orangeNES4: Now, With Concentrate

orangelex44

Partisan
Joined
Aug 5, 2008
Messages
1,481
Location
Weyauwega, Wisconsin
Before I say anything, thanks to Abaddon. I totally stole your suggestion for what to name this.



General Overview and Introduction:

Spoiler :

[written in late August; obviously, some things have changed since then but much still applies.]

Yet Another NES…

Some of the old FFHNES crew may have noticed that I’ve been quiet over the summer. While I have been part of a few NESes, either they are relatively low-demand or I’ve been a bit negligent (sorry, LDi…) in my story-writing. Partially, that is due to general summer busy-ness, my terrible home Internet connection, and continued fallout from the sudden dearth of FFHNESes.

But only partially. The rest of the reason is this right here. I decided, in the wake of my first moderator failure, to spend some little time evaluating the whys and wherefores of OrangeNES’s death. Of course, the whole blame lies solely on me, but looking at it I saw that I had doomed myself to fail. I was unprepared, with my system requiring more time than I was willing to put in, and I had been getting bored with the FFH universe.

So what was needed, if I was to try again? A simpler system of play, with a little more fine-tuning on my part. A new world, one that would keep me engaged in both its creation and continuation. A larger initial investment of time and effort, that will hopefully allow for shortcuts to be taken down the road.

And at the end, we have Urthe.

On the game side of things, I’ve moved away slightly from the original FFHNES formula. Territories have been dropped entirely, resources are more for flavor purposes than monetary ones, and generic buildings were left on the chopping block as well. My preliminary population-based economic and military system has been (hopefully) streamlined, with more of the system unseen by the players.

One more thing has been cut from my last NES: the characters. I loved the idea, but being a relatively new moderator with only one failed NES under my belt I simply cannot handle the extra hassle they created. However, this cut allowed me to increase the scale of Urthe, and I’ve added a couple minor complications to the mix, in compensation.

Now, Urthe itself. There are many influences; the obvious ones are Fall From Heaven, Dominions, and our own Earth. Other, more subtle, sources are at play as well. I’ve tried my best to be as original as possible, but at the same time, to remain within shouting range of the realistic. You won’t find any peaceful utopias, nor hellish lairs; as in real life, both good and evil are relative to where you stand. Of course, there are exceptions to everything, and you may see a nation or two that cross the line of the plausible. I’ve revealed some of the history; more of it is kept a secret, and most of it is yet uncreated, open to the players’ imagination (and, perhaps, a bit of moderator retconning…).

I hope you enjoy this NES as much as I enjoyed creating it. My hope is that if – when – this NES dies, either I or someone else will return some day to continue again.

-orange



Yeah, for some reason half this post was erased. Odd.

List of Claimed Nations:

Desert People - moderator ;)
Deseret - Ekolite semi-temporarily NPC'd
Umbar - vruchten
Artipad - Diamondeye
Scythad - Eltain
Gralan - Dance.Down
Aranama - Anonymoose
Tinca - merciary
Bar - Immaculate
Narlan - Seon
Yttra - LDiCesare
Nidia - MasterOfDisasta
Adanada - cindle
Carbain - Kazul9
 
Mechanics:

Spoiler :
As I said above, I’ve done a bit of streamlining here.

Population is still the most important factor to both army creation and income, since it limits both. It has been changed from an exact number to something more relative – you’ll get a value less than 100, instead of more than 100,000.

Income is regulated partly by population, and partly by inherent trade income. Players have some control over both; you can change the tax rate to increase taxes (and annoy your people), and spend money to possibly increase trade. Tax rates have six levels, from 0-5: zero is untaxed, one is average, and anything above one will begin lowering Favor. It’s possible to permanently be at 2 and keep everyone happy, but level 3 is more for wartime only and at 4 or 5 your popularity will swiftly plummet.

Armies will be covered in more detail later, but for now, note that the size of your army will be regulated by population. A large army will also be a drain on income.

A new mechanic I’ve created is the idea of Favor. It’s sort of like stability, but different. Some leaders hold more favor with the populace than others, and a king whose people adore him has a lot more leeway than one who is hated. The main effect here is that a low support gives you less freedom to act. Armies won’t march, projects will stall, and if it gets bad enough, people will leave. I will be trying to avoid too much metagaming, and hopefully, this will be the tool that allows me to do so. Don’t expect to be able to declare war suddenly on an ancestral ally unless you’re very well loved, and even then, expect support from your population to quickly wither in such a situation. Anything above 65% is excellent, while only the truly extraordinary get above 75%. If less than half your people are happy, expect trouble to start, and if less than a third can bear you, extremely bad things occur. Of course, the value released to the player is often just an estimate, so be wary…

To make things a bit easier at the start, I’ve inflated all nation’s favor slightly. Don’t expect that to last.

That’s pretty much it. Population regulates total army size and tax income; money is furnished from trade and an adjustable tax rate; armies drain the economy; your favor gives you freedom of action. For the most part, I think that it’s all pretty intuitive.


Mechanics – Recruitment:

Spoiler :
Recruitment has been greatly streamlined in this NES from my last effort, but I still use the same two ways of getting armies. The first, and “classical”, way is to buy them. There will be a few different unit types in this NES, each with different skills and costs, and occasionally you may be able to hire mercenaries. Units recruited in this manner continue to drain your economy with maintenance costs. “Normal” units are 2 gold/turn, while mercenaries cost 4 gold/turn.

This gets expensive really quickly. Thus, there is another way to get units cheaply, and without the annoyance of maintenance: you can draft them directly from your population. There are, of course, disadvantages to this as well. Only light infantry, skirmishers, light cavalry and some special units can be drafted, and if you draft too often your economy will still crash. Overdrafts will also annoy your people, unless there is a very obvious and pressing reason for them. Note, though, that drafted units are of the same quality of purchased ones.


Types of recruitable units:

Type Cost General Use:
Light Infantry 12 fill gaps, quick response, ambush, arrowcatchers
Skirmishers 12 weak but equal ranged and h-t-h, ambushes, demoralize
Heavy Infantry 25 hold the line, best against heavy cav
Ranged Infantry 20 weaken enemy, ambush, anticavalry (for some)
Skirmish Cavalry 25 annoyance, demoralize, hit-and-run
Light Cavalry 30 hit-and-run, pursue fleeing troops, heavy cav substitute
Ranged Cavalry 40 skirmish cav, but better overall at cost of h-t-h ability
Heavy Cavalry 60 destructive charge, with huge demoralizing effect
Special/Elite 50 multiple uses based on specific type

No nation will be able to recruit every type of unit, and the general quality of each nation’s units can vary slightly.


