Nuke Nes IX: Genesis and Armageddon

To: Nanuuk
From: Yilderum I of the çekmek


Hey, who's in charge here?

I am.
No I am!​
He's a Liar
No You are!​
No You are!
They both are liars! Listen to me!​
Shut up!
Shut Up!​
I am in charge! Oof!​
Ha, nailed him with my bronze spear!
That was mine!​

Spoiler :
Please use red.
This turn, ever greater forces will cause grudging unity such as over population due to agricultural growth, the search for metals and establishment of forges, and the union of neighbors against migrating outsiders. (cohesion + 1)
This will make personal squabbles more minor, while intergrouping struggles are amphlified due to migratory forces, famine, and overpopulation. While individual courage is still emphasized in warfare, it usually occures after one formation defeats another with charges of formations (which are usually clusters... line-like or wedgelike with the chief right the yougest warriors seeking their first kill)
In addition, these pressures will force migrations out of nannuk Areas,which would be rather easy due to their warlike behavior compared to some neighbors. External tribes will expand up and down the levant while internal tribes will constantly attempt to float on 'Ocean Villages' to find other lands.(Cyrus)
 
Color: Sienna (Sienna)
Culture Name: Amanak
Core Value: Tradition
Location: Coastal areas around the Yangtze River Delta
Aggression: 1
Expansion: 2
Cohesion: 5
Agriculture: 4
Sophistication: 4
Nation Names: Erenak, Mekenae, Nashiae
City Names: Anakte, Neshka, Halkae, Neriam, Eknara
Ruler Names: Talphet Elam, Renodal Sia, Kanovah Aelan, Nerobi Ilo
Description: Amanaki culture is firmly based on the importance of unity, labor, and the restraint of one's impulses. The average Amanaki will think first of how the fruits of his or her labors can help their village and family, and lastly of how they can benefit himself of herself. Communities are highly organized, with most activities and the distribution of food being organized by the tribe or village's council. Hard work is also a highly valued trait. A strong and efficient worker can often see themselves climbing the social ladder, often earning the respect of their tribe or village. This has allowed the Amanaki to establish early urban centers and strong agriculture.

The Amanaki are somewhat socially progressive. While women are not entirely on equal footing with men socially, they are highly respected and have many more rights than in other cultures (they are not considered property, they may own property, can be placed on ruling councils and become priests, can take up jobs outside of homes). Also, slavery is looked down upon, as owning slaves is considered a sign of weakness and laziness.

Religion holds paramount importance in the life of the Amanaki. Much of the Amanaki cultural beliefs stems from the Amanaki religious beliefs. Chief among this is the belief that humanity is inherently selfish, destructive, and impulsive. Therefore, many rituals and customs have developed to control these impulses. Children are married off soon after they reach the age of maturity (12-13), to provide a healthy outlet for sexual activity. Disputes between individuals can sometimes be settled in non lethal combat, hand to hand combat. Festivals are organized to give the populace a chance to unwind and enjoy themselves.

The Amanaki religion's central "deity" is call Demanith. To call Demanith a "god" would be somewhat of a fallacy. While Demanith is believed to be a sentient entity, it has no gender, no known form, and is described in abstract terms. Demanith is somewhat of a force, with a will and mind of its own. It is considered to be the creator of everything, and is ever present. The Amanaki believe that Demanith can provide guidance and inspiration to the people, through visions and dreams.

The Amanaki people have organized themselves into a network of villages and small cities. Each of these settlements are ruled by a council of elders and younger members, with a Liashet (priest) serving as an adviser and mediator. While each of these settlements are technically independent of each other, they are united in their efforts due to a strong religious tradition that advocates unity among the people. A single Liashet-Ahai (High Priest) serves as the central authority for the Amanaki. The Liashet-Ahai serve as mediators for inter-village conflicts, with their rulings being considered law. However, they cannot establish any other laws, though their advice is held in high regard. They also serve as the spiritual leader for the whole of the Amanaki people, as they are believed to be a direct channel of communication to Demanith. No Liashet or Liashet-Ahai may hold any personal property, instead, taking a vow of poverty and humility.
 
