stEspIINES - Realised Dreams

Espírito

Civ Addict
Joined
Sep 16, 2002
Messages
919
Location
Manchester, England
Welcome to the second stEspNES, this is based on a fictitious world at the Dawn of Civilization. Enjoy.

Intro: The world is old, and it is the 'Year of the Second Sun' the beginning of an Age called the Third by some, and

Rules:

The world has no calendars now, you can have your people invent them and base it on your reign, or an event, but each turn will last approximately 100 years at the beginning, since this isn't set on the real world and so we have no timeframe to stick to, it matters not whether the Bronze Age lasts 1000 or 10000 years, so long as it doesnt take too many turns. The standard usage is 0 A.T. - The Year of the Second Sun.

Players - can play as the Head of State, and as a Head of Religion. Religion is important to the state, if the majority of the people have a religion different to the state religion, there is greater chance of revolt and the values of the religion may contradict the values of the state, Heads of Religion can influence their followers beliefs and thus actions wherever they live in the world.

Stories - Please write stories, even if it is simply a paragraph with each update, maybe following a person rising through government ranks, discovering a new advance or witnessing a battle, it will make things more interesting. Ideally, an update would be written rather than in bullet points so:

King Theoduses felt that to improve the economy it was necessary to introduce a standard weight for currency and so ordered minting of gold and silver coins to replace those already in circulation, by doing this he hoped to reduce the amount of fraud and so improve the economy. He also ordered the building of a road between his two cities so that not only could merchants travel faster but also his army could travel easier, to do this he diverted people from the building of his palace to the building of the road. The Two explorationary forces under the commands of General Bringa and Lieutenant Policlops continued to penetrate the thick jungles in an attempt to find the natives who had ambushed them previously and then disappeared.
Mint New Currency
Build Road
Continue Exploration

This is just something short, further description is encouraged but this would be nice for a start. Orders, if not with a story, must at least be developped, simply 'Recruit Soldiers' will not do and I am liable to either ignore this or do something such as recruiting 10% of your populaton and starting a riot :)

Orders cannot be simply: improve economy 1 point, read on and you will see that if you wish to improve the economy and culture etc. you must say how, e.g. begin manufacture of dyed silks for trade to the tribes to the south and begin recruiting more warriors into the army.

The over-riding rule to bear in mind is that if something is sensible it can be done, you suggest it, I'll give the results. For example, if you want to put cannons on elephants backs ;-) then you can say that you try to do this, unfortunately in the update it appears that the cannons are too heavy and frighten the elephants when they go off so this idea doesnt work - better luck next time.

The People:

The people in your tribe determine much of what you can do, the happier your people the more you can get away with e.g. increasing army massively, and the more confident, the more stable your economy. Your people are concerned with four things:

Happiness regarding rulers: This regards the state of the economy and culture, the size of the military, the current government, and the recent decisions the ruler has made.
Confidence regarding rulers: This regards the state of the tribe in relation to its neighbours, the current government, the recent performance of the military, and the religion of the rulers.
Happiness in religion: This regards attittude towards war, the control over the day-to-day lives, and the beliefs.
Confidence in religion: This regards the proporition of the tribe who have embraced this religion, the size of the religion, and whether it compares favourably to other nearby religions.

The Economy:

Economy is represented in word-levels and is a reflection on the confidence and happiness of the people, the amount of trade occurring, the size of your army, the current government. It can be improved by finding a way to improve it, decreasing taxes, beginning trade with other tribes, or anything else you can think of that will benefit the economy. Whatever way you choose there will be a knock on effect, reducing taxes means you cant support so large a military, beginning trade means you are dependent on the other Empire's goodwill, if you went to war you would lose the trade and your economy could suffer. You choose the way to improve the economy, I will give the results, for example,

Your economy is currently in a recession so you decide to introduce a new currency to stop the hyper-inflation, this stabilises your economy. Repeating this the next turn however would mean your economy would go back into a recession as your people are confused as to all the new currencies.

It is easier to gain levels the lower down you are, levels may be gained over time simply from maintaining a happy and confident populace. The word levels go:

Depression - Recession - Awful - Bad - Stable - Good - Very Good - Excellent - Booming - Excessive

NEW
Economy determines you income, this is used solely in trades and for maintaining an army, income can be increased by inmproivng your economy or increasing taxes or simply by gaining more population to pay these taxes.

