South Pole Cradle

Nadelis Turape Orders
Undifferentiated point to Demographics
-Survivalism to populate region 6
-Migration to region 3 (called Bolevel)
-Material Culture to improve Prominence
-Seafaring to support migration to region 3

Narrative Orders: Improved seafaring vessels inspires another attempt at voyaging to to the other nearby large island. Meanwhile, the woodworking methods used to construct boats are repurposed to improve housing construction.
 
Trasque En Ettin Shaln
- Growth (Demographic/Survival, Masque-Una-Eshal): Radicals amongst the radicals of the Trasque En Ettin Shaln begin migrating south, claiming that their lodestone says the real promised land is over that way. The glowing rocks are proof.
- Migration (Demographic/Migration, Trasque Shaln -> Masque-Una-Eshal): See above
- Homogenizing (Cultural/Comity): The Trasque En Ettin Shaln begin to become aware of outsiders not of the tribe and an effort by the storytellers is made to become more culturally insular, locking out outsiders from the secrets of the tribes and drawing the scattered Trasque Shaln together.
- Learning (Cultural/Intellectualism on Intellectualism): The Trasque En Ettin Shaln storytellers develop mnemonics and memetics to ease the passage of stories from generation to generation.

-x1 Cultural point isn't used
 
Emanans must have revenge.

Put the demographic point back into economic

1 Points towards grazing at Chorokpan.
2 Points using Spiritualism to influence Hillside Emanans to hopefully stop them from killing us all the damned time.
1 point towards using Urbanization to develop Mona yi Hu.
 
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Wiet-yrisi Syrisil orders:

Point Allocation
1) demographic point: survivalism to expand in region 5
2) cultural point: lost to lack of conformity
3) cultural point: intellectualism to develop material culture
4) cultural point: comity to develop conformity

Narrative:
1) Syrisil fishermen continue to harvest the river and expand into the nearby deltas following fish stocks
2) Continued use of dye to color clothes and tools
3) Proto-shamans serve to unite identity

Faith of the Wiet-yrisi Syrisil
The Syrisil are late adopters of religion, traditionally having focused on their heros and historical tales. Their developing faith is centered on worship of Alignak, their goddess of the moon and the tides. She is served by the spirits of natural landmarks (such as the reed river), animals, and plants. The Syrisil believe all natural things have a spirit but do not believe they themselves (humans) have a spirit or soul. (Proto-)Shamans are always female.
I substituted this faith for the lemur-worshipping one- I hope thats okay.
 
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Nekenee Orders:
Free point to culture
Use Agriculturalism to settle in region 12
Use Intellectualism to improve Intellectualism
Use Comity to increase Conformity
Use Comity to increase Centralization
Use Industry on region 12
Use Innovation to improve soil fertility of region 12
 
Hazo (Turn 10)
- 2 Demographic Points into Migration from Region 22 to 24
- 2 Cultural Points into Comity to improve Conformity
- Cultural Point randomly used/lost
- Military Point on defending

Narrative Orders: The tribal feud culture of the Hazo increases the importance of the Mpik-Ady caste, the warrior and hunter caste of the Hazo. The better hunters you have, the better quality food you can obtain from the hunting grounds and you can more efficiently chase off rival hunters. While the Mpik-Hazak and the Voalohany (who have transformed from a tribe in their own right into a group of Mpik-Hazak elders who can no longer run and therefore take a different but even more respectable spiritual role) are still important and holy people, the Mpik-Ady are now the main source of secular and temporal power.

Eventually these blood feuds start becoming so destructive to the hunting lands that the Mpik-Ady and the Voalohany come to an agreement to minimise the damage to the environment caused by these conflicts. The strongest Mpik-Ady of each tribe come together to engage in ritualised "honourable" combat in the Voalohany Lalao (the Voalhany Games). The Voalohany Lalao are called whenever a disagreement arises between two tribes. The strongest Mpik-Ady from each tribe would fight each other until the death. The first Mpik-Ady to die would lose the conflict and their tribe would have to concede to the other tribe about whatever issue arose (usually relating to what hunting grounds each tribe could use). While this was not cohesive to population growth, it did once again unite the people under one shared set of cultural and religious traditions.

