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RE (Random Event) preference day:

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Other (Post "Poll: [your_preference]")
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Total Members Voted: 13

Author Topic: Anagaea III — A New Era of Empires — 1425 BC [PORTING TO NEW MANAGEMENT]  (Read 12013 times)





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Gregorian Calendar
Current Year:  
1,425 BC
Timescale:  
1 Day = 15 Simulated Years




Welcome to the third installment of the Anagaea series.  This Roleplay is a sequel of sorts to this game, and before it, this one. The goal of this is for a Nation RP with the laid-backness and freedom of older nation RPs but with the fairness of an overall moderator. As of now, there are two moderators. This may change over time once we settle into the groove of things.

Thanks to all in the past who have played Anagaea and made it into a great game and helped to create great memories.  Thank you to Mikoyan and Nasoa for hosting it in the past, and thank you for all who contributed and contribute media even today.




  • Technology may be researched at your discretion. Do not abuse that, however. Moderators will be monitoring all of this.
  • If you decide to study and research anything, be as detailed as possible about what it is and how it will affect your nation.
  • Moderators will decide the outcomes of major events and decisions when it is needed.  We dislike the idea of anything similar to auto-hitting.
  • Please try to take your current situation seriously before making a decision.
  • Everyone starting at the beginning of the game must start with no more than a 250,000 person population. This may grow GRADUALLY over time. Random events will be generated by moderators at random times, or by a decided time as dictated by popular opinion. So don't complain in the thread if something bad happens to you at a moderator's disposal. Bad things are likely to happen to moderator nations as well.
  • Do not request random events to be rescheduled or to happen.  They will happen completely at a moderator's discretion.
  • Your military must remain at a maximum of 13% of your population for the time being.
  • Do not think that just because there is a moderator you are restricted from doing whatever you want. If you feel like doing something, just go ahead and do it. If anything is voided, you may address the moderator's decision IN A PRIVATE MESSAGE.  Do not disturb the game to complain about your woes.
  • When fighting, you must wait for your opponent to respond before commencing your next attack or move in battle.
  • Please PM me any major actions you make with NPCs. Also any major military decisions. Do NOT decide your outcome in battle or have NPCs agree/disagree to anything you request. You can send the quote(s) to me and I'll respond in the thread.
  • Just because something is on the map doesn't mean that you know about it.  In order to have intention to react with a region, you must discover it in-rp.
  • You may only control one nation-state at a time.




SWAT One    
Chief Moderator
Plethora    
Moderator
Jairo    
Vexillologist




Fill out the following template and post it. Then await confirmation of entrance from a moderator.

Please point out where your first city is with a small pixel circle (See the map for examples).

Code: (Suggested Application) [Select]
[center][flag]

[b][size=20pt]Nation Name[/size][/b][/center]
[hr]

[b][size=15pt]Government:[/size][/b]
[Government Type]
[Legislature]
[b]Head(s) of state:[/b]
[b]Prominent government members:[/b]
[b]Capitol city:[/b]
[b]Major cities:[/b]  (Other than capitol.  Add this section, and likewise a major city once its population breaks 100,000)
[b]Intentions of your government:[/b] Just your information. Not available to the RPing public.
[any other government information you wish to add]

[b][size=15pt]Foreign relations:[/size][/b]
[b]Military Alliances:[/b]
[b]Trade partners:[/b]
[b]Organizations:[/b]
[b]Collaborating with:[/b]

[b][size=15pt]Demographics:[/size][/b]
[b]Model culture:[/b] (Choose real life culture(s) that you're modeled off of. This is optional)
[b]Population:[/b]
[b]Official language:[/b]
[b]Other languages:[/b]
[b]Demonym:[/b] e.g. American, Russian, Chinese
[b]Religion:[/b]
[b]Currency:[/b]
[b]Calendar:[/b] (Ask a moderator what this means)
[any other demographic information you wish to add]

