DaftNES 3: Alternate-World Fresh Start

Noidi: Immaculate

Turn1: emerges into the light of history. Learn WRITING
Turn2: more spice workers, seek peace with neighbours. EVENT: Infrastructure UP, Organisation UP, Civilization UP.

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

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

Inventions: WRITING

I will be joining as the Noidi. Story to follow.

Inspired by the northern (Sarakite) trade ships that suddenly bring new money, new ideas and new cultures to their coasts, the peaceful Noidi take to the seas with gustos. Build 1 port (2e), and a dhow fleet (1e) to take advantage of the southern seas and the burgeoning trade taking place there-upon. Initially make use of the Sarakite trade routes but as our confidence grows, develop our own. Additionally, a new city will grow up around the new port and its trade routes (2e) (that means spend 2e into debt which from my understanding is okay with this economics rating).
 
Spoiler Kaerlan Orders :

Kaerlan: TaylorFlame

Turn1: emerges into the light of history. Learn BRONZE WORKING.
Turn2: build a fort, nomads are settling down, keep an eye on the south. One unit briefly gets recruited into fighting for the Novai. Learn THE WHEEL. EVENT: Engineering UP, Economics UP, Civilization UP.

Available Funds: 2e
Unspent from last turn: 0e
Income: 1e tax, 1e resource, 0.5e gift from Novai, 0.5e looted from Napodi.
Upkeep: 1e (2 units)

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

Inventions: BRONZE WORKING, THE WHEEL

Have one unit move to Jrika to assist the monastery in the region in attempting to influence the nomads in the region to convert and become clans in the nation of Kaerlan, spreading its discoveries to them.

Spend 2e on having a worker mine the copper in the region of Mriz.

The Kaerlic clans will attempt to become the warriors of the inland sea. As they are far superior to any other soldiers in the entire area, a byproduct of their unforgiving homeland, they will be able to fetch a good price for their work in the area, as well as make a name for Kaerlan. This will also hopefully increase interest in the Kaerlic nation, meaning the copper, weapons, wool and cloth that the nation produces can be traded for foreign commodities.

Have the mountaintop monastery of Kurlan Macdagh continue to spread the influence of the mountain gods that inhabit the earth, especially to the South.
 
To: The Haskites

Come join us, we'll be happy to have your chariots teach us the way of wheely fun. In exchange, we'll let you in on *real* fun
 
@Daftpanzer
I have adjusted my orders accordingly.

The Legion of Vethmenari
The Legion of Vethmenari is the only non-House military in Vetharil society. It is sometimes called the Land-Defender Army and is directly under the control of the Highking's Ministry. Whereas the different provincial Houses of Vethmenari have their own regulatory military, used to keep law and order in their holdings, and to defend the House, the Vethmenari Legion recruits members from all the different Houses of the Vetharil, and often acts as a mediator within inter-House disputes.

All Legion soldiers wear a similar uniform, that varies only slightly based on their particular position in the Legion. Like House militias, the soldiers of the Legion are known to wear tabards and heraldry, normally depicting the Standard of Vethmenari. Unlike House militias, Legion soldiers' armor is not tinted the House's heraldic color, but is left in its pure, gold-like state.

In eras gone by, the pike was the only practical weapon wielded by non-House soldiers. Despite the changing times, and increased expertise in the creation of exotic weapons, the pike is still the primary implement of the Vethmenari, prized for its efficiency, and ease-of-manufacture. While ordinary infantry divisions wield pikes, specialized units are known to carry swords and shields, as opposed to the pike and buckler of the consumate soldier.

With the new advances in metal arrows, archery is a more common defensive and offensive method, and archers are equipped with expertly-carved bows and arrows, to rain down upon the enemies of Vethmenari.

Most of the time, soldiers go helm-less, instead wearing the hoods of the heavy fur cloaks the Vetharil treasure as one of their cultural emblems. When soldiers do wear helms, they are normally adorned with runes. The armor of the standard Vetharil footman is elaborately crafted, with rising and falling endentures designed to give the armor a more elegant and artistic appearance. Spaulders are normally shaped like drops of water, with a circle base set to the neck of the wearer, coming out into a line and ending several inches out from the soldier's shoulders. Legplates are normally covered in a robe-like cloth to insulate the wearer against the cold. All suits of armor come with leather under-bodies, also designed to ensure the comfort and warmth of the soldier.
 
question Daft, is the Xitaan still hiring my dudes and can I recruit chariots?
 
