South Pole Cradle

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.
 
Syrisil orders:

Undifferentiated point → cultural point

1) demographic point: agriculture to expand in region 9
2) cultural point: intellectualism to develop intellectualism
3) cultural point: intellectualism to develop material culture

Narrative:
The Syrisil of Fee Shenate continue to develop their fertile riverine and lake-side homes, expanding their stilt-legs homes and artificial island gardens.
Meanwhile, story-telling continues to evolve, as ritualized drum-complemented rhyming call and recall dialogue between actors and audience develop. Simultaneously actors adorn themselves with bright dyes and feathers, a trend that may spread more widely.
 
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Ankarne
-1DP Pastoralism in Neu Tyekye (13): The settled Ankarne try again to grow their herds and their population. Ways to more rapidly and successfully breed the llamas, and training the small horses to follow commands, are once again particularly popular endeavors.
-1DP Agriculturalism 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.

The Ankarne call (27) Syo-Ke Ao (Waters of Much Salt)
 
Aghak Orders:
Adopt Demographic Point:
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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Free point goes to Culture

Turape Orders
-Survivalism to populate region 6: Population growth continues in the bountiful rainforests of Nadelis
-Intellectualism to improve Intellectualism: A basic oral tradition emerges among the Turape as dedicated storytellers, typically an elder, record and recount significant events in a tribe's history
-Intellectualism to improve Material Culture: The Turape gather feathers from the many-coloured birds to form decorated clothes and headgear, often used in ritual gift-giving
 
Demographic point: Survivalism - the Nari find new ways to adapt to their harsh climate and survive, including the usage of fire to hunt

Culture point: Intellectualism on migration

Culture point: Intellectualism on intellectualism
the Nari begin to develop a complex framework to begin conceptualizing abstract ideas
 
Yonike Orders

Choose
: Conventional Warfare. As Aonike-chehek becomes more populated and communities become more intertwined, raiding other Yonike for resources, brides and slaves (a new development in Yonike) becomes more common.

Use Agriculturalism to expand Populatiom in Region 18. Yonike farming practices spread north along the coast, to another river valley.

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.
 
Trasque En Ettin
- Settling In (Economic/Industry, Trasque Shaln): The Trasque En Ettin Shaln imitate their eastern brethren by moving more firmly into the vast cave complexes of Trasque Shaln, 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.
- 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 Intellectualism): The Trasque En Ettin Shaln, having overcome the most immediate concerns of life in their new home, begin to settle into more esoteric pursuits, a more robust storytelling tradition developing.


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.
 
Spoiler Trakkan Mythology :
The Trakkan tribes share a common mythology and while the stories might vary certain themes are constant through all of them. The most prominent of these themes is the malevolence of the gods and the spiritual world in general. Most prominent in their hatred of Man are Cat, who hates that we hold Eshal’s favor, Water, who tried to drown and poison Man during the Great Flight, Sun, who burns and blinds, and Storm, who wants to batter Man into submission. There are a handful of exceptions to this, namely Dog who was sundered during the Great Flight, Tern who guided Man to the land of Eshal-En-Pasth, Mouse who is hated by the rest of the gods for being kindred spirits of Man, and of course Eshal-En-Pasth, the Earth Goddess who acts as mankind’s patron and protector. Other themes include the importance of community, as ultimately we are our own responsibility, and the veneration of ingenuity and endurance in the face of adversity. The last of these is reflected in the tribal veneration of tool-makers, those capable of taking the corpse of a malevolent spirit (or gift of Eshal) and through human ingenuity and skill turn it into something useful. The act of creating a tool is seen as the crafter impressing their will upon the dead spirit, forcing it to supplicate itself to man’s will, with the inevitable breaking being when the tool’s vindictiveness shows through the bindings. Stone and, praise be, copper tools are superior to bone tools as a result of the Eshal’s benevolence showing through despite the spirit’s natural inclinations. Plant fibers is seen as broadly superior than leather as the former are taken from largely benign plants while the latter are actively malevolent, but the lack of good fiber-producing-plants in the heights of the Trasque mountains means they tend to use leather by necessity, making sure to treat it heavily with urine and lime to drive out the remnants of the spirit.


