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((Oh shoot. I had a concert tonight. Missed deadline.:())
 
Aaaaaaand I missed the deadline
 
Gm note:

Because is the first turn i shall be lenient get them and an ic by 1 pm est today and you will be fine
 
Oh crud. Missed that too. Guess I'm busy. I am forced to resign.
 
The World 1500 BCE-1300 BCE

Europe, Africa and the Middle east


The Daursi tribes undergo a social transformation during this period, starting with the first crossing of the sea to the lands of the Italian peninsula (you can rename it to become de facto lore name) near 1400 BCE, they would spend the following one century expanding and fighting the human tribes on the southern peninsula, pushing them to the north and center of it. With this movement of people and more important tribal warriors and chief the shamans of the tribes rose to prominence, being left on charge of the tribes back home or become in extreme cases the new leaders when a Tribal Leader left and never return to rule new lands. The last transformation could already start being seen by the introduction of ship making and the beginning of trading by sea along the illyrian and italian coast by the Daurs, meanwhile the ships were mostly for trade, it could rise to other ship building capabilities in the future.


The Uruk-hais tribes from the White Mountains begin uncoordinated advance outside their traditional settlements, mainly as their population grows and food available, no longer suffice. The several tribes begin pushing into the fertile lands of northern italy, expelling its inhabitants rather easily, mainly as their warriors much stronger than the human counterpart. The disorganize conquest, do not achieve great expansion but already is putting pressure on the humans in north italy and the region of trieste. Along with this it's during this era that the Uruk-Hais begin excavating caves and settling underground caves systems as their home beginning the first real settlements for the entire tribes. Attempts by the strongest chieftain-Warriors to unite all the clans lead to much bloodshed in the mountains slowing down their expansion south and giving respite to the humans to begin organizing with the raise of the a confederation of tribes in northern italy to fend off Uruk-Hais and new human tribes from the south.


The Iverni civilization in the Irish Islands collapsed in the time period, its lands and people being integrated into other tribes for unknown reasons.


The Oselians tribes would expand into the lands of the island of gotland and nearby coastal baltic shores, establishing small colonies and keeping up their raiding ways of other tribes.


The Vampires of the Gothica civilization, saw a surge of development of engineering capabilities during the time, allowing for the construction of bridges and understanding on damming small water flows as well the introduction of wooden walled settlements in certain areas against raider,, of course compared to the great engineering abilities of the south in egypt and the lands of the middle east they were nothing it was a great advancement for the people of Gothica.

Lead by the vampire soldiers the Gothica kingdom attempted to settle part of their human population in the southern lands. What they forgot those land were indeed inhabited by other tribes, one whom did not find amusing the attempts to take their hunting and farming lands away. Attempts to convince them to peacefully join were rebuffed and war was inevitable. For the next century the Vampire of Gothica would expand their territory against Human tribes in the coast and goblinoid tribes inland alike. Meanwhile they almost doubled their territory over the period, they greatly weakened their military forces as a great amount of vampires were lost in the conflicts, especially against the numerous and ingenious goblinoid tribes. As they says goes, one leaf cut doesn't kill you, ten thousand however might.


The War-like tribe of centaurs: Bukhkaluuriin begin a rapid expansion of their territories in the east, and north, where most of their efforts were concentrated subjugating the humans tribes in the area for slaves, but more importantly bringing several smaller centaur tribes and clans into submission as tributaries for them alongside the Gothica kingdom which they avoid in actual invasions as they are organized and fearsome enemies. However by 1350 BCE the frontier tributaries and members of their own clans start testing their defenses and reading the human villages in the frontiers, as their military capabilities considerably weaken in the never ending wars in the south and west.


The laurentians (or more commonly know as mousefolk by the conquered people), begin a series of wars and expansion inside the greek laurentian peninsula and the islands in the nearby sea. Through the war new developments of tactics appears with the introduction of shield walls and the use of spears hedge appears into the military of the laurentians giving them an advantage over the greek tribes they fight from 1425 BCE to 1320 BCE. in what many called a hit of insanity following the rumors from conquered islanders and some say a vision granted by the gods to the members of the ruling council around 1325 BCE the laurentians whom by now were known raiders of enemy ships in the seas began laboring to attempt to surround the entire and mysterious isle of Tsikk. It was madness of course..how could one ever attempt to do such thing and many ships simply were lost in storms or crashed upon the beaches of the island its people never to be seen again.

