KenNESII: Of Gods of Men

Kentharu

Zebra Commander
Joined
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Messages
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Place with things
Orders are due Wednesday 9th of September 2009

KenNESII: Of Gods and Men

creation.jpg

Welcome to my second NES, hopefully it will fair better than my first one.

The stats were based off a combination of Iggy's LINESII model, and Thlayli's TNESII model so I'd like to thank both of them. Also Iggy helps a lot with creating the map so thanks some more.

A brief explanation of my concept, I wanted to introduce the aspect of gods, as I think it would make for a very interesting game play mechanic. It is a fresh start cradle NES, so think of unique nations and cultures please.



Government:
This is rather self-explanatory, however I would like to add that the type of government will influence how your nation performs under certain conditions. For example a high centralized form of government like that of a King/Emperor, would be able to respond more quickly to an attack than say a Senate/Council type government. However a Senate/Council might be better equipped to handle dissent and such things.
Changing forms of government will effect your Confidence/Stability, however sometimes it might effect it for the better, and sometimes it may effect it for the worse.

Confidence/Stability:
This is a measurement of everything from the confidence your people have in your form of government to the amount of corruption that is eating away at your government. All forms of government have a small amount of dissent and a small amount of corruption by default.
This is measured on a scale of 1-10.

Economy:
I will be using the 3 city system that Iggy currently uses in his NES with a few minor changes.
All of these fall under the broad term of Economic Center

Trade Center:
As the name suggests this is a place where a lot of trade happens and hence it gives you a boost of 1 EC. It is possible to improve a trade center since some cities, though they may also be trade centers, may garner less trade than other trade centers. When a trade center initially forms it will just be +1, if it improves it will be +2 and so on.

Religious Center: As the name suggests this is a center of religion. Normally these occur when a religious monument or particularly strong religious presence is located with in the city. This religious presence will attract people who will consequentially trade and such with each other and hence give a +1 to EP. However, unlike a Trade center, losing this may give you a hit to your confidence as well as your Economy. Also if you gain another person’s Religious Center, then you sometimes may not receive the bonus from it depending on how you react to that religion.

Cultural Center: As the name suggests this is a place where your particular culture is very strong. This is very much like a trade center however with the added bonus of particular cultural wonders. These do not necessarily have to be wonders personally created by you, but may be things that have become very well known over time. This differs from a Religious Center in that it is not specifically tied to your religion or any religion really but to a nations culture. Unlike a Religious Centers you will never receive a bonus from other nation’s Cultural Centers if you capture them unless it is a very rare case.

All of these can increase in economic significance, i.e. receive +2,+3 and so on.
All these individual cities will be listed in the “important cities” along with their +’s so if a Center forms in your nation please give it a name, if not I will simply name it City 1 and so on.

There is also an agricultural portion to your economy represented by large agricultural zones. If you are a huge nation, like China, you will have more than say, the Netherlands. Losing the EP garnered from these zones requires that more than 50% of the zone be occupied by someone other than you, including rebels. These zones can vary in size depending on density of agricultural development. I.e. much of Russia would be considered a rather large agricultural zone while parts of Ancient Egypt would have rather small agricultural zones due to the high density of agricultural development.

Economy Power
This is your total Economic wealth, with all centers added up as well as other bonuses. I decided to add this because even though cities are focal points of economic growth, sometimes broad economic growth over a whole nation can occur. Such things as an increase in over all trade would bump this up.


Military:
This is where you kill stuff. Be aware that logistics and such play an important role in determining your success or failure in a conflict. If you are far into enemy territory then you should probably make sure your supply lines and such are kept in order (1 EP normally works) but if you are defending then you will have less trouble defending your supply lines, since they are right by you. All of this is dependent on the size and nature of your nation in relation to the nature of the conflict. Over all logistics also impact this, i.e. the allocation of supplies to the right place and making sure they get to that place at the right time.
I would advise leaving tactical maneuvers to your generals and would recommend thoroughly thinking through strategical decisions as well as macro-strategical decisions.