Mechanics – Armies:

Spoiler :
In an effort to keep things simpler on my part, I’ve changed the way individual units are treated. Every unit must be part of an army, the formation of which costs money. The goal is to be able to keep track of three or four armies per nation, instead of having to worry about three or four dozen units per nation. It should also add a little bit more strategy, since once a unit is included in an army, you CAN’T move it. Yes, that’s not exactly fair or realistic, and no, I don’t care.

That being said, there will be plenty of decisions to make regarding armies. Do you want a fast cavalry army, or a slower, more flexible combination? What about a numerous infantry force? More, smaller armies are strategically better, but larger forces are better tactically. Every new army you create requires at least three units plus 100 coin, making them a minimum cost of 136 coin… so consider carefully.

Armies, not units, will have stats based partially on the nation, and partially on the units within them. These stats are, in no particular order: Power, Speed, Leadership, Luck, Aggressiveness, Morale, and Experience. These all have different effects.

Power: Powerful armies can take more damage, dish more out, and are generally better. The number of units is the most important thing, although armor, weaponry, and unit composition are meaningful as well. Think CivIV’s Strength, and you have the right idea.

Speed: Faster armies move further, quicker. Unit composition is pretty much the sole factor, with light cavalry being the fastest and heavy infantry the slowest. A single slow unit in an army hurts everyone, so be careful. On the other hand, a single fast unit increases it too…

Leadership: This is, for the most part, an inherent stat of your nation. It can be slowly changed, partially from experience but possibly from projects. Better led armies are generally better, in all categories. For extremely well-led armies, more options open up – night attacks, ambushes, and the like.

Luck: Sometimes it’s better to be lucky than good. Luck cannot be changed, and is computed semi-randomly at the army’s formation – by semi-randomly, I mean that very high and very low values are quite rare.

Aggressiveness: This is the only stat that’s not quite intuitive. Aggressive armies kill more things, on both sides. Expect battles between two aggressive armies to cause lots and lots of casualties.

Morale: Contrary to popular opinion, a low morale isn’t necessarily all bad. Sure, you might lose, but when people run away they don’t end up dead. Lower morale keeps losses down at the expense of effectiveness. Nationality, experience, and leadership are the most important values, although unit types can be a factor.

Experience: The longer you live, the better you are. Experience acts as a total-force multiplier in battle, meaning that besides simple power it’s the most important stat. It’s also the toughest to improve.

A couple things to note: not every stat is essential to keep high, and random events can affect pretty much all of these. You may also be able to organize projects that raise these for all your armies.

Specialize! While it may be nice to have an army or two that can do a little of everything, you’ll want armies that are extremely good at one or two things, too. Try a quick, aggressive army for raiding and pillaging, or a high-morale, powerful defensive group. Also consider how unit types mix together; ranged cavalry and ranged infantry are not a good combination, for example.

Ranged units are good morale boosters – it’s always better to kill the enemy from far away – while heavy units both build morale and slightly increase experience.

You will almost certainly want to hire mercenaries at some point, despite their high maintenance. Most nations have areas of weakness in their unit selection, and mercs are the only obvious way to remedy that.


Mechanics – Navies:

Spoiler :
Navies will be treated differently from armies. Urthe is still firmly in the galley era, and so navies are both quite temporary and quite expensive. “Standing” navies do not exist, and neither does the capacity for far-off naval sieges.

Thus, there are only two ways to get any kind of naval power, and a limited number of ways to use it. To recruit, you either need to have a naval tradition (only a handful of nations apply under this) or hire mercenaries. Either way, expect to spend a bare minimum of a hundred coin for a naval force. Once recruited, mercenary navies only stay on board for two turns, but have no upkeep. Homebuilt navies can in theory last forever, but they bear an upkeep cost of 12 coin/turn.

Navies are also of limited use. Perhaps their most important use is to cripple trade income from coastal nations – much of which ends up in your coffers, making a judicious purchase of a navy occasionally profitable. Navies cannot influence land combat, and sea combat is highly destructive to both sides. It’s possible to lose all of your victorious force, much less a losing one.

Oversea troop transportation is through the merchant marine, not war galleys, and is limited and expensive. The transportation cost of a unit is twice its recruitment cost, and only armies of five or less can be transported. Even then, if there are any rumors of enemy galleys in the area, your merchants will not take the risk of losing their livelihood, no matter what you offer them. Ships can also sink through purely random weather, taking your troops down as well. On the other hand, ships can travel much quicker than land units.

In short, naval actions are almost cripplingly expensive, usually risky, and limited in use. They also hold great potential rewards under the right circumstances.


Mechanics – Other:

Spoiler :
So, you’ve got some gold. You’ve bought a bunch of units. You’re sick of conquering. What else can you do with your hard earned cash?

Well, there are a lot of things. You can try to spend it to gain Favor – don’t expect this to work well, though, and the more you try the less it’ll work. You can invest it in new trade routes – but make sure you put enough money in, or you’ll get nothing for your investment. Heck, there’s a good chance you’ll get nothing anyway. You can try to assassinate, sabotage, smuggle, embezzle, or otherwise annoy your opponents – the limits are only in your mind, although again all these things are inherently risky, and expensive.

And then, of course, there are a few other mysteries you could spend money to investigate. I’m sure many of you can guess at a couple of the more obvious paths, but there are other more subtle ones. Remember, I reward creativity, and trying for the obvious will probably be less profitable than going for the subtle.

Experiment in general. I’ll probably let you spend gold on anything… but I might not tell you if you’re spending enough. Spending too little will usually get you nothing, while spending too muchc will usually lose you nothing.
 
Political Map:

Spoiler :
nationmap.png


Climate Map:

Spoiler :
terrainmap.png


Dark Red - mountains
Brown - hills
Light Brown/Tan - desert
Yellow/Green - grasslands
Green - forests
Light Green - tundra


Urthe Overview:

So. Urthe. It’s a world not unlike ours; the same physical laws generally apply, although a few of them are bent more than others. I’ve tried not to do anything on Urthe that isn’t at least theoretically possible on our own, less exciting plane of existence. However, for those of you who don’t know anything about quantum mechanics, there are a surprising number of “impossible” possible things.

But that will only come up later, if at all.

As it stands, Urthe (the continent) is currently without an exact scale, but lies somewhere between Australia-sized and Asia-sized. I don’t want to define it exactly, since then I’d have to do bothersome things like compute army movement, distances, and the like. Urthe (the planet) is comparable to Earth, with a moon to match, and its galaxy is much the same as well.

The predominant winds of Urthe travel from the east toward the west, and are pretty constant – no seasonal monsoons, or anything. The north is colder than the south, and some regions of Karda have permafrost. There aren’t any real rainforests.

