The gods awoke. They did not find the mortals idle.
The Shattered Statue regathered his (her?) murky being and did make sight of Err's grace and ugliness. She (He?) had changed; not so much in form, but in essence. Where before he (she?) had shackled herself (himself?) to the limitations of the Demon, now she (he?) did take on the form of the gentry; as a Lord of the Hunt. His (Her?) soul reformed and focused, it was now a being so ever attracted to a role most worldly and most precise.
Even so, the whispering land did make conversation and did grant the Statue knowledge of what had passed in the world- at least the parts within her (his?) dominion.
The Six Tribes of Ulkai did enter status quo with its neighbours. Northly, the enemy tribes- muchly tired of Ulkaieen desolation and hostility, did form a League of Sixteen. A coalition of several tribes of sedentary disposition, it held amongst its numbers the nomads of the Horse and also of the Rhino. Many were the horsemen who did make travel to the regions of Ulkai and did find conflict with its people. Three tribes of horse, they were joined also by a tribe of rhinomen. Nomads of rugged wastes, the rhinomen came from a life-bare land lacking in the heavenly lightroot. In the past, they did make migration southwards quickly after losing in a conflict to the north. Finding the south inhabited by war-hardened tribes and Ulkai beyond them, they did make friendship-pacts with the League and did thusly join their congregation. Leading these tribes in war, was the Stave-Bearing En; chosen-elect war leader of the League. In hushed whisper, it is said that an ancient of the Most August Eldland- those who once graced the world and did make turns from it- has been seen counselling the League.
While Ulkai was strong and led by servants divine, they were muchly limited. The great Roc- which did strike fear in the northerner hearts- was muchly busied with many a duty- chief of those being the searching of Err for several particular elephants. So too, was it inclined to expand upon the priesthood of the tribes and make in-ways with the spirits of the realm. As such, sparingly did the Roc trouble the north and thus were they allowed the grace of survival.
The Roc did grant the strongmen of the various villages under the tribal hegemony of Ulkai ritual and custom to greaten the name of the Greatest, granting each of them a polished stone; a sign of the Statue's support. These strongmen would find their day-to-day lives little changed, beyond the addition of new rituals and even greater prestige added to their names. For now, membership of the clerical caste was hereditary, passing from parent to eldest child.
In the way of spirits, the Roc did make success in forcing the lesser spirits- sprites- to bow and make way for the Statue; they were little bothered due to their little minds. The greater personages of the realm however, were not at all amused. It had been the principal entities of the Tide, Hills and Marsh who refused the order of the Roc. The Lady of the Tides, she who adorned herself in ivory hooks, laughed at the Roc's delusion and did not bend the knee. In the realm of spirits, she did laugh at the proposition and did dare the Roc to try and take away her sovereignty; this he did try. In a battle of wit, the Roc did try and break her will and did try and force her become stone; this he did fail horribly.
With natural grace, the Lady of the Tides did deftly dance around the Roc's power, weaving a net of spiritual waters around the Roc's own mental flesh. Before the bird could react, the Lady did tighten her hold and entrap the mighty beast. Its mind was now at the mercy of the spirit's own will and now, did the spirit make judgement.
In the physical plane, the Roc did never awake; seemingly sleeping soundly upon the roost it had made for itself in the wilds of Ulkai. Hours away upon the banks of the rive Err, the tides receded even though it was the season of flood. Indeed, even parts of the river that were known to always flow, receded. Moments later however, it all came back. In the form of gigantic waves not known to the people, the tides did envelop much of the floodplain- drowning thousands. Worse yet, the waters did not recede, but grabbed at the riverbank greedily and deeply. Indeed, such was the loss of life that it came to be known as the worst loss the Six Tribes had ever experienced.
Murdus was of course, greatly disturbed by these tidings and after much discussion with her advisors, decided to make increased sacrifice to the Greatest. Hundreds were sacrificed, both of Ulkai and of foreign blood. Of course, no action would take place until the Greatest did awake.
