fCNES I – Out of the Darkness and into the Light

Cuivienen

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fCNES I – Out of the Darkness and into the Light

Okay, so the title is a joke on Lord Iggy’s NES. You’ll live with it, he’ll live with it and eventually you’ll grow to love it. You may also be wondering, “Did she make a typo in the title? fCNES? “f” is a new NES prefix that I’m trying to establish, much like the old “st” prefix that is now taken for granted. An “f” NES is one that takes place in a fantasy world, whether one with actual magic and fantasy elements or not. This NES falls into the “not” category. It has different geography, but essentially just human history with only Earth creatures. It requires too much time to create entirely new flora and fauna.

So, anyway. This is a “fantasy” NES. It takes place, like Lord Iggy’s NES and Harleqin’s NES, in a world not our own, though civilization will progress more or less as it did in real history. History and civilization will begin in a cradlein a specific location on the planet. There is no backstory to this NES save for a generic history of nomadic humans. Humanity has wandered the plains for millennia, and with the retreat of the glaciers and the ending of the most recent Ice Age, has been forced to abandon hunting for more substantial endeavors. Thus, the earliest human civilizations have been born, huddled around a fertile network of rivers. There are nomadic peoples still wandering the plains and forests around the cradle, but they are few and far between and will not, for the time being, be any sort of impediment to civilization. After all, even the earliest farming cultures outnumber them immensely.

So, choose a location, design a nation and get started. But first, read the rules. They are similar to Lord Iggy’s rules (which in turn are similar to North King’s rules and das’s rules and Jason’s rules and back into obscurity), but it would be a good idea to know what’s going on. Because, you know, that might be important.

I will be more inclined to update and generally look after this NES because

a) It is summer.
and
b) It is not real history.

Looking up real history is a lot of what bogs me down. That, and schoolwork. Neither of which will impede this NES. So never fear.


Economy

In the beginning, a nomadic tribe has modest production capabilities. As they settle down, the farms and then the cities rather than the nomads themselves become the centers of production. In game terms, this means that at the start, you will have 2 economy points per turn. These are your nomadic economy points, and they can never increase above 2. As your nation becomes settled and gains other sources of income, these economy points will decrease and eventually disappear. As your nation settles down, it will gain production economy points, which are awarded based on your lands’ fertility and/or wealth in resources. This number begins at 0 and rises after a nation has become settled. It can be increased by investing (usually) two economy points in a single turn, or you can wait for it to increase naturally. Finally, as your nation becomes more metropolitan, it will gain city-based economy points. Economic centers, cultural centers and religious centers as described below will each provide city-based economy points.

In your stats, economy will be listed thusly: Total: (Nomadic/Production/City)


Military

Your military is divided in twain, Army and Navy. (If we get that far, Air Force will be included.) As ages advance and more powerful units emerge, units become more powerful. In order to ease the comparison of different nations’ armies, I will use a numerical system of comparison, though it is not a hard-and-fast rule—armies that rank lower but are better led will often win battles and inflict heavy casualties. UUs are allowed, one per nation per age (old UUs will be merged back into the existing army). Just describe them and I will assign them a strength.

1 economy point will train 1000 soldiers or 10 ships.

There are limits to how large a military a nation can support. When your military starts getting too large, I will let you know, and your rate of training will decrease.

Units
Stone Age: Spearman, Archer, Warrior (NPCs only)
Copper Age: Axeman, Spearman, Archer
Bronze Age: Swordsman, Axeman, Spearman, Archer


Education

This statistic is fairly useless in the early ages, as it is very expensive to maintain and a few smart people are all you need. But, as the game progresses, having an intelligent population can give you many advantages. Education cannot progress beyond “Average” until the Bronze Age. Until the Classical Age, Education will be very expensive to maintain.

None (0) – Dumb (1) – Illiterate (2) – Uncouth (3) – Tolerable (4) – Literate (5) –Educated (6) – Well-Educated (7) – Academic (8) – Erudite (9) – Enlightened (10)

Bronze Age and earlier maintenance costs:
Level 0: 0 EP
Levels 1-3: 1 EP
Levels 4-6: 2 EP
Levels 7-8: 4 EP
Levels 9-10: 8 EP

Iron Age maintenance costs:
Levels 0-3: 0 EP
Levels 4-6: 1 EP
Levels 7-8: 2 EP
Levels 9-10: 4 EP

Classical Age maintenance costs:
Levels 0-6: 0 EP
Levels 7-8: 1 EP
Levels 9-10: 2 EP


Confidence

This statistic summarizes your people's confidence in nation and leadership. Confidence should be fairly straightforward—low confidence can undermine your ability to govern and, if extreme, may result in rebellions or a coup. High confidence will increase sign-ups to the army and cause militias to form to defend your lands. Additionally, rulers whose subjects have high confidence in them will be given more leeway with their subjects regarding their actions.

