EltNES: A New World, A Fresh Start

I like it. And I know where you mean, in that awesome mountain-valley-river setup :D

@Players: Name geography, like Terrence has! "That mysterious nameless mountain range, to the south of the Llewyn.."

"The endless (admittedly, unnamed) desert, just north of the K'thdi.."
 
Simple Hvangrian Syllables and Their Meanings.
Yan- Center of, Town (ect, Yantanteri, Center of the Tanteri Clan, Town of Tanteri) (Yandobi, Center of the Body, One's Heart)
Ei- Great (Eithroian Plains, thor means windy, so the Great Flat Plains, Eiyantanteri, Great City of Tanteri)
Thor- Windy, used in names, also can be mane into Akthor, Storm
Ak- Crazy,
Gob- generic undistinguished Human, Gobkolin is the call for generic, unhvagnarian enemies. However, enemies for a long time are separated, and are gived a Discription with a Gnar ending
Lin- Large Group
Hva- The Truth
Gnar- Description People (So it is Akgnar, not Akgob for crazy Person)
Hvagnarlin (Large goups of the True Peoples, as they say when they are talking about all of themselves, hvagnar is good enough when talking about select groups)
Ko- Basic Enemy, s in Gobkolin, large group of enemies we must fight. Kovagnar, large group of other Hvagnarians. Kohva, enemy of the truth. ect

More later! These can be combined with some subtraction and addition. This language is formed with many dialects, the most important is the Riverline Trade Dialect. As many of Hvagnarians live in small towns this is very normal.
 
I'll add more after I see update 0...

You still havn't edited the op like suggested either :p
 
OP updated. I made it .kind of prettier, and quite more the informational :0 questions still welcome, ask if you have them.
 
Looks great now :)

How long till you will go for update 0?
 
OP updated. I made it .kind of prettier, and quite more the informational :0 questions still welcome, ask if you have them.

Are we supposed to send orders for Update 0?
 
I'll wait until tuesday night, and if there are no more apps by then, I'll post update 0. No orders necessary. Update 1, after that, might be a BT, but we'll see..
 
LOCATION ON MAP:
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Culture name: Aknar
Aknarians live by the sea and from it. They are fishermen, traders and occasionally pirates or raiders. Agriculture is important too, but hunting and herding are very limited (mostly hens, domesticated cats, no large animals).
Aknarians live in independant city states, big and small. Usually, each island is independant, and there are often several city-states on each island. Colonies on thee continent have been established, that started tied to their mother city but often became independant although often preferred trading partners.
Aknarians usually give major roles to men in their cities, but that's not a strict or general rule. Some cities are ruled by queens, and sport some female regiments, although it's quite rare. Usually, sea activities (fishing) are devoted to men, while land activities (farming, even hunting) is more of a woman's job. This is not clear-cut, and in small towns, it's not uncommon to have female sailors. In bigger cities, the dichotomy is more stressed.
Several cities have kings and nobles, but many more are led by elder councils or democracies. Saves are relatively rare and only the richest have a few of them, used to tend to gardens or do menial work. They are not allowed on ships, which seriously hinders slave trade. Slavery is usually the result of selling oneself or one's child in order to pay for debts. Very rarely, war prisoners are turned into slaves.

5 Country names/Major City names:
Pelog, Dwenaiai, Spartai, Lakedai, Dwebai, Dloilog, Muknai, Delog, Smurna, Bella.
Cities are independent city-states, so it doesn't make sense to separate country from city names.

10 Important people names:
Kwileik, Wetoul (fighters), Kabamoug, Dwezeoug (kings), Welana, Klidebna (queens), Hibolida (female fighter), Gnosog, Dailog (architects), Bozeidoug (shipwright).

Preferred government types.
Monarchies (most cities used to be monarchies in the beginning), oligarchies and democracies. Oligarchies are the most widespread system. There are also a few tyrants (absolute monarchs arrived to power by a coup) from time to time, but they are often replaced by the previous local government system at their (udually gory) death.

Religion
Aknarian polytheism. Main deity is Deoug, king of the waves and sea. He married Edana, goddess of earth and fertility. There are many gods, demigods, goddesses... Many of these are local deities (god of a particular creek, island, river...). Each city usually worships Deoug, Edana, and one or two tutelar gods, with a priesthood for each of these major gods. High priests are devoted to only their chosen deity, while lesser priests have to manage all the other gods too (meaning handling many small sacrifices instead of a few big ones).
There's a big taboo on slaves going to the sea or on ships. Those who do are executed, as Deoug's kingdom (the sea) is that of freedom, and slaves have no right to roam it.

