Turn 3NixosFrom his womb, Nixos birthed the serpents known as the Floulen, serpents that fed on flesh as well as light itself. They were cunning predators, cornering and tricking prey and predator alike. As sapients, they were even more cunning, quickly recognising that they were not the first intelligence to swim the seas and slither on land and quickly did they figure that unlike them, these other races had the ability to craft. They were not angered at the llimitations of their bodies or whatever blessing their creator had given them. They were not in awe of their predecessors advancements or knowledge. They did not cower from the might of the great civilisations that had existed for centuries.
No, these 'Knon', 'Radrax' and 'Grigoi' were merely prey. Smart prey, true, but they lacked what the Floulen enjoyed; the cunning of Nature itself. With guile, subterfuge and trickery, the Floulen raided the other races for food, goods and most importantly, slaves (with the exception of the Knon, who could not be fought directly). After all, if Father Nixos wanted them to prosper they would need fine produce and craft and where else would they get them?
Nixos creates the Floulen!
The Floulen begin raiding the other races!
Ulkhan The Unraveller
The Knon had suffered greatly since the Great Dying with many of the reef-steads and vent-cities abandoned ruin. Of all that remained were mixed tribal populations around the few remaining vents and volcanoes. Regardless, these tribes continued on with their traditions, now greatly changed by the Dying. In time, these remnants slowly developed new technologies and customs to deal with their new environments. The custom of storing food, keeping records, creating advanced tools and the domestication of various organisms all developed as a result of the Dying.
The various sea-dwelling Knon also changed as the years went on. With a vast underclass of juveniles, the remaining elders took up authority over their peoples, despite their desires to contemplate. Deeming the youth too foolish, they developed intricate caste systems that assigned certain ages and even certain lineages to certain tasks, with some even outlawing the old duels an consumption of elders. Other tribes in comparison allowed younger Knon to rule, instead taking up the position of Teacher, who would guide their peoples towards a better future without the caveat that they would have to deal with day-to-day problems. In time, these caste systems solidified, with a basic 'Youth, Ruler and Scholar' system becoming the norm. It was the job of the youth to obey and toil, the rulers to lead and organise while the scholars learnt and prayed. As such, the old divisions of Reef, Vent and Storm slowly eroded, to be replaced by Youth, Ruler and Scholar.
On the surface, developments had occurred differently. Those refugees of every race had ended up in land occupied and claimed by the Exiled, 'youths' who had disobeyed tradition and settled on land. While individually they could not stand against the tide of refugees that emerged from the seas, together they were able to defeat any that stepped forward, even the older Knon...although casualties had been immense in such cases. These refugees eventually came into an agreement with the Exiled; they would swear oaths of loyalty to them and offer tribute to their god and in return they would be allowed to settle the surface. Over the span of centuries, these Exiled piled on yet more oaths upon their tenants to the extent that no longer could one call these creatures Exiled any longer. No, henceforth they would be called Kings!
These Kings soon saw their providence as a sign of the great Ulkhan's favour for their ingenuity and initiative. The Great Dying was their reward; the servants it had provided were there's as long as they could hold them. The Knon, those who could be trusted, would become nobility and advisors, serving the king in all his intellectual needs. Others would be scholars, priests and shamans, to tend towards the God and advance the knowledge of the realm. Those who would dare betray their lord, or those who the king feared, would be sent to toil in meaningless tasks or far away into the sea.
The other races, unless they were knowledgeable, would be assigned the far more 'simpler' tasks. The Grigoi were given the duties of Crafts and Harvest. Like in the Holds of older times, the Grigoi would spend their time in the fields and coasts, ensuring that there was food for all in the grand cities of their divine kings. Others would serve in the cities, crafting all sorts of worldly goods for the realm. The Radrax, seen as cunning if not the most dutiful, were either broken and sent to serve in the king's new armies, or allowed to venture forth into the seas to search for new resources and goods for their lords.
It was in this time of kings and cities that the Knon Kingdoms slowly discovered the wonders of metal , which they promptly sent their Radraxian labourers to dig an their Grigoi craftsmen to smith. This new age also gave birth to the beauty that was the recording of history, debate, true war, finance and taxes; many realms instituted 'head taxes', which saw many kings grow to truly great proportions, becoming elders.
