EltNES: A New World, A Fresh Start

Eltain

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Joined
Jul 30, 2009
Messages
2,040
Location
ROC, NY, US
You may post.

Orders due Tuesday, Aug 24th at 11:00 PM EST.

The update will be between 5-12 years long, maybe longer, depending upon what people try to accomplish. But aim for 5-12 years progress.


Hello, and welcome to EltNES. My first attempt at modding an NES, I am excited to do it and aiming to please. Fill out the creation template at the bottom of this post, if you would, and post away! Turns 1-2 may be BT's, meaning you will sway your culture in the direction you'd like it to go, IE aggressive imperialist church state, peaceful farming city states, etc. Feel free to break from cliche, however ;)



The known world:​

eltnesupdate1.png

Explaining the eventual stats:

Stats:
Country Name:
Government:
Culture:
Religion:
Economy:
Technology:
Army:
Navy:
Stability:
Projects:
Description:


Explanation:

Spoiler :
Stats: Player Name goes here.

Country Name: Country's name.

Government: Government type. If radically unique, describe in "description".

Culture: The dominant cultures in your country. A certain percent of this, a certain percent of that.

Religion: The dominant religions in your country. A certain percent of this, a certain percent of that.

Economy: Your per-turn income, banked money, and per-turn expenses will be here. EP is basically the economic power and capacity of your nation. Ways you can increase it include: domestic projects(infrastructure, farms, exploiting resources, taxes, trade), technoligical advancement(railroads, the wheel, new irrigation systems for crops), war (loot/plunder, new lands, territory, revenue, new trading regions/partners. technology often improves in times of war) or trade, selling surplus military stuff to needy countries, etc.

Army: A description of your army and corresponding numbers.

Navy: A description of your navy with corresponding numbers.

Stability: A highly generalized number representing the stability of your nation. It is measured on a basic scale of 1-10, 1 being open revolution and 11 being a serene utopian paradise. Stability is the over-arching support of the populace/factions in your country, for your government. Things like extreme changes in government form, IE from democracy>monarchy, will be some of the largest hits to your stability. Famine, plague, natural disasters, war, loss of trade, loss of income, loss of land, can all lead the populace to stop believing in your governments' ability to leave, thereby decreasing stability.

Projects: Propose what you want done, I will give you a pre-set price AND set amount of turns. OTL Examples: Suez and Panama Canals, Hoover Dam, Collosus of Rhodes, Great Pyramids, Wall of China, etc.

Description: Please write a description of your religion, government, society and people here. Physical descriptions of places and your people will give you a boost at the start of the game.


Stories: If you write minimum one story per update, you will receive a bonus post-update. Bonuses determined by me. One bonus per update, varying in size according to number of stories/quality.

Orders: Orders should be sent by PM to me. Order deadlines will be determined at the posting of the previous update, sorry for inconveinience. Orders received MAX 4 hours after the deadline will be accepted. After, discarded/noted for next turn.

Order template:
<Stats>
Spending
Military
Domestic
Political
Other

Updates: Updates will likely be once or twice a week, depending on my crazy new schedule and the length, complexity, or difficulty in writing the updates. Feel free to hate on me, but only a little, if they're late. Also assuming everyone gets their orders in quickly. If a majority of orders have arrived, I'll only hesitat a little and whine about it immensely to myself, but will probably start without you at the deadline.

Prices:

Spoiler :
Military:

Army
1 EP = 400 Levies
1 EP = 200 Infantry
1 EP = 100 Cavalry

Upkeep
1 EP = 2000 Levies
1 EP = 800 Infantry
1 EP = 400 Cavalry

Navy
1 EP = 4 ships

Upkeep
1 EP = 6 ships


El Mappo:

Spoiler :
nesmap.png


nesmapclimate.png



What you need to write for application: (CREATION TEMPLATE)

Spoiler :
LOCATION ON MAP: Provide own map or suffer moderator stupidity.

Culture name; description of societal niceties/taboos; the way the people earn their living, or don't; hiearchical layout, if any.

5 Country names; unique and in keeping with your cultural theme, please.

5 Major City names; unique and in keeping with your cultural theme, please.

10 Important people names: unique and in keeping with your cultural theme, please. (politicians, heroes, soldiers, important people)

Preferred government types.

At least a name for religion, at best a nice description. More detail= more success, honestly.

FOR TURN ZERO: You have 30 EP with which to buy items, which will be spread out across whatever countries arise from your application, at my discretion. Buy what you want, no banking this turn. This is -basically- to tell me what sort of army-composition NPC nations of your culture will go for. The Greeks used hoplites and phalanxes (infantry and levies) while the Scythians, their neighbors, preferred falxmen and horse archers, etc. (levies and cavalry)
 
Nations 1-33

Spoiler :
Huran
#1.
Country Name: Huran Empire
Government:Theocracy
Capital: Muhktar
Culture: 70% Huran, 19% K’tharkic, 11% Aknar
Religion: 80% Huran Oneism, 20% Ktharkic Oneism, 10% Aknarian Polytheism
Economy: 130/100/92
Technology:
Army: 100,000 Levies (50)
Navy: 24 Ships (4)
Stability: 3
Projects: Great Irrigation Works (38 Upkeep)
Description: The Huran Empire is a mystery. One city’s location is known, but others of Huran founding are not. It’s K’tharkic populatios in the south have captured several K’thdi cities but show no sign of advancing further. Yet. It’s size is entirely underestimated by the Aknar city states to the southeast, and the Empire is just fine with that.
Aknar
#2
Country Name: Muknai
Government: Monarchy
Capital:
Culture: Aknar 67%, Huran 37%
Religion: 80% Aknarian Polytheism, 10% Huran Oneism, 10% other
Economy: 21/14/20
Technology:
Army: 8,000 Infantry (10)
Navy: 60 Ships (10)
Stability: 8
Projects:
Description: Muknai was once a minor power, but with the help of several exiled Admirals from Dwenainai a hundred years ago, was skyrocketed into glory.

