CvnnNES: As Many as the Stars

Also no 7 hun... only between 1-5
oops quoted the wrong person at first!
 
I would like my Civ to be near a river, just pick a random river.


Bintu

Agression: 2
Expansion: 4
Cohesion: 1
Agriculture: 4
Sophistication: 4
Nation Names: Bintu, Shooze, Rintu, Vintu
City Names: Yuzony, Manuy, Grad Hights
Landmarks: Shibru River (Holy River) Eukazzi (what the Bintu belive where life was created by their god Summi).

The Bintu people dwell by rivers, and are an agriculture society, with a very sophisticated way of life.
 
Start me at the northern fork of the eastern most river (purple on this map)

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Aggression: 4
Expansion:3
Cohesion:2
Agriculture: 4
Sophistication:2
Nation Names: Ariel, Azrael, Metatron, Uriel, Zadkiel (angel name)
City Names: Ar'Als, Az'Al, Met'Al, Ur'Al, Zad'Al (angel name -'al)
Landmark Names: Serenity Seas, Tranquillity Hills, Blessed Falls, Hushed Waters, Friendship Palace

I would rather you came up with creative names for your culture. I am certainly not going to use English to denote anything on the map, and I do not like the idea of using angels' names, either. (The cities are fine.) Also, please name your culture.
 
Poor Cuiv, so many starting cultures.

Cuiv, place me somewhere in the north, wherever you have space, around some mountain foothills. More arid as opposed to less would be a plus. (See instructions below)

Amshar
Aggression: 4
Expansion: 3
Cohesion: 4
Agriculture: 1
Sophistication: 3

Nation Names: Salpashim, Katheran, Altarak'am
City Names: Amshar, Tamakir, Palshan
Landmark Names: Sathkola, the Bronze Snake (desert), Pethtela, the Blue Snake (river), Makalbala, the White Snake (mountains).

Leader Names: High King Salashar, King Nephtak'an, King Varaktal, High Seer Ershalai

These people, our people, you call them Am-Shar, lion kings. Slip your tongue and call us An-Shar, sheep kings, and you will be unmanned by a swift stroke of sword. We ride camels, herd sheep, and hunt lions so that their glorious pelts can make even a common man a king among slaves.

The desert lion and the mountain lion are great rivals. They clash in a spitting and hissing of claws. They clash in a violent rage which echoes among the dusty hills. So is it with the men and women of our lands.

The Am-Shar are lions, lions among their brethren and lions against their foes. Each generation one is acclaimed High King, but he must lead great glory-raids and gain mighty tributes to adorn our mountain cities, or face a challenge from his brother kings.

There are four snakes, three of which can be spoken of. The Black Snake above awaits to swallow time, and swallow his own tail, completing the cycle of all that is and will be. But we do not speak of this terror. We cannot. Though their writhing be slow, the Bronze Snake, White Snake, and Blue Snake form a knotted balance. Their tails are tied together. We Amshar live in the knot.

We fight among ourselves for glory, more often than not. Your best hope, dear stranger, is to leave us to our building of glorious cities, to the tending of our flocks and the making of golden idols, only to tear them down by our own hands. The Amshar unite rarely, but when they do, it is a terror to behold.
 
For your benefit, I've noted most of the already claimed spots. Mine is pink.
AlfAhPa.png


EDIT: I have since claimed ZeletDude's spot, as there is no honor among Nesers.

Alf Ah Pa
Aggression: 1
Expansion: 4
Cohesion: 1 (+1)
Agriculture: 3 (+1)
Sophistication: 3 (+1)
Nation (and City) Names: Eck Pah, Hag In, Bo In, Go In, Eck Hun, Hun Ta Nik, Ga Mar Alf
Landmark Names: Sai Orn, Sai Eck, Coor Nar Jay, May Yan, Hit Fa Alf

The Alf Ah Pa, in their language "Those Who Live Under the Sun", are a culture of animist city-states spread along the Sai Eck. Their earliest mythologies claim that they were created by Alf Fey, the Sun Spirit, as a weapon to use against his brother Mart Fey, the Moon Spirit. So that they could hide at night, their skin was made pitch-black. When the war ended with both spirits agreeing to share the sky, Alf Fey rewarded them for their service by placing them on Earth, along the Sai Eck.

