Farownes02 Revived!!!!

The Farow

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FarowNES02 REVIVED

Okay, I was thinking of some easy rules to do so if when I revived my old NES I could update it regularly and quickly! Added three different types of nations you can play as well. The main thing is wording it so people can understand. I will do a pre-BT update fastforwarded ten years so there will be little if any change to the map. Also, all that was revealed in the BT in the shroud has been changed so don't assume it will be the same. New Players are welcome. If you have any questions feel free to ask. Not to begin.

Rules

Nation Type

There are three different nation types city-state, nation-state and barbarian hordes. Your nation can change from different types depending on events in the game. Each different state has different rules. If you join the game as a new nation you either have to start out as a barbarian horde or city-state but you cannot start as a nation-state.

City-State: The main difference between city-states and nation-states is that they have no size stat. They are usually part of leagues or alliances with neighboring city-states. The best example currently will be Fizcat If there is a league or loose federation of city-states then they will be shown as one stat. If the City-State is fiercely independent like OTL Italian City-States they may have their own stats. To improve infrastructure they just multiply by 1 automatically. So if you want infrastructure level 4 it will cost 4 points.

Nation-States: These states are often the empires of the game. They usually have a strong united culture and government. Their size can range from small to a sprawling empire. These are the states that survived the early days as a city-state to rise to dominant particular regions.

Barbarian Hordes: These are people yet to become “civilized”. Their economy is nearly nonexistent and usual source of income is plunder. These people are wandering either for a home or treasures or both. They can wipe out entire populations and replace them with their own forming a nation-state or continue to rampage. They have no infrastructure or education stat if they are not in a fixed location. You can be on the move or launch raids from a base like Taruq does from the steps. If you are in a fixed location your economy will often remain weak until you develop into a nation-state. Now I made a (Not on the Move) option for nations like Taruq and the Vlakan. They are still limited economically and have to plunder to fill their coffers.

General Stat Descriptions

Name: Your Name

Nation Type: Your nation type which is described above.

Ages: This is the level of tech your nation is. You have no choice on how to reach the next age and are a random sequence of events that lead to it. Investing heavily in technology and knowledge does help to an extent though.

Bronze Age
Iron Age
Early Classical Age (OTL Early Rome)
Late Classical Age (OTL Late Rome)
Medieval Age

Cities: You can found cities and name them whatever you want. They cost 1 EP to found and will cause your population to increase drastically.

Population: This stat will be designed a number which you multiply the number you want to increase your education to. Having a lot of people and a low education number is not bad it just means it is very difficult to educate evenly across the population. A certain tech level (will not say at the moment) will make education cheaper. In the parenthesis are the number of people you have and how many follow a certain faith.

Pre-Classical Population

0-50,000 (1)
50,000-100,000 (2)
100,000-150,000 (3)
150,000-250,000 (4)
250,000-300,000 (5)
300,000-350,000 (6)
350,000-500,000 (7)

Classical Population

0-250,000 (1)
250,000-500,000 (2)
500,000-750,000 (3)
750,000-1,000,000 (4)
1,000,000-1,250,000 (5)
1,500,000-1,750,000 (6)
2,000,000+ (7)

Size: This stat you multiply the level you want to increase your infrastructure by. Many states will not be able to afford to increase their infrastructure in one turn. If a nation for instance has size 3 and wants to go to infrastructure 4 it will cost 12 points to increase. Very expensive for a reason. More developed states will begin the NES with a high infrastructure especially in the Terrian and Great Sea Regions.

Economy: Your economy will be all your special cities plus whatever economic bonuses I decide on. Projects can increase economy and decrease the economy depending on the amount of resources needed for the project. These resources are taken away from the normal and daily economic needs.

The number you have to spend is on the left this takes into account your bonus spending so don’t add it. On the right in parenthesis is the amount of money you are receiving without your special cities. These are called bonus points and will change drastically due to random events.

Upkeep: Most states will have one upkeep per turn to pay. However, larger empires may need to pay large sums of money to maintain often massive empires and borders. This stat is determined by me based on many factors.

Education: The same as infrastructure multiply your population number by the number you want to increase your education to.

Army: Your army. You are permitted to have more then one UU. The more you have the less special each one is. If you wish to give your troops special names you are also allowed. Please remember to state where all troops are located at the end of the update.

