ljNES - The Sentient Beast

I've decided to go with Update 0 next week Wednesday. You have plenty of time to get your stuff in before then. :)
 
Player: TerrisH
Nation name: The Twin cities
Capital/Cities: Adtalia, Rathalos (capitol is between the two cities, see: mythos)
Position: on that small strip of land between the two seas. Red areas is the core area I want.
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History: The history of the Two cities can be found to the west. forced to migrate due to the pressures of other tribes, the marched far and wide, until they stumbled upon the current location of the cities. an area of fertile plains, and plentiful fresh water, even so close to the seas that border it. A place where the two seas reach to touch each other, separated by only a few short miles. here, between them, The tribes settled. here, they prospered and flourished, soon claiming all the land between the seas. as more and more tribes were pushed eastward, the passed through the fledgling town. Some tried to rob them. they were resisted. others decided to join them and settle down in this prosperous land. they were embraced and welcomed. but most continued on to the east to find their own lands to settle and prosper on.
Upon each shore, more and more people settled. until Two cities, Adtalia and Rathalos, were formed.

Cultural values: the culture of both cities fairly similar, though there are differences. they like large open spaces, and are friendly to strangers as long as the stranger has something they want and/or is friendly towards them in return. Swimming and archery are encouraged sports. almost every house has a totem placed outside it's front door, most often a small dragon, showing their respect towards the cities patron's.

Civilization perks: The cities defenses and military tactics reflect ther citizens love of archery. almost all male citizens are proficient with the use of the bow, and practice with it once a week, if not more. In battle, they generally refuse a straight-up fight, instead preferring to pelt their enemies with arrows, then run away. If they have a structure that can keep them out of the reach of their enemies, like a defensive wall to stand upon, even better. If they are forced into close combat, they are generally fierce in close combat, refusing to run at all unless all their foes are dead.
The cities are ruled by a king, who lives in the great palace between the cites. each city is governed by the two heirs to his throne. which city the govern alternates every other year. this is to let both cities get a feel for the two candidates over time. when the king dies, the citizens (able males) chose which of the two candidates get the throne, and which one becomes his adviser. (note, transitions are not smooth roughly 1/3 of the time)
the Cities economy is mostly Agricultural, though more and more it is begin devoted to trade and the ports of the two cities, and more and more cities appear on the coasts of the two seas. most of the trade is simply hauling cargo overland on the road between the two cities. recently, a deposit of tin has been found in a nearby Vally, though how large is undetermined.


Mythos: the most central Mythos to the cities is the tale of the Two dragons, and the great palace. will write up shortly.

Goals for Update 0:
Re-build the road between the cities and pave it with stone.
Establish a mining community to start mining the tin and to make bronze. (might just be a very small deposit though)
failed attempt to dig a canal between the cities.
build ships to trade with other cities?
 

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Player: Bombshoo

Nation name: Kingdom of Sevibriss (Sevibrissi Confederacy)

Capital/Cities:
Lasib/ Dav, Pallsim

Position: Foot of the Southern Mountains, near the coast.

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History: The nation of Sevibriss has its roots in tribes inhabiting the Ellsep Mountains. The twenty-two tribes united over the last three hundred years as a result of pressure from outside forces. The current Sevibrissi Kingdom reached its zenith under the leadership of King Hesum, about a hundred years ago, although enemy raids and an unfortunate plague have since gradually reduced the kingdom to a small coastal plain at the base of Mount Dav. In theory, the descendants of Hesum still rule the kingdom as absolute monarchs, though in practice, most of their authority is delegated to local chieftains who represent the original twenty-two tribes of the Sevibrissi nation. The current king, Nasis III, ascended to the throne about a decade ago and has broken with the tradition of his predecessors by taking a much more active role in leadership, encouraging the spread of technology, art and farming.

