Pre NWolfNES III

Yes. Though now the mountains look a little too much like the seas for my taste.

I was fiddling around with layers.

These somewhat better to describe most hilly regions?

freshstart.png


or this:

freshstart.png


I could try non glowing mountains too...

Edit:
How long should turns be? I was imagining 100 years for starting turns, would that be too long? Too short?
 
Why the river moved away from the lake in the south-west? It made sense something fills the lake, now there is just... a lake...

Make tiny deltas for rivers.

And maybe more brown for mountains?
 
Ah... I don't know what kind of culture to place on such a beautiful map.

I like the second one due to less "ARG COLOR HOLE" at the center of the hills. If they are mountains, maybe you can accentuate the snowline as the peaks?

Also: TINY DELTAS FOR THE WIN.
 
I agree about the lake to the southwest -- and hard to say if the southernmost river makes sense without seeing its origin. This might help you. (the first paragraph, at least) There are other sites to help you, findable via a Google search or something.

I like the style of your map, and more importantly, it looks like an interesting cradle.
 
I'd suggest connecting the two lakes in the center of the map somehow, I think it makes slightly more sense.
Also, I like the second map better.
 
So in. :D

Q'orok
Starting Location: On the southern edge of the eastern sea
Society: The Q'orok are an established, semi-tribal culture (tribal units tend to be composed of about five hundred to a thousnd people) based on trade. Those with the ability to deal with other tribes usually rise to high positions and lead delegations to the entirely trade-based meets occurring about once every season, rotating through the major Q'orok villages. The Q'orok are primarily matriarchal and inheritance is primarily awarded to the eldest daughter, although men are allowed to hold high positions if they prove the most suitable. This is rare, however, as the women are usually considered to naturally have more of the needed skills. The Qorok keep few slaves - some villages keep none - and any child of a slave is free and a full member of the Q'orok. Slavery is only used as a punishment, for crimes such as large-scale theft and some forms of murder.
Lineage: One's ancestors are traced through the female line. Successful ancestors can be of assistance in gaining a high position in one's tribe, although the primary factor in this tends to be skill in diplomacy and bartering. Respectable success in trade is basically guaranteed to get you a place in the tribal inner council.
Values: People skills are valued above all else, although the wealthy are, naturally, considered to have had some success and therefore achieve higher standing.
Religion: The Q'orok worship a trio of gods, the god of nature *Rill*, the god of the past *Nostor* and the goddess of luck, who is revered to the point that her name is never mentioned, and few even know it. War is considered unnecessary and wrong, and the Q'orok avoid it at almost all costs.
Past: The Q'orok became sedentary about three hundred years ago, having previously been a number of ethnically linked nomadic groups of traders travelling the cradle. Their society has been the same way since time immemorial, and nobody really knows where it came from - it is considered to work well, though, and so has undergone very few changes since the Q'orok settled.
Economic Base: One does what they can, and every effort is taken to ensure a reasonable standard of life for each member of the tribe; in short, the tribal unit is a commune.
Nation Names: Q'orok-Nostor, Q'orok-Rill, Q'orok-She (as a stand-in for the luck goddess), Jirnuk, Niyir, Tara, Hiski
Person Names: Da Nerrif (male), Cana Tak Bersa (female), Esria Torna (female), Istar Wani (either), Debren Res (male), Melle Ren Isska (female), Inneda Asda (female), Nostorin Fes (male), Qara Nas (either). Switch around first/last names to make other names if you want.
Place Names: Nostora, Rillken, Hiskim, Resa, Mekkel, Vis, Brase, Xaran, Q'oros, Sarda, Wirik
 