1 EP for 1000 infantry
1 EP for 500 UU
1 EP for 500 cavalry

Navy: Same as the army except ships. Give a zone of control for your fleet or positions of your fleet in your orders.

-1 EP for 5 ships
-1 EP for 1 UU

Projects: Can be anything you want to improve your nation. Building grand wonders will take a lot of time but gain a nation-state a lot of cultural influence and far wide popularity.

Description/Culture: A little blurb on your nation’s failures and accomplishments. It also describes how influential your nation’s culture is. This can be used as a gauge to measure if you can alter NPCs or PCs policy on matters. The more influential you are in a nation the more powerful your control over them is. Vassals and dependencies will emerge and will be listed on the front page below your stats.

Nation-State Stats

Name:
Nation Type: Nation-State
Age:
Cities:
Economy:
Size:
Population:
Upkeep:
Education:
Infrastructure:
Army:
Navy:
Projects:
Description/Culture:

City-State Stats

Name:
Nation Type: City-State
Population:
Economy:
Upkeep:
Education:
Infrastructure:
Army:
Navy:
Projects:
Description/Culture:

Barbarian Horde Stats

(On the Move)

Name:
Nation Type:
Age:
Population:
Economy:
Army:
Navy:
Projects:
Description/Culture:

(Not on the move)

Name:
Nation Type: Barbarian-State
Age:
Cities:
Economy:
Size:
Population:
Upkeep:
Education:
Infrastructure:
Army:
Navy:
Projects:
Description/Culture:

Map Icons

Special Cities

Losing a Special City will be a big hit to your economy. If a major city is lost it can cause instability and collapse for a government. These are more likely to happen with the loss of blue or green cities. All three cities the more you control the more influence your nation will have over others.

Red Cities: Important centers of trade for a nation
Blue Cities: Centers of Culture
Green Cities: Centers of Religion

White Rimmed Cities: Nation's capital

V-shaped Icons: Mountains

Light & Dark Grey: Semi-organized peoples not quite any of the three nation types yet. They are harder to conquer then white space.

Update

Each update will cover 25 years. With a mini-BT (50 years) every 5 updates.

Random Events The update will go through each nation. Then I am adding a random events section which will be pretty benign usually but occasionally can be extremely beneficial or devastating.

Orders

I like clear and concise orders. I prefer if order sets are divided into three sections spending, domestic and military with stats. I also would like troop and naval positions included as mentioned before. They do not need to be lengthy just as long as they have the basics. Please send them in on time but I am pretty relax on due dates. Ask me for more time if you need it though.

Order template for those not sure about orders. Make sure you include your nation's name in the title.
 
PC STATS

Name: Tereno/Lord Iggy
Nation Type: Nation-State
Cities: Tereno, Milani, Turinan, Giamno, Pazarri, Nurno
Age: Early Classical Age
Economy: 8 (3 Bonus)
Size: 3
Population: 3 (605,000) (295,000 Pantheism, 300,000 Bhatoist, 10,000 Veneratio Avatorum)
Upkeep: 4
Education: 7
Infrastructure: 3
Army: 14,000 Infantry, 8000 Cavalry
Navy: 60 ships, 70 Scliani
Projects:
Description/Culture: The Tereno are an inventive people. They have always lived under a strong monarch, and are a tightly-bound state. These people in an act of aggression defeated Teraden sending them on a long exodus to the core of the cradle. Now Tereno looks outward for more land establishing many colonies. The nation recently defeated the Bhatoists ending their bloody and damaging crusade replacing their dominance over the sea with their own. Now Tereno must defend its new found power against potentially new enemies and resurgent Bhatoist State. Tereno with its indisputable control over the Great Sea they have managed to build an empire stretching to the oceans and beyond.

Name: Karankoff States/Carmen150
Nation Type: Nation-State
Age: Iron Age
Cities: Westmaker City
Economy: 3 (2 Bonus)
Population: 2 (100,000) (100,000 Bhatoism)
Upkeep: 0
Education: 1
Infrastructure: 1
Army: 3900 Infantry, 600 Cavalry
Navy: 10 Galleys
Projects:
Description/Culture: Plagued by bad leadership which crucially weakened the kingdom boldening barbarians to push and raid further. When the great plague hit the barbarians overran the collapsing kingdom. Now reunited with a strong Bhatotist faith will they move towards unity with their Bhato brothers or will the remain isolationist? Karankoff states have been in a state of instability. Recently they have reunited and converted to Bhatotist but they still remain weak as other empires begin to surround her lands with colonies.

