Crisis Cycles

Crisis Cycles
#1
Crisis Cycles
Eras pass. New inventions, new philosophies are constantly introduced, constantly changing. However, history is not a linear progress towards infinity, it is a wheel of rising, falling, and survival. We shall turn our eyes to a nascent world, its innocent people, each living under their own banners. Lets see how introducing certain aspects changes to their lands will affect them. Lets see how their cultures will changed by them, what cultures will follow them.

Also the world is terrifyingly magical.

This is more of a worldbuilding game, than a deep grand strategy game, be warned.

Every era, I will get six random worlds. The players will vote on which three will be a major Change, setting the tone for this world. These are concepts and technologies that are rising in the area the game is set in, and may not be true for the whole world. Each player will take on the role of a small community, each of them living in their a grand city, recently built. Each player will have to take a stance on these Changes. Which one will you adapt to the most? Which one will you deny? Will you perhaps, adapt to all of them equally? 

You will have a set amount of Decrees to perform, which you can use to expand, exploit and explore. When all of these run out, it is time for a great Crisis. One of the great Changes is facing a crisis: the players will vote which one is in danger. After that I will create the problem itself, and an emergency council will begin. After deciding on what to do, or after disbanding the council in failure, you must make a Final Decree about how you face this crisis.

I will then weave a story, of how the world developed for a few generations, and the cycle begins anew, with completely new cultures. 

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The first voting was done via Discord, and these folks are getting a reserve player seat!

Words were: acrobat, carver, dove, emphatic

Demonsul: carver, dove, emphatic
Pharmacy: carver, dove, examine
Vancho: acrobat, dove, pragmatic, 
Whimbrel: carver, dove, emphatic

Totals: acrobat 1, carver 3, dove 4, emphatic: 2, examine: 1, pragmatic 1

From this, the following is created:

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Gaze upon the Grand Plateau: on one side the jagged peaks of the mountains stretch over it. On the other side, you can see great valley full of trees and life, stretch into the distance. On a clear day, you may even see the ocean in the distance. And when the ocean wind blows, the clouds rain all over the valleys, feeding the grand rivers criss crossing the land, providing nourishment to the otherwise stagnant marshlands. 

Along these rivers, clans and families settled over many millennia. Some arrived from the jungles below, some arrived through the narrow passes and tunnels from the dry lands beyond the peaks, and many arrived from more exotic places. The size of these groups grew as time passed, and so did their settlements. Through metal, muscle and magic, they erected the first great cities of this, yet unnamed, region.

Using the ample metal found near the peaks, people created exceptional knives, scalpels, chisels and such. And some strange mystics found out that when they placed them under tiny pyramids, they sharpened further. The knives augmented this way actually slice reality in some way: the decorations chiselled into the walls - and sometimes, flesh - have become magical beacons and wards, glowing faintly, crackling with power... 

Originally, these cities had a history of bad blood between them. Petty kings fought each other for equally petty reasons. But no more! Several of these clans have signed the DOVE CONCORDANCE, ushering in a new age of peace and cooperation. Each signatory party will also create and maintain an aviary full of sacred doves (they are very round and fluffy) as a living symbol of the concordance.