[b][size=15pt]Military:[/size][/b]
Nothing needs to go here at the moment. Just state your number of soldiers and their equipment.
Code: (Short Application) [Select]
[center][flag]

[b][size=20pt]Nation Name[/size][/b][/center]
[hr]

[b][size=15pt]Government Type:[/size][/b]
[b]Head(s) of state:[/b]
[b]Capitol city:[/b]
[b]Major cities:[/b]  (Other than capitol.  Add this section, and likewise a major city once its population breaks 100,000)

[b][size=15pt]Foreign relations:[/size][/b]
[b]Military Alliances:[/b]
[b]Trade partners:[/b]
[b]Organizations:[/b]
[b]Collaborating with:[/b]

[b][size=15pt]Demographics:[/size][/b]
[b]Population:[/b]
[b]Official language:[/b]
[b]Demonym:[/b] e.g. American, Russian, Chinese

[b][size=15pt]Military:[/size][/b]
Nothing needs to go here at the moment. Just state your number of soldiers and their equipment.




FlagMaker:
FlagMaker 1.7
FlagMaker 2.0
FlagMaker Lite Etc...
SVG to PNG
Etc...

Anti-Pagestretch
Script
Requires:
Tampermonkey

or
Greasemonkey

Emblem Creator
Emblem Creator Etc...
SVG to PNG Etc...
« Last Edit: August 29, 2016, 07:25:57 PM by SWAT One »



Kingdom of Erinaum  —  SWAT One
Confederacy of Byartalena  —  grunterdb1951
Kingdom of Gœðalaussland  —  Kringleberg
Kingdom of Neslait  —  cromartini
Avalonia  —  Plethora
Kingdom of Kyrvan  —  CypherX

There are currently no groups right now.




There are too few nations to represent power scales.

Golden Ages
There are no nations experiencing golden ages.




There are currently no ongoing wars.

Random Events Log
Random events will begin next Saturday.
1500 BC
The Kingdom of Erinaum becomes present.
The Confederation of Byartalena becomes present.
The Kingdom of Gœðalaussland becomes present.
1470 BC
The Kingdom of Al'ard Almuqaddasa becomes present.
The Kingdom of Neslait becomes present.
Avalonia becomes present.
The Kingdom of Kyrvan becomes present.
1455 BC
The Confederal Grand League becomes present.
« Last Edit: August 23, 2016, 06:45:16 PM by SWAT One »



Kingdom of Erinaum


Government:
Absolute Monarchy
Head(s) of state:  Ivek Jryn III of Våldjresk
Prominent government members:  Ðan Sviju of Våldjresk, Ðan Nešton of Våldjresk, Ðan Kriglj of Prijepti
Capitol city:  Våldjresk
Major cities:  none
Intentions of your government: Develop agricultural practices.  Address the food production gap.  Defend against Ežbátan raiders.

Foreign relations:
Military Alliances:  none
Trade partners:  none
Organizations:  none
Collaborating with:  none

Demographics:
Model culture: Chinese, Vietnamese, Korean
Population:  250,000
Official language:  Erinamese
Other languages:  Ežbatan
Demonym: Erinamese
Religion:  Acylic Spiritualism
Currency:  When currency is used (usually by merchants and the wealthy), various gold, silver, bronze and copper pieces of metal; as decided by weight.  Most rely on bartering.
Calendar: Ežbatan Calendar

Military:
21,400 Strong

Primarily wielders of spears and swords.  Good against cavalry.
« Last Edit: August 20, 2016, 12:57:30 PM by SWAT One »



Byartalena


Government:
Tribal Confederation
Council of Elders
Head(s) of state: Assah Asru Al'Gor Ulaman
Prominent government members: Aldra Essun, Alyxa Anrani, Mianin Kronung.
Capitol city: Grenua
Notable towns/settlements: Jyanatra
Villages: Many
Intentions of your government: The restoration of the Byartaleni people to glory, and founding of a sufficient nation.