And yet while the Knon slowly but surely regained their numbers, their great god descended. Horrified after the Dying, he glumly took to a mortal form. Manifesting fully on Gaia with what little essence he had, he searched out for the lithotribe he had raised from simplicity and urged them to worship him. Aware of his previous boons, they crouched down and did as they were told up to and including the various orgies and fertility rituals that soon occurred. As these occurred, yet another part of the divine went out in search of the Knon to teach them the ways of the written word through the power of the mind. The Knon who met his form were perplexed; writing existed already through the application of chisel unto stone or clay. After several explanations, some scholars realised truly what the God meant; to use the power of the mind to form words on the clay itself! In time, this innovation spread throughout the Knon world, as a form of calligraphy and a way of showing dominance over other Knon and the lesser races.
In the seas, yet another aspect of Ulkhan searched out for the remnants of the Storm-tribes. An independent sort, the many Storm-dwellers had never adopted the new ways that had slowly spread throughout the ocean and still retained their tribal affiliations. It was these Knon that Ulkhan taught the ways of the 'Blind Death', to kill with ones eyes closed shut. Most Knon were unable to do much with mental gifts, only being able to hurt those a few metres away. Some however proved far more able, draining the blood out of whales kilometres away. These Knon were after a time became known as Stormscions for it seemed to their comrades and enemies that they inherited the wrath of the storm itself.
Pleased, Ulkhan taught the same to other Knon, hoping to achieve similar gains. In this, he was largely unsuccessful. Few had the ability to flex their mental power to the same extent as the Stormtribes, something which made the god curious. Even the students who were able to wield their minds proved to be far weaker than te Stormscions, being better as scribes. This would be a riddle for the ages. Luckily, Ulkhan could wait.
Ulkhan bounds himself to the world!
Sea-dwelling Knon develop stratified caste systems!
Sea-dwelling Knon hae learnt several technologies!
The Exiled have become Kings!
The Knon Kingdoms have progressed into the Bronze Age!
The remnant storm tribes have become adequate psions!
Strormscions have emerged in the storm tribes!
RadgorixCenturies after the Dying, many Radrax had become part of the Knon Kingdoms and became their labourers and soldiers, carrying out their lords' demands. In all this time, they were allowed to worship their god as long as 'proper tribute' was given to their king and the king's god. While at times the people grumbled and even rebelled, these Radrax proved to be ultimately subservient to their Knon masters.
Other Radrax however survived in the sea, catching passing prey, laying out traps or settling by vents or even unclaimed coasts. These tribes traded with the remaining Holds or even the Knon sea-dwellers, providing them with their hunts and trapped prey. Others, hungrier and poorer, took to the raiding life, stealing and killing for what they needed and in some cases even cooperated with the newly-created Floulen. Roving 'Bandit Hordes' became the bane of many, with Floulen serpents pushing their targets forwards into Radraxi traps and ambushes.
Seeing that his people needed some aid, Radgorix provided them with yet more knowledge of trapping. This, coupled with the centuries of experience, lead to what the development of advanced engineering, specifically of even more traps. Informal schools began forming in various Radrax communities dedicated to devising ingenious and even odder applications of traps in daily life. Traps for catching whales. Traps for directing water into an air pocket. Traps for redirecting a vent. Traps for arranging transporting metal out of a mine into a Grigoi Hold. Traps for tricking the merchants. Traps for firing eels at enemies. Traps for cooking an eel underwater. Eventually, people figured that not everything built by a Radrax trapper is a trap. And so, the wondrous field of engineering and machinery was born. In some tongues, the word for Radrax became synonymous with something needlessly convoluted but utterly efficient in solving a problem.
These Radrax engineers soon became favoured 'guests' of the Knon kings, who's services were much appreciated. Some less
sophisticated Knon instead made them favoured meals, which was surely a sign of some respect.
While other Radrax built on the power of the machine, yet others took to the surface and noticed the lights of the sky above. In times of dark, when the Light did not flash across the sky, small twinkling dots could be seen far above. Some noticed that these stars were not always in the same place while others could be relied upon without fail. Others, much wiser, observed that unless one travelled far enough, these truestars would always remain. From this fact, the Radrax realised they could navigate the seas and lands alike simply by following the stars and constellations in the night sky, a fact which made them very useful trackers, guides and sometimes even prosperous merchants.
