LizNES: As You Like It

TheLizardKing

Let's talk Michelle.
Joined
Nov 23, 2008
Messages
3,330
Location
Pennsylvania U.S.A.
VDwNJ.png

It's the year 300 RH. Your ancestors were nomads, but have learned the secrets of farming, construction and irrigation, and have decided to settle down. Your people have vested absolute power in you, trusting that...


Welcome to LizNES: As You Like It. It's a Classical Era fantasy NES, that will take you to a world that is very similar to ours, yet still dangerous and unexplored. You will take command of a fledgingly city-state or nation, and see if you can drive your people through war and peace, famine and bounty, disease and health. See if you can establish the region's foremost military power, a sea-based bastion of trade, or perhaps even the first Empire.

Spoiler Blank Map :
TgvvF.png


Spoiler Topographic Map :
VrgMm.png


Spoiler Climate Map :
bgrQ0.png
 
Let's start with your nation's basic stats, shall we?

Stats

Player
Nation Name: Capitol
Government Type: Leaders (if specified)
Culture: Civilized/Semi-civilized/uncivilized/Nomadic
Religion:
Stability: 1-5
Economics: Bank(+Income)
Population: Total(+Growth)
Army: (units will be designated Conscripts, Regulars and Veterans)
Navy: (units will be designated Conscripts, Regulars and Veterans)
Projects: (from roadworks, to Great Wonders such as Pyramids)
Spoiler Cities :

City 1
Population: (number out of total population)
Economics: (Number out of total income)

Player: The person playing the specific faction. If there is no player, no name will be present.

Nation Name: Capitol: The official name of your nation, and the city through which you run it. If you are running a city state, then the two should be the same.

Government Type: Leaders (if specified): The type of government through which your faction runs, and the leaders, or leader that runs it.

Culture:: The type of culture your nation subscribes to. This may change over time, through a variety of means, be outside influences, internal ones, or just general cultural growth and differentiation.

Religion: The religion your people follow. Is largely player created, and will be influneced by Culture.

Stability: 1-5: How stable is your nation? Most nations should fall in the range of 3-4. If your nation is at level 2, watch out for unrest, rebellion and otherwise terrible things. If your stability ever drops to 1 don't just watch out for it, expect it.

Economics: Bank(+Income): Your bank is how much money you have stored away, and your income is how much extra money you'll be getting this turn. It's a good idea to bank money, to use for later need, or in a tight situation, though watch out. If you're at war, and your cities are being taken over, some of that banked money may be finding it's way into the arms of the enemy! Your income can shrink and grow, depending on a variety of factors. Wars, famines, plagues, natural disasters and general unrest can decrease income, while projects, such as building roads, or increasing trade might increase income.

Population: Total(+Growth): In this NES specifically, population is very important. It's how many able-bodied citizens you have, that can take up arms, or start constructing wonders. That being said, aspects of your population as per what your culture dictates may not be included in this. Examples being women, the elderly, slaves, etc.

Army: (units will be designated Conscripts, Regulars and Veterans) This is where your army strength will be put. At the start of the NES, units will be largely basic, but that will be discussed further down. Your units will come with the tag Conscripts, Regulars and Veterans, which will tell you how skilled your soldiers are in the art of combat. Most nations will have regular units upon recruitment, which will become veteran overtime. Drafting units leads to the label of Conscript, which is of lower quality that usual.

Navy: (units will be designated Conscripts, Regulars and Veterans): Much of the same rules goes for a player's Navy, as an Army. Your Navy will explore across the seas for you, and protect naval trade.

Projects: (from roadworks, to Great Wonders such as Pyramids): From a simple road-building project, to attempting to build your own version of the Tower of Babel, projects are created by a faction with a slew of possible purposes behind it. From increasing cultural influence, income, or anything else that may come in mind, projects will take large sums of money, and in some cases population.


Spoiler Cities :

City 1
Population: (number out of total population)
Economics: (Number out of total income)
: Important cities will be listed here, to give you a better idea as to what's important to you, and what isn't.
 
