TerraNES2: SilliNES Part 1: The Invisible Hand is In Your Pants

Update is Friday. Future Wednesday updates moved to Tuesday. Role play instead: role playing challenge is cultural perceptions of acne.
 
No, wednesday update is postponed until friday, and all future wednesday updates are moved to tuesday updates.
 
Your previous orders counted for Update 2, which was Sunday. Your current orders counts for Update 3, which was to be Wednesday and will be Friday. Your future orders will count for Update 4, which will be Sunday. Just to make sure there isn't too much confusion.
 
Thank you.
Here are my orders:
Spoiler :

ORDERS:

1.Our nation is small and suffers from overpopulation.We must expand our diplomatic ties with the people in the north Island(Cuba) and create small colonies that will eventually expand with the help of the local population.

2.Invite tribes from the eastern island(Modern day Haiti and Dominical Republic) to join the Quiltec and become part of the federation.Promise them seats for their prominent tribal members in the Council of Tribes.

3.To the north of us lies a lucrative land for trading and adventures.Send ships to secure trade with the natives in those lands,hoping to spread the Quiltec culture and religion through trading.

4.Begin the construction on ships and the research on how these ships could further be improved to travel further into the Continent of Gods(America).

 
Illness and the Gods

In Quiltec,just like all other diseases,acne is considered a terror sent by the Gods to make people obey them or to punish them for their sins.Acne is a special category,since depending on the person carrying it,it can be seen throught his whole life.Sometimes,it can be considered a good thing,sometimes a bad.

For some people(and this is the popular opinion the population follows),having skinmarks of acne is a good thing,since it means that their sins have purified and/or that they have in some time in their lives began once again following the will of the Gods.However,for some shamans in Quiltec it is a bad sign,since it means for them that the Gods decided to punish them eternally for their sins or the sins of their forefathers.

However,the scientific community later in the future would prove to the Quiltecians that these things are natural.Whether or not they would believe them,that would be another matter...
 
Strange RP choice, but OK Terrance. :p

Growing Up Among the Barkindji

Among the Barkindji, a male child is considered to become a grown man when they begin to hit puberty. The various signs of puberty are considered to be manifestations of the maturity. Specifically, acne is considered to be manifestations of the Child Spirits leaving the body through the skin, to be replaced with the Spirits of Adulthood. A boy is not considered truly a man until they pass their Warringai ('Toteming'), or rite of passage, however. The men of the village or tribe take the boys who have turned 13 in the past year out into the Bush, where they conduct various ceremonial rituals. Each boy is then given a spear and a spear-thrower, and they must go out and 'commune', or make a spirit connection, with an animal. This animal then becomes their totem, and forms part of their childhood name until they gain a profession, at which point their Profession Name replaces their Totem Name. Girls go through a similar process, but the rituals and specifics of the two ceremonies are kept hidden from the other gender - no woman is allowed to know what goes on at the male Warringai, and vice versa.
 
Growing Up in the Greek Empire:

A man is considered to have grown up at the age of 20. Before that age, all males are trained in public schools (ooc: Before anyone says anything about this, look at Sparta) in philosophy, music and on martial arts. Once they have become 20 years old, they are considered to have grown up. Women are considered to have grown up at the age of 18.
 
The raider society is one which focuses on fighting for both defence and offence. As such childhood as is known is set to age 16 for the compulsory military service.

Children are expected to learn by play and labour, education provided by elders in the oral tales of the Clan and of its mythology. These educational tales are provided often in night around a big fire. Children are often set to help with their parents profession, although spare children can be recruited to help ship care, agriculture and as aids to senior clan members. In the end though the community itself is expected to look out and help prepare the children for the world; the Clan takes the term "it takes a village to raise a child" in unusual contrast to their raiding nature.

At age 16...

The Clan itself requires all able members at the age of 16 to take part in ritualised training, a proto-national service so to speak in order to prepare as many Clan members as possible to have knowing have to fight for the Clan. Those who wish to serve further in the military are allowed additional training at 18, where are set forth to first as clan guard warriors, then if trained further hound warrior and then through value marauders.

Before then children might pick up some war skills but this is voluntary and often in hero worship of clan warriors.

As well as learning how to handle a weapon and given physical testing the Clan members are provided fuller and are expected during periods of not military training to serve greater still in the community in helping with labour; this is the time that professional hunters are set to training and fishermen are made.

The compulsory military training is seen as a path to adulthood, with 18 year olds then focus on mastering their chosen profession, notable of these paths include the path of the professional warrior: defending, raiding and invading.