The Alf Ah Pa city-states are the center of the Alf Ah Pa world. Each is ruled by a god-king, who is believed to be the spirit of the city. He does not have absolute rule, and in most states shares a great deal of power with the various informal wisemen and community leaders. On his death these leaders select a new spirit for the city, usually a relative of the former god-king or a well-traveled hero-explorer.

The Alf Ah Pa believe in the omnipresence of spiritual forces throughout the world. Locations, such as a river or mountain, have spirits, but so can concepts like love, or an organization like a city. Spirits are separate from their focus, city spirits survive by moving into a new god-king. A lesser spirit can inhabit a greater focus, and it will grow stronger, while a great spirit that downgrades will lose strength. Naturally, the most powerful spirit is the sun's, Alf Fey, who created the Alf Ah Pa (unlike all other people, who were made by some lesser spirit).

The Alf Ah Pa use a monosyllabic language, where words consist of a single syllable. Tone is used to expand the vocabulary, different tones change the meaning of a word.

Alf Ah Pa have a respect for exploration. Exploration is a pilgrimage of sorts, as while travelling an explorer will pass through the domains of many spirits (who, in return for certain ritualized offerings, will protect and teach the explorer while he passes through). One common route used by new explorers is the Orn Ha Par, or Journey to the Close Sea, where they sail or walk down the Sai Eck to the Sai Orn. Obviously this trip is a lot more difficult the further you are upriver. Famous hero-explorers often found new settlements, or become rulers of existing ones.

EDIT: Circuit, Birdjaguar, my fellow Tropicos, we only get 12 civilization points.
 
Creation Myth
AKA The only thing that can beat Alf is himself

In the night before there were days, the star spirits wandered. They were many and they were bright, and the night-spirit stayed away from them. They explored the universe and spoke with many spirits, who gave them knowledge and wisdom in return for the secret of driving away the night-spirit. Alf, Mart, and Lors were the brightest of them, and they led the star spirits in their wandering. Alf learned from the fire spirits how to be warm when he taught them the secret of brightness, Lors learned from compass-spirits the secret of guiding when he showed them how to hide in metal, and Mart learned from ice-spirits patience when he taught them how to trip people. There were more star spirits, who learned many things they would eventually teach the Alf Ah Pa, but these were the most important for this story.

The three great spirits wandered until they came to Earth, where they found a spirit named Han. They drove away the night-spirit as they always did, so that they could learn from this spirit. The Earth Spirit, Han, offered to teach the charm of making to the star spirits if they would stay and stop the night from coming back. Alf wished to, but Mart did not, and Lors said they would need many star-spirits to keep the night away forever. Lors left his brothers to go and gather more star-spirits, so that they could decide as a group whether to accept Han’s offer. Mart and Alf were to wait for him to return, but Alf did not know the trick of waiting. He hectored Han to teach him the charm of making now, and Han agreed.

When Lors returned he brought with him many star-spirits. Mart spoke to them and tried to trick them into leaving, telling his brothers that he knew of another spirit far away that knew the charm of making and would not ask for so high a price. But Alf demonstrated the charm of making to the star-spirits, making the panthers and the fish. Mart tried to ridicule the new creatures, but the star-spirits did not listen and agreed to accept Han’s offer. Mart was angry, but he knew patience, and he planned to wait for them to grow bored and leave.

Together, Alf, Lors, and the other star-spirits kept the night away from Earth. They practiced with the charm of making, and created people and many beasts. Alf was the greatest maker, because he learned it first. He made many more fish and many-colored panthers, but he did not yet make any people. Spirits from all over heard of earth and came there, hiding under the light of the star-spirits.

Alf used the charm of making to make himself brighter and warmer, and became bigger than all his brothers. They were impressed, and made him king. But he kept growing brighter and warmer, and things on earth had trouble with the heat. They went to Alf, and asked him to stop being so bright, but he scolded them for not appreciating all he did to keep the night-spirit away. They were chastened, and even though they were hot they did not complain openly again.

Alf kept growing brighter, and eventually no one could see the other star-spirits because he was so bright. The star-spirits went to Lors, who was the brightest among them (though not as great as Alf) and thus could still be seen. He went to Alf and asked Alf to become dimmer, because even though he kept away the night, his brothers were being outshone by him. Alf became very angry, and accused his brothers of jealousy. When he got angry he got brighter and warmer. He was so bright the star-spirits could not be seen from Earth, and so warm that everything on Earth started to die.