Army:

1000 Spearmen - 1 Ep
1000 Archers- 1 Ep


Navy:

10 ships costs 1 EP (Available at the Copper Age)

On Quality:

This will be represented as a number on a scale of 1-10 next to each “unit” i.e. you have 3000 Spearmen (5) and 1000 Spearmen (2). The number represents everything from the quality of your unit’s weapons to how well they are trained. Sometimes broad military reforms can increase the quality of all units across the board. It costs 1 Ep to raise 1000 of a unit, up 1 level. Units can also receive experience from combat and in most cases will. Technological advances can effect the quality of your units. This applies to ships as well.

On Unique Units:
I will be allowing you to design your own unique unit. These do not necessarily have to be an “elite” unit, it could be a very large unit that is trained as well as a regular sized unit, there by being available to purchase at something like:

2000 awesome dudes- 1 Ep

Or they can be a hyper-elite branch of the military that you can only get 10 or 20 per Ep. They can be both army or navy (and latter on air force perhaps). I encourage you to create a unique concept for these and perhaps even have a back story for them. All of this will help me better understand the intent behind your UU and there by represent it better in updates.


On Conscription/Mobilization:

As always this is an option however it has its obvious down sides. You might take a hit to confidence (or sometimes it may even go up depending), you may lose the EP from an agricultural zone for 1 turn or more. Conscription and Mobilization are different however.
Conscription is simply getting a large number of people and very quickly and cheaply training them as soldiers, giving you a lot of soldiers for a very cheap price. This amount varies as nation size’s vary (larger nations can conscript more). This normally impacts agricultural zones the most as well as confidence.

Mobilization is the act of setting a majority of your nations economy towards the purpose of war such as the production of implements of war as well as diverting food and other supplies from their previous destination and focusing them on war efforts. This forces you to spend 1/3 of your economy (rounded up) on war related things (logistics, buying more units) but it also gives you an EP bonus that can only be spent on war related things. Over time however your economy will take a hit. Your agricultural zones may be impacted and your confidence may also take a hit, although in some cases mobilization may increase confidence.

Initially I will determine how many spearmen you have and if you even have a navy or not. This will depend on what kind of nation you are. After the first turn you can obviously modify this by spending Ep and “buying” more spearmem. Be warned though, if your army becomes to big in relation to your nation then you may see EP deductions for upkeep.

Education:
Having an intelligent population can give you many advantages. You will be more likely to discover new technology sooner or even improve the efficiency of your military. Education also impacts how well your government works. Education levels 1-3 cost you 1 economy point per turn. Education levels 4-6 cost you 2 economy points per turn. Education levels 7-9 cost 3 economy points per turn. Education level 10 costs 4 economy points per turn. It costs 1 EP to raise education 1 level, plus maintenance.

Technology:

Increases in technology come through either time or a concentrated effort of honing existing methods as well as developing new methods of doing things.

Stone Age

The dawn of civilization. Many armies are mere rabbles of warriors, but the spear is rising as a powerful weapon. Also, hunting bows are beginning to be used for military purposes. No navy for military purposes.

Copper Age

Spearmen dominate the battlefields of the world, but the war-axe is beginning to erode to spear's might. The strengthening bow, as well, is becoming a stronger and stronger counter to the more lightly-armoured axemen. In some regions, cavalry makes its first appearance. Basic ships are now availible as well.

Bronze Age
All weapons are gaining in strength, but the golden age of the spear is waning. Axes remain very powerful, but they themselves are under threat from the first swords. Early siege weapons are developing.

Iron Age
The sword is the new supreme weapon on the battlefield. The spear and arrow remain as they always have been, but the axe is gradually disappearing. For the first time, melee cavalry is developed.

Imperial Age

New technologies both domestic and military define this age. Great works of architecture are completed, as are designs of new military weapons. Siege weapons are growing ever stronger. This age will likely define the path of military technological development in the future.