The World, As You Like It

This is a world still largely unexplored, with hordes of barbarians and nomads still roaming and hostile. This is a world where science has not yet given explanation for many things, and where it hasn't religion has stepped in. Diseases, famines and natural disasters will occur, will be unavoidable, and in most scenarios have been predetermined.

If you live on the fringe of the 'civilized' world, expect your territory to fall victim to barbarian raids (if bordered by hostile tribes), or even far off nomads looking for a new home.

When I created this NES, I wanted this world to be created entirely by the players. From names of seas and rivers, to mountains and entire regions, this world is how you would like it to be. Nations that chose to name things immediately surrounding them will see that name placed on the map and will have their own minor influences felt.

Exploration

As you can tell, large portions of the map are blacked out right now. By sending your ships, or warriors, or even your own citizens to explore the unknown will lead to the map being opened up piece by piece. The world will see, and benefit from your exploration, but you do have explorers rights of first interactions and more easier settlement to lands you may find uninhabited. Unexplored lands aren't simply uninhabited lands, however. Chances are you'll come across some other civilizations, and you'll have to act accordingly. Not all will be friendly, and not all will be hostile.

On top of this, the map presented isn't the entire world, but simply a portion of it. Out of map events, and nations may make an appearance in fringe regions, and even expand into more core areas.


Military Aspects

For the start of the NES, the nations that are considered to be civilized, will have simple base units. It is up to the players to create Unique Units or UU's to expand and customize their military, based off of their own culture, and immediate threats. The first UU's for a culture can and will eventually become the base units for the culture, as more advanced versions come out. This is the rule of thumb for both the army and the navy. For civilized nations, your soldiers are usually fewer, yet more well equipted. You also have supreme rule of the seas, unless you come across some particular barbarians.

Barbarian nations will deal with a similar system, yet will deal with warbands instead, which will be more numerous, but depending on the situation, less equipped.

Civilized Nations

Army said:
10 EP and 5 MP will get you 1 Infantry Unit
20 EP and 1 MP will get you 1 Cavalry Unit

Navy said:
10 EP and 1 MP will get you 1 Galley

UU's said:
Each UU costs 150 EP.


Uncivlized and Semi-Civilized Nations

Army said:
5 EP and 10 MP will get you 2 Warbands
10 EP and 5 MP will get you 1 Cavalry Warband

Navy said:
15 EP and 1 MP will get you 1 Longboat

UU's said:
Each UU costs 200 EP.


Wars will probably be commonplace in the NES, and can bring your nation both more money, manpower, and glory, or death, destruction and destitution. Be careful when you wage war. Think about how your people will handle it, what may happen in the best case scenario, and what would happen in the worst case scenario. If you start losing a war, don't be surprised if your stability drops, you find yourself losing money, and manpower!

Civilized, or Uncivilized: That Is The Question

The term civilized and uncivilized will be thrown around a lot in this NES. What one nation may consider to be an uncivilized horde, may really be a rather civilized nation. At the onset of the NES, there will be more uncivilized tribes and nomadic groups wandering the region, then actually civilized states. Over-time, it is safe to assume that the unstoppable march of society, and civilization will spread, and that statistic will be reversed.

In this NES, however, both vague terms bring with them both benefits and detractions. A civilized nation, will more often then not, make more money, have better diplomatic relations with other civilized peoples, experience cultural growth, and aquire new technologies. Uncivilized, or barbarian nations, will not have the benefit of a strong sense of technological or cultural growth, but will have a far more connected people, and if concentrated correctly, a stronger military then many of it's possible enemies.

The designation is largely arbritary, and will be determined through a lot of factors, namely the type of culture you find yourself in. It is entirely possible for an uncivilized nation to become a more prim and proper nation, though it is a bit harder for those cast as being civilized, to throw off the shackles of society, and revert to the older ways.

Culture

Culture is where your people fit in, in the overall society of the world. Cultures may be incredibly different, or incredibly similar between factions, and this will be largely player driven. Cultural strength or influence will dictate how easily, or how much people would want to be assimilated into your empire, and could also easily influence your relations between neighbors. Your culture is based on a lot of things, be it your history, current events, or projects you start on.