Name: Terra Trifluentia/jalapeno dude
Nation Type: Nation-State
Age: Early Classical Age
Cities: Patria (The Fatherland/Native City),Harmonia (Harmony), Aequitas (Justice/Equity),Industria (Industry/Dilligence), Victoria (victory), Scientia (knowledge/science), and Ubertas (abundance/fertility), Mercatura (trade/commerce), Facutias
Economy: 13 (6 Bonus)
Size: 3
Population: 3 (800,000) (800,000 Veneratio Atavorum)
Upkeep: 2
Education: 3
Infrastructure: 4
Army: 31,900 Infantry, 10,000 militia
Navy: 5 River Boats
Projects: Cura Ingeniariorum Civiliis (Office of Civil Engineers) (+1 Infrastructure, -1 Upkeep) (6/10)
Description/Culture: In the shadowy years of the past, the Three Rivers, like the rest of the world, were divided under the rules of countless petty tribes. As elsewhere, war was constant, as the patriarch of each tribe sought to raise his people above all others. Eventually, the weaker patriarchs gathered together in the first Assembly in Patria, the Holy City of the Forefathers, and gradually forced the stronger ones to join or be destroyed. At last, the lands of the Three Rivers were united, with each Patriarch managing his tribe's domestic affairs in his own style, and the overarching Curia managing foreign affairs. Then, the Curia began its drive to incorporate all the tribes of the world. The Curia faced its greatest threat fighting the Greater Empire of Sky Lands and Taruq emerging victorious and stronger then ever. They now are arguably the most powerful nation in the cradle with relatively safe borders as long as the Sky Gods stay back.

Name: Empire of the Sky Gods/North King
Nation Type: Nation-State
Age: Iron Age
Cities: Kicha, Kuzti, Ahari
Economy: 6 (4 Bonus) (6 Banked)
Size: 3
Population: 4 (220,000) (200,000 Cult of the Dead, 20,000 Saralism)
Upkeep: 2
Education: 3
Infrastructure: 1
Army: 8400 Infantry, 2500 Cavalry, 14,500 Death Lords
Navy:
Projects:
Description/Culture: From the sun sprang forth numberless rays, and those rays of light cascaded down to the earth to form the things we perceive--rocks, trees, and animals. Finally, his rays bred the greatest of all--men. But men never truly die, and their soul lives on, but they must be treated with the utmost of respect in order to truly enjoy the afterlife. Thus, all the highest kings arranged for their love ones to bury them with all their worldly goods intact, and to build ever more sumptuous and grand tombs. For to walk the afterlife with nothing else to comfort you would be a terrible thing. Thus, this nation began only as a small tribe following a peculiar cult in the mountains, but it grew, for each king was determined to assimilate more and more wealth to build ever more grand tombs. With a thirst for plunder and conquest that could not be quenched, the Sky Gods arranged a royal marriage to the royalty of Taruq. The united nation then for several turns devastated the border nations of the cradle, until their empire split and crumble. Now, they have resumed expansion, and continued building more and more tombs, as the nation reaches new heights. The nation may wither and die, but their mausoleums will dwell on forever, with traps for the unwary thief, and their descendants tending to the tombs and praying for the souls outside. For to anger the "dead" Sky Gods would be a terrible thing indeed.

Name: Imperial Tephen/Luckymoose
Nation Type: Nation-State
Age: Early Classical Age
Cities: Teet, Teto Retri, Divinitus, Contego, Josephinia
Economy: 6 (4 Bonus) (6 Banked)
Size: 2
Population: 2 (350,000) (350,000 Veneratio Atavorum)
Upkeep: 1
Education: 2
Infrastructure: 3
Army: 13,000 Infantry, 2600 Trinity Horsemen
Navy:
Projects: City of Our Fathers (+1 Teto Retri EC, +1 Education) (3/10)
Description/Culture: In the early years of Tephen it was a triple family monarchy. But in the 6th generation two of the families, Chasrel and Harsee`, proved to have sterile sons. Whom could not have children. The only heir of this generation was Joseph Earnt whom was voted by the families as sole ruler and Emperor of the new Imperial Tephen. Often on the sidelines of history there is great potential in this growing power. As Empress Josephine ascends to the throne she (religious fanatic) plans to spread Veneratio Atavorum far beyond the state’s borders. Her policies went on long after her death as Tephen armies first overwhelmed by the Oslan tribes lead a devastating defeat on their tribes cutting their flow in the valley.

