SSNES3: Slaves and Masters

I'm sending orders tomorrow I hope.
 
Fryzer, do you need an *IggyPunch* or am I just imagining things after reading too many Eddings books? :mischief:

I might deserve one :blush: I thought I was more subtle this time, but maby not... Rereading the books now and I got sort of inspired one might say. But at least it is not total rip-off, not in the cleric sense of the word, I mean he totally steals the core of MGS
 
Hehe, I'll look up other influences... I promise! But not right now. And yes I wrote it in word and I was too tired to edit it when I posted it, and too lazy to do it now. And besides army life takes a lot of time.
 
*pff* Army life takes a lot of time?! I'll tell you what; guard duty for 24 hours takes a lot of time! I spent 3 of the last 33 hours on sleeping, and 8 of those I was standing outside, doing pretty much nothing but looking fancy in my uniform while singing/whistling discreetly when noone was around.

Anyway, enough rambling. Since I did not specify the deadline, I will now:

DEADLINE FOR BT ORDERS IN 6 HOURS! However, if you do not make it, have no fear. Your nation will not collapse, or fail to expand by default. I will simply let your nation expand as I see fit. This is more of a thing to merit those of you who actually have sent orders, as they will be able to direct their expansion and start projects whatnot.
 
The BT update shouldn't take too much time, right?
 
Chill, everyone. Will start working on the update now. I've got 11/18 "orders", and I'm happy with that. Those who didn't, better luck next time.
 
I am sorry I missed the deadline, I have been working night shift and over time (12hr shift tomorrow yay! but it isnt at night this time). I should have more time after the 20th.
 
Don't be. Resuming work on the update now.
 
Update 1: The Beginning

The aftermath of the Troubled Times that began just after the departure of the Ancients is finally clear enough to be seen without being confused by the chaos and catastrophies. A grim result it was.

Of the 56 speices enslaved by the Ancients, three went extinct during the Masters' War. 15 disappeared within the first year of New Era. 21 more did not survive the harsh and brutal competition that followed for the few resources left by the Ancients. With crops failing due to ceaseless rainfall or lack thereof, volcanic ashes blocking sunlight, temperaturic instability and razing by envious enemies, all the surviving species have at some point had to consume their dead to earn this title. These survivors have also proved to be the most intelligent and socially adept of the species, succeeding in enacting political structures for their benefit, and protection. However, the gap between species and species is deep and wide, as nearly all of them brutally slaughtered eachother to feed and strangle competition during the Troubled Times. Will they be able to reconcile and coexist peacefully, or will their newfound stability be a platform for future struggles? Only time can tell.


Crescent Bay

The Crescent Bay is dominated by lush forests to the south, and fertile plains to the north. It was originally one of the urbal centres of the Ancients, which was entirely destroyed in the Masters' War. The Bay was a result of the largest single attack made by a Link in the entire war, submerging the entire region in an instant. For this reason, the seafloor is level and shallow, allowing easy voyage and providing plenty of rainfall for the entire region, especially the south coast. Like the other cradles, the slaves flocked to this area to scavange what little food stockpiles were left in the coutryside, and afterwards, to prey on eachother. Now, five groups have risen to form nations, destined to write the first history of the Crescent Bay.

First, there is the elves of Kith'tor. These live in the southwestern forests, having established a monarchy featuring large cities situated in clearings carved in the forest. They are individually masters of their crafts, something reflected in their military: a group of elite warriors bolstered by urban militia. From their capital Katar, they have spread up and down the river, and also into the forests in the east. Scouting in the frontier and overseas has revealed the prescence of the orks.

The orks are divided in two factions. One is the Goff clan, characterized by their fierce warriors and brutish mannerism. Their brothers in the north, the Lyca are not as violent, but more organized. Their strict sense of order and structure means they every bit as dangerous in warfare as their southern kin, if not more so. The orks have spread southwards, the Lyca along the coast, the Goff toward the high mountains. Both have spotted the Kith'tor, as well as being familiar with eachother. It remains to be seen if the warlike orks will try to destroy eachother, or cooperate against the elves.

On an island east of these, the Fell-Raichi emerged. These warped humans have a strange cuture based on their own presumption that they are undead. In fact, they are not, but their physique is so vastly different from the norm of their race that they can be called a species on their own. The Fell-Raichi have so far spread to establish colonies on the mainland to their north and south. A city was founded on the root of the peninsula, destined to be a staging point for future expansion.

Lastly, there are the enigmatic and mystifying Duwandrians. their capital Freisz is located in the valley between the large lake and the northern desert. Expansion has been directed to all around the lake, and further southwards. In time, they are likely to establish contact with the orks and the fells but for now, they believe that they are the only survivors of the Troubled Times.