Religion too, plays a part in culture, and many nations in the same culture will share a religion. At the start of the NES, all nations will start with a simple form of Animism as their religion. It is up to the player to look for influences to start up their own personal religion, that hopefully will spread to other factions.

Cities

Cities are interesting, and are a special stat all by themselves in this NES. Cities can develop by themselves over time, as more people settle around a particular military station, or trading post. Or settlement and colonization can be encouraged by a government, and by sacrificing population and money, new cities can be built. Cities are important, as they not only bring in more money to your civilization, but they increase population, and more importantly spread culture and influence. Cities are a way to solidify your control of an area, and bring civilization to otherwise uncivilized lands. Only Semi-Civilized and Civilized nations may build cities, and gain benefits from them. Cities, likewise can be razed, pillaged, destroyed and whatever else comes to mind. If you capture an enemy city, expect to get some plunder, though cities can be difficult to hold onto if not handled accordingly.
 
Civilized

Spoiler :


bonefang
Axewick: Axewick
Mercantile Monarchy: Ansigar Bruno
Culture: Sciri
Religion: Animism with Paganistic Influence
Stability: 4
Economics: 0(+100)
Population: 400(+20)
Army: 10 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Axewick
Population: 300
Economics: 75


Lord of Elves
Gallrohad: Gallrohad
Familial Oligarchy: Primarch Nektolus
Culture: Gallrohite
Religion: Pagan Nature Worship
Stability: 4
Economics: 0(+100)
Population: 400(+20)
Army: 15 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Gallrohad
Population: 300
Economics: 75


Daurni: Daurni
Republican Dictatorship: Consul Doniet
Culture: Gallrohite
Religion: Pagan Nature Worship
Stability: 3
Economics: 0(+70)
Population: 250(+10)
Army: 5 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Daurni
Population: 175
Economics: 50


Eltain
Tarukh: Tarukh
Monarchy: Orokh Ehtacht den Tarukh
Culture: Drenthat
Religion: Drenthet Polytheism
Stability: 4
Economics: 0(+110)
Population: 400(+15)
Army: 5 Regular Warriors
Navy: 15 Regular Galleys
Projects:
Spoiler Cities :

Tarukh
Population: 300
Economics: 85


Zannadar: Zannadar
Monarchy: Zakh Ocht den Zannadar
Culture: Drenthet
Religion: Drenthet Polytheism
Stability: 4
Economics: 0(+80)
Population: 250(+15)
Army: 10 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Zannadar
Population: 150
Economics: 60


KaiserElectric
Onis: Onis
Consulate: Democratic Assembly, Consulate Jeori Arloc
Culture: Onisean
Religion: Unorganized Polytheism
Stability: 4
Economics: 0(+100)
Population: 400(+20)
Army: 10 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Onis
Population: 200
Economics: 60


merciary
Kailissa: Kailissa
Merchant Republic: Consul
Culture: Gallrohite, Kailissan
Religion: Open Pantheon
Stability: 3
Economics: 0(+110)
Population: 450(+20)
Army: 10 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Kailissa
Population: 350
Economics: 80


Bynani Kingdom: Yanisse
Monarchy:
Culture: Bynani
Religion: Bynanian Polytheism
Stability: 3
Economics: 0(+230)
Population: 600(+30)
Army: 15 Regular Warriors
Navy: 20 Regular Galleys
Projects:
Spoiler Cities :


Skornis
Population: 175
Economics: 90

Yanisse
Population: 300
Economics: 110


Vaecin: Vaecin
Monarchy:
Culture: Bynani
Religion: Bynanian Polytheism
Stability: 4
Economics: 0(+90)
Population: 200(+30)
Army: 10 Regular Warriors
Navy: None.
Projects:
Spoiler Cities :