The lost of many ships in this futile endeavour started problem in laurentian itself as trade with the new colonies was disrupted by attacking sailors from other areas or simply raiding parties as well the military efforts against the greek tribes suffered immensely as the transporting of men to the north and supply by ships was severely curtail and damaged. In just five years the laurentian suffered great reversals losing some 25% of all the conquered land in previous decades until agreements of peace with nearby people and stabilization of supply and men to the north could be achieved created a stalemate in the north. In all the initiative had costed greatly to the laurentians in man and treasury.


During this era great expansion of commerce of the land of egypt with other civilizations could be clearly observed. Contact with the Laurentians in 1400 BCE in the beginning of their expansion created trade networks as egyptian designed trade ships managed to cross the eastern mediterranean to their island and coasts by 1360 BCE. Overland the merchants of egypt began little by little arriving to the lands of the “crocodile-men” by 1350 establishing a continuous, profitable and growing trade network with them, specially in their further cities which began flourishing.

It is during this time the first dedicated warships are designed in the kingdom of egypt, boasting the first “war fleet” in the world. They are sleeker and faster than the standard merchant ship used for raiding like the laurentians ships are. The “mad Pharaoh” as we now know him ruled around the same time the council of laurentians attempted to impose their insane blockade, he was actually convinced by them to join in, however this was not meant to be a s he passed away soon after and the new one rejected the idea immediately. With the destruction of much of the laurentian fleet, even decades later still recovering and the increase amount of warships in the Royal navy many whisper egypt should expand across the seas to the ears of the Pharaoh.


It is known that during this era in the land of the Tsikk isle, the Tsikk continued fighting over land with the clear appearance little by little of a bigger and stronger Spider Dominors. In fact the only real change to the way was introduced by shipwrecks by the failed attempt of the laurentians which brought some attention to the outside world and new human slaves as well as the strange tree things.


The Ukopqess family from Pasqazi city manage to create a herbal concoction of several known hallucinogens for the Vissorak as well the addition of new one creating a very and new potent recreative drug. This achievement jumpstart them to stardom as the recipe is very much a secret and they become the only producers of it, making them incredibly wealthy. The arrival of egyptian merchants and trade only further increase it as great quantities begin to be trade for the egyptian ruling class to enjoy.

For several reason several families pack up all their slaves, money and forces and leave their current cities creating havoc in their departure with the power vacuum and the beginning of eternal families trying to fill it. The culprits the The Evidences family from Gioradori, the Olunik family from Voruke, the Aqalea family from Balides, the Arten family from Maredol, and the Estimiv family from Dorinax migrate west near 1460 BCE. By the time of the arrival of the egyptian merchants to the vissorrok, the first cities they encounter where those of the self exiled ones. One of them would raise to flourish thanks to the new found trade, becoming the hub between the rest of the Visorrak and the egyptians. By the en of the era many of the fringe cities were under vassalage to its rulers. This brought great things as well as potential menace as older cities began looking at them wearily as well as tribes and enemies from outside.

The Americas

The Naalnish tribes begin an era of expansion and enslaving of the human tribe in the nerby northern land of them. in two hundred years twenty calls by the horn of Khourl are done for the tribe to unite in new conquest. tens, hundreds of human tribes are destroyed or enslaved. Their natural overpowering body give them a great advantage of the the human tribes as well as their numbers. Their expansion is slowed down only when several tribal confederations emerge to face the hated enemy together. In bitter raiding wars in the forest the Naalnish are stalled and stopped expanding around 1330 BCE. During the wars and enslaving the some naalnish note that some tribes use weapons made of stone and are sharper, eventually beginning to adopt them instead of bone weaponry. One notes problem however is the general decrease of male population of the Naalnish, constantly at war weakening them little by little.


