DaftNES 3: Alternate-World Fresh Start

The King-Wars: Six years ago, Alquendith was merely another member of the dying House of Quentinel, forced to watch his family's legacy perish with its creation. Alquendith had spent most of his life representing his House in politics with the neighboring House city-states, and had in essence seen enough. He knew that change would not come from mere words. Would the Vetharil ever be united, it would have to be through force. It was then that Alquendith went to his father, Menmorol, and requested the use of the House's military.

Thus began the King-Wars, a three year struggle between the House of Quentinel under Alquendith and several of the south-Houses, with large opposition from the Houses of the Northrealms. But Alquendith had won, and became the first Highking of his people, a supposedly-impartial elected official that ruled over all the Vetharil, regardless of their house or family allegiance.

After the King-Wars the south-Houses entered an era of unprecedented prosperity, at least, in relativity to the hardships of war and famine endured before the King-Wars. The north-Houses, unfortunately, sealed their fate by refusing to recognize Alquendith for the majority of the war. It was the first time that the entire people of Vetharil were united, and some believed it might be the last, if Alquendith did not marry and produce an heir. But the Highking's Ministers were wary. The choosing of a mate for the Highking was a dangerous matter, and angering or pleasing the wrong Houses could have a cataclysmic effect on the Highking's Ministry and Law.
 
From: King of the Sarakites
To: Mighty lord of the Hurians

Now that the southern raiders are vanquished, we propose a sworn treaty of everlasting peace and brotherhood. It is for the good of all. Our soldiers will also be at your disposal, for a small donation (0.5e per campaign).
To: King of the Sarakites
From: Mighty lord of the Hurians


We welcome you, brothers, to this holy alliance that shall stand for millenias to come. Let us work together to strenghten our borders, so that no enemy may ever again invade our lands.

ooc: I suppose I can now get the benefit of their forts, aye?


orders:

Hurians: andis-1

Turn0: emerges into the light of history. Learn BRONZE WORKING.
Turn1: build a new City, and a unit of zealot spearmen. Repel Nomester raiders. EVENT: Engineering UP. Civilization UP. Learn THE WHEEL. Learn WRITING.

Available Funds: 3e
Unspent from last turn: 0e
Income: 2e tax, 2e resource
Upkeep: 1e (2 units)

Civilization Level: 2
Culture: 2
Enlightenment: 2
Power: 2
Military: 2
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 2

Inventions: BRONZE WORKING, THE WHEEL, WRITING

- spend 3e on infrastructure lvl 3.
 
I didn't realise my reputation was that bad here. Quitting NESing.

Just ignore them, the only guy you need to pay attention to is the mod Daft if he is fine with you being in his nes then screw the whiners
 
Spoiler :
Aquen: Ninja Dude

Turn0: emerges into the light of history
Turn1: build Nomads, try to assimilate others in Maulan. GREAT EVENT: Great Shaman GET! Sacred Gemstones Discover! Culture UP!

Available Funds: 2.5e
Unspent from last turn: 0e
Income: 1e tax, 2e resource
Upkeep: 0.5e (1 unit)

Civilization Level: 1
Culture: 3
Enlightenment: 2
Power: 2
Military: 1
Organisation: 1
Infrastructure: 2
Economics: 1
Engineering: 1

Special: 'Great Shaman' (Culture / Organisation) Current Task: Culture

Spending:
-2e Creating 2 generic spear man units ( Like the one I currently have)

Actions:
-As shown in my story, the leadership of the Aquen is going to go through a little bit of a change. The shamans and priests will begin to hold greater power over the chiefs and warlords of the Aquen. But while religious authority is becoming more centralized, the chiefs themselves are still fairly nomadic and their clans move around often. Still, the laws being put into place by the Yenleta Sav are beginning to make them more sedimentary.

-1 Spearman unit and 1 nomad unit will move east to Huar. The soft river-folk won't dare deny us the right to fish the east side of the Uei River. If they do, we will not hesitate to protect our people.

-The Great Sage Unit will simply continue to reside in Maulan, maintaining order and converting now believers. Soon we may have us for this unit. But for now we must wait.

-Our remaining nomad unit in Maulan will settle down and form the city of Weaqaunsui. Mainly populated by devote followers of Aunsui and the home of the Venleta Sav, it will become the unofficial capital of Aquen culture and religion.
 
Nah emu, TheWesley/NWAG has "quit NESing" at least 5 times before. It's kind of a cyclical thing.