The star-spirits, who got together and made war on him, planned to drive him off. But he was so bright that they could not see each other, and he beat them up easily. Then the earth-spirits got together and made war on him, but they could not ask the star-spirits for help because they could not see them, and Alf was so warm that none could touch him without being burned. To help him fight Alf made the Alf Ah Pa, who were dark so they would not be burned. Six times the star spirits and then the earth spirits attacked him in turn, and Alf beat them all easily. The earth spirits went to Han and asked him to help them, but the making spirit did not care that everything that was created was dying, because although he knew the secret of making he did not make.

Meanwhile, the star spirits went to Mart and asked him for help. He refused, and said this was why he had not wanted to stay and learn to make things. He tried to convince them to leave Han and Alf behind, but the star-spirits were attached to their creations and did not want to leave. Eventually they convinced Mart to help them.

Mart led the star-spirits in another attack on Alf. When Alf became bright and stopped the star-spirits from seeing, Mart pulled out a mirror and hid behind it. Alf could not see because his light was being reflected back at him. Mart used the mirror to signal the earth-spirits to attack, and they and the Alf Ah Pa were locked together in combat, leaving the blinded Alf alone.

Lors had grown tired of the fighting and did not want any of his brothers to die. He spoke to the blinded Alf and the trickster Mart, and the three of them agreed to a compromise. Alf would stay in the sky for half of a day, while Mart tricked the star-spirits into following him on a wandering. Then Mart and the other spirits would return, and Alf would become dim and meek, to trick the star-spirits into thinking he had been beaten. Alf rewarded the Alf Ah Pa, now that the fighting was over, by putting them on Earth.
 
I would rather you came up with creative names for your culture. I am certainly not going to use English to denote anything on the map, and I do not like the idea of using angels' names, either. (The cities are fine.) Also, please name your culture.



fixed- sorry
 
Aina
Aggression: 2
Expansion: 3
Cohesion: 1
Agriculture: 4
Sophistication: 5

Nation Names:
Eleqan, Taiath, Noiqan, Azhal, Qas, Heveta
Eleqan is the oldest and (?) greatest. The rest can be chosen from at your discretion; I imagine Taiath as an upland state and Heveta as being by the sea, if that helps.

City Names:
Eleqan, Taiath, Noiqan, Qas (capitals of their respective eponymous nations)
Amaita (Azhal’s capital), Inqe (Heveta’s capital)
Leh, Saraq, Shaha, Theqa, Qam, Evethai, Zhat

Landmark Names:
Erevena - the uplands to the west
Sam - the river we start on
Tesam - the other river
Athai - the sea
Noqalai - the arid lands to the north
As - the peninsula to the south

Q is the same as the Arabic q. Zh is the same as the English hard j. J is a buzzing sound more akin to the French letter.

While I haven't constructed the language yet, ele- appears to be music, -qan land, -sam river.

Starting location: two bends north of the mouth of the middle (Sam) river. Marked on this map in the color that I’d prefer for one of the various nations.



It is said that in the most ancient days, the Aina warred amongst themselves, and no man was any other’s brother. People lived in terror of meeting another, and all knew that their deaths could not be far off.

Elen, a man with a trace of godliness in his long bloodlines, came to walk upon the world in these dark times. His was a terrible life, for in his middle days his children all slew one another, and his wife threw herself into a river in despair. He mourned, singing great songs of mourning; he played his harp and his voice echoed off the hillsides.

In wonder and awe, the people came from their caves, one by one, a trickle, and the music filled them with wonder, so none feared the hand of another. They gathered in a great circle at the feet of Elen, who did not see them for his grief. He sang still, of his children, their dark, flowing hair, their warm, black eyes, and he played the cruelest chords that anyone had ever dreamt of.

And that night, the Aina saw how wrong they were, and they founded the first city – Eleqan, the land of music. Or so the story goes.

It is a pretty story, and its message is not lost on the modern Aina, for bloodshed and terror still play a fairly large role in their society. While aggression is not often directed outwards, the wars between the cities and peoples of the various nations have ever raged. Many kings have sat on the oldest and greatest throne of them all, Eleqan, but few have seen it kept by their grandchildren.

Even in the struggles and intrigues and fury of the warring cities, still the Aina have brought many of the peaceful arts to their highest levels. Fittingly, the harp was invented here, and many of the most renowned musicians in the world were trained here, even in the dying days. Queens and kings patronize musicians, sculptors, and muralists with little regard for their purses. Art and architecture have also seen grand new forms, and the royal palaces are wonders to behold, if a constant drain on the nation’s income.

