EltNES: A New World, A Fresh Start

@LDi - Athletic meeting?

You mean the Olympics?

We heartily endorse any chance to out-compete our brethren!

Especially if it requires no bloodshed!

We are indeed still in attendance.
 
@LDi - Athletic meeting?

You mean the Olympics?

We heartily endorse any chance to out-compete our brethren!

Especially if it requires no bloodshed!

We are indeed still in attendance.
Yes, much like the ancient Olympics. There'll be some rowing in addition though. and it's peaceful (although there may be some bloodshed in wrestling).
 
I'm lurking here, by the way. So far, it looks very good for a first NES. I'm considering joining, actually. I have a question about that. Is it still possible to create new cultures? There's that juicy tropical river to the south. ;)
 
Good to know people(person?) are lurking. Thank you, and yes, new cultures are readily accepted. They can spring up anywhere, being the ignored tiny peasant minority, what have you. Until BT's, they won't grow in leaps and bounds like the current cultures did. Maybe one or two smaller nations.
 
I want to join, what nation would you suggest? I want a nation not at war, on the coast and for the most part gets along with their neighbors.
 
For the most part good terms? Take a gander at #24, Kingdom of Tentor. Historically, K'thdi have not been kind to the Hvagnar clans, but Tentor is a Kingdom and distancing itself from the Hvagnarlin.

Also, #22 amd #21, Uthgar Clan and Hvathan Clan respectively. Friendly with their neighboring Hvagnar states. Infighting will be punished by the whole(all of the Hvagnar states save for Tentor), however. A pact-alliance sort of thing, wherein they unite against outside invaders is also in effect. (I won't "make" you go to war, but you'll be pressured by the other Hvagnar clans. It was a whole theme in Terrence's creation.)

#25, K'thanrah is a K'thdic Kingdom. Minor tribute to K'therack, but entirely peaceful nation. Occasional sea-based raids have occasionally been sent against the Kingdom of Tentor in the west (if you wanted to do that) but not recently.


#6, Bwog, a large Aknar city state, more a normal country than a city state. With encouragement, extra cities may arise soon. (Basically, cities added on map, a little extra EP) Not sure of it's neighbors, though Dwenainai seems to be a bastion of peace, and a counter weight to the more aggressive Lakedai League to your immediate west.
 
Thanks,
I'll take ;


#22
Country Name: Hvathan Clan
Government: Feudal Chiefdom
Capital:YanHvathan
Culture: 80% Hvagnarlin, 20% other
Religion: 90% Hvagnar Polytheism, 10% other
Economy: 19/0/11
Technology:
Army: 2,000 Levies (1)
Navy: 60 Ships (10)
Stability: 7
Projects:
Description: Another quiet fishing clan on the Untarian River, with the added benefit of the fertile valleys and minerals of the Wenthorian Mountains in the north.

Please.:)
 
Alright, cool. :) Welcome, ZeletDude! Hvathan edited as yours on the front page. Can't think of any NPC diplomacy ATM, orders due tuesday. Questios, PM them or post them here on this thread.

EDIT: Tuesday, august 24th, 8PM EST.
 
Orders Sent.
 
Orders sentificated.
 
Alright, 6/6 orders received. I didn't expect them until tonight, so I don't have time until then at 8ish EST to start working on the update. Don't hold your breathe for it until probably sometime thursday night though. So if it's up before then, pleasant surprise, right? :D
 
Good to know everyone is keen and on board :) I can't wait for progress!

I might go a bit AWOL shortly, I'm off to a music festival, but rest assured I will be back by Tuesday at the latest and respond to any diplo then.
 
Update 2: Combat

lwodegtemplelocation.png


EltNES: YARS 600-612

We start in the arid northlands, upon the isle of Lwodeg.

The activity on the sheer cliffs facing east and the rising sun, nearly dwarfs that of the Lwodeg games taking place on the large, flat plateau that makes up most of the island. A great temple, which can only be accessed at high tide by one ship at a time, is slowly being carved into the cliff.