Name: Hyoln/Lightfang
Nation Type: Nation-State
Age: Iron Age
Cities: Hyoln, Koraoguradokil, Tikururku
Economy: 7 (6 Bonus)
Size: 2
Population: 4 (220,000) (220,000 Dualism)
Upkeep: 1
Education: 2 (4/8)
Infrastructure: 3 (3/6)
Army: 9,500 Infantry, 2,500 Cavalry, 3,500 Glikanhra's Warriors
Navy: 45 River Boats
Projects:
Description/Culture: It used to be that the people of the land bickered with each other. Many wars were fought because of this, and overall, the Hyolans as a people suffered because of their tribal system of government. Eventually, it got around to somebody's head that if they united, they would be a force to be reckoned with. This revelation was so amazing that he cried out "Eureka!" and was promptly killed by an arrow to the head because he was devoting his brain to philosophy rather than staying alive on the battlefield. His mourning wife and son made the same revelation out of grief and dispair over finding his dead body. The tribes were united in Hyoln, the exact center of the eight main warring tribes, each named after a point on the compass. Hyoln grew into a city and now all the diplomatic power rests there. A representative of each of the eight main tribes and one from the center tribe now rule over the rest of the people. Hyoln is growing increasingly militant for religious reasons spreading Dualism across the lands.

Name: Huming/alex994
Nation Type: Nation-State
Age: Iron Age
Cities: Lifang, Sizhen, Fakung
Economy: 9 (6 Bonus) (9 Banked)
Size: 2
Population: 7 (400,000) (400,000 To-ra)
Upkeep: 2
Education: 2
Infrastructure: 4
Army: 10,000 Infantry, 5000 Cavalry
Navy: 10 River Boats
Projects:
Description/Culture: Huming, the nation born in a land far away from the main cradle. This country is ruled by seven noble families called Xi, Liu, Li, Wang, Zhu, Lao, and the Chen. A unique land due to its strange culture helped developed by their faith. The people believe in many gods but the supreme god is To-ra. The nation is likely destined to a long bright future with plentiful food and no apparent threats from the outside world.

Name: Dilhava/TerrisH
Nation Type: Nation-State
Age: Iron Age
Cities: Dihona, Eaglal, Condra, Thrall, Trance,Vallhalla, Kreinta
Economy: 9 (5 Bonus)
Size: 3
Population: 7 (400,000) (400,000 Bhatoism)
Upkeep: 3
Education: 2
Infrastructure: 4
Army: 3,000 Infantry, 900 Hawks, 1,000 Cavalry
Navy: 50 Ships
Projects: Bouhido Code (+1 Education, +Improved Stability, -1 upkeep) (1/15)
Description/Culture: Since the Trade with T’lur Pa begun, the prosperity of Dihona has only incresed. With the Accension of Queen Hera, the self Proclamed Lady of the winds, the nature has begun to shift. With her dreams of sailing with the many birds above… Dilhava is an emerging power as its cities now doubt the peninsula and oversea colonies are established. Recently they have encourage the conversion to the Bhato faith so they could join the league. Things have taken a strange turn as Dilhava did not protect the Holy Bhatoist Empire angering many within the empire. Dilhava’s strategic positioning despite internal unrest as given it much wealth and power as the Great Sea civilization spreads southwards and eastwards.

Name: Mercantile League of Keeleh
Nation Type: Nation-State
Age: Iron Age
Cities: Lenis'jurr
Economy: 2 (1 Bonus)
Size: 1
Population: 2 (90,000) (90,000 Veneratio Atavorum)
Upkeep: 1
Education: 1
Infrastructure: 1
Army: 5400 Infantry, 1050 Cavalry
Navy: 46 Ships
Projects: Kee's Magnificent Amphitheatre (1/?) (what are the benefits??)
Description/Culture: The once respectable empire of the Kee lay in ruin. Only a
fragment of the population was able to flee northward, to their new home in
the northern mountains. Now, a battered people must rebuilt themselves in
what is hopefully a safehaven from the like of destructive horseman. They
have regressed back into a sort of tribal culture, creating an oligarchy
based upon a series of various contests of strength, skill, and intelligence.