Vaecin
Population: 175
Economics: 90


zeletdude
Teressia: Teressia
Oligarchic Republic: Akim Barneto, Kyrec Quorr, Tokrin Spero
Culture: Hutten
Religion: Hutten Polytheism
Stability: 4
Economics: 0(+115)
Population: 400(+20)
Army: 10 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Teressia
Population: 250
Economics: 85


Perilias: Perilias
Monarchy: King Aige et Perilias
Culture: Hutten
Religion: Hutten Polytheism
Stability: 4
Economics: 0(+100)
Population: 350(+15)
Army: 10 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Perilias
Population: 225
Economics: 75


Perilias: Perilias
Monarchy: King Aige et Perilias
Culture: Hutten
Religion: Hutten Polytheism
Stability: 4
Economics: 0(+100)
Population: 350(+15)
Army: 10 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Perilias
Population: 225
Economics: 75


Zannah: Zannah
Plutocratic Republic: The High Assembly
Culture: Hutten
Religion: Hutten Polytheism
Stability: 4
Economics: 0(+70)
Population: 250(+15)
Army: 5 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Zannah
Population: 200
Economics: 50


m.t.cicero
Azzurh: Azzurh Ihar
Merchant Oligarchy: Tsahri, Usiri and Pecconari Families
Culture: Azzurhian
Religion: Nature-based Four God Pantheon
Stability: 4
Economics: 0(+110)
Population: 350(+15)
Army: 15 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Azzurh
Population: 275
Economics: 80


Mickzter97
Kingdom of Plagueis: Plagueis
Apprentice Monarchy: King Han von Schindo
Culture: Hutten
Religion: Mangdous
Stability: 4
Economics: 0(+100)
Population: 350(+20)
Army: 15 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Plagueis
Population: 300
Economics: 70


SouthernKing
Huntra: Huntra
Oligarchy: Council of Seven Elders
Culture: Thejan
Religion: Natural Force
Stability: 4
Economics: 0(+105)
Population: 400(+25)
Army: 10 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Huntra
Population: 250
Economics: 80


Orir: Orir
Monarchy: King Idui III
Culture: Thejan
Religion: Natural Force
Stability: 4
Economics: 0(+100)
Population: 350(+20)
Army: 15 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Orir
Population: 200
Economics: 70


Olon: Olon
Democratic Republic: Counselman Eafila
Culture: Thejan
Religion: Natural Force
Stability: 4
Economics: 0(+90)
Population: 325(+15)
Army: 10 Regular Warriors
Navy:
Projects:
Spoiler Cities :

Olon
Population: 200
Economics: 60


Ebar: Ebar
Monarchy: King Nioris
Culture: Thejan
Religion: Natural Force
Stability: 4
Economics: 0(+70)
Population: 250(+15)
Army: 5 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Ebar
Population: 175
Economics: 45


Badunoff
Ukra: Ukra
Monarchy: King Shevchius
Culture: Ukran
Religion: Spirit Belief
Stability: 3
Economics: 0(+100)
Population: 380(+20)
Army: 15 Regular Warriors
Navy: 5 Regular Gallys
Projects:
Spoiler Cities :

Ukra
Population: 300
Economics: 75


Terrance888
Sijilamar: Sijilamar
Plutocratic Republican Dictatorship:
Culture: Darateli
Religion: Araneut
Stability: 4
Economics: 0(+110)
Population: 380(+20)
Army: 10 Regular Warriors, 10 Conscript Warriors
Navy: None.
Projects:
Spoiler Cities :

Sijilamar
Population: 300
Economics: 70


Crimiri: Crimiri
Plutocratic Republican Dictatorship:
Culture: Darateli
Religion: Araneut
Stability: 4
Economics: 0(+95)
Population: 330(+15)
Army: 10 Regular Warriors, 5 Conscript Warriors
Navy: None.
Projects:
Spoiler Cities :

Crimiri
Population: 250
Economics: 60


Olmitraia: Olmitraia
Monarchy:
Culture: Darateli
Religion: Araneut
Stability: 4
Economics: 0(+100)
Population: 350(+20)
Army: 12 Regular Warriors
Navy: None.
Projects:
Spoiler Cities :

