AngNES I: A Divine Wind

It definitely is. If you make orders in for tomorrow, they'll even be included in the update :)
 
Slight problemo with the stats.. as you have it set out, they are virtually impossible to copy+paste for my orders..
 
Copy and paste each line. Yeah, it's tedious. But if I can do it, you can.

Maybe Angst can figure a way to fix it later.
 
If you allow downloads, Angst, I think we could then select by cell on our own computers, which would aid copy-pasting a lot.
 
Hi guys!

Sorry for this not being an update. I just wanted to tell you the status.

Darians and Thrachesians are done. I'm currently writing Sivetes (With a twist, too - save for the southern peninsula colonies taken by a player whose name escapes me, all Sivetes are barred for entry for now.) and then I'll do the Thlayllians swiftly, then the Illyans and lastly the messy Copper river peoples.

The update will be more remniscent of what you usually see in NESes.

:)
 
Can't wait :p
 
So, uh, I hate to be that guy, but there's been nothing here for a week. Possible statues update, please?
 
Well, I can post the part of the update that's finished if you want? :)

I've been sick on and off for a while. You know that nice balance where you're not so bad you can't sleep and don't feel like lying down, but if you get up you get fuzzy, and you can't attend class because of this balance? Yes, that's been me for about a week. :)
 
Progress account: I have just finished Sivetis and the Southern Colonies. I imagine to perhaps finish the Thlayllians completely today, I'm not sure whether I'm able to finish the whole update. I hope you all remain invested.

EDIT: I'll also post the update slightly earlier than I finish the stats. :)
 
It's not too late to join right? I'd like to do something on that large island in the sea.

Edit: I see in the instructions that I can join. I will read everything when I finish school, but for now, if possible, I would like to reserve that smaller island next to the largest one.

2nd edit: realized that may not be smart since we don't have boats as uncivilized savages. Will do something later.
 
It's not too late to join right? I'd like to do something on that large island in the sea.

Edit: I see in the instructions that I can join. I will read everything when I finish school, but for now, if possible, I would like to reserve that smaller island next to the largest one.

2nd edit: realized that may not be smart since we don't have boats as uncivilized savages. Will do something later.

You do have boats, actually (Uncivilized nations can build Ships), but you will be quite behind the civilized nations in other ways (Warbands vs infantry is a bad matchup in all kinds of cost-effective considerations and your domestic stats are usually poor).

But I'd love you to join Deusselkerr! :) And join as what you want to. Uncivilized nations can definitely compete, and they will progress to civilization at some point after all. :)
 
You do have boats, actually (Uncivilized nations can build Ships), but you will be quite behind the civilized nations in other ways (Warbands vs infantry is a bad matchup in all kinds of cost-effective considerations and your domestic stats are usually poor).

But I'd love you to join Deusselkerr! :) And join as what you want to. Uncivilized nations can definitely compete, and they will progress to civilization at some point after all. :)

That makes me wonder, is there some kind of tech diffusion mechanic that brings uncivilized peoples up to speed quicker the more they interact with other, more advanced nations? I haven't read the rules fully yet, so I'm not sure, but it seems like something that should happen.

So I guess I will go for that island after all. But do sea vs land trade routes change anything? Ie will my trade income be less because I'm across a sea from a nation vs a road away? If not I will go for that island.

Right now, I'm digging a nation somewhere between Carthage, England, Ireland and Norway (Viking).
 
That makes me wonder, is there some kind of tech diffusion mechanic that brings uncivilized peoples up to speed quicker the more they interact with other, more advanced nations? I haven't read the rules fully yet, so I'm not sure, but it seems like something that should happen.

It should happen but I can't guarantee it; Terrance888 (I think) asked a similar question earlier where he wanted clarification whether increasing domestic production would indirectly increase trade eventually (which it would in the real world), and my answer was basically that I am not smart or able enough to keep track of a whole world; but if it makes sense, put it in your orders, and you might be lucky. The game, as it's managed by me, can only keep track of so many things; so it's up to you to point out if something should give you a certain benefit.