Culture:

This will be a description of your culture (the minorities and majorites) and such, done by me. On a scale of 1-10

Religion:

Religion will play a significantly larger role in this NES than most but not the extent that some may think. Through your religion and worship you, a sense, manifest your god as a conscious being (albeit on a different plain from you). These gods gain a certain degree of power and influence among your people and they are essentially characters, with personalities just as complex as you or I. These gods can perform certain miracles (to be determined by me) for you. That being said, these miracles will not be OMG DIE FIREBALLZZZ -_-. They will be minor things such as getting a better harvest, or the god appearing in physical form and there by inspiring confidence in your people. Be warned though, your religion, and thus your god/gods once created are SEPARATE characters from you. If your government acts outside of the religion, and your religion plays an important role in your nation, then your god might become displeased. He/she might perform, not-so-good miracles, they might even seek to turn your people against you. Having a strong religion means that whatever god that religion is related to will become stronger (via having more worshiper) but it also affords you minor miracles, but also means that if you go against the god/gods then there may be consequences.

I would also like to note that sometimes even your religious leaders can act outside the bounds of your god's will. Your people (even those that are part of the religious structure) are separate from each other.
Gods will not be fighting against each other, they may however appear in battle and maybe boost the spirits of your warriors.

Again, I will determine what these miracles are, so do not ask me for specific one or anything like that.
Measured on a scale of 1-10 in terms of strength.

Wonders/Projects:

Pretty obvious, whatever fancy things you can think of. Describe what kind of bonuses you want this to have (+cultural center or +religion) and I will tell you how long it will take. You MUST invest EP for the project to continue. Investment increments are as follows.
1EP - 1
3 EP - 2
5 EP - 3
8 EP - 4

Examples:
My project, after the initial investment is at 1, so
Project/Wonder: ZOMGERD STUFF (1/10)
The next turn I invest 3 EP into it, so...
Project/Wonder: ZOMGERD STUFF(3/10)

Specialization:

One of the hallmarks of civilized society is that it affords specialized labor. Certain nations sometimes focus more on certain types of specialized labor to get certain types of effects.. This stat represents your nations focus on a certain aspect of the “specialized labor force”. This does not mean your nation is completely bent on this as it would mean the deteriation of other specialized labor, but it just means a “liking” of that category. For this NES specialized laborers are all people who earn there living through means other than food production. Here are the categories and their bonuses.

Military:
All things to do with waging war, including navy. This might cause an increase in quality (through better weapons or better training) and better logistical support in addition to better understanding of tactics and strategy by your generals.

Bureaucratic:
All things concerning the workings of your government, from more efficient tax collection to better laws and such. When specialized in this your Confidence/Stability might go up and your government will normally run smoother.

Religion:
All things to do with religion. A focus on religious specialization will normally mean an increase of religious power and influence in your nation and sometimes means that it spreads faster to others.

Agriculture:
All things to do with agriculture. Even though I stated previously that specialized laborers are all people who earn their living by means other than food production there must still be people outside of those who farm and plow fields to proved the equipment that farmers require. A blacksmith must make the sycthe to cut the crop and someone must sell the farmer a horse to plow his field. A focus on agriculture will normally see perhaps more agricultural zones spring up as well as an increase in population.

Balanced:
Quite simply this is a balanced focus on all of the for mentioned specializations and offers a little bit of everything.

Stories and such:
I am a big supporter of stories, mainly because I love to read and I love to write even more. That being said I will be awarding "story" bonuses in the update. I know some people are against this and I understand your reasons however let me state my definition of a story as it pertains to this NES.
"Stories" are seen as anything that increases the immersion of a player into the NES as well as increases the depth, complexity, and reality of the world currently in play. Specifically I will consider Diplomacy, Orders, Traditional Stories, and Poems as "Stories".

On Diplomacy:

If you want to receive a "story bonus" for this, then it should be well organized and thoroughly in character. The better the language the more I will recognize it and the happier I will be. Do not expect to get bonuses for simple diplomacy like:
From mootown
To catville

you stink lolololol

On Orders:

Organized orders that shows forethought and planning as well as effort. This does not mean simply long orders, although if you want this then your orders should be longer than a two lines of
"kill people"
"mk?"
My expectations will change from person to person as I know roughly how experienced certain NESers are over others. There fore I will expect more from them if they wish to receive this bonus. Most of the time this bonus will just mean your orders are carried out with a little more effectiveness.

On Stories:
Something that is longer than a page and isn't ********.

