Dead Man's Reel

Civ'ed

I ain't gotta explain a thing
Joined
Oct 7, 2010
Messages
6,315
Location
Aberdonia et Banffia
950 years ago, the Occurrence happened. We do not know what it was, but it happened, and we have spent much time trying survive.
Now, we have the firearm. We can grow.


Link to video.

So this is an IOT/NES/THING taking place in the year 3000, almost 1000 years after an unknown apocalypse destroyed modern civilization.

To join:
Name of nation: self-explanatory
Government form: self-explanatory
Religion/Culture: Be creative civilization kinda slumped for 950 years
History: In 2050 the Occurrence occurred. In 3000, the gun was reinvented. Communities commenced formation around 2600. I want to see a bit more creativity than “Renaissance Nazis” here.
Neighbors: Some ideas for neighbors.
Place your main settlements on the map. 3-4 settlements at start.
Nomadic tribes can obviously control a bit more, but have no settlements.

How Stats will look
Name/Player
Region: Where are you on Earth in pre-occurence terms?
Government: your government form.
Cultural Groupings: Cultures within your nation, in order of frequency.
Religion: Religions within your nation, in order of frequency.
Military Units: Your Armies/Navies
Economic Influence: How powerful you are regionally from an economical perspective. 1-10.
Political Influence: How powerful and stable you are. 1-10.
Diplomatic Influence: How well can you lord over the minor states and tribes within your region. 1-10
Overall Influence: an average score, out of 10, developed from your Economic influence, Political Influence, and Diplomatic influence.
1 is the most influential, 10 the least.
Tech level: 1-10. Everyone starts at 2, except for nomads, who start at 1. This is highly abstract, but in general, in years (europetech because eurocentrism whooo)
1: Medieval 900-1400
2: Renaissance 1400-1600
3: 1600-1700
4: 1700-1830
5: 1830-1870
6: 1870-1914
7: 1914-1920
8: 1920-1950
9: 1950-2000
10: 2000+
These are influenced by your RP but also by stats such as Cultural and Religious unity, your army size, and your government - economically, a nomadic tribe will do worse than a merchant republic.

EXAMPLE
Bani/Civ’ed
Region: Eastern Seaboard/Upstate New York
Government: Monarchy
Cultural Groupings:
Bani - 70%
Yorcah - 25%
Ingliner - 5%
Religion:
Jeezism - 80%
Appelism - 20%
Military Units: 5/0
EcoInf: 3
PolInf: 7
DipInf: 1
Influence: 4

Regions
the world will be divided into regions. You can only communicate with other countries within your region. You won’t know the sizes until T0 to prevent minmaxing. As your tech level expands it will become increasingly easy to communicate with people in other regions, but until 9-10 never as easy as it is right now.

Culture and Religion
Cultures and religions have warped over nearly a millennium. Expect nothing to be the exact same ever again. The more unified your religious and cultural makeup is, the better your polinf will be. You cannot have a Polinf under 5 with less than 75% following a religion and 75% following a culture.

Military
At the start, there are two kinds of military - the Army and the Navy. Later on these will be joined by other projects. Every nation starts with an army and navy appropriate to their starting area. The requirements for being able to have a navy are a sea or a river bordering territory. Navies can “go” up and down rivers.

Projects
Projects are heavily RPed projects done by the player. When a project is started, you must assign manpower and resources - your economy will drop and your army will shrink. Depending on the project, you can earn all this back easy.

How to Orders
Orders will be extremely freeform. You can literally do anything you want within the constraints of your nation.
Nomads can effectively displace their entire nation from one point to another.
Expansion is mentioned in the orders.
Be realistic with your orders in regards to your influence. A tiny citystate can try to stand up all it wants, but it’s not going to be listened to very much.

Combat
If combat is really your main focus, SO BE IT!
For Combat, send in a battle plan. If you have a general idea of the area, that’s enough. Most combat in this is going to be dictated by the relative quality of your plan, as well as numbers. Plain old “rush in with no thought” will work… with more numbers. That’s really it.

