LizNES: As You Like It

Welcome everyone! I'm rather surprised I got this much interest before the first update.

I also want to make it a point to thank you, Son of Erdrick. Your map has saved me a lot of time with going back and forth when editing my own.

Right now we just need some names, histories and brief orders so I can get this update on the road.

Thanks everyone!

EDIT: I'm also working on a climate map, which might help some of you out.
 
The great Darateli Mountains and the Ogreback Mountains tower over the peninsula, and it is on the southern ridge of Fortuna Peak, one of the greatest among the Darateli, that the city of Sijilamar was constructed.

The Daratelians is the culture group of Sijilamar. Based in the Darateli Mountains, they carve their homes into the shear cliffs of the mountains or a cleared out cave. Relatively civilized compared to the Ogrebacks (IDK if you want them civilized or not) they conduct a thriving ore trade, mostly going south through Sijilamar and north through another city and eastward through a third. (Kurushara? Panerella?) The Daratelite mountains themselves are steep, with many small valleys, lakes, rivers and grazing grounds that are easily connected, with others seperated by high ridges.

The Ogrebacks are a series of rolling, arched mountains with many comparably wide valleys. Although it is easier to sustain a population in the Ogrebacks, this has led to infighting instead of cooperation among the "Ogres" (barbaric/uncivilized). The Ogrebacks meld easily into the piedmont, unlike the Darateli, where the transition is very awkward.
 
Under "culture", you say everyone starts with simple animism. Can we get in-depth and variate, or do you want to leave that for later? I was beginning to mentally develop a form of ancestral worship for my culture before I reread the introduction.
 
Well, religion everyone starts with Animism, but that's just the base stat. If you develop an in-depth religion that you want your people follow, include it in your initial culture stuff, and it will be implemented as if it had always existed. Of course, this works for the Update Zero only.

Also, Terrance, thanks for some labels. I'll try to see to it that I put the right names in the right places.
 
Climate map is done!

Spoiler Climate Map :
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GALLROHAD OLIGARCHY
Lord of Elves
Nation Name: Gallrohad
Familial Oligarchy: Primarch Nektolus
Gallrohad: Civilized
Religion: Pagan Nature Worship
Stability: 1-5
Economics: Bank(+Income)
Population: Total(+Growth)
Army: Plentiful spearmen ranging from patrician professionals to conscripts/levies, with patrician cavalry, smaller amount of bowmen or archers
Navy: Galleys
Projects: (from roadworks, to Great Wonders such as Pyramids)

The Gallrohad are natives of their peninsula, having for many thousands of years tilled its soil, and gathered its fruits. However, only recently have the Gallrohad adopted the urban lifestyle, forsaking tribal councils and migratory tendencies for the establishment of a singularly-powerful city-state, supported by a confederation of the clans that once ruled the Gallrohite tribes. This oligarchy of familial powers solidifies existing cultural and ethnic unity, where the Gallrohad have mingled and interspersed with neighboring peoples or tribes little at best, and not at all in most cases. The oligarchy maintains most if not all political power, which is delegated to a caste of familial soldiers. Armies, when they are raised, consist largely of levies from the surrounding countryside and the adherents of the various oligarchic clans. Most who live in the city are sworn to one of its clans, or a member of one of those clans. Surrounding villages and minor poleis are inhabited almost exclusively by the poor, destitute, or a class of land-owning farmers to the extent that such people exist. The best way into high society for anyone who is not related to one of the clans, or whose family is not actively in the service of the clans, is to pledge oneself to a clan as a servant or soldier. In allowing such patronage, the clans accumulate followers among the general population. This system of patronage has created a series of castes of graduated levels of patrician, the actual members of the clans, members of families or groups that have been sworn to a clan for multiple generations, newly-sworn clan adherents, and the unsworn or general population, almost exclusively paupers and small farmers who rely on the winds of fortune and the literal winds of weather for sustenance. Those who can afford to do so sell crops at market to support more lavish lifestyles, but most farmers raise crops almost exclusively to feed their own family.

The Gallrohad practice nature worship, pagan beliefs, where religion is essentially and extensively decentralized, with the oligarchic clans and other influential families and groups claim the patronage of various deities, and the peasantry and non-affiliated groups worship whatever gods in whatever manner they please. Sun worship generally prevails, but worship of the various nature deities is often specialized according to profession, with fishers paying homage to the god of the sea, farmers to the gods of the field, hunters to the god of the forest, and so on.

