Nepty
Biji YPG!
The continent of Eilam, 800 AE
For the past 800 years, since the end of the Eilamite empire in the north, southern nations have risen and fallen. Now, perhaps, another great power can rise. The world is in the apex of its middle ages. Chainmail is the order of the day, and noble families hold the great majority of the power, through armies of armed retainers. Borders are constantly changing.
While this is fantasy, this is closer to low fantasy. There isn’t any well known magic, aside from stories of witchcraft, or devil worship that may or may not be unsubstantiated. Everyone goes their entire lives without seeing trolls or orcs, though everyone knows someone whose brother’s friend’s uncle’s wife’s father’s cousin swears he saw one, honest.
This is a nations game. EI, you will play as the lord of a faction, and send in ‘orders’ via PM each turn, generally a week long, and I’ll determine the result of those orders. This game is by its nature ‘potentially PVP’
There are 3 factions that you can choose to latch yourself onto as a vassal. or, go solo as your own faction.
Keep in mind, however, that the people you rule over have their own designs, and your orders are likely to be executed, but might be misinterpreted, intercepted, outright ignored, or otherwise fiddled with.
If you’re interested, just say so in the thread!
While you can play as an independent kingdom or culture, there are currently 3 major cultures on Eilam. Though each culture has multiple nations and subcultures within it, the three major nations are the Covenant, the Quwainn, and the Evarim.
Evarim
The dark-eyed curly haired Evarim are the oldest faction on Eilam, claiming to be the heirs of the shrunken and largely disappeared Empire of Eilam, and rule from the imperial capital. Should you choose to be a state sworn in vassalage to the Empire of Evarim, you would enjoy the relatively lenient religious freedoms of the empire, as well as good relations with its pagan populace and a competent military force. However, you might also have to worry about being one of the most disliked factions on Eilam, for daring to be a polytheist.
The Covenant
The knights of the northeastern plains are almost exclusively sworn to the Kingdom of the Covenant, or simply The Covenant. Fair-skinned and tall, these people favor heavy cavalry, and often have the most vassals and manpower of the three factions. However, to reap the benefits of their fertile home, one must be a Covenanter, and be prepared to receive the rewards of expanding their great Covenant, a strict polygamous theocracy, that eschews false manmade laws for the laws laid down by their first kings two and a half millennia ago, and at the age of 10, put on the chain of manhood, an iron bracelet that denotes one’s status as a Slave to the Almighty.
Quwainn
Native to the lands further south, in both the desert, steppe and jungle, the Quwainn form the bridge between the Covenant and Evarim. Olive-skinned and dark eyed, with large mustachios and favoring curved swords, light cavalry and war elephants, the Quwainn are just emerging from their own dark ages, unified 200 years ago, when the Covenanters invaded their lands. Not a theocracy, they still put great stock in their religion, which, though it derives from the Covenanter religion, is significantly different.
However, if none of these societies appeals to you, you can go it solo, as a smaller kingdom, or as an ally of one of the larger powers. The possibilities are very broad indeed.
Now, a sheet! Each nation will have sheets similar to charachter sheets.
Name
Background/Culture
Banner
Headquarters (fortress, castle, capital, etc)
Location (Secret. PM this)
You will have 70 points to allot to your stats. For each stat, if it says ‘specify’, specify what you rely on primarily. For example, economy could be agriculture, trade, robbery or anything else.
Economy (Specify type)
Military: (For each point towards military, you should come up with a unit type)
Authority: (Specify govt type) (For each point here, your orders are more likely to be followed to the letter)
General Intelligence: (Please specify whether it’s to say, monks, nobility, peasantry etc, who is most well educated etc) This determines research speed, combat tactics, etc.
Loyalty: The loyalty of your population.
Population: 1 population is about 50,000 people, 60 would be about 40 million.
Infrastructure: How good you are at building
HOUSEHOLD
Each member of the household can be player created, or assigned by the GM (Me)
When giving stats, you can give each member of your household a virtue, but for each virtue, they must have an equal vice.
IE
“Kind: So and so is well known for being friendly and kind”
Balanced out by
“Dim: So and so isn’t the sharpest knife in the drawer”
Leader: Your main character and leader
Spouse (nonmarried also acceptable)
Children
Head of the Guard (In charge of protection)
Spymaster (In charge of intelligence)
Chamberlain (In charge of all the goings on within your household)
Vassals (assigned)
Religion
Religion is very important in this world. You can create your own, or follow an existing one. Depending on what it is, hidden bonuses and modifiers will be applied, and it will be taken into account when dealing with things involving religion or culture.
The Gods of the Choir (Choirling)
"The Gods Are Good"
Factions belonging to the large Evarin culture, or the empire of the west mostly follow the Gods of the Choir. One of the last pantheons remaining, the Choir is a group of 5 gods, The Eternal (Said to be all the other gods in one) The King, The Queen, The Prince and The Traitor. There is a complex hierarchy between these gods and their various servants. Some modifiers for belonging to the Choirling religion include very good relations with Evari, and relatively little internal religious strife, as there is no holy book or strict path to follow. It also includes poor relations with Quwainn and Covenant-related factions.
they have no taboos aside from normal societal taboos
Their religious flag depicts 4 bars, showing the 4 gods, each labeled in the Evarim language, connected by one, The Eternal.