First, the physical world was as a frozen lake. All things existed in perfect stillness, unafflicted by pain. While there was space and substance filling it, there was no time and therefor no change. On the opposite side of the ice sheet there was its hellish opposite, a place where all was as one and there was only change, and pain, and cruel spirits tearing each other apart.

A powerful spirit called the Ured-En-Shan (Breaker of Ice) broke the ice separating the two, and unleashed its brethren upon the perfection of the physical world. Change swept through the world as harsh winds tore into the earth, ice shattered and melted, and stone flexed and broke. Meanwhile the spirit world emptied itself into this one and its denizens took on physical form, forming bodies of rock and water and flesh. The more passive spirits formed trees and plants while their active brethren took on the forms of animals, consuming their fellows to survive.

The world was irrevocably broken at this point as the spirits ran rampant, ice turned to treacherous water, and the sky itself was split in two as countless holes were poked through to the Spiritual World. The sky was driven mad by the spirits passing through it and birthed forth storms while its children, the sun and moon, fought for place in their parent’s embrace. The sun became bright and cruel, blinding any who dared looked upon it. The moon became wild and inconstant, constantly trying to steal back the light stolen by its sibling.

It was into this primordial chaos that Man rose, pieces of the Earth that objected to the ravages inflicted by the spirit invasion. Eshal-En-Pasth, learning of her children rising up, went forth from her home to help them against the spirits that infested the world. Her journey was long and harrowing, with many pieces of her being broken off and consumed or corrupted by malevolence, but she eventually found her children and gifted them with consciousness. She then returned to her home in Trasque-Un-Eshal (Earth Under the Tall Ridge) to recover, telling her children to come find her. Many of her children were two afraid to heed her call or, worse, were already in the thrall of the spirits and so stayed in their cruel embrace. Those who would become the Trasque-En-Ettin left their brethren behind, following Tern across the great ice with Dog at their side. Many perished in the crossing and Dog eventually gave up its flesh to allow Man to finish its journey, its spirit fracturing and becoming the wolves who now harry Eshal’s chosen.
 
Nekenee Orders: 1 point to culture
  1. Agriculturalism to settle region 9
  2. Intellectualism to increase Industry
  3. Industry on 12
  4. Comity to increase conformity.
 
Hi all, I have two small announcements.

1. I'm back and the game is ready to proceed. Expect an update today.

2. By mistake, I assumed @Decamper was trying to settle region 28, not 27 last turn. 28 is supposed to be the salt marsh, while 27 is something different. I also see that it prompted @Seon to try to settle 28 with the assumption that it's a better grazing land. Here's what I did to remedy my mistake. First, I reran Decamper's pastoralism roll for proper R27 (unfortunately, it still failed). Secondarily, I allow both Decamper and Seon to change their orders this turn with the assumption that R28 is the salt marsh and R27 is something different and unexplored. Sorry for the confusion and thank you for your patience.

UPD: @Grandkhan - You don't border Region 18 by land, so you'd be able to do anything with it only if you spent an addition successful action on Seafaring. So, that part of your orders will auto-fail.
 
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Update 5 (Years 400-500 Post-K7)


Enaman proto-herders continue following flocks of flightless moa birds, but without any major demographic and pastoral economic changes. However, some of the more traditionalist clans roaming the slopes of the Mona yi Hu valley do start improving their hunting techniques, supplementing them with the limited use of fire and endurance stalking. (Enaman: +1 Survivalism)


Some of the Enaman moa followers do venture into a previously unknown region deeper inland. Named Chorokpan (or “Emerald Fields”) by them, it’s a temperate grassy plain crossed by a slow, wide river that rarely floods. The savanna is densely settled with flocks of flightless birds that migrate here during warm summer months. Among them, one particular species stands out for the enormous height of its stilt-like hind legs (it uses them and its long neck to reach the canopy of loosely growing cork trees). Scavenger birds closely follow hunting packs of marsupial dogs that try to take on any big herbivore they can find, including the giant wombats that give them a good fight. The river itself is rich with fish and monitor lizards that hibernate in winter, but pray on the migrating birds in summer each time they cross the stream. Some black soil exists in the upper flow of the river, where it descends onto the plain from a mountain ridge, but the plain itself is only mildly arable. Yet, the pastures are good and easy to find, while the construction material is very rare.



