A New History of Man: The Dawn

Tyo

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A New History of Man: The Dawn is an ambitious project based on the Civilization series. This installment focuses on the Ancient era up to the Medieval era. I plan to have the game be very receptive to players' actions, where an investment into a major project like a wonder as opposed to expansion will yield drastic differences in that civilization's progress. Some features include resources, a hidden tech tree, clearly defined victory conditions, unique wonders, and more.

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You can base your countries off IRL countries, whether they were born in the time period or not. Just make sure that you spin it in a way that fits the time period. You may also borrow fictional countries, or make your own completely original fictional countries. If it fits, it ships. However as a rule of thumb, creativity and originality are prefered.

Name: The name of your country. Feel free to add both off-hand and official names.
Capital: The name of the first and only city you have to start out.
Description: A rundown of your government’s internal stuff. Your type of government, internal politics, and anything else of note. Decides some things relating to stability and internal political events.
History: We are starting in the “Classical” Era. You lot have an entire era of human history to build up. Go crazy. Or don’t. Just put something down that makes sense. Quality begets brownie points. This is related to any unique bonuses I decide to give you similar to unique abilities of countries in Civ games and can help (slightly) improve your starting position compared to other players.
Placement: Select a spot from the world map. Post an image of your selection. Around 20 provinces — give or take 5 — max, but keep in mind that more provinces = higher instability. Also, along with your claims map, add on a map that depicts what provinces are working on what growth resource. Red for production, green for food, yellow for coin. For context, please read the mechanics section.

Setting/World Conventions

As I mentioned earlier, this game is based of Civilization. So, we will be on Earth (on a not-fake map because you guys can’t be trusted with that) in a fairly realistic setting. I’m not a historian, economist, or really anybody with credible knowledge on any subject, so some amount of “suspension of disbelief” in terms of constructions and such should be given. No mystical beings or fantasy races are allowed. This is to say that elves are banned, but is not to say that Neanderthals and other pre-homo sapien sapiens are. This also does not limit belief in mysticism. None of your religions will be canon in my eyes, but you are free to create them and expand on them as much as you’d like.

Here’s the mechanics.
Spoiler Rules 'n shiz :

Resource Management

There are three kinds of resources in this game. “Hard” Resources, “Growth” Resources, and “Progress” Resources.

Hard Resources are comparable to strategic and luxury resources in Civ games. In this game, you don’t necessarily need them but they are a fairly good boon to have. They often provide flat but large bonuses to Growth and Progress Resources and can have an effect on things like stability, and may be required for certain constructions.

Growth Resources are resources related to the growth of your people and infrastructure. Most of these kinds of resources utilize the land outside your cities. Growth Resources are divided into three main categories: Food. Production, and Coin. Provinces must be assigned a growth resource to gather — your people will try to use the land to the best of their abilities towards the assigned resource. The only provinces that do not get assigned are provinces where cities exist.
  • Food is directly proportional to the expansion of your borders. The more food you obtain, the faster you will expand. For simplicity, you needn’t give your people rations. The food you produce will automatically be given to your populace. If you feel as though you are getting overpopulated, you must stop producing food from the source. However, that could come with some backlash and it’s unlikely that you will be able to stop 100% of your food production once your civilization picks up.
  • Production allows you to undertake building projects — anything from necessary infrastructure like aqueducts to the equivalent of “wonders.” As far as this game is concerned, production will be the universal resource for construction — however your production is finite and it is up to you to figure what is worth building.
  • Coin is the universal currency of the game. You may call it what you want — gold, denari, whathaveyou. It is unique among the Growth Resources in that it is much more heavily influenced by buildings in your cities such as marketplaces and dealings with other players and NPCs. It is primarily used to maintain constructed buildings and units — but also finds uses in events, stability management, and other such things.

Progress Resources are resources that relate to the progress of your civilization on a societal level. The gathering of these resources are mainly influenced by the buildings in your cities as well as your roleplay. The emergence of new technologies and the advancement of your culture depend on these resources — suitably and uncreatively, the resources are Science and Culture. Something special about Progress Resources is that their products can bleed into other civilizations depending on your deals with them or if you are producing a LOT of it.
  • Science, as the name suggests, dictates your technological progress. In short, the more science you have, the more likely a technological discovery will be discovered in your borders. Furthermore, it increases the rate in which a technology permeates through your land — but also increases the rate in which discovered technologies cross over your border. This is explained further in the Technology section.
  • Culture, also as the name suggests, dictates the advancement of your culture. Of the two Progress Resources, this one is much more reliant on roleplay — but it is not entirely so. You may still construct buildings that contribute to culture gain. Culture has a much more passive effect on gameplay and is the most “relative” resource. When your culture is rich, stability tends to improve and people seem to be better at their jobs, increasing the yields of the other resources. Furthermore, a rich culture will tend to spill over the border. This will increase the culture of the civilization it’s spilling on, thus increasing their resource yields — however, the tradeoff is that the civilization in question will become greatly influenced by your actions. It can be so influenced that the civilization will face serious stability penalties when acting against your wishes, making it a very useful tool in developing soft power strength.