#3 LDiCesare
Country Name: Dwenainai
Government: Republic Confederation
Capital:
Culture: 98% Aknar, 1% other, 1% K’thdic
Religion:100% Aknarian Polytheism
Economy: 29/40/24
Technology:
Army: 1,600 Infantry (2)
Navy: 119 Ships (20)
Stability: 9
Projects: (Lwodeg Temple 10/19 Cost, 2 Upkeep)
Description: A democratic republic on the many islands of the north. It’s absorbed colony in the east, the city of Daglieg, gladly partakes of this democracy, and is attempting to regain it’s freedom. Once a warmongering state, Dwenainai has since cooled down. Tensions are high with the Lakedai league, however.

#4
Country Name: Delog
Government: Oligarchic Federation
Capital:
Culture: 70% Aknar, 30% Huran
Religion: 60% Aknarian Polytheism, 40% Huran Oneism
Economy: 17/27/14
Technology:
Army: 1,600 Infatry, 4,000 Levies (4)
Navy: 60 Ships (10)
Stability: 6
Projects:
Description: Delog has access to many Huran tribal or nomad allies in the west, who have proven themselves useful in the past, and therefore does not fear for it’s safety from it’s larger Lakedai leader.

#5
Country Name: Lakedai League
Government: Monarchic Confederation
Capital: Lakedai
Culture: 80% Aknar, 20% Yu
Religion: 68% Origin, 32% Aknarian Polytheism
Economy: 30/9/24
Technology:
Army: 1,600 Infantry, 24,000 Levies (2,12)
Navy: 90 Ships (15)
Stability: 7
Projects:
Description: In the past hundred years, many strange Yu cities and villages have, with subtle prompting from Aknarian senators and kings, revolted and joined the Lakedai League. Tensions are high with the Yu Clans of the south. These Yu cities are Oligarchies, while the Aknar cities in the north are Oligarchies veiled as Monarchies.

#6
Country Name: Bwog
Government: Republic
Capital:
Culture: 91% Aknar, 9% Rentau
Religion: 99% Aknarian Polytheism, 1% Tau-Tau
Economy: 15/3/12
Technology:
Army: 2,000 Levies (1)
Navy: 66 ships (11)
Stability: 7
Projects:
Description: Many large, almost city-sized villages dot the landscape, who all answer to Bwog. More a country than a city state, it is the odd one out. Supporting Dwenainai in their quest to create Republics for all, the Lakedai League is displeased with it.

#7 mgsmuhammud
Country Name: Pelog
Government: Monarchy
Capital:
Culture: 30% Aknar, 70% Rentau
Religion: 78% Tau-Tau, 22% Aknarian Polytheism
Economy: 10/0/3
Technology:
Army: 800 Infantry (1)
Navy: 12 (2)
Stability: 6
Projects:
Description: Pelog was an expedition of sailors who crashed onto the Rentaun mainland decades ago. They rose quickly to prominence over the locals with their wines and stories of the seas, and have stayed there since.
Rentau
#8
Country Name: The Rentaun
Government: Nomadic Federations
Capital:
Culture: 69% Rentau, 25% Llewynic, 6% Aknar
Religion: 59% Tau-Tau, 21% Holy Sun 10% Dawn Pact, 10% Aknarian Polytheism,
Economy: 22/700/1
Technology:
Army: 2,000 Levies (1)
Navy: none
Stability: 5
Projects: The Great Search for Tau-Tau, the King of Horses (12 Upkeep)
Description: A nomadic horde with one or two large settlements where Aknarian and Llewynic immigrant-allies are allowed to live in it’s territory.
Llewynic
#9 Lord of Elves
Country Name: Llewynic Arglemarke
Government: Theocratic Monarchy
Capital: Gledwyn
Culture: 79% Llewynic, 10% Yu, 11% Rentau
Religion: 98% Holy Sun, 2% Dawn Pact (heretic)
Economy: 110/10/41
Technology:
Army: 11,000 Infantry, 400 Cavalry (13, 1)
Navy:42 Ships (7)
Stability: 6
Projects: Cynthulus Wall (10 Upkeep) Schools (3 Upkeep) Halls of Sinners (7 Upkeep)
Description: A vast state ruled by the Church and a council during peacetime, and ruled by a King during wartime. The seat of power, religious center, and Capital is at Gledwyn on the Wyllona. Does not maintain large army, save for elite Church troops during peacetime.