Name: Fizcait/Abaddon
Nation Type: Nation-State
Cities: Southern Faction: Rubian, Ashayl, Mivat, Ashal, Bueran, Radisa, Bulvery, Fizcat
Age: Iron Age
Economy: 6 (3 Bonus)
Size: 1
Population: 4 (210,000) (180,000 Fizcathian Atheism, 20,000 Bhatoism, 10,000 Pantheism)
Upkeep: 1
Education: 2
Infrastructure: 1
Army: 1300 Infantry, 300 Purple Cloaks, 1550 Cavalry, 1000 Militia
Navy: 5 ships
Projects: Grand Market of Ashayl (3/7) (+1 Bonus Economy)
Description/Culture: The realm of warring chieftain Elesis I was not as grand as to be called a kingdom. Thus he called it a duchy, but the country itself is like a kingdom in all aspects. Now that contact with other larger political entities is made and the horizon is widened, the Duke of Fizcat aspires for greater glory. Fizcat’s recent conversion to its atheist belief and suppression of other beliefs has brought the Holy Bhatotist Empire to its shores in a crusade. Fizcat is destroyed and the nation depopulated. It has won the war but at a terrible cost. Local groups and barbarian invasions are slowly turning the united Duchy into several squabbling city-states just trying to survive in the chaos. Recently, Ashayl has managed to force the city-states into a single cohesive kingdom. Problems remain such as the tiny military to defend the growing state after the high cost of lives in the Wars of Unification.

Name: Chamorroka/ Slavic Sioux
Nation Type: Barbarian-State
Government: Theocratic Monachy
Age: Iron Age
Cities: None
Economy: 2 (2 bonus)
Size: 1
Population: 50,000
Upkeep: 0
Education: 1
Infrastructure: 1
Army: 5,000 infantry, 2,500 Cavalry
Navy: None
Projects:
Description/Culture: The Chamorroka come from many areas and are a very diverse people. The horde is made up of several hundreds of migrants who were peasants who fled from the oppression of other lands. As such they tend to incorporate many ideas from other nations and use to their needs. This is especially true when it comes to making weaponry. They can and will use things that would be never normally thought of as a weapon used to inflict damage. However that is not all they have achieved, they value both religion and education. They value greatly the study of astronomy and have a basic system of writing and alphabet.
 
NPC Stats

Name: Taruq/NPC
Nation Type: Nation-State
Age: Iron Age
Cities: Tanos
Economy: 4 (4 Bonus)
Size: 3
Population: 1 (200,000) (100,000 Other, 70,000 Veneratio Avatorum, 30,000 Bhatoism)
Upkeep:1
Education: 1
Infrastructure: 2
Army: 2,500 Infantry, 22,750 Cavalry
Navy:
Projects:
Description/Culture: Taruq the fear of the cradle especially after the unification with Sky Gods. After an indecisive war with Terra Trifluentia and T'lur Pa they broke away from the Sky Gods. Now they are rebuilding and plotting for a new and even more destructive Taruq Wars.

Name: Nosia/NPC
Nation Type: Nation-State
Cities: Valnos, Kalnos, Megara, Lacedaemon, Chalcas,
Age: Iron Age
Economy: 2 (2 Bonus)
Size: 2
Population: 6 (250,000) (250,000 Other)
Upkeep: 2
Education: 3
Infrastructure: 2
Army: 1,000 Infantry, 1000 Cavalry, 1000 Hypapistes
Navy: 10 ships
Projects:
Description/Culture: One of the opposition generals to the Ilion state claiming it has grown weak from foreign influences. Their goal is to defeat Ilion proper and ride the wave of momentum to victory over the Pylae dictatorship in the south. The weakest military but bordered by the rapidly collapsing Ilion state.