Quwainni (The Most High)
"The Almighty Send The Righteous"
According to the Quwainni religion, of the olive-skinned Quwainni people of the same name native to the desert and jungle, who prefer light cavalry, God was originally a man, Quaylun, who lived on earth, and was so virtuous, he was exalted by all living human beings, and thus became God. They also believe in a greater life force that powers the universe, referred to as The Master (and declare that it is the god of the Covenant). Some modifiers for the Quwainni religion are good relations with Quwainni cultures, poor relations with Choirlings, and moderate relations with Covenanters. It also confers some Quwainni cultural taboos, like the forbidding of eating any water dwelling creatures without scales, or reptiles. They have a collection of holy books compiled into one, the Way of Quaylun. Their practices are as follows
There is to be no eating of reptiles or scale-less fish
There is to be no killing of women or children
It is the duty of every man capable of bearing a sword to wage holy war at some point in his life, and spread the Religion.
Women must cover their hair in places of worship
Do not convert at swordpoint, but use reasoned argument (if possible)
If the enemy offers peace, you are encouraged to accept it
You may only have one wife
The Quwainni flag of the religion reads "One God" above the pillar, indicating god, and "One Man" indicating Quaylun.
The Covenant
"There is no honor but in the shadow of death, and no life but the life of the slaves. He Most High is The Our Master."
The Covenanters are light-skinned, northerners who favor chivalry and knightly codes, and their nobility often rides as heavy cavalry in battle. However, their religion is also the most hardline. They belive in one deity, and refer to it as The Master and to themselves as His Slaves. Covenanters have mellowed out in recent years, but still treat worship of any but The Master as a sin that can only be repaid for with death. As such, they have poor relations with Choirlings, and mediocre relations with the Astivi. All Covenanter cultures have excellent religious relations with one another (as they follow The Book of Heaven)
Their practices are as follows.
All Covenanters must live according to the laws of the Covenant.
There may be no eating of female cows
There may be no slaughtering of male cows (eating them is okay if they die of their own accord)
A man proven sane and witnessed worshipping any but The Master by 10 or more is to be beheaded
Protect women and children, no matter their religion
A Covenanter woman may never marry a Choirling, but a Covenanter man may.
Women are to cover their hair in public places
A man may have up to 3 wives.
On creating your own religion.
If you have branched out from one of the major ones, you gain moderate relations with those factions.
If you are a heresy (ei going directly against any of the primary principals) you gain poor relations with that faction)
if you have requests for religious symbolism, I'll be happy to make it for you.
WARFARE
Generally, you can declare war at any time for any reason. Of course, your reasons will impact your social standing and public opinion of you and your faction. It might be smarter just to play the intrigue game.
At any rate, war is fairly simple. When a battle occurs, it will happen in phases. I will PM you with an image of the battlefield, you will both set up deployment strategies. Failing to get deployments in on time (within 24 hours of the battlefield image and details being sent to you) will result in a subcommander handling the battle, as you were assumed indisposed.
The resulting battle will have 3 stages. The opening moves, the primary combat, and the end.
Battles that do not have a player character (the player lord or his heir) commanding are not controlled by the player, and instead by whichever vassal or child the command was given to. This may be better or worse, depending on the vassal’s competence.
Terrain Guide to the Map
Deep blue: Deep sea. Dangerous
Light blue: Coasts. Good for shipping.
Desert Tan: Less population, generally the population is tougher though. Water is an important resource here.
Steppe Very light green: Open grassland, often results in higher numbers of livestock and draft animals, as well as horses
Plains Green: Fields and farms. Far more food to a faction.
Woods Dark green: Lots of wood
Jungle Darkest green: Favors no one. Useful for dying in.
Rivers: Depends on the situation, favors quick transportation, fresh water, etc.
Hills: Brown: (areas around mountains) often rich in precious metals and gems
Mountains: Grey: Very rich in previous metals and gems, but extremely hostile.
Feel free to construct things such as roads, walls, fortresses as you play. This game has some stats, but the majority is based on common sense and GM thought
For the past 800 years, since the end of the Eilamite empire in the north, southern nations have risen and fallen. Now, perhaps, another great power can rise. The world is in the apex of its middle ages. Chainmail is the order of the day, and noble families hold the great majority of the power, through armies of armed retainers. Borders are constantly changing.
While this is fantasy, this is closer to low fantasy. There isn’t any well known magic, aside from stories of witchcraft, or devil worship that may or may not be unsubstantiated. Everyone goes their entire lives without seeing trolls or orcs, though everyone knows someone whose brother’s friend’s uncle’s wife’s father’s cousin swears he saw one, honest.
This is a nations game. EI, you will play as the lord of a faction, and send in ‘orders’ via PM each turn, generally a week long, and I’ll determine the result of those orders. This game is by its nature ‘potentially PVP’
There are 3 factions that you can choose to latch yourself onto as a vassal. or, go solo as your own faction.
