stNNES IV: Carnage and Culture

North King

blech
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StNNES IV: Carnage and Culture

Welcome to the fourth installment of the StNNES series.

The current status of the NES is all on the front page. Here’s the Table of Contents (by Post #):

#1: Rules
#2: Player Stats
#3: NPC Stats A-L
#4: NPC Stats M-Z
#5: The World and status thereof
#6: Troop Descriptions
#7: Trade, Goods, and all that
#8: Great Leaders
#9: Timeline
#10: Firsts and Mosts
#11-12: Reserved

Most are self explanatory, I hope.

Basically this is a random map, fresh start NES. There is a strict limit of 2 PMs per order set, and a strict deadline for when orders must be in.

Rules are completely scratched from the last time, so read carefully.

Rules

Economy

This is of course the lifeblood of your civilization. Nations can rise and fall with the boom or bust cycles. Great powers can collapse from their own weight or minor powers can rise with the tide. You get the point.

Economy is rather simple. The Levels of Economy go: Depression, Recession, Weak, Stable, Prosperous, Booming, Powerhouse. Don’t be deceived by the small number of levels, for these can mean the difference between life and death.

The actual thing you spend is Income. Income comes from many sources, among them taxes, tribute, trade, and others.

Taxes is of course most likely your main source of income, and it is the base level of income. You cannot gain less than what you get in taxes. But don’t be deceived by this, because tax level varies as well. You can increase the amount of taxes you get by investing in your infrastructure, conquering a rich area, increasing farming production by a new invention, or simply raising taxes, though this latter one has the negative effect of making your people unhappier.

There can be a temporary (or permanent) bonus to income by trade (see below), tribute from other nations (I hope I don’t need to explain this), or random events. Random events can be good or bad, remember. It could be a gold rush or a blight. These are decided at least semi-randomly, so don’t flame me for them.

Trade

As one famous guy once said, “ah, trade. The lifeblood of civilizations.” That is true in real life and in this NES, very much so, in fact.

Well, there are two types of trade. Sponsored, and unsponsored. I hope that you might have an idea of what that means, but it might be wrong, too, so I’ll clarify.

Sponsored means that a nation supports it. Eg a trade route. Nations on either end have to agree to it. Trade routes are quite nifty, as they (usually) gain both sides money and (probably) profit you in another way if they don’t gain you money. For instance, a nation could sell another nation spices for incense. This would gain both nations money. But, there could be an example where one supplies a significant resource to the other. The supplier gains money, and the buyer can maintain a balanced (a.k.a. nil) gain by selling back to their own people.

Then there is unsponsored. This is essentially what your people trade without your blessing. They will do this all the time, with almost everyone you have contact with, unless you prohibit it. All nations will earn some money off of this trade (representing tariffs), but a nation with a lot to trade, or a nation sitting on an essential crossroads will inevitably earn more.

The amount you get from a trade route depends on what goods you are selling, like if you have a rare commodity it will be worth more than if you’re trading grain. ;) Unsponsored also depends on what, exactly, is passing through your nation.

Also remember you can be the middle man, like Persia buying silk from China and then selling it to Rome.

Plus there is the even more fun aspect that you can seize trade goods and pirate other people’s trade routes. Well, fun for the thieves. Not the merchants.

Military

Something tells me that quite a few of you were waiting for this part. Your army and navy are, quite simply, the only things that stand in the way of you getting overrun by barbarians or other nations, and are as such rather important.

Both are represented in numbers, and both have many different unit types, that will be listed elsewhere. To make it bigger, there are several ways. You can just say to increase it in your orders, in which case the amount it grows will depend on your age, national population, what you’re recruiting, and of course, how much money you put into it. You can also call for volunteers, though this won’t net you quite as many unless you’re in a crisis and the nation loves you. Drafting is available, but not advised as it will generally lead to rebellion.