In other matters, Ulkai did progress- even with the calamity of the river. Much afeared, many people moved deeper inland, closer to the palace of Murdus. This conglomeration of huts and fortifications would come to be known as Zat-Murdus; the City of Murdus. Here, Ulkai did develop further metallurgy- gaining the knowledge of copper and lead as well as other simple metals. These they did learn from foreign visitors, mainly those brought upon the great convoys of the Great Horde of the east- which followed the routes of the convenience stores that littered the lands from Ulkai to the far east. Indeed, knowledge of horses, textiles and more esoteric arts- such as the occult science of lawyery- became known in Ulkai. While these developments were welcomed, the knowledge of foreign gods were not. Murdus established an inquiring force to patrol the lands and ensure that all bowed only to her and the Statue; not the foreign gods spoken of by travellers.
Due to the necessity prerequisites required for membership in the Marsh Cow or Wolf societies, the number of wolves and marsh cows in the lands of Ulkai did dramatically drop, with their hides now quite prized. Initiates of the societies now oft travel beyond the lands of Ulkai to hunt these beasts. Others, less worthy perhaps, make do with related species- such as the much less dangerous auroch or the animal known as 'dog'. Perhaps due to the difficulty in the acquiring of these hides, other societies have now appeared- dedicated to the rivercat, lion, crocodile, dromedar or other beasts. No longer mere members of a club, these men and women are now oft known as knights. A few have made it a goal in life to join several societies- adorning themselves with many hides; these are oft called knight-errants, marauders, glory-hunters or beastmen.
In less martial affairs, the people of Ulkai have thusly satisfied their piety by becoming expert in the art of sculptures and jewellery. The artisans of the tribes oft make these to greaten the prestige of their own kinship, as well as the Greatest. The masters of these artisans do sometimes trade away these goods to foreigners. Indeed, Ulkaieen sculptors have been known to oft work in the mountain holds of the whelsh tribes or at the behest of the Great Horde nobility. None ever venture to the Kingdom of Flint, fastidiously due to the laws of that realm, which would see them martyred for their beliefs.
Indeed, several refugees from the Flint Kingdom had arrived upon the banks of Ulkai- some quite diseased with a terribly divine plague. Fleeing the south by reason of the god of Flint's belief that membership in a Society was wrong, they did make retreat to be with their brothers and sisters. Dressed in Flintish manners and with their odd customs, those who survived were welcomed and were welcomed a sort of 'Seventh Tribe'. While few, they were welcomed and allowed to settle. As a result of the plague and the manner in which they were treated, relations between the Kingdom of Flint and Ulkai have deteriorated- although no true conflict has yet taken place. Too busy are the powers that be, with the League to the north, the depredations of horsemen to the east and elephant rebellions in the centre.
The elephants, hated of the Statue, had long been enslaved by Ulkai and oft used as manual labour and communication nodes. When the Lady of the Tides did cause great catastrophe, the elephants knew and heard through the shaking of the grounds. Communicating through the silent dirt-speak known by all pachyderms, they rebelled against their oppressors. Terrible was their wroth, but worse yet was Murdus ire; nearly all were killed and those captured alive were slowly tortured to death. With the great chaos caused by the rebellion and the breaking down of Ulkai's communication system, commands from the palace slowed and village nobility now found themselves with somewhat more power.
The power brokers in Ulkai, in this modern age, tend to be split into two camps. The court nobles and the village nobles. The former group inhabit the palace of Murdus at Zat-Murdus, who advise her as well as carry out her orders. Not all of chiefly lineage, becoming a courtier is a matter of connections and opportunity. in contrast, village nobles derive their power from inheritance; as chiefs, shamans or other respected members of society. With the burgeoning growth of Zat-Murdus (as well as Murdus being seen as a demigod-lugal who owns all people of the Six Tribes), village nobles tend to be lower in the social order. This said, they are still the ones who oft carry out the orders derived from the palace and have a certain level of interpretation of an order. Obviously, those farther from the palace tend to have more control over their own affairs. Indeed, the chiefs of the northern villages are often left to their own affairs due to the fighting with the north.
