SSNES3: Slaves and Masters

Silver Steak

The Ghost of SS
Joined
Dec 13, 2004
Messages
3,718
Location
NeoChristiania
Introduction

In a forgotten Time, when the Ancients ruled the world... Those who would play out the Great Game of war and survival were gathered. The scene, a foreign Earth, all of it a stage and all of them mere victims of Change. Change that would cast down their oppressors, and make them masters of their own Destiny...

Magnamund is a sundered world. It was once the paradise of the Ancients, a long gone species of great psychic powers. They were, in their time, the supreme rulers of their world, able to warp the reality around them according to their wishes with their minds alone. They developed this ability above all, ultimately extending their domain from their immediate surroundings to far off worlds - to other sentient species. They sought out sparks of intelligence in the vast universe, and targeted their powers onto large congregations of minds in order to open their greatest discovery: a Gateway.

It was no great surprise when the first of these portals were opened, the Ancients observed the inhabitants of the new world - and found them complately lacking in psychic mastery. This led them to brutally enslave the natives, work them until they had stripped the world of resources, then take the prime of the slaves with them to Magnamund before closing the portal, leaving billions to desperate warfare, starvation and inevitable doom. They worked themselves from world to world, becoming far greater then the bounds of their realm would ever have allowed them.

At the same time, many slave species were imported - some thrived, others survived. The rest adapted or perished. The Ancients were uncaring of how they fared, since they knew they needed but open another portal to gain billions of new "intelligent" servants. They were particularily fond of the Humans, a species which seemed already familiar with internal strife, slavery and both menial and mental tasks. They were the last species to be enslaved by the Ancients, and thrived surprisingly well on the planet. They quickly multiplied, allowing the Ancients to halt their century of warfare and domination to focus more on different aspects of their Power.

It was then that the wheels of Destiny creaked, moved - and began to turn. One of the Ancients - long forgotten except for his discovery - succeeded in linking his mental focus with others of his kind. It allowed the Ancients to magnify their psychic energies, a technique that theoretically could amplify their power to infinity. There was only one catch: one of the linked had to assume control. This discovery was so sensational and potent that it could make them the supreme rulers of the universe. Alas, the discovery was at the same time equally dangerous, for it gave the Ancients reason to practice slavery not only on other species, but on eachother as well.

The war and chaos that ensued consumed their civilization, leading the enslaved to rise up against their masters. When the Ancients had successfully ceased their reckless acts of violence and made peace, they were no longer in command over the billions of displaced souls who thirsted for revenge against an age of terror and oppression. It was the last time the Ancients opened a Gateway on Magnamund. This time, they did not return with more victims of their merciless rule. They did not return at all.

After the Ancients deserted their homeworld, the engineering they had placed on the planets geology, climate and even the course of its moon were reversed, leading to all manners of catastrophies from massive volcanoes to groundsplitting earthquakes followed by devastating tsunamis. Conditions worsened, reaching a climax as the very surface of the planet itself threatened to tear open. This did not occur, however, and the former slaves were spared to face the countless challenges ahead of them: heat, cold, darkness, famine, epidemies previously held in check by the Ancients - and war. Dozens of the slave species went extinct in the first decade. Half of them due to the indiscriminate killings in the fight for survival, and more often by their own kind then not.

Now, Magnamund has finally calmed some of her rage to allow her new inhabitants a time of peace and rebuilding. However, the world is now a contested one. There are no supreme species to claim the entire world for themselves. This new age will bring new oppertunities; Friendship, Peace and Prosperity. However, old giants still sharpen their axes; War, Misfortune, Destruction. Only one thing is certain: both sides will play their parts, and the resulting struggle will produce one victor - the new supreme civilization of the World of Magnamund.

Rules:

Economy

Your economy will be represented by the total production of your nations combined resources. They will appear as (Rural/Urban/Trade) +(Centers and Bonuses)

Rural - This stat will be representative of your nation’s production in areas such as farming, mining, fishing, etc... Basically your total production of goods outside the city. Most of your nation’s production will come from rural areas as that is where a majority of your population lays thus the majority of your production. You can increase this stat through investment (2 EP as before) of economy and through stories or creative orders.

Urban - This stat can also be increased through projects or stories. Since urban economy should never really increase that of the rural economy this stat cannot become larger then that of the rural economy. Urban can never be larger then rural + trade.

Trade - This stat will be the total amount of the trade centers one has. However you may get bonus trade points from trading with several people but these can be lost and gained very easily depending on piracy, wars and barbarian raids. Some countries may be trading with the same amount of people as another but they are in a superior position. For example an island nation in the center of a great bay will have a lot more trade bonuses then a nation in the middle of land unless in center of a major trade route. To lose a trade economy can have profound impacts on your nation and all other economic areas. For example if a major port (Economic Center) for your nation is destroyed it may be the port that imports raw materials that feed a trade or the opposite a trade no longer is able to export its products causing a drop in production.