One more thing: The bigger your military, the more expensive it gets, you do have to pay upkeep in this NES. Upkeep will vary, but generally it will be bigger if your people are opposed to war, if your government dislikes it, if you’re at war, and what terrain you’re fighting in. In any case, upkeep depends on training, too. More well trained troops will cost more... More on that later.

Unique Units

There is not theoretically a such thing as a Unique Unit, but you can create units unique to your state. This is done by essentially filling out a template for your new custom troops:

Name: (obvious, no?)
Attributes: (What’s their characteristics? How are they better than other troops?)
History: (optional, but preferred)

You can have as many of these as you want, but remember, keep it within the age and sensible (no tanks or battleships in the bronze age!), and remember the better you make it the more it will cost.

Training

This is going to be included in army stat and navy stat. Essentially, the more trained your troops are, the better they will fight, man for man, obviously. Training requires an income point per level to improve, but that’s only to hire better drill instructors. It will also make the army more expensive to maintain (see army maintenance). Training will be for the army and navy as whole groups, since it is simply too hard for the mod otherwise. If you want a specific part trained, make a unique unit that “because of [insert unique thing] here, they have a higher training then the average men of the military”.

Levels: Conscript, Little, Poor, Mediocre, Good, Excellent, Supreme

Training drops a level every time you reach a new age.

Infrastructure

Well I’m sure you’re wondering what this is going to be about? That’s right, infrastructure is a stat. Essentially it means how developed the workings of your civilization are. Like roads, sewer systems, waterworks, etc. It affects directly how fast your armies move, how much trade your nation can handle, how much industry you can have, how many people you have, how healthy they are, and how happy they are.

Note that the actual infrastructure will vary from area to area, this is just an overall stat. It should be obvious where it is more and where it is less, but if you are uncertain, you can of course ask the mod, or simply consult the map, which will of course have roads on it, and so the areas with more roads have more infrastructure. There’s a lot to this stat.

Levels: Barbaric, Underdeveloped, Little, Developing, Moderately Developed, Developed, Fully Integrated.

Research and Education

Yah, so the learning type areas of your nation are divided into two segments, research, and education.

Research is basically what you invest in your science departments in order to discover new technologies. This is basically the area that more of means you are better able to invent stuff you are seeking than otherwise. So essentially, when you order a technology to be researched, this is the stat you ought to be worried about. Remember, though, actually researching things takes years, sometimes centuries of effort. It is rather unlikely the industrial revolution will happen around 0 CE.

Education is completely different. Education is basically how... well... educated your people are. This affects how fast the new technologies discovered by your scientists/alchemists/sages/prophets/etc diffuse to the people, and make their lives better. Well the pragmatically evil among you don’t really care about the welfare of your people, so it does something else. Remember how I said how research was rather difficult and took a long time? Well it’s much easier getting advances from other people than inventing them yourself, and education affects how fast other people’s techs diffuse into your environments.

Education drops two levels every time you reach a new age.

Religion:

This is one of the pillars of civilization. People will live for it. Die for it. Kill for it. It is a powerful tool to control the masses, and an excellent area to muscle out your creativity.

You start with basic animistic principles. Or you can immediately change it to another religion. Religions can be based on real life religions, of course, or, if you want to be creative, you can create your own. Of course, a religion of your own isn’t just as simple as inventing a word for it. You ought to write a lot about it and the belief systems if you want it to be at all decently able to resist invaders. Remember that you can send missionaries in your orders to convert others in your orders.

If you want to help the mod out while creating your new religion, please fill out the template provided at the bottom of the rules.

Culture:

Culture quite simply refers to the power of your culture, or to put it differently, how likely your culture is to appear better or more desirable than another culture. A big part of this is Religion.

Levels: Barbarian, Very Little, Little, Weak, Poor, Decent, Good Enough, Fine, Excellent, Superb.

Governments:

Self explanatory. If you want something bigger or better than the usual, then make it up. Keep it with the times, no Communism in Bronze Age.

