MNES: The Tides of Change

I am interest, will full out the template later when I have more time
 
I am uploading the climate map now, but please know that I won't have a climate map every update. Also know that it isn't nearly done, as only the cradle and immediate areas around it are done.

Nice to know there is some interest. Btw, the planet is still nameless, so whoever names it first in a story gets the honor of officially naming the planet.:goodjob:
 
Culture Name: Queki
Starting Location:
Spoiler :
startingspot.png


Society: Quekik people generally live in small villages, usually under the rule of a Chenche, or warrior-priest. Chenches are the conduit through which the gods may talk to the Queki, allowing them to tell the Quekik people how to live their lives. The Queki live their lives pleasing their Chenche, and therefore pleasing the gods. This means that two villages could have drastically different views on what the gods desire, depending on the Chenche's attitude and desires. Chenche are generally either the sons of the previous Chenche, or someone who wields enough power and influence to claim the title.


Lineage: Daughters take their mother's name, son's take their fathers. Also, a similiar tradition is followed upon the death of a parent. The daughter get's the mother's belongings, and the son get's the father's.

Values: The Queki believe obediance and faith are the most important traits. Without them the gods would become angry, and the world would decend into anarchy and chaos.

Religion(s):

Tiuhjuk: The belief that the gods communicate through the Chenche's. This is a rather broad religion though, as many Chenche's argue about which gods exist and which ones do not. There are basically as many different variations of this are there are independent groups of Queki.

Juniljuk: The belief in more of a "Heaven" than individual gods. This Heaven acts as one broad term for a supernatural power only the Chenche's can communicate with and understand. This is becoming much more popular amonst the larger groups of Queki, as it makes it easier for Chenche's to agree on what Heaven is and what it wants.


Languages: The Quekik languages are extremely numerous, each having slight variation between the others. However, most are spoken very quickly compared to other languages, few pauses occuring in a sentence. It should be noted that the sound "ee" is not part of the Quekik languages. (sorry man, I'm not too good with describing languages. :()

Mythos: The Queki rose out of the ground by the will of the gods to fashion the world to their liking. now they must work under the rule of the Chenche, shaping the world to the god's liking until it is time for them to meet the children the created out of the ground face to face.


Economic Base: Farming is the backbone of their economy, with fishing playing a small role.

Nation Names:
Jujre
Kokulen
Aseneik
Kujilhi
Lopch
Irchen
Kuhjulki

Person Names:
Metilmati Hungut
Jhugenki Hungut
Lopchknen Nikhuhe
Alquen Kibcheno
Alnesan Kibcheno
Lkuhin Nongut

Place Names:
Gungutjen (Big Plain)
Kjuilchenche (River of Holy Ones)
Kequeki (Home of People)

OTL Mix: My country would kind of resemble the Mayan and Aztec cultures, but with more squabbling between priests I guess. But that's the only real similarity I've found.
 
Very nice ND!:)

Templates completed:
Ninja Dude
Neverwonagame3
North King

Interest Indicated:
Vertinari118
Milarqui
lord_joakim
Massive Attack
conehead234
Espoir
 
W00t! I've been wanting to do a sandbox-culture NES since I started NESing.

Emitaru (adj = Emitare)
Starting Location:
Spoiler :
mneshajime.png


Society: Rather individualistic, they place more emphasis on an individual's capabilities and qualifications than on their familial (or otherwise) connections. Tribal leaders are thus generally elected by the adults of the tribe, or if the tribe is too large by a small group of elders.

Lineage: Surnames are totally unused, people rarely care what family or tribe or whatever you come from. If it is necessary to distinguish you from someone with the same name, your profession will be appended.

Values: Intelligence. (In non-human objects, aesthetics.)

Religion(s): Currently fairly animist. The stock ideas of river gods and tree spirits and the like.

Language(s): Lang info here, the proto-lang info (for the lang Emitare is descended from) is here. Writing system (to be used later) is here.

Mythos: [to be added later]

Economic Base: Mostly farming, supplemented by hunting. Some fishing in the coastal areas.

Nation Names:
Emitaru (the default name for any period when they're unified, but easily used for anyone controlling Everu)
Vömuru
Kanalhayu
Esjikaru
Maliru
Vanaleru
Lhasjivu

Person Names:
Sjiveru
Ataliru
Könaru
Anikaru
Kasazjiru

Place Names:
Everu (capital of any unified Emitaru)
Nömu
Kaljiru
Ösjüru
Kazeru

OTL Mix:
None really, it's supposed to be more unique than referencing any OTL culture could describe. (Let's hope it turns out that way.)
 