Foreign relations:
Military Alliances: N/A
Trade partners: N/A
Organizations: N/A
Collaborating with: N/A

Demographics:
Model culture: Alans, Visigoths, Iberian, Iberian-Carthaginian
Population: 214,546
Official language: Barceni
Other languages: Gothic languages
Demonym: Byartaleni
Religion: Germanic Paganism
Currency: Barcans, an assortment of gold, and silver coins.
Calendar: Attic Calendar

Notable Tribes:

Clan Aman

Head of Clan
Aldra Essun

Holding(s)
Eastern Region, Jyanatra
Clan Garou
Head of Clan
Alyxa Anrani

Holding(s)
Northern Region
Clan Falsetta
Head of Clan
Asru Al'Gor Ulaman

Holding(s)
Western Region, Grenua
Clan Annkru
Head of Clan
Mianin Kronung

Holding(s)
Southern Region



Military:
(The general look of Byartaleni warriors.)



Capable Combatants: 20,814


History:

Evicted from their homeland in the mainland of the mega-continent, the Byartaleni of today, as of 1500 BC, are a shell of the former selves. Once a large confederate of tribes among others they peacefully co-existed with, aside from the occasional border dispute, sprawling over lands as far as the eye could see in their part of the world, the arrival of starved and ferocious barbarians from the North and East sent them into years of conflict. The once mighty and proud people and their neighbors were cut down by hordes of people routed from their own homelands whom greedily desired the fertile lands the Byartaleni had, and they came with one horde after the other.

Eventually, with dwindling numbers and a staggering amount of land and leaders lost, the Byartaleni were evicted from their homeland and fled to the west, making their way across the cold southern steppes, hill and woodlands and pillaging natives along the way to make ends meet. Finally, they found and invaded the peninsula now known to them as Yalandra, evicting the native residents there and killing those that wouldnt run as they took and settled their fertile lands and took their previous capitol as their own- razing and destroying the culture that was left behind to cover with their own, or what they can recall of it.
« Last Edit: August 23, 2016, 08:31:34 PM by grunterdb1951 »

Oh, and a note.  NPCs are planned, but will not come until either this next Saturday (8 days from now), or the following Saturday (15 days from now), or any time in between.

If popular opinion is really pushing for NPCs, I can expedite it but not promise an exact time.

In the mean time, treat it as if barbarians can and may very well attack you.



Land surveyors begin to both search for additional suitable farmland and are trying to figure out the problem of the food production gap.  They guess that the problem is either that the land is overworked or that some regions' increased rainfall and subsequent flooding has led to erosion of good soil.





Byartalena
Accepted.
« Last Edit: August 19, 2016, 07:41:03 PM by SWAT One »

Byartalena, after arriving in their new lands and expelling the (understandably angry) natives there and raising their cities, begin to further cultivate their currently meager farmlands, while sending men to scout and investigate the mountain to the east of the capitol, to get a understanding for their new home.


i claim this peninsula. nation post soon

ok here we go


Gœðalaussland


Government:
Absolute Monarchy
Thing
Head(s) of state:King Styrmir III
Prominent government members: Åsvald Sigeferthson, Hallbera Sigfastdottir, Knut Skeggson, Grim Moldofson
Capitol city:Járnstad
Major cities: Ingólfsgarðr, Álfrsfoss
Intentions of your government: To allow the óhræddr to explore the seas & to conquer areas where food can be grown to allow for better agriculture

Foreign relations:
Military Alliances:N/A
Trade partners:N/A
Organizations:N/A
Collaborating with:N/A

Demographics:
Model culture: Nordic Bronze Age
Population:145,624
Official language:Proto-Norse (I'll just use normal old norse, can't find any good sources for proto-norse)
Other languages:N/A
Demonym: Óhræddr
Religion:Norse Paganism
Currency:Rigjar
Calendar: Thygring calendar


Military:~13,000


Location:
 
« Last Edit: August 20, 2016, 09:52:40 AM by Kringleberg »





Zoklot Tokah / Grand League
Anthem





Government:
Elective Tribal Confederation
Head(s) of state: Grand Imperator Ruveyzun I nol Zeymahzinmaar
Prominent government members: Krilaan I nol Tertahlon, Fahdonus I nol Tiidahmaan
Capitol city: Povaas
Major cities: Ahzidhes
Intentions of your government: Unify our island, Zoko-Niskrenok.

