Ssnes3:

location: The spot in the middle of the River cradle where there are 3 harbors. My capital is in the center of the 3

Nation: Eiphme
Ruler/Player: Grand Exalted Adjudicator Krito I/ Swissempire
Major Cities: Prahv
Population: To be determined by me
Government: Totalitarian Kyrtocracy
Economy: 1/1/0
Army: 1000 Vehm, 600 Torii Hussars
Navy: 5 Fuste
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The nation of Eiphme is the nation of the Eiph. The Eiph are a proud people. They have a blue-hued skin and are from 7 1/2 to 8 feet tall. They are an elegant race that enjoys the arts and is very subservient to authority and the power of law. Under the ancients they were employed as butlers, sculptors, messangers, and scribes(though they were given many a menial task too) In the wake of the Ancients leaving, the anarchy that broke out scared them. They created a large judicial system who's head was the Grand Exalted Adjudicator, prime justice of the High Triple Justicary. The other two judges on the high justicary are the Commissionar Lord and the Seneschal Lord. They are now a nation ruled by justices and law. They live a very urban life, much perfering their cities to countryside.

Finished my template, hope i can get the spot i reserved. Pictures of my race below:)
 

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The Duwandrians are an enigma unto us all.

Best description ever. ;)

No it's a completely different ripoff.

Yes, for one thing its an utterly shameless one. You didn't even bother rephrasing anything. :p
 
Yes, for one thing its an utterly shameless one. You didn't even bother rephrasing anything. :p

I dont need to because it fits perfectly!
 
Nation: Nation: Zandar
Ruler/Player: Reth/RemThe
Major Cities: Zardar
Population:
Government: Monarchy
Economy: 1/1/0
Army: 4000 Infantery
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description:

coming (i think you might get the if i mention The Zang)
 
Nation: Kith'tor
Ruler/Player: King Athyr/Kal'thzar
Major Cities: Katar
Population: To be determined by he who speaks true
Government: Monarchy
Economy: 1/1/0
Army: 3000 Infantry, 300 Cavalry
Navy:
Age: Copper Age
Education: None
Infrastructure: None
Confidence: Tolerating
Projects/Wonders:
Description: The Kith'tor are race not unlike contempory elves. Heightened sense, lithe, elegant movements. Not as Tough, or as strong. But generally they will place pressure where it will do the most damage. Additionally they are longer lived than most, lasting perhaps a few centuries before going before Yn'nead [God of the Dead].

The Heightened senses does lead to a problem, when the people Kith'tor experiance every fruit, it produces a heightened response, much like a high from a drug. These can prove fatal, not just to the one experiancing this sensory overload. Thus they confine themselves to 'Paths', becoming scholars, artisans, warriors, Coutiers. Each Path has its sub-Paths. And each Sub-Path has an infinitly large amount of subtlties to be learned. Only when they have mastered a Path, and control it, may they move to the next path. Furthermore, some paths are only available when other combinations of paths have been completed. The oldest of the Kith, may be warriors without equal, finally taking up the Path of Command. Or perhaps a merchant, plying his trade, able to turn any deal to his advantage. Or finally, a humble farmer, learning natures, heartbeat, and living with the land. That said, not many survive for as long as this, either dying earlier due to the harsh nature of this world, or losing themselves. Those that do survive, make up an advisory body to the current King.

Finally, behind the path leads a hidden danger, an entrapment. A Path you are meant to pull over yourself to learn its experiances, but you must also learn to dissasociate yourself from it, or become entwined with it, these lost souls find further hidden meanings behind what the normal Kith will master, but they are bound to this one path for the rest of their lives.

Their Religions revolves around a Pantheon of Gods. Some Myths indicate that they were early Kith, who had mastered all paths before them, others that they were guides to the Kith. [Religion to be outlined further]

It must be outlined that although similar in appearance to Humans, they are totaly alien in pschology. Kith define new boundries for depth of obsession, emotions of all colours, fear, loss, hatred. [ex: A human expression "I hate you with the burning passion of a 1000 suns", is often taken as an ironic statments of limitation amoung the Kith]


Location as on map.

<To Would be detracters>SHUT UP<Thank you have a nice day>
:p
 
OK, my modem is waiting for me to pick it up at the local post office. This means the NES will start next weekend. I am postponing it to announce the current status of players, and to allow last minute joiners a chance to hop aboard before we cast off.

