SNES: Absolution III

SKILORD

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Behind you!
The Year is 4000 B.C. The world awakes with the march of armies and the birth of minds. Nations are formed in this tumultuous environment, birthed from the struggles as men band together for the common good of themselves or the common evil of their neighbors. It is a blank slate prepared for any name to be written.

Rules

The basic rules for this game are few and as uncomplicated as possible.

Select a historic civ, such as Babylon or the Iroquois. Or (to spice things up) you may create your own, customizable civ. For Instance:

I want to create the Solomian tribe so I start by declaring a few things about them:

EXAMPLE
Solomania
Ruler: Me
A Scientific People often noted for their devotion to wisdom and philisophical works, renound to be increadibly wise and nonviolent
Starting stats:
Small Army (Standard)
Small Navy (Bronze) (Poor)
Religion: Wisdom God
Government: Despotism
People: Alright, Dependant
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Scientific | Swift
Start: Solomnia is a nation centered around Hudson's Bay.

Note that if I joined after the first turn I would get an upgrade for every turn since the first one that has passed, allowing my not to be so far behind as I would be otherwise. This rule will not be in effect when there is no more free room on the map.

Traits

The Civilizations are different, apparently. Each has it's own specific qualities that separate it from the others, select two:

Militaristic Armies can be built up faster than usual. Less of a chance for large army penalties.
Swift Armies move twice as fast, as do navies. Upgrading navy only takes 1 level for 2 sizes.
Commercial Economy rises faster, people happier, CANNOT have 'controlled' economy.
Religious People support war against other religions more readily, allowing faster build up, and economy build during such times. Religious wonders have more effect.
Industrious Build things faster, except for armies. Includes roads and wonders. Less damage is taken from natural disasters.
Scientific Gets any advance known by another (non scientific) civ, 2 turns after meeting them or after they getr it.
Expansionist Your people expand your nation more quickly.

Natural Disaster

Natural Disasters can strike at any time, anywhere. As you develop technologically you slowly begin to learn to predict them, by one turn at first but later by several. Wonders may help.

Economic Levels

Judging the wealth of your nation Economic levels are the currency of the game. You use them for everything from army construction to Wonder building. It is affected by millitary actions, education and virtually everything you do.

Your economy can be either controlled or free, a more controlled economy is generally more stable, growing more slowly and falling more slowly, a freer economy will be rather tumultuous unless your people are relatively self-sufficient.

Range
Starving
Repression
Depression
Stable
Growing
Prospering
Booming

Having open trade routes with your neighbors will help your economy, and it causes your people to be less dependant on you, but it is hostile to the idea of a controlled economy as it fosters smuggling under those circumstances.

Wonders

You may, at any time, propose a wonder to build, any nation with contact with you may compete for it, but you have a head start of 3 turns, this is your 'patent period'. (Industrious civs automatically gain 2 turns) If your Wonder effects are totally out of line I'll ask you to rethink them and you won't build it that turn. How fast you build a wonder depends on how much you put into it. If you have a 'Unfree' government you could always force labor to shave off turns. Any type of government can use additional economy levels to take off a turn per economy level spent.

A new addition this turn are open wonders. These are offered in the Updates and can be built by anyone.

I will list turns until completion in updates. Wonder list on Post 2.

Army Sizes

Levels
Miniscule
Tiny
Small
Regular
Large
Giant
Huge

Army Size Penalties

You may build your army to any size you wish, it must take 1 turn per size, but you may. This type of action has penalties though.

If your nation is a Government designated 'Unfree' which is to say a government which ignores the will of the people. I shall not name governments because you can make your own. The Millitary can very well decide to take over the government. Then you will face two options:

Civil War: (If you're lucky, and your people are fond of you)
A Coup: Your orders are ignored for that turn. This can happen over and over again, but never continuously, if you don't choose to go to civil war over this, whch will wreak havok to your economy and population.

Luckily

Fleets won't do that. They may assist, under extreme situations, but they will often support you. Not always though Another thing about fleets is, that while armies will upgrade themselves, fleets always need a helping hand upgrading.

This will be less a problem in the ancient ages. But it may be wise not to go all out on the armies.

Democracies and Republics show this problem differently, they may have riots instead, rendering their productive base immobile. They cannot build a thing at such times.