Structures

Your civilization can be expanded vertically by the erection of buildings. There are standardized buildings that will be available to all at the start, and more to be unlocked. Buildings can do anything from increasing resource yields to increasing internal stability.

In addition to regular structures, you can also construct “wonders.” The catch is that the project has to be big and meaningful — requiring more than several turns of input to be completed. There are a few rules and requirements pertaining to creating a wonder, and here they are:
  • You must have a technology completely spread throughout your borders.
  • The wonder must be related to that technology in some way.
  • You must agree to have this Wonder concept be broadcast to the world — anybody with that technology spread throughout its borders may attempt to construct it.
  • The player who completes it — even if it is not the player who proposed it — will be the only player to receive its full benefits.
  • If you do not complete it in time, you will however get a sort of “proto-wonder” building in its place that has dramatically smaller effects that depend on how close you were to finishing the project.
  • If the person who proposes the wonder completes it, they will receive a bonus that will not be disclosed until they complete it.
  • There may only be one wonder per technology — if multiple people have an idea for the same technology, the idea I like best will win out.
  • Keep in mind that I will have *at least* one Hard Resource be required to build the wonder in question.
So, pitch me an idea and I'll tell you how capable you are of doing it. It is entirely possible that you simply aren't capable of a project you have in mind.

Cities

Cities are at the center of any great civilization. As such, it is important that you build a few.

Cities are important in increasing expansion and resource gain. Provinces that are closer to a city have increased yields. New cities are then able to build structures to further your civilization's progress beyond your capabilities with just your capital.

More cities also help maintain stability. While cities do generate a flat amount of instability, they also eliminate instability in provinces that are farther from other cities. Buildings not being taken into account, provinces one province away from a city increase instability gain by 5% each. Provinces two provinces away increases instability by 10% — and so on.

However, city spamming isn't a very good idea — each city increases the overall time it takes for Technology and culture to spread and can increase instability more than get rid of it.

Cities themselves with no buildings have no upkeep. Each building built in a city accrues two Coin per turn. Wonders do not accrue upkeep.

Provinces

Provinces are pretty unique in this game. Each province will have a dominant terrain type — this dictates what resources you can best harvest from them and how defensible the province is. The map key should be able to tell you what both of these are.

Hard Resources can be found in any province theoretically, but in reality there's only ever a chance of finding a hard resource on any given province. In order to find out, you must train an Explorer unit. This unit can explore up to 5 provinces of your territory or 2 unclaimed provinces. They will discover any resources in your territory but only have a chance to discover resources in unclaimed territory. Furthermore, while exploring your territory they are safe from any dangers, but when exploring outside they can encounter territorial wildlife or barbaric tribes that could hurt or kill the unit. The tradeoff is that they may find ruins of lost civilizations or friendly tribes that will help your civilization in some way.

The Sea

The Sea works similarly to land — you can work what part of the sea you own for resources. However, there are a few differences. The largest difference is that control of the seas is not represented by population and thusly does not increase instability.

As a balancing measure for those who would like to set their capital on the coast, they will start with a free lighthouse structure, which increases your control over the sea around your capital thus increasing how much growth resources you rake in. For similar balancing reasons, I will dictate how much sea you control, so you need not include your sea control in your stats.

Great People

Like in Civ games, there will also be great people. However, I'm not telling you how to get them.

I'll tell you what they can do though.

Great people come in many different varieties, from scientists, to artists, to generals. Generally speaking, great people will be able to grant a one time bonus to a progress/growth resource or construct a super-improvement on a non-city province. There may be other uses, but that's all I'm telling you for now.

Technology

There exists an invisible “technology tree” that players will climb up as discoveries are made in time. With enough science, you can discover a technology within that tree. In terms of obtaining a new technology, there are two phases. Discovery of a technology will reveal to the world that the technology exists and what the technology does. However, to reap the benefits of that technology, you have to get that technology spread across your borders. This is the second phase and is also influenced by your science output. The first to discover AND completely expand a technology across their borders will receive a bonus related to that technology. Because the person who discovered the technology already has a lead advantage, the receive no additional bonuses. Once a technology has been completely spread across a civilization, it can then bleed into other civilizations. This automatically “discovers” the technology for them and increases the speed in which the technology spreads across its borders. However, if the technology becomes an integral part of this technologically inferior civilization, there is a chance that the tech leader that the technology came from will get a “cultural advantage” over them, increasing the lower country’s susceptibility to the higher country’s culture. In other words, staying behind technologically is a bad idea. however, this is not to say it will cause immediate hegemony — it’s an advantage, not a total victory.

War

*insert fallout war never changes quote*
This game, unlike my previous attempt at a game, does not emphasize cooperation at all. You may cooperate — and it may be advantageous, but I totally condone warring your neighbors at will.

So the main facet of your military are its Armies. Armies are groups of units that go to combat together for your cause. The process of making an Army is simple. You grab two or more units and say they're an army.

This sorta implies that units work somewhat differently than what you might come to expect, and they do. Units essentially are an Army's stats. Each unit gives a boost to a different part of an army's stats. For example, an archer unit significantly increase the defensive stat of an army; a swordsman unit increases the health of the army; a catapult unit increases the offense of the army. All units will probably at least slightly increase all an army's stats, but the key is what you wish to focus on.

