The sun rises on a fertile part of a world much like our own, full of vast deserts, life giving rivers and coast lands. From this lush environment, tribes, nomads and, perhaps most importantly, cities have sprung; including your own city. As of now your people are mostly farmers and craftsmen, with a militia when you need to fight raiders or other cities. But you could be more if you try, your rule could extend far beyond your city walls. Perhaps even, the entire world.
Rules of the Game:
All players start out with one city-state with early bronze age technology This is not a fantasy RP so no magic and no fantasy races Please try and make posts at least one paragraph long at minimum The Technological/Historical period will span the Bronze Age until the End of the Classical Age
Nation Sheet
Name of Nation: (can be changed over time) Capital City: Population: Government Style: Primary Religion: Map Location: History:
Name of Nation: Dontropolis Capital City: Dontropolis Population: 100,000 Government Style: Merchant Council Primary Religion: Descendants of the First Being Map Location: just put it wherever the tallest mountain is. History: The great city-state of Dontropolis was founded the way most great city states are founded, on the back of agriculture. However, one primary difference is what agriculture they used: Where many grew wheat, or rice, or other such grains, the enterprising agrarians of Dontropolis began with mushrooms. Psychoactive mushrooms, to be exact. This lead to an extravagance in all things, magnificent spires for architecture, fashion emblazened with dazzling jewels and painted with mushrooms dyes, cuisine... Oh, the cuisine! However, when a few able-minded citizens became sober enough, they came up with an even more brilliant plan for their soon to be flourishing city: Sell the fantastical pleasure mushrooms they had been farming to foreigners, receiving USABLE foodstuffs in return. With an excessive tax for the brilliant council, of course.
Name of Nation: Ilunabar Capital City: Ilunabar Population: 60,000 Government Style: Noble Repulic Primary Religion: Cult of the muses Map Location: Center-South, preferably close to a lake and a mountain History: In an age of barbarism Ilunabar shines over the wild world. The first families who arrived here were simple farmers, but soon, with the inspiration of the muses, they found what about the secrets of winemaking. The product became poplar in the region, seen by others as a more noble option than the commoner's beer. The other time the people of the city were inspired by the muses was when they discovered a marble mine close to the capital, with that the Ilunabari made statues like no other and once again nobles were interested in it. These trades shaped Ilunabar into a city of arts and beauty, maybe a bit too much as what is considered ugly will soon find itself out of the town or destroyed.
Name of Nation: Ilunabar Capital City: Ilunabar Population: 60,000 Government Style: Noble Repulic Primary Religion: Cult of the muses Map Location: Center-South, preferably close to a lake and a mountain History: In an age of barbarism Ilunabar shines over the wild world. The first families who arrived here were simple farmers, but soon, with the inspiration of the muses, they found what about the secrets of winemaking. The product became poplar in the region, seen by others as a more noble option than the commoner's beer. The other time the people of the city were inspired by the muses was when they discovered a marble mine close to the capital, with that the Ilunabari made statues like no other and once again nobles were interested in it. These trades shaped Ilunabar into a city of arts and beauty, maybe a bit too much as what is considered ugly will soon find itself out of the town or destroyed.
Name of Nation: Alnata Confederacy Capital City: none given their nomadic nature but the sacred grove of Bannar serves as the gathering point for the tribes. Population: 436.000 across the entire great Alnat region though only 114.000 are ethnic Alnata of whom only 53.000 are from tribes of the confederacy. Government Style: electoral monarchy Primary Religion: natural spiritism Map Location: steppe and grassland regions History: The Alnan people started out as simple nomadic herdsmen but soon discovered they had an exceptional talent for warfare, using their exceptional horsemanship and great talent with the bow and lance. The various Alnan tribes quickly adopted a new way of gathering wealth and food using agressive means and subjugated the farming communities in the lands around their steppe homelands. Instead of wiping the farmers off the map however, the Alnan offered them protection against future attacks in exchange for food and later metalworking talents.
