South Pole Cradle

Hazo (Turn 23) [3 Demographics, 8 Culture]
-2 Demographic Points into Survival in Region 21
-1 Demographic Point into Migration from Region 24 to Region 21
-1 Cultural Point into Comity to increase Centralisation
-1 Cultural Point into Intellectualism to increase Intellectualism
-1 Cultural Point into Intellectualism to increase Survival
-1 Cultural Point into Intellectualism to increase Migration
-1 Cultural Point into Intellectualism to increase Depredation
-1 Cultural Point into Intellectualism to increase Industry
-1 Cultural Point into Intellectualism to increase Mercantilism

Narrative Orders: The Hazo enter an intellectual golden age under the rule of a succession of wise Laholonas. Raids are attempted against the Bashtunari and new human hunting techinques are pioneered, but the efforts prove in vain as most of the militaristic tribes become mercenaries for the Happatara in their Riverbank War. The mercenaries bring ideas of urbanisation and trade into the culture of the Hazo through their interactions with the Happatara.
 
Steal Chorok Enaman's Culture Point for our usage.

Use Chorok Enaman's intellectualism to improve intellectualism
Use our intellectualism to boost intellectualism.
Use our material culture to improve prominence.
Use mercantilism to continue influencing Chorok Enamans.

Quest: The Mission of Mother Mona
Quest Description: A woman chosen by a gathering of priests to be the reincarnation of Forebear Mona wanders between the fortified towns of the Emanans with her bands of followers. This itself is not unusual, for the shamans of the Monite faith regularly proclaim a person among them to be Her reincarnation, but what is unusual is the active role that this woman have chosen to play in Enaman politics after her proclamation, demanding seats at the council of elders despite her young age (after all, she claims, who can possibly be older than the Forebear herself?), directing her bands of followers to do her bidding, and correcting the priests in their sermons.

As the number of her followers swell, the priests and the elders of the Enaman people fear that they may soon have to crown the first Queen of the Monite People. If this comes to pass, only time will tell if her dynasty will last.

Suggested Bonus: +20% conformity. +10% centralization

Suggested Modifiers: Spiritualism 2. Comity 2.

Suggested Length: 5
 
Last edited:
Suggested Bonus: Centralization

Suggested Modifiers: Spiritualism 2. Comity 2.

Suggested Length: 2
Don't sell yourself short. Here's what I propose:

(Bonus: +20% Conformity, +10% Centralization; Attribute Demand: Spiritualism 0/1, Comity 0/1; Length: 5 turns)
 
Last edited:
Nadelis Turape Orders
Undifferentiated point to Economic
-Migration to region 7
-Comity to improve Conformity
-Seafaring to support migration
 
Update 23 (Years 2200-2300 Post-K7)


Prosperity and economic complexity of the Shadb Trasque civilization keep on growing, as the great cave cities of the First Tall Ridge keep being ever hungry for craft and hardware (albeit, the Trakkan craft remains highly utilitarian). This flow of sturdy, if somewhat ascetically designed craft and pottery flows into the Chorok Enaman tribes of Masque-Una-Eshan, who then become conduits of Trakkan trade into the greater Choroki world, where these items are highly prised. Meanwhile, the First Tall Ridge’s overpopulation problem is gradually being resolved via a revolutionary change in the local food production chain: as the seasonal dire deer hunt becomes less and less profitable, terrace farming is introduced for the first time, with primitive leafy greens and root vegetables being domesticated specifically for such high-scale gardening projects. (Shadb Trasque: +2 Prominence, 1 Population Center of Chorok Enaman is influenced by Shadb Trasque for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); Region 34: +1 Max Capacity, -1 Wilderness)


Eshan-Ro League:
Roque-Esh, having increasingly emerged as the foremost of the Shadb Trakkan cave cities, begins pushing for a more formal unity between the Trakkan tribes. This is done largely on the back of Roque-Esh's demonstrable military prowess, with its warriors having proven themselves in numerous campaigns against the Shaln Trasque and Chorok Enaman neighbors, as well as in a few internal Shadb Trakkan feuds. The league itself is expected to have representatives from each of the cities as equals, though Roque-Esh continues presenting itself as the first among equals given its prominence and military might. (Bonus: Conformity +10%, Centralization +20%, MP +2; Attribute Demand: Comity 1/2, Conquest 1/1; Length: 6 turns)


For the already prolific craftsmanship of the Shaln Trasque tribes, this century becomes a source of great artistic and methodological innovation in toolmaking and craft. This naturally transforms into a greater sophistication of mining and masonry. The latter, arguably, is a side effect of intensive urbanization of the wider Shaln Trakkan world - as the cave cities grow in size and complexity, their unprofessional architects are naturally placed to heavily borrow knowledge and techniques from the massive Shadb Trasque cave cities. Another side effect of this rise of cave cities is that one of them (in this case, Shagd-Baln of the Astinanana valley) attempts to copy the militant, proto-imperialistic ways of the might Roque-Esh, levying a primitive army, with which is turns a tribe of Astinananan Hazo people into their tributaries. (Shaln Trasque: +1 Industry, +1 Material Culture, 1 Population Center of Hazo is occupied by Shaln Trasque for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use); Region 24: +1 Urbanization, Region 25: +1 Urbanization, Region 26: +1 Urbanization)


The Chorok Enaman civilization is learning a lot from its contact with the Shadb Trakkan metropolis of Roque-Esh and its proto-empire. The Chroki tribes of Mask ui Sha (Masque-Una-Eshal) eventually escape from the Roque-Eshan yoke at the time when the cave city’s all resources are dedicated to forging the Eshan-Ro League, but the Shadb Trakkan economic domination continues to show. This isn’t seen necessarily as a problem by many Chorok Enamans, since the prosperity of their southernmost communities at the edge of the Shadb Trakkan world provides a population boom. Meanwhile, in the pampas of Chorokpan the power originates not from prosperity, but from violence. There, another tribal leagues is formed by a woman who claims to be a descendant of legendary Tak aya Tan. She turns her followers against an easy target, the settled, but primitive communities of Hill Enamans living at the very edge of the Chorok river basin. Her conquests take place against a scary backdrop of looming overpopulation, however, as Chorokpan’s environment grows ever more destabilized by overhunting. (Chorok Enaman: +5% Centralization, -5% Conformity, +1 Population Centers in Region 26; player must choose type of new Power Point; 1 Population Center of Hill Enaman is occupied by Chorok Enaman for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use); Region 27: -1 Wilderness)


On the other edge of the Choroki world, peaceful trade again proves to be stronger than a war club. The earthhouse cities of the Lakeshore Enaman people easily dominate the growing trade that flows through their lands to lure many Chorok Enaman semi-nomadic tribes into their orbit. Unfortunately, in many other aspects the Lakeshore Enaman culture continues to stagnate - but one radical change brings hope that everything might change soon. (Lakeshore Enaman: 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))


The Mission of Mother Mona:
A woman of Lakeshore descent chosen by a gathering of priests to be the reincarnation of Forebear Mona wanders between the fortified towns of the Emanans with her bands of followers. This itself is not unusual, as the shamans of the Monite faith regularly proclaim a person among them to be Her reincarnation, but what is unusual is the active role that this woman chooses to play in Enaman politics after her proclamation, demanding seats at the council of elders despite her young age and directing her bands of followers to do her bidding, and correcting the priests in their sermons. Her presence as a political actor doesn’t last past the middle of the century and remains mostly a cultural anecdote, but it leaves a deep trace in the folk culture, providing an example for future exalted miracleworkers to claim political roles. (Bonus: +20% Conformity, +20% Centralization; Attribute Demand: Spiritualism 0/1, Comity 0/1; Length: 5 turns)


Existence of the Saltmarsh Enaman people is much more prosaic. Centuries of for-export salt production via solar evaporation has forced many communities in Syo-Ke Ao to turn many flat, non-swampy lands into essential salt farms. This is proving very hurtful for the region’s soil and is leading to erosion that essentially turns the poorly drained savanna at the edge of the region into unproductive solonchaks. This naturally leads some of the Saltmarsh Enaman people to escape south-east, upstream the Chorok river. (Saltmarsh Enaman: 1 Population Center migrates from Region 28 to Region 27; Region 28: -1 Grazing)


The clans of Hill Enaman herders, meanwhile, continue to spread along the hilly edges of Mona yi Hu, with some villages developing craft specializations that allow them to become meaningful participants of the Pan-Enaman trade. (Hill Enaman: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Centers in Region 29; player must choose type of new Power Point)