The migrant Mona tribe begin settling in their new homelands, starting the first actual settlements of their people by building shacks and food storage lands. Several neighboring tribe are made into subservient people sending tributes of food every so often to the tribes as their population increase greatly with great amount of things to hunt and eat in the settled areas.


Great developments in the culture and society of the Greatfoots is observed, the diverse clan rules and conducts are codified into Great Law of Peace, an oral body of laws and traditions that serves as a way of mediating disputes and dealing with large scale crises. This give raise to a ruling body of itinerant shamans whom belong to no tribe but can order all, these men are said to be able to talk with the owls and use them for information gathering.


The Narthlpak begin a slow expansion and settlement of the andes mountains, integrating several tribes in the area and outright destroying others. With their expansion they entered in contact with new ways of agriculture in the mountains, increasing their abilities and food production capabilities.


In the Thaliades war raged between the different kingdoms and people for the era, great numbers die in the fights as the military power of the nation's falls, the increase on the understanding of magic water and earth magic derivative introduce new things to battles leading to destruction of several thousands are killed in internal fights. The people of guertasi would raise eventually conquering the muepliti and destroying most of the secretive dolcia. In the north to oppose them an alliance between several of the most important states was formed to stop their expansion.


Asia

During the era the eastern Dawi Zharr develops gradually the creation of a council of all priest-lords a sanctuary for talking between each other and worshipping the god RImush, The place known as Dawi-Naggrund, become the most sacred in all the land. With their extensive slaves the Dawi Zharr continue expanding their mines and obtaining important metals in great quantities, which leads to the veritable improvement on metal working of bronze. The Dawi Zharr soon become the most prominent metalworkers of the world, with beautiful designs on bronze made on the time, still their weaponry


MAP

STATS
 
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((Hard to RP your society chilling out, eating roots, fish and berries and talking to birds.))
 
GM NOTE: Update completed. STATS and updated map soon
Remember to make your ICs and send your orders as always deadline thursday noon est.
New people can post their civilization if so wished now. Old people can make new ones or keep the ones they have too. Deadline for this is wednesday noon est.
 
bA5hSWC.jpg

Culture Name: Ter-K'daai
Race: Sun Dwarves are much like your run-of-the-mill Dwarf, short, stocky, and long beards, however, there are slight differences, Sun Dwarves are of a darker complexion than regular Dwarves(Think of the Arab portraits paradox has for CK2). Sun Dwarves are naturally resistant to magic, however the price for this is that they themselves cannot use magic, lest they turn to stone, starting at the feet. Most live to be around 350, but powerful Dwarves can live to be 450 years of age.

Location: Mount Kilimanjaro to the southern-most point of lake Victoria, south to the northern most point of lake Malawai, and west to the southern most point of lake Tanganyika(Will post image when the updated map is posted)

People and Society: Sun Dwarf society is simple, there are priests, who rule in the name of the All-Highest, and then the rest, the rest being anybody that isn't a minor noble or priest. And then below them are the Slaves. All Sun Dwarves follow a mix of ancestor-diety worship that is called Ter-Khaar, or the Radiant belief, which states that the Sun, in it's great power, created the first Sun Dwarves as it's children. All clans of Sun Dwarves claim to be the descendants of one of the first few Sun Dwarves, but Nir, Adrar'meloch, Runvalk, and Tariovast are the most popular. Sun Dwarves are arrogant and cruel by nature, and frequently enslave other races to do their dirty work, or for grand sacrifices to the "All Highest" in an effort to appease it. While the slaves do most menial labor, or act as meatshields for armies, Sun Dwarves are natural miners and inventors, and have a knack for refining metals and jewels. Age is very important to the Sun Dwarves, as the Dwarf grows older, his power grows with him, and thus his respect and standing as well.

Government: Individual holds are governed by Overlords, while Tyrants rule over more than one hold. Both are normally priests, and all are the clan patriarchs. Underneath the ruler of a hold are the minor nobles, members of clans who are either not priests, or too young to rule.

