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Civilization - An Epic Tale - [OOC/OPEN FOR L.A]

For all of your non-NationStates related roleplaying needs!

Should nations have to die out? Would it be possible to have an original nation in the Modern Era?

Yes! Kill all the nations!
29
50%
No! There is some feasibility to it.
27
47%
Other! I have a better idea!
2
3%
 
Total votes : 58

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Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Civilization - An Epic Tale - [OOC/OPEN FOR L.A]

Postby Transoxthraxia » Sun Dec 22, 2013 10:18 pm

Image
"Civilization is the limitless multiplication of unnecessary necessities." - Mark Twain


Humanity. The first humans started to exist in 200,000 B.C.E in the Horn of Africa, before rapidly spreading throughout the rest of the world. Despite this, however, It took them 165,000 years to truly become ready for civilization. The Neolithic Revolution, which revolutionized the ways in which Homo Sapiens acquired food allowed for the first villages and towns to be created, but it would not be about 1,000 years after this in which these towns and villages began to band together and create the first Civilizations. It is the dawn of time, where civilizations will be founded, rise, fall, fracture, and die. In the lands of the Middle East and the Mediterranean, the towns and cities that formed upon rivers begin to rise to prominence under their first politically advanced leaders, and it is now, in the twilight of prehistory, in which this RP is set.

So, if you could not tell, this is a Civilization RP. What entails in this is an RP in which players will be able to found and control their own civilizations, which will continue to grow, develop, and flourish as time progresses. Of course, for those of you who know me, I'm not exactly known for recycling ideas. This will not be like many of the other civilization RPs out there for a number of reasons, mostly for what I find wrong with them, how I want to fix them, and how I think that it will provide for a more fair and immersive civilization experience. All of this will be detailed below. The RP will take place beginning in 3,500 B.C.E, just prior to the founding of the founding of the first historically recorded civilization, and end in 1991. I might extend the timeline depending on the popularity of the RP, but that will be a long time coming.

Gameplay concepts:
(Note: For those of you who participated in my previous RP of a similar subject matter, "On a Subject of Birth", some of this may be familiar.)

This is an obvious, important part of these RPs. Obviously, certain time periods had many more things happen in them than others, i.e Modern Age vs. Bronze Age, and therefore the Modern Age would have fewer years per "turn" than the Bronze Age. The timeline is as follows:

Bronze Age: 3500 B.C.E > 1200 B.C.E - 200 years per turn.
Iron Age: 1200 B.C.E > 600 B.C.E - 100 years per turn.
Early Antiquity: 600 B.C.E > 300 A.D - 100 years per turn.
Late Antiquity: 300 A.D > 700 A.D - 50 years per turn.
The Low Medieval Age: 700 A.D > 1200 A.D - 50 years per turn.
The High Medieval Age (Duuuude...): 1200 A.D > 1500 A.D - 50 years per turn.
The Age of Discovery: 1500 A.D > 1700 A.D - 25 years per turn.
The Enlightenment Age: 1700 A.D > 1825 A.D - 20 years per turn.
The Industrial Age: 1825 A.D > 1925 A.D - 10 years per turn.
The Modern Age: 1925 A.D > 1955 A.D - 2 years per turn.
The Atomic Age: 1955 A.D > 1991 A.D - 2 years per turn.

The way that time progresses in this RP is analogous to real life - There is a reason why I'm starting it during a period of time in which many of is have quite a bit of spare time - Because this RP will go by RL days. For example, every twenty four hours, two hundred years pass by in the Bronze Age. In the same way, every twenty four hours, one hundred years would pass in the Iron Age. It is up to you as the player to keep up with these dates - it really isn't that demanding. It will be tracked by EST, and if you miss your post in the 24 hour window, it is assumed that you did nothing during that time period.


Each civilization will have one "army" per fifteen provinces that they have (You will still have just one if you have fewer than fifteen), obviously not representing the actual army structure of the civilization, but as a representative or symbolic kind of thing. This army will be able to go to any province of yours, but until the Industrial Era, armies will only be able to move through the provinces one at a time. For example, one cannot go from Constantinople to Rome in one turn. Or two. You are free to move this army to whatever province you like in your territory, but you MUST keep a record of where it is at all times. This is in anticipation for possible conflicts in the future, so we all don't end up saying "You can't move your army there in one turn! OMG! I'm quitting!".

When two armies meet in one province, they will immediately commence battle, even if the two countries are not necessarily at war with each other. This will remain this way until the Age of Discovery, which is when I think it would be suitable and believable enough that international diplomacy between nations has been efficiently enough established that the nations know when they are or aren't at war with each other. An important note, though, is that these armies aren't necessary for conquering unoccupied provinces, only provinces owned by other players.


Within RPs such as these, the question of what to do with events that happened historically that are outside the sphere of influence of the players of said RP always is a point of contention. Take, for example, the rise of the Huns in the fifth century A.D. There is little any player could do to stop Attila rising to the throne within the Huns and going on a conquering spree, directly causing the Migration period. In Civilization - An Epic Tale, certain historical events judged by the OP and approved by the Co-Op will occur, and will usually affect most players. Things like the arrival of the various waves of Steppe People into Europe, starting with the Sarmatians, and ending with the Mongols, the Great Plagues (i.e, the many different waves of the Black Death), etcetera will all effect the players in various ways.

However, certain historical events, say, the rise of Alexander the Great, would not necessarily happen, because he is the product of Macedonia, a subset of the Greek Civilization. If a player controlled Macedonia at the historical point in time in which Alexander would rise, it would not occur.

Random events.
Fairly obvious, but let me go into a little detail. This mechanic will be a mechanic employed at the beginning of each IC "day", or whenever the OP starts, in this case, at 12:00 AM EST every day. Out of these random events, some will be not-so-random, for instance, the rebellion of a culture in a conquered province, or a civil war, pretender, etcetera. Some of them, however will be completely random, such as the outbreak of a plague, or a restless people invading into an area that would provide the player with a challenge and fierce barbarians to combat, other than the historical invasions.


There is often debate over how accurate Eurocentrism is, especially in the early days of civilization. In fact, there is very good evidence and it is widely accepted that, until the Christian Reformation started by Martin Luther in the sixteenth century, China dwarfed Europe in technology. Despite this, however, this RP will be highly Eurocentric, while not necessarily through the same means as it did historically, Europe will end up as the dominant continent at the end of the RP.

One may ask, "But why? I wanted to play as a North American Civilization who can build really architecturally advanced clock towers in the middle of the Bronze Age!" Well, no. This Rp is Eurocentric for a few reasons, and mostly for gameplay reasons, rather than any historical outlook reasons. The only locations in which a civilization may begin, depending on the age, up until the Medieval Age (So, Bronze, Iron, Early Antiquity, Late Antiquity, Migration Period.), will be exclusive to Europe, and only the Mediterranean/Middle East until Late Antiquity. This is mostly to provide empires with provincial or territorial contention, and to encourage conflicts over territory, something I often find lacking within these RPs.


The evidence that those who lead a nation played a large part in shaping the history of the nation is no doubt a truth, especially so in Ancient times. Each player will start with a customized leader that will be assigned statistics of their choice. However, once that leader dies (By determination by OP), his son (If there is no qualified son, either a daughter, a cousin, or a high ranking noble would suffice.) will take over, and have randomly determined stats ranging from 1-6 in three categories, Military, Administrative, and Diplomatic.

The Military category is employed when a civilization is at war or battles another civilization. If higher, it will allow the leader greater leeway in the battle, with a higher chance of him winning, or, if losing, minimal casualties. It also assists in the putting down of revolts and the lessening the risk of civil wars. The lower the score, the opposite.

The Administrative category is employed in places like the running of the country and the assimilation of others into your culture and/or your religion. A higher administrative rating means that the nation will be more successful in conquering and pacifying neighbouring provinces, as well as having a higher income rate and a larger degree of freedom from revolts. The lower the score, the opposite.

The Diplomatic category determines how successful one is in international and internal diplomacy. A higher rating lowers the chances of a civil war, makes the people happier, and increases overall stability, while externally it will be easier to please others and be more successful in forming alliances in the future. The lower the score, the opposite.


Another thing that irks me in Civilization RPs is that no one ever faces collapse or failure on a grand scale, despite the fact that this was common throughout history, and most empires did, at one point or another, face said collapse, dating all the way back to Babylon, and going through all the Egypts, the Hittites, The Achaemenids, the Alexandrian Kingdoms, Rome, The Holy Roman Empire, Spain, France, the list goes on. And that's only Europe.

In this RP, there is no guarantee of survival. Unless, of course, you win it through blood and marriage. While this is all part of the historical accuracy of the RP, I do understand how it could be frustrating if you do end up losing. Thusly, I will allow those who have lost thier civilization to the sands of time to reapply, myself included.

The mechanics of said failure are fairly simple - for every predetermined period of time in each respective stage of the RP, Bronze Age to the Modern Age, (The period of time will change per stage of history, of course.) civilizations will experience what I call Decay and Deprivation. In essence, this means that your civilization is stagnating and becoming decadent. D&D will be reduced by a number of means - having a brilliant ruler (2 categories of 5+), certain combinations of policies, or certain technologies that could be researched. If none of these are employed to combat D&D, its cumulative effect will begin to cripple empires in the form of rebellions, civil wars, reduced rates of income, tech research, combat ability, and happiness, all of which are valuable to your continuation as a civilization. Eventually, if one goes through five stages of D&D without being able to reverse it, (If you reverse one, it will go back to zero. But if you have stage two D&D and reverse it, it will only go back to one - You can only reverse D&D once per ruler.) their civilization will collapse into different warring states, signalling the end to their civilization. Think of the Huns after the death of Attila - The Sabirs, Utigurs, and Kutrigurs who were all individually conquered. However, if a civilization adopts an organized religion, it would mean that they lose one stage of D&D, as the moral code would help bring the broken nation together, stronger than before.

On a related note - another thing that I find wrong with many Civilization RPs is the RoE - Rate of Expansion. Often in the Bronze or Iron Age people will hold empires that are geographically larger than Rome without any penalties - People often seem to forget that, despite the size of the Roman Empire, and how rapidly it rose, Rome faced rebellions and civil wars as if they were daily occurrences. Thusly, there will be a cap on the amount of provinces that one can hold based on their government type and technology. Furthermore - The amount of province acquisition will change with the ages - In the Bronze Age, each civilization will only be able to acquire one province at a time. Starting in Early Antiquity, it will change to two, then in Late Antiquity, Three, and so on.


Starting in Late Antiquity, governments of Civilized and Uncivilized nations both began to differentiate as political thought and science developed. As the governments differentiated, bonuses and penalties became clear of each different government type. Below are the lists of governments that a civilization will be able to adopt starting in the Late Antiquity Stage.

