EltNES: THIS World is Yours

I shall borrow the Issith to populate the desert hills of E/F and 6/7.

5 Points shall suffice to add such desert tribes on the edge of the fertile river valleys.
3 Points shall place two major towns of the northern Issith. To the east near the river, the Issith hold a trading post where only designated males may come, to avoid conflict among the females. There, they trade slaves, ores, and desert secrets to various beings of the Three River Valleys.
To the west, near the Artic, the Issith find rich ores and a special rock (coal) which can make fires that can melt certain rocks for crafting. A town is built and an unstable coalition of three female clans are responsible for maintaining it. (One controls the mines, one the town, and one the countryside for food)
3 Points shall add two significant non-Issith towns, not certain human or something else. One will be on the north side of the central lake, near the mountains and much cooler. The other is southwest of the grain in my central semi-tropical jungle. They are considerable powers of that region, whatever that power means. While other villages and humans are alternatively slaughtered and slaved, these two towns used their strategical areas and resources to gain themselves protection and respect from the Issith.
The Mountain Town shall be known as Danas-Te-Rah, "The Blade of the Sun", it stands for the great peaks of the mountain, and the dark "sunstone" they find within,
The Trading Post shall be known as Nolkis-Na-Taren "Still for Others" It stands for the fact that here, one must think of the others in the clan AND the tribe as a whole, and keep the peace.
The Lake Town shall be known as Vexopes "Carrying Wealth". Few here are residents, but all band if any Lizardmen try to invade.
The Tropic Grains town shall be known as Tolidanas "The United Blades (Branches)". They have started farming, and their growing powess over their future allowed them to hire less settled peoples to suppliment their growing town guard.

11 Spent on the Central Realms
15 Banked for Big Things Later when I can see what's up
 
Boundless: There is no such thing as a generic human. We have Indians, Germans, Japanese, Mayans, Nubians, all of which could be different. I'll give them some flavor. :'( they deserve it.

merciary: Only modern cities were planned at all in advance. Look at Rome, Venice, etc. They grew and mushed in on themselves and all sorts of wonky stuff.

Terrance: You'll need to spend 10 more to spread the Issith. 10 would be enough to cover E/F 6/7.

Danas-Te-Rah is probably going to change to Danasteah, as the meaning of the name is ground up and lost. Also because I do not want to have to write out Danas-Te-Rah :0

Would you prefer the Blade Peaks, Danas-Te-Rah, Danass mountains, or something else for the human word for the mountains?
 
Well true but ancient cities were still made with sound(relatively) engineering, with the Swiech not so much. Public safety is seen as quite a minor concern, if you die because of a collapsed building it was your own fault for being there.
 
@ Eltain

1) DAMN EDGE-BASED NARROW TERRAIN! Ah well. it is well spent. 10EP spent on spreading Issith. 6 EP Banked

2) If you want. It is bastardization of Egypto-Cameron anyway. But then twist it a bit more evenly. I suggest Dasteah (Das'teah).

3) Human Terms (??)
The western mountains are The Bladed Peaks.
The eastern mountains are The Dragonback Ridge.
The Desert Hills is the Issithik Realm, or more generally (and cultural designation of this Issith tribe), Ratheran Desert.
 
Well true but ancient cities were still made with sound(relatively) engineering, with the Swiech not so much. Public safety is seen as quite a minor concern, if you die because of a collapsed building it was your own fault for being there.

And this is why they are so fun.
 