Economy: Slaves of the Sun Dwarves work the fields and mines, while the Sun Dwarves themselves oversee such affairs. Others are craftsmen or artisans, and the highest are priests or minor nobles

Military: Most holds field a small levy of trained soldiers, but since fighting between holds is rare, this force is mostly used for slave raids. Most are equipped with simple leather armor, with simple axes and shields for most soldiers, while some use the short bow. While uncommon, holds will use slaves to increase their numbers should they find themselves out-manned.​
 
((Uh, @GrandiSlayer my civ's map may have a couple clashing borders with you. You posted first so you've got right of way, but please check this link here and let me know what needs changing on my end.))
 
((Uh, @GrandiSlayer my civ's map may have a couple clashing borders with you. You posted first so you've got right of way, but please check this link here and let me know what needs changing on my end.))
((It's fine, the border only went down to the very northern tip of the lake that you're civ encompasses, but I can give a little.))
 
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Race: Wanaufisi (Gnolls)- The Wanaufisi, “Hyena-Men”, are exactly as the name implies. Wanaufisi stand bipedally at an average of five feet eight inches tall and bear all the traits of a Spotted Hyena in a body remarkably (and eerily) similar to a human’s. Most births yield two or three cubs, and the average lifespan of a Wanaufisi is about 30-55 years, although most die much younger. Wanaufisi have about equal strength as humans, but can run at speeds of 30 MPH and possess sharper senses and reflexes than humans. However, humans are more intelligent than Wanaufisi, with the average Wanaufisi possessing 90% of the mental capacity an average human would, with a genius-level Wanaufisi standing at about 120%. Females are larger, stronger, faster, and smarter than males, a reflection of the social structure and sexual dimorphism of their more primitive, animalistic, relatives.

Location:
ObbicY1.png

People and Society: There are about 80,000 Wanaufisi, a little under half of whom live on the banks of the Zambezi River. The remaining are spread out along the coast and the savannas. The Wanaufisi are divided into hundreds of clans, numbering anywhere between 50 and 500 individuals. The population of a clan is centered in their village, but control is exercised in a radius of at least a couple miles, with clan borders marked off by cairns and other markings. Wanaufisi are fiercely respectful and protective of clan borders, and it’s considered normal for hunters to stop mid-chase once their prey crosses the border. Intrusions of clan territories usually result in either the death or forced expulsion of the offender, depending on the situation. All Wanaufisi clans have nearly identical social structures, with the most capable female being the leader of the clan, followed by the most capable male, followed by the second most capable female, followed by the second most capable male, so on and so forth. Wanaufisi marry, but it is considered normal for both spouses to have multiple alternate partners or lovers.

The primary sources of food for the Wanaufisi are the hunting of antelope, wildebeests, the occasional elephant, and the gathering of edible savanna plants. Coastal and riverside clans further bolster their diets with seafood, and clans on the Zambezi will occasionally hunt hippopotami. Pioneering clans have begun to domesticate Ankole Longhorns and farm the sugar-rich Abal bushes, the flowers of which can be both eaten raw or, when combined with water, fermented into Abal wine.

Conflict between Wanaufisi clans are constant and savage. Most clans at least skirmish and raid their neighbors, Wanaufisi or not, every few years. Most of the time, such fighting stops there, but sometimes evolve into wars and blood feuds, many clans go extinct through this, but not due to total annihilation. Although Wanaufisi rarely take prisoners or have mercy during battle, they almost always refuse to kill cubs, pregnant females, the elderly, and the ill, instead opting to send them to either their own or a neutral clan’s village where they are added to their own ranks, thus killing the victim clan’s name, but not all their members. However, the Wanaufisi are firm believers in the concept of vengeance, which means particularly large and brutal conflicts may sometimes result in the killings of the aforementioned protected groups in retribution for the stacks of grievances large or long conflicts yield.