I know who he is, I have no problem with him asking the mod when the update will be. I don't know why you guys feel the need to weigh in whenever he asks instead of just leaving it to the mod to answer. I really dont need to see 5 posts saying "thats really annoying, guy"
 
The cold wind swept over the Northlands, shaking the bony trees and swirling the cold dirt of the tundra to drop it down to the earth. Along a winding road, marked only barely every several miles, marched several dozen armored troops. Unlike the House-guards, these soldiers were more basically equipped. They did not wear the ceremonial helms of the south-House soldiers, and did not enjoy the feel of the cold metal of a powerful and imposing pike. No, these were grunts. Stationed in the south and trained, they were now being sent back to police their homeland, to rule as specters over the meekers, enforcing the law of the Highking's Ministers.

Their heavy fur cloaks were touched by the wind, but unlike the plant and animal life of the frozen, arid tundra, they stood steadfast. Slowly and surely, they climbed their way through the tundra's cliffs and foothills to one of the only outposts of civilization in the Northrealms. The journey was hard, and tiring, but they had made it before.
 
For all you Cradle One inhabitants, a bit of ethnic music to get you in the creative mood:

http://www.youtube.com/watch?v=ANxefpfcRds&feature=related

[I envision Shahanar music being a lot like real-life Klezmer, maybe with a bit more Arabic and Indian thrown in.]

Orders:

Shahanar: Thlayli

Turn0: emerges into the light of history. Invent WRITING.
Turn1: Culture UP, build a Fort, convert unit to traders. EVENT: Organisation UP, Civilization UP, Trade Centre GET! Learn BRONZE WORKING. Learn THE WHEEL.

Available Funds: 4e
Unspent from last turn: 0e
Income: 1e tax, 2e resource, 1.5e trade
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2 (1 Tharnite)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 1 [I think this should be 2, if my Organization went UP like it says.]
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: WRITING, BRONZE WORKING, THE WHEEL

Spending:

1.5e to Tephites for slaves
.5e to Tephites for shakedown money
1e to build Guild Archers
1e to "incentive" the Tharnites to join the Shahanar.

After purchasing the Sa'ad Danab slaves, set them free. The Shahanar do not believe in slavery. Offer the Sa'ad Danab slaves the opportunity to join the Shahanar as a worker, or a nomad. (Nomad preferred.)

With the help of some generous monetary contributions to the religious hierarchy of the Circle of Tharn, the Tharnite mystic practices will be incorporated with the Shahanar personal god system to form a sort of Hindu-style fusion, with personal gods of the Shahanar manifesting themselves as different aspects of the Tharnite world-force. Objective: Tharnite - Shahanar fusion.

Traders in Hurud will move south to Mlano. Attempt to make peaceful contact with the Noidi. Offer them silks, grain and cows from the north in return for their spices and other goods. Establish a southern trade route; in time we will send ships to acquire southern spices.

Guild Archers (make them wearing some kind of robe like the Xitaan archers in Cradle 2) will fortify themselves in the mountain forts guarding Arana the Pleasant. Same goes for the Tharnites, if they join us.

Attempt to learn Horseback Riding through our contacts with the Tephites, and experience with the horses passing through Shahan's trade routes. Restrict trade with Lothas until the plague has passed.
 
I thought Cradle 1 was mostly European, but it appears I am wrong. Vetharil culture is more a mix of Anglo-Saxon and Noldorin Elven culture from the Lord of the Rings. I guess our ethnic music would be sung either by Enya or Beowulf :p
 
Agrian Orders:
Spoiler STATS :
Agrians: Matt0088

Turn0: emerges into the light of history
Turn1: build another City. Learn WRITING. EVENT: Engineering UP, Economics UP, Civilization UP.

Available Funds: 3e
Unspent from last turn: 0e
Income: 2e tax, 1e resource, 0.5e trade
Upkeep: 0.5e (1 unit)

Civilization Level: 2
Culture: 2
Enlightenment: 2
Power: 1
Military: 1
Organisation: 1
Infrastructure: 2
Economics: 2
Engineering: 2