Meanwhile, more foolhardy Mpik-Hazo attempt to migrate to Astinanana, believing they can survive the trip to the near-mythical paradise where all others have failed.
 
Happatara Orders:
Migration to region 33
: Happatara make another foray at settling lands of Hattara
Industry: Happatara Culture returns to it's self-development, their urban culture flourishing
Intellectualism on Intellectualism
Comity (Comfortism)
Comity (Centralization)
(Free point to Military) Defend
 
Nari orders:
Turn undifferentiated point into culture point

I will not spend my military point due to low centralization

2 demographic points:
Perform survivalism action in Tantara

Narrative: the discovery of Hak, a native plant to Tantara that when prepared in a certain way staged offf disease was a boon to the Nari population there.

Explanation for split: Environment droves culture and the relatively easy living of the Nari outside of Bashtun caused a split in mentality and understanding of the world. The Nari in Bashtun saw themselves as at war with nature for their very survival and their stories reflected that. Their tales were bleak and ended in death because to the Bashtun Nari, death was inevitable for each man it was the struggle that mattered. The fickle nature of life gave the Nari great respect for storytellers, for a man might fall but he can be preserved in immortality in a story. It was believed a man’s spirit hung around until his stories were forgotten. A similar mindset went for tribes and remembering their histories. The Nari in Tantara had a much less bleak view on life

Culture points:

Perform 3 intellectualism actions to improve comity
 
As usual, the strugglers have about 1 hour before I publish the update. Get those orders in.
 
Update 10 (Years 900-1000 Post-K7)


The Sagulan Turape tribes keeps on its centuries-old slumber. Meanwhile, the Nadelis Turape culture does show signs of increasing familiarity with woodworking, resulting in more complex constructions, houseware and tools, as well as better boats made out of hollowed-out tree trunks. (Nadelis Turape: +1 Prominence, +1 Seafaring)


Some Nadelis Turape groups take these primitive vessels to the open sea in hopes of discovering new and better lands. They do land on a large island and explore the south-western half of it. They call it Bolevel, but fail to form lasting communities there, returning home with the knowledge of the land they acquired. It’s a tropical steamhouse seasonally hit by monsoon rains and occasionally devastated by hurricanes. Despite the temperamental winds, the climate supports a great quantity of wildlife in the sprawling, firn-dominated rainforest, dotted with swampy lakes and seasonally flooded glades, and intersected by some slow-moving rivers. Mangrove forests can also be found in many areas, populated during rainy seasons by water-loving dwarf elephants and frequented by manatees and killer-dolphins. The biggest predators are giant constrictor snakes and monitor lizards, while carnivorous lemur monkeys cull the incredibly rich bird realm. The insect life, however, beats all other types of animals in diversity, extravagance, and sheer numbers. During the dry season that coincides with the polar night (just three-weeks-long in this region), “ant wars” devastate entire areas of the forest, as the swarms of carnivorous ants maraude the glades for food and fight against each other for the right to occupy the more elevated spots that are less likely to flood. Unfortunately, decent grazing grounds are almost non-existent, and the rich soil is regularly washed away into the ocean. Out of construction material, only the tropical timber is plentiful.



The Shaln Trasque keeps on facing the risk of gradual degradation of the volcanic traps they call their home. Some of them seek solution to the problem in introspection and homogenization of their culture, but all for nothing. Others attempt to migrate to the recently discovered valley they call Masque-Una-Eshal. While these migrants fail to establish lasting settlements, they do accumulate valuable experience of long-range treks across the forested mountain lands. (Shaln Trasque: +1 Migration)


Meanwhile, in the homeland of the Trakkan civilization, the Shadb Trasque are having a much easier time. They start experimenting with softer metal ores, but their most prominent examples of material culture of that period come from processing semi-precious gemstones into multicolored jewelery. Their hunting and gathering operations are also growing extensively across the ridge. (Shadb Trasque: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 34; player must choose type of new Power Point)