#10
Country Name: Arglemarke Odradokas
Government: Monarchy
Capital: Podras
Culture: 67% Llewynic, 33% other
Religion: 99% Holy Sun, 1% heretic
Economy: 20/40/6
Technology:
Army: 8,000 Levies (4)
Navy: 12 Ships (2)
Stability: 8
Projects:
Description: Odradokas was a failed Llewynic sea colony on the other side of the Dywenon mountains. It pays an anual tribute to the Llewynic Arglemarke to keep it from being re-captured, but that is not gauranteed to hold true.

#11
Country Name: Llewynic Republic
Government: Feudal Confederation
Capital: Gladowyn
Culture: 20% Llewynic, 80% other
Religion: 60% Holy Sun, 40% other
Economy: 16/20/3
Technology:
Army: 6,000 Levies (3)
Navy: none
Stability: 9
Projects:
Description: Fed up with the terrorizing rule of the Church, a group of settlers/colonists/heretics/what-have-you set out for a remote, long-forgotten mountain pass over the Dywenon mountains. It no longer has contact with it’s mother land.
Yu. +#15, Bella, Aknarian
#12
Country Name: Yong Clan
Government: Feudal Confederation
Capital: Bat-su
Culture: 80% Yu, 20% Llewynic
Religion: 70% Origin, 30% Holy Sun
Economy: 28/8/5
Technology:
Army: 10,000 Levies (5)
Navy: none
Stability: 7
Projects:
Description: The Yong Clan is an ancient one. It has been around under different rulers for 200 years, but has been in the same geographic position, at the great Rift of the Llewyn.

#13
Country Name: Ming Clan
Government: Feudal Confederation
Capital: Ea-Jian
Culture: 74% Yu, 20% Aknar, 6% K’thdic
Religion: 86% Origin, 14% Holy Sun
Economy: 28/0/6
Technology:
Army: 12,000 Levies (6)
Navy: none
Stability: 8
Projects:
Description: The Ming Clan is a breakaway of the ancient Mong clan, from south of the Li
Clan, after the Great War removed most all Clan borders fifty years ago.

#14
Country Name: Lin’ne
Government: Feudal Monarchy
Capital:
Culture: 50% Yu, 50% Aknar
Religion: 70% Origin, 30% Aknarian Polytheism
Economy: 5/0/3
Technology:
Army: 1,600 Infantry, 2,000 Levies (2,1)
Navy: none
Stability: 5
Projects:
Description: Smurng is a crossbreed between an Aknar City State and a Yu Clan. It has the support of the Lakedai League to the north, so hasn’t been steamrolled by other Clans.

#15
Country Name: Bella
Government: Oligarchy
Capital:
Culture: 53% Aknar, 30% Yu, 17% K’thdic
Religion: 60% Origin, 20% Aknarian Polytheism, 20% K’thdic
Economy: 17/12/11
Technology:
Army: 7,200 Infantry, 4,000 Levies (9,2)
Navy: none
Stability: 8
Projects:
Description: An ally of the Lakedai League, tensions are high with the Ming Clan. Once a colony of the Dwenainai which was switched into an Oligarchy sometime during the cold-war between Dwenainai and the Lakedai League.

#16
Country Name: Fei
Government: Theocracy
Capital: Wei
Culture: 99% Yu, 1% Llewynic
Religion: 100% Origin
Economy: 34/20/26
Technology:
Army: 1,600 Infantry, 11,500 Levies (2,5)
Navy: 60 Ships (10)
Stability: 9
Projects: Orici’s Temple (9 Upkeep)
Description: Fei, the Pure State, still home to the Orici and favored of the Ori. It’s influential and religious tendrils spread all throughout the Yu and Origin world. It’s position on the Yu-Tan river gives it a distinct advantage over it’s neighbors upstream; it can control any and all river trade from the sea. This has given it a moral and economic boost.

#33
Country Name: Gon-Wei
Government: Vassal Monarchy
Capital: Wei
Culture: 80% Yu, 20% K’thdic
Religion: 89% Origin, 11% K’thdic
Economy: 10/6/4
Technology:
Army: 8,000 Levies (4)
Navy: none
Stability: 4
Projects:
Description: Ancient Yu colonies that were recently invaded by Zan-Heng, they called upon their ancient mother country Fei for aid. A vassal Kingdom arose, with a younger clan member of Fei taking control.

#17
Country Name: Li Clan
Government: Feudal Confederation
Capital: Jon-Jen
Culture: 40% Yu, 40% Hvagnarlin, 20% K’thdic
Religion: 80% Origin, 16% Hvagnarian Parthenon, 4% K’thdic
Economy: 12/12/8
Technology:
Army: 4,100 Levies, 2,000 Cavalry (3,5)
Navy: none
Stability: 7
Projects:
Description: A once-powerful clan now reduced to a small collection of cities. It’s ally, Fei, keeps it protected against the other powerful Clans.

#18. Abaddon
Country Name: Empire of Zan-Heng
Government: Feudal Monarchy
Capital: Yan Oltho Su
Culture: 36% Yu, 34% Hvagnarlin, 30% K’thdic
Religion: 47% Origin, 40% Hvagnarian Parthenon, 13% K’thdic
Economy: 72/103/62
Technology:
Army: 13,100 Levies, 19,300 Cavalry (6,48)
Navy: none
Stability: 4
Projects: Secret Police (5 Upkeep, +3 Upkeep for secrecy)
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’thdic and Yu-Hvagnarian trade. Constant assault and raids from all sides have this country on constant alert. For most of it’s history it was a vassal of the Li clan.
Hvagnarlin
#19
Country Name: Trusk Clan
Government: Feudal Chiefdom
Capital: YanTrusk
Culture: 78% Hvagnarlin, 22% Yu
Religion: 60% Hvagnarian Parthenon, 40% Origin
Economy: 25/34/10
Technology:
Army: 1,600 Infantry, 6,000 Levies, 2,000 Cavalry (2,3,5)
Navy: none
Stability: 10
Projects:
Description: A clan rich in mineral wealth and plenty of fertile hills for farming, though many ancient Yu raids have left the land ragged and old.