However

All nations receive a Three turn leniancy period, without any such chances, to have an army over Medium (Large for Millitaristic Civs), during which they may have their armies as large as need be. But without a war before then, the armies may strike.

During war all bets are off, armies can be as large as they have to be during, and two turns after, a war (4 turns for Religious civs), without dear of repricussions for the nations with unfree governments.

Free governments may receive riots during war, but they will be minor and not debilitating. They may slow things, but will not end all production.

Training

The armies and fleets of your nation are at some or another level of training. These levels range from 'Laughingstock' to 'Exceptional'. Geographic location will oftentimes effect the training levels, island nations will be given better trained Navies.

Levels

Laughinstock
Poor
Substandard
Standard
Fine
Good
Exceptional

Tech Level

You must pay 1 Economic level for each size of your fleet (Over Small) to upgrade it; Armies upgrade automatically. However Armies will loose 1 training level every Tech, when they are introduced to new weapons.

Conscription

You can conscript troops the entire game, though they will be exceedingly poorly trained until Industrial Ages, after which they will only be substandard. Slaves can be conscripted into armies, however their training will be bad, their alleigance is questionable, and it is probably a bad precident to teach them how to fight.

Unique Units
You Create your own Unique Units, they are products of your own creativity, research, or both, they don't replace anything. You may build as many UU's (different UU's) as you wish. Your UU's are not measured of themselves, but are assumed to be among your armed forces.

People
Your people are generally in some sort of mood, which is classified by this factor in your stats. Your people are generally alright, though Religious nation's citzenry are generally happy. Happy people build things faster, they will build great wonders to honor their leaders, they will follow you wherever you go, Extremely happy people (Fanatical) will follow you into war, without any fear of weariness (No riots)

Angry people may revolt, deciding to place you in a dungeon and a new leader on the throne (effects of Army Coup) You can use the army to hold them at bay, but will this seriously fix the problem?

The Levels Are:
Revolting
Furious
Angry
Dissapointed - Sad (Can be either, depends)
Alright
Happy
Exhuberant
Rather Gleeful Actually
Fanatical - Exstatic (Depends)

SlaveryNEW

You can enslave people whom you war against, Barbarians and Civilized nations alike, these add to your 'Slaves' stat. Slaves can be converted into economic levels and Slaves can be put into your army in times of desparation.

Levels

Few
Several
Many
Flooded

Education

A better educated people are a more self sufficient people. A better educated people are a people more likely to carry you to technological innovation. A better educated people can be a good thing or a bad thing depending on how you approach the game.

Levels

Despondent
Poor
Standard
Good
Exceptional

Self-Sufficiency

As in real life some people are willing to deal with problems themselves while others are dependant on others to provide for them. A more self sufficient people will take care of themselves and will be more efficient, a less self sufficient people will be more open to your commands. A more self sufficient people will demand an open economy, a less self-sufficient people will be more than happy to let you take care of things for them.

This could well be the hardest to moderate and the hardest to control feature of this game. You cannot buy self-sufficiency, you cannot make your people less dependant on you. To do so you have to withdraw government programs and force them to take care of themselves, you can promote a religion to make your people less dependant on you. However people will slowly over time become less self sufficient and there will be a real challenge in keeping them taking care of themselves from time to time. A more self sufficient people will want a representative government, they will want more freedoms. They will keep your economy relatively stable and may act as militia in the case of invasion.

A less Self-Sufficient people are not so hard to create, they will look to you for everything and obey your every command. They are easy to keep together, they are less prone to riot, they work best for a more controlled system, where he ruler is in full control.

Levels

Obedient
Dependent
Midway
Independent
Self-Sufficient

Eras


Bronze Age: Your people can now work Bronze, allowing better weaponry for offensive wars and defense. Galleys can now be built.
Antiquity: Iron can now be molded to your will, Republics also begin appearing. As do the first Empires.

Coming Soon:

Imperial Age: The Empires of the Early world are growing to fruitition and can now build catapults and fortresses.
Barbaric Age: the world begins to crumble as the Barbaric tribes that had once held the world begin to build force once more, striking boldly against empires and pushing them back. The people of the falling empires learn to build Greek fire, and to build Fire Galleys.
The Era of the Siege: Trebuchets replace Catapults and new artillery take the field. Siege tactics are perfected and your nobles suddenly begin demanding autonomy. Of course nations under a Republic won't.... maybe.
The Church's Time: Monotheism rises with a vengeance; nations fall down before the Church, Nobles ally with the church to seize power. Absolute Monarchies rise to their heyday. Pikemen and Knights take to the field, Early firearms are used sparingly.
The Renaissance: Beginning in a single nation with the Construction of a Wonder (You'll see :D ) The world suddenly bursts forth again to life. A time of Culture, with no new armies.
Age of Reformation: Churches fall, divided, and Cannon take the field of warfare between the reformers and the old regimes.