Confidence:

Confidence is how much the people like how you are doing. Depends a lot on your actions and how well the nation is faring.

Levels: Wrathful, Hateful, Terrible, Disliking, Poor, Decent, Well Enough, Liking, Great, Loving, Willing to follow anywhere.

Projects:

These are essentially either projects by the government, intellectual developments, or physical buildings. You describe what it is, and what it does for you. I decide how much in the way of income you’ll need to invest. Typical projects might go like:

Great Sand Mound: (+3 Income, +5,000 Infantry) (1/8)


Living on the Edge: The Barbarian Lifestyle

In this NES, finally I’m having the idea I’ve been toying with for so long occur. You can take control of the big gray blobs. You can be a barbarian.

Barbarians will have their own stats, culture, that sort of thing. You will still be encouraged to write stories (even if they are ala Amon), you can still create a real and viable culture. However, there are a few things different.

For one, there is no research or education in a barbarian culture. Really, there is no structure up above to facilitate the education of the general populace, so that it will be up to the people themselves. Your nation will still gain new technologies, but at a slower pace.

Income will be very low, and the main way you gain new troops is either by encouraging your people to fight, by promising them new lands, new wealth, and new riches (in other words, promising to invade someone), or to force civilized nations to pay you tribute and thus have money to hire more mercenaries.

There are many upsides to barbarians, though. You don’t have to pay nearly as much income, you are much more effective at warmongering.

You also have the (irreversible) option of having some of your people settle down and become a true nation, however, many of the barbarians in your tribe will likely not give a care, and stay as barbarians. You can invade nation, defeat it completely, and install yourself as the new ruling dynasty of that nation (be prepared for rebellions, though).



One final note: Expansion will be alternately slow and rapid, depending on where you are expanding, but keep in mind that during the ancient age you can lose vast areas of territory to a new power quickly. You can control a huge empire and lose massive tracts of land to another. The size of the empire affects this, for the larger your empire is, the harder it is to control the outlying areas. The confidence also affects this, for if the people like you they will try to stay, if they hate you the outlying areas of the empire will rapidly fall to an invader because it’s not exactly like they are loyal to you.


Template:

Nation Name (replace this)
Ruler/Player: ?/?
Age: Stone Age
Government: ? (keep it reasonable)
Religion: Animism (default)
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript (If by sea)
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:



Barbarians Template:

Nation Name (replace this)
Ruler/Player: ?/?
Age: Stone Age
Government: Tribalism
Religion: Animism (default)
Economy: Stable
Income: 2 (+0 trade, +0 bonus, +0 extras)
Army: 7,500 warriors, 500 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript (If by sea)
Culture: Little
Confidence: Terrible


Religion Template:

Name:
Head: (Who heads your religion? Which person(s) make the decisions?)
Attitude to War: (How does your religion view war?)
Belief about God(s): (Animistic / Pantheistic / Monotheistic etc.)
Belief about Afterlife: (What happense when you die?)
Heretics: (Which religions are considered extremely heretical?)
Control over people: Intense / Strong / Normal / Weak / Negligible
Religious Center: (Where is your religion centered? Or is it not centered?)

DON’T POST YET! There’s 12 odd posts after this one.
 
