Fantasy Turnovia NES

Amon Savag

The Great
Joined
Jul 9, 2003
Messages
5,451
Location
Beyond the hill and threw the swamp
Fantasy Turnovia

For starters, the rules will be rather simple, gameplay steamlined, and updates churned out on a regular basis without the novel-style literature that usually goes with today's NESes. The particular events within the update are up to YOU to write about. I will simply update stats and give a rundown of the stat changes and any random events that come up for each player.

We will be using an upside down earth map, and all the climate changes that theoretically go with it.

http://www.worlddreambank.org/T/TURNOVIA.HTM

Here is a theory (Credit to Das for finding this gem) on how the world would be if it was upside down. We will be using this source for our world's climates and weather patterns.

Rules

We must have rules, otherwise players will attempt to get away with extremely dumb things. While most of the play is left abstract, with emphasis on storywriting being the main construction tool for your country, there will be guidelines that we must follow.

Race

Your civilization can be a race of anything you'd like it to be. From humans, elves, giants, orks, dwarves, halflings, dragonkin, spiders, giant antmen, golems, minotaurs, lizardmen, trolls, whatever. And if you'd like to make sub-races of races that's fine too. Feel free to use your imagination to make this world as fun as possible. It'd be fun to see a nomadic civilization of giant spider riding elves running around causing a bunch of bull mess ritualistically slaughtering those they conquer to sate their god-queen's thirst for genocide, for instance.

Government

The government of your civilization doesn't really matter so much as the other stats, tbh. It's more a flavor sidenote. If you'd like for your government to have specific effects, then I imagine your stories will portray as much.

Stability

Represented in a number from 1-10. The higher the number, the less upheavel and clamor for revolt there is.

Economy

Represented in 2 numbers. The left number is the "Jack" you gain each turn, and the number on the right is how much upkeep you are responsible for. Your Jack is representative of your spending power each turn. Simple enough. Make sure to pay your upkeep before spending, or your country will suffer. It is worth noting that certain civilizations will be able to survive or even thrive while making less Jack than their neighbors for whatever racial or civilization specific reasons.

Disclaimer: We're using the term "Jack" for our economy because I used this term for economy (At the time I thought it was a fun term to use) in my old NES Operation Motherhen in 2010. We must not evolve or break from tradition or something bad will happen!

Strategic Resources

If you wish to have a strategic resource developed, please spend economy on it and explain what resource you're trying to acquire and what it's affect should be on your country. Examples horses for cavalry, wine for happy people, etc..

Military

Your military is divided into divisions. Your military is then graded by it's quality. Your military is affected by many things such as tech and strategic resources and is drafted from your population. This section represents your standing army.

Draft Pool

This is the pool with which you may recruit into your standing army without taking a serious economy hit. You may also draft this pool during times of emergency. This pool is not available to every race, but can be a useful tool for the more defensive races. If you call upon your reserves YOU ARE RESPONSIBLE FOR THEIR UPKEEP FOR THE TURNS IN WHICH THEY ARE CALLED UP. Otherwise their quality will take a hit, due to starvation or lack of maintained arms. Still, if you are in dire straights, throw everything you can at the bad guys.

Navy

Your navy is divided into Flotillas and also has quality. Your navy is also affect as military is by tech and strategic resources.

The phenomenon of "Trade"

Do not start making ridiculous trade agreements with one another and expect it to increase economy. Trade happens between peoples without government intervention. Only when the governments restrict trade do we see a need to unrestrict it. Trade will be free between all peoples UNLESS players explicitly restrict this within their own borders. Some things that make restricting trade ideal would be a future conquest (Harder to justify war to a people that is used to trading with the target), to appease your own wealthy class who might want to not have to deal with a competative foreign rival, or whatever else you players can come up with.

Age

Kinda civilizations-ish. Your civilization gets to travel through the aeons and gain different technology levels. I imagine that a military that is in the industrial age would be able to trample a stone age military quite easily with equal numbers. Also different strategic resources would be unlockable in different ages.

Example

Sudan(Amon Savag)
Race: Elves
Government: Monarchy
Stability: 5
Economy: 500,439/24 (HUEHUE ALL YOUR RESOURCES ARE BELONK TO ME)
Treasury: 0
Strategic Resources:Giant Spiders(Allows for Spider Riders)
Military:6 Spider Rider Division (Elite)
Navy:None
Age:Bronze
Mod Notes: May draft 14 divisions of Elven Militia if under attack.

Orders

Don't send novels. One PM max. The object is to not have me sitting here for 3 weeks at a time figuring up everyone's orders and comparing small details and detailed battle plans and so forth against one another. I would like to streamline this process so that you, the players, may have fun writing the story of your civilization's rise (And potential fall).
 
Starting Template

If you wish to join this NES, please post the following template and a brief story about how your civilization started, or choose an NPC that is available.

Civilization name[/ b](Player name)
Race: <Intert race>
Government: <Insert Primitive Government>
Stability: 5
Economy:
Treasury:
Strategic Resources: None Developed
Military:
Navy: None
Age: Bronze
Description: <Insert brief description of civilization here>
Mod Notes:
Color/Location:

Spoiler Europe and Asia Stats :
PC Templates

Europe

Aghstagh (NPC)
Race: Undead
Government: Absolute
Stability: 5
Economy: 3/1
Treasury: 0
Strategic Resources: Onyx (Material component used in controling undead)
Military: 5 Undead Division(Untrained)
Draft Pool: Can only have standing
Navy: None
Age: Bronze
Description: Aghstagh is an ancient Arch-Lich that is rumored to have once been a valiant elven wizard. Now he controls a horde of undead and seeks to bring death to all lands.
Mod Notes:
Color/Location: Bight Yellow/Toulouse

Euryale (Defacto)*
Race: Gorgon
Government: Theocratic Monarchy
Stability: 5
Economy: 4/2
Treasury: 2
Strategic Resources: None Developed
Military: 1 Gorgon Division(Untrained)
Draft Pool: 2 Gorgon Division(Green)
Navy: Sunked by Testonica
Age: Bronze
Description: The Gorgon is a serpent creature. The lower half of her body is snake while its upper half resembles a female body of a humanoid. Instead of hair, the gorgons have snakes in their head. These snakes are not equal in all gorgons. - for example, a gorgon who has scarlet snakes instead of "normal snakes" is considered more beautiful. They are mono-gendered race and despite the feminine appearance, there is no differentiation between male and female. Nevertheless, they prefer the term "she" just as the features of their faces resemble a woman.
Mod Notes:
Color/Location: Purple/Greece

K'eltoq(Karikon)
Race: Frost Goblins
Government: despotic theocracy
Stability: 6
Economy: 3/2
Treasury: 2
Strategic Resources: Dire Wolves(From Regne)
Military: 3 Goblin Divisions(Untrained)
Draft Pool: 5 Goblin Divisions(Green)
Navy: None
Age: Bronze
Description: Vicious variety of the Goblin species. Known for there xenophobia and religious extremism. There oppressive and patriarchal society know well both hunger and poverty yet they continue to exist in the inhospitable frozen north. They are a ugly, small, nasty and fool smelling people with only there natural frost resist resistance and savage cunning to serve as an equalizer.
Mod Notes: Developing Sapphires as strategic resource (3/4)
Color/Location: Bright Green/Scandinavia