Cultural values: The Sevibrissi highly value honesty, hard work and above all else, family. Elders are highly revered for their wisdom and life experiences, though young males are often considered the most important members of the family do to their ability to provide. Women, especially mothers, are respected within the household as the guardian of the family’s health and happiness. Many families attempt to keep highly detailed accounts of their history, and when two Sevibrissi meet for the first time, it is not unusual for them to attempt to determine a common ancestor. While slavery exists within Sevibrissi culture, slaves are more often than not considered part of the family. If a free male remains unmarried too late into life, it is not uncommon for him to sell himself into slavery, as this is considered more socially acceptable than being without family.

Mealtimes are considered extremely important in Sevibrissi culture with the idea of the meal even transcending the food that is served. While in the times of good harvest there is virtually no limit to the amount of food served at a meal, in harsher times, all of the family is still expected to attend and engage in conversation and festivities. Once a week all the members of a particular village or town meet for what is known as the “Daipri”. In addition to being a feast, the Daipri also functions as a sort of public forum to discuss politics, religion and current events. The Daipri is traditionally presided over by a village elder, though in Lasib, this role is generally taken by the King of the Sevibriss.

The role played by the military in Sevibrissi culture varies from village to village and tribe to tribe. All villages are expected to have a small army which reports to Lasib, though many villages remain practically defenseless except in times of war. The King of the Sevibriss is traditionally expected to lead his forces into combat. Historically, the Sevibrissi are not a seafaring people, but their recent settlement on the coast has led to the creation of a small navy, funded directly by the royal treasury, to protect their growing maritime trade.

Civilization perks: The Sevibrissi can be extremely proud of their culture and heritage, and their strong oral tradition helps maintain this sense of patriotism. Though devotion to family and tribe can sometimes outweigh loyalty to the kingdom, making civil wars quite common, all of the various clans will almost certainly unify when faced with an outside threat. The distance between the monarchy, nobility and peasants is relatively minor when compared to most other societies, making uprisings from the lower class rare.

Mythos: The Sevibrissi believe that all of the world is the creation of the god Amhun. While the Sevibrissi are not exactly monotheistic, Amhum is by far the most important god, with lesser deities worshiping him just as the Sevibrissi do themselves. Amhun is generally thought to rule with an "off-hands" approach, delegating most day-to-day affairs to the literally thousands of lesser god and demi-gods of Sevibrissi mythology. The relationship between Amhun and the lesser gods has been said to mirror the relationship between the Sevibrissi King and the tribal chieftains.

Most villages have their own set of specific deities they worship, though there are a few which are common to the whole mythology. The most important major gods are Hussib, god destruction, Derem, god of mining and metal and Pelka, goddess of the home.

Mount Dav is a location of extreme in importance in Sevibrissi religion, as it is seen as the location closest to Amhun and the home of husband and wife, Derem and Pelka

Goals for Update 0: Centralize more, especially the military. Develop some mining of precious minerals in the mountains. Develop trading links across the sea to trade mined minerals.
 
OOC: a little rushed in places because I wrote this while working on some homework...

Player: North King

Nation name: Essana

Capital/Cities: Karan (capital). There are no other “cities” on the island, but on the off chance you need city names for random colonies... Tanat, Shahas, Sivam.

Position: The absurdly small island marked on the map below. Also, I'd prefer the color I have myself on that map.

History: Most modern scholars would probably relate the Essanach to the Sevibriss more than any other local culture – it seems most likely that the expansion of the latter people drove others far along the coasts, and some sought refuge on the island of Essana in the midst of the Asharal Sea (the Essanat name for said sea). Some prehistoric peoples inhabited this island before then, but they were overrun by the invaders and probably intermingled with their descendants.

Though the island was fairly barren, the domesticated animals that these early voyagers took with them quite liked their new home, and communities of shepherds and fishermen began to multiply on the island.

Disunity and isolation prevailed for much of the island's history, but after a very long, rather boring period, intrepid voyagers began to connect with the cultures on the edges of the sea, and a new, urban civilization started to flourish in the city of Karan. The ruler of Karan united the island under his rule without too much trouble, and his rule was fairly secure – few invaders would be able to land an army on their shores. Most political trouble, in fact, came from enemies within the polity. Since then, little has changed politically.

