Ssnes3:

Well, you will have to "impress" your subjects (and enemies) so that they do not write off the claim as bollocks, then. In any case, welcome.
 
Nation: Fell-Raichi
Ruler/Player: Ivan III
Major Cities: Goorlah
Population: To be determined by me
Government: Despotism
Economy: 2/0/0
Army: 3,000 Infantry (UU is Lich- Commanders for the armies)
Navy: 5 ships
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The conglomeration of all that was left over from the End of the Ancients, the Fell-Raichi are impure, undead beings. They can be killed through conventional means, but their lifespans last centuries upon centuries. Being blind, they rely on their hightened sense of smell to find their enemies. They are exceedingly strong, and follow orders well, but they lack a great deal of creativity and ingenuity.

Ivan III came to power, because he was one of the few of the Fell-Raichi who was exponentially stronger, and more clever than the rest. The most powerful Lich in the entire Fell-Raichi society, he has what all his subjects lack. He is slow and methodical, yet cunning enough to quickly dispatch needed orders. He rules with an iron fist, because he is able to give the people what they need.

They are not xenophobic, as many would assume, but they are tough to get along with, and, as a result, have a great deal of inbreeding within their society.

They speak and write a form of simplified Cyrillic, but favor more physical labor to a career of knowledge.


The Fell-Raichi follow this body type.


An interpretive drawing of Ivan III (Drawn by his Second In Command, the talented Piukolo II)
 
Hmmm, interesting - if this was a magic NES. I'm sorry, but the Ancients never had any power over life and death, and most certainly did not create undeads. Even if they did, they would revert to lifeless flesh again once the Ancients left Magnamund. You will have to come up with some new idea...
 
Nation: Ainallend
Ruler/Player: Eliandrin I/Cuivienen
Major Cities: Allendyon[1]
Population: TBD
Government: Appointed Monarchy[2]
Economy: 1/1/0
Army: 2000 Infantry
Navy: 10 Ships
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: Ainallend is a nation of humans, and of the more prosperous such nations. The Allendi people settled a string of islands off the coast of the mainland many centuries ago, and the waters separating them from the mainland kept the tribes safe from many of the ravages of the world. Because they were spared the worst of the chaos of the world, the Allendi hold themselves to be favored by the Gods, not by their virtue, but by chance. It is therefore their goal to live up to the mercy of their Gods and establish the most perfect realm. The tribes inhabiting the easternmost of the Allendin islands have recently united and built a great city, Allendyon, to be the capital of their glorious empire. Additionally, they have united behind a line of monarchs, formerly the chieftains of the most powerful tribe. While a monarchy, Ainallend has retained some aspects of a chieftanate, notably that each monarch appints a successor, rarely his or her own child. The other Allendi do not yet acknowledge the rule of the Kings and Queens in Allendyon, but it is considered only a matter of time by most.[3]


[1]Location on the previous thread; southeastern island in the cradle on the upper right.
[2]The monarch appoints his or her successor. There is no tradition of familial inheritance.
[3]Just boring old humans. I tried to give a bit of historical background, though, and some grounding for the religion. The tale of crossing the straits will obviously factor heavily into their mythology given its impact on their society.
 
Hmmm, interesting - if this was a magic NES. I'm sorry, but the Ancients never had any power over life and death, and most certainly did not create undeads. Even if they did, they would revert to lifeless flesh again once the Ancients left Magnamund. You will have to come up with some new idea...

Then humans that ACT undead, as Iggy said. There could be some sort of psycological reason for it, such as mental instability within the country.
 
Nation: The Malakh
Ruler/Player: The Council /The Strategos
Major Cities: Kisseel
Population:
Government: Oligarchy
Economy: 1/1/0
Army: 2000 Cherubim (UU: The military caste consisting of heavy infantry, 1 eco=500)
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description:

Physical Description: The Malakhim (pl. form of Malakh) are of humanoid shape with wings, which extend from the shoulder area. These wings are not used for flying, but exist as part of the mating ritual. The normal color of the wings are a whitish hue, but during mating season the feathers turn gold to indicate sexual readiness. Sexually, they are simultaneous hermaphrodites, though self-impregnation is impossible. Malakhim tend towards extraordinarily long lives, if no outside force (such as accidental death, murder, or deadly disease) acts upon them.

