Pre-NinNES I: Antinquity Broken

Oh, I forgot discipline.

Alba Longa: 45%

Veneti: 32%
 
Player/Nation : Halauni
Leader Name: Valamir the Longface
Background of Leader: The Alans have long been peaceful people who would have roamed the vast green pastures. Their domesticated herds had enough to graze on, while the occasional boar and deer were gifted by the gods for celebration and feast. In the year of the great storm, the gods decided that the time for peace and tranquil was over. There appeared men from foreign lands who spoke a strange tongue.
While the men showed a great deal of interest in our fine horses, they weren't too civilized to have a trade. Our men were killed, our women and children taken away forcibly. Longface made a sacrifice to the war god Triglav. The priest announced that the god had removed his golden bind folds and spoken about how our people must be avenged. Each able bodied man would have to be provided a horse and we would return their sins a thousand fold.
Horses were tamed from the great pastured to the north. A thousand men with spears and bows had been readied. The first raid "the raid across the mountains" had taken a full summer, but when the men returned, they were laden with gold, and most importantly, the head of the chief whose men had committed the atrocities.
A drinking goblet made out of the chiefs skull was presented to head prophet, who ordered a thousand such goblets to be made out of the various chiefs, to be presented to Triglav, for that the punishment that the wicked men must accept. And so our raids continue..
Capitol: Alagir
 
Player/Nation: DrSeward/Thuringians
Leader Name: Wulfaz
Background: Finally the people saw the river made of silver meandering through the hilly landscape of the southern lands. The Thuringians undergone a perilous journey far from the north to flee from the icy grip of the frost giants and the spears of enemy tribes, but now they found a place they deemed worthy to live. First they had to battle long against the strange people living here before them, but in the end they were victorious. So Wulfaz, chief of the Thuringians commanded his tribe to settle at the hills near the river, where they could look far and find an abundance of game. Hulniset he called the place, where he build his hall and Donawō the river, which flowed beneath.
Capitol: Hulniset
 
Finally someone took a more developed nation.

Heruli Stats:

Spoiler :

bonefang/Halauni
Leader: Valamir the Longface
Capitol: Alagir
EP: 5/7
TP: 0/0
Political Unity: Medium
Army: 6 raider infantry, 4 slingers, 12 horsemen
Navy: none
Discipline: 40%
Natural Resources: Your area has an abundance of horses, honey, and deer. Copper is available in your area. Horses are available in your area. Timber is available in your area.
Total Bonuses: +1 mobility for mounted units. Positive stability effects are slightly more effective. Negative stability effects are slightly less effective. Advanced copper unit training enabled. Mounted unit training enabled. Advanced naval unit training enabled.
Reduced relations with the Mezoscat people for the raids, but an additional 5 EP in bank to start.


Troy Stats:

Spoiler :

Gem Hound/Troy
Leader: Priam
Capitol: Troy
EP: 0/36
TP: 0/1
Political Unity: Very Stable
Army: 25 Spearmen, 10 Swordsmen, 10 Archers, 8 Light Calvary, 1 Ram.
Navy: 10 Triremes, 2 Cogs, 2 Ram Ships
Discipline: 58%
Natural Resources: Your nation has an abundance of copper, marble, and stone. Copper is available in your area. Horses are available in your area. Timber is not available in your area.
Total Bonuses: +1 attack and defense for melee units. +1 EP per turn. +2 to all defensive sieges. Advanced copper unit construction is enabled. Mounted unit construction is enabled.
Boosted relations with Alba Longa due to Aeneas. Horrible relations with all Greek city-states.


Thuringians Stats:

Spoiler :

DrSeward/Thuringians
Leader: Wulfaz
Capitol: Hulniset
EP: 4/9
TP: 0/0
Political Unity: Stable
Army: 22 raider infantry, 10 slingers, 2 horsemen
Navy: N/A
Discipline: 38%
Natural Resources: Your area has an abundance of deer, timber, and wheat. Copper is not available in our area. Horses are not available in your area. Timber is available in your area.
Total Benefits: Negative stability events are less effective. All siege weapons have +1 attack, all boats have +1 defense and mobility. Advanced naval construction enabled.
+4 starting EP from looting previous tribe.
 
About 100 years actually.

Soon enough that the Greeks and Trojans are still at each others throats, though the Trojan war ended quite some time ago.

You may wish to change your leader, though you could also just make him Priam II or III.
 
Player/Nation : Halauni
Leader Name: Valamir the Longface
Background of Leader: The Alans have long been peaceful people who would have roamed the vast green pastures. Their domesticated herds had enough to graze on, while the occasional boar and deer were gifted by the gods for celebration and feast. In the year of the great storm, the gods decided that the time for peace and tranquil was over. There appeared men from foreign lands who spoke a strange tongue.
While the men showed a great deal of interest in our fine horses, they weren't too civilized to have a trade. Our men were killed, our women and children taken away forcibly. Longface made a sacrifice to the war god Triglav. The priest announced that the god had removed his golden bind folds and spoken about how our people must be avenged. Each able bodied man would have to be provided a horse and we would return their sins a thousand fold.
Horses were tamed from the great pastured to the north. A thousand men with spears and bows had been readied. The first raid "the raid across the mountains" had taken a full summer, but when the men returned, they were laden with gold, and most importantly, the head of the chief whose men had committed the atrocities.
A drinking goblet made out of the chiefs skull was presented to head prophet, who ordered a thousand such goblets to be made out of the various chiefs, to be presented to Triglav, for that the punishment that the wicked men must accept. And so our raids continue..
Capitol: Alagir

I'm sorry, but could you please try to improve the historicity of your nation? At least please maintain a consistent culture throughout. I apologize for this nitpicking, but having a linguistic background does certain things to someone's personality, and this is one of them.
 