Elders are commissioned not just to tell stories to children but to also be ready to be the children's final defenders; the final honour a clan member is expected to take is to protect its future. Children can be a force to cause community members, especially parents, to fight to the death. The Clan, in its caring, is also considering its harshness.
 
Update 3: There is the song tale that never ends!
25 Years
75 Years since Beginning
Late Bronze Age
No Calendar Yet​



Mediterranean​


International

Ietan-Gramad Naval War​
-Ietan Success With New Ships
-Smuggling through Maltese Colony of Nova Valetta keeps trade alive

Ietan-Gramad Land War​
-Gramad army kept both enemies at bay
-Gramad allies with migrating “Atinii” Tribe


National


Ietan League​
-Army overextended, loses battle to Famn-Jolryn alliance
-Unable to contest Gramad garrison
-Defeats Gramad fleet, gains much loot
-Longer ram invention works against pikes, but makes ships unwieldy

Gramad League​
-Allies with the Atinii
-Successfully defend itself on land with large armies
-Convoy system failed at sea, smuggling continues

Malta​
-Maltese smuggling and neutral trade turns in big bucks
-New “Palaces” built by wealthy nobles/merchants on Malta displaces poor to the colonies

Greek Empire​
-Greek soldiers build 1/3 Fyromian Great Wall
-Fyromians attack soldiers, slowing down process and killing many
-Fyromian king offers peace at current borders after seeing the wall itself
-Construction leads to further migration north
-Ionian city states fed up, succede, defend themselves with their fleet

NPC’s​
-Fyromians agree defensive alliance with Ionians against the Greek Empire.
-Astacean League takes over interior nobleman’s lands on charges of treason, and gifts it to various loyal houses
-Tribal Confederacy forms near Carthage

Other​
-Record low harvests and war leads to famine, many cities depopulate
-Country villas across the sea produce incredible vintages and olives
-Still have Anatolian states which need names!



North Seas​


International

Stafia and Ostrian Republic Rematch in Juteland!
-Stafia defeats first Truppe utterly, smashing it and leaving its men broken and routed
-Wins due to veteran raiders from Yasha, new battlefield training, and the Truppe-army’s reliance on numbers and morale rather than fighting ability
-Stafian vanguard skirmishes with Third Truppe while they resettle and reoccupy Juteland
-A Jutelander confederacy formed of subservient tribes submits to Stafia, which has two allies in the region

Stafia raids the Ostrian Republic!!
-Ostrian Second Truppe holds off Stafian attack on shipyards with arrow and catapult
-Republicans manage to prevent shipyars from being burned through many sacrafices
-The Republic Builds up a small but dangerous experimental fleet


National

Ostrian Republic
-Losing a third of their army shocks the Ostrian people! The Sea Marines claim greater funding to fight the Stafian threat with honor rather than numbers
-Shipyards were secured and a small fleet established, although suffering constantly from attrition. Many experimental ships
-Rationing system strained with loss of many men and farmers
-Refugees from Ostrian Juteland as well as survivors of the battle arrive. Some wish the survivors to be put to death for fleeing, but others wish to use them to form a new and improved Truppe.

Stafia
-Endeavors leads to great victory and much loot, but very expensive in effort and manpower
-Slaves from the battle and vassal states helps keep economy afloat and starvation problems away, but without more victories or a reduced army, Stafia will starve

Ostrian Kingdom
-Peace, alliance, trade and war refugees makes their capital one of the largest cities on New Terra Longboat
-Situation as newcomers stabilize
-Starvation in the city is becoming an issue as small clan-farms fail to export. Some wish to turn the riverlands into large farmsteads, but various allied or associated tribes block intensive settlement and cultivation

Black Dog Clan
-Massive raid and alliance with High Peak Clan succeed in brining record numbers of loot. The Scottish Confederacy collapses in starvation and fear, leading to many captives
-Archery training goes apace but holds little attention. Most Black Dogs still prefer the throwing axe or spear, even if they must risk being porkupined to use them, and refuse to train
-Warriors sent to the Land Roar fight battle with Red Fox, many are slain and two Land Roar towns were burned. The Dragons also attack the Land Roar from the south. The so-called Red-Black War has begun
-Sheep sent to Land Roar were thankful, but they declare they need man more than food
-The Black Dog Clan has no problems whatsoever with food, due to their continued successes in fishing, trading and raiding

Kansan Tuuhat Saarta
-Alphabet spreads slowly, few outside of the government trust the “witchcraft” marking system
-border fortresses lead to largely unsettlled fronteir. Small families slowly move in as the capital demands more food
-investigation finds that metallic rocks are metals, cuz if they are metallic, what else would they be?
-many eastern tribes join the Kansan as the winters grow colder
-Navy fights a battle with “Stafian” raiders and come back badly damaged. Hafnia warns them and offers a defensive alliance with themselves and Geatland

