Major Spirits of the People
Crow - A tripartite spirit, Crow is considered a composite being encompassing the Teacher, Trickster, and Devourer, with a unified form sometimes called Spider-Eyed Crow. A being of creation, knowledge, and taboo, Crow is considered among the most important of spirits but in no way rules over other spirits or the earth
Gwy and Goya - Hermaphroditic primordial spirits who mate with each other to give birth to all complex creatures and spirits. Gwy is typically seen of as the more masculine of the two, with Goya the more feminine, but both are attributed to impregnating the other and bearing their own children
Bytah - A daughter of Gwy and Goya, sometimes also conflated with Goya, and considered the progenitor of animals such as horses and deer
Gygowyn - The first human being and progenitor of the people. Often invoked as a bearer of fertility and a protector of women. Considered to have powers over all descendants, which is essentially everyone
Arxyn - An important ancestor/spirit, considered the first man and first king, who brought forth demons with foolishness and greed. Important for a form of negative invocation
Major themes of the Ymaryn:
-Aspects/Contradiction. Crow, Gwy and Goya are key here in simultaneously holding contradicting elements.
-Troublemaking spirits. The spirits don't just bring blessings, they cause trouble even when they are doing good. Look closely at their gifts for Crow could be teaching you or making an example out of you.
-Creation begins with Woman.
-Original Sin begins with Man.
-Everyone is family, no matter where or what nature. From beasts to foreigners.
Major Spirits of the Highlanders
Black Eagle - King of the gods, this anthropomorphic eagle is associated with both wise rulership and ill-omens, particularly solar eclipses, which are directly attributed to Black Eagle spreading his wings
Macra - A primordial giantess and demon, Macra was seized by Black Eagle as his wife, giving birth to the world. She is considered to sleep beneath the earth, her body giving shape to the hills
Holchim - A bull headed god of fields and pastures, considered the prince of gods who waters his fields with the blood of his father's enemies
Tosytox - Goddess of corruption and the summer sun, she is the matron of prostitutes and disease, and enjoys perverting and befouling things both physically and spiritually
Black Eagle is a classic solar spirit, contaiminated by trade influence from the Ymaryn. You may recall that the original Eagle Spirit wasn't black, but that the Western Confederacy started making black ceramic masks to sell to the People. The difference between a black eagle mask and a crow mask is basically none.
Their myth embodies patriarchy and wife raiding, though it's unclear if the practice remains modern, since I believe Macra came from OUR myths, as you can see the Dead Priests lack an equivalent, she likely split off the Earth aspect of Holchim.
Holchim and Tosytox you can see the common origins with the Xohyssiri Choxosyn and Tulltox.
]
Major Spirits of the Xohyssiri/Dead Priests
Thunderbird - A rainbow winged eagle who brings rain and destruction, Thunderbird shaped the world with the beating of his wings, bringing forth all things good and evil. He requires blood both so that he will not hunt on his own and thus bring ruinous weather with his flight, and to strengthen him when he battles more destructive demons and gods
Choxosyn - Head of a lion, body of a man, and legs of a bull, Choxosyn is the demon god of conquest who requires a steady supply of virgin maidens sent to him to keep him preoccupied with fulfilling his immediate lusts, so that he will not head out into the world to shake the ground with his passage or draw Thunderbird's ire. Enemy warriors can instead be sacrificed to him in order to gain his favour when on conquest
Tuultox - Serpentine goddess of disease and healing, her venoms can bring both death and life, depending upon her whims. Invoked by both prostitutes and pregnant mothers for protection, with the deaths of either considered to be her feast of blood
Teossoxyn - A demon who dwells within the north star, he is entirely random and destructive, and can only be satiated with the blood of loyal warriors, although not necessarily their deaths
Ominous pantheon here, they have a savage/dualistic element. Their spirits are basically the same as the Highland Kingdom, with elements shifted to fit their more bloody culture.
All their gods demand blood. Though I notice they have a god for Earthquakes, so the black stone might well be Basalt from a volcano further south.
And they added the comet as a random troll. Probably partially inspired by us randomly releasing a Nomad horde into the lowlands, blended with the legends of the long ago drought, the Star pox, and pretty much all the shitty things.
Major Spirits of the Thunder Horse/Speakers
Thunder Horse - A cosmic horse that created the world when he ran across a featureless plain, the fall of his hooves explosively reshaping the land. Now mostly concerned with reshaping the sky, but invoked through certain rituals to share his virility and thus bring forth children and good harvests
Patir Torm - The current king of the gods, who gained the position by lashing the cosmic equine children of the Thunder Horse to pull the Sun Chariot and who reworked the sparks from Thunder Horse's hooves to create lightning bolts that he hurls to smite his enemies
Gasania - Mother goddess of the earth and deep places, noted for her jealousy for the attention of Patir Torm and rages when his attentions wander to other women. Considered the matron of good harvests, women in childbirth, and the deeps of the earth
Firlco - Peregrine messenger and deadly archer in his father's service, the only thing faster than Firlco are his arrows of sunlight and disease
Interestingly they see the world, embodied by the primal horse spirit and his children, as something to be tamed and ridden.