Lets say a nation has /2 (1 EC) as its trade. That means it has two trade total one from an economy center and one from a bonus trade point.

Military

This stat is represented by infantry, cavalry and ships. For each economy point you can buy a 1000 infantry or 300 cavalry. One economy point may also buy 5 ships.

Everyone may have one UU. Tell me what it is and what is special about it and I will put it on the front page.

Education

This is, obviously, how educated your folks are. It will likely be useless for the most of you, although it will give you bonuses to nearly everything at higher levels through greater expertise and pooled knowledge (such as libraries) Also, investing in education will often be required for technological advancement and discoveries. Education requires an upkeep cost at higher levels, shown in the parenthesis behind the word level below.

Levels:
None, Pathetic (0), Poor (0), Decent (1), Good (2), Excellent (3), Brilliant (5)

Infrastructure

The quality of your nation’s roads, farms, and stuff like that. Logistics. Will decrease if you have a heavy increase in usage (like many new traders, or Manpower increase), or if it is destroyed, either by you for some masochistic reason or due to an invasion. As always, better infrastructure allows quicker deployment of troops, paired with the risk of your enemy exploiting it for their invasion. Also, high standards require constant maintenance, and as such require upkeep. At higher levels, every turn you neglect this, your infrastructure drops by one level.

Levels:
None, Pathetic (0), Poor (0), Decent (1), Good (1), Excellent (2), Brilliant (3)

Confidence

This is how much them folks like your rule. Pretty self explanatory: if they like what you’re doing, it will be good, if not, then bad. However, you cannot increase this via Income points. Stories can help.

Levels:
None, Lynching, Untrusting, Tolerating, Respecting, Admiring, Loving

Projects

The main things you’ll want to do with these is increase Culture, Confidence, or just plain build something. They won’t have some magical spawning generator that gets you dozens more men, or something like that. They won’t have a tangible effect, but will instead display your culture and thus make it seem more impressive, or make people more faithful to you.

Or this could be used as a long term project to improve your nation’s standard of living, or a new, deadly military technology (generally only in the late game).

Projects will cost a fixed number of economy points decided by me. If your project is an outstanding monunment it may become a world wonder which will bring you many benefits.

Population

Is a word-based stat. Here are the levels.

Tiny - <50 000
Small- 50 000-250 000
Medium- 250 000-1 500 000
Large- 1 500 000-10 000 000
Huge- 10 000 000-100 000 000
Massive- 100 000 000-1 500 000 000
Colossal- >1 500 000 000

Ages

Note that there will not be any bronze age as seen in OTL, since there are no sufficient quantities of tin on Magnamund to support a large scale production of bronze. Also, ages will not be a primary indicator of technological advancement, but of what metal is the most common in use by the nation. There will be more "ages" available as your nations develop and history is written.

City Bonuses

Economic centers- Cities surrounded by red, these provide you with one economy point per turn.

Ancients centers- Cities surrounded by blue, these provide you with fortifications and random events. These cities are founded near ruins of the Ancients, providing ample building materials, buried secrets of great fortune and/or peril, and just might contain some forgotten lore about the Ancients and their advanced civilization. Founding cities on these sites will be free of cost, as opposed to the normal 1 EP.

Nation Template:

Nation: [Full Nation Name]
Ruler/Player: [Ruler/Username]
Major Cities:
Population: To be determined by me
Government:
Economy: Pick either 1/1/0 or 2/0/0
Army: (Spend 4 eco on either infantry, cavalry or ships)
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description:

Important Notes

I would like to thank TheFarow and Lord_Iggy for using ideas and rules from their NESes. Although I pretty much copied/pasted his rules, I feel this credit is quite misguiding since most of the rules for NESing can be credited to the entire community as a whole. Still, I offer him an apology for not even asking, and remind him that mimicry is the greatest for of praise. ;)

Also, the map is a ripoff of the Realm of Magnamund of the Lone Wolf series. I just took the map and redrew it, with a few minor changes. If I ever sense someone exploiting this "knowledge" IC, I will slap them down so horribly that they will not dare to play in my NES ever again. :)

Orders

Orders Must be PMed. Please start them with a copy of your stats, and a list of spendings. Then you can write the rest in detail. This will allow me to update faster, and any errors can easily be confirmed by me through your pre-update stats.

---------------------------

NOTE: When you fill out the nation template, I would very much like you to write a story about how your nation formed. Also, if you make an "alien" species, write a description about their physique, social structure and the like. This will make it far easier for me to MOD, and for the other players to get a feel of your nation. Thanks! :)
 
The World of Magnamund

Here's some interesting data on Magnamund that will affect the NES. I've tried to add more elements of magic NES in this, and this is one of them I guess.

