SymNES II - Ash Like Snow

Yeah yeah, I'll do it tonight.

EDIT: By "tonight" I of course mean "tomorrow night".
 
I am working on mine.
 
I am about 80% done with both the maps and the stats for my various nations. However, I have to sleep, strangely enough.
 
Kalioko/Birdjaguar
Progression: Low Imperial / Advanced shipbuilding and navigation, productive farming and fishing, irrigation, advanced stone working, advanced metallurgy and weapons development, accounting, writing, storytelling, music, basic laws derived from the mapril, tall structure engineering, military drill and marching in step. Kalioko traders and explorers have traveled all of the known coasts and visited all of the coastal peoples.
Development: Developed/
Government: 700,000 / Cities supported by agrarian countryside and coastal fishing communities/ Communities run by a Council of Elders selected by the council; speakers for the Mapril are usually members of the council but can be of any age. Women are not typically members of the council, but are not excluded.
Military: Average / Strong
Vitality: Growing / Stagnant
Society: Men will lead our people and hold the keys to power. Women will own the wealth of the people and control its use. And each will be beholden to the other. Council members and rural chieftains are of highest status. In the next tier we have generals, priests, traders, storytellers and navigators. Craftspeople, and healers followed by farmers and laborers.
Values:
Spoiler :
Sedentary / Migratory - 0
Offensive / Defensive - 2
Militant / Pacifist - 2
Terrestrial / Aquatic - 2
Constructive / Destructive - 0
Cooperative / Autonomous - 0
Individualist / Collectivist - 1
Hedonistic / Ascetic - 2
Idealistic / Pragmatic - 3
Productive / Conductive - 3

Tenets: Mapril, practicality, utility, tenacity, adaptability, curiosity


Kalimaka/
Progression: Low Imperial / Productive farming and fishing, advanced stone working, advanced metallurgy and weapons development, accounting, writing, storytelling, music, basic laws derived from the mapril, tall structure engineering, military drill and marching in step.
Development: Developing/
Government: 450,000 / Large towns supported by agrarian countryside and some hunting/Communities run by a Council of Elders selected by the council; speakers for the Mapril are usually members of the council but can be of any age. Women are not typically members of the council, but are not excluded.
Military: Average / weak
Vitality: Growing / Growing
Society: Men will lead our people and hold the keys to power. Women will own the wealth of the people and control its use. And each will be beholden to the other. Council members, rural chieftains and generals are of highest status. In the next tier we have priests, traders, storytellers and explorers. Craftspeople, and healers followed by farmers and laborers.
Values:
Spoiler :
Sedentary / Migratory - 1
Offensive / Defensive - 1
Militant / Pacifist - 1
Terrestrial / Aquatic - 0
Constructive / Destructive - 0
Cooperative / Autonomous - 0
Individualist / Collectivist - 1
Hedonistic / Ascetic - 2
Idealistic / Pragmatic - 3
Productive / Conductive - 3

Tenets: Mapril, practicality, utility, tenacity, adaptability, curiosity


Kalioha/
Progression: Low Imperial / Productive farming and fishing, advanced stone working, advanced metallurgy and weapons development, accounting, writing, storytelling, music, basic laws derived from the mapril, tall structure engineering, military drill and marching in step.
Development: Developing/
Government: 600,000 / Cities and large towns supported by agrarian countryside/ Communities run by a Council of Elders selected by the council; speakers for the Mapril are usually members of the council but can be of any age. Women are not typically members of the council, but are not excluded.
Military: Strong / Average War with the barbarous tribes of the north have hardened the Kalioha into tough fighters who are expert at protecting their cities from attack.
Vitality: Growing / Stagnant
Society: Men will lead our people and hold the keys to power. Women will own the wealth of the people and control its use. And each will be beholden to the other. Council members, rural chieftains and generals are of highest status. In the next tier we have priests, traders, storytellers and explorers. Craftspeople, and healers followed by farmers and laborers.
Values:
Spoiler :
Sedentary / Migratory - 0
Offensive / Defensive - 1
Militant / Pacifist - 1
Terrestrial / Aquatic - 1
Constructive / Destructive - 1
Cooperative / Autonomous - 1
Individualist / Collectivist - 1
Hedonistic / Ascetic - 2
Idealistic / Pragmatic - 3
Productive / Conductive - 3


Tenets: Mapril, practicality, utility, tenacity, adaptability, curiosity
 
This feels like Homework :( I'll try to be done in two days. I didn't start thought.
 