Moon Coast

The species of the Moon Coast have not had the same deadly competition of the other cradles. In fact, the main reason this region now shelters many of the survivors is because it was less ravaged by the Masters' War. One of the last places to be evacuated by the Ancients, the Moon Coast was the place where they gathered to make peace. As a result, the last bit of resources they had massed by never took with them was left here, providing at least some food for the abandoned slaves. However, this did not last forever, and the situation soon demanded adaption and "hunting". Now, six nations have sprung up from the four spcies in this cradle. They have settled mainly along the many rivers running through the belt of forests and the coastal plains. Sheltered by mountains to their west and east, the cradle is temperate and suited for agriculture, something that all species will benefit of. But will they be happy with this, or will "much" demand "more", huring the cradle into war and strife?

First, let us look at the island people of Ainallend. They are seafaring humans, and skilled at that. Having grasped the secrets of sailing before any other, they have vigorously expanded to settle the coastal regions of the Moon Coast, as well as the islands beyond it. Notably, they have settled a large island to the west which is believed to shelter another bay to the northwest. However, exploration in this direction has been postponed in favour of more interesting thing: other nations and other species.

The first ones to meet with the Ainallend were the Zandarians. A peaceful and rather dull nation, they have founded their capital Zardar on the west coast of the Zandar Reach, an arm of the Moonsea stretching inland toward the center of the cradle. Not much can be said about this kingdom aside for their central location, something which will drive them into cooperation and conflicts with the other nations no doubt.

To the southeast of Zandar lies the Daron Confederacy. Their infamous leader Daron I is rumored to be a descendant of the Ancients, and immortal to boot. he rules his realm with an iron fist, portraying himself as the ultimate (evil) overlord, spreading terror inland and abroad alike. The very claim that he is an Ancient One (one of his titles) has spread the rumors about him more efficiently than anything else Daron could have on his own. They have so far met with Ainallendi explorers and Zandarian traders, as well as spotted some Per scouts straying south of their land.

Speaking of which, Per'gha'eic have entered the cradle from their original desert homeland. Having crossed the eastern mountains, they have established themselves quickly. These humans, if they can be called so, are all part of a hive mind that drives them to collective effort and efficiency. This has proven both a blessing and a curse, as individual well and woe impacts the entire hive. It remains to be seen what their entry in the Moon Caost region will have of impacts on its future history.

Among those above, we also find the Snackondas. These creatures resemble reptilian humans with earthen scales all over their body. They have founded cities in their forest home, and connected them with roads. However, they are pretty reclusive, and few outsiders have seen them, let alone spoken with them. For now, the Snackondas are isolated from their neighbors, but things are likely to change as the nations expand and explore.

Lastly, we have the Anubitans. These humanoids have canine heads, and are ruled by their Godking who sits in the capital Karnetcher. They have met the Zandarians with peace, but will they continue to do so in the future? Another piece is placed on the table, and the game is ready to unfold.


River Heartlands

This cradle is dominated by humans, as it housed the largest concentration of these during the reign of the Ancients. Remarkably, the slaves of this region did not plummet completely into chaos. Rather, the humans collectively strove to exterminate the other species. It was a brutal affair, one that ended in a complete massacre when the winning humans split into factions of their own, betraying eachother and confounding their sole advantage: unity. Where the other species were banded together despite their differences, the humans were threatened by their kind as well. The vicious melee finally boiled down to numbers, something that sadly meant the humans ultimately won - and survived. Of the other species, only those that had shied away from warfare lasted to form nations; the Chiricerevic and the Eiph.

The Chiricherevic are small winged reptilians living in the mountain mass to the west. They have settled the riverlands for farming, but their cities are all mountain ayries jutting out of the rocks and crags. They are skilled artisans, building impressive complexes on sheer rock walls and tools of quality alike. They are quite protective of their homeland, and are likely to be vigilant despite their desire to trade their wares with the humans and Eiph. They are on amicable terms with the latter, as is understandable due to their history and common denominatior of being non-human.

The Eiph are located in the heart of the Heartlands, the hub of what little trade there is at this point. They are the masters of the Great Divide, having the largest navy and trade fleet in the region. The ships they call Fuste have both sails and sets of oars, enabling speedy voyage regardless of windspeed and direction. They have built three coastal cities with large ports, their capital Prahv, Kuiksilev to the west and Constiton to the east. They are likely to play a central role in the cradle's trade and economy. That is, if the humans will leave them be to do so.

