tiffani

Spoiler :


Culture/Player: Meloy/ NinjaDude
Player Nation Name: Imenoy Na (Rough translation would be People of the Eastern Sands)
Secondary Nation Names: Imenoy Vai (People of the Southern Sands), Imenoy Cloa (People of the Bloodied Sands), Imen Reoy (Men of the Camel)
Cities: Dalum (Main Camp), Reoynip (City of Camels), Noynial (Great Sand City), Daponial (City of the Sun/Heaven)
Description of Culture: A nomadic people that have recently come out of the deserts to the south and east due to many reasons (lets face it, deserts totally suck). Most Meloy have since then taken to life on horseback, being content with sheperding in the semi-arid grasslands. But with the arrival of more tribes from the desert, the Meloy are being pressured westward, where more favorable lands may exist. Rumors of a great river capable of feeding thousands has reached many a chieftain's ears. Still, other Meloy insist on staying in their lands, and are willing to shed blood to protect their grazing grounds.

Meloy view on the world is rather neutral. Instead of seeing events such as invasions and natural disasters as tragic events, they simply see such events as part of a grander picture. The fate of the world and all on it have been written in stone. The gods sit in their realm, watching the events unfold, being catered to by the souls of the dead. Occasionally a particularly generous god or ancestor could be moved to edit this great fate of the world, but such events are rare and require great effort.

I might write more junk in the future. But for now does this look okay?
 


Samiam by immaculate
Nation Name: Samian
Secondary Nation Name: Gavrilia
Cities: Please use Bulgarian names (Melnik, Shumen , Kyustendil , Silistra )
Culture: I’ll flesh this out later.

I already called that spot ;)
 
I think he means that tiny tiny island in the middle...
 
Culture/Player: Acrenox/ZeletDude
Player Nation Name: Acrenox
Secondary Nation Names: Mentakic
Cities: Lutt, Losko, Zenvien, Quessn,
Description of Culture:
They are normally darker skin colored (like Mediterranean nations). The government is set up as a Republic Oligarchy, where the land owners, and wealthy vote for the 3 Oligarchs, all people who own land (including women) can vote for them. Women have many of the same rights as the men, in regard to law issues, they have a money system focusing around gold and silver and other precious metals. The Acrenox for the most part a very peaceful nation, focusing on expansion, seafaring and trading, to get rich. Their religion is Polytheistic and focuses around the Water god as the main god, with the other main gods. Their main city Lutt, grew around the Linndor River.

(light yellow on map).
 

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The Rith'ralir
Rith'ralir/Lord of Elves
PC (Player Character) Nation Name: Second Rith'kathuuk
Secondary Nation Names: Araliri, K'lella, Vorenos, Adderel
Cities: Rith'lorra (Capital), Adelon, Eshadrel, Felonnren, Gent'tai, Lloreleln, Akatha, Wedelras, Ridrun
Government: Absolute Tribal/Religious Monarchy

Culture
A History of Sorts:The Rith'ralir are a predominantly tan-skinned people, inhabiting the northwestern hinterlands. Their name roughly translates to People of the Wolf. They are a people based around religion and tradition, and this forms the backbone of their society. The Rith'ralir are animists, worshiping the Wolf Spirit, for their reverence and respect of the wolves which inhabit their land. The shamans, Rith'grathun, or Wolf-Talkers, have carried down the legends and myths of the earliest Rith'ralir tribes to present times, and are the keepers of both historical record (what little there is to be had) and the rites and tenets of worship of the Rith'gora or Great Wolf for whom the Rith'ralir are named. It is said that the Rith'gora created the heavens and the world (Pathrelum), and man to inhabit it. He appointed his servants, the beings of nature, to watch over man and bade them to see to it that man performed his will. And for a time there was peace, as man did live quietly and by the laws of Rith'gora, and he and his servants were pleased. But as man multiplied, so did his evil and sin, and the laws of Rith'gora were forgotten in man's ignorance and greed, and so Rith'gora struck man with war, famine and death and so man was punished for his transgressions against Rith'gora.

And so the rith'grathun hold that man did say that Rith'gora had forsaken him, and fell deeper into his evil ways. Few were those who remembered Rith'gora, and lived good and righteous lives in his eyes. War and discontent were the punishment for those who forgot Rith'gora, and they lived evilly, and suffered for their transgressions which in their ignorance and blindness they continued to commit. And seeing the fall of man, the contemptible wretchedness of his creation, Rith'gora was saddened. With his sadness, Rith'gora did make a plan to go among those men who still remained faithful to the laws he had set, and make for them a goal. And so the Rith'ralir were born, those men who flocked to Rith'gora's countenance and took of his guidance. According to this, the Council of Rith'grathun was called and all those men who were of true faith to Rith'gora were made Wolf-Talkers, shamans, to pass down Rith'gora's forgotten laws to the future generations, and to keep them pure. They would be prophets to the leaders of men, and would hold Rith'gora's laws in their hands to enforce as necessary with the spiritual knowledge he bestowed upon them.