Inside it’s grand, cavernous halls, reside statues of the gods Deoug and Edana, and the countless lesser deities, all loved or loathed in the eyes of the many Aknar who will sail through here. Lit by candle or the occasional sky-light (For air circulation) and held aloft by grand arches and marvelous pillars carved from the rock or brought from far-off quarries. (Some for the main room to Doueg were brought all the war from the Llewyn)


The games themselves saw most of the spectators or watchers, however- A grand festival of athletic achievements taken to a new height; athletes from all over the Aknar world, and even some Rentaun cavalrymen, who hosted their own races on the southern portions of the islands, with Dwenainai’s reluctant blessing.

Trees were imported from the Lakedai League, and exotic eastern firs from Pelog., for the extremely popular Tree Tossing event. Lakedai men took first place, as not many trees grow in the Bwog deserts or on the Dwenainai isles.

The Hundred and Sixty Men Rowing Teams competition was the most popular of all of the events, with 14 teams, 2,254 sailors, and 30 judges from 8 countries participating in the speed and distance rowing, as well as an all-out race from Lowdeg Isle to the Bwog mainland, then southwest to the Lakedai shore, where they would rest. Early morning, they awoke and started the race anew, arriving back at Lwodeg at sunrise for the grandest celebrations in living memory. Dwenainai teams took first and second places, with Pelog and Muknai at close fourth and fifth places.

Overall, however, the Lakedai League, with participants from each of it’s cities, was crowned the Winner of the Lwodeg Games this decade around. Another is planned in ten years, even grander than this one. Preparations began as soon as the Games closed, and the island’s temporary occupants filed endlessly in their ships to their respective homes, towards all horizons.

+1 Dwenainai stability, +2 Lakedai League stability

Dwenainai activities in the Far West have been considerably less peaceful than that in their home waters.

triremebattlepic.png


A vast fleet of 90 Dwenainai ships sailed west, along the Huran coast, docking at their newly purchased Harbour towns. Once clearing the Huran lands, they came upon a strange people that called themselves the K’thdi, of Desmun. The Dwenainai fleet was ordered to offer their services as warriors, raiders and traders to the peoples they found here. If the first two were refused, it was ordered they decimate the K’thdic navy, and burn their port cities.

When war comes upon this lone, unsupported fleet, it does fairly well. Though unable to permanently capture any territory, it cripples the economy of Desmum, securing the rights as it’s trade fleet. Unfortunately, many Aknarian sailors and oarsmen defect, due to their superior’s apparent inability to pay their wages. Many K’thdic sailors sign up for service, lowering Dwenainai’s navy quality.

-Dwenainai navy quality, -5 Dwenainai ships, +12 Dwenainai banked, +2 Dwenainai income, -all Desmun ships, -12 Desmun income, +3% Aknarian Culture in Desmun

When the fleet returned to the Dwenainai islands and the Aknar homeland a decade later, it’s makeup had changed entirely. They bore tales of horror and of the odd traditions of the K’thdi, the people they had found there, and even brought back with them. The vast spoils and knowledge made this fleet, and it’s Admiral, Kabamoug, quite famous and influential. His eventual fate has yet to be seen, but many have their eyes on this aging fellow.

+1% K’thdic Culture in Dwenainai


An unfortunate ramification of these voyages, is that when the Zan-Heng Empire, an apparent hybrid of Yu and K’thdic culture invades Bella, their allies, the Lakedai League, accuse Dwenainai of kicking a vast, unstoppable hornets nest that ranges from west of the Huran peninsula to the Lakedai border.

Lakedai and Dwenainai relations break down. -1 Dwenainai stability, -1 Lakedai stability.

triremehovel.png


Most all is quiet on the Huran front, save for the construction of harbour towns on the north shores by Dwenainai. K’tharkick raids on the northern K’thdic nations continue, though this is normal. Soldiers are killed and replaced, goods lost and occasionally retrieved.