Rebellious – Hateful – Resentful – Tolerant – Ambivalent - Respectful – Admiring – Devoted – Loving - Worshipful


Culture

This statistic summarizes the strength of your nation’s culture. Culture should be fairly straightforward, though its impact is very subtle. The more cultural and religious development and cohesion in your nation, the more cultured your nation becomes. Culture may cause both tensions and friendships to build with NPC nations, and nations with lower levels of culture will nearly always be somewhat respectful in discussions. Additionally, nations with high culture levels will more easily spread their religion and resist foreign religions.

None – Pathetic – Dull – Below Average - Average – Strong – Influential – Outstanding

An additional rating (Divided or United) will also be added. Divided nations contain two or more cultures while United nations have a monolithic culture. Divided cultures are a problem in the early game but can become an advantage later.


City System

Once the Bronze Age begins, any city can develop into a specific type of city, as listed below.

Economic center: Economic centers are the centers or trade and commerce in a nation. They provide two economy points per turn. Economic centers will compete with one another, so have too many economic centers and some will retreat into obscurity.

Cultural center: Cultural centers are the centers of learning and culture in a nation. They provide one economy point per turn and help to maintain and promote Cultural and Educational prestige. Losing control of a cultural center may result in a steep decline in both, however.

Religious center: Religious centers are few and far between and are generally centered around either large temple complexes or locations where religions were founded. They provide a variable number of economy points per turn (from 1 to 3, depending on the size of the religion, 1 max until the Iron Age) and promote Confidence and spread their religion. One religion can only support a very small number of religious centers, however, and centers of religions other than your own are useless.


Wonders

At great expenditure, you may create mighty monuments to your nation’s power. You must pay economy points to build them, and they can't be rushed. They have great cultural and confidence bonuses, but won't produce troops or give you spending points for no reason. Wonders often result in economic, cultural or even the rare religious centers.


Government

This is simply your nation’s form of government. In general, it won’t influence the game a great deal, though decentralized or mildly republican governments will tend to have higher levels of confidence in them while being less effective. Additionally, any sort of theocratic government will result in decreased spread of foreign religions in your nation, and, if a foreign religion gains too large of a presence in your nation, a theocratic government may be overthrown.


Religion

You start off with some form of primitive animism, belief in spirits of nature and things like that. You can create a more advanced religion through a story and the construction of temples. Religions are every bit as powerful here as they are in our world. They give your leader credibility, mold alliances, and break empires.


Stories

I don't give direct bonuses, but stories will have general positive effects on your nation during the update, maybe giving you a new economic center or strengthening your units, culture, confidence, etc.


Orders

PMed ONLY, no in-thread orders unless out of some bizarre emergency. I don't punish people for being vague in their orders. In fact. I often enjoy it, as it gives me more leeway (and I hate wading through long orders, particularly if they have poor grammar or are littered with typos).

And please include your nation's name in the title. It's not fun searching around the little names under the PMs to find which orders are from whom. I also like your nation's stats to be put into the orders. It saves me the time of checking the front page.

Nation Template
[Nation]
Capital: [Capital]
Special Cities:
Leader: [Nation's Leader]/[Username]
Religion: [Religion]
Government: [Government]
Economy: 2: (2/0/0)
Army: TBD
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: [Brief description of your nation]


No Posty!
 
Maps and Update Links

Current Map:

Cradle_4.png


Update 1 (Page 5)
Update 2 (Page 7)
Update 3 (Page 8)
Update 4 (Page 12)

Still no posty!
 