Fihn Lov
Starting Location:

startinglocation.jpg



Society: The Fihn Lov are structured into 14 families, with a male at the head, which is the elder of the family. This 'elder' is in charge of the family's functions and relationships with other families. A council governs the whole tribe, each elder is a representative on the council. This council elects a leader from the family elders for a duration of 10 years. Women have the traditional role of house keepers and baby makers.

Lineage: Descent is traced through the males, by family name.

Values: Protecting your wife, honor and bravery.

Religion(s): [to come later]

Language(s): The language is OTL russian in style and writing.

Mythos: [to come later]

Economic Base: Mining and Hunting

Nation Names:
Vo Liv
Oviv
Trilui
Pvem
Yuv
Coyuv

Person Names:
Uiv Loi Vinui
Ovep
Hivo
Khanveish
Trivoni

Place Names:
Hiov (the mountains)
Olve (the capital)

[to be extended later]

OTL Mix: Something between Russia, Scandinavian countries with a little bit of Greek thrown in
[Add anything else you want to say]
 
The War of the Curi Illpay Incident

Prologue:
"States, states, states! I'm sick of hearing about states!"
"Koganth, please-"
"I want to do a project on something other then a state! Something which blurs the line! And NOT a Nation!"
"Fine, I'll see what I can do."

Robert 666 did not exactly like his name nor his master, but as far as he could see it was the price of his master's decision to make him anthromorphic. Ah well, "theirs to do and die..."

Really, the program wasn't that accurate- at first it was, but get a holodeck simulation and add Koganth and you destroy any society and culture in no time. Hopefully a simulation would make him a bit more interested before he started the proper stuff.

He put the disc into the holodeck's drive, and sent out the instruction. He didn't actually have to, but being anthromorphic gave him irrational human emotions.

"Load World 52876928: 'Neverwonagama'...."
 
Srebigo
Starting Location:
srebigo.png

Society: A loosely-structured warrior society, composed of a variety of bands.
Lineage: Matrilineal. Men possess military authority, while women possess domestic authority. Family names do not exist, what appears to be a surname is in fact a person's mother's name.
Values: Strength, Honour, Adventure
Religion(s): Srebigans follow a loose polytheism, with gods that are represented by natural and human facets. Notable gods are Gorev, god of Mountains and Strength, Sodo, god of the Sky and Wisdom, Sadrig, goddess of life and forests, and Varag, goddess of rivers and loyalty.
Language(s): Possessing an oral tradition as opposed to a writing system, Srebigan is related to Fihn Lov, but due to a large number of vocabulary differences, is not quite mutually intelligible.
Mythos: The Srebigan people were first created in the high mountains, but have migrated southwards. Every race is born in a particular region, and is bound to it- river folk to the rivers, mountain folk to the mountains, and so on.
Economic Base: Raiding, hunting, gathering, primitive farming.
Nation Names: Srebigo, Vredigo, Ahndigo
Person Names: Vedo Gareveg, Tevgol Pvidig, Zeryeg Tevenseg
Place Names: Lake Zreva, Hreva Mountains
OTL Mix: Slavic, Germanic, Celtic, Iroquois
 
Iveriz
Starting Location: In the attachment.
Society: All of the Iveriz culture lives around the worship of Mother Earth. Although both men and women are treated as equals and both kinds may become chiefs of a tribe, women tend to be the only ones that direct the religious ceremonies, as one of them is possessed by the spirit of Mother Earth and "talks" with Her children through this vessel. Being chosen as a vessel for Mother Earth is always a great honour, and thus they are treated like royalty for a day after being possessed.
Lineage: Through their mothers, as they are believed to be representatives of the Mother Earth among humans.
Values: Respect for all life, making sure that the equilibrium of nature is held, and those things.
Religion(s): The Iveriz culture follows the Triad religion: the Mother Earth is the creator of the whole Universe. The Moon and the Sun where her first creations and her lovers, but their fighting caused Mother Earth to cast them away from her in anger (even now, the Moon and the Sun continue their fight, with the Moon winning during the night and the Sun during the day, although there are several times in which one of them manages to gain an unexpected advantage over the other (eclipses)). Distraught over the loss of her lovers, Mother Earth decided to bring birth to more children, among them humans.
Language(s): the people of Iveriz use a syllabic alphabet, composed of 95 different symbols, each of them meaning a combination of a vowel and a consonant. Special accents tell the reader which whether the vowel or the consonant goes before. The H sound is in reality no sound (Spanish H, or Mute H). The table of symbols according to the combination of consonant and vowel sound is attached.
Mythos: All humans are descendants of Mother Earth, who also gave birth to every living being in Her surface. However, not every human has seen this and has turned to false gods of gold and dirt. The Iveriz peoples have been the only ones that have seen the truth, and now they are doing their best to help others see the truth in those words, as Mother Earth has chosen them to do so.
Economic Base: Mostly, they live off what Mother Earth gives them (recollection and hunting), although there are several people that have turned to sedentarism and have started to cultivate grains and vegetables or to fishing. There is also some trade between the small Iveriz communities, but nothing very important as of yet. Recently, some have discovered metals and their potential for tool construction and such.
Nation Names: Turdeta, Lusita, Basiteta, Oreta, Veta
Person Names: Virato, Galiva, Luculi, Italico, Mikael, Taonin
Place Names: Gadiri, Taresa, Iliberi, Falica, Ilci, Ulas
OTL Mix: A combination of XVI century's Spain and the pre-Roman Iberian cultures.
 