It seems the K’thdic sphere is the most active in all of the world, this decade.


In Desmun a strange northern people called the Drenai Aknars appear suddenly, offering their services as soldiers against the Hurans. Knowing this would lead to their undeniable destruction, they refuse, only to be brutally attacked by the traitorous swine. Their ports and fleets, their only real source of income, are burned and sunk. They request financial aid from the K’therack for the construction of a new navy, for when the Aknar return, and it is granted.

+100 Desmun ships, +1 Desmun stability


In the far east, on the borders of the three clashing worlds of Hvagnarlin, Yu and K’thdic, the populatino is restless, with rumors of violence in the west and southwest, with the renewed raids of the Hvagnarlin, from their terrible mountain fortresses. Zan-Heng, a hybrid of these three cultures, is dominant in it’s region.

15,000 Zan-Heng Levies march into the well-defended border of Kingreer, as 8,000 K'therackan Cavalry smash the smaller country from the behind. It's a massacre for the Kingreerin and the Zan-Heng, though the K'therackan seemed to get off scott-free.

These actions were conspiciously justified: The Kingdom of Kingreer was late, supposedly by several decades, in it's tribute to K'therack. Zan-Heng, by all rights, is now summarily replacing Kingreer as the border-vassal of K'therack, becoming the new trade conduit of the two clashing worlds of the Yu and the K'thdi.

-Kingdom of Kingreer, -10,000 Zan-Heng Levies, -2 Zan-Heng stability, +8,000 Zan-Heng Cavalry, +1,300 Zan-Heng Cavalry (from defectors in Kingreer), +14 Zan-Heng income, -3,000 K'therack Cavalry, +15 K'therack income.

Zan-Heng Levies soon invade the small mining nation of K'Than Thor, cutting through Aknarian territory in Bella, to do so. War is declared by Bella and their ally, the Lakedai League, against Zan-Heng. The Zan-Heng troops outnumbered the K'Thanrian troops 3-1, and it was a massacre indeed. Used to having the upper hand against the Bellans in the east, an attack from Zan-Heng, their southern, and for the most part peaceful neighbor, was totally unexpected. The city of AlthorKhan fell in just days, though heavy rural resistance is still felt in the mountains.

cavalrycharge.png


+4,000 Bella levies, +1 Bella stability; their enemies in K'Than Thor slain, +10,000 Lakedai League Levies, Zan-Heng captures AlthorKhan, +1 Zan-Heng income, -4,000 Zan-Heng Levies, -3,200 K'Than Thor Infantry, +4,000 K'Than thor Levies, +4,000 K'Than Thor Infantry

An ancient conflict arises in the south and east of the country; the disunited Yu clans to the south of the country seek aid from their religious leaders in Fei, after the attempted takeover by the northern Zan-Heng hybrid state. Monetary and military aid rush into the region; the puppet state of Gon-Wei is born.

+Gon-Wei, +8,000 Gon-Wei Levies, +10 Gon-Wei income, +1,000 Fei Levies.



The Li Clan's demands for the freeing of their western cities of Rong, in the north, and Tai, in the south, are met with unchecked hostility. An influx of soldiers have boosted the confidence of the local Zan-Heng populace, (those not residing in the city,) and they have started pillaging and looting Li lands. Li-supporters in Tai and Rong act out against them, and all are met by harsh force from some unseen police force. Border skirmishes continued for months after this, but all has calmed.. Some fear a storm is coming, while others claim the worst of it is over.

+1 Zan-Heng stability-through-force, -2,000 Zan-Heng Levies, -1,900 Li Clan Levies

Constant guerilla raids from Hvagnarlin (The country) in the Wenthorian Mountains harass the Zan-Heng countryside; trade is lost, diverted or discouraged.