This feels like Homework :( I'll try to be done in two days. I didn't start thought.
Good, then you now know how I felt every time you would ask me how the updates were going. :) I have no sympathy.

This is a process of give and take, in that I am giving you the opportunity to provide me with fine-tuned estimates of what you have in mind instead of just issuing you my slapdash impressions, and you are taking your time doing it. :p I wasn't obligated to do it, and it seems rather evident it's not a model for the future (not that it ever was).

Since this appears to be a painful process for most of you, you may all take solace in the fact that, other than being able to marginally adjust sliders, you will never again have direct control over your stats. However, to get there, you must go through here first, and bellyaching doesn't really serve your cause. I would recommend getting it over with in your own time rather than complaining.
 
Daft's seem too low, Chandrasekhar's seem slightly high. If yours is regarded as a benchmark for a state of your size then there's nothing really wrong for das's, which significantly outweigh you.

I mostly tried going by the previously-posted examples as my guide (which should make it all easier to adjust if need be), that and some information on the population of the city of Ur in 2030 BC ("approximately 65,000") which was all I could find on a short notice.

Perhaps I've been getting the wrong impression, but aren't Thlayli's states located in somewhat unfavourable, relatively recently-settled terrain?

As to the process - sure, it's no walk in the woods trying to figure out some of the details here, but I found it a pretty fun experience on the whole.
 
Recently settled being 1200 years or so ago. But the lands ARE unfavorable, which was why I capped the entire Telian population at around 200,000. That would be roughly 40,000 per settlement, not incredibly large given that the society is largely urban.
 
Mhm. Well, I do have several map-worthy cities in fertile river valleys, plus the rural population, so my population sizes more or less make sense to me.
 
EIHO'ABANAE'IEGOHAE
Progression: Low Imperial /
Development: Developing
Government: 150,000 / Communal / Decentralized, militaristic confederacy, with multiple branches and a single overall leader
Military: Strong / None
Vitality: Stagnant / Growing
Society: Base unit of organization is the community. Alark'tangatae are absolute rulers of individual communities while the Alark'boranae provide national structure. All individuals are part of a Hakamei, and wealth and poverty are avoided through voluntary redistribution of wealth.
Values:
Spoiler :
Sedentary/Migratory: 0
Offensive/Defensive: 3
Militant/Pacifist: 1
Terrestrial/Aquatic: 0
Constructive/Destructive: 0
Cooperative/Autonomous: 1
Individualist/Collectivist: 3
Hedonistic/Ascetic: 2
Idealistic/Pragmatic: 2
Productive/Conductive: 1
Urban/Rural: 2

Tenets: Alark, Hakamei, community, sedentary life
Overview: The current pinnacle of Alarkien militarist confederacies, Eiho'abanae'iegohae is at odds with its more traditional neighbors, Tue'prenei'irboe. Its current form can be traced nearly unbroken to Iho'ranqi, the first ruler of this state; it now directly holds little of its own territory, relying instead on completely dominating supposedly independent neighbors in a two-tiered system of confederacies. The Iho is the overall ruler of the Alark'boranae and, as such, the nation, but has nothing to do with the laws and internal affairs of individual villages.

TUE'PRENEI'IRBOE / FUSCHIA
Progression: Low Imperial /
Development: Developed
Government: 210,000 / Communal/ Decentralized confederacy, national rule by appointed council
Military: Strong / Strong
Vitality: Strong / Growing
Society: Base unit of organization is the community. Alark'tangatae are absolute rulers of communities and they appoint members to a council to provide national structure. Expansionist views dominate in Tue'prenei'irboe. All individuals belong to a Hakamei, and wealth and poverty are avoided through voluntary redistribution of wealth.
Base unit of organization is the community. Alark'tangatae are absolute rulers of communities and they appoint members to a council to provide national structure. Expansionist views dominate in Tue'prenei'irboe. All individuals belong to a Hakamei, and wealth and poverty are avoided through voluntary redistribution of wealth.
Values:
Spoiler :
Sedentary/Migratory: 0
Offensive/Defensive: 1
Militant/Pacifist: 1
Terrestrial/Aquatic: 3
Constructive/Destructive: 0
Cooperative/Autonomous: 1
Individualist/Collectivist: 3
Hedonistic/Ascetic: 2
Idealistic/Pragmatic: 3
Productive/Conductive: 2
Urban/Rural: 2

