Abaddon
Deity
Totem
to·tem |tōʊtəm|
Pronunciation: toh-tuhm
Use: Noun.
a. An animal, plant, or natural object serving among certain tribal or traditional peoples as the emblem of a clan or family and sometimes revered as its founder, ancestor, or guardian.
b. A representation of such an object.
c. A social group having a common affiliation to such an object.
d. A source of magical power.

Welcome to the tropical island of Jejé! The Taino tribes of this area have just began their ascent to civilization. There has been basic domestication of dogs, with other wildlife subdued for food as well as a few plants developing into potential crops. The seas are warm, calm and shallow. The fish are bounteous, their colours vibrant under the bright sunshine; indeed one might think they were in paradise.
That is not all, for on Jejé there are totems, they radiate magical power from another plane of existance. Those who understand the lores of Magic may tame this, weaving it into a physical presence in this world. The power to create, the power to destroy. Each tribe has bent the magic in its own way, the tribal leaders and shamen working together to drive their tribe onwards to greatness. Can you lead your tribe to glory?
RULES FOR THIS NES
Spoiler :
You are the Cacique, the leader of your tribe. You control how your people go about their daily lives. Do they march to the beat of your war drums, or do they woo rivals with their impressive culture? You can take your tribe in any direction you wish. Beware, others may have others plans for you! Here is an example of your Tribes Stats:
This forms the backbone of your nation. What it can do, what it knows, how strong it is. Below I will explain what each stat represents. We are starting out as small tribes on a tropical island, but who knows whats out there in the wider world?!
Tribe Name:The name of your Tribe
Cacique Name: The leader of your people
Population: Controls the limits of your nation, an how much economic power you have. To increase your population level, you either have to settle a new town, or capture one from your neighbours. It costs 3EP and 1MP to settle a new town. Your people have to be happy enough (Quality of Life above Tolerable) for the new town to not rebel. The various levels are shown below. The first number is the economic points you recieve at that level. The second number is how many towns you need to be that size:
Magic: The amount of magic points you are generating each turn, and how many are stored. You gain one MP for every turn a totem is under your control and is undisturbed by others. To construct a new totem you must sacrifice one town of your towns, and write a decent/gory story about it
For every 5 totems you have, they require 1EP a turn to maintain them.
Magic Users: To wield magic, you need people trained in the art. They cost 1MP and 1EP, and will take 3 turns to be trained. From then on they can wield any of the magic spells already learnt by your tribe, as well as creating one of their own.
Magic Spells: This lists any spells a tribe has learnt along with their costs. Descriptions of these spells can be found below
Armed Men: It costs 1EP to train and equip a mob of 1000 men. For every 5,000 men you have in your army, it costs 1EP in maintennance. Initially your men are only equipped with the most basic weapons. As we advance through the ages, and you learn new technologies, you can train up more advanced men.
Military prowess: Your nations men have a general military understanding. You can raise 1000 men a training level for 1EP, or you can invest EP equal to your tribes size to raise the level inwhich your men begin. The various levels are:
Navy: We begin with canoes. Now these are basic transport, we're not going to see naval battles! One canoe will hold ~20 men. 1EP will build 50 canoes (enough to transport 1000 men). With technology we will see more advanced vessels that will be capable of warfare and crossing the waves to other islands!
Quality of Life: A good quality of life is invaluable, aiding everything from army movement to culture cohesiveness to government efficiency. Various things will effect your tribesmen's quality of life level, if it is below tolerable, you will not be able to settle a new town. To upgrade, total cost is equal to the number of towns you have. This is an important and expencive stat. The different levels are:
Culture: The cultural power and relevance of your nation. Above 5 you will see natural growth of your nation as the culture spreads. The higher the number, the faster the growth. For each decent story you write,your culture level will increase by 1.
Religion: Religion is a strange stat. This shows beliefs within your population. You can try to control it, or completely ignore it. Stories as well as investment will help it grow. 1EP will cause 5% growth.
Technology: We begin with nothing, the only options is drive towards enlightenment! There are many many techs listed, as your nation discovers them, the outcome should be obvious.
