MjMNES IV - A Fresh Start

more SADEMONI

As development of culture and trade pushed forward in Sademon several major influences begun to take a hold on the city.

The first major influence came from the west. Tyravusi traders quickly arrived in Sicily, buying diffrent foods and luxury goods and selling their own, Sademoni became a trade hub quickly mostly thanks to the Tyravusi hunger for foods that aren't related to the sea. Meat bought from the eastern cultures was sold to the western one. With the traders, as usual, came culture. The extremely closed minded religion of the Tyravusi was seen with two colors among the Sademoni. While the myths and gods were quickly adopted, the closed minded ideals were usually left behind. The Father of the sea quickly became the first major statewide god in Sademon and was the first to be declared as a god of all families. The devout Tyravusi did not see the semi-acceptance of their culture in a nice eye, but for now they had to deal with it. Sademon as a city-state was growing further (obviously in Sademon eyes) than Tyravus if only thanks to the cultural acceptance and much more central location.

Around the time when mother earth was showing major acceptance in Sademon a second culture striked hard. The traders of Hanakai brought many new resources and a vast new warehouse of cultural goods. Their god of life "Elexia" was united with the mother of hearth from the Tyravusi. A goddess of fertility, farming and life was accepted as the second major deity in Sademon, and she was also actually the first to receive a major temple in the center of the growing trade city. Many came to see the palace, among them many from Hanakai. Immigrants from the far away city state harbor, usually merchants that lived in both cities at times, brought with them a certain taste for the ideal of classes. While Sademon already went through a major civil unrest when the city dwellers and merchants defeated the farming communities a new one was always looming over the horizon with the merchant class quickly outgrowing the rest in pure economic power while the other hard working (luxury makers usually, who sold their wares to the merchants who sold them out in the world) citizens grew vastly in numbers and military power. While the citizens manned themselves with weapons the merchants were always on the look for outsiders to hire for protection.

All while this went by more and more influences arrived from nearby and far away. Merchant ships hired by the merchants from Tyravus, Hanakai and in vastly growing numbers from among the Raka found trade everyone. The cultures of the east had less of a striking hit into Sademon, perhaps from sheer distance but new schools of philosophy were constantly opening with every passing year. Raka influence brought Sdhedleva the daughter goddess of beauty, art, music and luxuries. It also brought in the quickly growing schools of music - both by mouth and by tools of the art.

The growing population of Raka marines in Sademon brought the city to its final destination. The population was booming beyond belief. The city had no more room for new people, yet more arrived. The number of merchants became a bit too high and competition slowly ate through their cash. The citizens begun to feel the lack of food, and rising food prices strengthened the lonely farmers, but also created a distaste for them.

Nearly 2000 years after the Sademoni tribe first begun to farm and nearly 500 years since the merchant-citizen won the class war and made the city of Sademon begin to grow from the village it used to be, slowly, but surely, the city has reached the tipping point. Whatever the Sademoni do from now will influence history forever and will spell victory or doom for the city state.
 
Have fun blending our cultures, starting religions, economic, military and social goals, main and splinter states while trying to describe the resulting awesomeness to us. :p.
Also: Lots of Bi/Tri/Quinthesitic Headed Pantheons. Gonna be fun to see how many gods the Sademons adopt or how many scholars try to unify, split, or correlate different faiths to one another. :p
All of them! That's the whole point :p
 
Luckymoose - Cyprus
Azash - Eastern India
Agent 89 - Upper Egypt
Yui108 - Northern Levant
bestrfcplayer - Greece
General_Olaf - Southern China
Kan'_Sharuminar - Southern Andes
LucyDuke - Northern Andes
Owen_Glyndwr - Western China
I'm gonna send a Visitor message to these guys, so hopefully they can post what they have already.
 
yeah this:

Luckymoose - Cyprus
Agent 89 - Upper Egypt
Yui108 - Northern Levant
bestrfcplayer - Greece

can actually cause editing to my current culture, especially greece and cyprus.
my problem is that I want to control how each of everyone influence my culture while my city state grow in the way mjm decides. and I can't since both happen through the update, so i want to make sure my finalized culture is set :p
 
Olaf lives in NZ, give him some time, he will be on here eventually.

With 29 players, not everyone will be actually active as much as some of us are, and there will be a few early dropouts. Even this early.

Back IC: I can see some major trade networks developing in this corner of the Med. I see Koyunlu hiring sailors from elsewhere as well.
 
Narmur

Narmur is a kingdom along the banks of the Nile in Upper Egypt, located slightly south of the first cataract. Originally consisting of the city of Narmur and the surrounding countryside, the kingdom was greatly expanded in 2500 B.C. by the conquests of Djoser the Great. His descendents rule the kingdom of Narmur as high-kings.