5 Points - Suruzuk (Major city, F3)
5 Points - Aordras (Barbarian Tribes, F4)
4 Points - Lixishen (City, F1)
4 Points - Laosiwus (City, G1)
2 Points - BANK

Umiritsine League
The city of Suruzuk is the capital of the Umiritsine League, the territories held by conquest or judicious politics by the merchants and noblemen of Suruzuk. Suruzuk is one of many, but the strongest of that many, of city-states inhabited by the race of humans who call themselves the Umiritsa. The Umiritsa have lived in the archipelago they call by various names for many years, and have in that time developed various city-states dominated by powerful mercantile families and organizations who have largely determined the course of politics and life within the confines of territory held by the Umiritsa. Developing some form of basic seafaring out of necessity, the Umiritsa have proved adept in the craft, and the city-states quickly established spheres of influence and power well off the island or islands from which they hail. Over time, however, the city-state of Suruzuk has won out over its rivals and established a confederation of sorts headed by its merchants and patricians that is referred to as the Umiritsine League, or simply, the League. The League was assembled through means of conquest and diplomacy, though mostly the former, and extends its authority over the other city-states of the Umiritsa through the maintenance of a large, well-drilled military. Largely, commerce is a matter of agriculture and fishing in the islands, and the Umiritsa worship a diverse pantheon of pagan, nature-related deities.

Aordra Barbarians
In the peninsula (F4) there developed a human culture not tied to any notions of home or agriculture. The Aordra have since their confederation under the leadership of various tribal warlords become something of a nuisance to their neighbors, both on land and the sea, where they subsist on raiding and disruption of their neighbors' societies. The Aordra are largely led by a tribal council of aforementioned warlords, who are only ever one disagreement away from splitting the tribal confederation in a vicious war. Essentially, a (moderately) seafaring barbarian people who are in constant migration and flux in the general region of the peninsula, where they compete with similar tribal societies and more fixed, urbanized cultures for resources and land.
 
So, what development are we starting at, or do we get to choose? Right now, I deliberately started the Central Realms with low development- towns just started forming, not to say about cities, and resources are first found and used. Some others started developing a little later, so I'm just wondering.
 
Additional spending:
3 points: add 2 towns.
first is Garlino-nes, built on the west bank of the great river Gartino, opposite Garlino. Basic translation is "Lesser Garlino".
second is on the eastern shore of the great Island Jurinlth.
Capitol city is firmly placed on the east bank.

Garlino, the first city to appear in the Great northen basin, was founded at the mouth of the great river Gartino by the Framer trader named Garlino. His intnetion was to build a crossing over the great river. here it stood, growing and feeding on the trade between the Framer of the basin shore in the east, The great herds of the Montholin to the north, the fishermen of the great Island Jurinlth to the south, and the scattered hillsmen in the Hurnith hills to the west.

while Origionaly only a small settlement on the eastern bank of the rivers mouth built around small dock for Garlino's ferry, it quickly expanded to include places to store goods while waiting for the ferry, larger docks, and a decent sized shipbuilding industry to repair and replace the growing number of ferries across the river. While a smaller town known as Garlino-nes soon sprung up on distant western bank, over 20 miles away, the existing infisturcture on the eastern bank continued to draw the bulk of the new construction and migrants.


OOC:
the peninsula is not named at this time.
Montholin call themselves Montholin, to the best of the humans comprehensions. they will write it to refer to themselves when communicating with humans. what they uses to refer to themselves when talking to each other is unknown. (nor can it be known, really, humans can't reproduce it or even feel/hear it) (well, they could feel it, but it would only last a split second before the montholin's feet crushed it)

the river is very wide at it's mouth, aproxmantly 20 miles across. hence the need for the ferry system. and the town ont he otehr side of the river. if that can be counted as part of the capitol and is not needed, I got another location for a town. will go into more detail ont eh Montholin later.
 
I have quite a number of things to do, and so I will be pulling out of this NES for now. When I become more free, I'll be sure to return.

Turn 1: 25
5 points: capital between E6/E7 at the river
6 points: (4) towns at locations: mouth of the river E8; ;corner of river at E6;right side of the river and coastal at E9; further up the river at E9.
5 points: barbaric nomadic tribes across D6/D7, often raid the settlements to the south. They are called the 'Akh-rass' - the 'rock-throwers' by the inhabitants of the settlements, named so because of the tribe's obession with projectile rock weapons (slings, throwing spears)
5 points: remnants of barbaric tribes in E6/F6 (south of the mountains). They have in the past conducted raids over the mountains against the settled towns. Amazed by the people and land, most settled in that land. The remnants of the original tribe, all but forgotton, still occupy their ancient land.
4 points: fortress at the mountian pass south-east corner of E6. It was constructed in times forgotton to keep out the barbaric tribes to the south. Although not seeing nearly as much action as when it was first constructed, the fortress still stands, and has a small community living there, dependant on it's protection in times of need.
 
werd y'all

merciary: Sweet. Truly unplanned, uncaring, and expansive.