Jhasturad(Lord of Elves)*
Race: Elves
Government: Tribal Despotism
Stability: 5
Economy: 5/3
Treasury: 2
Strategic Resources: None Developed
Military: 2 Elven Division(Untrained)
Draft Pool: 3 Elven Divisions(Green)
Navy: 1 Galley Flotilla (Green)
Age: Bronze
Description: Clans and great families united by worship of monotheistic deity, the "All-Father," said to have taught the elves of Jhasturad the true nature of the world and the heavens. The clans are united by a king whose line is maintained through force of arms and supposed divine mandate. Significant druidic (called "learners") caste developing as attendant to the ruling clan.
Mod Notes: Developing horses, eta 1 turns.
Color/Location: Burgundy/Spain

Vespiqvon (mrrandomplayer)
Race: Beefolk
Government: Confederation
Stability: 5
Economy: 5/3
Treasury: 0
Strategic Resources: None Developed
Military: 1 Regular Beemen Division(Untrained), 1 Sky Beemen Division(Untrained)
Draft Pool: 4 Regular Beemen Divisions(Green)
Navy: 1 Galley Flotilla
Age: Bronze
Description: The Beefolk, human-sized, sentient, bee-like humanoids have lived in large, urbanized hives for many centuries, ruled by queen bees. Beefolk can fly for short distances and have stingers (but they don't die when they sting people). Recently, many hives were united into a confederation by Grand Queen Bzzst I, where all of the hive queens vote on national policy in a council and are ruled by the Grand Queen.
Mod Notes:
Wonders: Wzzst Hive [3/5]
Color/Location: Orange/Italy

Règne(Ailedhoo)
Race: Goblin
Government: Union leaded by a despot of despots
Stability: 6
Economy: 3/1
Treasury: 0
Strategic Resources: Dire Wolves
Military: 2 Goblin Divisions(Untrained)
Draft Pool: 11 Goblin Divisions(Green)
Navy: None
Age: Bronze
Description:Goblins are small chaotic humanoid creatures with pure id. Crafty but very hard to organise. They have a high fecundity and live in extensive clans. In war tend to recruit large armies that are poor to manage due to the challenge to getting many to follow orders, though goblins that do control themselves exists and goblins that make a plan can be dangerous.
Mod Notes: Developing Chaos Nodes as a strategic resource (ETA Unknown). Developing deer as strategic resource [2/4]
Color/Location:Blue/Germany

Silesia (Seon)
Race: Faded Men
Government: Oligarchical Republic
Stability: 5
Economy: 3/2 (-1 occupation)
Treasury: 0
Strategic Resources: None Developed
Military: 1 Faded Men Division(Untrained)
Draft Pool: All available are standing
Navy: None
Age: Bronze
Description: The Faded Men of Sillia resemble humans in most important aspects such as height and facial features. They do not reproduce biologically. It is thought of that their society does not even have a full concept of what gender is. Instead, they reproduce using their prodigious affinity for magic.
Mod Notes:
Color/Location: Light brown/France

Testonica (NPC)
Race: Humans
Government: Republic
Stability: 5
Economy: 4/3
Treasury: 0
Strategic Resources: None Developed
Military: 2 Human Division(Untrained)
Draft Pool: 3 Human Divisions(Green)
Navy: 1 Galley Flotilla(Untrained)
Age: Bronze
Description: An upstart republic in OTL thrace that value freedom and property rights and service to their country above all else.
Mod Notes:
Color/Location: Funny yellow/Thrace

Asia

Dredgendor(Fluffy Cupcake)
Race: Dark Elves
Government: Teocratic Tyrani
Stability: 6
Economy: 6/3
Treasury: 3
Strategic Resources: None Developed
Military: 2 Elven Division(Untrained)
Draft Pool: 4 Elven Divisions(Green)
Navy: 1 Galley Flotilla(Green)
Age: Bronze
Description: The Elves worship there gods as to survive, there soul purpose is to conquer and destroy those who tread on there territory or that witch they seek to conquer. They are lead by 1 alpha male (Marthdok) and 1 alpha female (Sheeradeck) who lead the children into battle. Once the Marthdok or Sheeradeck have died new ones take there place if it be heir or voted among those who are bloodline born with rights to vote for a new Marthdok & Sheeradeck.
Mod Notes:
Color/Location: Purple/Pakistan

Glorious and Eternal Elven Empire (Cadellon)
Race: High Elves
Government: Theocratic Monarchy led by the ??? (Kami no o) or God-Emperor
Stability: 7
Economy: 9/3
Treasury: 5
Strategic Resources: none developed yet, in the future maybe some sun-metal used to craft the weapons of the Higher Kin
Military: 1 Elven Samurai Division(Regular)
Draft Pool: 3 Elven divisions(Green)
Navy: 1 Galley Flotilla(Green)
Age: Bronze
Description: The High Elves have always lived considering themselves superior to all other races. They believe themselves the descent of ???(Taiyo-shin), the god of the sun and think their emperor to be its very incarnation. Anynon-elf is in the eyes of the Higher Kin hardly better than cattle.The High Elves are dedicated to their society. Service to the Empire comes before everything else, even life , as the highest honor is that of dying in service of the Empire, something considerable given the long lifespan of the higher elves (150 to 300 years) and low population resulting from it.Merit determines rank in the Eternal and Glorious Empire and even members of the most lowly families can be given great honor if they have served well the Emperor.Aside from merit and dedication, honor is fundamental to the society of the Higher Kin and is closely linked to the former. Skill at battle is also given great respect due to the Eternal Empire's warlike history.
Mod Notes: 2 JPT is made through slavery. Developing Sun Metal (ETA 1 turns)
Wonders: Imperial Capital
Color/Location:Yellow/Japan

Gardu Amesjay
Race: Minotaurs
Government: Tribal council
Stability: 5
Economy: 7/3
Treasury: 1
Strategic Resources: None Developed
Military: 1 Minotaur Division(Untrained)
Draft Pool: 2 Minotaur Division(Green)
Navy: None
Age: Bronze
Description: Located in the praries and savannahs of (OTL) Arabia, the ancestors of the minotaurs of Gardu had long since lived a nomadic travelling and hunting, killing wild beasts for sport and to demonstrate their prowess. Now they have chosen to settle down under the wise guidance of the tribal council to work the land, and utilise the stones from the mountains to build constructions that are worthy of this proud race.
Mod Notes: Developing mammoths (ETA 2 turns). Developing Silver (ETA 2 turns)
Color/Location:Light Brown/Arabia

Gorfangia (NPC)
Race: Orcs
Government: Elective Tribal Monarchy
Stability: 5
Economy: 3/2
Treasury: 0
Strategic Resources: None Developed
Military: 1 Orc Division (Untrained)
Draft Pool: 1 Orc Division(Green)
Navy: 1 Galley Flotilla(Green)
Age: Bronze
Description: A confederation of tribes that have been unified into a country by Gorfang to resist Minotaur aggression. A new leader will be appointed after Gorfang's from among the tribal leaders.
Mod Notes:
Color/Location:Green/Oman

