Nuke Nes IX: Genesis and Armageddon

Yer all good, both of ya, just couldn't get you in the update
 
Ut Music

Instruments more popular amongst the kiar (pleb) included one-handed clappers, drums, large harps, lyres, lutes and reeed pipes. Kiar music was typically atonal and accessible, yet quick-paced and light hearted. Heavy use of fast crescendoes and drums along with higher vocals added a certain festive feel to most musical performances, and yet could be made sombre with the simple addition of a few lower voices.


Link to video.
(if broken, search "Melechesh - Mesopotamian Music" on youtube or elsewhere.)
An example of music more popular amongst the kiar.

Rather more popular amongst the wealthy during important meetings, councils and war planning, was the "chant" stylings of Ut music. Almost always lower male voices singing or chanting in unison, unaccompanied by any instruments, without strict rhythm. Usually somber and grave; slow and serious, with lyrics describing ancient battles and the gloried tales of the past.


Link to video.
(of broken search "Gregorian Chant - "Dies Irae"" on youtube or elsewhere.)
An example of music popular amongst the wealthy for spectacular gatherings.

OOC: How do you provide fancy links and such for youtube videos? If one wanted to watch the video on this page, while still viewing this page. Even just for future reference.
 
http://www.youtube.com/watch?v=Dlr90NLDp-0
OOC: How do you provide fancy links and such for youtube videos? If one wanted to watch the video on this page, while still viewing this page. Even just for future reference.

You take everything after the "watch?v=", so in the video you posted:
http://www.youtube.com/watch?v=Dlr90NLDp-0 you take the "Dlr90NLDp-0" then put that in the
Link to video.
?wmode=opaque" frameborder="0" allowfullscreen>
>Link to video.
 
Taharnnen

In this period, the Chari-Bahart'i Federation grew more and more powerful. The two member tribes controlled almost the entire northern half of the Taharnnen lands. The southern coasts joined them when the Xi'lin, who had long been close to the Federation, joined.

Through this, a new age dawned. Beside the two remaining tribes, the Taharnnen had effectively been united as a nation - a loose nation, but still a nation.

While the Drakensberg mountains were under the control of the two independent tribes, furs and alpine fauna were still found in abundance in Tarhannen Federation (for so the new nation was named) markets. High Chief Yosh'i encouraged trade with nearby tribes, and so many tribes to the north were also brought under the Taharrnen Federation's wing.

In effect, the Taharnnen Federation extended their control almost one hundred miles up the east coast of Africa with the addition of the (non-Taharnnen) tribes of Gars'ii, Renit, Zazilti and Sartna to the Federation. The Federation now encompassed seven tribes. With the two independent tribes' close links in trade, the Taharnnen might soon be unified.

Advancements in sailing technology meant shark fishermen sailed further and further up the east coast. This led to rumours of new nations and peoples to the north - these rumours may not be as unfounded as they seem.
 
Shiba: people of Timur

Orders Turn 3:

Spoiler :
The "Voice of god" speaks of a quest to be taken.
We must search and find more stupid, weak tribes to conquer and we must use these slaves not only to sell them but to create the following structures:

- Temples: to not only worship god, and his voice but also to think and search answers for questions about the weather, tides and nature.

- Harbours: we must use our knowledge to build harbours on our islands, to make better use of our ships: like easy loading of goods.

- Barracks: we must build up our knowledge of fighting and fighting-technology

Every tribe of Shiba may decide what to do with their slaves, so has three options!

 
Culture Name: Syntian
Core Value: Honor
Location: Iberia
Aggression: 5
Expansion: 3
Cohesion: 4
Agriculture: 2
Sophistication: 1
Nation Names: Synt, Synoa, Lnoa, Lnot, Asynt, Asynot, Asynoa
City Names: Sy, Soa, Lna, Lano, Laon, Asy, Astoa
Ruler Names: Gurgn, Len, Lynoti, Asyni, Hurlis, Jrgio, Tnla
Description: Syntian culture arose from warring city states in the last millenia to the current state of solid, military backed dynasties in the central regions of Iberia. These various dynasties rule every expanding kingdoms that focus on the military defense of the people. Honor is the traditional value of these people, dedicated to the honor of their people, families and kings they are unlikely to accept humiliation or defeat very well. They have firm control over the interior of Iberia and outlying peoples are pleading loyalty to the unstoppable war machine.


Note: Centered around OTL Madrid.
 
Dominikan Orders:

Spoiler :
1. Expand NE towards Fiji/Samoa/Vanuatu area.

