SymNES II - Ash Like Snow

I'm interested in one of Jalepeno dudes nations.

Zhedai Ascendancy, Sisai or Dzixau Confederacy all look good to me so I'll wait for Jalepeno to choose which nation he wants and he can recommend which one he would like to have a player out of what's left.
I'm probably going to play Dhauhai, so feel free to take any of those.

Personally, I'd recommend the Zhedai Ascendancy as another PC, as it should have the most interesting geopolitical situation.
 
This is going to take a whiiiile... Unless you can do mine on your own I could do mine somewhat slowly...
 
Can you make any exact distinctions between the Low and Middle Imperial Worlds? It would certainly be helpful, if not in making stats then certainly later when plotting and the like.
 
Alright I'll take the Zhedai Ascendancy. I thought it would be the most interesting also with it bordering Samas and being on the rise.

Feel free to PM me if there is any information I might need to know about Zhedai.
 
What would Greek city states just without the democracy be? low or middle?
 
Retroactive deletion.
 
Alright I'll take the Zhedai Ascendancy. I thought it would be the most interesting also with it bordering Samas and being on the rise.

Feel free to PM me if there is any information I might need to know about Zhedai.
Sent you the Shaituhu orders so you can get an idea of the culture you'll be working with.
 
The Contest

The myriad squabbling communities and, occasionally, smaller nations that rose and fell within the central areas of the Alarkien world played an essential part within its history. This role was exemplified during the days of Eiho'abanae'iegohae and Tue'prenei'irboe. The two larger nations would often covertly fund communities and conglomerates within the area that supported their ideology over that of their competitors.

While neither would admit to it openly or, often, realize what it was they were doing themselves, this interference perpetuated conflict within the area, vented steam to prevent it elsewhere, and allowed for a vast practice arena for the Alark'boranae of both nations.

In fact, the only place that open conflict between Alarkiens was allowed at all was within these central areas. This, among other things, led it to move from being the bastion of conservative Alarkien society to that location where all those dissatisfied with the main-stream social structure to escape into. Violence, constant movement, thievery, and other things were often promoted within these areas by outside influences to provide a storage place for the undesirables of Alarkien society.

Eventually, the interference led to those within these areas polarizing into small communities and many larger roving bands that reverted to near total hunter-gatherer tribes with no clear rulers. The communities were lent support by larger powers to prolong their survival, but nearly all eventually failed for one reason or another. Moving on into the future, the land became something of a backwater that no nation ever laid claim to; it still, however, served its vital and multi-faceted purpose for many, many years.

----

Agricultural Reform

For lack of a better term, an agricultural reform of sorts took place during the times of Eiho'abanae'iegohae and Tue'prenei'irboe. Previously, large-scale agricultural activities of all kinds were actively discouraged by the Alark'boranae and the Alark'tangatae. The Alark'tangatae, however, eventually realized the benefits of such larger systems and introduced them into Alarkien society in the normal way.

However, Alarkiens put, as they often did, their own spin upon traditional farming and agricultural pursuits. They generally avoided areas that contained large amounts of other edible plants or animals, and did not enjoy the destruction of forested land to make way for farmland. The most common farms were small and run directly by a single household to grow additional food.

The larger, and much less common, farms were built on clear or lightly forested areas cleared in the process of constructing other buildings. These could be quite large, and the aversion to the clearing of heavily forested territory naturally led to certain areas being more conducive to the construction of larger farms than others. This also led to those areas supporting larger and larger populations. One of these was the location of Eiho'abanae'iegohae's Fortress, and another the central city from which Tue'prenei'ieboe's Council met. While others existed, the vast majority of larger farms also existed in the northern areas, adding even more clout to the already great power held by the northern states.

The farms were run in the same way a village was run and, often, were considered communities in their own right. While they lacked an Alark'tangat for leadership, the farming 'community' was led by an experienced member of the farmer Hakamei. The members of the community were all of the farmer Hakamei, and children of that Hakamei were sent to these communities while the children of the farming communities were sent elsewhere to receive their apprenticeships, choose their names, and be granted Hakamei.