Kalvo (J.K. Stockholme)
Race: Humans
Government: Tribal Lottocracy
Stability: 7
Economy: 7/2
Treasury: 2
Strategic Resources: Rice
Military: 2 Human Division (Untrained)
Draft Pool: 6 Human Divisions (Green)
Navy:
Age: Bronze
Description: A racist and inward society, members of Kalvo are primarily distinguished by their intense hatred of deities and non-humans. A system of sortition prevents internal conflict between the various tribes which make up Kalvo; the society chooses their leaders by random selection among those put forward by each tribe. The people of Kalvo are also renowned athletes, commonly known for their love of sport and war - the only two interactions with non-humans permissible.
Mod Notes:
Color/Location: Light Pink/China

Klthsstkl TaylorFlame**
Race: Sskltheen
Government: Caste-based Monarchy
Stability: 3
Economy: 5/4
Treasury: 4
Strategic Resources: None Developed
Military: 2 Sskltheen Divisions(Untrained)
Draft Pool: Strict caste system disalows draft.
Navy: None
Age: Bronze
Description: The Sskltheen are large armoured floating sacs of gas, underneath which a body is suspended with a number of long, powerful tentacles arrayed around a large beak-like mouth, while short eyestalks ring the creature. The colour of the thick plates covering the sac, the size of the Sskltheen and its general form are determined by the caste the individual Sskltheen belongs to. Their caste also determines their standing within society, with all Sskltheen being subservient to the royal caste, with a few rare exceptions in history. Sskltheen are highly intelligent, and are adepts at domesticating a wide array of animals to help their civilizations thrive. They are also dangerous opponents in combat, as their tentacles can act like whips of amazing power, and can squeeze with a powerful crushing force.
Mod Notes:
Color/Location: Deep Red/Vietnam

Krr (Lord_Iggy)
Race: Spiders
Government: Matriarchal Monarchy?
Stability: 5
Economy: 2/0
Treasury: 0
Strategic Resources: None Developed
Military: No Standing Army
Draft Pool: 2 Division of Spider Warriors(Green)
Navy: None
Age: Spider
Description: Deep in the green forests of Siberia, the light on the mossy earth is dappled by the shadows of great, ropey webs and the spiders grow to a terrible size. Loners and lurkers by their very nature, the spiders give each other a wide berth, each tending to their own webs. However, these spiders are no mere animals- they are as keen and bright as any human, although their intelligence is of a very different, arachnid sort. There is a deep and spiritual art to their weaving, and their acts of courtship are the stuff of legend.
Mod Notes:
Color/Location:Grey/Siberia

Mines of Hrisgard (Polyblank)
Race: Dwarves
Government: Plutocracy
Stability: 6
Economy: 9/1
Treasury: 10
Strategic Resources: None Developed
Military: 1 Dwarven Division(Untrained)
Draft Pool: 6 Dwarven Divisions(Green)
Navy: None
Age: Bronze
Description: Dwarves are short humanoids that use technology because of their lack of physical strength, unlike their other humanoid cousins, in order to achieve what they want. Legend says that they were created by the stones of the mountains in order to mine them and use their wealth.
Mod Notes: 1 JPT from trade with Zugurai. Developing rubies as strategic resource. ETA 3 turns. Developing Iron as strategic resource(2/5).
Wonders: Great Manufactory of Armok, God of Blood(1/4)
Color/Location: Red/Caucus Mountains

R’leyh (Immaculate)
Race: Illithid
Government: Theocratic dictatorship
Stability: 5
Economy: 10/6
Treasury: 0
Strategic Resources: Brachyura Thralls (Domesticated crabmen that perform manual labor)
Military: 3 Illithid Division(Untrained)
Draft Pool: 2 Illithid Divisions(Green)
Navy: None
Age: Bronze
Description: Led by a priesthood which venerates the stars and in particular recurrent comets. They are highly centralized with a well established theocratic bureaucracy. Carnivorous, they subsist on managed fish farms and hunting.
Mod Notes: 3 JPT made from labor of Brachyura. 1 JPT made from Human slaves. Developing Copper [2/4]
Color/Location: Light Purple/Sinai

Ularmti(Everblack)
Race: Naga (sub race of lizardfolk)
Government: Stratocracy
Stability: 4
Economy: 8/1
Treasury: 5
Strategic Resources: None Developed
Military: 1 Naga Division(Trained)
Draft Pool: 2 Naga Divisions(Regular)
Navy: None
Age: Bronze
Description: The Ularmti are a off shot violent cousin of lizardfolks being of a more serpentine mixes. Long ago they were separated from the lizardfolks due to there hostile nature. The Ularmti travel far east making the mountainous lands as there home. The Ularmti society is base around combat. Young nages begin training in highest mountains pecks with where the weak are separated from the strong. Those that prove themselves able are placed in either farmers/artisan/shaman caste until time of war were they are conscripted. Warriors who have proved themselves in battles are elevated to Myqun Order which is a caste of Warrior generals that governors Ularmti lands in time of peace.
Mod Notes: Due to the harsh nature of Naga upbringing, their units are of much higher quality than other races, even if this means that overall population suffers. 3 JPT made from slaves. Developing Water Nagas (eta 1 turns). Developing Salt(2/5)
Color/Location: Dark Brown/Nepal

Zugurai (NPC)
Race: Lizardmen
Government: Tribal Council
Stability: 5
Economy: 8/5
Treasury: 1
Strategic Resources: None Developed
Military: 5 Lizardman Division(Untrained)
Draft Pool:2 Lizardman Divisions(Green)
Navy:None
Age:Bronze
Description: The scaly reptile folk of Zugurai are known for their perceptiveness and awareness. Many of these lizardmen make good scouts or traders due to these inherent traits. Zugurai itself was "started" when the lizardmen of the city of Ari Ctarelai began to subjugate smaller local tribes of lizardmen in an attempt to "enlighten" and "civilize" the poor savages. At its inception, Zugurai is led by the great Ashu (Zugur word for "tribal leader") by the name of Kathas.
Mod Notes: 1 JPT from trade with Hrisgard
Color/Location:Indigo/Mesopotamia

 
Spoiler Africa, Tortolia, Andea, Arctica, and Boralea Stats :



Africa

Adengae(Brougal)
Race: Giants
Government: Theocratic Monarchy
Stability: 5
Economy: 7/4
Treasury: 0
Strategic Resources: None Developed
Military: 2 Giant Division(Untrained)
Draft Pool: 2 Giant Division(Green), 1 Orc Division(Green), 1 Human Division(Green)
Navy: None
Age: Bronze
Description: Giants of Adengae stand about twice size of human, they generally have light skin color and hair color is usually black, yet can also be colors like bright red, blue, purple or, seemingly unique to royal dynasty, green. Adengae is ruled by royal dynasty that claims descendant from Sun itself, the first king having reputedly risen from crater where &#8216;Sun grazed the World with it&#8217;s touch&#8217;.
Mod Notes: Inclusive regime, with humans, orcs, and gnomes living under their rule.
Color/Location: Green/Sudan

Lashishali (Thomas.berubeg)*
Race: Merefolk
Government: Tribal confederations.
Stability: 5
Economy: 3/2
Treasury: 1
Strategic Resources: None Developed
Military: 2 Mermen Division(Untrained)
Draft Pool: 2 Mermen Division(Green)
Navy: Land walkers with water interiors?
Age: Stone (Good luck getting out of this without being able to smelt)
Description: Merefolk live deep underwater in the warmer waters of the world. Subsisting predominently on fish and sea weed agriculture, merefolk also supplement their diet with domesticated Sea Cow Milk, who also provide a healthy source of protein. Merefolk hunters have domesticated the orca as Humans OTL domesticated the dog, subverting their instinctual pack instinct to seeing Merefolk as pack leaders. Merefolk society depends highly on individual tribe, though largest merefolk settlements have grown to be near 30,000 people and have developed a structured government as opposed to the ad-hoc governance of smaller groups.
Merefolk art tends towards shells set with softly colored and smoothed stones. Merefolk tattoo themselves with significant events in their lives. A complex system of patterns and symbols exist to cover nearly every eventuality, and Tattoo priests are able to come up with new symbols should a situation arise.

