JNES: Learning to Walk

Hi, I don't suppose someone new to NESing could join this game?

No! You can't! Go away now!

j/k. Glad to see that the community is growing...

Looks interesting, really. Civilizations are spread out all over the place, and its hard to say where would be the local "Mediterranean" - both candidate seas don't have many civs there, yet. Northwestern continent seems to be the most "civilized"...

Nice stories, everyone!

As for military, I do believe that we aren't supposed to do that yet - rather, we should put it in our orders. If only because it seems to cost money. So...

---

As said before, we will live in the wide northeastern hilly area. We'll call it the "Harka Golmy" - "First Hills", called so for being the place where the creation of the world begun. Accordingly, they are in the middle of the world. Everybody else's maps are fatally wrong in that regard.

Specific location is irrelevant, but possibly in the southwest of the region, where that river (we'll call it Terna Furad - Hard River) begins.

Werkasely (Werkaselian, Werkaselified, Werkayud ("Man of the Werkasely"))
Government: Tribal Council
Ruler: Bharis
Capital City: Okarad ("city-that-is-famous-across-the-world")
Religion: Harkan Polytheism
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army:
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Harkan tribes are many, though they are small. The Harkans are fierce warriors, but are very hard to control or to give them any disciplinne; most of them are in a state of constant warfare with some other tribe over past feuds. Insanely brave, they nonetheless do not turn their national resources towards any goal worthy of them. Recently, however, a man called Bharis united several tribes, or sely (literal translation is "realms") into a single tribal league...

---
 
Some people are fated to live amongst great men - this we learn from the lity, the Harkan folk tales and legends that are passed on from generation to generation. They are overshadowed by them, and are thus damned to mediocrity... unless they decide to best them all, to become even greater then all those that surround them taken together. Those few brave individuals who go against fate and authority alike most often end up dead, thwarted, crushed by the gods - for gods don't like it when those whom they favour are usurped by some pathetic mortals they didn't bother noticing.

But sometimes, not even gods can stop a brave man...

---

"Bharka! Bharis, Bharka!" - cried the boy's mother - "Stop doing that!"

Bharis, the young fair-haired boy, laughed andran towards the potter Marhus shouting.

Marhus laughed, and stood up, leaving the new pot on the ground.

"Nilda, have no worry, he would do no harm." - he said.

"What are you doing, Marhus?" - asked the boy. He still was very young, but spoke well already.

"A pot, for the wine..."

"Can I have some wine?"

"No, you cannot." - said Nilda, seriously. Marhus nodded.

"Not yet." - he said.

Meanwhile, the boy leaned towards the pot, studying it. Finally, with a serious (and therefore amusing) look on his face, he declared that it was "boring".

Marhus shook his head with a smile.

"We can make it more interesting..." - he said - "I can draw something on it, like a dog's face."

"Just like Master Terhus?" - asked Bharis.

"Yes... Say, you know a lot of the lity."

"My father told me. He was a warrior, but he liked pottery."

"Hmm... Do you like pottery?" - asked Marhus, whilst putting the final touches, under Nilda's disapproving gaze.

"I do, when its more interesting. With faces."

"Faces?"

"Dog faces."

"Ah." - Marhus stood up, towering above Bharis - "Do you want to be a potter?"

Nilda raised her hands in protest, but before she could say anything Bharis stood up as well and said proudly that he wants to be a great warrior. Just like Swordlord Nirus.

Later that day, Marhus showed the pot to one of his friends. The dog's face remained there, but the friend liked it - he found it funny, though he would probably have to get a new pot if he still wanted to give it to the vodad. Marhus, quite drunk, shook his head.

"Its a gift! If he doesn't like it, he's a fool - no matter how many heads he smashed. It is a masterpiece!"

His friend, more sober, shook his head. Marhus could get in trouble... but vodad - warlord - Vahris was famous for his good sense of humor. Unlike Marhus, when he's drunk.