Dominikans orders:
Spoiler :
Some Dominikans believe that they have a way to count the days and seasons using the tides of the Great Sea. They believe that they can create something called a "Kalendar" to keep track of dates. This could help the Dominikans in their quest to tame the seas.

Other Dominikans believe that they can make a chart showing the location of every Dominikan settlement on the Home Island. The art of "Map Making" has spread throughout the Dominikan Confederacy, where many believe it could be helpful.

Expansion: Sail across the Western Sea to a land some Dominikan mystics have called "The Giant Land" (aka Australia) because it is far bigger than anything that the Dominikans have seen before. A few adventurers have sailed there to try and make a circle around the Giant Land, but so far none have been successful. Some believe that they can build settlements there.

Also, some Dominikans are sailing north and northwest to other lands, to islands so exotic they have amazed everyone who goes there (aka Indonesia). The animals and plants there are so different that the Dominikans are calling it the "Strange Land". Some Dominikans believe that they can live there as well.
 
6 more orders and we might have an update tonight :D
 
Cayun orders

Spoiler :

1. Expand to Crete and other Greek islands in cooperation with the Turyli, trading with them and assisting them when they need it. The island colonies will be based mostly on fishing but also mining, trade and domestic small-scale industry.

2. Build temples throughout our kingdom/republic dedicated to our pantheon of gods, in doing so developing a strong architectural, stone-working, and metal-casting (bronze mostly but also iron) tradition.

3. expand metal-casting to include the first few foundries to pour and mold metals.
 
Masquere Orders

Spoiler :

The culture will expand south into (Italy), whether it be under the current city states or new one's are created it matters not.

The most powerful City state should try to unite all the others into one power, centralized state. (Whether that be peaceful or warlike..)
They should also improve their army to make it the best one

Trading between the city states should be increased to improve their relations to help the above be possible.
 
Hold on! I will get my orders in soon!
 
Thralingence

Okay so these orders will be fairly simple.

Expansion: Focus on expanding both north and south. Focus on militarily expanding, but once brought under our rule, bring them under our culture as well. Extend them the same rights we have ourselves, but hold them to the same responsibility as well.

Focuses:

1. Try and establish a central authority among the various factions within our culture, which will coordinate war efforts, standardize the economy, and present a united front to outsiders.

2. Create an empire to the north and south dominated by our culture.

3. This is a LOW priority, just to give an idea of what we are aiming for. Make sure we focus on agriculture, and try to capture animals so we can breed and domesticate them, especially horses for use in warfare, but also other animals for food uses.\

If we come into another culture that is organized (example would be the yellow country in brittany) then use our military might to crush whatever governments they have and force our culture upon them. Kill any that refuse to become one of us.

That should work. If we cant do as much, just focus on the first 2 focuses, and the expansion.
 
Spoiler :
1. Try to expand north long the Dnieper river. Be hesitant though. I don't want to over expand the crowns rule.

2. Work on an effective system of Monarchy. The King is by extension a God, and must be treated as such. Those that go against him will be punished. Minor Lords and Nobles should have some sort of say in governance, however, to prevent any of them feeling like their needs aren't being met. The ultimate say, comes from the king, however.

3. Cavalry, cavalry, cavalry. We are the masters of the Steppe, and the world shall know us as such. The Parthian Shot should be perfected by my soldiers, or damn well near, and simply be called the Scythe shot.

4. Start building some minor sea ports around the Crimean Peninsula. Try to trade with our southern friends as much as possible.

5. Women are to be treated as a hot commodity. After all, they keep the homes clean, the children fed, and my men more then satisfied. Their only purpose is to serve my men. They are to be treated like dirt.

6. Slavery is not only allowed, but encouraged. Slaves from new lands should be put to work in our growing port(s) and fields, while attractive slave women are to be sold for various.. er.. needs. If we have any particularly attractive ones, send them to my king. Male slaves are to be treated as non-humans. In order to prevent slave rebellions, it is entirely illegal for any slaves to be able to learn how to read or write, if we even know how ourselves, and owners are encouraged to beat and kill the slaves who aren't getting off well.
 
