@Tasslehoff: Doh! I'll PM you your stats in just a few minutes, and you can send in orders whenever so long as its before the update (approx late tomorrow) through special deadline exception .
Nation Name: Khamid Nation Location: Northern Slopes of the Alps (headwaters of the Rhine) Capital: Khamal Ruler: Gharad Hadoc (current Chief) // Fetus4188 Government: Krytocracy headed by 5 senior judges, and a Chief determined by rite of trial (any man of age may challenge the Chief to a series of trials to test wit, athleticism, and wisdom with the winner winning the Cheifdom) Culture: Decendant from Germanic nomads: a scattering of small to medium villages around a single medium-sized city; mixed with small amounts of neighboring cultures but not too many as they are somewhat xenophobic; religiously: worship the earth and stone and believe all life has come from the earth, itself a living being, worship is done privately by families with the exception of an annual festival at the end of winter Nation Background: A city that gradually formed from the light traffic of traders and migrants passing over the passes of the Alps.
Economically, the Khamids are not far removed from hunting and gathering. Their agriculture is somewhat primative, growing what crops they can in untreated and rain-watered soil. They rely highly upon hunting, at which they excell greatly. The Khamid hunters scatter across the Alps at the end of winter, climbing high and wandering far in search of game. Those men who are too old to hunt tend the city and the surrounding villages. Among these men wit and curiousity is highly prized for the Khamid people have a great love for gadgets of all kinds, especially pinwheel-like toys that are ubiquitous throughout the land. As a result the urban economy has a strong base in selling toys and trinkets to foreign traders (Khamid traders seldom travel to foreign lands themselves).
The Khamids believe all life was born from the great living Earth, itself a living creature that has always been. They do not believe that they are gods in any sense, but that they might frolic and play in their own like any fox might do. Their belief system doesn't have any strong central organization and worship is conducted by the family in a manner similar to ancestory worship.
The Khamid government is formed around a concept of justice. There is no standing or permanent defintion of what this means and it is largely up to the individual arbitrater to determine what is fair given any certain context. What is constant is that all disputes are traditionally to be settled by a third party. Most villages will have a designated elder who is deemed to be very wise who will reside over any disputes. The city itself has many arbitrater, each residing over their own neighborhoods, and the 5 Wise Elders who form a board that will make judgment on any matter that has been deemed by a lower arbitrater to be above one's ability to decide upon. As this is a rare occasion the Wise Elders mostly have free time in which they do as they please: contemplating, teaching, indulging in women, whatever suits their fancy. Next to the judges is a Chief, who presides over matters of state: tax collection, military, diplomacy, and carrying out the wishes of the judges. Each village also has its own minor chief subsidiary to the city's.
Here is your nation stats, they will evolve over time as you lead your nation.
Nation Name: Khamid
Nation Location: Northern Slopes of the Alps (headwaters of the Rhine)
Capital: Khamal
Ruler: Gharad Hadoc // Fetus4188
Government: Krytocracy headed by 5 senior judges, and a Chief determined by rite of trial (any man of age may challenge the Chief to a series of trials to test wit, athleticism, and wisdom with the winner winning the Chiefdom)
Economy: (Nascent) +1
Army: 6 Divisions
Army Description: Late Bronze Age Infantry
Navy: None
Navy Description: Basic rivercraft
Culture: Decendant from Germanic nomads: a scattering of small to medium villages around a single medium-sized city; mixed with small amounts of neighboring cultures but not too many as they are somewhat xenophobic; religiously: worship the earth and stone and believe all life has come from the earth, itself a living being, worship is done privately by families with the exception of an annual festival at the end of winter
Technology: Late Bronze Age
Projects: None
Nation Background:
SpoilerOriginal Background :
A city that gradually formed from the light traffic of traders and migrants passing over the passes of the Alps.
Economically, the Khamids are not far removed from hunting and gathering. Their agriculture is somewhat primative, growing what crops they can in untreated and rain-watered soil. They rely highly upon hunting, at which they excell greatly. The Khamid hunters scatter across the Alps at the end of winter, climbing high and wandering far in search of game. Those men who are too old to hunt tend the city and the surrounding villages. Among these men wit and curiousity is highly prized for the Khamid people have a great love for gadgets of all kinds, especially pinwheel-like toys that are ubiquitous throughout the land. As a result the urban economy has a strong base in selling toys and trinkets to foreign traders (Khamid traders seldom travel to foreign lands themselves).
The Khamids believe all life was born from the great living Earth, itself a living creature that has always been. They do not believe that they are gods in any sense, but that they might frolic and play in their own like any fox might do. Their belief system doesn't have any strong central organization and worship is conducted by the family in a manner similar to ancestory worship.
The Khamid government is formed around a concept of justice. There is no standing or permanent defintion of what this means and it is largely up to the individual arbitrater to determine what is fair given any certain context. What is constant is that all disputes are traditionally to be settled by a third party. Most villages will have a designated elder who is deemed to be very wise who will reside over any disputes. The city itself has many arbitrater, each residing over their own neighborhoods, and the 5 Wise Elders who form a board that will make judgment on any matter that has been deemed by a lower arbitrater to be above one's ability to decide upon. As this is a rare occasion the Wise Elders mostly have free time in which they do as they please: contemplating, teaching, indulging in women, whatever suits their fancy. Next to the judges is a Chief, who presides over matters of state: tax collection, military, diplomacy, and carrying out the wishes of the judges. Each village also has its own minor chief subsidiary to the city's.
1) he is not De Fat (Daft!!!)
2) since the banishment pushed me over the abyess of no return I refuse to send orders as they are refused as so not to spam ol' Joe's box.
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