DaftNES 3: Alternate-World Fresh Start

Alright thanks very much! I would update now, except I have to sleep and stuff first. Update 1 soon. People can still join.

Faction Name: Aquen
Start location: Maulan, Cradle 2
Culture: Aquen generally live in confederacies, which have a habit of shattering and reforming frequently.
Attitude: Strong emphasis on strength and authority. Not necessarily manifesting in aggressiveness, although when push comes to shove, the Aquen won't hesitate to take what they believe is rightfully theirs.
Leadership: Chiefs rule the confederacies, advised and guided by Shamans and close relatives, who themselves may attempt to seize the title of Chief.

This an okay template?

Yes thanx!

Goddammit I thought the map was below not above. Uhh, Gamna please?

Yes my fault, that is confusing, sorry. I will change the layout.
 
Oh my sweet jesus.. the forum just hiccuped and i lost what I wrote :(


Faction Name: Hubrian's
Start location: (Cradle #3), (Maltik)
Culture: Blood letting cannibals. Worship the sun. build bug temples to such effect. Believe eating their enemy will make them stronger
Attitude: Attack, enslave, they see them as sub-hubrian.
Leadership: God-King Tuk. Tho since he is only 14.. it is really the council of elders who control power currently...


Mix MesoAmerica with Polynesia and egypt and you are there
 
References to human genitalia are also discouraged, no matter how amusing they may be (BananaLee). Unless there is a valid reason for this.

And how did Dicchus NOT have a valid reason?

Faction Name: Sa'ad Danåb
Start location: Karu, Cradle 1
Culture: Hedonistic worshipers of Danåb, the Almighty God of Pleasure.
Attitude: Make love, not war. If that means making war to make love, then so be it.
Leadership: The desert tribes got into this rather strange hedonistic attitude because of the desert heat. Point is, while the various tribes go around minding their own business, they always meet up by the þißå (the Sa'ad word for Damn Big Oasis) every year to indulge in gluttonous and lustful activities which need no description.
 
Faction Name: Hurians
Start location: (Cradle 1), Hurud

Culture: Think of ancient egypt and lets build it from there. Developed cities and agriculture, very advanced religion (lots of monuments and authority). Holy book that teaches the values of life, and specially promotes martial arts. People generally see themselves superior compared to all other peoples, and as such they have strong sence of unity and will to protect their culture against heathens.
Attitude: Altho Hurians see themselves as superiors, they trade when they can get profit from it. However they are quite suspicious of foreigners and new people, winning their hearts won't be quick and easy task. As warriorlike people, they do pay considerable respect to other warlike people's, considering them "almost" worthy of Hurian status. Almost.
Leadership: Monarchy/dynasty, However the king is very much like pharaohs, being direct descendant to gods and as such demigod himself. King is the leader of church/religion.
 
:)

Faction Name: Agrians
Start location: Cradle 3, Sollo, specifically, on the smallest island of the five, which is sorta in the center.
Culture: A tribal society, much of Agrian lifestyle is constricted by the dense jungle which covers most, if not nearly all of the major island (Agr) on which the Agrian people reside. Due to the limited mobility of the mentioned jungle, the major food source(s) is anything (what?) can be extracted from the nearby coastline and seas, and thus seamanship is of important value, along with resourcefulness, and talent. The other notable feature of Agrian culture is the worship of the elements, of who it is said humans and everything moving, and therefore living, came from.
Attitude: Given that the Agrians are almost entirely isolated from contact with sufficiently advanced human society, interaction is limited with other Agrians, of which the similarity of religion leads to generally receptive communication, facilitated by the trade of whatever various products can be made, largely from discovered items in the Jungle or Sea and the dealings between shamanish religious leaders of each tribe.
Leadership: The most successful fishermen garner prestige within the tribe, but the shamanish religious leaders generally guide the tribe.
 
I'd like to put forward a tentative interest in doing some things with the Geskh region in Cradle #1.