Terrance: You only have 5 points to bank. You can develop them to whenever, however I reserve the right to push them forward or pull them back to my liking. Godmodddddddddd yeahhhhhhhhhh.

Lord of Elves: I see no problem, other than that there is no peninsula in F4. I assume you meant E4? .. except that you are overstuffing your area again. :( Didn't I at you enough?

TerrisH: Okayish, but not all Garlinos (sp?) are so chummy with the Montholin, and it is not all peaches and cream. Where is the second town you paid for? If you don't get to me in time, I will place it where I feel it would be appreciated. It is, afterall, past the deadline as I post this. Friday-Saturday's downtime taken into account.

Moldath: Perfectly okay. Whenever you wish to return, I implore you to. However, I should note, you are placing items near Terrance888 and General Olaf, and you might want to .. well, nevermind, if you're quitting. I shall do etttt!
 
Update II:I or Update 12​

Well, here we are at long last. The Civilization phase has arrived.

Link to ze map
Spoiler :
twymapturn12.png


A7 - At the hub of the world in the land known as Eltania*, a people as silent as the snow and equally as terrifying just for that one fact, have always existed, since time before time. One more thing - they are entirely made of ice. Let's call them the Men of the Ice.

B9 - Since the dawn of time, the Four thrived, until the Fifth appeared. Malkieri Polytheism, or the Four in the some circles, is the dominant belief of the north. Malkier stands lonely sentry on the Estvoddo rivers, the local agriculture as abundant as its many natural hot springs, which warm the embittered people against the frigid winters.

C8 - The town that has formed at the mouth of the Estvod River had a name once, but visiting traders always called it Trademeet. Needless to say, the name has stuck over the centuries, the old one forgotten.

C3 - In the land of the Many Rivers, the Montholin people, distant cousins of the Wooly Mammoths native to the area, roam great distances in search of food. Some of their favorites are the fast growing Evergreen trees, and the tough pine prickles.

D3 - The human city of Garlino has grown and thrived on the Gartino river, its inhabitants given many options for food. Fishing is plentiful, especially in spawning grounds in the south off the coast of Jurinlth, and upriver from the city itself. Last but now least, hunting the great Mammoths on trips that have lasted up to a year in length. Occasionally a mammoth with a fantastical trunk is brought in, whose flesh has the richest taste, and is considered a delicacy. Gradual observance of these primitive creatures writing in tongues and using tools (such a combs) has led to a (literally) unspoken friendship.

D3 - Carachie has propsered in the eastern edge of the world, far from Garlino. It is known as the Edge due to the farmers' inability to cross the steep Edge Mountains in the east, or navigate the gauntlet of the tribal Aodras in the south.


H5-I6 - In the jungles at the edge of the southern continent, Issiths, or Lizardfolk, are the first almost wholly carniverous people to grace the land. Their villages dot the jungles of the north here, from where they launch raiding parties against local human settlement. Tales tell of a time when entire villages disappeared overnight, with only blood and female human skulls left behind, a target of the Lizardfolk's hunger. Villages of Issiths are headed by one single female Queen, from whom all villagers are descended. The entire population of any settlement is all male, usually all warrior, and usually all bad.

E6-F7 Far north of the Issith, and in the west, however, a tri-despotism has formed; an unstable alliance of Issith Queen Mothers which cooperate for control of the Sun-Stone and the city of Danas-Te-Rah, which makes the mightiest weapons seem weak in comparison. Eastwards, the lucrative town of Veskopes controls the heartiest agricultural lands. Although it has, for the moment, won the respect of the powerful Dasteah Families, the barbaric peoples north of the Cold Lake stir uneasily at the slightest weakness.

