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

Lucas Otto steps up onto the podium, viewing the crowd below him. While his posture and facial expression seems to be dull in response to the Stafian raids, inside him burns a powerful rage, powerful enough to pierce the heaven. He begins his speech:

People, today was a sad day for the Republic, for not a few years after we gain control of our future, these barbarians... Otto, as warmongering as he is, couldn't hold back his rage. THESE BARBARIANS WENT AND PILLAGE OUR LANDS, OUR HOMES! HOW DARE THEY? HOW DARE THEY DESTROY OUR CITIES AND STEAL MEMBERS OF OUR FAMILIES? EVEN WHEN OUR ARMY WENT TO CONFRONT THESE MONSTERS, THEY FLED INTO THEIR WOODEN BOATS! THEY WILLINGLY SLAY CIVILIANS, BUT WHEN OUR MEN GOES TO FIGHT THEM, THEY HIDE IN THEIR WOODEN BOATS! Otto huffs, catching his breath from the shouting, before staring back at the public crowd below. We, we will march to their capital, and we will slay their men and their civilians, we will burn their cities and their boats, and leave none alive! I will join in with such a war, and in the meantime, the Grand Hall will deal with the running of the Republic. I now, bid you farewell...

Otto step down from the podium, and joins his Königschild unit (Bronze-clad warriors who are there to protect the Volks-König) with the first Truppe as the latter moves out to begin the conquest of Stafia. Meanwhile, the remains of the Despot's family tree lands in the soon-to-be Neue Heimat, along with some loyal soldiers and workers. With a bit of bribery, the new Despot convince local tribes to join the new Ostrian Kingdom, and help build up the power to conquer the Republic for the good of all man.

(I feel like there should be a limit of three player civilizations per player, or maybe two. This helps players (Like me) to develop a sub-plot in the game, like the Kingdom vs Republic rivalry Ostria is having right now.)
 
OOC: Maybe. Right now the rule is that if a state splits up the player gets to play the splinters for a bit. I will consider after the next update.
 
Unfortunately I will have to drop this. Between all of my other projects, plans, covenants etc this NES simply updates to fast for me to keep up with it. Sorry.
 
Lucas Otto steps up onto the podium, viewing the crowd below him. While his posture and facial expression seems to be dull in response to the Stafian raids, inside him burns a powerful rage, powerful enough to pierce the heaven. He begins his speech:

People, today was a sad day for the Republic, for not a few years after we gain control of our future, these barbarians... Otto, as warmongering as he is, couldn't hold back his rage. THESE BARBARIANS WENT AND PILLAGE OUR LANDS, OUR HOMES! HOW DARE THEY? HOW DARE THEY DESTROY OUR CITIES AND STEAL MEMBERS OF OUR FAMILIES? EVEN WHEN OUR ARMY WENT TO CONFRONT THESE MONSTERS, THEY FLED INTO THEIR WOODEN BOATS! THEY WILLINGLY SLAY CIVILIANS, BUT WHEN OUR MEN GOES TO FIGHT THEM, THEY HIDE IN THEIR WOODEN BOATS! Otto huffs, catching his breath from the shouting, before staring back at the public crowd below. We, we will march to their capital, and we will slay their men and their civilians, we will burn their cities and their boats, and leave none alive! I will join in with such a war, and in the meantime, the Grand Hall will deal with the running of the Republic. I now, bid you farewell...

Otto step down from the podium, and joins his Königschild unit (Bronze-clad warriors who are there to protect the Volks-König) with the first Truppe as the latter moves out to begin the conquest of Stafia. Meanwhile, the remains of the Despot's family tree lands in the soon-to-be Neue Heimat, along with some loyal soldiers and workers. With a bit of bribery, the new Despot convince local tribes to join the new Ostrian Kingdom, and help build up the power to conquer the Republic for the good of all man.

(I feel like there should be a limit of three player civilizations per player, or maybe two. This helps players (Like me) to develop a sub-plot in the game, like the Kingdom vs Republic rivalry Ostria is having right now.)

I think that you may mean METAL BAWKSES, but it might be about 42,500 years too soon for that.
 