One of the reasons behind this newfound peace, was the creation of the Wandering Listeners: an order of travelling impartial judges, who had a perhaps supernatural understanding of the mortal psyche, and the woes of the people. They did not have actual legal powers, however, their advice was always called upon, should they be in the city, and they were always willing to lend an ear to the people.

~~~ 

Culture Name: What is the name of your culture? During the first era, this is also the name of your city state.
Banner Colour: What colour represents your city state?
Government and Leader: Who leads this place? Tell us about the system, and this person. 
Society: What can you tell about your culture?
Species: What is your species? This is especially important choice, as creating new species will be rarer in later ages. You may have mixed City States of course.
Stances on the three changes: Tell us how your culture handles the changes: do they embrace them, or deny them? If you embrace a change, you will divert resources towards it, if you deny it, you will divert resources away from it. If you embrace everything, you are a generalist, if you deny all of them, you are a subversive element.
Major cultural influence: This is only relevant during a future era, but it is included for the sake of completion. Pick one of the previous cultures to be a major influence on your new culture! You can even pick someone else’s culture. Perhaps you represent a new Dynasty, or maybe a new people who absorbed a previous culture.

As always, I need a copy of inter player communication.
The map might not be final.
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#2
RE: Crisis Cycles
Culture Name: The Federated Tribes of Gadesu and Ranitezia

Banner Colour: Heliotrope (#DF73FF)

Government and Leader:
Co-Consuls Haddrax and Palatina Amara lead the tribal republic of Gadesu and Ranitezia. The Gaddesu choose their consul from among the clan chiefs, Haddrax being the best negotiator among them. The Ranitezians, however, choose theirs through an assembly, where the people debate furiously and vote using small marked stones. Palatina Amara was the most popular among them this season. The Co-Consuls serve ten-year terms.

Society:
It is very surprising that the Gadesu and the Ranitezians get along as well as they do. Both of them hail from the wooded marshlands of the plateau, and the two have very different cultures. The Gadesu organize their society in clans, with each clan raising its eggs together and sharing most, if not all possessions. Each clan is led by a chief who is the most respected member of the community, usually due to being older, stronger, or wiser than everyone else. The Gadesu are an honorable people and give reverence to their ancestors and the land that sustains them.

The Ranitezians, on the other hand, are more individualistic, with small families. Children usually set off on their own after coming of age, and the Ranitezians value art, music, and learning. They are also very community-minded, though, with large numbers of unrelated individuals coming together for big festivals and projects. They are skilled in herb-craft and magic and are known to grow hallucinogenic mushrooms and other drugs.

Together, the two share the land and get along nicely. The Gadesu are the builders and doers, putting their resources together to handle day-to-day life, while the Ranitezians are ideas people and specialists, working on tools and art.

Species:
The Gadesu, also known as Lizard-Folk, are a cold-blooded race of semi-aquatic lizards. They thrive along rivers and in marshlands, value strength and honor, and have large clutches of eggs that are raised communally. The Ranitezians are elves, long-lived humanoids with pointy ears and delicate, fey-like features. They are highly magical, have few children, and love to braid their ridiculously long hair. These elves can grow beards though, and very much enjoy having fancy facial hair too.

Stances on the three changes: The Federated Tribes absolutely LOVE the Dove Concordance and maybe even are going a little overboard with the doves. They also have accepted and are experimenting with the magical metal. However, both cultures dislike and reject the wandering judges - the Gadesu prefer to listen to their elders, while the Ranitezians think they're kind of stuck up and should just chillll man.
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Human space is at war, and we're all caught up in it - Scattered Stars

A woman chases another through the snow, but where will their path lead them? - Footprints in the snow
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#3
RE: Crisis Cycles
Culture Name: The underground city of Gildrak Hold, home to the Gildrak clan of dwarves.

Banner: Gold!

Government and Leader: Dagram II of the Gildrak is the current clan-king of Gildrak Hold. The city was founded by Dagram's father, Dagram the Delver, also known as Dagram the Peacemaker for his signing the Dove Concordance. Gildrak Hold is ruled as a despotic kingdom, with traditional customs and a council of elders, led by the most respected long-bearded lawgiver, dictating the few situations where the power of the king is checked.

Society: Dwarves have always resided in the caves and tunnels of the mountains to the east of the Great Plateau, and their clans have long feuded with one another. Though membership of a clan is said to be a kin-bond and the most common way of joining a clan is to be born into it, it is also fairly common for dwarves joining a settlement permanently to adopt their clan. Individual clans hold various settlements and burrows throughout the highlands of the Great Plateau and the mountains beyond.

Gildrak Hold was established a little over a hundred years ago by the first Dagram, the current king's father. The dwarves were migrants from the east, a roughshod collection of prospectors and chancers drawn by the lure of an untapped vein of gold. The original mining settlement struck a vein far larger than they had expected, and when word got out, more and more dwarves joined the Gildrak clan, seeking to join the wealthy hold. With them, they (claim to have) brought the ironworking and runecarving technologies of the dwarves to the people of the Great Plateau. Dagram I declared himself clan-king to take proper control of the goldmine, and his Hold rapidly grew into a small, bustling city, delved into the side of a cliff. A few windows and balconies peer from a little way up the cliffside, and a simple gatehouse protrudes from the base of the cliff - but most of the city is below even the entry level, carved into the solid bedrock, truly underground.