Uncivilized
Tribal Federation – The Tribal Federation is a government that represents a group of tribes of similar culture that have united under one banner through diplomacy, not conquest. The Tribal Federation, like all of the Tribal Governments, gives a -5 to province threshold, but significantly decreases the threat of civil war within their nation. Furthermore, as the tribes have been united diplomatically, and not through intimidation, newly conquered peoples would sooner rebel than listen to their new overlord, meaning that there is also an increased chance of non-civil war rebels.

Tribal Hegemony – The Tribal Hegemony represents a numerous amount of tribes, similar in culture or otherwise, having been united under a single banner through military conquest. As with all Tribal Governments, Tribal Hegemonies receive a -5 to Province Threshold, and are more susceptible to civil wars. However, due to the fact that they have united militarily and most often use intimidation to ensure that their subjects remain in line, non-civil war rebels occur less frequently.

Despotic Tribe – The Despotic Tribe is the tribe that has, under one ruler, usually hereditary, expanded into other lands. While the Despotic Tribe suffers a lot more from internal conflict and non-civil war rebels, the Despotic Tribe, due to its expansionistic nature, only has a -2 Province Threshold, rather than most other tribes who have a -5 or more.

Elective Tribe – The Elective Tribe is a tribe that has expanded its borders either militarily or diplomatically. Within the Tribe, each successive ruler is elected by a group of nobles from all of the tribes inside the domain. Due to the inclusive nature, revolt is reduced across the board, but as the administration is more focused inwards, rather than outwards, ensuring the next ruler’s capabilities, the Elective Tribe’s Province Threshold is -7 rather than -5.

Tribal Empire – The Tribal Empire, the uncivilized version of the Imperial Government, simulates a tribe that has gotten large enough to warrant the basic extended administration. All bonuses or penalties regarding the revolt are shaken off, and a +10 Province Threshold is allowed for Tribal Empires. This government type can only be assumed after a Tribe has reached 35 Provinces, well over their overextension limit. If the nation in question is anything other than a Despotic Tribe or Tribal Hegemony, a civil war will occur upon the adoption of the government type.

Civilized

Despotic Monarchy – The Despotic Monarchy, similar to the Despotic Tribe, is a form of government where the ruler is a king that rules with absolute authority with a basic bureaucracy that executes his orders throughout the land. As this is the most basic type of government for civilized nations, there will neither be any bonuses or penalties applied.

Feudal Monarchy – The Feudal Monarchy is an evolution of the Despotic Monarchy where the former bureaucracy has been turned into a group of aristocrats ruling their own lands in service to the king. Due to this decentralization, the Feudal Monarchy government type allows for a +3 province threshold, but has an increased risk of revolt from the nobles, if the king isn’t good enough, or the king seems particularly tyrannical.

Elective Monarchy – Akin to the tribal equivalent, the Elective Monarchy is a hybrid between the Despotic and the Feudal. The Aristocratic upper class is not landed; however, they all have a vote for who would be the next king. The Elective Monarchy, due to its inclusiveness, is hailed as a popular form of government among the aristocracy, and will decrease the likelihood of all revolts, but also decreases province threshold by -5.

Aristocratic Republic – Akin to Pre-Imperial Rome, the Aristocratic Republic is a form of government where the upper class controls the nation, and usually there is no clearly defined head of state. An oligarchy rules the nation, and multiple branches are either elected by the aristocracy, or appointed by the ruling body. This form of government allows for little interior civil wars, but the assimilation time for conquered provinces is +1, and the province threshold is -3.

Merchant Republic – The Merchant Republic is a kind of government in which a wealthy select few “families” base themselves in a single city, where they would run a large commercial, usually maritime empire, conquering territories out of the interest of trade, not expansion. The merchant republic is popular with most of the people within the nation due to the wealth flowing through the country, reducing revolt risk across the board, but due to the nature of the commercially-focused government, assimilation will take +1 turns.

The City State – The City State is a form of government which is usually very democratic in nature. Usually within the cities’ borders, the nation practices either direct democracy or utter tyranny. The rest of the nation is usually either governed in an extremely decentralized fashion, or practically completely ungoverned at all. With the city state, all technologies will take half the normal time that they do to research, and your people will be happy due to the relatively high amount of liberties granted, but due to the poor administration, the City State’s province threshold is -10, and assimilation time for all provinces is +1.

Imperial Government – Ave, Imperator! The Imperial Government is a type of government that is only applicable to nations that have forty provinces or more. The Imperial Government, in short, occurs when a nation’s borders grows too large for the administration that it possesses, and must undergo an administrative and political reform to make the government more efficient. The Imperial Government reduces the risk of non-civil war rebels breaking out, and adds an additional +20 province threshold to your nation; however, the Imperial Government may only be transformed into peacefully by the Despotic or Feudal monarchies. The other governments, Elective Monarchy, Aristocratic Republic, Merchant Republic, and The City State all must undergo civil wars in order to attain the Imperial Government.


On the subject of Rome and provinces - There is no doubt that primitive administrations can only manage so much land - We're not Russia here, nor Canada, nor the modern United States. Revisiting Rome - Lets remember that even under its greatest Emperors faced crippling overextension. There was a reason that the empire fell. Overextension is a concept in which a nation or civilization owns too much land for its primitive administration to manage it properly. Just as it existed in real life, it so too does exist in this Civilization RP.

The way overextension will work is simple - You may only have a certain number of provinces that are based on your government type and whatever stage it is in the RP. For example, you may only have ten provinces starting in the Bronze Age, but that would be upgraded to twelve in the Iron Age, twenty in Early Antiquity, and so on. Republics will initially have less of a provincial threshold, but will vary as time goes on, and will provide other benefits.

The penalty for being overextended is as simple as its calculation - It adds to your D&D, as mentioned above . The more overextended you are, the more it adds, not to mention the increased risk of civil wars and rebellion that will be added upon the already existing risk to ensure that your overextension is kept down by you, the player.

When one conquers a province, they often assume in these RPs that they simply gain the territory, no strings attached. This shouldn't be the case, because people often forget that the people within these territories that they conquer are their own people on the most part who want their own government that supports their own culture. So, from this point onwards, we should differentiate between conquered territory vs. what should be called "core" territory, which is territory in which your culture and your people are the primary population in.

Obviously, since we're all relatively small right now, this assimilation will take awhile, but that's what it's designed to do. In conquered territories, there will be an increased risk of rebellion, especially if you're overextended. Cultural assimilation will take time, but less so as eras or stages progress. So, right now, I will say that three RL days, or six hundred years, is required for a territory to be fully "assimilated" into your culture. Technologies will be put into teh tech tree, i.e "Cultural Meshing" (Think what the Romans did) that would speed the process up.


Starting in the Iron Age and going until Late Antiquity, if a nation receives a ruler with at least two level 5 stats, and the third stat being no lower than 4, the kingdom MAY get a random event which allows them to quadruple the amount of provinces that they are able to conquer in a a single turn. Rebellions are much more scarce, and the empire loses all the D&D it may or may not have accrued through the ages. This is called a Golden Age. In these ages, empires are designed to become large and powerful, but only to an extent. When the ruler dies, if his heir is not up to par, a single stage of D&D is added, rebellion chance is greatly increased, and civil wars become much more serious. Civil Wars, in this large state, may result in a general/pretender/other claimant actually rallying troops to his command, claiming a large swathe of your territory, and going to war with you until there is a victor. This rebel will be played by an OP or a Co-Op in the battles thread. If an empire is large enough, there may be the possibility that the state may fracture into more than one claimant, eventually fracturing entirely, leading to the controller of the country having to choose one of the factions that have come out of the fractured empire. To simulate the relative vulnerability of these kingdoms against foreign threats, as well as to put pressure on the player to reunite, the pretender factions will be able to be conquered by other players jsut as they were unoccupied provinces, but act as NPC-controleld factions to the player whose civilization they are associated with.


One thing that I've noticed in many Civilization RPs is the fact that people frequently make OOC plans and defensive pacts during the early ages which are meant to last all of eternity, which tends to promote solidarity and peace rather than conflict. Let me remind you that Bronze and Iron Age Europe lacked much of what we would consider "diplomacy". Sure, there were things like Client States, vassals, etcetera, and perhaps the occasional declaration of friendship between two or more civilizations. There were rarely, if ever, an alliance between two or more independent nations until Late Antiquity.

Therefore, let me reiterate, Defensive Alliances WILL NOT be able to be formed until the Late Antiquity. Coalitions, which are, in essence, Offensive Alliances, will be able to be formed in Early Antiquity. Past Late Antiquity, alliances will be able to be formed freely. However, this is not a license to form any UN-type thing, like I've experienced in the past, where basically civilizations divide up the map and live peacefully, happily ever after. That won't happen here. Until 1948, there will be no forming of any continental organization that does such a thing.


As much as it may frustrate some, there is no doubt that, until the Enlightenment, religion played an important part in the daily lives of people, from the nobility to the peasants. There is also, no doubt, however, that there is a clear distinction between the monotheistic and polytheistic religions that appeared in the world at different times, the first monotheistic religion appearing (debateably) in 1500 B.C.E. In this RP, every civilization MUST take a polytheistic religion when they sign-up, of their choice and design. As the game progresses, at points in time analogous to when real religions were founded, random civilizations will be given great prophets - not dissimilar to the ones in Civilization V: Gods and Kings. When this Great Prophet arrives, the leader of the civilization that he arrives in will have the choice of adopting the religion as the state religion, and getting to customize and tailor it to his own grand design (provided it doesn't resemble any RL religions), or casting it down.

Either way, the religion will spread rapidly through the populace of the civilization in which the Great Prophet was born, until rebellions or other events make it dangerous for the king to hold on to his monotheistic beliefs. While it makes little difference to be polytheistic or monotheistic in the beginning, starting in Late Antiquity, both Polytheists, who will become known as Pagans, and Monotheists will get bonuses, pagans gaining military bonuses and monotheists gaining tech bonuses. At this point, Monotheists will be able to send out missionaries into Pagan realms, which may get the ear of pagan rulers, who will have the option to convert or jail these prophets. In a similar fashion, pagan rulers may call missionaries to their capital to decide the future monotheistic religion of their country if they so desire. By the High Medieval Age, however, pagan bonuses will be invalid, and monotheists will gain both military and tech bonuses, and will be increasingly effective against pagans in war.

Finally, using the same probability calculator as the great prophet calculations, certain religions will get a Reformer, one who desires to separate from the current religion for whatever reason. These Reformers will appear in a nation which follows said religion, and will convert some subjects to their reformed religion, and rulers of said civilization will get the option to convert to the reformed religion, and will have a free reason to invade nations of the original faith.

Below are the dates in which Great Prophets will appear*:
1600 B.C.E - First Great Prophet - Analogous to Judaism
1100 B.C.E - Second Great Prophet - Analogous to Zoroastrianism
0 A.D - Third Great Prophet - Analogous to Christianity**
600 A.D - Fourth Great Prophet - Analogous to Islam
1100 A.D - First Reformer - Analogous to Hamza ibn-Ali ibn-Ahmad
1600 A.D - Second Reformer - Analogous to Protestantism

* - These civilizations will be selected randomly using a probability simulator.
** - I know Christianity was not founded in 0 A.D, but since we won't ever actually hit 33 A.D, it's a better option.