Barkindji Confederacy Orders, Turn 2

Spoiler :
Stats
Barkindji Confederation (Grandkhan)
Nation Type: Confederation of Tribal Villages united around a single city.
Government: Tribal Council (Council of Elders)
Capital: Widiwirri
Government Techs: confederation, rule of Authority,
Economy: Prosperous
Economic Techs: Large scale agriculture (Pencil yam, wattle seeds, macadamia, Warrigal Greens), urbanisation (Cities), pottery, hunting (Kangaroos, emu, small marsupials, small reptiles), gathering (Bush foods), metallurgy (Copper, Bronze), Fishing (Freshwater fish, yabbies*), Trade, Barter, Semi-domestication (Emu)
Culture: Thriving
Religion/Mythology: Dreamtime†
Cultural Techs: oral literature (Dreamtime stories), spiritualism, cave/wall painting
Military: Small
Military Structure: Part time soldier levies
Military Techs: Spears (Bronze/Copper/Stone/Wood), spear-throwers, knives (Bronze/Stone), Clubs (Stone/Wood), war boomerangs, Tribal military tactics, Command
Navy: Moderate (River)
Naval Structure: Rafts manned by merchants and their mercenaries to protect against piracy as they trade with other cities along the river basin.
Naval Techs: River rafting, rudimentary sails

Orders

The following is an excerpt from the Encyclopedia Antipodeia

… the Wergaia Empire was the first existential threat to the Ngurendi-Menindi Basin civilisations. Raids by wandering barbarians had been a frequent nuisance, and a few times these barbarian tribes had wandered in and overthrown the ruling elders of a city or region, but within a generation or less they assimilated and life went on as normal. Never before had their been a large empire in the region, nor own bent on conquest.

The fall of the Ngarrindjeri to the Wergaia signalled to the other cities of the Basin that the Wergaia were going to conquer their land, sell them into slavery, and rule them from afar. It was with this fear that the other cities sent soldiers to the Barkindji, in order to halt the Wergaia expansion once and for all…

- With the threat of the Wergaia growing, a regional alliance is negotiated between all the cities and villages of the lower Ngurendi-Menindi basin against the threat of the Wergaia. With Barkindji the last and strongest bastion between them and the Wergaia, they send many of their men to join of the Barkindji confederacy's levies as they prepare for inevitable war against the conquering empire to the south.
- With skirmishes between Barkindji levies and the Wergaia becoming more frequent, a large amount of oral literature becomes about the bravery of individual warriors and soldiers in the various battles. Parts of Barkindji oral tradition begins to include these stories, being passed down from father to son as part of their familial history. These are the rudiments of the Heroic Epic, which will later become a significant fixture in Ngurendi-Menindi basin cultures.

Barkindji Confederation (Grandkhan)
Nation Type: Confederation of Tribal Villages united around a single city.
Government: Tribal Council (Council of Elders)
Capital: Widiwirri
Government Techs: confederation, rule of Authority,
Economy: Prosperous
Economic Techs: Large scale agriculture (Pencil yam, wattle seeds, macadamia, Warrigal Greens), urbanisation (Cities), pottery, hunting (Kangaroos, emu, small marsupials, small reptiles), gathering (Bush foods), metallurgy (Copper, Bronze), Fishing (Freshwater fish, yabbies*), Trade, Barter, Semi-domestication (Emu)
Culture: Thriving
Religion/Mythology: Dreamtime†
Cultural Techs: oral literature (Dreamtime stories), spiritualism, cave/wall painting, hero worship
Military: Moderate
Military Structure: Part time soldier levies
Military Techs: Spears (Bronze/Copper/Stone/Wood), spear-throwers, knives (Bronze/Stone), Clubs (Stone/Wood), war boomerangs, Tribal military tactics, Command
Navy: Moderate (River)
Naval Structure: Rafts manned by merchants and their mercenaries to protect against piracy as they trade with other cities along the river basin.
Naval Techs: River rafting, rudimentary sails



I'll probably add some more NPCs upriver later, I imagined the entire basin to be kind of populated, and have citystates and villages all along it.
 
Reserved for orders tomorrow morning.

@ Grandkhan - "further upriver" was where I imagined that loose league of three cities, for what that's worth.

Which one? There's two, of which the Darling (the southern one) has an upriver which is closest to you and thus if you want to get closer to me you'd have to go downriver.
 
(I feel like there should be a limit of three player civilizations per player, or maybe two. This helps players (Like me) to develop a sub-plot in the game, like the Kingdom vs Republic rivalry Ostria is having right now.)