Wanaufisi religion is shamanistic in nature, and is centered on the worship of Uba, Uwar, and the Roho. Uba, or the Father, is the male god and husband of his female counterpart, Uwar. Uba is depicted in Wanaufisi mythology as a merry, roguish savanna huntsman. He is associated with luck, cleverness, agility, and revelry. Uwar, or the Mother, is the wife of Uba, and in traditional Wanaufisi fashion is the dominant partner of the relationship (think Zeus to Hera reversed). Uwar is depicted as the steely, strong provider, and is associated with fertility, martial prowess, hunting, and physical strength. The Roho, Spirits, are believed to permeate nature, which means that a shaman is usually consulted when it comes to which tree can or cannot be cut down, and which group of plants can be harvested or not. The shamans are an integral part of Wanaufisi religion, and are composed almost exclusively of magic users, which normal Wanaufisi believe is a mark of spiritual strength delivered from the gods’ plane of existence, Miungunchi, literally “Gods’ Land”. It is believed by the Wanaufisi that a shaman’s soul can temporarily leave his or her’s body and spend time in Miungunchi with a combination of trance-inducing music coupled with the consumption of the hallucinogenic bark of the Iboga Shrub, which has indirectly made scores of Wanaufisi raiders enter the dangerous Congolese jungles in a bid to find more of the ultra-valuable drug.

Government: No organized government, a collection of hundreds of clans sharing a similar language, religion, and race. However, the clans of the Wanaufisi can put aside their differences and briefly confederate to deal with large external threats.

Economy: Most Wanaufisi gain their livelihoods from hunting, fishing (where applicable), and foraging, but more and more clans are becoming partly reliant on the domestication of cattle and the farming of Abal bushes. Trade is handled through bartering, but animal horns, ivory, and Iboga bark are taking the roles of pseudo currencies quickly.

Military: The clans don’t possess organized militaries, and raise the able bodied men and women of the clan in times of conflict. These tribal militias fight with their hunting equipment: stone axes, spears, knives, sharpened wooden javelins, bows and arrows, along with armor made of bone and leather. However, the most influential chieftesses and chieftains are in possession of bronze weapons and armor gained from the rare trade deals conducted with Egyptian, Persian, and Indian merchant ships. If the Wanaufisi’s weapons fail in combat, they fall back on their sharp claws and powerful bites.
((tfw you post from ur cousin's account))
 
Myths of the Dawi Zharr

Part 1: Of Stone born.


There are many myths about the creation of the Dawi Zharr but all agree on two counts. The first being that the Dawi Zharr are Rock given life in all manner of ways and the second is that they have a twin race, the Nauhirr Zharr who were created at the same time from the air itself. The Nauhirr Zharr are a more graceful but weaker race than the Dawi Zharr.

One of the most prominent of these myths has both races created by a great thunderbolt that gave life to the Air as it moved earthwards, thereby creating the Nauhirr Zharr and when it struck the ground gave life to the earth itself creating the Dawi Zharr. Another well told story posits that the two races were created by the Old Masters themselves in order to have slaves designed for particular tasks.

Part 2: The Old Masters

Whatever the truth of the creation fables, all of the myths agree that the races of the Zharr were enslaved by a group of beings known as the Old Masters. These beings were numerous in their forms and are agreed in all tales to be rapacious in their wants, desiring to own all that they would survey.

The stories agree that while the Dawi were sent to perform the most backbreaking of labour in the farms and mines of the Old Masters, the Nauhirr were house slaves and relatively well kept. This fact created much enmity in the Dawi and destroyed any pre-existing amity between the two races from their common birth.

The many cruelties of the Old Masters bled over time into the collective psyche of the Dawi race and turned them into the black hearted and hateful beings that are seen today. The Dawi bade their time until they could wreak revenge upon both the Old Masters and the Nauhirr races over centuries of torment.

Part 3: The Great Pact

The tales agree that the end of the Old Masters came when the earth itself was turned asunder, the roads turned to lava and the air turned to ash. The great palaces and cities of the Old Masters were torn down by the splitting of the earth and their owners killed by the marauding Dawi in this time of great despoiling.

When the initial happiness of the Dawi at their revenge had worn off they were at a loss as to what to do. They could not stay where they were as the land had been made barren by all the destruction but as they had been conditioned only to obey there were few leaders able to make any decision as to where to go.

Into this scene of chaos the great Rimush appeared with an offer to the Dawi and Nauhirr. He would send them to a chosen land in exchange for their worship. The Dawi refused the offer initially on the grounds of their hatred for their brother race but when the Nauhirr insulted Rimush saying that the Old Masters would be back and would kill Rimush for making the offer he grew enraged. He offered the same deal exclusively to the Dawi and asked them to enslave or destroy the Nauhirr race as their first task.