It was from this practice of making vassals out of farmers that the Alnata Confederacy was first born. Uniting several tribes under one banner meant a greater strength that could be projected over the subordinate farmers as well as towards any rival tribes that would seek to steal vassals from under them. While this tactic proved very effective, it quickly raised the question of who was to lead this great assembly of tribes and make the descisions that would affect all members. All the tribes within the confederacy considered themselves equals and so no single tribe could claim superiority over the others. Because of this the neutral priests of the grove determined a single leader would be chosen from among the tribes who would remain king until 'he could no longer sit his horse or draw his bow'. Only the greatest warriors from within the confederacy have a chance of becoming king after passing the three tests of the body and the three tests of the spirit and then attain the blessings of at least half of the leading chieftains and priests.
Culturally, the ethnic Alnan consider themselves superior to anyone from a different background though surprinsingly they do not consider this superiority a genetic trait, rather a way of life that can be taught to anyone young and strong enough. For instance, a slave woman captured after a battle is considered inferior and will never be held among true Alnan but her child by an Alnan warrior can achieve this if he or she is raised to live and die by the ancient tribal ways. Alnan couples who remain childless will even adopt orphans or young slave children provided they are still young enough to be taught the ways of the tribe.
Alnan women hold a very special place in their society and are seen as the undisputed masters within the tribe's camp and even the chieftain must obey his wife when he resides there. Young girls are taught to use bows alongside their brothers so they can defend their families if they are attacked and unmarried women and widows with no children younger than 12 can even ride alongside the men into battle.
Vassal farmers, while not considered equals by true Alnan, hold a special place in society and can climb very high provided they prove their worth. Especially metalworkers can attain high status.
Name of Nation: Tjorip* Capital City: Tjorip Population: 40,000 Government Style: Oligarchy Primary Religion: Old Tjor Map Location: Jungle river, preferably with proximity to some sort of desert/plain.
History: Paleontologists claim that the ancient Tjor people moved out of their original savanna into what is now Tjorip. Historians have come up with multiple theories to why, the most popular including barbarian raids, droughts, and aliens (although the latter theory hasn't been accepted as valid by the historian community). Whatever the cause may be, the result was a mass exodus of the Tjor from the inland plains and steppes to the lush jungle river valley where they built the ancient city of Tjorip. Among the many goods brought with them were a grain similar to wheat and llamas (the llamas thing may seem far-fetched, but llamas actually originated from the North American plains). Adapting to the river valley was tough, what with the tropical diseases, humidity, erratic floods, and the tall, steep stone cliffs forming a sort of gorge. Producing food proved to be especially difficult on arrival, as the grain they had brought wouldn't grow in the humid rainforest river. Also, with most of the pack-llamas dying on the trip, there weren't enough extra llamas to produce meat. However, local folklore states that the gods themselves came down and gifted the Tjor ancestors with rice to grow and pheasants to hunt. The rice plant and the pheasant feather have since been immortalized as symbols of the Tjor, and rice and pheasant meat have remained a staple in the local diet. The Tjor ideals and culture have stemmed from their ancestors' struggle to adapt. For instance, as food was a scarce, the quality of being thin was seen as a sign of self-control and eventually was associated with beauty. Woman also were seen as equals due to the belief that everyone had to be productive to survive; this also explains why farmers were higher on the social pyramid than artisans or philosophers. Traditional clothes consisted of llama wool ponchos and skirts for both men and women, and the local clay and stone were fashioned into the first pottery and tools. Before the spread of bronze-welding technology, or in this case, bronze coins, the Tjor people traded goods and services for llamas.