Regardless, the farm communities shared the same close-knit bonds of other Alarkien communities, although they had a habit of expanding to be much, much larger than the ordinary community. All of the members of the community did their allotted part in the process of farming the land, and the excess food that was produced by the farms carried away by the Alark'boranae to communities who needed it more.

At the same times as this, much of the reverence for nature that was once held by the Alarkiens and their leadership was slowly disappearing. Where before they were loath to cut a single tree they had no use for, they no applied the use of the land upon which the tree grew as a use for the tree. They used similar logic to allow for the herding or driving off of animals and, most especially, the digging of mines to produce metals, which they now knew were necessary for the production of more complicated and efficient tools and weapons.

---

No, I really can't except in that there is roughly a magnitude of order difference in scale and complexity between the two. It's more of a intuition-based thing. I would say that at present there are no serious contenders for Middle Imperial, although some are on the way there.

I expected as much.
 
I've just read the request for stats and the template, I will try and make some for tommorrow (I was about to post some new improved descriptions I'd written, but I guess they can go in the stats).
 
KAZAGAL / Chandrasekhar
Progression: Low Imperial / Advanced grand architecture
Development: Developing
Government: 900,000 / City-states / Often-heredetary despotism supported by powerful merchants
Military: Average / Pathetic
Vitality: Growing / Strong
Society: Strong Nengal tradition of individuality and self sufficiency. Proto-Ialian language with moderate Kalioko and slight Bessariondze influences.
Values:
Spoiler :
Somewhat sedentary (1);
Somewhat defensive (2);
Somewhat militant (1);
Terrestrial (0);
Somewhat constructive (1);
Somewhat cooperative (1);
Individualist (0);
Somewhat hedonistic (1);
Pragmatic (3);
Somewhat conductive (2);
Somewhat rural (2)
Tenets: Self-sufficiency, individuality, wealth, brotherhood, perseverence, decisiveness.
Overview: In the middle of the ancient Nengal heartland, the great city of Kazagal presides over the landscape. It also holds some influence over the city of Nawyeng to the north, and by extention the lands that Nawyeng controls. This land has been sheltered from the constant wars on the southern and eastern borders of the Nengal society, and so it has lost some of the military tradition, but the other aspects of Nengal culture remain strong. Kazagal experiences many indirect effects from the Nengal's neighboring societies, trading slaves and treasure with Noyoneng to the south, and also trading weapons and plunder with the Nenglarions to the east. Kazagal remains an important hub of Nengal activity, and they continue to prosper from this.

NOYONENG
Progression: Low Imperial / Advanced infrastructural techniques
Development: Developed
Government: 500,000 / Strong city-state league / Despotism by military and charismatic power
Military: Strong / Average
Vitality: Strong / Declining
Society: Culture and language are both Nengal with increasingly strong Kalioko influences.
Values:
Spoiler :
Somewhat migratory (2);
Somewhat offensive (1);
Militant (0);
Somewhat terrestrial (1);
Somewhat destructive (2);
Cooperative (0);
Somewhat individualist (1);
Hedonistic (0);
Pragmatic (3);
Conductive (3);
Urban (0)
Tenets: Self-sufficiency, individuality, power, brotherhood, strength of character, victory.
Overview: Formed by Renarnga the Great to leverage Nengal military might against the Kalioko, the coalition of city-states led by Noyoneng is the most organized of the Nengal powers. Since it has made peace with the neighboring Kalioko, the influx of slaves and other tribute has made this coalition very wealthy. However, while Kalioko wealth has flowed freely into the Noyoneng coalition, so too has Kalioko culture. This may not necessarily be a bad thing - the decadent lifestyle of the Nengal overlords has brought about some stagnation here, and so this new influx of Kalioko thought may be just what the Noyoneng coalition needs to avoid decay.