Tenets: Alark, Hakamei, work ethic, sedentary life
Overview: The current pinnacle of Alarkien Alark'tangatae confederacies, it is at odds with its neighbor, Eiho'abanae'iegohae. It has a more expansionist and naval viewpoint than other Alarkien nations. Communities are ruled directly by the Alark'tangatae, and national structure is provided by council of Alark'boranae appointed by the Alark'tangatae. While not as ancient a lineage as Eiho'abanae'iegohae, it intellectual roots can be traced to the beginnings of multi-community conglomerates in the very earliest days of Alarkien society.

PIROE'ENEI'IRBOE
Progression: Low Imperial /
Development: Developing
Government: 90,000 / Communal / Decentralized confederacy, national rule by appointed council
Military: Average / Strong
Vitality: Growing / Stagnant
Society: Base unit of organization is the community. Alark'tangatae are absolute rulers of communities and they appoint members to a council to provide national structure. All individuals belong to a Hakamei, and wealth and poverty are avoided through voluntary redistribution of wealth. The influences of Tsai society can be found mainly in its peaceful tendencies.
Values:
Spoiler :
Sedentary/Migratory: 0
Offensive/Defensive: 3
Militant/Pacifist: 2
Terrestrial/Aquatic: 2
Constructive/Destructive: 0
Cooperative/Autonomous: 0
Individualist/Collectivist: 3
Hedonistic/Ascetic: 2
Idealistic/Pragmatic: 1
Productive/Conductive: 2
Urban/Rural: 2

Tenets: Alark, Hakamei, work ethic, sedentary life, peace
Overview: A somewhat recent splinter state of Tue'prenei'irboe, it decided to gain its independence peacefully and has been supported greatly by Tue'prenei'irboe ever since. Because of its southern location, Tsai society has a great amount of influence that has been layered on top of Alarkien society. It bears a great resemblance to Tue'prenei'irboe in all ways but its pacifist and defensive tendencies.

OELIR'TWEI'IEGOHAE
Progression: High Tribal / Advanced metal working imported from Bessariondze
Development: Developing
Government: 110,000 / Communal / Centralized military dictatorship, rule by Alark'tangatae often circumvented by Alark'boranae
Military: Strong / None
Vitality: Stagnant / Declining
Society: Base unit of organization is the community. Alark'tangatae are supposedly absolute rulers of their villages, but national structure is provided by the Alark'boranae, who often circumvent the rule of the Alark'tangatae. All individuals belong to a Hakamei, with Alark'boranae being much more common than in other Alarkien nations. It is very aggressive, even towards other Alarkien nations.
Values:
Spoiler :
Sedentary/Migratory: 1
Offensive/Defensive: 0
Militant/Pacifist: 0
Terrestrial/Aquatic: 0
Constructive/Destructive: 3
Cooperative/Autonomous: 2
Individualist/Collectivist: 1

Tenets: Alark, Hakamei, work ethic, excellence in combat
Overview: What some might consider an evolution, and others the savage offspring, of Alarkien society, constant Bessariondze raids have caused this nation to become very centralized and incredibly militaristic, constantly fighting its neighbors. While many of the individuals within the nation still adhere to traditional Alarkien values, the Alark'boranae promote different values and force them upon many.

