TerraNES2: No Change Necessary

I thought we were running a relatively realistic NES, but don't take my word for it.
 
Why is everyone starting in Europe?
 
Nation: Daksina Raj Amaranth
Color: Orange
Location: Indus Valley Ravenna and environs (I hope this doesn't overlap with Tycho's, and I can move if it does)

The stories tell that the city of Amaranth was first settled countless aeons ago, and constantly destroyed and refounded in a cycle of violence and warfare. The current state hopes to break out of this cycle. Amaranth itself is run by a council of one hundred representing various interests.
 
I was thinking of starting in north america, but figured that would mean i'd be behind everyone else.
 
Nation: Skiathos
Color: Rust Red or Navy Blue
Location: OTL Athens

Skiathos is an ancient city that is said to have withstood many years of war and prosperity. The hard-to-traverse terrain throughout the area has been a key factor in its current isolation for centuries. The city is ruled primarily through an appointed senate, which almost entirely dominates an elected commander.
 
Why is everyone starting in Europe?

I'm guessing most of the people here are more familiar with European history and culture, unlike East Asian, Asian, African, or North American (native culture that is) to make an empire that would be worthwhile over there.

Also, everyone's going to Europe. It's going to be a powder keg of intrigue and murder soon enough; it always is, after all.
 
Everyone's starting in Europe because they love the idea of 1ep slow starts.

Edit: also, America will not be behind other than player or moderator ("random events") caused circumstances, fantasy will remain in myth, and the rule of cool is active. Stuff like throwing the enemy head priests head into a volcano and praying that it blows up and destroys the enemy crusading army is cool, and has happened in TerraNES, and can happen here.

EDIT: I also allowed knights riding on giant dogs, spec ops assassins creed thief, combat super drugs, ancient era surveillance state, physically impossible combat ships, concentration camps, and improbably large armies.

Edit: will try to respond to each individual submission tonight.
 
I'd really like to know what the others link to (aside from the super combat drugs, which were obviously the teufela leaf).
 
I'd really like to know what the others link to (aside from the super combat drugs, which were obviously the teufela leaf).

IIRC, the Iron Lancers were accompanied by pony-sized dogs.
 
The barge:

This oversized warship is brought to you by: The Aswan Coffee Company, the Monarchy of Axum, and Jalladin and Co. Fishing Industries, cosponsors of the Axumite fleet

Sadly it only saw action in the last update, in the battle between my fleet and the Egyptian one.
 

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City state of Torah, Tyrian purple, around RL Tyre.

The city state of Torah is one of the six largest Megedian cities. While some of it, mainly regular citizens and artisans sit on the mainland part of the city, the major part of the city, including its political structures, main temples and most of the people, sit upon the island of Torah no more than a kilometer away into the sea. Torah is a naval trading power and is in constant rivalry with its brethren Megedian city states for trade routes or wealth. It’s interesting to note this rivalry rarely turns into full blown wars but naval skirmishes do tend to be a regularity.

Torah’s major god is Al, the father god who built the first ship and gave it to the Megedians, in particular to the Torahns who used their ship to sail to the island and build their city in safety. Al’s great temple sits in the center of the island on a raised artificial hill and is an important religious pilgrimage site for the Megedian religion. It also the largest structure in the city seconded by the royal palace. Other major temples in the city are to Ma, the mother of the world who gave birth to Al and all living beings, Lechem god of agriculture who taught humans to grow their own food, Yofei goddess of beauty who taught the Torahns how to make their unique luxury commodity the Torahn purple and Chom the goddess of war and death. (Ch is http://en.wikipedia.org/wiki/Heth this sound)

The city is ruled by the royal family but has no king. The royal family as a whole, at least the males, rule together as an assembly. It is interesting because to gain entrance to this assembly you merely need to marry a royal princess, and in this way many of the richest and most powerful families in the city gain influence in the royal assembly. The head of the royal family, the Al-Malik, possesses no particular powers beyond managing the assembly and deciding its course, he also has the first voting right in the assembly and voting do tend to go to his side. This union of the most powerful families and royal family in an assembly keeps the city stable and lowers the chances for any rebellions and coups as everybody get some say. Interesting to note is that while the king has a loyal unique guard force that swears allegiance to the king (and is maintained by the royal treasury) the main forces of the city, the free citizens of Torah, swear allegiance to the city (and to themselves), and many times to a certain powerful character in the city that finances them (or gives them land etc…)

The royal army numbers in a few hundreds highly loyal and highly trained soldiers, but the free population of the city, numbers in several thousands, make its military force in times of war, most are maritime soldiers (in a way marines) working as both rowers on the ship and warriors on land.

Next – the neighboring Megedian city states and other notable major neighbors.
 
Alright. I'll humor you guys. But remember! This NES is TerraNES2. Keep the TerraNES1 discussion to the TerraNES1 page or the WWW thread. Thank you.

EDIT: I also allowed knights riding on giant dogs,
Exnotist Knights
spec ops assassins creed thief,
Unsullied.
combat super drugs,
Teufela
ancient era surveillance state,
Xiyi and the Silent Emperors
physically impossible combat ships,
That superbarge thingy
concentration camps,
All of goddamn Europe
and improbably large armies.
Everywhere. But especially Europe and India. 100,000 strong armies in the bronze age? Woo weeeeee.
 