NENGLARION COALITION
Progression: Low Imperial / Advanced metallurgy and tactics adapted from the Bessariondze
Development: Less Developed
Government: 500,000 / Loose city-state coalition / Shared rule by most powerful military clans
Military: Collosal / Strong
Vitality: Stagnant / Growing
Society: A strongly military nation, built around conflict with the Bessariondze. The Nengal ways are strong here, though Bessariondze culture intrudes.
Values:
Spoiler :
Somewhat migratory (2);
Offensive (0);
Militant (0);
Somewhat terrestrial (1);
Destructive (3);
Somewhat autonomous (2);
Individualist (0);
Somewhat hedonistic (1);
Pragmatic (3);
Conductive (3);
Somewhat urban (1)
Tenets: Self-sufficiciency, military might, brotherhood, ingenuity, pragmatism (especially so).
Overview: The Nengal have always had a formidable neighbor to the east, and their battles with the Bessariondze have been some of the greatest of humankind's history. To compete, the eastern Nengal have had to adopt some of the Bessariondze's ways, but other differences have been made more distinct. The three city-states of Lan, Nawfarnan, and Yengal have formed a cooperative pact to boost their gains, but progress remains difficult. This coalition may be the least wealthy of the three, but their constant fighting has forced them to be innovative, and the influx of Bessariondze culture from captured slaves is in some ways complimentary to their native Nengal one.
 
I'm not quite sure what to put under Population in the Government statistic. I'll let Symph do that one, since I lack the data. Eskat has no states worthy of the name at this time, and is meandering between the Middle and High Tribal Worlds. But their technology is advancing, (in some cases more rapidly than the League,) so I will provide information on state creation there in my next orders.

TELIAN LEAGUE / Thlayli
Progression: Low Imperial / Tsaliot Aquatic Communal Organized Poleis
Development: Advanced / <NULL>
Government: 210,000 / Decentralized Urban Democratic / Individual urban councils [s. Elos, p. Elotem] organize resource allocation, production and community planning, and send envoys yearly to greater council [High Telian of Athelion] to cooperate on mutual self-defense and broader economic sustainability for the entire League and population.
Military: [offensive/defensive] [Pathetic/Colossal] / Strong (Archers, advanced fortification tactics, [bastions, some crenellation, early defensive siege etc.] some spearmen, few cavalry. / Numerous fast organized war galleys with tactical training. Some multi-decked. )
Vitality: Stagnant / Strong
Society: All Telian communities follow a symmetrical pattern, with living spaces, working spaces, and gathering areas evenly distributed within a double-walled settlement. Goods exchange is carried out daily or at the new and full moons, with all necessary goods apportioned equally among the community, or more rarely between communities. Religious practices extend to an assortment of moon and sea-worship cults, typically connected with a lunar or tide cycle.
Values:
Spoiler :
Sedentary/Migratory: 0
Offensive / Defensive: 3
Militant/Pacifist: 2
Terrestrial/Aquatic: 3
Constructive/Destructive: 0
Cooperative/Autonomous: 0
Individualist/Collectivist: 3+
Hedonistic/Ascetic: 2
Idealistic/Pragmatic: 3
Productive/Conductive: 2
Urban/Rural: 0

Tenets: Daily life in the League necessitates the acceptance that the survival of the community comes before the individual. There are no societal stratifications based on power, wealth, or caste, though 'production castes' do exist within limited geographic regions. Self-sacrifice, duty, and efficiency are all prized, and military training, while universally despised, is mandatory. Individual possessions are rare, but Telians enjoy communal expressions of artistic or architectural beauty, especially in ships and gardens.
Overview: The Telian League evolved from a 'tightening' among the new Tsaliot communities after their exile from the old homelands. The League represents virtually the entire extant population of Tsaliot culture, but is in reality a mutual association of autonomous cities. The High Telian of Athelion is a sporadically meeting representative oversight council, organizing secure defenses, resource distribution to stave off economic failure, and cultural continuity (preventing divergent or rogue communities, by force if necessary, while planning and colonizing approved settlements). Though Athelion is growing in power, the harsh climate and pressure from Esketic raiders encourages the remainder of the League to accept this (somewhat) benevolent hegemony.
 
Retroactive deletion.
 
