The Reach
The ceremony is quite quiet and sober. After a minor dowry is paid to Frihnya's Father, the priest of Cu unites you in holy matrimony. Altar boys wrap the two of you in a sheet of spider silk together, as is custom. The only oddity is that Frihnya and her family refer to Cu as Segdoress, though you attribute this to a difference in language. After consummating the marriage, the two of you head out, and celebrate for a week. The tribe is in ecstasy, and this is sure to bolster morale and support.
Two weeks later, Friht, Frihnya's father, sends a 80 soldiers to your settlement. They are to protect the bride and groom.
Congratulations! You have diplomatically annexed the minor
Frihtsfolk tribe!
Your scouts take varied times to return. Some return in days. Others take weeks or even months. Many bring gifts from family-groups, nomads, and minor settlements, yet none have managed to secure a trade deal. The gifts are not incredibly valuable, but enough to recover the costs of the dowry and celebrations. One group returns with incredible stories of men who rode great hooved beasts and were unmatched in their skill with the bow. They have brought one of those living beasts as a gift. Another group still has not returned.
This group, in question, is being escorted through a Plefir settlement, shivering in the crisp spring air. Guards bearing weapons made of odd rock stand poised at the doors of an especially large hut. As they open the doors, an important man waits on the other side
You have contacted the
Plefir and the
Lycians.
Your tailors have found ways to use spider silk to create a durable silk armor. Though it will do nothing to stop the blunt force of a club or axe, it does reduce the impact of arrows, slings and javelins.
The Silk armor technology has been discovered.
Leader: Chieftain Arkiston (35) (x Frihnya Frihtsdaughter)
Wealth: 17
Army: 600
Resources: Cliff Silk (3)
Research: Spinning (Silk), Weaving,
Silk ArmorBuildings: Basic Temple of Cu
Natural Features: Spider Cliffs (1 Cliff Silk/turn)
Researchable Technologies:
Dyeing
Buildable Buildings:
Proper Temple of Cu (4 Wealth)
Armor Tailor (2 Wealth)
Encounter with the Plefir will be RP'd between the two of you.
The Keepers of Nowhere
You leave Nowhere Prime with a small entourage of followers, most of them soldiers. The journey in your long canoes is arduous, yet after some days you arrive. The entire settlement is in ashes, and the charred bodies of your subjects are impaled on crude wooden stakes. As you are about to get ashore, you are hailed with a rain of javelins. The attackers remain unseen in the bushes, but you decide to back off, and go down the coast, to a fishing hovel. The old man inhabiting it speaks of savages to the north, laying claim to the beaches of Ata'una.
You have encountered the
Azan Amber tribe.
Your researchers have found more ways to preserve food, enhancing its value.
Leader: Octavian Atlantis (44)
Wealth: 9
Army: 630
Resources: Great Turtle (1), Jellyfish (4)
Research: Basic Turtle Guiding, Canooing,
Cooking IIBuildings: Turtle Village (8x)
Natural Features: Jellyfish Pools (1 Jellyfish/turn)
Researchable Technologies:
-
Buildable Buildings:
Jellyfish Nets (2 Wealth)
Food Market (7 Wealth)
The Carazan
Scouts sent to the northwest only encounter family groups and dense forests on their three month journey. A sage of one of the family groups has gifted your men a bushel of dried herbs, to be burned next to your father, as priests chant hymns.
The scouts off to the southeast encounter an oddity. Villages atop drifting isles in the sea. On closer inspection, these islands turn out to be humongous turtles. Another naval tribe is located in this region. Your men have decided to call them the Tornegari, the turtle-sailors in your own language. An old woman has given your men a bushel of dried white algae, demonstrating through gestures that it is to be put in a warm bath with the ill person.
The sailors to the east have a less peaceful encounter. Grey-skinned folk speaking a horrid guttural language, describing themselves as the Nach'tleri control the seas and islands, flying banners with crudely painted skulls on them. They gesture you that their priests have heard of you in their visions. They give your scouts a dagger, which they demonstrate is poisoned after testing it on one of their slaves, to kill the weak leader and usurp his throne.
Three months later, the parties return, each with their gifts. Your father's condition has worsened, weighing no more than fourty kilograms and having trouble breathing.
You have contacted the
Keepers of Nowhere and the
Nach'tleri
Leader: Forne Kio (58) (regn. Threia Forne)
Wealth: 11
Army: 550
Resources: Tullyfish (4), Medicinal herbs (1)
Research: Sailing, Navigation
Buildings: Basic Temple to the Pantheon
Natural Features: Tullyfish Shoals (1 Tullyfish/Turn)
Researchable Technologies:
-
Buildable Buildings:
Fishing Ships (3 Wealth)
Plefir
Your miners start to take a closer look at the rocks they mine. In doing so, they learn a lot about the rock around them. In your Iron mine, a Labradorite deposit was discovered and mined out.
Your scouts bring a variety of news from the outside world. Some of the family groups around you have taken a liking to the Plefir pantheon, and adopted your gods, often adding several of their own. To the north, a group of scouts describes a terrifying sight. Men riding great beasts of war, carrying fierce bows. They encircled the party, but did not fire a single shot. The message was clear: leave my lands alone. They returned afterwards. To the west, a tribe of moon-worshipers was discovered.
Additionally, a group of emissaries from a foreign nation has arrived. They wear clothes similar to the silk seen before, but this group is definitely sent by an entity, as opposed to a single traveler.
You have contacted the
Lycians,
The Reach and the
Thargovians.
Leader: Namif (23)
Wealth: 6
Army: 850
Resources: Iron (2), Labradorite (1)
Research: Mining, Smelting,
ProspectingBuildings: Simple Barracks
Natural Features: Iron Mountains (1 Iron/turn)
Researchable Technologies:
-
Buildable Buildings:
Smithy (4 Wealth)
Llychlyn
The sacrifice is made, to the dismay of some clans. Yet each obeys, and brings their share. The air is ripe with the burning of deer-carcasses that night, and the burnt antlers are crafted into sacred figurines and flutes. The next morning, you throw up. The mornings after, as well. The midwife determines you have become pregnant, even though you have not had sexual relationships for over a year.
Trapping has proven hugely successful. However, some animals are trapped alive and well. Your subjects have captured a significant amount of live reindeer, and given them to you.
An emissary from a southern tribe arrives just as the reindeer are brought in. He offers to buy them for a variety of gemstones, furs and lumber, worth 3 wealth.
You have contacted the
Durmonians
Leader: Ariella Cadigan (31)
Wealth: 10
Army: 735
Resources: Flax (5), Badger Furs (1), Live Wild Reindeer (1)
Research: Spinning (Cloth), Advanced Archery,
TrappingBuildings: Fanw Runestones
Natural Features: Flax Valley (1 Flax/turn)
Researchable Technologies:
-
Buildable Buildings:
Hunter's Cabin (3 Wealth, 10 Army)
Made some changes to the heraldry. The few extra pixels on the shields might not look like a lot, but they allow me a lot more creativity.