Technological Rule Changes

Attaining certain Technologic levels allows new setting and rules in order to keep the game interesting. A Brief list is herin enclosed:

Education: After Antiquity the level of Education in your nation is measured.
Corruption: After the Era of the Siege you must do your part to stamp out corruption in your nation.
Piety: During, and only during, the Church's Time your nations level of Piety, or devoutness to your religion is listed. It is an easy trait to keep up and you will win friends among the leaders of your religion with a pious nation; But do you want your people vowing themselves to something higher than your rule?



An Overview

Basically this NES is a test of creative skill, If you are creative enough to create a new civ, a new religion, and a whole set of wonders never before concieved upon this earth, you have a good shot at doing well. The idea is not to win, but to create an epic history spanning from the dawn of time, as far as any of you care to go.
 
World Map.

This is the world map.
 

Attachments

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Nations:

Semeria
Ruler: Jason the King
Giant Army (Fine)
Large Conscripts (Laughingstock)
Tiny Navy (Antiquity) (Poor)
Religion: 50% Druidism, 30% Celtic, 20% Native Semerian Beliefs
Government: Despotism
People: Happy, Dependant
Education: Poor
Slaves: None
Economy: Stable, Controlled
Tech: Antiquity
Traits: Militaristic | Swift

United Druid Empire
Ruler: Sheep
Large Army (Standard)
Small Conscripts (Laughingstock)
Guant Navy (Antiquity) (Substandard)
Religion: 90% Druidism, 5% Aeser, 5% Celtic
Government: Despotism
People: Happy, Midway
Education: Standard
Slaves: None
Economy: Stable, Uncontrolled
Tech: Antiquity
Traits: Religious | Expansionistic

Nippon
Ruler: Fëanor
Giant Army (Exceptional)
Small Conscripts (Poor)
Giant Navy (Antiquity) (Poor)
Religion: 90% Jinto with Hachiman, 10% Confucianism
Government: Empire
People: Happy, Dependant
Faithfulness: Faithful
Education: Poor
Slaves: None
Economy: Growing, Controlled
Tech: Imperial
Traits: Militaristic | Swift

Velikoslavia
Ruler: das
Huge (+1) Army (Exceptional)
Giant Navy (Bronze) (Standard)
Religion: 70% Earth Mother Cult, 30% Aeser
Government: Tribalism
People: Exuberant, Dependant
Education: Good
Slaves: None
Economy: Prospering, Uncontrolled
Tech: Antiquity
Traits: Expansionist | Religious

Markadia
Ruler: NPC
Giant Army (Fine)
Medium Conscripts (Laughingstock)
Huge Navy (Antiquity) (Poor)
Religion: 100% Odolism
Government: Despotism
People: Happy, Dependant
Education: Standard
Slaves: Few
Economy: Stable, Uncontrolled
Tech: Antiquity
Traits: Religious | Commercial

Mycenae
Ruler: Amirsan
Giant Army (Standard)
Huge Navy (Antiquity) (Substandard)
Religion: 55% Earth Mother Cult, 25% Celtic, 10% Monotheism, 5% Aeser
5% Druid
Government: Despotism
People: Sad, Dependant
Education: Poor
Slaves: None
Economy: Booming, Uncontrolled
Tech: Antiquity
Traits: Scientific | Militaristic

Comanche
Ruler: tossi
Large Army (Fine)
Tiny Navy (Antiquity) (Poor)
Religion: 95% Master Spirit, 5% Druidism
Government: Tribal Council
People: Alright, Midway
Faithfulness: Midway
Education: Poor
Slaves: None
Economy: Booming, Uncontrolled
Tech: Imperial
Traits: Swift | Expansionist