Player Stats

Aquileia
Ruler/Player: King Anaxmander I/Xen
Age: Stone Age
Government: Monarchal Council
Religion: Animism
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Nation Name: Kingdom of Azul
Ruler/Player: King Tirain/ alex994
Age: Stone Age
Government: Despotism
Religion: Animism (default)
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Brigantes
Ruler/Player: Caratacus /Hellfish
Age: Stone Age
Government: Tribal
Religion: Elemental
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Caecinia
Ruler/Player: Old Man/foolish icarus
Age: Stone Age
Government: Oligarchy
Religion: cosmic divinity
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep: 1), Conscript
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Nation: Eraine
Ruler/Player: Finnlay Ui' Reiiyli/Communisto
Age: Stone Age
Government: Clan-structure
Religion: Faenism
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: None
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Nation Name: Illunia
Ruler/Player: Furan The Great /MjM
Age: Stone Age
Government: Monarchy
Religion: Animism
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript (If by sea)
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Margravate of Palatine
Ruler/Player: Margrave Arhhem Foch
Age: Stone Age
Government: Fuedal Monarchy
Religion: Trierism
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Palatinus
Ruler/Player: King Magnus/Azale
Age: Stone Age
Government: Absolute Dictatorship
Religion: Fillarhism
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Tayatinazi
Ruler/Player: King Tazine/Conehead234
Age: Stone Age
Government: Tribal Hierarchy
Religion: Animism
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep: 1), Conscript
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Vitrin
Ruler/Player: meppa Aakl/das
Age: Stone Age
Government: Tyranny
Religion: Animism
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:


Barbarians

Grendelthane
Ruler/Player: Warlord Grendel/blackheart
Age: Stone Age
Government: Tribalism
Religion: Animism
Economy: Stable
Income: 2 (+0 trade, +0 bonus, +0 extras)
Army: 7,500 warriors, 500 archers (Upkeep: 1), Conscript
Navy: None
Culture: Little
Confidence: Terrible

Kashtur
Ruler/Player: Ashlak Dhragan/WarlordMatt
Age: Stone Age
Government: Tribalism
Religion: Gaglic Polytheism
Economy: Stable
Income: 2 (+0 trade, +0 bonus, +0 extras)
Army: 7,500 warriors, 500 archers (Upkeep: 1), Conscript
Navy: None
Culture: Little
Confidence: Terrible

Nation Name: Monja
Ruler/Player: Aka Silver/Contempt
Age: Stone Age
Government: Tribalism
Religion: Animism (default)
Economy: Stable
Income: 2 (+0 trade, +0 bonus, +0 extras)
Army: 7,500 warriors, 500 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript (If by sea)
Culture: Little
Confidence: Terrible
 
The World and Status Thereof

The world:


Basic attributes thereof:


Oddly enough, image tags aren't working... sorry...
 
Troop Types:

Name: Warriors
Attributes: Armed with a haphazard array of melee weaponry, they are rather simplistic and have limited offensive and defensive capabilities.
History: Essentially the basic troop of all nations. These were the first raiders who made war against the enemy tribes.

Name: Archers
Attributes: Armed with bows and arrows, these fearsome soldiers fire shower upon shower of arrows into their enemies. Though they are primitive, they are effective at ranged combat.
History: Essentially the basic ranged troop of all nations. These were the first hunters who decided, upon reflection, that perhaps their bows could be used for human prey as well.
 
Religions

OOC: Already using a reserved...

Name: Aka Khanate
Head: The Aka of Monja
Attitude to War: War is the optimum force for human Advancement
Belief about Gods: Pantheistic with monotheistic main god.
Belief about Afterlife: Go to heaven if you die in Battle, go to limbo if you die in peace, and if you betray your family and your clan, you go to hell.
Heretics: None, all religions are acceptable as they are essentaliy worshiping our Gods.
Control over people: Intense
Religious Center: Palace of the Aka

Name: Cosmic Divinity (Wakvator-ulm)
Head: priestly class, no official head of religion, monks spread the religion and help people adhere to it individually or in small orders.
Attitude to War: War can be necessary and holy, especially non-fatal combat to prove strength and valor, but senseless or destructive or dishonorable violence is very much frowned upon.
Belief about God(s): Multifaceted Monotheistic, approaching pantheistic
Belief about Afterlife: Become ghosts which either wander around the world invisibly observing, or manifest themselves as a physical (usually large, innate, immobile) object
Heretics: Not bothered much by heretics, as long as you follow the rules. They don't like cannibals or other profaners of human life.
Control over people: Normal. There aren't many restrictive religious rules, but people are expected to follow closely the few that there are, or they risk being shunned, and of course, being unhappy in the afterlife
Religious Center: The Great River Alakwak is considered the physical manifestation of the cosmic divinity, particularly the farther upstream one goes, in the upper cataracts and the winding ravines of the uplands. Any rivulet, even so much as a bit of water emptied out of a canteen into the palm of one's hand, is regarded as (nominally) sacred (people don't particularly special rites regarding water, it's more symbolic)