The known world around Torah

The Megedians:
The Semitic inhabitants of the Levant coast have always been around, farming and fishing. As time went by the small communities formed into city states, each free from the others and vying for influence and power among the others. Out of several dozens of city states six have grown into becoming true powerhouses of the Megedians. From north to south these area: Chocar, Arzir, Trosh, Torah, Neviot and Allya. Among these greater city states some remained kingdoms ruled by a single powerful king that command the city but a few smaller ones as well as Torah and Neviot have let go of the total rule of a single king to a more equal (among the rich) influence political system in which the king is the head of a royal assembly made from all members of the royal family, even those born outside the family (usually the husbands of princesses). The so called royal family in these cities is large and usually encompass nearly the entire wealthy citizenship.

The Megedian city states rarely truly fight major war with each other, choosing to raid or pirate each other, or merely attempt to remove a rival’s merchant fleet from the way. Usually these small naval skirmishes last a few days with no side gaining the upper hand. The Megedians send their navies out and about across the eastern Mediterranean to find lucrative trade and become more powerful and influential in the home lands.

The others:
One thing that usually pushes the Megedians is the threat of a greater outsider force. It begun with the Ugritians – none Semitic people who also dwell in the Levant. They are a smaller people that form mainly a single city state, but that city states is at least twice as large as any single Megedian one and tends to dominate the sea when the others are too busy bickering. Luckily for the Megedians bickering never lasts too long, and they are far more naval oriented than the Ugritians. It also comes to note that the Ugritians tend to suffer the wrath of barbarians and raiders from inland far more than the Megedians, as northern barbarian tribes tend to stop by on their lands and pillage them, only to leave them broken. It is a cruel circle where by the time the Ugritians have managed to surpass the major Megedian city states, they end up being sacked and sent back to the drawing board by a far more powerful inland force.

The second force that plays on the Megedians are the two proto-states, the kingdoms of Dameshk and Mey-Kor. These two larger kingdoms are huge in comparison to the city states, fielding large peasant armies in times of war. The Dameshk are easily the more powerful ones of these two kingdoms and it tends to invade the coastline to pillage for resources and riches hidden in the city states. In such times alliances form between the city states (and sometimes with Mey-Kor or even the Ugritians) to stop the Dameshk rise. Usually thought Dameshk and Mey-Kor battle between themselves for supremacy, neither side succeeding in truly toppling the other, and if ever one comes close, the surrounding city states soon ally with the weaker force to maintain the main stability of the region.

But not all is well, as new large tribes and kingdoms far in the east and south form, the uncertainty for the safety of Torah is becoming unbearable. New ideas flow in the Torahn assembly, perhaps there is another way to unite all the city states under Torahn leadership? Perhaps. But this will take a powerful leader to manage.

OOC: If anyone joins in the area I will edit this accordingly.
 

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The Torah? Really?
 
Am recycling some part from another nes that ended before civilization was introduced.

Nation: Karharpi Clan
Goverment: Despotism
Location: Base around the Lake Päijänne in finland
Color: Brown
Culture: The people of : Karharpi Clan live off the fertile woodlands. They care about nature so they make sure that they collect what they need. When hunting they make sure that enough game is left alive so that they can hunt them again when their more and they never use the same area when growing crops. At the age of 14 Karharpi males must take a right passage to manhood that involves going on a great hunt to even be call a man. The Karharpi Clan is ruled by one chieftain who commands the Clan. The requirements for one to become chief is to complete the three trials “Worldy Ones”. This tests one skill in hunting, leadership and combat.

Neighbors Clansmen:

Mayrami Clan: live around the Saimaa lake

Sustuama Clan: live around the Lake Pyhäjärvi

Pollovias Clan: live around the Kallavesi lake

Haieltain Clan: Live on the coast of the Gulf of Bothnia

Ahmansi Clan: Live in the land between the Gulf of Finland and Lake Ladoga

Mythos: The Clan traces their origins back to when the world was young and there was no lands but vast oceans. In this ocean live four gigantic beings made of rocks who the Karharpi called Uleses which in translate means “Worldy Ones”. The names of these Uleses were Dager, Omaz, Urgae, and Patgo. These four giants lived in peace and harmony in their oceanic world. Until One day when one of the giants discover he could created things from the pieces of it body. With this power the four giants began to create many living things from wolf, deers, bears, and other creatures. After creating many animals the giants felt bored since all they did was created animals so one day Dager came up with an idea to create a being that could interact with the giants. Dage made two beings name Gaurda and Lamia. Gaurda and Lamia lived happy on Dage but the three other giants found out about Dager creations and wanted what Dager had. Dager solved this problem by give his creation the power to procreate. This made it o that each giant could have beings just like Dager had. As the number of beings grew on in giants the more conflicts started to happen between being and this caused animosity between the giants until it erupted in a war between the four giants. The battle was brutal in that many lives were lost and including the giants themselves. Dage and Omaz ripe out each other hearts and threw them in the sky which created the Sun and the Moon. Urgae fought Patgo to the point where both giants were losing body parts that fall into the water. The battle ended leaving only Gaurda and Lamia who survive the chaos. They began anew on the remains of these giants. From these two created the many Clan including the Karharpi who made their home in the dense forests.
 
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