NPC’s​
-Ulster and Scottish confederacies, formed against Black Dog Clan, both collapse due to starvation and failure to contain the Black Dog raids. Small tribes fight each other for survival
-Hafnia continues to settle southern Sweden and builds up their fleet

Other
-Neither Stafia nor Ostria can annex Juteland whole with 2, or even 4, turns. Winners generally push back the loser’s borders, grow their own a bit, and maybe establish allied groups to help secure gained land. Expect such patterns for other major wars with minor economies.
-The winter is bitter cold and the summers are short and wet


Mesopotamia​

National

Otterman Empire​
-Military Academy and Bureaucracy formed with help from Antioch exiles
-Euphrates utterly conquered through invasion
-Desert tribes continue to raid, though
-Large allied tribe revolts due to large taxes and their “Namby Pampy Antiochian Ottan”

NPC’s​
-Antioch conquered by [Cyrus] and a northern tribe, remnants surrendered to the Otterman Empire, refugees help the Ottan establish a bureacracy and academy
-[Cyrus] establishes empire with Musuru and [Lydia]

Other​
-Floods are making communication across and along the river difficult, making putting down the tribal revolt and the desert nomads even tougher


South East Asia​

National

Yanawratharyedynlwin​
-Garrison army defeated by myentalapurinaw and chyangphyawngari ZARG RAWSH
-Retreat stabilized around productive slave farms by archers and slave soldiers (good shields!)
-Malwayngamaeagni demostrated but did not invade

Oguru​
-Exists (sorry no map! Too busy today)

NPC’s​
-Malwayngamaeagni instead expanded north for more farmland
-Naval city states begin relying on Yanawratharyedynlwin raice exports

Other​
-The dry season is beginning to skip monsoons every other year, and only the large slave labor farms of occupied Myentalapurinaw are able to sustain the water needed to farm rice during the dry times. Many are considering naming all the peasants into large farms in same fashion, or they shall surely starve. Right now, they still sell enough to export.



Antipodeia​

International
Great Wergaia War​
-Invades Wergaia and destroy or defects many of the border tribes
-Wergaia’s returning army (which was attacking Bergum) was surrounded by the tribal command and slaughtered, the Wergaia scattered, their alliance destroyed
-Wergaia remnants retreats to the high plains and trade with Maraca
-Karta accepts many Wergaia or local tribe refugees and reestablish a Wergaia-dominated Ngarrindjeri

National

Barkindji​
-Success leads to much respect from other tribes, but also much fear for the Barkindji have also grown large
-War game right in time to prevent starvation, but still food is tight and trade, although high, brings little from upriver clans
-Several wish to continue the war against the Karta and their false Ngarrindjeri vassals, who they believe have betrayed them

Maraca
-Gains many Wergaia refugees and continues settlement

NPC’s
-Please draw and name them!

Other​
-The land is still drying up. The defeated Wergaian plains are almost turning into a desert


America

National

Kxqjza[/CENTER]
War is successful in gaining prestige and respect, but not new lands as rival tribes claim protection over the defeated

Quiltec
-Colonization program successful, but leads to animosity from the cubans
-No tribes join you, as they are too busy fighting each other to care
-Ships reach [Florida Keys], which eventually led to a terrifying bog filled with exodic creatures and wise men speaking of a

NPC’s
-War to the eastern island

Other
-Intensity of hurricanes increase, and summers get boiling hot, released by massive thunderstorms and flooding

Update Log​
20 Minutes: General Setup
10 Minutes: Mediterranean
25 Minutes: North Sea D:
5 Minutes: Mesopotamia
5 Minutes: South east Asia
5 Minutes: Antipodeia
5 Minutes America
5 Minutes Post
Total: 80 Minutes

Other​
Not much. Great job so far, guys! Orders due in 46 Hours, Sunday.

EDIT: Oh yeah, maps are only GUARANTEED SUNDAYS. I might make a map later tonight or tomorrow AFTER N3S ORDERS, but meh. :3

Roleplaying​
Will point out my favorite role plays, role playing challenges, and also update spotlight in the future.

Role Playing Challenge: Some of your religious figures are predicting a change for the better, back to the days of their youth (with more “normal” climates). What do they use to predict the future?
 
From the Stafian Empire
To the Ostrian Republics:

We offer you peace in exchange for an end to this war. Peace, or conflict, your decision.
 