Just like structures, there will be standardized units that are unlocked from the get-go, and that can be unlocked with time and effort.
However, you may also create your own units with enough determination and technology. Like for wonders, PM me what you have in mind and we'll go from there. However, they do play by different rules than for wonders. Here’s some regulations:
  • ALL civs can only have one unique unit per technology completely unlocked.
  • The unique unit must be related to that technology. There are technologies that simply won’t make sense to have a UU for.
  • While civs can have unique units both based on the same technology, they cannot copy each other.
  • I am the last voice in terms of the units’ stats and abilities in the end.
  • You can only have one unique unit per "era." This game starts in the Ancient Era, then the Classical Era, and will go on till the Medieval Era; thus, the maximum amount of unique units a single civilization can create is 3 in this game.
While civs can’t copy UU’s, they can steal them. This is a sort of special event, however, and likely won’t happen *very* often.

Unique Units are useful to create special bonuses for your army. These can range from being more efficient stat-wise than the standard units to something more creative, giving your armies a special ability that other armies would lack.

Victory Conditions

This game will have a winner and a lot of losers. However, because I like Beyond Earth's ethic in regards to victories, you will need to discover the victory conditions on your own. I will give you all hints as your civilizations make progress.

Stories

Of course, this isn't an IOT/NES without stories! Now, I really like stories. Give me something good to read and good, or at least "interesting," things will come your way.
 
Updated maps, list of updates, and stats will be posted here.
blank
Spoiler :
Spoiler provinceless :

Spoiler provinceful :

terrain
Spoiler :
 
The known tech tree, wonders, and things of relative interest will be posted here.

[The functional but not necessarily final/aesthetically pleasing tech tree]
Tech outline:
Spoiler :
Tech name
[Can make wonder?/Can make Unit?]
Effects


Globally Researched Technologies

Spoiler :
Agriculture
[n/n]
Allows working of the land for food. Allows foodcrops to be used.

Mining
[n/n]
Allows working of the land for Production.

Hunting
[n/n]
Allows warriors to be built.

Pottery
[n/n]
Allows working of the land for Coin.

The Wheel
[n/y]
Allows the construction of roads between cities for various effects.

Mysticism
[y/n]
Allows shrines to be built.

Sailing
[y/n]
Allows units to travel overseas. Allows the sea to be worked for resources. Allows construction of lighthouse.

Archery
[n/n]
Allows training of archers.

Animal Husbandry
[n/n]
Allows non-rideable animals to be used.

Riding
[n/y]
Allows training of riding units. Allows rideable animals to be used.

Masonry
[n/y]
Allows walls to be built. Allows non-metal and non-precious minerals to be used.

Bronze Working
[n/n]
Allows metals Bronze and weaker to be used. Allows precious minerals to be used. Allows Barracks to be built.

Writing
[y/n]
Allows libraries to be built.


Discovered Technologies

N/A

Researched Technologies

N/A
 
Units and buildings, unique or otherwise, will be posted here. Also, Army stats explanation.

Army Stat Explanation
  • Health: This stat determines how long an army can hold out before the last man dies. Health depletion negatively affects the combat effectiveness of armies. The combat effectiveness of an army can be slashed in half at max, when the army has 25% of its original health remaining or less.
  • Attack: This stat determines the amount of damage you will do to your opponent's army.
  • Defense: This stat determines how much damage is mitigated and amplifies counter-attack damage.
  • Mobility: This stat allows your army to dish out more damage rolls on an enemy army during attack and counter-attack phases, based on the difference of this stat between the two armies.

Standard Units
Spoiler :
Explorers - 15 P Cost - .5 C Upkeep (rounded down)
  • 100 Health
  • 1 Attack
  • 1 Defense
  • 3 Mobility
  • Ability: Can survey land for Hard Resources. If surveying lands outside your border, has a chance to lose health or die - see rules for more details.

Warriors - 10 P Cost - 1 C Upkeep
  • 250 Health
  • 2 Attack
  • 2 Defense
  • 1 Mobility

Archers - 20 P Cost - 1 C Upkeep
  • 100 Heath
  • 5 Attack
  • 1 Defense
  • 1 Mobility
  • Ability: When on Hills, increases Attack and Defense stat by 2. While on Hills, the combined Attack of this Army's archers can inflict damage on an enemy army in an adjacent province without taking counter-attack damage. However, the army can still be attacked.

Riders - 35 P Cost - 1 C Upkeep - Uses 1 Rideable Animal Resource
  • 150 Health
  • 3 Attack
  • 1 Defense
  • 5 Mobility
  • Ability: Depends on animal used. Find rideable animals to learn different abilities.


Standard Buildings
Spoiler :
Barracks: Increases production when training units by 50% - 50 P
Shrine: Increases culture per turn by 1; Can convert a maximum of 3 Coin into Culture per turn - 35 P
Walls: Increases defense of local army by 100% - 50 P
Library: Increases science per turn based on the extent of your borders influenced by the city it is built in up to 10 - 35 P
Lighthouse: Gradually increases sea control up to a cap, allowing the sea to be worked for resources - 25 P
 
Why provinces? whyyyyyyyyyyyyyyyyy

I'm sorry but I'll refrain from joining for now.
 