Hey, I didn't even have to kill anyone this time to get a rival.

This is a first.
 
Spoiler Stats :
Spoiler Ietan League :
Ietan League: Gem Hound
Government: Oligarchic League
Capital: Huneta
Size: Medium
Culture: Respectable
Economy: Respectable
Religion: Ietan Polytheism
Army: Medium
Navy: Strong

Spoiler Gramdan League :
Gramdan League: Gem Hound
Government: Democratic League
Capital: Gramda
Size: Medium
Culture: Respectable
Economy: Respectable
Religion: Ietan Polytheism
Army: Strong
Navy: Medium

Spoiler Ietan :
Emphasize building Monoremes and soldiers
Convince the tribes of OTL Sicily(Tiray) to join the Ietan League, using any means possible.
Aim to "bottle up" Grandan trade, by meeting their fleet in battle off the Southwest coast of OTL Italy (Ieta).
Begin to colonize OTL Sardinia(Jars).
Build walls around Huneta, the most threatened city-state.
Attempt to conquer the Jorlyn tribe, and try to amalgamate Famn, Namnt, and Korlyn into the League

Spoiler Gramdan :
Emphasize building Monoremes
Aim to free the Northern Ietan tribes from the chiefs and try to force democracy upon them.
When Ietan ships come to stop trade, begin escorting convoys of trading ships to and from the docks.
Begin to colonize the Coast of Ieta.
Attempt to conquer the Myrdol Tribe.
Attempt to get Cammen, Polosi, and Ibarante to join the league.

Spoiler Names :
Spoiler Map :
GvN7GGq.gif

1) Namnt - Independent City State, run by a single ruler. Sometimes allies with the Ietan League.
2) Famn - Independent City State, run by a single ruler. Sometimes allies with the Ietan League.
3) Jolryn - Tribal, at war with the tribe Torlii.
4) Torlii - Tribal, willing to trade - at war with Jorlyn.
5) Koryln- Independent City State, at war with the Gramdan League. Looking for allies.
6) Cammen - Independent City State, willing to trade and negotiate.
7) Polosi - Independent City State, willing to trade and negotiate.
8) Ibarante- Independent City State, willing to trade and negotiate.
9) Hersii - Tribal, willing to trade.
10) Myrdol - Tribal, at war with the Gramdan League.
11) Atserya - Kingdom, willing to trade.
 
The Clan has the following notes, including orders:

Spoiler Black Dog Plots :
Stats

Government: Clan Despot; the Clan Warlord Finbar ny Am is the boss.

Capital: Laksey (Laxey).

Culture: Aase (basically if Manx had even more warrior aspects of the Norse but more in appearance and nature of the Celts... o and it developed to such before the Vikings came!)

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 going to need to establish some short of network to get us connected to a decent trade network if we are going to establish our power.

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. We have to account for Ireland being harder to raid in the future

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. We have to account for Irish sea patrols.

Orders

The current Warlord of the Black Dog Clan, Finbar ny Am, has made considerations to improve the Clan.

Food or Blood

The Clan needs food!

While our farmers, fishermen and hunters could be set we cannot rely on them to prepare alone. Our population will grow and we must prepare. We are going to need to gather more thralls and food: sheep would be a good start. A raiding party of 754, leaded by battlelords Aeden dy Atçhim, Brendan dy Poleen, Juan dy Atçhim and Sigurd ny Towse, will prepare to set sail to Wales; the party will be made up of 684 warriors and the rest will be free labourers commissioned to help us take the sheep back; they will be armed but their combat skills will not be set for them to fight but rather to protect themselves if possible.

We will land around Conwy to begin the hunt for sheep settlements. Any settlement we find on the way that does not have sheep somehow will be raided as normal but any settlement we find will be given two choices: be raided as normal (with just stealing half the sheep and, if possible, killing the rest) or for them to hand us half their sheep along with a donation of shepherds of serve us as thralls and some goods like pots for us to return to home with. We want to gather as many sheep and goods as possible, along with thralls, so be sure there is enough sea vessels with room in them.