On Poems:

Well developed and good poems. I will be the judge of good poems just like I will be the judge of good stories.

Orders:

Please try to get these in by the deadline, however if you happen to be a little late I will accept them so long as I'm not at your part of the update. Please include your stats in all orders, whether it be first or last or in the middle.

Orders should be in a format that resembles the following:


Stats:
Spending:
Whatever else: (military orders, domestic policies).

Please title your orders: KenNESII (insert nation name) Orders Turn (insert turn #)


Nation Template


Nation/Capital: The name of your Nation and starting Capital here (You)
Leader/Player: The leader (it can be a group, just name the group) and your name here (You)
Important Cities: (me)
Size: (me)
Government: Your form government here (default tribe council) (You)
Confidence/Stability: (me)
Economy: Starts out as 2/0 (me)
Taxation: On a scale of 1-10 (default of 1) (You)
Army: (Me)
NavyMe)
Education: (me)
Technology: Stone Age (me)
Culture: measure of how strong your culture is, as well as a small description of it. (Me)
Religion: Animism as a default. (You)
Wonders/Projects:
Specialization: (You) see rules for explanation.
Description: (You)
Please describe your people in as much detail as you can. Everything from skin color to sedentary status.


Starting Map

freshstartfogcropped.png
 
Nation Stats

Nation/Capital: Inda Kingdom / Indisea
Leader/Player: King Nalare III / Adrogans
Important Cities: Indisea (+0), Dak (+1)
Size: 3
Government: Hereditary Monoarchy
Confidence/Stability: 8
Agricultural Zones/Economic Centers: 2/1
Economic Power: 3
Army: 1,500 Spearmen (1) 1,000 Archers (1)
Navy: 25 ships (2) 20 Anir Rages (4)
Education: None
Technology: Copper Age
Culture: Inda, Dak, minor tribes (3)
Religion: Dualism (Vesatis and Anir) (5)
Wonders/Projects: Grand Bazaar (+1EC) (1/1)
Specialization: Military
Description: The Inda, once just a minor tribe on an island, has grown to be the greatest current maritime power. They are heralded as lords of the sea and have currently monopolized naval trade between themselves and Attica


Nation/Capital: Thersaria/ Tarlkin
Leader/Player: Council of Thersaria/ Darksaber1
Important Cities:
Size:2
Government: Representative Council
Confidence/Stability: 7
Agricultural Zones/Economic Centers: 3/0
Economic Power: 3
Army: 3,000 Spearmen (1) 3,000 Spirit Bound (3) 2,000 Archers (1)
Navy: None
Education: None
Technology: Copper Age
Culture: Thersarian, Ragara minority (3)
Religion: Spirit Worship (6)
Wonders/Projects: Spring Palace (+2 Religion) (2/2)
Specialization: Religion
Description: Thersaria, contrary to many other nations, are a quiet people. They have one of the most modest religions in the known world. They have slowly and quietly expanded their borders over the years and have yet to resort to violence.


Nation/Capital: Attica/ Atticium
Leader/Player: King Cynd/ Ekolite
Important Cities: Atticium (+1)
Size:1
Government: Hereditary Monarchy
Confidence/Stability: 9
Agricultural Zones/Economic Centers: 2/1
Economic Power: 3
Army: 3,000 Spearmen (2) 1,000 Archers (1)
Navy: None
Education: None
Technology: Copper Age
Culture: Attician, minority Yahkma(3)
Religion: Attician Pantheon (3)
Wonders/Projects:
Specialization:
Description: Attica is perhaps the civilization to date. They first began as a small city state, ruled the legendary Arnu Hetep and have now begun to expand, fearing that the more violent Yahkma may engulf them.