Societal Description: The Malakhim are structured into a flexible caste system where the castes are divided along labor lines. The ruling caste governs federally through a council and regionally in the government form of local custom. Culturally, the Malakhim can be described as an artist-race with every object being aesthetical as well as functional. As such, artists are highly regarded in Malakh culture.

History: The Malakh’s home culture was an artistic one of peace. When the Ancients arrived, some of them appreciated the aesthetic beauty the Malakh’s produced, and thus enslaved them in order to provide beauty to the “cultured” among the Ancients. Thus it became fashionable to have Malakh musicians playing at every feast, Malakh painters decorate their houses, and Malakh poets writing odes to their patrons. Because of their beautiful wings, the Malakh’s were even prized as live-action sculptures whereby they would be freezed into place by an Ancient and scattered around the house as sculptures. As the Malakh’s were one of the last races to be enslaved by the Ancients before their last war, the Malakh fad among the Ancients had not yet died down before they self-destructed. As their master’s grip loosened because of the Last War, many Malakhim fled to form their own culture, free from the Ancients. These early settlements almost all failed, as the Malakhim had no tradition of warfare and thus were easy prey for more warlike roving bands that prowled about in the power vacuum the Ancients left. However, as the Malakhim continually fled before these roving bands, they eventually adapted, a warrior caste, called the Cherubim, arising among them. Protected by these warriors, the Malakh eventually settled down, founding their capital Kisseel and beginning to rebuild their race.
 
Nation: Snackonda
Ruler/Player: Branissa/Fryzer
Major Cities: New Snackonda
Population:
Government: Elective Monarchy
Economy: 1/1/0
Army: 3000 Infantery, 300 Cavalery
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description:

In the last war of the Ancients a stray spell hit a group of humans. Electric interference altered the spell so that the targets were not killed but changed. A new Race was born. The New race retained their human form, but their skin changed colors. Like the chameleons they had multicolored skin that made them able to blend into the environment of the jungle. Bearing a vauge resemblence to reptiles, the snake in particular, they withdrew to the deep forrests to build their civilization, far from the interference of humans and others.

They only had one problem, the lack of men. Only 1 out of 5 births were male. As a result marrige never gained much recognition among them, sex was as natural as having a meal and more often than not soldiers were women and not men. The hot climate in the southern jungels made wearing clothes burdensome, so thin silk clothes quickly became the fashion in the lands of Snackonda.

The ruler of the empire was alwas a women, only known as the Empress. When the end of her reign became clear, she would choose her successor from among the female children. This child would be put into training until the day she turns 18. Then she was ready to ascend the throne and the previous Empress was demoted and executed. No real nobility existed, there was no royal family. The Empress has supreem power, but no Empress no matter how great can rule without her advisors. They are: The Minister of Defense, The Minister of Trade, The Minister of Culture and Education and her Generals.

<b>Location:</b> Relatively deep in the southern jungles

OOC: I will try to make each and every update, and SS please PM me when you start preupdating.
 
Great! Three more players! I need your location, Strategos. @Tycoon: OK, you're in! :)
 
I have five players so far; Cuivienen, Carmen, Fryzer, Tycoon and Lord_Iggy. I'm waiting for a complete nation template from: Andis, Kal, Cleric, Azash and Dreadnought. Also, Thlayli is on hold for a couple of updates. I think I can still take a few more players, and there are bound to be more late joiners such as Thlayli. Perfect.
 
Nation: Rothor
Ruler/Player: Graf Tervel/Reno
Major Cities: Osloria* (Capital)
Population: To be determined by me
Government: Absolute Monarchy
Economy: 2/0/0
Army: 2000 Infantry 600 cavalry
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The humans of Rothor have, ever since being enslaved by the Ancients, been used by the Ancients to farm food for the Ancients and the lands of Rothor thus developed into a rich breadbasket for the Ancients. Even though the land and its people did suffer horrible during the war. After the Ancients left, Rothor has begun to rebuild itself under the leadership of Graf** Tervel.