Narmur is a largely agricultural society, being located along the fertile banks of the Nile. Numerous canals, dams, and irrigation systems are used to farm lands near the river. Plentiful food has allowed the people of the area to prosper and the high-kings to grow wealthy. Over the last century or so, organized trade outside of the immediate area has begun. Trade is extensive upriver to bring home goods from Nubia, while trade downriver, although hampered by the first cataract of the Nile, has begun to increase.

While, Narmur is a polytheistic society, one god, Ashkun, has, over time, risen above the rest. He is, it could be said, both the king of gods and god of kings, for he is the patron god of the high-kings and their families. It is said that Ashkun came to Djoser the Great in a dream when he was only a minor king and promised him great wealth and power. In exchange, Djoser was to make sure that the royal family were the only ones to pray to Ashkun, and yet that all people under his rule knew that Ashkun was superior to all other gods. So it has come to be that while only the high-king and his family may pray to Ashkun, all people of Narmur know that he is the ruler of all gods and men.

The capital and only major city of Narmur as of 2000 B.C. is still the city of Narmur, once home to Djoser. The city, located along the banks of the Nile, has walls and dams to prevent it from being flooded every year. At the exact center of the city, and with all roads radiating out from it, lays the Palace of the High-Kings, which houses at its center the only temple to Ashkun in the kingdom.

While there is no formal class system in Narmurian society. While some groups have higher status than others, it is not impossible or even uncommon for people to move to higher classes. The high-king and his immediate family make up the highest class. Almost as important as the high-king are the priestesses (no male priests) of Ashkun, who are picked from birth to serve the god. By law, male members of the royal family may only marry priestesses of Ashkun, so as to keep the royal bloodline pure. Under the royal family and priestesses of Ashkun come priests of other gods, as well as government officials, both of which consist of those who are able to read and write. Under them are soldiers, then artisans and merchants, then farmers and laborers, and finally slaves.

BT Goals:

Spoiler :
1) Expand up and down the Nile to gain further farming land and support growing population.
2) Increase trade with neighboring civilizations. Use the south-blowing winds to sail up the Nile and establish regular trade in Nubia for gold, ivory, ebony, gems, and slaves. We will then be able to sail these goods down the Nile and sell them in Lower Egypt and possibly beyond.
3) Use military to assist in expansion, dealing with any resistance to new settlers from Narmur. Establish small forts at the edge of our land to protect against raids.
4) In any land conquered, strictly enforce the idea that Ashkun is superior to whatever gods they worshiped. The locals will still worship the same gods, but they must acknowledge that Ashkun is the ruler of their gods. Anyone who tries to resist this idea will be killed.
5) Work on a series of canals, @#!*% , and irrigation to expand crop output and increase the land available for farming.
 
I'm gonna send a Visitor message to these guys, so hopefully they can post what they have already.

Well, they know, and a few of them are in #fiftychat, and I have told them. So, while I appreciate you trying to help me, it's okay, you don't have to put a message on their wall. I'm guessing by the strikeouts it might already be a little late, but in the future, you don't have to. Everyone is well aware of the deadline, and if they aren't, that's their fault. But I know your intentions were good, so thanks nonetheless. :)
 
It's the channel on the razorvine server that #nes is located on, that's used mostly by OTers.
 
Jharkhand

In the mangroves of south Asia, by the three great rivers on a great peninsula, live the Jharkhandi people. Originally hunter-gatherers, they have developed significantly after discovering fishing and turning their minds to taming the waters upon which they rely. Together with the innovation of agriculture, they have grown far greater than they were in the darkness of prehistoria. Since the discovery of bronze, a stronger movement has emerged amongst the Jharkhandi, as stragglers, defiants and weaker peoples have all been put to the sword for not joining the swelling, would-be civilization.
The Jharkhandi are polytheistic, with the single beliefs in common being the existence of dedicated gods, and the foolishness of questioning another Jharkhandi's faith. The most popular gods are those of fertility and water, though the emerging military caste has their own - notably ubiquitous - deities of battle. Shrines are common only for established gods, most others being mentioned simply in thanks for daily chores.​
The Jharkhandi are a tribal society, but the heavy interaction between neighbouring tribes, together with the respect for others of the same people, aid in ideas and news spreading effectively throughout. Tribal leaders rarely remain in charge following strong failures, and many times chieftains affected by the same crises will convene to argue a solution. There is not yet a central power figure, though one could easily emerge when a man is found who could unite the chieftains. The most defining characteristics of the Jharkhandi are their determination and strong identity as "children of the rivers".
 
:hmm: what's Fiftychat?

It's the channel on the razorvine server that #nes is located on, that's used mostly by OTers.

Iggy's got it, I also am there a lot. I'm a dual citizen of #fiftychat and NESing.