Hopefully I have enough time to actually do something with it. Wouldn't want to miss out on one of Daft's NESes, but I may have no choice. :(
 
Faction Name: Halkska (Lit: The Children of the Serpent)
Start location: Cradle 1: Enka
Culture: Linguistically allied group of tribes based on the eastern bank of the Rav (the river on the western boundary of Enka). Foresters and hunters mainly with small barley and apple growing communities on the river bank, beginnings of wooden trading towns. Roughly animist-pantheistic in ascribing spirits to all objects whilst believing those spirits, including their own, to be subsets of the 'Great Sky-Serpent' (the milky way/galactic disk of wherever this is set). Of maximal day-to-day importance for worship is the spirit of the Rav and the spirit of Nights Edge, both generally represented as serpentine entities.
Attitude: With limited material wealth and wide ranging hunter bands they are very xenophilic and interested in their neighbours, if rather less keen on those neighbours reciprocating and disturbing the holy sites (huge craved totems mounted on hilltops).
Leadership: Shaman-kings rule officially, since the physical vigour of a warrior is seen as a spiritual blessing, but councils of elders in the wooden towns do most of the actual governing since the Shaman-kings have to go off and hunt the great beasts and supervise the holy sites most of the time. The councils are mercantile and change resistant, the Shaman-kings both more tolerant and more aggressive towards that which does transgress.
 
Faction Name: Iksander Antar'ah (Followers of Antar'ah)
Start Location: Qan'ma (Ganma, Cradle One)
Culture: The Iksander Antar'ah are an exceedingly devout, moralistic people. Notably, their religion worships the rebel Bringer of Light, al-Qahira, who brought knowledge and love to humanity to the disapproval of the more powerful supreme beings who had wanted to use humanity as slaves. The Bringer of Light was exiled to the vacuum of the darkest stars from the pantheon of deities and by his father the Imperator al-Malik for his treason. The Cosmos, however, have yet to rule ultimately on the judgment of mankind. In the Qayyidh-Hadir, the divine bet, al-Qahira challenged his father and claimed that the inherent goodness of humanity would see to his final redemption, freeing him from the darkness and redeeming the universe in light and beauty. When humans are virtuous and noble, al-Qahira breaks free of some of his chains. However, al-Malik has decided to cheat on his bet and corrupt segments of mankind, convincing the weak at heart to succumb to their evil with his divine power.

While the Iksander Antar'ah believe that humans are inherently good, they are always in danger of slipping to the temptation of the greater evil and its stronger deities that pervade the universe. The most ideal and noble life of an Antaran is that of virtuous love, guided by honor. There is no class of clergy, but a loose and mobile upper class of "knights," the Qizilbay Antar'ah (Protectors of the Antarans) bound by chivalric code provide leadership and guidance for the people.

There is no redeemer but al-Qahira and Antar is his messenger. Antar was the first of the priest kings who united these people, and showed them the truth of al-Qahira's struggle and gave them their name. Today, they seek to convert those corrupted at heart by al-Malik's machinations around the world and redeem the human race.

Attitude: Recently settled former pastorialists. Still heavily reliant on cavalry for military defense and attack. Go to war only when just, and are most fierce when on defense or seeking vengeance. Aggressive missionaries, but not particularly inclined to burn the innocent to spread their religion. Are interested in culture and civilization in the sense that they seek to build a utopia to prove the final worth and merit of man. Notably anti-authoritarian in the sense that the current supreme authority is evil, and the established order is not always correct.

Leadership: The al-Qanta Antar'ah (Word of Antar) is the priest-king of the Iksander Antar'ah, and rules in accordance with the Khal Antar'ah, the Example of Antar'ah. He is an elected monarch, usually from the best of the Qizilbay. Should he rule unjustly and stray from the highest moral example, the rebellious tradition of the Antaran religion provide the tradition for his disposal. Locally, the Qizilbay share decision making with elected councils of village leaders.
 
Faction Name:En Corthan\ (Privileged Center Land)or(great land)
Start Location:Zamar Cradle One

Culture:Life has been one of chaos and nomads for so long in En Cortha. Recently one great leader has united the warring nomads into a mixed culture. The people worship the moon as their protector and the sun is life to them. Their culture has become more diverse as they begin to gather together. They have put religion to a sort of tool section than great power in their society. They have put more worth in a person's work and are a group where the chief is usually decided by how well they can keep order most overthrows have been decided by duels at best, while the worst have been decided by bloody internal wars sometimes even bringing in other nomadic tribes. Even if they seem to be united some factions exist in the new order. The northern aggressors constantly raid other tribes and are against the birth system of profession which is explained in leadership. The star worshipers a new sect in their mystics have begun to worship the stars as greater deities than the moon or sun.