First of all, I need to elaborate on the "age" system. The technological level you begin at, and most likely will stay on, is the equivalent of early iron age of OTL. However, natural metal deposits are rare (as are most important resources) making know-how less important than actually controlling mines and excavation sites. This is due to the depleting by the Ancients during their time, and the fact that they took with them much of their goods when they left Magnamund. The impact this has on the NES is as follows: you won't actually enter copper age until you gain access to copper (through mining or trade). Likewise, you enter iron age as soon as you discover iron. However, if you lose access to iron, you will revert back to copper age.

I understand the term "age" can be misleading, but it is primarily supposed to denote the strength of your military units. You might be techonologically advanced, and still be in copper age. However, there are of course benefits to being in iron age (since iron is more durable than copper) Oh, and if you didn't guess it yet, until you find copper, your armies will be armed with sticks and stones. ;)

There are a few choice trade goods that I have added in order to make exotic trade more than mere points in the stats. There are locations all over the map with natural deposits of luxury goods such as dye, silk, spices and tabac/tobacco. These will be discovered as nations grow and horizons expand. Most will give you an eco bonus, perhaps worth several EPs if you trade a lot with other nations. These resources are obviously very rare, and although I will not bar introducing of crops/plants to other areas, the chances of this succeeding is slim to none. It might be a better idea to build plantations to increase the harvest if you only want to increase your revenue.

Of course, this does not limit to stupid plants only. The fauna on Magnamund is as expected not similar to that of Tellus. The most notable are the Torii, a type of flightless bird similar to OTL Gastornis/Diatryma.
These were used by the Ancients as mounts, and although not intellgent like their other servants, they are quick, resilient and docile beasts. For gameplay, the Torii will replace horses, together with...

The Kage. These are beasts of burden similar to OTL Protoceratops (images).
Not as big as the Torii, they are more suited as pack animals. Still, they might serve as mounts for smaller species, and their large neck frills can provide cover against weapons and missiles. Where the Torii are suited for light cavalry, the Kage can provide lesser humanoids the advantage they need to go toe-to-toe against larger opponents.

There are of course other animals of importance. One is the Pesh, a sheep-like animal with eight legs. They are fleshy, and provides wool for clothes, and were introduced to Magnamund by the Ancients for these ideal attributes. They also saw to it that all natural(?) predators were driven extinct so that they could simply let the pesh roam the wilds freely. The lack of predators and supervision meant they survived the troubles after the Ancients left - by sheer numbers. Now, they roam the wilds blissfully, free to be domesticated anew by the slaves.

Much of the seas of Magnamund were until recently barren and devoid of life due to mass extinctions that followed the departure of the Ancients. However, life is slowly beginning to re-establish. One of the species that has weathered the storm particularily well is the Barc. These thrive in shallow waters, and resemble large jellyfish with a carpace on their upper side. If you picture a tortoise shell with tentacles drifting underneath, that is roughly how a barc looks. They are quite nutricious, and their shells are ideal as large bowls or makeshift helmets.

Lastly, there is one animal worthy of note. The Zang are huge subterranean "worms" known to travel in packs of twelve to twenty. (another image)These monsters can grow up to twenty meters long, and five meters high. Little is known about them, as they seldom surface. However, when they do, they often go on rampant eating sprees, charging ahead on their hundred legs - devouring anything from trees to humans to entire housings.

----------

Apart from this, you are free to write stories about flora and fauna specific to your area. Just use some common sense, and be reasonable. You can't come up with magical fairies or pods filled with flammable gas which you later use as improvised granades. ;) Hope it was interesting, and inspirational.

Please notify me about new flora and fauna so that I may consider them and add them to this overview.

Well, I'm going to submit one creature idea, though its not particularly useful as military or food. It's the Anan, which is very similar to a fish[1]. They are boneless and look a bit like a thin sheet (they're much thinner than most fish as a result of having no skeleton), but have distinct fins and move through water similarly to Earth fish. I don't have an image to give you right now, but hopefully that should give you an idea. They'll probably figure prominently in Allendin culture.


[1]The general consensus among astrobiologists is that fish-like creatures would develop anywhere with water. Fish have a near-ideal form for movement in water.
 
"Alien" Species

Note that these descriptions are for the most part copied/pasted, and as such not written or edited by me. If you want a better description of your species, write a new version of your entry and I'll edit it.

Anubites: Humanoid beings with canine heads, this species is one of the more unique in Magnamund.

Chiricherevic: Even before the collapse of the Ancients, the Chirik had begun to develop some independence. Thousands of escaped slaves established villages high in the mountains. These were systematically hunted down, but not all were destroyed before the fall of the Ancients.

During that bloody time, many of the farflung Chirik were killed early on in the fighting with the Ancients and other species. But many more managed to escape the burning cities of the ancients. They gathered around a group of cities in the high mountains, based around the aerie of Karkoya (High Home) and weathered the storm.

Now that peace has begun to re-establish itself, the Chirik are beginning to make tentative movements back out of their mountain cities...

