stMjMNES2: Sands of Time

Wait... You already drew me on... that precludes you from redrawing? Honestly, that would take about five seconds...
 
Nieu Description.

Nation: Shaita (shah-EE-tah)
Ruler/player: Geishmal (GEESH-mahl)
Millitary: 5 Hundreds
Government: Theocracy
Religion: Unnamed Polytheism. Dualist–Rain god vs. Fire god, with many spirits.
Economy: Normal (+1)
Infrastructure: Barely Exsistant
Education: Stupid
Confidence: Tolerant
Culture: Average
Wonders: None
Description: The Shaita originated among the rolling grasslands of the Summerfields, as they call them–a bountiful country with soils rich enough to sustain plenty of agriculture, while the upland hills are highly defensible against invaders and each other: they fight plenty of wars. Or fought, as they have recently been united into a single kingdom. Divided mainly into small city-states which are generally situated at the top of the moors that dominate the north of the county, they are defended by low stone walls augmented by wooden buildings on top of them. In times of war, men are mustered by clan to the king’s banner. Culture is highly developed, with weaving an especially prized art in the area. Wool is harvested from the many herds of sheep in the area which graze on the high moors. Now the Shaita look to a bright and glorious future under their united monarchy.
 
so do we send orders for first turn? i havent finished reading rules..... if you are updating, grow the economic sector or military one
 
Update 1

0 CT (Common Time)

Calendars to go here


On a planet, far away from our own, civilization arose. We come to a relativley large area, a nice scene of rolling grasslands, gentle hills, the highlands, the shores, the forests. Out of this very welcoming terrain in this area, the seeds of nations were sewn. A few clans would band together, and fight one another, and eventually make peace. Some clans became very strong, and united with others, and brought large tracts of land under their control. This is how theese states started, we shall see how they will end.

First, we must take a look at the most heated area. The Oz River, or the 'Bloody Torrent' has some of the best farmland known to anyone for hundreds of miles. There was great land, plentiful fish, and some hills for metals. Out of this land, the familar tribe fights happened as well, but in more ferocity. Because this is the most densely populated area, naturally there was more war.

Indica, the oldest and most entrenched of theese numerous river-states, has the best farmland known to the world right now. The wheat grows so easily, a joker commented it was like bread just plopped from the plants. Though, with this blessing, came jelaousy. They have been in numerous wars, and have numerous soilders, but are currently in the middle of the river land. Can they take the river for their sole control?

(+5 Hundreds)

Erita, which is located immediatly west of Indica, doesnt have quite the same situation. Their western border has numerous hills and defensive postions. Their eastern border however, is the Indicans, with their river land. Though not nearly as populous, they have more raw materials at their disposal, and have a land to fall back to. Can they finally get a prime peice of river land, Or be flanked by their encroaching neighbors.

(+1 Army Training)

We go East now, to Thule Aryana, or simply called Thule. Theese people are the most warlike, and have the most land under their control. Though they may not be as well entrenched and familar with their land, their size and heritage may be enough to save them. And they also fancy boats, which may come in handy.

(+5 Ships)

West of Erita, is Nyrus, the hill dwellers, as they are called by other people. With their capitol in close proximty with many hills, and having fewer men to reach from, they have always been a tad xenophobic; but this is offset by their extremely powerful tradition and culture. Their people love the ruler, and this may be enough to fill in their lackings in other areas.

(+1 Culture, +1 Confidence)

East of Thule, comes the last civilization near the 'Bloody Torrent'. Fennia, land of the Not-So-Cold (OOC:Ok guys, Ill give a descripiton of this place, and how it isnt really cold :p) Theese people have lots of natural resources, and dont tap into them much, but nevertheless, their people are more peaceful, thus less warlike. They also have deep faith in their religion.

(-1 Army Training, +Religious Center)

This is it for the Bloddy Torrent. For now at least.

Now, in the middle of the seemingly huge body of water, is a medium sized isle. This was slowly inhabitated by Thulians and maybe Fennians, though just random peoples. They founded a city, and soon expanded their influecne over the entire isle. They arent a populous nation in any sense, but are seafarers to the extreme, living at sea, and getting most of their precious resources from there. Though, if a foreign power could sail the water, they may be in trouble.

(-2 Army Hundreds +7 Ships)

The Suri'Arti, are east of the island of Kruth, and have a relatively pleasent history. They arent close to anyone, and have some good quality river land. Though never having built a ship, and reluctance to go away from their river, economic trade isnt plentiful. Not that they need it much.

(Nothing)

The Kalaris have some of the most best land avaible, decide for prime choices along the Bloody Torrent. They have a nice strip of coastal land, and flank the river. Though small in size, they are the most populous nation in the entirity of the Cradle. They do have some neighbors who make their enviable position not so great. Lacking any sorts of hilly lands, and thus metal, weapons are hard to come by.