Olmitraia
Population: 250
Economics: 70


Popcornlord
Sarhit: Sarhit
Theocratic Monarchy:
Culture: Sarhitian
Religion: Nezerism
Stability: 4
Economics: 0(+100)
Population: 400(+15)
Army: 10 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Sarhit
Population: 300
Economics: 75


Tianeli: Tianeli
Monarchy: Bycoll II
Culture: Sarhitian
Religion: Nezerism
Stability: 4
Economics: 0(+80)
Population: 300(+10)
Army: 10 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Tianeli
Population: 200
Economics: 50


Tianeli: Tianeli
Monarchy: Bycoll II
Culture: Sarhitian
Religion: Nezerism
Stability: 4
Economics: 0(+80)
Population: 300(+10)
Army: 10 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Tianeli
Population: 200
Economics: 50


Indisenna: Indisenna
Mercantile Republic: Lucio Flazine
Culture: Sarhitian
Religion: Nezerism, Polytheism
Stability: 3
Economics: 0(+75)
Population: 250(+10)
Army: 5 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Indisenna
Population: 175
Economics: 45


Gem Hound
Fartol: Harlow
Plutocratic Republican Monarchy:
Culture: Fartol
Religion: Hezar
Stability: 4
Economics: 0(+100)
Population: 380(+15)
Army: 5 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Fartol
Population: 300
Economics: 90


momo1000
Az'kuru: Num-AZ
Theocracy: Ku'Num Tanak
Culture: Az'kuran
Religion: Sun-Worship, Polytheism
Stability: 4
Economics: 0(+100)
Population: 400(+20)
Army: 10 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Num-AZ
Population: 300
Economics: 75


<nuke>
Drachos: Ri'an
Imperial Dictatorship: Empress Tessa
Culture: Drachosian
Religion: Imperial Cult
Stability: 4
Economics: 0(+110)
Population: 480(+15)
Army: 15 Regular Warriors, 2 Veteran Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Ri'am
Population: 320
Economics: 80


Optical
Free City of Scalla: Scalla
Republic: Ch&#301;üth Scosc&#301;
Culture: Scallarene
Religion: Scalla Polytheism
Stability: 4
Economics: 20(+110)
Population: 400(+20)
Army: 10 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Scalla
Population: 300
Economics: 80


Stougland: Stougland
Dual-Consul Republic: Yilua I and Filornan of Gidara
Culture: Scallarene
Religion: Scalla Polytheism
Stability: 4
Economics: (+80)
Population: 250(+15)
Army: 5 Regular Warriors
Navy: 5 Regular Galleys
Projects:
Spoiler Cities :

Stougland
Population: 190
Economics: 60


theDright
Sariath: Sariath
Tribal Republic: Leaders Mal Lijusa, Kyr Awain, Lia Alahadga
Culture: Sariathi
Religion: Terazujani Polyanimism
Stability: 4
Economics: 0(+100)
Population: 400(+200)
Army: 15 Regular Warriors
Navy: None.
Projects: The Monsariath(+Stability, Cultural and Religious Influence)
Spoiler Cities :

Sariath
Population: 300
Economics: 75


Uribium: Urib
Monarchy: King Corysul II
Culture: Urib
Religion: Araneut (east), Umiri (west)
Stability: 2
Economics: 0(+200)
Population: 850(+40)
Army: 25 Regular Warriors
Navy: 10 Regular Galleys
Projects:
Spoiler Cities :

Urib
Population: 350
Economics: 75

Damundas
Population: 150
Economics: 75

Hibanaia
Population: 150
Economics: 50



Uribium Client Kingdoms: Urib
Monarchy: Various, King Corysul II
Culture: Urib
Religion: Umiri
Stability: 3
Economics: 0(+50)
Population: 180(+10)
Army: 15 Regular Warriors
Navy: None.
Projects:
Spoiler Cities :

None.