To this the Dawi acquiesced, making the Nauhirr the first of many races they would enslave in their long future. The Nauhirr still exist, a debased form of what they once were working on the farms and mines of the Dawi.

With this acceptance Rimush sent the Dawi and their slaves a great distance in an instant, this new land of theirs being a verdant and lush one. The Dawi settled their first cities there in order to worship their powerful new god.

Author’s Notes:

The creation of the Dawi from stone is the reason usually given by the race as to why they turn to stone when they use magic, their life slowly bleeding out. For this reason the use of magic is largely ceremonial rather than practical. It is unknown if the Nauhirr would turn to air in similar circumstances as they are not allowed to learn any magic.

What exactly the Old Masters were and where exactly they once were is not known at this stage as the myths do not include this knowledge.

The transportation referenced in the pact with Rimush is thought to be a later embellishment by the Rimushian priesthood in order to make the god seem more powerful as no similar powers from the god have been recorded. It is more likely that the god gave a vision of a new land to one or more prophets who lead the Dawi to their new land and became the leaders of the new priesthood just as some priests have been given such visions when in times of great difficulty by Rimush.
 
Blood, Ræs could smell it lingering in the air. He prowled on all fours attempting to pick up the sent. He sniffed the ground loudly. His fellow warriors Flozc and Meiksy were nearby keeping their senses focused as well. One on hearing and another on sight. They were wulvkas and thus apt hunters though recently raids and other encroachments from the southern tribes had begun. For whatever reason the humans and other wulvkas to their immediate South had surged northward.

Ræs' band had been out hunting yet found little game. It would appear that the usual locale for deer had been depleted. Yet, blood remained. He sniffed and sniffed tracking faint smells until it grew stronger, and more pungent. After an hour of tracking they happened upon a camp of rival hunters. The humans had bows and spears. They sat around a clearing skinning a deer that was on rightful Mona territory. It would appear a lesson would have to be made.

Well... perhaps not yet this band was young and therefore reckless. Ræs broke out of the tree line and tackled one of the unsuspecting tribals clutching the man's neck with fangs. After Ræs felt the snap from the pressure he let the corpse fall out of his mouth and snarled at the scrambling foes. He attempted a lunge with his powerful hind-legs yet was forced back by a set of spears. Flozc had thrown his own spear out and it hit an enemy bowmen in the torso forcing him down. Meiksy had entered the fray as well slashing and swatting humans away with his claws. Unfortunately the humans had their own claws, known as axes, and one found itself in Meiksy's neck. Flozc surged forward in a rage at his friend's death and mauled the man who killed him. At this the rest of the humans turned and ran with Ræs tripping one so he could claw the man's back out.

For the next two centuries the Mona tribe would be in danger from these migratory tribes and would have to either defeat them, or perish.
 
Gothica, Gyarmat
Damarike Arsadets
1276 B.C.

The Thervingi Elder stood before the Kommitte, every administrator worth-knowing was present at the gathering. Far behind her sat the 'Queen' on the royal throne while the other Elders stood flanking her from behind. The 'Queen' subtly gnawed at her finger in anxiety as the Kommitte gathered around the long earthen hall.

"I present to thee, her majesty, the Kiralyne of Dacia, and Drottning of Gothica, Queen Dameitha Amali!" the Thervingi announced before stepping to the side with her colleagues, allowing the Queen to take her place as the speaker to the Kommitte.

"As you all know, this kommitte has been called together as this year's Damarike Arsadets, may the wisdom of our Geutanian forerunners', guide us on this day in our deliberations." The Queen spoke, waving her hand to the Greuthingi elder and pausing for a moment in her speaking while the Greuthingi passed her a scroll, "Of course, our primary deliberations will be on the ever-pressing war in the south. If there are no questions, we shall begin."

The 'Queen' paused again and looked about the room for any objections for a moment before continuing. The room was basked in an awkward silence, the very mentioning of the war in the south could make any conversation turn sour during these long and bloody years.