Because without provinces many of the mechanics would be either completely fiat or be a bit more complicated on my end. If more people really want no provinces, I'll look into changing the rules.
 
I was convinced to allow players to form their borders in a free-form manner. The *completely* blank map can be found with the blank map with provinces, which I kept in case some people fancy constructing their own borders.
 
Since we do not use provinces, how much land can we claim?
 
Empire of Zhu

Capital: Jinan

Emperor: Kangxi

Government: Absolute Monarchy

The supreme ruler of Zhu is the Emperor. He is considered to be the descendant of Heavenly Emperor Wang and Supreme Deity Ling (see below) and to have the Mandate of Heaven. He is thus revered as a Demigod. The Emperor can have only one Empress, whose first child is the only legal heir to the throne, and as many concubines he wishes, but their children cannot claim the throne.

Next to the Emperor is the Imperial Chancellor, who is a trusted Eunuch of the Emperor. The Imperial Chancellor heads the Imperial Council and is responsible for executing the wishes of the Emperor.

The Imperial Council is made up of three Ministries: The Ministry of Treasury, the Ministry of War and the Ministry of Stability.

The Minister of Treasury is a trusted Eunuch who is responsible for the collection of taxes and for overseeing the Inspectors. The Inspectors (who are not Eunuchs) are 40 and each oversees one of the forty provinces of the Empire. The Inspector is responsible for collecting taxes in his province and managing the ‘Tax Officials’, who collect the taxes.

The Minister of War is a General and not a Eunuch. He is responsible for managing War affairs and overseeing the two Supreme Commanders: The ‘Supreme Commander of the Army’ and ‘Supreme Commander of the Navy’. Each of them manages army and naval affairs respectively.

The ‘Grand Secretary of Supplies’ serves as the link between the Ministry of Treasury and Ministry of War and makes sure that needed money and supplies are transferred from the Ministry of Treasury to the Ministry of War when needed.

The Minister of Stability is responsible for law enforcing and overseeing the ‘Grand Judges’. The ‘Grand Judges’ are forty, one for each province, and oversee the Judges in each province and how justice is served. They are also responsible for local issues, acting as governors.

The ‘Grand Secretary of Communications’ is the head of the ‘Communications Agency’ and responsible for passing orders and messages from the Ministers, who are in the capital, to their subordinates in the provinces. He is also responsible for managing the ‘Stations’, where the messengers, who are riding horses, can rest a bit and change their horse for an other one in order to make their journey as fast as possible.

The ‘Grand Eunuch’ is the head of the Eunuchs and the one who trains and provides new Eunuch officials for the Empire.

All Ministries, except for the above stated high officials, also have thousands of minor officials, to secure coordination and execution of the Emperor’s orders. Officials are selected through ‘Imperial Examinations’ were the candidates are tested in Mathematics, Calligraphy, Poetry and the Lingzhi Classics (see below).

The Empire, as stated above, is divided to forty Provinces.

Religion and Philosophy:

The Zhu people believe in two Gods: Heavenly Emperor Wang and Supreme Deity Ling. There are also some other minor deities, called ‘Spirits’, who are not considered equal of the two Gods. According to legend, the Heavenly Emperor Wang created the Earth because he was bored. However, the Earth was empty and with no life. So, the Heavenly Emperor decided to create the Sun, the Sea and the Land. Those were created by the Spirits Lee, Ning and Zhang respectively. Each one of those Spirits is responsible for the wellbeing of their creation, so the Zhu people offer wine and vegetables to the three Spirits every New Year Day.

Still bored, the Heavenly Emperor created the humans. For thousands of years, he just watched them live in villages and develop. But, one day he saw a beautiful eighteen years old woman named Ling. He fell in love with her but how could a God marry a mortal woman? The Heavenly Emperor was however not discouraged by this, but instead did something that never again happened before or since: since he could not marry a mortal, he would make Ling a Goddess. He gave up half of his powers to make her a Goddess and named her ‘Supreme Deity’. The two Gods married and their son came back to earth, overthrew the weak Qi Empire and formed Zhu Empire. Thus, the Emperor of Zhu is considered to be a Demigod.

Except for the two Gods and three spirits, the ‘Ancestors’ are just as important to Zhu people. The Zhu people offer wine and vegetables to the tombs of their ancestors the first day of every month and have ‘Memorial Tablets’ to their homes, one for each dead ancestor, to which they bow at least once every day.

Just as important, if not more important, as religion is philosophy. The Elder Shang wrote the Lingzhi Classics, a collection of four books, detailing his philosophy. The main belief of Shangism, as that philosophy is known, is that human beings are fundamentally good, and teachable, improvable, and perfectible through personal and communal endeavour, especially self-cultivation and self-creation. Shangism thought focuses on the cultivation of virtue and maintenance of ethics. Some of the basic Shangism ethical concepts and practices include rén, yì, and lǐ, and zhì. Ren ("humaneness") is the essence of the human being which manifests as compassion; it is the virtue-form of Heaven. Yi is the upholding of righteousness and the moral disposition to do good. Li is a system of ritual norms and propriety that determines how a person should properly act in everyday life according to the law of Heaven. Zhi is the ability to see what is right and fair, or the converse, in the behaviors exhibited by others. Shangism holds one in contempt, either passively or actively, for failure to uphold the cardinal moral values of ren and yi. Important role in Shangism has filial piety, obedience to the ancestors and elders, loyalty to the Emperor and respect for Teachers.