It’s the Monite Enaman communities, however, that learn to be not merely the middlemen, but drivers of the salt-driven good exchange between the Enaman tribes. They, too, use this sophistication of mercantile practices to dominate the primitive hill dwellers. (Monite Enaman: +1 Mercantilism, 1 Population Center of Hill Enaman is influenced by Monite Enaman for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


Back in Chorokpan, the bloody pasture wars temporarily subside, but the end of violence brings about another population boom among the Lowland Ankarne, who also start to slowly borrow the animal husbandry techniques from their more sophisticated highland cousins. (Lowland Ankarne: +1 Pastoralism, -5% Centralization, -5% Conformity, +1 Population Centers in Region 27; player must choose type of new Power Point)


Surprisingly, the perceived winners of the last century’s internecine conflicts, the Highland Ankarne don’t rush to spread around the right bank of the Chorok river. Instead, its the mountain tribes of Ney Tyekye that grow in numbers. (Highland Ankarne: -5% Centralization, -5% Conformity, +1 Population Centers in Region 13; player must choose type of new Power Point)


Far to the east of them, the Nekenee civilization finally reaches a decisive moment in its competition with the Dyesynilian League. It all starts with the Merchant Prince Lekinam of Kineka organizing his homeland’s urban levy into a rather cohesive force and launching a twenty-year-long series of campaigns against Dyesynil itself. According to the legend, the eighteenth year of his command sees Dyesynil captured and rased, breaking the back of the League for good. His bloody triumph brings the Nekenee to cultural and economic dominance over the many remaining Dyesynilian towns of the Pulete valley and the Fee Shenete lowlands, with some of them completely subduing to Kineka and eventually adopting Nekeni customs and language. At home in splendid Kineka, Merchant Prince Lekinam and his entourage of priests, diplomats, and warriors become heroes of an epic legend, which sees them elevated to a demigod status (something that his future descendants would claim as a political asset). In the meantime, the peaceful towns of Cooleweer keep growing their agricultural footprint in the shade of the mighty metropolises of Pulete. (Nekenee: +5% Centralization, +5% Conformity, +1 Population Center in Region 14; player must choose type of new Power Point; 1 Population Center of Dyesynil is assimilated; 2 Population Centers of Dyesynil are influenced by Nekenee for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


The Nekeni legends of Lekinam of Kineka have their analog in the Dyesynilian culture as well. The tragic legends of Lyt’s exodus tell a tragic story of the son of high priest of Dyesynil, who leads his people through the tragic times of the evil “Nykynil” invasion and a twenty-year-long siege. Shortly before the city falls, the stories claim Lyt leads a group of its population to a successful sally that turns into a breakthrough and a long exodus. Whatever it’s worth, the tragic tale explains how a mass of Dyesynilian refugees later descended into Fee Shenete and overran many local stilt towns, eventually even recovering some of its numbers by claiming the rich lowlands in the east. They call the biggest of their new cities Dyesynil aLytu (Lyt’s Dyesynil), ensuring the survival of this urban culture. (Dyesynil: -1 Population Center in Region 12, -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point; 1 Population Center of Sheneti Syrisil is occupied by Dyesynil for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use))


Despite the Dyesynilian exodus and resulting conflicts, the lowland farmers of the Sheneti Syrisil culture remain positioned to benefit from their highly productive agricultural economy. Just like many times in the previous centuries, they eventually grow to economically dominate the poor fishing villages of Wiet-yrisi Syrisil that exist along the Inner Sea’s coast and serve as mere transit stations for the transit of granite and obsidian from Zahnenee. (Sheneti Syrisil: 1 Population Center of Wiet-yrisi Syrisil is influenced by Sheneti Syrisil for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


The Wiet-yrisi Syrisil are barely impacted by that minor loss of peripheral control, however. The Yulyp-Sylla trade diarchy keeps on growing in strength and influence, and the sea merchants grow to be almost equal to the Alignakite witches in their society. This influx of thalassocratic tendencies in addition to the theocratic matriarchy of witch covens is propelled further by the success of the latest Yulyp-Syllan overseas venture: colonization of Nadelis. The colonies established on the northern shore of the island prove to be very prosperous, as the Wiet-yrisi Syrisilian settlers face not the primitive Maramapi or Bolevel Turape, but the relatively more advanced Nadelis Turape people. With them, they engage into profitable trade that provides a boon for the Yulyp-Syllan craftsmanship and fishing-based economy. (Wiet-yrisi Syrisil: +1 Prominence, +15% Centralization, -5% Conformity, +1 Population Center in Region 6; player must choose type of new Power Point)


The Nadelis Turape people, in their turn, benefit more from the exchange of ideas, rather than the direct trade. The most revolutionary change takes place when the Wiet-yrisi Syrisilian nod writing technique is borrowed, with the writing medium being replaced from spider silk thread to plant-based ropes. While not nearly as elegant as the Syrisilian ligature, it still brings a game-changing method of knowledge spread and preservation to the Nadelis Turape, which also improve the social cohesion and draws many Turapan villages closer together. This also paves way for another discovery. Having borrowed boat construction techniques from the Yulyp-Syllan traders and fishers, the Nadelis Turape boatmen enhance them with their own rigging and ideck construction, eventually making an offshore oceanic fishing a possibility. The new type of sea vessels, known as tapeha, also become crucially important when some groups of Nadelis Turapan fishermen migrate to the Cysid-is-syv islands, looking for the fabled source of the Syrisilian spider silk. (Nadelis Turape: +10% Conformity, +1 Intellectualism, +1 Seafaring, 1 Population Center migrates from Region 6 to Region 7)


To the south of the Nadelis rainforest, the Sagulan Turape people experience a calm period of urban consolidation, as more villages merged into small towns hidden in the mazes of elephant grass. (Sagulan Turape: Region 8: +1 Urbanization)


Other neighbors of the prolific mariners of Yulyp and Sylla, the Bolevel Turape also benefit from the spread of the Syrisilian clothmaking methods. As their material culture becomes more sophisticated, they also double down on exploring the woods and glades of the Bolevel island, founding many more camps and villages. (Bolevel Turape: +1 Material Culture, -5% Centralization, -5% Conformity, +1 Population Center in Region 3; player must choose type of new Power Point)


A fringe civilization of the Inner Sea, the insular Maramapi also benefit from the proximity of Wiet-yrisi Syrsilisan colonies. Their primitive villages start to develop primitive stratification, as the Syrisilian clothes and tools bring changes to their village economy. (Maramapi: +1 Comity)


Impacted by yet another population boom, the Hazo people continue pushing into the frontier of Bashtun, where they clash violently with the local Bashtunari, who cull the ranks of the invaders to a degree. Despite the bloodshed, the Hazo are now just as populous in that alpine woodland as the native Bashtunari inhabitants. In the broader scale, the Hazo civilization experiences a wide array of advancements: hunting bows and primitive camouflage improve their chances of survival by hunt, while draggable weaved sleigh starts being used for familial migrations. In more sedentary communities of the Laholona tribal league, first experimentation with permanent town-building and resource extraction has started, which in turn fuels continuous stratification and understanding of barter-based trade. (Hazo: +1 Survivalism, +1 Migration, +1 Industry, +1 Mercantilism, -10% Centralization, -10% Conformity, +2 Population Centers in Region 21; player must choose type of new Power Point; -1 Population Center in Region 21)


Back in the Hazo people’s now-abandoned homeland of the Tantara woods, the Tantanari people simmer with a looming sentiment of cultural awakening. This happens at the time when the ethnic identity of the Tantanari is continuously under threat - both from the invasive Pahdatid Happatara colonists and from the elements themselves. The gradual environmental decline of Tantara pushes many communities to seek new sites for their settlements, tapping into the natural resources hidden deeper in the forest. Meanwhile, out in Nantara, the Tantanari are still highly priced as the muscle for the various mudbrick cities of the overpopulated valley. By the end of the century, however, the left-bankers’ grip on the Tantanaran mercenaries starts to slip, some of these proto-warbands start using the ensuing chaos reigning in the Happataran world to advance their own agenda. In fact, some warlords start settling their fighting men in Happataran cities for residence, de-facto giving orders to the Happatanari elites and bureaucrats on behalf of their Happataran masters. (Tantanari: 1 Population Center of Happatanari is occupied by Tantanari for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use); Region 22: +1 Max Capacity)