The Aboriginal Enaman civilizations continue their prolific, yet turbulent spread through the savannas and pampas of Mana yi Hu and Chorokpan. The more peaceful Lakeshore Enaman moa herders first face success populating the Chorokpan river valley, but they soon find themselves under attacks from the more pushy Hill Enamans that also spill into the Emerald Fields in great numbers. A series of intercommunal conflicts over good pastures devolves into a tribal subjugation war led by a particularly charismatic Hill Enaman chief-shaman. The conquered ones soon are forced to adopt the hillmen’s ways (given that they’re not too different from their own), and the resulting tribal proto-league lasts another generation before falling apart. However, the imprint it leaves is significant, and from that point the nomadic and combative Enaman people of the Chorokpan plains are known as their own sub-civilization of Chorok Enamans. (Lakeshore Enaman: -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Point; 1 Population Center of Lakeshore Enaman is occupied by Hill Enaman and oppressed; Hill Enaman: -10% Centralization, -10% Conformity, +2 Population Centers in Region 27; Hill Enaman civilization splits into Hill Enaman and Chorok Enaman)


The Wiet-yrisi Syrisil people continued to expand their fishing and water mammal-hunting operations across the mangrove forests of their homeland. (Wiet-yrisi Syrisil: -5% Centralization, -5% Conformity, +1 Population Center in Region 5; player must choose type of new Power Point)


Meanwhile, their floodplain kin of the Sheneti Syrisil culture were much more successful in improving their dye-producing techniques. (Sheneti Syrisil: +1 Material Culture)


The blossoming Nekenee civilization balances on the verge of losing its integrity, but so far manages to stay within the limits allowed by the prominence of its cultural baggage. Its cultural uniformity rises, as the cities of the Pulete highlands keep growing in complexity and number and act as beacons of art and communal unity for the less sophisticated Nekenee tribal groups on the fringes of the civilization. (Nekenee: +10% Conformity; Region 12: +1 Urbanization)


The Hazo culture keeps on dealing with the looming crisis of overpopulation of the Tantara woods. The so-called Voalohany Games (“Voalohany Lalao”) become the necessary pressure valve for the growing demographic pressure: these are instances of highly ritualized warfare, in which tribal warriors duel each other for honor and glory, cementing the grip the Voalohany shamans have on the Hazo society. Meanwhile, some of the more pragmatic tribes respond to the crisis by merely migrating to the cooler Astinanana forest valley and staying there for good. (Hazo: +10% Conformity; 1 Population Center migrates from Region 22 to Region 24)


The Happatara civilization continued its path toward greater urbanization, erecting ever more sprawling loam house cities. This evolution of the city life, however, coincides with the reclamation of some arable lands previously abandoned due to the Hazo raids. This repopulation of the left bank of the Nantara river effectively establishes a divergence point between the two different urban cultures. The Right-bank Happatara form peaceful and idyllic urban communities dominated by the class of professional craftsmen, spiritual leaders, and ameliorators. Meanwhile, the Left-bank Happatara sub-civilization still bears the scars of the devastation of the previous centuries: its cities feature more defensive ramparts and towers and are led by military leaders. (Happatara: -5% Centralization, -5% Conformity, +1 Population Centers in Region 23; Happatara civilization splits into Left-bank Happatara and Right-bank Happatara; Region 23: +1 Urbanization)


The Nari civilization also experiences a population boom after the settlers of the Tantara woods discover a medicinal plant they call hak, which they, after being prepared in different ways, can be used as a simple disinfection bandage or an immunity-boosting potion. Interestingly, the Tantara people of Nari descent also start borrowing some elements of ritualistic warfare from their Hazo neighbors. However, this expansion also cements the mentality split between the dwellers of the two vastly different regions. The Bashtunari, grim survivors of the frigid, seasonal Bashtun woodland, develop a rather fatalistic spiritist faith. Meanwhile, the Tantanari of the milder northern forests are opportunistic polyglots and glory-seekers. (Nari: +1 Conventional Warfare, -5% Centralization, -5% Conformity, +1 Population Centers in Region 22; player must choose type of new Power Point; Nari civilization splits into Bashtunari and Tantanari)
 