On the next day, in the celebrations of vodad Vahris' victory over the Tehra selad, Marhus presented the pot, not quite as confident about the dog now... but it could pass for a joke, surely. But Vahris did something unexpected - he liked it, and praised the mastership of Marhus, promising to keep the pot with him. The dog looked strikingly similar to his own pet, who recently passed away. It was to be something to remember the dog by, decided Vahris.

A few years later, all of the okad knew of the great potter and artist Marhus.

---

"Bharis! Do you think this is funny?!" - shouted Rodhos angrily.

"No, Master Rodhos!" - the boy seemed scared, genuinely scared - "I saw them, I saw the Tehry!"

"How many Tehry?" - asked Rodhos, still sceptical.

"I counted thirty!"

"A raiding party." - concluded Rodhos, and cursed himself immediately - "They concluded peace with us, they wouldn't dare! I will..."

"Let me show them!"

"Show them - NOW!"

The hunter and the small boy rushed into the forest, the boy eventually gesticulating for Rodhos to lie down, to hide in the bushes. Rodhos followed the advice, half-expecting some silly trap or trick.

But what he saw was different.

Tehra selad, so-called for giant, striped cats that live in the southern lands, were the most bitter enemies of the Yater selad. In the past, the Tehry won many great victories, and became renowned for their cruelty, driving entire sely extinct. Eventually, several sely grouped up to punish the Tehry, and crushed them in the great battle at Terna Rehed, where Swordlord Nirus gave his life in a berserk charge against the Tehry vodad, Kahus. With Kahus' death, the Tehry lost spirit, and were cut down by the allied forces. The surviving Tehry were forced to flee from their lands, and many were enslaved. But eventually, they regained strenght in the northwestern barren hills where they now resided, and waged wars with the Yatery. Vodad Yahris scored a great victory against them recently, and they agreed to pay tribute to the Yatery, even agreeing to marry their gladad's daughter to the victor, Yahris.

Yet... here they were again. In a desperate bid to grasp victory from the jaws of defeat, they went against all treaties and came through the forest they recognized as Yatera and Yatera alone.

Rodhos quietly thanked the boy, and they slowly, carefully begun making their way out of the forest.

A twig snapped.

To be continued.
 
Just remember to write!

How ironic that you should post it just before I posted my stats, that were followed by a beginning of a story. It even has a cliff-hanger there.
 
Eek (:)) Could My Capital possibly move west a little so its on the River?

From Here to Here but staying on the eastern side of the river :):
 

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Okay, Jay.

Good story das, but could you make some sort of glossary? lol.

Also, in your orders, please disperse the men available into an army if you wish. You could, of course, remain without one, lol. If your army costs more then what you can afford, I will adjust it to the next best.

Remember, it doesnt cost anything to change your available men into army, just more in upkeep.
 
Country Name: The Isles of Manric Mar Farsind (or Isles of Manric)
Government: Monarchy
Ruler: King Brenreal of Potter's Bay
Capital City: Potter's Bay
Religion: Cult of Manric Mar Farsind
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army: 500 Archers; 500 Spearmen
Navy: 30 galleys (this adds up to 3,000 men, right?)
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: As the tribe of Melgin was driven out of the Kuran Mts., they came to settle in the isles just off the coast which they dubed "The Isles of Manric Mar Farsind". The name of these isles became the name by which they and others identified them. Growing wheat, olives, grapes, capers, apples, berry bushes, and nut trees, as well as raising goats, they still depend on the sea for sustanance. This has lead to them becoming great sailors and to the cult of Manric Mar Farsind. They love the sea and often spend whole years of their lives without leaving their galleys.

EDIT: Put me on the island chain near Gargari. The sea is called Manric's Sea. I would like my capital to be on the largest island in the chain (it is all plain). The island is called Melgin Isle.
 