The league was initially formed through the ambitions of the diplomatically minded Zeymahzinmaar tribe, unifying with the Tiidahmaan and Tertahlon tribes. The Zeymahzinmaars are known for their shrewd diplomacy, in contrast to the philosophical Tiidahmaans and the militant Tertahlons. These three provinces are ruled by high chiefs whose heirs are their choice (and their choice is almost always their seed). However, regional chieftans have the duty of electing a new Grand Imperator when the existing one dies. The candidates are the high chiefs, even if a high chief's duty is under a regent's control due to age, lack thereof, or illness.

Foreign relations:
Military Alliances:
Trade partners:
Organizations:
Collaborating with:


Demographics:
Historical model culture: Finno-Ugric, Akkadian, Hellenic
Fictional model culture: Dovah
Total Population: ~250,000
Tiidahmaan Population: ~60,000
Zeymahzinmaar population: ~70,000
Tertahlon population: ~120,000
Official language:
Demonym: Zeymah
Calendar: Babylonian

Currency: No widely standardized currency. Metal bullion (predominantly electrum) has historically been used as a price measurement tool, and is the nation's closest thing to a real currency.

Military:

8,000 strong, the military is solely of Tertahlon origin, as the province takes pride in the protection of the league. The two other provinces have comparatively little interest in a standing military. However, all three provinces agree that in the scenario of foreign invasion, every man, regardless of province, should take up arms.

6,000 heavy infantry - Tight formations, long pikes, large shields.
2,000 light infantry - Bows, spears, sandals.

Religion and History:
 Animism, however the Dov is the supreme animal. The reason there are no Dovah present on the planet is because they departed long ago. The dots of the night sky are the rifts they left through; the great source of light is also a rift created by them. It is their apology for leaving; it is the gift of life force. Such a rift would destabilize the realm, and so the Dovah created the moon as a balance.

Ancient tablets and word walls tell the poetic parable of why the Dovah left. The Dovah were benevolent rulers for the time they spent on the mortal plane, but they eventually grew decadent. A particularly powerful Dov, , subverted the rationality of his kin. The fair Dov rule became a tyrannical regime, where even a household's number of children was strictly controlled. Every family could only have a single child, as feared that the humans would otherwise one day grow so populous that they could easily overthrow the Dov. However, even in the face of being hopelessly outmatched, mankind revolted. They took up what few arms they had, and fought valiantly against their superior oppressors. It was immediately obvious that this would be the largest war known to the world, and so the many tribes of Niskrenok chose to unite as a supreme confederation - the First League. This great league spanned across all of Niskrenok, indeed, but it lacked industry and it was too decentralized to organize a sole, supreme army.

Some Dovah, however, began to feel remorse. At the start of this war, the Dovah saw Man as an inferior race. A tool to be used, and nothing more. A collective of simpler life. Yet it was now that these Dovah were being proven wrong. Man had united, choosing to fight for their freedom or to leave the world as fallen heroes. One particular Dov, , bestowed his seed unto a maiden of Man. Thus birthed was a child of Man, indeed, yet too was he heir to the blood of a Dov; the Dovahkiin was born. With the inherent knowledge and resistance of the Dovah, he led the First League in a great crusade against 's Dovah, though guided silently by his ancestors - 's Dovah.