@Daft: I forgot that I could go into debt! Silly me. Well, I went 1e into debt, and spent that money on the Tharnite temple. If it would be easier, though, I could just pay the Tharnites back for the 1e they gave me so they don't have to suffer, and have them spend the money on the temple. So my orders have been adjusted accordingly.

From: Shahanar
To: Sa'ad Danab


The Haskites have accepted a contractual arrangement with the Guild Patriarchs, and as such we are now the representatives of their business affairs. As servitors of the Shahanar, the Haskite warriors will not entertain any "offers" from the Sa'ad Danab at this time.

From: Shahanar
To: Noidi


We are very amenable to increased trade.
 
@TaylorFlame
*walks up to mountains and knocks on door* I've sent you three messages in accordance with a formal treaty agreement. Whar iz you?
 
I don't know how you've sent them, but I haven't received anything.

I believe I posted them in the thread, as a formal treaty agreement between Vethmenari and the Kaerlic clans isn't exactly something that needs to be in a PM. I'll put it forward again:

From: The Highking of Vethmenari's Ministry
To: The Kaerlic Clans of the Highlands
For as long as we have recorded time, we have resided in this land alone. However, we welcome you to its pageantry, and extend to you a treaty agreement that would deem all the lands of the far northern mountains yours, and all lands south of them ours. We await your reply in eagerness.
 
Orders
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!
Turn2: train two more spearmen, move one spearman and one nomad westwards into Huar. EVENT: Nomads prosper and spread into Sailan. Free monuments, religion spreads. Organisation UP.

Available Funds: 3.5e
Unspent from last turn: 0e
Income: 2e tax, 2e resource, 0.5e religion, 0.5e gift from Maulan tribes.
Upkeep: 1.5e (3 units)

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

Special: 'Yenleta Sav' (Culture / Organisation) Current Task: Culture

Spending:
-2e On "archer units" in Sailan.
-1e On a spearman unit in Huar

Actions

Consolidating Maulan
Minorities still exist in Maulan, our homeland, that don't entirely follow our way of life. With the spread of Oltacism and the adoption of a more theocratic system of governing, it will become necessary to bring all of those within our lands under our faith, and our laws. To accomplish this, we must first unify our homeland. Zealous troops will slowly begin forcing minorities to go to Oltacist holy sites and adopt Aquen laws. In time we should be able assimilate (or kill) those who don't conform to our way of life.

The Consolidation of Sailan and Huar

The consolidation of these two provinces will be a little more bloody. Huar is mainly inhabited by Aquen, but there still exists a group of barbarians that defy our rule and carry weapons. This is unacceptable. First, we will offer them to lay down their arms in exchange for .5e and some free land. If they agree, we can just do what we did in Maulan and slowly force them to adopt our ways. If they refuse our offer, our troops will be asked to force them to disarm. Without any support from the population that may very well be hostile as well, these independents will soon find themselves wishing they had just put down their weapons.

In Sailan, half of the population is Aquen, and one of our holy sites resides there. It would be poor in the eyes of the Yenleta Sav if we permit barbarous peoples to pollute our holy lands. A force of 2 "archer" units will attack the lone one in Sailan, with failure possibly leading to an Oltacian ban. With such a heavy punishment for failure, these troops will find themselves heavily motivated to accomplish their goal.

A Journey North

A group of high priests and philosophers (our special unit) hand picked by our Yenleta Sav will make the journey north, arriving in the heavily populated land of Kaitan. No significant Aquen population resides there, but one of our holy sites does reside there, and small numbers of Aquen are starting to trickle into the province.

Our priests and philosophers will attempt to convert as many people as possible within Kaitan, using the monument there as their base. It would be extremely useful if we could convert the Haui, bringing them under the jurisdiction and influence of the Yenleta Sav in the south. With a population of devote followers in Kaitan, further expansion to the north can be profitable and justified.
 
The Fall of the Monarchists:Part 1 of 3

As the great kings lead the people into an era of greatness and civil service coupled with conquest of the north the people rejoiced. When the first city formed though the people began to sit down and craft things of great quality. These bronze jewels and tools spread through out the Kingdom of En Corthan. Records were needed for payment and so a script was developed. All of these great events seemed to inspire the people to continue to think about leadership and the world.