Society:

The Zhu society combines rigid hierarchy with openness. The Zhu people are all very respectful to their parents and elders and fiercely loyal to the Emperor. The young people listen to the old people and all of them to the Emperor. In the top of society are the Emperor, his family (both by blood and his Empress and concubines) and the Ministers and Imperial Eunuchs. Especially the Eunuchs have a lot of power, as many high offices are filled only by Eunuchs, who cannot take the throne and thus are not threat to the Emperor. The Eunuchs come exclusively from poor families and are trained in the Palace from a very young age, so that the Emperor can have their full loyalty.

Theoretically, anyone can take part in ‘Imperial Examinations’ but only a few of the poor candidates become officials, as only the rich can afford the best of education needed to pass the exams. However, a few poor people who study hard under a scholar who wants no payment do succeed, although they are the exception and not the rule.

Scholars and Martial Artists, although not rich and powerful, are respected a lot by the people. Scholars teach young people, mostly rich but also poor sometimes, how to succeed in the exams and it is not rare for Scholars to become top officials. Even scholars who are not rich or government officials are respected.

Martial Artists are people who practise ‘Shenjong’. ‘Shenjong’ is divided into many styles, originating from many Martial Schools, but in general it is a ‘Martial Art’ that imitates the movement of animals, like Tiger, Snake or Crane. ‘Shenjong’ was first developed during the Warring States period (see below in history), as a favourite tactic of the competing Warlords was to send Martial Artists to either challenge an enemy General to a Martial Arts duel, thus killing a vital asset of the enemy without battle, or sending them to assassinate enemy Warlords. People who practise ‘Shenjong’ also learn how to uphold justice and help the government punish the wicked, but some practitioners also use their skills to bully people or even become bandits.

The majority of Zhu, however, are either farmers (inland) or fishermen (in coastal areas). There are also a few traders and sailors.

History:

During pre-historical age, the region was populated by small villages and the Zhu people were hunters or fishermen. As the use of silver allowed the development of better weapons and the discovery and development of farming increased hugely the population, the villages grew and the various villages, under a Warlord each, began conquering neighbouring areas. Soon, the villages became States that were clashing each other for the supremacy of the area, thus beginning the ‘Warring State Era’ around 1600 BC. For the next 600 years, the Zhu people were fight constantly against each other, leading to the development of technology and new weapons, as the States sought to gain supremacy, and the conquest of neighbouring barbaric areas, as the States who were bordering non-Zhu lands were seeking to conquer them in order to increase both their farmlands and population, as the barbarians could be assimilated into Zhu culture and become their warriors. During those troubled times, Elder Shang developed his philosophy. Finally, the State of Qi managed to unite all Zhu States around 1000 BC, forming the Qi Empire which lasted up to 700 BC, when the last Qi Emperor was overthrown by Hwang Jang Le, Minister of War, who established the Empire of Zhu and further expanded the borders of the Empire. He also claimed to be a descendant of the Heavenly Emperor Wang and Supreme Deity Ling who, after centuries of watching the people suffer, finally decided to come down to Earth. This made the Zhu Empire a theocracy and solidified the Emperor’s power, so no one could imitate Hwang Jang Le and overthrow his descendants. His descendants still rule the Empire of Zhu, which continues to prosper.

Claims:

Spoiler :


Production:

Spoiler :
 
You can use "20 provinces" as a guideline still. If you fill in 20 provinces, you can translate that general size to your own border. Am I making sense?
 
Culture Name: Gwonsaum - Thomas.berubeg


Mythology:
The world the Gwonsaum inhabit is a living one. The world and the spirit world have existed forever in their current state. The material world is mundane and solid and what humans inhabit. The Spirit world is very different, though it is a reflection of the material one. Physical things, events, strong emotions, and metaphysical concepts spawn spirits, who inhabit the spirit world. Most of these spirits the boundaries of reality unassisted, unless they have help from a shaman. Great and powerful spirits can cross over without a problem, though very rarely do so. Instead, their effects tend to be felt even when they remain in the spirit world. Additionally, Shamans (Sekemns) can throw themselves over into the spirit world, at least mentally. Shekemns exist to build alliances and relationships with spirits, ensuring their people are safe.

The Gwonsaum believe themselves to be patronized as a people by a Great Spirit, or Great Ensha, known as Migwon. Migwon is a great hound, born of the friendship between Gwonsaum and Dog. As such, the dog plays an important part in the symbolism of the Gwonsaum, representing both Strength and Trust. Additionally, Theran and Jenashak, the Ensha of the great rivers, Shul, the Ensha of the sun, and Aymo, one of the greater embodiments of love, are are believed to be spirits friendly to humanity.

