JustokreNES

Would like this area if possible
Spoiler :
p1gIyg5.jpg


P.S. Will be posting the filled out template soon
 
Hey everyone, I'd like to join and would like the area shown in red on this map. It's on the eastern continent, near the equator, and the civilization sits between the lake and that large bay.

Spoiler :
Starting Area.png


I will attach the filled out template here in an update this evening.

EDIT: It appears that I will be moved, due to need of a jungle environment. I await my new locale!

EDIT: TEMPLATE
State/Player: L'lellion Alliance / Astantia
Government: decent stability
Economy:
Military:
Religions: 100% L'lellion pantheon, local gods have more importance in certain occasions.
Tech-Edu: bronze age, 99% illiterate
Other Info:

The people of the L'lellion jungles learned long ago that cooperation breeds survival. There are five major L'lellion tribes in the area, and they have come to rely on each other for mutual protection from the harsh realities of their environment. The cultures of these peoples have merged over the centuries, but it is still common for a person from a certain tribe to share a greater degree of trust with individuals from their own community, and cross-tribe marriages are rare. Inter-tribal warfare, however, is rare, due in part to L'lellion religion. To the L'lellion, humans are commanded by the gods to live in harmony. The gods are revered as infallible, and find their reflections in nature. The tribes have each adopted one of these gods as their own, and the leaders of these tribes are often seen as the incarnation of that god on earth. Thus, committing violence against another tribe carries with it not just the threat of retribution from the tribe's warriors, but also of incurring the wrath of a god.
The five gods are:
Hrulf, god of the sun, stars and moon, as well as curiosity, sweat and the spear.
Melina, goddess of the rivers, snakes and trees, as well as lies, milk and the bow.
Poliny, god of fire, disease and murder, as well as passion, semen and the hatchet.
Grotseyn, goddess of the future, fortune and birth, as well as hope, blood and the rope.
Partok, god of monkeys, mockery and music, as well as playfulness, tears and the flute.
These five gods are worshiped throughout the L'lellion region, but the avatar of each lives in their 'home' village, and is only born from among their own tribe. Typically, the avatar of the god is the son or daughter of the previous avatar, though on occasion, the title has been passed due to extraordinary events.

Economically, a tribe will share its wealth amongst itself, often with simple arrangements for repayment at a later date, but trade between tribes is much more formal and watched. Each tribe will have specialists whose only job is the evaluation of goods and services being exchanged. The L'lellion have mastered the use of shallow-bottomed boats, which they use to move quickly through the jungles. Travel between tribes is often slow overland, but each tribe can reach the other's major settlements within days if traveling by boat on the many rivers throughout the jungle. Outsiders trying to use such routes will inevitably find themselves terribly lost, and it is quite rare for a non-L'lellion to know the location of more than just a single village in the jungles.
The L'lellion people very rarely depart the forest, and typically they will only leave for a few days at most to trade with a foreign people or chase down deer that managed to escape their hunters.

Capital: Formally, there is no capital, as each of the five tribes has their own seat of power, but practically, negotiations between tribes always occurs at Manulipa, a Hrulfian city near to the center of the jungles.
Demographically, Hrulfians represent a 60% majority, with the remaining 40% composed almost equally among the other tribes. In time of war, the L'lellion will dispatch groups of warriors who will fight under a warchief that is selected by the avatar of Grotseyn. The warriors, once assembled, will travel in small groups, launching surprise attacks against larger enemies, and then retreating back into the trees before the opponent even realizes there is a fight going on. Once an invading army enters into the jungles, they will face the constant threat of ambush, not just from the L'lellion themselves, but also from the local wildlife that foreigners very rarely are familiar with. In addition, sickness is a common thing in the jungle for those that have not spent their life developing an immunity. The L'lellion have only ever been attacked a few times, and even then, only villages on the fringes of their lands were destroyed.

Agriculture: Due to their unique geography, farming is almost impossible for the L'lellion. However, they do engage in some forms of rudimentary agriculture, mostly fungus based, but also in the cultivation of berries, peppers, bananas, and most any other plant that grows in the jungle heat. Tubers provide them with a source of starch, and the abundant wildlife has given them no want of meat. They have mastered the use of stone tools that they use to carve large blocks of granite for use in constructing large temples, social gathering spaces, wells, and public infrastructure such as paved areas inside of large villages. Smaller buildings and dwellings are built of wood, dried and hardened with naturally occurring resin.

Technologically, these people do not write, we use stones and sticks express mathematic ideas, but the L'lellian mind is much more arithmetically driven than alphabetic. Art is typically made out of mosaics of stones, either in naturally occurring colors or out of stones stained with dyes made from various substances, including the juice from fruits grown in the jungle. Stones from far off places are highly sought after for their unique, non-fading colors.
 
Glad to have you guys!

Here is the last update I'm doing to the map tonight. Be sure to let me know if you'd like me to make any changes for realism or to fit with your hopes for your country.
Spoiler :
3k2KmYo.jpg
 
He was NESing back in '06, then left for a while. :P

EDIT: Oh, wait, I thought you were addressing justokre. Welcome to the forums Astantia!
 
