Godhood WB / V8 / Turn 6 / Macro
##Welcome to Turn 6: MACRO 1##
[Welcome dear deities to the Macro Turn! This turn is 100 years long. In this turn there will be no small scale roleplay. What is small scale? Anything which describes the actions of a single person, or is detailed enough to include dialogue. Also every mortal without a blessing of immortality will die during the course of this turn. The Act gain section is truncated as religions will shift over time. You will notice a 3 Act bonus due to the length of time covered. There are also a number of events to allow for free actions during this turn. The Events section is different to a normal turn. It is written in future tense. Rather than describing events that have already transpired, these events will happen during the course of the turn and you are free to make posts detailing things before or after they occur.]
##In Summation##
The First War has ended in a stalemate, and a mutual respect. Unusually, The Lionen pride and the Wandering tribe are now much closer after their conflict, having recognized the worth of their opponents. Quezhuiaya even saw fit to bless his people with forms similar to the Lionen. Their faiths have merged into something that is called “The Blood of the Hunt.”
Nearby another religious change was occurring. The Einheit tribe and several other nearby groups have come together to worship The Pantheon of Sanctity, a faith that reveres Pride, Azarax, Blutegel and Wanax.
The Sylvan now have a ritual with which to create new Mother Trees. The first of which has been created in the lake of Totemtown
The people of Water’s Crossing have crossed the waters to found a new town in the branches of a Sea Tower. This new town surrounded by water is called Rochtown. The users of the Art have also developed ways to hone their powers and bind magics onto objects with magic scripts.
Meanwhile the Undead have started to rise, the problem is minimal for now, but could escalate in the future.
The people of Raisintown have developed a convoluted series of trials, in keeping with the spirit of Trialism, with which to judge the succession of their leadership. In less serious news they have also discovered the process of making alcohol through fermentation.
The Shadow tribe have moved south from the dense jungle to the even more forbidding lands of the dead swamps. An unpleasant place, but they have developed several technologies to help them survive, in particular they have become the world leaders in medicine.
The Einheit and The Shadow tribe have developed their own written scripts independent of the ancient Tengu characters and the more reccent Plinteese pictographs. These four base scripts would spread to be the basis of all future written language.
[The tech ceiling has risen we are now capped at Pre-Augustan Era (Pre-27BCE) technology.]
[Turn 7 will start at: Sunday 27/08/2017 at 2pm UTC]
##Links##
##Act Gain##
Adela: 17
Antria : 8
Ateimani: 8
Azarax/Pride: 12
Blutegel: 18
Bobo: 30 [Inactive]
Caelan: 14
Dead King: 10
Fexton: 35 [Inactive]
Francella: 10
Fred: 25 [Unactivated]
Gjinn: 30 [Inactive]
Klyr: 36
Lim: 17
Lunn: 7
Mara: 10
Ohmer: 10
Po: 12
Quezhuiaya: 11
Stellatum Pallio: 19
Svarndhan: 10
The Outsider: 10
Udani: 19
Wanax: 9
##Events:
###The Early Races
Over the course of the coming hundred years the various tribes of the world will spread and split, merging and intermingling, until rather than being distinct racial groups they will be muddles of geographically based ethnicities, mostly. There are a four races which are unable to interbreed with the Plints or Humans and remain separate:
The Lionen: The cat people of the central lands, Their fur ranges from a light gold in the south east to darker gold with black patterning in the north west. Several smaller tribes have split off from the initial group to form the Caracal tribes of western barrens, and the Cougar tribes of the mountains near the Einheit, but the majority of the lionen are under the rule of the Pride, or Wandering Tribes.
The Tengu: Bird people of the Northern Mountains. The largest concentration of them live on the flying islands under the rule of the Kaju councils, but there is a significant population of ‘heretics’ who fled Xingdu to set up the town of Túténg near Totemtown.
The Sylvan: Plant people, their settlements centre on the mother trees which give birth to them and as such the majority of the race is located in the Enclave, the coastal region north of the swamp lands. There are two trees further afield, one in Totemtown and one in the Golden Pits. [see event]
The Taeam: Fish people, you don’t see them around on the mainland too often, most people don’t know about them yet.
The Plint-Human Spectrum: Besides the four distinct races, there are the various more muddled ethnicities of Plint and Human which make up the rest of the mortal population. They have a skin tone that naturally varies from flushed pink in the south to slate grey in the north. The situation with hair is an odd one, nearly all Plints now have body hair from their breeding with the humans, but how thick it is varieties greatly, in the north with star tribe, it is fur, while the Sun tribe of the far south grow hair on the top of their heads only. This hair/fur is somewhere between blue, blond, and grey. The horns of the Plint also present themselves in a number of ways, some have none, some have one straight unicorn-esque horn, other have two, which are either straight or curl like sheep horns. Some of the Plints in the totem-tribe region particularly the Einheit have weird tongues that can be tightly rolled into sharp straws, for potential blood drinking. Some people can't roll their tongues.
Recently it has been discovered that the children of heavy users of Pi petals tend to be altered, their eyes are bright and shiny, their hair or fur becomes wispier, and their blood can itself be used as a narcotic. This can affect all races although the Plint are by far the most common to see changed in this way. [Ekoz, you can add effects to these drug blooded people so they match your plans better, but this hopefully provides a good base without making it a full separate race.]