Culture:

Culture is a reflection upon your religion, government and non-military achievements. Building temples or something of aesthetic beauty will increase your culture, if your economy is good, your culture will increase because there is more opportunity for art, literature and poetry. This is of little importance except determining your people's happiness and the greater your culture, the less chance of a revolt, it will also help to keep the peace in territories recently captured and will help to spread the state religion. This also determines the feelings of the people towards the country and so will effect whether they fight to defend the country (enlist in the army of their own free will) and the morale of the army. The more you write stories, the higher your culture because you have described your culture a bit. The word-levels go:

Negligible - Little - Average - Good - Strong Culture - Multi-cultural (you must have several cultures to get this :) )

Learning:

Learning is a reflection of the amount of resources you divert from agriculture and industry towards education and higher learning. Learning has an influence over culture and happiness and will determine whether or when you manage to discover technologies you have tried to get. There will not be ages as in other NESes, but to be able to do something you must know how to do it, for example to make bronze, not only must you have copper and tin you must have asked your scientists to find a way to make a metal stronger than copper, then later, how much later depends upon your learning they will come back and tell you that you can now make bronze, or maybe they will have found iron ores and made iron skipping bronze altogether, or maybe they will have invented a broadsword instead of the ones you are currently using. Science is unpredictable :) Word levels refer to the learning currently happening, you do not need to get to extremem to advance, the higher up the ladder, the faster and more effective your research will be:

None - Negligible - Little - Some - Average - Standard - Lots - Extreme

Resources:

Resources such as copper, tin, iron ores, diamond, gold, silver will appear randomly on the map when you settle in or explore a certain area, they can be depleted, traded, but to acquire them you must mine, you dont simply get them as soon as you find them. Horses, elephants and other creatures will be spread over the map but to use then it is necessary to tame and breed them.

Armed Forces:

Your armed forces are completely number based to give versatility, i.e 100 warriors etc. They will have weapons (ofc) so you can have 100 Warriors with stone weapons or 100 with Bronze weapons. There are basic units available to all civilizations, and each tribe can have UUs. I will come back to these later. To increase your army simply say this and how large you would like it to become, and what units to train, however if you increase the size too much, too fast or too often your people will become unhappy, in some governments, having a too large army will also cause unhappiness.

As you advance technologically, different units will become available and you can upgrade a proportion of your troops each turn, any troops can be upgraded into anything, this is simply saying that you cease t raining the old troops and train new recruits in modern warfare. Arming a warrior with bronze weapons rather than stone is not an upgrade, simply a change in weapons, changing from warriors to swordsmen is an upgrade however.

Hand weapons can be made from (weakest first): Stone, Copper, Bronze, Iron, Steel, Tempered Steel
Ranged weapons (pre-gunpowder) include (most primitive first): Darts, Slings, Short bows, Longbow, Composite Longbow, Crossbow

You can divide your army up into divisions, battallions - whatever, and station these throughout your empire, when your empire becomes huge this becomes important as your army cannot be everywhere at once, but to begin with your empire is so small it can easily be traversed in a turn. To station troops it is advisable to build barracks or forts otherwise sleeping on the ground night after night might decrease your soldiers' morale.

The navy will consist of ships which can be used in the same way is the army and should be stationed in a coastal city with a harbor. The air force will come a lot later and is basically the same, any differences are basically common sense - you need an airfield to put your planes on :)

Unique Units. This refers to units only one nation has access to, ofcourse these may be replicated by other tribes though obviously with slight differences. Some Unique units I will refer to as Elite, as such they are very good fighters and cannot exceed 10% of your armed forces, nor can they be replicated to the same extent.

Please post a strategy - PM or email me if you wnat it to be a surprise - and this will add another element to the combat, it is necessary for you to say when or if you want to retreat, if you dont say you may lose more of your troops than you bargained for even if you win, if you dont say, your general's will make an educated decision based upon their leadership skills, if you want to fight to the death you MUST say so. If you do not post how you wish to attack, I will simply have your generals organise a pitched battle where high casualties and a loss is likely. I simply decide who wins a combat - and how high the losses are - dependent upon tactics and forces in battle.


Religion:

The basic religion is Animism – worship of spirits and animals, this has no effects. At any time, you can try to convert your people to another form of religion (make it up!) Some of your people may change, some may not depending upon its stats. People bordering a religion different (and preferable) to theirs may convert. To spread religion Temples can be built.