Note: This is going to be a, as you may have guessed, RP heavy game. This doesn't require essays though - if you can get at least some RP in that's enough.
 
This is a reserve post. Stats will be going here - sorta.
Spoiler map :
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Don't claim in gray areas
 
Name of nation: The Harmonious Entity of Banchil

Government form: Theocratic Federation of City – States. A group of 3 (Vraghen) priests, each one of which is elected by the priest grouping of each city – state, rules from the Divine Grounds of Del.

Capital: Del

Map:
tKtL4MM.jpg


Religion/Culture: Chandarakim religion (Children of the Apocalypse). Banchildon culture
The Banchildon Culture and the Chandarakim religion have been interwoven over time so much that they are pretty much inseparable. Anyone who is a Chandaraki and can read or at the very least speak Banchi is considered one of the Banchildon.

Religion: In 0 began the age of the Second Cycle of Existence. We don’t know anything about the ages before it besides that there were humans then too. We were living in our peaceful communities of Ban when the Ildoni arrived from a land far to the East, bringing their own customs and religions. The most notable of their religion was Khalam, the belief that the prophet Muhiz would come and unite his faithful as he had united the people of the Moon.

Eventually, the prophet Parlam Kasi managed to unite our two cultures and the many religions of the area into one, what we call today Chandarakim. The core tenet of the Chandarakim is that an Earthly existence means suffering. In order to get away from the suffering, a sentient being goes through a process of re – birth until he is cleansed from all the sins he has committed. This process of liberation from the suffering is known as Samshq. Everything goes through the process of Samshq, including this Universe, which means that it will sometime die and yet also be reborn.

The rules that govern this process and decide what is sinful or not have been long ago decided by Barah, the divine essence that exists on this Universe and beyond it, the one that is timeless and shapeless that yet also engulfs all. In order for someone to learn these laws, he must inititate marziyo, a process of ceasing to exist mentally with the world and becoming one with Barah.

After some time passes on this Earthly existence and on that in other worlds, a new age will commence where humans will become egotistical and will refuse to even consider indirectly Barah, which requires conscious attempt as Barah governs the mystical and hidden tendencies of humans. Just before this age commences, all those with no sins on their current life will cease to exist and become one with Barah, eventually stopping the cycle of existence. Those who have not been cleaned by that point will be totally purged by the blasphemous time, eventually experiencing a total Hiell before becoming one with Barah. Actually, if one lives all his sentient lives properly, he can become one with Barah before the time of Hiell comes.


Of course, that is not all that is to the Chandaraki religion. There are 3 other main pillars that support the faith structure. Askim, Asquadraht and Equcha are those pillars.

Askim is the peaceful way of living; do no harm to even the most insignificant living sentient being, for one day you could be one of them. Of course, all realise that it is not possible to do no harm. As such, each sentient species is ranked, with those being lower having a lower protection threshold. However, one can unintentionally harm a creature; that is not a sin to the Chandaraki, as it is not possible to know everything, but even under ignorance one must be most careful. Self defence is a legitimate way of violence, as one has to defend himself in order to survive and to better cleanse himself.

Asquadraht is the belief that one can not know everything, something that co – exists with the pillar of Askim. Indeed, no philosophy or religion can truly reveal the whole truth, but only the whole of Barah can help provide knowledge by incorporating the mochi, the soul, and making it divine. This pillar is better understood through the parable of the blind men and the house; there are several blind men around a house touching it. All are touching the house, but each man is touching a specific part and thinks it is the only thing that the house is made of.

Finally, Equcha is the belief of equality. While quite idealistic, the Chandaraki believe that one must donate and help those less fortunate members of society when possible. Meanwhile, other Vraghen interpret this pillar as not in excess, which means that one should not cling onto Earthly luxuries, for that is a sin. According to them, taking up responsibilities and objects for a limited period of time is not a sin.

The way in which one can try and become one with Barah by removing himself from the time and place he is in is named marziyo. An adult can initiate the ritual of marziyo on his own with no help, but the young require the help of a Vraghen to guide them into the process. Sometimes, adults and Vraghen can gather to Divine Grounds (Man), where they can try marziyo together and combine their mental powers in order to connect for a longer period of time with Barah. While the name indicates otherwise, Divine Grounds are temple – like structures in which one can often sense a heavy smell of incense and other materials, something that helps with meditating and marziyo.