-900 Zan-Heng Levies, -12 Zan-Heng income, -1,200 Hvagnarlin Levies

More peaceful events have happened in the southwest these years; The current Trusk princess is betrothed and married to the Zan-Heng prince. A lavish, beautiful wedding spoils the dirty, miner, farmer folk of Trusk, paid for by the Prince. A small plot of land is given to Zan-Heng in the east of the country, though for how long, no one knows. Zan-Heng is not well-regarded by most Hvagnarlin.

+1 Zan-Heng stability, +splotch of Trusk land, +2 Trusk stability, -splotch of Trusk land.

+Zan-Heng’s name changed to Empire of Zan-Heng.


In the Hvagnar states, all is calm, save for the newly reinstated raids against the K’thdic Kingdoms, their ancient enemy, north of the Wenthorian Mountains. Their mountain roads are assaulted numerous times, but all attempts at taking them are failures, and with tiny numbers.

-400 Hvagnarlin Levies, -600 Kingreerin Levies

cavalryfight.png


The Hvathan Clan has encouraged migration of pro-Hvathan crafters and farmers to small villages in the west and the islands in the south, expanding their borders a little. Expeditions have been sent east along the coastline to make contact with the rumored distant Llewyn people, but no explorers or traders have come back, yet. Contact has been made with the Yu in Fei. Origin has been brought back with them, the infectious religion that has been halted at Zan-Heng, for the most part, for centuries.

+Hvathan territory, +trade route in Fei, no income yet, +5% Origin in Hvathan Clan


The Fei Clan has made peace with their traditional opponents, the Yong and Ming clans, in the northern territories of the Yu. A much greater threat has arisen, in the west- the Empire of Zan-Heng. The Empire has made aggressive moves on all of it’s borders, and it is believed the Li Clan, Fei’s long-time ally, will be targeted next. Already, Zan-Heng controls two of their cities, from wars long ago resolved. Fei sent Priors to convert many in the southeast and southwest cities to the way of Origin, to much effect, as the southwesterners were in need of assistance in resisting the advancing Zan-Heng border.

+Fei territory, +Origin spread in disunified regions.


In the Llewyn, all is calm. Heretics are persecuted and life goes on. The Great Cynthulus wall is being taken down, much to the dismay of the populace who have made a living for themselves taking advantage of the east-west trade route it had become. Their northern frontier is now exposed. A system of watch towers and adjoined fortresses act as the new barrier between the Llewyn and the Rentaun. The Rentaun applaud this act, as trade is increased and Tau-Tau is able to roam free.

-10 Cynthulus Wall upkeep; possible more next turn, -1 Llewynic Arglemarke stability, +1 Rentaun stability, +2 Rentaun income, +increase of Llewyn-Rentaun relations.

A standardized training program is installed by the expansive Llewynic government, mandating the training of all men that would be called up as soldiers, in the eventuality of war. The lack of funds for this massive project stunts it’s growth immensely, almost to the point of nothing getting done.


In the north, Pelog disbands many of it’s shipst, in favor of increased fishing fleets, and infrastructure, in the way of paved roads. Dwenainai and Lakedai trading fleets sail constantly this way now. The effects of this have yet to be felt in the western countries, but Pelog is feeling it through an increase in economy.

-48 Pelog ships, +2 Pelog income (trade and fishing)​



<Map will go here>

Post-update story-bonuses:

LOD: The Church is a fickle, undying mistress. +1% Holy Sun in Llewyn, +1% Holy Sun in Rentaun.

LDI: Dwenainai traders have reach many distant ports. +1 income in Dwenainai

Menan: The Prior’s position is now well known to all. +1% Origin in Fei.

Terrence: Hvagnarlin dialects spread further. +increased relations between Hvagnarlin and the other Hvagnarlin states.



OOC: Okay, that wasn’t so hard to write. The stats are going to be a pain in the ass, however. Map, probably tomorrow, stats, probably sunday night, sorry :(

Orders will probably be due wednesday night, but we’ll see.