CEK-YALA /
Progression: Low Imperial World / Advanced astronomy, monumental architecture and sculpture, innovative military tactics
Development: Developing /
Government: 550,000 / Cities and peripheral clans / Partly centralised semi-hereditary sacralised urban kingship with a rudimentary bureaucratic apparatus
Military: Strong / Pathetic
Vitality: Growing / Growing
Society: Patrlineal descent and inheritance rights. Strongly patriarchal. Increasingly segregated into castes along economical lines. Growing use of slaves in agriculture. Increasingly urban. Leftovers of clan structures on the periphery. Continued migration towards the frontier. Considerable contacts with the Reganti societies. High importance of astrology and the organised, dominant Celestial cult. Proto-Anosic language, using the Reganti cuneiform script.
Values:
Spoiler Values :
Sedentary / Migratory 1
Offensive / Defensive 1
Militant / Pacifist 1
Terrestrial / Aquatic 0
Constructive / Destructive 2
Cooperative / Autonomous 2
Individualist / Collectivist 2
Hedonistic / Ascetic 1
Idealistic / Pragmatic 1
Productive / Conductive 2
Urban / Rural 2

Tenets: Wealth, fertility, power, wisdom, piety, obedience, patience

CEK-SALGA /
Progression: Low Imperial World / Advanced fortifications
Development: Less Developed /
Government: 120,000 / Cities and agrarian communities / Tyrannical centralised, sacralised kingship
Military: Average / Pathetic
Vitality: Stagnant / Declining
Society: Patrilineal inheritance and mixed descent rights. Increasingly patriarchal. Increasingly stratified along economical lines. Growing use of slaves. Centered around the main city. Proto-Anosic language, using the Reganti cuneiform script.
Values:
Spoiler Values :
Sedentary / Migratory 0
Offensive / Defensive 2
Militant / Pacifist 2
Terrestrial / Aquatic 0
Constructive / Destructive 1
Cooperative / Autonomous 2
Individualist / Collectivist 2
Hedonistic / Ascetic 1
Idealistic / Pragmatic 3
Productive / Conductive 1
Urban / Rural 3

Tenets: Fertility, serenity, tradition, patience

AMU-COLKA CONFEDERACY / das
Progression: High Tribal World / Advanced architecture, fortifications, siege warfare, cattle breeding
Development: Developed /
Government: 280,000 / City-states and rural clans / Decentralised confederacy of oligarchic cities and clans
Military: Average / Weak
Vitality: Stagnant / Stagnant
Society: Patrilineal inheritance and matrilineal descent rights. Strongly patriarchal. Increasingly stratified along economical lines. Widespread domestic or agricultural slavery. Torn between urban and clan methods of organisation, with growing importance of cities. Significant Celestial, clan and local fertility cults. Proto-Anosic language, using the Shaituhu script.
Values:
Spoiler Values :
Sedentary / Migratory 0
Offensive / Defensive 2
Militant / Pacifist 1
Terrestrial / Aquatic 1
Constructive / Destructive 3
Cooperative / Autonomous 1
Individualist / Collectivist 3

Tenets: Fertility, tradition, respect, unity, martial bravery, cunning
 
Tenets: Fertility, tradition, respect, unity, martial bravery, cunning
Delurk: For a split second I read that as marital bravery and all manner of interesting pictures came flooding by... :D
 
The Farm Keeps

As a result of agricultural reform and the general outlook of all Alarkiens, urbanization occurred in a decidedly different fashion within their society. The collections of land that they considered arable were few, and this led to the focus of farming endeavors upon certain areas, with large populations necessary to properly utilize the areas.

This led to the formation of Alraen'opitae, or Farm Keeps. These were collections of farms and farmers of such density that they were, by broad definitions, cities; in fact, every city within this period of Alarkien society started and, often, ended as a Farm Keep. They occurred as more and more farmers were sent to arable land to help produce additional food. Eventually, the populations of the farms became so large that they became communities and cities in their own right.

Peculiarity in many other aspects of Alarkien society sprung from their odd method of urbanization. Where other societies would produce finished goods in the cities and restrict farming to rural areas, the Alarkiens produced a great deal of food within their cities and finished goods almost exclusively in areas that would be considered rural.

Well-developed trade was a necessity because of the focus of farming on particular plots of land, and the Alark'boranae began and completed the construction of proper roads that stretched throughout Alarkien territory. The movement of food from the Alraen'opitae to various communities was necessary in large quantities, as was the movement of necessary finished goods, such as clothes, from the communities to the cities.