The Epic of the Nariyaga:
The Nari have long been a culture of storytellers, with their mythos expanding in bits and pieces as new ways of life take hold, great men rise and fall, and the political and social dynamics of their world change. However, recently these pieces of cultural experience and ethnogenesis have started to coalesce into the epic story known as Nariyaga. The first set of tales details the the initial Nari colonization of the Tantara woods, an eternal struggle to escape the blustery god of Winter, a sinister and foreboding figure in their mythos that demands harsh tributes in blood. The second part of the epic is about the trials and tribulations of the forest itself, encapsulated by the tale of the first Shaman who is locked in eternal battle with the plague demon. The final collection of songs is about the Tantanari's failed colonization efforts in the Nantara alluvial plains and the conflict with the Padatid dynasty, a tale of devastation and the eventual betrayal of their urban kin. Through this tale, the idea of the Tantanari world is expressed and delineated, placing the people and their heroes in the midst of epic struggles against deities and demons and the forces of nature that still dominate man's everyday lives. However, for all of its grand design, this gathering of ethnogenic myths and stories is yet to take a form, as its variations range from tribe to tribe. (Bonus: +2 CP, +20% Conformity; Attribute Demand: Intellectualism 0/4; Length: 12 turns)


Despite the Tantanari mercenaries’ encroachments, the Happatanari ethno-stratos remains the source of much innovation and learning for the civilizations of Nantara. They develop increasingly advanced forms of social hierarchy both within their own culture and on behalf of their Happataran overseers, while also showing signs of learning more sophisticated irrigation techniques. (Happatanari: +1 Comity, +1 Innovation)


The civic and intellectual advancements of the Happatanari ethnocrats slowly trickle to the larger Right-bank Happatara civilization. The Water Wars continue manifesting as a sequence of sporadic conflicts between the settlements on the right and the left banks of the Nantara river, fought mostly with the “barbarian” muscle. While remaining largely inconclusive, these conflicts test the ability of the two urban leagues to control their sellswords. By the end of the century, the right-bankers, led by the city of Tarabotta, remain firmly in control of their Hazo fighters, while the Tahtarapa-led league on the left bank loses its grip over the Tantanari warbands. In the meantime, the Water Wars make Nantara an increasingly volatile place to live, and some right-bankers choose to expand their agricultural or mixed agro-hunting communities into the neighboring forested valley of Hattara instead. (Right-bank Happatara: +1 Intellectualism, +1 Comity, -5% Centralization, -5% Conformity, +1 Population Centers in Region 33; player must choose type of new Power Point; 1 Population Center of Hazo is influenced by Right-bank Happatara for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


The Left-bank Happatara culture, however, celebrates its own small victories. Under a particularly capable ruler Mattapan III, the Pahdatid dynasty of Tahtarapa expands its leadership across the left bank of the Nantara river. Mattapan III strongly ties other dynasts to his own lineage through a series of marriages between kin, and he increases his dynasty’s prestige by erecting a series of impressive mudbrick ziggurats and statues in Tahtarapa itself. Unfortunately for the neighboring Tantanari, these architectural wonders require plenty of timber for their construction - and that timber comes from the fringes of the shrinking Tantara woods, negatively impacting the local environment. (Left-bank Happatara: +1 Prominence, +10% Centralization; Region 22: -1 Wilderness)


Just off the continental shore, the Insular Aghak people keep experimenting with better methods of well-digging and rainwater conservation, although they still haven’t put this new knowledge to bear on their densely populated home islands. (Insular Aghak: +1 Innovation)


The Continental Aghak tribes, meanwhile, do what their new homeland is most suited for. With kangaroo husbandry extensively growing, the outback semi-nomads grow in numbers as well. (Continental Aghak: -5% Centralization, -5% Conformity, +1 Population Centers in Region 37; player must choose type of new Power Point)


In the inhospitable lands of Agoru, the Agomai natives slowly start hearing the cultural echoes of the Hazo people’s storytelling tradition. (Agomai: +1 Intellectualism)


Their Yonike neighbors have a quiet century, although some limestone canyons show signs of early forms of open-pit mining being developed. (Yonike: +1 Industry)
 
Last edited:
Trasque En Ettin Shadb (5/7 CP, 1 DP, 1/3 EP, 1 MP, +1 Chorok MP)
- Migration (Demographic/Migration from 34 to 32): The ever-growing population of Trasque leads to some deviant tribes looking to leave the mountains and try to find the home of their ancestors across the vast desert of Eshal-Una-Sishin (Earth Under Sun)
- Eshan-Ro (Cultural/Comity x2): Doing the thing.
- Intellectualism (Cultural/Intellectualism on Intellectualism): Story-tellers, mneumonics, etc
- Intellectualism (Cultural/Intellectualism on Comity): The ongoing 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): 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.
- Innovation (Economic/Innovation in Region 34 to increase Max Capacity): Trakkan hunters continue to develop their techniques for preserving meat and other foods through the periods between migrations.
- Invasion (Military/Conquest in Region 26 on Chorok using x1 MP and Chorok MP): To further cement the League and prove its strength Roque-Esh engages in large campaign over several decades to bring more Chorok tribes under its rule, using some of the friendly Chorok tribes to do so.
- Two Cultural Points are unused due to low Conformity
- Two Economic Points are unused due to low Centralization
 
Hazo (Turn 24) [3 Demographics, 4/5 Culture, 1 Economic]
-Undifferentiated Point into Economic
-2 Demographic Points into Migration from Region 33 to Region 24
-1 Demographic Point into Migration from Region 24 to Region 21
-4 Cultural Points into Material Culture
-1 Cultural Point lost due to Conformity
-1 Economic Point into Merchantalism into reclaiming our influenced Military Point

Narrative Orders: The Hazo undergo an artistic golden age with the Volahany shifting their focus from technological innovation to creating great artworks honouring Siliko and the other increasingly less important Gods. The art of the Hazo of this period undergoes a distinct transformation due to access to the superior Bashtun timber and rare metals, allowing for the creation of higher quality art.

This artistic boom comes as a detriment to the Right-Bank Happatara. A distinct caste of Mpik-Hazak emerges known as the Mpik-Varotra, a merchant caste combining the running prowess of the Mpik-Hazak with access to both Happatara niceties traded previously and the new Hazo cultural artefacts. The Lohalonas had a great deal of influence over the Mpik-Varotra, they ordered them to bring the Hazo mercenaries back into the fold. A fierce and prolonged bidding war occured between the Hazo and the Right-Bank Happatara, with the Happatara trying to get the mercenaries to fight in their Water Wars and the Hazo attempting to get them to continue their conquest of the Bashtun.

The Hazo of the outer rim slowly but surely continue their migration to the holy Bashtun.
 
Last edited:
Wiet-yrisi Syrisil orders:

organized religion (supports spiritualism using urbanism)
natural philosophy (supports innovation using urbanism)

free point into demographic

Point Allocation:
1) demographic point: survivalism to expansion to region 1
2) demographic point: survivalism to expansion to region 2 (Es'el-jat fingers from sea)
3) cultural point: material culture to prominence
4) cultural point: material culture to prominence
5) cultural point: comity to conformity
6) cultural point: comity to centralization
7) cultural point: comity to centralization
8) cultural point: lost to lack of conformity (what will it be???)
8) economic point: industry to urbanization in 5
9) economic point: lost to lack of centralization (something fun please!)
10) military point: seafaring to support expansion to region 1
11) military point: seafaring to support expansion to region 1
 
Last edited:
Nekenee Orders:
Free point into Military
Use Intellectualism to improve Intellectualism
Use Intellectualism to improve Mercantilism
Use Intellectualism to improve Assimilation
Use Intellectualism to improve Material culture
Use Comity to increase Centralization
Use Material culture
Use Material culture
Use Assimilation on Dyesynil settlement.
Use Assimilation on Dyesynil settlement
Use Mercantilism to influence Dyesynil settlement in region 9
Use Depredation on a city in region 12.
Use Depredation on a city in region 12.
Use influenced Military Point to use Depredation on a city in region 12.
Use influenced Military Point to use Depredation on a city in region 9.
 
Continue progress with the quest.

Use intellectualism to boost intellectualism.
Use Chorok Materials culture to boost prominence.
Use spiritualism to spread the word of Mona to Chorok Enamans.

Use mercantilism to influence the Monite Enamans
 
Last edited:
Spend 3 culture points on quest

Spend a culture point on increasing centralization

Spend military point on degradation attack on the Palatid dynasty

The Nari response to the Palatid dynasty came in the form of two separate and unrelated attacks, one by th urban Tatanari and the other by the Tatanari living in the woods.

