Update 2: Stop! You’re too fast! You’re Hurting Me!
25 Years
50 Years since Beginning
Late Bronze Age
No Calendar Yet
America
Kxqjza
-Exists
-Is warned about the consequences of trolling
-Is provided with neighbors
Quiltec
-Exists
-Good relations with neighbors: culturally significant (I like culturization you provided so far)
-Does not have access to the mainland
NPC’s
-Exist
Other
-Role Playing Challenge: Name your Neighbors!
North Seas
International
Ostrian Republic and Vahlshallah Stafia fight over Juteland!
-The Republican army is massive, numbering nearly thirty thousand men, with a few thousand mounted. Also includes engineers to build catapults. Somewhat experienced men. Believes Stafian Capital is on Juteland. Came more to destroy, than to conquer.
-Stafian Army is rugged and harded. More used to raiding than fighting battles, but they can do that too.Ten thousand warriors were gathered, more if colonists and slaves were counted.
-Jutelanders form a number of clans who have long suffered under Stafian raids on the coasts. Generally, they raided Republican convoys and Stafian settlements alike, but more specifically helped Stafia more than the Ostrians.
-The Ostrians succeed in burning half of Stafian-Juteland and establishing Jutelander colonies to the south. They did not find the Stafian capital. Stafian raids on Ostria intensify, easily beating off the still weak but quite annoying and growing navy of the Republic.
Ostrian Republic
-Successfully invades Juteland. Resulting in burning of Stafian Juteland, colonization of the western Jutelander coast,
-Green South Jutelanders ask for your Overlordship
-Attempts to form navy not very successful, as Stafian raids intensify and break up large groups of ships. Builders think about fireproofing with furs, and setting up catapults on large rafts.
-Further invasion upriver stall due to formation of local kingdoms (Names!)
Stafia
-Juteland invasion failed due to Ostrian attack. Raider army disintegrated: most returned to their ships to raid Ostria proper instead of fight Ostrian armies. Half of the Juteland colonies were burned. Although many homes were burned, the treasures gained were great.
-A catapult is captured. You figured out how to use it, but not how to replicate it.
-War with the rebellious king of Yasha successful, the ex-Stafian king’s peasants were no match for roaring, experienced raiders and axemen.
-Blue Jutelanders ask for your overlordship
Ostrian Kingdom
-Not experienced with local Clan structure, gains insecure overlordship over many minor clans
-Republican and Stafian refugees from the Jutelander war lead to ghetto-esque slums across the river. Riots occur at the news of victory or defeat.
-Offered defensive alliance by the Blood Stone Clan (Sussex) to further secure trade routes developing
Kansan Tuuhat Saarta
-Trade expansion works with construction of a new port
-Nearby tribes wish for more official contact (Names!)
-Trade to west successful, war leads to high demand for various goods
-Hafnia (see NPC’s) offer a trading and defensive agreement
Black Dog Clan
-Raids Wales, and fights off forces from both the Oak Circle and the Red Dragon Clan.They gain much treasure and sheep, but suffer high casualties as the Red Dragons claim the denuded coasts under their protection
-Scottish raid successful, but lead to expansion of scottish clans and the formation of a minor Scottish Confedearcy
-Large fishing party stores a record amount of fish! Filled to the brim, the carefully coordinated expedition quickly becomes legendary, and is known for unique (you determine) inter-ship communicaiton
-Trade with the Land Roar provides many key goods at lower prices due to their new settlement. The Red Foxes are jealous of this arrangement and make an alliance with the Red Dragons
-The Black Dog Clan have attempted many things, and their people are both exhausted and triumphant. However, some fear that further work might push them too far, as dangers rise on all sides. (aka, you ordered alot. Also, I’m assuming raiding on non-major clan oriented areas occur naturally, and you ordered merel major raids and/or focuses)
-High Pack Clan offers Black Dog Clan a raiding racket on the clans of Scotland, combine their ships, to burn down their rival’s defensive fleets and then have a field day looting and pillaging.
NPC’s
-The Cyan Jutelander Tribe (Copenhagan, hence known as Hafnia) becomes a minor power after annexing several South-Swedish tribes and wealth from trade with Kansan Tuhat Saarta
Other
-The winters still grow longer and the summers shorter and colder. Elders worry at the size of the harvests. Especially hard hit is Ostria (still recovering from civil war). More and more people raid instead of trade, and those not under protection of a larger power suffer the most.
Antipodeia
Barkindji
-Barkindji becomes center of a large anti-Wergaia alliance. Influx of manpower and weapons also lead to growing trade and urban development. Culture also flourishes, but is focused on successes of small skirmishes rather than the existational threat of all out war with Wergaia
-Barkindju suffers further raids but manages to turn them away before they can reach the river or their capital.
Maraca
-Establishes a military outpost near the Wergaia. Leads to trade between the two peoples.
-Ship building experiment succeeds somewhat, and they make contact with the Karta
NPC’s
-Wergaia launches many large raids while they colonize and secure the southern foothills. Previous instability was assaged with loot, but raiding grows harder and the chiefs push for another all out invasion, this time aimed at Barkindji. They do not yet recognize the amount the support Barkindji has. Others suggest they should attack Bergum, which would anger their Karta allies. But they are the Wergaia! Allies are for weaklings!
-Karta carefully begins recolonizing Ngarrindjeri, having made an agreement with the Wergaia
Other
-The weather is becoming noticeably dry and windy. Irrigation ditches must be dug deeper, and dust rise from the fields after a good plowing. It is becoming hard to feed the concentration of manpower in Barkindji
Mesopotamia
Otterman Empire
-Otterman Military Organization decentralizes the command of the armies on campaign. The generals are given objectives rather than orders, and successful ones are awarded. Presumably, unsuccessful ones are taught to swim with the otters. This has lead to an increasing amount of people close to the Ottan or the High Priests: especially family members, becoming generals as others who are not as sure of themselves or their connections increasingly acquire smaller or less independent posts.