Cultural values: First of all, we have the straight up values of the civilization – generally heredity, wealth, wits, and the ability to swim.

Second, a few quick notes about various aspects of the culture:

Hundreds of caverns dot the island; these were the first dwelling places of the ancient Essanach. These caves are still used for ritual and burial purposes, but the population long ago moved to brightly painted stone dwellings that dot the island – primarily flat-roofed and well-built.

Essanach are a typically polytheistic people, believing in a multitude of deities, which, while supernatural, are all too mortal. Though they believe in an afterlife, its nature is somewhat nebulous. A number of shrines dot the island (often each village will have some sort of deity or demigod to pray to), and minor sacrifices and charms permeate daily life.

The most developed forms of art on the island are murals, sculpture (typically the stone is painted in life-like colors), and music. Of the visual arts, most pieces seem to be focused on the natural, especially the vagaries of the weather, which are always a concern in a seafaring culture such as this. The music of the island uses a variety of drums, horns, reeded instruments, and plucked strings, with well-developed harmonies and unusual rhythms. Food is a beloved subject on Essana. Lamb, fish, and kale tend to be popular in their cuisine, with native salt and imported spices being used liberally – by those who can afford it, of course. Grains are somewhat harder to come by than in more agricultural societies, but are also imported en masse. Weekly feasts can range from obligatory to extravagant.

Philosophy and science might be somewhat more developed here than elsewhere in the world; at the very least, the connections the Essanach have developed with their numerous neighbors mean they are hardly in the dark about such developments.

Inheritance is patrilineal, and as a result women are somewhat devalued in this society. On the other hand, they are usually free to do as they please. The somewhat unfortunate practice of slavery has been picked up from neighboring peoples, but there is little incentive for it on a large scale here.

Entertainment includes a bizarre sport involving the use of ball and stick, and theater both high and low.

Civilization perks: The Essanat army is really not very special, owing to the fact that the only land wars they fight are against one another. Colonies on the mainland might recruit standing armies, but they are more likely to adopt the military traditions of neighboring nations. Their navy, of course, is superb, probably among the best in the world. Speed and maneuverability are prized, as is seaworthiness – the sea around Essana is rough and unforgiving. Since galleys are less favored, and thus ramming is nonexistent, projectiles, fire, and marines tend to be the main weapons against their seaborne foes.

Essana as of now is probably governed by a monarch of some sort. The kingship is hereditary, the aristocracy as of now consists solely of the wealthy.

Of old, Essana's economy centered on herding and fishing – the island was too rocky for much farming. But the growth of nearby civilizations generated trade, and the Essanach took to the activity with gusto. Now, these revenues easily outweigh all the others. Various guilds of artisans produce finely crafted goods, but are not the focal point of the economy.

Mythos: How was the world created? The first stories are always the weightiest, and the most difficult. Perhaps we shall elaborate much later, but for now a quick summary shall suffice. The world was birthed long, long eons ago, shaped by the old gods in a long and terrible process. That world was imperfect, and thus was broken and made anew, with new gods gaining mastery over it; this process was repeated a number of times before resulting in the world as it stands today.

Goals for Update 0: Surprisingly, or perhaps unsurprisingly, I don't actually have many goals for update 0. Expansion, I could see my people settling some colonies on the coasts near the island, but honestly the colonies won't end up under the control of the island – they'll be independent, though culturally similar. So, since I won't be vomiting my color over the map, what do I expect or want? The Essanach will be merchants, using their prime position in the center of the sea to exploit trade between all the coasts. They will be philosophers and artists, informing the ideas and theories of dozens of neighboring peoples. In short, they will become important without becoming big; they will never be powerful, but they might become great.

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Nice to see quite a few spots taken. (And welcome to those who have made entries!)