Of the humans, the most noteworthy is perhaps the Kienwardum. One of the first factions to splinter from the great human "alliance", they have adopted slavery like the Ancients. The slaves are used to build palaces and other monumental buildings in the cities, as well as providing ample manpower for the crop fields. Being militarily oriented from the very beginning, they have actively strived to expand their domain by colonizing further and further out of their capital. Large ziggaurats can be found in the cities and towns, places of assemply and refuges against rampaging Zang (the slopes divert them from the top). The military is ruthlessly keeping the slaves in line, and no rebellions have started so far.

To the south, there is the Glorious Nation of Erronia, a people believing they were the real reason behind the humans' victory over the other species. They have only one major city, their capital Corran, where the King resides. This partly nomadic life has led them to spread along the main lifeline of transportation and trade - the river that runs through Corran. For now, they have contacted the Kienwardum and the Gyorna League, as well as the Eiphme who sent a delegation to them with a proposal of trade. This was well received, and despite the distance between the two, proved fruitful thanks to Eiph traders going great lengths to establish trade relations.

This trade also benefits the Gyorna League which is situated as a pitstop for ships going up and down the river to Erronia. The League is actually the last vestige of the humans' joint front. It was the heartland of their alliance, serving as the center of command for their vast but increasingly unorganized troops. After the entire front broke up and was divided in various factions, the heartland people pulled out from the war, declaring that they no longer wanted a part in it. Thus, the Gyorna League was formed, sheltered from the other species to the west by the other factions and only skirmishing with the latter to defend their own land. The old city was destroyed by a pack of Zang in the last period of the war, however, forcing the Gyorna to rebuild their capital and start anew.

A nation which also trades with the Eiph is Rothor. From their lakeside capital Osloria, they have expanded downriver towards the Great Divide. Here, they quickly met with the Eiph merchants, establishing relations with them and Gyorna as well. Like the other nations, the contact with Eiph also meant knowledge about other nations beyond the horizon. The River Heartlands is knit together by the Eiph, and is ready for diplomacy - and war.

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Sermon at the Church of the Final Judgment​

Delivered by Bishop Emal, Saint Mathod​

“…And then there was peace upon the land, but so terrible a peace as might have been war. The lands were ravaged and burned and the People scattered to the nine winds. The Ancients in their terrible glory learned the error of what they had wrought, but too late, and were banished from the world. And for a long time, the world was silent.

“But the GODS spoke unto the People, and to their leader, and his name was Haron. And THEY told Haron to take his people and travel to the southernmost limits of the land, to follow the path of the exile of the Ancients. And Haron gathered as many of the People as he could find, which was few, and they numbered no more than ten thousand. And they began the long march.

“And lo, they came upon the sea, churning and beating against the coast like a wild beast, and the People’s hearts flagged, for very near here was where the Ancients were dealt their Judgment. But Haron held his heart high, and the GODS came forth once more, and they spoke to Haron and to all the People he had gathered and reassured them that the People faced a better fate than the Judgment. And the GODS made flat the seas and calm the air and told the People to build ships to cross the seas, but individual ships, for they wre to trust in the power of the GODS to stop the waves.

“And the People did this, and they crossed the seas and came to an island. And this island they called Allend, for it was the land of the People who are the Allendi. And it was, too, on this island that the final Judgment came upon the Ancients and they were destroyed. And when Haron told the people this, they were again afeared, but the GODS showed the people the sight of the Judgment.

“And on that spot, Haron proclaimed, the people would build a great church to the glory of the GODS, who had lent them peace from the wars of the land and had brought them to the sacred place of the Judgment. And so the Church of the Final Judgment was built, stones brought from all the island. And in later years the Allendi would scatter across the isles and be disunited, but always the power of the Final Judgment brought the people together, and the realm of the Allendi, the People, the Chosen, again waxes to greatness.”



OOC: Allendyon was built around the Church of the Final Judgment.
 
Nice story, Cuiv. Although religion isn't going to play such a vital role in this NES (or so I foolishly presume), it brings the extra flavour needed to make the NES complete. :)

@Reno: The first update did not have a timeline because it was the beginning. The next update will feature years. It's likely I will make a series of eras/reckonings based on great events such as the destruction of a nation or forming of crucial alliances. In LINES II terms, it would be the Exile of Veritas, or the founding of the CRA and the equivalent. For now, the reckoning is PB for Post-Beginning. It's intentionally lame to entice you to come up with your own reckonings. :p
 
The Allendi count Years of the Judgment, since the Ancients were Judged by the GODS and destroyed. Thus, it's YJ (basically the same as PB years since the First Year of the Judgment is well-known). And I'm going to make religion a major aspect of Ainallend, so be prepared ;)

Also, I know the Ancients used their magic to escape. The Allendi believe (especially with the modern lack of magic) that the Ancients were destroyed by the GODS for their actions rather than escaping.
 
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