Nation/Capital: Yahkma/ Yahkma
Leader/Player: Rudgar the Unknown/ Icekommander
Important Cities: Yahkma (+1)
Size: 3
Government: Imperial Dynasty
Confidence/Stability: 4
Agricultural Zones/Economic Centers: 2/1
Economic Power: 4
Army: 1,500 Spearmen (3) 1,500 Archers (1)
Navy: 20 Ships (3)
Education: None
Technology: Copper Age
Culture: Yahkma, minor tribes, Large slave minority (5)
Religion: Polythestic (1), Attican Pantheon (1)
Wonders/Projects:
Specialization: Military
Description: Perhaps one of the most violent people, after the founding of Yahkma city by the first Emperor, Rudgar the Unknown, they began expanding rapidly. The Yahkma are a people with very entrenched class divisions and have become particularly fond and adept and capturing slaves. Consequentially a major part of their economy has been the slave trade, which has allowed the Yahkma to have the most powerful economy in the known world. However this has caused a slave class to grow far beyond its expected proportions and many Yahkma nobles and merchants fear that a slave uprising is soon to come.


Nation/Capital: Aralthon/ Thonite
Leader/Player: King Ashbar IV/ Abaddon
Important Cities: Thonite (+1)
Size: 2
Government: Theocratic Monarchy
Confidence/Stability: 7
Agricultural Zones/Economic Centers: 2/1
Economic Power: 2
Army: 500 Spearmen (2)
Navy: None
Education: None
Technology: Copper Age
Culture: Aralthon, minor tribes, scattered Arcadians. (5)
Religion: Children of Isiss (3)
Wonders/Projects: Temple of Isiss (+1 Religious Center) (1/1)
Specialization: Balanced
Description: At the outset of Aralthon’s history they were a rather militaristic nation. Seran Ashbar, the famed first King of Aralthon united the Aralthon people not through diplomacy, but through force of arms. Currently Aralthon is engaged in a war with their northern neighbors, the Arcadians, and have made out like bandits, literally, while dealing a crushing blow to the Arcadian army. Ashbar III has been hailed by many as the greatest commander of the time before his assassination, after he destroyed nearly half of Arcadia’s land while alluding the massive Arcadian army, causing it much frustration. It now remains to be seen if Ashbar IV can live up to the high standards his father set for him.

Nation/Capital: Sevoria/Secor
Leader/Player: Dynasty of Hongath
Important Cities:
Size:1
Government: Monarchy with a strong council
Confidence/Stability: 9
Agricultural Zones/Economic Centers: 2/1
Economic Power: 2
Army: 2,000 Spearmen (1) 750 Dranan Dragoons
Navy:
Education:
Technology: Stone Age
Culture: Sevoria (5)
Religion: Gragoth (3)
Wonders/Projects: Stables of Sevoria (+1EC Secor, +1Culture, +1 Stability)(3/3)
Specialization: Agricultural
Description: The Sevoria are a new people, formed in a union of three tribes under the rule of Dranan. Their worship of the Water god is perhaps the most practical religion for their situation, being located in between desert and savana areas.

Krchen/Koku
King Abalin/Ninja Dude
Important Cities:
Size: 1
Government: Despotic Monarchy
Confidence/Stability: 6
Agricultural Zones/Economic Centers: 2/0
Economic Power: 2
Army: 2,000 Spearmen (1) 1,000 Archers (1)
Navy:
Education:
Technology: Copper Age
Culture: Krchen (5)
Religion: Nuunshutism (3)
Wonders/Projects:
Specialization: Agriculture
Description: A mountain people whom have slowly begun to move westward, civilizing and assimilating with local cultures, the Krchen have finally halted their migration and have created their own civilized realm. They look south with wonder towards the sea, an object of their admiration, as well as their worship.

Nation/Capital: Coltovai / Caveos
Leader/Player: Priest-King Arik I / Bil
Important Cities:
Size:2
Government: Theocratic Monarchy
Confidence/Stability: 7
Agricultural Zones/Economic Centers: 2/0
Economic Power: 2
Army: 3,000 (1)
Navy:
Education:
Technology: Stone Age
Culture: Coltovian (3)
Religion: Malikism (5)
Wonders/Projects: Great Temple of Malik (+1 Religion, +1 Religious Center) (1/2)
Specialization: Religion
Description: The Coltovese are a dark-skinned, dark-haired, dark-eyed people that have lived in the hot, dry regions of the northern Known World since before they kept even oral records. They are tall and typically thin, for the climate of their home offers slim choice in diet, and many of the people are involved in difficult labor of some kind, putting them in generally fair physical condition.
 