Those who live on forgefire mountain also present very differently to normal mortals, their skin darkness over time and their eyes shine bright blue. These changes are permanent and can occur to any race, but are not inherited.
The Einhert and Sun Tribes are both examples of psionic hiveminds, membership in these psionic groups is heredity, but they are not actually a separate race.
###March of Progress
The Tech ceiling has been raised and we are now in the Pre-Augustan Era (Pre-27BCE). With this we have also raised the tech floor, all mortals have access to the follow technology: Writing, herding, animal husbandry, general forging of all simple hand tools, construction of small water craft, carts, carpentry, stone working, many early architectural styles.
###REBATE: Technology gifts
[You get five acts of free technology to give to the mortals. The catch? You cannot give this technology to anyone who worships you, so go find someone out there looking for a technology related to your sphere and give them a present. It’s technological Christmas.]
###Mortal Spirit: Trade Goods
The mortals will begin to make goods that are valuable, for their beauty or their rarity. Such things will quickly become common place in their location of manufacture, but a system where one town’s valuables are exchanged for valuables produced in another town will allow for an exciting new concept the mortals are calling: ‘Trade’
[You can for free describe one delightful (but tech appropriate) trade good that one of your settlements specializes in producing. This could be anything from fine furniture, to pearl jewellery, to ornamental spears. This provides your people with the tech to produce this good for free. These exports cannot be too practical, for example weapons made with this event will be ornamental rather than practical, vellum scrolls will be filled with entertaining stories rather than technical diagrams.]
###The Golden Standard
The Golden Tribe have been attempting to spread their currency for a number of years. With the upcoming flourishing of the trade relations, the Golden Tribe’s practice of using gold metal as a measure of value will finally take root. All nations that do not enforce serious measure to ensure trade protectionism will find their population taking up the use of gold as currency and as a result gaining the ability of wealth sense, which allows people to instinctively know the location of nearby valuables.
###The Mother Abundi
As trade flourishes throughout the land, A group of sylvan will begin to enjoy acquiring wealth more than their brethren. Initially these people will take up the role of merchants in sylvan society, but over time will wish to create their own trade enclaves. With this in mind one of the sylvan will decide that she would like to become a Mother tree, located in the lands of the gold pits near the Golden Tribe.
A mother tree made from the local Abundi tree, whose fruit are a natural stimulant, will produce children with a tendency towards hyperactivity and ambition. The Sylvan of this tree will also tend to graft themselves with goldgrass to create gaudy ‘bling’-ridden costumes.
[KevReddit I’m am giving you a bunch of Sylvan plant people. They are joining the Golden Tribe willing and wish to help in all your averous endeavours. If you have any questions about the way that Sylvans work they are detailed in ADJ’s posts, or ask and I’ll try answer anything I can.]
###The Minor Tribes
A number of smaller tribes which follow similar pantheons to their parent tribes will split off over the course of the next century as they seek more land to claim. The area between the major tribes will slowly fill up with smaller less influential groups until all that land has been claimed.
[As we move past the tribal stage of the game, I’m going to make a proper political map, hopefully next turn, that shows all the borders of the world. Don’t be surprised to see a bunch of little nations sandwiched as buffer states between you guys.]
###The Third Hive: The Unity
Not all members of the Sun Tribe or the Einheit Tribe wish to stay with their own people, some of the more adventurous individuals will set out traveling the new world spanning trade routes, many will end up passing through Totem Town, leading to one particularly member of the Einheit tribe getting rather familiar with a certain member of the Sun tribe.
The children born of this union of two hiveminds will divorced from both the Sun tribe concordance and the Einheit connection, but share a connection with their siblings and their own children, thus creating a third much smaller hivemind. Over the years this family will grow to become a third ‘tribe’ of psionically linked mortals, who would call themselves The Unity and will come to be highly influential in totemtown’s growth.
###The Growth of Totem Town
Totem town will grow over the next century to become the first real urban centre of the world. It will absorb several of the nearby villages as suburbs and construct a promenade containing temples to every major world religion, many of which still hold this ancient homeland to be sacred.
A group of Tengu fleeing the religious intolerance of Xingdu will establish the settlement of Túténg in the nearby hills, the Sylvan have a Mother tree in the nearby lake and the newest of the hiveminds will build in a compound within the city meaning that there is considerable diversity in the cities inhabitants.
The various clergies and the hall of storytellers wield considerable influence in the region, but most of the power will be held by a secular council of heredity oligarchs. There is no formal voting system for passing motions in the council and the entire system is very much in its infancy, but over the next century the major families will consolidate their grip on power over the town.
A quickly thrown together map of Totemtown
###Mortal Spirit: The Oligarchs of Totemtown
[You may describe one of the Oligarchic families of Totemtown. Tell me why they are influential, and where in town they live, or own property. Then describe the agenda this family will attempt to push during the Macro turn. This agenda cannot be anything to do with your religion, but trade, colonization, military, industry, citizen rights, laws and public works are all open for discussion. Any issues that are raised in enough player’s agendas will be acted upon by the council, so read what other people did and see which of their ideas you might want to support or oppose.]
[Alright that’s a lot of events, hopefully I didn’t bore you with all the reading.]
Posted Aug 25, 2017, 1:00 PM UTC · edited · locked