PAS'NOERAE'IRBOE
Progression: High Tribal / Developed horsemanship
Development: Developed
Government: 80,000 / Communal / Decentralized confederacy, national structure provided by appointed council
Military: Strong / None
Vitality: Stagnant / Declining
Society: Base unit of organization is the community. Alark'tangatae are absolute rulers of communities and they appoint members to a council to provide national structure. All individuals belong to a Hakamei, and wealth and poverty are avoided through voluntary redistribution of wealth. Ardian society is a small minority within this nation.
Values:
Spoiler :
Sedentary/Migratory: 0
Offensive/Defensive: 3
Militant/Pacifist: 1
Terrestrial/Aquatic: 0
Constructive/Destructive: 0
Cooperative/Autonomous: 0
Individualist/Collectivist: 3

Tenets: Alark, Hakamei, work ethic, sedentary life
Overview: A confederacy arising in the west independent of outside Alarkien influences, this nation has strong connections with its neighbors, and is similar to Tue'prenei'irboe in government structure. It takes the brunt of Ardian attacks, which has led to a lack of proper development, but it also has learned the proper military use of horses from the Ardians.

RIE'ALARK'IRBOE
Progression: High Tribal /
Development: Less Developed
Government: 100,000 / Communal / Extremely decentralized, overall structure provided by national council
Military: Average / None
Vitality: Stagnant / Strong
Society: A mixture of Alarkien, Latyran, and Ardian societies, it is heavily based upon individual communal autonomy and national protection. Very little can be said for sure of its overall society.
Values:
Spoiler :
Sedentary/Migratory: 1
Offensive/Defensive: 2
Militant/Pacifist: 1
Terrestrial/Aquatic: 0
Constructive/Destructive: 1
Cooperative/Autonomous: 3
Individualist/Collectivist: 2

Tenets: None
Overview: Beginning as a cooperative pact between Alarkiens and Latyrans on the eastern border to combat the Ardians, it eventually expanded to become a nation in its own right, and many Ardians now also call it home. The mixture of societies provides an escape for those who do not conform to current societal norms. Communities are given near free reign to do what they wish as long as the contribute to the defense of the nation. Because of its mixing of cultures, it also contains the greatest thinkers and philosophers of the area, who tend to prefer the looser restrictions on thought granted by Rie'alark'irboe.

----

Hopefully these are more or less what you were looking for. It was rather difficult to translate between the various cultural worlds, but I suppose that is the problem with being diverse within your society's nations. Not that anyone else isn't. ;)

EDIT: Army and navy statistics are now separated.
 
EDIT: I apologize for the double post. A rather long one, to. A question to cover it up...

Did I do the military section correctly, or are there supposed to be different strength descriptors for military and navy?
 


The top left map shows the core areas of each state and their typical maximum extent. The top right map shows a fairly balanced arrangement of the states. The bottom left shows the states when Manidev is more powerful. The bottom right shows the states when Shayod is more powerful. Ardias varies between these three states somewhat frequently, with little emerging pattern.

SHAYOD / NPC
Progression: Low Imperial / Developed engineering and monumental architecture.
Development: Developing /
Government: 125,000 / Imperial / Highly centralized despotism
Military: Strong / Nonexistent
Vitality: Strong / Strong
Society: Thoroughly stratified, the Badhin of Shayod is above all. Even the priesthood lives in his shadow, and in fear. Most everyone else falls in a bottom tier and have barely more freedom than slaves.
Values:
Spoiler :
Sedentary / Migratory 1
Offensive / Defensive 0
Militant / Pacifist 0
Terrestrial / Aquatic 0
Constructive / Destructive 1
Cooperative / Autonomous 2
Individualist / Collectivist 3
Hedonistic/Ascetic: 2
Idealistic/Pragmatic: 2
Productive/Conductive: 1
Urban/Rural: 1

Tenets: Loyalty, Strength, Honor, Birth (viewed as the victory of the god of life Veno over the otherworldly goddess Toba)
The Badhins of Shayod have not come from a constant dynasty. Instead, the nation rises and falls with new rulers taking up the mantle. The city itself is easily the largest in all of Ardias, and one of the largest in the known world. Highly religious, the hundreds of shrines to Veno dot the skyline of the city of Shayod, massive ziggurats with no rival in the nearby nations. The Badhin is able to press a huge percentage of his population into military service, allowing a disproportionately strong army. Shayod’s chief nemeses are Manidev to the north and Tanilak further still.