The current players-in-waiting are:

Sheep, Strategos, Emu, Tycoon, Kal and Cleric in the Bay Cradle
Ken, Fryzer, RemThe, Darkening, Carmen and Cuiv in the Coast Cradle
Reno, Iggy, Swiss, Das, Erik and Dreadnaught in the Inland Cradle

Feel free to squabble about the name of your particular cradle, as the current names aren't names and will quickly become boring.
 
Inland Cradle is the one with the river in the middle, right?
 
Inland Cradle is the one with the river in the middle, right?

Das ist correct (Look, I'm REALLY sorry about this, but the pun took my mind as hostage and refused to budge. It threatened to render me insane unless he was released into this post. Honest!)

EDIT: And Bay cradle renamed Crescent Bay.
 
Going to open the actual NES thread now. YOU MAY NOT POST UNTIL I SAY SO!!! Although this is a standard rule for all opening NESes, I feel the need to stress this once again. There are always overly eager players wanting to be the first to affirm their place, and it's an easy thing to forget. Will provide a link on this thread later.
 
The Moon Coast is affirmed. The inland cradle will be named the River Heartlands. The reason being the dominant river is no river at all. ;)
 
One thing I noticed when adding the stats is that I forgot to restrict starting army to Infantry only. The reason for this is that Torii and Kage are resources only available in certain territories detailed on my resources map. As of now, there are only a few nations located on these territories, meaning cavalry units won't be available for everyone from the beginning. This has led me to decide that no nation will start out with cavalry units at all.

I understand this is a bit of a bummer for many of you, and I apologize for not being clear about this before I released the nation template. As for those of you starting out close to Torii/Kage territory, consider yourselves still lucky. You have the oppertunity to trade them away to the others, gaining wealth - or you can choose not to trade them thereby restricting your rivals' tactics.
 
Since it is taking you very long, i'm typing up a detailed overview of my race and its features. I'll also submit a few creatures
 
Physique: A blue-skinned humanoid race with no hair on their body. They have 5 fingers on their well postured and naturally lithe body, and their heads are physically similar to humans in all aspects except for a slightly enlarged skull, eyes slightly set back+a little elongated, and their numerously slitted nose, yet the similarities are only only on the surface. Their enlarged skull is not for extra intelligence, but simply to provide for their extra-senses. The above mentioned nasal slits can pick up pheromones sent off by other Eiphs. They are emotional pheromones and communication pheromones that help and facilitate communication within the Eiph race, and also have to ability to have slight affects on other races subconscious. Their 220 million smell-sensitive cells over an area about the size of a postage stamp help elevate their olfactory senses to the level where they can differentiate an air scent from some person or thing that has recently passed by, as well as a ground scent that remains detectable for a much longer period. Their hearing is also improved as well. Their hearing spectrum(as well as their speech capabilties) are from 10Hz to 55kHz(its 20Hz to 20 kHz for perfect Earth Humans). In addition, their ears have a degree of ear mobility that helps them to rapidly pinpoint the exact location of a sound. Twenty Four muscles can tilt, rotate and raise or lower a Eiph’s ear. They derive this capability from their muscle instead of cartilge ears and greater eardrums. Additionally, an Eiph can identify a sound's location much faster than a human can, as well as hear sounds up to four times the distance that humans are able too. Their sight is similar to humans except for the fact that the perceive minute/fine motion much more precisely, and that they have trouble seeing distinct objects at far distances(sort of a genetic acute Myopia[side note: Myopia, aka near-sightedness, has been linked with higher IQ’s;)]. This comes in handy when “reading” the facial expressions of other Eiphs, another part of communication with their people.

Yet all these seemily advanced people have some drawbacks as well. Their lanky, lithe bodies seem to lack to ability to “bulk up”. They can build some slight muscles, but they depend more on martial skill than brute force. Their bodies are those of city dwellers and of merchants, not of brute warriors. They like trade and the finer things in life. They also have a predisposition to irriatability and to loss of temper, but at times can seem to be cold and calculating. They also foster distrust among other races for their seemily secret communication methods(speaking in ultra and intrasonic as well as their phermonal communiques.)


Creatures and Soceity Section to come later
 
Meh, its all fine Silver, just give me a thousand more troops instead of the 300 cavalry.

Although, how could posting a thread take this much time? :p

And "das ist correct" is an axiom, so I don't mind.
 
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