Religion Template:

Name:
Head: e.g. Figurehead / Hierocracy / Prophet
Attitude to War: war is encouraged/ good / bad / utterly immoral
Belief about God(s): Animistic / Pantheistic / Monotheistic etc.
Belief about Afterlife: Heaven only / Heaven and Hell / Hell only.
Heretics: Which religions are considered extremely heretical?
Control over people: Intense / Strong / Normal / Weak / Negligible
Religious Center:
Culture: None / Negligible / Weak / Normal / Strong / Very Strong / Intensive

Each of these options is extremely important.

The Head of the Religion: This will determine how attactched the people are to the religion, and more specifically, the formation of the reigion, in case of a schism, the people would prefer having a leader more down-to-earth than having a remote leader.

Attitude to war: This is extremely important because this determines the people's support for war, if the people have beentaught war is good, they will support a war and like to maintain a larger army, but are less attached to the religion. There are only the four options.

Belief about God(s): Having Monotheistic beliefs brings stronger attatchment to the religion, but it is harder to be converted unless you are already monotheistic. There are any number of options here, each will be put on a scale as they come into play.

Belief about Afterlife: Having only a heaven encourages people to join the religion but doesnt give them a need to be good, having only a Hell prevents people (apart from sadists) joining in large numbers, it allows larger support of an army however, having both encourages people to be good, and is in the middle for whether they convert to the religion.

Heretics: Having an heretical religion encourages the people to go to war with them and makes them much less convertable, but it can also bring about incidents of racial hatred which could be embarrassing to explain.

Control over People: The stronger the control, the less likely the people are to go against the beliefs or convert, but it also makes the religion less likely to convert people.

Religious Centre: Where the religion is centred, could be a cathedral, or could be individual chapels, having a remote location means the bond to the people is weaker but it also means that culture increases faster, having each priest in each village being the highest level of clergy would induce deep bonds but have little effect on increasing culture.

Culture: This is dependent upon how long the religion has existed for, the religious centre, and some other things I shan't mention :) This is a factor in considering whether people convert and prevents schisms.

Government Types should be invented, a set of rules can be submitted but these may be changed if it is felt the government is too strong or too weak.

Submitting Orders:

During this phase you can say what you want to be done (obviously). You should:

Write a story.
Say what is to be done, why and what effect it is expected to have.
When fighting, submit orders for tactics, when/if you want to withdraw.
Move your army - I will post maps of each kingdom showing where units are located.
Anything else.

You may post your orders, PM them or e-mail (oh2beapepsibottle@hotmail.com).
 
The World at the beginning of the Third Age, an Age which some called the Age of Rebirth, though it was not known why. A physical representation of the world in 'The Year of the Second Sun'.
 

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Locations: Shown Here at AT. 100

UPDATED FOR 400 A.T.

Tribe: Alesia (celtic green)
Ruler (Player): Great Chieftain Ortorix (Amenhotep)
Population: 65,000 (from 45,000)
Government: Federalism
Happiness: Happy
Confidence: Average
Patriotism: Normal
Religion: Alesian Polytheism
Happiness: Average
Confidence: Average
Economy: Good
Wealth: 500
Income: 3500
Expense: 450
Culture: Little
Learning: None
Armed Forces:
500 Chosen Swordsmen (bronze weapons)
350 warriors (bronze weapons)
200 Horsemen
500 archers
Morale: Average (+0)
Leadership: Average (+0)
Resources: Horses, Copper, Tin
Background: The Alesian tribes were a scattered group of nonunited groups that began to urbanize. Eventually, a man named Ortorix the Great rose up as the "Great Chieftain", uniting all the tribes under his reign. Ortorix also became a religous emblem, the druidic priests stating that he was the direct descendant of Rix (the wolf god, whose name also means "king") and Ora (the bear goddess, the meaning of which is lost to history). The Alesian tribes were skilled in the arts of horsemanship and metalworking, including bronze and iron.

Tribe: Avernum (light blue)
Ruler (Player): Primarch Bazeron I (Xen)
Population: 95,000 (from 65,000)
Government: Republic
Happiness: Satisfied
Confidence: Average
Patriotism: Normal
Religion: Avernite Solarianism
Happiness: Content
Confidence: Average
Economy: Stable
Wealth: 0
Income: 4750
Expense: 150
Culture: Little
Learning: Negligible
Armed Forces:
200 Dervishes (bronze weapons)
800 warriors (bronze weapons)
300 archers
20 Small Galleys
Morale: Average (+0)
Leadership: Average (+0)
Resources: Copper, Tin, Lead
Background: Until the devlopment of agriculture, and domestication, the Avernite tribes were essentially one of th emore advanced of numerous barbarian peoples through the world, know to other for thier relitive arrogence, and willignness to violentlly, or peacefully seek the ends to thier means, other peoples are always on thier toes when dealing with the Avernintes.