And so those men Rith'gora had appointed his Talkers gathered up those that would hear Rith'gora's word, and began the Great March, away from the evil and the sadness and the wretchedness to begin the world anew, to make it right. And thus, the rith'grathun of today hold, ended the First Age of Man, and began the New, and the founding of Rith'kathuuk.

Those men who would listen to the Wolf-Talkers were named the Free Men, and the Free Tribes of the Rith'ralir were those who followed the Wolf-Talkers to the New Land for the promise of the Rith'kathuuk (Kingdom of the Wolf or Kingdom of God). They had an arduous journey ahead of them, and so the Free Men marched across the lands of evil, and they were tormented by the many demons of the Slave-Men, those who had forgotten the word of Rith'gora and lived in evil. But through their many torments, the Free Men arrived in the New Land which would be the home for the new Kingdom, the Rith'kathuuk. The rith'grathun bade the leaders of the Free Men, the chiefs of the tribes, to then build a home anew in these lands, who were alike the home of the wolves. The forests and hinterlands would be the home for a new way of men, that would be pleasing to the eyes of Rith'gora. And the leaders of the Free Men were allowed to build their realms within the Rith'kathuuk, and the rith'grathun would ordain the law of Rith'gora, and presumably all would be well. And for a time, it was.

But soon over many years the people forgot the suffering of the evil ways, and so they became complacent. As the great cities arose, and the tribes prospered, they began to envy each other for their material wealth, and the rith'grathun could do little as they saw the Rith'kathuuk slowly torn apart in evil.

With this, the rith'gathrun began to argue, to doubt each others' abilities to divine the will of Rith'gora, and the Great Schism began in earnest, and the Free Men turned against each other, and all was sundered in darkness for a time.

But from the rith'gathrun, a leader arose: Lorra'kalu. A young rith'gathrun, Lorra'kalu was of the tribe of Hathaa, and was the adviser to their chief. In the midst of the war and discontent that was the Great Schism, Lorra'kalu gathered about him warriors and scholars, rith'gathrun and rith'okai (common men/soldiers/farmers/etc) alike. Lorra'kalu did this with guidance from Rith'gora, a vision from the Wolf, and with knowledge of what he must do Lorra'kalu set plans for the Second Rith'kathuuk.

Born of fire. This sentence amply describes the Second Rith'kathuuk, which stood after the Great Schism as the light of Rith'gora's will in a New Land which had suddenly be sundered in darkness. The Great Schism ended when Lorra'kalu's forces became clearly triumphant, the armies of the multifarious enemies spent and worn. And those who had doubted the young rith'gathrun, his fellow Wolf-Talkers and chiefs of the "Free Men", alike, threw themselves at his feet and begged for his merciful wisdom. And it came...

Polity and Other Matters: When the Great March ended, and the First Rith'kathuuk was founded, some centuries ago, the tribes settled many cities, and based themselves around them. Commerce began to flow, and with the guidance of the rith'gathrun, all prospered. The great cities of the tribes became known to the people as: Adelon, Eshadrel, Felonnren, and Gent'tai, named for the first chiefs of Free Men. And under the First Rith'kathuuk, these cities and the tribes which ruled over and inhabited them were separate, united only by a common vision and belief in Rith'gora, and the Wolf-Talkers which divined this vision for the chiefs. However, following the Great Schism and the founding of the Second Rith'kathuuk, power has been taken away from the chiefs. There is now, and has been since Lorra'kalu was proclaimed at the end of the Schism, a single king. The Kathuu-Kalu rules, and his word is law. The skin tones of the Rith'ralir range from darkly tanned to slightly pale and fair. Tanned individuals are thought to be natural warriors, and pale ones are considered prime candidates for rith'grathun.

Domestic Life: Rith'ralir society is patriarchal, and the man is the head of the household. The average Rith'ralir family can expect a reasonable quality of life, unless they live on the frontiers near the "evil Slave-Men", who have forsaken the message of Rith'gora. Those who live in the cities, or nearby, are lucky enough to have quiet lives. While the Kathuu-Kalu is the highest authority, tribal figures (what ones there are to be had) still dominate the day-to-day life of most Rith'ralir. Agriculture is of course instrumental and common, but hunting remains a respected skill. There is little written language at all, what there is is only taught to the rith'gathrun, and otherwise the people are entirely illiterate.