Nation name: Kanoris, Adjective: Kanor (singular), Kanori (plural)
Starting Location: On the coast of the southwestern sea where the rivers meet.
Society: For the leadership, there is a king. When the king dies, the country's nobles elect a new king, but it can only be from males descended from the former King. If there are no males, the new king can be picked from any males related to the former King by blood. The next rank, Nobles, rule over a certain area, though their laws can be vetoed by the King. Nobles are picked in whatever way the area picked a ruler before they were unified by the Kanori, which ranges from voting to hereditary rule to a duel to the death. A person can become a slave as a punishment, or as captured people from other nations. It is hereditary, but if a "ronakid" (heroic deed) is performed and judged by the noble or owner, the slave will be freed.
Lineage: The Kanori do not have an official caste system beyond the Nobles, but the children generally get a social status based on their parents, and rich families stay rich by passing on their riches to their children.
Values: The Kanori value riches and loyalty to the King. Most people are neutral about war, and will not attack unprovoked, but it doesn't take much to provoke them.
Religion(s): When the original Kanori came to the valley and conquered the much more numerous, but less advanced inhabitants, the Toruni, they brought with them their god, Kanorin, the "god of all that is." However, the original inhabitants had two gods, Attulud, the god of Order, and Goranul, the god of Chaos. Eventually, the other two gods assimilated into Kanori society, and the two original gods are worshiped by all as slightly lesser gods.
Past: The Toruni were conquered by Kanorid the Conqueror and his hordes, and won with his advanced technology. However, fearing that there may be an uprising a few generations later, he crowned himself King, but let the original leaders of the Tanori tribes become Nobles of their respective areas. The descendants of his trusted Hordesmen became the rich-but-not-Noble class, and together they built the great city of Kanoris.
Economic Base: Though people try to be self-sustainable, with every self-respecting family owning at least a garden, one can generally get a job with rich people or Nobles, doing something that slaves are considered to lowly to do. There is a currency, the Konores, made out of bronze and silver.
Nation Names: Kanorin, Attulud, Goranul, (gods), Kanorid (founder), Tanoris, Tanor, Tanori (original tribes of the area)
Person Names: Kanoral, Kanorlund, Kanorit, Kanorak, Kanorod (male), Kanoraled, Kanorlunded, Kanorited, Kanoraked, Kanoroded (female)
Place Names: Kanoris (city) Daga Kanorat (larger nearby river) Dalid Kanorat (smaller nearby river), Kanorav (sea), Kanorog (the World)

Yeah, my first NES. :D
 
Starting Location: In the valley of the hill range to the SE (haven't read all other starting positions, will relocate if taken)
Society: Matriachal society dominated by a Shamaness. Children tend to follow in the trades of their parents. Men are hunter/gatherers/farmers, while the women lead, create crafts, weapons and tools.
Lineage: Strong family ties. Inheiritance follows from mother to daughter, with the eldest taking half, then the next daughter taking half of what remains, etc. The last 'half' is given as tribute to the Shamaness. The men are judged by how much food they bring in, and the most prolific hunters may take multiple wives, just as the richest women may take multiple men. Marriages are not permanent, and any children are the wards of the mother alone.

Values: Deeply spiritual, they view crafting as a holy art. The perfection of a single task is considered a life well spent. They are highly specialized.
Religion(s): Totemic pantheism. Any created object is both a symbol of a God, and a God in itself. The act of creation is perfomed in gratitude for having been created. The greatest sin imaginable is to live without making. They have no qualms about selling their crafts, but they retain the best examples for themselves.

Past: We were formed of the hills and valleys, and are created in their image. That is why women are more holy than men. We have lived in these hills since the sun made the moon. Once the ore was found and we could make our gods real, we settled and made contact with the barbarians of the plains
Economic Base: Trade is the major driver of the economy. Our totems, tools, and weapons are not many, but they are the finest in all creation. The menfolk hunt for meat and tend the plants, for all they create is temporary, and the divinity drains out like water on a gravel bed.
Nation Names: Freyja, The Freyjar, Freyjarii
Person Names: Helmen, Rothar, Camdir, Marntok, Prombra, Aalthanya, Prootar
Place Names: Marten, Holmgren, Fretah, Barnst, Pollack, Kandinst

If this is half as good as NWolf 1, we're in for a ride [/shameless plug]
 
It depends what's your plan. Do you want us to waddle in the early bronze age abit? Then keep it 100 years (about 5-15 turns) or 50 (10-30 turns) years or so each turn. If you want us to advance quickly, or spread our culture a lot to start, (or maybe, that's the prenes leading to early bronze age?) then steal N3K's timeline: it's rather good, although like all BTs, vague with that happens during that time.
 
Ah'La (trans. - people of the water)
Starting Location: Mouth of the river flowing into the eastern sea

Society: Ah'La society is based around familiar groupings known as Jhorum (lit. - 'Boats'). An average Jhor is made up of 4-6 families who traditionally co-own a vessel and co-habit a shared dwelling. Jhorum that do not work on water will usually have a shared asset such as a farm or trade to tie them together.
There are no strictly defined gender roles in Ah'La society, as a rule every member of a Jhor is expected to be proficient in all day-to-day tasks, although men tend to do the physical work. Women are able to assume any role in society they wish to, the only duty they are really required to do is nurse infants and even that is not necessary if another woman in the same Jhor is also nursing and willing to assist.
Although there is no prohibition against marrying within one's Jhor (with the exception of marriage to a blood relative) most weddings are between members of different Jhorum. There are no hard and fast rules as to whether the husband or wife should move between the Jhorum but it is traditional for the receiving Jhor to compensate the other for the loss of a valued member. In some cases both partners will leave their Jhor and establish a new one.
Authority among the Ah'La, both in indivudal Jhor and society as a whole, is gained by respect alone. Anyone who gains a reputation for wisdom, skill and fairness can expect to achieve a position of leadership regardless of age, gender or parentage.

