PureNES: Years of Excelsior

North King

blech
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PureNES: Years of Excelsior

Eons before the age of men, the world had come to life. Streams of flame rolled over night hills, a quilt of light across the land. The smoke of earth frowned upon rocky plain, and all was the uttermost dark. The moon shone down, but no rock saw its light–silver lined only clouds.

A crack–the narrowest of gaps–a cleft in the interminable veil of soot opened, and the golden sun peered through. The glow of quartz and stern lines of basalt were unending, but the fire had gone. Drops of water fell from the sky, and a reddish bog filled with the subtlest hints of a sea. A grain was moved.

The bloods of the earth ran together, and a stirring woke a wave. The meanest of creatures; the humblest of beings; the vanguard of eternity.

Clouds turned a salmon hue of sunrise, and the sparkling white crests crashed on a barren shore. The menagerie of life that filled the seas moved with an easy grace, and they had no bar to their glory but the shores of the ocean.

Sunset; sunrise; the sky glowed a lively blue. The lands were verdant green, and a forest covered the earth, alive with the songs of birds and wolves, the hiss of cats, the hoot of owls, the buzz of flies, the muffled thought of brooks. Another song rose, soft and slow, from the trees. It was a melody tuneless yet soothing, sliding, calming; an infant swayed to its time.

The child fathered a man, who raised a low hut of bricks and wood. The man’s daughter pushed a seed into the ground, and a row of dancing stalks sprouted into the air. The huts grew and split; walls girdled the city; fields stretched to the ends of the realm; a pyramid scraped the sky.

The cities spread from land to lands. Gods were born and died; wars fought: the fields drunk of crimson. Millions walked the world, and the wild became tame.

Smoke filled the skies again, pouring from the furnaces of men, not stone; it blackened a green earth. Machines rose and fell to an exact rhythm, and wheels turned in time. Men marched to war with guns on their shoulders and steps to a beat. A world away, a woman who had never heard a
king’s decree drove a seed into the earth.

* * * * * * * * *​

We will not lie: if you are illiterate, or if you detest a fun romp in a world that you can mold to your preferences, then you probably won’t like this. However, if you enjoy the drama and fury of an NES with deep background, genuine thought in updating, and a sweeping, epic storyline, then you may well enjoy this.

Now, this NES will be unusual, for a couple of reasons. Firstly, let us introduce the comoderators: Thlayli and North King. Yes, that’s right, there’s two of us running this NES, mostly because it is a mammoth undertaking. Now, of course, you take the slowest mod in the forum, mix him with the old record holder for slowest mod, and you get? Oh... Probably not a very fast team. However, this is different, changed from the format we all know. We should be able to get updates out fairly quickly.

You might be curious as to some of these differences. Well, here’s one: while we appreciate orders, and will accept them for this NES, they’re not really that important. In fact, if you just wrote three or four stories in a turn, and didn’t send an order set, it wouldn’t even matter that much. That’s because the stories are the beating heart of this, the framing and picture both. It’s not more work: it’s simply a different way of doing things. You can send guidelines, or fully fledged orders if you want, but they don’t really matter that much: what we want are stories... No, what we want is an epic tapestry that contains ten thousand stories, written by the NESing community.

So what’s to become of us? The moderators, of course, will still be here. We don’t want OOC fighting, and there are still updates to write and maps to make.

So, don’t panic. It’s not as though it will just be a trip in lala-land where no one has any clue what’s going on. It’s still an NES. They are still your nations. We are still going to help with describing the nations in stat-like things. And hopefully we can all enjoy this.

Now, there’s something you should know before we start. This world is utterly massive; several times the size of Earth. That means that the hemispheres... haven’t really mingled. And what does that mean? It means that while the statesmen play their little game of national chess on the one side, men of iron and steel will be carving out bloody empires on the other. It means that there is a world where the industrial revolution has taken full hold on the one side, and a world where empires still rise and fall on the other side.

Take your pick, and if you want to switch later, you probably shouldn’t worry about it.

There’s a lot of room.

* * * * * * * * *

Cradle Rules

These are the rules for the Cradle section of the NES. As this is a never-ending story first and foremost, stories are the crucial part; we nonetheless recognize that forming an NES out of them alone would get unnecessarily confusing to the players. Therefore, there are indeed stats, and can be orders, after a fashion.

This is the cradle:



Quite like most other cradle NESes, this is the small area in which you may create new nations. They will likely be small at the start. It is extremely diverse in climate types and landforms; there are maps for this below, and if you need anything clarified (this goes for the entire NES), feel free to ask me. In any case, the sheer variety around should make things interesting: nations can be of all sorts of types, crammed into a very small area.

Here is the template that you must fill out if you wish to start a new nation:

[Nation]
Ruler / Player:
Government: [Describe your government]
Religion: [Your religion]
Technology: Early Bronze Age
Culture: [Describe your culture in a short blurb]
Economy: (leave blank)
Military: (leave blank)
Infrastructure: (leave blank)
History: [Give a short history of your nation to the present day]

A bit on each stat:

Government

Self explanatory. Describe what your system of government is. This can and will effect your nation’s problems and events.

Religion

Often overlooked in many NESes, it will not be overlooked in this one. The stat is purely for listing your religion; the religion descriptions will be in a different post. Feel free to make one up–hopefully describe it well if you do this–or choose a default.

Technology

Obviously, the Technological level you are at. Everyone starts in the Early Bronze Age, unless we mention otherwise.

Culture

This is a description of your culture. It can include anything from the primary national sport to the status of education in your nation, as well as music and art. Basically, the way your people live. Feel free to make this one a long one.

Economy

What your economy is based on, what people do with their wealth, that sort of thing. Decided by us.

Military

The sole numerical stat, this is decided by us initially. You can increase this number by levying or hiring more troops as the game goes onwards.

Infrastructure

The basic condition of roads, canals, buildings, and so on in your nation. A better infrastructure greatly eases communication and growth. Decided by us; you can invest in it over the course of the game.

History

A quick summary of how your nation came to be. As we are starting near the beginning, it probably won’t be that long, yet.

Stories vs. Orders

As we know, in conventional NESes, orders are the key, stories are supplements. In this, it is skewed nearly the opposite: stories are essential; orders are not necessary. However, there are some exceptions to this rule.

As a general rule, we prefer stories to orders for this NES. If you can describe something in a story rather than in an order set, it makes it easier for us to read, and probably more fun for you to write. At the most basic level, you could write about the king, sitting on his throne, issuing proclamations or deciding upon elaborate schemes. At a more sophisticated level, you could write about the effects of the orders: if the peasantry are seeing roads being built, for example, your Infrastructure stat will be affected. And so on.

However, stories, while they are the beating heart of the NES, should not be considered the only thing that will be read.

Orders that summarize the actions you’ve taken during the turn are always appreciated–but as they are summaries, they should not be pages long and going into vast amounts of detail.

If you have writer’s block, and absolutely cannot contribute a single story for that turn, then you are allowed to send orders. Note, however, that countries who never have a story written will eventually stagnate and die.

Thirdly, if you are doing something that absolutely must be kept secret, you may send orders for that, as well. Normally, this will probably only apply to military operations against player-controlled countries.

In all cases, orders are limited to a single private message: 10,000 characters, if I recall correctly.