Name: Faenism (Fay-nism)
Head: Each village has a Shanakie (preist type-guy) that council every year in Craelacht.
Attitude to War: War is a form of Honour and heritage.
Belief about Gods: Spirits every-where, (the spirits of those particular trees are evil whilst those ones over there are nice) Faeries and goblins and other hooblah exist
Belief about Afterlife: Join your ancestors in eutopia if you are a good boy, If your bad you get a task to do as ghost but if you fail you go to a place where murderous French guys and other ghoulies gnaw at your entrails.
Heretics: Aloud to co-exist if are peace-ful conversion strongly advised
Control over people: Moderate
Religious Center: A Gaelic-like stone circling with Irishy carvings into the rocks called Craelacht.

Name: Gaglic Polytheism
Head: The Dhragan
Attitude to War: War is LIFE!
Belief about God(s): Polytheistic
Belief about Afterlife: Several different heavens and hells
Heretics: None
Control over people: Strong
Religious Center: Nowhere, really

Name: Trierism (tri er ism)
Head: The Erzherzog (like a pope)
Attitude to War: War is seen as good if for the wellbeing of the nation
Belief about God(s): Trithiestic. The People worship 3 forces - The Holy Spirit, the Holy See, and the Holy Hand. These 3 forces work to balance the world.
Belief about Afterlife: you are reincarnated until you have reached the highest level of virtue, where you will be sent to eternal bliss.
Heretics: Monothiestic people.
Control over people: Normal
Religious Center: Religion is centered in the capital of Palatine

Name: True Path
Head: The King is the Leader of the Religion but has a priestly class under him to insure the spiritual needs of the people are kept and that conquered foes are converted to the True Path.
Attitude to War: War is not enjoyed, but it is necessary for the followers of the True Path to smite and destroy those that defy the Will of the Gods.
Belief about God(s): The True Path of Life has a Parthenon of Gods divided into two groups. One Group, the Istaria, is good and all things noble, while the other group, the Marai, is evil and all things sinister.
Belief about Afterlife: If your life has been extremely productive and extremely good, you will be reborn as a Higher Being then the Life of a Human, you will become a Spirit working for the good of the Istaria. If your life has been productive and on average good, you will be reborn into a higher position in Life in a more ranking and noble family, if your life was not productive and u committed some great sins, you will be reborn as a lower animal. If your life has been dedicated to the sins of idleness and ways of the Marai, you will be banished forever to the void beyond our world from where you shall never return…
Heretics: Worshippers of Animals are Heretics Against the True Path.
Control over people: Normal
Religious Center: There is no center of religion, but in the hearts of the followers. However, the grandest temple of the True Path where it is said that Earth is most connected to the Gods is the most spiritual in the World.
 
Reservage #2:

Well, yah, this is the last one.

You know, I think that there is definately a market for wallaby meat in America. I mean, when I surveyed about 10 odd people, about 5 of them said that they would love to sink their teeth into a wallaby... And even gave a laugh, presumably of anticipating pleasure!

Oh, BTW, update's on Saturday. Gives you plenty of time. Hope you like the map, the rules, etc.

Hope someone joins. :(

You may now post


And your little wallaby, too!
 