Below are the following modifiers for Pagans:
Late Antiquity: (300-700 A.D)
  • Combat bonus against non-pagans
  • Resistance to missionaries in your lands
  • Reduced technology spread
Low Medieval Age: (700-1200 A.D)
  • Combat bonus against non-pagans
  • Further reduced technology spread
High Medieval Age: (1200-1500 A.D)
  • More vulnerable to non-pagan invasions
  • Combat melus against non-pagans
  • Triple reduced technology spread

Below are the following modifiers for Organized Religions:
Late Antiquity: (300-700 A.D)
  • Faster technology spread rate
  • Superior at conversion
Low Medieval Age: (700-1200 A.D)
  • Small combat bonus against pagans
  • Further enhanced technology spread
  • Missionaries even more effective
High Medieval Age: (1200-1500 A.D)
  • Combat bonus against pagans
  • Even more enhanced technology spread


There is no avoiding it. At one point or another, I will ensure that players will face off against each other at some point in their history. Combat will take place in a separate thread from the rest of the IC actions. When a battle is to start, the OP will dictate the terrain of the battle, and the two or more civilizations fighting will commence in their IC thread. Unlike the rest of the IC, however, these battles do not adhere to the 24-hour policy. Instead, the battles thread will be sort of timeless - the events around it will go on as normal until the battle is solved, the belligerent nations being unable to post otherwise until the battle is resolved. The battle will be decided by an unbiased mediator, usually either me or a Co-Op.


Historically, technologies did spread quickly across the world after their initial discovery, particularly practical ones like bronze working and the wheel. To represent this in the RP, once a technology has been researched and gained by ¾ of the active players it enters the realm of General Knowledge and is "discovered" by all players. Thus, with eight active players, a technology enters General Knowledge when the sixth player discovers it. All players can then benefit from the advance represented by, for example, Bronze Working. It is hoped that this will alleviate the need for every single society to keep reinventing the wheel and more accurately represent the spread of technology through the world.
A partial exception to this is the writing tech stream, by which I mean those technologies beginning with Alphabet and proceeding through the development of writing and literature. Even if another nation has a written language, that writing system must still be adapted to your tongue (look at the extra letters added to the Roman alphabet to write Czech or Norwegian, for example).
While they will enter the list of "General Knowledge" technologies, Writing technologies will remain exempted from General Knowledge pool transmission. Instead, they will be transmitted through either self-directed research (you can still spend time developing your own Alphabet and Writing and so on) or by contact. Beginning the turn after you make contact with a civilisation that has a written code, their writing system can be adapted for your use. To represent this, one tech per turn (beginning with Alphabet) transfers to you alongside your other tech research, until you reach the end of the writing techs in the General Knowledge pool. You need to make contact with a culture having a proper Writing system for this; Alphabet by itself is not sufficient.


The last important thing that one needs to know about this RP are the strategic locations. Strategic locations are parts of the map that hold great value - Gibraltar, Constantinople, etcetera. Holding these strategic locations will mean that you will gain bonuses associated with said location, and these bonuses stack. It should be noted that civilizations cannot start in these locations, nor anywhere four provinces in any direction from a strategic location. Strategic locations are marked in red on the map.

Below is stated the Strategic Location bonuses:
  • One strategic location - Extended income(Better army), happiness(Slower accumulated D&D), and technology spread.
  • Two strategic locations - Along with compounded effects of above, more efficient trade.
  • Three or more strategic locations - Along with above, more efficient missionaries, double technology spread.





With that taken care of, hopefully everybody was proactive enough to read it thoroughly, and here is the application and map!

Map- Remember - only Mediterranean and Cradle of Civilization locations for now. Ignore NA, it still needs work.
Empty map - DO NOT use this for adding/claiming land. This map is for reference to strategic locations and locations of large cities. Credit to Steampunk Mars for doing the greyed-in city locations.
Tech tree - Up to Early Antiquity - Note - Teh rest that is noted "see ____ tree", it pertains to Late Antiquity only.
Our Wiki


Code: Select all
[b][u]Application[/u][/b]
[b]Nation name:[/b]
[b]Type of government:[/b] (Most of you will be Tribal or Despotic Monarchies.)
[b]Leader's name:[/b]
[b]Leader's statistics:[/b] (There are three categories, Military, Diplomatic, Administrative. You have nine points in total to assign to him.)
[b]Name of Culture, Language, and a brief description:[/b]
[b]National Symbol:[/b]
[b]Briefly Describe, in a paragraph, your nation's religion:[/b]
[b]Map Claims:[/b]
Last edited by Transoxthraxia on Wed Jan 22, 2014 8:36 pm, edited 41 times in total.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sun Dec 22, 2013 10:18 pm

Accepted Applications


The Bronze Age

-none-

The Iron Age

The Great Warrior Rivers wrote:Application
Nation name:The Kingdom of Aquilea
Type of government: Despotic Monarchy
Leader's name: Eugenius Fidelis
Leader's statistics: (There are three categories, Military, Diplomatic, Administrative. You have nine points in total to assign to him.) Military: 2, Administrative: 4, Diplomatic: 3
Name of Culture, Language, and a brief description:Italian Culture is mainly a coastal region with a expressive understanding of engineering. Many Italian people marvel at the mud-brick and marble structures that make up their towns. They speak an early form of Latin and have no way of recording things but through voice.
National Symbol:http://ts1.mm.bing.net/th?id=H.4949749127971476&pid=15.1
Briefly Describe, in a paragraph, your nation's religion: The Italian religion is mostly compromised of a belief called Roanism. It is the idea that creating something of personal value imbues part of your soul into that object, trapping it among it's parts. If the object is destroyed, the partial soul is released to the earth where it is reclaimed by the many gods to create the soul of another person. (Sorry if you don't understand this... you know, I made it at 3AM.)
Map Claims: My claims are shown in deep purple
http://oi41.tinypic.com/2u3v8ma.jpg

6 Technologies: Basic Sailing, Pottery, Animal Husbandry, Mining, Masonry, Bronze Working

Better?


Steampunk Mars wrote:Application
Nation name: Steampunk Mars (RP civilisation name: Berezebel)
Type of government: Divine Imperial Monarchy similar to ancient Pharaonic Egypt. The king is a god of sorts.
Leader's name: Utar-Zagusiddi
Leader's statistics: Military 3, Diplomacy 2, Administration 4
Name of Culture, Language, and a brief description: Berezebel (demonym Berezite) is a culture with similarities to ancient Mesopotamia. The language has surface similarities to Mesopotamian languages in terms of its phonology, but is Indo-European in stucture. Socially, it is hierarchical and stratified, with slaves at the bottom, then freemen, nobles, underkings and the God-King at the top. ("Underkings" are the class of city-rulers of the cities subordinate to the chief city). Ceremonial complexes are constructed on ziggurat-like platforms (actually closer in appearance to Mayan step-pyramids than true Assyrio-Babylonian ziggurats), atop which the sacred fire is kept burning.
National Symbol:
(Image)
Briefly Describe, in a paragraph, your nation's religion: Highly developed polytheistic religion in which the king is seen as the chosen of the gods and as an avatar or incarnation of the divine.
Main gods are:
Nur-Utar – sun god and king of the gods
Ziurushan – goddess of agriculture and queen of the gods
Lugaral – god of the sea
Nershag – lion-god of war
Inurtana – goddess of the moon, the hunt and maidens
Banat – goddess of love and fertility
Galos – god of wine
Shashud – Lord of Animals
Enetar – goddess of death and queen of the underworld
Anar-Zibat – goddess of fire

(Image)
Tech Claims: The Berezites know the workings of: Pottery, Alphabet, Animal Husbandry, Mining, Masonry and Bronze Working.

EDIT: Looks like if accepted I'll be rubbing shoulders with GTech pretty soon. Excellent. A race for the strategic tin deposits of NW Iberia...
EDIT 2: Moved map claim to the Po valley due to territorial dispute with Miracum-Izmir. Pseudo-Mesopotamians in North Italy. Yeahhh...
EDIT 3: And crap. Just realised the Po valley is "within 4 provinces of a strategic location" (Why is Venice strategic?). Moved again to Illyria. The Una valley. I'll have to rename it to something more Berezite-sounding. Hmmm... "Iuma" would probably be most likely.


Al Meajilia wrote:Application

Nation name:
Zawbara'

Type of government:
Tribal monarchy

Leader's name:
Jabeikh Her'gal Bisri Ghashour ( Prince Her'gal son of Ghashour) Jabeikh is pronounced (Yabeikh)

Leader's statistics:
Military: 5
Administrative: 3
Diplomatic: 1

Name of Culture, Language, and a brief description:

The Zawbarites are descended from both the Jiroft people of the Plateau and the dwellers of the deserts of the Peninsula. They are lightly tan skinned, black haired, tall people with round faces and round dark brown eyes who take take honor and pride very seriously, hardy people able to withstand the cool winters and scorching summers. Their language, a difficult tongue to comprehend (it is between Arabic and Persian IRL). Young boys are trained from the age of five in the art of warfare and physical endurance, increasing their stamina, flexibility, physical strength, and discipline. Once they reach the age of thirteen they are to choose their paths, to work with and become apprentices to merchants, masons, architects, potters, farmers, healers, sailors, and Rokhans (Priests), however when war calls every man (aside from Rokhans) aged 16-25 is expected to take up arms. Poetry is held in high regard in Zawbara's culture.

The Zawbarite town of Zawbara' was settled by a man named Zawbar, his mother being of the Jiroft and his father being half desert dweller and half Mesopotamian. He and his wives and children settled there taking wives from the main land be they desert dwellers or dwellers of the Plateau. Eventually they began marrying between cousins as the clan grew larger and became a tribe throughout the bronze age, and the small fishing village grew to become a thriving town as the Bronze age ended and the Iron age began taking hold of nearby islands beyond the island they inhabited the largest of the archipelago. They managed to repel Bedouin raids and resisted demands of tribute.

Men usually sport beards similar to that in this picture: (http://bmsislam0910.wikispaces.com/Ihram). They dress in robes similar to that in this picture: (http://fallout.wikia.com/wiki/Father_Elijah's_robes) however only the Jabeikh wears it in black to signify his high status whereas the rest of the men dress in white during the summer and brown or gray during the winter. The Men also wear turbans similar to this (http://www.baluch-rugs.com/History/People/Sultan_Mehmed_II.htm) though the Jabeikh has the red on the roof of his turban to signify his status as ruler. Rich and or powerful Zawbarites such as the Jabeikh and his clan, successful and wealthy merchants, or a man getting married and his immediate family wear a blue cloak over their robes to signify their wealth, stature, or celebration (http://creativecornercrafts.com/index.php?route=product/product&product_id=62).

