South Pole Cradle

Civilization's common name: Syrisil
Civilization's endonym (self-name): Syrisil meaning Reed-Weaver
Starting region: 5 (Wiet-yris- River or Reeds)- preferably marshy river delta if possible please
Origin: Amerindian
Specialization: Agriculturalism, Intellectualism
Description summary: River people with strong story-telling tradition
Detailed description: The Syrisil are a boisterous people, valuing laughter and (primitive) music (mostly voice and drums) and making use of bright dyes and colors as much as they can. They are lovers of beauty and aesthetic and craftspeople are highly valued in their society. Story-telling is also highly prized and their stories are often recounted as groups with individuals playing the part of different characters. They are communalist with individual villages led by a chieftain (often an elder widow or widower) who also serves as chief story-teller and lore-keeper.
The Syrisil are primitive humanist with no real established spiritualism or religion. Instead they celebrate tales of bravery or cunning, substituting human heroes for the gods of other civilizations.
They primarily live along ‘Wiet-yris- River or Reeds' in long communal homes of wood and reeds elevated on stilts. They survive primarily by growing crops in artificial islands of mud and reeds, fishing, and primitive aquaculture, and more inland, by hunting. They are also accomplished weavers from which they take their name.
 
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ORDERS:

1 Cultural Point = Intellectualism (improve Survivalism)

1 Demographic Point = Survivalism. If gain new POP make it a Demographic Point.
 
Update 3 (Years 200-300 Post-K7)


The stubborn Trakkan attempts to develop first permanent organized settlements in cave complexes of the Tall Ridge mountains keep failing, despite their grim determination to abandon the semi-nomadic lifestyle of hunters-gatherers. Yet, the Trasque En Ettin Shaln finally manage to establish their permanent presence in the Shaln massif, as their familiarity with that unwelcoming land grows. (Trasque: +1 Population Center in Region 25; player must choose type of new Power Point)


Some families of the Turape people attempt to deviate from the traditional practice of hunting and gathering as their main source of food. First attempts to develops sustainable agriculture in the lowlands are made, but so far are failing both intensively and extensively.


The Enaman attempts to expand their hunting and herding operations fail to pick up steam, but some of the family groups use their expertise in following the herds of grazing moa birds to develop better, more effective ways of long-range migration. (Enamans: +1 Migration)


A similar dynamic plays out among the Nari. These sturdy dark-skinned highlanders fail to make their way to a new, less inhospitable forested land located on the slopes of an opposing ridge, and their material culture continues to stagnate despite a rather dedicated effort to improve their still rather primitive woodcarving techniques. However, the experience of an attempted migration does enrich the Nari knowledge of the world and expertise in moving in familial groups across the mountains. (Nari: +1 Migration)


The Nekenee people continue attempting to expand into other valleys of Pulete and possibly create some permanent settlements there, but their progress is negligible if any. It may explain an unsuccessful attempt made by one of the family groups to migrate further into the lowlands facing an inner sea.


Despite the failure of that migration, the Nekenee do learn about that region that they name Fee Shenete. It’s a temperate river valley surrounded by clusters of hills and small mountains. The valley is intersected by a river fed by the rainclouds blocked by the Pulete mountains. The climate here is hot and humid, but the storms that ravage the outer ocean reach the inner sea much weakened. The lowlands by the river are regularly fertilized by the silt as the river tends to flood rather often. This turns the hill country into the precious patches of dry land, secure from a sudden high water. Despite the unpredictability of the river, the region’s soil is very fertile. The wildlife is mostly limited to some dwarf horses and hyodon elephants hunted, while the river itself is a home to a variety of monitor lizards. Very few if any natural deposits can be found here, except for the easily obtainable mud and cane stalks.