Spoiler :


Name: Quiltec
Colour: Purple
Government: Tribal republic.
Current Leader: Elder Matahasut
Capital City: Atalhupa
Army: For a boy to be considered a man,he has to join the army,be it land or naval forces.
Navy: Not too big,but large enough to secure trade with the different nations that exist within the periphery of Quiltec.
Economy: Trade with the surrounding nations is the biggest source of income for Quiltec.There is of course fishing and a really small part comes from agriculture.
Religion: There is a pantheon,with great importance being held by the Sea god.
Stability: Stable.

Orders:
-Invade Pachs in Haiti in order to establish a foothold while the enemies are divided.

-Bribe the natives of Cuba to be more friendly and begin trading with them.

-Send ships farther to the north than the Hellish Isles(Florida Keys) to where the Continent of Gods is believed to be.

-Hold religious festivities to appease to the people.

-Construct more ships to protect trading routes and to blocade the Pachs.
 
Country: Ostrian Republic.
Government: Republican.
Capital: Stadt des Palastes.
Economy: Weakened by the raids by Stafia. Now on par with the local tribes.
Tech Development: Early Composite Bows. Bronze Working. Hunting. Large-Scale Agriculture. Animal Husbandry. Early Catapults. Horsemanship. SEE MAHRENS.
Culture: Boosted, thanks to the heroic Sea Marines.
Religion: The idea of Thur was strong enough to get a Legion named after him, and it continue to rise.
Army: There is Good and Bad news, the bad news is that the entire first Truppe was routed, and has to be remade. The good news, however, is that the Sea Marines overshot it's funding goal, now having five legions instead of three. Each Legion of Sea Marines consists of about five hundred soldiers, with each Legion focusing on a different way of combat. The first (Otto's Revenge) focuses on the classic Sword/Spear-and-Shield, the second (Thur's Hammer) focus on two-handed weapons, the third (Sun Rain) are focus on archery, and the fourth (The Bronzemarines) are the catapult/ships, on top of them being field mechanics. Finally, the fifth (Blood Sparrows) are the Jacks-of-all-Trades, being skilled in all, but not to a degree like the other Legions. Each Sea Marine is expected by the Republic to slay a dozen men before he himself is slain, otherwise he dishonored his Legion.
Navy: Now exist, with special longboat which are either reinforced with Bronze, fireproofed with fur, or armed with a modified catapult designed for sea combat. Also, for the boring, we also have a little selection of the plain mercenary longboats.

-The Republic denies the peace offered by Stafia, those barbarian scumbags are now suing for peace for a war that THEY started!
-The Republic will not kill the Ostrian refugees from Juteland and the former first Truppe. They will assign the refugees who can fight to the new first Truppe, those who can't are sent to farm. For those who can't do both, are unwilling to, and are Stafians... Well, they are killed for uselessness, high treason and being a Enemy of the Republic respectively.
-The third Truppe charges into the Juteland as a act of revenge against the loss of the first. This conflict will hopefully pull the raiders out of their raiding and back into the fray. Unlike the first, this Truppe now knows how the enemy fight thanks to the Stafian vanguard, and so will have a extra advantage in combat.
-The Marines, meanwhile, act out their plans in three steps: First, they will send the majority of the official navy to rout the Stafian raiding boats, and follow them until they reach their capital. If they don't rout, take hostages and torture them until they give the capital location. Part two is to conquer a town or fort near the capital to act as a base behind the enemy lines, raiding any enemy convoys on land or sea to resupply. Third and finally, take the battle to them, and take the Capital from all sides, taking their barbaric leader and force him to summit the Republic as his ruler, or else he is slain and his city burned to the ground. Afterwards, return home and praise the People-King for the victory.

Country: Ostrian Kingdom.
Government: Despotism
Capital: Neue Heimat.
Economy: Great with everything, everything but food.
Tech Development: Early Composite Bows. Bronze Working. Hunting. Large-Scale Agriculture. Animal Husbandry. Horsemanship.
Culture: Still stable, without any changes.
Religion: Freedom of worship, but the Despot's family is disgusted at the Republican refugees's take on Thur.
Army: Mainly recruits from the local tribes, but the elite knights are stretched out over the slums, while the tribal military is disbanded to support the capital with food.
Navy: Fewer mercenary longboats, but a heugh trade fleet to transfer both goods and emigrants into the city.

-The Despot of the Kingdom suggest to her clan-farms to use the 'magic' of large-scale Agriculture, while also trying to get more clans without a union (I.e, all the white space) to join the Kingdom.
-Due to the overwhelming size of the capital, some of the civilians will be moved to accepting villages, to help develop them into towns.
-Meanwhile, there need to be a permanence to the capital, and so, early stoneworking is required to make stone houses to replace the wood-and-dirt houses which the capital is covered in, mainly on the south river.