The Happatara culture truly shoots to prominence in that period, as the permanent settlements and proto-towns become centers of early specialized craftsmanship. Happatara wool-based textile,wooden toolmaking, and clay ceramics start to show signs of a well-established artistic style, and they grow in complication as the production methods become more sophisticated. This naturally attracts more people to these early cities, with first signs of social stratification starting to appear. (Happatara: +1 Material Culture, +1 Prominence; Region 23: Urbanization +1)


Yet, not all Happatara find their place in the gradually urbanizing society. Instead, first attempts to migrate into a land Hattara are made. Albeit unsuccessful, these migrating parties do discover it to be a big, densely forested valley, which climate changes from subtropical along the shore to strongly continental deeper inland. This makes that valley’s biome fairly unique, with many migratory species (including giant sloths and wooly gorillas) taking advantage of seasonal changes and making regular treks from the dry, broadleaf woods deeper inland to the subtropical forests in the mid-valley and even sometimes venturing into the thin strip of open land by the shore (the only patch of land good for grazing and agriculture). Higher up the slopes of the valley, many limestone caves can be found, hosting giant flocks of bats. Meanwhile, butterflies also take advantage of the large number of climatic zones featured in the valley, and every season is known for this or that massive butterfly spawning event. The forest is a good source of timber (especially known for its quality in the colder part of the valley), and the mountains are moderately rich with natural deposits.



The Hazo forest people finally accumulate enough knowledge of the hunter-gatherer lifestyle to turn food gathering into much more predictable and energy-efficient activities. This does bring up a population boom with it. (Hazo: +1 Survivalism, -5% Centralization, -5% Conformity, +1 Population Center in Region 22; player must choose type of new Power Point)


The Syrisil people continue finding the humid paddy fields of Fee Shenete a perfect ground for their water-loving agricultural package that can bring multiple harvests each season. Unfortunately, despite the population growth, their culture fails to develop signs of sophistication of thought or craft. (Syrisil: -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point)


The economic diversity of the Ankarne tribes pays off as they liberally experiment with proto-herding of patahonica llama and dwarf horses in the Nue Tyekye ridge and with agriculture in the riverine plain below their mountainside home. While their agricultural package is yet to be truly adopted to the new climatic conditions, the primitive animal husbandry develops in the mountains, valued both for wool and meat it brings. (Ankarne: -5% Centralization, -5% Conformity, +1 Population Center in Region 13; player must choose type of new Power Point)


The semi-nomadic, entrepreneurial culture of the Aghak islanders keeps pushing some groups of fishermen to explore the rough seas around their home islands - mostly to their own doom. However, in the island chain itself, gathering of migratory birds’ eggs from the cliffs and hunting raids for seal rookeries are becoming more organized, leading to continuous population boom. However, the islands start being dangerously crowded. (Aghak: -5% Centralization, -5% Conformity, +1 Population Center in Region 36; player must choose type of new Power Point)


A bigger island off the other side of the continental shore sees a population boom of Turape bird hunters and fruit gatherers in the Nadelis rainforest. Alas, the Turapan feather decorations and story-telling techniques don’t develop quite to the level of some of the more sophisticated cultures. (Turape: -5% Centralization, -5% Conformity, +1 Population Center in Region 6; player must choose type of new Power Point)


The Nari people finally manage to develop better hunting techniques that involve fire and thus can be used to fight back their nemesis, the dangerous mountain lions. Gradually, the combination of better hunting methods leads to a population boom that, unfortunately, fails to lead to any other cultural advancements for now. Besides, the vast region's resources are starting to be stretched fairly thin. (Nari: -5% Centralization, -5% Conformity, +1 Population Center in Region 21; player must choose type of new Power Point)


The Yonike people attempt to explore the opposite coast of the gulf that washes the shores of their homeland. Unfortunately, their seafaring attempts mostly fail, and no family groups that have (possibly) survived the voyage find their way back with the knowledge of the region. At home, the first permanent settlements also fail to survive more than a few successive years.