About 100 years actually.

Soon enough that the Greeks and Trojans are still at each others throats, though the Trojan war ended quite some time ago.

You may wish to change your leader, though you could also just make him Priam II or III.
I'll go with Priam III, Son of Priam II, Son of Paris, Son of Priam.
 
Done.
 
I would prefer to have at least three more players before we begin this NES.

Either way, I am going to most likely start this Thurs, and make the first deadline the following Friday, the 31st.
 
Christos200/Kingdom of Macedonia
Leader: Alexander I
Capital: Pella
Background:

Although the South Greeks were civilized and had created their own states, the Macedonians were a Nomadic people divided in many tribes. During a war between two tribes, the Argeans and the Edessians, King Perdeas II of the Argeans was killed. His son, the 18 years old Alexander, took the throne. He re-organized his Kingdom and after 15 years of constant warfare he managed to unite all tribes in one Macedonian Kingdom.
 
Christos, I need a short background of how Alexander came to power, or who he is.

He can't be Alexander the Great, as he was about 600-700 years later.

Also, capitol.
 
edited my post.
 
Macedonia Stats:

Spoiler :

christos200/Macedonia
Leader: Alexander I
Capitol: Pella
EP: 0/13
TP: 0/0
Political Unity: Stable
Army: 26 raider infantry, 4 slingers, 14 horsemen
Navy: 4 galleys
Discipline: 43%
Natural Resources: Your area has an abundance of horses, silver, and stone. Copper is available in your area. Horses are available in your area. Timber is not available in your area.
Total Benefits: + 1 mobility for mounted units, +2 EP per turn, + 2 to all defensive sieges. Advanced copper unit training enabled. Mounted unit training enabled.
 
I'd like to join in as Phoenicia.

Player/Nation: mythmonster2/Phoenicia
Leader Name: King Abibaal
Background of Leader: (OOC note: Carthage's founding is actually dated around 814 BC. However, since this is an alt-timeline, I'll just roll with what you've put up there and work it into the story of this leader, since not much is known about him at all.)
The city of Tyre was rich and bountiful. Situated on an island, and made nigh inaccessible with tall walls, all knew that Tyre was one of the best ports in the eastern Mediterranean. None knew this better than King Abibaal, ruler of Tyre. It was under his rule that his city became the most influential out of all the Phoenician city-states. For one of the few times in history, the Phoenicians were united. And with this unity came power. Phoenicia was an economic powerhouse, and all this wealth had to go somewhere. King Abibaal began the Phoenician colonies, mainly on Cyprus. But one colony would become famous. The colony of Carthage. With all of Phoenicia's and its colony's wealth, King Abibaal is now prepared to lead Phoenicia into a new age.
Capitol: Tyre (On the map, I can't tell if the area of Tyre is owned by Phoenicia or Egypt. I'm obviously assuming it's Phoenicia.)
 
@ DrSeward-

Slightly changed it, I'll post Update 0 and the real thread on the 29th, Wed.

EDIT: I was bored, so... Thread

I'll try to keep the deadlines on Wed. so that everyone has time on the weekends to think and act, and finish diplo/orders before the last minute.

Also, I will always update ASAP, so if everyone sends orders early, the update comes early. Also, the deadlines are going to be harshly enforced. I'll only give an extra 12-24 hrs. if over half of the people miss the deadline, and after that, it's closed.

@mythmonster2-

I gave Phoenicia Carthage for two reasons:

1. I wanted them (Player or NPC) to expand logically into N. Africa.

2. I didn't want Phoenicia to be a minor power. Weaker than the others perhaps, but still major.

Also, I'l move your borders slightly farther south, as Phoenicia is indeed supposed to have Tyre, though Egypt should have the southern levant, such as Jerusalem.

Phoenicia Stats:

Spoiler :

mythmonster2/Phoenicia
Leader: King Abibaal
Capitol: Tyre
EP: 0/28
TP: 0/1
Political Unity: Stable
Army: 26 Spearmen, 5 Swordsmen, 12 Archers, 4 Horsemen
Navy: 16 Triremes, 10 Cogs, 6 Ram Ships, 2 Fire Ships
Discipline: 51%
Natural Resources: Your nation has an abundance of fish, marble, and ivory. Copper is available in your area. Horses are not available in your area. Timber is available in your area.
Total Benefits: Negative stability events are slightly less effective. +2 EP per turn. (Unknown). Advanced copper unit training enabled. Advanced naval training enabled.
Due to trade metropolis, all nations that start out "civilized" have a very slight boost to relations with Phoenicia.


Note: This is part of the advancing warfare tech and whatnot, the "Unknown" benefit for ivory. What it means is that your people have elephants, they know they are dangerous, but they don't yet know how to make use of that danger for themselves.

Similar benefits will show up when your people discover something such as iron or greek fire.
 
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