The Agomai, having achieved some relative success in subjugating some northernmost Yonike communities, fail to capitalize on that. At first, the Yonike laborers are forced to work on building Agomai encampments far north, and theys do come close to establishing permanent fortifications, but soon these places are abandoned as the free labor runs out. The Agomai projection of authority into the Aoni-chehek plateau lacks gravity to really change their status in the eyes of the Yonike, and after a few generations the regular tributes north cease as well. With regular hunting and gathering operations continuing to produce a flat return of food, no population boom takes place either. (Agomai no longer occupy 1 Population Center of Yonike)


The most fundamental change so far is being experienced by the dark-skinned agriculturalists of Happatara. They manage to domesticate and breed rye and millet, developing sustainable agricultural operations in the Nantara valley. This leads to another transformative change: in order to optimize storage of grain and effective land management, first permanent towns are being formed, lacking defences and featuring no streets, but already creating a new societal fabric. (Happatara: +1 Population Center in Region 23; player must choose type of new Power Point; Region 23: Urbanization +1)


To the north of them, the ever-migrating Aghak people continued banding together for fishing and hunting expeditions for the Obarer shore, but these voyages keep failing to produce a stable community on the continental shore.


The Hazo woodcarvers adopt to their forest life, but fail to become true masters of the hunt and gathering - yet. However, with time the experience starts accumulating, giving them new insights on the best wooden tools to use. (Hazo: +1 Survivalism)


Another wave of Amerindian settlers calling themselves Syrisil are arriving to the continent. They are primitive agriculturalists with a strong oral tradition and associated intellectual practices.


The Syrisis settle in the land they call Wiet-yris (or “River of Reeds”). This is a steamy wetland surrounded by mountains from several sides. It’s intersected by a short, but wide river that is almost constantly swollen from the rainwater that hits the mountain ranges and descends into the marshy valley below. Seasonal changes are not as strongly pronounced here, not counting the six-weeks-long summer day and winter night. The river itself is slow and is surrounded by patches of marshes and mangrove forests, which roots tend to be flooded for several months each year, forming a shallow seasonal gulf at the river delta. The mangrove forests attract a species of water-loving dwarf elephants, while manatees and killer dolphins tend to visit the seasonal gulf and hunt between the tree trunks. The drier areas of the region (mostly on the high ground) host dense forests known for large flocks of bats and their nemesis, carnivorous lemur monkeys. Good soil is rather rare despite the surrounding vibrancy of nature, as the rain seasons tend to wash away much of the nutrients. Few materials for craft exist in the lowlands besides the omnipresent timber and thick reeds, but in the mountains millennia of volcanism have left a trace obsidian and basalt rock.

GM's note:
I'm going to slow down the updating cadence to no more than 1 a day in order to let people who live outside of US hours participate more equally.
 
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Aghak Orders:

Use Seafaring to attempt to expand, populating the islands. This is not a conscious migration, but rather an extension of the nomadic habits of these people. if it's there, they'll go.
The Tattoo patterns that are associated have also begun to be reflect on important rocks, boats, locations, and features, tying the people to the natural geography.
 
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Turape Orders
-Survivalism to populate region 6: As attempts to settle down and farm fail in the humid lowlands, some Turape try and settle across other parts of the island, moving towards the highlands they call the Nadelis.
-Intellectualism to improve Seafaring: some fishing communities start to cluster along the sea instead of the river, improving basic boat designs to work on open waters
 
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Same orders as last time lol

ORDERS:

1 Cultural Point = Intellectualism (improve Survivalism)

1 Demographic Point = Survivalism. If gain new POP make it a Demographic Point in region 22.

Narrative: The oral tradition and hieroglyphs alllow the Hazo hunter-gatherers to record and innovate upon the best hunter and gathering techinques, allowing their civilisation to thrive.
 
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1) CP Intellectualism to develop Material Culture
The Syrisil explore using dyes and feathers to adorn themselves and their tools.

2) DP Agriculturalism to populate region 9
Syrisil hunters following prey as well as gatherers and craftsmen collecting obsidian explore the region, find the lowland rivers and, in support of temporary camps meant to support their hunting and foraging in the area, import crops and agricultural techniques. They build elevated communal homes on stilts along the river's edge along with their signature island gardens of mud and reeds. With a little luck, these can become lasting villages.


Fun stuff Ahigin- i'm loving the water loving dwarf elephants and manatees! Mercy Buckets for running.
 