As far as species go, for both plants and animals I just assume that everything comes straight from Earth. There aren’t any entirely new species, just a few no-longer-extinct ones, and they’re mixed slightly differently. There may also be a few different regional breeds or subspecies, but nothing extremely drastic – no mankilling Venus flytraps. Or, for that matter, living dinosaurs (ice age stuff, though…). Sorry.

To summarize better: Urthe, while being a fantasy world, is not “fantasy” in the Tolkienesque sense but almost in a science fiction sense, in that I considered real-world laws when creating it, and try not to outright contradict the possible. I do stretch “possible” as a term, though… there are many things proven to be “possible”, just almost infinitely improbable.


Nation/Region Overview:

Urthe can be split into three general regions, well-defined by natural mountain borders. These are Karda, Martanasia, and Citeasia. Karda is by far the smallest, while Citeasia is slightly larger than it’s northern cousin Martanasia. With the mountains serving as effective barriers, the three regions developed along dissimilar lines (Karda especially) until ship development allowed for some culture mixing along coasts.



KARDA

Spoiler :
Karda lies to the far north, and is very much colder than the southern climes – enough so that permafrost exists in some areas. Historically, Karda was very much monoracial. The stereotypical Kardan is short, skinny, and light-complexioned with dark black hair, almost blue. Most have green eyes, but a strong minority of ~10% have red eyes. They are called “berzers”, and they are known for being more aggressive, passionate, and athletic than the norm. However, they are not discriminated against. Recently – the past couple hundred years – the Bards have moved in, making racial tensions a new and large part of Kardian life.

Of the four nations of Karda, three of them – Vica, Nidia, and Tinca- have historically enjoyed a close relationship. Nidia and Tinca are occasionally rivals, but open war was quite rare in Karda until the last two hundred years or so, when the Bars arrived. Since then, Bar has almost always been at war with at least one of the other nations, and too often all three.

Religiously, the main worship is of the Sun God(dess in Tinca), along with his/her sizeable pantheon. Perhaps the most memorable of the minor gods is Iron, God of War; a berzer human ascendant known for his promiscuity, flaccidity, bad luck, and prowess with a war adze.

Kardan domesticated livestock is almost universally sheep and goats, with Bar as always being the exception. Reindeer and other deer exist in the tundra, as do many geese. All of these are used for food, although several specialized sheep breeds exist for wool production. Other notable resources are iron, gold (mostly in Tinca), coal (again, in Tinca), and oil (mostly in Vica). Bar has excellent wood for shipbuilding, although it’s only used by the Vicians when they raid the coast for that purpose.

Vica:
Spoiler :
The northernmost nation of the northernmost region, Vica is known best for its fishing, steel industry, and naval prowess. Vician ships routinely travel to Carbain and Scythan, and can occasionally be seen as far as Aranama and Qed Barda (via river). They have prospered quite well, serving as middlemen for the Tincian gold trade. Their capitol of Scanda has relatively few people, but is also rich by most nations’ standards. Actually, that description serves well for the nation, since it is one of the smaller ones on Urthe.

The only real difficulty for Vician life is the existence of Bar. They are rich, but even so an ever large amount of effort and money is being siphoned off to keep the invader nation away from the homeland. The periodic crusades from Nidia and Tinca are becoming ever more sporadic, and the Vicians are simply too few to hold for long.

Vician battles are bloody things, bereft of any planning other than the simple “charge”. Years of combat leave the survivors awesome personal warriors, but the reforms of Nidia have yet to catch on. Vician warriors arm themselves, and Vician war leaders lead only as long as the army follows.

They have no clear-cut government, instead having a unique (some would say, uniquely flawed) system combining city-states, hereditary rule, and election. Members of just two families are allowed to rule any given city, and each city has a constantly changing ruler. The family members are ordered by something called “khama”, a complicated and fluid mix of seniority, number of children, number of wives, popular opinion (via semiannual vote), familial reputation (an aggregate of the vote), sex (men have the advantage), eye color (berzers are advantaged), physical acumen (via personal challenge in nonlethal contest), and favor of the gods (determined by the church).


Nidia:
Spoiler :
The Nidians are a nation of opposites. They live in a cold clime, but are known for their cultural affinity to nudity; their existence depends on a river, but they have no naval tradition; they are ruled by a man, but led by a woman; they are excellent tacticians, but poor strategists and warriors; they are quite centralized, but have no real capitol.

Nidia centers around the Nide, the Great River. Most Nidians live within sight of the waterway, and it factors into nearly every facet of their lives. It’s fish feed them, it’s waters… water them (and their sheep), it’s force powers their crude waterwheels, it’s ebbs and flows determine what religious age it is. The fact that nearly half the River exists in Tinca does nothing to stem Nidian claims of exclusive rights, which results in recurring tensions between the otherwise peaceful nations.

The primary Nidian exports are raw wool and a rapidly growing textile industry, which recently discovered that the presence of a water-powered rotating axle makes several parts of clothing production much, much easier. The use of the waterwheel is small-scale, though – a few dozen families and a handful of town cooperatives so far.

The government of Nidia is another uniquely Kardan creation. Kings are chosen semi-randomly from the noble caste, and then forced to divorce any current wife (they are monogamous) to marry the current Goddaughter of the River, a priestess elected by the national leaders of the various cults to Kardan gods. This priestess is the real ruler, and the only decisions the king makes are routine ones. Any previous children of the king are cast into the Nidia, and forced to attempt the swim to the other side – any that survive are retroactively deemed children of the Goddaughter, fellow demigods, all of which are put to work in government and military positions. The center of Nidian government is wherever the ruling couple happen to be.

Militarily, Nidians are in a shift from the old, caste- and nobility-oriented army to a more organized system. Instead of localized levies and personal liegemen, army units are becoming standardized in numbers (and, more slowly, in equipment). Soldiers (for soldiers they are, not warriors) are normally equipped with nearly man-sized shields, shortish swords, and in some cases throwing spears. With new weapons and organization comes new tactics, and the Nidians are mastering some unique formations. Unfortunately, Nidian generals and major officers are still appointed by birth, not skill… and the individual Nidean soldier has a tendency to just want to go home, instead of ahead.


Tinca:
Spoiler :
The Tincians are a mountain people, existing in river valleys and plateaus. Some of their lowlander allies (along with the more outgoing part of the Tincian population) calls them goats, for their ability to get nearly anywhere in the highlands, and furthermore, to live – to thrive! – there.

What looks like magic to the lowlanders is really just cleverness and ingenuity. Tincian land is further south, enough to allow a sizeable use of farming instead of the less efficient fishing, herding, or hunting. They have mastered the use of terraces, aqueducts, and road building, and the normal difficulty of mountain communication was solved by the use of a nationalized system of runners and outposts. Few ever enter the deep mountain lands of the Tincians, but those that do are astounded by the fact that the country has easily as many people as the “obviously” more comfortable and fertile Nidia.