And so, the tyranny was no more. Yet man kind, being mortal, lacked the ability to simply forgive such atrocities such as those committed by the Dovah. The Dovahkiin himself held little remorse in his heart when he commanded the Dovah to perform an exodus from Niskrenok. The Dovah understood this, and felt their wings hanging low when they initially attempted to settle lands far from Niskrenok. Their distance from Man began to slowly dissipate the life force of both Man and Dovah, for it is the aura of Dovah that sustains mortality's existence, but it is the unique will of mortality that binds the Dovah to their bodies, as the Dovah do not originate from the mortal realm, but the realm above it - the immortal expanse. A dimension incomprehensible for any mortal being, it is the source of all creation, creators, destruction, and destructors. The complicity of Man was once held by these facts, in the era of fair Dovah, and it now threatened these most unfortunate veterans. The Dovahkiin, gifted with the knowledge of a Dov, knew that the Dovah could manipulate the immortal expanse at great effort. He devised a daring, yet desperate plan to solve the issue of segregation, without unification. Man led a second war against the exiled Dovah, forcing them to withdraw from the mortal realm. In their time of isolation, the Dovah had thoroughly thought over past events, and judged that Man was just in this second war. They fled after a few skirmishes, finally leaving the realm forever. By the terms of the Dovahkiin, and by their own guilt, they created their final gift to humanity. The sun now acts as the source of mortality, just as the Dovah did long ago.

It was by the kindred acts of these departing Dovah that Man learned to forgive. The Dovahkiin's final words were that Man must forgive Dovah, and resume the worship of a time before tyranny. Not as subjects, but as those who can forgive humbled divinity. Resuming worship ensures that the Dovah do not forget the syncretic power of Man, as they now had the blood of the Dovah deep within. The Dovahkiin's soul departed with his legacy leaving the first League to be divided amongst his 12 heirs. As a result, the League peacefully shattered. From these successor states, war, unification, and further fragmentation all took place many times over. In that period, the Dovahkiin's blood had time to spread throughout all of the inhabitants of Niskrenok. the Men of Niskrenok thus do not see themselves as another part of mortal Man, but a unique form of life unlike both mortals and immortals. It is unknown how much of this history is known by the other tribes of Niskrenok, but it is very well known to the elders and rulers of the second League - the Grand League. This is why it is their ambition to one day reunify Niskrenok; to restore the glory, prosperity, prestige, and unity that the first League had experienced after the Dovah had been expelled.

Documented History

1455 BC
Uskaraak I nol Zeymahzinmaar the Charitable unites Zeymahzinmaar, Tertahlon,
and Tiidahmaan through masterful diplomacy to form the second League, rising from high chief to Grand Imperator.
Glory to the League!

1430 BC
Contact is restored to neighbouring tribes as the League's influence expands.
Trade is established to most of these neighbours.

1425
Uskaraak I nol Zeymahzinmaar the Charitable succumbs to natural causes, leaving 2 daughters and a son.
His son, Ruveyzun I, inherits the title of high chief. The chieftans elect Ruveyzun I to be the Grand Imperator.
« Last Edit: August 24, 2016, 10:29:19 AM by Juncoph »



Gœðalaussland
Accepted.  You may now begin.



Byartalena, after arriving in their new lands and expelling the (understandably angry) natives there and raising their cities, begin to further cultivate their currently meager farmlands, while sending men to scout and investigate the mountain to the east of the capitol, to get a understanding for their new home.
The scout finds a great deal of rocky, steppe-like soil near the range of mountains.  From the top, he can see Grenua, and he can also see the fires of barbarian camps to the east.



i claim this peninsula. nation post soon
PSA:  I don't reserve areas unless the nation post is acceptable.  You're lucky that someone didn't jump in and try to grab it.

The scout finds a great deal of rocky, steppe-like soil near the range of mountains.  From the top, he can see Grenua, and he can also see the fires of barbarian camps to the east.

As news of the scouts discovery of both the landscape and view from the mountain ranges comes back home, when word of the barbarian camp is heard there is brief speculation amongst the elders. Though, rather quickly they decide on their course of action.