Reptilian Chiriks are skilled at physical manipulations with their delicate, 5-fingered (2 being thumbs) hands. However, they are physically quite weak, due to their thin bodies and small size (slightly under 1 meter/3 feet tall). Their saving grace is their powerful wings, which are capable of both hovering and quick flight. They are quick-witted problem solvers with a tendency for skilled mercantile thought. Chiriks are, by some observers, bitter in their mannerisms and cold in their emotions. This is primarily due to the difficulty in observers recognizing subtle gestures, facial movements and voice tones. One who knows these creatures well will recognize that they are caring, though not to a fault like some other species (such as humans).

The Chirik are skilled metalworkers and fiends for detail in their work. Their military consists partly of sword and spear-wielders and partly of archers. They attack from above, but this advantage is counterbalanced by the relative ease of dealing them injury. In a typical battle Chirik warriors will swoop down, attack, then fly back up for another run. The most skilled may even dare to stay low and fight land-creatures on their own turf. Chirik archers will remain above battles, firing barrages of arrows at enemies below them while dodging the arrows fired up at them.

Daron: Daron I, ruler of the Daron Confederancy is claimed to be a descendant of the Ancients...

Duwandrians: A race of hardy and stoic people that happen to have four arms, the Duwandrians are an enigma unto us all.

Eiph: A blue-skinned humanoid race with no hair on their body. They have 5 fingers on their well postured and naturally lithe body, and their heads are physically similar to humans in all aspects except for a slightly enlarged skull, eyes slightly set back+a little elongated, and their numerously slitted nose, yet the similarities are only only on the surface. Their enlarged skull is not for extra intelligence, but simply to provide for their extra-senses. The above mentioned nasal slits can pick up pheromones sent off by other Eiphs. They are emotional pheromones and communication pheromones that help and facilitate communication within the Eiph race, and also have to ability to have slight affects on other races subconscious. Their 220 million smell-sensitive cells over an area about the size of a postage stamp help elevate their olfactory senses to the level where they can differentiate an air scent from some person or thing that has recently passed by, as well as a ground scent that remains detectable for a much longer period. Their hearing is also improved as well. Their hearing spectrum(as well as their speech capabilties) are from 10Hz to 55kHz(its 20Hz to 20 kHz for perfect Earth Humans). In addition, their ears have a degree of ear mobility that helps them to rapidly pinpoint the exact location of a sound. Twenty Four muscles can tilt, rotate and raise or lower a Eiph&#8217;s ear. They derive this capability from their muscle instead of cartilge ears and greater eardrums. Additionally, an Eiph can identify a sound's location much faster than a human can, as well as hear sounds up to four times the distance that humans are able too. Their sight is similar to humans except for the fact that the perceive minute/fine motion much more precisely, and that they have trouble seeing distinct objects at far distances(sort of a genetic acute Myopia[side note: Myopia, aka near-sightedness, has been linked with higher IQ&#8217;s]. This comes in handy when &#8220;reading&#8221; the facial expressions of other Eiphs, another part of communication with their people.

Yet all these seemily advanced people have some drawbacks as well. Their lanky, lithe bodies seem to lack to ability to &#8220;bulk up&#8221;. They can build some slight muscles, but they depend more on martial skill than brute force. Their bodies are those of city dwellers and of merchants, not of brute warriors. They like trade and the finer things in life. They also have a predisposition to irriatability and to loss of temper, but at times can seem to be cold and calculating. They also foster distrust among other races for their seemily secret communication methods(speaking in ultra and intrasonic as well as their phermonal communiques.)

Fell-Raichi: A race of humans sprung out from the experiments of the Ancients, the Fell-Raichi act as if they are undead. Being utterly blind, they have developed a heightened sense of smell in order to identify individuals and enemies. They are exceedingly strong, and follow orders well. However, they lack in creativity and ingenuity, preferring a physical career to an intellectual one.

Kith'tor: The Kith'tor are race not unlike contempory elves. Heightened sense, lithe, elegant movements. Not as Tough, or as strong. But generally they will place pressure where it will do the most damage. Additionally they are longer lived than most, lasting perhaps a few centuries before going before Yn'nead [God of the Dead].

The Heightened senses does lead to a problem, when the people Kith'tor experiance every fruit, it produces a heightened response, much like a high from a drug. These can prove fatal, not just to the one experiancing this sensory overload. Thus they confine themselves to 'Paths', becoming scholars, artisans, warriors, Coutiers. Each Path has its sub-Paths. And each Sub-Path has an infinitly large amount of subtlties to be learned. Only when they have mastered a Path, and control it, may they move to the next path. Furthermore, some paths are only available when other combinations of paths have been completed. The oldest of the Kith, may be warriors without equal, finally taking up the Path of Command. Or perhaps a merchant, plying his trade, able to turn any deal to his advantage. Or finally, a humble farmer, learning natures, heartbeat, and living with the land. That said, not many survive for as long as this, either dying earlier due to the harsh nature of this world, or losing themselves. Those that do survive, make up an advisory body to the current King.