Lineage: Parentage is less important than the prestige of ones Jhor. Sailors are more respected than landbound Ah'La with similar assets but individual actions are more the real societal measure.

Values: The Ah'La value community above all else. As a society based around seafaring they know the importance of teamwork and fairness.
Religion(s): Animist. They view the spirits of the waters - the Ah'Sten - as the greatest spirits, seeing as them as both givers of life and bringers of death. Most revered of all is the Ah'Ki-Sten, the Great Spirit of the Water who has dominion over all streams and rivers and all lakes, seas and oceans that cover the world and the spirits that dwell therein. Other important spirits are the Kam'Sten (spirits of the winds) and the Polam'Sten (spirits of the fishes)

Past: The Ah'La were once a nomadic people sailing the coasts and rivers of the world. According to their legends a storm wrecked their jhorum on the shore they now inhabit, forcing them to settle while they repaired their vessels. Once the vessels were repaired many decided they were happy living on the shore and remained. Even those who took back to the waters found it comforting to have a place to return so the Ah'La as a culture, if not every individual member, became a settled people.
Economic Base: Fishing and sea/river trade are the most common economic activities of the Ah'La. Agriculture is becoming increasingly common and specialist trades are beginning to emerge.
Nation Names: Ki-Ah'La (lit. People of the Great Water [Sea]), Bes-Ah'La (lit. People of the Running Water [River]), Het-Ah'La (lit. People of the Flat Water [Lake]), Kethum'La (lit. People of the Islands)
Person Names, Male: Jolka, Hitha, Kol, Metna, Linaa, Neret
Person Names, Female: Honi, Foral, Gethi, Voro, Biari, Sitri
Place Names: Lek Ki-Ah (sea), Lek Bes-Ah (river), Ki-Keth (large island), Ki-Keth'An-Ta (causeway to the large island), Ah'La'Ki-Ken (city)
Basic Language Notes:
Adjectives are prefixed to their subject with a dash (ex. Ki-Ah = Great Water)
Subjects of possessive staments are suffixed with an apostrophe (ex Ah'La = People of the Water)
Pluralisation is accomplished by adding -m (if the singular ends in a vowel sound) or -um (if it ends with a consonant) (ex. ka [wind] -> kam [winds], jhor [boat] -> jhorum [boats])
Ki-Keth'An-Ta = Narrow Road of the Great Island
Ah'La'Ki-Ken = Great Dwelling of the People of the Water
 
Code:
Encoded quick-reviews of your cultures, this section is mostly for joke and to show that I've (at very least glanced) seen your cultures. I'll be more detailed and less generic in NES thread once it launches (hopefully tommorrow :D )

Rivers will stay like they are. consider this that each river is pretty large and helluva long - think mississsipi or nile and think... very wide.

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Optical
Q'orok
Code:
Matriarchial traders, where one can rise from dust and become the crown jewel of society on skills, dedication and selfish behavior. Lets hope that the leaders or the councils will not become too selfish.

MoreEpicThanYou
Welcome to NESing I'm not that good moderator, I'm slow and sluggish and English is not my native tongue, so, I'm not the best moderator to be the Mod for First NES. I'd also recommend you to N3S - it has a very friendly moderator and that NES is also in same genre (just has had many updates)

Starting Location: On the coast of the southwestern sea where the rivers meet.
I don't understand your starting location. I did try tho. Anyways, you can always choose a new one and this is just a Pre-NES (planning and development) for a real NES thread (so a lot can change).
variations.jpg

Any of these your starting location?

Is Kanoris OK as Culture name or do you wish to use a different name (there will, most likely, be more than several nations with same culture.

Code:
Deeply traditional elected monarchies of Kanoris, where ones blood and parents matter often more than ones wisdom, knowledge and skill. I can see where that can lead.


hbar
Culture name: ?
Code:
Crafting matriarchs who are guided by Shamanesses on goal to create future. Men, The Temperory creators, who create and provide tools and susitance to women. A culture where marriage is not holy and partners can vary. Can it survive and thrive or will it go the way of the Amazons?

filli noctus
Ah'La
Code:
A culture of several families living close together and can lead to a lot of internal pickering and love-triangles, but Ah'la have survived in this world. They have thrived thanks to cooperation and teamwork. Their leaders are fair and just and can come from any group of society. Let's just hope that they won't come from the sewers, or they might take the society down with them?


