizing Chorok Enamans of Mask ui Sha didn’t abandon their militant ways, however. Instead, they clashed repeatedly (and with changed fortunes) with the Shaln and Shadb Trasques, once even eliminating a Roque-Eshan army and invading the Tall Ridge of the Trasques itself. Recently, the Eshan-Ro League of the Shadb Trasque has somewhat pushed the Chorok Enamans back, but the centuries-old enmity is still a stalemate. On the wave of military successes, a new dynasty of chieftains has emerged in a camp city of Ui-na Tan, located in a minerals-rich section of the Mask ui Sha forest. This finalized the shift in gravity within the Chorok Enaman civilization, as the greater power and prestige no longer resided in the hands of the pampa-roaming nomads, but could be found in the woody hill country, at the forefront of the unending conflicts with the “copper-clad Trask.”


    Highland Ankarne


    The Highland Ankarne are the first of the Aboriginal civilizations that formed in the ascetic Neu Tyekye mountain range. For a long time, they remained fairly isolated from the rest of the world, living a lifestyle based on sustenance agriculture, hunting-gathering, and herding of local dwarf horses and giant Macrauchenia llamas. In the recent millennium, the Highland Ankarne started to venture into the right bank of the Chorok river, following the earlier migratory kinship groups into the pampas. There, the Highland Ankarne established a firm foothold, taking advantage of their highly advanced animal husbandry techniques that saw the “long llamas” and dwarf horses well-domesticated and bred. The non-stop population growth brought the Highland Ankarne into a perpetual internecine conflict with the lowland branch of their civilization, a long and bloody sequence of genocidal raids and warfare that has seen the Highland Ankarne dominate the north-east of Chorokpan thanks to their revolutionary military innovations: chariots driven by draft dwarf horses, as well as reigns that allow up to two warriors to ride long llamas. Despite these innovations, the Highland Ankarne remain relatively unsophisticated in their lifestyle, and urbanization has been slow to catch up among them.


    Lowland Ankarne


    Originating from the first Ankarne people who descended from the Neu Tyekye mountains into the Chorokpan plain, the Lowland Ankarne are unsophisticated people, whose simplicity and poverty largely made them an unworthy target in the eyes of the warlike and formidable Chorok Enamans. However, when their highlander kin also started to venture into Chorokpan, a long and bloody conflict (or, rather, a perpetual civil war) ensued, characterized by extreme cruelty of the both sides. So far, the Lowland Ankarne have been mostly on the receiving end of the slaughter, hunted down across the pampas by the chariot-riding highlanders.


    Monite Ankarne


    The brutality of the constant warfare between the Highland and Lowland Ankarne pushed many familial groups to the brink of extinction. The desperation they suffered made them prime targets for religious conversion, when Mona-worshipping Enaman salt traders started to reach the Chorok river’s right bank. The positivity of the exodite, hope-granting Monite faith found many Ankarne willing to listen to the merchant-priests’ preaching. Largely composed of the lowlander refugees, the Monite Ankarne recently migrated into the upper Chorok river valley, where their culture and language developed into a unique ethnic phenomenon. Thanks to their still primitive lifestyle, they continue to enjoy blissful isolation, even amid the looming conflict that the overpopulation of Chorokpan is likely to bring.


