Edict of the Iron Way
...and so did the learned and wise in the ways of war and peace come to the people. They spoke of battle and of honor, the deeds of a warrior and the spirit of a man. In this way the people became learned as well, and the might of Askia was magnified a hundredfold.
Friends from afar had called for aid, and the enemies of Askia proved themselves a more formidable foe than expected. Konaté the Holy, famed for his philosophical works on the nature of leadership and warfare, decided that because Askia's agriculture was already strained, and because the manufacturing was busy working on manufacturing existing weapons to push for better ones, the least harmful path for improvement was a mental one.
Traveling griots had long walked the land under the blessing of the Old Kings of Askia, and many had proved their worth in the war against the Iconans. Yet as they increasingly withdrew to their own orders, the old task of a griot as a storyteller and teacher had begun to fade. Thus, the Edict of the Iron Way was decreed. Partially integrating the orders into the state and granting them legitimacy as well as funding, the Edict required that in return, the new griots referred to collectively as the "Iron Way" would take on the duties of officer, showing levied soldiers the three disciplines of spearmanship, bowmanship, and honor.
A priest himself, Konaté held sway amongst the many orders of clergy, and his edict found warm reception to a community that had existed in an unofficial symbiosis with the state for years. It was agreed that Konaté's decree be carried out, and a new breed of military officer wandered the land to gather volunteers in service of the nation.
Difficulty: Average
Rolls: 6+2 = 8 (Average)
Even before the Iron Way, several griots were as knowledgeable of combat as they were of navigation; it’s not uncommon for a soldier to turn to the Paths, looking for a purpose beyond the battlefield. These soldier-griots were already the core of the priest-magician forces; and now, as the Edict of the Iron Way was issued, those among their number who had ability to command spread through the army.
While Askia’s troops were already exceptionally disciplined, the officers of the Iron Way, in their dual capacity as spiritual advisor and commanders, made them more so. While there were only so many troops Askia could support, those troops were exceptionally well trained and commanded. Priests of the Iron Way were skilled leaders, keeping their troops in formation no matter the conditions of the battle and themselves being fierce warriors.
They were needed.While Icona wasn’t conquered, we did manage to defend Ofal, and made first contact with Etroa. The battle was fierce, and we had to use all we had to match them. Until this age, Askia had largely been unchallenged - but no longer. It had met it’s rival.
----
The Renaissance Era:
Centuries passed, and the world continued to turn. And skirmishes and wars with Etroa were a major theme of them. While there were times of comparative peace, times where one side or the other had an advantage, never did they manage to conquer each other. Power waxed and waned, and the world changed, but Askia and Etroa have never really had good relations.
As the age of sail dawned, Askia’s traders and griots ranged far, learning of new places and technologies. This decade’s conflict with Etroa was a draw. Generally speaking, Askia is prosperous, moreso than at many points in it’s history.
And so the world goes, things are about to change.
You have
two designs this turn. The first prompt asks
what military design characterized warfare for your nation in this period? The second prompt asks
what design is associated with a major shift, political or cultural, in the country?Designs
Chijindum and Chijindum’s Code of Laws: The Great Unifier Chijindum and the laws he committed to writing inspire the Askian people to this day as one of the greatest leaders in early history and the first codified set of laws, as well as being the man credited with the creation of one of the first states.
-The Golden Road: Chijindum’s path is an example to all, and after his death many have elevated him to the level of deity. The griots of the Golden Path are peerless navigators, and the arrival of such a wandering sage is met with reverence and cheer in many communities.
-The Iron Way: An order descended from griots who took a more martial bent. They serve the armies as officers and as spiritual advisors in equal measure, and are strong warriors in their own right.
Magnetofume Compass: Jars, pots, or other tightly fit containers that can hold magnetofumes. When opened slightly, pierced, or otherwise given a hole, the magnetofumes escape and drift north. This is incredibly useful for navigation, and was essential to not getting lost in the vast and rather featureless Tu Desert.
-Magnetoliquid Glass Compass: Compressing magnetofumes into liquid form and capturing it in a glass vessel allows for a much longer lasting tool. Nobody goes far from home without one.
Fumehide Armor: Leather armor worn by the priest-magicians of Askia when the time comes for war. It’s fairly tough in it’s own right, but the real attribute that makes it shine is the magnetic field emitted by the fumehide, making the wearer significantly harder to hit in a lethal way.
Resources and Interactions
Magnetofumes: A thick, gray gas found in holes and vents across Askia with unique electromagnetic properties. At this time, not much is known about it, but it surely has potential. It will persistently drift north when exposed to the air, in defiance of the direction of the wind. When compressed, magnetofumes turn to a grey liquid called magnetofluid, which ripples to the north. When magnetofluid is dumped into water and the water is boiled away, it creates the tough, leathery substance dubbed fumehide, which has a light magnetic field around it. This resource has the sphere of Electromagnetism.