*** Player-Controlled Nations ***

Ara-Dan
Capital: Ara
Special Cities:
Leader: King Savien/~Darkening~
Religion: Zenith
Government: Absolute Monarchy
Economy: 2: (0/3/0) (-1 Education maintenance)
Army: 4,500 Spearmen, 3,500 Archers
Navy: None
Education: Illiterate
Technology: Bronze Age
Confidence: Tolerant
Culture: Pathetic
Wonders: Zenith Pantheon (4/5)
Description: Two tribes developed along the convergence of the dual rivers—the Aras and the Dans. After competing for dominance for a long time, the two tribes united under a new monarchy. Through initially an agricultural and rural society, much of the country has begun to turn urban.

Crospunia
Capital: Crospunia City
Special Cities: Crospunia City (EC)
Leader: King Raschal III/The Farow
Religion: Animism
Government: Monarchy
Economy: 4: (0/2/2)
Army: 5,500 Spearmen, 1,000 Archers, 2,500 Axemen
Navy: 43 ships
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: None
Wonders: Great Library of Crospunia (2/4)
Description:

Fuzzia
Capital: Noraneko
Special Cities:
Leader: The Witch Queen/Silver Steak
Religion: Solmir
Government: Theocratic Monarchy
Economy: 2: (2/0/0)
Army: 2,000 Spearmen, 1,000 Archers
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerant
Culture: Dull
Wonders:
Description: Furrians are known for being honourable and pious, two traits that make them perfect allies, but deadly enemies. Aside from being devout followers of their religion, Solmir, they are known to be culturally adaptive, always mixing foreign customs with their own. This makes them less defined as a nation due to cultural similarity, but rather so due to their religious belief.

Ixa
Capital: Ixafiranj
Special Cities: Ixafiranj (RC), Telfirj (EC)
Leader: Dia VII / North King
Religion: Yexal
Government: Theocracy
Economy: 3: (0/1/3) (-1 Education maintenance)
Army: 4,000 Spearmen, 1,000 Archers
Navy: 5 ships
Education: Dumb
Technology: Bronze Age
Confidence: Ambivalent
Culture: Below Average
Wonders: Shrine of Gods
Description: Ixa (EE-shah) is a small nation in the foothills of the Mountains of the Womb, where, legend has it, the mother goddes, Mixa (MEE-shah) gave birth to the first human, Urxa (OOR-shah). Don't worry if the names aren't concrete in your minds yet, for they will be constantly referred to. Urxa founded the first tribe of humans, which splintered apart after he died (a legend in and of itself) becoming the second major god of the pantheon. The human tribes spread apart and forgot their origins, all except for the Ixa, of course, who maintain their roots. Today, the Ixa have little concern for the worldly pursuits of territorial expansion. The only things that matter to them are the constant satisfaction of the dieties, the proper burial of their ancestors, and, of course, spreading the truth to others.

Luca
Capital: Halastad
Special Cities:
Leader: King Khorvash/andis-1
Religion: Lucan polytheism
Government: Monarchy
Economy: 2: (2/0/0)
Army: 3,000 Archers, 1,000 Axemen
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerant
Culture: None
Wonders:
Description: Lucans are proud and warlike people, who live from their advanced agriculture. They are quite tolerant for other religions.

Moroyo-Gaia
Capital: Gai
Special Cities:
Leader: Shaman-king Mauric/erez87
Religion: Gaia
Government: Theocracy
Economy: 2: (2/1/0) (-1 Education maintenance)
Army: 6,500 Infantry of Gaia, 1,500 Archery of Gaia
Navy: None
Education: Illiterate
Technology: Copper Age
Confidence: Tolerant
Culture: Dull
Wonders:
Description: The people of Moroyo have always wandered the world. They are hunters and gatherers who live out of the land. They live in this way because of their beliefe that the land is an entity called Gaia that rules this world. The Shaman-Kings rule the scatered tribes with the words of the goddes Gaia ruling vast lands, but not very rich as the people are still quite tribal and not settled. They are also known to be traders all across the lands and are well trained in scouting and moving around. The Moroyo are extremly peacfull as they are afraid the land will be hurt if wars will be fought.

Rohirune
Capital: Ethomer
Special Cities:
Leader: King Faromise/Wubba360
Religion: Steppe Polytheism
Government: Monarchy
Economy: 2: (2/0/0)
Army: 1,000 Spearmen, 1,000 Archers, 2,000 Horsemen
Navy: None
Education: None
Technology: Copper Age
Confidence: Ambivalent
Culture: None
Wonders:

Saraza
Capital: Sar
Special Cities: Sar (EC)
Leader: King Terenas/Lord_Iggy
Religion: Yexal
Government: Monarchy
Economy: 4: (0/3/2) (-1 Education maintenance)
Army: 4,000 Spearmen, 1,500 Archers
Navy: 55 ships
Education: Dumb
Technology: Bronze Age
Confidence: Respectful
Culture: None
Wonders:
Description: The Sarazans are born seafarers. For generations, they have been the masters of merchantry for the coastal peoples of the known world. Their fleet is and has been for as long as memory, unrivalled.