Jharkhand

In the mangroves of south Asia, by the three great rivers on a great peninsula, live the Jharkhandi people. Originally hunter-gatherers, they have developed significantly after discovering fishing and turning their minds to taming the waters upon which they rely. Together with the innovation of agriculture, they have grown far greater than they were in the darkness of prehistoria. Since the discovery of bronze, a stronger movement has emerged amongst the Jharkhandi, as stragglers, defiants and weaker peoples have all been put to the sword for not joining the swelling, would-be civilization.
The Jharkhandi are polytheistic, with the single beliefs in common being the existence of dedicated gods, and the foolishness of questioning another Jharkhandi's faith. The most popular gods are those of fertility and water, though the emerging military caste has their own - notably ubiquitous - deities of battle. Shrines are common only for established gods, most others being mentioned simply in thanks for daily chores.​
The Jharkhandi are a tribal society, but the heavy interaction between neighbouring tribes, together with the respect for others of the same people, aid in ideas and news spreading effectively throughout. Tribal leaders rarely remain in charge following strong failures, and many times chieftains affected by the same crises will convene to argue a solution. There is not yet a central power figure, though one could easily emerge when a man is found who could unite the chieftains. The most defining characteristics of the Jharkhandi are their determination and strong identity as "children of the rivers".

:goodjob:
 
The Mycin Civilization

Location
Southern Andes

Brief Description
Small tribal-based society scattered around the southern Andes within the Altiplano plateau.

Culture and Society
Mycin civilization is geared towards survival of the tribe, with the scattered villages working together to combine trade and economies to ensure continued existence. To the east the villages of lake Poopo provide fish and birdlife, as well as limited canal and irrigation systems. The western villages depend more on edible plants, as well as domesticated llama’s.

Mycin villages are basic, stone-based structures designed to house large groups of families. Larger structures are limited to the more populated villages, and mainly designated to village elders or community leaders.

Art is mainly based around large stone monuments, or clay/textile works of art. The symbol of a pentagon is prevalent in such works.

Military
The Mycin military is less an organised force of soldiers, and more a well trained hunter group. Wielding axes, clubs or staffs, dedicated citizens patrol near their villages on the lookout for less than friendly creatures. Such as bears.

Economy
Most of the villages are self-sufficient, though trading between towns provides variance to individual diets, as well as exchanges of artistic items. There is currently no form of monetary system, the Mycins depend on a barter-based society.

Government
Mycin government is very loose, but there is a form of oligarchic leadership. Each village is largely self-governed, with a small group of elite citizens organising the settlements. From these select few, a leader is chosen to rule.
 
EDIT: Rewritten. No material changes, the last draft was just sloppy.

The Melalui are a peaceful mountain people whose culture is driven by a belief that man's ultimate goal is to physically ascend to the stars. A heirarchy of three levels of councils of elders governs a relatively egalitarian society.

There are three general categories of settlement. The high mountain towns northwest of Lake Titicaca are dedicated to the more refined pursuits of (this primitive) civilization, particularly the building and administration of sacred masonry towers, called lengi, that host religious ceremonies and astronomical study. Mountain towns are also home to craftspeople that create primitive fishing and farming tools. Little food is produced in mountain towns except for the guinea pig husbandry. The lowland towns are focused on agriculture and quarrying the stone used to construct the lengi. Towns on the lake's shore are primarily concerned with fishing. There are no markets or barters, "trade" is in the form of a traditional gift economy.

The class structure in society is reflected in the various towns' roles. Mountain towns, which have the highest lengi, are held in highest esteem along with the travelling architects that direct their construction. Fishing towns are populated almost exclusively by fishermen, who are considered unrefined. This attitude is shared by everyone, including the fishermen, but social customs forbid any discrimination in practice.

Physically ascending to the stars is seen as the ultimate destiny of humanity, driving the construction of the ubiquitous lengi. Religion isn't formally structured, but there are several coexisting traditions of rituals and ceremonies held in the lengi. Measuring and predicting the patterns and motions of the heavens borders on obsession, for the stars are a map as well as a destination.

Government is geriocratic with a heirarchy of councils of elders. Local councils send their eldest as representatives of their community to grand councils that meet in the mountain villages. Great pains are taken to see that the representatives travel safely. When the eldest is unable to travel, the next in line is sent, and expected to represent the will of the eldest. In theory, the eldest elders in the grand council are the most influential, however in practice the elders representing mountain villages wield the most power.

Women, tending to live longer than men, incidentally account for more of the leadership. Sex is not otherwise a major factor in the social structure. Marriage is not practiced. The Melalui are typically serial monogamists, not pairing permanently, but staying sexually exclusive for varying stretches of time. Childrens' fathers are usually known, but childrearing is mostly communal anyway. In early adolescence, some young people will leave their home village for one of the other two types, others will remain. It is uncommon for adults to relocate, aside from the travelling architects and proto-doctors.