2. Make contact with the Shiba on Timor.

3. Continue to expand in Australia.

4. Try to build an agricultural base in NZ if possible.

5. The Dominika are finding ways to sail farther and farther. Keep advancing seafaring techs.
 
Let's shoot for a Thursday-Friday Update
 
Ill try to get them in tonight or tomorrow.
 
Spoiler Nannuk Culture Orders :

Peaceful Expansion: North African Coast, Anatolian Highlands, Shia land if their empire shatters. Sea-faring land is expanded via Pirate Coves that slowly become cities/colonies.
Civilizational Focus 1: Try to either stay Stablish, or collapse horrendously which later leaves stablish states behind.
Civilizational Focus 2: High Agriculture+High Aggression+ High expansion=Migrational waves. Warriors attack states, settlers hire boats and find new, uncluttered land to the central and western Mediterranean.


Spoiler Vanuka National Orders :

Peaceful Expansion: Anatolia Highlands
National Focus 1: Invade and destroy Cekmak, and pillage their land and take their women and children as slaves. It is IC, after all. Sell slaves to Ut, and move any excess population we have to settle colonies there.
National Focus 2: Stay stablish. With loot, peaceful expansion areas and generally lots of freedom for those who follow the few rules there are, there is no reason for the state to truely splinter, although it might become an HRE-style mess.


Spoiler Kanuka National Orders :

Peaceful Expansion: Central-Western Anatolia
National Focus 1: Some Pirates hired by Vanuka to capture Crete and Agean Islands. Do it and get the loot, slaves and women.
National Focus 2: Keep raiding and pilllaging Shia-Ut-whatever. Especially try to cut roads that connect the rest of the Empire to OTL egypt, and to conquer Lebanon where the ruins of the citadel of Dalaknu stood.
National Focus 3: Not really a national focus, but the Nannukan Homeland slowly becomes its own state that is allied with the other Nannukan states, but has its own High Chief and its own Hegemonic City. While Vanuka takes Anatolia, Kanuka the Mediterranean Colonies of Pillage, Nannuka will the the homeland taht generates generation after generation of overcrowded glory seekers. To but it in a easier fashion: Sweden=Vanuka and pillages Cekmak/Russia nearby. Norway=Kanuka and settles far off colonies to releave problems. Nannuka=Denmark and although it raids nearby, most of their aggressive fighters sign up under Vanuka or Kanuka leadership for more glorious raids.
 
Nehiimet Orders:
Spoiler :

-As we become more agricultural and sedentary we need more room for settlements; expand (violently if necessary) along the Pacific Coast and along to Columbia and Snake Rivers

-Develop basic fertilizers and crop rotation techniques
-Move away from hunting for augmenting food supplies; shift towards more settled lifestyle (fishing/whaling still acceptable)
-Set up message system (like the Inca or the pony express)
-Develop better weaving techniques
-Develop a basic written language based on character-words (like Aztec/Maya)
-Continue to develop cartography skills
-Develop calendar and study astronomy; create massive earthwork projects to map celestial events
-Expand intratribal trade now that we are more settled; use the Columbia and Snake Rivers to facilitate faster movement
 
Korowai Orders

1) Start conquering/expanding in all directions (to the west and east especially)
2) Experiment with metal/bronze working
3) Start to explore the inner parts of New Guinea
4) Build villages with the buildings being made out of mud, grass, and lumber
5) Form actual social structure (eg: shamans/story tellers, warriors, scouts, farmers/fishermen) as well as the already existent hunter gathers.
6) Start farming taro and yam whenever possible
7) Domesticate and breed pigs and chickens as a food source whenever possible
8) Dogs are being used by villages for hunting animals and protecting villages. Dogs are thus seen by the Korowai culture as sacred and highly valued.
9) Shamans are story tellers who talk about stories that have been passed down for generations to the villagers.
10) Direct Democratic Government within the village (every villager can vote) and anyone who is seen unfit for living in the village can be banished. This also includes the leader of the village. But on the flip-side anyone in the tribe can become a village leader if they get enough votes.
 
Ut Navy

Organization


Manned by about 160 men, the Ut Irahi was the Shia's response to piracy after the first Nannuk wars. The ship's size, speed and maneuverability allowed for quick encirclements and its ramming tip allowed for the quick dismemberment of enemy ships.

Irahi ships were often grouped into "packs" of 10 or more, inspiration taken from the wolves of mainland Anatolia. They would hunt the small Nannuk raiding and pirating parties or patrol the trade lanes.