Trasque En Ettin Shaln
- Growth (Demographic/Survival, Masque-Una-Eshal): Radicals amongst the radicals of the Trasque En Ettin Shaln begin migrating south, claiming that their lodestone says the real promised land is over that way. The glowing rocks are proof.
- Migration (Demographic/Migration, Trasque Shaln -> Masque-Una-Eshal): See above
- Homogenizing (Cultural/Comity): The Trasque En Ettin Shaln begin to become aware of outsiders not of the tribe and an effort by the storytellers is made to become more culturally insular, locking out outsiders from the secrets of the tribes and drawing the scattered Trasque Shaln together.
- Learning (Cultural/Intellectualism on Intellectualism): The Trasque En Ettin Shaln storytellers develop mnemonics and memetics to ease the passage of stories from generation to generation.

-x1 Cultural point isn't used
 
Nadelis Turape Orders
-Survivalism to populate region 3
-Intellectualism to improve Intellectualism
-Material Culture to improve Prominence
-Seafaring to support populating region 3
 
Nekenee Orders:
Use Migration to move from region 9 to settle in region 11 (Called Zahnenee)
Use Intellectualism to improve Material Culture
Use Material Culture to Increase Prominence
Use Comity to increase Centralization
Use Industry on region 12
Use Innovation to improve soil fertility of region 12
 
Wiet-yrisi Syrisil orders:

Point Allocation:
1) demographic point: lost due to lack of conformity
2) cultural point: comity to develop conformity
3) cultural point: comity to develop conformity
4) cultural point: intellectualism to develop material culture
5) cultural point: intellectualism to develop material culture

Narrative:
1) The Wiet-yrisi Syrisil begin meeting in annual winter festivals to celebrate the weeks long night ("Alignaki sel-ys Esvi" or Night of Near (moon goddess)), where they share music and tales, trade, and look for mates.
2) A pearl-diving proto-industry begins to develop around the "reed river". These pearls are used as decorations in clothing and tools and highly prized by proto-shamans as the 'tears of Alignak'.
 
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I added a new rule to the ruleset, called Milestones. Check it out on the first page of this thread. It's not going to impact anyone just yet, but as civilizations start maturing, the Milestones will start playing out.
 
Hazo (Turn 11)
- 2 Demographic Points into Migration from Region 22 to 24
- 3 Cultural Points into Material Culture
- Military Point on defending

Narrative Orders: The Voalohany Games slowly become less aggressive and lethal as violent fights to the death become less common and are replaced by other, less lethal games. Friendlier competitions between different groups of Mpik-Ady and eventually even groups of Mpik-Hazak start becoming commonplace in the games. These games include running competitions, javelin throwing and (non-fatal) wrestling. The last recorded death fight occurring at the Voalohany Games occurred at the end of the century. While this transition didn't have an immediate impact on the trajectory of the Hazo, it is believed by historians that the end of violence in these events was instrumental in causing the population boom of the following centuries.

The Hazo continue moving further south in search of better and less crowded hunting grounds, with more tribes migrating into the cooler Astinanana forest valley.
 
As usual, the update will be published in about 3-4 hours. Submit your orders if you don't want to miss it.
 
1 point towards urbanizing Mona Yi Hu with materials from the salt flats.
2 points to influencing Hill Enamans spiritually.
1 point towards Grazing Chorokpan.
 
Tantara Nari orders:

Undifferentiated point to culture

3 cultural orders
Perform comity action

The Nari in Tantara are hunter gatherers but that’s doesn’t mean that cultivating and manipulating land isn’t vital to their survival. The Nari in Tantara over the centuries developed a system where tribes would find certain spots for winter and summer and it became the cultural responsibility of any tribe staying in that spot to take care of it for the next season and next tribe. While conflicts over these spots were common, a cultural understanding formed around these places- there was nothing more abhorrent to the Nari than someone who despoiled one of these areas of plenty because it would hurt all.
 
Happatara Orders:
Migration to region 33
: Happatara make another foray at settling lands of Hattara
Industry: Happatara Culture returns to it's self-development, their urban culture flourishing
Intellectualism on Intellectualism
Comity (Comfortism)
 
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