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Trasque En Ettin
New Action Point becomes a Cultural Point: The separation between the Trasque En Ettin Shadb more adventurous Trasque En Ettin Shaln has lead to a more varied cultural makeup, with the tribes being forced to adapt to their moderately different environments and stories reflecting this variation.
- Settling In (Economic/Industry, Trasque): The Trasque En Ettin Shadb (First People of the Tall Ridge) continue moving more firmly into the vast cave complexes of Trasque, some even modifying with rushes or wooden barricades over the entrances to keep in the heat and predators out or clearing out rubble from caves that are especially well positioned for more permanent habitation. They're nothing if not persistent
- Expanding (Demographic/Survivalism, Trasque Shaln): The Trasque En Ettin Shaln, satisfied that this is their chosen home as promised by the Eshal-En-Pasth, spread deeper into Trasque Shaln.
- Learning (Cultural/Intellectualism on Survivalism): The trials the Trasque En Ettin Shaln faced in settling Trasque Shaln led them to develop more specialized hunting and gathering techniques.


Narrative orders (optional): The Trasque En Ettin tribes continue pushing into the center of the continent, driven by their old stories of a mythical land of safety set aside for them by Eshal-En-Pasth (Goddess of the Earth). Those that think they've already found the land in Trasque proper remain behind as the Trasque En Ettin Shadb while the more adventurous tribes push on as the Trasque En Ettin Shaln. The latter are viewed as being both brave and reckless by the former, though there isn't any friction between the two groups yet and they're still considered part of the same larger tribe.
 
Emanans.

1. Attempt to further settle Mona Yi Hu through Pasturalism.
2. Attempt to further settle Mona Yi Hu through Survivalism.

3. Use Intellectualism to boost intellectualism, desperately trying to craft stories to better transmit information through the generations, especially by those deemed to be reincarnations of Mona, who shall be tasked to remember all things.
 
Ankarne
-1DP Pastoralism in Neu Tyekye (13): The settled Ankarne grow their herds and their population. Ways to more rapidly and successfully breed the llamas, and training the small horses to follow commands, are particularly popular endeavors.
-1DP Pastoramlism in (27): The wandering Ankarne seek out new lands. They lead the domesticated llamas and horses from Neu Tyekye with them, using them for food and transport.
 
Yonike Orders

(Swapping to Industry since I misread the list and called it Urbanisation by accident)

Use Agriculturalism to expand Populatiom in Region 15. Yonike farming of kumaru, taro, and other high energy yield tubers leads to a growth in population in their home regions.

Use Industry to increase Urbanisation in Region 15. Increased food yields lead the the uptake of pottery among the Yonike, leading to denser populations as more specialised forms of labour evolve.
 
Nekenee:
  1. Intellectualism to improve agriculturalism.
  2. Agriculturalism to expand in twelve
  3. Industry to urbanize twelve.
 
Conventional warfare attack the Yonike
Attempt to Pastorialism to 20
 
Happatara orders:
- Agriculture to populate Region 23: Happara continue settling along the fertile lands, their numbers growing with coming years
- Industry: Again related to growing population, tribes settle and grow.
- (Free point to Culture) Intellectualism to improve Agriculturalism: with both new communities rising and further growth of already established, development of new techniques and search of further plants springs as competition starts rearing it's head among Happara tribes
 
1 demographic point:Migrate to region 22
1 cultural point: intellectualism to improve migration
1 cultural point to improve material culture

Narrative: The demographic pressure that drove the Nari north in previous years were still pressing. The land was still hard and barely hospitable. So more try to find their way to greener pastures. As the tribes migrated, the Nari began to learn the lessons of the lands beyond - what was edible fauna, the signs and signals the new game gave and how to use those to hunt it, how to deal with disaster. The Nari also began to learn how to use all parts of an animal, creating tents from the bones and furs, as well as a host of other things necessary for survival
 
Update 4 (Years 300-400 Post-K7)


The Aghak people’s attempts of nomadic seafaring kept being frustrated by the rough oceanic conditions of the outer sea. However, some of the groups well-settled in their home islands do use this forced sedentarism to start hunting for eggs of migratory birds that settle on the local cliffs, leading to a few generations of food surplus and, as a result, a local population boom. (Aghak: -5% Centralization, -5% Conformity +1 Population Center in Region 36; player must choose type of new Power Point)


Up in the Tantara mountains, the Hazo people face generations-long stagnation, riding on the successes of their recent adaptation and changing little in their lifestyle, despite some signs of developmental efforts by some family groups.