(-1 Army Training +8 Hundreds)

The Armodos, having been shoved with some hilly highland, arent the most populous, nor highly regarded nation. They do have feirce warriors, the problem is, there just isnt that many. They eye the Kalarian homeland with envy, and are ready to expand their ferocious rule.

(-1 Army Hundreds +1 Army Training)

East of the Frun river, where Kalari and Armodos dwell, are the gentle slopes home to the Shaita. Being relativley left alone, they have expanded almost across their highland home, and the flatlands below. Having limited contact with any nation , their religion and culture goes largely uncontested. Though, they dont have much in the way of extra soilders, or lumber.

(-Expansion Rate to a small degree +1 Culture)

And to the South. The Heeti are the only peoples who don't inhabitat greenish land. The rain always fell a little less, the crops not as plentiful. The people, much much more stern. The army is very disciplined, and thus allows an easy expansion, though they are far from any civilized people, and are largely at a loss as to their religion and cultural Identity.

(+Expansion Rate to a small degree +1 Army Training -1 Culture -1 Army Hundreds)

Also, in a far land, rumors of a rich empire with vast armies and roads paved with gold, seem to inhabiat a large area, and thirst for the fertile land. Very little is known though.

Mod Notes

You guys inhabitat a grassy plain type area with mellow hills, and some higher ones. No peaks, no deserts to an extreme, no coldlands, and no salty water. The Heeti are the only nation not on a grasland type area, with everyone else inhabitating a climate similar to Poland. The size of this area is about the American Midwest, maybe a little larger.

So, no coldlands, no black people, and NO horses yet. Ships are very hard to make, and only Thule, and Kurth are the only nations capable of ships at the moment, they cant sail very far. Unless you own some sort of hill, no copper. Which is illustrated by the training.

Orders due by FRIDAY

Update on Saturday/Sunday, sooner if I get all orders.

You are welcome to join, in any location unless I say otherwise.

No NPCs as of yet.
 
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OOC: so let me get this straight. Nations from west to the east in the bloody torrent are: Nyrus (brown), Erita (green), Indica (blue), Thule (dark red) and Fennia (dark blue). Did I get this right?

I wasn't, by the way, supposed to be a non-militaristic nation.. but whatever..

Oh and one more question: You said that I have a lot of natural resources. What are they and how can I use them?

This looks like something that is gonna become a great game :)
 
THE FENNIAN SAGA BEGINS!

"People of the north". That's what they were called, altough they weren't exactly any more northern people than any other nation that had settled the valley of Oz - the Bloody Torrent. Perhaps we should look several centuries back and see where the Fennians came from, and where their shamanism comes from.

250 YEAR AGO

"It's getting colder every winter", said Shaman Pretu. He was sitting on the peak of a cold mountain, trying to speak to the spirits of nature. He wanted to know what his people were supposed to do; it was starting to seem that in these cold wastelands, no food could be found.

The Fenns - ancestors of who are now known as Fennians, as well as of some barbarians who live north from them - lived a thousand kilometers up north from where they live nowdays. They did not form a civilization of their own, they were a barbaric people but shamanism had already developed among them.

"Beer.. talk to me, beer", Pretu whispered.

And the spirit of the beer answered.

50 YEARS AGO

For 200 years they had been travelling. Some were beginning to crumble against this: when they had left the cold wastelands, they had just thought that they'd travel some few hundred kilometers south, where the winters wouldn't be so harsh.

But the spirit of the beer had spoken to Pretu, whose name everyone still knew after 200 years. That spirit had told the Fennians to find a warm valley along the sea. And altough many didn't even believe in this, the spirit of the beer was still guiding the Fennians as they travelled.

And finally, they arrived to the last uncivilized area of the Bloody Torrent. The people of the North had been travelling south for 200 years and now the cold winter wastelands were behind them.

"The Spirit of the Beer was right! It guided us to a better land! For His honour, we shall always resort to shamanism in days of trouble, and never question when spirits of the Nature come help us!" cried out Per Brahe, the first Count of Fennia.

The capital city of Perkele (named after count Per Brahe) soon became a religious center for shamanism, and the story of shaman Pretu and the beer whose spirit had guided the Fennians to the Oz valley became Fennian legends.
 
That capital name.. My stomach is cramping in laughter :lol:
 
Too bad only Finns can understand my little word games.. oh well ;)
 
Finmaster said:
Too bad only Finns can understand my little word games.. oh well ;)
it's a shame other languages don't have translation for perkele, except in estonia. it's such a unique word.
 
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