Nation Name: Kingdom of Azul
Ruler/Player: King Tirain/ alex994
Age: Stone Age
Government: Despotism
Religion: True Path
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript (If by sea)
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

EDIT: i posted first! and got a nice spot! :)
 
Nation Name: Illunia
Ruler/Player: Furan The Great /MjM
Age: Stone Age
Government: Monarchy
Religion: Animism
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript (If by sea)
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Put me on the the northern of the 2 islands connected by the little peice of land that is in the middle of the world , near the river and coast. (Sorry i still dont know how to post pictures :/)
 
Margravate of Palatine
Ruler/Player: Margrave Arhhem Foch
Age: Stone Age
Government: Fuedal Monarchy
Religion: Trierism
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript (If by sea)
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:

Name: Trierism (tri er ism)
Head: The Erzherzog (like a pope)
Attitude to War: War is seen as good if for the wellbeing of the nation
Belief about God(s): Trithiestic. The People worship 3 forces - The Holy Spirit, the Holy See, and the Holy Hand. These 3 forces work to balance the world.
Belief about Afterlife: you are reincarnated until you have reached the highest level of virtue, where you will be sent to eternal bliss.
Heretics: Monothiestic people.
Control over people: Normal
Religious Center: Religion is centered in the capital of Palatine

Und my location: This is the color I wish to be
 

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Caecinia (location: South eastern continent)
Ruler/Player: Old Man/foolish icarus
Age: Stone Age
Government: Oligarchy
Religion: cosmic divinity
Economy: Stable
Income: 3 (+0 trade, +0 bonus, +0 extras)
Army: 4,000 warriors, 1,000 archers (Upkeep: 1), Conscript
Navy: 10 canoes (Upkeep:1), Conscript (If by sea)
Infrastructure: Barbaric
Research Funding: 0
Education: Barbarian
Culture: Little
Confidence: Terrible
Projects:


Religion Template:

Name: Cosmic Divinity (Wakvator-ulm)
Head: priestly class, no official head of religion, monks spread the religion and help people adhere to it individually or in small orders.
Attitude to War: War can be necessary and holy, especially non-fatal combat to prove strength and valor, but senseless or destructive or dishonorable violence is very much frowned upon.
Belief about God(s): Multifaceted Monotheistic, approaching pantheistic
Belief about Afterlife: Become ghosts which either wander around the world invisibly observing, or manifest themselves as a physical (usually large, innate, immobile) object
Heretics: Not bothered much by heretics, as long as you follow the rules. They don't like cannibals or other profaners of human life.
Control over people: Normal. There aren't many restrictive religious rules, but people are expected to follow closely the few that there are, or they risk being shunned, and of course, being unhappy in the afterlife
Religious Center: The Great River Alakwak is considered the physical manifestation of the cosmic divinity, particularly the farther upstream one goes, in the upper cataracts and the winding ravines of the uplands. Any rivulet, even so much as a bit of water emptied out of a canteen into the palm of one's hand, is regarded as (nominally) sacred (people don't particularly special rites regarding water, it's more symbolic)
 

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Since Espirito's NES seems to be dead, I'll join this as a barb nation.

Kashtur
Ruler/Player: Ashlak Dhragan/WarlordMatt
Age: Stone Age
Government: Tribalism
Religion: Gaglic Polytheism
Economy: Stable
Income: 2 (+0 trade, +0 bonus, +0 extras)
Army: 7,500 warriors, 500 archers (Upkeep: 1), Conscript
Navy: None
Culture: Little
Confidence: Terrible

Religion:
Name: Gaglic Polytheism
Head: The Dhragan
Attitude to War: War is LIFE!
Belief about God(s): Polytheistic
Belief about Afterlife: Several different heavens and hells
Heretics: None
Control over people: Strong
Religious Center: Nowhere, really

Start Place:


History: The Kashtur are the most powerful member of the Gaglic group of peoples who roam the Akhtylashk Steppe. Their leader (whose title is Dhragan, the Kashtur word for "king") is Ashlak, a ruthless warlord who has recently risen and conquered most of the surrounding tribes, and is currently looking for fresh meat. They worship the traditional Gaglic tribal gods. The Akhtylashk plains are filled with large herds of fine horses, and Ashlak is wondering about the military usefulness of these creatures...
 
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