    Kineka


    One of the beacons of civilization in the Land of the Shining Sky, the megapolis of Kineka started of as a mere camp founded by the Nekenee, mountain hunters-gatherers of Amerindian origin. Populating the fertile and minerals-rich Pulete highlands, the Nekenee were some of the first urban civilizations on the continent, and they enjoyed unprecedented scientific and economic growth for over a millennium, during which the town of Kineka first achieved its notoriety as being the main center of worshipping Xamaneha the Sun God (the city itself is located above the cloud level, making its sky clear year-round). As the local craft and trade prospered, the merchant class started to play ever larger role in the Nekeni society, to the point when Merchant-Princes emerged as the true rulers of the cities of Nekenee, overtaking the priesthood. The first test of their authority came when a tribal group of Syrysil people from the lowlands ventured into Pulete and overtook some of the town sites. This was followed by centuries-long struggle between the Merchant-Princes of Kineka and the resurgent Syrysilian city of Dyesynil. After some setbacks, the Nekenee, led by Kinekan Merchant-Prince Lekinam, achieved a decisive victory, took over and destroyed Dyesynil, and forced many of its surviving citizens into an exile back into the lowlands. There, the wars against the battered Dyesynil civilization continued, as the remnants and colonies of the once powerful city were viewed by the lords of Kineka as the archenemy of their hegemony. Recently, some cracks appeared in the once solid edifice of the Nekenee civilization, as the rising cultural influence of the enterprising Wiet-yrisi Syrysil people led to a proletarian revolution in several cities, led by the cult of Moon Goddess of the city-state of Tenankan. Yet, the Kinekan elites recovered from that blow and recently regained their hegemony on a wave of military victories against the Dyesynil remnants, vassalization and conversion of some of them, and the evident weakness of the Tenankan league. Kineka-led Nekenee civilization is known for its superb masonry and copper- and bronzemaking, with their giant stone cities built on highland slopes. Their trade power is facilitated by jade dice and gold rings functioning as the first currency ever created, and the non-stop population growth is made possible by terrace agriculture below the cloud level. Along with the cave cities of the Shadb Trasque, the terrace megapolices of the Nekenee are the largest centers of civilization in the Land of the Shining Sky.



    Tenankan


    The city of Tenankan has been the main competitor of Kineka over hegemony among the polices of Nekenee. In the 25th century post-KT, it started to slump to the economic pressure from Yulyp, one of the two leading trade centers of the Wiet-yrisi Syrisil. This led to a growing dissatisfaction of the commoners with the rule of their merchant elites, closely integrated with the Xamanehite cult of the Sun God. Spiritually, it manifested in their transition to the more horizontally-organized, grassroot clergy of the Moon Goddess, Nakaxu. The dualistic, animistic faith of the Nekenee fell an easy victim to the proselytization of Wiet-yrisi Syrisilian witches of Alignak, the goddess of river and moonlight. Eventually, a series of urban riots and split of ruling elites led to the Alignak-Nakaxu cultists taking control of several Nekenee cities, forming a more populist, yet much less politically cohesive Tenankan League, in opposition to Kineka. Unfortunately, since then Tenankan and its allies have had a hard time, suffering from the Dysynilian raids and losing their home markets to the shrewd and mercantilistic Kinekan and Wiet-yrisi Syrisilian merchants.


    Wyet-yrisi Syrisil


    The Syrisil people of Amerindian origin were some of the later ocean-crossers that landed on the mainland of the Land of the Shining Sky. During the early days of their development, they inhabited the thick jungles and flooded mangrove forests of Wiet-yris lowlands, mostly living along the Alignak river valley. The river became personified as the Moonlight Goddess in the surprisingly sophisticated Syrisilian folklore rather early, but the first few millennia of the Syrysil’s development were rather quiet, as their homeland lacked the access to the natural resources of other civilizational cradles. Yet, over time their culture matured, reaching a peak when their spiritist cult transformed into an early form of polytheism, which gods were traditionally tied to certain locations, which natural phenomena they personified. The transformation was spearheaded by the witches, a well-organized, educated, matriarchal clergy that acted as the lorekeepers and administrators of the maritime Wiet-yrisi Syrisilian communities. The discovery and colonization of the Cysid-is-Syv island, with its large population of arachnide species, gave the resourceful Wiet-yrisi Syrisil a valuable material for superb silk textile production. The spider silk also became the material behind the first writing system invented in the Land of the Shining Sky, based on knotted sequences of silk threads. With time, this fueled the growth of the indigenous natural philosophy at home, while the masterful Wiet-yrisi Syrisilian boatmen spread their fishing colonies across the Inner Sea. While many such colonies often found themselves in episodic dependence from the better established insular peoples, they did contribute to the Wiet-yrisi Syrisil’s access to better craft materials. They also facilitated the trade network, as the rapidly developing civilization came into contact with the advanced people of the Pulete highlands (the Nekenee) and of the Sagulan-Nadelis island (the Turape). These traders recently became particularly welcomed in the advanced communities of the north and the south, known especially for their silk clothes, vibrant pearl jewelry, and, as of recent, exotic pets (traded mostly as sacrificial animals for the temples and symbols of status for the rich). Enriched with this trade, two swelling stilt towns of Sylla and Yulup formed a diarchy that currently dominates the Wiet-yrisi Syrisilian politics. Their power was questioned only once, during a brief and mutually hurtful clash with the Nekenee civilization that ended with a cautious detente.