Turyline Orders
Spoiler :
1. Expand southerly, and easterly, towards Georgia and towards southern Anatolia. Agriculture should draw settlers to the plains in the south, and fishing should draw them eastward. The consolidation of political authority, in addition to military (see #2), should allow us to exercise some level of concerted warfare against any cultures or societies that oppose the settlement of Turylines. Tame and use horses to assist in any raiding we might undertake against said societies.

2. The further development of Turyline culture should allow for the consolidation of authority around the monarch and royal family. The rise of city-states should not deter the union of the Turyline tribes; ensure through whatever necessary means that the King remains the centralized authority of the people.

3. Send out ships bearing goods and produce and establish contact with coastal cultures in the Aegean region and along the coast of the Black Sea. Make them reliant on our agricultural produce, and develop trade relationships that will lead to alliance. If at all possible, establish settlements of some size in Greece through these means

4. Develop some kind of merchant navy. Tribal wisemen and soothsayers or what-have-you should focus on the development of some reasonably-advanced seafaring technology, allowing us to traverse the high seas towards Africa and the Levant.
 
Hi, can I join?

Culture Name: Shiba
Core Value: Honor
Location: Indonesia
Aggression: 3
Expansion: 2
Cohesion: 4
Agriculture: 2
Sophistication: 4
Nation Names: Jakarta, Borneo, Malaysia, Timor
City Names: Lumpur, Brunei, Sami, Medan, Vanimo
Ruler Names: Suharto, Susillo, Sumatrio, SuSuSu
Description: The Shiba are a daring culture. They seek the ever challenges of the sea, searching for trade, expansion or food. Ruled by god-like Monarchs who only listen to the upper-council of the "Voice-Of-God". Their way of living leaves no room for what the Shiba think of "lesser" people. They have been known to enslave these people to sell them on foreign markets.


Sample Orders for Turn two:
Culture: Shiba

Spoiler :

Priorities:

Expand the culture while searching for new land.

Find a balance between the freedoms the empires have under the rule of the "Voice-Of-God". This to create more trade between empires themselves. Let them freely chose to focus on research/expansion/development. The "Voice-Of-God" will approve empires who excel in one of these fields and reward them!

 
Update 2-Will of the Creator

From Genesis, a new world developed. No longer were the men of this world content to stare blankly and wait to die, to be delivered to their gods. No. They sought to tame this world. They entered a covenant: to learn, to seek, to create, to conquer, to destroy, and yes, one day, to be destroyed. It was the will of the Creator, the god of the gods. His guardians protested. Why prolong their own suffering? And why introduce these new creatures in this new world to the suffering they knew all too well. Why not awake the angels and let the Creator make utopia? But the Creator was firm. Man would conquer and create nations and empires, and in due course, they would bring forth the end of the world. Of course, Armageddon was far in the distance. No, this would be the age when man began to plant the seeds of his own destruction unto the body of the world.

It would be the Ut that would claim the title of the empire builders. From their forges, a new metal came forth; bronze. Sturdy and powerful, it was a key element in the success of the Ut. It mattered not that their soldiers were not fighting since birth. With their new armors and weapons, the advantages of the best soldiers were not enough. The only real challenge proved to be the Nannuk, with their mighty warriors fighting to the last. However, clever diplomacy and the advantage of bronze proved insurmountable, and the infighting of the Nannuk nearly contributed more to the downfall of the Nannuk than any Ut Charioteer. The creation of Shia-Ekur u Baku showed a great victory for the Ut. The fertile ground of their homelands let them multiply, and they found themselves lords and masters over the subjugated tribes, slaves in their own lands. The Ut made cities where they went, but attempts to make trade were unsuccessful. People flowed, soldiers to the west, slaves to the east, but the cities are mostly fortified towns, and it is quite clear, that agriculture is still the main stay of the economy. Still, the Shia is quite powerful, though it is unknown if this is the Empire that will stand the test of time.