Culture: The Banchildon culture is heavily influenced by the Chandaraki religion, and sometimes the two are inseparable. Its most characteristic element is the egalitarianism that has been extended all over the Banchildon society. Indeed, women share the same responsibilities and rights as men, while female Vraghen are not rare. This equality between genders stems from the religious pillar of Equcha.

Another characteristic element of the society is the deep love for the arts and culture in general. While presently not directly related to religion, in the past the first ones to practice the arts were the Vraghen, but later on their cultural role diminished, so they started patronising promising artists and writers. Recently, the Vraghen’s cultural role has declined even more, and they only hold religious ceremonial power in the Banchil society.

History: Not much about our history is known. We know that we come from prehistoric communities around the area of Del, where agriculture was first developed in the area. The first city that was settled there was called according to legend Visn. Later on the Ildoni arrived from the far East as conquerors and then as conquered slaves, while they were assimilated within a few generations into the local Visn culture, which was influenced and developed writing at around 150. From then on begins the Visn period. In 200, Visn was destroyed by the city – state of Del, which consolidated its hegemony in the area of Banchil. In 209, Prophet Parlam Kasi is born, and in 240, he is hunted and dies imprisoned. However, the people who he converted organised themselves and rebelled against the Del Hegemon, who lost his throne and was exiled to the savage lands in the north, propably also dying there. That’s the period when the Harmonious Entity of Banchil was created.

Neighbors:
Propable remnants of the Ildoni that are Khalamists to our north.
Perhaps isolated societies in pre – Occurrence Sri Lanka whose religion(s) resemble(s) something like Chandarakim but with differences?
 
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F'dertsia Tsiernim'ra/Bair

Government Form: Federation of City-States; Relatively loose alliance
Culture: Svetleshici
History:
Neighbors:
 
I have montreal/southern quebec/northern new york, will make my sub when I get home from work.
 
Gona be a steppe horde in the great plains, more later
 
Reeraghtys Dhoo (Black Dynasty)/Aile
Region: centered in the Isle of Man with out-layers in north Wales, Liverpool and Belfast.
Government: Theocratic Monarchy, ruled by a Ree Noo or Holy King
Cultural Groupings: Hashoonee (Manx)


Religion: Ooashley Aile, a fire worshiping faith.

War Doctrine:

A fallout shelter in the ruins of Liverpool had a copy of the anarchist's cookbook barely legible. Observation of this text allowed the creation of pyro chemical substance that can used for warfare, dubbed Aile Dhoo or Black Fire.

History: a long time after what came known as the "Glennee" it was estimated that the language of English died out on Ellan Vannin; the native language of the isle resurrected itself and became known by a new name of Hashoonee for a new peoples. For the first few centuries the isle was of many tiny powers based from settlements of old, from Crackan, Rhumsaa and Doolish to Balley Chashtal and Laksey.

Unity came 498 years ago with Chiefest Kikil of Laksey; allied with Rhumsaa she launcehd a invasion of Doolish and Kione Droghad, defeating the Doolishaghs at the Battle of Kione Droghad. After this she expanded to claim over Balley Chashtal while Rhumsaa dominated the north and began to lay seig at Cracken. Kikil would join at Cracken and after stealing the tribe settlement away lay capitalisation of her Rhumsaan allies, allowing the declaration of Rein of the Ream of Hashoon Thallooin. Kikil's Moore dynasty rein over the isle, sometimes conducting raids across the coasts of (Ireland) Nerim and (Britain) Goal. Her dynasty ended some 310 years ago when the then Ree Eudo suffered a great invasion from Nerim. till 201 years ago the Nerim dynasty of Flanagon reined till the coming of Magnus Flanagon after the rather tyrannical Gilmore Flanagon resulted in a war that ended with freedom from the Nerim... and a isle divided but this time in 4 "kingdoms" as it where.