There is little in the way of philosophy or science, though there is no reason to say the Aina couldn’t succeed in those endeavors if given a little time and practice. Trade is not exactly the foremost pursuit of these people, but there is certainly a little of it, and given their prime location there is bound to be much more. For now, the majority of them live in the rolling farmlands of their home, carefully cleared over hundreds of years, wary of the next war that might sweep away their fortune.
 
I have a comment about the rules. It doesn't say in their how you advance ages (like from Stone Age, to Claissical Age). And the rules don't say anything about technology resurch. Could you give detail about those two topics? Thanks.
 
You don't, and you don't. See how easy that was?

In retrospect, Cuiv, I'd like my lands to be between the two western rivers, near the southernmost reaches of the northern mountains (the 'pointy' part) and extending into the desert a bit. I'd rather not pinpoint it on a map unless you absolutely require it.

@Circuit: Remarkably, building a civilization in a tropical jungle is somewhat more difficult than building one in a semi-arid area. That's why you have less points.
 
The Creation of the Land
The Asconii creation myth

Long ago, there was one man, named Caliphni, and one woman, named Caliphniu. Caliphni and Caliphnu were separate for many years until one day they encountered each other. Caliphni immediately fell in love with Caliphniu, and asked her to be his mate. But Caliphniu did not believe that Caliphni was devoted to her. So Caliphniu told Caliphni that if he were to chase away the darkness, she would be his mate. And so Caliphni collected the stars in the sky and bound them together into a great collection, and set it high in the sky to shine upon Caliphniu's beauty.

Caliphni, overtaken by Caliphniu's beauty, again asked her to be his mate. But Caliphniu still did not believe that Caliphni was devoted to her. So Caliphniu told Caliphni that if he were to build a land for her to live on, she would be his mate. And so Caliphni collected much earth and bound it all together, and set it below him and Caliphniu to be a resting place for Caliphniu's tired feet.

Caliphni, pleased by Caliphniu's rest, again asked her to be his mate. But Caliphniu still did not believe that Caliphni was devoted to her. So Caliphniu told Caliphni that if he were to quelch her thirst, she would be his mate. And so Caliphni collected the dew and the rain of the land and laid it upon the earth for Caliphniu to drink from.

Caliphni, after quelching Caliphniu's thirst, again asked her to be his mate. But Caliphniu still did not believe that Caliphni was devoted to her. So Caliphniu told Caliphni that if he were to bring her food and shield her from the sun, she would be his mate. And so Caliphniu took the earth and the water and combined it to create trees and vegetation to shield Caliphniu, and combined the vegetation with water to create animals for Caliphniu to eat.

But when Caliphniu tried to bring her an animal to eat, he was mortally wounded by the beast. Caliphniu, wondering where Caliphni had gone, found him upon the ground, bleading and dying. So Caliphniu told him, "You have proven you are devoted to me. You have given me the sun to warm me and bring light, the earth to rest upon, the seas to drink, the trees to shield me, and the animals to eat. So I will give to you many sons and daughters to populate the land. I will be your mate." And so Caliphni died, but the land was populated by his descendants. And from this moment on, the man has provided the gifts to his mate, and she gave him descendants. Thus has been the tradition since the beginning of time.
 
Nwenlzi Cultural Description

Nwenlzi tradition revolves around family, especially the father, although to a lesser extent the mother is also highly honored. Parents are the ones who allowed their children to come into the world, and therefor are responsible for everything they have ever accomplished. Grandparents are considered extremely important and are especially honored, for not only are they responsible for what their children did, but by extension they are responsible for everything their grandchildren have done. When a person dies, their children can begin taking more pride in their accomplishments and credit themselves more. However, pride is largely discouraged in Nwenlzi society. Even the mightiest of kings was once a small child that needed love and support to get where he is now. The only ones allowed any substantial amount of pride are the Alkzi (Shamans), for they are able to connect with the great Calhazi (Water Spirits). For they are responsible for contacting the Calhazi and requesting rain, asking for droughts to cease, or floods to stop. Such deeds are worthy of praise and pride.

Chiefs and shamans act as fathers to their tribes, directing them with wisdom and knowledge in exchange for obedience. Young rulers are uncommon, and most leaders are fairly old men that only guide their people for a few years. Succession is determined by age, the oldest living male relative to the last chief taking over (barring some overwhelming incompetence or dishonor of course). This continues until finally the last male of the family of that generation dies. Then rule goes to the oldest of the next generation. And so on and so on. While this means that tribes go through chiefs rather fast, they are also ruled by experienced and level-headed individuals.