"The threat is best dealt with preemptively, rather then sitting upon our hands and awaiting to be thrown from our new home. We are newcomers here, and we must show we are not to be trifled with."         -Assah Alur Ulaman

A scouting party is gathered to be sent ahead of a warband of ten thousand, composed mostly of skirmishers and light spear infantry, with some notable chosen swordsmen.

The scouting party is to determine the numbers and positioning of the barbarians and their warriors, while the warband is to attack them from their weakest flank in the dead of night- enslaving non-combatants and killing the strong that fight back.

If all goes well, and this plan is successful, caravans will be set up to retrieve whatever goods and resources they have to be distributed among the Byartaleni people.

Additionally, plans for expansion to take the mountain into their borders begins- to use it as a valuable watch point and a mining spot as well.


The territory of my nation is the black line.
i will post the empire soon...

EDIT: I wont change the map right here because i cant zoom-in for stuff.
Heres the empire.



Neslait


Government:
Monarchy
King and Ban.
Head(s) of state:King Hano-koregana and Ban Hrvoslav Stasov
Prominent government members: Except the king and ban, none.
Capitol city: Tokyan-do
Major cities: Zagrabar
Intentions of your government:As of now none really except expand and profit.

Foreign relations:
Military Alliances:
Trade partners:
Organizations:
Collaborating with:

Demographics:
Model culture: Japan/european slavs.
Population: 132,451
Official language:(Depends on the region) Ancient slavic/japaneese
Other languages:(Yet again, depends on the region) Ancient slavic/japaneese
Demonym:Slavs, Japaneese.
Religion:(Mostly depends on the region) Slavic/Budhism
Currency: Zlatovo
Calendar: Slavic

Military:
15,894 (a huge precentage of the army are slavakians armed with axes, spears and shields)

Short backstory:
On the area of today's neslait lived two nations, the jakoguns and the slavakians. The jakoguns developed a special trade network with couple of villages in the area, including some slavakian villages. After some time, a bandit threat invaded the jakogun's land, causing them to call for help. The slavakians responded to the call as a "challange" and after a year or so pushed the bandit threat out of the jakogun's territory, witch lead to years of cooperation between the two lands and even ending in a unification. The tree on the flag represents the tree under witch the leaders of the jakoguns and slavakians united their country as one.
« Last Edit: August 21, 2016, 01:43:00 PM by cromartini »

« Last Edit: August 20, 2016, 09:11:30 AM by c[_] »

How the forget do you people make flags.

How the forget do you people make flags.
[img width=1000] Pls
Added some stuff here for you guys.



As news of the scouts discovery of both the landscape and view from the mountain ranges comes back home, when word of the barbarian camp is heard there is brief speculation amongst the elders. Though, rather quickly they decide on their course of action.

"The threat is best dealt with preemptively, rather then sitting upon our hands and awaiting to be thrown from our new home. We are newcomers here, and we must show we are not to be trifled with."         -Assah Alur Ulaman

A scouting party is gathered to be sent ahead of a warband of ten thousand, composed mostly of skirmishers and light spear infantry, with some notable chosen swordsmen.

The scouting party is to determine the numbers and positioning of the barbarians and their warriors, while the warband is to attack them from their weakest flank in the dead of night- enslaving non-combatants and killing the strong that fight back.

If all goes well, and this plan is successful, caravans will be set up to retrieve whatever goods and resources they have to be distributed among the Byartaleni people.

Additionally, plans for expansion to take the mountain into their borders begins- to use it as a valuable watch point and a mining spot as well.
The forces move out.  The barbarians were knowledgeable of the previous Byartaleni invasion that cast out many of the previous settlers there, many of which were allies.

Byartaleni scouts spot Barbarian scouts far ahead of the settlement and get low so as not to be seen, and signal the warband to halt behind a hill.
« Last Edit: August 20, 2016, 12:11:56 PM by SWAT One »