Women on the other hand usually keep their hair long, and dress in clothing such as this though the coloring varies (http://www.welovefashions.com/2013/02/kaftan-and-hijab-arabian-women-clothing-273/arabian-women-clothing/). Women only work in the household in the Zawbarite culture, men tend to have many wives in order to have close relations with other families and clans and from these marriages have many children. The Jabeikh usually has a senior wife which is the first among his wives and is the first one married and she is usually the one who appears with him. Once a man dies his wives are not allowed to remarry.

Their surrounding geography is very important in the Zawbarite culture. The people are known to say " Hanu Al Ba'st wa Bidrana Al Beybar ay Al Kubal" "We are the the Sea, and we were begotten of the Desert, and the Mountain". They believe that the sea is where all wealth and blessings comes from, they believe this because of their successful trades and much of their many meals involve sea weed, fish, shellfish, squid, clams and many other things that come from the sea. They also dive to harvest pearls from the sea floor another thing that brings them riches. The Zawbarites also acknowledge through this that their ancestors were both Peninsular desert dwellers and the Jiroft who dwell the mountains of the Plateau.

After a Jabeikh dies, the elder of each of the ninety-nine clans gather to nominate a man from their clan (possibly themselves) to become the new Jabeikh. The ninety-nine possible heirs must then show their ability to lead and fight. Each of the ninety-nine possible heirs will be joined by five members of their clan and set out into the small desert peninsula near the island where they will fight a simulation of warfare to the death. The last remaining possible heir will then go back to the island and stand in the center of town where he will shout for the people's attention and then recite a short poem telling of his victory and that now he is their new leader.

National Symbol:
It is known as the Hawk of Zawbara'

([url=http://i1364.photobucket.com/albums/r737/Great-Albion/Hawkoftheabeikh_zps447da76b.png]Image)[/url]

Briefly Describe, in a paragraph, your nation's religion:
The Zawbarites worship one hundred and one gods, in the form of idols. Each clan has its own guardian god recognized by the other clan and symbolized by an idol located within the houses of the clan members. The Jabeikh has two guardian gods, one being Ashour the God of War and Victory and the other being Shamsheera the Goddess of Peace and Wisdom. Qualities that the Jabeikh is supposed to live up to and the two gods who are also the head of the pantheon are believed to grant it to him. Some also consider Ashour and Shamsheera as two faces of one god as all depictions of them are as one idol. There is a temple in the capital town of Zawbara' where all one hundred and one or one hundred original idols are held and it is believed the spirits of the gods reside within the idols. The Grand Temple is headed by the Head of the Rokhans who is also the eldest of the Rokhans as Zawbarites believe that the wisdom granted by the guardian gods to the Jabeikh is equal to that of the wisdom granted by the gods to the old.


Map Claims:
See that one pixel between Bahrain and Qatar? Yeah those are the islands of Zawbara'. The main island of Zawbara' is where the town of Zawbara' is located and in total the Islands of Zawbara' are 52 km². (http://en.wikipedia.org/wiki/Hawar_Islands)


Ralnis wrote:My app for the Iron Age
Application
Nation name:Isim
Type of government: Tribal-Monarchies and elders called N'tunk that rule under a king called the U'tunk
Leader's name: Digus of Sarnud
Leader's statistics: Administration: 4/ Military: 2/ Diplomacy: 3
Name of Culture, Language, and a brief description:The Isim are a seafaring isolationist people that each have their own unique, but shared culture. They mostly are traders that deal with internal trade and never or rarely deal with external trade as they mostly where afraid of pirates trying to disrupt their trade and fishing boats which are their blood and life of their nation. They have a form of religion called Ur et Ruk( the Sea and the Law) which actually talks about the Watcher of Boats and how he brought them their from another land and gave them the Law called the Ur Nomik( The Way of the Bangles) this was to dictate and tech their people about how to live the way they live. They worship the Watcher by carrying a small bronze idol with them when they are traveling in boats. Their language is called the Fir'it which is a language consisting of seven pictures and symbols that are meant to explain the measurements, laws, and stories of the Isim, and eight symbols that are words or phrases that explain the basic instincts of the basic man, it is still quite basic but it works for them.

How the Isim rule is that each province is actually a city-state that has its own local king called the N'tunk which is the equivalent to a governor of the province which each one is ruled by a high king called the U'tunk which has rule over the N'tunk and directs the whole of the Isim and upholds the Ur Nomik and makes sure not to anger the Watcher, the N'tunk also have their own personal armies while in times of great occurrence or distress then the N'tunk has complete control of the army. The N'tunk come into power by the number of boats they have, the wealth they have from their trade, or their great accomplishments in the eyes of the Isim while the U'tunk come into power by being raised up above the rest of the N'tunk for they believe that he or she is good for all of the Isim
National Symbol: Trout
Briefly Describe, in a paragraph, your nation's religion: They have a form of worship called the Ur et Ruk, which is translated as the Sea and the Law which involves two things, first the worship of the deity known as the Watcher of Boats, which its a non-gendered deity that centers itself around the seas and the boats, it is said that the Watcher was a real person, but the records of their migration are really sketchy at best so it should be taken as a grain full of salt, but the Watcher is a religion that reflects the way of the Isim's lifestyle and seafaring traits while the law called the Ur Nomik, or what translates as the Way of the Bangles, is the laws and how to teach them to future Isimians. They do not build temples for the Watcher but instead have small, bronze idols that they carry with them when they travel out on the seas and on their boats as they call that their moving temples.
Map Claims: All of Sicily

The Six Techs from the Bronze Age:
Basic Sailing
Advance Sailing
Mining
Bronze Working
Bronze Military Applications
Alphabet

I hope this is all right.


Early Antiquity Civilizations

Application
Nation name: Nordica
Type of government: (Most of you will be Tribal or Despotic Monarchies.) Absolute Monarchy
Leader's name: Queen Karla
Leader's statistics: (There are three categories, Military, Diplomatic, Administrative. You have nine points in total to assign to him.) 333
Name of Culture, Language, and a brief description: The culture would be a mix of Nordic and Germanic cultures, while the language would be a mix of English, Dutch, German with a small part of Scandinavian languages in it. The language uses Latin-like letters as well as those used in Scandinavian languages such as ø, å. The culture would be heavily based on nature, prosperity of the people and general well being, however war is also a relatively important aspect of it.
National Symbol: Two-headed snake
Briefly Describe, in a paragraph, your nation's religion: Nordicans worship a goddess called Valgalla, who is described as the creator of all living things, the earth, the skies and water. While the religion is monotheistic and Valgalla is the only de facto god(dess), there are many spirits that are 'in charge' with Her creations. Such as the Spirit of Water Taur, of Wind Sål and of Earth Kella. The King or Queen is regarded as the Spirit of the People.
Map Claims: North East Netherlands and North West Germany that borders Netherlands, Northern Germany that almost borders with Denmark(one province away from Hamburg I suppose). Should be five provinces starting with those two Netherlands provinces


Nation name:Alenum
Type of government: Despotic Monarchy (civilized)
Leader's name: Oppius Lusennius Alenum
Leader's statistics: Military: 1 Diplomatic: 4 Administrative: 4
Name of Culture, Language, and a brief description: The Alennic people have long been concerned with the workings of trade and seafaring. They were, for many centuries, a large assortment of tribes, with very little in common. The various tribes of The Island, as it was referred to in many different tongues, were among the first in the region to develop seaworthy craft, though their disunity and general lack of influence caused them to earn little respect from the civilized world.
Of the seafaring tribes of The Island, there were three who were dominant. The Sagia in the North, Sabia in the West, and Alenum in the East were the largest of the many tribes. These three tribes often bullied the smaller tribes into giving them tribute. Over many centuries, the larger tribes grew larger and began to conquer or assimilate the smaller ones.
At the time of unification, only the three tribes remained. The Sagia, having formalized their ragtag assortment of deities into a polytheistic pantheon, had taken to the finer arts. Religion and culture were rampant in the Northern lands of The Island. To the East, the tribe Alenum was concerned primarily with commerce and affairs of the tribe. A great man, Oppius Lusennius Alenum, known in the annals of Alenum as The Tribal Statesman, had heard of great kingdoms to the East. He reformed the tribal system, forming a petty kingdom. The Tipuus, in the West, had not changed their ways; they were still uncivilized and brutish.
A great war soon ensued. An alliance between the Alens and the Sagia soon led to the conquest of the warmongering Sabia. The Alenum and Sagia cultures soon fused together. The newly-formed Laremian Kingdom embraced the commercialism of their namesake, but also retained the culture of Sagia. Oppius Lusennius Alenum, king of Alenum, deemed his capital Olesa, an ancient tribal town on the southern harbor of Alenum.
National Symbol: A coin, embellished with a bird of the sea, to symbolize trade.
Briefly Describe, in a paragraph, your nation's religion: The Alennic religion is based primarily off of the Sagia tribes' pantheon. There are over two-dozen deities, each symbolizing a different aspect of nature and humanity. The patron goddess of Alenum, and the subject of much worship, is Naissia, the goddess of trade and seafaring. Luxurious temples dot the isle in honor of Naissia, though other towns contain shrines to the other deities.
Nearly every civilian prays to a god daily, though many are trained to be priests or priestesses. These holy men and women, known as "Vates", spend most of their time worshiping. They often dress lavishly, though are forbidden to eat gluttonously or to indulge in the pleasures of the flesh.
Map Claims:Corsica and Liguria
12 Starting Techs: Basic Sailing, Pottery, Advanced Sailing, The Bireme, Alphabet, Writing, Archery, Animal Husbandry, Organized Hunting, Mining, Calendar, and Bronze Working[/quote]


Photana wrote:Nation name: Excalaer
Type of government: Tribal Monarchy (Unciv)
Leader's name: Otto Uf Yaenk
Leader's statistics: Military: 4 Diplomatic: 1 Administrative: 4
Name of Culture, Language, and a brief description: The Excalaer are an intensely independent and tribal people. They are split into two main tribes, or "Ufs," Yaenk and Hael, who trade the kingship off between the two of them whenever a king appears weak. Under these two main tribes are innumerable sub-tribes or "Sufs," who, again, often war among themselves, and mostly consist of people who think themselves close, such as a group of related villages. Under these Sufs are the individual villages themselves, and this basic level is where every leader calls upon when he calls the tribe of the Excalaer to bring to him their menfolk for a war. Any level of these people can refuse the call to war, but the lose the right to whatever is gained in the war be it booty or land, and will often draw the ire of the tribes that did participate in the war, which is never a good thing. The language of the Excalaer is similar to what we would call proto-German, but lacks several sounds, most notably "J" and "Q" while also gaining the sound "ae." Sentance structure is free, meaning as long as a verb and noun are in the sentence, it works and can be understood by a speaker of Excalaer.
National Symbol: A bloodied sword, the color Blue.
Briefly Describe, in a paragraph, your nation's religion: The world spirit created everything. After this event, the world spirit broke into four beings, Yan and Han who managed the light, and Fuer and Fenofi, who managed the night. All four made the people of the world, who contained a piece of all of the gods. They also blessed those who prayed to them, helping their chosen in war. Eventually, both couples back one of the two tribes of the Excalaer, Yan and Han backing Yaenk, and Fuer and Fenofi backing Hael, and their godly conflicts are played out on Earth, in the form of the two tribes on Earth jockeying for power and influence.
Map Claims: Central France, around Paris.
12 Starting Techs: Mining to Iron Military Applications (5), Alphabet, Masonry, Archery, Animal Husbandry, Organized Hunting, Domestication of the Horse, The Wheel


The Dead civilizations
May they ever rest in peace.