Under the boot heel, the Nannuk groaned. It was not supposed to be this way. They were strong, they were masters of combat. How could these weaklings defeat them so thoroughly. Of course it had been their own doing. Inner fighting was far more to blame than their own military failures against these invaders. Even with the great weapons, it took twelve cycles to bring down Dalak, their leader dying not from battle, but from old age. His son had taken a ship and some warriors and found a new island; Kanuka. In a way, the conquest may have been the best thing for the Nannuk. They now have a centralized (by their standards) state, and they have the bronze that had conquered their people. Now, Kanuka is ready to strike back, and the Nannuk in the Shia have had enough being puppets and slaves in their own lands.

Çekmek is one of the few nations that remained standing. The elected monarchs still held power, and the Cayun colonize the islands of the sea, including one particularly large gem. Trade with the Nannuk eventually brought bronze to them, which they used less for war, and more for purposes of mining and agriculture. The Cayun continue to sail, and a profitable relationship may be able to be set up with the Ut as well.

The Turyli once again stood in the shadow of the Cayun. They were able to develop some colonies on islands to the south, but they did not capture any grand prizes like the Cayun. Their ships are not quite as advanced as what the Cayun have, but they are still able to make contact with nations further across the sea. Trade is doing will for the Turyli, and good relationships have been established with many tribes, though the Turyli themselves cannot supply enough agriculture for all the tribes they meet.

To the north, the Scythe have begun developing a fearsome culture. Their warriors rely heavily on cavalry, and have done well in expanding the rule of the King. Though not as complex as the Kingdoms and Republics of the south, it is undeniable that the Scythe King is the undisputed ruler of his people.

The Masquere City States continue an odd pattern of development. A city will grow and grow, until, eventually, people leave, be it fleeing from war, taxation, disagreements, whatever the case. They establish new states to the south, however, they continue to have relationships with their northern brethren. One city in particular, Auehen, has shown interest in uniting the cities into one nation, but their attempts have been fruitless. Wars are fought over trade and influence, but it seems impossible for one state to hold an advantage over any other.

The Higelante were able to expand their rule further, and some kingdoms did gain in strength and centralization, but no groundshaking events happened for the Higelante.

The Thralingence were able to continue expanding their lands to the North and to the South. Attempts to create a unified entity, be it a nation, an economy, or even an army, failed. The best that could be said for any unity is that the Thralingence preferred to fight other tribes over themselves as they expanded their “tribe” further south.

The Nehiimet truly do have an odd culture. By using a special stone found in the area, their weapons and farming became quite a bit more efficient. Attempts at domesticating elk were unsuccessful, though the expansion of agriculture was quite successful. They have been able to parlay their chiefdoms into more of a confederation, however infighting still exists, and there is no brotherhood of tribes quite yet. Still, there’s no doubt the Nehiimet have a grand future.

In the Psion, infighting was the way of the people. The northern tribes foolishly abandoned the traditional ways, and incurred the wrath and fear of the south, who united to face this threat. Eventually, the people of the north turned upon their own leaders, and they simply fractured into harmless factions. The south remained a confederacy, but a new Kingdom, Surra, has brought a new threat to the Nerzan Confederacy, and it remains to see if Surra will bring peace or war.

The isolated Dominka have taken to the seas to discover new people across the ocean barrier. They did come upon the Giant Land, which seems to stretch on to the ends of the world, and they have begun making a small presence there, though distinct from their homeland. The Dominikan have gone north, though not as far as they wanted to. They are quite confident new lands beckon them for discovery.

The Surnit continued their stable existence. The wise Kiman ordered the construction of a grand road and to build agriculture. Eventually, the Kiman died, and a new one took his place. But when he died, there was no one to take his place. Eventually, the Kimans advisors picked one of their own to be the new Kiman, solidifying the power of the Council of Advisors. Overall though, Rilkas remains a peaceful place, where a written language has been developed, and is one of the few civilizations to pass their secrets through this medium, instead of an oral tradition.

South of the Surnit, the Sienna have risen to prominence. A more communal society, the Sienna have established a small and prosperous kingdom on the basis of their work ethic and the incredible amount of food their lands have given them.