The Tincian capitol of Shangla is a beautiful place of terrace gardens, clouds, granite structures and soaring construction. Any hardy soul who can survive the long trek and thin air would undoubtedly agree they are the master builders of the age, and the homes of the common would be veritable palaces anywhere else.

All this is funded by the bottomless gold mines of the deep ranges, which the Tincians are adept at forging into jewelry. Tincian jewelry is prized throughout Urthe, and although Vician traders take more than than is, perhaps, their fare share Tinca has no complaint. The only problem is that the gold trade is being increasingly threatened by Bar, and while Tinca enjoys many advantages they do not possess a military tradition, and they war both rarely and ineffectively.

As for government, the Tincians are as strange as their fellow Kardians. They, alone among the annals of Urthe, have established a working republic – an unequal one, to be sure, but a republic nonetheless. Each citizen deemed old enough (the ripe age of ten) gets one vote per decade of their life. Any man (or woman, although with only half the voting power she’d have to be 120 years old) who has at least six votes is eligible for office, and the Eldest that rules the Elder Council must have at least eight votes. Because of this, additional votes are a popular reward given by the government; the current record for a single man is 221, by Furia the Victor, who essentially won the First Barian War singlehandedly.


Bar:
Spoiler :
Bar is the newest nation of Karda, and a wholly invasive one. Two hundred years ago, the southern nation of Unbar was ascendant, and the emperor there was determined to conquer the furthest reaches of the world. Thus, the Grand Fleet landed at Farda, capitol of Farda, and the Conquest began.

Twenty years later, Farda was no more – but neither was the Unbar Empire, as it began its long collapse into anarchy. The new land of Bar was left to survive or die, and in the tradition of the old Unbar, it survived. The average Bard is noticeable as foreign, mostly due to his black skin - although the blonde hair, lanky build, and dark eyes are also vastly apart from the Kardian norm.

Bards of Bar long ago resigned themselves to never seeing their homeland again, and today they feel no need for any other. They have become well-adjusted to the dark, cold woodlands, and their skills as mounted bowmen have slowly become skills as bowmen afoot, while their skills as pikemen have slowly become skills as short spearmen. Bards are masters at hit-and-run, and a battle that becomes hand-to-hand is a battle ill-fought in their opinion.

Little is known about the Bards domestically, as the older Kardans have never wanted to learn and the Bards have little trade with anyone. On the foreign relations front, and a “front” it is, the Bards’ territory has slowly expanded to include all of the Fardian forest and several leagues beyond. They are, perhaps, just a bit larger in population than Tinca, since their rich forests allow for a surprisingly large population density.
 
MARTANASIA

Spoiler :
Martanasia enjoys the best climate of Urthe’s regions. Wet, mild air constantly blows in from the east to grant calm rains to the whole region, and the fiercer storms in the mountains result in many powerful rivers to serve as quick transportation and irrigation to fertile farms. Thus, Martanasian nations have relatively higher populations than the rest of the world.

Martanasia has a more varied composition than Karda. In the northwest (Carbain, Narlan, and Gralan) the typical Illni citizen is tall and blonde, with blue eyes, while the less common Ant have average build, brown eyes, and brown hair. Sampsons, in Yttra, are even taller (in a sizeable minority of cases, eight feet[2.5m] or more) and blonder, powerful in build, with a tendency toward corpulence. Adassians (of Scythad and Artipad) are a full head shorter than the northerners and westerners, with proportionally longer legs, more endurance, and… uniquely fearsome countenances. Utes and southern Artipads are racial Coutes, swarthy, with slightly tilted hazel eyes, gray hair, and nonexistent beards. Qed Barda has many halfbreed Bard-Sampson; tall, platinum blondes with dark cream skin and deceptively slim figures for their strength. However, the historical conflicts of Martanasia have forced many people to leave their homes, meaning that all these races can be found in some amount just about everywhere, and mixing of types is uncommon enough to be remarked on, common enough to be taken for granted.

Of course, this myriad of types leads to much conflict. Coutes are, as always, discriminated (and occasionally enslaved), while Sampsons are given a reputation of weak-willedness in stark contrast to their giant builds. Adassians put fear in others’ hearts, and the Ante that can’t sell ice to a Vician is considered a disgrace by his fellows.

Along with many races come many religions. There are several pantheons, a strong pagan (nature spirit) worship, and the nations of Narlan, Carbain, Yttra, Scythad and northern Artipad all have a vast majority worship of the monotheistic deity, God (OOC: no relation to the real world Judeo-Christian worshipee of the same name; it just seems to me that if you have only one god s/he’d eventually just become “God”). God-worship focuses on his ability as the Shadowkeeper – worshipers believe that just as people have shadows on Urthe, they have shadows in the Afterrealm, and that God guards these against evil. The Shadow religion ( and before this gets out of hand, forget all your preconceived connotations when you hear “shadow” right now) is centered in Avelo, capitol of Carbain, and while there is no single leader the Council of the Grey has uncontested power within the religion.

Martanasia’s main crops are maize (in the south), wheat (in the north), and domesticated cows and pigs (everywhere). Horses are also plentiful in the eastern grasslands, and among the southlands oxen are put to use often as well. Oddly, the rivers contain few fish, and even along the coast fishermen can barely eke out a subsistence existence. Minerals are tough to find, as well – of the major nations, only Narlan has more than one major mining region, and Scythad and Ute are almost devoid of any kind of major mineral source, iron or otherwise. The exception is silver, which is the main currency here, and can be found in large deposits along the western and southern foothills.

Narlan:
Spoiler :
At times, it seems as if every man in Narlan is a soldier, and that every one of them is marching to one battle or another. A common saying is that the only thing keeping the Narla from conquering the world is themselves, and their own inner clan battles. Certainly, Narla soldiers are the best trained and most skilled in the world, and their generals are no great slouches either. The average warrior is expected to be able to fight all day, march all night, fight once more then drink themselves to a stupor afterwards whilst dancing upon the blood and entrails of their fallen foes. Most of them settle for short spears or bastard swords, but the truly elite become expert at fighting with claymores. No one on Urthe willingly fights a mad Narla carrying a sword taller than he is, decapitating fully-armed men with no more effort than it takes to cut a tomato. Take that, and make it an entire battalion… Even worse, the commanders of Narlan are just as experienced as their followers. In mountain and forest warfare, they have no superior, and only a lack of cavalry keeps them from being nearly unbeatable in open grassland. If they have another weakness, it is that they much prefer the attack to defence, and while they are proficient in the latter they have not mastered it like a good ambush or assault.