Some more of my rambling-ons. The origins of the oligarchy are cemented in legend. The tale begins with the two sons of the chief fighting over inheritance. Each son had loyal followers on only one bank of the river, and so the city-state had been split into the Left Bank and the Right Bank. Both sides fought for a decade, until one day the gods had sent a beast the size of ten-thousand wild boar to punish them for their warring. The sons, now mature, full-grown men realized that they'd need the combined manpower of both banks to defeat the beast, but neither son was humble enough to give up power to the other. To fix this problem, the advisors of the two brothers were sent to find a solution, and one advisor eventually stumbled onto a wise hermit. He said that the solution was to allow both brothers to share the power. The brothers were hesitant at first, but with the Beast encroaching on Tjorip's gates, they eventually obliged and the oligarchy was born. Finally unified, the best warriors of both of Tjorip's banks could fight alongside one another and slay the beast, and both brothers hosted a week-long feast, with the Beast's meat being the main dish on the menu.
Name of Nation: Alnata Confederacy Capital City: none given their nomadic nature but the sacred grove of Bannar serves as the gathering point for the tribes. Population: 436.000 across the entire great Alnat region though only 114.000 are ethnic Alnata of whom only 53.000 are from tribes of the confederacy. Government Style: electoral monarchy Primary Religion: natural spiritism Map Location: steppe and grassland regions History: The Alnan people started out as simple nomadic herdsmen but soon discovered they had an exceptional talent for warfare, using their exceptional horsemanship and great talent with the bow and lance. The various Alnan tribes quickly adopted a new way of gathering wealth and food using agressive means and subjugated the farming communities in the lands around their steppe homelands. Instead of wiping the farmers off the map however, the Alnan offered them protection against future attacks in exchange for food and later metalworking talents.
It was from this practice of making vassals out of farmers that the Alnata Confederacy was first born. Uniting several tribes under one banner meant a greater strength that could be projected over the subordinate farmers as well as towards any rival tribes that would seek to steal vassals from under them. While this tactic proved very effective, it quickly raised the question of who was to lead this great assembly of tribes and make the descisions that would affect all members. All the tribes within the confederacy considered themselves equals and so no single tribe could claim superiority over the others. Because of this the neutral priests of the grove determined a single leader would be chosen from among the tribes who would remain king until 'he could no longer sit his horse or draw his bow'. Only the greatest warriors from within the confederacy have a chance of becoming king after passing the three tests of the body and the three tests of the spirit and then attain the blessings of at least half of the leading chieftains and priests.
Culturally, the ethnic Alnan consider themselves superior to anyone from a different background though surprinsingly they do not consider this superiority a genetic trait, rather a way of life that can be taught to anyone young and strong enough. For instance, a slave woman captured after a battle is considered inferior and will never be held among true Alnan but her child by an Alnan warrior can achieve this if he or she is raised to live and die by the ancient tribal ways. Alnan couples who remain childless will even adopt orphans or young slave children provided they are still young enough to be taught the ways of the tribe.
Alnan women hold a very special place in their society and are seen as the undisputed masters within the tribe's camp and even the chieftain must obey his wife when he resides there. Young girls are taught to use bows alongside their brothers so they can defend their families if they are attacked and unmarried women and widows with no children younger than 12 can even ride alongside the men into battle.
Vassal farmers, while not considered equals by true Alnan, hold a special place in society and can climb very high provided they prove their worth. Especially metalworkers can attain high status.
(This is my first attempt at an RP).
Name of Nation: Tjorip* Capital City: Tjorip Population: 40,000 Government Style: Oligarchy Primary Religion: Old Tjor Map Location: Jungle river, preferably with proximity to some sort of desert/plain.