China
Ruler: Specialist290
Giant Army (Good)
Medium Conscripts (Laughingstock)
Medium Navy (Antiquity) (Substandard)
Religion: 80% Confucianism, 10% Jinto, 10% Odolism
Government: "Enlightened" Despotism
People: Alright, Dependant
Education: Good
Slaves: None
Economy: Prospering, Uncontrolled
Tech: Antiquity
Traits: Commercial | Scientific

Medes
Ruler: foolish icarus
Large Army (Good)
Medium Navy (Bronze) (Substandard)
Religion: 40% Odolism 30% Buntarism, 20% Earth Mother Cult, 10% Bull Worship
Government: Hierarchy
People: Alright, Dependant
Education: Good
Slaves: Several
Economy: Prospering, Uncontrolled
Tech: Antiquity
Traits: Commercial | Industrious

Madg
Ruler: Tyrion
Giant Army (Fine)
Giant Navy (Antiquity) (Substandard)
Religion: 95% Divine Feminine 5% Odolism
Government: Monarchy
People: Happy, Dependant
Faithfulness: Faithful
Education: Good
Slaves: None
Economy: Stable, Controlled
Tech: Imperial
Traits: Industrious | Scientific

Ghand
Ruler: NPC
Huge Army (Good)
Medium Navy (Antiquity) (Standard)
Religion: 70% Odolism, 15% Confucianism, 15% Buntarism
Government: Despotism
People: Happy, Dependant
Education: Poor
Slaves: None
Economy: Stable, Controlled
Tech: Bronze Age
Traits: Militaristic | Industrious

Nation: Gaul
Ruler: NPC
Large Army (Fine)
Medium Navy (Bronze) (Standard)
Religion: 90% Celtic, 10% Druid
Government: Monarchy/Tribal Council
People: Alright, Dependent
Faithfulness: Poor
Education: Standard
Slaves: None
Economy: Stable, Uncontrolled
Tech: Imperial
Traits: Militaristic | Religious

Nation: Hessia
Ruler: NPC
Giant Army (Exceptional)
Medium Navy (Bronze) (Poor)
Religion: 50% Druid, 40% Aeser, 10% Celtic
Government: Despotism
People: Happy, Dependant
Faithfulness: Poor
Education: Standard
Slaves: None
Economy: Stable, Uncontrolled
Tech: Imperial
Traits: Militaristic | Swift

Nation: Ajaj
Ruler: Warlord Matt
Large Army (Exceptional)
Medium Navy (Antiquity) (Fine)
Religion: 70% Buntarism 30% Ajajmuu Islam
Government: Republic
People: Alright, Midway
Education: Standard
Economy: Stable, Controlled
Tech: Antiquity
Traits: Militaristic | Religious

Nation: Aeser Holy Republic of Scandinavia
Ruler: NPC
Medium Army (Fine)
Large Navy (Antiquity) (Good)
Religion: 80% Aeser 20% Druid
Government: Republic
People: Furious, Independent
Education: Poor
Economy: Growing, Controlled
Tech: Antiquity
Traits: Swift | Industrious

Nation: Sicilia
Ruler: NPC
Medium Army (Standard)
Large Navy (Antiquity) (Fine)
Religion: 100% Druid
Government: Monarchy
People: Patriotic, Dependent
Education: Poor
Economy: Prospering, Controlled
Tech: Antiquity
Traits: Militaristic | Commercial

Nation: Kingdom of Lyons
Ruler: NPC
Medium Army (Exceptional)
Small Navy (Antiquity) (Standard)
Religion: 70% Celtic, 20% Druid, 10% Earth Mother Cult
Government: Parliamentary Monarchy
People: Alright, Independent
Education: Poor
Economy: Stable, Uncontrolled
Tech: Antiquity
Traits: Swift | Commercial

Nation: The Nations
Ruler: NPC
Small Army (Fine)
Large Navy (Standard)
Religion: 70% Aeser, 20% Druidism, 10% Master Spirit
Government: Confederation of Tribes
People: Happy, Midway
Education: Substandard
Economy: Stable, Uncontrolled
Tech: Antiquity
Traits: Commercial | Industrious

Wonders:

Code:
[b]Wonder[/b]                    Nation          Finished         Effects
Standard Arms              Nippon          3400 B.C.        +2Army Training
Stonehenge                 Markadia        3200 B.C.        +Religion Influence
Henge of Stone and Truth   Druid Empire    3000 B.C.        +Religious Influnce
King’s Code                Medes           3000 B.C.        +SS  +Happiness
Divine Temple              Madg            3000 B.C.        +Religious Influnce
Rune Alphabet              Teutonia        3000 B.C.        +Education
Confucian Academy          China           1400 B.C.        +2 Education +Religion
Mausoleum of Semer         Semer           1400 B.C.        + Happiness and Faithfulness of Pop.
Mitrakrocatlbetr Project   Media           600 B.C.         + Economy and Independence
Odyssey                    Velikoslavia      400 B.C.          + Education + Happiness 
Pyramids                   Lyons           400 B.C.           +Faithfulness

Unique Units

Code:
[b]Unique Unit[/b]                  Nation               Developed          Type
Banisher                      Semeria              Bronze             Land
Fists of Hachiman             Nippon               Bronze             Land
Hoplite                       Mycenae              Bronze             Land
Madg Assasins                 Madg                 Bronze             Land
Mujahaz                       Ajaj                 Bronze             Land
Qutahaz                       Ajaj                 Bronze             Land
Gallic Swordsman              Gaul                 Bronze             Land
Valkyres                      Teutonia             Antiquity          Land
Werewolves                    Teutonia             Antiquity          Land
Longships                     Druids               Antiquity          Sea
Steppe Cavalry                Velikoslavia         Antiquity          Land
Imperial Inquisitors          Nippon               Antiquity          Land

Alliances:

Indian Alliance: Ghand and Markadia

Eastern Alliance: China and Nippon

Religions

Influential Religions, ranked by power of influence.

Odolism: A Mysterious religion of the East; Odolism is held as the religion of the Ghand and the Markadians.

Buntarism: The revolution of Buntar in the land of the Ajaj brought forth a new religion that exploded onto the world’s stage, seizing the hearts of people from the Ghand to the Mycenaeans.

Druidism: Druidism is the religious belief held by the People of Northern Britain, it is polytheistic and animistic, its followers are generally fanatical in its pursuit.

Celtic: Celtic is the religion of the Gallic peoples, it is polytheistic, with a focus on material remuneration for prayer and sacrifice.

Confucianism: Founded by Confucius himself in China this philosophical religion is beginning to sweep across the East.

Earth Mother: A Pantheistic religion followed in Eastern Russia by the Velikoslavians.

Earth Mother: A Pantheistic religion followed in Eastern Russia by the Velikoslavians.

Jinto: Jinto is a religion worshipped exclusively in the East.

Aeser Since the fall of Germania Aeser has gone underground, though it has faithful adherents in Rome and many other lands it lacks an official spokesperson.
 
Semeria
Ruler: Jason the King/Timon I
An industrious people who honor and trust their leaders extensivly.
Starting stats:
Small Army (Standard)
Small Navy (Stone) (Poor)
Religion: Polytheism, Chief God: God of Harvist and Rain
Government: Despotism
People: Alright, Dependant
Economy: Stable, controlled
Tech: Stone Age
Traits: Militaristic | Swift
Start: Southeast Iberia. (modern day Cartagena/Murcia).

Story in a couple minutes.
 
United Druid Empire
Ruler: Sheep
A Relgious people that are hiughly millitant in the defence of their relgious beliefs. Their Druidish Beliefs they feel are the only true beliefs.
Starting stats:
Small Army (Standard)
Small Navy (Stone) (Poor)
Religion: Druidish Beliefs
Government: Despotism
People: Alright, Dependant
Economy: Stable, Uncontrolled
Tech: Stone Age
Traits: Relgious/ Militaristic
Start: Britain.
 
The young prince enjoyed the daily walks with his father around the city. This was the only time he was able to actually observe the people his father ruled over. But he still did not feel satisfied. Wherever he went, he was always escorted by at least 3 banishers. Everyone knew it was the prince when the best fighters of the land guarded the steps he made. Tinus was intent on achieving his goal of and independent stroll for himself. And he would accomplish it as soon as he returned to the palace.

He was locked in his room. How could he have known his father would have said no? Looking up at him with his beady eyes, all his father did was shook his head and left it at that. Tinus had no chance of arguing as the emperor quickly turned away and left. When he reached the nearest banisher, Tinus saw the guard’s chin move, and quickly grabbed Tinus by the wrist and directed him to his room, and locked the door. And that was where he was at now, enclosed within the art-covered walls of stone and mud. Scrolls lay scattered across the cold stone floor, and his hay mattress was huddled in the corner, unused. Sighing, the young boy plopped himself upon the floor and began to read the nearest scroll. It was about the history of Semeria, his home country.