No reward comes without cost, and Narla battle prowess is the result of endless centuries of battle. No nation on Urthe has killed more Narla than Narlan, although Carbain holds the dubious reputation of being second on the list. Narlan has a traditional rivalry with the eastern nation, although it has also warred with both Yttra, Gralan, and even the Adassians. Other Narla sell themselves as mercenaries, and are occasionally seen in combat in such exotic climes as Aranama and, once, Vica.

The emphasis on war means that both industry and agriculture generally lag behind other nations. Narla farmers are sadly accustomed to being raided almost annually, and their ability to maintain the large standing army of the nation is, frankly, astonishing. Industry is nonexistent, except for smithing – Narla are almost as good at smithing than they are at soldiering. Narlan also has rich mines, vastly better than anything else in Martanasia, but the only ones that are fully utilized are iron and bauxite (for steel).

The Narla “government” is a loose collection of constantly shifting clan alliances, with many areas of Narlan controlled by clans that are technically at war with the current claimant to the kingship. However, Narlan has been unusually coherent in its’ government of late, mostly because of the renewed war with Carbain, but also because a younger, more farseeing generation is beginning to see the advantages of cooperation instead of rivalry among the clans.


Carbain:
Spoiler :
While Narlan is the undisputed leader in war, Carbain is just as undisputedly the third best nation. Unfortunately for Carbain, Narlan lies to the direct west, and the second best warrior-nation of Scythad lies to the direct east… Yes, Carbain has become what it is not through choice, but necessity. The survival of Carbain has at many times been in doubt, and only a combination of luck and diplomacy allowed their inferior soldiers and tactics to keep their nation independent.

That was some three hundred years ago, though. Today, Carbain is still the third nation in warfare, but they have spent the intervening three centuries expanding at the cost of their more deadly neighbors. The reason for their success is their skill at their unique weapon, the longbow. If a Narla claymoremen charge is terrifying, being the victim of a longbow volley is akin to visiting the second pit of hell. One skilled longbowman can release aimed fire at the rate of a shot every twelve seconds, and volley fire at the rate of once every eight seconds. With ranged support like that, the weaker (relatively) Carbain infantry and cavalry need only hold out so long before the enemy realizes discretion is the better part of valor.

There were other changes, as well. The constant threat allowed one Carbain aristocratic family to not only take the throne, but enhance its power to almost dictatorial status. They immediately took control of all Carbain’s mines, the majority of industry, and nearly half the agriculture. With more resources, the monarchy was able to create bigger armies, equip them more heavily, and begin a long slog of attrition. Today, the ruling family enjoys astounding support from the common man, even more extreme loyalty from the soldiers and aristocratic knights, and something approaching 80% of Carbain’s GDP. Even better, this secure base has allowed them to gain influence in neighboring countries via marriage – most notably in Qed Barda, where the senior diarch is family. The Duxors are easily the most influential family on Urthe today, with power almost to challenge the Church itself.

Of course, neither the Duxor nor greater Carbain would ever think of challenging the Church, or at least, not since the Duxors managed to get the Council of the Grey to sit at Avelo. Currently, there are two Duxor on the Council, and the Church continually interferes in Scythad and Narlan affairs to the benefit of Carbain.


Scythad:
Spoiler :
Scythad and its sister nation, Artipad, are the newest nations of Martanasia; only five centuries have passed since the events in their creation, but the consequences of their founding are still being explored.

The Adassians were once peaceful herders and hunters of the great plains animals: giraffe, elephants, buffalo, sabretooth, and the like. It took ten years, and one slightly less-than-sane king, to forge them into the master cavalrymen they are today.

Until his father died to make him king, Mydys Gankion had been known best for killing his son for being “too damned respectful”. Once he became leader of Jarl, a smallish kingdom along what is now Artipad’s northern coast, Mydys immediately ordered an invasion of the much larger kingdom of Karde. He won, using pure blind aggression and his newly imagined heavy cavalry. In swift order, the remaining Adassian states were absorbed or conquered.

Mydys then moved north, with intent to conquer all the way to Narlan, and see if his troops could match their famed soldiers. He got as far as the Tiber River before an infected wound killed him – the wound had been given by his horse, which inadvertently stomped Mydys’ left foot. In proper Adassian tradition, the king’s three sons drew straws – two of them would get half a kingdom, and the third would get the king’s murderous horse. Mydys’ third son, Nyr, drew the short straw and received the newly taken lands that became Scythad.

Since then, very little has changed. Adassian kings no longer divide their lands and horse among their sons, but the Scythad army still resembles Mydys’ in both skill and composition. Scythad heavy lancers are the rulers of the plain, and their light cavalry use javelins to great effect as well.

The current Scythad king sits in Nyrdyn, and rules over a traditional feudalism.

Perhaps this would be a good place to note the unique defect that most Adassian males carry. From birth, they have dozens – in some thankfully rare cases, hundreds – of scars all over their body. Adassians have high miscarriage rates, and it is apparent that these scars are caused by actual open cuts that are somehow given within the mother. There are no long-term effects other than some stiffness of the skin with age, but almost every Adassian looks like he is the veteran of a thousand battles.


Artipad:
Spoiler :
While the Adassians of Scythad ceased their conquest after the death of old King Mydys, their southern fellows simply turned their sights to other directions. Unlike the north, there were very few strong nations in the south of Martanasia, making the growth of Artipad guaranteed.

Artipad spent nearly two hundred years growing, and at its peak it owned [almost] all the territory from Yttra to central Aranama. In the process, many peoples were forced out of their traditional homelands or killed off altogether. Two things happened to stop Artipad. First, the growing Unbar Empire declared war, and the formerly peaceful Bard outposts through southern Citeasia and central Martanasia became centers of uprising. Second, the line of Mydys died out in Artipad, and a nasty civil war took overcame the ancestral homeland of the Adassians.

Rapid growth became even quicker shrinkage, and it took the better part of another two hundred years to stop the trend. The last hundred years have seen Artipad keep its borders relatively stable. Talk of expansion never really gets anywhere, since the kingdom is simply too big and full of too many different peoples to be stable very long. The capitol of Mydysdyn is a very long distance away from much of Artipad, and occasional rebellions still arise.

While the northern Adassians have kept to the same army as the old days, Artipad has not. Lancers are not the main arm anymore; lighter horsemen are preferred, since they are more mobile and can put out flares of uprising much quicker. Infantry, ignored in Scythad, are provided by non-Adassian levies from the southlands.