Army composition:
20 EP worth of ships (triremes and light galleys)
5 EP worth of infantry (hoplites, phalangites)
5 EP worth of levies (cardaces, peltasts, slingers, archers)
 
Update 0: A new world, a fresh start.

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First Age: EltNES YEARS 1 - 400



As spring thaws the bitter winter, so too does this chapter in world history. The icy bonds of stagnation are broken, as agriculture and farming become more widespread; the small tribal societies that once once dotted the world have now transformed into the sprawling nations, countries, cultures and peoples we see now.


In the westernmost portion of the Great Continent lie the K'thdi people, a people of tradition ancient, it's origins forgotten. A common practice among these men is to learn horseback riding and archery at a young age- making the culture one of the region's leading in military terms. They often worship a large pantheon of individualised Deities; the warrior son of a Merchant father could very well worship an entirely different god with entirely different thoughts. This practice is frowned upon, but not opposed, by the desert people of the north.


Heading north, into the vast Hureye desert, we come upon a people radically different from those known as the K'thdi. Worshipping a single monotheistic deity known only as God, they follow a strict caste system. Those who vary from it are punished gravely, sometimes with their lives. The people of the Hureye desert call themselves the Hurans, the ancient translation for “Chosen”. Raiding, herding, trading and oasis fishing are their main economic mainstays, though not much more is known about them, as they avoid outsiders.


South again, far past the lands of the K'thdi, we come upon a people known as the Hvagnar, residing in the fertile, fortress-like hub that is the Wenthorian mountain range. Hvagnar society revolves around one's position in the society and one’s ability to perform certain tasks, such as mining, fishing, farming, hunting and fighting, to better the community. The most popular form of government is, in fact, the representative system, wherein a council of tribal leaders elect a leader for themselves, and so on. A big part of their society is also the worshipping of their main three gods, and those gods’ countless children and spouses.


In the east, we come upon a people not so unlike the Hvagnar. The Yu are a proud people, living lifestyles of warriors and Enlightened, chosen by their gods, known as the Ori. A religiously inclined people with a strong sense of family and community, friendly warfare is common between the clans dotting the land.


Far north of the Yu people, lay the city-states of the Aknar. A flip-flopped society from the rest of the world- women have more rights, and slaves less. Trade and seafaring are this people’s mainstay for making a life; piracy and raiding have come into the picture, on occasion, too. Agriculture and politics plays almost as large a role as religion, though not in the hearts of the common people. Their triremes dominate the waters of the hotter north climes.


In the endless plains of the East, a church-dominated people known as the Llweyn reside contentedly under their great ruler, unified by religion. Farming and worshipping the Sun as it passes the sky each day, their lives are monitored and controlled by the church, or so is thought. A very strong presence has barely yet made itself known, and is growing, dissatisfied with the clergy.


North of the Llweyn lie the very nomadic Rentau people. Rentau lifestyle revolves around the horse- it is used for transportation, war, food, entertainment and religion. The Rentau worship the King of Horses, Tau-Tau, a great beast three times as big as normal horses, who lives somewhere in the endless plains that make up their known world. Aggressive and easily disturbed and very wary of outsiders, they are a hornets’ nest waiting to be struck.


Sparsely populated still is the world. Many societies lie undiscovered and unnamed in the vastness between the ones detailed above- perhaps they, too, shall be brought from obscurity with time?​


Cultural influence map, for BT:

Spoiler :
eltnesupdate01.png


OOC: Suckish first update. I’ve decided, out of the blue and without player consent! That this turn, turn 1, shall be a BT!

Orders: Friday night, 8 PM EST, please. Expect the update Saturday night or sunday morning. If all orders are in before then, the update will be sooner :D

Order format for this crazy, scary BT. It’ll probably be 200 years long, starting in the late bronze age. Plan accordingly.

Culture name
What you’d like to see happen politically.
What you’d like to see happen domestically.
What you’d like to see happen technologically.
What you’d like to see happen, expansion-wise.
What you’d like to see, militarily.