Now, there are some things (these are mostly common sense), which your stories should not do. These can be summed in a few simple rules:

1. You cannot directly affect another nation with your story. You can write about the build up to an assassination attempt, but you cannot decide what the outcome is. You can write about the campaign leading up to a battle, but you cannot decide the battle’s resolution (unless you agree with another player as to the result, in which case, have them notify us as well). You can write about your own people’s losses, but you most certainly cannot decide another nation’s entire military is gone.

2. Keep things realistic. You cannot just “decide” that you have iron working. Technological changes are decided by the moderator. Likewise, therefore, you cannot have some random god swooping out of the sky to give you victory.

3. If you fear that something might be iffy, wait for the moderator.

Addressing a few concerns you may have:

1. Your stories are welcome. If don’t have much experience at writing, then honestly, that’s all right. Many people hesitate to do so because they fear the stigma of being branded a “writer”: don’t. Many hesitate because they fear their writing isn’t good enough: the moderators, at least, will read it, and if you want, we’ll help you with it. You can never get better except by practicing.

2. No, we don’t hate you, and yes, we will stay committed to this as long as we have enough people in it.

3. No, we won’t update “NAO”. We will update when we can. We want this to succeed more than anyone else, and we will update on time as best we can, but the unavoidable truth is that sometimes even we have to bow to the pressure of the outside world. Please be patient.

4. The normal story/order deadline is Friday. Secret stories can and should be posted on Saturday.

If there are any other questions, by all means, ask away.

* * * * * * * * *​

This will be the thread for the cradle portion of PureNES.

Developed World Over Here.
 
Information

These are the basic climate types:



Light Green=floodplain
Forest Green=mixed forest and grassland
Deep Green=Dense, very wet forest; think a warmer New Zealand
Orange=semi-arid
Yellow=arid
Brown=uplands
Cyan/Light Blue=alpine
Dark green-blue-gray=taiga (in the south)
Teal=Marshlands
Dark Tan/Olive=plateau

[here shall be any other description we see fit to be here]

* * * * * * * * *​
 
A Statistical Overview

Reference map:



PCs

Kingdom of Alezar
Ruler / Player: King Jasonius III / Jason the King
Government: Absolute Monarchy - the King as a fatherly figure.
Religion: Noxism
Technology: Middle Bronze Age
Culture: Culture stems from religion - people are in the pursuit of attaining an afterlife. Architecture is important. Most are sheep (or equivalent) herders or wheat farmers. People are very expansionistic and very integrated, not to mention trustful, of the state. Laws and the power of law have become more important, with Legaltheistic influences from Habyte, as well as a large Habytean minority.
Economy: Thriving, expanding rapidly. Traditional agriculture in mountain valleys is supplemented by trade to the east, and a growing mining industry.
Military: 10,000 veteran spearmen, good morale. 5,000 archers, well-trained, average morale. 300 war chariots, excellent morale and well-organized. A small but growing navy of 15 (somewhat obsolete) galleys, with good morale.
Infrastructure: Moderate, well maintained.
History: The people of Alezar were once nomadic tribes from the heartland of the Cradle. Being driven by numerous tribes and people, Alezarians found refuge in the Golden Highlands (hills just north of starting location). Here the Alezar set aside their own differences and united under Gutame I. With new found strength in unity, the Alezar descended from the hills to the river valley and founded the present day civilization of Alezar, driving the natives from the Sacred River. They grew to span the eponymous Alezar Peninsula, and a linchpin of a new trading system.

Alystr
Ruler / Player: Alystr IV / Grombar
Government: Divine Monarchy
Religion: Creator Worship
Technology: Middle Bronze Age
Culture: Religious people that make their way through life trading and expanding. Expansion through peace and assimilation when possible, war to bring the Creators light though when needed. They strive to do good in their lives to give praise to the Creator and tend to stay away from the evil since that would open the gates to the Keeper.
Economy: Strong and improving at a good pace, based mostly in farming and trade. Raiding from Alystr and Draklor has a minor negative effect.
Military: 10,000 spearmen, average morale, good equipment. 4,000 axemen, very fierce, low discipline. 2,000 archers, well-equipped, good morale.
Infrastructure: Moderate, Fairly well maintained.
History: Starting out as a tribe of nomads, the people of Alystr migrated to a fertile land near the base of the mountains and settled down. They started to expand, assimilating the other local tribes and bringing what they call the 'Creator's Light' to the heathens of the other tribes. The kings, through their relationship with the Daughters of the Creator, believe they have the divine right to rule their lands, and are generally supported by the people. Their work has already begun, as numerous tribes along the river have been driven off, but the better organized Stiert and Draklor are beginning to show pressure.

Draklor
Ruler / Player: Teacher / Contempt
Government: Chiefdom
Religion: Jao, the Art of War
Technology: Middle Bronze Age
Culture: An extremely warlike people, they concern themselves only with battle, whether it will be each other, or other nations. If ever united into one culture, they would have to have a constant supply of enemies, or the infighting would tear apart the nation.
Economy: Tiny and growing slowly. Based mostly on plundering other people and nomadicism.
Military: 20,000 spearmen, fierce with excellent morale, and poor but improving organization. 5,000 axemen, disciplined with very high morale, personal guards of the Teacher. 4,000 archers, with average morale but better organization. 1,000 light scouting cavalry, very poor discipline but mobile. 5 proto-ballistae.
Infrastructure: Sparse, improving near the central cities, but overstretched.
History: Under the guiding rule of their Teacher, the Draklor have subdued most of the western plains. After utterly crushing the Elders in a long and difficult battle, they made contact with the northern city states and Alystr to their south. The Sea Peoples then descended from the north, and the Draklor engaged them in a brutal war that forced them back to Isus, but only after heavy casualties. With new cavalry and siege technology, the Draklor are still in a strong position of power in the west.

Exilia
Ruler / Player: The Veritor / LightFang
Government: A religious monarchy in transition. The leader of the religion leads his people along, all of whom are devout followers of said religion. Currently in exile.
Religion: Jykmorum
Technology: Early Bronze Age
Culture: They are obsessed with regaining what was lost and becoming stronger at any cost. Life is also stratified, with four basic levels of existence, although social mobility is possible with strong traits.
Economy: Core completely destroyed by the Keji, the Exiled have been reduced to fishing and hunter-gathering as they continue to move east.
Military: Roughly 5,000 guards following the Veritor's expedition. 5 surviving ships, now significantly better than rafts. ;) Used for fishing.
Infrastructure: None.
History: They were chased out of fertile lands centuries ago. Ever since then, they have been obsessed with bettering themselves to reclaim the land. They have settled an arid wasteland, but it has access to water enough for their needs. Recently, slavery was introduced, and this infusion of manual labor allowed much more in the way of large works to be completed. But the onslaught of the Keji forced the Exiled back into the desert. They now try desperately to reach the other side...

Kingdom of the Harungen
Ruler / Player: Autarch Jarael/ Kal'thzar
Government: Feudal Monarchy
Religion: Harungen Pantheon, with polytheistic, Death Cult, Thenital, Legaltheistic, and Dragon Path minorities.
Technology: Late Bronze Age
Culture: Given to excess and extremes of emotion. This has been combated by adopting a highly structured and organized system of feudal control. Concerned more with the axis of Order and Chaos over that of Good and Evil. Various “Paths” have been established as ways of life.
Economy: Large, fueled by intensive serfdom-based agriculture and internal trading. Stagnant, and beginning to enter a crisis due to the severed trade routes with Alezar.
Military: 25,000 Spearmen, very well organized and equipped, but with low morale, largely levies. 10,000 Archers, well equipped, average morale. 4,000 axemen, good morale but poor discipline. 3,000 War Chariots, excellent morale, some "double-chariots" with four horses and archers. 20 catapults. Nobles may contribute additional 5-10,000 soldiers in wartime. 25 riverine galleys, largely crewed by Habyte refugees.
Infrastructure: Good, but very overstretched and in need of maintenance
History: This is the Second Kingdom to have grown on these lands, the first fell due to taking its excess to extremes, and after a period of Barbarism, the Kingdom of the Harungen arose (Harungen lit; Chained Ones). Going through several monarchs, it expanded and saw new conquests added, beyond the first Kingdom’s broadest borders. After a long line of successful wars, it now stands as the greatest power along the whole Dimini River. But this massive empire threatens to collapse under its own weight.