The coin-currency of the Great Horde has been adopted in Ulkai and indeed, the monetary revolution is astounding. While all are still slaves of the child lugal, barter and trade between these slaves has always been extant. In the past, this had been difficult due to the trappings of the barter system. With the introduction of coinage from the east, trade has been greatly simplified.
5 Blood Essence gained.
-2 Essence [Seven Great Tribes] .
Fu did will herself once more to the world of mortals, and did take in the scent of the old and new. In her absence, the sandy dunes of the land had become dotted with many an oasis; created sanctuaries of greenery in the desert. Perhaps because of the greenery, a great multitude of people now did make home upon the land, aided ever much so by the spread of lightroot- the plant muchly aided by the growth of oases. Even so, the spirits of the land were no different and had swiftly answered her call.
The lands of Anka, in truth, changed little in terms of technology- there were some refinements and discoveries here and there, but none so great so as to be noteworthy. Save of course, for the development of the sword. These weapons were of course, very much limited in supply and used mainly by the wealthy. As for its make, oft was it made of hardened copper, lead or the alloy bronze (which for the time being, was imported from distant lands). However, in terms of the spirits, Anka was perhaps slightly more gifted. Perhaps through diplomacy and tribute, the spirits of Anka were very much willing to aid the people- granting them great fertility in the form of rich floods and rich loins, feeding the gluttony of the realm's people. While starving was perhaps a thing of the past-make, the desire to eat and feast upon glorious food was muchly extant in Anka. With more food, many more people were able to dedicate their lives to other arts, as well as further expanding the leisure class of the realm. The classes of nobles, rich traders and shamans had swelled, and so offered their patronage to those beneath them. More art was commissioned, more songs were sung and greater festivals were held. Even so, intrigue was still a game played by such men and women. It was perhaps such a game, that had led to the new lugal.
Spirit-Taker, Eternal Lugal, Commander of the Faithful, Beloved of Fu, First Miko and Consort of Hundreds; such were some of the titles the First Lugal had held in her long life. Gemegishkirihallat had come to be thought of as immortal, as permanent as the river or mountain or sea; something that simply was. It was with great shock, that the lugal was found motionless one morning -and not in the manner of a trance- but fully get and gone. What had happened, was something even the spirits of the land could not agree on. Some did say that she died in writhing pleasure- chocking on a concubine. Others said that she was poisoned by a descendant, killed by a blue man in a battle-rage, devoured by an angry spirit during a trance or simply willed herself to die. The spirits are like a storm of arguments and do not at all, agree.
Regardless, she is very much gone. The chaotic palace intrigue that did occur after saw several royal and noble deaths, as well as other residents of the palace. In the end, a great great great great great great great great great grand daughter of Gemegishkirihallat did become enthroned. Lugal Nin I would in her decade of rule, establish a cult to honour her recently passed ancestor. She did also continue her esteemed relation's policies. However, lacking in the spiritual connections of her ancestor, Nin I did find herself reliant more upon mortal advisors. Royals, beyond perhaps immediate family, lacked the trust of Nin I, who preferred the aid of the blue men lineage of Occhio D'intesa. Nin I would eventually pass on. By her decree, her son Luga became lugal; the third in Ankan history and the only male amongst them. Though his reign is yet new, the new lugal is muchly at work in growing lightroot throughout the realm and establishing colonies throughout Err. Like his mother, he finds his trust placed in the blue men of the palace.