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Gallrohite patrician soldiers. Pageantry is used to denote allegiance to worthy clans or families.
 
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Tarukh has been ruled by powerful families for millenia. In centuries past, their cousins fled the birthing waters and abandoned the Old Gods, the Behemoths of the Sea. They fled inland, to the mountains, to the plains, to worship the sky and the fox.

But the Drentha have stayed true to their ancient calling. For many generations, the Ehtacht ("eh-Tokk") family has ruled the city of Tarukh, where they have preached the worship of the Old Gods, and Tyrik the Lord of the Seas.

For many years, this had fallen on deaf ears.

The Ehtacht had had enough. The coasts of the mainland were to be converted, whether that be by sword or by word.

Drenthet worship had spread to the mainlanders, known as the Trajick, but at the cost of many lives. Fishing vessels and trading galleys clogged the seas, choking out the sea gods.

Soon, all that remained were the men, floating on the empty vastness of the eldest realm.

Fish returned with the fourth blood moon, and the great famine of the middle Ehtacht dynasty subsided.

This is the story told to children, anyway.

Fishing and even minor whaling (for Drentha are extremely capable sea-men) make up a good portion of the economy for Tarukh, with agriculture being so poor on the shores of Drenthat, the island on which it resides, and homeland to the Drenthet culture. Trading has become a major mainstay with more sedentary poleis on the mainland developping, particularly the Winrak and the Trajicke cities, a recent offshoot of the Drentha to the north and east.

The Drenthet military consists of a large base of Galleys that are owned by or owe their allegiance to their particular Seaking, which holds court in coastal cities, usually on the Drenthet islands.

Also prominent are Archers in the Drenthet military, which have been put to use very successfully during naval battles (the sort of battle that most concerns most Drenthet rulers.)

Spearmen also come cheaply to Drenthet rulers. They take the material for their weapons from the broken ships of enemies they have defeated, or if on land the hair and teeth of their enemies.

Drenthet dead are 'buried' at sea, set adrift on mossy planks of wood, from aboard the ship held most dear to them in their life. It is believed that Tyrik and the Behemoths of the Deep will claim the dead to the eternal afterlife if they have served them well. If not, they will wash ashore a hundred or more miles away, and be picked cleaned by the birds of the sky, worshipped by the mountain men.

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A Drenthet monarch, Tarukh the Great, who founded the city of Tarukh
Also prominent in the painting are depictions of ancient Drenthet architecture, from before the Eldest Tempest in the year 1 RC.


Eltain
Tarukh: Tarukh
Monarchy: Orokh Ehtacht den Tarukh; heir Sollar Ehtacht den Tarukh
Culture: Civilized
Religion: Drenthet Polytheism/Animism
Stability: ?
Economics: Bank(+Income)
Population: Total(+Growth)
Army: Powerful archers>numerous/cheap spearmen
Navy: galleys+UUs along the lines of "Sharksfin galleys" which are very fast, small, ramming galleys. we can discuss.
Projects: (from roadworks, to Great Wonders such as Pyramids)

Spoiler Cities: :
Tarukh
Population:
Economics:
 
KaiserElectric
Nation Name: Onis
Consulate: Leaders (if specified)
Culture: Civilized
Religion: Unorganized Polytheism
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)

(The Onis city state is located on the blue box I specified earlier, bordering the ocean side of the Isthmus.)

History coming tomorrow, I need to sleep on it. :D
 
I don't know if I have the time it takes to commit to this, so I ask:

Would it be alright with you if for the time being I wrote about characters who were spectators to what goes on in the world without influencing world events? It would take no management on your part, save ensuring that I do not stray from cannon ;)

If all goes well, I may join in later.
 
merciary
Nation Name: Kailissa
Government Type: Merchant Republic
Culture: Civilized
Religion: Open Pantheon
Stability:
Economics:
Population:
Army: Conscripts
Navy: Galleys
Projects:
History:

Little is known about the Kailissain past but a few things are known for certain. Chief among them is that the Kailissain people were all once refugees from many different tribes fleeing from something. Who/what is known, some preachers claim they were fleeing from some evil force but most agree it was probably one of the hoards that pop up from time to time. They all fled until they reached the sea and it appeared that whatever they were running from had stopped chasing them. Due to the divided nature of the refugees they decided that a council that represented all of the tribes would be the best way to run this new settlement.
Over time as the differences in Kailissains became less noticeable and certain people began to prosper these rich men began to bribe their way on to spots in the council. Eventually this bribery became institutionalized and the council changed into a senate where anyone who can afford the yearly membership fee is allowed a vote. The senate typically deals with the internal affairs of the city leaving foreign policy to the Consul.
The Consul is elected by the Senate and typically serves for life. He may be removed from office by a majority of the Senate but this rarely happens as most see it as too much of a hassle. While the Consul acts as the head of state and deals with an foreign leader he can't act without the Senate as any action he takes needs to be financed and while he can independently raise the money it is easier with the Senate.
The economy of the city is heavily mercantile not focusing in any one area but instead wherever a profit can be found. No item is illegal unless it poses a threat to social order and in turn profit. There is also a very rich maritime culture as much of the cities wealth comes from the sea and sea trade.
Religion is not a major issue in Kailissa partly due to the large about of cultures the populace comes from. Anyone is allowed to preach their beliefs in the city forum and build a temple so long as they can pay for it. The only occasions when a religion is not allowed is when it threatens public order. Most Kailissains believe that all gods exist together in some form though most will have a few gods they feel a particular attachment to they are not above praying to others for aid.
 
Nice merciary.

Gem Hound, how does your culture compete with Terrance's at all? You guys are opposite sides of the known world.
 
I don't know if I have the time it takes to commit to this, so I ask:

Would it be alright with you if for the time being I wrote about characters who were spectators to what goes on in the world without influencing world events? It would take no management on your part, save ensuring that I do not stray from cannon ;)

If all goes well, I may join in later.

I would actually like that quite a bit, so long as other players don't mind. That could be a very interesting concept. You can even feel encouraged to make up some barbarian or civilized states for the upcoming update. I'll give you free range. ;) Great idea!

Also, wondrous stories and histories everyone.
 
My Nation's info

Spoiler :
Player Name: ZeletDude

Nation Name: Teressia

Government Type: Oligarchic Republic

The government is pretty simple, all land owning males (upper class) vote every few years for the High Council. The High Council is all powerful, they can do whatever they want, whenever they want. Including deciding the tax rate, declaring war, and the construction of buildings among many other things.

Any Noble, land owning male may run for the Council and if they are voted in they will immediately be given a seat on the Council. There are no term limits, and they may serve for life if they continue to win elections (which isn't all that difficult if you have the correct influence, and funds ;) ). The Council numbers 3 people, and they individually vote on important matters regarding the state, and a simple majority is enough to pass a motion, which then becomes a law/action.




Leaders: The Council of Teressia -

- Akim Barneto

- Kyrenic Quorr

- Tokrin Spero


Culture: Civilized -

Teressia is a small nation located at the mouth of three large rivers, (from left to right) - The Ilyona, Kess and Rumar Rivers. These three giant rivers are the life blood of the Teressian People, many live along their banks and farm and grow their food, their waters also provide much food in the form of fish.

Teressia its self also depends heavily on these three rivers, many trading ships go up and down these rivers every day, and into the gigantic Hutten bay. Trading is one of the things Teressia excels at, the other being ship building, some of the best warships are built in Teressian dockyards, but do not think that this means that they completely reject their army, that is not the case. The Teressian army is also very good, and it comprises the usual units for this era (Think Greek Phalanx and stuff)

The Capital city is called Teressia. Imagine that it is very very organized, with separate 'districts' for everything, all connected by large tree lined avenues. In the center of the city is the Temple District, with the Temples for each individual deity. Along with the Administrative Buildings, and the houses of the Council members, and nobles.


Religion: Polytheistic Religion -

The Teressian Religion is very organized, there is a god for everything (Sun, Moon, The Hunt, Water, Fertility, Etc etc). In Teressia there are many temples, usually each god/dess has one temple built entirely for them. The Teressians believe that their gods and goddesses live in the north somewhere, though no one is quite sure.


Sorta just threw it together.. ;)


edit - I'd like a cyan-like color.
 
I've already completed the stats for those of you who posted your stories/histories, and have even dipped a bit into the writing of the first update. Just as a reminder, I'd like to get the first update up around June 30th, or July 1st, dependent on how quickly we can get orders in. I am looking heavily at your tales for the first update, so should you decide to name local geography, or even make up tribes and cities from other lands, expect them to be mention. (Well, I'll at least try.)