Isus
Ruler / Player: Avien Dynasty / Charles Li
Government: Mercantile League
Religion: Polytheism, with Harmonistic, Legaltheistic, and Monotheistic minorities
Technology: Middle Bronze Age
Culture: Similar to all of Balos, they are an industrious, independent, sturdy people; in particular Isusii are quite fond of trade and the sea. There is a large Balosian minority, rapidly assimilating.
Economy: Moderate, in minor crisis. Based primarily in trade with a small agricultural component.
Military: 5,000 dedicated spearmen with good morale, 1,000 archers, 50 excellently trained and armed ships.
Infrastructure: Somewhat sparse.
History: Isus had been one of the more powerful northern coastal states, vassalizing Balos and expanding their navy. But the coming of the Sea Peoples forced them to flee; Isus proper was captured while the Isusians fled to Balos' old colonies across the bay. They continue their maritime lifestyle, on guard in case

Luginé
Ruler / Player: The Burim/ Toltec
Government: Divine Monarchy
Religion: Nature worship of spirits, particularly centered around the Cult of the Spring.
Technology: Middle Bronze Age
Culture: The Luginé's lives are based around the warm springs in the mountains above the valley of Lelezim. The people bathe in the Springs, and the water runs down into the valley and feeds the land. The spirits of nature guide the people, and The Burim (the source) has personal affinity with the spirits of the springs, supposedly becoming one with them in a ritual before taking rule. The Luginé are a creative people, almost every member of the tribe has some artistic skill, and individualism is encouraged. They have a small warrior tradition, however they are very effective and revered by the tribe. A cultural renaissance is currently in progress.
Economy: Moderate, based on some religious pilgrimage, some trade, and some agriculture.
Military: 10,000 Spearmen, excellent morale, middling organization. 5,000 archers, very loyal, well-trained.
Infrastructure: Moderate, in need of maintenance.
History: People have been plowing the valley and raising the herds in the mountains for centuries. They lived isolated from the outside world, united and happy, rarely seeing warfare attention was turned to other things. However when silver was found in the mountains, nearby tribes became jealous. In a devastating attack the entire valley was razed and only those in the mountains survived. In the mountains they hid and watched, preparing themselves. The Great Burim, father of the people, lead the survivors in retaking the valley and drove out the invaders. The valley was rebuilt and life returned to normal, but they never forgot the new ways of war, and are ready to spread out from the valley and bring all the peoples of the world to the Springs. After a long war with the nomadic Jiru, the Burim's armies were victorious, spreading Luginé power and influence to new heights.

The People
Ruler / Player: The Drake (currently Drake IX)/ fantasmo
Government: Theocratic Tribal Confederacy
Religion: The Dragon Path
Technology: Middle Bronze Age
Culture: The marsh-dwelling People believe themselves to be the remnant of an ancient empire, and have chosen the Drakes as their emperors and leaders, in the hopes of leaving the marshes and what they call "The Exile", imposed on them by the Lord Dragon and Lady Wyrm, their Gods.
Economy: Weak, but growing. Swamp-based agriculture is beginning to improve, but trade with Harungen and Singidu brings in the most income.
Military: 15,000 mixed infantry, strong morale but poor discipline, who inspire terror with their amphibious attacks. The navy is mostly canoes, too annoyingly numerous to list here, and 30 riverine war galleys.
Infrastructure: Good canal system, very few inland roads.
History: The People, after the collapse of their ancient empire, are believed to have been exiled to their current location, where they spent centuries attempting to atone for their "sins" and betrayal of their Gods. Eventually, after a vision to one of their elders, they were given a ruler, a king, the Drake, and subjugated many neighboring tribes and groups, beginning their new Empire.

Singidu
Ruler / Player: Chief Entetteran / foolish icarus
Government: Tribal (see spoiler below for more details)
Religion: Informal spirit worship and mysticism (see introductory description in link for more details), tiny Dragon Path minority, small but growing Cult of the Spring minority.
Technology: Middle Bronze Age
Culture: Given to honesty, generosity, and vigor. Unfortunately, they also have tendencies towards skepticism in philosophy and intellectual abstractions and a general lack of respect for would-be society-wide leaders. They are very much a hands on people, focusing their energies on the present and what the senses can report. (See introductory description for more details)
Economy: Moderate and growing, based on farming, craftsmanship, and trade.
Military: 10,000 levy spearmen, average morale. 2,000 archers, good morale and training.
Infrastructure: Moderate, Well Maintained.
History: Long ago migrated to the river they call Dimini. Contact with the violent horse-riding Hunters of Men forced the Singidu into alliance and nascent urbanism. Contact with the ambitious conquering Mainyu and the ensuing pestilence and disease forced most of the Singidu back into their long dormant migratory ways. They have settled down again somewhat, despite numerous hardships. Now they come under threat by the age-old enemy of the Invaders again.

Tevan
Ruler / Player: Captain Taphos / human-Slaughter
Government: Chiefdom
Religion: Monotheistic
Technology: Middle Bronze Age
Culture: The Tevanii are coastal seafarers that fish and gather food from their home island. They have ventured little off of their island and worship the sea god Tapi. There is growing militarism and Sea People influences.
Economy: Moderate and improving, mostly trade and fishing based, with shipbuilding of course prevalent.
Military: 5,000 fierce but ill-organized axemen, 80 ships with average discipline but excellent training.
Infrastructure: Dense, Fairly Maintained
History: The nation of Tevan was born out of the hate for the Ketans. The Tevanii overthrew the old chief and installed their new captain chief. Establishing themselves as a naval power, they initiated trade with the mainland, and strengthened their economy further. They then allied with the Sea Peoples, ravaging Habyte and colonizing the mainland near Alezar.

Vardis
Ruler / Player: Magisters / Nylan
Government: Oligarchy
Religion: Lumos / Ordara
Technology: Middle Bronze Age
Culture: Vardis is a curious blend of two opposing cultures/religions: Lumos and Ordara. Those who follow Ordara live very structured lives, and glory in solitude, order, writing, nature, and art. They are the more sophisticated of the two. Those who follow Lumos love to dance and to sing, to frolic and play. They also have a very violent streak and love everything from hunting and fire to war games and bloodshed. They are extremely proficient combatants. The only reason they have not attacked their Ordaran brethren is a commandment to hold their violence until the Demons should command it. The Ordarans believe that it is the desire of the Angels that both they and their evil brethren should live together as one people so that the Chaos may be bleached from the wayward Lumosians.
Economy: Moderate and improving at a good pace. Based on farming, internal trade, and craftsmanship.
Military: 5,000 spearmen, good training and average morale. 7,000 axemen, fierce and loyal but poorly disciplined.
Infrastructure: Moderate, Poorly Maintained
History: The tribes who followed Lumos lived on the grasslands, as farmers and hunters, in great clans. The tribes of Ordara were forest dwellers, gatherers more than anything. The two fought for many years until the Lumosians were miraculously subdued. After a period of tenuous unity, the Lumosians rebelled, and established a new regime, based more upon a balance of order and chaos than an extreme to either side. That regime has been tested severely by civil war, and a wave of barbarian invasions that were barely beaten back.