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Sorry if I was a bit unclear, it's at the red circle.

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I'd prefer "Kanor" as the culture name, and "Kanoris" as the name of the great city at the mouth of the two rivers. Also, skill does matter in the elective monarchy, as the Nobles can pick the most skilled one.

Also, if I haven't made this obvious, most nouns should begin with "Kanor".
 

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Not 100% Done, but I'll post this anyway and edit later due to me having to leave soon.

The Jadkaraia

Starting Location: Straddling the two peninsulas in the western sea

Society: Jadkarai society is one of bloodlines. Each family belongs to a clan, each clan consisting of between five and thirty Higher families who marry amongst each other, with a single ruling family of the clan. Each family has a single male head of the house. Although this is typically the eldest surviving adult male, in has become common practice in recent times to retire from that position before death. Each clan holds dominion over a single larger political entity, and within that each family within the clan has its own land, pledging allegiance to the ruling family. There are many Commoner families under the rule of the Higher clansmen; these are not factored in.

The Jadkarai will not enslave a member of their own kind. Non-Jadkarai who have been captured by Jadkarai raiders or warriors face a life of slavery, but children of a Jadkarai and a non-Jadkarai are born free. Speaking of raiders and warriors, the Jadkarai's warlike nature has begun to be focused on the lands around them; to a Higher, leading a successful raid is seen as a great honor. Being on the coast, the Jadkarai are adept sailors. Metals have also begun to see use, mostly in the form of tools or weapons.

Lineage: Jadkarai society has two levels of families: Higher and Commoner. Higher families are the "nobles;" they are the ruling Jadkarai. Somewhere between one and five percent of all families are Higher. That does not mean Highers and Commoners are forever separated; in fact, to become Higher, a member of the family must commit an act of valor or bravery, and then the ruling family of the clan that holds dominion over their land may bestow the honor of being Higher on that family. Commoners are those that are not Higher; most are farmers or fishermen, but there is a growing number that practice a trade or are merchants. While patriarchal families are the most common, there are rare cases of matriarchs.

Values: The Jadkaraia value honor above all. Duels are an accepted part of life. If a family member has done a bad deed, (s)he can be disowned. The same applies for entire families; in rare cases, a Higher family can have its rank stripped by their clan ruling family. Being disowned is considered the worst possible status among the Jadkaraia. Loyalty is also important; loyalty to your family and your clan. A good death is desirable after a noble life; thus, euthanasia is commonplace in Jadkarai society. While learning and reason are not as important as honor or loyalty, many Higher do become scholars.

Religion(s): The Jadkaraia do not believe in "gods" per se; they believe that there is an underlying entity behind the universe, which they call Jivana, and that that entity manifests itself in all physical objects, seeing all. Jivana is not a being; rather, it is an all-seeing force, which can be tapped into. This entity naturally judges the actions of sentient souls, and as such the Jadkaraia believe in Dustaya, which we would call karma.
The Jadkaraia believe that this earth, which they call Visvada, is only one world in a long cycle of worlds; in fact, it is the seventh world, out of fifteen. The first in this cycle of worlds is a paradise called Modala, where souls can flow outside the confines of a body. However, Jivana has punished Modala for corruption, and Modala is dying. To reach salvation in the final world, another paradise called Konaya, souls must endure thirteen lives, all lived nobly, confined within human bodies. If at death, Jivana decides that one has lived nobly, he may pass to the next world in the sequence. If not, then one is reborn in the same world. One never remembers anything about his or her previous temporal life.

Past: The Jadkarai have tannish skin, and look almost like Arabs, Maghrebs, or Indians, but closest to Arabs - dark tan skin, dark brown or black hair. They believe that they have not always lived along the shore of the sea - according to legend, the first Jadkarai came from the eastlands eons ago. They believe that Jivana drew them to where they currently live, and the sea. Other than that, not much is known.

Economic Base: Depending on where one lives, much of the economy is based on farming or fishing. It is no longer subsistence agriculture/fishing in most parts; now there is a growing number of Jadkarai who do other things in life. Jadkarai artisans and tradesmen pass on their craft via a form of apprenticeship.

Nation Names: Bhumi, Niru, Benki, Gali, Nirmala, Mara, Kabbina
Person Names: Dhanvada, Cannanbilla, Yadav, Kamath, Kundu, Murthy, Bulusu
Place Names: Devalaya, Sagara, Parvata, Akasa, Sthala, Kare, Kadu
 
Sorry if I was a bit unclear, it's at the red circle.