Inventions: WRITING

Spoiler ORDERS :
- Continuing the trend from last turn, the elemental religions of the Agrians will further become less diversified as they spread over larger and larger portions of Agrian populations, and these religions will eventually evolve into becoming a dualistic religion. Which could be summarized as follows: there is thought to be two, main fundamental forces of the observable world, which are neither conscious nor godlike, but simply existent; represented to man as the sea and the land, of which the power of these forces; which can been seen in the annual monsoons and rare volcanic eruptions or earthquakes; interacted overtime as to create the world as humans see it, including themselves. However, these forces are not actually the sea and land, for that is only what man perceives them to be, and are instead massive entities on the final, and highest level of existence. Man is thought to be of a lower level of existence, and can ascend to higher levels in future lives (not as humans, cause they’d be something better on a higher level), by exceeding the potential of that level of existence, and therefore, in death, ascending. Interpretations on how to exceed potential vary, but generally fall into being as productive a member of society to that society as you can, whether that is through lots of physical labor all of your life, or guiding other peoples as to be more useful, efficient etc., or inventing something helpful etc. etc. Given the timescale of a few hundred years, this wouldn’t be a completely radical change, but certainly a wacko person could turn prophet and proclaim the “levels of existence” part, which would apply to the masses due to the thought of something good beyond death, and help spread this dualistic religion.
- Spend 2e on culture tech to help with the new main religion.
- Spend 1e and overtax both Agrian cities for another 1e, to build a monument for the new religion, and because it is for the new religion, I would think that the masses wouldn’t mind getting taxed more as much.


:salute:
 
Calengians: spryllino

Turn0: emerges into the light of history
Turn1: build a new City. EVENT: new resource, the islanders seek quality timber, pitch and rope for their ships.

Available Funds: 2.5e
Unspent from last turn: 0e
Income: 1e tax, 2e resource
Upkeep: 0.5e (1 unit)

Civilization Level: 1
Culture: 1
Enlightenment: 1
Power: 2
Military: 1
Organisation: 2
Infrastructure: 1
Economics: 1
Engineering: 2


Spend 1 EP on a new fleet of well-crewed warships that are also reasonably capable of trade.
Spend 2 EP on a new port on Cria.

Use the warships to guard the port. Do not militarily help either belligerent party on Cria. Allow trade with anyone through the port. Profit from tax on the trade. Use the fleet to guard the trade routes and the port, and to deter the Ongan fleet from raiding the trade routes, particularly the one from Cria to Gleis. Avoid full battle with the Ongan fleet. Allow Ongan ships to change sides with their crews if they want to.

If one Crian faction seems to be about to win, prolong the war as long as possible to secure continued war-trade, by subsidising trade with the losing party.
 
For the King

The people of En Corthan had gone through a great transition under the rule of their new King. They had gone from being greedy nomads desiring only personal greed to wanting to unite their homeland for their King. Civic duty the first time it ever seemed to appear in the people had been brought into the nation by the fact that Marcion was quick to turn greed into duty.

He did this by giving them a duty, a reason, and a purpose which already suited their greed. After doing that the people seemed to almost worship him. One night in his private notes he wrote of how Arthendel had been right if one makes a system better than all others one will have control. Power and knowledge under one King had never been done before but now it had under Marcion the 1st. Some still questioned though whether the King really planned to attack the northerners.

Many pointed out the fact they didn't have any advantage even in numbers. Marcion though had a nomadic group of officers go out and gather volunteers for the army. Using the pressure put on by the new culture of civic duty many more than expected volunteered some even brought extra supplies. Whether they came for civic duty or greed did not matter because those that came for greed would be put at the front. Marcion planned to make sure only those serving for nation would live to pass on their traditions.
 
Iksander Antar'ah: Kraznaya

Turn0: emerges into the light of history. Invent THE WHEEL.
Turn1: build a chariot and a missionary unit, to 'influence' the barbarians in Chari. Save 1e. EVENT: population growth in Qan'ma. Economics UP. Civilization UP. Learn BRONZE WORKING.

WARNING: Infrastructure too low, overcrowding in Qan'ma

Available Funds: 4e
Unspent from last turn: 1e
Income: 1.5e tax, 2e resource, 0.5e religion, 0.5e trade, 0.5e gift from Chari tribes.
Upkeep: 2e (4 units)

Civilization Level: 1
Culture: 2
Enlightenment: 2
Power: 2
Military: 1
Organisation: 2
Infrastructure: 1
Economics: 2
Engineering: 1

Inventions: THE WHEEL, BRONZE WORKING

Spoiler Orders :

Build an archer and a cow chariot. (2e)
Research Infrastructure one level. (2e)

Send our missionary further west to continue attempting converting the Charians.

If we are attacked, use the impetus of invasion to whip the people into centralizing military administration under the current al-Qanta (priest-king), Muawiyyah. The military administration will call up militias from the villages and towns and lead a united army of Qizilbay (the knights; basically our units on the map) against the forces of attackers. The Qizilbay whose homes are being damaged by raids do not have to report to the central mustering of forces to engage the main enemy body, rather, they should defend their homes first.