Yuzoi
Ruler / Player: Yuzarchs / Silver Steak
Government: Tribal Council consisting of family chiefs
Religion: Harmonism/Yuzuism, Atheist and Syr Polytheism minorities
Technology: Early Bronze Age
Culture: The Yuzoi were a nomadic herding people, migrating all over the northwestern peninsula. They followed the seasons, drifting south to the savannas during the rainy months, and back north to the warm forests for the winter. Being constantly on the move, they became quintessential survivalists, known for getting the most out of any situation. Tough, mobile and excellent scouts, the Yuzoi are also a force to be reckoned with in battle.
Economy: Small but improving, based mostly on pastoral activities and gathering. Currently nomadic.
Military: 5,000 fierce, battle hardened mixed infantry. Fanatically loyal and desperate to survive.
Infrastructure: None (nomadic)
History: For centuries, the Yuzoi were cattle herders, constantly moving to new grazing fields. They had lived on the northwestern edges of the cradle for half a millennium, the area being particularly fertile and spacious enough for their huge herds. In the past century, the once nomads gradually founded permanent settlements along the river Arkh. Despite their growing civilization, the strength and technology of the Sea Peoples was too great. The Yuzarch sacrificed himself, as his people fled to the south, merging with the Syr, another tribe that had fled from lands unknown. Together the exiled managed to cross the mountains, revealing a new land, fertile but inhabited.

NPCs

Balos
Ruler / Player: Iadian Dynasty / NPC
Government: Oligarchy
Religion: Polytheism
Technology: Early Bronze Age
Culture: Related to the Elders and the Youngers, they are an industrious, independent people; only very tenuously enduring unity, such as the growing one under the Iadians.
Economy: Strong but level, based primarily on trade, with a significant farming subset.
Military: 10,000 well armed citizen soldiers, 25 excellent ships. Poor morale.
Infrastructure: Dense, Well Maintained
History: The people of Balos have always struggled with each other, for they have been divided since the darker times of the past into various city states, only uniting to face invaders, such as the armies from the Mainyu’s most powerful dynasties. The Iadians intended to unite the land again, but they faced a long legacy of struggles between individual cities: struggles such as the ones that drove some of their number south to found the Elders and Youngers. Eventually, those Elders came back, in the form of Didius I, who subjugated Balos and made it his vassal.

Daria
Ruler / Player: Faule Dynasty / NPC
Government: Tyranny
Religion: The Dragon Path, with Harungen Pantheon minorities.
Technology: Early Bronze Age
Culture: Relatives of “The People”, they never fell under the Drake’s sway, mostly as they were never in the swampland of The People. They still do believe in the Dragon Path, and some believe, key among them the Darians themselves, that they were the ancestors of the Drakes, but if that is so, they have been eclipsed by their newer cousins. They are petty and dream of empire, but know they cannot attain it through force.
Economy: Small and stagnant, based mostly on agriculture and trade.
Military: 5,000 levies, undisciplined and with poor morale.
Infrastructure: Dense, Well Maintained.
History: Possible ancestors of the Drakes in the neighboring lands of The People, the Darians have always believed that they should have rather more than the lot that history gave them. Subjugated in turn by the Invaders, rogue Singdiu, and the Mainyu, they finally managed to regain freedom, and of course plot and connive to bring about the downfall of all, failing miserably... usually.

Ebeor
Ruler / Player: Lords of Ibar / NPC
Government: Monarchy
Religion: Noxism; with Deathist, Jykmorum, and Polytheist minorities.
Technology: Early Bronze Age
Culture: Heavily influenced by Alezar, these people are more rough, as they live further away from the heart of civilization.
Economy: Small, growing slowly. Based on trade and some minor agriculture.
Military: 5,000 levies, ill-disciplined. No navy.
Infrastructure: Moderate, Well Maintained.
History: A minor city state from its inception, it was brought under the wing of the great Alezari kingdom some time ago, and acts as the buffer between the other city states of the region and Alezar itself.

Habyte
Ruler / Player: The Anoa / NPC
Government: Elaborate Legal Monarchy
Religion: Legaltheism
Technology: Middle Bronze Age
Culture: Rather proud of the fact that they were the first to have a legal code, the Anoii of the Habytians were so entranced with it that it became mixed up with their culture and religion. This led to a rather absurd arrangement where everything had a law attached to it. Your dress was mandated by law. Your food had to align precisely with the religious calendars, or else you could be put to death (interestingly, this ensured good nutrition, as the government could decree a balanced diet). People could only do certain activities on certain days. The very artwork was mandated by law, and shaped by religion. Their legal code, more intricate than any other on the planet, fills many, many eliu, the disc shaped stone tablets they use to write, and every village has a copy.
Economy: Strong, growing slightly, and based primarily on agriculture and trade.
Military: 25,000 levies, ill-trained but with good morale. 50 inexperienced but eager ships.
Infrastructure: Dense, Well Maintained.
History: Successors to the massive Mainyu Empire of old, their culture indeed goes further back than that, with the laying down of the First Law (1. No man shall die at the hand of another, except at the command of his better), and the first city, based around the laws. They expanded through much of the delta, but were eventually subjugated by the Mainyu, and their extensive levies were sent to far-off lands while the heartland was depleted. The fall of the Mainyu led to a time of chaos: the first King to reestablish order clung more tightly than ever to the laws, expanded them, and made them the heart of a new empire.

Kale
Ruler / Player: Artale Dynasty / NPC
Government: Limited Monarchy
Religion: Jykmorum
Technology: Early Bronze Age
Culture: The religion of the Exiled has taken hold here, but Kale has a great deal of Alezari and Thiri influence, with the latter predominating. Some certain “democratic” ideas are popular; the people are very independent.
Economy: Small and growing slightly, based primarily on trade.
Military: 5,000 levies in times of need.
Infrastructure: Moderate, Well-Maintained
History: Kale is a fairly recent creation: a city state between Thiri and Alezar.

Peron
Ruler / Player: Bullo Dynasty / NPC
Government: Monarchy
Religion: Jykmorum
Technology: Early Bronze Age
Culture: With the religion of Exilia, and the culture of Exilia, Thiri, but most of all, Alezar, Peron is a meeting point for the three cultures that dominate the region. Preferring a stratified state, they are quite accepting of the institutions above–though they distrust them to some degree.
Economy: Small and growing slightly, based primarily on trade.
Military: 5,000 levies in times of need.
Infrastructure: Moderate, Well Maintained
History: Peron is a fairly recent creation: a city state between Exilia and Alezar.