Tribe: Khaumasu (dark green)
Ruler (Player): Kuataim IV (WarlordMatt)
Population: 55,000 (from 35,000)
Government: Absolute Monarchy
Happiness: Satisfied
Confidence: Higher than Average
Patriotism: Normal
Religion: Khuzamism
Happiness: Content
Confidence: Average
Economy: Good
Wealth: 1200
Income: 3000
Expense: 130
Culture: Little
Learning: None
Armed Forces:
550 Spearmen (stone weapons)
550 Axemen (stone weapons)
750 archers
5 Vemezhi (Canoe-ships)
Morale: Average (+0)
Leadership: Average (+0)
Background: The Khaumasi Empire developed from the Khaumic tribes inhabiting the Aizhuaku jungle after Isavai the Great united the seven biggest tribes: Otau, Shaim, Sonai, Guarom, Giduaka, Zaushua, and Temu.

Tribe: Kiatians (yellow/brown)
Ruler (Player): Prophet Emporer (Contempt)
Population: 42,500 (from 30,000)
Government: Religous Shogunate
Happiness: Satisfied
Confidence: Average
Patriotism: Normal
Religion: Ki
Happiness: Content
Confidence: Average
Economy: Stable
Wealth: 1300
Income: 2100
Expense: 200
Culture: Negligible
Learning: Negligible
Armed Forces:
500 Hattakans (copper weapons)
550 warriors (copper weapons)
200 archers
Morale: Average (+0)
Leadership: Average (+0)
Resources: Copper
Background: A small farming community banding together to defend agiasnt rival Tribes.

Tribe: Leskean Alliance (pink)
Ruler (Player): Lordchief Eris Kayuka (Global Nexus)
Population: 70,000 (from 47,000)
Government: Leskean Tribal Alliance
Happiness: Happy
Confidence: Higher than Average
Patriotism: Normal
Religion: Pulism
Happiness: Content
Confidence: Average
Economy: Good
Wealth: 5000
Income: 2600
Expense: 100
Culture: Negligible
Learning: None
Armed Forces:
75 Weltu
20 Spearmen
150 Slingers
125 Axemen (stone weapons)
270 warriors (stone weapons)
Morale: Average (+0)
Leadership: Average (+0)
Background: The exact origins of the Leskean Alliance is unclear, but it is said that five chieftains of tribes on the Island of Lesk banded themselves together to survive after an invasion from off-island by the "teryk" -- the "strange people" -- and founded a small village to serve as their new home. For centuries, the Leskeans have lived simply as they did before the Alliance, just on a far larger scale. But then Eris Kayuka came to power in the Tribal Council and became Lordchief, the highest rank in the Alliance. He spoke great words to the people, who quickly left behind their simple lifestyle and began to turn their small village -- Terykghua, or "Fortress Defending from the Strange People" -- into a true city...

Tribe: Mitsara (red)
Ruler (Player): First Successor to the Sage Merages (das)
Population: 55,000 (from 41,000)
Government: Evil Theocracy
Happiness: Content
Confidence: Average
Patriotism: Normal
Religion: Aramonist Blood Cult
Happiness: Content
Confidence: Higher than Average
Economy: Stable
Wealth: 0
Income: 2750
Expense: 750
Culture: Some
Learning: None
Armed Forces:
150 Guards of the Sage (copper weapons)
1850 warriors (copper weapons)
1000 archers
20 War Elephants
Morale: Good (+2)
Leadership: Average (+0)
Resources: Copper
Background: The Baheblee, or Mitsarim, peoples settled down in the Neheblem Hills since ancient times, presumably 700 AC (After Creation) by the Main Calendar. It is believed that they once had an unified empire, which later broke down into four warring states, Hablara (west), Ohebla (east) and Kalaba (north), and, finally, Mitsara (center). The three first states were constantly fighting each other, while Mitsara profited by controlling the safest trade routes, providing gold and "volunteers" to all the sides involved while remaining neutral. Though the three states tired each other out, Mitsarim cared little for unifying their Baheblee brethren, and it seemed as if this system will continue for many more centuries. One person was to change that - the Sage, who introduced the Aramonist Blood Cult.