Nwanlzi religion is generally focused around nature; specifically the parts of it that help support Nwanlzi life. Rain and river spirits are commonly worshiped and honored. In exchange they give rain and plentiful crops to the Nwanlzi. Once a person dies, they are brought to Yauv, or the Overworld, where they toil creating more rain for the earth below. While details of Yauv vary from tribe to tribe, it is generally thought to be rather peaceful and joyful, despite the constant labor. Many believe that you will see your deceased friends and family while you work, while others simply believe that you sit alone amongst the clouds, admiring the great beauty of the world from a birds eye view.

The Nwanlzi have a very loose concept of land ownership. While they have encountered other cultures and outsiders who say they own land, the Nwanlzi refuse to believe that one could truly own the earth they stand on, unless of course if they put it in a huge bag and carried it around with them. Things built on the earth can be owned though, and if you build a house somewhere, you are entitled to live there. Rivers and lakes cannot be owned, but the water from them can be once put into a container. A tree cannot be owned, but the wood can be once it is chopped. This mentality is from the belief that the nature spirits own everything in nature, and thus things must be separated from nature to be truly owned by man. Of course, this would also imply that man is stealing from the nature spirits, and therefor small rituals or prayers are commonly preformed while harvesting resources from nature.

Warfare is generally uncommon, as are large united groups of Nwanlzi. Plentiful resources near the Aj-Qwadal (Fatherly River) has prevented many squabbles, although a few tribes have increased in population over the years, causing the need for even more resources. Tribes such as this generally grow large, push smaller tribes away from the resources they need, and then fracture into many smaller tribes. The process then repeats again and again, with smaller tribes being pushed to the lands bordering the larger ones. In these lands resources are more scarce, making conflict over hunting and harvesting rights much more common. The tribes that lose these wars aren't forced to leave their lands, but they do lose the right to cut down trees from certain forests or fish in certain streams. Eventually they will begin to wither due to the lack of food and resources and either choose on their own to leave, merge with other tribes with access to richer lands, or simply try to force the other tribe to give them access with another war.
 
creation myth that took two minutes to come up with yay:

In the earliest days of Hadraaki culture, the myth of creation was a simple one. 13 brothers and 13 daughters. These 26 intermarried and had dozens of children. Those children had their own children. And so on.

In days gone by, the line of firstborn males of each original 13 brothers would become community leaders and start their own villages, (while second born males would lead the old village) but this didn't last long. Disputes between Khanrats, as the leaders would quickly be known, lead to war and starvation and the stunting of the Hadraaki culture. This has lead to many years of stagnation and no expansion, but the Hadraaki people still feel pull of war.





if my english landmarks are unsuitable, here is a replacement list:
Fauchard (battlefield or river)
Dhara (river)
Khopesh (birthplace of religious figure. could be anything)
Bitis (valley)
Andalou Mountains (southern mountain range)
 
I'm sorry just take me out because lately my internet hasn't been working correctly and only works for a small time then we have to reset it and then it works and then it goes away again, so I can't do anything as It is quite unpredictable. Sorry.
 
I'm sorry just take me out because lately my internet hasn't been working correctly and only works for a small time then we have to reset it and then it works and then it goes away again, so I can't do anything as It is quite unpredictable. Sorry.

I call his spot.

FreshStart.png
 
I will update my stuff later tonight.
 
I have a comment about the rules. It doesn't say in their how you advance ages (like from Stone Age, to Claissical Age). And the rules don't say anything about technology resurch. Could you give detail about those two topics? Thanks.

Basically, what Thlayli said. The rules for this NES past the first turn are not yet posted; your stats will be radically different from the information you're providing me on the first turn to help with the creation of early cultures. However, there will be no (explicit) research, which has been proven in the past to be an ineffective method of NESing, and you will not advance eras except at my discretion (that is, you won't be able to "invest" in advancing an era, as civilizations have never put a conscious effort into doing so, and era divisions are only ever noticed in retrospect).

For a general guide to what the rules system will look like, see North King's N3S III. I might modify those rules a bit, but the rules will strongly resemble his. I will post the post-turn zero rules after turn zero (or perhaps slightly before, but I'm still considering some changes).
 
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