Thiri
Ruler / Player: The Councils / NPC
Government: Local Caucuses from every village vote upon the issues, to be sent to the capital.
Religion: Animism, Polytheism, Noxism, and Jykmorum in a polygot mix.
Technology: Early Bronze Age
Culture: Isolated yet rather friendly to outsiders, the Thiri were ensconced in the range of mountains, sheltered from the desert, the woodlands, and the dry lands to the north alike, along with the inhabitants of those lands. They still allowed quite a bit of trade, and have a very mixed culture. Social but very free, they have the only known form of direct democracy in the ancient world.
Economy: Moderate, shrinking slowly, fueled almost entirely by trade.
Military: 5,000 citizen soldiers, inactive.
Infrastructure: Dense, Well Maintained.
History: Their mountains protecting them from the horse riding Invaders, they also escaped the clutches of the Mainyu, and acted rather as an intermediary for the struggling cities of the north and the established ones of the west. After the fall of the Mainyu and the rise of newer kingdoms, it has acted in a central position between Alezar, Exilia, and the nations of the south, though Alezar’s profitable routes are denying them much more trade than they generate.

* * * * * * * * *​

[Nation]
Ruler / Player:
Government: [Describe your government]
Religion: [Your religion]
Technology: Early Bronze Age
Culture: [Describe your culture in a short blurb]
Economy: (leave blank)
Military: (leave blank)
Infrastructure: (leave blank)
History: [Give a short history of your nation to the present day]

* * * * * * * * *​
 
Story Archive

Prologue: jalepeno_dude (Elder Kingdom)
Draklor I: Contempt
Otho II: jalepeno_dude (Elder Kingdom)
Singdiu I: foolish_icarus (in Preview Thread)
The Teacher and the Prophet: LightFang (Exilia)
The Great Kingdom: Kal'thzar (Harungen)
The Rise of the Autarchs: Kal'thzar (Harungen)
Times of Troubles: Kal'thzar (Harungen)
The Harungen Pantheon: Kal'thzar (Harungen)
The Daughter of the Creator: Grombar (Alystr)
Vardis I: Nylan
Rise of a Nation: human-slaughterer (Tevan)
Alystr II: Grombar
The Origins of the People: fantasmo (The People)
Alystr III: Grombar
Herleif and The Drake: fantasmo (The People)
Garanthormia I: carmen510
Alezar I: Jason_the_King
Built on Lies: LightFang (Exilia)
Alezar II: Jason_the_King
Draklor II: Contempt
The Autarch's Kingdom: Kal'thzar (Harungen)
The Second Age of the Autarchs: Kal'thzar (Harungen)

I: The Eldest Dawn

Alezar III: Jason the King
Tevan I: human-slaughter
The Three Laws and Punishments: carman510 (Garanthormia)
Yuzoi I: Silver Steak
Luginé I: Toltec
Harmonism: An introduction: Silver Steak (Yuzoi I)
Alystr IV: Grombar
Tevan II: human-slaughter
Harungen I: Kal'thzar
Harungen II: Kal'thzar
Harungen IV: Kal'thzar
The Cursed Tale of the Golden Spyglass Prt. 1: human-slaughter(TevanIII)
Yuzoi II: Silver Steak
The Prophecy: Nylan (Vardis)
Journey to the West: LightFang (Exilia)
Didius I: jalepeno_dude (Elder Kingdom)
Draklor III: Contempt
Singdiu II: foolish_icarus

II: First Blows

Alystr V: Grombar
A Looming Thread: Toltec (Luginé)
Vardis II: Nylan
Veritor Adhuc: LightFang (Exilia)
Harungen V: Kal'thzar
Harungen VI: Kal'thzar
Harungen VII: Kal'thzar
Harungen VIII: Kal'thzar
Harungen IX: Kal'thzar
Harungen IX: Kal'thzar
Draklor IV: Contempt
The End of an Era: jalepeno_dude (Elder Kingdom)
The New Dynasty: Charles Li (Isus)
Draklor V: Contempt

III: The Watchful Clouds

The Fires of War: Toltec (Luginé)
Harungen X: Kal'thzar
Yuzoi III: Silver Steak
Isus I: Charles Li
The Flowing Springs: Toltec (Luginé)
Lady Lunda: Nylan (Vardis)
The Seafarer: LightFang(Exilia)
The Applegarden: fantasmo (The People)
Tevan III: human-slaughter

IV: Golden Splinters

Isus III: Charles Li
Tevan IV: human-slaughter
Battle on the Little Plains: Contempt (Draklor)
Draklor VI : Contempt
Manifest Destiny: LightFang (Exilia)
Duel of Fate: Nylan (Vardis)
Harungen XI: Kal'thzar
Alezar IV: Jason the King
Harungen XII: Kal'thzar
Draklor VII: Contempt
Alystr VI: Grombar

To be continued

* * * * * * * * *​
 
This is my first reserve.

PC Stats, here until NK gets his act together and moves them:

Kingdom of Alezar
Ruler / Player: King Jasonius III / Jason the King
Government: Absolute Monarchy - the King as a fatherly figure.
Religion: Noxism
Technology: Middle Bronze Age
Culture: Culture stems from religion - people are in the pursuit of attaining an afterlife. Architecture is important. Most are sheep (or equivalent) herders or wheat farmers. People are very expansionistic and very integrated, not to mention trustful, of the state. Laws and the power of law have become more important, with Legaltheistic influences from Habyte, as well as a large Habytean minority.
Economy: Thriving, expanding rapidly. Traditional agriculture in mountain valleys is supplemented by trade to the east, and a growing mining industry.
Military: 10,000 veteran spearmen, good morale. 5,000 archers, well-trained, average morale. 300 war chariots, excellent morale and well-organized. A small but growing navy of 15 (somewhat obsolete) galleys, with good morale.
Infrastructure: Moderate, well maintained.
History: The people of Alezar were once nomadic tribes from the heartland of the Cradle. Being driven by numerous tribes and people, Alezarians found refuge in the Golden Highlands (hills just north of starting location). Here the Alezar set aside their own differences and united under Gutame I. With new found strength in unity, the Alezar descended from the hills to the river valley and founded the present day civilization of Alezar, driving the natives from the Sacred River. They grew to span the eponymous Alezar Peninsula, and a linchpin of a new trading system.

Alystr
Ruler / Player: Alystr IV / Grombar
Government: Divine Monarchy
Religion: Creator Worship
Technology: Middle Bronze Age
Culture: Religious people that make their way through life trading and expanding. Expansion through peace and assimilation when possible, war to bring the Creators light though when needed. They strive to do good in their lives to give praise to the Creator and tend to stay away from the evil since that would open the gates to the Keeper.
Economy: Strong and improving at a good pace, based mostly in farming and trade. Raiding from Alystr and Draklor has a minor negative effect.
Military: 10,000 spearmen, average morale, good equipment. 4,000 axemen, very fierce, low discipline. 2,000 archers, well-equipped, good morale.
Infrastructure: Moderate, Fairly well maintained.
History: Starting out as a tribe of nomads, the people of Alystr migrated to a fertile land near the base of the mountains and settled down. They started to expand, assimilating the other local tribes and bringing what they call the 'Creator's Light' to the heathens of the other tribes. The kings, through their relationship with the Daughters of the Creator, believe they have the divine right to rule their lands, and are generally supported by the people. Their work has already begun, as numerous tribes along the river have been driven off, but the better organized Stiert and Draklor are beginning to show pressure.