In the period of the Four Kingdoms the Ellan was divided into (from north to west); Ellan Hwoaie with the settlement of Rhumsaa as capital, Doolish with its namesake capital, Rushen with Cashtal Rushen as a "palace" and finally Gobbagçheer with Crackan as the center.

To be completed
 
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Name of nation: Hegemony of Magsanti
Government form: Hegemonic Confederation of City-States
Religion/Culture: Rust Catholicism: A blend of Deep South Evangelical Christianity, Catholicism, and Voodooism.
History: The history of the Hegemony of Magsanti is brought down to us in records beginning about the year 2780 in which Magsanti and her allies of minor city-states defeated the Principate of Gytamia, her militaristic rival for hegemonic control over the eastern half the island. The conclusion of the war kickstarted the Hegemonic War pitting an alliance of Sydinia and Va'na against Magsanti. It lasted thirty years (with peaceful interludes) until 2818 and the signing of the Concordant of Magsanti, establishing Magsanti's supremacy on the island in exchange for recognition of the influence of the Lead Three.
 
Zetian il-Naneva

Religion: Daxi. In the beginning of the world there was the fabled city of Daxi, golden, famed for her gardens and the grand gilded blue gates that rimmed it. Until one day, a deluge came and wiped Daxi clean from the face of the Earth, ending the reign of its great king Marduk, and Daxi's people spread across the world. Daxi and her gods, such as Akur of war, Aya of the seas, Samash of the sun, Nana of the moon, and Ishtar of love, are worshipped to this day, in the hopes that one day the great city shall rise once and reclaim all the world. Daxi will never be forgotten, ensured by the fact that her enlightened words are preserved in enlightened beings across time; such past beings have included Kanfu, Gautam, Mahomet, and Mao.
-A major mnoritiy is the Ijari, who believe in the one god they call Holla. Most religions are easily includable in the Daxi mythos.
Culture: Yanhua (Migrated from China across the Tarim Basin and Gandhara and Persia to reach Kurdistan and absorbed many Persian, Kurdish, and Arab peoples), minorities include the Gars (Kurds), Ejaras (Arabs), and Beikabs (Turks)
Settlements:
-Kara (Mosul)
-Yuna (Arbela/Irbil/Hewler)
-Venad (Van)
-Amadin (Ecbatana/Hamadan)
History: The upheaval caused numerous groups to move around. One such were the Yanhua, who originally hailed from a mystical land in the east they call "Jankuo." But they were driven west by the upheaval and the famine after disease after disaster that followed in its wake, and ultimately after crossing the vast western seas of grass, never able to find a home, until they came to this land.
 
Name of nation: Royaume Temporel Du Roy-Seigneur

Government form: Le Curia Pure De La Haute et Pure Sainte Eglise

Capital: Le Mont Du Roy-Seigneur.

Map:
jm1EzhN.png


Religion:

The High Church descends from catholicism, though has greatly changed.

Culture:

Every man, woman, and child living under the Holy Order is subject to one of the Knightly Orders. Serfs are usually bound to their land, and pay a portion of their crop yield to the Local Order. Children are school by the orders between the ages of 4 and 8. Occasionally, promising children are taken in by one of the Orders and educated and inducted as a “Chevalier”.

Members of the Orders are allowed to marry and have children, and Both men and women are able to climb the ranks, to ascend to the Curia, the ruling Council of The Kingdom. Each Knightly Order ostensibly rules one aspect of life, though, in reality, all the orders simply rule their areas.

There are two languages spoken within the Kingdom, The High Tongue, or “Langue Haute,” which is close to pre-fall french, and is the language in which all church business is conducted, and “Francais Vulgaire” the base tongue spoken throughout much of the Bekwa populations.

The Knightly Orders and their Official Purpose.
L’Ordre De La Gendarmerie Royale: Militant Order

L’Ordre Des Soeur Grise: Care for the Poor and Sick

L’Ordre Du Saint Sepulchre De L’os: Militant Order

Les Guardiens Du Coeur de L’Oratoire: The Guardians of the Curia

Les Chevalier de L’hotel: Militant order

L’Ordre des Trois Rivier: Deal with trade up and down the River

L’Ordre Des Lac: Banking

L’Odre Du Mont Vert: The Newest order, established to extend the influence of the Holy Church amongst the heathenish Mountain Men of the south.