Ending generations of their nomadic lifestyle, the Yu have settled into their homes, farming, fishing, trading, and of course, fighting. The Yu are dominated by five major clans, though it’s quite clear that the clans are not permanently powerful, and on more than one occasion, an “inferior” clan has taken the mantle of a major one. Ritualistic and traditional warfare has given way to very real conflict over cities, land, and trade, and it seems the Yu may tear themselves apart, or perhaps, make themselves stronger.

The Taharnnen tribes became well known for their shark hunting. Off the coast of their lands, hunters have used primitive harpoons, and have caught a deadly target, bringing great wealth to the tribes who participate in this noble sport. They have shown themselves to be quite successful not only in the shark hunting, but in traditional fishing and farming as well.

The Abba for the most part remained stable. A new ruling dynasty has taken place, and a new system of writing and bureaucracy has been implemented, but for the most part, Abba life remains stable.

Spoiler :


Notes

-We are now at about 1500-1400 B.C., the next update will cover about 500 Years

-Nations in the Fertile Crescent, Turkey, Korea, and China are using Bronze tools and weapons. The rest of you are using various metals, except for the Americans and the Dominikans

-You cannot change your civilization points (No +1 Cohesion, No -2 Expansion +1 Aggression)

-Saying "Create Centralization" doesn't create centralization. If you are incohesive, have a low sophistication, or you are in a less developed area of the world, it's taking a bit longer to create the more centralized institutions. Be patient, it'll come.

-The Turyline, the Cayun, the Nannuk, and the Ut all have contact with each other now. As a result, I have provided very rough comparisons for them in terms of Army/Economy/Stability from 1-5 in comparisons to each other.

-Terrance, I cannot give you red, as Eltain claimed it first, and I think it’d look weird. Even Burgundy would be unacceptable, as it’d be a base color for future Ut nations.

-If anyone is interested in starting a non tradition based faith (ie; No spirits, ancestors, or traditional polytheism (Greece, Rome, Egypt)), please contact me for details, providing your faith’s background, and if I deem it appropriate for it, I will provide the stat sheet for it. I reserve the right to delay their introduction as to prevent “And in the year 200 B.C. thirty faiths sprouted up in the world”. Creating a religion is a very serious thing and should not be done lightly.

-Just because you may have lost your homeland doesn’t mean your people still aren’t there.

-Repeat instructions for Update 2 for the most part, but let me know some more stuff. How do your towns look? How do your people dress? What’s life like in general? I’ll post an example of my own, but let’s see what you guys come up with :)
 
Yay another update.
Orders.
Spoiler :
Alright. Now that the Kingdom of Surran in the south has formed it will devote itself towards exploring better agriculture and metal and building more cities. The north will unite under two co-rulers who are brothers and build their own makeshift kingdom. The Confederacy will begin to collapse in on itself leading to several city state like realms forming in its wake.
Alright True Orders: Develope Agriculture, Develope possible metal tools, Build more Cities in already controlled areas in the north and south the Confederacy will collapse and turn into a bunch of independent but strong settlements and villages.
 
Taharnnen

Taharnnen tribe in this period begins to draw closer together. Improvements in traditional agriculture and hunting, along with the quickly growing shark hunting trade, open up and feed trade routes throughout the area.
In turn, this leads to the uniting of two tribes: the Chari and Bahart'i, who are growing closer in relations and blood over the years, become one, and declare themselves to be the Chari-Bahart'i Federation.

The Xi'lin Taharnnen, along with the other two tribes, remain independent from this federation. However, the shark skin, shark meat and shark tooth trade has brought them closer to this new federation.

Shark teeth also prove to make effective arrowheads when refined. Local game birds' feathers make perfect flights, and this work towards improved ranged weapons leads to the development of an early type of recurve bow; the improved range means that hunting trips into the Drakensberg range are more fruitful. The Taharnnen attempt expansion throughout the Drakensbergs; shark skin clothing, along with the hide of the wildebeest, which the Chari-Bahart'i federation manage to domesticate, make perfect cold-weather gear. Small settlements begin to spring up through the Drakensberg ranges.
 
OOC: I wrote something up, but I lost it, so 2nd time's the charm?