NPC Diplomacy to come, but this is important:

From: K’therack
To: Empire of Zan-Heng

Traitors! We carve up Kingreer together, and you attack our other vassals. Not a good idea.

Question: One country has fallen, one is half-dead, and one has arisen. Do we need a new numbered map?
 
"Llewyn, and thus the Church, prosper and grow by maintaining a firm but caring grip on the masses. Only once has this grip slipped; it shall never do so again."

Few be it to deny the ordered structure of Llewynic life. Even the lowliest of the citizens of the Arglemarke have their duties and responsibilities, and the same is true of their betters. As the Holy Sun dictates the passing of day and night and sees all within this grasp, so does its Church order the day for the Sun that cannot. The men of the world, acting as servants for the illumination which gives them life and bounty, this is truly an order of which to be proud and to maintain with the ferocity with which one maintains one's life. To do otherwise would be to demean the Sun, and to do as such is to demean oneself. And to receive a visit from the Inquisition, but these are other matters...

On a hierarchical level, there is the Church and its Speaker, the center of the Llewynic universe, who order the Kingdom and maintain its integrity in matters religious and non-religious. The Church elects the Arglwydd for whom the Arglemarke is named, but his duties in peace are wholly ceremonial. It is in times of war that the Arglwydd enters their element, and is given the reigns of the Marke to do with as they would deign. But who makes up the Church? To this, we must turn to the wheels which turn the base which is the Church, the cogs within the Llewynic machine. The Houses, familial institutions established many years ago before the Unity in which the Llewynic people became one under the guidance of the Church. The Houses arose from land-holding families who had in long-past times of barbarism ruled over the various city-state kingdoms of the realm.

With the Unity, their descendants retained their land under the Accord of Unity and they became tied to the Church, its Speaker, and the Arglwydd. Their land and the people who lived within its immediate bounds, they were bidden to do with as they wished so long that they maintained the law as mandated by the Church, and were faithful to the Sun, and did not dabble in the pagan teachings of the "Hidden Pantheon", whose followers are only a step above open heretics, and are a shame upon the Llewyn. The term House does indeed arise from a house; the House of the Lord, from which the kings and queens of the pre-Unity ruled their plots and plotted their schemes, what have you. Many of these houses still stand, and what were once centers of fortification are now lavishly-decorated homes for the House-Mesurydds and their immediate families.

Briefly, we might digress into lingual matters. The term Mesurydd comes from the word, "mesuril", to measure or rule. Mesurydd being literally, ruler. Thus, a House-Mesurydd is the ruler of their House, given to this station by luck of parentage and by the approval of the Church. Once, the rulers of Houses were referred to as House-Arglwydds, but this term was taken out of use following the Unity, mostly as a concerted effort by the Church to emphasize the authority of the "True Lord", the Arglwydd as appointed by the Council of the Sun and recognized by its head, the Speaker. The suffix, "ydd", denotes leadership or authority. The world "argl", means true. Thus, Arglwydd translates literally into "True Leader," or, "True King".

Finally, we have the gwenigon, the peasant or common man. Given by birth to toil for the good of the realm as the Church might mandate it. The gwenigon have little to no recognized rights in Llewynic society, and their name translates to "unclean", which ought to give an effective picture for how the peasantry is treated and viewed by the upper classes and society at large. Most of the gwenigon either serve the House whose lands they were born in as property of the House's Mesurydd, the heducc or the Army of the Arglwydd, or join the Church for a chance at a higher standard of living. Those that are able to join the Church are lucky; most gwenigon are given to serve a House, from which they can either hope against hope to be released from servitude willingly, or given up to a labor camp for one of the Church's projects. Any way you cut it, as they say, the life of a gwenigon is unpleasant.