"Our causalities on the front number around five-thousand thus far for this year, that is already... a thousand more than all of last year's causalities..." She trailed off, knowing that this would be heavy news for the council to digest.

"The breeding-stock will be in uproar if we continue losing more and more of our men like this!" one of the councilwomen yelled, clearly in uproar herself.

The 'Queen' impatiently flickered her finger for a moment before speaking again, "And what would you have me do? We have no other solutions! We either continue to bring the war to them or they will bring the war to our homeland!"

"No solutions?! No solutions? We have a plethora of solutions! You just refuse to take them!" another councilor shouted.

"Then what would you have me do?!" the 'Queen' repeated.


"I'd bring the might of our people down upon them and ravage their lands, striking down any man or woman who raises his hand against us! That is what I would do!" One of the more wrathful administrators yelled to a sizable portion of the disgruntled radets yelling, "Hear, hear!" in return.

"Fine! But when they seek vengeance on us, centuries from now, remember this, it was not I who brought this upon us!" The 'Queen' yelled to an abundance of boos stemming from the angered radets. It was clear, fighting a losing war wasn't making the 'Queen' any more popular, nor was her staunch attitude of superiority. However, despite the booing, the nobles were appeased by the outcome, the reign of terror would be unleashed on those who refused to bow and hopefully... the war would finally end.
 
Rise of the Sorcerer Kings

Over the last 200 years the Thaliades experienced a profound transformation of their society, facilitated largely by the development of new magic. In order to improve the successes of their hunts, the Thaliades developed new magics to increase the longevity and overall effectiveness of their hunts. Being an aquatic species the Thaliades naturally gravitated toward water and earth magic, as other forms proved to have little use in an underwater environment and some (such as the case of fire) were even harmful to those who attempted to use it. Eventually these two forms saw a great increase in use as well complexity of spells.

This had two indirect effects on Thaliade politics and culture. First is that hunting became less of a challange as the improved magic not only made the act physically simpler but also allowed hunts to extend over longer periods of time. Next was a religious connotation. As many of these new spells were developed in Otimege, home of some the most skilled hunters, many began associate Otimege's patron deity, Vasnigi, with the practice of magic in general.

While these changes were significant the greatest and most direct change occurred in the warlike kingdom of Guertasi. While in the other states magic was still largely only used for the purpose of hunting, the guertasi saw its potential for war. Under the command of the their king, the guertasi began to develop spells that served little purpose other than conflict and perfect them. Eventually all that was needed was a place to test these new weapons of war.

What happened next was the first known instance of one state invading another in recent history. Deciding they were isolated, and were viewed with indifference by the other states, the guertasi choose the secretive dolcla. The guertasi-dolcla war saw the destructive combat spells of the guertasi warriors unleashed upon their enemy, who able to extend the conflict largely though their use of guerrilla warfare. However, even this was not enough and eventually the surviving dolcla surrendered and their lands were incorporated into the Kingdom of Guertasi. After his victory in the war the guertasi king at the time was declared by the oracle to be the champion of Paloatos and would be known as the first of the Sorcerer Kings.

At the time the other Thaliade states, caring little for the secretive dolcla and warlike guertasi, saw little reason to intervene in the conflict and some had affairs of their own to set in order. Around the same time as the guertasi expansion, the madmen of the Chaora began an series of raids against Ciodre and Leidotis. Ciodre, not having military might their neighbors possessed, came to rely on Leidotis for assisstance against the raiders. Leidotis however, had greater ambitions in mind and launched full on invasions against both Chaora and Dorivre to "establish order". This would quickly backfire as the two near anarchistic states united to form the "Livlaon Confederation". While not as well organized as the Leidotis, their independent and random nature made it difficult for the Leidoti troops to effectively destroy the enemy forces, while the Livlaons wore down their would be conquerors until they were forced call off the invasion.

As all of this occur the guertasi were preparing for their next conquest. This time, to the shock of many, they choose the peaceful muiplithi as their next. The muiplithi having no real military to speak of were quickly conquered by the guertasi, who had both experience from their previous conflict and the added strength of the dolcla who now served under the Sorcerer King. The "conflict" was a brief and decisive victory for the guertasi, but the Sorcerer King king knew the real battle was yet to come.