To understand the Mercenary King’s rebellion it is important to understand the complex social dynamics of the urban Tantanari who operated in a different fashion then what we might consider mercenaries today.
Tantanari did not precisely have mercenary captains with no loyalty to any people. The Tantanari had chiefs who’s responsibility was to look out for their men and grand chiefs who coordinated the contracts and actions of chiefs and looked out for the tantanari community as a whole. This mercenary work must not be solely understood as a commercial activity but moreso as a foreign policy choice made to stave off the threat of the dominant Happatara by making themselves valuable as a source of manpower and secondly to create an influx of resources into the Tantanari communities to allow for their civilian population to have fine trade goods to compete with the left bank Happatara and the Happatanari merchants as well as simply to provide food for themselves.
Thus the great chief when faced with prospect of a local lord not paying had 2 options - to avenge it or let it go. These two options each had their own terrible calculus in terms of cost to the community and it will be difficult to know how that determination was made. Perhaps the local lord was unpopular enough that the mercenaries could be assured nengligible retaliation if they sacked him and took their pay. Perhaps the Palatids were far too busy elsewhere to muster a response. In this case he raised the banner and called a host to siege the city until the lord paid up and thus the palatids faced an easily managed crisis on one front. On the other though the forest Tantanari once again began to simmer with anger and a chieftain attempted to rally the tribes through a network of alliances to pursue a unified aggressive response against the palatids raiding lumber clearing settlements up and down Tantara woods
 
Nadelis Turape Orders
-Material Culture to improve Prominence
-Material Culture to improve Prominence
-Material Culture to improve Prominence
-Industry to improve Urbanization
 
I made an updated description of the Hazo:

Hazo: African origin. The Mpik-Hazo are a group of African settlers who fled south from Aghigbro to Hyagothia after conflict with what became the Aghak People. Later, they left Hyagothia and can now be found across much of Northern Antartica. They are a migratory people with a remarkably cohesive and structured government led by an elected absolute monarch known as the Laholona. They command near absolute power over the Vaholona and Mpik-Hazak holy men, as well as their secular Mpik-Ady vassals. The Mpik-Hazo have remarkably unified religious and cultural values, with a pantheon that is consistently led by the God Siliko. They are a very militaristic culture, entire tribes act as mercenaries for their wealthier neighbours. They are in the midst of a centuries-long genocidal struggle with the Bashtunari over the Bashtun Highlands.
 
Update 24 (Years 2300-2400 Post-K7)



The Golden Age of the Roque-Esh-led Shadb Trasque civilization has an abrupt interruption, as a series of weak rulers and sudden military defeats in the east mark a century of struggle for that still magnificent cave city. This time of troubles is theorized to be caused either by the military setbacks and a foreign invasion, or by a pattern of overpopulation that’s been plaguing the First Tall Ridge for centuries. As the environmental state deteriorates, many Shadb Trasque cave cities and their surrounding villages look for opening more livable space in Trasque - a successful practice that has already put an end to the huge dire deer migrations and now threatens to slowly exhaust the region’s supply of quality construction materials, including timber, stone, and ores. On the positive side, however, the hard times for the Shadb Trasque civilization still don’t mean the demise of its highly sophisticated urban culture. In fact, runic writing appears on the cave cities’ bas-reliefs for the first time in this century, and early forms of geometry and mechanics form the foundations of the Shadb Trakkan tradition of natural philosophy. (Shadb Trasque: +1 Intellectualism, Region 34: +1 Max Capacity, -1 Deposits)


Eshan-Ro League: Once almost certain to coalesce around the imperialistic powerhouse of Roque-Esh, the Eshan-Ro League became less of a certainty after the host of Roque-Esh and its proximate allies was annihilated in the battle of Lash-Vique pass (an event captured in a runic inscription on a mourning bas-relief in one of the cities). Details of the campaign are hazy (or greatly heroicized) on the Roque-Eshan side, but it’s clear that the great cave city’s power is shaken, and so is its allies’ perception of it. (Bonus: Conformity +10%, Centralization +20%, MP +2; Attribute Demand: Comity 1/2, Conquest 1/1; Length: 6 turns)


Spoiler :
Streets of Roque-Esh in summer, visited by a Highland Ankarne traveller on a dwarf horse

rpfPqrXtbxAFTunJn8RO4HioYJzEQrsY-SE3oyA0fRv-RIf4v2E9DGHv-3C2mhIa2g_IjwG6agcEVWWQQVxuXe-DUOZR-g7jZir5VBInaCqswUYUgdbUH151eNr3IK2239N4waRL





Details of the said battle and the consequent war are plentiful, however, among the victors. While lacking written sources, the Chorok Enaman people seem to use this event as the source of their epic oral tradition (quite possibly borrowed from the Shadb Trakkan prisoners). The War of Chopped Beards, as the epic tale is known, claims that the same legendary she-warrior Tak aya Tan led the Choroki tribes of Mask ui Sha to their ambush and unlikely victory over the Shadb Trakkan invasion. It’s questionable if the Tak aya Tan mentioned in the tale is the same female leader that forged a strong tribal confederation in Chorokpan less than a century prior, but it’s possible that the both leaders belong to the same bloodline or are even directly related. One way or the other, the tale described the annihilation of the host of “copper-sided beard-bearers” and the “treasoners” marching with them (probably the Chorok Enaman tributaries of Roque-Esh). The story doesn’t end there, as the story claims that Tak aya Tan follows the victory by overrunning the Shadb Trakkan mountain towns in Mask ui Sha and then even spilling across the mountain passes in the “Trask lair itself.” Trakkan sources indeed prove that two decades after the catastrophic loss Chorok Enaman invasions start penetrating as far as the eastern First Tall Ridge itself, and some cave cities are even captured by the raiders. While it’s doubtful these events are a part of the same campaign launched by a legendary warrior-woman (who’d have to be over one hundred years old by then), it’s undoubtful that they are a part of a long string of military conflicts that see the Shadb Trasque on the backfoot for the first time in history. Outside of these events, the Chorok Enaman world is largely serene and peaceful, and some semi-nomadic tribes even return to the edges of Mona’s Rest in their seasonal migrations, following the moa herds. (Chorok Enaman: +1 Intellectualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point; 2 Population Centers of Shadb Trasque are occupied by Chorok Enaman for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use))


Spoiler :
Chorok Enaman warrior preparing for battle

CvgDDbZkSXAgzT2GQDWKdmTU8CkIquzZEmQKNFu1npJOT834DfL5af4gZvv4uklf8jK1BOkao1eUiKHysvbZjcDY4vqpkGORbMfpOjCkqyoTm8heZ_aGnCvN3qUDy8oyrtSmRSx-





The Shadb Trakkan temporary weakness attracts some other vultures further south, where the Shaln Trasque people coalesce around quickly growing cave cities of their own. The leadership quickly passes to the biggest of them (and still a dwarf compared to the Shadb Trakkan megapolices), Shlanathaln, which authority rests on a series of successful campaigns that mimic the Roque-Eshan style of military command and organization and eventually see the satellite cities of Eshan-Ro in the Second Tall Ridge defeated and occupied. The loot from these wars greatly contributes to the following flourishing of Shaln Trakkan artisanship in Shlanathaln and allied cave towns, bringing the cultural imprint of their civilization to the previously unknown heights. In the meantime, the western frontier of the Shaln Trasque culture is bustling with activity as well. Hazo tribes of Astinanana that got previously conquered in a series of intertribal wars fully adopt the Shaln Trakkan ways after several generations of oppression. Even farther north-west, in the forested valley of Hattara, the Shaln Trasque proliferate in a massive expansion, easily finding high-altitude hunting lands in the upper slopes, where the Hazo, Aghak, and Happatara people don’t risk to wander. (Shaln Trasque: +2 Prominence, -10% Centralization, -10% Conformity, +2 Population Centers in Region 33; player must choose type of new Power Point, 1 Population Center of Hazo is oppressed; 1 Population Center of Hazo is influenced by Shaln Trasque for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use); 1 Population Center of Shadb Trasque is occupied by Shaln Trasque for 1 turn (occupying player has the first choice of Demographic or Economic Power Point to use))


Spoiler :
Winter in Shlanathaln, the rising star of Shaln Trakkan cave cities

hzIqElKMGjBNIPZQhwv-T112etzqjeVHpRkgfSoFMkVRKLduh4FtqmtRfQth1Oh0TBrh2H8Kyozrw4-XzuRzZ1waqnbhSb_gujS_XY_hqJHxIM2HlCRm8S3bILwvfupsDOcWqn7I