Application
Nation name: Qartha
Type of government: Despotic Monarchy
Leader's name: Ma'thala Karnata
Leader's statistics:
Mil: 3
Dip: 4
Admin: 2
Name of Culture, Language, and a brief description: The Qartha culture is based around one thing- wealth. How one comes upon this wealth or what one does with said wealth does not matter to the society, they will be respected either way. The Kingship is also non-hereditary, once one king dies, the kingship passes to the most wealthy man in the people. The Qartha language is one of quick speech and pronunciation and lacks the sounds "X' "Y" and "Z." The language is also related to several other sister languages in the local area, and most of the peoples of the region consider each other sister people.
National Symbol: The Na'tha, a spear with two heads, one large and used to pierce armor, the other small and used to deliver killing blows to fallen enemies.
Briefly Describe, in a paragraph, your nation's religion: The world is one large being, which began by hatching from the cosmic egg which nurtured all things. The world was at first alone and sought out friends among the newly hatched beings, and found two, one bright and shining, named Qar (the Sun), and Oru (the Moon). When he and his two friends finally found a place to settle, the world noticed on his surface that some of his plants had bore Yuar (Man). He took pity on the newly born and blessed them with intelligence and fire, and for this they worshiped him. Qar and Oru were jealous of the attention that the Yuar were getting and when the world was sleeping, scattered the Yuar across the surface of the world, killing many. When the world discovered this, he cursed his so-called "friends" and continued looking after the Yuar, who were now scattered and confused. Many lost faith in the world's power and chose to follow other gods. One group, the Qartha, did not lose faith, and the world blessed them when they prayed for wealth and salvation, and taught them of the past. The Qartha continue to pray to the world being, so that he will forgive his friends in the future, and the Yuar can be one again.
Map Claims: Northern Tunisia, more specifically the peninsula province.


Application
Nation name: Regica
Type of government: Despotic Monarchy, with the King ceremonially related to the Founding Fathers of the civilization.
Leader's name: Lidgar Rugarix
Leader's statistics: Military: 3; Administrative: 3; Diplomatic: 3.
Name of Culture, Language, and a brief description: Regican culture is heavily meritocratic. With its proto-capitalism, artisanship and woodcraft were seen as the base of society, while the richer classes were those that bought their produce and sold them elsewhere for more. Often seeing this as unfair by the lower classes, the richer classes would keep the peace by offering proto-welfare to them (subsidies, food, medicinal herbs etc.). Regican language is very peculiar, only including sounds that come in pairs and omitting modern-day Latin-alphabet letters such as X, W, J and even B. As such, Lidgar would be spelt out Li-dg-ar (as opposed to L-i-d-g-a-r). This gives the Regican language a slight sing-song effect.
National Symbol: The Grape
Briefly Describe, in a paragraph, your nation's religion: There are essentially four deities in Regican religion. The God of Life and the God of Death-- both with their evil counterparts the Devil of Life and the Devil of Death. The God of Life represents luck and the doing of good deeds and the God of Death represents a peaceful afterlife. Their counterparts represent sin, evilness and an eternity in hell respectively. The oldest tale known to the Regicans is the tale of how the Gods of Life and Death are in permanent dispute and fighting between them indefinitely, and when one comes out victorious, (goodness|sin) will triumph over the world.
Map Claims:LuxembourgPeloponnese


Nation Name: Axartyai
Type of governance: A Despotic Monarchy, with the King seen as being sent by the Gods to protect the people from threats posed to them.
Leader's name: Aigudas Konnikuzas.
Leader's statistics: 4 Military/3 Administrative/2 Diplomatic.
Name of Culture, Language, and a brief description: The Axartyaian culture is one largely based around the tenant of knowledge - Those that know the msot are the most valued in society. The language is a lingual isolate, making communication between other cultures hard to perform. It strongly stresses the "K" sound, lacks "C" or "Q", and strongly emphasizes the "-as" suffix, usually in names, or nouns in general.
National Symbol: The Falcata, a two-handed curved sword.
Briefly Describe, in a paragraph, your nation's religion: The Axartyaian religion is a vast pantheon, with the belief that there was a parent Goddess - the Goddess of Good, who is personified upon this Earth as her all-seeing eye the sun. When her twin, the Goddess of evil, tried to usurp her throne, the Goddess of Light, Hyakas, threw her down upon the Earth with such force she broke apart and became the seas and lakes. With her dying breath, she created Humans in the shape of Hyakas, whom, despite being the creations of the Goddess of Evil, could not bring herself to destroy them, as they were created in her image. In eternal gratefulness, the new people, the Axartyai now owed Her their lives, and existance. They prayed to her day and night, until they starved. Feeling remorse, Hyakas sent down shards of herself upon the Earth, who became the Axartyaian Guardians, who became the hills and mountains and forests which the Axartyaian peoples lived within. To this day, however, the Axartyaian peoples still pray with a zealous fervor towards Hyakas and her children who populate the Earth in the form of its geography.
Map Claims: See map above.


Utceforp wrote:Civ 5 plus Europa Universalis in an RP form? I'm in.

Application
Nation name: Nambiri
Type of government: Despotic Monarchy
Leader's name: Nambleravera
Leader's statistics: 3 Military, 2 Diplomatic, 4 Administrative
Name of Culture, Language, and a brief description: The Nambiri call themselves the Grunori, "Nambiri" is just the name of the state that they belong to. The Grunori speak the language of the same name. Grunori language is made up of symbols that are made from two or three different sounds. These symbols are then combined to form words. For example, the word Nambleravera is a corruption of the Grunori word Nam-Bel-Ri-Nam-Vi-O-Ri. "Nam" means superior or better, "Bel" means leader or lord, "Ri" means man, "Vi" means organized or civilized, and "Ri" with the pluralizing "O" in front of it means a group of people. So Nam-Bel-Ri-Nam-Vi-O-Ri literally means "Superior Male Lord of Superior Civilized Group of People" but is better translated as "King of the Nambiri". "Nambiri" itself comes from "Nam-Vi-O-Ri", meaning "Superior Civilized Group of People", and "Grunori" comes from "Gru-En-O-Ri", meaning "First Group of People." "Gru" meaning "First", "En" being a connective symbol, and "O-Ri" again meaning "Group of People". So yeah, they call themselves the First People, and their country as the Superior Civilization. It's a little conceited and racist, but hey, it's the dawn of civilization, everyone is a bit racist and conceited.

The Grunori came from the east, specifically around eastern Afghanistan/north-western India, possibly due to other cultures pushing them out. The concept of being fleeing west pursued by evil has pervaded their religion because of this. They settled around the Syrian desert, until pressure once again pushed them south due to the hostility of their home and the prosperity of the Tigris-Euphrates rivers. They adopted some of the culture of the natives, and vice versa, and soon the Grunori and the people who once lived in their new home were indistinguishable. They have established several city-states, but Nambleravera of the city state of Namneten (from Nam-En-Then, meaning Superior City) holds hegemonic and religious power over the others.
National Symbol: A bird of prey flying towards the Sun. The number sixty is also sacred to their religion, and is often used as well.
Briefly Describe, in a paragraph, your nation's religion:

The Grunori believe that the gods were cruel beings who made deserts simply to laugh at humans, and that at the beginning of all things there were only three gods. The first three gods were Pandi (From "Pan", meaning "Chaos" and "Di", meaning "God"), Ordi (From "O-Rud" meaning "Many Heads" and "Di", meaning "God") and Inodi (From "Inu" meaning "inferior" and "Di" meaning "God) Every time the population of humans went above One hundred and twenty five, the gods would kill a human. Eventually, one of the sixty humans, a man named Belri grew tired of the oppression. Belri taught the humans how to make axes and chop down trees. They used these trees to make rafts, which they put in a ditch on Belri's orders. Belri distracted Pandi by carving a statue out of stone that looked like a pretty woman, Ordi by inventing beer and pouring it down all of his many mouths, and Inodi by making him trip over a rock, causing him to impale himself on a jagged mountain. Inodi's divine blood flowed down the mountain, which filled the ditch that Belri had dug and made the rafts float. Thus, rivers were created, and continue to flow because of the blood of Inodi's body on the mountain.

Belri and the humans travelled east along the river, but Pandi discovered that his new bride was made was made from stone, and Ordi woke up from his drunken stupor. The two gods chased after Belri and the humans, but an eagle came down from Heaven and discovered the raft. The eagle had always hated Pandi and Ordi, because their deserts had taken away his place to live, so the giant eagle allowed Belri to climb onto its back. Belri tried to fly up to Heaven, but fell. The eagle caught him and took him down to the ground. Belri tied himself to the Eagle using a rope, and flew up towards Heaven. He fell once more, and the eagle caught him. Belri tied himself sixty times to the Eagle using sixty ropes, and flew up to Heaven. He fell, and once again the Eagle caught him, but this time they didn't go down to the ground, Belri and the eagle flew all the way up to Heaven. There, they stole the secret to fire, and flew back down to Earth. Pandi and Ordi discovered the theft and went out to all of the four corners of the world, appearing in various disguises looking for fire.

While Pandi and Ordi were distracted, Belri lead his people to the homes they live in today. Belri declared himself the new god, Belzu (From "Bel" and "Zu", meaning "God") and sixty five of the humans agreed with him. He chose five of them to be the other gods of the Earth, and lead them to Heaven. The other sixty humans had been injured by the trip, and had became insane, worshipping strange other deities. The loyal sixty drove them away to the four corners of the Earth, and there they became the other, foreign, barbarian people of the world. The loyal sixty became the ancestors of the Grunori, and eventually the Nambiri.

Also of note: "Di" generally refers to the older gods prior to Belzu's ascent to godhood, while "Zu" refers to him and the five other gods that joined him.
Map Claims: The parts of the Persian Gulf that overlap with Mesopotamia.