Be warned of both the Red Dragon Clan and any tribe set in service to the Circle of the Oak; the former are renewed for their furious usage of archery (further aided with their experience as raiders), the latter are determined in their service of the druids. The dy Atçhim brothers will do their best in leading the counter force against both the Dragons and the Circle’s servants. Use speed and bark shields (crafted for dealing with the Dragons) to help protect our forces from arrows as they charge at the archers but do not underestimate the Dragons, especially as plenty of their archers know how to use a sword or a axe. Remember that as a trophy for killing a member of the Red Dragon Clan the bow must be bought back: collect as much bows as trophies (and future weapons) and possible. As for the Oak’s servants: be ready to smack them with an axe should they come to stop us!

When all is done and enough is gathered (or alternatively we are facing too much resistance forces to deal with) then retreat to our vessels with the loot, leaving behind the burning roofs of those who resist and the intact villages of those who gave donation to us. We will then return sheep to be raised for our own usage, thralls to help work them and loot for us to celebrate with!

Small Raid=/=Gentle Raid

150 warriors, leaded by battlelord Mian ny Scobbag, will head to the south-western shores of Scotland to lay a raid on the coastal villages. The aim is to gently bring terror and loot as much as possible while putting to fire as many houses as possible. Take on warriors but retreat on sign of mass warriors, for this is a small raid. Just get as much loot as possible with the least among of fallen warriors as possible!

The Land, like the Sea, is a Raider’s Domain

While we may have set Lerphoyll for trading we may use it as a host point for a party of 545 warriors to arrive from the Isle of Man to prepare to raid the settlements of the Red Fox Clan in the Lake District. The local defenders will hail the raiding party leaded by battlelords Blaa y Tappee, Ewan ny Bioee and Martyn dy Berçhee. They will head gently towards the Lake District to the border settlements; before raiding sent a small party disguised as merchents to sell goods to the would be victims; after leaving they will give details on the defence arrangements of the town, as well as any places of richness to take quickly. Begin the raid with the blow of the horn and charge: make tourches so that we may burn the roofs as we slay and claim. Prepare for Red Fox reaction but the aim is to get as much loot as possible. When enough can be carried run with the stuff out and then commence march back to Lerphoyll so that we can set for glory. Leave 75 of the raiders behind in Lerphoyll (including Ewan) so that they can aid in the defence; bring back 2/3 of the loot back to the Isle of Man while 1/3 will remain in Perphoyll for its benefits.

Glory to the raider!

To Raid the Sea Itself

Fish can be live for a marine power: we must expand our fishing!

To inspire more freeborn to take up fishing (and to encourage more raids to gather thralls to help us fish) have a “raid” party of fishermen prepare to set sail for the south to conduct a massive fishing operation, with guard boats with warriors to provide protection. Battlelord Doncan dy Eisht will lead the protection while Oshine ny Eeasteyr will lead the fishermen. This venture of 750 fishermen (2/3 being thralls) and 120 bodyguards, with the usage of 45 specialist sailors, will help us gain the loot! Be warned of patrol ships that may mistake us for a raider party (not unjustified if you think about it) or raiders who may decide to strike those at sail, especially those of the Red Dragon and the Blue Bear. In the end we must gather enough fish to host a grand feast and to invent a song about! If it goes a disaster… a song of sorrow should be made.

Helping the Pool Widen

Lerphoyll must expand! While encouraging migrants have a party of 50 traders leaded by Conal dy Berçhee to Lerphoyll so they can begin a venture to the Peak District to trade with the Land Roar Clan, trading leathers for any tools the spiritual Roar may have to aid our Clan. While enhancing a special trade link to the Land Roar have our other merchants double efforts to enhance Lephoyll as a trade site, including developing temporal hosting structures that will provide shelter for any wondering merchant.

Meanwhile encourage efforts to increase farming (have a shipment of 250 thralls be set to Lerphoyll for this!) and have 1/5 of the sheep claimed by our North Wales raid be headed to Lerphoyll so that the settlement may have more food supplies, as well as making the raw wool a possible trade resource. Also have our miners have efforts to search for metals!

In the end we must enhance Lerphoyll!

Winter Comes!

Order our hunters to commence mass hunt for animal hides and the sheep we gather to have their wool taken to try and make enough clothing for Winter! Have our lumberjacks collect more wood on the double for fuel and for our grains to prepare for the cold terror! Hopefully our Welsh raid should provide enough wool to help us...