Warfare is as yet unknown. The greatest threat to security has been the spectacled bear, which are kept at bay by confused Mise warriors armed with counting sticks. These bears are quite stupid and very easy to deter if they are noticed before they find food in the village.
 
Thank you Lucy!

I am still missing some key Eastern Mediterranean players, such as Yui's levant, luckymoose's cyprus, and bestrfcplayer's greece. Also, General_Olaf and Owen_Glyndwr's Chinese contributions. China and the Eastern Mediterranean (Egypt, Cyprus, Greece, Anatolia, and Levant) are the only portions I have not done yet. I am going to wait for a few more hours (whenever I wake basically, probably like 10 hours or so from this post) for them, and then I will have no choice but to start their locations without them. I want to wait for everyone, but I also want timely updates.

If anyone thinks I should wait indefinitely for them, please say so, but I don't think many people want that option. :p
 
Tianot


Culture and Society:

Tianotians are a patriarchal society based on small farming communities on the island of Tiano (Cyprus) that are interconnected by a centralized authority on the northern coast that acts as both a general economic center and location of the leadership. The day to day workings of the soil are fundamental to the way of life of the Tianotians, with the coming and going of the seasons being of the utmost importance in their religious and personal lives. Shepherds control large flocks of domesticated Mouflon, and as such the Mouflon has become a symbol for the people and appears on most buildings and is often stitched into clothing of wealthier citizens. Tianotians are deeply religious and as such most major construction projects are temples and sacrificial areas designed to appease the spirits of their ancestors and the world as a whole. Connected to this is it the class structure which is broken down in a priesthood and peasantry, with the king and his family being descendants of one such priestly family. The priesthood is not something that can be actively pursues by simple common folk, and is a birthright. As such the social order is rather small, with the religious class being above the commons.

Technology:

Tianotians are adapt at farming the soils of their island, as well as fishing the seas around it. As such they have very limited experience in military metallurgy and focus almost exclusively on food production. Their fishing history has lead to ample trade along the eastern Mediterranean sea and attempts by the priests to setup small temple enclaves wherever they go.

Religion:

Tianot religion is called Ossnos. Ossnos is a way of thinking that connects the human soul to the soil and the sea, and everything that both sides do effects the other. There is no worship of gods as typical polytheism, as in no god presides on a specific realm or element, ancestors instead take this role and are worshiped on a location basis, with hundreds, if not thousands, of different demigods across the island alone. There is the thought that the soil and sea are both one in the same, in that they are the spirit that nurtures humanity, and are collectively referred to as a form of higher being, but never worshiped in the singular, only as an entity. There are many virtues associated with proper living as based on the teachings of Ossnosites, most include loyalty, respect and caring for community, typical filial virtues.

Place Names:

Sgino = Capital of Tianot
Tiano = Cyprus
Lhamis = South Anatolia
Guernosi = Mediterranean Sea
 
mjm feel free to edit my nation's cultural growth at will but keeping the farmers vs. merchants+cityfolk -> city pop growth explosion from new comers -> second rise of farmers -> age of colonization.
 
Amorak

History:

The people of Amorak are a deeply spiritual but fractious people. From an original migration westwards out of Mesopotamia they originally settled in what we know as the northern Levant. In the beginning they were a small society, and gradually evolved into a dualistic leadership, split between a warlord (hereditary) and a high priest (elected by the others of his order). Eventually it came to civil war between the two factions, with the warlord's followers defeated and coming to settle south of the capital city, Kurug. In turn another war occurred between two rival claimants to the post of high priest, with the losing party again being forced to move north this time. Eventually the process repeated itself until there were four immigrant communities flung around the central metropolis of Kurugea. Eventually the great conqueror Ea unified the cities, but after the failures of his sons to maintain his domains the whole of the populace is (very) loosely governed by the Council of Five, consisting of a representative from each city. Of course each city only demands but some loyalty from the its peripherals, therefore the actual level of central control the Council of Five possesses is basically null. They do however, give a great deal of prestige to Kurug (current holder of the Council's capitol) and whichever local magnates are selected for their polis.

Religion

They believe in the fire and sky god Zee, and his sigil is the gold-on-red lightning bolt. There is a warrior priesthood dedicated to his worship through combat, but these days they are much more bark than bite. The thought is there exists a pantheon of four gods, each dedicated to patronage of his chosen peoples. The others are Gagar, Sunsed, and Izekack. There is a growing monotheist trend, but they are still regarded among most as damned heretics.
 
Can't wait for the first update Mj!
 
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