[spoiler=Granadeseret]Application
Nation name: Decanesil
Type of government: Despotic Monarchy
Leader's name: Illris Mehteh
Leader's statistics: Milt. 3 Adm. 3 Dip. 3
Name of Culture, Language, and a brief description: The Decan, named after their city-state, Decanes, are a relatively cosmopolitan people (so far as they go); asolid chunk of their population living within the city walls, their soil not the best suited for farming, and protected from the need for over-militancy by the sea. They speak a language called Dic, which due to their prominence in trade in the Ionian sea has become the de-facto trader's tongue of the region. They place a high value on the skill of craftsmanship and courage under stress, in particular their veneration for sailors and shipbuilders, and have a diet based largely around fish and small grains.
National Symbol: A rock surrounded by crashing waves
Briefly Describe, in a paragraph, your nation's religion: The Decan's spirituality is largely dedicated to the sea, for it is from there that they draw their wealth, much of their sustenance, and face the greatest threat from. They believe in a combination of three gods,which in order of ventration and importance are listed thusly; Io, God of the Seas (To which they also attribute fortune, masculinity in general, ect.), Heles, God of the Skies (To which they also attribute prophecy, nobility, ect.) Illian, Goddess of the Soil (To which they also attribute femininity, youth, ect.) who manifest their forms and personalities differently depending on their mood. Usual ways of keeping them calm and happy (and thus, in "good" manifestations) include offering idols in their image to their domains and short, ritualistic chants to their might.
Map Claims: Rhodes Region

[/spoiler]
Last edited by Transoxthraxia on Wed Jan 22, 2014 7:45 pm, edited 17 times in total.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

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Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sun Dec 22, 2013 10:18 pm

Last edited by Transoxthraxia on Sun Jan 12, 2014 8:26 pm, edited 5 times in total.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Arkolon
Powerbroker
 
Posts: 9498
Founded: May 04, 2013
Ex-Nation

Postby Arkolon » Mon Dec 23, 2013 3:59 am

Ah, finally. I do love your OPs, Sox, despite taking quite some time to read :p

Application
Nation name: Regica
Type of government: Despotic Monarchy, with the King ceremonially related to the Founding Fathers of the civilization.
Leader's name: Lidgar Rugarix
Leader's statistics: Military: 3; Administrative: 3; Diplomatic: 3.
Name of Culture, Language, and a brief description: Regican culture is heavily meritocratic. With its proto-capitalism, artisanship and woodcraft were seen as the base of society, while the richer classes were those that bought their produce and sold them elsewhere for more. Often seeing this as unfair by the lower classes, the richer classes would keep the peace by offering proto-welfare to them (subsidies, food, medicinal herbs etc.). Regican language is very peculiar, only including sounds that come in pairs and omitting modern-day Latin-alphabet letters such as X, W, J and even B. As such, Lidgar would be spelt out Li-dg-ar (as opposed to L-i-d-g-a-r). This gives the Regican language a slight sing-song effect.
National Symbol: The Grape
Briefly Describe, in a paragraph, your nation's religion: There are essentially four deities in Regican religion. The God of Life and the God of Death-- both with their evil counterparts the Devil of Life and the Devil of Death. The God of Life represents luck and the doing of good deeds and the God of Death represents a peaceful afterlife. Their counterparts represent sin, evilness and an eternity in hell respectively. The oldest tale known to the Regicans is the tale of how the Gods of Life and Death are in permanent dispute and fighting between them indefinitely, and when one comes out victorious, (goodness|sin) will triumph over the world.
Map Claims:LuxembourgPeloponnese
Last edited by Arkolon on Mon Dec 23, 2013 9:50 am, edited 1 time in total.
"Revisionism is nothing else than a theoretic generalisation made from the angle of the isolated capitalist. Where does this viewpoint belong theoretically if not in vulgar bourgeois economics?"
Rosa Luxemburg

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Mon Dec 23, 2013 8:39 am

Arkolon wrote:Ah, finally. I do love your OPs, Sox, despite taking quite some time to read :p

Application
Nation name: Regica
Type of government: Despotic Monarchy, with the King ceremonially related to the Founding Fathers of the civilization.
Leader's name: Lidgar Rugarix
Leader's statistics: Military: 3; Administrative: 3; Diplomatic: 3.
Name of Culture, Language, and a brief description: Regican culture is heavily meritocratic. With its proto-capitalism, artisanship and woodcraft were seen as the base of society, while the richer classes were those that bought their produce and sold them elsewhere for more. Often seeing this as unfair by the lower classes, the richer classes would keep the peace by offering proto-welfare to them (subsidies, food, medicinal herbs etc.). Regican language is very peculiar, only including sounds that come in pairs and omitting modern-day Latin-alphabet letters such as X, W, J and even B. As such, Lidgar would be spelt out Li-dg-ar (as opposed to L-i-d-g-a-r). This gives the Regican language a slight sing-song effect.
National Symbol: The Grape
Briefly Describe, in a paragraph, your nation's religion: There are essentially four deities in Regican religion. The God of Life and the God of Death-- both with their evil counterparts the Devil of Life and the Devil of Death. The God of Life represents luck and the doing of good deeds and the God of Death represents a peaceful afterlife. Their counterparts represent sin, evilness and an eternity in hell respectively. The oldest tale known to the Regicans is the tale of how the Gods of Life and Death are in permanent dispute and fighting between them indefinitely, and when one comes out victorious, (goodness|sin) will triumph over the world.
Map Claims: Luxembourg, the single-region country.

Too bad you didn't read the important part regarding map claims. :P
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Arkolon
Powerbroker
 
Posts: 9498
Founded: May 04, 2013
Ex-Nation

Postby Arkolon » Mon Dec 23, 2013 8:45 am

Transoxthraxia wrote:
Arkolon wrote:Ah, finally. I do love your OPs, Sox, despite taking quite some time to read :p

Application
Nation name: Regica
Type of government: Despotic Monarchy, with the King ceremonially related to the Founding Fathers of the civilization.
Leader's name: Lidgar Rugarix
Leader's statistics: Military: 3; Administrative: 3; Diplomatic: 3.
Name of Culture, Language, and a brief description: Regican culture is heavily meritocratic. With its proto-capitalism, artisanship and woodcraft were seen as the base of society, while the richer classes were those that bought their produce and sold them elsewhere for more. Often seeing this as unfair by the lower classes, the richer classes would keep the peace by offering proto-welfare to them (subsidies, food, medicinal herbs etc.). Regican language is very peculiar, only including sounds that come in pairs and omitting modern-day Latin-alphabet letters such as X, W, J and even B. As such, Lidgar would be spelt out Li-dg-ar (as opposed to L-i-d-g-a-r). This gives the Regican language a slight sing-song effect.
National Symbol: The Grape
Briefly Describe, in a paragraph, your nation's religion: There are essentially four deities in Regican religion. The God of Life and the God of Death-- both with their evil counterparts the Devil of Life and the Devil of Death. The God of Life represents luck and the doing of good deeds and the God of Death represents a peaceful afterlife. Their counterparts represent sin, evilness and an eternity in hell respectively. The oldest tale known to the Regicans is the tale of how the Gods of Life and Death are in permanent dispute and fighting between them indefinitely, and when one comes out victorious, (goodness|sin) will triumph over the world.
Map Claims: Luxembourg, the single-region country.

Too bad you didn't read the important part regarding map claims. :P


I read genuinely read everything until the [hr] tags. Wow...

Yeah, uhm, I'll take Southern Cyprus instead. Thanks, and excuse me..
"Revisionism is nothing else than a theoretic generalisation made from the angle of the isolated capitalist. Where does this viewpoint belong theoretically if not in vulgar bourgeois economics?"
Rosa Luxemburg

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Mon Dec 23, 2013 8:47 am

Arkolon wrote:
Transoxthraxia wrote:Too bad you didn't read the important part regarding map claims. :P


I read genuinely read everything until the [hr] tags. Wow...

Yeah, uhm, I'll take Southern Cyprus instead. Thanks, and excuse me..

Accepted :)
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
The Time Alliance
Postmaster-General
 
Posts: 10635
Founded: Aug 16, 2013
Ex-Nation

Postby The Time Alliance » Mon Dec 23, 2013 8:50 am

May join......

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Alcase
Minister
 
Posts: 2515
Founded: Sep 05, 2011
Ex-Nation

Postby Alcase » Mon Dec 23, 2013 9:29 am

Application
Nation name: Land of Chixio

Type of government: Tribal - A group of elder councils believed to be selected by the Sun God, "Re"

Leader's name: The eldest councilor, the "Wise one", believed to be granted extended life by the gods [Currently: Abiyahre]

Leader's statistics: 4 Administrative, 3 Diplomatic, 2 Military

Name of Culture, Language, and a brief description: The Culture of Chiorisus is one peculiar to the region. Most of the civilizations of the Nile River Delta are led by a single ruler, while the Chiori believe their gods have selected a few men (mostly inherently aristocratic) to govern the village. The language is a type of forerunner to the ancient Egyptian hieroglyphs, using pictures to represent sounds, words, and expressions. The charismatic leader, Abiyahre, is skilled in speech and knows how to appeal to the population of his own village. He also knows how to speak to others and can often set extraordinary examples for other villages. He is, however, lacking skill in warfare as he was born in the aristocracy and had little military training.

National Symbol: The Sun surrounded by circles (Represents Re's association with the council of elders)

Briefly Describe, in a paragraph, your nation's religion: The religion is a precursor to the ancient Egyptian religion. It centers around a powerful Sun God, Re, and the many forces of nature subordinate to Re. The Sun God is believed to destine certain people to become the leader of the region, and upon ascension to a position of power they add the suffix -re to their name (i.e. Abiyahre). Gods are believed to live in the sky above the Earth in the "Sky Palace", an invisible mansion believed to be where souls go to after death for judgement. The underworld, a place filled with sin and evil spirits, is believed to be right under the harsh sands of the desert surrounding the Nile River Delta. The land of "Chixio" (Earth in the native language) is where living people, and occasionally gods, walk on the ground.

Map Claims: Suez Canal region
Overview of Alcase
Alcasian Ministry of Foreign Affairs
Alcasian Armed Forces

Track & XC 400m, 800m, 1600m, 5000m
2014 FHSAA XC Finals - 9th Place
2014 FHSAA XC Region 3A1 Runner-Ups
2014 BCAA Championship Runner-Ups
2014 Spanish River Invitational Boy's Champions Runner-Up
2013 FHSAA XC Finals - 12th Place
2013 Cardinal Gibbons Invitational Boy's Champions
2013 3A State Championship Boy's 4 x 800m - 3rd Place
2013 District 3A-15 Boy's Champions

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Mon Dec 23, 2013 9:34 am

Alcase wrote:Application
Nation name: Land of Chixio

Type of government: Tribal - A group of elder councils believed to be selected by the Sun God, "Re"

Leader's name: The eldest councilor, the "Wise one", believed to be granted extended life by the gods [Currently: Abiyahre]

Leader's statistics: 4 Administrative, 3 Diplomatic, 2 Military

Name of Culture, Language, and a brief description: The Culture of Chiorisus is one peculiar to the region. Most of the civilizations of the Nile River Delta are led by a single ruler, while the Chiori believe their gods have selected a few men (mostly inherently aristocratic) to govern the village. The language is a type of forerunner to the ancient Egyptian hieroglyphs, using pictures to represent sounds, words, and expressions. The charismatic leader, Abiyahre, is skilled in speech and knows how to appeal to the population of his own village. He also knows how to speak to others and can often set extraordinary examples for other villages. He is, however, lacking skill in warfare as he was born in the aristocracy and had little military training.