E6-E8 - Around this time, the Irilenic megalopolis of Iris dominates her vassal cities of Carnis, Tieri and Teirec near Gilir lake. Teinism flourishes here as dishes of deeply red tubers and mashed chick peas entice Tei to continue his errand across the sky. The richest chick peas are grown near Teirec, and a massive surplus of imported grain from the western Obayonid City States has given Iris a distinct population advantage on her neighbors.

The Obayonid Cities have had their own struggles; with the Eddarians in the south and the Arhkass in the north, both terrible barbarian peoples with eons of migration into the Obayonid Valley.

F1-G3 - The Umiritsine city of Suruzuk manages to hold its dominion over several smaller cities a vast distance away through sheer luck it seems. Aodra raids are a common problem and one rarely dealt with by more than local powers.

G5 - A people known as the Glokturni, traders and natural seafarers by nature, they have taken to slaving what sparce populations they have encountered, and trade everything from the sawdust from making their ships to their own mothers. Trade, however, is scarce yet - no peoples dominate the northern and southern lands away from their islands.

I1 - The Uneguk found their first Dow. Seafood and fishing are major staples in many a Uneguk's life.

I3 - A people known as the Kal lead fairly agrarian lives at the mouth of the W'tawni river, only occasionally having contact with the Lycalidk in the east. The anual flooding of the W'tawni greatly affects the village at the mouth of the river, bringing much sediment to its shores.

I4 - The forest and prairie surrounding the W'tawni river, around the place known as the Great Bend, is Lycalidk territory. Many human traders and even the occasional albino Issith tread these pathless lands, but tread lightly. Mounted on their terrifying flightless Moa birds 6 feet in the air, their canid teeth bared and spears and axes wielded, even the scrawniest of Lycalidk raider would make even the bravest adventurer tremble.

J4 - High in foothills of the cold mountains, the Kaul spend their simple lives working wools and leathers, which they trade occasionally to Lycalidk for Moa birds in the west.

F10-G11 - In the land of storms and of volcanoes, a people more akin to rats than men thrive. Warrens, or complex dens are Swiech cities, metropolices where they live. They have even taken to crafting the metals found throughout their home islands, the first people to do so, and on a large scale. Even more interesting than this is the Swiech of Dhahabu Bahari, a particularly large and appropriately named Warren, which have taken to practicing the Wengi belief, which states that these such metals are holy and divine, and should be treated as such; hoarded in one's Warren chambers.

*Not my own doing.

Spoiler OOC :
Mod's Choice:

+4 Terrance888
+4 Gem Hound
-2 TerrisH
-2 Lord of Elves

Totals: (Includes the above additions.)


17 points: Terrance888
15 points: General Olaf
12 points: Gem Hound
10 points: merciary
9 points: nutranurse
7 points: TerrisH
7 point: Boundless
5 points: Lord of Elves
0 points: Moldath dropped
5 pointz: Eltain

OOCs:

Obviously due to uncontrollable circumstances, this was DELAYED. Also due to uncontrollable circumstances, my neck is stiff. Damn you all.

I muted (invisibil'd) the special purdy mountain layers, because that should come later. Those of you who haven't given me names for settlements, please do so.

I am very pleased to note that a very large mega cradle has already been created in D6-F9, which has many civilizations. Eddarians, Arhkass, Irilenic, Obayonid, Tribes Near Terrance which I Forgot to Name and Label but Which are Called Whatever He Calls Them and the Issithik uberfamilies! Sort of connected. Yeah!



Next update Wednesday
 
Ohhh my how very impressive your city icons, Eltain!

DON'T JUDGE ME.
 
I got a -2? meh.
the other town was on the western shore on the large island to the south. I'll just place one there now.

spending:
4 points: Add city, Hurinth, just above the first split in the Gartino river. C3-D3 border
1.5: D3, add town to the large Island, on the western coast. Jurai is it's name.
1.5: place the town Torith at the mouth of the river on the C4-D4 border.


hmm, how much dose it cost to grow a town into a city? the difference between their costs, 2.5? or the full cost of the city?
 