#20
Country Name: Hvagnar
Government: Feudal Oligarchic Monarchy
Capital: Hvagnarlin Yan
Culture: 99% Hvagnarlin, 1% K’thdic
Religion: 98% Hvagnar Parthenon, 1% K’thdic, 1% Origin
Economy: 50/50/34
Technology:
Army: 4,000 Infantry, 900 Levies (5,0)
Navy: 42 Ships (7)
Stability: 10
Projects: Mountain Roads (22 Upkeep)
Description: With the great bulk of the Wenthorian mountains protecting it on all sides, Hvagnar has been able to flourish as the superpower of the Hvagnarlin states. Hugely rich in mineral wealth and the fertile mountain valleys surrounding it.

#21
Country Name: Uthgar Clan
Government: Feudal Chiefdom
Capital: YanUthgar
Culture: 89% Hvagnarlin, 11% other
Religion: 90% Hvagnar Parthenon, 10% other
Economy: 14/0/2
Technology:
Army: 800 Levies (0)
Navy: 12 Ships (2)
Stability: 8
Projects:
Description: A quiet fishing clan, far away from the violence of the Yu and the K’thdic borders. Quiet eastward, westward and northward trade is the only change from day-to-day fishing, herding and farming that these people know.

#22 ZeletDude
Country Name: Hvathan Clan
Government: Feudal Chiefdom
Capital:YanHvathan
Culture: 80% Hvagnarlin, 20% other
Religion: 87% Hvagnar Polytheism, 10% other, 3% Other
Economy: 19/15/11
Technology:
Army: 2,000 Levies, 400 Infantry, 200 Cavalry (1,0,0)
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.

#23
Country Name: Grunnr Clan
Government: Feudal Chiefdom
Capital: YanGrunnr
Culture: 78% Hvagnarlin, 22% other
Religion: 87% Hvagnar Parthenon, 13% other
Economy: 30/0/7
Technology:
Army: 2,000 Levies (1)
Navy: none
Stability:
Projects: Mountain Roads (6 Upkeep)
Description: A clan rich in mineral wealth, but lacking in fertile lands of any kind. Many mountain goats provide milk and cheese, making these the hardiest of the Hvagnarlin, though grain is still imported from Hvagnar proper to sustain the growing population.

#24
Country Name: Kingdom of Tentor
Government: Feudal Monarchy
Capital: Tentor
Culture: 40% Hvagnarlin, 40% other, 20% K’thdic
Religion: 70% other, 22% Hvagnar Parthenon, 8% K’thdic
Economy: 30/15/21
Technology:
Army: 4,000 Infantry, 10,000 Levies, 2,000 Cavalry (5,5,5)
Navy: 36 Ships (6)
Stability: 6
Projects:
Description: A growing Kingdom on the Tentori Ranges, it has the abundance farmland, minerals and stones, and fish and urchins. Once a colony of Hvagnar, it broke from the norm when a King was declared sovereign, and that they no longer needed the crutch that was the Wenthorian Mountains. It has been all but disowned by Hvagnar proper, though the other Clans still consider it an ally.
K'thdic
#25
Country Name: K’thanrah
Government: Monarchy
Capital: K’thanre
Culture: 50% K’thdic, 50% other
Religion: 70% other, 30% K’thdic
Economy: 19/12/17
Technology:
Army: 4,800 Infantry, 800 Cavalry (6,1)
Navy: 60 Ships (10)
Stability: 6
Projects:
Description: Very much the oddball of the K’thdic region, K’thanrah’s economy centers around fishing and trading with the Hvagnar in the south seas.

#26
Country Name: The K’thiac
Government: Feudal Monarchy
Capital: K’thia
Culture: 70% K’thdic, 30% Hvagnarlin
Religion: 91% K’thdic, 9% Hvagnar Parthenon
Economy: 40/9/15
Technology:
Army: 800 Levies, 12,000 Cavalry (0,30)
Navy: none
Stability: 7
Projects:
Description: An economy based around trade (it controls all K’thdic-Hvagnarlin trade), mineral wealth and plenty of agriculture. A century ago, the cavalrymen of K’thiac, on the king’s orders, attempted to take by force the Mountain Roads heading into Hvagnar. This ended very badly on their part, but they easily recovered in the decades after. A similar situation nwas met with more success in the east, and trade has declined with the Hvagnarlin recently.

#27 DESTROYED.
Country Name: Kingreer
Government: Monarchy
Capital: Kingrean
Culture: 50% K’thdic, 30% Yu, 20% Hvagnarlin
Religion: 30% Origin, 25% Holy Sun, 27% K’thdic, 23% Hvagnarian Parthenon
Economy: 30/0/18
Technology:
Army: 7,800 Cavalry (18)
Navy: none
Stability: 5
Projects:
Description: Kingreer was named after the egotistical King Greer, a century ago. He is most famously known for attacking the Yu, unprovoked, and retreating after finding a forest of impaled K’thdic soldiers. Kingreer’s economy is basically based around trade, with some mines thrown in here and there.