These are the hopes of the Warlord!
 
Role Playing Challenge: Name Neighbors

They are all Barbarians.
 
Oops: I forgot about the upcoming Winter! :O

I better add another order...

Edit: done but I wish I had remembered it sooner, barring the raid for sheep objective I have for the wool and meat.
 
The Otterman Orders

Spoiler STATS :


Tech Development: The Otterman Empire's army learned valuable lessons in the invasion of Euphrates, namely initiative. Many of the officers in the army corp, espescially those involved in raiding, found themselves in situations where waiting for orders to arrive was simply impossible. The generals of the Otterman empire instead issued orders that simply demanded that certain objectives be accomplished and allowed their subordinates to figure out their own methods of accomplishing said objectives. By doing so, the Ottermans could reliably control a large army spread out over massive tracts of territories in a single mission.

New Tech: Otterman Military Organization

GODDAMN EUPHRATES DEMONS

Do not listen to the demons across the river! They are capable of speech, but all they do is lie. Following is a list of experiments that the priesthood has conducted upon the Euphrates Demons so that we may determine their weakness.

Euphrates Demon is put in water

Result: Wet.

Euphrates Demon is put in fire.

Result: Burnt

Euphrates Demon is asked questions.

Result: Lies

Euphrates Demon is cut apart with sharp objects.

Result: Wet.

As the Experiment clearly suggests, burning of the demons yield the greatest effect. As such, fire can be quite an effective tool at purifying our newly conquered lands for the sake of the OTTER GODS AND OTTAN OUR SACRED MONARCH, HOLY BE THEIR NAME.

But all of the High Priesthood must be wary, for even if the demons are now gone beyond the Euphrates, beyond their fortified rivers and spiked walls, their influence upon the land still remains. We shall deal with it as we have done every other problem-by stealing every single little bit of everything that we like and throwing out the rest THROWING EVERYTHING ELSE INTO THE BURNING BOAT AT THE MOUTH OF THE TIGRIS AS SACRIFICE TO THE OTTER GODS AND OTTAN OUR SACRED MONARCH. The High Priesthood must also banish the worshippers of the holy flame THAT MURDEROUS DEMON CLAM beyond the borders INTO THE WATERS OF TIGRIS

All precautions are justified. We must be vigilant to cleanse ourselves from the GREAT EJACU-*inscription scratched*

We'll keep their fine clothes, goldwork, and pottery traditions for out treasury the glory of the OTTER GODS.


We shall keep to our civic matters, repairing irrigation, farms, and roads so that our hungry peasants don't come and kill us so that the Otter gods may be pleased at the wealth of our kingdom.


Government Structure: Despotism controlling many vassals over a large territory. May be inefficient with a bad monarch.
Government: Religious Monarchy.
Capital: Ottdad, at the mouth of the Tigris River.
Economy: Weak, based mostly on animal husbandry and farming with little in trade.
Tech Development: Early Composite Bows. Iron Working. Hunting. Large-Scale Agriculture. Animal Husbandry. Organized Religion. Horsemanship, Military Organization, Euphrates Gold Work, Euphrates Clothes, Euphrates Pottery.
Culture: INTO THE FIERY PIT WITH YEH
Religion: The Cult of the Otter Gods.
Army: Very strong army with Cataphracts, Horse Archers, Archers, and weak infantry.
Navy: Small but well-trained fleet operating in the Arabian sea, with merchant vessels being levied in time of war. A blockade of ships in Tigris.
Stability: Ruhroh.




 
Stats:
Spoiler :
Name: Republic of Malta
Government: Still the same.
Army: The army expands slightly to help fortify the new trading posts.
Navy: Still going strong.
Economy: Fairly strong.
Culture/Society: Changes possibly coming in an OOC post.
Stability: Stable


Maltese merchants wish to commence trading with Greece and its other neighbors.

Partially in response to overcrowding and partially in response to the need of good trading ports, the Maltese government send out two groups to establish trading ports elsewhere. One is sent to where OTL Carthage was and founds a city there as a stopping point for merchants travelling to and from the Astacean League. For simplicity, it will be called Carthage. The other group founds a port on a small island off of the Albanian coast (if the map scale doesn't work for that, the coast will also work). This settlement will be called Nova Malta (or Nova Valletta if on the mainland).
 
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