In the central mountains, the migrant Trasque tribes attempt to emulate their cousins’ cave complexes, but the harsher climate and ever changing wildlife paths make them get back on the move after barely a few seasons of settled living. Despite a relative stagnation of their fairly unique oral tradition, the Trasque En Ettin Shaln find consolation in food, as the game is big and fairly easy to find. (Trasque: -5% Centralization, -5% Conformity, +1 Population Center in Region 25; player must choose type of new Power Point)


The Nekenee hill culture experience a century of flourishing, as the mountains of Pulete see first permanent stone-built settlements appear, displaying the Nekenee people’s growing variety of stonecutting techniques. Meanwhile, some of their tribal groups finally adopt their agricultural package to the floodplains of Fee Shenete, where their culture comes into contact with the Syrisil people. (Nekenee: +1 Industry, -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point; Region 12: Urbanization +1)
 
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Trasque En Ettin
- New point is Demographic: With the Trakkan foothold in the region established, the Trasque En Ettin Shaln focus more efforts into fully spreading into the region
- Settling In (Economic/Industry, Trasque Shaln): The Trasque En Ettin Shaln imitate their eastern brethren by moving more firmly into the vast cave complexes of Trasque Shaln, 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. While these
- 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.
- Expanding (Demographic/Survivalism, Trasque): The Trasque En Ettin Shadb, satisfied that this is their chosen home as promised by the Eshal-En-Pasth, spread deeper into Trasque Shadb, with several smaller tribes spreading 'up' (north?).
- Learning (Cultural/Intellectualism on Intellectualism): The Trasque En Ettin Shaln, having overcome the most immediate concerns of life in their new home, begin to settle into more esoteric pursuits, a more robust storytelling tradition developing.

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.
 
Hazo
- New point is Demographic
- Both Demographic points to Survivalism in Region 22
- Cultural point to Material Culture

Narrative Orders: The Hazo continue their population boom as new migratory tribes form to find new hunting grounds in Tantara. To ensure that these new tribes stay loyal to the elders of the dominant Voalohany tribe, a new caste called the Mpik-Hazak (literally "Tree Runners") were formed. The Mpik-Hazak are selected from the fastest runners and those with the strongest endurance to pass messages between the tribes over increasingly long distances. The Mpik-Hazak are considered sacred holy men and women and command a great deal of respect even as the newer tribes start drifting away from the Voalohany (both literally and figuratively).
 
Free point goes to Demographics

Turape Orders
-Survivalism to populate region 6
-Survivalism to populate region 6
-Intellectualism to improve Material Culture
-Intellectualism to improve Intellectualism

Narrative Orders: The population boom continues for the Turape in Nadelis. As density increases, so too does inter-tribal interactions for the Turape. This contact facilitates the spread of effective, civilization-wide crafting methods for both daily clothing and ceremonial garb. This interchange of ideas also facilitates a basic apprenticeship system, as practiced crafters teach journeymen, thus enabling the preservation of important knowledge.
 
Emanan Orders
-Grazing to Populate region 29
-Grazing to populate region 29
-Intellectualism to improve intellectualism.

Within the relative peace an isolation of the Mona Yi Hu, the people turn their attention inwards and focus upon truly bringing the moa flocks of the grasslands under their control.
 
Happatara Orders:
Agriculture to Region 23
: Happara population continues growing as result of ever increasing fields and and skill in agriculture
Industry: further development happens as existing settlements grow in number and establishment
Intellectualism to Migration
Intellectualism to Seafaring: Initial attempts at building larger boats are made by Happara
 
Syrisil orders:

Undifferentiated point → cultural point. Slow and steady does it.

1) demographic point: agriculture to expand in region 9
2) cultural point: intellectualism to develop intellectualism
3) cultural point: intellectualism to develop material culture
4) cultural point: material culture to develop prominence

Narrative- same as last time:
The Syrisil of Fee Shenate continue to develop their fertile riverine and lake-side homes, expanding their stilt-legs homes and artificial island gardens.
Meanwhile, story-telling continues to evolve, as ritualized drum-complemented rhyming call and recall dialogue between actors and audience develop. Simultaneously actors adorn themselves with bright dyes and feathers, a trend that may spread more widely.
 
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