National Symbol: The Sun surrounded by circles (Represents Re's association with the council of elders)

Briefly Describe, in a paragraph, your nation's religion: The religion is a precursor to the ancient Egyptian religion. It centers around a powerful Sun God, Re, and the many forces of nature subordinate to Re. The Sun God is believed to destine certain people to become the leader of the region, and upon ascension to a position of power they add the suffix -re to their name (i.e. Abiyahre). Gods are believed to live in the sky above the Earth in the "Sky Palace", an invisible mansion believed to be where souls go to after death for judgement. The underworld, a place filled with sin and evil spirits, is believed to be right under the harsh sands of the desert surrounding the Nile River Delta. The land of "Chixio" (Earth in the native language) is where living people, and occasionally gods, walk on the ground.

Map Claims: Suez Canal region

Well, we have our third civilization of the five I'll take for the Bronze Age. Remember, if you don't get accepted now, you may apply once the Iron Age rolls around.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Mon Dec 23, 2013 9:37 am

Civ 5 plus Europa Universalis in an RP form? I'm in.

Application
Nation name: Nambiri
Type of government: Despotic Monarchy
Leader's name: Nambleravera
Leader's statistics: 3 Military, 2 Diplomatic, 4 Administrative
Name of Culture, Language, and a brief description: The Nambiri call themselves the Grunori, "Nambiri" is just the name of the state that they belong to. The Grunori speak the language of the same name. Grunori language is made up of symbols that are made from two or three different sounds. These symbols are then combined to form words. For example, the word Nambleravera is a corruption of the Grunori word Nam-Bel-Ri-Nam-Vi-O-Ri. "Nam" means superior or better, "Bel" means leader or lord, "Ri" means man, "Vi" means organized or civilized, and "Ri" with the pluralizing "O" in front of it means a group of people. So Nam-Bel-Ri-Nam-Vi-O-Ri literally means "Superior Male Lord of Superior Civilized Group of People" but is better translated as "King of the Nambiri". "Nambiri" itself comes from "Nam-Vi-O-Ri", meaning "Superior Civilized Group of People", and "Grunori" comes from "Gru-En-O-Ri", meaning "First Group of People." "Gru" meaning "First", "En" being a connective symbol, and "O-Ri" again meaning "Group of People". So yeah, they call themselves the First People, and their country as the Superior Civilization. It's a little conceited and racist, but hey, it's the dawn of civilization, everyone is a bit racist and conceited.

The Grunori came from the east, specifically around eastern Afghanistan/north-western India, possibly due to other cultures pushing them out. The concept of being fleeing west pursued by evil has pervaded their religion because of this. They settled around the Syrian desert, until pressure once again pushed them south due to the hostility of their home and the prosperity of the Tigris-Euphrates rivers. They adopted some of the culture of the natives, and vice versa, and soon the Grunori and the people who once lived in their new home were indistinguishable. They have established several city-states, but Nambleravera of the city state of Namneten (from Nam-En-Then, meaning Superior City) holds hegemonic and religious power over the others.
National Symbol: A bird of prey flying towards the Sun. The number sixty is also sacred to their religion, and is often used as well.
Briefly Describe, in a paragraph, your nation's religion:

The Grunori believe that the gods were cruel beings who made deserts simply to laugh at humans, and that at the beginning of all things there were only three gods. The first three gods were Pandi (From "Pan", meaning "Chaos" and "Di", meaning "God"), Ordi (From "O-Rud" meaning "Many Heads" and "Di", meaning "God") and Inodi (From "Inu" meaning "inferior" and "Di" meaning "God) Every time the population of humans went above one hundred and twenty five, the gods would kill a human. Eventually, one of the humans, a man named Belri grew tired of the oppression. Belri taught the humans how to make axes and chop down trees. They used these trees to make rafts, which they put in a ditch on Belri's orders. Belri distracted Pandi by carving a statue out of stone that looked like a pretty woman, Ordi by inventing beer and pouring it down all of his many mouths, and Inodi by making him trip over a rock, causing him to impale himself on a jagged mountain. Inodi's divine blood flowed down the mountain, which filled the ditch that Belri had dug and made the rafts float. Thus, rivers were created, and continue to flow because of the blood of Inodi's body on the mountain.

Belri and the humans travelled east along the river, but Pandi discovered that his new bride was made was made from stone, and Ordi woke up from his drunken stupor. The two gods chased after Belri and the humans, but an eagle came down from Heaven and discovered the raft. The eagle had always hated Pandi and Ordi, because their deserts had taken away his place to live, so the giant eagle allowed Belri to climb onto its back. Belri tried to fly up to Heaven, but fell. The eagle caught him and took him down to the ground. Belri tied himself to the Eagle using a rope, and flew up towards Heaven. He fell once more, and the eagle caught him. Belri tied himself sixty times to the Eagle using sixty ropes, and flew up to Heaven. He fell, and once again the Eagle caught him, but this time they didn't go down to the ground, Belri and the eagle flew all the way up to Heaven. There, they stole the secret to fire, and flew back down to Earth. Pandi and Ordi discovered the theft and went out to all of the four corners of the world, appearing in various disguises looking for fire.

While Pandi and Ordi were distracted, Belri lead his people to the homes they live in today. Belri declared himself the new god, Belzu (From "Bel" meaning "Lord" and "Zu", meaning "God") and sixty five of the humans agreed with him. He chose five of them to be the other gods of the Earth, and lead them to Heaven. The other sixty humans had been injured by the trip, and had became insane, worshipping strange other deities. The loyal sixty drove them away to the four corners of the Earth, and there they became the other, foreign, barbarian people of the world. The loyal sixty became the ancestors of the Grunori, and eventually the Nambiri.

Also of note: "Di" generally refers to the older gods prior to Belzu's ascent to godhood, while "Zu" refers to him and the five other gods that joined him.
Map Claims: The parts of the Persian Gulf that overlap with Mesopotamia that aren't submerged.
Last edited by Utceforp on Mon Dec 23, 2013 10:41 am, edited 5 times in total.
Signatures are so 2014.

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The Soviet Union of Mother Russia
Ambassador
 
Posts: 1741
Founded: Dec 20, 2011
Ex-Nation

Postby The Soviet Union of Mother Russia » Mon Dec 23, 2013 9:38 am

Tag, application going on later today.

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Mon Dec 23, 2013 9:41 am

Utceforp wrote:Civ 5 plus Europa Universalis in an RP form? I'm in.

Application
Nation name: Namviri
Type of government: Despotic Monarchy
Leader's name:
Leader's statistics: 3 Military, 2 Diplomatic, 4 Administrative
Name of Culture, Language, and a brief description: The Namviri call themselves the Grunori, "Namori" is just the
National Symbol:
Briefly Describe, in a paragraph, your nation's religion:
Map Claims:

Just posting this so you know I'm working on it.

I know right? I'm looking forward, Prof.

The Soviet Union of Mother Russia wrote:Tag, application going on later today.

I'll be waiting.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Arkolon
Powerbroker
 
Posts: 9498
Founded: May 04, 2013
Ex-Nation

Postby Arkolon » Mon Dec 23, 2013 9:41 am

Eeeehhhhhmmmm... I'd like to change region to Peloponnese instead. Changing for the last time, I swear.
"Revisionism is nothing else than a theoretic generalisation made from the angle of the isolated capitalist. Where does this viewpoint belong theoretically if not in vulgar bourgeois economics?"
Rosa Luxemburg

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Mon Dec 23, 2013 9:47 am

Arkolon wrote:Eeeehhhhhmmmm... I'd like to change region to Peloponnese instead. Changing for the last time, I swear.

My telegram?
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Dec 23, 2013 9:47 am

Aaaand, yet another Civ RP. Swell.
Too bad there are preset ages. I hate those...

User avatar
Arkolon
Powerbroker
 
Posts: 9498
Founded: May 04, 2013
Ex-Nation

Postby Arkolon » Mon Dec 23, 2013 9:47 am

Transoxthraxia wrote:
Arkolon wrote:Eeeehhhhhmmmm... I'd like to change region to Peloponnese instead. Changing for the last time, I swear.

My telegram?


Your telegram indeed.
"Revisionism is nothing else than a theoretic generalisation made from the angle of the isolated capitalist. Where does this viewpoint belong theoretically if not in vulgar bourgeois economics?"
Rosa Luxemburg

User avatar
Garwall
Minister
 
Posts: 3412
Founded: Aug 08, 2011
Ex-Nation

Postby Garwall » Mon Dec 23, 2013 9:48 am

I'll get a claim up. Think it'd be better to situate myself near Damascus, or in Europe so we're not bunched up in the Near east?
1 Student
Nationality: Yankee
Religion: Atheist
Ideology: Socialist
Issues: State Capitalism/Full Citizenship
Cash Reserves: ~1$
Revoltrisk: 85%
Militancy: 9
Counsciousness: 12
"For Home and Countrymen!"

-Battle-cry used by Garwall Revolutionaries as they storm the Capitol Building, raising the Rebel Flag.
http://forum.nationstates.net/viewtopic.php?f=23&t=132814#p6655830
Above: The Treaty of Belgratz, the Document ratifying the Socialist Party's rise to power in Garwall.

[15:43] <Parhe> For some reason
[15:43] <Parhe> I feel safe whenever Gar is here
[15:43] <Parhe> Not sure why, Garwall always made me feel safe

User avatar
Photana
Senator
 
Posts: 3652
Founded: Jun 03, 2012
Ex-Nation

Postby Photana » Mon Dec 23, 2013 9:48 am

Application
Nation name: Qartha
Type of government: Despotic Monarchy
Leader's name: Ma'thala Karnata
Leader's statistics:
Mil: 3
Dip: 4
Admin: 2
Name of Culture, Language, and a brief description: The Qartha culture is based around one thing- wealth. How one comes upon this wealth or what one does with said wealth does not matter to the society, they will be respected either way. The Kingship is also non-hereditary, once one king dies, the kingship passes to the most wealthy man in the people. The Qartha language is one of quick speech and pronunciation and lacks the sounds "X' "Y" and "Z." The language is also related to several other sister languages in the local area, and most of the peoples of the region consider each other sister people.
National Symbol: The Na'tha, a spear with two heads, one large and used to pierce armor, the other small and used to deliver killing blows to fallen enemies.
Briefly Describe, in a paragraph, your nation's religion: The world is one large being, which began by hatching from the cosmic egg which nurtured all things. The world was at first alone and sought out friends among the newly hatched beings, and found two, one bright and shining, named Qar (the Sun), and Oru (the Moon). When he and his two friends finally found a place to settle, the world noticed on his surface that some of his plants had bore Yuar (Man). He took pity on the newly born and blessed them with intelligence and fire, and for this they worshiped him. Qar and Oru were jealous of the attention that the Yuar were getting and when the world was sleeping, scattered the Yuar across the surface of the world, killing many. When the world discovered this, he cursed his so-called "friends" and continued looking after the Yuar, who were now scattered and confused. Many lost faith in the world's power and chose to follow other gods. One group, the Qartha, did not lose faith, and the world blessed them when they prayed for wealth and salvation, and taught them of the past. The Qartha continue to pray to the world being, so that he will forgive his friends in the future, and the Yuar can be one again.
Map Claims: Northern Tunisia, more specifically the peninsula province.
AH, PMT, some FT.