Tribe: Tourijan (orange)
Ruler (Player): Kuzani Sojini (North King)
Population: 60,000 (from 40,000)
Government: Federalist Monarchy
Happiness: Content
Confidence: Average
Patriotism: Normal
Religion: Tallijani
Happiness: Content
Confidence: Average
Economy: Stable
Wealth: 3800
Income: 2000
Expense: 150
Culture: Negligible
Learning: None
Armed Forces:
100 Varjiliti
400 warriors (copper weapons)
Morale: Average (+0)
Leadership: Average (+0)
Resources: Copper
Background: Tourijan was founded by a varied collection of tribes who had grown massively due to the rapid domestication of a rather common cereal in the area. With populations spiking, the people began to trade with each other, conquer each other, until the Sojini tribe became the most powerful in the region. The first king settled the disputes by allowing each of the local tribes to make laws in their lands by the way they wanted them; they only had to stay within the bounds that the Kuzani laid out for them to follow. With this distinct division between the federal and local governments, it ensured that the empire would stay unified and that it could also react to local concerns. With this formal fabric in place to consolidate the Empire, it now could rapidly expand.

Tribe: Daruk (turquoise)
Ruler (Player): Sideous (Jason the King)
Population: 45,000 (from 30,000)
Government: Theocracy
Happiness: Content
Confidence: Average
Patriotism: Normal
Religion: Darukan Polytheism
Happiness: Content
Confidence: Average
Economy: Quite Good
Wealth: 1200
Income: 2500
Expense: 450
Culture: Negligible
Learning: None
Armed Forces:
300 chariots
550 warriors (stone weapons)
200 archers
Morale: Average (+0)
Leadership: Average (+0)
Resources: Copper, Tin, Silver
Background: Since time had begun, Sedaria, the land between the two rivers, the ultimate oasis of the unforgiving desert, has been full of blood. Divided and sharing very limited resources, Sedarians constantly fought wars for land. It was city state versus city state for the entire existence of the universe. All this would end when Desmon I became Emperor of Daruk, a subtle and rather small city state at the southern end of Sedaria.
 
Tribe: Kaite'yans (brown)
Ruler: Diarch Ithur'elde and Diarch Timbur'elde
Population: Unknown
Government: Diarchy
Religion: Animistic
Economy: Unknown
Wealth: Unknown
Culture: Unknown
Learning: Unknown
Armed Forces: Unknown

Tribe: Ferusia (hot pink)
Ruler: Unknown
Population: Unknown
Government: Unknown
Religion: Animistic
Economy: Unknown
Wealth: Unknown
Culture: Unknown
Learning: Unknown
Armed Forces: Unknown

Tribe: Unknown (lilac)
Ruler: Unknown
Population: Unknown
Government: Unknown
Religion: Unknown
Economy: Unknown
Wealth: Unknown
Culture: Unknown
Learning: Unknown
Armed Forces: Unknown

Tribe: Unknown (purple)
Ruler: Unknown
Population: Unknown
Government: Unknown
Religion: Unknown
Economy: Unknown
Wealth: Unknown
Culture: Unknown
Learning: Unknown
Armed Forces: Unknown

Tribe: Unknown (dark red)
Ruler: Unknown
Population: Unknown
Government: Unknown
Religion: Unknown
Economy: Unknown
Wealth: Unknown
Culture: Unknown
Learning: Unknown
Armed Forces: Unknown
 
World Religions

Alesian Polytheism
Head: The King and Druidic Council
Attitude to War: war is good, war is GREAT!
Belief about God(s): Polytheistic
Belief about Afterlife: Heaven and Hell, plus a "warrior's heaven".
Heretics: None
Control over people: Intense
Religious Center: Alesiana (capital city)
Culture: Negligible

Khuzamism
Head: Each settlement has an Aituanuakh, or head priest.
Attitude to War: War is good
Belief about God(s): Monotheistic
Belief about Afterlife: Heaven and Hell
Heretics: None
Control over people: Strong
Religious Center: Temple of Khuzamua at Izhashov (nation capital)
Culture: Little