Mod Notes: Developing Krakens (3/6). Developing Rubies(3/4)
Wonders: Gibraltar Coral Reef(2/10)
Color/Location: Blue/Off the coast of Morrocco

Lalbok (Lord Parker II)
Race: Giants
Government: Direct Democracy
Stability: 5
Economy:3/0
Treasury:5
Strategic Resources: None Developed
Military: No standing army
Draft Pool: 2 Giant Divisions (Green)
Navy: None
Age: Bronze
Description: Cut off from the rest of the world for generations, the Lalbok giants have developed a society completely independent of other civilizations. Within this society, they have tamed fierce beasts such as bears, wolves, and even sharks. They use the animals to their advantage in every day life, gathering food, working land, and even fighting off other wild beasts in defense.
Mod Notes:
Color/Location: Brown/Northern tip of Africa

Mandalore (Dar Kensytus)
Race: Humans
Government: Anarchic Dictatorship
Stability: 5
Economy: 6/0
Treasury: 3
Strategic Resources: Strills
Military: No Standing army
Draft Pool: 4 Human Divisions(Untrained), 1 Beastman Division(Untrained)
Navy:
Age: Bronze
Description: The Mandalorians are mainly a warrior race of humans characterized by their signature armor, worn by their tacticians and foot soldiers alike. Adapting to survive is a fundamental trait of their race. They are masters of staying alive. One is commonly greeted by his fellows with "Su'cuy ner vod." Meaning: "So you are still alive, my brother."
Mod Notes: Mandalorans are a warrior race and their divisions will start untrained rather than green. Developing Emeralds (2/5)
Wonders: Mandalorian Military Acadamy(2/5)
Color/Location: Dark Yellow/Liberia

Slezkak (NPC)
Race: Lizardfolk
Government: Shamanistic Theocracy
Stability: 6
Economy: 6/0
Treasury: 15
Strategic Resources: None Developed
Military: No Standing Military
Draft Pool: 5 Lizardman Divisions(Green)
Navy: None
Age: Bronze
Description: Slezkak is highly defined by its spiritual and superstitious nature, resulting in the empowerment of the shamans, interpreters of spirits and idols revered by the Slezkak people. Holding such a integral position in Slezkak society, the shamans hold great political power, primarily within the local area they service with their mystic knowledge. Decisions on a wide scale are generally decided upon by a grand gathering of the shamans, with the popular consensus taking effect.
Mod Notes: Slezkak Pyramid
Color/Location: Dark Purple/Madagascar

Tronda(SK)*
Color: Lime Green
Location: surrounding OTL Lake Victoria
Race: Velociraptors
Government: Tribal Confederacy
Stability: 5
Economy: 5/2
Treasury: 7
Strategic Resources: None Developed
Military: 1 Velociraptor Division(Untrained)
Draft Pool: 3 velociraptor Divisions(Green)
Navy: None
Age: Bronze
Description: A civilization of surviving, sentient dinosaurs (who have managed to domesticate some rather larger, rather less sentient dinosaurs as well), the Trondans live in a patchwork of clan-like tribes of anywhere between a few dozen and a few thousand people. All these tribes are nominally united under a loose central confederacy, the All-Court, where the leaders of all the tribes meet for a few weeks twice a year, and whose power can vary from moderate to virtually non-existent even within the course of a single year. Not attending the All-Court is a strong political statement.
Mod Notes:
Color/Location: Funny green/OTL Lake Victoria

Tortolia

The Broghyr (Grandkhan)
Race: Ogre
Government: Confederacy of Tribal Chiefs
Stability: 5
Economy: 3/2
Treasury: 6
Strategic Resources: None Developed
Military: 1 Ogre Division(Untrained)
Navy: 1 Ogre Division(Green)
Age: Bronze
Description: Ogres (known by themselves as the Oghyr (lit. "Tusked Ones") are a race of 9ft tall humanoids who tend towards great bulk, muscle, hairlessness and mental slowness. They are a greyish-brown in colour, with extremely broad shoulders and a jutting lower jaw with protruding canine teeth to create short tusks. The Broghyr (lit. "Comrade Tusked Ones" - Ogre language is entirely composed of nouns and verbs) are a violent tribe of Ogres who tend to have a fondness for conquest and gold. Traditionally the Broghyr subsist on hunting, woolly rhinoceross and goat grazing, as well as growing barley which they ferment into a thick beer which is drunk to excess frequently. Broghyr culture venerates those who commit acts of bravery as well as cunning conquest, as long as it gets glorious victory or defeat, and each tribe have a totemic pantheon of venerated members who have committed acts of greatness in life before being have added to the Ancestral Pantheon on death. This Pantheon is overseen by the tribal Witch Doctors, who venerate the Ancestor Totems and occasionally become posessed by the spirit of an ancestor in times of battle to become glorious warriors for a time. The Broghyr fight with long lances, clubs, and vast axes, and many fight aboard their trained woolly rhinoceroses as armoued, massive cavalry. The Broghyr have recently united under the strangely strong Dankeigh (Chief, lit. "Brave Leader") Shrakh the Flatulent to bring terror and violence to the settled races.
Mod Notes:
Color/Location: Dark Red/roughly Utah area

Faeshire(Omega)**
Race: Fairy (Fae)
Government: Enatic Monarchy
Stability: 4
Economy: 5/3
Treasury: 9
Strategic Resources: None Developed
Military: 1 Fairy Division(Untrained)
Draft Pool: 2 Fairy Divisions(Green)
Navy: None
Age: Bronze
Description:Fairies (who refer to themselves as the fae), are a humanlike race on the surface, but have an extremely different internal structure and cultural norms. Fae tend to be very tall, with average male height being six feet and females being 5'10''. In return, faes tend to be extremely slender; they are not muscular as humans, and are physically much weaker than humans of comparable statue. Their skin is unusually pale, as if they were perpetually sickly. Fairies mostly have bright, blondish hair colors, and green or blue eyes. Black hair is possible, but is as rare and regarded like albinism. Faes also have an unusually extended lifespan, with a decade being the rough developmental equivalent of a human year. This means a fae has a theoretical natural lifespan of around 900 years, although disease and warfare cuts the average by centuries. On the flipside, fae tend to not breed as much as other races, due to the long childhood making each child a hefty investment
Mod Notes: Crafting Queensroad for better economy and better mobilization(4/10)
Color/Location: Pink/New England