Back in the Enaman world, the Lakeshore Enaman people are experiencing the first boom of urban craft in millenia as the salt trade continues flowing through their earthhouse cities, and Choroki leatherwork and timberware also find their way to the spacious markets of Mona yi Hu. Some of these Lakeshore Enaman settlements, such as the mound-dotted Lyo ahe Mona, swell threefold in population during the springtime fair season, when traders from across the Enaman world travel for the exchange of goods. (Lakeshore Enaman: +2 Prominence)


The Mission of Mother Mona: The tradition of wandering avatars of Mona continues in the savanna of Mona’s Rest. There’s still little political and civic acceptance of these living saints and reincarnations of Mona the Forebearer as societal leaders, but their influence grows in spiritual matters. Interestingly, these avatars are peacefully rejected by the north-dwelling Monite Enamans, who stick to a more spiritual, less politicized version of the ancient faith. (Bonus: +20% Conformity, +20% Centralization; Attribute Demand: Spiritualism 1/1, Comity 0/1; Length: 5 turns)


Spoiler :
City of Lyo ahe Mona during spring fair season

AVdQuvU4sI9ao66erwUmlz4fpWqqlHU9YnCEiXa2fcaedVzWsxUs1bE5RahmdGT3mym2TYEK4Ki_uugYh9h49pIpL5HlklB7rkKqzbgcHHnTS56iWwAKRelgHipf5DdxewVe_kE0





In Syo-Ke Ao, the Saltmarsh Enamans continue urbanizing, as the main driver of their culture’s urban economy - salt - requires more and more concerted labor. This concentration of population centers in the center of vast saline swamps requires plenty of out-of-box thinking when it comes to defeating the forces of nature and carving out patches of land for the growing civilization. (Saltmarsh Enaman: +1 Innovation; Region 28: +1 Urbanization)


Spoiler :
Floating village in the “Waters of Much Salt”

OviFYRiURAkuJbPVzHaWR5ighG6B5EiSdxDwqKj1EVJ7NpIFhfAxEMyM8-H_sMZSnkN3vegfDuFlZWzmQxyDxUjqNZlPuA59kcGRTTDPn9ICoVjaaP0GRsPtvk_YWsP3cTvTsG3V





At the fringes of Mona yi Hu, the first conflict in centuries erupts. Some Hill Enaman clans that have not been previously encountered by Monite traders, react violently to their proselytization efforts. While belonging to similar spiritual traditions, the hillmen are significantly more animistic and fetishist in their view of Monite ancestor faith, and they don’t take it lightly when Monite Enaman merchants start twisting the hill people’s hands into accepting the organized, monolatrial view of the same religion in exchange for the right to trade with them. This results in a series of pogroms, death of many Monite Enaman merchants, and eventually even temporary conquest of a few oceanshore settlements by the warlike clans. At least, such is the legendary view on the course of events. A less dramatized version explains that the swelling of hill towns during seasonal fairs led to increasing urbanization and sophistication of the hill tribes. It is only natural that some of these communes attempt to redistribute the wealth through violence against the perceived hoarders and foreigners. (Hill Enaman: +1 Comity, 1 Population Center of Monite Enaman is occupied by Hill Enaman for 1 turn occupying player has the first choice of Cultural or Military Power Point to use); Region 29: +1 Urbanization)


Spoiler :
Hill Enaman village at the edge of savanna

0nDNZecSgvTmyX5Ze_vHRi_dhwLnLHo4u6KYUAPuvX_CoZJditSv3-7iCWik1-lc1zgvFpqukTw0Ozs72un-EqWAqpYV_xTTdfcJKK8DpEvJ9N6FWc-r2kikjcTqPh8fsmHjgfen





That less dramatized, rational view of the conflict between the Monites and the hillmen is supported by the evidence presented by the Monite Enaman culture itself. Firstly, the religious explanation of the wars doesn’t fit with the fact that many hill towns previously dominated by the Monite Enaman merchants display artifacts of Monite faith on virtually every corner, suggesting a near complete cultural conversion of their inhabitants. Secondly, the size of the Hill Enaman conquests appears to be very limited, as the prosperity and material prominence of the Monite Enaman culture are clearly growing within the core of the settled territory along the sea shore. If anything, the warlike behavior of the hillmen only appears to redirect the Monite Enaman traders further south and south-east, to the right shore of the Chorok river. There, their gifts and lucrative trade deals pave way for their growing acceptance among some Highland Ankarne clans, some of which eventually adopt the Monite faith (albeit diluting it with their own form of animism). (Monite Enaman: +1 Prominence, 1 Population Center of Hill Enaman is assimilated, Highland Ankarne civilization splinters into Highland Ankarne and Monite Ankarne (friendly to Monite Enaman))


Spoiler :
Female anointed priest of Mona during a ceremony

H71Hc1QaIzR22A8g0aQbYE_8444SifZO1EIhP9nqugSKBdb2u0TzEhjNxFP7l8DHHwhj_fzS7TjnX8vVMHHsifa4ZT4q68Jb9OOHfp4IsRNq5N-8SaLGfiO55zJoxXbuMkTpFdL4





Despite the cultural split, the Highland Ankarne tribes go through a period of expansion. In the Neu Tyekye mountains, their clans grow in numbers as more and more alpine grasslands get discovered. This drives forward growth of craftsmanship, which is best represented by the more complex design of ceremonial chariots. (Highland Ankarne: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Centers in Region 13; player must choose type of new Power Point)


Spoiler :
Dwarf horse chariot with Highland Ankarne riders in llama wool clothes

MJ4Ezbm98YK_k6IuL8JAGAhJp--zTopwZjtJ94RefL5jdrQOGNz8mQYg5hXSUA4lONSvyj-uQ3cqtrgWRUUEZgtmVA8rJlt15b588XlvjTQFB3xV4kEuTj6X6_aK0CGDpZdQfkBq





Ceremonies once again are not the only use for these revolutionary vehicles. In the pampas of Chorokpan, the Lowland Ankarne are still hunted from them whenever the clans collide over grazing space. Despite the horrible losses suffered, the lowlanders quickly replenish their number, and the demographic tension remains fairly high. If anything, the survivors gradually adopt to resisting such raids. (Lowland Ankarne: +1 Depredation, -1 Population Center in Region 27, -5% Centralization, -5% Conformity, +1 Population Centers in Region 27; player must choose type of new Power Point)


Spoiler :
Look at the Nue Tyekye mountains from the pampas of Chorokpan

EB5r1qilMQ-1nlSrxQKcOk3T9jZBipOKZ1KMGTRMQXYmXrVAWVdOgwo1H5mu--DtLZpDb03vvBQyJzoygWtHit0fcFJ2LCB4PFZQVJPpsmS1iRQBGNITmeg1B4hsd_YVMHLHqN0u





The culture of Wiet-yrisi Syrisil continues developing in leaps and bounds. As the society of stilt towns experiences wealth stratification, export craftsmanship continues to grow, contributing to the prominence of this still mostly non-urban civilization. More and more fishing and hunting villages of the Alignak river valley start pulling their resources together in primitive leagues and proto-republics, eventually coalescing into simple city-states, but they quickly fall under the economic and political influence of the powerful Yulup-Sylla diarchy. Meanwhile, the network of Wiet-yrisi Syrisilian colonies keeps growing, as many settlers of the Bolevel island venture farther east along the shore, until they find several bays rich with sea cucumber and kelp, where their numbers start to grow. (Wiet-yrisi Syrisil: +1 Prominence, +15% Centralization, -5% Conformity, +1 Population Centers in Region 2; player must choose type of new Power Point; Region 5: +1 Urbanization)


The newly explored part of the Bolevel island is named by the Wiet-yrisi Syrisilian colonists Es'el-jat (meaning “Fingers From Sea,” referring to the black volcanic rock formations deeper in land). It’s a steamy rainforest climbing the volcanic mountain slopes that pierce the always dense layer of rainclouds. Some of the volcanic valleys and craters, as well as the massive lowland in the island’s middle part, form lakes of different sizes, with vastly unique and different aquatic ecosystems. Some of the high altitude lakes are impacted by the vulcanism, with very different effect, ranging from poisonous waters to warm, saline mudbaths. Fertile soils get washed away into the sea pretty fast, but the density of the forests and wildlife is extreme. Birds and carnivorous lemur monkeys are the biggest land animals, while the insect realm is extremely divers and rather dangerous, with cannibal ants, poisonous bees, and various types of parasitic maggots being the the main dangers for the travellers. Despite the hostile (albeit, vibrant) ecosystem, the region is rich with a great diversity of minerals and metals.