Name: Pylae Dictatorship/NPC
Nation Type: Nation-State
Cities: Pylae, Sparti, Piraeus, Phthia,
Age: Iron Age
Economy: 2 (1 Bonus)
Size: 2
Population: 6 (350,000) (350,000 Other)
Upkeep: 2
Education: 3
Infrastructure: 2
Army: 5,000 Infantry, 3000 Cavalry, 8000 Hypapistes
Navy: 10 ships
Projects:
Description/Culture: Ilion had fallen behind other powers in strength and influence. The city of Pylae had emerged as the cultural center of Illion. Attracting what little cultural diversity existed in the state. The military general in charge of defense of the province grew more open to outside ideals even secretly converting to Bhatoism. He formerally broke away from the Illion state when he had managed to gain loyalty of a large enough force. Now his people are allowed to practice freely religiously as their new general opens this part of Ilion back to the world.

Name: Moldvi/NPC
Nation Type: Nation-State
Cities: Molvi, Aterat, Uravat
Age: Iron Age
Economy: 1 (1 Bonus)
Size: 1
Population: 3 (140,000) (130,000 Dualism)
Upkeep: 2
Education: 1
Infrastructure:1
Army: 4,000 Axmen, 3,000 infantry
Navy: 0
Projects:
Description/Culture: A fierce warrior tribe of axmen that have been migrating westwards for many centuries. They are the head of a new people called the Oslans which have been steadily moving and overpowering everyone in their path. In fact the tribes Tephen is waging war against are being weakened by increasing raids and migrations of the Oslan tribes. Will these new people forever change the ethnic map of the west of the cradle?

Name: Ontania/NPC
Nation Type: City-State
Cities: Kawarnia
Age: Iron Age
Economy: 2 (1 Bonus)
Population: 2 (110,000) (110,000 Bhatoist)
Upkeep: 0
Education: 2
Infrastructure: 1
Army: 5000 Infantry, 1500 Cavalry
Navy: 35 Ships
Projects:
Description/Culture: Our people have lived under corruption and lies since the beginning. Lead by people who only looks out for there own. For many they grew used to this life and saw nothing better. Until Howard Douglas came to them and shown them that their can be a better place and a better way of life. Even with some of the older folks staying loyal to there king. Howard took pride in his ability to rally people behind him and overthrow the Dictator.

Name: Ramain/NPC
Nation Type: City-State
Age: Iron Age
Cities: Ramain
Economy: 4 (3 Bonus)
Population: 3 (200,000) (70,000 Fizcathian Atheism, 130,000 Bhatoism)
Upkeep: 1
Education: 1
Infrastructure: 2
Army: 4000 Infantry, 3500 Cavalry
Navy: 10 Ships
Projects:
Description/Culture: A small kingdom that arose after the fall of Saliden. They are rising rapidly in power with fleeing immigrants from Fizcat as well as the power vacuum left by their collapse they can easily overshadow their ally. Many former Bhatoists crusaders who did not make it home have also migrated here created some religious tension.

Name: Holy Bhatoist Empire of Neptanian/NPC
Nation Type: Nation-State
Age: Iron Age
Cities: Neptanian, Rethalgow, Fretania, Corenwal, Pestada, Thranduin, Venicia, Waterside, Far Haven, Riverside,
Economy: 6 (2 Bonus)
Size: 2
Population: 6 (600,000) (590,000 Bhatoism, 10,000 WSNP)
Upkeep: 2
Education: 3
Infrastructure: 2
Army: 4250 Infantry, 4000 Knight Beoculm, 415 Cavalry
Navy: 20 ships, 28 Sceptra
Projects:
Description/Culture: Very fanatical followers of the texts of Mugandi Hali believing they did not follow the texts correctly and the god(s) let their wraith out in a plague. They revolted and declared a theocratic empire ruled by a council of the top religious officals. They have inherited much of the old Corenwal Empire. Lately the Empire has begun a series of crusades which have brought it as far as Fizcat. So far they have been successful until attacked by Tereno. The attack on Tereno was devastating but not as bad as it could have been. The Empire still holds its core territories and colonies to the south it has plenty of power of resurgence. Its navy, however, has almost been entirely destroyed. Can they reclaim the glories of old and finally cleanse of the earth of Atheism?