The Syrisil agriculturalists, long-accustomed to producing some harvests even in the steamy rainforests of their homeland, start venturing into the fertile floodplain of Fee Shenete. There, their agricultural package quickly leads to overproduction of food and a flourishing of new communities. Meanwhile, their experiments with simple wearable costumes don’t really see much spread, being rarely used outside of shamanic rituals. (Syrisil: -5% Centralization, -5% Conformity +1 Population Center in Region 9; player must choose type of new Power Point)


Meanwhile, the Trasque communities surprisingly become the second culture of the Land of the Shining Sky to form proper proto-urban communities in the cave complexes of the Trasque ridge. Their cultural cousins from a less tamed Trasque Shaln region, meanwhile, continue perfecting their hunting and gathering skills, albeit without much of a surplus output to show for that. (Trasque: +1 Survivalism; Region 34: Urbanization +1)


In the lake valley of Mona Yi Hu, more and more Enaman people become moa-stalkers, making use of the primitive proto-herding techniques to improve their daily diet and bring up another population boom. Alas, their more tradition-bound cousins fail to compete with this primitive pastoralism, and their highly cerebral oral tradition continued exercises in complexity that added little to substance. (Enamans: -5% Centralization, -5% Conformity +1 Population Center in Region 29; player must choose type of new Power Point)


The Agomai hunters’ war parties continue venturing north into the canyon country, but find many of the previously known Yonike camps abandoned and very few communities left to subjugate anew. Meanwhile, some of their family groups start experimenting with proto-herding in the warmer, woody grasslands neighboring their homeland, so far with little to show for their effort.


Despite the failure of their first pastoralist attempts, the Agomai clans accumulate some knowledge of the neighboring land. Known as Hyagothia, it’s a temperate, seasonal steppe that get more forested closer to a big river that spills into the plain from a large and more cool mountain valley. Still, even in the forested mountains the climate is mildly alpine, and arable patches of good soil and green pastures are easy to find. Short-snout bears and mountain lions live only in the mountain slopes, while the plain is the domain of dire wolves and giant owls. The grass-rich steppes are full of large herds of donkey-like hippidon horses, while in the woods dire deer are a common sight. The mineral deposits are moderately rich, although they have to be found only in the frigid highlands.



With the Agomai yoke gone, the Yonike people start to move closer to the more agriculturally productive lands of Aoni-chehek, particularly a few valleys located within the canyon system. This offers them a chance to grow in population thanks to a food surplus. (Yonike: -5% Centralization, -5% Conformity +1 Population Center in Region 15; player must choose type of new Power Point)


The Turape hunters and gatherers, unsatisfied with the conditions of their homeland, start making their way across the high mountain passes to the other side of the large island they populate. There, they find a steamy highland rainforest, rich with wildlife which the Turape find to be an easy game. This leads to a population boom among the families that decide to more permanently settle on the outer ocean-facing side of the ridge. Meanwhile, back in their cultural cradle, first (yet unsuccessful) experiments with better rafts and sailing boats are being made. (Turape: -5% Centralization, -5% Conformity +1 Population Center in Region 6; player must choose type of new Power Point)


The land newly settled by the Turape is known to them as Nadelis. It’s a highland rainforest resting on a vast ridge of volcanic rock that still sometimes shows signs of active volcanism. Hot, humin air masses from the outer ocean slam this side of the mountains with all they have to bring, resulting in a steamy, rainy climate that is broken up into pseudo-seasons only by the annual events of polar night and polar day. Ferns are just as widespread as various exotic flowers. The wildlife is extremely vibrant, especially in the avian kingdom. The number of exotically looking birds is astonishing, and entire sections of the rainforest are regularly being reshaped by this or that species that enters its mating season, either to build up impressive nests or to clear space for mating dances or to create elaborate architectural displays that would attract females. The paradise birds feed on an extremely large population of various insects and arachnids and have only two real natural enemies besides humans: constrictor snakes and predatory lemur-like monkeys. In the high mountains, various caves host flocks of bats that keep the forests just as alive after dusk, replacing the ever-present day birds. The oceans are very stormy and unruly, but they’re also rich with fish, hunted upon by highly intelligent killer dolphins and dull, but effective saw-jawed sharks. Unfortunately, the never ending rains mean that hardly any fertile soil is left for agriculture or grazing, and the natural deposits are limited to timber and some volcanic minerals in the high mountains, mostly basalt and obsidian.