The Gladius Vaginae, granted to a beloved noble of the court, was lost in the chaos of the lugal Gemegishkirihallat's death and for a time, disappeared. Eventually however, it ended up in the hands the current vizier-seer of Occhio D'intesa. Cunning and wise, but perhaps not greatly kind or wishing to be kingly, the sheathe has for now granted the vizier immortality. After all this time, it is glad to have a speaking companion.
In this age of change, Anka found itself loosening up in its tensions with the horse people beyond the river. None, save Ninsar, remained alive who did remember the exodus from the northern banks and the slaughter experienced there. Indeed, horsemen of the Great Horde were now trading partners rather than enemies. Those River People who did inhabit those lands as thralls or otherwise were distant lowborn relations of the civilised Ankan people at best. There were even colonies of Ankans upon the coasts of the Great Horde lands, living quite happily as foreign residents. As the Great Horde lacked the capability or will to invade Anka, so it seemed, they were best as friends or partners, not enemies. Indeed, the coin-currency of the Horde was introduced quite quickly to Ankan traders, who saturated it throughout Err via their river trade.
Whilst the worship of Fu did continue dominantly, room was made in the people's hearts for the worship of Tala. Though considered but a form of spirit, Tala did provide the mind-flesh that did feed the bodies of all Ankans. The Great Crab acquired somewhat monstrous features in Ankan beliefs, a creature of the delta who's children devoured with little mercy, as well as a god of pirates. Indeed, the delta itself was said to be home to many thieves who did steal Ankan goods and vessels.
Basderieen, the god of the blue men who did call themselves basdreenin, became known in Anka in this time as the god of the blue men. In some locales, he came to be included in the guardian spirits of the shipbuilders due to his association with the waters. For most however, the badger god continued to be seen as being interested only in the basdreenin. Temples to the god have sprung up in those lands wherein the blue men dwell, with a great temple being built in the capital for their use.
Farther up to the north, the horde led by Dagoth, the Horde of Yellow Song, did grow and continue its command of the deserts and oases. In the time since the first wielding of Clarent Blood, Dagoth had changed. No longer believing in Guar as a god, he had come to feel an overwhelming desire to worship a different deity. Not quite sure what or who this being was, he sent out envoys to seek out the world's cults and provide him the god that he needed to worship above all else. And so they returned, and so he swore himself fully to Fu. He did thus establish a cult of this foreign god, worshipped by River People thralls and the Ankans, amongst his people. In truth, few did follow their lugal in the worship of the deity and Dagoth did not consider this necessary; he was tolerant still of his followers' own beliefs.
Under Dagoth's 50 years of rule, his horde did settle in, taxing travellers who did pass through and absorbing the knowledge that came by the trade routes. Aided by Durhamite masons, Dagoth built a series of roads between Durham and the Lawful Lands; attempts to establish a route south through the desert have so failed. Regardless, the coin-currency of the Great Horde has spread to the lands of the Yellow Song, although the lugal Dagoth does prefer to make his own, rather than utilise that of the foreign realm.
Perhaps because of the Yellow Song's location between many realms, the lands here have acquired pieces and bits of many cultures. Some villages and townships have been established, oft built of foreign stock. It is not uncommon to find villages with lawyers, whelsh incestborn-priests and Durhamite masons.
While the Yellow Song has grown in these years, there is fear and caution in the air. Peace has held well with the Great Horde, but Dagoth is most elderly and soon quite likely to die. Bearing many offspring, many fear what will happen when the lugal falls.
1 CP [Yellow Song Horde]
Minor Myth of Multiculturalism attained
Basderieen did arise from his rest, emerging upon the rocky outcrop he did retire upon. The winds of the desert did buffet him and in their wistful whispers, did grant the badger-god the secrets of the half-age's occurrences.
The oasis was different. Muchly so. In the age preceding, there had been but huts and beds of palm and branch and stone. Now, there were edifices built in a style most queer; of quarried stone and of wattle and daub. Some, were built even of lumber. Not simple structures were these, but great buildings, some three storeys or more. A strange plant did also grow upon them, bean-pod-plants that grew vine-like upon their walls and flat roofs. The whispering winds called it lightroot.