Each pack was commanded by a commander known as an Ulan, Ulani plural. These Ulani would relay maneuver orders to the other ship's captains via simple semaphore. At the dock, Ulani answered to Enani or the God-Monarch, as they were considered part of the army.

Ships

Large ships known as "Irahi", literally "three oars". By design 60 feet long, 10 feet wide, and 13 feet high, but local ship builders had different designs for different purposes. The ships primarily had three levels- The first, the highest, called the quarter deck; a small platform above the main cabin at the rear of the ship. The second, the main deck, where soldiers or sailors had various duties. On this main deck at the rear of the ship, the indoor dining cabin and captain's quarters were located. And third, the lower level, where the majority of the work got done. The ship was designed such that three layers of 16 oarsmen per side. In total the ship had about 100 oarsmen. Hammocks were strung up whenever the men slept.

Armaments and Defenses

The Irahi's main line of defense and indeed offense was it's sturdy build, and it's ramming power. 100 oarsmen could propel the Irahi and it's 200 pound iron dragon-headed ramming tip at a top speed of 14 knots into opposing ships. This ramming tip would lodge itself into the enemy ship, either anchoring it to be boarded by sea Antu, or releasing it to let it sink to the bottom of the sea.

Sailors and Soldiers

Each Irahi had a crew of 130 sailors, 100 of which were strictly on oar duty, and the other 30 of which tended to kitchen duties, repairs, loading goods at port, and other duties. In addition to this, 30 sea Antu oft prowled the deck in anticipation of piracy or other ship to ship combat.

Armor and Weapons

Sailors were armed with deadly iron daggers and basically fully covering clothes. Intense sunsickness caused many a sailor's death until long clothes became mandatory.

Sea Antu functioned in the same way as the normal Antu, however without the longspear. The arrows of the sea Antu were first dipped in pitch, and then shot at the sail, food stocks, sailors, ropes, deck, what have you, of opposing ships. During ramming procedures the Antu would board the enemy ship by sliding long planks down the tip of the Irahi, and charging down them in single file.

Tactics

The mainstay of the Ut navy was the ramming tip of the Irahi, and the ease of movement that came from the 100 oarsmen, "Ahitu". The Ahitu would propel the Irahi at top speed, or ramming speed, right into an opposing ship. Depending on the ship's size, it would either just tip over, collapse in on itself, or have the Irahi's 200 pound ramming tip stuck in it.

The Irahi's crew could then reverse the ship's course, withdrawing the ramming tip and leaving an enormous gap for seawater to flood into, or the sea Antu could board the ship, kill the inhabitants (usually chained to oars as slaves) and loot what little the could, and retreat to the Irahi, at which point the ship would be left to sink.

Coastal Fortresses

As an early measure against the Nannuk raiding parties and pirating, fortresses were constructed along the coast about 50 miles apart, and then a third between the two but inland 50 miles.

Aided by the Imperial Highway, a small garrison could be launched from two directions along the coast, with a third support garrison which would arrive later, "the cavalry", as it were. This proved an effective measure against early Nannuk raids until the advent of the Irahi in the Third Age.
 
Nannuk Navy

Organization

Each Kanhi ship is manned by a single extended clan, tribe or family volunteers, seeking booty and glory for themselves. Their chiefs, known as Kanats ruled the ship as they would rule a village on land. Generally, Kanhis are based either off ports, or off giant Colonyships, Kanuks (Kanuka is the State of the Sea, Kanuks is the Villages of the Seas). Every colonyship has its own Royal Admiral, a Kanurat (Lord over the Seas) appointed from Kanu-Dalak and a small fleet of royal Kanhis. There the Pirates will pay taxes, store loot, and replenish their ammunition and food.

There are three types of raids. Single-ship raids are fast and deadly, leaving within minutes of arriving. Larger numbers of self-organzied raids are more rare, but seven a few dozen Kanhis can wipe out the nearest Garrison for a few hours of safe pillaging or take down a Wolf-pack. the last are Royal Raids, lead by a Prince of Kanu-Dalak and a Venerable Colonyship, these were originally used to reconquer Nannuka, although such heavy attacks may once again find use in the third age.


Ships
Kanhis is a mixture of the word Ka/n and Irahi. Oars (in Ut Language) of the Seas (of Nannuk Language). They are biremes who use their speed over manuverability to defeat their foes. With 20 Oars on each side, a Kanhi holds 80 Oarsmen and 20 extras to swap out. The only private area is the Keel, known as the Cellar of the Seas. There, slaves and loot will be placed, as well as any food or cargo the Kanats wish to prevent theft of. The ship is extremely narrow and short for its speed, making it a small target, more fast than nimble or tough.
757671a.jpg


The Colonyships, the Kanuks, are giant supply ships and loot carriers remnant of the Exile all those years ago. It is more a troop carrier than a fighter, but captured siege engines like Catapults are sometimes placed on top. Some are large enough to even install a rig to bodily lift other Kanhis for repairs. Their main use is troop movement, resupply points, and ranged support. Their main defense are layers of thick wood.