In terms of the view of the mini-iceage, the Republic blame it on the Stafian barbarians using their barbarian magic to bring a cold hell to them, the Kingdom say it is Thur trying to starve off the Stafians and Republicans from fighting, the Berlioners think that the sun is being lazy, and the Hellanders claims it is cause for no reason by their snow god, the Sneeuwpop.
 
From Stafia
To Ostria:


Admirable bravery in the face of assured destruction. Something to be commended.

Or killed for.
 
Stats:
Spoiler :

Name: Republic of Malta
Government: Still the same.
Army: The army expands slightly to help fortify the trading posts.
Navy: Still going strong.
Economy: Getting stronger due to wartime trading.
Culture/Society: Changes coming in an OOC post. Music is advancing due to increasing patronage by wealthy merchant families.
Stability: Stable

Orders:

Maltese government, in response to hearing about the new confederation, requests to allow trade, but also sends more troops to Carthage in case they are hostile. They also send some troops to Nova Valletta to help fight off the barbarians (if there are any more). The increasing wealth of leading Maltese merchants prompts them to pay more for artists and musicians, and patronage is starting to become a major trend. Both secular and sacred music are advancing in leaps and bounds at the time, and that will be detailed in a later post.
 
Ysaag has vowed to have the head of the Red Fox leader on a pole and for the Red Dragons to be kept at bay!

Spoiler Black Dog ways :
Stats


Government: Clan Despot; the Clan Warlord Ysaag dy Caggey is the boss.

Capital: Laksey (Laxey).

Culture: Aase

Religion: pagan, with especial note for the general populace worshipping the sea god Manannán while the Clan inspire themselves around a ghost dog.

Reputation: fearsome but honourable.

Economy: limited due to isolative location and for "raider" reputation. We are going to need to raid to get additional goods and to try to gain tribute. The local economy is primly focused on food production and craftsmanship. We are connected to the Land Roar but we are going to need to increase our trade still more.

Military: decent enough for raiding. Axes are plenty among the warriors, although metal armour is limited to the odd armband for the elite warriors, leather clothing providing more the protection. Fearsome in moral and quick.

Navy: decent enough for raiding, though more for speed transportation than direct sea battles. Will lose in a frontal battle: hence must rely on speed and avoidance.



Orders


Warlord Ysaag dy Caggey will commit 2500 warriors, leaded by his brother Teig dy Caggey, to head off to help defend the Land Roar territories, especially from the Red Dragons.

Warlord Ysaag dy Caggey believes that one of the two hostile clans must be delt with quickly as to allow full attention on the other. Ysaag will strike the one less defended by archers; the Red Fox Clan. 2 strikes forces will be set to target the Red Foxes; one will be leaded by the Warlord himself by the sea to strike Red Fox costal settlements; our aim is to capture half the costal settlements and leave the rest burning (but not completely razed; we want to ensure these settlements to be as unproductive as possible) so that we may then continue our campaign. The warlord’s army will consist of 5000 warriors, each 500 segment commanded by a battlelord as a method of ensuring management. The second strike force will fight from land; 2500 warriors will be leaded into five groups, each leaded by a battlelord. They will claim the nearest settlement and go on a razing rampage across the country side, causing terror. In the end we must lessen the territorial hold of the Red Foxes!

We must protect Lerphoyll in case either the Red Foxes or Dragons aim for it! Deploy a regiment of 5000 warriors (leaded by Ysaag’s cousin Ottar dy Caggey) to defend the settlement, while requesting the transportation of 5000 labourers to Lerphoyll to help not only keep the warriors well but to also increase the population of Lerphoyll dramatically. This is war and we must prepare!

We are going to need to get more friends. As we in the past threatened the Circle we will be able to set a request to ny Oardyr ny Honnane (the Order of the Thistle) in south Ireland for aid in return for our past clash with their rivals. A trade convoy leaded by Paton y Mea will not only set to organise trade but to deliver a diplomatic priest of the Black Dogs: Vorgell dy M'annym. She will try to convince the druids that aiding us would undermine the authority of the Circle of the Oak. Express the trade offerings with the diplomacy and await for the druids’ response to return back to the Clan.


As for the future; the Black Dogs themselves tend to cast runes into water collected from the sea and the order of how the words float give a signal of what may to be. Druid influence however as also lead to the idea of astrology being used to predict future movements among parts of the populace.
 
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