Historic Flashcards
Nation: Kingdom of Kanuka
Principal Cities/Territories: Kanu-Dalak
Culture: Nannuk
Ruling Dynasty (Exile Period):Kanabmut Dynasty: Scions of Kanab
Orgins: The Nannuk is a warlike tribe which In Our Dimension is known as Isreal or Palestine. Trapped within deserts, mountains, and seas within a lush homeland, they are constantly fighting due to overpopulation and glory. Then came the Shia, who organized themselves well and began moving into Nannuk territory. The Nannuk were hopelessly outmatched: although each Nannuk may kill dozens of Shia in one on one combat, the Shia used formations which dazzled the Nannuk warriors, who at best only used shield walls and wedges. In addition, Shia ambassadors are hidden in every Nannuk Chief's hut, whispering lies and slander until they are tricked into giving the Shia their allegiance. The Nannuk tribes united too late in the face of the Shia onslaught. Their last leader, Dalak, fought from Dalnu of Dalnuka for half his life until the remaining free Nannuk, lead by his son Kanab, fled for rumors of a fertile island. Dalak died of age, and the Exile Era of Nannuka begun after the coronation of Kanab
Government: In our terms, it would be called Feudal. The Kanabmut ruled from Kanu-Dalak with a mixture of intimidation and control of resources. They held not only the original colony ships built from tall cedars but also warships tipped with bronze to destroy any other city attempting to build an harbor. They controlled the trade, the salt, and the bronze which all the other states on Kanuka depended upon. Finally, they held a large bustling city where ceremonial warfare slowly turned into the first organized 'sports', where its large population, strong walls and resource control combined together to unify the Kanukan state.
On the countryside, the Kanabmut kings mostly ignore petty squabbles between various lords, but will defend the status quo by threatening an intervention. As in their old homelands, most wars were ceremonial and over small advantages, such as certain fords, hills for strong points, fertile fields, or great pasture areas. The Kings themselves commit several ceremonial wars themselves, although sporting contests are also becoming popular as a replacement to prove virility.
Common sports are accuracy and range for ranged weapons such as slings, javelins or archers. The plow run is one which tests endurance during the spring months, and wrestling during the wet winters while sparing with various weapons are popular all year.
 
Spell check please? :)
 
Culture Name: The Almeks
Core Value: Honour
Location: The Eurasian Steppe
Aggression: 4
Expansion: 4
Cohesion: 2
Agriculture: 2
Sophistication: 3
Nation Names: Atlar Ülkesi, Kavimler Ülkesi (tribal names), Almek İmparatorluğu, At Halk Krallığı (nation names)
City Names: Kavimler Toplantı Yeri, Tanrı'ya en Yumruk, Akım Toplantısı (all these are more place names for tribal meeting points, not city names; I will provide city names when my culture is closer to producing them)
Ruler Names: Dulut, Sergel, Bayuly, Asklan
Description:

The Almeks are a proud and individualistic people of the Steppe but a rich common culture and oral history combined with a strong religion (details of which I shall PM to you later Nuclear Kid) that serve to bind them together. It is important to note that the word individualistic is perhaps being misused here as it does not refer to individuals but individual tribes. Individuals are strongly bound by both notions of honour and tradition as one would expect in a tribal society. Each tribe is a family group with patrilineal decent and quite often each tribe will dominate various smaller family groups, leading to reasonable large bodies of people. Patrilineal descent places a great emphasis on male sons, as only male sons will allow the tribe to survive, though power is actually split reasonably evenly between men and women as women dominate spiritual matters. Tribes do not necessarily live together all year round and in harder times they will quite often fragment, meeting a pre-arranged spots during the year to trade and catch up.

Their economy is a pastoral one with predatory raiding and intra-cultural and inter-cultural trading playing key roles as well. The main animal herded by the Almek and the animal which they prize above is the horse. The horse provides food in its meat, cheeses from its milk and broth from its bones, drink in its milk and blood, materials from its sinew, skin and bone. It provides transport and life across the harsh steppe and without horses the Almek could not live. Though horses are not the only animal they herd, they also herd goats, sheep, yaks and other such animals depending on their location on the steppe. They have also domesticated dogs and most tribes practice a form of falconry to further aid their hunting.