Various Maps

Climate map
freshstartclimate.png

Key:
Orange= Desert like conditions, Arid
Yellow= Semi-Arid zones (South Spain, Kenya, Mediterranean )
Green= Temperate zone (England, Central Europe, Northern U.S.A.)
 
Unique Units

Arcadia
Emperor's Hand:- These are elite soldiers who serve both as generals and as the Emperor's personal guard.
1EP-100

Inda

Anir Rages:- These ships that are adept at boarding tactics, and are known to overwhelm the crew of any ship that is unlucky enough to fall victim to them.
1EP=10

Thersaria
Spirit Bound:- Attuned to the spirits, the Spirit Bound are able to sense blows coming that they would not have other wise been able to see. Though they are no better trained in combat than other warriors their spiritual attunement makes them a force to be reconed with.

Aralthon
Ashbar's Angels:- These horse back riding women are a terror to behold by many who were unlucky enough to face them in battle. They are adept at quick strikes, frequently raiding villages and are particularly good at raiding supply lines.

Sevoria
Dranan Dragoons:- Though mounted on horseback the Dranan Dragoons simply use the horses as a quick means of transporting them to the front lines are
 
Reserved

you may now post.

Please post a map with a marker on the spot you wish to claim, thank you.
 
Can I sign up for this?
If so, I'll post my Nation Data in in few minutes.

PS: Possibly stupid question, could you elaberate on the Nation Template a bit? This is only my second Nes.
 
How about:
Important Cities:
Size: duh?
Government: Your government (default tribe council)
Confidence/Stability:
Economy: Represented through two numbers, agriculture zones and Economic Centers
Taxation: On a scale of 1-10 (default of 1) (You)
Education: None
Technology: Stone Age
Culture: measure of how strong your culture is, as well as a small description of it. (Me)
Religion: Animism as a default.
Wonders/Projects:
Specialization: (You) see rules for explanation.
Description:

Thanks.
 
Sigining up.
 
Okay what is the climate of the large Island to the south and the curved what looks to be another continent sticking out there?

This will effect my decision on starting placement.

EDIT: Or if you get on aim I can tell you my premise and you can advise where to start. Thanks.
 
@Darksaber1
Ah I see what you mean, so perhaps it wasn't so obvious after all :p

Nation/Capital: The name of your Nation and starting Capital here (You)
Leader/Player: The leader (it can be a group, just name the group) and your name here (You)
Important Cities: (me)
Size: (me)
Government: Your form government here (default tribe council) (You)
Confidence/Stability: (me)
Economy: Starts out as 2/0 (me)
Taxation: On a scale of 1-10 (default of 1) (You)
Army: (Me)
NavyMe)
Education: (me)
Technology: Stone Age (me)
Culture: measure of how strong your culture is, as well as a small description of it. (Me)
Religion: Animism as a default. (You)
Wonders/Projects:
Specialization: (You) see rules for explanation.
Description: (You)
Please describe your people in as much detail as you can. Everything from skin color to sedentary status.

Where it says (me) I will be filling that in, where it says (You) you will be filling that in.

I've modified the nation template a bit, hope that clarifies it.

@Adrogans
The large island to the south (slightly obscured by "fog") resembles England climate wise, fog is present however unlike Enlgand there is a small volcano at the tip of the island which is currently dormant (and shows no real signs of being active)

The curved piece of land sticking out of the fog is dryer than the island, think Mediterranean climate.
 
Hmm Thanks.

For Specialization could you add Naval? Cause I'd like that.

EDIT: Damn either of those climes works well. Gotta think.
 