Siltoria
Capital: Elania
Special Cities:
Leader: King Nelir/jalapeno_dude
Religion: Siltorian Henotheism
Government: Monarchy
Economy: 3: (0/3/0)
Army: 5,000 Spearmen, 1,500 Archers, 1,500 Axemen, 500 Swordsmen
Navy: None
Education: None
Technology: Copper Age
Confidence: Ambivalent
Culture: Pathetic
Wonders: Wheat Market of Elania (2/5)
Description: A peaceful people who worship the river God, Varuna. Recently united under a new dynasty, they are an agricultural people growing crops on the fertile lands along the river, but lately have started building cities.

Nation: Zekul
Capital: Zekulimatun
Special Cities:
Leader: King Eric von Zek/Luckymoose
Religion: Earth Goddess, Terrus
Government: Monarchy
Economy: 2: (1/2/0) (-1 Education maintenance)
Army: 3,400 Spearmen, 1,000 Archers
Navy: None
Education: Dumb
Technology: Copper Age
Confidence: Tolerant
Culture: None
Wonders:
Description: Zekul was founded by Eric von Zek's father before he was born as a small tribe of men and women. Over the next two decades Eric was born and the tribe grew into a city. Eric was named the first King of Zekul, named after his father. They live in peace and do not want war, only peaceful expanding and farming. They worship the Earth Goddess Terrus as they depend on her blessings for their crops to be plentiful.

Zhiro
Capital: Dauhius
Special Cities:
Leader: Chief Kaol/foolish icarus
Religion: Zhiran folk religion
Government: Chieftanate
Economy: 2: (1/2/0) (-1 Education maintenance)
Army: 4,000 Spearmen, 1,000 Archers
Navy: None
Education: Dumb
Technology: Copper Age
Confidence: Tolerating
Culture: Dull
Wonders:
Description: A mining and metalworking village in the hills full of boisterous miners, hard working smiths, lazy herders, and sneaky merchants. They trade with the villages to the north for much of their food.





Even more no posty!
 
*** Non-Player-Controlled Nations ***

Dalgan
Capital: Alcairda
Special Cities:
Leader: King Hardan
Religion: Animism
Government: Hereditary Monarchy
Economy: 2: (1/1/0)
Army: 2,000 Spearmen, 1,500 Archers
Navy: 10 ships
Education: None
Technology: Copper Age
Confidence: Ambivalent
Culture: None
Wonders:
Description:

Geraun
Capital: Gerig
Special Cities:
Leader: House of Ger
Religion: Ancestor Worship
Government: Hereditary Monarchy
Economy: 3: (1/2/0)
Army: 3,000 Spearmen, 2,000 Archers, 500 Axemen
Navy: 35 ships
Education: None
Technology: Bronze Age
Confidence: Ambivalent
Culture: None
Wonders:
Description: A very formal culture, the Gers are militaristic, polite, and have set rituals and customs. A Germanic culture.

Girdias
Capital: Halos
Special Cities:
Leader: Chief Frandot
Religion: Animism
Government: Chieftanate
Economy: 3: (1/1/0) (+1 tribute from Romallekan)
Army: 2,000 Spearmen, 1,500 Archers,
Navy: None
Education: None
Technology: Copper Age
Confidence: Ambivalent
Culture: None
Wonders:
Description:

Helsm
Capital: Helsm
Special Cities:
Leader: Grand Chieftain Hrda
Religion: Horse-Worship
Government: Unitary Chieftanate
Economy: 2: (2/0/0)
Army: 2,000 Spearmen, 1,500 Archers, 1,000 Horsemen, 500 Horse Archers
Navy: None
Education: None
Technology: Copper Age
Confidence: Ambivalent
Culture: Dull
Wonders:
Description:

Hirdash
Capital: Altangrad
Special Cities:
Leader: High Priest Sersi
Religion: Hosrusian Theism
Government: Theocracy
Economy: 3: (1/2/0)
Army: 4,000 Spearmen, 2,500 Archers
Navy: None
Education: None
Technology: Bronze Age
Confidence: Ambivalent
Culture: Dull
Wonders:
Description:

Grand Empire of Hosrus
Capital: Nortongrad
Special Cities: Nortongrad (RC)
Leader: God-King Josef Hosrus IX
Religion: Polytheism
Government: Despotism
Economy: 3: (1/1/1)
Army: 3,000 Spearmen, 1,000 Archers
Navy: None
Education: None
Technology: Bronze Age
Confidence: Ambivalent
Culture: Pathetic
Wonders: God-King’s Palace (Complete)
Description: Located at the splitting of the rivers Josef and Hosrus in the Southern reaches of the known world, the Hosrus empire traces its roots back to the earliest recorded men. Practicing a mixture of polytheism and worship of the God incarnate King Josef Hosrus I, the first of the new Hosrus dynasty, the Hosrusians are a proud people who ardently oppose all foreign religions in favor of their own.

Kelmar
Capital: Kals
Special Cities:
Leader: King Urd
Religion: Animism
Government: Hereditary Monarchy
Economy: 2: (1/1/0)
Army: 4,000 Spearmen, 2,000 Archers, 500 Axemen
Navy: None
Education: None
Technology: Copper Age
Confidence: Ambivalent
Culture: Dull
Wonders:
Description:

Kila
Capital: Eissue
Special Cities:
Leader: Lord Protector Esi
Religion: Ancestor Worship
Government: Appointed Monarchy
Economy: 2: (1/1/0)
Army: 3,000 Spearmen, 1,500 Archers
Navy: 5 ships
Education: None
Technology: Copper Age
Confidence: Ambivalent
Culture: Dull
Wonders:
Description:

Meln
Capital: Zarda
Special Cities:
Leader: King Melndaiance III
Religion: Animism
Government: Hereditary Monarchy
Economy: 3: (1/1/0)
Army: 2,500 Spearmen, 2,000 Archers
Navy: None
Education: None
Technology: Copper Age
Confidence: Ambivalent
Culture: Dull
Wonders:
Description:

Oeme
Capital: Kaloe
Special Cities:
Leader: House of Haer
Religion: Oemean Polytheism
Government: Hereditary Monarchy
Economy: 3: (0/3/0)
Army: 4,500 Spearmen, 2,000 Archers, 1,000 Swordsmen
Navy: None
Education: None
Technology: Bronze Age
Confidence: Ambivalent
Culture: Dull
Wonders:
Description: The people of Oeme are silent in most matters for their chief god is the god of sound, and they respect him by using as few words as possible. This hinders their ability as traders but makes them powerful in war.

Polhinos
Capital: Wos
Special Cities:
Leader: King Ontai
Religion: Polhinean Polytheism
Government: Hereditary Monarchy
Economy: 2: (0/2/0)
Army: 2,500 Spearmen, 2,500 Archers
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: Dull
Wonders:
Description:

Rixitum
Capital: Rixitum
Special Cities:
Leader: King Sovitus
Religion: Rixitumism
Government: Monarchy
Economy: 2: (0/2/0)
Army: 3,000 Spearmen, 1,500 Archers
Navy: 35 ships
Education: Dumb
Technology: Bronze Age
Confidence: Tolerant
Culture: None
Wonders:
Description: A race of traders and merchants, the Rixitum over time have settled at the mouth of the major river of the cradle. In addition to being traders, they are a strong land military power.

Romallekan
Capital: Andina
Special Cities:
Leader: King Godan
Religion: Romal Polytheism
Government: Hereditary Monarchy
Economy: 1: (1/1/0) (-1 tribute to Girdiash)
Army: 2,000 Spearmen, 1,000 Archers
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerant
Culture: None
Wonders:

Sirdell
Capital: Sir
Special Cities:
Leader: Queen Delliana II
Religion: Animism
Government: Hereditary Monarchy
Economy: 2: (1/1/0)
Army: 3,000 Spearmen, 1,000 Archers
Navy: 3 ships
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: Dull
Wonders:
Description:

Tassqua
Capital: Tass
Special Cities:
Leader: King Tessra
Religion: Animism
Government: Hereditary Monarchy
Economy: 2: (1/1/0)
Army: 4,000 Spearmen, 1,000 Archers
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: Dull
Wonders:
Description:

Tell
Capital: Roth
Special Cities:
Leader: King Kinque
Religion: Aldany (Gaia-Yexal hybrid, majority), Yexal (minority), Gaia (minority)
Government: Hereditary Monarchy
Economy: 2: (1/1/0)
Army: 3,500 Spearmen, 2,000 Archers
Navy: None
Education: None
Technology: Bronze Age
Confidence: Ambivalent
Culture: Dull
Wonders:
Description:

Thori
Capital: Undm
Special Cities:
Leader: Ildtur Family
Religion: Yexal
Government: Patriarchate
Economy: 2: (1/1/0)
Army: 2,500 Spearmen, 2,000 Archers
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerant
Culture: Dull
Wonders:
Description:

Ysuly
Capital: Ylory
Special Cities:
Leader: Queen Ydyna
Religion: Animism
Government: Hereditary Monarchy
Economy: 2: (1/1/0)
Army: 4,500 Spearmen, 1,000 Archers
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerant
Culture: Dull
Wonders:
Description:


You thinking about posty? NO POSTY!
 
Crospunia
Capital: Crospunia City
Other Cities:
Leader: [Nation's Leader]/Farow
Religion: Animism
Government: Monarchy
Economy: 2: (2/0/0)
Army: TBD
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Will do latter

Start me at the mouth of the river near the skinny bay that is on the top right side.
 
Oh, and a note, you can start anywhere visible, even at the very edge of the "fog". That's an inland delta near the center of the map.
 
Ara-Dan
Capital: Ara
Other Cities:
Leader: King Savien/~Darkening~
Religion: animist
Government: absolute monarchy
Economy: 2: (2/0/0)
Army: TBD
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Two tribes devolped along the convergance of the dual rivers- The Aras and the Dans. After competiting for dominance for all of time, the two tribes united under a new monarchy. Through initially an argricultural and rural society, much of the country begins to turn urban.

Spoiler :
1.JPG
 
Grand Empire of Hosrus
Capital:
Other Cities:
Leader:God King Josef Hosrus I/JosefStalinator
Religion: Polytheism
Government: Despotism
Economy: 2: (2/0/0)
Army: TBD
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Located at the splitting of the rivers Josef and Hosrus in the Southern reaches of the known world, the Hosrus empire traces its roots back to the earliest recorded men. Practicing a mixture of polytheism and worship of the God incarnate King Josef Hosrus I, the first of the new Hosrus dynasty, the Hosrusians are a proud people who ardently oppose all foreign religions in favor of their own.

stalin6yy.png


OOC: I was goin for a bit egyptian in this
 
Ixa
Capital: Ixafiranj
Other Cities:
Leader: Dia I "The Founder" / North King
Religion: Yexal
Government: Theocracy
Economy: 2: (2/0/0)
Army: TBD
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Ixa (EE-shah) is a small nation in the foothills of the Mountains of the Womb, where, legend has it, the mother goddes, Mixa (MEE-shah) gave birth to the first human, Urxa (OOR-shah). Don't worry if the names aren't concrete in your minds yet, for they will be constantly referred to. Urxa founded the first tribe of humans, which splintered apart after he died (a legend in and of itself) becoming the second major god of the pantheon. The human tribes spread apart and forgot their origins, all except for the Ixa, of course, who maintain their roots. Today, the Ixa have little concern for the worldly pursuits of territorial expansion. The only things that matter to them are the constant satisfaction of the dieties, the proper burial of their ancestors, and, of course, spreading the truth to others.

OOC: Somewhat like the Papal States of our world, with Tibet, the Maya, and a few other influences thrown in for flavor.

The Mountains of The Womb are the Eastern ones by the sea, and the Ixa are in the higher foothills on the side facing the ocean.
 
Hmm, should I join? I'm going on vacation in a few days...

Hmm, not yet. After I get back in early july.

Looks good Cuiv. I do like the title.

I feel like I've started a NESing fad. But will it be just a fad, or will it become lasting?
 
Yes, I'm just a random-cradle groupie. Actually, I really like the concept, and it cuts back on the mod workload because most of the creativity is left to the players.

Anyway, the map is updated. I've rolled back a tiny bit of fog around nations at the edge of the map.

Iggy, feel free to join at any time. It'll be about four updates in by early July and i'll be away for a week around then, but there's always new room opening up.
 
FS is the devil.
 
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