These are the major groups of Llewynic society, in how their life is structured by the passing of the Sun, how they serve the Church, the Marke, and the Llewynic people, and those that warrant it, a history. The clergy are another matter entirely, which shall be discussed in due course...

"The Sun gives light to the earth, nourishment to its inhabitants. So should we give honor to it. Honor to the Sun, nourishment to the world, power to the Church. These things without which we are nothing."

The Church of the Holy Sun was originally established some years before the Unity during the Feuding in which Llewyn was divided. Each House has its claim to the founders of the Church, but such matters of the ancestry of the Church's founders are... discouraged. The Church should be the creator of strength and union, not a divider. "Lest ye be divided by faith, ye shalt be united by it.". Regardless the origins of the "ancient Church", the modern Church draws from the Houses, whose Mesurydd's send their greatest children to serve in some capacity within the Church, often for those Houses with enough weight in power, on the Council of the Sun itself. Houses which remain loyal to the Church will often see their Councilors elected as Arglwydds, or even Speakers. Thus, the Church maintains the loyalty of the Houses, and the Houses maintain the loyalty of the church, and it all remains happily and conveniently far from the reach of the gwenigons' dirty and uncouth hands.

The Church itself has departments and inquiries, a myriad of various arms of the Sun's ordinates. The highest bough of the Church's "tree", is the Council of the Sun, which reaches out its leaf of the Speaker to touch the heavens and the Sun resting languidly but admirably within them. From the Council are the Adricas of Order and Inquisition of Heresy. The Adrica of Order maintains the heducc, who police the lands as direct representatives of the Church. The Adrica of Inquisition of Heresy maintains the Order of the Sun, who act as higher level peacekeepers, interfering if necessary into the affairs of Houses and with the requisite authority to question the loyalty of their Mesurydds if need be. From there are the Adricas of Commerce and Agriculture and their clerics, and ultimately the clerics and priests who maintain the physical churches and preach to the people, be it from the pulpit or among the streets depending on their standing in the Church and the "color of their blood".

Most individuals within the Church are born into it by a history of service in their family, joined to it by their House's Mesurydd, or a small few, join out of the gwenigon. These unfortunate souls are to be forever relegated to serving among the lowliest clergy within the streets, preaching until their throat is cut open and their robes stolen for a blanket, or until they grow hoarse and old, succumbing to pestilence and disease. Those that are extremely lucky become servants, to work for Councilors or the heads of Adricas in the Temple of the Sun within Gledwyn. One of these fortunates was Owenil, known in recent times more commonly as Owenil the Prophet, founder of the "Second Church", and preacher of the "New Gospel". Owenil is sometimes called the Saint of the Gwenigon, although more out of mockery by pure-blooded, well-bred modern Church aristocrats who surely owe nothing to the "Founder of the Second Church", than out of reverence. Indeed, among these types his name is an insult, where among the people it is a blessing and a term of honor and reverence.
 
Unfortunately, due to RL reasons, I have to drop out. I'm going to Israel again for school and family. Best of luck, chum. I'll rejoin in some months if it's still up.
 
Awesome update, really need map and stats before any progress can be made...


#18. Abaddon
Country Name: Zan-Heng
Government: Feudal Monarchy
Capital: Yan Oltho Su
Culture: 36% Yu, 34% Hvagnarlin, 30% K&#8217;thdic
Religion: 47% Origin, 40% Hvagnarian Parthenon, 13% K&#8217;thdic
Economy: 70/50/20
Technology:
Army: 30,000 Levies, 2,000 Cavalry (15,5)
Navy: none
Stability: 4
Projects:
Description: Zan-Heng is the most diverse region in the world. Ruled by a Yu king with mostly Hvagnarian feudal lords, it is a country built on violence and decadence. It controls all Yu-K&#8217;thdic and Yu-Hvagnarian trade. Constant assault and raids from all sides have this country on constant alert. For most of it&#8217;s history it was a vassal of the Li clan.
 
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