Draklor
Ruler / Player: Teacher / Contempt
Government: Chiefdom
Religion: Jao, the Art of War
Technology: Middle Bronze Age
Culture: An extremely warlike people, they concern themselves only with battle, whether it will be each other, or other nations. If ever united into one culture, they would have to have a constant supply of enemies, or the infighting would tear apart the nation.
Economy: Tiny and growing slowly. Based mostly on plundering other people and nomadicism.
Military: 20,000 spearmen, fierce with excellent morale, and poor but improving organization. 5,000 axemen, disciplined with very high morale, personal guards of the Teacher. 4,000 archers, with average morale but better organization. 1,000 light scouting cavalry, very poor discipline but mobile. 5 proto-ballistae.
Infrastructure: Sparse, improving near the central cities, but overstretched.
History: Under the guiding rule of their Teacher, the Draklor have subdued most of the western plains. After utterly crushing the Elders in a long and difficult battle, they made contact with the northern city states and Alystr to their south. The Sea Peoples then descended from the north, and the Draklor engaged them in a brutal war that forced them back to Isus, but only after heavy casualties. With new cavalry and siege technology, the Draklor are still in a strong position of power in the west.

Exilia
Ruler / Player: The Veritor / LightFang
Government: A religious monarchy in transition. The leader of the religion leads his people along, all of whom are devout followers of said religion. Currently in exile.
Religion: Jykmorum
Technology: Early Bronze Age
Culture: They are obsessed with regaining what was lost and becoming stronger at any cost. Life is also stratified, with four basic levels of existence, although social mobility is possible with strong traits.
Economy: Core completely destroyed by the Keji, the Exiled have been reduced to fishing and hunter-gathering as they continue to move east.
Military: Roughly 5,000 guards following the Veritor's expedition. 5 surviving ships, now significantly better than rafts. ;) Used for fishing.
Infrastructure: None.
History: They were chased out of fertile lands centuries ago. Ever since then, they have been obsessed with bettering themselves to reclaim the land. They have settled an arid wasteland, but it has access to water enough for their needs. Recently, slavery was introduced, and this infusion of manual labor allowed much more in the way of large works to be completed. But the onslaught of the Keji forced the Exiled back into the desert. They now try desperately to reach the other side...

Kingdom of the Harungen
Ruler / Player: Autarch Jarael/ Kal'thzar
Government: Feudal Monarchy
Religion: Harungen Pantheon, with polytheistic, Death Cult, Thenital, Legaltheistic, and Dragon Path minorities.
Technology: Late Bronze Age
Culture: Given to excess and extremes of emotion. This has been combated by adopting a highly structured and organized system of feudal control. Concerned more with the axis of Order and Chaos over that of Good and Evil. Various “Paths” have been established as ways of life.
Economy: Large, fueled by intensive serfdom-based agriculture and internal trading. Stagnant, and beginning to enter a crisis due to the severed trade routes with Alezar.
Military: 25,000 Spearmen, very well organized and equipped, but with low morale, largely levies. 10,000 Archers, well equipped, average morale. 4,000 axemen, good morale but poor discipline. 3,000 War Chariots, excellent morale, some "double-chariots" with four horses and archers. 20 catapults. Nobles may contribute additional 5-10,000 soldiers in wartime. 25 riverine galleys, largely crewed by Habyte refugees.
Infrastructure: Good, but very overstretched and in need of maintenance
History: This is the Second Kingdom to have grown on these lands, the first fell due to taking its excess to extremes, and after a period of Barbarism, the Kingdom of the Harungen arose (Harungen lit; Chained Ones). Going through several monarchs, it expanded and saw new conquests added, beyond the first Kingdom’s broadest borders. After a long line of successful wars, it now stands as the greatest power along the whole Dimini River. But this massive empire threatens to collapse under its own weight.

Isus
Ruler / Player: Avien Dynasty / Charles Li
Government: Mercantile League
Religion: Polytheism, with Harmonistic, Legaltheistic, and Monotheistic minorities
Technology: Middle Bronze Age
Culture: Similar to all of Balos, they are an industrious, independent, sturdy people; in particular Isusii are quite fond of trade and the sea. There is a large Balosian minority, rapidly assimilating.
Economy: Moderate, in minor crisis. Based primarily in trade with a small agricultural component.
Military: 5,000 dedicated spearmen with good morale, 1,000 archers, 50 excellently trained and armed ships.
Infrastructure: Somewhat sparse.
History: Isus had been one of the more powerful northern coastal states, vassalizing Balos and expanding their navy. But the coming of the Sea Peoples forced them to flee; Isus proper was captured while the Isusians fled to Balos' old colonies across the bay. They continue their maritime lifestyle, on guard in case

Luginé
Ruler / Player: The Burim/ Toltec
Government: Divine Monarchy
Religion: Nature worship of spirits, particularly centered around the Cult of the Spring.
Technology: Middle Bronze Age
Culture: The Luginé's lives are based around the warm springs in the mountains above the valley of Lelezim. The people bathe in the Springs, and the water runs down into the valley and feeds the land. The spirits of nature guide the people, and The Burim (the source) has personal affinity with the spirits of the springs, supposedly becoming one with them in a ritual before taking rule. The Luginé are a creative people, almost every member of the tribe has some artistic skill, and individualism is encouraged. They have a small warrior tradition, however they are very effective and revered by the tribe. A cultural renaissance is currently in progress.
Economy: Moderate, based on some religious pilgrimage, some trade, and some agriculture.
Military: 10,000 Spearmen, excellent morale, middling organization. 5,000 archers, very loyal, well-trained.
Infrastructure: Moderate, in need of maintenance.
History: People have been plowing the valley and raising the herds in the mountains for centuries. They lived isolated from the outside world, united and happy, rarely seeing warfare attention was turned to other things. However when silver was found in the mountains, nearby tribes became jealous. In a devastating attack the entire valley was razed and only those in the mountains survived. In the mountains they hid and watched, preparing themselves. The Great Burim, father of the people, lead the survivors in retaking the valley and drove out the invaders. The valley was rebuilt and life returned to normal, but they never forgot the new ways of war, and are ready to spread out from the valley and bring all the peoples of the world to the Springs. After a long war with the nomadic Jiru, the Burim's armies were victorious, spreading Luginé power and influence to new heights.

The People
Ruler / Player: The Drake (currently Drake IX)/ fantasmo
Government: Theocratic Tribal Confederacy
Religion: The Dragon Path
Technology: Middle Bronze Age
Culture: The marsh-dwelling People believe themselves to be the remnant of an ancient empire, and have chosen the Drakes as their emperors and leaders, in the hopes of leaving the marshes and what they call "The Exile", imposed on them by the Lord Dragon and Lady Wyrm, their Gods.
Economy: Weak, but growing. Swamp-based agriculture is beginning to improve, but trade with Harungen and Singidu brings in the most income.
Military: 15,000 mixed infantry, strong morale but poor discipline, who inspire terror with their amphibious attacks. The navy is mostly canoes, too annoyingly numerous to list here, and 30 riverine war galleys.
Infrastructure: Good canal system, very few inland roads.
History: The People, after the collapse of their ancient empire, are believed to have been exiled to their current location, where they spent centuries attempting to atone for their "sins" and betrayal of their Gods. Eventually, after a vision to one of their elders, they were given a ruler, a king, the Drake, and subjugated many neighboring tribes and groups, beginning their new Empire.