Patir Torm is their historical founder who first tamed horses, conflated with their founding Hero who got the improved Sun Chariot and the Thunder Axe.
Gasania is clearly a Spirit Talker carryover. Must be from the survivors and the leftover religious art.
Firlco sounds like it got adapted from past Ymaryn encounters, where our bows and chariots in the early days would look JUST like that.
Claiming that it's "common sense" doesn't really work, that's equivalent to giving up. If they aren't responding to your points, repeat them.
Incidentally this has worked about never. If your point is not accepted, repeating them only annoys people and entrenches them. Find a new point.
They maintain marriage ties with some of the tribes that also have marriage ties with the Stallion Tribes.
Huh, interesting, so the Nomad marriage connections remain even now. Traders?
That demon has been folded into the churn of several other beings at this point.
Well, nomads. No lack of enemy people demons.
I rethought things on the Dead Priests, I agree that our relationship would ironically probably be better if we kept them at a distance so all the horrible things they still do and their skull wall are just stories. I do want an in on that new plant still, which mandates Highland Kingdom.
Well yeah. Once people see the skull wall, and the still ongoing sacrifices...well we'll see.
That diplomatic mission is going to be a sight to see.
There's currently two locations in Valleyhome: above Upper Valleyhome and below Lower Valleyhome. The first will have the lagoon be in the perfect place to serve as a reservoir for the entire region, but if it lets go then your most densely populated and heavily cultivated region gets swept away. Below Lower Valleyhome will flood some of the places where people are living and farming and you can't as easily turn spillways into aqueducts, but the reservoir can be more easily utilized for fishing or other aquaculture systems, and if the dam breaks it empties into the badlands. There was also the possibility of building the dam at the end of the badlands, but you failed to settle the area so that opportunity was lost.
Was originally going to have the exact site be a midterm question, but now I will probably make the decision part of the initial voting just in case you super accelerate everything.
Considering nearly every historical dam had failed at some point I think we can take the less convenient location. Aquaculture is one huge way of making up for the low fertility of the badlands, as we could cultivate freshwater crops and fish. It'd also provide a good trading post for Eastern Hills.
Would the lower site close off the badlands as a settlement location? Replacing it with the defensibility of "there is a dam upstream and you're in slot canyons"
The badlands are already part of your territory, but yes, if you invaded the Highlands Kingdom for the territory just beyond the badlands you could build a dam in that location. You can make multiple dams, although you should probably only have one per river for the sake of safety.
Oh yes dam cascade failures are SPECTACULAR. A breaking upper dam usually causes all lower dams to fail from the water surge, unless you keep the lower dams permanently half filled to absorb such a surge without breaking(which is an extravagant expense of course)
Considering how irregular the river already is the time it takes to fill the reservoir won't even be noticed. At most some people will think, "Oh the river is late... again.... like it was that time two years ago or seven years before that."
If anything what will be noticed is how regular the flood waters become, but nobody is going to complain about a good thing.
They'd probably notice the reduced soil fertility over time, but on the other hand weaker floods also means it's easier to permanently improve the land.
With megaproject support already up, yes, you could pass the megaproject over to the provinces, although you wouldn't get the concentrated effort possibilities.
Oh huh. Cool. This Law thing is pretty kickass apparently.
I'm assuming it actually took 5 actions for the megaproject, which we got as a bonus from symphony
Hmm, good catch. That also makes it a very VERY powerful bonus. One extra Main action per turn on a project means we can wipe out projects in rapid succession.
I love how the People actually have one of the creepiest and stranger pantheons from an outside perspective. They have a three-aspected trickster god that is incredibly focused upon in their religion, creepy primordial hermaphroditic twins, and the original sin- everyone else has various expies (or at least parallels)while we're stuck with a creepy multi-faceted god (one facet of which is literally referred to as 'the Devourer') that vaguely reminds me of Shiva we literally call 'The Spider-Eyed Crow'.
Like what the fuck. That's up there with 'the Drowned God' in terms of ominousness.
Eh, the Thunder Horse and the Highland Kingdom have the most 'normal' spirits. Skyfather and Earthmother.
The Ymaryn have weird shit because we've cut off trade with most people for a hundred years to brood at home, while the Dead Priests have gone Blood For The Blood Gods.
And half the Dead Priest gods are demonized versions of their neighbors gods, appeased with propiatory sacrifice, then converted again to their own.
It's a technology that was used since
ancient Mesopotamia, but I don't think it necessarily replace a dedicated courier network. For one, I think you need to carry the pigeon with you, and only then that it returns to its nest. How are you going to be able to send message from central headquarter to field command? You'll need someone to run, doubly so if said messages are more mass than your piegon can carry.
Pretty much. The big problem here is you need a writing surface that's not made of rock. So we need paper first.