MANIDEV / NPC
Progression: Low Imperial / Developed engineering and monumental architecture.
Development: Developing /
Government: 50,000 / Imperial / Highly centralized despotism
Military: Above Average / Nonexistent
Vitality: Strong / Average
Society: Stratified, the Badhin of Manidev is above all. Even the priesthood lives in his shadow, and in fear. Most everyone else falls in a bottom tier and have barely more freedom than slaves.
Values:
Spoiler :
Sedentary / Migratory 1
Offensive / Defensive 1
Militant / Pacifist 1
Terrestrial / Aquatic 0
Constructive / Destructive 1
Cooperative / Autonomous 1
Individualist / Collectivist 3
Hedonistic/Ascetic: 2
Idealistic/Pragmatic: 2
Productive/Conductive: 2
Urban/Rural: 1

Tenets: Loyalty, Strength, Honor, Birth (viewed as the victory of the god of life Veno over the otherworldly goddess Toba)
Manidev is much less powerful than Shayod, but has managed to retain its identity despite that. Something of a buffer between Tanilak and Shayod, it is a small state which controls all the trade up and down the Oridev River. Revenue from this has allowed it to often achieve independence from Shayod, and occasionally even conquer that larger city, though more often Manidev is the junior partner in empire.

VIDUL / NPC
Progression: High Tribal / Organized military, strong fortifications
Development: Undeveloped /
Government: 25,000 / Tribal / Highly centralized despotism
Military: Weak / Nonexistent
Vitality: Weak / Strong
Society: Vidul is one of the less developed nations of the Ardias, and thus, herders still have the ability to escape the wrath of the Badhin simply by leaving his Irads. Therefore, the ruler is unable to exert much leverage on his people; most potential wealth and military potential is lost. The Badhin organizes royal “hunts”, which involve transplanting the entire court to different Irads, forcing minor lords to shoulder the burden of feeding them from time to time, which reduces expenses.
Values:
Spoiler :
Sedentary / Migratory 2
Offensive / Defensive 1
Militant / Pacifist 1
Terrestrial / Aquatic 0
Constructive / Destructive 1
Cooperative / Autonomous 2
Individualist / Collectivist 1

Tenets: Strength, Honor, Birth (viewed as the victory of the god of life Veno over the otherworldly goddess Toba)
Vidul is the southern state in a triad of itself, Negul, and Yalir, all fighting over a central common point. Typically it rises and falls with the tides of the Oridev Valley. When either Shayod or Manidev is strong, Negul is subsumed, and both Vidul and Yalir benefit. When the valley states are equal, Negul grows strong, and Vidul and Yalir recede. Being the deepest in the Ardias homeland of Veda, it is the most traditional state.

NEGUL / NPC
Progression: High Tribal / Organized military, strong fortifications, organized government
Development: Undeveloped /
Government: 35,000 / Tribal / Highly centralized despotism
Military: Average / Nonexistent
Vitality: Average / Average
Society: Negul is fairly remote, and thus herders still have the right to escape into exile when they irk a Badhin. However, this right is rapidly eroding. With more traction, the Badhin is easily able to press his citizens into military service and handing over more of their income.
Values:
Spoiler :
Sedentary / Migratory 1
Offensive / Defensive 2
Militant / Pacifist 1
Terrestrial / Aquatic 0
Constructive / Destructive 1
Cooperative / Autonomous 2
Individualist / Collectivist 1

Tenets: Loyalty, Strength, Honor, Birth (viewed as the victory of the god of life Veno over the otherworldly goddess Toba)
Negul is the western state in a triad of itself, Vidul, and Yalir, all fighting over a central common point. Typically it rises and falls with the tides of the Oridev Valley. When either Shayod or Manidev is strong, Negul is subsumed, and both Vidul and Yalir benefit. When the valley states are equal, Negul grows strong, and Vidul and Yalir recede. Being close to the Oridev Valley, and often conquered by the nations there, it is heavily influenced by them.