Here is the map of where everyone is starting as of now. @NWAG3, where do you mean specifically, the lake to southwest?
cradlestartpoints.png


Also, I would extremely prefer to have at least 10 players before starting, so I may back up Update 0 a couple days if need be.:)
 
My current location isn't quite what I meant (between the rivers would be more accurate), but good enough.
 
The Inth (The People)
Starting Location: The island between the two river mouths at the south-western lake and the surrounding area. Their land is called Duhhan meaning Tree Place and is heavily wooded.
Society: Village states (I would say city states but that seems inappropriate). Each band of Inth is independent of each other band, everyone in a band is related in some way, they are extended family or clan units, they form Inth tribes. Each band can withdraw from a tribe at any time, each band can fragment at any time, they are no laws beyond tribal laws, no sanctions beyond those such as shame, exile and death. The tribes have formed in response to the development of agriculture, which allowed greater populations to form, as the population grew so too did the need for security against other Inth seeking food or people or water or other basic tribal resources. These tribes form complex alliances and agreements to fend off other groups of tribes. War is an uncommon thing in tribal societies and the Inth are no different. Raiding does not equal a declaration of war. Raiding is securing resources a tribe does not have from another tribe. Warfare is the total destruction, either by killing every last member or by killing a large proportion of the population and absorbing the rest, of another band, tribe or group of tribes. Each tribe is centred around a village and the largest and most powerful tribe, called the Hagihhinth (HA-GI-INTH see rule above. Means Killing People) control the largest village Inthkarn.
Lineage: A person must take up his band name. After that it is his or her choice as to whether they take their parents' name or tribal name.
Values: Harmony with nature
Passion and drive
Honour
Hard work
Wisdom
Religion(s): Limited Animism/Atheism. They revere the forest Duhhun. Every tree is revered, every animal is worthy of reverence, bar the Inth themselves as the Inth do not give life they take it and only Inth who heal and refuse to fight are revered. These healers are the closest the Inth have to priests. They do not engage in sacred ceremonies, no incense or sacrifice, not even of time or food. They merely respect the forest and apologise when they take fruit from its larder, they ask the pig's forgiveness even as they strike the killing blow. For now they revere their environment and live in harmony with it but for how long is uncertain
Language(s): The Inth language (Inthtagu or Inth Tongue in Inth). What is this thing you call writing?
Mythos: They have none.
Economic Base: Hunter-gather with a limited agricultural base that is growing in power and trade between tribes
Nation Names: Hagihhinth (Killing Inth), Kalihahhaninth (The wise Inth who heal) and Hasgorothinth (Savage Maimed Inth) together form a triple and dominant alliance of tribes known as the Kelgohhinth ( The Driven Inth)
Duhhith (Tree Inth) are the hunter-gather tribes.
Person Names: Kelgohhin (Driven Person or Driven One) the leader of the Kelgohhinth.
Place Names: Have mostly been included. I could make a list of village names if you wish.
OTL Mix: A mix of various native tribes and tribal cultures extant and extinct.
Other info: The Inth call the world Lanhhan meaning Big Place.
 