When the the border guard was defeated and barbarians poured into the City smashing it to pieces. The people began to doubt their Rulers. The King Marcion the Fifth cared little for culture and cities. He wanted to strike back at the barbarians. The people followed him into this battle but the slaughter against the barbarians sealed the fate of the monarchy.

The people rose up declaring the Kings too arrogant and incompetent to rule. The people marched on the nomadic tribe where the new King prepared for war with the barbarians. The battle was bloody and was more of massacre then anything else. The rebellious citizens were slaughtered. Not one was alive when it was all over. For now King Zuloc (Wise) the 2nd was in control of the kingdom. The people though would not forget the massacre or that their city had been sacked without intervention by the Kings.
 
I believe I posted them in the thread, as a formal treaty agreement between Vethmenari and the Kaerlic clans isn't exactly something that needs to be in a PM. I'll put it forward again:

From: The Highking of Vethmenari's Ministry
To: The Kaerlic Clans of the Highlands
For as long as we have recorded time, we have resided in this land alone. However, we welcome you to its pageantry, and extend to you a treaty agreement that would deem all the lands of the far northern mountains yours, and all lands south of them ours. We await your reply in eagerness.

From: The Rundi of the Clans of Kaerlan
To: The Highking of Vethmenari's Ministry
We see no reason as to why we need to formalise our ownership of our homeland. Nevertheless, we agree to this treaty. May our people enjoy the prosperity of the mountain gods.
 
Daaaaaaaaaaft, on the map I have a city but my stats don't represent this!

Turn0: emerges into the light of history
Turn1: build two units, hold and unify. Make peace with local tribe. GREAT EVENT: Great Leader GET. Power UP. Civilization UP. Learn THE WHEEL. Learn BRONZE WORKING.
Turn2: mass attack Qan'ma, epic warfare ensures. EVENT: 'Grandfather White Beard' consumed the fighting. Power UP, Military UP, Engineering UP.

Available Funds: 6e
Unspent from last turn:
Income: 1e tax, 1e resource, 5e pillaged from Qan'ma, 2e pillaged from Chari
Losses: 1e loot misappropriated by returning warriors
Upkeep: 1.5e (3 units)

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

Inventions: THE WHEEL, BRONZE WORKING

Spoiler :
Spending Orders

0.5e paying off debt
2e on a city
4e on four military units, we just can't have enough

Military Orders

Reorganize our troops, rebuild our military strength under the Granite Throne.

Domestic Orders

Elect a series of new shaman-kings to replace Grandfather White Beard and lead the Rattram. Settle the nomads, carve cities into the mountain sides. Attempt to assimilate other Ram Peoples into the Rattram.
 
Thanks again, I think thats enough to make a (slow) start on the next update. How much time do the rest of you want to send orders? Maybe 48 hours from this post?

Also, any suggestions for where to put the maps in the update? All at the bottom? I realise its kinda maximised for page-scrolling right now between the maps and stats.

I will be joining as the Noidi. Story to follow.

@Immaculate welcome, orders recieved!

To: The Haskites

Come join us, we'll be happy to have your chariots teach us the way of wheely fun. In exchange, we'll let you in on *real* fun

@BananaLee yeah I'm afraid Thlayli already bought those dudes for this turn at least.

question Daft, is the Xitaan still hiring my dudes and can I recruit chariots?

@emu those chariots are actually barbarian/independent. They were on a one-turn deal and I dunno what they'll do this turn. You can hire them for 0.5e a turn, or yep you can certainly build your own chariots there.

Daaaaaaaaaaft, on the map I have a city but my stats don't represent this!

@Shadowbound apologies, I fixed your stats except I've already deducted the small debt that you had, so 6e to spend. I have a problem with your orders though:

Spoiler :
Aside from the fact bronze is an artificial alloy (and yes I don't think I have the moral authority to nitpick like that :P) you need a resource icon on the map to put the workers on. Although we can say your mountains certainly have ores, you've discovered nothing in large enough amounts to be workable as a special resource thingiemajig, currently. There's only the sheep which are pretty much maxed out right now according to your techs (Infrastructure or Economics).

You can put workers on resources outside your borders, but I don't see any around you that have room and are accessible and are in non-hostile lands. The wild game and wheat in Chari could work, if you plan to pacify those lands or make peace there. You could also do some dye making in Luca and some farming in Faradi or something, but you'd probably want a boat to keep in touch with them, if not some ground troops there, to stop them being raided or converting to control of the locals or just completely failing.