    Sheneti Syrisil


    Peaceful agriculturalists of the Fee Shenete floodplain, the Sheneti Syrisil are a splinter group of the original greater Syrisil culture. Living in idyllic hamlets and groupings of stilt villages, they have so far managed to stay at peace with the vast majority of their neighbors, often even managing to dominate some local markets through trade of foodstuffs, weaving craft, and textile. Through cultural exchange, they borrowed the Wiet-yrisi Syrisilian rope script in a modified, less “elegant” form of rope writing. Their spiritual culture, while drawn from the same legacy, has diverged from the northern kin as well. Firstly, witch covens have not had a chance to form, and what religious organization does exist, is dominated primarily by elder men. Secondly, Alignak has remained the most venerated deity among the Sheneti Syrisil, but she lost the most of her association with pearls, seafaring, and tide, while gaining an even greater agricultural and procreational portfolio.


    Dyesynil aLytu


    The original city of Dyesynil was founded by a militant group of Sheneti Syrisil settlers in the Pulete highlands, probably built over a layer of a destroyed town of the Nekenee. Almost immediately, these often disunited and relatively unsophisticated people started to threaten the idyllic order of the Nekenee civilization, which terrace agriculture depended on a high level of social organization. Centuries of wars of various intensity ensued, entrenching Dyesynil as the ultimate archenemy of Kineka and other Nekeni cities. Yet, the numbers and economic power were still on the side of the Nekenee, and a titanic conflict culminated in a siege that saw Merchant-Prince Lekinam rase Dyesynil to the ground, while his heroic counterpart, king Lyt, led the escaping refugees back into the lowlands, where they settled at the mouths of the two rivers, Fee’nak and Shenete. As legendarized as the story is, one of these remnant settlements was indeed named Dyesynil aLytu (Lyt’s Dyesynil). While one of the remnant ethnoses ended up under the Kinekan heel, Dyesynil aLytu (in the Fee’nak river delta) continued standing strong, despite the traditional clashes between the exodite tribes. Having so far fought back all Kinekan invasions with their guerilla tactics, Dyesynil aLytu has even briefly struck back at the Pulete highlands, forcing the disorganized Tenankani alliance to pay shameful tribute. Still, despite the high military tradition, this combative civilization is the ultimate underdog in their centuries-long struggle with the Kineka-led Nekenee.



    Xamanehite Dyesynil


    Dyesynilian remnants in the Shenete river delta were not as lucky and quickly fell under the blows of the copper-clad Kinekan levy. As battling the Dyesynil was a common way for any Kineka-aligned Nekenee oligarch to gain approval of the Sun God’s clergy, the series of wars resulted in a series of treaties that saw virtually the entire ruling class of the Sheneti Dyesinil being turned hostage under the guise of temple education in the shrines of Xamaneha. Over a few generations, this turned the tributary agreement between Kineka and the Sheneti Dyesynilian remnants into a radical transformation. From now on, the rulers of these surviving settlements were firm Xamanehite converts and advocates of the Nekeni culture of Kinekan flavor. Now, the Xamanehite Dyesynil act as a loyal buffer between the Kineka-dominated Nekenee and the ambitious upstarts, the Yulup-Sylla diarchy of the Wiet-yrisi Syrisil.