Yttra:
Spoiler :
A proud nation, and one that takes claim to being the oldest of Martanasia. Unfortunately, the main tradition of Yttra is one of being conquered, invaded, attacked, or otherwise curb-stomped. Yttra’s location, at the start of the famed Spice Road and in between the Tiber and Nuone Rivers makes it desirable, or at the very least a pathway to more desirable places. Carbain, Narlan, Gralan and Scythad all routinely invade, and even Qed Barda has sent armies in on occasion.

It’s not that Yttra cannot fight; it’s that the other nations around it can fight so much better, and Yttra is almost totally indefensible. Sure, the forests help some, but it’s surrounded by enemies, has no easily guarded rivers or mountains along the majority of the borders, and there is a severe shortage of stone for good walls. It doesn’t take long for invaders to realize this, and so Yttra remains independent as a stomping ground for others.

Perhaps in compensation, perhaps because of its role as a crossing point, Yttra is known for inventiveness and the arts. Yttran cathedrals are things of awesome beauty, their concerts (featuring bagpipes, organs, violins and gongs) are fit to make a man weep, and they are the creators of both the printing press (rarely used as of yet) and gunpowder (which they have been understandably reluctant to show to other nations).

Yttra kings are a short-lived breed, and their nobles too often are loyal to other nations instead of their own. The Duxor have a lot of influence here, and rumors abound that the next Yttra king has already been chosen by Carbain’s rulers.


Gralan:
Spoiler :
Geographically, most of Gralan is actually located in Citeasia, but politically and historically, Gralan has been more active in Martanasia, so they are included here. Gralan guards and exploits the Spice Road, as it travels from the northern powers through Gralan passes, around the desert, and into Tanabana headed to Deseret. The Road is a great source of income for the Gralan, who serve as middlemen for most Tanabanai traders.

The “Spice Road” is a bit of a misnomer, since many more things than spice travel along it. Along with spice, salt, incense, and gems head north while inventions, steel (both stock and forged), horses and silver go south. Gralan takes its share off the top going both ways, but they also have to be on guard for any nation that would wish to usurp its control of the Road. Tanabana is content, but the Desert Peoples, Narlan, Artipad and Qed Barda have all made serious invasive attempts in the past.

As a mountain people, Grala are expert ambushers and almost as skilled in the axe as the Narla are with the sword. A few hardy desert ponies have proven tough enough to live in the hills, and Grala breeders have made them as surefooted as mountain goats. Their population is much less dense than the main part of Martanasia, especially along the southern range, but nonetheless Gralan has proven a tough nation to crack.

They take after the north by having a king rule them in a feudal system, and they are skilled enough at the practice of aristocracy to keep the Duxors from gaining any kind of control here. Unlike the north, they wish no part in the worship of God, and instead mostly follow the southern Citeasian beliefs of reincarnation and ancestor worship.


Qed Barda:
Spoiler :
One of the resultant nations from the Adassian expansions, Qed Barda is also an abandoned Unbar creation. When Artipad and Unbar had been allies (or at least at peace), Unbar began several trading posts in the upper Hypast River area, with an intent to find an alternate pass from Citeasia to Martanasia, thus avoiding the Adassian-controlled South Range and Grala-controlled Spice Road passes. From the beginning, the posts were seemingly doomed as their source of supply (from the sea) had to cover nearly half the total coast of Urthe, and Unbar was no kind of maritime power. The posts quickly “went native”, and quickly declared their independence from both Artipad and Unbar when those great empires began to war.

Today, there are virtually no pure Bards anymore, and very little remnant of Bard culture. Qed Barda has more in common with Yttra than Unbar, although through three-hundred-year-old, untested treaties they are still allied to their mother nation. Their history as somewhat disunified trading posts led them to an unorthodox diarchy, with two equal rulers above the more normal feudal underlings.

They do have one other holdout from the old country, in that their army still employs a sizeable amount of pikemen in preference to the shorter reach weapons of swords, axes, or spears. Their army is decent by anyone’s standards other than Martanasia, but even here it is good enough to allow them to defend themselves and occasionally try something clever, like invading Yttra.


Ute:
Spoiler :
Ute was also created in the fallout from the Adassian conquests. The Coutes that inhabit and rule it are originally from southwestern Citeasia, who didn’t resist the Jun migration and instead, submitted. When the Adassians conquered the Jun anyway, they found the already subjugated Coutes a good prospect as serfs to work their sparsely-populated but rich southern lands, and forced almost every Coute in their lands to move into Martanasia.

A hundred years later, the Coutes got their chance to rebel, and while many failed those in Ute succeeded. Returning home was impossible, and no Coute in Martanasia yet remembered it anyway, so they instead created their own nation. Ute has managed to remain independent, despite many efforts by Qed Barda, Artipad, and Aranama to conquer them and claim hold of the South Range. Unfortunately for Ute, their hold of the possibly valuable Range is of no use to them, since both Aranama and Artipad have long maintained a complete (and unofficial) embargo to any trade through the Range, preferring instead to skip over Ute with riskier (and thus, more expensive) water transport. Ute has a large presence of pirates.

Ute also possesses some of the better mineral sources in Martanasia, which are a main reason for their survival. They can make more, better weapons – and when all else fails, they can buy their way out of trouble. A surprising number of Narla mercenaries show up here.

The Coutes of Ute stole their government from the Adassians, and thus have a feudal system much like the rest of Martanasia. Like Gralan, though, they prefer their old Citeasian religion despite a hundred years of Adassian attempts at spreading God worship.
 
CITEASIA

Spoiler :
Last but not least is Citeasia, the southern region. It is slightly warmer than Martanasia, but more importantly, it gets quite a bit less rain, with only Aranama getting as much rain as the more central climes. Over most of the region, the mountain ranges remove moisture and lead to the large Khabri Desert.

Citeasia has a lower population density than Martanasia, but a higher amount of mineral wealth. Overall, their nations are weaker than Martanasia’s, closer to Karda’s. Mostly, this is because they are newer, less developed, and less accustomed to centralized rule.

The Citeasia of today bears little resemblance to the Citeasia of a millennia ago – politically, at least. The new model Citeasia has been formed almost completely by the machinations of the Bard and Adassian empires, and in the process entire populations have been eviscerated.

Racially, Citeasia is on par with Martanasia. Coutes are common from southern Unbar all the way to Adanada, and a few settlements can be found north of Unbar as well. Bards are rarely seen south of Unbar, but are the majority north of Cite and Deseret. The displaced Jun, red-skinned redheads, are in the southern lands, along with a few stranded Adassian settlements. The Natz rule Deseret.

Spices and incense are found in Deseret and, to a lesser extent, Cite. Salt is mined in Unbar and the north, while the southern mines contain mostly copper, zinc, and precious gems. Amber is found in the southern forests, as well. Foodwise, the north and central areas subsist on rice while the south prefers various fruits and vegetables over grain, especially the potato.

