LuckNES VII: Arrival of the Greats

Luckymoose

The World is Mine
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Arrival of the Greats

LuckNES VII Rules: For the first part.


Setting:

This world is unique to itself, while the climate, plants and animals are all similar to Earth, some are different. The world is vast, though the human population and area of control is small. As time goes by the technology will change, the populations will soar and wars will be fought, nothing unusual. In the sky is a bright star, much like our own, the night sky has a large moon and a large cloudy substance of which the moon seems to follow. The beginning of this NES is the beginning of civilization and we will go until there is an end of civilization.


On my last NES:

It was my baby, I am sad that it never got off the ground due to mother nature. I blame liberals for inventing global warming. This one will probably stay simple and be a more relaxed, newbie friendly NES, order length will not give you bonuses, good ideas and stories will.


Stats:

For the first part of this NES stats will be at a minimum. The point is to build a world with a realistic number of nations and peoples, or as close as we can get. At a later point after the first phase I will make small stats giving you the information required and nothing more. Stats will probably not cover things like dissent or infrastructure, for that you must ask me or read the updates. They will cover military, economy and other major factors.


Orders:

Orders will require your stats at the top and the proper amount of spending and whatever else you wish to throw in. I suggest you keep them short, as the length does not help you anymore than the extra reading helps me update faster.


Updates:

They will vary in size, but cover the issues. They will have political and economic maps and when appropriate other maps may apply.

Stories:

Highly important to this NES. Stories define a nation and a people, they are fun to write and you should want to write them if you plan on playing this NES. Stories that show effort will be rewarded, I will give less or maybe nothing if a story is obviously written only for the bonus. Bonuses will be determined by me and may not help the area you want.


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Fill these stats out and post a map showing your starting location. The first update will require no orders and will be a booster, showing the first outcrops of civilization and the early direction your cultures are taking.


Culture Name: [Name of your Culture]
Religion: [The major beliefs of your Culture]
Ideology: [What are they like? War, peace, trading, enslaving, etc]
Economic Base: [What is their main source of income?]
Nation Names: [Names of nations that could come of your culture]
City Names: [Names for cities]
Place Names: [Names for locations, rivers, landmarks around your culture]
 
Maps for now.

Spoiler :
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mucen2climatecradlegt9.png


mucen2civeconst1.png
 
I swear I will hunt you down and rape your future mother-in-law as well as her daughter if this one folds for some lame reason far too early into its birth.

I claim the top middle river fork


Culture Name: Sheol
Religion: Animalistic Polytheism, with a bit of "Our-leader-is-god-on-earth" mixed in depending on the ruler at the time
Ideology: Defencive, cautiously trading
Economic Base: The fish in the sea, the gems in the mountains, and the crops on the banks of the river between.
Nation Names: Sheol, Shayol, Sharnol, Heol, Heoal
City Names: Lof Yfel, Singodia, Yfel, Hi Yfel, Abyis
Place Names: The LaVey River runs through the Yfel Valley, starting at the Verdun Mountains and ending in the Endless Lake.


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Nation Name: Sheol
Ruler/Player: Szandor LaVey the Great // Abaddon
Capital: Lof Yfel
Government: Council of Elders
Nation Background: Sheol is a coastal country, increasingly reliant on the bountiful harvest the sea provides. The people of Lof Yfel used to be fishermen and farmers living in small family groups and communities. Growing outside pressures from barbarians and slavers caused them to call out for a leader who could lead them in successful resistance. Such a suitable leader was Szandor LaVey. A grand figure, gifted in the way of the word as much as the sword. He united the people, and together they drove the barbarians far away from their lands. With lands secured the "nation" expanded up the river, with its numbers rapidly swelling. Now, as the community grows, with many families migrating to the relative safety of Sheol's capital Lof Yfel pressures are beginning to mount. The original city is cramped within the walls Szandor LaVey built, and beyond its safety farming families still risk raiders and brigands. Up the river several smaller nations have sprung up, and the trade flowing to Lof Yfel is the source of much wealth. This has caused Sheol to be become less xenophobic and aggressive society to outsiders.

Spoiler Location,location,location :
icemaplb7.png
 
If possible, meaning no one else has claimed it.... I would like to be positioned at the mouth of the far North Western river.
 
I've already reserved a spot.
Culture Name: Hasdrasi
Religion: Believe that every race, culture, and people was created by a god to wield influence in the world, and that they serve their god, Hasdras, against the many who usurp his rightful throne.
Ideology: Believe in fighting for Hasdras, but are willing to ally with others. Are also communist, and almost all believe or pretend to believe (depending on idealism v.s pragmatism) it is at least a travesty that the Hasdrasi are not a united empire.
Economic Base: The women tend to manage and grow the crops, while the men train as soldiers in nearby camps, returning only for short periods (the children stay with the women). Theoretically, everyone is a member of the army.
Nation Names: Hasdrasi, Royal Hasdrasi, True Hasdrasi, Federal Hasdrasi, Unionist Hasdrasi, Chensin, Lasham, Heisder, Onsder, Fangsder, Jid Hasdrasi, Lamaran Hasdrasi, Tezlien Hasdrasi, Honzan Hasdrasi, Fiarn Hasdrasi
City Names: Capital, Hasdrasi City, Kempta, Chensin, Lasham, Heisder, Onsder, True Capital, Substitute Capital, (Insert King's name) Capital.
Place Names: (____ represents the word river, mountain, or whatever) Hasdrasi _____, Kempta ______, Victory _______, Discipline ______, Triumph ______, (Insert King's name) _____.

Origin of the Hasdrasi
At a much earlier point in history, semi-agricultural tribes fought for dominance. Even at this stage they were unusual tribes, due to their institution of hereditary monarchy. Tactics, diplomacy, and strategy were often merged, with the objective being to negotiate quicker then your prospective conquest a permeation of alliances in your favor for a suprise attack.