Finally, behind the path leads a hidden danger, an entrapment. A Path you are meant to pull over yourself to learn its experiances, but you must also learn to dissasociate yourself from it, or become entwined with it, these lost souls find further hidden meanings behind what the normal Kith will master, but they are bound to this one path for the rest of their lives.

Their Religions revolves around a Pantheon of Gods. Some Myths indicate that they were early Kith, who had mastered all paths before them, others that they were guides to the Kith. [Religion to be outlined further]

It must be outlined that although similar in appearance to Humans, they are totaly alien in pschology. Kith define new boundries for depth of obsession, emotions of all colours, fear, loss, hatred. [ex: A human expression "I hate you with the burning passion of a 1000 suns", is often taken as an ironic statments of limitation amoung the Kith]

Malakh: Physical Description: The Malakhim (pl. form of Malakh) are of humanoid shape with wings, which extend from the shoulder area. These wings are not used for flying, but exist as part of the mating ritual. The normal color of the wings are a whitish hue, but during mating season the feathers turn gold to indicate sexual readiness. Sexually, they are simultaneous hermaphrodites, though self-impregnation is impossible. Malakhim tend towards extraordinarily long lives, if no outside force (such as accidental death, murder, or deadly disease) acts upon them.

Societal Description: The Malakhim are structured into a flexible caste system where the castes are divided along labor lines. The ruling caste governs federally through a council and regionally in the government form of local custom. Culturally, the Malakhim can be described as an artist-race with every object being aesthetical as well as functional. As such, artists are highly regarded in Malakh culture.

History: The Malakh&#8217;s home culture was an artistic one of peace. When the Ancients arrived, some of them appreciated the aesthetic beauty the Malakh&#8217;s produced, and thus enslaved them in order to provide beauty to the &#8220;cultured&#8221; among the Ancients. Thus it became fashionable to have Malakh musicians playing at every feast, Malakh painters decorate their houses, and Malakh poets writing odes to their patrons. Because of their beautiful wings, the Malakh&#8217;s were even prized as live-action sculptures whereby they would be freezed into place by an Ancient and scattered around the house as sculptures. As the Malakh&#8217;s were one of the last races to be enslaved by the Ancients before their last war, the Malakh fad among the Ancients had not yet died down before they self-destructed. As their master&#8217;s grip loosened because of the Last War, many Malakhim fled to form their own culture, free from the Ancients. These early settlements almost all failed, as the Malakhim had no tradition of warfare and thus were easy prey for more warlike roving bands that prowled about in the power vacuum the Ancients left. However, as the Malakhim continually fled before these roving bands, they eventually adapted, a warrior caste, called the Cherubim, arising among them. Protected by these warriors, the Malakh eventually settled down, founding their capital Kisseel and beginning to rebuild their race.

Orks: Orks are green skinned and are extraordinarily strong and tough and are naturally good fighters. They can withstand immense punishment but most orks are thickheaded and stupid. Thus the progress of ork "teknologee" is slow paced, as there is a very small number of Brain Boyz, orks with a rational and intelligent mind that still borderlines on insanity like most orks. Orks believe in two gods - Gork and Mork- Gork being the god of cunning brutality; and Mork being the god of brutal cunning (the subtle distinction being that one hits you when you're not looking at him, the other hits you hard when you are). Ork behavior is dominated by the Waaagh!, a psychic field they generate that affects the Ork psyche, as it allows Orks to instinctively recognise who is 'bigga' and therefore in charge. These Waaaghs are a cross between holy crusade, looting party and pub crawl, with a bit of genocide thrown in for good measure. Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss, who is larger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight &#8212; any enemy. In a summary, Orks are extremly bruttish, insane(by human standars) and violent beings, best being left alone.

Per: The Per are, unlike the standard, basic humans with psychological diffrences that make them unique. Their history is one long and filled with a sense of tragic hope. The first record of the race (if you can call it a record) orcurred in a simple Ancient book know a the Caladorian, or the Worker, referring to how the Per lived simply lives as workers. Living in a small, desnly concentrated area of hills and forests, the Per had a life of ease working under the tutalege of the Ancients. That, however, ended as an increasing number of Ancient kings wanted to rule Per directly, and the took the indpendence away from the people.

It would be hundreds of years later before another record of the Per would come into existence. In a tale common to many recitals, it is recorded of how the descent of the last Per king launched a rebellion that cost many thousands of lives- both per and Ancient. The rebellion failed, and as a punishment, the Ancients slaughtered most of the population and banish the rest from their hoime (coming to be know as Per-Gah, or Red-Land).