If people are losing their traditional villages due to raids or would rather migrate due to overpopulation, invite them to go west toward our newly acquired lands in Chari. GO WEST, YOUNG MAN.


OOC: Daft, the update says our civilization level went up but it's still at 1 in stats. Which is correct? Great update despite my NPCing; sorry for my late orders.
 
Haven't properly read the stories or orders yet, but I wish to express great appreciation.

MANY REPLY:

About the update:

1- Didn't you say that within a territory, location didn't matter? Surely by that logic, I should be able to attack targets in the territory without risk of being cut off?

He did cut me off with his ships. So why didn't my original orders apply?

@TheWesley since these are islands, whoever wins at sea could blockade the whole area and move their troops around at will etc. You weren't really blockaded though, your resources and stuff were just raided in all the fighting.

I just want to stress that whatever the outcome for our factions, we all appreciate the (exponentially expanding) work you do on these updates, and we are awed by the quality and the frequency, which are among the best in the forum. Just saying. :D

@Thlayli who are you talking to? Posted in the right thread? :) Hopefully I've evolved past the point where you have to keep saying things like this so that I don't feel all insecure and unappreciated ;)

To be more specific: I thought we were still in a quasi-tribal phase, and I didn't anticipate someone being able to buy thousands of mercenaries, sailing them to the island, and having some sort of logistical means to provide for them. I thought my army was 12 guys with bows and arrows. But it doesn't matter.

@Dreadnought I guess you have a point there. Im not sure what kind of manpower we should be talking about in the bronze age, in a hypothetical world. But by thousands, I mean a couple of thousand tops. Anyway, its all about the number of 'units' involved. These are quite big areas also, thats like the middle mediterranean islands combined, plus some extras. The barbarians raided to support themselves and are now settling down there. It made sense to me at the time :)

Are we supposed to post our orders in the thread? :confused:

You can do, especially if you're not entangled with player factions yet. BTW I strongly approve of your avatar pic :)

I didn't realise my reputation was that bad here. Quitting NESing.

@TheWesley well that's up to you, if you are staying I would ask that you keep your current faction or choose someone more isolated, or at least not contradict the deals that the Tharnites have made with Thlayli.

Daft Just a quick check, I don't seem to have any units in the Hloga lands? If so, how does the 'lost tribe" return? :p

@BananaLee yours is the naked dude in Hloga, graphically morphed from last turn. I'll maybe give the barbarians/neutrals completely different shield icons or something.

I think I can salvage my position back against a NPC. I'm un-resigning. :) Sorry for the inconvenience Daft.

Roger that!

BTW, I can imagine scenarios where a conquered nation comes back to live after many centuries, or exiles escape and blend with another faction, creating something new and better than you can control, etc. I don't want the immortal empires syndrome again. This is not CIV! Although I understand that playing as rebels or subjugated people with little or no money to spend is probably not much fun :)

I thought Cradle 1 was mostly European.

Well I don't want to be too dictatorial about it, but I imagine it as eurasia with more africans and no east asian ethnicity (because they are superior and have their own special place ;)).

For all you Cradle One inhabitants, a bit of ethnic music to get you in the creative mood:

http://www.youtube.com/watch?v=ANxefpfcRds&feature=related

I like!

From: Shahanar
To: Tharnites

Our friendship and alliance has deepened and strengthened for many years. The mystic Circle of Tharn has become our faith as well. So, we wish to honor the Tharnites with Caste membership in the Shahanar. In fact, we wish for the Tharnites to become our official priestly caste. We hope you will agree to deepen the bond between us. [Accept a gift of 1e as a sign of our brotherhood.

From: Tharnites
To: Shahanar


We are honoured by your gifts. We pray that mountain spirits look kindly upon you. After much meditation our high priest has come to see that the destinies of our people are as one. But this does not mean we abandon our old laws and customs.
 
:whipped:


Reject reality, propose update!
 
@Dreadnought I guess you have a point there. Im not sure what kind of manpower we should be talking about in the bronze age, in a hypothetical world. But by thousands, I mean a couple of thousand tops. Anyway, its all about the number of 'units' involved. These are quite big areas also, thats like the middle mediterranean islands combined, plus some extras. The barbarians raided to support themselves and are now settling down there. It made sense to me at the time

Oh, trust me, I'm under the impression that this game has so far been very well managed and designed. I was more trying to solve that little point so I could play better. Its not a problem at all.
 