Basically the answer is: "Of course, that's how the world works, but I'll never be able to guarantee it, so I won't. Just make sure I remember stuff. " :)

So I guess I will go for that island after all. But do sea vs land trade routes change anything? Ie will my trade income be less because I'm across a sea from a nation vs a road away? If not I will go for that island.

Right now I actually think sea routes are best at interweaving the world actually; roads are very rare at this age.

If you play that island, what you should do would probably be to benefit from being a middleman between the Darians and the Thrachesians. They are currently mostly connected around a larger arc through the Sivete-Thlayllian colonies in the south and then through Evet in the west. You're basically a shortcut if you set things up right. Be wary of course, because North King is a very able player. :)

(Did I just give a player tips? I'm a horrible mod. GUISE THIS MOD PLAYS FAVORITES APPARENTLY :run:)

Right now, I'm digging a nation somewhere between Carthage, England, Ireland and Norway (Viking).

I've deliberately made the setting resemble ancient Europe more than other parts of OTL, and I'm happy I struck a chord you appreciate.
 
(Tribe, of course)
Deusselkerr/Alorii Dynasty
Desired color: Deep Gold (See map)
Area: The eastern portion of the island adjacent to the largest in the sea (See map).
Nation: (Kingdom of) Aloria
Political description: An absolute monarchy with primogeniture as its method of succession.
Cultural description: The Orii culture is a mixture of Or Island's native Fruidi culture and Illyan culture, which was carried over by invaders centuries past. Like Illyan culture, the Orii celebrate a strong maritime tradition, and are rather bent towards militarism. However, they worship sea gods rather than sky gods, and are less concerned with conquest. Their language and art are primarily Fruidi, with some Illyan influence; pottery is decorated with images of man and beast, with abstract fields behind them.

Map:
Spoiler :
ztqac2O.png

A brief history:

Nearly three centuries past, Fruidi fishermen noticed large, strange boats heading towards their village. By the time they arrived on shore, those boats had spurted forth men in strange garb and metal armor, with fearsome weapons and battle cries. Within a year, all of Or populated by Fruidians had been taken by Illyan invaders.

After several dynastic changes and countless plots and treacheries over the next two centuries, one man came forth with an iron fist to carve a single people out of the now-fragmented islanders. His name was Alor, and his legacy was so great that the word Alorii means "conqueror" in common vernacular. His Alorii line rules to this day, with King Darian I Alorii ruling out of Ortoga, where his ancestors first landed.

(OOC: Obviously there is much more to expand upon. Also, Ortoga is not a city, but rather I suppose a "first among towns." It will, however, become my first city as soon as I get there.)

On the Orii civilization and people:

The people of Or are highly stratified, with a caste system having settled into place during the rule of Alor. On top is the royal family, with the nobility beneath (originally being comprised of Alor's generals and captains and their families). Lower still is the citizen class, the strange caste of warriors and merchants and priests (warriors all, of arm and gold and god, according to local understanding). The largest group is that of the commoner class, where the farmers, sailors, fishermen, miners, and all manner of tradesmen reside. Beneath this is the slave class, who are typically taken from deep in the unsettled and unexplored forest of central Or to serve in the royal and noble households.

(OOC: Obviously more to expand upon here as well.)

On the Orii language:

The Orii language is complex and largely rule-less, being the bastard of Illyan and several native tongues. Trends exist, but there are always exceptions to the rule (having survived from another parent language). Some important exceptions to this do exist, however, with rules that are much more entrenched, with only a handful of exceptions. These include "ii" and "aa."

"ii" is a suffix relating to "true people" being the citizen class and up. It typically has associations with military terms, seen in words such as Alorii, "Conqueror," and Marii, "Sea Warrior." Priests are the one exception to the "ii" rule, as a priest is an Augai, not an Augii, even though they are "warriors of faith." Merchants, therefore, being "warriors of gold," are called Hanii.