Karr Mepork (das)
Race: Orcs
Government: Tyranny
Stability: 5
Economy: 6/2
Treasury: 5
Strategic Resources: Maize
Military: 2 Orc Division(Regular)
Draft Pool: 5 Orc Divisions(untrained)
Navy: None
Age: Bronze
Description: Orcs are a humanoid race, most clearly distinguished by their dark green skin, red eyes and tusks. On average, they might be somewhat physically tougher and mentally slower than humans by nature; however, there are plenty of outliers amongst them. Those tendencies may also be distorted by their strong cultural preference for brawn. All orcs, men, women and children, are hunters and warriors or training to be such. In addition to their physical differences, however, orcs also have a few mental differences of interest: a genetic memory that usually manifests most strongly in their shamans and only faintly in the others, and that serves to reinforce traditional attitudes and old grudges; and a pack mentality that makes most orcs more likely to fall in line with a leader who has proven himself to be stronger and more effective. Those leaders are also generally (not always) more physically intimidating, taller and more muscular.
Mod Notes: 1 economy is made through human slave labor. Warrior tradition allows for untrained draft pool.
Wonders: Karr Mepork Fortress
Color/Location: Green/Mexico

Kreszentians(KaiserElectric)*
Race: Draconic
Government: Tribal Confederation
Stability: 5
Economy: 6/2
Treasury: 5
Strategic Resources: Cotton
Military: 1 Draconic Division(Untrained)
Draft Pool: 2 Draconic Division(Green)
Navy: None
Age: Bronze
Description: Humanoids whose obvious namesake reveals their racial heritage, Draconics are large, tough creatures with thick hides and strong wings. They are mostly distinguished by the color of their scales, which range from green to red in color, and the size of their wings and fins. A rare child might be born with silver scales, signifying him or her as a leader among Draconics, and legends speak of the near-divinity of the golden scaled Draconics.
Mod Notes:
Color/Location: Orange/OTL Socal

Lusakaroon(NPC)
Race: Werewolves
Government: Monarchy
Stability: 5
Economy: 4/2
Treasury: 5
Strategic Resources: None Developed
Military: 1 Werewolf division(Untrained)
Draft Pool: 2 Werewolf division(Green)
Navy: None
Age: Bronze
Description: Do not take kindly to lawbreakers, love meat, will resort to canabilism if necessary,Alpha and his wife (the king and queen) decide punishments and how much food others get.
Mod Notes:
Color/Location: Light Purple/Newfoundland

Cahokia (Shadowbound)*
Race: Orcs
Government: Theocratic Monarchy
Stability: 6
Economy: 5/3
Treasury: 4
Strategic Resources: None Developed
Military: 2 Orc Divisions(Untrained)/1 Orc Division(Regular)
Draft Pool: 3 Orc Divisions(Green)
Navy: None
Age: Bronze
Description: Orcs are a humanoid race, most clearly distinguished by their dark green skin, red eyes and tusks. On average, they might be somewhat physically tougher and mentally slower than humans by nature; however, there are plenty of outliers amongst them. Those tendencies may also be distorted by their strong cultural preference for brawn. All orcs, men, women and children, are hunters and warriors or training to be such. In addition to their physical differences, however, orcs also have a few mental differences of interest: a genetic memory that usually manifests most strongly in their shamans and only faintly in the others, and that serves to reinforce traditional attitudes and old grudges; and a pack mentality that makes most orcs more likely to fall in line with a leader who has proven himself to be stronger and more effective. Those leaders are also generally (not always) more physically intimidating, taller and more muscular.
Mod Notes:
Wonders: 2 Great Pyramids
Color/Location: Blue/Missouri

Boreala

Elgathon (Ophorian)
Race: Treant
Government: Tribal Council
Stability: 5
Economy: 1/0
Treasury: 0
Strategic Resources: None Developed
Military: No Standing Army
Draft Pool: 2 Treant Division(Green)
Navy: None
Age: Tree
Description: The treants are at one with nature, living in harmony with their surroundings. They live vegan diets and the slaughter of cattle or animals is absolutely not tolerated, except in self defense. But really, what animal is gonna try and murder a living tree? None, that's what. Pacifists by nature, the treants avoid conflict as best they can, and prefer discourse over brash actions. To that end, the treants are ruled by a tribal council that deliberates all viewpoints before deciding on a course of action for society.
Mod Notes:
Color/Location: Green/cape York Peninsula

Andea

Morthur(Golden1Knight)
Race: Dwarves
Government: Meritocracy of Clans
Stability: 5
Economy: 7/1
Treasury: 1
Strategic Resources: None Developed
Military: 1 Dwarven Division(Green)
Draft pool: 4 Dwarven Divisions(Green)
Navy: None
Age: Bronze
Description: The Dwarves of the Andes are a notoriously tough and proud people. However, they do not limit their grumpy lives to the mountains: they are more than able to thrive outside their burrows, although their hearts are always with the Cordillera. They really appreciate stone work, preferring to live in large underground cities. When on the surface, they usually build solid stone houses, and their colonies often appear to be a set of stone blocks. The power is in the hands of the clans, which are headed by the most skilled dwarves. The clans elect a King among them, whose office is lifelong but not hereditary. Every dwarf is a member of a clan, and each clan dominates a certain region. The skills that are most valued by these people include the art of creating, shaping and war.
Mod Notes: Devloping Iron as strategic resource (3/4)
Color/Location: Brown/Andes

Shural(awesome)
Race: Raptoran
Government: Chiefdom
Stability: 6
Economy: 6/2
Treasury: 3
Strategic Resources: None Developed
Military: 2 Raptoran Division(Untrained)
Draft Pool: 3 Raptoran Divisions(Green)
Navy: None
Age: Bronze
Description: The Raptorans are one of the few sentient races of the world capable of flight. The Raptorans of Shural (which translates to "chosen") live in the rainforest treetops, their territories sometimes looking like primitive city-states, as clans can get rather large. They are very defensive of their trees.
Mod Notes:
Color/Location: Green/Brazil

Treplak (NPC)
Race: Centaurs
Government: Tribal Confederation
Stability: 5
Economy: 5/2
Treasury: 9
Strategic Resources: N/A
Military : 1 Centaur Division
Draft Pool: 2 Centaur Divisions
Navy:None
Age:Bronze
Description : We, the Centaurs, are an ancient race, much older than the other other creatures that roam the earth. We live in seclusion, for we do not want to mingle with the vile creatures, and share our knowledge of earth with these. Our tongue is mystic, often intermixed with a variety of literary references.
Mod Notes:
Color/Location:Light Blue/eastern Andea

Arctica

Iceladon(Lord_Herobrine)*
Race: Ice Golems
Government: Primitive Monarchy
Stability: 5
Economy: 2/0
Treasury: 5
Strategic Resources: None Developed
Military: 1 Ice Golem Division(Green)
Draft Pool: All Ice Golems will be standing army
Navy: None
Age: Golem
Description: The Ice Golems of Iceladon stand lumbering at greater than 18ft, towering over most other races. They are a mixture of glacial ice and rock, with ice water circulating through their bodies like blood through veins, keeping them cool in warmer climates. Their mere chilling presence can cause crops to frost and surface water to ice over. It has been their goal for eons to conquer the world, bringing the ice of the north to all the lands of Turnovia in an eternal age of ice.
Mod Notes: Developing Sapphires (2/4)
Color/Location: Light Blue/Arctica
 
More units will be added to this list as time goes on with the addition of new races, technology, and so forth. The name of the unit will be followed by it's purchase cost upkeep. The upkeep must be paid each turn.