Your test scores indicate that you are an open-minded ultra-progressive; this is the political profile one might associate with a journalist. It appears that you are skeptical towards religion, and have a generally optimistic attitude towards humanity in general.
Your attitudes towards economics appear neither committedly capitalist nor socialist, and combined with your social attitudes this creates the picture of someone who would generally be described as a liberal.
To round out the picture you appear to be, political preference aside, a considerate idealistic egalitarian with many strong convictions.

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Dec 23, 2013 9:49 am

Also, I may join once this RP reaches 0AD. Let me know... will ya?

User avatar
Alcase
Minister
 
Posts: 2515
Founded: Sep 05, 2011
Ex-Nation

Postby Alcase » Mon Dec 23, 2013 9:50 am

EDIT - The Land of Chixio occupies the Nile River Delta, not the suez canal region.
Overview of Alcase
Alcasian Ministry of Foreign Affairs
Alcasian Armed Forces

Track & XC 400m, 800m, 1600m, 5000m
2014 FHSAA XC Finals - 9th Place
2014 FHSAA XC Region 3A1 Runner-Ups
2014 BCAA Championship Runner-Ups
2014 Spanish River Invitational Boy's Champions Runner-Up
2013 FHSAA XC Finals - 12th Place
2013 Cardinal Gibbons Invitational Boy's Champions
2013 3A State Championship Boy's 4 x 800m - 3rd Place
2013 District 3A-15 Boy's Champions

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Dec 23, 2013 9:52 am

Application
Nation name: Mirr Quhalden
Type of government:Tribal Confederation as each one being set as a prime example for their gods.
Leader's name:Chief Grand Cherokee/ real name is Ironback Frost-eater
Leader's statistics: Administration: 4
Military: 4
Diplomacy: 1
Name of Culture, Language, and a brief description: There culture is called Rug'ov and it's centered around is based around warfare and tactics, there people thrive on warfare, even if it has to be against themselves, they have a language called the Tun'gr which uses a mixture of letters and symbols that was fashioned in the ancient times to tell stories, record their champions, and archive general knowledge. They do not contact other cultures because the like to be isolated, but they will challenge and attempt to conquer anything that they seem as an enemy or worthy challenge.
National Symbol: The Walrus
Briefly Describe, in a paragraph, your nation's religion:
The Mirr Quhalden worship a Parthenon called the Ones Who Watch and Wander, they are a triplet of gods that is male, female, and non-gendered. They each represent the three main aspects of the Quhalden lifestyle which is War, Isolation, and Cunning. The Ones Who Watch and Wander often contradict one another as they are symbols that the soul and the Human can also contradict itself, for this they made a tribal confederation that their leaders are as heads and prime examples to show of the aspects of the Ones Who Watch and Wander, sometimes they can fight and get the upper hand over one another and some times they get together and place the Mirr people with a gifted leader and warrior. It is quite sad that the Ones often fight more then bless for this shows and symbolize the constant warfare and disagreements that happen with their people very often.
Map Claims: Ulster, Ireland.
Last edited by Ralnis on Mon Dec 23, 2013 10:10 am, edited 1 time in total.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Mon Dec 23, 2013 9:58 am

Utceforp wrote:Civ 5 plus Europa Universalis in an RP form? I'm in.

Application
Nation name: Nambiri
Type of government: Despotic Monarchy
Leader's name: Nambleravera
Leader's statistics: 3 Military, 2 Diplomatic, 4 Administrative
Name of Culture, Language, and a brief description: The Nambiri call themselves the Grunori, "Nambiri" is just the name of the state that they belong to. The Grunori speak the language of the same name. Grunori language is made up of symbols that are made from two or three different sounds. These symbols are then combined to form words. For example, the word Nambleravera is a corruption of the Grunori word Nam-Bel-Ri-Nam-Vi-O-Ri. "Nam" means superior or better, "Bel" means leader or lord, "Ri" means man, "Vi" means organized or civilized, and "Ri" with the pluralizing "O" in front of it means a group of people. So Nam-Bel-Ri-Nam-Vi-O-Ri literally means "Superior Male Lord of Superior Civilized Group of People" but is better translated as "King of the Nambiri". "Nambiri" itself comes from "Nam-Vi-O-Ri", meaning "Superior Civilized Group of People", and "Grunori" comes from "Gru-En-O-Ri", meaning "First Group of People." "Gru" meaning "First", "En" being a connective symbol, and "O-Ri" again meaning "Group of People". So yeah, they call themselves the First People, and their country as the Superior Civilization. It's a little conceited and racist, but hey, it's the dawn of civilization, everyone is a bit racist and conceited.
National Symbol: A bird of prey flying towards the Sun.
Briefly Describe, in a paragraph, your nation's religion:


Map Claims: The parts of the Persian Gulf that overlap with Mesopotamia.

Just posting this so you know I'm working on it.

I've just got the religion to work on. I'm slightly proud of the names I've come up with. I think that "Nambelrinamviori" is exactly the kind of self-glorifying, incredibly long, impossible to pronounce name that a bronze-age king would have.
Signatures are so 2014.

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Granadeseret
Ambassador
 
Posts: 1251
Founded: Jul 28, 2013
Ex-Nation

Postby Granadeseret » Mon Dec 23, 2013 10:02 am

Application
Nation name: Decanesil
Type of government: Despotic Monarchy
Leader's name: Illris Mehteh
Leader's statistics: Milt. 3 Adm. 3 Dip. 3
Name of Culture, Language, and a brief description: The Decan, named after their city-state, Decanes, are a relatively cosmopolitan people (so far as they go); asolid chunk of their population living within the city walls, their soil not the best suited for farming, and protected from the need for over-militancy by the sea. They speak a language called Dic, which due to their prominence in trade in the Ionian sea has become the de-facto trader's tongue of the region. They place a high value on the skill of craftsmanship and courage under stress, in particular their veneration for sailors and shipbuilders, and have a diet based largely around fish and small grains.
National Symbol: A rock surrounded by crashing waves
Briefly Describe, in a paragraph, your nation's religion: The Decan's spirituality is largely dedicated to the sea, for it is from there that they draw their wealth, much of their sustenance, and face the greatest threat from. They believe in a combination of three gods,which in order of ventration and importance are listed thusly; Io, God of the Seas (To which they also attribute fortune, masculinity in general, ect.), Heles, God of the Skies (To which they also attribute prophecy, nobility, ect.) Illian, Goddess of the Soil (To which they also attribute femininity, youth, ect.) who manifest their forms and personalities differently depending on their mood. Usual ways of keeping them calm and happy (and thus, in "good" manifestations) include offering idols in their image to their domains and short, ritualistic chants to their might.
Map Claims: Rhodes Region
Last edited by Granadeseret on Mon Dec 23, 2013 10:09 am, edited 1 time in total.

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Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Mon Dec 23, 2013 10:05 am

Garwall wrote:I'll get a claim up. Think it'd be better to situate myself near Damascus, or in Europe so we're not bunched up in the Near east?

Damascus would be good.

Photana wrote:Application
Nation name: Qartha
Type of government: Despotic Monarchy
Leader's name: Ma'thala Karnata
Leader's statistics:
Mil: 3
Dip: 4
Admin: 2
Name of Culture, Language, and a brief description: The Qartha culture is based around one thing- wealth. How one comes upon this wealth or what one does with said wealth does not matter to the society, they will be respected either way. The Kingship is also non-hereditary, once one king dies, the kingship passes to the most wealthy man in the people. The Qartha language is one of quick speech and pronunciation and lacks the sounds "X' "Y" and "Z." The language is also related to several other sister languages in the local area, and most of the peoples of the region consider each other sister people.
National Symbol: The Na'tha, a spear with two heads, one large and used to pierce armor, the other small and used to deliver killing blows to fallen enemies.
Briefly Describe, in a paragraph, your nation's religion: The world is one large being, which began by hatching from the cosmic egg which nurtured all things. The world was at first alone and sought out friends among the newly hatched beings, and found two, one bright and shining, named Qar (the Sun), and Oru (the Moon). When he and his two friends finally found a place to settle, the world noticed on his surface that some of his plants had bore Yuar (Man). He took pity on the newly born and blessed them with intelligence and fire, and for this they worshiped him. Qar and Oru were jealous of the attention that the Yuar were getting and when the world was sleeping, scattered the Yuar across the surface of the world, killing many. When the world discovered this, he cursed his so-called "friends" and continued looking after the Yuar, who were now scattered and confused. Many lost faith in the world's power and chose to follow other gods. One group, the Qartha, did not lose faith, and the world blessed them when they prayed for wealth and salvation, and taught them of the past. The Qartha continue to pray to the world being, so that he will forgive his friends in the future, and the Yuar can be one again.
Map Claims: Northern Tunisia, more specifically the peninsula province.


If you will post, then I'll accept you.

Alcase wrote:EDIT - The Land of Chixio occupies the Nile River Delta, not the suez canal region.


Smart idea.

Ralnis wrote:Application
Nation name: Mirr Quhalden
Type of government:Tribal Confederation as each one being set as a prime example for their gods.
Leader's name:Chief Grand Cherokee/ real name is Ironback Frost-eater
Leader's statistics: Administration: 4
Military: 4
Diplomacy: 1
Name of Culture, Language, and a brief description: There culture is called Rug'ov and it's centered around is based around warfare and tactics, there people thrive on warfare, even if it has to be against themselves, they have a language called the Tun'gr which uses a mixture of letters and symbols that was fashioned in the ancient times to tell stories, record their champions, and archive general knowledge. They do not contact other cultures because the like to be isolated, but they will challenge and attempt to conquer anything that they seem as an enemy or worthy challenge.
National Symbol: The Walrus
Briefly Describe, in a paragraph, your nation's religion:
The Mirr Quhalden worship a Parthenon called the Ones Who Watch and Wander, they are a triplet of gods that is male, female, and non-gendered. They each represent the three main aspects of the Quhalden lifestyle which is War, Isolation, and Cunning. The Ones Who Watch and Wander often contradict one another as they are symbols that the soul and the Human can also contradict itself, for this they made a tribal confederation that their leaders are as heads and prime examples to show of the aspects of the Ones Who Watch and Wander, sometimes they can fight and get the upper hand over one another and some times they get together and place the Mirr people with a gifted leader and warrior. It is quite sad that the Ones often fight more then bless for this shows and symbolize the constant warfare and disagreements that happen with their people very often.
Map Claims: Iceland.

Denied, mostly because no one inhabited Iceland until about 870 A.D, not to mention that the volcanic eruption in Iceland that will have far reaching effects in the Mediterranean would destroy anything on Iceland.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

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