The religious beliefs of Citeasia are pretty uniform, with Deseret being an exception). Reincarnation is a main tenant, as is the worship of honored ancestors – whatever they may now be. Oddly, transcendence and multiple planes of existence are both seen as ridiculous, with most Citeasians firmly believing that this world is the only one, or at least the only one that matters.

Unbar:
Spoiler :
Unbar is the only nation of Citeasia not to be directly related to the Adassian expansion. Unbar exists, as it always has, and always will. Currently the empire is on a low ebb, but Unbar has survived long enough that the nation knows these things always change for the better.

It is thought that Unbar was the first place “civilization” began, and while that is debatable they are certainly the first people to invent a written language. Since they began keeping record, the land now called Unbar has changed name at least five times, and conquered beyond its borders thrice. The latest Unbar Empire was not even the greatest Unbar Empire, since the Second Empire controlled all of Citeasia and much of Martanasia before collapsing.

The traditional Unbar soldier is the pikemen, who fight in phalanxes, and are supported on the flanks by light mounted bowmen. While Unbar tactics have changed little over the millennia, there has been little reason for change since the formula generally works quite well.

The same goes for their government. Unbar has been an empire for untold generations, and while the empire has failed on occasion, it has also allowed them to succeed greatly on occasion as well, so the Bards are content. In Unbar, the typical ancestor worship of Citeasia is instead focused on the emperor and his ancestors.


Cite:
Spoiler :
Like Ute, Cite is a Coute nation, but these Coutes are the ones that were displaced when the Jun were pushed out from Martanasia. Cite was once ruled by Mercans, until they made the mistake of saying “no” when the desperate Coutes said “yes”; the Mercans are now extinct, either killed off or interbred into the greater Coute population.

While Cite’s position is less unstable than that of its sister nation of Ute, it is far from envious. Bards and Jun both share the Adassian policy of virtually enslaving Coutes, and the Natz just hate everyone, leaving Cite with enemies or one kind or another on all sides.

Like the other southern kingdoms, Cite uses less effective bronze weapons and armor instead of steel or iron. Their swordsmen are generally a match for any Citeasian nation, although they less well supported than Unbar’s pikes and less suicidally aggressive than Deseret scythemen.

Politically, Cite manages to maintain their old tribal system, and runs the nation as a collection of tribes rather than a totally unified entity.


Deseret:
Spoiler :
All of Citeasia curses the ancestors that inflicted the Natz of Deseret upon them, and all of Martanasia praises God that He led them toward a new forsaken hellhole to pollute. The Natz are an insular, paranoid, expansionist, and brutally aggressive race, seemingly born to conquer all they see.

They are also all about four feet (1.3m) tall.

Some claim there is a cause and effect of some kind there. The rest just assume it. Other than their height, a Natz is typically of proportionally average build, dark haired, dark complexioned, and dark eyed. They are originally from south of Yttra, and despite their sociopathic tendencies the Adassians were simply better at war, as well as smart enough not to allow the Natz to remain in Artipad. Thus, the Natz were forced out, and fought their way through Gralan into the desert. They disappeared for a while – most had hoped the Desert People, or the desert itself, had killed them off – but eventually reappeared at the meeting of the Red and Nadr Rivers, with a new religion preaching of a promised land and singular God.

This God is nothing like the Shadowkeeper. This God is a God of light, so bright and hot that when he came to Urthe a desert was created, and only the Natz were brave enough to meet him and gain his wisdom. He told them where their new home was to be, then gave them orders to spread the Gospel to those worthy of the telling. Being Natz, they decided no one was worthy, and instead deemed that the best way to spread the truth was to begin a bloody conquest of their new homeland, followed by repeated attempts to kill everyone around them. Sure, that’s not quite logical, but these people were imbalanced before wandering a desert for two decades.

Deseret is the result. The rich floodplains of the Red and Nadr allowed the Natz to rapidly grow, and now they are possibly the strongest nation of Citeasia. Certainly, they are the best warriors. Their scythe weaponry gives them the reach they would otherwise lack, and while they shun all armor in favor of loose robes they are expert at ambushes of any kind, in any terrain. Although they almost always disregard effective tactics other than a rush up the middle, their complete disregard for personal safety and ability to stay undetected even in the midst of open battle allows them to win when others would lose.

Paradoxically, Deseret produces nearly all of the spice and incense that travels along the Spice Road to Martanasia. Somehow, the Tanabanais maintain a peaceful trading relationship with Deseret, perhaps by reminding the Natz that it takes money to maintain their crusade against the world. Because of the trade, Deseret is able to equip their men with iron (and occasionally steel) weapons. That advantage, along with the generally greater reach of scythes, tends to even out the height disadvantage.


Tanabana:
Spoiler :
One of the Jun kingdoms, Tanabama is to land trade what Vica is to sea trade: dominant. Tanabanai traders are commonly found throughout Citeasia, and are occasionally seen through Martanasia as well. Their caravans are the blood of the Spice Road, using their exclusive rights to enter Deseret, then traveling around the desert and through almost all of Gralan before stopping at Partha and heading back to do it all over again.

Tanabana has maintained their peace through almost impossible situations. Neither the Bards nor the Adassians ever actually invaded their nation, although the Tanabanais were forced to cede land. Deseret had never invaded them either, and even the Desert Peoples rarely enter Tanabana, inexplicably preferring to attack caravans within Gralan. Thus, the nation has lost the martial skill that allowed them to take the area from the Coutes and Desert Peoples to begin with.

Tanabana soldiers are generally limited to wooden shields and spears, and most private caravan guards are better equipped and trained than the national army.


Adanada:
Spoiler :
Adanada is the second Jun kingdom, but it developed on quite different lines than either Tanabana or Aranama. Adanada was established peacefully, a voluntary signing-over of land by the now defunct Mercans. This was before the refugee Coutes had declared open war against the other race, and the Mercans had wanted a buffer state between them and the rampaging Adassians. The Mercans had been selective in what Jun tribes were chosen, and those that were happily agreed to the transaction.

Of course, the Mercans had quickly turned to the people of Adanada when everything went south, but by that point Adanada had problems of its own. A few Mercans escaped the slaughter in Cite, but they were absorbed into the Jun population almost immediately. They did, however, have an influence out of proportion to their numbers on Adanada’s culture.

The strand of Mercan blood in Adanada gives some Adanadais the slightly exaggerated canine teeth of the other race, along with a darker, less orange sheen to their hair. A halfblood Jun-Mercan’s’ hair is almost scarlet. Jun with obvious Mercan blood in them are called “vamyra”, after their resemblance to certain remarkable forest cats of the same name.