Writing this up will lead to nations with actual cities and stats arising for you to control, whee! It’s a long, boring process, but don’t hate. It’ll get better. (If you have questions, ask them.)





And this is -especially- important, as it’s a BT: If you write me an Awesome Story, your actions and culture will be met with Awesome Success. Stories = bonuses. Not necessary, but oh-so helpful.
 
Example of BT orders: (Entirely my own creation, not LOD's orders.)

Culture name: Llewyn

What you’d like to see happen politically.

Continue with the church-dominated thing, shut down any smaller religions that pop up. Keep stability high and the populatio down! Blame some horrible tragedies that benefit us on the Rentau in the north. Make them the scapegoats!

What you’d like to see happen domestically.

Increase the agricultural works on the Great River <RIVERNAME> and build more than a few monuments to the Sun and the Church. Also, a nice road system and/or river ports to more quickly get goods from one spot to the other in our vastttTTTTTT!!!!!!1one1 territory.

What you’d like to see happen technologically.

Improved agriculture, armor and weapons quality for our elite Church guards. Perhaps some beautiful paved highways.

What you’d like to see happen, expansion-wise.

Omgosh take over all the plains attacking everybody who gets in my way, maybe go around the mountains to the south and check that area out.

What you’d like to see, militarily.

Gear up for WAR and invade those pesky Rentau hornets up north.
 
Fantastic, we are off!!!

It would be much more fun if your forced us to pick from a list of technologies, so our nations diverge more from each other. Say a list of 10 things we can only pic 3.
 
I was thinking about those, Abaddon, but not for my first ever NES. Maybe once I'm more competent in actually working this one :D
 
The Speaker of the Sun
Nennith Fallodun was a busy woman. She had no time for the petty affairs of the common person, and so like all Speakers before her she delegated that to the Council, and to the heducc. Indeed, she had little respect for the Council, either. No, the only person she trusted to any degree whatsoever, the only person she would not relegate to the border in the blink of an eye, was her adviser, Owenil.

"Milady." Prompt, punctual. As always, it was one of the things that kept him on the Speaker's good side, if there was one.

"Owenil. I presume you have brought your report?" Pulling out a roll of parchment from the folds of his clerical robes, Owenil nodded.

"Of course, Your Holiness." reaching out, Owenil handed the roll to the Speaker and bowed.

"You may go, Owenil. And do be careful of the curtains this time. They are getting somewhat ratty." The Speaker turned to face the end of the balcony again.

"It has been a pleasure, milady." Owenil turned and gingerly marched off the balcony and into the heart of the Temple of the Sun, silently cursing the Speaker as he went. Meanwhile, Nennith retired to look upon her monthly report. A summary of all goings and doings of the Priesthood, of all things of import within the realm. Listings of dissents to the Sun, activities of the heducc and the Order, et cetera. What she saw served to darken her mood yet again.

Crumpling the paper, she stamped upon it. "We are dirty. Dirty, like animals," she cried, "We must be cleansed."
 
Hvagnar
sorry I am typing via iPod.
Expansion: clan colonies and new clans across and along the mountains as well as along coasts. Trust mountains more than seas. Colonies. Oh if anyone played dwarf fortress, think that too!
Military: many minor interclan wars. Unite against other council clans
and all against any outsiders in war. Try to stay away from ogrries of death
What you&#8217;d like to see happen politically.
I want each clan to have a few centers ( or used to have a few centers) inside the valley.
Each clan and overclan is tightly knit, and the councils and overcouncils are like EU and UN style conferences with local and all hvagnarlin issues.
What you&#8217;d like to see happen technologically .
A seafaring splinter group start forming based on smaller stabiler ships, taking advantage of their smaller stature. Also get lots od metal technologies from The mountains! Heavy bronze wokeing and early iron. Finally, develope inca- like roads and brides to cross the mountains to overmounrain colonies.
What you&#8217;d like to see happen domestically.
Growth of a feudal style system that fit our representative system: tribe leaders lead to the local chiefs who will lead and organize go the clan leader, and so on up the scale.
A mountain road system with small fort/settlements to shelter travelers and guard bridges.
Early irrigation and temple projects.
Larger scale mines.
What you&#8217;d like to see happen, expansion-wise.
What you&#8217;d like to see, militarily.
 
Orders SENT.
 