The History of Semeria, from Daes to Timon

The origins of the nation state of Semeria have been debated constantly throughout the decades. However, most scribes and priests do believe the first establishment of the state was when Daes I, or Daes the Beginner, became Lord Chief of the Semerian clan, which wandered around the fields of present day Semeria. It was upon the banks of a fertile river, later to be named River Daes [rl Segura River], that Daes decided that the clan would remain in that location for an extended time, almost four more moons then normal. Trusting their leader, the clan remained. It was during this time that agriculture was discovered, and the first wheat fields of Semeria was planted along the river, and Chinus gave the first harvest waters, which, combined with the seed, gave birth to Kanu, God of the Harvest, who would continue to protect the harvest of Semeria for generations to come.

It was when Daes was nearly 78 years old when he had established Semer, the first city, and the capital, of Semeria. He died shortly after. The town elders then met in the center, near the water well, where each proclaimed their support for a new emperor. It was finally agreed that 23 year old Kunae would become the next emperor of Semeria. Under Kunae’s reign, the farmland of Semeria expanded, and soon canals were dug to bring water to the barren, yet potentially fertile, lands south of River Daes. The roots of irrigation had sprouted in Semeria. Soon an extensive network of canals brought water from the river to Semer, relieving the stress on the wells, and leading to a population spike. To build these canals, Kunae had ordered five thousand people. The benefits were substantial, and thus began the tradition of absolute trust the people had in their leader.

Kunae soon died, his contribution to the state being enormous, and soon the elders proclaimed Kunae II emperor. After a reign of doing practically nothing, he soon died and Kunae III became emperor. Kunae III accomplished only one major event in his reign: the introduction of the state religion, with the chief god, Kanu. Every citizen must worship the state religion.

The Kunae dynasty ended with Kunae III. Under Emperor Daffa, the state’s army was created, instead of having just a few dozen men as the guards of the imperial house. The creation of the Semerian army was in part due to the increase of raiding barbarians in the outskirts of Semeria, and because of the power-driven personality of Daffa. It came not a moment too late, though, as the first battle in Semeria was fought outside Semer, where the imperial troops defeated a large and potentially fatal raiding barbarian tribe. The people were ecstatic.

Daffa also died soon after. And that brings us to our current emperor, Timon, who is only ten years into his reign. So far, Timon has seen the economic dominance of Semeria over the past rival tribes of the area, and has led the nation into dominance of the region.

This told by Dishu U, Scribe of the Imperial Courts – 301 PD {Post-Daes).

----​

It was the fifth time that Tinus had read that scroll. The sides of the parchment were black from his fingers. Laying it down again, Tinus leaned his head back against the wall behind him, and let out a small sigh. Boredom crept into the room, and Tinus could do nothing to stop it. A shadow quickly moved across the floor. A bird flying across the sun’s path, Tinus thought, looking at the hole on the opposite wall that served as the only window of the room. Tinus, gaining an idea, slowly made his way towards the window. Looking over, he realized how blind he had been. Lifting himself from the ground and into the window, Tinus threw his legs over and was soon outside the warmongering boredom, away from the room. Quickly he made his way away from the palace, and into the streets of the town. It hadn’t been a minute when he heard a greeting from behind him. It was a banisher.

“What are you doing here, young sir?” the man asked, grabbing the wrist of the young prince, almost gripping in the exact same spot the guard did the previous time.

“Unhand me at once!” Tinus proclaimed, ripping his wrist from the grasp of the strong guard, who stood back, confused. About to say something, he was cut off by Tinus:

“My father has proclaimed that I am to explore my people’s town, escortless, for today. Weren’t you at the proclamation hearing this morning?” Tinus explained, intentionally eyeing the guard in a suspicious manner.

“Uh, well,” the guard stumbled, “uh, of course I was, young sir! I was just making sure you were prepared for the journey into town. It is quite different without an escort, my young sir.” He said, pretending to dust off the shoulders of Tinus.

“I am quite aware of the dangers, if that is what you mean. Now, I might need some gold to trade for what I like,” Tinus explained, putting out his hand in an open position. Remaining still for a few moments, the guard then jerked into action, and supplied the prince with a small sack of gold pieces.