The Shape an Ensha may take is defined greatly by what kind of Ensha it is, though power is a limiting factor. A Very minor fire Ensha, for example, can only be a spark or small flame, while a Great Fire Ensha can be anything even vaguely connected to fire. The Truly Powerful Ensha have no restriction on shape.

The Gwonsaum believe that humans and dogs are the only creatures with souls. In death, their souls (and that of dogs) makes a perilous journey through the spirit world, travelling northwards, until finally arriving and joining with the “Mawr Ansa,” the Sea of Souls, an ocean comprised of the souls of the unborn, where they are washed of their sins and memories, and sent back into life as a newborn child or puppy. The Soul, when it enters the Mawr Ansa is burdened by the weight of the sins committed in life, which drags souls of sinners deeper into the depths of sea, thus taking longer to return to the surface to be reborn. All agree, however, that for a soul to make the journey from death to the Mawr Ansa alone is to court complete destruction. As such, Sekemns are meant to petition friendly minor Ensha to protect and accompany the souls of the recent dead in the village or city, and some even sacrifice a loyal dog upon the death of its owner, so that their souls may safely travel together and be reborn together. Dead bodies are buried, usually with a sacrificed (or recently dead) Pirgwon, and a pitcher of water is poured over the grave to remind the soul of the dead where it needs to go.

With regards to the faith of other people, the Gwonsaum simply believe that the “gods” of others are simply great Ensha who have demanded a specific kind of worship from humans. Gwonsaum do not approve of this, as the stories have always said that spirits of that kind are generally not friendly to humans, but know better than to try to actively offend them. A Gwonsaum travelling to lands ruled by gods will generally carry with them a metal spiral, a token of a friendly Ensha, for protection.

Gwonsaum believe that the spiral is a difficult shape for Ensha to understand, and only those invited in are easily able to travel a spiral unhindered.

Society:
All Gwonsaum are led by a balance of secular and spiritual power. Whether greater power in a Gwonsaum City or tribe resides in a King (Known as Krek) or a Megshekem depends entirely on the group, and likely shifts depending on the charisma and strength of the individual.

The Spiritual guardians of the Gwonsaum are the Shekem, who are drawn up from the ranks of the people of the city based on prophetic dreams they or an already ordained Shekem may have at any age between five and fifteen. Traditionally, shekem were trained in an apprenticeship system with an older shekem teaching a younger shekem everything they know (writing, lore, history, medicine, etc), and, theoretically, passing along the relationships that he has with local spirits. This still tends to happen in smaller Gwonsaum villages. However, the advent of larger cities, and especially of writing, has shifted the focus of shekem training from a one-on-one practice to a more academic institutionalized one, though students are still selected through the traditional methods. In cities, Shekem also serve as historians, bureaucrats, and record keepers. Often, in these cases, though Shekem may have Alliances with individual spirits, the city as a whole also has it’s own network of relationships, especially with the spirit of the city.

The Krek is a hereditary position, and is meant to lead the people in all manners secular. Some evidence suggests that this position was originally a “chief-diplomat,” in charge of interacting with other groups of people. However, be that as it may be, the Krek now is ostensibly the one in charge of the military, trade, and development. Beneath the Krek, and there to assist them, are the noble families.

Also powerful, though not nearly as much as the Nobility are the Brewers, who hold a special place in society, as they produce beer and wines (Fruit and honey.) These products are seen by the Gwonsaum as key to nearly all formal social interactions.
Subservient to them are craftsmen, farmers, and artisans, who generally live on the outskirts of cities and come in to sell their products.

Gender roles within Gwonsaum society are segregated at the lowest levels, and completly open at within the higher ranks. A Krek can be a woman, and as Shekems are discovered through spiritual means, there are as many men as women.

Material Culture:

At the heart of any great Gwonsaum city or meanest village is the Enshasal, or Spirit Hall, the place used by a Shekem to commune with spirits. This building is circular with paths in a reversing spiral towards a central chamber, which holds at it’s heart a slightly recessed ritual pit, where a Shekem will attempt to intercede with spirits. Lining the hallways to the ritual chamber are images of the spirits that the Shekems know to inhabit the corresponding area in the spirit world, with images of the greatest Ensha (Usually some combination of Migwon, Jenashak, Theran, Shul, Aymo, and the spirit of the city)

The Enshasal itself is a dome with a hole in the roof at the top of the dome, above the ritual pit.




While small villages will have nothing more for the shekem than the Enshasal, great cities will boast immense walled complexes housing sleeping quarters, classrooms, kitchens, libraries, kennels, etc, around truly massive Enshasal, which always must be in their own open courtyard at heart of the complex.

The Gwonsaum Temple complexes are also inhabited by a breed of dog called Pirgwon. These dogs have been bred by Shekems for generations for small size, friendliness, loyalty, and intelligence, and are allowed to roam freely throughout the temple complex, and sometimes even the city. Pirgwon are easily recognizable by their small size, flattened face, curled tail, and short red and black mottled fur. Pirgwon, when they age, are sacrificed and buried with the dead, so that both the soul of the Pirgwon and that of the human may travel together to the Mawr Ansa.