Avernite Solarianism
Head: e.g.- temples are essentially self controlling, but a council of high preists essentiall chooses the religion doctrines
Attitude to War: encouraged
Belief about God(s): Pantheistic- I liek the corss between polythiesm, and monotheism this represents
Belief about Afterlife: Heaven, Hell, or self-choosen re-incarnation
Heretics: none really.
Control over people: Normal
Religious Center: Avernum proper (my capital city)
Culture: Some

Ki
Head: Prophet Emporer
Attitude to War: good
Belief about God: Polytheistic
Belief about Afterlife: Heaven and Hell
Heretics: None
Control over people:Normal
Religious Center:Temples
Culture: Negligible

Pulism
Head: Council of High Priests and Priestesses
Attitude to War: No opinion.
Belief about God(s): No Gods, only Spirits. The spirits are divided into two orders -- the Light Spirits and the Dark Spirits. Light Spirits are honorable and value love, but are not technically "good", and inhabit the sun, the sky, and animals that are awake during the day. Dark Spirits are mischievious and playful, but not technically "evil", and inhabit the moon and stars, as well as noctural animals. Humans are the exception to this order, and can be inhabited by either a Light or Dark Spirit [determined by personality, not whether they sleep at night].
Belief about Afterlife: In the afterlife, the spirits -- Dark and Light, good and evil -- judge the one who has just died. If the person is found to have been good in his or her life, then he or she is allowed to become a Spirit that inhabits an object. If the person has been deemed EXCEPTIONALLY good, then he or she will be given the rare opportunity of rebirth in a new body. If the person has been deemed evil, then he or she will become a Spirit that wanders by itself -- a "ghost". If the person has been deemed EXCEPTIONALLY evil, then he or she shall be sealed within a black crystal and cast into the depths of the sea for eternity.
Heretics: Theistic religions are looked down upon but not hated and are the closest things to "heretics" in Pulism.
Control over people: Normal
Religious Center: The Cavern Temple of Pul, north of Terykghua
Culture: Negligble

Tallijani
Head: Hierocracy
Attitude to War: Fine, so long as it is pure in motive (to be explained in stories).
Belief about God(s): There are an innumerable amount of spirits, however, only three gods make up the Great Circle.
Belief about Afterlife: Reincarnation until the soul attains perfection.
Heretics: Will be added as we contact other groups.
Control over people: Strong
Religious Center: Aluji
Culture: Negligible

Aramonist Blood Cult
Head: Prophet (appointed successors)
Attitude to War: War is crucial.
Belief about God(s): Trialistic (like Dualistic, but with three gods)
Belief about Afterlife: Heaven, Hell, Bloodworld
Heretics: Everybody else, but especially those who don't like us.
Control over people: Intense
Religious Center: Or-Itsara
Culture: Little

Governments

Tribal Federalism: Alesia
There is one supreme king who has complete and total authority, but is elected by the tribal leaders. The 'tribes' are individual states who answer to the king. The king is said to have divine authority, so the tribes' chances of breaking off are very slim. The tribes are kinda like mini-democracies who help get the smaller tasks done.
Benefits include a better ability to maintain a larger army, however, there is less patriotism since people often think of themselves belonging to the tribe rather than a nation

Avernite Republic: Avernum
A republic by a 'parliment', with the Monarch having power as well
Benefits include greater freedoms and so economy benefits as does learning, unfortuately, the people are willing to make themselves heard over issues they feel strongly about

Absolute Monarchy: Khaumasu
The Emperor and Empress hold complete power over every aspect of the government. The Council of Wise Men are allowed to propose things such as new laws, building projects, etc., but they must always be approved by the Emperor and Empress. Once these two leaders become too old to rule, the eldest of their male offspring takes the throne (after wedding a woman of royal blood). If the Emperor and Empress produce no male offspring, then the throne is given to the ablest of young men of any of the royal families.
Benefits include greater patriotism and the ability to maintain a larger army, however depending upon decisions, economy, learning and happiness can suffer seriously.

Religious Shogunate: Kiatia
The Kiatians appointed their head Religious leader, the Prophet, as the God Emporer of Kiatians. However, the New God Emporer and Phophet did not know how to run the Goverment or the Military, so he appointed a Shogun to take command of the Military and Goverment. Thus the Religous Shogonate was born.
Benefits include greater military leadership and religious wellbeing, but problems may arise if the Prophet and Shogun disagree.