#28
Country Name: K’Than Thor
Government: Feudal Monarchy
Capital: Althor’Khan (Occupied)
Culture: 27% K’thdic, 25% Hvagnarlin, 24% Aknar, 24% Yu
Religion: 50% Hvagnarian Parthenon, 24% K’thdic, 15% Origin, 11% Aknarian Polytheism
Economy: 18/0/7
Technology:
Army: 4,000 Levies, 4,000 Infantry (2,5)
Navy: none
Stability: 2
Projects:
Description: Once the infamous Thor Mountain Colonies of the Hvagnar, it was captured by the K’thdic and remains a mining colony to this day. Many cultures clash here, making it a melting pot of racial, religious and cultural prejudices.

#29
Country Name: K’therack
Government: Monarchy
Capital: K’therack
Culture: 97% K’thdic, 3% Huran
Religion: 60% K’thdic, 20% Huran Oneism, 20% K’tharkic Oneism
Economy: 95/27/44
Technology:
Army: 15,300 Cavalry (38)
Navy: 40 Ships (6)
Stability: 9
Projects:
Description: K’therack is home to the King of Kings, the highest echelon of K’thdic society. Tributes from all of the other K’thdic Kingdoms arrive here, making it the most powerful of the K’thdic Kingdoms. It’s prominent place at the head of the K’therack and K’thdic rivers also makes it a powerful trade and agricultural hub.

#30
Country Name: Kaitmundi
Government: Monarchy
Capital: Kaitmund
Culture: 60% K’thdic, 40% Huran
Religion: 56% Huran Oneism, 24% K’thdic 20% K’tharkic Oneism,
Economy: 25/15/10
Technology:
Army: 4,000 Cavalry (10)
Navy: none
Stability: 9
Projects:
Description: A state who’s economy almost entirely depends on the mineral and agricultural wealth of the region. It has had a quiet history of minor skirmishes with K’tharkic fanatics in the north, but that’s about it.

#31
Country Name: Ariotle
Government: Oligarchic Confederation
Capital: K’thanruk
Culture: 70% K’thdic, 30% Huran
Religion: 50% K’thdic, 30% K’tharkic Oneism, 11% Huran Oneism, 9% other
Economy: 14//10
Technology:
Army: 3,200 Cavalry (8)
Navy: 12 Ships (2)
Stability: 6
Projects:
Description: An oligarchy whose economy is based mainly around raiding the Hurans and enslaving the Hurans. It’s history is long and boring.

#32
Country Name: Desmun
Government: Oligarchic Republic
Capital: Desmun
Culture: 47% K’thdic, 29% other, 21% Huran, 3% Aknarian
Religion: 50% other, 48% K’thdic, 2% K’tharkic Oneism
Economy: 3/32/22
Technology:
Army: 2,400 Cavalry (6)
Navy: 100 Ships (16)
Stability: 10
Projects:
Description: Sea trade and fishing is the norm in this region. It’s odd government system was adopted from colonists claiming to have come from the distant western continent, and a country called Za.
 
Reserve 2
 
Reserve 3 *drumroll*
 
Reserve 4! You may now post!

Thanks to:
Lord of Elves; for pestering, advising, cruelty towards moderator
NESsing community in general for being so awesome
Countless NESes I've participated in and observed that are so darn kool.
 
Location
Spoiler :
eltnesmap.png


Culture Name: Llewyn. A people residing in the plains of the east, the Llweynics worship a pantheon of animist deities dominated by sun worship and a domineering priesthood known as the Church of the Holy Sun. Its members control and order virtually all aspects of Llewynic society from the wearing of hair to the creation of cities. The priesthood has been instrumental in assembling a myriad set of clans which control the land and owe their loyalty to the Church, assuring the lack of dissent in Llewynic society and maintaining Church-favored social norms.

The Llewynics are in the majority within one nation, known simply as the Arglmarke of Llewyn. The Arglwydd, ruler and name-sake of the Arglmarke rules with supposedly-absolute power over his realm, however his rule is severely hampered by the power of the druidic Church of the Holy Sun, which is tied up with the land-owners, and thus the cultural and economic fiber of the people. Thus, the Church's officials handle domestic affairs, though power is indeed turned over entirely to the Arglwydd in times of war.

The position of Arglwydd is not hereditary, but land-owning families that are faithful to the Church and are known to make large donations to it almost always maintain the position within their family line. In peace-time, the Church of the Holy Sun acts as a sort of civil service and ruling council. It handles all domestic and civil matters, such as the appointment of the heducc (law-maintaining marshals who represent the Church of the Holy Sun and the Arglwydd amount the general populace) and resolving disputes between citizens and families. The druidic clerical assembly that the Church is keeps tabs on all activities throughout the Arglmarke, and rarely if ever informs the Arglwydd of these activities in peace-time. The Speaker of the Holy Sun is the patriarch or matriarch as the times conform of the Church, and the Councilors thereof are some of the most powerful men and women in the land. The Speaker of the Holy Sun is appointed based on religious fidelity and an arduous pilgrimage to various sites of religious importance throughout the realm. Worship of the Holy Sun is the dominant religion throughout the realm, and the Sun is considered the "monarch", of the greater animist Llewynic pantheon.