Name: Cascadian Empire/NPC (Vassal of Taruq)
Nation Type: City-State
Age: Iron Age
Cities: Cascades, Bhatonia, Eaglal, Condra, Thrall, Trance,Vallhalla, Kreinta
Economy: 2 (1 Bonus)
Population: 1 (100,000) (100,000 Bhatoism)
Upkeep: 0
Education: 2
Infrastructure: 1
Army: 6000 Infantry, 4000 Cavalry
Navy: 17 Ships
Projects:
Description/Culture: The main Bhatotist minority in T’lur Pa who came to be during the first Taruq invasion. They rose up during the chaos of the plague declaring their own republic. With the effects of the plague coming to an end the small republic now has to deal with a Fizcathian nation similar in origins to their own to the south.


Name: Vlakan/NPC (Part of Hyoln)
Nation Type: Barbarian-State
Age: Iron Age
Cities: None
Economy: 1
Size: 0
Population: 1 (70,000) (45,000 Dualism, 25,000 Other)
Upkeep: 0
Education: 1
Infrastructure: None
Army: 1000 Infantry, 4500 Vadaron, 1000 Cavalry
Navy:
Projects:
Description/Culture: Barbarian. One word is enough to sum up the entire Vlakan culture. A land where strength is value aboved all else, and war is thought of as an enjoyable pastime. Ilion struck liberating the Nosian peoples subjugated by the Vlakan. Now the Vlakan flee eastwards terrorizing and looting along the way looing for a new home. Now assimilating into Hyoln they have become mercenaries within the Hyoln military in exchange for land. They are rapidly assimilating despite their language differences because of the spread of Dualism.

Name: Tian Shi
Nation Type: Nation-State
Age: Iron Age
Cities: Siat
Economy: 3 (2 Bonus)
Size: 1
Population: 100,000 (40,000 Other, 60,000 To’ra)
Upkeep: 2
Education: 1
Infrastructure: 2
Army: 10,000 Infantry, 3000 cavalry
Navy:
Projects:
Description/Culture: Tian Shi arose from lucrative trade with the Huming nation giving their giant neighbor valuable metals in exchange for foodstuffs. A warlike people who have fought with eachother constantly over the mines have finally united in the city of Siat laying the foundations for a nation state. However, there are problems the 1/5 of the population is in the military which is only supported by the massive importation of foods and the money supplied by trade with Huming.

Name: Ulgrian Empire
Nation Type: Nation-State
Age: Iron Age
Cities: Ulgr, Tur, Tobv, Unita, Vershtun, Kaska
Economy: 7 (4 Bonus)
Size: 3
Population: 300,000 (190,000 Other, 10,000 Bhatoist, 100,000 To’ra)
Upkeep: 2
Education: 4
Infrastructure: 3
Army: 7,000 Infantry, 6,500 Cavalry
Navy: 20 River Boats
Projects:
Description/Culture: The Ulgrian state arose on the fertile crossroads between Huming and cultures to the west. Through, control of the rivers the Ulgrian state has been able to control valuable trade routes. Their large army protects a large but relatively stable frontier stretching across the rivers. This civilization has entered a literature golden age as wealth and ideas pour in. Even far away Bhatoists have begun to infiltrate the Ulgrian Empire. Many of them from a land that is across a far away sea.

Name: Vencia/NPC
Nation Type: Nation-State
Age: Iron Age
Cities: Vencia, Butherlow, New Neptanian
Economy: 4 (3 Bonus)
Size: 1
Population: 4 (150,000) (150,000 Bhatoist)
Upkeep: 1
Education: 1
Infrastructure: 1
Army: 2000 Infantry
Navy: 24 Ships
Projects: New Cascades- (+TC) (1/6)
Description/Culture: A fracture state of the Holy Bhatotist Empire of Neptanian that has grown increasingly powerful due to its trading position.
 
Religions of the World

Bhatoism (Growing)- A religion based around the texts written by Mugandi Hali. The texts describe a man's spiritual fulfillment and his life goals.

Du'alism (Growing) - A religion founded by Varst Du'al. It evolved from scattered writings and texts. Varst Du'al pointed to his ancestor, Roland Du'al, the last author of The Book of Truth, as the first in a line of God's (Glikanhra's) messengers. It is a worship of the Du'al family as God's Anointed Medium as well as Glikanhra himself.

Canism (Extinct)- Worship of the Dog King, Kaynein, Ruler of Life and Earth.