Singidu
Ruler / Player: Chief Entetteran / foolish icarus
Government: Tribal (see spoiler below for more details)
Religion: Informal spirit worship and mysticism (see introductory description in link for more details), tiny Dragon Path minority, small but growing Cult of the Spring minority.
Technology: Middle Bronze Age
Culture: Given to honesty, generosity, and vigor. Unfortunately, they also have tendencies towards skepticism in philosophy and intellectual abstractions and a general lack of respect for would-be society-wide leaders. They are very much a hands on people, focusing their energies on the present and what the senses can report. (See introductory description for more details)
Economy: Moderate and growing, based on farming, craftsmanship, and trade.
Military: 10,000 levy spearmen, average morale. 2,000 archers, good morale and training.
Infrastructure: Moderate, Well Maintained.
History: Long ago migrated to the river they call Dimini. Contact with the violent horse-riding Hunters of Men forced the Singidu into alliance and nascent urbanism. Contact with the ambitious conquering Mainyu and the ensuing pestilence and disease forced most of the Singidu back into their long dormant migratory ways. They have settled down again somewhat, despite numerous hardships. Now they come under threat by the age-old enemy of the Invaders again.

Tevan
Ruler / Player: Captain Taphos / human-Slaughter
Government: Chiefdom
Religion: Monotheistic
Technology: Middle Bronze Age
Culture: The Tevanii are coastal seafarers that fish and gather food from their home island. They have ventured little off of their island and worship the sea god Tapi. There is growing militarism and Sea People influences.
Economy: Moderate and improving, mostly trade and fishing based, with shipbuilding of course prevalent.
Military: 5,000 fierce but ill-organized axemen, 80 ships with average discipline but excellent training.
Infrastructure: Dense, Fairly Maintained
History: The nation of Tevan was born out of the hate for the Ketans. The Tevanii overthrew the old chief and installed their new captain chief. Establishing themselves as a naval power, they initiated trade with the mainland, and strengthened their economy further. They then allied with the Sea Peoples, ravaging Habyte and colonizing the mainland near Alezar.

Vardis
Ruler / Player: Magisters / Nylan
Government: Oligarchy
Religion: Lumos / Ordara
Technology: Middle Bronze Age
Culture: Vardis is a curious blend of two opposing cultures/religions: Lumos and Ordara. Those who follow Ordara live very structured lives, and glory in solitude, order, writing, nature, and art. They are the more sophisticated of the two. Those who follow Lumos love to dance and to sing, to frolic and play. They also have a very violent streak and love everything from hunting and fire to war games and bloodshed. They are extremely proficient combatants. The only reason they have not attacked their Ordaran brethren is a commandment to hold their violence until the Demons should command it. The Ordarans believe that it is the desire of the Angels that both they and their evil brethren should live together as one people so that the Chaos may be bleached from the wayward Lumosians.
Economy: Moderate and improving at a good pace. Based on farming, internal trade, and craftsmanship.
Military: 5,000 spearmen, good training and average morale. 7,000 axemen, fierce and loyal but poorly disciplined.
Infrastructure: Moderate, Poorly Maintained
History: The tribes who followed Lumos lived on the grasslands, as farmers and hunters, in great clans. The tribes of Ordara were forest dwellers, gatherers more than anything. The two fought for many years until the Lumosians were miraculously subdued. After a period of tenuous unity, the Lumosians rebelled, and established a new regime, based more upon a balance of order and chaos than an extreme to either side. That regime has been tested severely by civil war, and a wave of barbarian invasions that were barely beaten back.

Yuzoi
Ruler / Player: Yuzarchs / Silver Steak
Government: Tribal Council consisting of family chiefs
Religion: Harmonism/Yuzuism, Atheist and Syr Polytheism minorities
Technology: Early Bronze Age
Culture: The Yuzoi were a nomadic herding people, migrating all over the northwestern peninsula. They followed the seasons, drifting south to the savannas during the rainy months, and back north to the warm forests for the winter. Being constantly on the move, they became quintessential survivalists, known for getting the most out of any situation. Tough, mobile and excellent scouts, the Yuzoi are also a force to be reckoned with in battle.
Economy: Small but improving, based mostly on pastoral activities and gathering. Currently nomadic.
Military: 5,000 fierce, battle hardened mixed infantry. Fanatically loyal and desperate to survive.
Infrastructure: None (nomadic)
History: For centuries, the Yuzoi were cattle herders, constantly moving to new grazing fields. They had lived on the northwestern edges of the cradle for half a millennium, the area being particularly fertile and spacious enough for their huge herds. In the past century, the once nomads gradually founded permanent settlements along the river Arkh. Despite their growing civilization, the strength and technology of the Sea Peoples was too great. The Yuzarch sacrificed himself, as his people fled to the south, merging with the Syr, another tribe that had fled from lands unknown. Together the exiled managed to cross the mountains, revealing a new land, fertile but inhabited.
 
Let's do this! Do we need to send orders for the initial update?



The Elders
Capital: Pride
Ruler / Player: Otho II/jalapeno_dude
Government: (Cursed) Hereditary Monarchy, in direct descent from the founder of the city.
Religion: Most of the northern gods are worshipped in one form or another, but especially the two Brothers, Land and Sky.
Technology: Early Bronze Age
Culture: Paralyzed by raids, the Elders have not yet developed a distinct culture. There is a clear class division between the rich and poor, and the richer citizens spend most of their money on lavish parties to forget the harsh circumstances of reality.
Economy: (leave blank)
Military: (leave blank)
Infrastructure: (leave blank)
History: Centuries ago, two brothers journeyed, fled, or were exiled from the north, along with a band of followers. The elder brother attempted to slay the younger, but succeeded only in forcing him to flee. Each brother and their followers spawned a different race--the elder brother spawned the Elders, constantly harassed by the raids of the Youngers out of the western hills.

Here's a repost of the opening story.



Prologue

The names vary--Isaac and Ishmael, Romulus and Remus, Castor and Pollux. So, too, do the details--borne of different mothers, raised by wolves, one mortal, the other immortal. But, as ever, all that matters over the endless march of years is the essence, the core at the center of all the stories. Brother will always strive to outdo brother, fighting tirelessly for supremacy. So it will be as long as the world turns and the stars shine, for as long as Man remains Man and brother brother.



----------------------------------------------------




The names are unimportant, and in any case long lost in the mists of time. All that matters is their relation to each other--and their offspring. They were brothers, and both were destroyed by their own greed and mistrust. Both of our peoples still suffer to this day, but my people, the Elders, suffer more--and is it not ever so, that the elder must recieve punishment greater than any other?

Perhaps your people, keeping as they still do to the ancient ways, record in songs their origin. But my people have lost the certain knowledge that comes with tradition, and all that is left to us is guesswork.

But our guesswork, in this case, is good enough. We know that the brothers came from a city on the shores of the Great Water to the north. Some stories claim that they were exiled princes, exiled to the south by their usurping uncle. Other stories clam that they were outlaws and murderers, who were finally driven south with their ragged band of followers.

South they came, and, on the site where my people still make their home, they halted. Both brothers had ceased to be young boys, and now their thoughts turned to their future and their descendents. On the site the small folk worship as holy, they agreed to build a city.

But the elder brother was the more wicked of the two, or at least the cleverer. He planned to seize all of the glory for himself, and cause his name to be remembered while his brother's was forgotten. So a band of his followers fell upon the younger brother as he slept and beat him, or so they thought, to death.

But Fate would not allow such a resolution. The younger brother still lived, and crawled away into the Western Hills, ever after to jealously look upon the riches of the city his brother had built.

It is said that the earth stood still when he pronounced his curse, and that it rang out like thunder across the plains.

"As strife between brothers is now our downfall, so always shall it be our downfall. When one is needed, let there be two, squabbling and fighting. When two are needed, let there be one, weak and indecisive. When peace is needed, let there be war, cruel and bloody. When war is needed, let there be peace, decadent and corrupt."