As with the Shanalash of the south, the spiral is not important only in ritual architecture, but also in secular architecture. The homes of the richest individuals tend to be large complexes of interconnecting spiral hallways, with rooms juxtaposed in unexpected manners. The complexity of these homes decreases with lower economic status, until the poor must make do with a simple circular home, a paltry protection against hostile spirits: And indeed, the poorer people are often sicklier than the rich.

Gwonsaum bath regularly, believing that doing so brings them closer to their original state near the Mawr Ansa. Every affluent house has a bathing room, but poorer Gwonsaum must make do with bathing less often, and usually in the rivers.

The current calendar of the Gwonsaum was directly learned from the Shalanash, as it is much more efficient for agriculture and trade, while the older lunar calendar is now only used for ritual purposes by Shekems. The Gwonsaum know that the seasons are caused by the regular migrations of two spirits so great their impact on the physical world lasts months: Gyerm the Witherer and Hawan of the Sighs, who legend says are lovers constantly looking for each other, but always missing each other and cursed for some ancient transgression to do so for all eternity.

Gwonsaum historically were not hugely keen on wearable jewelry, though obviously with outside influence, modern Gwonsaum do. Traditionally, Gwonsaum adorned themselves with tattoos in intricate interwoven spiral and dot patterns. Shekems tend to wear thin robes and sport shaved heads tattooed with the aforementioned spirals.

Abbreviated History:
Human and dog were born on the shores of the Mawr Ansa ages ago, both creatures of the material world and endowed with the inner light of the spirit world. In those days, death was not an obstacle, as the souls of the death had only to travel from the shores of the lake into the water itself, and back out. Deva, an Ensha of death, watched over the people, warding hostile Ensha away.

But, in the darkness of night, the foul Ensha Sova the Brackish, who had long been jealous of mankind, attacked, and with him came a great wave of dark water which poured into the Mawr Ansa, forever tainting the souls of the dead. Nemor, an Ensha of memory, sacrificed himself for a human friend, melting into the Sea himself, causing the Mawr Ansa to make the dead forget the impurities and giving individuals a choice between good and evil. Sova and Deva engaged in a combat that still occasionally shakes the earth to this day. Humanity was forced to leave the spirit world by the rising water, travelling in a myriad of direction, and becoming all the people of the earth.

The Gwonsaum travelled south, guided out of the spirit world by Migwon. For forty years and forty days, the Gwonsaum roamed, until the Shekem Elel spoke to the Spirits Theran and Jenashak, who both gave the Gwonsaum leave to settle on the shores of their river and taught them irrigation and farming.

And so, over the next thousand years, the Gwonsaum built a number of walled cities, the greatest being the twin cities of Ther and Jen, on their respective rivers. A series of petty kingdoms and Shekem-doms rose and fell, and never were the Gwonsaum truly united.

The spirits gave the Gwonsaum wheat, barley, grapes, olives, pistachios, pomegranates, and a myriad of other foods and spices. Cedars, imported as seedlings from the Chufriel, have also taken root on the shores of the river.

Trade with the Ekkelash was brisk, and even the Tshufriel had much to exchange with the Gwonsaum. The Gwonsaum alphabet, for example is wholly copied from their southern neighbors, as is the agricultural calendar.

History speaks of a great war fought for two hundred years between the League of Jan, reportedly led by a coalition of Shekems and the Theran Empire, subjugated by a krek whose name has been lost to history, that left ten thousand dead (c. 1900 BC) but it is more likely that this was a series of wars fought between different shifting alliances of city states over a long period of time. Earliest written records of the Gwonsaum cities write of alliances changing and broken and Shekems invoking death and destruction on the Kreks of rival cities, and cities launching invasions. The Cause of these wars are unkmown, but the result was a tenuous peace that lasted for a number of centuries with only minor scuffles breaking.

History speaks of a great war fought for two hundred years between the League of Jan, reportedly led by a coalition of Shekems and the Theran Empire, subjugated by a krek whose name has been lost to history, that left ten thousand dead (c. 1900 BC) but it is more likely that this was a series of wars fought between different shifting alliances of city states over a long period of time. Earliest written records of the Gwonsaum cities write of alliances changing and broken and Shekems invoking death and destruction on the Kreks of rival cities, and cities launching invasions. The Cause of these wars are unknown, but the result was a tenuous peace that lasted for a number of centuries with only minor scuffles breaking.

Recorded history for the Gwonsaum presumably begins with the importation of writing from the Shanalash (c.1800) , and everything before that fades into oral myth. It is known that, at some point, portions of Gwonsaum fringe society -- hill tribes (Gwonsaum only in language and system of beliefs,) were invited in as mercenaries and enforcers by the Ekkelash, though exact dating on this period is muddled as is it difficult to differentiate between cultural contamination through trade or through an invasion (As that is what it became.)

The Gwonsaum formed a confederation of free cities known as the Union of Mergis (c. 1592-1500 BCE) in reaction to the aggression of the Ekkelashi Ieresah Empire. Despite the existence of confederation, however, a significant portion of the southern areas of the Gwonsaum were subsumed by the empire, including the cities of Penkdem and Jen. However the Iresah tyrant Urshaihafah was overthrown by an alliance of Ekkelash, Tshufriel, and Gwonsaum, all under the leadership of Queen-Shekem Ashara, whose daughters, legend say, were raped by the tyrant.