Nation/Capital: Arcadia/Taltin
Leader/Player: Emperor Lueri (Seon)
Important Cities: (me)
Size: (me)
Government: Empire, however there is also a Senate (You)
Confidence/Stability: (me)
Economy: Starts out as 2/0 (me)
Taxation: 2
Army: (Me)
NavyMe)
Education: (me)
Technology: Stone Age (me)
Culture: measure of how strong your culture is, as well as a small description of it. (Me)
Religion: The people of Arcadia serves the unnamed Goddess of Light and Darkness. She is described as caring to her followers and even to those who are not. She is also described as being fierce against her enemies. She is also said to being surrounded by glowing halos of light while casting an extremely large shadow, and having black wings.The religion itself values loyalty truth and courageous deeds.
Wonders/Projects:
Specialization: Bureaucracy: As the religion rewards those who are truthful, the government of Arcadia suffers less from corruption.
Description: Physical: The people of Arcadia have mainly pale skin, green or blue eyes, and usually brown or gold hair. Silvery hair is espescially considered beautiful as it holds religious significance to light.
Social: Arcadians have rather aloof nature compared to other people of this land. However, they are a kind of a perfectionist by nature, and is said to be extremely passionate about what they believe in. They are usually loyal and kind due to their religion. They are honest and honorable, which makes them good diplomats and soldiers, but have willingness to trust others too often and are overly fond of shiny objects, although not everyone loves jeweleries

In Arcadia, Man and woman are equal. Their social structure is based on the people's accomplishments. Everyone tries to be the best in what they do, or be famous for being the jack of all trade. There are nobles in this kingdom, but even the lowest commoner can be officially knighted and turned into a noble if their accomplishments are impressive, espesically their skills with weapons. As such, Arcadian soldiers, and even many commoners are skilled fighters on foot. They have an elite army called Emperor's Hand which consists of soldiers highly loyal toward their emperor, and is highly skilled in combat, even against Arcadian standards. Blacksmiths are also highly respected in this nation, as they make the weapons. The Arcadians possess a love of art, and will go further than many other to obtain it.
freshstartfogcropped2.th.png


Edit: Okay that image upload did not work -_-. You can still see it through the link though
 
How do you upload pictures here by the way? XD
 
Nation/Capital: Inda Kingdom / Indisea
Leader/Player: The Nalare family. The current monarch is Rilen Nalare/Adrogans
Important Cities: (me)
Size: (me)
Government: Hereditary Monarchy (gender and birth order are unimportant as the heir is named by the current monarch)
Confidence/Stability: (me)
Economy: Starts out as 2/0 (me)
Taxation: 3
Army: (Me)
Navy: (Me)
Education: (me)
Technology: Stone Age (me)
Culture: (Me)
Religion: Basic Premise: Vesatis the goddess of the Sky/Winds/Night and Anir the god of the Sea/Water/Day. The people view the two as a pairing based on noticing how water evaporates into the air and then the rain falls back to the land and seas. The two largest festivals are held on the summer solstice (honoring Anir) and winter solstice (honoring Vesatis). The people know that other gods and goddesses may exist, but pay them no heed as these two are their patrons. (A more detailed write up to come as a story later).
Wonders/Projects:
Specialization: Military
Description:
Physical: The Inda people are a light tan to dark tan skin tone, tend to brown hair, though red is not uncommon, eyes tend towards brown and gray.
Social: The Inda people are an odd dichotomy. Like their deities they tend to be very passionate yet disciplined, inquisitive and yet focused. They do not tend to the middle very often. Their tempers, while not quick to go off, burn white hot until satisfied. When they have a question they seek an answer too they will focus on it until resolved, if resolution is possible. This tends to make them good merchants and soldiers, but not always the best of diplomats. They tend to wear their hearts on their sleeves and yet remain in control until they hit the breaking point, which can take much doing.

Starting Map:
Spoiler :
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Nation/Capital: Thersaria/ (Tarlkin)
Leader/Player: Council of Thersaria (Darksaber1
Government: Representative Council
Taxation: 2
Religion: Faith is a version of spirit worship. Every where and everything has a spirit, shaped by the events and nature of thing/area. E.g. The spirit of a graveyard would be quite and mournful, while the spirit of a Military regiment would be courageous and honourable. The spirits are worshiped as an entity in temples.

Specialization: Religion. The al pervading spirits mean that religion is one of the most important things in the life of a Thersarian
Description: Thersarians are mainly pale of skin, with dark brown hair and blue/grey eyes. More details later.

Is any area fairly cool, with mild summers and winters, lots of snow and a fair amount of rain? (eg, real Canada, not Steriotypre Canada.)
 
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