The Jun tribes that became Adanada’s core were all similar, in that they were all ruled by females. Adanadais are matriarchal, and the upper levels of the aristocracy are uniformly run by women. A sizeable minority of the army is female as well, and this part is generally considered the elite.

Adanadai warriors use not only the normal Jun spear and shield combination, but also the Mercan scimitar. They also adapted the Mercan practice of ritual scarring for battle kills, for both men and women, and elite Adanadai fighters are obvious from precise lines of scars on their left cheek – one per confimed battle kill.

Adanada has few resources other than prodigious amounts of amber and lumber, although there are persistent but unconfirmed reports of gold in the foothills.


Aranama:
Spoiler :
Aranama is the third and last Jun kingdom, created by Unbar as a puppet state during the Adassian’s withdrawal from Citeasia.

Aranama has a very sparse population, at odds with the fertile land it inhabits. Partially, this is because the Jun in Aranama were decimated, and decimated again, in their conquest of the land – then cut in a full half by their resistance to the incoming Adassians. Once Unbar created the kingdom, it demanded use of Aranamai troops, and occasionally slaves, which didn’t do much good for the population either. Even the intervening two hundred years have done little to allow Aranama to repopulate, since the Jun here have become accustomed to empty space and tend to remain spread out, and thus victim to a higher inherent death rate. Still, the kingdom is large enough that it still has the greatest population among the Jun.

The past two hundred years have been quiet for Aranama. It long ago made peace with Artipad, and war with Ute, but nothing truly aggressive. Aranama’s troops are typical Jun, equipped with spear and shield, and the government is also typical Jun, a kingdom.


Desert Peoples:
Spoiler :
Obviously, there is no nation called the “Desert Peoples”. However, their seeming unity has made outsiders stipulate that some kind of nation must exist.

Little is known about the residents of the desert. They keep themselves veiled at all times, and even in combat they fight viciously to keep themselves and their bodies from being captured. Their rarely heard language is undecipherable.

What is known is that the Desert Peoples are excellent personal combatants, with one Desert Person easily the equal of three Bards or Coutes, or even two Natz. They do not, however, utilize armies and instead attack as (probably) tribal bands, usually no more than a bare hundred at a time. Paradoxically, they also seem to coordinate, with a dozen attacks across a hundred leagues all occurring on the same day, or one caravan being hit every day for a week.

The Desert Peoples do not negotiate with anyone, and seem to view all outsiders as open game. The exception, for reasons known only to the Peoples, is Tanabana. Tanabana’s borders have been penetrated only five times in the last hundred years, all within a dozen miles of the Gralan or Deseret borders. It should also be mentioned that the Natz somehow survived the desert, and the few records that exist outside of Deseret claim that the Peoples never attacked them on their pilgrimage through the arid center of Citeasia. Oddly, whenever the People attack a caravan containing Natz, they fight almost as hard to retrieve the shorter race’s bodies as those of the Peoples. They do not have any kind of taboo about killing Natz, though…
 
Updates:

Spoiler :
You should all know how this works by now.

I plan to run updates on weekends, every weekend. We'll see if I manage that.

ON THE FIRST UPDATE:

This NES will start in ernest by Halloween. Until then, people should claim nations quickly, so I can get their stats out to them. FOR THE FIRST BUILDUP TURN, players will get two times their initial income of money to spend on whatever they'd like. Note, this is not balanced, since the nations are note balanced. Some nations will just start out stronger, deal with it. You may also draft as many units as your population summary - check your stats to see what I mean.


Stats:

Spoiler :
Stats will be sent after updates, and will be pretty sparse. All they will contain is your total income (trade and tax), an estimate of your current favor, and another estimate of your population. They will also include the obligatory list of your armies, and your unit types.

Example:
Spoiler :
My Nation, normal tax
Population Summary (1-5): 3
Total Income: 120
Favor Estimate: 65
Standing Army: 1
Mercenaries 1
Drafted Units: 1
Armies:

The Grand Army of Awesomeness
2 Heavy Infantry
1 Light Cavalry


NOTE: The attached Word doc isn't exactly necessary for anything, since most of the information in it is already posted here. However, there may be some tidbits I forgot, or perhaps people really like reading credits and stuff, I don't know. It may be useful some day.
 

Attachments

Are you hoping to get players for every nation or will there be a few NPCs? For now I'll take Deseret but I might change my mind later when I read through the rest of the blurbs.
 
i think i'd like to claim Scythad.
 
I'll take what I can get. If we fill up, we fill up - but I don't expect that.

The Desert People are off-limits entirely, but everything else is up for grabs. I'd prefer to keep the players together, so if it looks like we're only going to get 8 players I may ask someone to take another nation to get more player/player conflict.

Oh, and I think merciary claimed Tinca in the group.

Oh, and by the way, if you're not part of the orangeNES group, please request to join.


EDIT: The Updates and Stats part of the OP is done, as well as a "Nations Claimed" bit. I'll try to get stats to people who have claimed nations by tomorrow - which means that I'll need email addresses. I may or may not have yours, so just post it regardless please.
 
I'll claim Aranama. I may have to give it back if school gets more hectic or something.
 
I'm still interested in playing as the Tinca.
 
Other thoughts/comments I've just had:

Feel free to expand on your nation's geography, politics, government, climate, arts, etc. etc so long as a) it fits into the current scope of Urthe, and b) you're willing to let me say "THAT'S NOT TRUE!", and make you undo it.

Now: what are people's goals, here? You can try to conquer the world, but realistically that's not going to happen for most nations. A couple nations might be able to claim success just by simply surviving, much less thriving, and a lot of nations may have objectives other than simple territorial control. I'm saying this not because I expect anyone to "win", but because there willbe different levels of "losing". One nation may end up being conquered, but have many of their citizens emigrate to another nation which uses their talents to become the strongest nation of Urthe. Who's the winner there?

In other words, losing is fun, and there will probably be a silver lining.
 
Bar for me please.
 
Perhaps. It's a possibility. On the other hand, it could also mean peaceful integration, and a strong minority opinion that must be considered. It works both ways.

Of course, "it works both ways" also applies to Urthe's recent history. Some nations (most notably Artipad, but there are others) have large populations of conquered, subjugated, annexed, immigrant, or otherwise non-citizen groups. Some of this is apparent from the given national blurbs, some of it isn't; either way, you might wish to consider what you know of your nation and whether there are people in it that will disagree with your actions.

EDIT: Bar, Immac? We enjoy a challenge, do we?
 
Please provide an explanation for the color-coding of the climate map.

EDIT: it doesn't seem so challenging... maybe i am missing something... if i am, don't tell me... i love surprises. (let me guess: amphibious undead invasions?)
 
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