-Repair and settlement of Mesopotamia goes apace. Counter raids and rebellions by the Euphrates diminished until nigh non-existant after a decade.
-Republic of Antioch men make investments in Mesopotamia, granting favors to the Otter Priests and establishing large landholdings near the Republic’s borders. Some feel this is heresy punishable by war. Others say it is further proof of Antioch’s good faith in giving them money and support to rebuild. Especially since the landowners pay their dues and go to church like good Ottermen.
-Euphrates continue to court their nomadic allies, marrying into the sands. The desertmen’s water and earth faith begins to spread within the Holy Euphrates, and Mesopotamia as well. Ottan’s advisors predict an invasion on (Kuwait), which was open to the southern sands.
NPC’s
-Antioch loses further battles against Cypress. Their army is now the laughingstock of the region
Other
-The weather is getting wetter. The river floods run higher and the springtime rains often wash away roads and other infrastructure.
Indus
GHAGGAR IS NOW NPC’D
Region is dead. Shall develop naturally, but I would update their situation every sunday. Addition stuff if I have the time.
South Eas Asia
SIAM IS NOW NPC’D
Region is now dead. No culture or roleplaying means I won’t maintain this region at all, whatsoever.
BAY OF BENGAL
Yanawratharyedynlwin
-Builds new ships based on Ngrakaeng designs. They are fairly sea worthy, but still not as good as those of their neighbors. Better than those to the north, however.
-Uses terror tactics to pacify Myentalapurinaw. Although these do work somewhat, the further existance of the Federation of Myentalapurinaw complicates things as people flee instead of stick around. Myentalapurinaw trades with Ngrakaeng for bronze weapons from the far west, and arm their desparate refugees and prepare to retart the war with Chyangphyawngari at their back.
-The newly conquered lands were slowly resettled by veterans of the war. To grow more rice. MOAR RICE.
NPC’s
-Malwayngamaeagni offer to send soldiers to help Yanawratharyednlwin if the latter end their fued and declare them the better of the two. They threaten to invade to end the fued once and for all if they are rejected.
-The Shayam begin overland trade with Chyangphyawangari through a new tribal confederacy.
Other
-The Monsoons are getting weaker, and the dry season longer. Although the dikes help retain water, the river alone isn’t enough for rice without, at current technology, extensive labor... labor which is needed to run wars.
Mediterranean
Ietan League vs Gramad League!
-Ietan League seeks to blockade the Gramads using their larger fleet
-Gramads place marines on their ships and convoys their merchants
-Gramads retains their trade routes by mixing foreign ships into their convoys, and by inventing a movable spiked ram which can be deployed when an Ietan ship tries to ram it’s side by jamming it up. This leads to boarding action and generally victory to the Gramad marines.
Astacean League
-Didn’t Send Orders
-NPC’d, expansionist, somewhat passive foreign policy, accepting of semi-independent houses
Greek Empire
-Civil war leads to instability
-Philip of Makedon manages to hold off Alexander by using a mixture of pike phalanx and light swordsmen, who chop up Alexander’s formations and forced him to retreat
-Ionian Cities threaten to leave. They have pulled back their ships and with held fresh recruits from joining the campaign
-Economy increases somewhat due to new lands and increased trade. Veterans who settled the new lands last turn are now turning out record harvests and productivity.
Ietan League
-Fails to blockade the Gramads but manages to save most of their fleet. They seek a way to attack the enemy ships efficiently without risking counterramming.
-Expands their navy well
-Convinces Torlii to join their nation after some shady dealing. New port city enables colonization of Jars, (Sardinia)
-Overextended in negotiatons with Famn, who remain independent and allied with the Jolryn, Namnit joins.
Gramad League
-Succeeds in breaking the Ietan blockade.
-Success leads to many cities joining the Gramad League
-[Epirus] asks for Gramad League’s protection from the “Failing” Greek Empire.
Malta
-Role as neutral trading state greatly increases wealth from trading
-Successfully settles Carthage. Local tribesmen begin trading, especially wheat from the inner river valleys
-Nova Vahalla established north of [Epirus]. Very exposed to barbarian attacks and not very developed, and often used as a port for smugglers from Gramad, who do not want to sail in regulated convoys.
NPC’s
-[Krete] forms alliance with [Cyrus]
-[Trojans] establish colonies in the Black Sea
Other
Although the summers have been shorter and cooler, the springtime has become noticeably drier, leading to less intensive cultivation or shift to commercial agriculture.
Update Log
5 Minutes: Setup
12 Minutes: America
40 Minutes: North Sea
15 Minutes: Antipodeia
10 Minutes: Mesopotamia
5 Minutes: NPC’d regions
10 Minutes: Bay of Bengal (Not in the timer!)
25 Minutes: Mediterranean
Total: About 2 Hours
Other
Remember that in the future, maps will only be guaranteed for Sunday Updates, although I might do them for all updates.
Please name your neighbors! And please use a map! Both are very helpful but not necessary.
Role Playing Challenge: How does your culture see Acne? Yaknow, pimples.
I'm allowing players to send guidelines for nearby NPC's. However, unlike sending for their own country I will monitor NPC statuses carefully. Also, with quick update I dunno how many would want to do so.
Order quality has been really good so far, but in the end they don't have to be that complex ALWAYS. Keep that in mind, as a one-two line order, written in character, can still alot to the NES.
Note I've changed update length to 25 years each.