Zuoguo

Government: Despotism (Warrior-Priest King and priestly bureaucracy)
Ruler: Aflomen the Scoundrel [foolish]
Capital City: Caecan
Religion: Spirit worship
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army: 1000 spearmen, 2 groups of 500 archers
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: The Zuoguon
were seasonal nomads from the steppes and hills to the north of the desert. They practiced animal herding and short term domestication on the marginal lands of the region, loosely bound together by democratic tribalism. When the gods struck down most of the the tribe that had formerly occupied the better lands along the river, most of the Zuoguon moved in, absorbed the survivers, and settled there permanently. Their main city, a semi fortified urban center of huts and buildings on raised mounds, lies several dozen miles inland from the mouth of the river. Several small villages and mobile herding groups lie outside the city. The river, Hesten, is small and rarely floods, but in some places rudimentary irrigation can be achieved. Since settling, the Zuoguon have adopted some of the more sedentary characteristics of the area's former inhabitants, developing a professional priestly/administrator class based upon pictographic record keeping and organizing temple offerings, and the society is led by a warrior-king.

Army: 1000 spearmen, also armed with ceremonial cudgels, are located in Caecan, and two groups of 500 archers are camped on both sides of the city.
Our navy consists of river fishing boats.
 

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Oh... My... Gods... I nearly missed this?

I need to start a nation somewhere. Can I start on the far northwestern, but still green island on the terrain map?
 
The Politics of Calas'ai

The Renes'el Council

The Renes'el Council is the heart of Calas'ai'i politics, a product of the ancient council of elders that were elected to serve the needs of the people. The word Renes'el literally means "republican" or "representative" in the Calas'ai'i tongue. Today, the Renes'el Council governs most internal and external affairs of Calas'ai. Each individual member of the Council, as it is commonly called, is elected to the Council from one specific district as established by the Imperial Court.

The Renes'el'i, the Councillors, levy taxes and provide services such as roads and public works to the people. They are also in charge of the declaration and financing of wars, though they do not govern the wars themselves. Currently, the mindset of Calas'ai is that politics is one of the highest callings on can aspire to and that serving society is above all important - this fits with the principles of Ant'ail which promotes civic duty above all else. For this reason, difference in opinion on the common good is the primary source of debate within the Council rather than divisions between Parties (which do not exist).

The Aket'el Council

Unlike the Renes'el Council, the Aket'el Council is not always in existance and is not elected by the people. Instead, the Aket'el Council, whose name translates as the Warrior's Council is a group of individuals appointed by the Renes'el Council during times of war for the sole purpose of directing the Calas'ai'i army. They are only convened during times of war and their members are appointed and replaced at will by votes in the Renes'el Council.

The Imperial Court

While a Republic in most senses, Calas'ai does in fact have an Imperial family and an Empress. The Empress (or Emperor) is responsible for relatively few domestic or foreign affairs. Nonetheless, the Empress has considerable power and influence in the Renes'el Council, as she alone holds the power to force the Council to disband for elections, though this power is traditionally wielded only once every five years. The Empress can also dismiss members of the Aket'el Council in the same manner as the Renes'el Council and may appoint her own replacements (these replacements can be superseded by the Renes'el Council). The Empress is also officially the commander of the military during peacetime when the Aket'el Council is dissolved, though civic duty makes the army generally more loyal to the Renes'el'i than to the Empress.

Overall, the Empress is simply the embodiment of the nation of Calas'ai. In Ant'ail, each person owes devotion to the people and to their civic duties, and the Empress is often seen as an embodiment of the people, much like the Renes'el Council. In the minds of many of the Calas'ai'i, the Empress holds more power than she truly does simply because of the sense that her spirit embodies that of the nation.

The Renes'el Council can force the Empress to abdicate in favor of one of her heirs, but this has not happened for 400 years, since the catastrophic reign of Emperor Haisha who, against the will of the people and the military, attempted to seize control of all of the government. When the Imperial sympathists were defeated, the Renes'el'i demanded Haisha's abdication in favor of his young son Ahel.
 
Nope!
 

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*shakes head* 15 hours and most of the spots i'll prefer to take are already gone. I'll find a place where i can still build a proto-Chinese nation...
 