Attitude:Their new culture inspires trade and cooperation but some of the more aggressive and traditional members of the culture will raid on certain occasions. Their leader has been called the great peaceful one. Though he has expanded his domains in recent years to control 70% of the populace in the region. The remaining 30% has a hold over most of the weapons and greatest warriors. They even control the north where most of the game is in the region. This has lead to internal conflict which causes the aggressive members of both groups to raid nearby regions for resources. Their overall attitude can be described as one of expansion by whatever means are deemed the most fruitful for the tribe in most cases while a few like Arthendel are thinking most fruitful for the people as a whole.

Leadership:Arthendel(Leader privileged peaceful)or(Great Leader of Peace) he united the once warring nomads through the use of wisdom and deception. He continues to use deception for his own uses and to keep the nomads together so that they can aid him on his quest to unite all under his rule. He is the descendant of the first Star Chief who was the first chief to establish the system of how child will be divided into professions.The system says born in a clear sky if it is not yet dark one will be a hunter or gatherer whether male or female. If born at dark with the moon one will be a warrior or mystic. If born during a new moon one will be free to choose their life, usually these children grow up to be traders or the next chief of their tribe while some have entered one of the more traditional positions. Leaders are chosen based on how well they do in their position if they can keep order in their defined area they are allowed to challenge the chief for leadership or the chief can declare them his or her heir. Using this system Arthendel has spread it uniting the nomads of En Cortha under it. He looks at the world as a series of systems where if one can breaks the others and makes a promising one they will rule all.
 
Faction Name: Calengians

Start Location: (Cradle 1, Gleis, preferably at the head of the inlet)

Culture: The Calengians live in a quite large, well fortified, city, Calenge, with outposts on a few of the nearest islands and along the inlet. They are polytheistic, but regard the great god Rollippo as their patron, and believe that the other gods are more or less indifferent towards them. Otherwise, the main feature of their society is their code of honour, which the aristocracy in particular believes staunchly in, but which is continuously changing radically, because it is defined by the cryptic oracles of Rollippo’s son, as interpreted by the priesthood, which frequently contradicts itself. However, the priesthood tends to interpret oracles in good faith.

Attitude: The Calengians favour trade with anyone who will trade through their port and outposts, provided that Rollippo’s son does not say otherwise. The Calengians tend to believe that war is only ever justifiable for the protection of their trade routes.

Leadership: Calenge was originally governed by a triumvirate of the King, the High Priest and the only merchant, who supposedly had a monopoly. However, the post of King has become divided, as the Calengians do not understand primogeniture. Therefore, the city is governed by a Senate called the Oprifor, where the High Priest presides, with only one vote, while thirty votes are controlled by the thirty Kings. Ninety votes are controlled by the city’s various guilds. The judiciary is controlled by the Kings alone.
 
Faction Name: Rattram
Start location: Cradle 1, Geskh
Culture: The Rattram are feuding mountain tribes, who constantly pit themselves against each other for survival. They organize by clan, which build fortified hill-cities to protect themselves from their neighbors. They worship their ancestors.
Attitude: Rattram will raid those who can't resist, but will trade with those that are too strong to easily defeat.
Leadership: The unifying authority among the Geskh are their Shamans, who claim to be in direct communion with long-dead ancestors. Clans are typically led by a council of chiefs, shaman, and other wisemen, in some cases as an oligarchy and in others with a single member dominating the council.
 
Faction Name: Vakar
Start location: cradle 2 Zhailin
Culture: A city state ruled over by many noble families who each squabble for the title of Tyrash.
The Tyrash is basically like a King except he is elected by the heads of the noble families
Vakarans worship many gods that are given a strict heirarchy, with nine gods that are above all others and it is these gods the nobles are descendants of
Attitude: They value strength, agression and conflict those worthy to rule will surely triumph
Leadership: Tyrash rules over the city with the nobles serving as his council

Yo, can some of youse guys, like, go somewhere else? This cradle is getting a little cramped.
Europe and the middle east is always more cramped, cradle one is based on Europe and the middle east. You could always move to a different cradle
 
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