Another Hakamei was also created during this time to accommodate the greater need for trade and, subsequently, travel between communities. Simply called Oeran, they were the rough equivalent of merchants whose role had, before this point, been fulfilled by the Alark'boranae, and were allowed to move between communities. Their numbers grew rapidly and the Alark'boranae moved further and further away from conducting trade, although an Alark'boran was still the supervisor of nearly every Alarkien trade caravan.

The final oddity caused almost directly because of farming restrictions was that of concentration and shifting of power. Where other societies would have farmers distributed throughout their populations, the great majority of those belonging to the farmer Hakamei lived and worked within the Alraen'opitae. Because the Alraen'opitae were led directly by a member of the farmer Hakamei, this also led to a great deal of power being invested within this Hakamei, and the leaders of the Alraen'opitae were on par with the Alark'tangat in the various confederacies that dominated the eastern Alarkien world.
 
I feel uncomfortable with this, knowing Symphony's high standards, and yet so many unknowns in place. I did my best :(

SN02GODA.png

(same map for reference)

HAMAK / Daftpanzer
Progression: High Tribal / Godan culture
Development: Less Developed
Government: 65,000 / tribal / confederation of proto-cities
Military: Average / none
Vitality: Growing / Growing
Society: A loose confederation of settlements and tribes, with various military, religious and ruling tiers, founded upon a large lower class of farm-labourers / cattle-herders.
Values:
Spoiler :
Sedentary/Migratory: 1
Offensive/Defensive: 3
Militant/Pacifist: 1
Terrestrial/Aquatic: 0
Constructive/Destructive: 0
Cooperative/Autonomous: 3
Individualist/Collectivist: 3

Tenets: Agriculture, Family, Defence, Representation, Ceremony
Overview: It took many centuries, but settled farming eventually took hold over the Godan peoples of the isolated western grasslands - the so called Hamak or 'calm place' - spurred on by the steady stream of displaced people arriving from the east. Villages became towns, with extended hierarchies to feed, and great celestial feasts to prepare for every change in the moods of the sun and moons. So there came to be a subordinate class of permanent farm workers and cattle herders. Their efforts over many generations supported larger and larger populations. Now the towns of Hamak threaten to become cities. Different territories and ethnicities grind against each other. But a sense of shared identity, and the shared danger of roaming tribes on the periphery, has forged a fragile and loose unity among the Hamak settlements. Headmen from every major town gather every few years to elect a figurehead king, one to speak for all.

TANILAK
Progression: Low Imperial / Godan culture
Development: Less Developed
Government: 70,000 / autocratic / traditional power struggle between king and high priest
Military: Average / none
Vitality: Declining / Stagnant
Society: A lower class of labourers and slaves are harshly exploited by an urban middle class of craftsmen, who in turn serve the ruling military and religious elite.
Values:
Spoiler :
Sedentary/Migratory: 1
Offensive/Defensive: 0
Militant/Pacifist: 0
Terrestrial/Aquatic: 0
Constructive/Destructive: 3
Cooperative/Autonomous: 3
Individualist/Collectivist: 2
Hedonistic/Ascetic: 0
Idealistic/Pragmatic: 2
Productive/Conductive: 2
Urban/Rural: 1

Tenets: Aggression, Bravery, Plunder, Authority, Ceremony
Overview: The city of dust, blood, excrement, lame cattle and rotting fish. The destroyer of countless ancient Tors and Irads. The city of pompous barely-literate scribes and cold-hearted warlords. It is a parasite, consuming its surroundings and giving nothing back except bitterness. It is nonetheless the most 'civilised' branch of Godan culture at this time. But as roving warbands return less and less plunder, and the neighbouring lands are exhausted and depopulated, Tanilak begins to starve, in every sense of the word. Its leaders turn their attentions to irrigation, trying to summon up more food from the parched earth surrounding the great river, but it may be too late to overturn the countless curses cast by dead and exiles enemies. Yet, for now, Tanilak's soldiers are still strong, and the walls of the city still stand tall...

edit: fiddled with the stats another time, just for kicks.
 
On second thoughts, I made my populations even lower! They are supposed to be less developed than pretty much everyone else at this point.
 
Retroactive deletion.
 
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