    Sagulan Turape


    The Turape people were one of the last groups of Amerindians to cross the ocean and settle in the proximity of the Land of the Shining Sky. There, in the lowlands of the Sagulan-Nadelis island, they found their villages amid the sea of tall elephant grass, living quiet, idyllic lives of subsistence farmers. As the Turape natives spread across the island, first cultural splits occurred, but the Sagulan farmers remained living in their cradle, relatively isolated from the larger world. The big change to this peaceful, insular life happened when Wiet-yrisi Syrisylian colonies were founded on Sagulan’s western shore in the 3rd millennium post-KT. From the peaceful Wiet-yrisi Syrisylian colonists, the Sagulan Turape - already fairly advanced technologically, but politically disorganized and largely rural - borrowed many spiritual and cultural achievements, such as rope writing (based on soaked elephant grass stems), basic natural philosophy, and coven-like religious organization (although, in the Sagulan Turapan case, it remained largely patriarchal and less caste-like). As of recent, this cultural and economic exchange pushed many Sagulan Turape seek luck outside their quiet home island, and some colonies of boatmen have started to appear on the continent.


    Nadelis Turape


    The Nadelis Turape formed into a distinct entity after generations of relative isolation from their Sagulan kin due to living in the rainforests on the other side of the mountain range that divides their island. During the first two millennia post-KT, the Nadelis Turape were the main seafarers and explorers of the Inner Sea and the outer ocean surrounding it. As they populated the outer Bolevel island and the Racatan atolls, their culture yet again splintered, as the distant communities no longer stayed in close touch with Nadelis. Many centuries of rather uneventful development followed, during which the Nadelis Turape established themselves as great shipbuilders. Unfortunately, their chiefdoms remained fragmented, and for quite some time their culture grew in the shade of more dynamic societies of the continent. However, recently the Wiet-yrisi Syrisyl, the “great teachers of the Inner Sea,” as future historians would call them, have established direct contact with the Nadelis Turapan chiefdoms. While the trade exchange was mediocre at best, the Nadelis Turape learned from the continental traders the rope writing techniques (yet again, using the fern-based ropes and writing in a hoop-like pattern), which promise to open a new chapter in their understanding of the world and lore preservation. The “ugliness” of the Nadelis Turapan rope script is a joke among the sophisticated Wiet-yrisi Syrisil, but this might change, as the Nadelis Turape have started to settle the spider-rich Sysid-is-syv island, forming first silk farms there.


    Bolevel Turape


    The youngest of all Turape civilizations, the Bolevel Turape are settlers of the relative isolated islands that shield the continent and the Inner Sea from the oceanic storms. For a long time, the remained very unsophisticated, but the contact with the omnipresent Wiet-yrisi Syrisil changed that. Well-positioned to benefit from the Syllan colonists’ need for food during particularly bad seasons, the Bolevel Turape borrowed not just the precious textiles and jewelry from the grateful settlers, but also their knowledge. Recently, the Bolevel Turape became the last of their greater civilization to adopt yet another, distinct form of rope writing. In addition, they came up with a revolutionary development of their own: their petty chieftains started to impose primitive corvee and food tax requirements on their villages, thus providing a framework for effective economic mobilization. So far, their forest-bound, insular culture hasn’t had a real chance to exploit this unique development, but they have a chance to reach a real breakthrough should they switch to a more settled, agricultural lifestyle.


    Maramapi


    The most seclusive Amerindian culture that spent two and a half millennia in near-full isolation on the Maranmapa archipelago. During a brief period, this unsophisticated group faced outsiders, when a host of Wiet-yrisi Syrisylian boatmen subjugated a few shorebound tribes, but their reign lasted less than a generation. Only recently, the Maramapi started looking for places outside their cradle, facing the world that’s gone much farther in its development than they ever could imagine.
     

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