Perhaps Basderieen was confused, but then did the spirits enlighten. The great lineages that Basderieen had established had made returns to the oasis, considering it sacrosanct ground. In their new homes, these great clans had founded wealth and prestige and in their piety and love for their people, enriched the oasis. Seemingly called back by the pillar of flame, the wisdom and future-seeking of the lineages dictated that they return with tribute and brotherly fidelity. The Serpent, created by the badger-god, was perhaps confused by this great gathering of those he was made to protect. But it did not act, for there was no harm. Indeed, the returning clans would come to see the Serpent as a being of Basderieen, to protect the site in the god's absence. To it, were fed a many choice delicacies from foreign lands.
The pillar of flame however, attracted other attention too. Foxes, oddly curious, came upon the oasis. Some clans ate them, others kept them as pets. Seemingly, they are quite intelligent. Other desert tribes also did see; humans and elephants were amongst their number. These were attacked by the local clans, or otherwise driven away. The Mishtraqchi too came and as before, were welcomed as guests. Though the spirits conveyed the memories of their movements and acting-of-lips, Basderieen heard no sound emanate from them. Most queerly, the Mishtraqchi left and then returned- with caravans of building material. They did then build a gaudy compound that shimmered with the light. With walls seemingly clear and allowing one's vision unperturbed, it was an odd sight. Odder yet, was the constant noise, of some artifice and black smoke emanating from the compound's roof. Interestingly, it was occupied by but one Mishtraqchi, who seems to still be at the oasis to this day.
Regardless, most visitors were but still basdreenin. Annually, foreign basdreenin came to offer wealth and aid their oasis-protector kin. Some locals, youths or curious types, went with these pilgrims to their homes far north- sometimes returning to retire, sometimes never oncemore seen.
Of the foreign populations, 3 great congregations were extant.
The Confederacy of the Farsighted founded their life as mercenaries and seers for the Treelovers of the north, making battle with Flintish raiders or otherwise making life difficult for them. Some, had branched out into the trader's game or served farther afield. Some did make travel to Ulkai or the League of Sixteen; some into the whelsh holds or even into Err itself. Being granted land in exchange for their valour, the Farsighted were now verily a feudal society, with chiefs overseeing lesser chiefs. All were nominally loyal to the Alpha of the lineage, although the vagaries of politics oft meant that some placed greater fealty in their human lord or another amongst the great clan.
The Confederacy of the Heartminded too occupied a similar role in Anka, although its more noble families occupied a loftier place in society. Whilst the brunt of the clan occupied villages upon the border-plains of Anka, becoming renowned as a hardy people, the alpha lineage and their associates found home in the palaces and manors of the Ankan (and Shipbuilder) elite. Indeed, the Alpha Occhio D'intesa found permanent service as vizier-seer of the lugal, oft a de facto ruler due to the throne's reliance upon them. With their influence, they built grand edifices and shrines to their god, including the luxurious temple of Basderieen in the Ankan capital. A great structure of stone, it held within it a large pool of water wherein sacred eels were bred and many a plant were moved. Painted and decorated in the finest arts that their wealth could buy, the Heartminded had built a replica of the home-oasis.
The Lineage of Augljós Sjónarhorn were seemingly quite more slovenly and did not acquire the great influence and lands of their kin. And yet, they did return, making offering of desert jewels and hides and horns.
Because of the influx of knowledge, the Badger Tribe as a whole has progressed. Knowledge of writings, metals, lores and customs became known. Indeed, to call them but a tribe is no longer factual, for now there are several.
Not only knowledge of the arts and sciences were suffused, but also of gods. of Chala of Lightroot, Water Gentlemen of Long Oasis, Tree of Ancient Souls, Zarkra of Plague and Hate, the Idol-Bloody, Gur the Great-Ass, Phoof Royals, Crab of Thieves and Dorm of Craft. Other entities, such as Gemegishkirihallat of Royalty or Ensee of Axes (as well as others), also came to be heard of.