After "ii" comes the suffix "aa" which relates to "earthly" people (the distinction between earthly and true people is explained in Orii mythology). Examples of "aa" usage include Maraa, "Seafarer," Niaa, "Miner," and Rafaa, "Farmer."

(OOC: I will likely add to this as I go along).

Mythology:
The religion of Or is unique, being (like the Orii language) a bastard. It is a rather strange pantheon, with five parents and innumerable children, whose parentage is not ever entirely certain. In Aloria (and Or as a whole) religion is generally a fact of life, rather than a reason to live. Gods are accepted like fruit trees are; they are given the proper attention, and then forgotten once the necessary duties have been performed. Priests and priestesses perform the rights as a job, and less as a reverent act of love. They have faith, of course, like most Orians, but there is nothing special about being a priest. They fight for godly favor, just like merchants fight for wealth and warriors for land.

The actual pantheon is headed by Telest, a fearsome and righteous god of storms and justice. He wields a massive fishing spear, with which he strikes judgement upon the world. His brother Talast is his shield-bearer, and is god of calm seas and safe travel. They share three wives, the sisters Mila and Pila and Sila, who were offered to the gods as tribute by the first men as payment for favor and blessings, as well as the promise of liberty from any more godly war (see creation story below). The three sisters were transformed into immortal goddesses, and their children became gods of man's needs. Imra is the godess of shipbuilding; Rela is the goddess of stoneworking; Lan is the god of harvest. These are the gods of man, only because man bought their favor. There are other gods, such as Timbor the god of trees, but he is not worshiped because it would be fruitless- man has no covenant with him. Instead, they would possibly pray to Liren, the god of woodcutting.

The creation story of Or holds that in the beginning, the world was a barren rock, ageless and dark. Then Father Light came, and found Mother Life weeping in a cave. Father Light promised Mother Life that she would never again be alone, and together they populated the planet with all the creatures and plants under the sky, with humanity to preside over it. Father Light watches over the earth by day, visiting Mother Life at night in her home in the center of the world, leaving his servants the stars to watch in his place. Besides creating mortals, Father Light and Mother Life had godly children of their own, such as the mentioned Telest, Talast and Timbor. Telest is the oldest of all, and his rough waters were the first creation of Father Light and Mother Life. They were happy, but then Brother Death decided to visit his sister Mother Life, not having done so since he last destroyed her creation. Brother Death does not mean to do this, but it is simply his nature to destroy, and he is ever so lonely, and only Mother Life can withstand his presence for very long. Father Light and Mother Life stood against Brother Death's approach, but they and their children could only do so much. They enlisted the help of their intelligent creation, humanity. The "true people" stood by the gods, and the "earthly" people remained, staying on the world. After Brother Death was reproached, the "true people" returned and took their natural position as superiors to the "earthly people," and have been on top ever since. Brother Death comes visiting often, and always Father Light and Mother Life drive him away, but not before Brother Death manages to bring death upon some members of humanity, whether it be a lone man in a sickbed or a regiment of soldiers on the battlefield.

Worship generally revolves around daily visits to the temple, which is located at the west side of any town's square or central space. At the end of the day, as Father Light leaves, food is burned to prepare a feast for him and Mother Life, as thanks for creation and dominion over it. This generally takes fifteen minutes at dusk, and during the burning songs are sung praising the gods and asking for blessings. Then people may ask the priests and priestesses to pray for boons, as the covenant with Telest is realized through his earthly attendants- priests and priestesses.

(OOC: I hope this is consistent. If it is not, let me know.)

Current Dynasty:

King Darian I Alorii the Young, 28
Queen Garnea the Pious, 20
Prince Darian Alorii the Younger (Heir Apparent), 2

(OOC: That is as far as I shall go for now, since we will likely be on Darian III by the time the next update comes along. Or I may ignore this dynasty and use it for RP next turn, if I don't manage to get any done this turn (which is likely).)
 
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