Terrence, what color should your cultures' countries be? (vague- K'thdi is blueish, Aknar green, etc)

Huzzah, 4/5 orders received! Most of the update is written, just not the parts involving the Aknar, as I don't have LDi's orders yet. Although, I'm not worried, I said friday night, not wednesday.

EDIT: Oh yeah, stories. [Emphasis] stories this turn will get you better boosts then during other turns. Hvagnar dialect and LOD's CLEANSING FIRE story counted, for example. [/Emphasis]
 
In the earthen inn, a dozen of men spoke and drank, as men have done since Webwaiog first invented beer.
Because Webwaiog invented beer several times, you know. The first time, he drank it all and was so drunk he forgot how he had done it. So he had to repeat the operation a few times until he finally remembered the recipe enough to pass it down to Dwenaia, who would brew but not drink. Which is why a few men and women call Her the Wise goddess. And why many men and not a few women call Her the Silly goddess. But they thank Her nonetheless for remembering the recipe.

Anyhow, in the inn there was a also waiter, busy looking at everyone, listening, and glaring at those who dared pat his daughter's rear. She didn't need his help to defend herself, though, as a punch on the nose of an over-eager patron proved when it became necessary.
Besides the usual customers, the waiter and the waitress, there was a pair of more uncommon people in there. the man wore rich but worn-out clothes. The woman, obviously an aristocrat, seemed really out of place in this hovel with her copper collar and pearl necklace.
The man was speaking softly with his companion. He spoke slowly too, because the people of Muknai felt he had a strange accent. He couldn't help using a few sentences only Dwenaiai citizens were comfortable with. It wasn't his first time here, but he couldn't help.
After only a few minutes of talk, when the waitress had probably broken the nose of one of the drunkards, the woman stood up and almost shouted:

"It's enough, Dwikidideg. Let's get out of here. There's a room waiting for you in the High city. There's no reason for me to stay in this... place."
"But I like sailors taverns, lady Eletla. I'm just a sailor after all."
"Don't be silly! You're more than that, and you know it. This is not a place for important talks, and you know it too."
The man sighed, but stood up. As the woman moved out, he let a smile flower on his face. Eletla had already offered him a roof before he had even started negotiating. This was a good start. She thought she needed him way more than he needed her. The elders of Muknai needed him. They knew he had come to their city to offer them his services. He could have picked Bwog or even Lakedai, so they had to outmatch the other cities' bids. He had chosen their city because he knew they needed him most. Hurans were poor trading partners, and the land around there was desertic, but all the trade with these Hurans had to go through the city, and that was enough to make it prosper. The other Aknar cities knew it, and it was only a matter of a few years, maybe even just a few months, until one of them launched an attack to force Muknai to pay them tribute.
In fact, because of him, it was very likely that Dwenaiai would strike first. Soon. As soon as they had found a new admiral.

Dwikidideg had been the admiral in chief of Dwenaiai. He had led their fleet against Lakedai, and sunk the enemies' ships. Lakedai were fearsome on land, but they were not as smart as him, and their rowers were not as well drilled as those of the islanders.
At the battle of Smulnai, Dwikidideg had sunk seven triremes and seized four before the enemy routed. Thanks to him, Dwenaiai had the strongest fleet of all Aknar. So strong that his opponents in the agora had thought they could get rid of him and conquer the seas without him. So they had him banished, and now the crabs fought each other to nominate a new admiral. They'd mount a few pirate raids against Lakedai to flex their muscles and test their new strength, and then they'd strike here, in Muknai.
Muknai had a little fleet. They kept a big land army because of their neighbours, but lacked wood and so couldn't afford many warships. They were such an easy prey that Dwenaiai wouldn't imagine they could resist.
Except Dwikidideg, the greatest sailor of all Aknar, the most ingenuous admiral ever, would help them. He would help them for the sake of revenge over his former city. Hell, he would have paid to help Muknai sink his former friends' triremes!
But he was an Aknar. He was a sailor among a race of traders and hagglers. He would make sure they paid him instead, and they would pay a lot. Not because he needed it, not because he wanted it, but because Aknarians had thrived on trade and haggling, and he wasn't going to give for free what he could expect to get paid for.
 
So, update's done.. want it now, or wanna wait for stats? Also kind of stalling for page 3, woot!
 
So, update's done.. want it now, or wanna wait for stats? Also kind of stalling for page 3, woot!

Post it now, you master of knavery. :rolleyes:
 
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