startingloc.gif


Ymo
Starting Location: See Map
Society: Family and status in the family are utmost importance. Inter-family marriages are a major affair, sometimes used for political or business reasons.
Lineage: Patrilineal, with a surname taken from the pater familias (typically the oldest male adult of the oldest generation). Surnames do not change over time, though the head of the family can.
Values: Family, loyalty, duty.
Religion(s): Religion combination of ancestor worship and animalism. Central is worshiping dead family heads (and thus leaders).
Language(s): Iconographic language with each syllable having no more than one vowel and two consonants (similar to RL Korean).
Mythos: [To be added Later]
Economic Base: Agricultural, Fishing, and River trade
Nation Names: Kerana, Mokkessana, Boramana (-ana ending denotes a nation).
Person Names: Tomani Mosa, Hoppari Kooman, Doonagi Baesak (Surname comes first)
Place Names: Illna River, Basok Mountains
OTL Mix: Somewhat akin to Dynastic Korea.
 


Claiming that spot. Was going to go for the lake, but...

Havalta
Starting Location: In the middle.

Society: The Havalta are quite unified; the city of Havaltai dominates (or will come to dominate) their culture; all others are subordinated to it. Havaltai itself has an unabashed oligarchy at its head, with no single man (theoretically) sticking out. Members of the oligarchy are elected by a larger council of all the nobility (Vastai), which has what is essentially no power next to their more concentrated counterpart. Nobility have no real privileges besides being in said council; any can become a noble from a certain town with the acquisition of enough wealth or prestige, and the criteria for becoming one varies from place to place. The commoners (Unai) have no real organization, of course.
Lineage: Patrilineal, though not primogeniture. People trace descent through fathers, but anyone can inherit (including women, though they are of course superceded by men as soon as they marry).
Values: Power, beauty, loyalty, lawfulness, charity, equality. Ostentatiousness, pride, and in general attempting to put onself before one’s fellow citizens is highly frowned upon.
Religion(s): Only one, this being a polytheistic religion. The “pantheon” is divided into omnipotent, cruel “gods”, and fairly powerless, but extremely clever heroes. Stories of the adventures of the heroes are popular; typically they end up outwitting the gods and winning through trickery. Rivalries between the gods are prominent, including the one that led to the creation of humans. Gods are not revered, but instead occasionally driven away by ritual.
Language(s): One of the most beautiful languages in the world, or so it is said, Havaltali is a smooth, pure language, with many more vowels than consonants. It is comparable to Finnish in this regard. Writing should be borrowed from a neighboring civilization; alphabetic would be by far the most preferable.
Mythos: The universe is filled with gods and goddesses of all kinds. The world was created from the ashes of a great conflict between them. Into the chaos that came after this conflict, many strove to control this new world. Yarna was the White God, a cruel deity who saw creation and its numerous animals and could not help but fight for it; he created mindless creatures to do his bidding. Ulami was the Grey Goddess, who also desired to take control of it; she decided to give the creatures minds of their own. But she did too well; the creatures were cleverer than she thought, and they refused to obey her command, either. Hijinks ensued; various heroes tricked the gods into leaving the new race alone, and thus came the nations of men.
Economic Base: Farming and herding (of grains and fruits and sheep, respectively) of course take up a great deal of time and energy. Trading is more lucrative, and due to the central position of Havaltai, it is practiced by a great number of the population. Craftsmanship is valued highly, of both practical goods and luxuries, but the nation produces more of the former and imports the latter.
Nation Names: Havaltai. Derivative nations could be Omora, Maki, or Gora.
Person Names: Aino, Laasila, Turi, Yamo, Saalinen
Place Names:
Cities: Van, Peks, Salo, Turi, Kula, Nappur; if the derivative nations don’t form, use them for this category as well.
Rivers: Kalvea (the one Havaltai is on), Paavali (the other major one in the cradle)
Mountains: The Tambur is the big eastern range.
Other names (villages, streams, etc.): Kedi, Plista, Ollada, Toiniska
OTL Mix: Finns, Romans, Mayans. Or entirely unrelated to any. Take your pick.

The Havalta should probably be good at engineering, astronomy, and stuff like that. I imagine that I’ll be making a legitimate calendar system as soon as I pry out of you what the specifics for the world are. Otherwise, they’re a fairly expansionistic state. Will provide more info later.
 
:)We have 9 out of the 10 needed! Current starting points:
cradlestartpoints.png

@NWAG3 and Vert, You both wanted the land between the two rivers, so if you would like to it out between yourselves who should get the spot, that would be great. T_F is to the southwest south of the rivers.

Feel free to ask any questions everybody!
 
We could just both start in the same general area. It would make things very interesting to start off with and we are playing cultures so it's feasible as well.
 
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