Also, while I want you all to not feel forced into anything, the nations surrounding and in the Hutten Bay will have their culture as being Hutten. I imagine the close proximity of your settlements would lead to the growth of similar cultures. This of course can change if you wish it, just make a strong case in your nation's profile. If you are fine with being in the first broad culture, then feel free to embrace it.
 
m.t.cicero
Nation Name: Azzurh
Capitol: Azzurh Ihar
Government Type: Merchant Oligarchy, primary families are Tsahri, Usiri, and Pecconari.
Religion: Nature-based four god pantheon
Stability: 1-5
Economics: Bank(+Income)
Population: Total(+Growth)
Army: Javalineers, chariots, archers, short-sword-and-shield men.
Navy: Galleys, large merchant marine that can be called upon in times of dire need, and large canoes for the lagoon.
Projects: (from roadworks, to Great Wonders such as Pyramids)
Color: Maroon

The ancestors of the Azzurhans once lived on the savannahs and grasslands that abound on the northern edge of civilization, but repeated raids by less civilized peoples forced them to seek shelter on the islands of the great Iccaro Lagoon. There, with easy access to the sea and an easily defensible position the Azzurhans built their great city, Azzurh Ihar. Though the city's reliance on farmers to the south along the Zahor River and around Lake Aulka for food has limited its size, its proximity to the sea has given both a bounty of fish and a bounty of wealth, as adventurous young men look to the sea to acquire great fortunes as traders. Trade with the peoples of the south brings ideas along with wealth.

Three wealthy merchant families have consolidated most of the power in Azzurh, those being the Tsahri, with patriarch Mulcimma Tsahri, the Usiri, with matriarch Urcorlu Usiri, and the Pecconari, with patriarch Selpa Pecconari. These families, who have gained great wealth through trading, dominate the politics of Azzurh, as every man has his price. They have created the laws of the state in such a way as to allow them to continue their dominance in it. Nominally the Triple Council, with representatives from each family, rule the state, but in reality each family has an iron grip on its own part of the city, the three clans always engaged in a conflict which divides Azzurh, though the families will unite in an instant should an existential outside threat appear.

The Azzurhans worship a pantheon of four gods, those being Father Sky, Brother Earth, Sister Sea, and the Great Soul. Though the first three are self-explanatory, the Great Soul is believed to be a divinity which exists in every person and living thing, which gives each individual his or her own soul and mind but also binds the souls and minds of all. Soul Seers are revered for their ability to commune with the Great Soul, which allows them to see into the hearts, minds, and futures of all men and even, for Great Seers, into the souls of the three other gods, allowing the Great Seer to know if a natural disaster or a bountiful season is coming. The Fourfold Faith, as it is known, is extremely popular with the masses, with Sister Sea being especially popular given Azzurh's romance with the sea. There are those in the upper classes however who are more skeptical, and will on occasion bribe a Great Seer to see the right future.

Recently the Great Seer has predicted a bright future for Azzurh, full of power and glory, though a prerequisite for this future is for the Azzurhans to heal their relationship with Brother Earth, whom they have long shunned and neglected. To reach an accord with the Brother, the Azzurhans must begin to expand from the safety of their city and their Lagoon.


Exact Location of Azzurh Ihar:
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Most, if not all, Azzurhan soldiers had been sailors at one point. Their choice of weaponry reflected this, forsaking long spears for either the ranged weapons, like the javelins above, they had used in ship to ship combat or the short swords they had used in close combat on board ships.
 
Mickzter97
Nation Name: Kingdom of Plagueis
Capitol: Bane
Government Type: Apprentice Monarchy
Religion: Mangdous
Stability: 1-5
Economics: Bank(+Income)
Population: Total(+Growth)
Army:
Navy:
Projects: (from roadworks, to Great Wonders such as Pyramids)
Colour: Red

Spoiler Details :
Player Name: God Mickzter97

Nation Name: Kingdom of Plagueis

Government Type: Apprentice Monarchy

This type of government focuses on one man/woman with complete control of the nation. He may do what he wants, but usually does what is best for the nation. This leader must have an apprentice, where he guides him whilst still young. This apprentice will one day take over and become King, then he shall find an apprentice to rule over him.
The apprentice may be anyone within the borders of the nation, and may be male or female.
The King may appoint a council to help him make key decisions for the nation, but ultimately it is up to the King.