Tributary Tribes: Tribute tribes will be required to forfeit 1EP per turn to the the tribe which they owe it too. In return the nation recieving tribute is automatically at war with any nation that attacks the tributary. A tribute state may elect not to pay its master causing an automatic war to occur between the two tribe. A master tribe can elect to release a tribute tribe with no further consquences past the cancellation of all obligations held by both parties.
Tribe Name: Azawakii
Cacique Name: Hoemtep
Population: Petite (2)
Magic: 1/0
Magic Users: Hoemtep
-Magic Spells: Fireball (1MP)
Armed Men: 2,000
Military prowess : Pathetic
Quality of Life: Dirt Paths
Culture: 3
Religion: Renaklism 5%
Technology:Fire
This forms the backbone of your nation. What it can do, what it knows, how strong it is. Below I will explain what each stat represents. We are starting out as small tribes on a tropical island, but who knows whats out there in the wider world?!
Tribe Name:The name of your Tribe
Cacique Name: The leader of your people
Population: Controls the limits of your nation, an how much economic power you have. To increase your population level, you either have to settle a new town, or capture one from your neighbours. It costs 3EP and 1MP to settle a new town. Your people have to be happy enough (Quality of Life above Tolerable) for the new town to not rebel. The various levels are shown below. The first number is the economic points you recieve at that level. The second number is how many towns you need to be that size:
Tiny (1/1)-Petite (2/3)-Small (3/6)-Medium (4/10)-Large (5/15)-Huge (6/21)-Gargantuan (7/27)-Monstrous (9/34)
Magic: The amount of magic points you are generating each turn, and how many are stored. You gain one MP for every turn a totem is under your control and is undisturbed by others. To construct a new totem you must sacrifice one town of your towns, and write a decent/gory story about it

Magic Users: To wield magic, you need people trained in the art. They cost 1MP and 1EP, and will take 3 turns to be trained. From then on they can wield any of the magic spells already learnt by your tribe, as well as creating one of their own.
Magic Spells: This lists any spells a tribe has learnt along with their costs. Descriptions of these spells can be found below
Armed Men: It costs 1EP to train and equip a mob of 1000 men. For every 5,000 men you have in your army, it costs 1EP in maintennance. Initially your men are only equipped with the most basic weapons. As we advance through the ages, and you learn new technologies, you can train up more advanced men.
Military prowess: Your nations men have a general military understanding. You can raise 1000 men a training level for 1EP, or you can invest EP equal to your tribes size to raise the level inwhich your men begin. The various levels are:
Mob-Poor-Tolerable-Normal-Better-Good-Mighty
Navy: We begin with canoes. Now these are basic transport, we're not going to see naval battles! One canoe will hold ~20 men. 1EP will build 50 canoes (enough to transport 1000 men). With technology we will see more advanced vessels that will be capable of warfare and crossing the waves to other islands!
Quality of Life: A good quality of life is invaluable, aiding everything from army movement to culture cohesiveness to government efficiency. Various things will effect your tribesmen's quality of life level, if it is below tolerable, you will not be able to settle a new town. To upgrade, total cost is equal to the number of towns you have. This is an important and expencive stat. The different levels are:
None-Poor-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Great-Excellent
Culture: The cultural power and relevance of your nation. Above 5 you will see natural growth of your nation as the culture spreads. The higher the number, the faster the growth. For each decent story you write,your culture level will increase by 1.
Religion: Religion is a strange stat. This shows beliefs within your population. You can try to control it, or completely ignore it. Stories as well as investment will help it grow. 1EP will cause 5% growth.
Technology: We begin with nothing, the only options is drive towards enlightenment! There are many many techs listed, as your nation discovers them, the outcome should be obvious.
Tributary Tribes: Tribute tribes will be required to forfeit 1EP per turn to the the tribe which they owe it too. In return the nation recieving tribute is automatically at war with any nation that attacks the tributary. A tribute state may elect not to pay its master causing an automatic war to occur between the two tribe. A master tribe can elect to release a tribute tribe with no further consquences past the cancellation of all obligations held by both parties.