Leskean Tribal Alliance: Leskean Alliance
An alliance in name only, the tribes originally involved in it have become so mixed around that one can't truly tell the difference between them. The government structure is relatively simple, yet effective, with ten Chiefs in the Alliance Council who ran minor affairs and law-making and one Lordchief who ran most of the major affairs, the military, and the economic affairs. The Lordchief, to keep from becoming too powerful, was elected -- and subsequently could be booted out or have his actions vetoed {the former by at least a 8/10 vote and the latter by at least a 6/10 vote} -- by the Council of Chiefs.
Benefits include a better economy and greater happiness, however there is less national pride and patriotism.

Evil Theocracy: Mitsara
In Mitsara, all the power was in the hands of the Sage. After the Sage's death, the absolute and total control passed to the hands of the Successor to the Sage. The Successors control virtually everything - most aspects of religious, economic, political and sometimes social life of Mitsarians. The Successors are revered and beloved, with strong personality cults each, collected in the Yellow Book. Their decision is always final. A part of Mitsarian culture is the fact that a rebellion is strictly forbidden and considered a horrible sin.
Benefits include the ability to maintain a larger army and a greater number of recruits to draw them from lusting for blood, with less chance of revolts. Unfortunately, economy suffers and there tends to be more unhappiness.

Federalist Monarchy: Tourijan
The monarch is the head making decisions on a national level, while at the local level fully Democratic assemblies (“Fulani”) make decisions for that area only. The decisions on a local level are of course overruled if they disagree with the Kuzani’s rulings, but normally they do not conflict as the local assemblies are given leeway in deciding how to enforce a particular law (for example, the Kuzani would declare a certain act a crime, the Fulani would decide how to implement it). In addition to this, the Fulani elect representatives from their midst to visit the capital and approve of the decisions of the Kuzani, or make their own motions. No law may pass without the Kuzani agreeing, nor may any pass without the Jifulani (the elected body) agreeing. They must work in concert, though often this is not a problem, because the Kuzani often command quite a bit of support from the local populace, thus also from the Fulani and the Jifulani. Often they are never deadlocked, in fact, for if the Jifulani returns a commanding majority against the Kuzani’s position, he will often consent to their decision (though this is tradition, not law).
Benefits include greater happiness and more stable economy however thee is less patriotism among the populace

Theocracy: Daruk
Government by the Priesthood
Benefits: Greater confidence in leadership and less chance of revolt, however learning and economy can suffer if the priests feel they have been offended.
 
reserved 17 cos its christmas. you can post now. i will start uploading maps and stuff. or still post in preview. you will have to re sign up here, with a template i shall put in first post.
 
Tribe: Alesia
Ruler (Player): Great Chieftain Ortorix
Government: Federalism*
Religion: Alesian Polytheism**
Economy: Stable
Armed Forces: 50 warriors (stone weapons)
Starting Location: ***
Background: The Alesian tribes were a scattered group of nonunited groups that began to urbanize. Eventually, a man named Ortorix the Great rose up as the "Great Chieftain", uniting all the tribes under his reign. Ortorix also became a religous emblem, the druidic priests stating that he was the direct descendant of Rix (the wolf god, whose name also means "king") and Ora (the bear goddess, the meaning of which is lost to history). The Alesian tribes were skilled in the arts of horsemanship and metalworking, including bronze and iron.

*- "Tribal Federalism": Basically,there is one supreme king who has complete and total authority, but is elected by the tribal leaders. The "tribes" are individual states who answer to the king. The king is said to have divine authority, so the tribes' chances of breaking off are very slim. The tribes are kinda like mini-democracies who help get the smaller tasks done.

Can I please have horses and iron? I have such cool ideas for UUs! :sad:

**-

Name: Alesian Polytheism
Head: The King and Druidic Council
Attitude to War: war is good, war is GREAT!
Belief about God(s): Polytheistic
Belief about Afterlife: Heaven and Hell, plus a "warrior's heaven".
Heretics: None
Control over people: Intense
Religious Center: Alesiana (my capital city)
Culture: Celtic (with some Germanic and Romanesque influences)

***-
 

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and religion Amen :) and it was so fun not giving you horses last time. also, i changed your bit of land a bit (sorry) so which side of the new straits wish u to be on. sorry.
 
Please gimme horses and iron! I have the coolest ideas for Horse Archers and "Celtic Cataphracts". :( In return, I'll be cruddy at building boats. :D

It's okay, I moved my starting location.:)

I'm about to post a story.
 