I'm currently preparing for the update. Get your states in people, Update 0 will be up this Wednesday - European Wednesday to boot, so you can't mesh it together on the day. :)
 
Player: Terrance888
Nation name: Teraponia
Capital/Cities: Terapon/Huma, Kalas, Beren, Ilim
Position: Map later: Easternmost Lake in the SemiTemperate
History: Our nation's most diverse concept is its mix between its nomadic past and its growing pastoral and urban centers (ala Elam/Persia). At first they were just city states taking advantage of the fertile lakeshore, but they are constantly raided by nearby nomads. However, one nomadic tribe, which instead of destroying one such city, declared it its capital and started defending it and using it as a base to take over others. Ancient Terapon has been razed around fifteen times after this first tribe, but its strategetic location between the two rivers of the lake makes it the perfect choice location for a new victorious nomad to rebuild.
Their civilization is based on several cities based on the lakes, as well as associated tribes towards the eastern passes to keep out the wilder nomads. Over the centuries they won and lost battles, but the balance of the cities and the plains were balanced until recently. (depending if Chariots or Phalanx gets here first)
Cultural values:
Culturally, they value the freedom of a person to choose his own destiny. A city boy may request to learn to live the live of a roving nomad (and might get taught a lesson along the way), a farming child is free to seek out the city and a nomadic scion can at anytime try to make it working on, and later buying, a farm. Even though this generally DOESN'T work, some times it does. As for social structure, this freedom makes for a tough struggle for the top of the pyramid for the ambitious, which most people who can't afford some uncorruptible body guards usually avoid trying to get tangled with.
Art is generally freeflowing and crazy, although every artist must have a store of more traditional art if he or she wishes to make a living. Socially, the Nomad "Khan" has the most power, but must balance between the Mayors of the cities and their militias, and his trusty Nomads who brought him to power in the first place. More perceivable is the general support of learned and merchant classes who have the most mobility and often serve to bring news to different areas.
What can be said about your culture? Art? Social interactions? Heritage?
Civilization perks:
Our Army faces a dualism of urban militiamen and nomad skirmishers. In war the Khan generally uses his favored people's tactics more than the others.
In Politics, most go on with the middle-tier management; Precept of a city ward, Manager of an Bureau. Any higher and the chance of assassination approaches 1. Along with that meant that anyone who is in the position of a Mayor, Governer or Chieftain must watch their back if they wish to enjoy their power. Paranoia ensues.
Our Economy is founded on the trade between the nomadic and the sedentary economies.
What can be said about your military, what's special about your politics, what is your economy founded upon?
Mythos:
A mix of Greek and Persian; beast-people are heavily deemphasized in leu of sentient beasts such as great serpants, bear monks, or hare paladins. They believe that the world was created when the hypothetical unmmovable object was struck by the hypothetical unstoppable object, and the turbulence from this godly beings created the world and the first powerful gods. Gods do not have unlimited power and, compared to many other beliefs, are rather weak and can even be killed by trickery.
Of course, there are many tales told of ancient kings and chiefs, as the ebb and flow of nomads continously rejuvinates the stories told over the campfires.
What oral tales are there to be told about your civ? How was the world created? Do you believe in dragons?
Goals for Update 0: What do you wish to have happened when the BT is over? (This is a wild card and a wish, you most probably won't get your goals done.)
I want to develop either a mobile Phalanx with a the nomads then used as good skirmishers, or the development of horsebackriding/chariotry for the nomads. Then I want to start advancing across the lake and into the hills.
 
Player: Lord_Iggy

Nation name: High Kingdom of Auscen

Capital/Cities: Auscen, Thauscet, Mascauscth, Mleuscuth, Heulen

Position:

ausctuscth.png


History: The Ausctuscth are the native culture of the lower and middle reaches of the river Thaun. Originally drawn to the pleasant climate and abundant food resources, the Ausctuscth populations boomed throughout the riverine landscape, coming to develop permanent settlements, agriculture, and the early trappings of civilized society. Periodic warfare dominates the earliest history of the Thaun River civilizations, but at several points degrees of unity were maintained. Over time, a collection of cities managed to repeatedly survive these waves of destruction, each of them developing into an independent kingdom of reasonable stability. From time to time, groups of these cities would be united under a high king, but these arrangements tended to break down fairly regularly. At some points, an Ausctuscth King may rule from the Sea of Turauscth to the western fringes of the Teraupen (Teraponian) realms, while at others the river is divided into dozens of small, squabbling polities. At this point in history, the city of Auscen, leveraging its strategic position on the western edge of the Sea of Auresc, has established the largest and most stable High Kingdom seen in centuries under the rule of a man named Escthaun- however, many challengers and alliances of lesser cities stand between Auscen and Hegemony over the Thaun Waterway.

Cultural values: Our society reveres its kings, and the hierarchy that leads up to them- they are viewed as semi-divine, bearing an amount of godly ancestry. Hard work and loyalty to one's superiors are celebrated traits. Ambition is, while less openly celebrated, widespread nonetheless amongst the powerful figures of the Ausctuscth. Art is typically monumental, expressed through sculpture and stone carving.

Civilization perks: Conditioned by many years of inter-city warfare, the Ausctuscth are supremely well-suited to combat in the rolling fields and rivers of their homeland, making use of great war-barges, highly developed siege engines, massed levy infantry and elite corps of charioteers. Kings hold absolute authority over their cities, superseded only when they are subservient to a High King, who is the most powerful human along the entire Thaun River. The economy is agriculturally-dominated, with commoners farming vast tracts of riverine grassland between the cities. The cities themselves are the homes of art, pottery, metalworking, and all other manners of crafts, as well as the residences of the Kings and the elite forces of their armies.

Mythos: Many of the great cities have developed mythical founding legends at this point, most of them involving gods and their lineages amongst the mortal kings. The Ausctuscth are polytheists, worshipping a variety of gods typically associated with seasonal events, such as the the rains, the floods, harvest and droughts. Beyond these gods are a second set of gods representing War, Craftsmanship, Arts and the like. Each of these gods is typically represented by an animal, or an animal-headed human. Divine offerings are often made either in temples, or directly to the chosen animals of the specific god one wishes to revere.

Goals for Update 0: Maintain the supremacy of Auscen over the other Ausctuscth cities, expanding control over more of our neighbours whenever possible. We're acting mostly out of the glorification of our High King and Capital here, and are unlikely to war outside of the drainage basin of the river Thaun. Thus, wars with other Ausctuscth nations and the Teraupen are likely the only conflicts we're going to actively seek out.
 
The darker colour is my nation... the lighter one is the other Ausctuscth Kingdoms. I should have clarified that, and I imagine that my cultural border with Charles is ill-defined.
 
OK, I have edited my original post to include all relevant information. I am exhausted, so I hope it looks suitable to you, lj.
 
If I understand correctly, Charles Li's culture is on the northernmost uppermost lake of the river I call 'Thraun'. Again, if the area of Ausctuscth culture I proposed isn't ideal for you, then I can change. :)
 
My main culture is actually at the other side, facing the raging Nomads. Yeah, the culture mixting of nomad-civilized would over the entire lake, probably.
 
Terrance888 said:
Easternmost Lake in the SemiTemperate

That is the lake just to the right of my culture's area, which I pointedly avoided drawing my colour on.
 
Things look fine kkmo. :)

I'm currently working on writing up everyone a decent start with stats etc.

The Sevibriss/Essanach area is done. Next up is Aphaym, then Mikacoan Empire. Then I'll take Twin Cities, and then the mess that will be Auscen Majors & Minors and Teraponia. And then I'll write a little more for the update, and then we're good to go.
 
I think that the messed up Thaun River Valley is more of a continuum, with those closer to the lower reaches of the river more High Kingdom culture, and those closer to the Great Pass more affected by the nomads, with the entire thing with one underlying culture which each realm is but an iteration thereof.
 
That could work, were it not for the fact that your language and mine sound very little like each other.
 
History is filled with migrations. It is a simple explanation to two different groups coming very near each other.
 
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