Battle Style
A Kanhi has two rams, a frontal, penetrating ram and a rear, spiked 'net' ram. The rear ram is used during piracy, for the barbed spikes catch within the wood of the opposing ship and allow a swarm of sailors to attack. Generally, these ships use their rear ram at high speeds to disorient and capture an enemy ship, and their frontal ram at high speed to destroy enemy Irahi.

Every single sailer on the Kanu, the Realm of the Sea, owns three weapons. A general purpose knife for eating and hidden antics. A buckler to attach on the side or tops of their ships during sea battles for basic missile defense, or worn during an assault, and a short-handled battle ax to cut enemies or tangled lines alike. In addition, each Kanhi holds extra javelins and bow/arrow supplies for those Standing Guard.

Unlike other navies, every single sailer is a fighter. When they beach everyone except a few guards rush out to battle. When they capture another ship with their rear, net-ram they all can swarm the enemy defenses. This is one advantage they have over their enemies.

Their Kanuks generally have fully armed and armored specialist Marines from Kanu-Dalak to suppliment the sailors and various captured weapons to flaunt.
 
Psion Orders
Spoiler :
The Kingdoms will concentrate on city building and developing metal and agriculture still and roads between the developing cities. Some of the remaining frontier tribes will spread out to avoid the rule of the large kingdoms and will become small city states past the current boundaries of the Kingdoms.
Actual Orders: City building, architectural development, metal working research, agriculture development, and road building.


Psion Warfare had changed drastically since its early days. Once it was based on ritual or deadly poisons. Now with the rise of the kingdoms the first miltias and true armies are developing. Most of these armies are armed with spears, axe, and javelins if wealthy. The first few coins are entering circulation. (Just to clarify when I say coins I should of said a system of organized exchange with set prices set by local governors although it was lax and rather inefficient considering the size of the kingdoms) True civilization is on the rise and the Kingdoms are becoming more powerful and but also decentralized as their champions are given land in return for their service. These champions though are not allowed to raise their own armies instead local governors appointed by the King or Twin Monarchy in the north gather troops and arm them for battle. War has not yet come to the Kingdoms instead they mostly fight resistant local tribes for control of their claimed areas.
 
Orders for Heberians
Spoiler orders :

1. Over the course of the next two hundred years the six tribes of the northern kingdom Jiel will lose their identity completely and simply become known as Hiberians
2. While the prosperous south will remain divided and stagnant, the northern kingdom will expand further into the Ganges River valley and up the Brahmanputra
3. The Heberians of the north will create a fully montheistic religion, with a set of strict religious laws and a strong belief in the divine rule of the king
4. Iron is mined and used for weapons, tools, and accessories in the north
5. Seizing the strategic advantage the Heberians invade the southern kingdom of Idrea 3 times over the course of 50 years until they are the sole remaining Heberian kingdom.
6. Religious hyms are developed and become the main style of music.
 
Spoiler :
Thralingence orders:

1. Continue to expand south via volunteers this time. Use war groups to conquer and make each already existing village/town swear allegiance to us, then have Thralingence inter marry with them.

2. When we come into contact with any major culture to the south such as the French invaders, mobilize a war party. All people of age at 15 as is traditional are to report as warriors for the army, utilizing our metal weapons and ranged weapons (slingshot/bow anyone?). They are to kill any Higelante that refuse to submit to our will, and automatically execute their leaders as is customary.

3. Find horses, armor them, tame them, and ride them into battle with spears and shields (like I said last order set and that wasnt mentioned). Do not spread them out, have them fight as a reserve unit to route the enemy when they falter or to fill any holes.

Sorry for no culture info this turn.
 
Sorry for being a little late.

Spoiler :
1. Each of the Kingdoms will continue expanding, Rilkas with its colony on China, and Sillak will establish its first colony in Japan.

2. Upon meeting Erenak, they will establish a trade route with them, bringing crops, art, and other things to them. Tribes to the north of Rilkas are know to raid and pillage some farmlands, and the Kiman will raise an army to hold them off.

3. Major focus on this time period would be the advancement of the arts, and continuing to try to build better ships to travel further out to sea.
 
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