Unit List

Human Division (4 Jack to purchase/1 Jack to Upkeep) [Available: All Human, Adengae]

Human divisions are varied, but bronze age human divisions are usually made up of spearmen protected by shields.

Elven Division (5 Jack to purchase/1 Jack to upkeep) [Available: All Elves]

Elves are usually lightly armored but highly skilled.

Elven Samurai Division (7 Jack to Purchase/2 Jack to upkeep) [Available: Glorious and Eternal Elven Empire]

Heavily armed and well disciplined elves. These highly skilled, highly paid individuals life revolves around warfare.

Mermen Division (2 Jack to purchase/1 jack to upkeep) [Available: All Merefolk]

Mermen are very lightly armed and armored, only having stone age tools to work with.

Orc Spearmen Division (3 Jack to purchase/1 jack to upkeep) [Available: All Orcs, Adengae]

Orc divisions are usually armed as heavily as they can be. The strongest orc is usually in command and the rest fall into relative order. These divisions tend to be easy to recruit due to the warlike nature of Orcs.

Dwarven Division (5 Jack to purchase/1 jack to upkeep) [Available: All Dwarves]

Dwarven divisions are rather well disciplined, using well crafted arms.

Beemen Regular Division (3 Jack to purchase/1 Jack to upkeep) [Available: All Beefolk)

Regular Troops will be the generic Beefolk Spearmen; not as lightly armored and flight-focused as the Sky Troops, but not as armored and based on staying power as the Heavy Troops.

Beeman Sky Division (3 Jack to purchase/1 Jack to upkeep) [Available: Vespiqvon]

Sky Troops will be the scouts, ambush fighters, and hit-and-run soldiers of the Vespiqvon Army. They will be relatively lightly armored and have long-range and short-ranged weapons. They will be trained to fly long distances.

Beeman Heavy Division (4 Jack to Purchase/1 Jack to upkeep) [Available: Vespiqvon]

Heavy Troops will be the heaviest armored troops and will only fight short range. They will only be able to fly very short distances because of their bulky armor.

Goblin Division (2 Jack to purchase/1 Jack upkeeps 2 divisions) [Available: All Goblins]

Lightly armed, due to their small size. Temperament allows goblins to enlist for low pay and small physical size allows for low feed upkeep.

Goblin Direwolf Rider Division (4 Jack to Purchase/2 Jack to upkeep) [Available: Regne]

They serve as fast assault cavalry, for the direwolfs' predator pack ways enable the cavalry pack to be effective on the offensive. Direwolfs do not process the penalty horses suffer in the woods. Goblins especially tend to enjoy stalking their opposition like if their cavalry were a proper wolf pack.

Lizardman Division (4 Jack to purchase/1 Jack to upkeep) [Available: All Lizardfolk]

Lizardman divisions tend to be armed with spears or obsidian blades, and armored with primitive shields as well as their scales.

Spider Warriors (Unpurchasable/1 Jack to upkeep) [Available: All Spiders]

Not really armed with anything. Their massive size, strength, and venomous bites make these guys very dangerous.

Minotaur Division (5 Jack to purchase/3 Jack to upkeep) [Available: All Minotaur]

Their massive size make minotaur equipment more costly to purchase, and more costly to maintain. Their massive size assures that a ruler wishing to maintain a standing army of Minotaurs has deep pockets to both feed and pay these beasts.

Sskltheen Division (4 Jack to purchase/2 jack to upkeep) [Available: All Sskltheen]

Their impressive size requires a bit more upkeep than the smaller humanoid races. Usually armed with spear and shield, they are transported in bamboo boats by "lifters".

Ice Golem Division (8 Jack to purchase/0 Jack to upkeep) [Available: All Ice Golems]

Ice Golems are made of magic, thus the purchase price is simply material component for the spells required to make more of these constructs. Very hard to kill, and with a huge pack of punch.

Naga Division (4 Jack to purchase/1 jack to upkeep) [Available: All Nagas]

Naga divisions are addapted well to the mountainous terrain they're accustomed to, able to slither their way through small tunnels to reach the enemy at their most vulnerable spots.

Raptoran Division (3 Jack to purchase/1 jack to upkeep) [Available: All Raptorans]

Raptoran divisions are usually lightly armed and rather easy to train, mainly fighting from the trees using bows against their enemies. Very squishy if fought up front.

Illithid Division (6 jack to purchase/2 jack to upkeep) [Available: All Illithid]

Illithid divisions are just as heavily armed as other races, but also use psychic attacks. Their high upkeep is due to the material components of their psychic attacks and the hunger that using psychic attacks inflicts on their own bodies.

Gorgon Division (6 jack to purchase/2 jack to upkeep) [Available: All Gorgon]

Very similar to Naga divisions, except that this race has the ability to turn their enemies to stone. Their extra cost and upkeep represent the difficulty in training and the material components required to use their magical abilities.

Fairy Division (3 jack to purchase/3 jack to upkeep) [Available: All Fairy]

Lightly armed usually with stone age weaponry and almost no armor due to their dislike of metals, they make up for this by using magic in crafty ways on the battlefield. The material components required to cast the variety of magics these divisions are capable of make them very costly to maintain for a standing army.

Giant Division (6 Jack to purchase/2 jack up upkeep) [Available: All Giants]

Heavily armed and hard hitting, giant divisions have high shock value up close.

Werewolf Division (4 jack to purchase/2 jack to upkeep) [Available: All werewolves]

These divisions are great at hit and run tactics, able to shift into wolf form on command. Their unusually unsatiable appetite make these divisions more expensive to maintain.

Faded Men Division (4 jack to purchase/2 jack to upkeep) [Available: All Faded Men]

Humanlike in appearance, they seem to be lightly armed, relying more heavily on magic than other armies and are thus rather expensive to maintain.

Draconic Division (5 Jack to purchase/2 Jack to Upkeep) [Available: All Draconic]

Armed lightly so as to keep themselves mobile, they're still very effective with their weapon of choice. They can jump into and back out of the fight with relative ease, making Draconic divisions particularly hard to destroy outright.

Centaur Division (4 Jack to Purchase/2 Jack to upkeep) [Available: All Centaur]

Centaur divisions tend to be lightly armored to favor mobility and are usually armed with a bow or spear. Great for hit and run or shock attacks, but rather ineffective in prolonged fighting, where they make rather large targets.

Velociraptor Division (4 Jack to Purchase/2 Jack to Upkeep) [Available: All Velociraptors]

These divisions are lightly armed and armored, using their natural scales and weapons to crush their foes.

Undead Division (3 Jack to Purchase/1 jack to upkeep 4 visions) [Available: All Undead]

Made up of Onyx-Eyed skeletons that have no mind of their own and thus no fear or vulnerability to mind-altering effects.

Beastman Division (4 Jack to Purchase/1 Jack to upkeep) [Available: Mandalore]

Lightly armored Goatmen who usually carry large weapons and charge with reckless abandon.

Treant Division (6 Jack to purchase/1 Jack to upkeep 2 divisions) [Available: All Treant]

Large, humanoid tree creatures that exploit their superior strength by pelting enemy encampments with boulders and other large objects before marching in the continue the battle, in which all their limbs can be used to bludgeon and destroy enemy forces.