1 CP, 1 Essence [Various Basdreenin]
Minor Myth of Mercenaries attained
Metalhand popped back into the mortal realm and immediately found itself in the workshop he had come to know, with Stoneeye roosting within, quite quick to greet the entity. Stone-Eye greeted him and mentioned that the people built a temple around the workshop; a quick look outside the ruins would show that to be true; stone walls now enclosed the workshop, with lit braziers and the scent of incense in the air. Stoneye said that they were within the inner sanctum where very few were allowed. Regardless, Stoneye began talking about what had happened in the decades prior.
Durham continued to be as it was; a centre of commerce and industry. Its peoples lives centered upon the oasis, living in walled cities or in mountain villages. Sometimes beset by raiders of whelsh or desert stock, Durham fought back with its own forces of paid mercenaries, whelsh brides/husbands and the citizen-militias of the Durhamite cities. However, its importance and influence had by now, waned somewhat compared to previous years.
Where before Durham shined brightly as a centre of civilisation, new nodes of progress at Innol, Kresh-Volka, the tent-city at Drengi Oasis and the tent-capital of the Great Horde had joined it. Crafts and produce flowed to them just as much as they did to Durham. Still, the amiant goods of Durham were very much still in vogue. Indeed, many a great edifice is constructed with the material and oft exported elsewhere for the utilities of others. A crude alloy of copper and tin, named bronze, is also produced still in the forges of Durham. However, there is little efficiency in the process and much is wasted. Even so, the metal demands a high price- oft paid now in coin-currency rather than in barter or favour.
Even though the Durham is not as influential as it once was, it yet remains prosperous. Many of the lak-clans and lesser clans have spawned cadet branches amongst foreign lands, living lives as expert artisans or traders. A large number of clans did emigrate west to the mountainous lands of the whelsh, establishing a complete Durhamite city. Calling itself New Durham, the city is a far distance from the rest of Durham and as such does not pay heed to the oasis council. It counts amongst its number a greater number of whelsh, of course. The people of the city mainly profit by supplying local tribes with quality goods, as well as mining the local deposits of rare metals and minerals. A small number of clans have also engaged in a new trade in the form of animals. Capturing the local fauna and flora, they export this back to Durham or elsewhere. Many such animals are destined for the sacrificial altar or arena at Kepsis-sha, where the Durhamites gather to watch and engage in blood games.
Relations with the Volcano tribe of whelsh have been muchly dynamic in the decades since Metalhand's last awakening. It had become abundantly clear to the followers of the lusty chthonic god that Midan would not awake. In the time since, the unity of the Volcano Tribe had fractured, leading many to worship lesser spirits or turn to other cults. Some had been swayed to the worship of the Durhamite Two, due to their relations within Durham. Others took to unorthodox beliefs, many of which worshipped the Fireborn as remnants of the god Midan. In some clans, the cult of the sleeping fire cult became popular, which worshipped a darker interpretation of Midan. It is said that the truest adherents of the new cult become stronger and feed on blood. Indeed, the cult is known for sacrificing a great many animals.
These religious divisions have ultimately lead to some whelsh clans to begin raiding Durham or its outlying villages. Though Durham has raised forces to attempt to stop this, there is so far no end to them.
Of course, the same does occur in the Durhamite colonies elsewhere, such as in the Ulqatan mountains where they are raided by the locals. The lowlands of the desert and beyond, are much safer in comparison. With the establishment of the Yellow Song Horde, banditry and attacks on the caravans have largely ended. Now, there exists a sort of non-violent banditry wherein the horde's peoples set up tolls along the roads. Whilst there existed some followers of Metalhand within the Horde, religious affiliations mattered little when it came to the tolls. Still, a few horsemen did sometimes make pilgrimage to the Grove of Metalhand or work as mercenaries for those who asked for it.