“You may carry on with your duties,” Tinus said, waving the guard off. Nodding his head, the guard turned around and began to make his way to his post, wherever that be. A smile soon spread across Tinus’ cheeks as he ran off into the marketplace.

----​

Not as bustling as he had expected, Tinus began his walk through the market. He was constantly hassled to purchase an item from vendors of either side. Dismissing them was a task all in its own. He had to once pull his dagger to the throat of a merchant to force him to back off, and still he would remain within three feet of the prince.

Tinus was amazed at the ability of the society to function. Normally he would encounter guards here and there, and would be sure to hide his identity with a cloak he had bought. He also met a few people who were also at the market for exploring, most from the farmland surrounding the city. Most, though, were sent to buy more tools for the farm, and had little time to spare talking with Tinus.

As Tinus was walking, he somehow ended up in an empty ally, a space between one home or shop and another. It was relatively quiet in here, which Tinus welcomed after the market where one can not even think to oneself. It was now when four men jumped from down, from the rooftops of the surrounding structures, and surrounded the young Tinus. Each holding a dagger, and one a bow, they began to shout orders to lay down all the gold he had. Deciding that now was the chance to prove his martial skill, Tinus instead withdrew his small dagger from its sheath on his belt.

“Ahahaha! Ge’ a loa’ a this, boys, a kid with guts!” one of the bandits exclaimed, a smile reaching from one of his crooked ear to the other.

“Then there will be plenty of it to spill out when we gut his stomach, ahaha!” another yelled, laughing a deep, demonic hoarse cough. It was when one raised his bronze sword when an arrow separated his nose in the middle. Falling down, without life, the body made a hoarse sound as it collided with the hard dirt. A gusty, hot desert wind blew through the ally, a wind common to the hot climate of Semeria. When the dust settled, Imperial Guards, banishers, and the Emperor stood at the other end. The archer already had another arrow strung and was pointing at the other bandits.

“Your highness!” the bandits exclaimed, and quickly bent on a knee in front of him, their loyalty undisturbed even by the most shameful of bandits.

“How dare a Semerian lay hands upon my son!” Emperor Timon proclaimed, his deep authoritarian voice seemed to shake the land on which they knelt.

“We are sorry, m’lord. We did not kn-“ but before they had finished their word, an arrow stuck from their face. Looking back at the Imperial party, Tinus observed the slow lowering of three bows handled by three of the men. They were fast, Tinus thought, forcing himself to swallow.

“Tinus, return to the palace.” These were the last words spoken by Tinus’ father. On his return, he suffered a heart attack, and died in the market. The next month, the elders chose Tinus as emperor, and his mother as regent for four years.

to be continued…

UU: Semerian Banisher: an elite bronze swordsmen, trained in the art sword fighting with two swords, and also in melee combat. They usually are clad in leather torso, leg, arm, and waste armor.

ORDERS
-The Semerian state continues to grow, and with more farmland comes the need for more markets, and thus more towns. The increase of markets and towns should lead to an economic growth.
-Emperor Tinus has positioned most of his troops throughout the empire, stationed in the small towns that dot the countryside, and are on a moments notice to defend the farmland.
-I should have a Tiny army of Banishers (about 100 men) who are the elite guard of Semer.
 
OOC: Just wondering - is it possible to start in the Americas (many NESes limit you to the Eastern Hemispheare, but in my opinion both opinions on this matter have credebility)?

Amirsan, do you REALLY REALLY REALLY REALLY REALLY REALLY REALLY want to play the Greeks? Oh well, there goes the Thracian Empire...
 
Nippon
Ruler: Fëanor/Warlord Yoshimo
A Militaristic People whose lives are centered on the everlasting strive to martial perfection.
Starting stats:
Small Army (Standard)
Small Navy (Bronze) (Poor)
Religion: A form of polytheism called Jinto with Hachiman , God of War and Loyalty , as chief god.
Government: Despotism
People: Alright, Dependant
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Militaristic | Swift
Start: Nippon is a nation based on the isle of Japan
 
OOC: I am not sure about picking "religious" as a trait, my people is more patriotic then religious, but religious trait's effects are the closest towards the needed effect. So, can I use a "patriotic" trait instead of religious, so that it is easier to declare war not on other religions, but on other ethnicities?