Warfare is mostly small-scale skirmishing and revolves around stealing the women and herds of other tribes. More serious disputes will lead to tribes killing as men of the other tribe as possible without trying to lose any of their own. As loss of male heirs will lead to the absolute destruction of the tribe, most tribes will capitulate after losing only a few sons. There is no ritualistic warfare amongst the tribes of the Almeks but various sporting competitions do allow slightly less lethal means of settling disputes and winning great honour for one's tribe. Honour and standing is everything and it is determined by the number and types of herds one possesses, the quality of your weapons, armour and clothing, the number of men you command in battle, the number of women in your tribe, in fact almost anything can either increase or decrease one's standing amongst the tribes. Almek warfare's purpose is thus to enhance one's own standing and wealth whilst knocking another tribe down. Warfare is conducted almost exclusively on horseback with archery playing a large role. Surprise attacks to try and catch the enemy when they are not able to mount become an excellent but risky strategy to pursue, as tactics that are too underhand will lead to a decrease in standing. Other common strategies are to force the enemy against an obstruction through which they cannot ride, this denies the enemy the mobility required to properly wage Almek warfare and at a significant disadvantage, and to dismount to fight, which might seem counter-intuitive but it is a useful strategy if the ground is in your favour as dismounted archers will fare far better against mounted archers as long as they are protected by the terrain.

OOC: Is this any good? I was originally going to found another European culture until I noticed we have no steppe cultures, which have always interested me. My description only briefly touches on the most important areas and I will expand on these in time. My religion description will be sent to you tomorrow at some point as I really need to sleep now.
 
Terrance, 'shia' means 'empire'. We are the Ut. That is libel scoff. Ut are just as good fighters if not better.
 
Ut Calendar

Origins


The Ut Calendar, originating from the "center of the world", consisted of 2 primary seasons, "Summer" and "Winter". Summer is believed to be the time when the sun god, Ra, has dominion over Enzur, the moon god. The former part of summer, when the (quite rare) ice of the previous cycle is melting, is when Ra is only just gaining supremacy over Enzur. The latter part is when Ra is in full dominion over Enzur, and flaunts his power thoughtlessly. Likewise, the former part of winter is when Enzur has only just bested Ra in combat, and is slowly gaining power. The latter part is when Enzur, again likewise, flaunts his power in Ra's face, only to start the cycle over again.

The symbolism between the two halves of the year (Summer and Winter) oft represents Enzur's somewhat antagonistic role within the greater Ut pantheon, when he does not allow his people (the Ut) to harvest foods when he has full control. Instead he hoardes them. Ra is seen as the bringer of great life, but also great hardships, as in the latter half of Summer, when the heat of the world becomes unbearable and childbirth drops.

Divisions:

One day lasts from sunrise to sunrise.

One month consists of 24 days, and is one lunar cycle, give or take. The cycle of the moon is not fully represented by this, to signify the Moon (Enzur)'s ever changing fancy in the night (and often daytime) sky. During the darkest times of the moon, Nul is worshipped, in an attempt to ward off the death of Enzur, despite his somewhat antagonistic role; the balance between Ra and Enzur has to be maintained.

One year is 15 months long. This means that one year is 360 days long.

Representation

Often portrayed in the classical "circle" style with concentric rings and columns representing "days" and "months", with the engravements of the deities along the outside representing years and every 24 years, an ut "full calendar", or "shiaz". 24 is an important number in the Ut culture and religion, harkening back to the original 24 spirits of the Gods before the creation of time, and the 24 cities that created the first "Shia" in living memory.

mayan_calendar.gif
 
Yu Culture orders
Spoiler :
1: Attempt to unify the Yu religion after one particularly vicious battle where many died, hallowing the ground, then one "supposedly" rose alive again after, to survey his death and the death of civilization. Thus will develop the appointment of those whom survive intense battles to positions of near-stardom. While they are not worshipped specifically, they will be reckoned as great beacons of religion, when the dead rose or survived.

2: There are better farming grounds up the river. Expansion of the culture to these places, along with our settlements and agriculture, could be a very good thing. Make it so.
 
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