He was correct in this belief, for soon after learning of Muiplith's fall the Kingdom of Otimege moved to put an end to the guertasi's aggression. But they would realize that the army of the champion of Paloatos cannot be easily bested. While Otimege had forces experience with magic, only the guertasi had experience using magic in war and the result was a valiant but futile effort on the part of Otimege. For a time the Kingdom of Guertasi was the undisputed power among the Thaliades.

While many would used this time to continue their conquests, the guertasi king at the time instead choose to consolidate his new lands and reap their benefits. With population of Muiplith now under his command, the Sorcerer King began the construction of new army, one whose use he would not see in his live time. Its size and skill made the guertasi army feared by the other states, and they took advantage. Devastating raids were frequently launched against their neighbors, with only Ciodre being spared by paying tribute.

Eventually the other states realized that only their combined strength was enough to counter that of the guertasi. An alliance was forged between Otimege, Leidotis, and Canteropoi to defeat Guertasi. The so called "Symfecia alliance" would later include Ciodre after the other members were able to repulse the guertasi raiders in their lands. What occurred next was a war many compared to the great battle between the gods. The symfecia and guertasi fought a bitter conflict with both sides making gains that surprised the other, only to be pushed back. Over time both both sides became weary of the conflict and the fighting died down in sort of undeclared truce, withe the borders remaining roughly the same as when the fighting started.
 
Mountains West of the Dawi Zharr, 1296 BC

Kharrak trudged along a mountain trail in the mists, the last of his strength leaving him. He and some companions had been searching long and hard for their fortunes but only he remained. The vision of a mountain made of copper had haunted his dreams for many months and he had with his impassioned pleading convinced some of his friends along with him despite the warnings of the elders.

The vision had lead him to this place near the great rivers that fed the Dawi homeland, into the lands of Orcish and human tribes but he had not yet found a claim of his own. He knew that soon he would have to turn back empty handed with all of his wealth wasted on this fool’s errand. All of a sudden the wind picked up and Kharrak sighted the mountain of his dreams. He broke into a harsh sprint towards the great peak and fell to his knees at the base.

As he stood up Kharrak took a look at the stones around the creek flowing near the mountain. Malachite! He had seen much of it during his work at a smelter in Mingol-Naggr. After searching for further samples Kharrak began his walk back to town with a spring in his step and whistling a tune.

Mountains West of the Dawi Zharr, 1281 BC


Kharrak smiled as the latest shipment of his ore downriver to the heart of the Dawi Zharr faded into the distance. He had done well in the years since his great discovery, he was the father of three healthy children and was one of the richest men in Dawi cities. He had even become Priest-Lord of his own settlement: Copper Mountain, Zihel-Naggr and met in the new sanctuary at Dawi-Naggrund.

There was no way this abundance of Bronze weaponry could go wrong was there?

Zihel-Naggr, 1204 BC

Kharrak grimaced as he saw the force swarming his city made of wild Humans and Orcs from the west and south as well as a large force of Centaurs from the steppe had united to face the expanding Dawi drawn by the wealth of the great cities. Kharrak himself was standing in the tallest tower of his fortress looking for the banners of the relieving Dawi force from the east. Supplying the arms buildup of the other Priest-Lords made his city an imperative for the other lords to save unlike most of the other petty lordships of the Pale of settlement.

At a call from their warchief the horde made for the walls of the settlement with ladders to climb the walls. For the moment the forces were largely arrow fodder and was quickly cut down once the wall was reached. The watching warchief upon noting this called upon his elite troops to assault. Kharrak knew that if the Dawi mail clad Orcs made it into his defences he had lost the battle.

As the Orcs made their way to the wall, the sound of Dawi horns rang out as the relief forces made their way to blunt the enemy force. The day was won as the horde withdrew to better terrain and with it this part of the Pale. The fate of the rest of the Pale would be decided in a future battle.
 
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Updated Map

Disclaimer: Sorry if I butchered your planned borders GrandiSlayer, wasn't 100% sure what you wanted, hopefully it's close. And Wanaufisi borders were shrunk as per the orders of Supreme Leader Alexander