Spoiler :
Foggy morning in a Wiet-yrisi Syrisilian village during low tide

X9FjEEogM7VU3rECUbKCorMvzl6URVY7nTvAvjHAYho3McHotXwfVC2jYz5rwAKJlq2GdoaTP9AyhZbvi9WH6Vp3h19RDi3ZxZ7TzIGVpUR451azs-Z-5tDMJy8E-au7DiCWqO9i





Back on the continent, the Sheneti Syrisil people keep enjoying the lack of disturbances from their neighbors. The floodland agriculturalists don’t form into city-states like their north-eastern cousins, but they actively trade between each other using the plentiful rivers for transportation, and this leads to an extensive cultural exchange. (Sheneti Syrisil: +10% Conformity)


Spoiler :
Stilt fishers along the Fee Shenete coast

rZZjjllK-EG8pxesLI6NlC1L3ws7seDfeYAQsZcEDGzxESwDxFPFvFZ-z2MlNMyk6PXyq4jFNeDOmH_YaBjP3n4cMlVVueDu_674QybXyzMDowFapthH2el0fD038CLniXF5vAsH





Farther to the south, the three-century-long drama of Nekeni resistance to the upstart power of Dyesynil comes to an end. Their remaining cities in Pulete withstand decades of “Nykenil” onslaught, surviving several sieges, until eventually their agricultural economies crumble, and the numerous Nekeni armies raise the remnant settlements to the ground. This creates a wave of refugees to Fee Shenete (specifically, to the eastern Fee’nak river basin), where the young city of Dyesynil aLytu accepts them with open arms. Over the course of the century, these refugee communities settle the Fee’nak river valley and form several small towns at its delta, keeping the torch of the Dyesynilian civilization lit for now. (Dyesynil: -2 Population Centers in Region 12, -5% Centralization, -5% Conformity, +1 Population Centers in Region 9; player must choose type of new Power Point)


Spoiler :
Fortified town of Dyesynilian refugees in Fee Shenete

7TMys445Lb0lOpYXSmxyd8j-pKzB3t0nLt6Y8Ioxbfa1Kq4ybsNeI7ccTSecxuw3Q7FRav4EgU1Bh2kKxIrNOz2v3iN0dBle5e9cZnCVHeMsAd2XCI1BOB18EXOuA4dHgTPCad0P





Back among the triumphant Nekenee, Merchant Prince Lekinam of Kineka, the hailed Scorch of Dyesynil becomes the founder of a new dynasty - albeit the Kinekan dynasticism is surrogative in nature, as the city-state is still ruled by the oligarchy, and the next prospect ruler gets adopted by the aging Merchant Prince. Still, the Lekinamid dynasty soon becomes the economic powerhouse among the Nekenee city-states, with its splendour and prosperity unrivaled. This age becomes “golden” in a literal sense when jade dice and golden rings get adopted by Kinakan (and then other Nekeni) traders as a formal currency. With the appearance of the first measurable, uniform currency in the Land of the Shining Sky, trade become incredibly profitable and simplified, and by the end of the century first formalized works of mathematics begin to emerge, spearheading the rise of Nekeni intellectual tradition. Naturally, other side effects of this urban flourishing is the improvement of jewelry making and metalworking, as well as the general attractiveness of the Nekeni lifestyle and values to the people outside their civilization. (Nekenee: +2 Prominence, +1 Mercantilism, +1 Assimilation, +1 Material Culture)


Spoiler :
Prosperous small town of the Nekenee in the Pulete highlands

zlCY7v-aCaJVGORJi8jx_WG0Wc2unxitG6ChP-LaSNbu0cSMk-F0Y2SfoQL80mkNIHGsXJhsw3YPVmN-e6kkuzmRQpxUWbAS_mlakbTucrll1J7TEnjH5ql514X4ElDZQe7EAEgK





In the fringes of the Inner Sea, the Nadelis Turape culture remains enjoying the continuous contact with the relatively sophisticated Wiet-yrisi Syrisilian colonists. The ongoing trade with the continent bring about a century of material prosperity to the settlers of the forested mountains, and this age of plenty leads to societal stratification and division of wealth. (Nadelis Turape: +2 Prominence, +1 Comity)


Spoiler :
Celebration in a Nadelis Turapan village on a mountain slope

5rVhdWh3Q8jQSVJFJz_SysWM-oXEuCRsZLgxiLEd6rBrIhD5KpupCi7yHIsIEqRp9cSCZWBbdUQ5LfRPRoQmd2vm7BjLNZStpuDZ351vpozLsR3Z7PwcP8WgnSIlIuXwX7oTszST





The Bolevel Turape people also enjoy the proximity of the ever-present Wiet-yrisi Syrisilian colonists. Except the latter’s expeditions into Es'el-jat become too dependent on the Bolevel Turapan provisions and guides, and many villages end up becoming too dependent on the native islanders during the hungry years. This dependency proves useful for the Bolevel Turape, as they take many Wiet-yrisi Syrisilian women as wives, and they bring a level of cultural and civic sophistication with them that helps the islanders to form a more cohesive culture - something that the stagnant Sagulan Turape keep failing to do. (Bolevel Turape: +10% Conformity, 1 Population Center of Wiet-yrisi Syrisil is influenced by Bolevel Turape for 1 turn (influencing player has the first choice of Cultural or Military Power Point to use))


Spoiler :
Bolevel Turapan shell gatherers

-zs_P0HLKvakJVfZuQjvI_wOTrq3XXLqWFmrA4s6jFELkVrwuYPSfDNvTA6yOySFK_061MHKnnyq_i78AH09zP9GE7DxYiNN5rlWJkRpk26PZtTHUwncWwA3xRdIzOdppkl9cpQn





The Insular Aghak culture shortly flourishes and develops more sophisticated artisanal styles (at least, compared to its original primitivity - all thanks to the growing link with the continantal settlements in Hattara. (Insular Aghak: +1 Prominence, +1 Material Culture)


Spoiler :
Insular Aghaki boatman

6ITaTjZZkMVzvjAHuJnFjt7qRpxVV_tLGp_aVM21xDxi-Eaa_f9g5Qt4dmFeZgVnYkd5VEqSiuFz7yKVKbzzyqDufsZSsQ0xtF3a5Gkg9gS-rKNEWbbifPodQQ1Q6NazlMGpj5wj





Despite the separation of the two cultures, the outback pastoralists of Continental Aghak continue mingling with their homeland through occasional “wife voyages” across the sea. Despite being too rare to truly unite the distant kin together, this cultural exchange does allow the insular craftwork style to find its way to the clans of kangaroo hunters. (Continental Aghak: +1 Material Culture)


Spoiler :
Short-snout kangaroos of Obarer savanna

GOgmB2D-moOTilfcsH8rXxR4nvFqxN0h_BX681o0MlYmj-VO6e5QOvDrIFfBejco0RqUWJo68EqMRbc2mjaAKL1dLZBazj7IXoovnVEUW2GOH7NKoQ2bZsu56Evlg7AZA313USQe





Deeper inland, the Hazo people of Hattara are retreating (although doubtfully from the peaceful and guarded Aghak fishers) into the more rich Astinanana woods. This is just a part of their continued, massive migration as their surprisingly centralized and cohesive culture keeps spreading widely across the countless forested valleys. Despite some fringe communities falling victims to Shaln Trakkan incursions or becoming the mercenaries in the Happataran Water Wars, the core of the civilization enjoyed the prosperity and peace brought by the Laholona dynasty, and a new distinct caste emerges thanks to the continued trade exchange between the distant forest villages: the Mpik-Varotra, a merchant caste combining the running prowess of the Mpik-Hazak with access to the Happataran and native Hazoan goods. In addition, new idols and totems spearhead a development of distinctly unique architectural style among the infamously non-urbanized Hazo. (Hazo: +4 Prominence, 1 Population Center migrates from Region 33 to Region 24)

Spoiler :
A prized wood carved figurine of Hazoan production

HV3Ajfl3av8KSR8Pi2ZnlGmZ4dX45Kn9dw74vJ7dVjGoMdIKhAx7_Caz3UxlBYbjAE-pENTinFssVY0KySkGUpuhxtNmaDWPWvpBkc690TDj5rN4iOBllhZYAk-FuSrUoQn8pOy_





With the Hazoan onslaught over, the Bashtunari natives enjoy a century of stable rebuilding of their households in the inhospitable Bashtun shrublands. (Bashtunari: -5% Centralization, -5% Conformity, +1 Population Centers in Region 21; player must choose type of new Power Point)