Warfare: The Rith'ralir are taught to respect nature, and hunting is an instrumental part of this. Hunting is seen as honorable competition with the forces of nature, and those who are skilled in this art often fill important positions in the various armies which rise from time to time in the Rith'ralir's history. Rith'ralir warriors are often known to wear wolf skins into battle.

Religion: Little of the inner workings of Rith'gora's "vision", are known to the populace. It is the duty of the rith'gathrun to divine Rith'gora's will, and to inform the people of it as necessary, but also to keep it hidden as necessary. The rith'gathrun are summarily both prophet and secret-keeper, and they speak of Rith'gora's will only when it is needed.
 


Samiam by immaculate
Nation Name: Samian
Secondary Nation Name: Gavrilia
Cities: Please use Bulgarian names (Melnik, Shumen , Kyustendil , Silistra )
Culture: I’ll flesh this out later.

That's not a very good start position. You likely won't have any expansion capabilities.
 
what about the nearby coasts?
 


here is the new location of my culture. (purple with yellow outline in the middle of the islands)

thanks for the heads-up on my previous location LM.

EDIT: regarding cultural write-up, can you tell us a bit about the starting era? is it 4000BC-esque or what?

EDIT 2:

The Samiam

Okay, in an effort to incorporate the histories and culture of neighbors, I am gonna borrow a bit from zealot dude. Hope its cool.

I also stole lots from a NES that flying chicken was going to run but never did. That in turn is stolen a bit from a video-game called Dominions 3.

Organization, Unity

Okay, so the Samiam are made up of a grand number of tribes sharing a cultural and racial identity. In the past they have been united but that unity has been cleaved.

New charismatic leaders have attempted to reforge the unity of past history but their attempts have not always been successful and today many of the tribes are united while others remain independent.

Race, Genetics, Appearance

The Samiam are derived, racially, of Acrenox stock and so have an olive-tinged darker complexion (like Mediterranean nations). The vast majority are afflicted with generalized vitiligo- and so have a leopard-like pattern of generalized depigmentation. (- here’s an image- it contains nudity- you have been warned: http://www.hakeem-sy.com/main/files/images/Vitiligo550_ab.jpg)) Unlike the Acrenox however, they bare a number of genetic mutations resulting from small foundling population. Firstly, due original genetic deficiencies in the founding line, Samiam populations do not divide equally between men and women. Only approximately 1 in 7 Samian are male. The remainder are female. The majority of male embryos die within the first several hours of development (unbeknownst to this bronze-age civilization). Secondly the generalized vitiligo referred to above is a result of the reduced genetic variance of the population.

Economic Development

Living on a series of islands, the Samian are first and fore-most fishers and sailors. In addition to net-based fishing, they make extensive use of fish traps and of fish-farming. Many homes are built on stilts over the water with the area under the home built of numerous cages in which fish are farmed.

They are also excellent farmers of rice and other grains and many communities, including coastal ones, make extensive use of rice farming.

Samiam traders are also known for their clayware and pottery as well as their extensive use of cotton fabrics.

Samian, though excellent sailors, fishers, potters and weavers, have not developed a metal industry comparable to other nations yet.

The Samian, at their height, did trade quite a bit amongst one another but that has been reduced significantly since the fragmentation.
(I tried to make it sort of even- gave them strengths but also a weakness)

History, Government

For centuries the tribes remain decentralized and separate. All that changes when a very charismatic young woman by the name of Sauroya inherits the chieftainship of one of the larger coastal tribes. Brilliant, charismatic, and ambitious, she is also unimaginably cruel and prone to bouts of what could only be called dissociative and paranoid delusions. Within months of her mother's passing she has formed her hunters and raiders into a cohesive military unit of elite highly
trained warriors. She uses these warriors to conquer her neighboring tribes. After her first ever conquest she has the defeated tribes provide their older sons and younger men to her and her soldiers. These are killed, gutted and dressed, spiced and cooked in a huge open feast at the center of the tribe. She takes a long time to really enjoy the flavors of her fallen opponents. Her soldiers follow her lead... and a precedent is set.

In her life Sauroya unites the minor tribes into one, establishes a culture of cannibalism, and continues a tradition of matriarchal dictatorship common in many Samiam tribes. Her daughter inherits her rule, but not the insanity. And yet, the elite soldiers that Sauroya the First used to consolidate her rule expect cruelty, conquest... cannibalism. They also continue to systematically target the males of their defeated opponents ensuring that any further matings are with their own pampered stables. And so Sauroya the Second utilizes these tools also. This further cements the role of cannibalism and ‘male-o-cide (?)’ in Samiam culture.