Internally, the Council is still composed of lak-clans of the artisans, although a competing Assembly made-up of Durhamite traders now exists. Whilst there has never been a declared government for all Durhamites, the Council has oft sent out orders backed by traditional authority. The Assembly in contrast, backs its authority with wealth and their whelsh armies; Durhamite polities now oft have to juggle the memorials of the Council and Assembly. At times, these do contradict. Even so, due to the relative lack of de jure hierarchy in Durham, Durham so far suffers this dual governance. While no violence has taken place, there have oft been near-violent encounters and savagely civil arguments, as well as civilly savage demonstrations. Both sides oft send envoys to foreign rulers, in order to accrue influence and relations.
In terms of faith, the Durhamites were never as spiritually connected as their neighbours and that situation continues. The cult of Tala has spread into the lands of Durham, especially amongst the trader clans- who see her as a patron of merchants. Midan's cult has waned in the time since his last awakening, although interpretations of him continue to permeate throughout whelsh society. The cult of sleeping fire has a not insignificant following amongst the whelsh of Durham and even amongst some of the humans of the realm. The Devil Crab, who's beasts assaulted the rivers of the Lawful Land, is now known to a greater extent. Guar, being common amongst horseman, is also muchly known amongst the well-travelled. As always, the death cult of Du-Ur continues to exist. Due perhaps to the great number of cults, Durhamite settlements now oft contain many shrines and temples.
1 CP gained [Durham]
Shelldon emerged from the mud of the swampy delta and took in the smell of his realm. Quickly did the spirits of the realm alert him to the changes within his lands. And great changes they were.
The Crab Tribe had once been but another clan of swamp-dwelling pygmies, but now they were so much more. In decades past, the use of the Ankan-crafted vessels was seen with some dubious trust. In recent times however, more ambitious voices have put forward the idea of taking the wealth of the savages of Anka and elsewhere in order to enrich the tribe and glorify the Great Crab. Further, why not use them to punish those who did mistreat the children of the Great Crab? While conservative voices spoke, they were outmatched by the rhetoric of the hawkish faction. Whilst Aea was dismissive of these raids, she could not stop her kin from deciding their opinion best. With no tribal rule against it, those seeking wealth and glory took to the Ankan vessels and pillaged the trade routs up and down the river.
And they were very much successful. The traders of Anka and other peoples were caught muchly unawares by the vessels of Ankan make manned by pygmies, who did then demand their goods. Those who refused were killed or enslaved. The success of these initial bouts of thievery soon resulted in the spread of the profession amongst the tribe. With not enough vessels (or the knowledge of their make), the pygmies made small boats of reed and swamp wood- enough to harass the slow vessels of Anka. Overpowering their watery guardians with the ancestral crabs, the pygm shantermen- shamans of the crab who did conduct their rituals in song- proved to become most terrifying to travellers. Descendants of Aea too proved monstrous to the eyes of rivergoers, with the crabmen of the delta becoming the subject of cautionary tales.
In time, the pirates expanded to not only attack vessels, but also riverside villages. As it was, they lacked the capability to fight fortified towns or forces evenly or upon dry land. Indeed, they preyed on the defenceless and cowardly.
In response perhaps, a many Ankan vessels came to be guarded by soldiery and mercenaries. Many a Ulkaieen knight would take service upon these, hoping to earn a hide of the mysterious crabs of the delta or otherwise a new stanza in their poems. Blue men too oft took coin as shipguards. Whilst this did ward off some attacks, the Crabs were masters of ambush and did at times take these vessels anyway.
Perhaps because of the wealth and food available, the Crab Tribe expanded. Pirates oft also establish hideouts and camps throughout the delta, which in time could grow into towns. These were mainly autonomous from the original settlement of the the tribe and indeed, conducted their own affairs with each chief being the master of their own desires and policies. Uniformly however, all did burn lightroot where they did find them.