Spoiler :
Bashtunari hunter

Uvvx2OYfiogqVVtIsR6r0lFQ0_aGdIDNqypdHKSU5uChc1tZnQZocD3TqeDG4Pj2epkXZ59fCt_PsY7unw4cujRO-dvK-ST_nupgsVytQBd58rKT3ZgfnR3X7mFLf8I1Y2CPM9c3





Among the Agomai tribes, meanwhile, war remained a favorite pastime, as war parties once again venture from Agoru highlands into the canyon country of Aoni-chehek. There, many Yonike villages are again looted and forced to pay tribute - while the loot becomes a foundation of another century of material prosperity for the Agomai. (Agomai: +1 Prominence; 1 Population Center of Yonike is occupied by Agomai for 1 turn (occupying player has the first choice of Cultural or Military Power Point to use))


Spoiler :
Agomai depiction of a clash of war parties

L4gG-9t7Vih6Nm-ZgrqPE0n67JFCiitcjY4ZSRELk8jgZjKJj5-yWuYvZZfE3WmV8_IyTjCGawwc9xMjzRvH49FtsV4fRbt7TCPV2Qka8zIoq7wTFIZBvn9kId5LKA_6HNFHMDFE





The Agomai invasions are not an accident, as the canyon people of Yonike become noticeable in that century thanks to their more advanced use of clay pottery - naturally attracting the subjugators. (Yonike: +1 Material Culture)


Spoiler :
Hidden village of Yonike people in the Grand Canyon of Aoni-chehek

NvClXTrL7Lof3qAfhoWx9EZEw-0yEEOltybQ2V8T-20W6_VrBfq9SAkZcu-s3KiU9WO0rBAdYPZotOdcRsaBOtdxZii8YBE9T6omIrCLuxAVonej87HfsdIMw8y70tNV_FYfU_wg





Farther north and north-east, the Tantanari people triumphantly return to the alluvial plains of Nantara - and they come back with a vengeance. After the military successes of their “mercenary chieftains” in the Water Wars, followed by a takeover of several Happataran towns with significant Happatanari minorities, the eastern Tantanari were clearly sensing blood in the water. In this century, they use the conquered towns as a springboard for further incursions into the territory of cities allied to the city of Tahtarapa and its Padatid dynasty. Having lost their mercenary muscle, the Padatids gather a massive levy army and battle the Tantanari in a series of wars that later get described in the oral epic of Nariyaga under a collective name of “the War of the Silt Shores.” The conflict (or a series of campaigns, really) is indecisive, but it clearly puts the Tahtarapans and their allies on the backfoot. With the pressure from the Padatids no longer impacting their heartland and even their frontiers, the Tantanari grow in numbers across the urbanized plains, while in the forests of Tantara they clear more glades and productive hunting grounds, albeit at the cost of overstretching the ecosystem’s ability to support itself. (Tantanari: -5% Centralization, -5% Conformity, +1 Population Centers in Region 23; player must choose type of new Power Point; Region 22: +1 Max Capacity, -1 Wilderness)


The Epic of the Nariyaga:
The War of the Silt Shores becomes one of the most memorable, heroic parts of the Nariyaga epic. Approximately at the same time, the Tantanari bards and storytellers come up with the canon of the Nari origin story. Meanwhile, all the stories in between these two myths (the foundational origin story and the heroic culmination) remain fairly fluid and ranging wildly from one storytelling tradition to another. (Bonus: +2 CP, +20% Conformity; Attribute Demand: Intellectualism 1/4; Length: 12 turns)


Spoiler :
Tantanari champion, along with his squire, preparing for a duel against a Tahtarapan warrior

Fd6NN7ibzwXFS7f2id4hkJbTd-bk2Qob5roYnqTyC_sn56mODhwEb8CxUGhwmb0L0i1mxYg11QSne4SBF4s5oqOi1yM1ercDeqg1UD2NEsG3E9x5IBhK-JCpmJuJG4PkaXP7Pveb





The Left-bank Happatara culture proves that it’s not ready to go down easy under the external pressure. Even though many cities and villages are burned by the turncoat Tantanari “mercenary chieftains,” along with the Hazo sellswords on the service of the right-bankers, the civilization survives and protects its core. In fact, many mudbrick cities are drawn to the umbrella of Padatid protection by the constant onslaught, and by the end of the century the city-state of Tahtarapa finds itself an informal leader among the Happataran city-states of the left bank. The losses suffered by them in the Water Wars and the War of the Silt Shores get quickly replaced as new irrigation schemes get developed, and new mixed types of military-agricultural settlements form on the edges of the densely populated heartland, sometimes in the spots of land previously not considered arable enough by the high Happataran standards. This brings food production back to the pre-war levels and helps the culled population swell even more. Combined with the constant stream of war refugees coming to the cities, the urbanization only increases, dragging with it growth of urban manufacturing and craft. (Left-bank Happatara: -1 Population Center in Region 23, +1 Prominence, +5% Centralization, -5% Conformity, +1 Population Centers in Region 23; player must choose type of new Power Point; Region 23: +1 Max Capacity, +1 Urbanization)


Spoiler :
The city of Tahtarapa

Ym0VY8shGKZFpYK2nYkpkntEP3lH8Xmi0owUtTo88yoYDj_3rpiGia2xnKItwa86xxXHHIoxGSRsnyS5GCNYu7nA9SRbzDRCtvt6ZyR9iZOo55mCpa7BzskD1UAyb7xHmKfJ8V4q





The Right-bank Happatara people don’t have to deal with a do-or-die challenge, and the lack of pressure to survive (along with a perceived victory in the Water Wars) sets them on a course for more peaceful and gradual development. Over time, the practice of hiring Hazo warriors (or even entire clans) as the military muscle gets abandoned. Perhaps, it’s caused by the pressure experienced by the eastern Hazo from the Shaln Trasque, or by the right-bankers developing their own taste for raid-focused warfare (or, maybe, a combination of the two). At the same time, the prosperity of the right-bank cities of Nantara drives growth of trade and urban barter. At the same time, the trioof city-states of Jaratta, Tartapad, and Gattaka emerges as the key candidates for the political leadership among the Happatara of the right bank. (Right-bank Happatara: +1 Mercantilism, +1 Depredation)


Spoiler :
Gattakan urban militia (back) and Hazo mercenaries (front) train before a raid to the left bank

TWqkqx0DgCv5PDo0yFiioI9KUgJCKV7S2ngtW9Rwz1jw2GbwuVJKuVofJtgiDchC5stwmO4bD_kn_QKxDk2aPRfLbtuETRykwMAVmEDJi2U0mlgNzpGJlOATf2eHWm3IMRGSFm8x





The story of the 24th century Nantara would be incomplete without mentioning the ethnoclass of the Happatanari. Their contribution to the Tantanari culture and economy is questionable, but they do find their way into commerce and trade as well, leveraging their positions as scribes, administrators, and lorekeepers of the pyramidal urban societies of Nantara. (Happatanari: +1 Mercantilism)


Spoiler :
Happatanari scribes working on a temple inscription

wRw6j-8gh9zbO71TnMF_8kYhOBzjKtlZr5Kdzcy0bPkZ7Rrj0CmTh1xW7veNc5tCaWGlmuqyrWe7y_HuP8UWQvp2sOmUYEoC3aITzXhNS2RSQ9C7JYfSVAKp0ccFFhTedxZk--ut




GM's notes:

  • As an excuse for a long updating time, I'm adding way more visuals to the story. I'll try to keep the narration more visual in general, although maybe not with as many pictures.
  • I'll try to make the start of this thread more engaging for new players. It may take some time, though.
  • I HIGHLY encourage stories, setting entries, etc. I'll give people bonuses when I roll their dice for their contribution to the setting. How will these bonuses manifest? I don't know yet - need to run some balancing rolls first.
  • Spread the word of this game among your fellow NESers and IOTers. Tell them there's plenty of civs to choose from.
 
Tantanari warfare:

The Tantanari were a people that existed in a heavily forested environment, and developed tactics and weaponry to match.


Equipment: The average Tantanari forest dweller did not carry much in the form of armor, lacking a developed form of metallurgy (or metals) to make armor. Instead, warriors would don furs or leather. While the thick forest worked against the use of bows and other long range projectiles, the Tantanari developed short ranged blowpipes with poison coated tips laden with shamanic curses. These were the striking arm of the Tantanari warriors, and were perfect for ambushes, because they were very quiet. The only warning an enemy would have is their comrades dropping dead as the poison did its work. For close quarter combat, Tantanari warriors carried short spears and light wooden shield. While these shields did not provide much cover, and wouldn’t hold up well in sustained combat, with speed and ease of carrying while on the move being prioritized over protection, they were more than adequate for the warrior’s needs.