Semi-Civilized
Spoiler :


Haseri
Assidye: Tefrequen
Monarchy: Salt King Carach
Culture: Assidye
Religion: Cult of the Corpse Gods
Stability: 4
Economics: 0(+80)
Population: 400(+20)
Army: 20 Regular Warbands
Navy: 20 Regular Longboats
Projects:
Spoiler Cities :

Tefrequen
Population: 150
Economics: 40


Son of Erdrick
Great Jian: Jian
Tribal Despotism: Mkuu Jihn II
Culture: Anji-Sariathi
Religion: Terazujani Polyanimism
Stability: 4
Economics: 0(+80)
Population: 400(+25)
Army: 35 Regular Warbands
Navy: None.
Projects:
Spoiler Cities :

Jian
Population: 250
Economics: 50


Tycho
Ironfang: Ashes Rest
Monarchy:
Culture: Ironfang
Religion: Tal-Sha
Stability: 4
Economics: 0(+80)
Population: 350(+20)
Army: 20 Regular Warbands
Navy: 20 Regular Longboats
Projects:
Spoiler Cities :

Ashes Rest
Population: 250
Economics: 60


Uten Tribes: Jutensoo
Tribal Oligarchy: Various
Culture: Uvee
Religion: Uvee Polytheism
Stability: 4
Economics: 0(+60)
Population: 500(+25)
Army: 30 Regular Warbands
Navy:
Projects:
Spoiler Cities :

Jutensoo
Population: 200
Economics: 40


Frielams Tribes: Cemia
Monarchy: King Yawtlam
Culture: Ogreback
Religion: Ogreback Polytheism
Stability: 4
Economics: 0(+60)
Population: 400(+20)
Army: 30 Regular Warbands
Navy:
Projects:
Spoiler Cities :

Cemia
Population: 150
Economics: 40


Saranthum Tribes: Saranthum
Tribal Oligarchy: Various
Culture: Saranthic
Religion: Saranthic Polytheism
Stability: 4
Economics: 0(+60)
Population: 450(+20)
Army: 30 Regular Warbands
Navy:
Projects:
Spoiler Cities :

Saranthum
Population: 150
Economics: 40
 
Un-Civilized
Spoiler :


Unonna
Culture: Uwee
Army: 20 Warbands
Navy: 5 Longboats
Hostile

Amova
Culture: Amovan
Army: 20 Warbands
Navy: 5 Longboats
Peaceful

Oipao Confederacy
Culture: Oipao
Army: 20 Warbands, 20 Cavalry Warbands
Navy: None.
Mixed

Uter Tribes
Culture: Uter
Army: 25 Warbands
Navy: 5 Longboats
Peaceful

Bedlams Tribes
Culture: Ogreback
Army: 25 Warbands
Navy: None.
Hostile

Ivorlams Tribes
Culture: Ogreback
Army: 25 Warbands
Navy: None.
Hostile

Amya Tribes
Culture: Amyan
Army: 35 Warbands
Navy:
Peaceful

Arias Tribes
Culture: Ariasan
Army: 30 Warbands(?)
Navy:
Hostile:

 
Rezurved.
 
Served'.
 
Re'd.
 
The front page as a whole needs to be fixed up, as does some of the rules. A lot of things are simply place-holders until I get a better grasp of what's happening. Prices and the like may very well change, and I expect that I'm going to have to go into greater detail in describing somethings. The purpose for this posting now, however, is to set the baseline for the NES with an update 0, in which players will select a general starting area they'd like, a basic over-view of their culture, and where they hope to find their faction at. After a few days, I'll post Update Zero, along with stats, and players will be able to act off of that. I look forward to your submissions, and expect this front page to change a lot over the next few days! As a reminder, this NES will officially run about 10 updates, and then I'll see how well it's doing, and perhaps extend it.

You may post!

For the sake of timing, all requests and descriptions that wish to be a part of update zero must be submitted by June 30th. Any submissions after that will be fitted in to a different region in the future. Hopefully. ;)
 
Awesome, I am so ready for this!!!

Spoiler :
Kjp0J.png


- Color may change, just a random one, but the area is right.

Culture and info on my country will be posted tomorrow.
 
Claiming the south east straits
 
I'll claim the place where the mid-eastern river on the big continent (the one with the lake) enters into the sea.