IC:

Velikoslavia
Ruler: das/Zaiats Tvorimirov
An expansionist people with a large amount of patriotism towards their homeland.
Starting stats:
Small Army (Standard)
Small Navy (Bronze) (Poor)
Religion: Earth-Mother
Government: Tribalism
People: Alright, Dependant
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Expansionist | Religious (?)
Start: Velikoslavia is located somewhere in Eastern Ukraine.

Story:

From Life.

The hunters returned to the small village triumphant, if tired, bringing with them a large deer. They placed it in the pile in the middle of the village, and went to their homes.

As evening approached, the dark-skinned warriors entered the village once more, and took three deers and one bear. As they prepared to leave the village and head towards their camp again, suddenly one of them was hit by a stone from a slingshot - a deceptive weapon that can kill the strongest warrior with a small stone. Two arrows killed another one of the warriors. The others rapidly mounted and decided to run for their lives, abandoning the plunder.

More arrows followed them, but three of them escaped into the forest. Soon enough, their startled yells filled the Ukrainean night, followed by horrifying sounds they made in their agony...

From History.

"As of 4000 BC, the first civilizations started to appear, mostly in Europe and in Middle East. However, barbarian hordes were still rampant.

One such group, the Avars, subjugated a large tribe of Slavs in Eastern Ukraine. They were believed by some historians to have discovered the secrets of horse-riding, but no proof of that is available. Nevertheless, they created perhaps the first tributary system in the world, extracting tribute (mostly in food) from the Slavic villages. Later, from this originated one of the meanings of the word Slav - slave.

Nevertheless, at some point, the Slavs started a rebellion - according to their legends and folklore, led by their national hero, the hunter Zaiats Tvorimirov. From this came the Slavic meaning of the word Slav - slavniy, glorious.

As the Avars were driven back into Caucasus, Zaiats Tvorimirov formed the nation of Velikoslavia, formed by the Raboslavs of Eastern Ukraine. At first, Velikoslavia consisted of numerous village-like communities, with the elders of choice from every village meeting at a chosen location. Eventually, however, it was decided to found the first capital - Slavagrad (City of Slavs or City of Glory). There, the elders and Zaiats met once in a year to have council on the matters of Velikoslavia. That system was called "tribalism", but it was somehow more advanced as Zaiats was acknowledged to be above the others, Prev'ishiy. All the future Previ'ishiys were chosen by the elders from the finest warriors of Velikoslavia. That system worked fairly well at first.

The definitive feature of Velikoslavia was patriotism, the love that all of it's people shared towards their homeland. Every "typical" Slav in every village valued the Motherland, the Earth-Mother above all villages, rulers and individuals. The cult of Earth-Mother was most important as well, leading to the development of agriculture and farther strenghthening the bounds between a Slav and Velikoslavia, it's fields and lands - his life was already bound to that land. Earth-Mother not simply represented the fertility in Velikoslavia, but was also the guardian angel of it's people, the best ally of Velikoslavia.

Albeit philosophy and theology were, naturally, not very developed in early Velikoslavia, it was that nation that eventually developed the philosophy of nations being the living beings of higher order that house their peoples and look after them, perhaps reflecting the nation-collective experiment of Classic Velikoslavia."
- The Motherland: A History of Velikoslavia (anon.).

OOC: I decided that you came to Greece first anyway, and decided to try again with creating a Slavic empire...
 
Markadia
Ruler: Mumambu dynesty/ erez87
A group of people who emigrated from the far northern sttepes but with peacfull ways and religion rather than wars...
Starting stats:
Small Army (Standard)
Small Navy (Bronze) (Poor)
Religion: Odolism
Government: Despotism
People: Alright, Dependant
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Religious | Commercial
Start: Markadia starts on the western coast of the Indian sub continent around RL Bombay. Their capital thought is called Ikadi.
 
Ok, Das. :)

Glad you joined Erez. :D

My Template...:

Mycenae (please spell this for me correctly)
Ruler: Sparticus
A scientific and warrior nation consisting of cities like Mycenae, Sparta and Athens.
Starting stats:
Small Army (Standard)
Small Navy (Bronze) (Poor)
Religion: Monotheism
Government: Despotism
People: Alright, Dependant
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Scientific | Militaristic
Start: Starts in the same island as Sparta and has control of Athens.
 
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