The Drasi tribe were notable for their agricultural base, and their preoccupation with defence. This was due to two cautious kings, each wary not to be conquered. Their intricate fortification plans accelerated the development of the first city, and their constant training created the Hasdrasi citizen soldier.

The Ha tribe, meanwhile, was notable for it's sucess in the traditional style. Their kings realised that any one tribe who got too apparently powerful would end up with a coalition against it and potential partition. Their metholodogy was diffrent in that they manipulated rivals into this state and grew from partition after partition. They were also much more willing to lose land as long as they compensated for it elsewhere.

Eventually, the Ha would rule the north, and the Drasi the south. But they had quite close ties (royal marriages were usually between powers far apart), the King of Drasi in particular did not want a war, and the King of Ha percieved rightly that his country would lose it. Both not wanting war, they made a deal and arranged for an intermarriage that would lead to inheritance.

But the beneficiary of this, the Great King, as he would later be called, sowed the seeds of the empire's downfall. First, he intended from the start to divide the land amongst his sons. Second, he created walled cities that were designed to be easily defensible, as well as small fortifications throughout the countryside (preventing a future reconquest). Third, he spread the Drasi institutions throughout the land, destroying the advantage they might have had (making more equitability).

To be fair to the Great King, he spread Hasdrasi institutions throughout the empire, all but crushed the former tribal divisions, and agriculturalised the empire. He shaped to a large degree the Hasdrasi religion by supporting one sect against the others, and

But after his death was a divide into five states, and the wildcard of an ambitious and landless daughter. The eldest son claimed to be rightful heir of the Hasdrasi, though he knew better then to try it. The second son was very pragmatic, and forged a false claim to be the true Hasdrasi himself.

Meanwhile, division was getting worse. Noblemen were often making practically independent states, and even declaring real independence as "Nonaligned powers" on the pretext that it was impossible to see who truely had the right to rule (said daughter, after a failed coup, ended up creating one of those states). The third son would divide his lands, having conquered significantly off the fifth. The fifth son would give his lands to the fourth on his deathbed, only for the fourth to face war against his heirs. Noblemen would often pressure monarchs to divide their lands themselves.
 


Culture Name: Oobuto
Religion: The Oobuto believe in three gods. The god of lightening, Fitsia. The god of rain, Potsia. And finally, the god of wind, Tasia. Obviously, weather plays a big part in Oobuto culture. They believe that once they die, Tasia reincarnates them as a different person. They also believe that weather is the playing of the gods up in their heavens.
Ideology: Oobuto are somewhat peaceful and like to trade. It is generally expected that by the age of 10 a person shouldn't act quickly on their emotions and should think things through. This means that decisions may take a long time, but are usually good decisions.
Economic Base: Fishing.
Nation Names: Bootopiipuru, Talinopa, Clafsoto
City Names: Fundo, Saido, Visimly, Cartenmo
Place Names: Blearinto Sea, Tosen Island
 
Dont know how you can misread mine :p but I will post it later.

My stats will be here, in a few minutes.

I am confused, am I creating a nation or culture? Or both? I really do not want the extra hassle of controlling/creating a culture and nation.
 
map added pour vou
 
Abaddon, aren't we just posting where are culture will be, not our nation? What if some of your culture divides from the rest and starts a different nation?
 
Then I assume it will be called one of Sheol, Shayol, Sharnol, Heol or Heoal... but the spark of civilization for that river.. thats all me bebby! ;)

I'm sure Lucky will see fit to work his magic with what I give him.
 


The Hasdrasi Political and Military Structure
The former Hasdrasi Empire had been divided into administrative Provinces, each based not around terrortory size but the area around a city. Each one was divided into Asters (fortifications surronded by villages), which were far more uniform in control but acted under the same principle.

The Hasdrasi were sufficently stubborn to keep to the structure- even when an empire controlled all of one province and half of another, they would continue to see them as seperate provinces. Strategically, they would think in terms of controlling provinces, which directed their minds in military planning.

At a Province level, the ruler usually ruled directly (as a Province was actually larger then a typical city-state). The heirs of the Great King's division of provinces called themselves Kings (as did the heirs of the ambitious daughter, though that title was not recognised by others), and the others called themselves Governors (under the fiction that they were governing temporarily until somebody united the Hasdrasi).

The fiction in a kingdom was that the province Haswein (a cross between a Duke and a Governor in theory- in practice, there was usually only one, who was the King's right hand man, eldest son, and heir. When there were two, the other would be the highest court official. There were never three) ruled his province in the King's name, but in practice the King ruled directly. In a governory, this institution did not exist.

Theoretically, all (even women) were members of the army. In accordance with this, the King was in command, and his Hasweins (though it was rare to have even two) would be his immediate subordinates. Below them were Asters (same word as their word for fort), the nobility who in practice had a very large amount of power when working collectively. But an Aster individually was very weak politically.

An Aster would in practice have hereditary rule despite in most places having the fiction of being a royal appointee. They were usually very well armored, with individually unique designs. Their sons, the Sub-Asters, were as well-armored, and usually in battle ran around the battlefield trying to intervene at the strategic point (or if they had less courage, fighting less-well equipped common soldiers). In peace, the Aster would have real power (as he had the right to choose which son suceeded him).

Below these were the Soldier class, the men of the tribe. They would regularly train in barracks for the cause either of reuniting the Hasdrasi or of defending the rightful Hasdrasi's lands against usurpers (if under a Governor). The best they could hope in the way of social advancement was favor with their Aster, allowing them to perhaps become (in ascending order of desireability) an archer, a messanger, or a bodyguard (the bodyguards were not as well armored as their Aster, but it was prestigeous).
 
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