The Per were cast as far away from the Ancients that they could find- the desert of Khu-nu. It would be here-under the harsh sun- that the Per would take their unique characteristics. Their sking grew dark- darker than the rocks scattering the ground- and the minds began to become warped from the exhausting heat. The result left the per a completly diffrent people. Sometime during their stay in the deserts, the Per lost all form of solitary lives and began to live in mass communities- one single community in the middle of a sparse landscape would be the norm. They took on their unique society of living for the mass, and dying for the mass.

The per state of mind is one of the most unique things in the world- many argue that they do not possess individual minds, but rather, are commanded by one through unknown measures*. Rather unlikely, most people now assume that its just a way of life- the life of a mass. Now they're known by their ancestrial name- Per'gha-eic- "People of the Red Land".

*Basically the per are like human bees. When one is born, they are born into a single class type and stay there the rest of their lives- without ever questioning why.

Snackonda: The Snackondas have humanoid form. In fact they look like humans in everyway, except for: Their skin is multicolored and scaly like that of the reptile. This gives them excelent camoflauge in forrest and jungle environment, which is where they live. In the snaconda society replicating the behaviour of reptiles is something each and everyone strive for. Therefor they are seldom angry, they dont feel hatred, but they are easily annoyed and irritated. The Snackondians keep mostly to themselves, but do not act hostile towards strangers either. The different berries and fruits in the jungle and their close relationships to snakes has made them excelent at making and using poisons, antidotes, and drugs.

Their society only has one major problem: The lack of men. Only 1 out of 5 births were male. As a result marrige never gained much recognition among them, sex was as natural as having a meal and more often than not soldiers were women and not men. The hot climate in the southern jungels made wearing clothes burdensome, so thin silk clothes quickly became the fashion in the lands of Snackonda.

The ruler of the empire was alwas a women, only known as the Empress. When the end of her reign became clear, she would choose her successor from among the female children. This child would be put into training until the day she turns 18. Then she was ready to ascend the throne and the previous Empress was demoted and executed. No real nobility existed, there was no royal family. The Empress has supreem power, but no Empress no matter how great can rule without her advisors. They are: The Minister of Defense, The Minister of Trade, The Minister of Culture and Education and her Generals.
 
Nations


Ainallend

Ruler/Player: Eliandrin I/Cuivienen
Major Cities: Allendyon
Population: Tiny
Government: Appointed Monarchy
Economy: 1/1/0
Army: 2000 Infantry
Navy: 10 Ships
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: Ainallend is a nation of humans, and of the more prosperous such nations. The Allendi people settled a string of islands off the coast of the mainland many centuries ago, and the waters separating them from the mainland kept the tribes safe from many of the ravages of the world. Because they were spared the worst of the chaos of the world, the Allendi hold themselves to be favored by the Gods, not by their virtue, but by chance. It is therefore their goal to live up to the mercy of their Gods and establish the most perfect realm. The tribes inhabiting the easternmost of the Allendin islands have recently united and built a great city, Allendyon, to be the capital of their glorious empire. Additionally, they have united behind a line of monarchs, formerly the chieftains of the most powerful tribe. While a monarchy, Ainallend has retained some aspects of a chieftanate, notably that each monarch appints a successor, rarely his or her own child. The other Allendi do not yet acknowledge the rule of the Kings and Queens in Allendyon, but it is considered only a matter of time by most.


Chiricherevic

Ruler/Player: Sabnaschervecius I/Lord_Iggy
Major Cities: Karkoya
Population: Tiny
Government: Monarchy
Economy: 1/1/0
Army: 4000 Infantry
Navy: None
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The Chirik were a race enslaved by the ancients before their racial memory can even remember. They were used for virtually all work that did not require raw physical strength. Chiriks hold bitter memories of their enslavement at the hands of the Ancients- due to their expendability and fragility death was extremely common.


Daron Confederacy

Ruler/Player: Daron I/carmen510
Major Cities: Daron City (Capital)
Population: Tiny
Government: Monarchy (Obligatory)
Economy: 1/1/0
Army: 3000 Infantry
Navy: 5 ships
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: Daron has united the few tribes around the coast. However, the wide river and few men he has united must stand against few barbarians. Daron is claimed a descendant of the Ancients, and that looks true, as he has united these rugged men. Daron's location is unknown, and so is his band of warriors. We do know he is from across the seas. We humans must fight with the vigor and courage in order for survival. And maybe just, a little bit more.


Eiphme

Ruler/Player: Grand Exalted Adjudicator Krito I/ Swissempire
Major Cities: Prahv
Population: Tiny
Government: Totalitarian Kyrtocracy
Economy: 1/1/0
Army: 3000 Infantry
Navy: 5 Ships
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The nation of Eiphme is the nation of the Eiph. The Eiph are a proud people. They have a blue-hued skin and are from 7 1/2 to 8 feet tall. They are an elegant race that enjoys the arts and is very subservient to authority and the power of law. Under the ancients they were employed as butlers, sculptors, messangers, and scribes(though they were given many a menial task too) In the wake of the Ancients leaving, the anarchy that broke out scared them. They created a large judicial system who's head was the Grand Exalted Adjudicator, prime justice of the High Triple Justicary. The other two judges on the high justicary are the Commissionar Lord and the Seneschal Lord. They are now a nation ruled by justices and law. They live a very urban life, much perfering their cities to countryside.