Whilst the people did conduct their policy of piracy or conservative isolation, the vile crabs devised by Shelldon had their own task assigned to them. They were like locusts shaped as gigantic coconut crabs, and they did consume without thought or consciousness. Though they did avoid the abodes and villages of the Crab, all else were unsafe. In a very short amount of time, whole tribes of pygmies were rendered extinct, with whole swathes of the delta deforested; without root or leaf. This led to immense change in the flow of waters, greatening its speed and opening new channels. Animals that would otherwise find safety and food in the swamp were either eaten or driven away. Even areas under the influence of Shelldon were affected, for now they were the only places of greenery. Animals fled there and did feed and over feed- devouring much of the remaining plant life. By the nature of trophic links, there soon came mass death and disease from the variety of corpses that did turn up. The Crab Tribe, being unusually unskilled in the ways of medication, were unable to find cure or prevention from the plagues. Many as such, died.
However, their devastation did not end there. Fanning outward, swarms went west, north, east and south.
To the east, many ventured into the sea, devouring all they could. They were not seen again.
To the south, yet more marsh and swamp were consumed, rendered barren. They did march into the sea and desert, never to be seen again.
To the west, they encountered the peoples of Anka and other riverdwellers. Many were consumed, but many more were ready. Making a stand, the lugal Nin I did send expeditions to defend the eastern settlements, and workers to fortify their positions. Whilst difficult, the aid of the spirits did much to defend them from the worst of the crabs; the elemental magics of Ninsar and her disciples did much to protect them. Even so, many yet died and many crabs did simply go around. The crabs would pose immense problems for Anka for years, until their numbers dissapitated. Many a Ulkaieen knight came to offer their services against them, donning their shells as their own afterwards. Perhaps because of this event did Anka come to so heavily invest in bronze and earthtooth imports, creating a many arrowhead to be used against the crabs. Regardless, the Ankan economy would be somewhat devastated for years to come. In contrast, many non-Ankans simply died or fled, unable to fight off the crabs.
To the north, crabs ventured up the river Kossol, where the Lawful People did make home. Of course, there had been ample warning and because of that, both Diwata and Dirugulatl had been prepared. The horde of the Sarrat-er-err had sent an army to aid the Lawful People, armed with bronze and obsidian arrows. Diwata by contrast, gave her husks simple maces of earthteeth and obsidian. As the swarm came, arrows were fired and husks did form lines. Many many hundred died and many crabs did go around and did devour and consume. Pushed back, even Innol was endangered and saved only by the intervention of fiery-headed spirits. Calling upon the spirits of tides and mud, Moska did entrap many in the riverbanks and allowing for their slaughter by horseman bow or husk mace. Still, there was much death. In the end however, much of the swarm was destroyed and the people were immensely thankful for the Great Horde's intervention; tributes would continue to be given regularly.
In the aftermath of the initial swarming events, a spirit-bound oath was sworn by a company of Ulkaieen, Horsemen, Lawful People, Ankans and surviving River People to hunt the vile crabs and eradicate their nests. So were such born a guild of monster hunters.
Though the event was most calamitous, the majority of the Crab Tribe saw the terror and destruction caused by the Vile Crabs as even more reason to worship the Great Crab- it could be so much worse. As such, they did continue to forsake the worship of other deities, even as they heard of others.
In ways of technology, the Crab Tribe has not improved much, though it has obtained the scavenged goods of other peoples. Knowledge derived from slaves and prisoners have aided them as well, such as the scripts of both the Lawful People and of Anka. A few even have horses. Perhaps because of their reliance on food, the populations of the Crab Tribe continue to remain low- especially with the vast destruction of the swamps where they hunted and foraged for food.
1 CP attained [Crab Tribe]
-2 DP [Crab Tribe]
Minor Myth of Godhood (Thievery) attained
Midan has entered Torpor!