Fizcatian Atheism (Growing)- Born in the wake of the Great Plague by the philospher Fenwic. This belief emphasizes that the worship of gods only makes them more oppressive and powerful. Methods of worship including meditation to rid oneself of ties with their gods.

The Cult of the Dead (Growing)- All Kings leave it to their relatives to build them a tomb in which they are buried with worldly posessions and hundreds of servants to comfort them in the afterlife.

Veneratio Atavorum (Growing)- The dominant religion in Terra Trifluentia, Veneratio Atavorum literally means veneration of the Forefathers. Previous patriarchs of each clan are honored in shrines where their cremated ashes are stored. The current patriarch is the head priest in charge of the worship of his clan, but all worship is regulated by the head priest who is elected for life by the Curia Patriarchae.

Light of To'ra- A religion based around the strong the belief that an ancient battle between two armies of fanatical worshippers led by two groups of gods called the As-ga and Ge-u. Ultimately, the battle was won by the As-ga gods and their leader To'ra reigned supreme on earth. The As-ga left the mortal world believing their presence had wrought the suffering and word has it they left behind a temple in the far north where snow falls. The followers believe that they are the decendents of the men who fought this battle.

Major Conflicts

Bhatoist Crusades- This probably accelerated the growth of Bhatoism as a faith more so then anything in history. The Bhatoists culture has been brought to every corner of the Great Sea thanks to their failed crusades. The Holy Empire of Neptanian invaded the Fizcathian Atheists for their intolerance of Bhatoism and religion in general. The invaders literally devastated the landscape depopulating and destroying every city in the nation. However, Tereno struck helping the Atheists in fact saving them with Ilions help. Now Tereno rules the seas and Ilion the land but they never truly defeated the Bhatoists.

Pirate Wars- The pirate meanace struck bringing much damage to the shipping and the fleets protecting them. Thanks to efforts by an Anti-Piracy coaltion with the key members being T'lur Pa and Corenwal the piracy has collapsed. Few bases are left for the pirates to exist upon. The Corenwal soon discovered in raid on pirates that Saliden was harboring them. A war ensued with Corenwal victorious but disease has left the area scarred and barren. Corenwal partipated in its first oversea war but the consquences may be a terrible disease that could bring its trading empire to a halt much much worse then the pirates.

Taruq Wars- The wars started when a nomadic warrior horse culture migrated northwards threatening T'lur Pa. It soon grew into something greater. Out of desperation to defeat T'lur Pa, Taruq had a union with the Sky Gods sealed by a marriage. The nation of Kaldurraha' Kieesta lost its capital destablizing the Kingdom. Terra Trifluentia was pulled into the war after the suprise raids on its cities. After years of constant warfare it ended with the destruction of the Greater Empire and Kaldurraha' Kieesta. Taruq and the Sky Gods still remain and they prepare for the Second Taruq Wars which will without a doubt be much worse then the first.

Vlakan War

The Vlakan’s a tribe invaded and destroyed the Nosian peoples. Ilion struck back liberating the people and forcing the Vlakan to abandon their homes.

Kaldurian-T'lur Pa War- Kaldur invaded T'lur Pa out of act of fear by the crazed King. They made it far until they met the main T'lurrian Army. They were pushed back and a flanking manuvere almost took Kaldur's capital. Victory is impossible unless outside help is given.

Huming-Shanxi War- Ended with a complete victory on the part of Huming through a brillantly thought out invasion plan.

Major Alliances

Allied Bhatoist League- Tampla, Holy Bhatotist Empire of Neptanian, Bhatotist Republic of Cascades, Bhatotist Republic of Vencia, Karankoff States, Dilhava

Veneratio Atavorum Alliance- Terra Trifluentia, Tephen
 
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Main Cradle Map

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Huming Cradle Map
 
First Post! Yay !!! :d :d :d
 
Hey! My religion, not in anyway related to China, isn't listed either ;)
 
Okay, a lot of things added and fixed up. Will put up map. I will add the update history of the last NES in soon. Sorry, I am in a rush right now thanks to my parents.

Glad to see you all here :)
 
you didn't have my stats up :(
 
thanx man :D

Edit: um.... how much does cavarly cost?? or its all in the old nes??
 
Slowly coming together. I apologize a few more things to add.

Stats for Sky God Vassals and one is missing from the map.

Taruq, will have its vassal Carran placed below it.
 
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