Amongst a few families, strange Oceanblood began being born. As time went on, these 15 souls would guide the Radrax race to glory and towards a bright future.
Radgorix teaches the Radrax more Trapping! (+1 Accord)
The Radrax develop relatively advanced engineering!
Radrax develop Navigation!Kyazir
Pleased with the clear skies of Gaia, Kyazir descended and scattered his own reflections of beauty onto the terrestrial world. First were the Tiaus, beautiful humanoids of rainbow colours and elegance rarely found in nature. For the sake of the god's sensibilities, and the social life of his creations, he ensured that the colour scheme of each and every Tiaus would match. He was after all, a loving god.
As the first Tiaus began walking upon Gaia, he immediately created plant and animal life throughout the lands, of dazzling colours and various oddities.
Both to admire the beauty of Kyazir's creation, as well as to not starve, the Tiaus took on a migratory lifestyle, travelling the dazzling plains and soon-to-be dazzling wastelands of Gaia, occasionally spying the drab green coasts and wetlands of Gaia, where oddly ugly creatures built drab cities of mud, clay and stone.
The other races, for their part, regarded the Tiaus and the odd goods they brought as a sign that there was a life to be found deep in the continent and as such, new claims to be made and more kingdoms to be founded. In droves, Knon, Radrax, Floulen and Grigoi alike flocked to the inland frontier, searching for the Coloured Steppes of the Tiaus.
Kyzair creates the Tiaus!
Kyazir creates plants and animals on the lands of Gaia!
Other races begin settling the lands of the Tiaus.
Nosh'Noff
The Grigoi Holds, despite the 'serfdom' of their landborne cousins, had held admirably despite the Dying. In fact, it had proven to be a blessing in some respects. With more space available, the Grigoi had been able to expand their Holds outside their nooks and crannies, even including the villages of abandoned neighbours. Furthermore, in their seclusion that had developed the idea of creating dry rooms in their Holds via the help of foreign engineers and their own racial intellect. Using these, many Grigoi Holds were now capable of underwater metalworking, cooking and heating. With these, Grigoi Holds became important nodes on the underwater trade routes, connecting Radrax cave-villages, Knon Kingdoms, Knon tribes and nomads alike.
Though still angered by the idiot god's 'opening' of the world, Nosh'Noff decided to put his energies somewhere more productive. In his lurching form, he spoke, nudged, influenced and demanded that the Grigoi expand yet farther. They of course, complied. In a matter of weeks, Grigoi were sent out by the hundreds to settle the abandoned villages as well as stake out new claims closer to the shore, so as to harvest the plants life that grew there. Kelp, coconut, and the like soon became favoured crops, despite the skirmishes between the new colonists and those of the Knon Kingdoms. Regardless of the Knon's superior strength and armies, they could do little when the Grigoi could disappear into almost any hole they could find.
The Grigoi advance to the Bronze Age!
The Grigoi colonise the Shallow Coasts!
Grektigei
Without a word, Grektigei descended and became Bound.
Grektigei bounds himself to the world!LarxusLarxus enters Creation
Mighty Acts:
Acts: 1
Minor Acts: 0
Accord: 0
BOUND (1 Minor Act)
[Privy Knowledge: Basic Understanding of Creation]
Mighty Acts: 0
Acts: 1
Minor Acts: 1
Accord: 3
Mighty Acts: 0
Acts: 1
Minor Acts: 0
Accord: 0
Mighty Acts: 0
Acts: 1
Minor Acts: 0
Accord: 0
Mighty Acts: 0
Acts: 1
Minor Acts: 0
Accord: 4
Mighty Acts: 0
Acts: 0
Minor Acts: 2
Accord: 5
BOUND (1 Act)
Might Acts: 1
Acts: 1
Minor Acts: 0
Knon: 4 population (Ulkhan; some Grektigei worshippers)
Radrax: 5 population (Radgorix; some Grektigei worshippers; some Ulkhan worshippers)
Grigoi: 6 population (Nosh'Noff; some Grektigei worshippers; some Ulkhan worshippers)
Lithotribes: 2 (Ulkhan worshippers)
Floulen: 10 population (Nixos)
Tiaus 10 population (Kyazir)