As a settlement formed of dwarves from many clans, Gildrak is a little more open and inviting than other dwarven holds, but it still holds true to dwarven tradition of metalworking, avarice and holding long grudges. Nevertheless, their young hall is open to visitors, and in particular they welcome the lizardfolk traders who ply the rivers, selling their jewellery and ironwork on to the other races of the plateau. The Gildrak dwarves are lovers of drink and song, and are less dour and humourless than other dwarves from further east, far beyond the borders of the plateau. The age of peace has brought more and more visitors to their hall, along with more trade opportunities.

Dwarves have always lived in centralized cities, and Gildrak Hold is no exception. With most of the population focused in a single city and its connected mines and shafts, in particular the Gildrak goldmine, the dwarves exhibit unusually high population density in that one small area. Some parts of the cavern and connected tunnels with access to underground springwater grow subterranean dwarven crops, with old mineshafts often being widened and converted into farms. Small burrows and delved hillocks form the outlying villages around Gildrak, where the population is far more agrarian and send food by caravan to feed the city. The way dwarves live in central, usually subterranean settlements makes them more resistant to invasion and outside attack. They rely on their natural hardiness and resistance to disease to ward off the damage of urban living, but they are still more vulnerable to more potent plagues, blights and famine than those with a more spread-out population.

Species: Dwarves are short, stout, strong, tough and long-lived. Most live to be around twice as old as humans, though in their youth they mature only slightly slower. A few especially stubborn dwarves live to over 200, and they do not grow frail as they age. They are swift and skilled miners, expert artisans and great lovers of alcohol. They are also avaricious, stubborn, and traditionally nurse old grudges in their long memories, never forgetting the smallest slight. They are well-adapted to living underground and in darkness, and poorly adapted to swimming, riding beasts and bright sunlight, and you wouldn't expect them to win many footraces. All dwarves, regardless of gender, sport long beards that continue to grow as they age, and it is the gravest of insults to cut off a dwarf's facial hair.

Stances on the three changes: Though the Gildrak clan did not invent magical rune carving themselves, the mountain dwarves have long held arcane carving traditions, and claim to be the original inventors of the practice of rune carving. There is some evidence that the knowledge spread via trade caravans to and from the less isolationist dwarven settlements. As you can imagine, Gildrak Hold keeps true to this tradition, and places a great emphasis on runecarving and the magic that can be channeled through carven runes.

The Dove Concordance was signed during the reign of Dagram I, the current king's father. It has benefited the Gildrak clan greatly, so they put modest means towards supporting it.

Dwarves nurse their grudges and remember slights, with little interest in seeing their disputes mediated by outsiders. As such, the Gildrak clan does not support the Wandering Listeners, instead maintaining a clan lawgiver. The Wandering Listeners are free to enter their holds, of course, and if dwarves want to ask them for help they may, but the Listeners must support themselves, and can expect no help from the clan-king.
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#4
RE: Crisis Cycles
Culture Name: The Orcgarchy
Banner Colour: Green

Government and Leader: God, they absolutely do not get along. Ingkay Yarthuryay, Warlord and ex-Wandering Listener, seems like a cool enough dude. Cool enough that the four clans put down their arms and heed his words.

Society: Society is split into four clans. Each clan has their own particular quirks and specialties. The clans absolutely do not like each other, but not to the point they stop trading with each other or band together to fight off a threat that threatens all of the Orcgarchy. No one exactly knows how the enmity started, but it must be a buck-ass wild start considering the perpetual conflict continues to this very day.

Species: Predominantly ORCS. Orcs resemble large, green anthropomorphic pigs. They are notorious for their strength and constitution. While already hale and hearty to begin with, orcs can fall into a fugue-state that renders them almost unstoppable on the battlefield – or at least until the end of a good fight.

Stances on the three changes: The Orcgarchy are deeply suspicious of the Dove Concordance, assuming there is some sort of insidious political mean to destroy and subvert their culture. They reject it.

The Orcgarchy love the metal and the magic that comes with it. It adds excitement to the war between the four clans. It is also good for industry and sciences, which is less exciting. They fully support it.

Since their reigning leader used to be an ex-Wandering Listener, the Orcgarchy do treat the roving judges as esteemed guests. However, the friendliness is cooling. They already learned enough, you see. They modestly support it.
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#5
RE: Crisis Cycles
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The year is 100 AD (After Dove). The hundredth year of peace and prosperity has dawned on the people of the flooding plateau. The alliance between the signatory parties - elves, lizard people, dwarves - enabled levels of cooperation never seen before. In some places, a collection of small communities surged in population and prosperity, until one day, their borders reached each other, and they merged into one. Other communities walked down a different path: as they grew, clusters of people headed out into the hinterlands, while still maintaining a steadfast connection to their hometown.

A cosmopolitan city, near the middle waterfall, a union between two starkly different people...

A majestic hall in the mountains grown in both its size, and its merriment...

In the south, four small orcish cities, combining into one, each of them trying to prove their worth, trying to prove they need no flimsy piece of parchment to show of their might...

What will be their legacy? How will they be remembered?

Who will remember them...

PMs are coming out soon.
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