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I'd prefer "Kanor" as the culture name, and "Kanoris" as the name of the great city at the mouth of the two rivers. Also, skill does matter in the elective monarchy, as the Nobles can pick the most skilled one.

Also, if I haven't made this obvious, most nouns should begin with "Kanor".

It was probably my sleepy mistake, sorry for that. Misunderstood term "Southwestern", I'll hope you'll forgive me

filli_noctus said:
For the sale of clarity I would describe them as multi-family households.
Out of interest - do all families live in separate houses or do they share house(s)? Also do families live in multi-family households in towns just like in (tiny) villages or are towns separate, maybe for loner families? (just asking to understand culture better)

Not 100% Done, but I'll post this anyway and edit later due to me having to leave soon.

The Jadkaraia

Starting Location: Straddling the two peninsulas in the western sea

Society: Jadkarai society is one of bloodlines. Each family belongs to a clan, each clan consisting of between five and thirty Higher families who marry amongst each other, with a single ruling family of the clan. Each family has a single male head of the house. Although this is typically the eldest surviving adult male, in has become common practice in recent times to retire from that position before death. Each clan holds dominion over a single larger political entity, and within that each family within the clan has its own land, pledging allegiance to the ruling family. There are many Commoner families under the rule of the Higher clansmen; these are not factored in.

The Jadkarai will not enslave a member of their own kind. Non-Jadkarai who have been captured by Jadkarai raiders or warriors face a life of slavery, but children of a Jadkarai and a non-Jadkarai are born free. Speaking of raiders and warriors, the Jadkarai's warlike nature has begun to be focused on the lands around them; to a Higher, leading a successful raid is seen as a great honor. Being on the coast, the Jadkarai are adept sailors. Metals have also begun to see use, mostly in the form of tools or weapons.

Lineage: Jadkarai society has two levels of families: Higher and Commoner. Higher families are the "nobles;" they are the ruling Jadkarai. Somewhere between one and five percent of all families are Higher. That does not mean Highers and Commoners are forever separated; in fact, to become Higher, a member of the family must commit an act of valor or bravery, and then the ruling family of the clan that holds dominion over their land may bestow the honor of being Higher on that family. Commoners are those that are not Higher; most are farmers or fishermen, but there is a growing number that practice a trade or are merchants. While patriarchal families are the most common, there are rare cases of matriarchs.

Values: The Jadkaraia value honor above all. Duels are an accepted part of life. If a family member has done a bad deed, (s)he can be disowned. The same applies for entire families; in rare cases, a Higher family can have its rank stripped by their clan ruling family. Being disowned is considered the worst possible status among the Jadkaraia. Loyalty is also important; loyalty to your family and your clan. A good death is desirable after a noble life; thus, euthanasia is commonplace in Jadkarai society. While learning and reason are not as important as honor or loyalty, many Higher do become scholars.

Religion(s): The Jadkaraia do not believe in "gods" per se; they believe that there is an underlying entity behind the universe, which they call Jivana, and that that entity manifests itself in all physical objects, seeing all. This entity naturally judges the actions of sentient souls, and as such the Jadkaraia believe in Dustaya, which we would call karma.
The Jadkaraia believe that this earth, which they call Visvada, is only one world in a long cycle of worlds; in fact, it is the seventh world, out of fifteen. The first in this cycle of worlds is a paradise called Modala, where souls can flow outside the confines of a body. However, Jivana has punished Modala for corruption, and Modala is dying. To reach salvation in the final world, another paradise called Konaya, souls must endure thirteen lives, all lived nobly, confined within human bodies. If at death, Jivana decides that one has lived nobly, he may pass to the next world in the sequence. If not, then one is reborn in the same world. One never remembers anything about his or her previous temporal life.

Past: [Under construction]

Economic Base: Depending on where one lives, much of the economy is based on farming or fishing. It is no longer subsistence agriculture/fishing in most parts; now there is a growing number of Jadkarai who do other things in life. Jadkarai artisans and tradesmen pass on their craft via a form of apprenticeship.

Nation Names: [Under construction]
Person Names: [Under construction]
Place Names: [Under construction]
(y)
 
Jhorum tend to cohabit in a single house, although larger Jhor may be spread over a number of neighbouring houses. There is nothing preventing the component families of a Jhor living seperately but it is considered strange and a sign that the Jhor may break apart. Regardless of the size of the settlement the majority of the population will live with their Jhor.
 
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