And so it has been. While your people, the Youngers, eternally harass us from the Western hills, my people, the Elders, cower in their city of Pride, tearing themselves apart through petty strife and indecision, all for the sake of a quarrel between those whose names have long been forgotten.

And so it will be as long as the world turns and the stars shine, for as long as Man remains Man and brother brother.
 
A light drizzle fell upon the gathered crowd. The crowd was assembled in a large circle, all staring into the center. No one spoke, and for many moments, an observer on the outside would assume that is was religious gathering. In a way, that was correct, although the people of the valley did not truly have a religion.

A meaty thwack, and the assembled crowd erupted into cheers. In truth, this gathering was the religious gathering of the Draklor people. The people of the valley were a warlike people, and recently, a young man of only fourteen years had begun to lead them. They called him teacher.

He had no parents, and no known affiliation with any one tribe. All that was known was that he was an extremely capable fighter despite his age. That, and he was gathering the Draklor tribes underneath one banner for a unknown purpose. The 'teacher' had already defeated three leaders in combat, and took their tribes as his own.

Punch, block, feint.

Heavy panting.

Leg sweep, block, uppercut.

Strike.

A large, muscled man fell to the ground, his head bent at an unnatural angle. A young, slim boy stood opposite from him, looking unaffected by the man's death at his hands. The crowd was silent for a moment, before the blood thirsty people cheered wildly, and lifted the winner of the duel upon their shoulders.

Another tribe had fallen underneath the 'teacher'. Soon, all tribes in the valley would follow his word. Soon, all the Draklor people would follow one banner, and one teaching. The teaching of eternal combat; of eternal war.

How far would this teaching reach?

******

The nation of Draklor, in the area claimed in the preview thread, has been confirmed.

Draklor
Ruler / Player: Teacher/Contempt
Government: Chiefdom
Religion: Jao, the Art of War
Technology: Early Bronze Age
Culture: An extremely warlike people, they concern themselves only with battle, whether it will be each other, or other nations. If ever united into one culture, they would have to have a constant supply of enemies, or the infighting would tear apart the nation.
Economy: (leave blank)
Military: (leave blank)
Infrastructure: (leave blank)
History: The Draklor tribes have only recently uniting underneath the banner of the 'teacher', but a few major tribes, and the 'Youngers' and 'Elders' to the East represent threats to the unification of the tribes.
 
We're setting the first deadline (for both threads) at a week from today. For the first few weeks at least, we're aiming to stay on a fast schedule, so a Sunday/Monday update is the goal.
But that doesn't answer my question! Do we need to send orders, or is it an Update 0-type thing?
 
Ehe. Technically you never need to send orders, if your stories are detailed and clear enough. ;) Still, follow the standard procedure described in the Orders vs. Stories section of the rules.

Contempt and JD, you're confirmed...as well as everyone that wrote a story in the preview thread. They just need to fill out templates.
 
*bangs head* No! You don't get it!

Can I write new stories now? Or do I need to wait for the update first?
 
:salute: Roger that!
 
Otho II[1]

…When two are needed, let there be one, weak and indecisive…—Curse of the Younger Brother

It was the greatest party yet thrown by the king. All of the important men were there, eagerly drinking away the insidious whispers of the future. In Otho’s presence, no talk of change was permitted. Unmindful in his boyhood days of the great struggles his father faced in ruling, Otho had mythologized his past, as all those who live in harder times than their parents do.

His resolve strengthened by wine, Otho refused to hear the cries of the outlying villages, remained blind to the fires set by the Younger raids, safe in his palace in the heart of Pride.

The royal scribe, had he still lived, would have noted the increased frequency of raids. It seemed every week came another raid, another fire, another angry, grieving group of people homeless among the streets of pride. But the scribe had long since been executed, having dared to denounce the lavish spending on festivities that could have gone towards defense.

Otho, then, was blind and deaf, ignorant of the cries of those on whose backs he was supported, ignorant of the sidelong glances and low whispers of the crowds that watched his litter make the nightly trip from the royal palace to the reception hall on the hill.

But where rulers are blind, others are not. There are always those who believe themselves visionary, when in fact they see what the average citizen has know for a lifetime, the truth that stares grimly at the fast-crumbling delusions of immortality, of eternity.

So while it came as a surprise to Otho when the mob burst into the party, slaughtering the guests present, and when the guards Otho called refused to fight, and when the dagger was driven into his heart, it did not surprise Didius[1], nephew of Otho. After all, it was he who had rallied the mob, it was he who had bribed the guards, it was he who had removed the dagger from his uncle’s heart and let the limp body slide to the ground. And it was he who took the throne, promising to listen to the people, who after all had given him the throne.

In the jubilant revelry following the coronation, few could glimpse the grim destiny of their nation.

...when the commons inflamed by anger take vengeance on this government for its unjust rule, democracy comes into being; and in due course the licence and lawlessness of this form of government produces mob-rule...-Polybius, Histories Book 6

[1]Both named after Roman emperors. 10 jalapeno_points to anyone who can name both of them and determine why I chose them.

OOC: Not a particularly happy story. :p But it was fun to write.

I don't plan to send any orders; have fun with the course of events in my nation.
 
Singidu
Leaders: Chief Tensetterhas / foolish icarus:
Government: Tribal (see spoiler below for more details)
Religion: Informal spirit worship and mysticism (see introductory description in link for more details)
Technology: Early Bronze Age
Culture: Given to honesty, generosity, and vigor. Unfortunately (?), also has tendencies towards skepticism in philosophy and intellectual abstractions and a general lack of respect for would-be society-wide leaders. They are very much a hands on people, focusing their energies on the present and what the senses can report. (See introductory description for more details)
Economy: (leave blank)
Military: (leave blank)
Infrastructure: (leave blank)
History: Long ago migrated to the river they call Dimini. Contact with the violent horse-riding Hunters of Men forced the Singidu into alliance and nascent urbanism. Contact with the ambitious conquering Mainyu and the ensuing pestilence and disease forced most of the Singidu back into their long dormant migratory ways.

First Singidu Description Including notes on history, culture, and society.

Map of place names
Spoiler :


Government Structure Overview

Spoiler :
Before and during the war with the Mainyu the Singidu began to develop a relatively organized division of government duties. With the conclusion of the war and the following plague, famine, and the beginning of the Uprooting and migration, government structure has largely deteriorated to informal tribalism once again. Nonetheless, many of the titles and dignities and some of the responsibilities remain in the present society.

Chief. Effectively the highest position of civil power, taking part in many parts of state management.

Honorable Hand of ____ (The treasury; the grounds; the foreign letters et al). An assistant to the Chief.

Master of Brick and Bridge. Akin to a city governor, deals with urban affairs.

Master of Mask and Paint. Religious leader who helps guide the priesthood and laity.

Master of Spear and Bow. General of land military forces.

Master of Oar and Prow. Admiral of water military forces.

Master of Nets and Hooks. Deals with non-military ocean and river matters such as fishing and sea trade.

Master of Plow and Cart. Oversees sedentary agriculture and countryside taxation.

Master of Gates and Wheels. Manages countryside roads, infrastructure, and overland trade.

Master of Picks and Saws. Attends to mining, quarrying, and foresting.

Master of Snares and Brands. Takes care of matters concerning hunting and herding.

Honorable Ear and Voice. Troubleshooters and representatives of the masses.

Honorable Judge. Judge in civil disputes.
 
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