*Pronounced Oslooria.
** German for Count (aristocratic title)

I ask that I be placed here:

Rothor.png
 
I am overstretching myself abit, but many of the NESes I am in at present are going too slow, and I do have a nice idea for this one...

---

"But one man to that tree sends another
With a glance that, imperious, burns,
And the poor slave sets out on his journey
And at dawn with the poison returns."
- Aleksandr Sergeyevich Pushkin, "Anchar".

"The worst tyrant is the former slave."

(Just some inspirational quotes for you ;) )

Nation: Kienwardum
Ruler/Player: Great Lord Abzu I
Major Cities: Wussurubabu
Population: To be determined by the Steak-who-is-Silver
Government: Military Aristocracy Kingship
Economy: 1/1/0
Army: 2000 infantry, 300 cavalry
Navy: 5 ships
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: Taken from a breed of humans of a distant world in the early days of the War of the Ancients, the Endi and the Wardi were perhaps once the same people; but that seems hard to believe now. Having made it through all the tribulations, the less numerous Endi have mastered the arts of war and rule, and, some say, attained divine favour, and enslaved those who are now kalled the Wardi - Slaves. The Endi, or the Enwardi (Slave Lords) as they were now known, amassed in their hands immense power, defeated all rebellions, and with competent use of slave labour have already built Wussurubabu and the empire of the Land of the Slave Lords (Kienwardum). Now, however, a new generation of Slave Lords thirsts for war, glory and more slaves; the old one, including the Great Lord Abzu I, retreats into senility; other empires are rising in the greater world; and there are discontent whisperings amongst the Wardi once more...

Place me where you will, but prefferably somewhere like OTL southern Mesopatamia (if you haven't noticed it yet, the language at least is Sumerian-based).
 
Done. Reno, you're a bit too close to carmen, so I have moved you to the inland cradle. You start next to the lake in the northeastern corner, on the north side. Don't worry, it's a better place to start then the one you previously selected.
 
Done. Reno, you're a bit too close to carmen, so I have moved you to the inland cradle. You start next to the lake in the northeastern corner, on the north side. Don't worry, it's a better place to start then the one you previously selected.

Alright with that then.

How soon will you be needing orders?
 
Nation: Ork Klan Goff
Ruler/Player: Ghazghkull Mag Uruk Thraka / Cleric
Major Cities: Urk
Population: To be determined by me
Government: Tribal Warband
Economy: Pick either 1/1/0 or 2/0/0
Army: 3000 Slugga Boyz, ??? Squiggoths (Large green quadruped monsters, think of them as war elephants)
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: Orks are green skinned and are extraordinarily strong and tough and are naturally good fighters. They can withstand immense punishment but most orks are thickheaded and stupid. Thus the progress of ork "teknologee" is slow paced, as there is a very small number of Brain Boyz, orks with a rational and intelligent mind that still borderlines on insanity like most orks. Orks believe in two gods - Gork and Mork- Gork being the god of cunning brutality; and Mork being the god of brutal cunning (the subtle distinction being that one hits you when you're not looking at him, the other hits you hard when you are). Ork behavior is dominated by the Waaagh!, a psychic field they generate that affects the Ork psyche, as it allows Orks to instinctively recognise who is 'bigga' and therefore in charge. These Waaaghs are a cross between holy crusade, looting party and pub crawl, with a bit of genocide thrown in for good measure. Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss, who is larger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight &#8212; any enemy. In a summary, Orks are extremly bruttish, insane(by human standars) and violent beings, best being left alone.
-------------------
Start me somewhere in da jungle, but not near dem freaky snackonda womanz.
 
Welcome aboard, Cleric! And this was actually meant to be the preview thread... I will open a new one when the actual NES starts, which will be when I get my wireless modem. I just ordered it today, and I will receive a confirmation together with delivery info in a few days. If I'm lucky, I will know when the modem arrives today or tomorrow. Since I will be away the entire next week on field exercise, I hope I do. Or I'll have to wait 'til Friday.
 
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