Geographic Errata:
The four great Cities: Ther, Jen, Tusendakru, Penkdem
Smaller cities: Mergis, Nervir, Megther, Huius
Northern Mountains: Rawsno
Mediterranean: Megmawr
The Great Rivers: Theran and Jenashak

Location:

Southern Anatolia, Northern fertile crescent.

 
Edited my sign up post.
 
It came to my attention that the terrain map and regular map were not really the same. I have corrected this by changing the regular map - both with and without provinces. This shouldn't change much, but I just thought I should let that be known.
 
I'd like to ask everyone to mark their capitals if they haven't.
 
Let's go with Thursday for when Signups are due.
 
Jhot'a Despotate

Capital: Quawyachvtaa
Language: Jhot'ajyucme
Description: Upon the death of a ruler, the people of the capital elect a successor from among the heads of the various clans of the Jhot'a; this successor is given absolute power. Understandably, this system results in the clans lavishing attention upon the capital, leaving the rest of the country comparatively underdeveloped, and assassinations and outright warfare between clans are not uncommon. As only clans owning land are considered for the position of ruler, clans that are young or have lost their land make going out and either colonizing or conquering new land a top priority.
Spoiler History :
The Jhot'a originated in the Mississippi valley area, where they lived primarily as hunter-gatherers, though some larger tribes did practice agriculture. They lived there relatively undisturbed for some centuries, until conflicts in the north led to large amounts of bandits and refugees pouring into their lands. The Jhot'a were ultimately unable to integrate the newcomers into their society, and migrated east. This cycle of settle and migrate continued until the Jhot'a were forced to the tip of Florida. With nowhere else to go, the various tribes migrated across the sea, first to the Bahamas, then to Hispaniola.

The scattered, disunited Jhot'a tribes accomplished little of note during these years, with their most notable achievement being the domestication of some of the large ground sloths that called Hispaniola home, and they would likely have been consigned to the dustbin of history were it not for the efforts of the cunning and ruthless chieftain known as Shikoba. Shikoba united the Jhot'a tribes that inhabited Hispaniola and managed to exterminate or drive off every non-Jhot'a tribe on the island. Under his rule, Quawyachvtaa was constructed, and, in order to placate the other tribes, the system of succession instituted. Shikoba replaced the various tribal warrior traditions with a standardized Jhot'a military tradition, and forced the use of a common currency between the tribes. He was ultimately assassinated at the age of 41 by his daughter, who hoped to succeed him (she didn't).

The first few rulers who followed Shikoba were highly incompetent, and lost about half of Hispaniola to Taino raiders. The first worthy successor to Shikoba's legacy came from the leader of a new clan, Hanan. Hanan sailed north, to the Bahamas, and conquered several islands, establishing a power base which he used to return to Hispaniola and drive out the Taino. Not a week after his victory, the reigning leader of the Jhot'a Despotate came down with a mysterious case of murdered in his sleep, and Hanan was near-unanimously declared the new leader. His reign saw the strengthening of Hispaniola's defenses, the establishment of numerous trading posts in the Bahamas and on the coast of Cuba, and, perhaps most significantly, the founding of an Academy in Quawyachvtaa, with attendance being mandatory for clan heirs- to ensure that such incompetence would not plague the Jhot'a again. At the age of 47, Hanan was kidnapped and left naked and without supplies on a raft at sea by his political rivals, and the mastermind behind the operation, the young and ambitious Imabachi, succeeded him.

Imabachi's reign saw the parts of the Bahamas not conquered by Hanan colonized and the natives assimilated, and the introduction of Saber Guaretés (descendants of saber-toothed marsupials that survived the Pleistocene extinction and were domesticated by South American natives) to the Jhot'a- she paid a Queen's ransom to Tupi traders visiting the capital for three breeding pairs. She fought off minor rebellion by a rival clan, and confiscated that clan's lands, distributing them among the loyalists; this act, while seen as relatively insignificant at the time, would have far reaching effects on the Jhot'a.

For it was the rebelling clan, in their desperation, who established the first Jhot'a foothold on Cuba; the rebelling clan who built the fortress of Luushyaloowa- which has never fallen to any siege- and the rebelling clan who established the Jhot'a's reputation as shrewd traders. Over the centuries, this clan, from their base at Luushyaloowa, would come to hold the position of leader more than any other, and their influence saw Cuba become richer and more developed than even Hispaniola (but not the Capital).

Spoiler Religion :

The Jhot'a are a shamanistic people, with clan leaders often sending third and fourth born children off to learn the ways of the mystics. They believe in a great spirit that watched over them, and their mythology contained many, many spirits, devils, and magical races, ranging from the wise and respected Shark-men to the wicked Shadow Sloth, which is believed to stalk and possess those who spurn the spirits.

Claims:

Resource Map:
 
Thanks for being the first one to complete all of the signup requirements :p

I won't be posting a map of all claims because I want to only add people with a *complete* signup, that means all areas of the signup filled sufficiently and both a claims and work assignment map.
 
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