The Church of the Holy Sun is and has been somewhat at odds with the less-influential religions based off this animist pantheon that dot the land. Worship of deities other than the Holy Sun is greatly discouraged by the economic and political hierarchy, and whenever a church of another deity becomes an organized force in the eyes of the Church, it is shut down on force of arms and its members executed or imprisoned.

There is no true standing military in the Marke, save for the paltry forces of the heducc, and the Order of the Sun. A religious group of "holy warriors", or paladins, the Order of the Sun acts as the enforcers of the Church of the Holy Sun, and during peacetime is the major armed force in the Marke. In times of open warfare, call-up is utilized to raise a force known as the Army of the Arglwydd.

Country Names: Llewynic Arglmarke (PC nation), Arglmarke of the Boughs, Llewynic Republic, Arglmarke of the Skies, Arglmarke Odradokas

City Names: Gleddwyn (capital), Fodleths, Lenduwys, Podras, Athlewythin

Important People Names: Medras Gladowyn, Arglwydd. Nennith Fallodun, Speaker of the Holy Sun. Onnes Gladowyn, House-Mesurydd. Lleni Fadrath, House-Mesurydd. Jennadle Mendoryll, House-Mesurydd. Edelas Fornwynn, Founder of the Church of the Holy Sun (deceased).

Preferred Government Types: Monarchy, theocratic monarchy, feudal confederation, oligarchic republic.

Actual Government Type: Theocratic Monarchical Autocracy

Color: Requesting some kind of green or orange.

Religion: Worship of the Holy Sun, dominated by the Church of the Holy Sun which has the final word in all religious, clerical and even political matters. Heretics to the Book of the Sun which is the basis of the faith are regularly rounded up and executed publicly to encourage loyalty to the Holy Sun, its Church, and the Arglwydd it elects.

Spending
10 EP - Infantry, 2000
10 EP - Ships, 40
5 EP - Levees, 2000
5 EP - Cavalry, 500
 
You get 30 EP worth of purchased units or what have you. You don't get refunded later if you don't purchase anything now.
 
Spoiler :
yucultureplace.png


LOCATION ON MAP: Shown on map, headwaters of middle southern river, almost directly west of Llewyn.

Culture name: Yu. Yu society is based around three simple concepts: Warrior pride, giving back to nature what you take in the first place, and worshipping a certain god or die. Very much a clan and family oriented society, respect for one's elders and peers is of the utmost importance, even if you don't hold respect for them. Farming, mining, raiding and semi-serious, semi-tradition inter-clan warfare is the norm, and way of life for the Yu. Cities have recently arisen, due to the "agricultural revolution", as the forward thinkers put it. Most everybody terms it the "Day the World stood Still", and the migrations stopped. Even more recently, five major clans have grown more powerful than all the rest, and dominated their inferiors.

Country Names: Yong (Clan), Fei (Clan), Zan-Heng (Clan), Li (Clan), Gong (Clan)

City Names: Ea-Jian, Wei, Bat-su, Jon-Jen, Min, Lin'ne

yusentinel.png


"All Hallowed are the Ori."

A Yu Sentry, standing guard outside one of their many cities.

VIPs:
(First five: Clan Leaders, second five: religious and/or warriors)

Sheng, Bo, Zhou, Zhi, Ming
Xun, Mu, Zhin, Xiang,

Oricick (/Or-rIh-SIck) (Outsider, united religion long ago)

Governments: Feudal Confederations, large theocratic influences

Religion: Origin. Followers, known as Enlightened, worship the Ori, omnipotent Gods represented by the Celestial Bodies. The Ori speak through the Orici, or Prophet, who speaks to the Priors, or Priests, who communicate the Ori's words to the Enlightened. A wholly fanatical religion, one with many Cleansing Fires, or Holy Wars, and the extermination of all Non-Enlightened.

PURCHASING:

26 EP= 10,400 Levies.
4 EP = 400 Cavalry
 
LOCATION ON MAP:
kthdi.png


The K'thdi

5 Country names; Kathmud, Kaitmund, Ariotle, Desmun, Kingreer

5 Major City names; K'thia, K'thanre, K'thanruk, K'therack

Preferred government types. Democracy

Religion; It has no name, but Cossacks are respectful of many gods and spirits. Families have their own god specific to them. A farmer will pray to a very different god than perhaps a merchant, or a soldier. Seasons are given small offerings, hoping for a long warm summer, light winter etc. There are some temples in the cities designated to the more "famous" gods.

FOR TURN ZERO: ALL CAVALRY

Think OTL Cossack's. Run as a democracy of sorts. The K'thdi had a democratic society where the most important decisions were made during a Common Assembly. The assembly elected temporary authorities - Atamans. Marriages and divorces took place in the Common Assembly. If a K'thdi wanted to marry a girl, he should have brought her to the Common Assembly and present her to it. If the Common Assembly gave an approval, the marriage followed. The same procedure took place if there was a divorce. Later on, Peter I banned marriages and divorces in the Common Assembly, so K'thdi could marry only in the church. A Cossack marriage is a complex ritual, accompanied by songs, dances and performances. A bridegroom is to come on horseback and take his bride to the church. A marriage train with a bridegroom and a bride comes to the church. After a wedding everybody goes to the bridegroom's house. Parents bless a young couple, break a loaf of bread above their heads, and sprinkle them with wheat, nuts, sweets and hop. Then comes a rite of unbraiding the bride's hair.