And it was in Year 0 After the Unification (A.U.) that the now united council of druids coronated Ortorix the Alesian as "High King, Great Chieftain, and Son of the Wolf and the Bear". Ortorix the Great had managed to unify the ten tribes of the same culture and put many resources into conquering the various lands and had even built the beginnings of the great capital, Alesiana.

Ortorix's coronation was a spectacle, a night which is celebrated every year in "Ortorix Ona", Festival of Ortorix. The warriors caroused in the new "Hall of the High King", the very center of the glory-bound empire.

Ortorix woke up the next morning, with narry a hangover. Ortorix was somewhat of an oddity in many warriors' eyes, because he rarely ever drank. And when he did, he tried to drink as little as possible and necessary.

He gathered the "Great Council" into the High King's Hall. The Great Council included the Three High Druids, and various advisers. He had plans, and great plans at that. He talked with the coucil about them.

He wished to begin a domestication project of the horses, and he also wished to begin collecting samples of the shiny hard things found in the hills, such as copper, tin, and iron. Ortorix was one of the first to realize that in order to make weapons better you must experiment with different materials. He knew wood and clay were dead-ends, but the shiny hard things in the hills may pose themselves quite useful.

Ever since he was a little boy he was fascinated by horses. The way their majestic bodies rolled across the grasslands, how their herds melted into the forests, only to emerge later. He wanted to utilize these powerful beasts in war.

(If I write good essays and stories, can I get horses and iron? Come on! What's a Celt without horses and iron? Half-mad infantrymen, that's what! And better a half-mad horseman and half-mad swordsman than a half-mad infantryman!;))

Alesian Polytheism, an Introduction

The Alesians believe in many gods, but each one was distinct from the other. Rix, the supreme god of all, could be compared to the Arvernian king of the gods. He is often depicted as either a king or a wolf, or a wolf-headed king. Ora, his wife, is often depicted as either a beautiful woman, or a bear.

The other gods included Gea, god of the earth and its metals, was very important, as Alesian weapons were made of various metals. He is frequently depicted as a snake. Another god is Bael, the god of war. He is depicted as a hawk or hawk-headed man, and the warrirors made offerings to him the nightr before a battle.
 
I'm in and will edit this post later....
 
OOC: Just asking, can we assume that some history did take place before the "0 moment"? Or nothing took place at all?
 
Tribe: Avernum
Ruler (Player): Primarch Bazeron I (Xen)
Government:
Religion: Avernite Solarianism
Economy: Stable
Armed Forces: 50 warriors (stone weapons)
Starting Location:
Background: Until the devlopment of agriculture, and domestication, the Avernite tribes were essentially one of th emore advanced of numerous barbarian peoples through the world, know to other for thier relitive arrogence, and willignness to violentlly, or peacefully seek the ends to thier means, other peoples are always on thier toes when dealing with the Avernintes.

Avernum proper, settled on high ridge, right beside a river, offer a wonderful area ot build a well fortitfied, and maintined city- somthign not lost on the settlers.

religion is deatiled ina post a little ways down.
 
Once again...

Tribe: Khaumasu
Ruler (Player): Uanauviv II (WarlordMatt)
Government: Absolute Morarchy
Religion: Khuzamism
Economy: Stable
Armed Forces: 50 warriors (stone weapons)
Starting Location: see below
Background: The Khaumasi Empire developed from the Khaumic tribes inhabiting the Aizhuaku jungle after Isavai the Great united the seven biggest tribes: Otau, Shaim, Sonai, Guarom, Giduaka, Zaushua, and Temu.

Name: Khuzamism
Head: Each settlement has an Aituanuakh, or head priest.
Attitude to War: War is good
Belief about God(s): Monotheistic
Belief about Afterlife: Heaven and Hell
Heretics: Other native Aizhuaku jungle people
Control over people: Strong
Religious Center: Temple of Khuzamua at Izhashov (nation capital)
Culture: Normal

Edit: Yay, nevermind about lack of jungle
 
Name: Avernite Solarianism
Head: e.g.- temples are essentially self controlling, but a council of high preists essentiall chooses the religion doctrines
Attitude to War: encouraged
Belief about God(s): Pantheistic- I liek the corss between polythiesm, and monotheism this represents
Belief about Afterlife: Heaven, Hell, or self-choosen re-incarnation
Heretics: none really.
Control over people: Normal
Religious Center: Avernum propoer (my capital city)
Culture: Romano-Etruscan-Iberian-Hellenic
 
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