7N21mnK1MGclWL2vdnot2K27y0fqONI5I0XUemHHiNzCn0XrX2Ln3O6cPa7aOzaoH0Cp7GeK0I-XAoSSY0J5O9D9tCXnCI63bb3dz6PNKhaM5YzsTiZQatFkZcfWSGwcBoBBr6rM


The humble coral snake, the source from which the Tantanari draw their coating of neurotoxin


Tactics: The Tantanari favored small units carrying out quick ambushes, with a typical warband containing between a dozen and 3 dozen warriors. Battles were usually one sided, with one side sneaking up on the other and applying a hail of poison darts to thin numbers quickly and break enemy morale. The Tantanari view of warfare is expressed perfectly in the nariyaga, when the legendary chief Amadi said, “A battle should be like drowning - quick, silent and deadly”.

If needed, warriors carried short spears to move in for the kill in close quarters combat. If done right, this stage of battle will merely be clean up, hence the lack of a sturdy shield. The rapid pace a unit could move in the forest plus the difficulty of finding warriors in the thick forest at least partially motivated the Padatids widespread clearing of Tantara forest during the first round of violence. When the Tantanari however came to the plains, the Left bank Happatarans archer fire massacred their formations.


v-bYY_yWKl2Tmz1oMSzEBLoVkhcv8f14m39pwUNTqG0V_4CWRoAgl6yRVz_zCyYhXheM_J2mApo96Z3-WTlZG09N0p1pd2T8lS-mWUFQW8J4VGKt7FmOpwcQ66NtBJQTzgrqHDpK


Stylized depiction of Tantanari warrior preparing for an ambush


Urban Tantanari: Movement into the open Nanatara plains shifted Tantanari tactics somewhat. Leather armor and shields became sturdier in order to account for bowmen. The Tantanari never fully became acquainted with large scale use of heavy armor because the knowledge and skill to make it lay with the Left bank happatarans who monopolized it, never fully trusting the Tantanari mercenary community in their midst. Instead they developed into devastatingly effective light infantry. While Tantanari mercenaries weren’t necessarily just professional soldiers, often tending to other roles when not on campaign, every man learned how to fight from a young age, with militia training being mandated. Furthermore, the Tantanari held long distance running competitions quite often and encouraged other stamina building exercises for their youths. Tantanari mercenaries traded the blowpipes of their forest kin for javelins, more effective at piercing the armor of Happatara infantry. They relied on their speed and shields in order to close the distance without getting shot by bowmen, and used spears to penetrate into exposed parts of armored infantry. A key development during the war of the Silted Shores was the use of signals to coordinate movement, allowing for greater unit cohesiveness in battle.
 
Hazo (Turn 25) [2 Demographic, 4/5 Culture, 1 Economic, 1 Military(?)]
-2 Demographic Points into Survival in Region 33
-2 Cultural Points into Comity into Centralisation
-2 Cultural Points into Spiritualism/Comity into the Quest (ignore the Comity point if we lost a Cultural Point due to Shaln Trasque influence)
-1 Cultural Point lost due to Conformity
-1 Economic Point into Merchantalism against a Shaln Trasque POP in Region 33
-1 Military Point into Conquest against a Shaln Trasque POP in Region 33 (ignore this order if we lost a Military Point to the Shaln Trasque)

Quest name: Cult of Mother Nany and the Second Laholona Dynasty
Quest description: The constant conflict that the Hazo found themselves in has significantly reduced the male population. Between the conflict with the Bashtunari and the Shaln Trasque and the seemingly unending mercenary warfare, so many lay dead or subjugated the Shaln Trasque. Women were encouraged to find multiple husbands, without genetic testing this led to lineage and inheritance soley being determined by the mother. This reinvigorated the population growth of the Hazo and also led to a significant religious shift.

The Fertility Goddess Nany became popular during this period. She became commonly known as Siliko’s mother. The origin myths around Laholona changed also. Laholona Laholona became a spirit created by Siliko that transcended gender, who was created to lead the Hazo in his name. They united the Hazo, but were wounded in their final battle and chose Laholona Fahendrena to succeed them. As part of this shift, Laholonas underwent a symbolic rebirthing ritual where they would “become children of Laholona Fahendrena”. This fundamental shift in the understanding of the role and legacy of the Laholona marked the end of what historians referred to as the First Laholona Dynasty and the beginning of the Second Laholona Dynasty.

This shift took some time to fully penetrate Hazo society. Starting in the far eastern Hazo tribes, the practice spread to Bashtun through the Mpik-Hazak and then the Volahany and then to the Laholonas. The shift then trickled down throughout Hazo society, until it had influenced all of the Hazo.

Suggested quest bonus: +1 Demographic Point, +10% Conformity, 1 Prominence
Suggested quest attribute demand: Spiritualism (1), Comity (1)
Suggested modifier's length: 9-10 Turns

Narrative Orders: A population boom occurred in Hattara. The transition from the First and Second Laholona Dynasties involved a lot of sublte changes to the government structure of the Hazo, maintaining the Laholona’s power in spite of the ever expanding population of the Hazo.

In an epic piece of irony, the Hazo use the urbanisation of the Shaln Trasque against them. The Hazo occupy abandoned cave-cities of the Shaln Trasque in Astinanana. These caves are used as the launching points of raids against the less urbanised Shaln Trasque in Hattara. Crafty Mpik-Varotra sell the minerals in the caves to the Shaln Trasque in Hattara and make them economically dependent on the Hazo.
 
Last edited:
Trasque En Ettin Shadb (6/7 CP, 0/1 DP, 1/3 EP, 1/1 MP)
- Eshan-Ro (Cultural/Comity x2): Doing the thing.
- Intellectualism (Cultural/Intellectualism on Comity): The ongoing 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): 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 25 x2): The increase in strife between Shaln and Shadb has led some spiritual leaders to attempt to bring them back into the fold.
- Innovation (Economic/Innovation in Region 34 to increase Max Capacity): Trakkan hunters continue to develop their techniques for preserving meat and other foods through the periods between migrations.
- Invasion (Military/Conquest on Chorok occupied pop center in Region 34 x1): Reeling from recent defeats, Roque-Esh tries to reassert control over Chorok-dominated cities
- One Demographic and One Cultural Point unused due to low Conformity
- Two Economic Points unused due to low Centralization
 
Last edited:
Trakkan Summary for first page
The tribes of Trasque dominate the central mountain range of the continent. The southern tribes of the Shaln live along the Trasque-Shaln (Second Tall Ridge), interacting with the Hazo tribes of Astinana and the Chorok Enaman in Masque-Una-Eshal (Land Over Corruption). While they’d initially lived in Trasque-Shaln, overpopulation and depletion of local wildlife forced them to largely abandoned the mountainous core for more hospitable northerly climes. The northern tribes of the Shadb are more domineering, primarily due to the influence of the militant city-state of Roque-Eshan. They’re well-known for their massive cities, being even more urbanized than the Happatara and Nekenee peoples, from which they attempt to dominate the Chorok tribes of Masque-Una-Eshal. In response to stiffening Chorok resistance Roque-Eshan has begun to unite the Shadb tribes behind it.
 
Nekenee Orders
Intellectualism on Intellectualism
Intellectualism on Industry
Intellectualism on Seafaring
Intellectualism on Assimilation
Intellectualism on Material Culture
Intellectualism on Comity
Intellectualism on Conquest
Mercantilism on Dyesynil
Mercantilism on Dyesynil
Mercantilism on Sheneti Syrisil
Depredation on Wiet-yrisi Syrisil in region 11
Industry on region 12

Narritive:
With the Dyesynil pushed from Pulete, the merchant princes of the Nekenee began an age of academic excellence. Investments in intellectual pursuits were funded using their newly minted coinage. Attempts at shipbuilding were also attempted in order to open even more markets to the money hungry merchants. While the homelands of the Nekenee were experiencing an age of peace, the war against the Dyesynil continued. Using their massive wealth they brought out many in Fee Shenete, with the intent of forming a mercenary army to drive the Dyesynil from existence. They also led an army against a settlement that had sprouted up in the metal rich land of Zahnenee.
 
Nadelis Turape Orders
-Survivalism to populate region 7
-Comity to improve Conformity
-Comity to improve Conformity
-Industry to improve Urbanization in region 6
 
Back
Top Bottom