Ogre Division (5 Jack to purchase/2 jack to upkeep) [Available: All Ogre]

Ogres are big o guys usually carrying large bunt instruments designed to smash bad guys. Their insatiable appetite make these large beasts costly to maintain.

Galley Flotilla (4 Jack to purchase/1 Jack to Upkeep) [Available: All land civilizations]

The basic warship for a bronze age civilization

Galeshik Flotilla (4 jack to purchase/1 jack to upkeep) [available: Iceladon]
 

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You may now post. I hope you enjoy. I guess each update will span 20 years to start, unless there is clamor for a different time span. Your game, I just mod.

First update will be tomorrow, with starting countries being placed and all the mod areas in templates being filled in and added to list, along with any units that need to be added.
 
Jhasturad/Lord of Elves
Race: Elves
Government: Tribal Despotism
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: Clans and great families united by worship of monotheistic deity, the "All-Father," said to have taught the elves of Jhasturad the true nature of the world and the heavens. The clans are united by a king whose line is maintained through force of arms and supposed divine mandate. Significant druidic (called "learners") caste developing as attendant to the ruling clan.

Start me at OTL Barcelona. Burgundy or gold or something would be a cool color I guess.
 
Kalvo (J.K. Stockholme)
Race: Humans
Government: Tribal Lottocracy
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: A racist and inward society, members of Kalvo are primarily distinguished by their intense hatred of deities and non-humans. A system of sortition prevents internal conflict between the various tribes which make up Kalvo; the society chooses their leaders by random selection among those put forward by each tribe. The people of Kalvo are also renowned athletes, commonly known for their love of sport and war - the only two interactions with non-humans permissible.

In Turnovia China is a Nile-like desert right? Start me somewhere along the fertile flood plains of the Yangtze. A light pink would be nice.

Stories:
The Lottocratic Form of Government, or "Rule by Chance"
 
Lashishali(Thomas.berubeg)
Race: Merefolk
Government: Tribal confederations.
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: Merefolk live deep underwater in the warmer waters of the world. Subsisting predominently on fish and sea weed agriculture, merefolk also supplement their diet with domesticated Sea Cow Milk, who also provide a healthy source of protein. Merefolk hunters have domesticated the orca as Humans OTL domesticated the dog, subverting their instinctual pack instinct to seeing Merefolk as pack leaders. Merefolk society depends highly on individual tribe, though largest merefolk settlements have grown to be near 30,000 people and have developed a structured government as opposed to the ad-hoc governance of smaller groups.
Merefolk art tends towards shells set with softly colored and smoothed stones. Merefolk tattoo themselves with significant events in their lives. A complex system of patterns and symbols exist to cover nearly every eventuality, and Tattoo priests are able to come up with new symbols should a situation arise.
Location: Somewhere off the coast of OTL Morocco

Color... I'd like to be blue, but that would get lost in the water, eh? How about lime green?
 
Karr Mepork (das)
Race: Orcs
Government: Tyranny
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: Orcs are a humanoid race, most clearly distinguished by their dark green skin, red eyes and tusks. On average, they might be somewhat physically tougher and mentally slower than humans by nature; however, there are plenty of outliers amongst them. Those tendencies may also be distorted by their strong cultural preference for brawn. All orcs, men, women and children, are hunters and warriors or training to be such. In addition to their physical differences, however, orcs also have a few mental differences of interest: a genetic memory that usually manifests most strongly in their shamans and only faintly in the others, and that serves to reinforce traditional attitudes and old grudges; and a pack mentality that makes most orcs more likely to fall in line with a leader who has proven himself to be stronger and more effective. Those leaders are also generally (not always) more physically intimidating, taller and more muscular.

While some say orcs are corrupted humans or uplifted beasts, orc legends say simply that the orcs were made from mud and rage by the gods, in order to fight their wars for them. This, they say, is why orc society is always more or less like an army. The orcs who founded Karr Mepork remember wars with other orcs and lesser species in a land across the ocean. They say they were betrayed by their human allies and the gods but one: Akarat, the God of Wisdom and Cruelty. It was he who taught them the harsh lessons of perseverance during their long march to the sea, and he who destroyed the land bridge after they crossed it into a new world. Harried by various enemies, the exiles pressed on until they reached a lush and pleasant valley, where they could restore their numbers in relative safety. They built a fort there, named Karr Mepork, and spread throughout the valley in small clans that all acknowledged the supreme authority of the Kahagar, the Strongest.

Colour, dark green or crimson; starting location, Mexico City.
 
The Mines of Hrisgard
(Polyblank)​
Race: Dwarves
Government: Plutocracy
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military:<To be determined by mod>
Navy: None
Age: Bronze
Description: Dwarves are short humanoids that use technology because of their lack of physical strength, unlike their other humanoid cousins, in order to achieve what they want. Legend says that they were created by the stones of the mountains in order to mine them and use their wealth.

In Hrisgard, the word of the 5 richest dwarves, who form a council in order to govern effectively, is the law. This way of governing has led the dwarves of the Wealthy Land ( translation of Hrisgard to the languages of humans ) to become extremely greedy and pioneering in regards of their technology. However, they are disliked by trading nations because of their demands and are only willing to expand their state underground. In their minds, the "Overlands" ,as they are called, are not worthy because of the many dangers they hold that are unbeknown to the dwarves.

( Red Colour, OTL Mount Elbrus in Caucasus )
 
Vespiqvon(mrrandomplayer)
Race: Beefolk
Government: Confederation
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: The Beefolk, human-sized, sentient, bee-like humanoids have lived in large, urbanized hives for many centuries, ruled by queen bees. Beefolk can fly for short distances and have stingers (but they don't die when they sting people). Recently, many hives were united into a confederation by Grand Queen Bzzst I, where all of the hive queens vote on national policy in a council and are ruled by the Grand Queen.

Location: Italy, where Venice would be otl.
Color: Orange
 
Règne(Ailedhoo)
Race: Goblin
Government: Union leaded by a despot of despots
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description:Goblins are small chaotic humanoid creatures with pure id. Crafty but very hard to organise. They have a high fecundity and live in extensive clans. In war tend to recruit large armies that are poor to manage due to the challenge to getting many to follow orders, though goblins that do control themselves exists and goblins that make a plan can be dangerous.

The Règne came to form itself as small clans came to be better ways to manage goblins. In time conquerors among the Règne founded it best to client clans then absorb them and so emerge a system of relations between the clan leaders and the leader of the union, known as a Leódhata. This supream despot has been attempting to evolve into a system of "god monarch" who proclaim to decadent from the Règne's chief deity, Dwolma the god of chaos. How would a figure trying to control and unify a chaotic lot with a god who represents disorder remains one of many things that strike the minds of those attempting to study the Règne. What ever the case the Leódhata has some time to go before evolving Règne into a feudal monarchy [under construction; may edit what already there for better results]


Location: around OTL the Rhine. Coloured navy.
 
Slezkak (Noco)
Race: Lizardfolk
Government: Shamanistic Theocracy
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze

Description: Slezkak is highly defined by its spiritual and superstitious nature, resulting in the empowerment of the shamans, interpreters of spirits and idols revered by the Slezkak people. Holding such a integral position in Slezkak society, the shamans hold great political power, primarily within the local area they service with their mystic knowledge. Decisions on a wide scale are generally decided upon by a grand gathering of the shamans, with the popular consensus taking effect.