When a son was born in a K'thdi family, his relatives presented him an arrow, a bow, a cartridge, a bullet and a gun. All these things were hung on the wall, over the boy's bed. At the age of three, the boy could ride a horse, at the age of 7-8 he was allowed to ride in the street, to go fishing and hunt with grown-ups.

K'thdi liked horse races. A rider was to hit the mark. The most dexterous did it, standing on a horseback.

There was a tradition in a K'thdi family to provide a young K'thdi with 2 horses, uniform and arms.
 
Bump, for new players. If there's not more interest for this by wednesday, I might not do it.
 
:( I'll help you create NPC countries. It shall be a three-man NES, if necessary!
 
I must say that for a first NES, this is really good quality, particularly the map, which I'd rate at close to the same level of fc or NK. However, I don't see that I'll have the time to dedicate to your NES, eltain, that it deserves, so I'll be a dedicated lurker for now.

Having only a few countries at the start initially is not a bad thing. IMHO, it'd be the equivalent of Sumer, Egypt, the Indus etc., and a later with update or two, and with some more players that'll show up, then you can expand out of those "cradles". :)
 
I'd be more interested if I see more rules:
how do we gain EP.
What are the effects of stability, how it is measured,
Are there religions, backstory etc.
 
2 AM post, so I'm not sure how legible it is. Forgive me, if you would.

EP can be gained through a number of means: domestic projects (improved infrastructure increases the ease with which goods are transported throughout a nation, increasing more widespread usage, trading and selling/buying of products; railroads are/were a good example of this, also a technological advancement- government-controlled or encouraged exploitation of natural or manmade resources- slaves, ore, timber, fertile land, cattle, gunpowder, nuclear energy, etc. taxation, tariffs on trade) technologic advances (irrigation comes to mind(increased food production, possibility of selling it/taxing the sale, or more population to tax; the railroad (stated above), pottery (the ease with which goods can be transported. wine is a good example in ancient greek amphora.) war (loot/plunder of successful raids/invasions, captured land and territory, people, revenue, resources. technological advances seem to spring up during great times of need, such as war, for another thought.) or, trade, etc.

stability is the over-arching support of the peasants/merchants/military/nobles/whathaveyou in your country, for your government. It is measured on a basic scale of 1-10, 1 being open revolt against your government, and 11 being a serene utopian paradise.

backstories/backgrounds and religions are written by players, for players. i will then take these, weave them together to form a full vague historical standing of the world, and the game will start after that. players issue their orders for what they want their nations to do, i write that all together, and more history is born. i would like people to write somewhat in-depth descriptions of their religions; snippets of religious text or oral traditions of the stories of the religion will -definitely- increase it's sucessfulness vs. other religions.
 
You have had the misfortune of being the fifth newbie fresh start in the same week. Your title will put a lot of people off, think of a better name, also, until you pump it a few updates, people arnt willing to put the effort in. It's annoying to create a culture for it not even to make it to update 2. Prove that, outlive the other fresh starts an you will soon get more players. I promise you, just push through the first few updates. They don't have to be nig and special. Just deliever them well and on time. People will soon flock to your nes.
 
Also, edit your op, it still says we cannot post!!!! Give a little introduction, flesh it out a little... "welcome to the isles of Lingart, where humans recently learnt the discovery of agriculture and population is booming. No longer shall they spend their days on search off food, for now is the time of civilization. Will you lead your tribe to greatness, or will thry be merely a footnote to someone elses glory?"
 
Definitely edit first post to say posting is allowed.
Also you may want to edit post 1 or 2 to add the information in post 14 (how EP's are gained).

I'll almost certainly join, but I'll need some time to post it (and since I should drink myself out this evening, I should probably wait until tomorrow).
A few questions beforehand, though.

Do we rule over cultures, or countries?

If the former, I'll probably create a mix of city states warring against each other, in the second case, it's less likely.
Are country, major city and people names names of existing people or names for the moderator to use in updates as they see fit?
Can EP be used on first turn on something other than armies? For instance, can you provide rules about how they can be used to increase infrastructure and technology?
 
Hvagnar
Clan/Tribal Council
Hardy hillmen in the north, these short, hardy people survived the mountians of he north to utilize the stones that are readily shaped into tools in the area, as well as trade od goods to others and hunting in the valleys. There are various clans, who vote for a life long chief that will lead any wars they all fight in and receive tiebreaker votes. Other times, however , the clans fight along.

Think of dwarves, riding on snow leopards.?no seriously, they'll dig mountain goats)

There will be a bunch of independent clans or clan coalitions that can fight each other, but they all elect a new king/head chief when the last one dies from among them, and talk of important issues together (ie, new traders, large disasters, fruitless clanwars) so you can set up a maybe some HRE style country.

I call that valley west of Yu with the river in the middle. That will be so awesome.
South of K'thdi

EDIT: Real Template to be filled in:
LOCATION ON MAP: Provide own map or suffer moderator stupidity.