Glorious Nation of Erronia

Ruler/Player: Warlord-King Artoth/Erik Mesoy
Major Cities: Corran
Population: Tiny
Government: Non-hereditary monarchy; king's successor is whoever beats the other challengers in a fight
Economy: 1/1/0
Army: 4000 infantry
Navy: None
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The Errons are a fiercely warlike, semi-nomadic people. They are dreadful enemies and faithful friends with a strong sense of honor. With slaves to work the land for them and a leader who has shown his prowess in battle, they are free as the wind and fight with or against whom they like.


Fell-Raichi

Ruler/Player: Ivan III/Tycoon101
Major Cities: Goorlah
Population: Tiny
Government: Despotism
Economy: 2/0/0
Army: 3,000 Infantry
Navy: 5 ships
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: A race of humans sprung out from the experiments of the Ancients, the Fell-Raichi act as if they are undead. Being utterly blind, they have developed a heightened sense of smell in order to identify individuals and enemies. They are exceedingly strong, and follow orders well. However, they lack in creativity and ingenuity, preferring a physical career to an intellectual one.


Gyorna League

Ruler/Player: Lord-Protector Tidas/Dreadnought
Major Cities: Hargomnia
Population: Tiny
Government: Monarchy (title: Lord-Protector, not "king")
Economy: 1/1/0
Army: 4000 infantry
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: PLEASE WRITE.


Kienwardum

Ruler/Player: Great Lord Abzu I/das
Major Cities: Wussurubabu
Population: Tiny
Government: Military Aristocracy Kingship
Economy: 1/1/0
Army: 3000 infantry
Navy: 5 ships
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: Taken from a breed of humans of a distant world in the early days of the War of the Ancients, the Endi and the Wardi were perhaps once the same people; but that seems hard to believe now. Having made it through all the tribulations, the less numerous Endi have mastered the arts of war and rule, and, some say, attained divine favour, and enslaved those who are now kalled the Wardi - Slaves. The Endi, or the Enwardi (Slave Lords) as they were now known, amassed in their hands immense power, defeated all rebellions, and with competent use of slave labour have already built Wussurubabu and the empire of the Land of the Slave Lords (Kienwardum). Now, however, a new generation of Slave Lords thirsts for war, glory and more slaves; the old one, including the Great Lord Abzu I, retreats into senility; other empires are rising in the greater world; and there are discontent whisperings amongst the Wardi once more...


Kith'tor

Ruler/Player: King Athyr/Kal'thzar
Major Cities: Katar
Population: Tiny
Government: Monarchy
Economy: 1/1/0
Army: 4000 Infantry
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The Kith'tor are race not unlike contempory elves. Heightened sense, lithe, elegant movements. Not as Tough, or as strong. But generally they will place pressure where it will do the most damage. Additionally they are longer lived than most, lasting perhaps a few centuries before going before Yn'nead [God of the Dead].


Ork Klan Goff

Ruler/Player: Ghazghkull Mag Uruk Thraka / Cleric
Major Cities: Urk
Population: Tiny
Government: Tribal Warband
Economy: Pick either 1/1/0 or 2/0/0
Army: 3000 Infantry, 10 Squiggoths
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: Orks are green skinned and are extraordinarily strong and tough and are naturally good fighters. They can withstand immense punishment but most orks are thickheaded and stupid. Thus the progress of ork "teknologee" is slow paced, as there is a very small number of Brain Boyz, orks with a rational and intelligent mind that still borderlines on insanity like most orks. Orks believe in two gods - Gork and Mork- Gork being the god of cunning brutality; and Mork being the god of brutal cunning (the subtle distinction being that one hits you when you're not looking at him, the other hits you hard when you are). Ork behavior is dominated by the Waaagh!, a psychic field they generate that affects the Ork psyche, as it allows Orks to instinctively recognise who is 'bigga' and therefore in charge. These Waaaghs are a cross between holy crusade, looting party and pub crawl, with a bit of genocide thrown in for good measure. Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss, who is larger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight &#8212; any enemy. In a summary, Orks are extremly bruttish, insane(by human standars) and violent beings, best being left alone.


Orc Clan Lyca

Ruler/Player: Vaknar Olog/emu
Major Cities: Lycagaras
Population: Tiny
Government:
Economy: 1/1/0
Army: 4000 infantry
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: Before the fall of the ancient ones, the orcs worked dutifully and ably at tasks that required pure physical strength, but not mental strength. While other species fought their servitude, orcs (or at least the ones I&#8217;m talking about) did not, for to challenge the gods is foolhardy, no matter how evil or cruel.