Spending (7 Points)

4 Points: Spread Wengi to G10 & G11, The religion is brought by Dhahabu Bahari traders to their southern Swiech cousins
3 Points: The Swiech of Dhahabu Bahari begin to explore their surroundings and set up two major small towns, one on the islands south-west of the major island (F10), another further upstream of Dhahabu Bahari (F10). These settlements are called Dhahabu Samaki (the islands town) & Dhahabu Mto (the up-river town)
 
12 Points:
6 Points: Spread the Four through C8, C9, B10
6 Points - Towns.
1 named "Fal Moran" along the river heading North in B9 (North part of the square)
1 named "Fal Dara" along the river heading East in B10(In the arc of the river)
2 in the warm lands in B8 and B9.(Shol Arbela and Chachin)
A mining village in B12 right beside the iron deposit named Katar.
A trading village in C9 in the arc of the river named Aringill.
 
15 Points:
4 points: Spread Teinism in D7 and D8
3 points: Towns:
-Ari: Halfway along the south coast of the D8 peninsula. This is an offshoot of the Irilene culture, although it is also an independent state of its own.
-Kykkor: on the southern large island in L1. This fishing town is set to become the centre of:
7 points: New religion: Coentak
Spoiler :
The storm shapes us. Our lives are driven by the gods, just as the great fish are driven to the shores by the rains.
Great Coent, bringer of weather, brings us the storms both to test us and to feed us as the great fish swarm in the oceans of the Kyk Islands. Arkon the sun god brings us drought - both that we may know what it is to be on an island and unable to drink, and to allow us to prepare the fish in the dog days.
Yekkan the demon curses us with the clouds and the great waves - taunting us as neither the life giving rains, nor the bright sun, nor the cheerful winds or reassuring breezes give us joy. Only Yekkan gives us no gift. It is rare when we are cursed by the skies. It is a normal day when we are taunted by the deeps.

1 point: bank
 
I thought you would like what I did last turn, I certainly put a lot of effort in :(

Bank my feeble points.
 
I, too, desire to learn the cost of upgrading a town to a city.

IN other news, too busy working on my update. Bank. :(.

ACTUALLY, there are 8 players. I will give 1 point to each. So I have 9 left.
 
4 Points - The Citadel Suruszale (fort, F1)
1 Point - Bank

Suruszale: Despite the relative cohesion and centralized political authority (namely, the Suruzine patricians) of the League, in these times there was a brief but large and bloody war that threatened to sunder the League entirely. The city of Lixishen, under the leadership of Marshal Gurutsiner (Marshal being a title of military political authority granted to minor patricians tasked with the leadership of municipal militias) rebelled against the authority of the League which they regarded as a tool of Suruzine dominance. The rebellion spread to Laosiwus, and Suruzuk quickly mobilized its forces to reinstate order. While the patricians of Lixishen almost unanimously supported the rebellion against the League, Laosiwus' elite had doubters among their number. A brief series of military confrontations escalated to a major battle, where Suruzuk claimed victory thanks to the quick actions of a cabal of League loyalists among the Laosiwus. The patricians of Suruzuk were inclined to offer amnesty to their Lixishine counterparts, but an ambitious Suruzine marshal sacked Lixishen in the aftermath of the battle. This was the nadir of the League as it was prior to the War of Rebellion, and Lixishen was rebuilt by the Suruzuk. Those that survived the sack were gradually assimilated into the Suruzine sphere, both politically and culturally, and the League emerged from the rebellion stronger than it had entered. The Citadel Suruszale was erected near to the newly-rebuilt Lixishen, as a reminder of the power of the League. In its time, it was a monument to Suruzine oppression, but when the War of Rebellion became a footnote in history the Citadel became instead a marvel of Umiritsine engineering, and a prominent League military academy.
 
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