Slezkak morals generally revolve around the collective well-being, as numerous individual families join together to form inter-connected clans, acting as an extend set of relatives. Patriarchal, females are seen as conduits to the spirits, allowing the miracle of life through egg broods, save for a select few female shamans, who represent the prestigious spirits of fertility and motherhood.

Location: Southern Madagascar please.
Color: Purple seems nice.
 
Krr (Lord_Iggy)
Race: Spiders
Government: Anarchy
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: Deep in the green forests of Siberia, the light on the mossy earth is dappled by the shadows of great, ropey webs and the spiders grow to a terrible size. Loners and lurkers by their very nature, the spiders give each other a wide berth, each tending to their own webs. However, these spiders are no mere animals- they are as keen and bright as any human, although their intelligence is of a very different, arachnid sort. There is a deep and spiritual art to their weaving, and their acts of courtship are the stuff of legend.

In recent times, their population has been on the rise, driving conflict and migration across the spider realms of Krr. While their existence is a barely-whispered myth to many, their ongoing expansion promises to make it a reality for those unfortunate enough to live on their borders.

Mod Notes: <Race specific, story specific, nonsens will be here for my recollection. See example in above post>
 
My original plan was for a race of shapeshifting Aztec vampires, but das took Mexico.

Cahokia Shadowbound
Race: Orcs
Government: Theocratic Monarchy
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description:
Orcs are a humanoid race, most clearly distinguished by their dark green skin, red eyes and tusks. On average, they might be somewhat physically tougher and mentally slower than humans by nature; however, there are plenty of outliers amongst them. Those tendencies may also be distorted by their strong cultural preference for brawn. All orcs, men, women and children, are hunters and warriors or training to be such. In addition to their physical differences, however, orcs also have a few mental differences of interest: a genetic memory that usually manifests most strongly in their shamans and only faintly in the others, and that serves to reinforce traditional attitudes and old grudges; and a pack mentality that makes most orcs more likely to fall in line with a leader who has proven himself to be stronger and more effective. Those leaders are also generally (not always) more physically intimidating, taller and more muscular.

Before the coming of the Orcs, the Holy People lived in the land of the Mississippi. They raised earth mounds to honor their ancestors and beseech from them the blessings of heaven. When they Orcs came, they were at first overwhelmed by their ferocity, and appealed for aid from their ancestors. The ancestors opened a door to the World That Came Before, giving the Holy People respite from the attacks. In time, the Orcs settled the river valley of the Mississippi and began their own civilization. The Holy People, having achieved spiritual enlightenment in the World That Came Before, forgave the Orcs for the bloody war they had fought and sent Messengers back to Earth to negotiate peace. These Messengers looked upon the women of the Orcs, and were overtaken by lust and desire. They made a pact to sin against heaven together, teaching the Mississippi knowledge of irrigation, war, cosmetics, astronomy, and medicine, and taking their daughters as wives. At first the Holy People did not act against their Messengers, but when the children of the Messengers were born as monsters, twice the size of an orc with great horns on their heads and six fingers, they raised their armies. They bound the Messengers beneath the running water of the river with iron, but could not act against the children, the Uwasil, without breaking their own sacred laws.

The Uwasil took the Messengers&#8217; place as rulers of the Mississippi, and developed a terrible appetite for the flesh of orcs. They raised great pyramids in their name and ruled as despots over the people of the Great River from their capital, Cahokia, where a hundred orcs die every day to satisfy their hunger. They are currently ruled by the Firstborn and their leaders, Great Sun and his brother Tattooed Serpent. They have raised great pyramids and armies of slaves and half-giants to enforce their rule across Tortolia.

Blue. Cahokia is located where East St. Louis currently is.

Your move, das.
 
Gardu Amesjay
Race: Minotaurs
Government: Tribal council
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: Located in the praries and savannahs of (OTL) Arabia, the ancestors of the minotaurs of Gardu had long since lived a nomadic travelling and hunting, killing wild beasts for sport and to demonstrate their prowess. Now they have chosen to settle down under the wise guidance of the tribal council to work the land, and utilise the stones from the mountains to build constructions that are worthy of this proud race.

Mod Notes: The minotaurs stand at approximately 2.2m to 3m on average, though the largest males have been known to reach sizes of 3.5m (or so it is told in legend). The tribal council are the 10 'most important' members of the group, they are chosen based on their wisdom and knowledge (generally the highly respected older minotaurs).

Any colour
 
Klthsstkl TaylorFlame
Race: Sskltheen
Government: Caste-based Monarchy
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: The Sskltheen are large armoured floating sacs of gas, underneath which a body is suspended with a number of long, powerful tentacles arrayed around a large beak-like mouth, while short eyestalks ring the creature. The colour of the thick plates covering the sac, the size of the Sskltheen and its general form are determined by the caste the individual Sskltheen belongs to. Their caste also determines their standing within society, with all Sskltheen being subservient to the royal caste, with a few rare exceptions in history. Sskltheen are highly intelligent, and are adepts at domesticating a wide array of animals to help their civilizations thrive. They are also dangerous opponents in combat, as their tentacles can act like whips of amazing power, and can squeeze with a powerful crushing force.

The Sskltheen of Klthsstkl have become a major power in their region, under an incredibly cunning family from the royal caste. Their unprecedented application of technology to their Sskltheen warriors, forgoing the old practice of fighting naked, has allowed them to conquer their neighbours and establish dominance, though many of the various warrior castes see it as a violation of their sacred duty to fight as their caste-ancestors intended. Regardless, the natural loyalty of Sskltheen to their leaders has so far managed to quell dissent and lead to a thriving proto-empire.

Colour: A deep red
Location: OTL Saigon
 
SPLASH! I'll join Thomas in the pool!

R&#8217;leyh (Immaculate)
Race: <Illithid>
Government: Theocratic dictatorship
Stability: 5
Economy: <To be determined by mod>
Treasury: <To be determined by mod>
Strategic Resources: None Developed
Military: <To be determined by mod>
Navy: None
Age: Bronze
Description: Led by a priesthood which venerates the stars and in particular recurrent comets. They are highly centralized with a well established theocratic bureaucracy. Carnivorous, they subsist on managed fish farms and hunting.

Fully amphibious though primarily living in the sea, Illithids have a humanoid body with an octopus-like head. Their fingers and toes are webbed and they are excellent swimmers (though not as good as the mermaids) but are also at ease and graceful on land. They have four tentacles around a lamprey-like mouth. Their eyes are pale white, and they can see perfectly well in both darkness and light. Their skin is purplish blue to gray-green and covered in mucus, and is very sensitive to sunlight. Though sunlight does not actually harm them, they loathe it with incredible ferocity.

They live in underwater caverns, caves, and tunnels primarily but also come to shore and make coastal settlements, primarily in those regions with significant protection from the sun (rainy areas, thick jungles, steep valleys, caverns and tunnels).

Mod Notes: All illithid are capable of sensing nearby minds as an additional 'sixth sense'.

They can also use a mind blast. Training makes the mind blast more likely to affect its target (ie elite illithids have better mind blasts than levies) while the target's willpower and training provide protection (levies have less protection than elite units).



Start me in the Red sea, near the Isthmus of Suez, potentially some coastal settlements in Sinai or even into Palestine.
 
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