Though the Samiam are quickly united, the consolidation of that rule takes longer. During that time, the role of canniblism in Samiam culture goes from a mad-woman's eccentricity to a tool of rulership to a ritualized 'nod' to traditional Samiam culture and central rule. The matriarchy continues, the rulers themselves often living very short, very violent lives as coup after coup of ambitious young women vie to establish their dynasty.

With time the tribes grow complacent and when a major illness strikes, the unity of the nations is broken and many tribes find themselves isolated once again. Many continue the tradition of matriarchal dictatorship. Others adopt a council of elders. The role of cannibalism remains strong in many tribes and peters out in others.

After roughly 300 years, a new ruler emerges, one with the charisma, brilliance and ambition to match that of the founder of the Samian nation, this one is Aryulsi the Second. Her eyes see beyond her traditional tribes- she wishes to unit the tribes once again. And so, again making use of the traditional tools of cannibalism, ‘male-o-cide’ and a more and more sophisticated military that makes use of archers, bola-throwers and spearwomen, she marches to unite the tribes. Her soldiers follow her as she personally leads a great campaign of conquest. During her campaign the use of cannibalism once again becomes common, a tool to establish dominance and fear and to reinforce her elite cadre of soldiers with a common identity. She goes further, flaying the skin from her fallen opponents, often while the writhe and scream in pain, mounting their hides on great standards and carrying these into battle. Aryulsi the Second soon becomes known as Aryulsi the man-flayer and the Samian as a terrible power bent on extracting tribute or conquering all that they meet.

Aryulsi's dynasty lasts only 3 generations but these are able governors and soon the conquests, though more limited then originally imagined, are centralized. Samian have no religion but they have culture, dress, language, customs, even primitive philosophies (often based on the absorption of power and knowledge though cannibalism). Soon that culture is spreading far and wide, reinforcing a centralizing government and providing the backbone for a unified nation.

Strengths

Strong military tradition. Excellent sailing and fishing, agriculture and trade crafts. Very strong culture and government.

Weaknesses

Xenophobic and prone to unprovoked aggression. Poor metal-workers. Poor scholastic development or development of writing. Genetic diseases (reduced birth of males, generalized vitiligo in population)
 

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Sorry I'm gonna have to pull out. I was really looking forward to finally having time to NES again =( 中文真不好学啊!
 
ETA to update zero ?
 
Nation Name: Durranok
Secondary Nation Name: Heimig
Cities: Durran, Gettingon, Menchen, Heimar, Grothingon, Tuddgark
Culture: I’ll flesh this out later.
 

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EDIT: regarding cultural write-up, can you tell us a bit about the starting era? is it 4000BC-esque or what?
 
EDIT: regarding cultural write-up, can you tell us a bit about the starting era? is it 4000BC-esque or what?

Expect the first update to bring the setting into the bronze age. So work up to that at the max. I don't want details on specific expansions or conquests, but just how the nation runs and it's beliefs/ideology, etc.
 

Orange Dot with the Green Outline

Culture/Player: Gerulante/Lord_Iggy
Player Nation Name: Kudar
Secondary Nation Names: Brente, Odark, Wonte
Cities: Wonte, Kudus, Vurn, Tessel
Description of Culture: The Gerulante are a collection of relatively recent arrivals to the collection of Linde River Civilizations. They originated of the same ethnic stock as the Sheol, having separated a millennium or so ago when the Sheol but migrated northwest out of their hilly homelands. Typically lighter in build and pigmentation than their neighbours native to the Linde region, such as Acrenox and Durranok, the Gerulante are a mixed bag. While their northern populations range on the barbaric end, the riverine populations have become settled farmers and traders, developing an increasingly stable series of states radiating out from the junction of the rivers Kar and Linde.

The Gerulante worship a pantheon of gods and their animal representatives on earth, although the religion is far from organized. Generally, beliefs entail special respects paid during the eating of meat, and prayers to said gods requesting the granting of skills attributed to their various totem species.

Wonte, at the headwaters of the Kar, was the first of the great Gerulante cities, but today it has been overtaken by younger cities on richer lands, amongst whom Kudar leads the way. The various petty kingdoms frequently battle with each other over the rights of taxation. As such, there is a great deal of fluidity in the borders between these polities. For the most part, the common population is entirely disinterested in this- when it comes to sending off one son to do several months of labour in the service of the monarch, one king is pretty much the same as another.
 
I urge everyone who hasn't filled out their template to do so this weekend. I'm updating on on Monday/Tuesday so have it all in.
 
In cooperation with Thlayli this will update on November 2. Please use this time to make the best of your cultures. Then we can totally pwn that noob.
 
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