Leaders: King - King Han von Schindo
Apprentice - Lord Ito
Head of Council - Senator Marcus Hullendue

Culture: - Civilized
The Kingdom of Plagueis is located near Zannah Peninsula. The abundance of fresh waterfish has become a high source of income for the Plagueins.
Settled hear for a small period, about 25 years, the Plagueins have little knowledge of outside land. However, in those 25 years, they have got to known their land very well.
They Plagueins are very fierce warriors, and all men who have reached the age of 16 must go for a years training to become a Plaguein Warrior, but may choose to do other things when they return. The journey is tough, and with only 2 bottles of water, they must make way to the Kess River for a fresh water supply. Recently, a nation has sprung up by the Kess nation, but they remain to be peaceful, allowing Plagueins to the Kess River.

When the men return, they are put in a cage match with a lion, and must slay the beast in order to leave. It is the way of life for Plagueins, and no one ever dare question it. Stories were passed on about a King Plagueis, the first King of the nation, who slayed three lions by himself.

The story goes that, Plagueis went on journey to the Kess River, to see if there were any fish there, as the fish by the Zannah Peninsula had disappeared. As he got there, with 4 of his closest friends, a wild pack of lions appeared. Three viscous lions stood in front of him. With his sword, he ran at them, ducked under one, slicing its belly. He decapitated the other, and captured the last one. It was after this, Plagueis was declared King, and named the nation after himself. He then made the Apprentice rule, and that is how it has worked for 25 years.

Plagueins are also very creative. Painting, music or sculpting, almost all Plagueins can do any of the three. Sculptures are very rare in this world, and are quite expensive. Their trading markets are usually full of merchants looking for sculptures. Made from marble, which no one knows where they find it, it is the envy of sculptures around the known world. But they are rare. Very rare.

Religion: Mangdous
Mangdous is the main religion of Plagueins. There is a belief that there are two gods. One controls the good in the world, and the other controls the bad. Kanor and Igneous, the God of light and the God of Fire. Being honourable in life will see you live with Kanor in the afterlife. Be a menace, and disobey the Regula Quinque, the Rule of Five (which is the five rules you are to live by) and you will live in fire and pain with Igneous.
 
Haseri
Assidye: Tefrequen
Government Type: Monarchy (Salt King Carach)
Culture: Semi-civilized
Religion: Cult Of The Corpse Gods
Army: Savage Axemen
Navy: Fast, Well-Armed ships.

That which exists can die. - First Salt King Assidye.

The Children of Assidye, as the people of the islands of Porix call themselves, believe they live upon dead gods, which the First Salt King slew in a rage when he discovered he had been created as a slave for the gods to use as they will. He killed the children first and used their iron bones to fashion axes to kill the larger gods, their blood becoming the sea. From their corpses came the other people. They reasoned they were the Chosen, the closest to the gods, and could take their own slaves.

This has led to what now exists on the island. At the top are the high-born, fierce creatures that believe all they see is theirs. They are the only people allowed to own ships. On a ship, a high-born is king. On land, every high-born swears fealty to the Salt King, whose lineage leads directly from Assidye, the God-Slayer. They believe any manual labour save fighting is beneath them.

Next are the low-born. These are by far the most numerous class. They are the artisans, the soldiers, the foremen. The high-born only exist due to the dilligence of the scurrying of the low-born below them. A low-born may become a high-born if he is gifted a ship by a high-born, or he kills a high-born, thus allowing him to inherit everything, including wives and children. A high-born that does not have enough ships to give to his sons may find the younger children become low-born. But a low-born will never, except under extreme circumstances, become a thrall.

Finally there are the thralls. Slaves even to the low-born, they do all the menial labour. They are barely considered people, but the Children of Assidye believe strongly in rewarding those that prove themsleves, so it is not impossible for a thrall family to slowly become a low-born family.

To stop the people descending into patri- and fatricide, Assidye decreed that the most henious sin is kinslaying. To slay the man that made you, or to kill someone that shares your blood, is like to killing one's self. And if you kill yourself, you no longer exist. Which means your property is up for grabs by anyone that desires it.

The Islands of Porix

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The Bay Of Blood

1. Porix
2. Feyen
3. Vitink
4. Corothem
5. Poria
6. Hunnun
7. Eiles
8. Fionan, Tainn, Oillt, Doriet, Eilen
9. Baothaid, Fionnyng, Deidh, Rifiel

There is also the Great Corpse, which appears to be a very large island. It is believed the gods killed that one before making Assidye. Which in turn killed the Corpse Beneath, which everything else rests on. Who, in turn, killed the Sky Gods, who make the sun, moon and stars.
 
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