History: Paleontologists claim that the ancient Tjor people moved out of their original savanna into what is now Tjorip. Historians have come up with multiple theories to why, the most popular including barbarian raids, droughts, and aliens (although the latter theory hasn't been accepted as valid by the historian community). Whatever the cause may be, the result was a mass exodus of the Tjor from the inland plains and steppes to the lush jungle river valley where they built the ancient city of Tjorip. Among the many goods brought with them were a grain similar to wheat and llamas (the llamas thing may seem far-fetched, but llamas actually originated from the North American plains). Adapting to the river valley was tough, what with the tropical diseases, humidity, erratic floods, and the tall, steep stone cliffs forming a sort of gorge. Producing food proved to be especially difficult on arrival, as the grain they had brought wouldn't grow in the humid rainforest river. Also, with most of the pack-llamas dying on the trip, there weren't enough extra llamas to produce meat. However, local folklore states that the gods themselves came down and gifted the Tjor ancestors with rice to grow and pheasants to hunt. The rice plant and the pheasant feather have since been immortalized as symbols of the Tjor, and rice and pheasant meat have remained a staple in the local diet. The Tjor ideals and culture have stemmed from their ancestors' struggle to adapt. For instance, as food was a scarce, the quality of being thin was seen as a sign of self-control and eventually was associated with beauty. Woman also were seen as equals due to the belief that everyone had to be productive to survive; this also explains why farmers were higher on the social pyramid than artisans or philosophers. Traditional clothes consisted of llama wool ponchos and skirts for both men and women, and the local clay and stone were fashioned into the first pottery and tools. Before the spread of bronze-welding technology, or in this case, bronze coins, the Tjor people traded goods and services for llamas.
Some more of my rambling-ons. The origins of the oligarchy are cemented in legend. The tale begins with the two sons of the chief fighting over inheritance. Each son had loyal followers on only one bank of the river, and so the city-state had been split into the Left Bank and the Right Bank. Both sides fought for a decade, until one day the gods had sent a beast the size of ten-thousand wild boar to punish them for their warring. The sons, now mature, full-grown men realized that they'd need the combined manpower of both banks to defeat the beast, but neither son was humble enough to give up power to the other. To fix this problem, the advisors of the two brothers were sent to find a solution, and one advisor eventually stumbled onto a wise hermit. He said that the solution was to allow both brothers to share the power. The brothers were hesitant at first, but with the Beast encroaching on Tjorip's gates, they eventually obliged and the oligarchy was born. Finally unified, the best warriors of both of Tjorip's banks could fight alongside one another and slay the beast, and both brothers hosted a week-long feast, with the Beast's meat being the main dish on the menu,
Not to be rude or bossy or [insert bad thing here] or anything, but would you want me to further specify my city's location (as in point it out on a map)?
Also, yay, acceptance! :D
One more thing: Where is the equator in this case?
Name of Nation: Wintreath Capital City: Wyntire Population: 95,000 Gov Style: Dictatorship Primary Religion: n'vorr
N'vorr are three books with three gods. Agren; The God of Earth and Death, Trinity; The Goddess of Water and Life, and Wintreath; The God of Air and the King of All. It was taught that each one started as an element. When they combined they made the world. When Wintreath put his element in, he created the main base of the world, the atmosphere, and he was made the king, When Agren put his element in, it made the ground, and the mountains. When Trinity put her element in it caused water to flow causing plants to sprout and she was given the side element of Life. Sometimes Agren's element caused earthquakes, and many of the plants Trinity made died, and Agren was given the side element of Death.
A group of elders, with the belief of N'vorr, spred the word around. What you see now as Wintreath, is a large group of people, bonded together by the belief of N'vorr.
Soon many went against N'vorr beliefs, and many internal factions started fighting amongst for their beliefs. The wars raged on for around three months. Thousands dead, and many injured. The whole time, the N'vorr believers had stayed out of it. Ones the fighting had slowed, a powerful speaker, rose and spoke to them all. 'We of N'vorr have stayed out of this war, for the long time it has carried on. N'vorr wants peace, and harmony between us, not war, and disruption.' As he spoke on longer, more and more people started to rejoin the efforts of N'vorr. And once again Wintreath was up and running. 100 years have passed and the Wintreath has stayed together ever since.
Now with better tools, and weapons between all... Who knows what might happen next.