Aboriginal highlanders of the Ankarne group show signs of attempting early domestication of llamas and dwarf horses - both in the high meadows of their homeland and in the neighboring lowlands they mistakenly hope to be more useful for pastoralism. Unfortunately for them, so far their efforts bring no noticeable result.


Yet, the ventures into the lowland expand the Ankarnean knowledge of the world. The land they have not yet named is a massive, treacherous salt marsh, resulting from a slowly retreating ocean that still occasionally floods the river delta, thus feeding several saline lakes. This makes for a stable, but rather minimalistic habitat, with mostly salt-tolerant reeds and glasswort dominanting the expansive landscape. Despite a relatively low precipitation, the salt marshes are a breeding ground for clouds of mosquitos. Aquatically, the river delta and the shore waters are not very vibrant, but do support big populations of killifish and crabs. Further inland, the salinity of the soils slowly goes down, and a few patches of arable land and pastures do start to appear, mostly frequented by giant flightless birds, both herbivores and predators. Very few natural resources exist here, except for one: the omnipresent salt.



The Nekenee highlanders show signs of significant changes in their tribal economy. They improvise with early domestication of some cereals and eventually achieve an extensive breakthrough in high altitude agriculture, both intensively and extensively. Alas, this fails to trigger proto-urbanization as of yet. (Nekenee: +1 Agriculturalism, -5% Centralization, -5% Conformity +1 Population Center in Region 12; player must choose type of new Power Point)


The Happatara villagers continue pursuing the path that’s been working well for them so far, expanding their agricultural operations into new, fertile lands and proceeding to establish permanent settlements there. Their core towns continue to grow in size and complexity, and first rooftop streets are being made to improve their proto-urban infrastructure (needless to say, their new settlements are planned better and feature proper land streets). Experimentation with improvement of domesticated millet and rye continue, but so far without the desired breakthrough. (Happatara: -5% Centralization, -5% Conformity +1 Population Center in Region 23; Region 23: Urbanization +1)


Sequences of freezing winters and short summers make life really challenging for many Nari hillmen, forcing many of them to attempt migrations to the milder Tantara forest. Unfortunately, the survival rate among the travellers remains to be poor, and little experience can be drawn from these failed migrations. Those who remain in the Bashtun woodland attempt to develop new homeware and leather-based clothes, but their domestic craftsmanship remains highly infantile, utilitarian, and primitive for now.

Checkpoint map - Update 4:



GM's note:
I'll be travelling the next week and may not have much time to work on the game. So, it'll go at whichever pace I choose to keep. Possibly, not at all - until I'm back home.
 
Well, might as well.

Choose: Military point.

1. A few members of the Emanan tribesmigrate westwards with their Moa flock following some supposed advice of a reincarnation of Mona (settle 27 with Migration from Mona yi Hu. Call the region Chorokpan (Emerald fields)

2. Continue settling Mona Yi Hu with pastoralist.

3. Use Intellectualism to improve Survivalism.
 
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Happatara Orders:
Migration to Region 33
: In northern Nantara, with ever growing population and pressure from along the river, some tribes find themselves pressured in migrating towards east, to land first one to arrive call the land Hattara
Industry: further development happens as existing settlements grow in number and establishment
Material Culture: as consequence of this, some settlements start becoming more dominant of other smaller tribes.
(free point to Culture) Intellectualism to Material Culture: This leads to rise of larger tribes starting to leverage their position over smaller ones, though true scale authority remains loose as of yet
 
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