Hopefully that's not to confusing. :p
 
I will take the islands south of where Mickzter is.

We Do Not Sow...
 
I'll take that scraggly area due west of the big island in the island chain that's off the northeast coast of the big continent...hopefully that's not too confusing :undecide:
 
42KQr.png


Tarukh, coming soon.
 
OOC :i am a first timer to NES's . please dont kill me off in the first turn itself :D


Player : Bonefang
Tribe : Sciri
Nation Name: Axewick
Government Type: : Monarchy, Mercantile
Leaders :
Ansigar Bruno (Faction Leader)
Meinrad Meginfrid (Council Member, Warrior Monk)
Colobert Bruno (Faction Heir)
Culture: Civilized
Religion: Animism with Paganistic influence
Stability: 4
Economics: Bank(+Income) :
Population: Total(+Growth) :
Army:
Axemen (UU), spearmen, archers, cavalry
Navy:[/B] (units will be designated Conscripts, Regulars and Veterans)
Galleys

Projects:
MAP --- Subjected to change in accordance to GM's wishes
Spoiler :
qAWQL.png



It has been almost half a century that the Bruno clan had settled with their men in the new lands. King Ansigar , the golden spear, would often think of the glory days in the eastern lands, which happened to be their home, "If not me, surely the young one would be able to see the glory days and lead my people to the ancient land. Don't you also wanna go back again?" said Ansigar as he passed the sheepskin full of the obnoxious brew to Meinrad. The old one, as usual, the clam and cleaver, smirked "Lets face it my king, the lands are lost for ever. The barbarians were too many. Even if we managed to kill them all, they gather and comeback again like locusts in a pestilence .The gods must have had a brilliant plan for us, that is why we here." "Why on the other day, some fishermen were overheard in the tavern that they had seen some boats pass by them in the southern lands. Obviously they were laughed off, but this brings intrigue in my mind. Maybe there are others on the other side of the sea of snakes" said Meinrad.

Ansigar thought for a moment and decided that if they were indeed going to stay at this god forsaken place, he should arrange for a scouting party and know more about the surrounding lands, including the lands beyond the Sea of Snakes. Orders must be placed first thing tomorrow . As he lay down on the grass, " You seriously need to stop evesdropiing on other pervy old man. One of these days, its going to get you killed or worse injured" commented the king with a evil grin all across his face.

The Sciri people considered themselves of noble birth when compared to the Barbarians around them. the sciri were forced off their own lands by the constant attacks by the barabarians who would come and kill the people with cruelty. At the battle of the Nobles' Court, with the fall of the High King , Adalfuns Othmar Bruno, it was decided that the survivors and the royal courts' members would be evacuated to the lands of the west. That was the time that Sciri people had reached this new lands.

The Sciri have well defined social classification. there were farmers, merchants, priests and soldiers. Of these the priests and the soldiers were recruited and maintained by the royal court, the rest were allowed to continue with their own business. Another important feature of the Sciri people was the fact that the civilians were to pay a small tax, to the king, which would be usually a small fraction of their produce or what ever they could afford.

Religion was a strict part of Sciri society. They worshiped
the mother earth - Nerbuz,
the sun - Sowilo
the warrior and the god of the skies - Tiw

Education for fitting the young ones for various trades were done by the priests themselves. A soldiers qualification exam was the hardest among the other professions, they wouldn't be called so, until they had killed an enemy in battle. Because of the warlike nature of the Sciri, conflicts were a common place.

The sciri, because of the respect to mother goddess, did not use animals, such as horses in battlefields. Fights for them was a honorable thing, to be done by men themselves. Things are slowly changing because of their mobility in battles. The scirii are expert axemen, they also use spears and sometimes, archers. Archery for them is something used by the common men to serve food on the tables.

The Sciri have pledged that no one would be using a middle name until they can claim the land they once lost, out of respect of the noble ones that fell in the battle to protect the future generations.



OOC
Please let me know if i am doing it correctly.... :D
 
Back
Top Bottom