State/Player: Hadun / Amesjay
Capital: Halturias (Located near the centre of the river)
Cities:
Ardun (Most Westward)

Government: Meritocracy/Timocracy decent stability
Economy: Agriculture/Hunting/Specialised Crafts
Military:
Religions:
The people of Hadun do not so much have a religion as they have a moral code and philosophy. They simply believe that they need to continue to adapt and diversify to survive in so many different types of land and that protecting that only by protecting and aiding others can they die fulfilled.

Tech-Edu: bronze age, 99% illiterate
Other Info:
The people of Hadun are not a seafaring people, they have never found it necessary to travel the seas as they believe that the land will provide.
The women of the people are farmers, mothers and craftsmen. The men are hunters or craftsmen.
The people are led by 1 women and man from each biome who are most respected by their peers. When the majority of them agree on a decision, only then is that decision made.
Since they live in so many biomes, the people of Hadun are very well-versed in herbal medicines as they have access to a great deal of different plants.

Background Info:
Spoiler :
The people of Hadun strongly believe in the need to be flexible and able to adapt (due to the many biomes they inhabit). They are different to many other groups of people in that they are still somewhat nomadic even though they have begun farming and settled down. All children live with only their mothers in the area/biomes they were born in. Then when they reach the age of 14 they spend 1 year in each of the 4 other biomes that they have not lived in observing the different climate, animals and plants in each of the areas and how to best hunt/farm in those particular biomes.

At the age of 18 each child then proceeds to experience the ‘rolling harvest’ that the people of Hadun are known for. They start off in the most Western areas (Chaparral biome) during the mild winters specific to that biome where they begin the harvest. Then they move Eastwards harvesting the different plants as the seasons progress and handing out parts of the harvest all the way down till they reach rainforest to the East. Some of the older members of the society who aren’t up to the vigorous rolling harvest begin half a year out of sync and they assist each area with the planting of new seeds.

Once the children have experienced the ‘rolling harvest’ they are considered to be adults. The women are to choose a biome that they enjoy the most where they will settle down assist in the growing of crops and tending to the animals or where they become craftsmen. The men then spend 1 year hunting in the desert and honing their fighting abilities. They then are allowed to choose whether they will be hunters who travel up and down the river hunting animals and trading/providing meat and skins to the farmers or they may join the group who assist in the ‘rolling harvest’ or they may become craftsmen and settle down in a biome. The craftsmen are some of the very best as they can continually focus on their craft as there will always be many people coming and going who will trade for their wares.


Still working on the Background info and a few details about the country but this is the basic idea.
 
Claiming the center of the map. Tiny river with chaparral climate. The one with the big lake-like sea to the west and a small bay in the east. Culture soon. Also - won't mind sharing that part of the map with other cultures.
 
State/Player: Tyrica/Deusselkerr
Government:
Economy:
Military:
Religions: 97% Tyric Paganism (State Religion), 3% Inland Monotheism. Tyric Paganism is the worship of the Sun, Moon, Sea, and Death gods. Sun and Moon wed, had children Sea and Death; Sea provides life, Death provides pain and suffering and... death. Lesser gods exist in nature/elements. Inland Monotheism is brought by outlander settlers; worship a god named Ish who supposedly lives on Mount Ishnu at the origin of the Bronze River (is the river Tyrica [the coastal city, not its nation] is founded on); little is known about the Ish people's religion from the fringes of civilization beyond this.
Tech-Edu:
Other Info: The Tyric people developed from subsistence fishermen on the Bronze River, forming a settlement on the coast where river meets sea. This settlement, Tyrica, would go on to become a great city of its era, and would become a hub of trade- the hub of trade, really- for the entire region. The Tyric people are fishermen and farmers, craftspeople and priests. The water, however, is in their blood, and it drives them to explore and expand the influence of their great city and its Royal Family, the Tyr family whose ancestors were the (supposed) original founders of Tyrica. As bronzeworking is developed, bountiful metals from the mountains upriver are supplied by the heathen Outlanders, the Ishmen, who sail down on their strange rafts. The Tyrs dream of the day they can expand all the way to the source of their Bronze River in all its bounty, and take these metal reserves for themselves.

Map:
2kIFxHs.jpg
 
State/Player: Nugai/erez87
Government: decent stability (actually several different things, I'll make stats for all I think are important if you want, thou the empire should probably expand east eventually anyway)
Economy:
Military:
Religions: Nun pantheon
Tech-Edu: bronze age, 99% illiterate
Other Info:

The Nugai culture lies around the banks of the river Nun. They say they always have lived around this river and their culture seemed too developed directly from the people inhabiting this area for the past centuries. The Nugai are far from united. Many next to the river, particularly near the coast have come to live in growing cities that dedicate their freedom above all. Most cities are ruled by an elder council or some form of democratically chosen council. Most are hard working farmers but the city dwelling population has developed a strong urbanized culture, usually dominating the farmers closer to them.