Culture name; Hvangr
Perferred Mode of Living: a dualistic life based on crafting items from rocks dug in mines or from trees, or they can hunt animals or join warparties against other clans.
Structure: Peasant (Normal Dude, hunts a little, mines a little) -> Warrior/Hunter/Miner (Specialized in Fighting, Hunting and Mining and earned respect. Can teach peasants) -> Local Council/tribeleader (Be it village, city or small clan) -> Clan Leader/ OverClan Leader (Clan leader leads a clan of tribes, OverClan leader leads a coalition of small clans) -> Head Chief and Head Council (Head Council is council of all Clan and OverClan leaders, Head Chief is a lifelong position elected as a unifying position and as a tie breaker. Head Chiefs can be voted out of office)

5 Country names; Clan or Country Names?
Clan Names (6)
The Trusk Clan
The Grunnr Clan
The Oltho Clan
The Tiger Clan
The Hvathan Clan
The Uthgar Clan
(You get the idea, two syllables from the middle or first name of important predecessors)
OverClan Names (3)
The OverClan of Rentai Creek
The Overclan of Tentori Ranges
The Overclan of Eithorian Plains
(Overclans are named after important landmarks)
Head Chiefdoms (3)
Personally, I'll perfer a max of three head chiefdoms with lots of clans underneath: The Head Chiefdoms is not separate countires: the clans are more like it as they directly control their own fortunes until someone petitions the Head Chiefdom Council.
Clan Council of the Great Untaria River
Clan Council of the Mighty Wenthorian Mountains
Clan Council of the Endless Havgarian Plains

OverClan/Chiefdom Council (if you make more than three, sigh, this is the leadership of them all if possible)
Great Council of the Hvagnar Peoples.


5 Major City names; Each Clan and OverClan name is appropriate name for a city. Add Yan (Center) to each. For example YanRentai (Center of the Rentai Council) Eit-yan (Great Center) are used for Clan Council cities, many clans cities (large city) and such. So the EiyanWenthor (The Greatcenter of Wenthor)

10 Important people names: Each Clan and some Place names given were once all important people. I shall list them here and give new ones
Wenthor (Mountainier?)
Utar (Riverbased)
Eithor
Tentor
Rentai
Trusk
Grunner
Oltho
Uthgar

Preferred government types. Elected or Hereditery Chief/Clan Leadr/Council Member, local government based on the Council of Elders and the Council of Heros (important members of the community that did awesomethings)

Call it the Hvagnarian Parthenon. There are three gods that are the head gods, like the Head Chiefs. Each God has a harem of female gods and many many children. There are also outsiders and migraters into this system, forming the fourth branch.
The Three gods are Hvathgar, first Son of Mother Earth. God of War and Honor. His wife is Yanui, Goddess of Housewives and Larders
Then there is Guthnar, second Son of the Mother, and he is the god of Mines and Hard work. His wife is Kanthor, Goddess of Fertility and Fields
Finally, there is Dewenta, God of Death and the Afterlife. His wife is a freewilled Goddes named Heathnor, Goddess of the Hunt and the Woods

Thus, the Three branches are
The War branch, where warriors gain honr and their wives tend the homes. As well as guardian gods and some eccentrics.
The Labor branch of hard work, with overgods of mines and feilds, as well as guardians of children, birth, life and water
The Ancestor Branch of the Past, where Death and the afterlife, as well as treatment of the hunted and the woods. Many eccentrics here, with smaller branches leading to heaven, hell, second life, as well as love for some reason.
The New Branch of Migraters: Innovative and clever gods and heros life here, where the made their own branch of divinity in their cleverness. All hope to be immortalized in tales to travel to this branch, or make a new way of doing that he or she will be forever connected to.

FOR TURN ZERO: You have 30 EP with which to buy items, which will be spread out across whatever countries arise from your application, at my discretion. Buy what you want, no banking this turn.

3 EP for 12 Riverine Ships
5 EP for 500 Mountain Goat Cavalry of the Households
8 Ep for 1600 Warriors of the Households
14 for 5600 Peasant hunters or farmers or miners or merchants turned warrior.

(I hope I don't get crushed for playing incharacter)
 
Thank you very much, guys. Anything else in the OP/first few pages that needs adding/buffing up/editing?


@LD:

Cultures or countries. Interesting question. Come to think of it, I might make update 1 or 2 (or even 3) a longer timespan (say, hundreds of years, instead of dozen) and let players "direct" their culture in one direction or another.

Country, city and people names are names that i will use in update 0. They will be characters and stories similar to, say, Hercules and Achilles, possibly once real people but now exaggerated legend, probably. If someone wants to give a background for what they want the people/countries to do, tell me, include it, and i'll use it.(but nothing too crazy.)

The 30 EP in the first turn is, basically, for telling me what hhe composition of the average country of your culture's army composition could be like. The Yu families use alot of levies, I assume from Menan's template, I assume, and the Cassock of Abaddon thrive with the cavalry, while the Llewyn are a broad mixture. So no, only military.


EDIT: Glad to have you, Chuck. I mean, Terrence.. >_> Are you going to fill out the creation template, or do I have to make horrible, horrible assumptions about your culture and morph it how I -assume (with no prompting)- that it actually is? I would appreciate it if you filled it out, though.

Glad to have YOU ALL, I am just ungrateful and did not say anything.
 
Filled it out a bit. My paint program went haywire, so I hope you understood where it should be. any suggestions?
 
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