Kingdom of Tian
Government: Feudal Monarchy
Ruler: King Kongxi I
Capital City: Tiandong
Religion: Ancestor Worship
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army: 2 Armies (1500 Spearmen, 500 Archers, and 300 Horsemen each)
10 Catapults
Navy: 5 Galleys
Culture: 1
Infrastructure: (sum of all improvements made in cities) <-- Delete this
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Farmers that have gathered together in protection. However, their ancient legends say that they had crossed the great ocean to the south and came here all the way fleeing from attackers based in a city of three lakes. Their customs and way of life have caused many otherwise satisfied unorganized people to join their Kingdom.

locationstart.png
 
erez87 said:
Alex you should realy read my early stories :) thats all :p

and you should really look at a map :p The mountains you speak of are northwest of me :p And even if you say so, I can simply say we came and killed all of those "Ghans." I mean after all, we're "Chinese looking" :rolleyes:
 
Religion of Calas'ai

Ta rei'shi men haor'in, assur is'ti nan car'tu-he?
"Until you have served, how can you expect service?"

The Ant'ail'im religion holds duty as the highest standard, and the god of the religion, if he can be said to be a god, is Har'na, the Devoted Servant. Ant'ail does not refer to Har'na as a divinity, however, but rather a model human. Indeed, Har'na is generally believed to have been some human far in the past, though all accounts of the existence of Har'na were written long after his supposed existence. The teachings of Ant'ail, as the title of Har'na suggests, promote devotion and duty to one's family, village, nation and government. In Ant'ail, the highest honor is to be called to serve one's country, and, indeed, a what may be called a proto-religion of civic worship also exists as an undertone of Ant'ail as memories of particularly dutiful politicians, generals and even everyday persons are preserved by Calas'ai society.

Gadas'le, lex'im fatasur.
"In teaching, there is no distinction."

Ant'ail also promotes the education of the masses, with the belief that with the understanding of duty comes an acceptance of it. Only those who have been educated can successfully fulfill their duties to nation and self and all in between. (Note that Ant'ail often promotes nation over self, and thus nation comes before self in this list.) After politics, teaching is one of the highest callings an Ant'ail'i can aspire to, to teach others and lead others to the truths one has already found.

[More to be added.]
 
Stories passed down generation from generation:

“We, the Guangdong people came from beyond the seas to the south. We were led here by King Tian fleeing from the devastation caused by a City of Three Lakes. It was here marked by a divine star falling from the sky. Here once lived a race of people no better then dogs. They were wealthy indeed, but their wealth had taken hold of them. They cared nothing for the lands and animals that lived upon it. That was their downfall, for King Tian summoned the spirits of nature to rise against such a terrible people, and the more sane ones fled south to never be heard again.”

“It is said, that Mulanpi is the most graced Kingdom in the land even if the rumors are true. It is well known in the world that is knowledgeable that the Kings of Mulanpi are in communication with the Heavens. For many days, and many nights in the past many farmers, laborers and craftsmen have seen a heavenly body descend from the Heavens and land within the Palace Grounds only to return to the Heavens after a few hours. A God must have come down to speak to the King and advises him on matters of state, for there is no other response.”

“Why are we surrounded by barbarians? Why are our numbers increasing so quickly with each passing day? Why does the land forever remain fertile under the wise knowledge of irrigation of the Kings? How does a small stream become a roaring river in the end? Why are those that are poor and humble yet at times posses a heart of a dragon? Why are the people of south rumored to be terrible annoying creatures? What has happened to the City of The Three Lakes? What has happened to the Great Dragon after he created this world? Why has the Celestial Bureaucracy and the Heavenly Lords stayed behind to govern us? The list of questions goes on and on…
 
Doleatopia
Government: Absolutel Monarchy
Ruler: Emperor Robert Joseph (Dole) I
Capital City: Dolopolis (dole-opolis)
Religion: Dolastianism
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army:
Navy:
Culture: 1
Infrastructure: (sum of all improvements made in cities) <-- Delete this
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Founded by the great leader Robert Dole, soon to be Emperor Robert I of the Dole Dynasty, also just known as the great Dole, the citizens of Doleatopia swear complete loyalty to their King, beleiving in his divine right as absolute ruler of Doleatopia. The people follow the religion of Dolastianism, based on the Great Dole himself, and advocates complete religious devotion and worship of the Dole, who was sent by God as his representative both from God and to God.

doleatopiannaming9ml.png


Story very soon.
 
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