YALIR / NPC
Progression: High Tribal / Organized military, strong fortifications
Development: Undeveloped /
Government: 25,000 / Tribal / Highly centralized despotism
Military: Weak / Nonexistent
Vitality: Weak / Average
Society: Yalir is one of the less developed nations of the Ardias, and thus, herders still have the ability to escape the wrath of the Badhin simply by leaving his Irads. Therefore, the ruler is unable to exert much leverage on his people; most potential wealth and military potential is lost. However, he reserves the right to take half of loot gained on campaigns, which helps boost revenues considerably.
Values:
Spoiler :
Sedentary / Migratory 2
Offensive / Defensive 0
Militant / Pacifist 1
Terrestrial / Aquatic 0
Constructive / Destructive 2
Cooperative / Autonomous 3
Individualist / Collectivist 1

Tenets: Strength, Honor, Birth (viewed as the victory of the god of life Veno over the otherworldly goddess Toba), War
Yalir is the eastern state in a triad of itself, Negul, and Vidul, all fighting over a central common point. Typically it rises and falls with the tides of the Oridev Valley. When either Shayod or Manidev is strong, Negul is subsumed, and both Vidul and Yalir benefit. When the valley states are equal, Negul grows strong, and Vidul and Yalir recede. Yalir is the state most influenced by the Godans, and thus places a heavier emphasis on warring and plundering.

KITHIRAD / NPC
Progression: High Tribal / Organized military, exceptionally strong fortifications, organized government
Development: Undeveloped /
Government: 45,000 / Tribal / Highly centralized despotism
Military: Average / Nonexistent
Vitality: Average / Average
Society: Kithirad is close to the influence of the Oridev, but also somewhat close to the heartland. Consequently, the Badhin of Kithirad exerts fairly strict control over his nation; it is gradually becoming more of a genuine Kingdom.
Values:
Spoiler :
Sedentary / Migratory 1
Offensive / Defensive 1
Militant / Pacifist 1
Terrestrial / Aquatic 0
Constructive / Destructive 1
Cooperative / Autonomous 2
Individualist / Collectivist 2

Tenets: Loyalty, Strength, Honor, Birth (viewed as the victory of the god of life Veno over the otherworldly goddess Toba)
Kithirad is locked in a deadly struggle with Tobadul to its immediate east. The weaker of the two states, Kithirad has been forced to fight for its life against stronger neighbors, which has made its Irads some of the strongest in all Ardias. Meanwhile, its art is beginning to show definite signs of influence by the Bessarion state of Shathok.

TOBADUL / NPC
Progression: Low Imperial /
Development: Undeveloped /
Government: 50,000 / Imperial / Highly centralized despotism
Military: Average / Nonexistent
Vitality: Average / Strong
Society: Tobadul has created its own strain of culture, far away from the influence of the Oridev or the three Vedic states. Here, in the high, dark forests of these hills, the Ardias have crafted a culture which worships Toba more than it does Vedo (their local name for Veno). Thus, the witches have more influence than they normally would have, which has, in turn, eroded the king’s influence. The state is more centralized than it would otherwise be, though there is a good deal of social mobility outside the witch caste.
Values:
Spoiler :
Sedentary / Migratory 1
Offensive / Defensive 2
Militant / Pacifist 2
Terrestrial / Aquatic 0
Constructive / Destructive 1
Cooperative / Autonomous 2
Individualist / Collectivist 2
Hedonistic/Ascetic: 1
Idealistic/Pragmatic: 1
Productive/Conductive: 1
Urban/Rural: 2

Tenets: Loyalty, Strength, Honor, Piety
Locked in a deadly struggle with Kithirad to the west, Tobadul is the southernmost offshoot of the Ardias people, and has a few unusual traits. Most notable is their veneration of Toba over Vedo, as they view Toba to be the one who guides a soul through the maze of death to be reborn rather than the other peoples’ view of her as an active barrier to rebirth. Slightly less notable is the lack of many stone structures that other Ardian states have. With a fierce and slightly wild army, they have managed to have a stable existence despite many nearby enemies.


I have not decided which state I will take. Therefore, anyone who wants should feel free to take one.
 
If Joe doesn't get to posting his other countries, I shall take Tobadul.
 
I would like to pick up Piroe'enei'irboe. Fuschia, ok with you?
 
Of course. Just do your best to play IC and I will have no problems with it.
 
I was thinking maybe Shathok (the Northwestern/vomitgreen country, right?)
 
I was thinking maybe Shathok (the Northwestern/vomitgreen country, right?)

The vomit color group is more a bunch of unorganized mountain tribes, as I made all my really mountainous areas undeveloped. The one upriver from Lossalrion is Hoketh.
 
My stats have now been completed. On Tuesday night, as promised (;)).
 
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