History:

The Bekwa remember a time before the Fall of Man, and they shun it. They know that their ancestors caused the fall, and are deeply ashamed by that. The Bekwa remember that they had turned from God and pursued their base desires, and know that the world suffered for it.

The Dark times lasted for centuries, and during that time, the only light of civilization were the various monasteries that had become the nexus of communities, as they were ones often able to not only remain self sufficient, but provide succor to neighboring communities. Despite this unbroken historical line to the world of the past, much was lost as famine and disease wiped out entire communities.

Over time, the communities and monasteries began to link back up and rediscovered their near forgotten kinship. The Order of the Grey Sisters, for example formed from a number of monasteries in and around montreal descendant from a pre-fall order of the same name, while the Guardians of the Heart of the Oratory descend from an order devoted to the protection of saintly relics in the cathedrals of Montreal, and the Royal Gendarmes descend from a group of pre-fall government officials throughout the region.

While these monasteries and organization retained a loose organization, and a primitive form of the modern curia, it wasn’t until the 2657 invasion by the First Men, savage warriors from the north, that the Curia reformed, organizing it’s members and establishing a firm rule over the entire area. After much hardships and bloodshed, and decades of war, the First Men were repulsed, but the shape of life in the entire River area had changed permanently.

Barring occasional raids by the First Men, the Ronjians, and the Minch, the river has remained peaceful, and the rich settlements of Great Lakes owe much of their prosperity to the Royaume Temporel Du Roy-Seigneur, and vice versa.

Neighbors:

I envision a number of distinct neighbors: To my east and west, Bekwa agricultural village federations. Those to the west could be named the Biti, after Abitibi-Témiscamingue. To the North, the First Men, people descended from the Cree, live. They are tribal and nomadic. To the south exist the tribes of the Mountain folk, not least of which are the Adis, The Ronjians, And the Minch. Where these people start and the Bekwa finish is unclear, naturally, as there is a lot of mixing on the frontiers.
The great lakes are inhabited by a number of constantly shifting loose federations of City State, all of which trade with the Kingdom.
 
Name of nation: Rakata Confederation
Government form: Tribal Nomadic Confederation/Empire
Religion/Culture: Reborn spirit - A decentralized religion focusing on dances and spirits, but with a heavy influence from christianity.
Rakata Culture - Fusion of traditional anglo and native cultures
History:
Neighbors: native american tribes, various cities, etc.

expect more later, this is just the base.

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Nation: Protectorate of Phocaph
Government: Revolutionary Despotism
Religion: Phocaphian Polytheism. A blend of several ancient polytheistic faiths, primarily Greek and Egyptian, stemming from piecemeal historical records of the faiths.
History: Originally a loose collection of seafaring states, Phocaph was united about a century ago under a theocratic monarch who claimed to be descended from the Gods of the Phocaphian faith. Phocaph became prosperous under the line of god-king, but the king and his legion of acolytes and priests kept the populace under control through a system of repression and outright terror. Fear of divine retribution kept the people docile, but a clash was inevitable, and when the inexplicable death of the king at a young age brought into question his divinity, Phocaph exploded. Revolution swept across the islands as the god-king and his minions were ousted from power and the new revolutionary government was established, which began an immediate campaign of wiping out any record of the hated god-kingdom and began writing a new history of the glorious revolution.
Neighbors: Outside of your standard raiders and nomads, not everyone in the Protectorate is happy with the change in leadership, and there may be several minor powers around that still cling to the old ways and refused to support the revolution.
Settlements: From North to South: Idusorn, Thern, Hedial(Capital), Diantho

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Spoiler :
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I just found this, that I had verrrry quickly thrown together for a CK2 feudal america mod I was thinking about a long time ago. If any of it is of use, feel free (Though, looking back, lots of the names would be different.)
 
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