If you want cities instead, you could probably squeeze another one in Geskh right now.

Apologies for my rules!
 
sneeky sneeky
 
Revanche​

The chariots creaked over the despoiled ground, as the thunder clapped violently and rain fell from the sky in sheets. The Qizilbay were finally driven the vile Ra'tran, servants of al-Malik, back to the Southern March of Qanma, and all that greeted them as they approached some of their old homelands was death and destruction. The roads, built centuries before, were cracked and broken beyond repair. Corpses of cattle and their foreboding skulls littered the path. As the road worsened, a few of the chariots could no longer bear the burden of the road. Wheels loosened in quagmire of broken ground.

The forward scouts reported back to the tent of captain of the advance guard, Azir Khatai. "There's nothing left, fellow servant of al-Qahira. There's nothing left at all."

Khatai shuddered violently as he imagined the prospect of delivering this news back to the al-Qanta. The advance guard, as they had so often in the forever war against al-Malik and his Ra'tran servants, would be delivering bad news yet again. They had hoped that some of the old remnants of their villages - any signs of the old Iksander settlements or their people - could be found. It had been a foolish hope that he had offered before the al-Qanta, he realized. It had been centuries - the machinations of al-Malik would never permit his people to go unmolested. Sitting in his tent, before these undistinguished scouts, he began to break down and sob for the people - men, women, and children who had fallen and been enslaved to al-Malik's sword.

Damahs Tanas, leader of the scouts, stood impulsively as his captain collected his emotions. "You know what it is we must do." Khatai looked at him with glossy eyes and nodded. "Antar'ah would do the same."

When they voiced their findings to the al-Qanta, the priest-king's face hardened as if transfigured into stone. Khatai's eyes met his, and they blazed with fire. The Ra'tran would never leave them in peace for long, as corrupted by the false will of al-Malik and his evil as they were. It was time to take the fight to their huts and their villages, so those of the Iksander would never be threatened again.

Thus the Iksander Antar'ah marched to war: on the attack for the will of al-Qahira for the first time. They would fight them in the hills of Geksh so Qan'ma would never be threatened again.

When Damahs's chariot's axle in the south of Qan'ma as they marched there yet again, he gave up on attempting to fix it and attempted to mount the horse. The horse buckled and took off blazing with Damahs barely clinging to his back, until he was finally thrown enough. "Did you see that?" he asked, unafraid and impervious to the pain from his fall. "We can go to war without worry of wheels and axles if only we learned how to ride these beasts. Are you, Qizilbay Antar'ah, afraid? We can destroy the Ra'tran, servants of al-Malik, forever, if we could only free ourselves from these chains of wheels. Do you dare seize the beast?"
 
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.
Turn2: build a chariot (upgraded to horse) and an archer. Additional temporary militia unit raised to defend Qan'ma. Infrastructure UP. Continue to preach in Chari. Epic war to defend Qan'ma! Some people flee to Chari. EVENT: Power DOWN, Military UP, Engineering UP. Learn WRITING.

Available Funds: 1.5e
Unspent from last turn: -1e
Income: 1e tax, 1e resource, 0.5e religion, 0.5e trade, 0.5e gift from Chari tribes, 0.5e recovered weapons.
Upkeep: 2.5e (5 units)

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

Inventions: THE WHEEL, BRONZE WORKING, WRITING

Spoiler Orders :

Spending:
3e on some form of Qizilbay horsemen
.5e on developing military technology
(if the Salkdaji have the excess income to build another unit, we encourage them to do so as well)
Hooray deficit spending!

Unit Orders
Have the missionary continue preaching in Chari. Emphasize our military resiliency in face of the barbarian Ra'tran and their seemingly unstoppable horde of raiders, and that we have found favor in defense from the al-Qahira.

Attack Geskh as quickly as possible with all Antaran units and the Salkdaji (If the newly bought horsemen have to be delayed because of this, so be it). Because the risk of economic collapse in face of war, focus on recovering our lost gold for use against our enemies, raiding burial mounds and other horde sites (there is no shame or concern in this, as their practices are to be shunned as the way of al-Malik). All Ra'tran warriors are to be killed, as they have been corrupted irreversibly by al-Malik. The women and children are to be liberated from Malik's corruption and taught the true way of the al-Qahira.
 
Back
Top Bottom