But the ancient ones had become too consumed by greed and power, not satisfied with dominating the lesser beings upon they turned upon each other and commanded and compelled great hordes of slaves to their cause. In the fighting between the great hordes of slaves and duals between the ancient ones, cities were turned to rubble, fire rained from the heavens and the ground beneath their feet was torn asunder.

Even as the ancients left this world the orcs killed, even as the world seemed to be tearing itself apart the orcs killed, even when they had slaughtered the other species they did not stop. They had succumbed to bloodlust and it had carried them for many days until they could find no other enemy except themselves and that was when he, Lycagaras, found them. He commanded them to stop, that striking your own kind is a foul devilish thing to do.


Per'gha'eic

Ruler/Player: The Ihati/ ~Darkening~
Major Cities: Ariledra (Capitol)
Population: Tiny
Government: Theocratic monarchy
Economy: 2/0/0
Army: 4000 Infantry
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The Per state of mind is one of the most unique things in the world- many argue that they do not possess individual minds, but rather, are commanded by one through unknown measures. Basically the per are like human bees. When one is born, they are born into a single class type and stay there the rest of their lives- without ever questioning why. Now they're known by their ancestrial name- Per'gha-eic- "People of the Red Land".


Rothor

Ruler/Player: Graf Tervel/Reno
Major Cities: Osloria
Population: Tiny
Government: Absolute Monarchy
Economy: 2/0/0
Army: 4000 Infantry
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The humans of Rothor have, ever since being enslaved by the Ancients, been used by the Ancients to farm food for the Ancients and the lands of Rothor thus developed into a rich breadbasket for the Ancients. Even though the land and its people did suffer horrible during the war. After the Ancients left, Rothor has begun to rebuild itself under the leadership of Graf Tervel.


Snackonda

Ruler/Player: Branissa/Fryzer
Major Cities: New Snackonda
Population: Tiny
Government: Elective Monarchy
Economy: 1/1/0
Army: 4000 Infantery
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The Snackondas have humanoid form. In fact they look like humans in everyway, except for: Their skin is multicolored and scaly like that of the reptile. This gives them excelent camoflauge in forrest and jungle environment, which is where they live. In the snaconda society replicating the behaviour of reptiles is something each and everyone strive for. Therefor they are seldom angry, they dont feel hatred, but they are easily annoyed and irritated. The Snackondians keep mostly to themselves, but do not act hostile towards strangers either. The different berries and fruits in the jungle and their close relationships to snakes has made them excelent at making and using poisons, antidotes, and drugs.

Their society only has one major problem: The lack of men. Only 1 out of 5 births were male. As a result marrige never gained much recognition among them, sex was as natural as having a meal and more often than not soldiers were women and not men. The hot climate in the southern jungels made wearing clothes burdensome, so thin silk clothes quickly became the fashion in the lands of Snackonda.

The ruler of the empire was alwas a women, only known as the Empress. When the end of her reign became clear, she would choose her successor from among the female children. This child would be put into training until the day she turns 18. Then she was ready to ascend the throne and the previous Empress was demoted and executed. No real nobility existed, there was no royal family. The Empress has supreem power, but no Empress no matter how great can rule without her advisors. They are: The Minister of Defense, The Minister of Trade, The Minister of Culture and Education and her Generals.


Zandar

Ruler/Player: Reth/RemThe
Major Cities: Zardar
Population: Tiny
Government: Monarchy
Economy: 1/1/0
Army: 4000 Infantry
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: *Write, write, write*
 
Maps

Nations Map Update 0

Update_0.png


Biome Map Update 0

Update_0-2.png
 
Reserved for Updates
 
UUs

Please write a short description for your UU, and I will paste it here.
 
YOU MAY NOW POST!
 
Cleric Reporting.
 
Cleric, This is SS. You're loud and clear, over. ;)
 
For the BT orders, tell me in what direction you want to expand, what stance you take against neighbors and generally what to spend your eco on. Update will come next weekend.
 
*PSSHRSHT*
"Erik Reporting. Erik to Silver."

Erronia will expand west. Stance towards neighbors will be "hey, are you friendly?"
If yes: "Great, let's trade!" *unleash horde of unscrupulous merchants trying to rip off everyone*
If no: "Yay, someone to fight!" *unleash horde of cheering warriors*
 
Read the rules, Erik. Orders must be PM'ed. ;)
 
Oh, the PM will come, this was just the simple version so that other people wanting to delay can figure out how to respond to me.
 
How nice of you. I'm sure people will follow your lead and post similar guidelines and write something completely different in their orders. :)
 
Signing on to the thread.

I do not care to elaborate, however I am a a race of hardy and stoic people that happen to have four arms.
 
Next weekend? Boooo!
 
Signing on to the thread.

I do not care to elaborate, however I am a a race of hardy and stoic people that happen to have four arms.

Added. Ten'char.

EDIT: Don't forget to PM your BT orders, Reno. :)
 
Back
Top Bottom