I'll go ahead and join, but I haven't read through the whole thread yet.

Faction Name:
Rhuhia(English: House of Rhu)

Start location: Cradle #1, Rhua

Colour: Green

Culture: The kingdom of Rhuhia is a collection of tribal clans/families that make their way fishing on the western beaches of the [Mediterranean] Sea. Further inland the women partake in sedentary agriculture for trade and consumption. Because of nature's unpredictability, a large part of a clan's survival is in warfare. Don't have food for the winter? Attack and take it from another clan. Their legal and ethical system is almost 100% barbaric, the strong take from the weak. Kill or be killed.

The dominant clan, who call themselves the Rhu, have come the furthest as far as unifying portions of the region have gone. They are ruled by an absolute monarch(hence the kingdom) who has sole control over the distribution of food and other necesities. The clan makes up about 20 families and contains a population of around 1,000 people. They have established an urban center near the coast which is where the king and his head advisors reside, whilst others live on the outlaying huts and shacks in the area. Most of their food comes from raids and fishing, but agriculture has been a growing phenomenon recently. Because of their hostility to other clans, young men are trained to fight to death from a very young age, both to protect themselves and to secure themselves food in times of need.

Their religious beliefs are mostly pagan, worshiping various Gods of nature, most notably Araect, the Sea God, who is said to have formed the crust of the Earth by lifting the ground from under the oceans where no man can reach.

Trade occurs sometimes, mostly between clans when they have no reason to raid each other. Although there is no system of currency amongst the Rhu and their fellow clans, luxury goods from region get traded around. Most notably silver(I think that's what it is?) from the southern portions of the region.

Attitude: Very militaristic and survivalist.

Leadership: They are ruled by an absolute monarch, who is picked dynastically. The current reigning monarch is King Raelf I, who is considered by most to be rather just. He encircles himself with bodyguards and friends as advisors. He speaks a great deal of unifying the various families into the single Rhu clan, either by military or other means.

Great People: Suggested names - Raelf, Klisk, n'Art, Aertrand, Venerti, Tirel, Liefe, Jusep, Jaima, Oktoen, Tendre

City / Place Names: Suggested names - Rhu, Pulis, Hipei, Aelv

OOC: Do you want me to do orders for my first round, and if so how much 'e' do I start with?
 
A New Kaerlan

Rundri Galaen Keldara had made many changes to the Kaerlic clans society. History would show that many of these changes would have effects that lasted millennia. For Rundri Galaen, however, he was simply attempting to unite his people and make them strong, a force to be reckoned with. The only thing more fearsome then a Kaerlic clan is a Kaerlic nation, and that was what Rundri Galaen had formed. Kaerlan was now more than an idea. It was a reality.

To try and minimize infighting, the Rundri had changed the laws of Rundri succession. Upon the death of the Rundri, all the clan Gaerogh would convene at Kulran Macdagh. There, the Gaerogh would elect one of their number to become Rundri of Kaerlan. The idea of the most powerful clans Gaerogh becoming Rundri was gone. Each clan had one vote, and even the weakest clans Gaerogh could become Rundri. This idea immediately got the smaller clans, of which there were many, on Galaens side.

The rugged mountains of Kaerlan were a significant problem to overcome. To keep Kaerlan stable, travel through the land had to become easier. To accommodate this, some of the keener Kaerlic clansmen began experimenting with bridges, paths, bronze implements and stone. Soon, bridges were beginning to crop up throughout the land, and pathways were being formed on previously uncrossable mountains. As most of this work was undertaken in very hostile areas, the clansmen involved formed a group that would last for centuries, the Ractagh. Its members spent their time honing their skills of combat and designing, testing and constructing new structures and contraptions. Loyal only to the Rundri, they became an elite band in Kaerlic society.

With new, more settled peoples inhabiting the areas around Kaerlan, the nearest being the strange, armoured folk of the Southern Lowlands, Galaen realised it was important for his people to firmly embed themselves in the land. His people were far too mobile, moving from place to place at will. He decided to establish a great town, where the Rundri would reside, as well as his aides. He named it Garetra. As more and more of the clansmen realised the importance of Garetra, more and more people settled there. The town belonged to now clan, and this encouraged trade between the different peoples of Kaerlan. Soon, as more and more people settled down, the nomadic peoples of the mountains who were not tied to any clan became part of Garetra aswell. It became the first great city of Kaerlan.
 
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