Wars between the southern city states are common, but even more common are raids from the northern Nugai. As one gets further away from the sea the Nugai culture seems to become less urbanized and freer. Nugai tribes live in the northern parts of the river Nun and raid the south periodically. They are usually semi-sedentary, raising cattle on the northern hills.

These eastern Nugai are well aware and constantly trade with another group of Nugai. The western branch of the culture is different than the rest. Unlike the small free city states and tribes on the banks of Nun the western Nugai live in large united kingdoms. Once the westerners were also built from tribes and city states, until single tribe dominated the rest and came to become the head of the large empire Nugai, named after its founder, who also gives the name to the people. The empire is still ruled by the same first dynasty but has developed into a feudal state where the king rules his capital and nearby lands, and is respected and followed by others, by minor kings and lords of the land battle each other for influence in the empire and many times battle to expand their own lands outside of the empire. While the king is still considered the most powerful person in the empire and can call his vassals to levy their armies (which in all cases up until now happened) the lords and minor kings are always gaining more influence, causing the united empire a feeling of instability.

The Nugai Empire is much younger than the eastern Nugai branch, said to have existed for barely a hundred and fifty years. It is maintained mostly thanks to the warring vassals who keep each other in check, allowing the king to maintain his empire.
 

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Sorry bro, I was there first! At the Eastern "City States" at least; that actually kind of goes with my stuff, since Tyrica is a city state that is growing into a larger nation. Buuuuut I was there first, like I said. Unless you want to start right next to each other, (by you just taking the western portion) then you have to move, sorry!
 
Sorry bro, I was there first! At the Eastern "City States" at least; that actually kind of goes with my stuff, since Tyrica is a city state that is growing into a larger nation. Buuuuut I was there first, like I said. Unless you want to start right next to each other, (by you just taking the western portion) then you have to move, sorry!
I got there 20 minutes before you ;)

But as I said, I don't mind sharing the land. My city states part - can be removed and made into your Tyrica. Or Tyrica could be a major Nugai city-state.
 
I got there 20 minutes before you ;)

But as I said, I don't mind sharing the land. My city states part - can be removed and made into your Tyrica. Or Tyrica could be a major Nugai city-state.

Aah, didnt see that reservation above my post. I'd like to keep my stuff canon, so let's just roll with my stuff canon, your Eastern portion removed completely from the record (as you suggest); the Western Nugai shall remain then?
 
Aah, didnt see that reservation above my post. I'd like to keep my stuff canon, so let's just roll with my stuff canon, your Eastern portion removed completely from the record (as you suggest); the Western Nugai shall remain then?
hmmm. The city states part. The tribes remain, and I'll make them into Nugai people moving from the west during the creation of the empire. Consider them just raiders from another land for now.
 
Location
Where the river meets the bay.

State/Player: Quaramat Republic/Lord of Elves
Government: Merchant Oligarchy
Economy:
Military:
Religions: The Quaramat worship the Sixfold God, a monotheistic deity that is believed to shepherd the world of mortal men in six various forms. These forms are representative of various concepts and ideals like war, fertility, etc.
Tech-Edu: bronze age, 99% illiterate
Other Info:
The Quaramat (kwar-ah-mat) were for many years a migratory people, before settling in their present location. The settlement became the great city of Quar, and the disparate clans and tribes were unified under the wise leadership of the First Council. For many years the First Council was elected from the tribes to lead the city and its endeavors, as the people took up the name of their city for their own (Quaramat meaning people of Quar). However, as the influence of the Quaramat grew from their seafaring, exploration and expansion the power of the tribes shrank. Soon the affairs of the city became the concern of its merchants, sailors and soldiers, not of the familial hierarchy that had been its foundation. The Second Council was called when the great general Uanmir crushed the Rebellion of the Clans and delivered Quar to the people. Its constitution was of the merchant guilds, seamen and soldiers of the new "republic". Since that day the Second Council has ruled the Quaramat, and Uanmir has been the hero of the people.
 
I extrapolated (with only general understanding of the physics behind this kind of motion) how these currents would affect my area to create more detailed movement possibilities for use of ships in the area (I plan on being a seafaring nation, a Rome/Carthage/Greece thing). Like I said, I am no oceanographer, but my major requires some understanding of waves so I have a basic idea of how they might move- this is not just guesswork, though it may appear to be nearly so to more educated individuals! :D

O0DSUi6.jpg
 
To Amesjay:
You chose a pretty long strip of land. I think I will give you pieces of land in all the biomes, but it will not be contiguous.

To Deusselkerr regarding the currents
Fine by me! I only looked at Earth and a couple other conworlds and based the currents off of those! Your changes will be reflected in the map.

To erez87 and Deusselkerr
Is the following correct?
Tyrica at the base of the river.
No city states of any kind along the Bronze River?
Nugai is along the shoreline to the west of the Bronze.
Heavy immigration towards Tyrica due to Nugai expansion.

Are the immigrants Nugai?
 
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