Keep in mind, however, that the people you rule over have their own designs, and your orders are likely to be executed, but might be misinterpreted, intercepted, outright ignored, or otherwise fiddled with.
If you’re interested, just say so in the thread!
While you can play as an independent kingdom or culture, there are currently 3 major cultures on Eilam. Though each culture has multiple nations and subcultures within it, the three major nations are the Covenant, the Quwainn, and the Evarim.
Evarim
The dark-eyed curly haired Evarim are the oldest faction on Eilam, claiming to be the heirs of the shrunken and largely disappeared Empire of Eilam, and rule from the imperial capital. Should you choose to be a state sworn in vassalage to the Empire of Evarim, you would enjoy the relatively lenient religious freedoms of the empire, as well as good relations with its pagan populace and a competent military force. However, you might also have to worry about being one of the most disliked factions on Eilam, for daring to be a polytheist.
The Covenant
The knights of the northeastern plains are almost exclusively sworn to the Kingdom of the Covenant, or simply The Covenant. Fair-skinned and tall, these people favor heavy cavalry, and often have the most vassals and manpower of the three factions. However, to reap the benefits of their fertile home, one must be a Covenanter, and be prepared to receive the rewards of expanding their great Covenant, a strict polygamous theocracy, that eschews false manmade laws for the laws laid down by their first kings two and a half millennia ago, and at the age of 10, put on the chain of manhood, an iron bracelet that denotes one’s status as a Slave to the Almighty.
Quwainn
Native to the lands further south, in both the desert, steppe and jungle, the Quwainn form the bridge between the Covenant and Evarim. Olive-skinned and dark eyed, with large mustachios and favoring curved swords, light cavalry and war elephants, the Quwainn are just emerging from their own dark ages, unified 200 years ago, when the Covenanters invaded their lands. Not a theocracy, they still put great stock in their religion, which, though it derives from the Covenanter religion, is significantly different.
However, if none of these societies appeals to you, you can go it solo, as a smaller kingdom, or as an ally of one of the larger powers. The possibilities are very broad indeed.
Now, a sheet! Each nation will have sheets similar to charachter sheets.
Name
Background/Culture
Banner
Headquarters (fortress, castle, capital, etc)
Location (Secret. PM this)
You will have 70 points to allot to your stats. For each stat, if it says ‘specify’, specify what you rely on primarily. For example, economy could be agriculture, trade, robbery or anything else.
Economy (Specify type)
Military: (For each point towards military, you should come up with a unit type)
Authority: (Specify govt type) (For each point here, your orders are more likely to be followed to the letter)
General Intelligence: (Please specify whether it’s to say, monks, nobility, peasantry etc, who is most well educated etc) This determines research speed, combat tactics, etc.
Loyalty: The loyalty of your population.
Population: 1 population is about 50,000 people, 60 would be about 40 million.
Infrastructure: How good you are at building
HOUSEHOLD
Each member of the household can be player created, or assigned by the GM (Me)
When giving stats, you can give each member of your household a virtue, but for each virtue, they must have an equal vice.
IE
“Kind: So and so is well known for being friendly and kind”
Balanced out by
“Dim: So and so isn’t the sharpest knife in the drawer”
Leader: Your main character and leader
Spouse (nonmarried also acceptable)
Children
Head of the Guard (In charge of protection)
Spymaster (In charge of intelligence)
Chamberlain (In charge of all the goings on within your household)
Vassals (assigned)
Religion
Religion is very important in this world. You can create your own, or follow an existing one. Depending on what it is, hidden bonuses and modifiers will be applied, and it will be taken into account when dealing with things involving religion or culture.
The Gods of the Choir (Choirling)
"The Gods Are Good"
Factions belonging to the large Evarin culture, or the empire of the west mostly follow the Gods of the Choir. One of the last pantheons remaining, the Choir is a group of 5 gods, The Eternal (Said to be all the other gods in one) The King, The Queen, The Prince and The Traitor. There is a complex hierarchy between these gods and their various servants. Some modifiers for belonging to the Choirling religion include very good relations with Evari, and relatively little internal religious strife, as there is no holy book or strict path to follow. It also includes poor relations with Quwainn and Covenant-related factions.
they have no taboos aside from normal societal taboos
Their religious flag depicts 4 bars, showing the 4 gods, each labeled in the Evarim language, connected by one, The Eternal.
Quwainni (The Most High)
"The Almighty Send The Righteous"
According to the Quwainni religion, of the olive-skinned Quwainni people of the same name native to the desert and jungle, who prefer light cavalry, God was originally a man, Quaylun, who lived on earth, and was so virtuous, he was exalted by all living human beings, and thus became God. They also believe in a greater life force that powers the universe, referred to as The Master (and declare that it is the god of the Covenant). Some modifiers for the Quwainni religion are good relations with Quwainni cultures, poor relations with Choirlings, and moderate relations with Covenanters. It also confers some Quwainni cultural taboos, like the forbidding of eating any water dwelling creatures without scales, or reptiles. They have a collection of holy books compiled into one, the Way of Quaylun. Their practices are as follows
There is to be no eating of reptiles or scale-less fish
There is to be no killing of women or children
It is the duty of every man capable of bearing a sword to wage holy war at some point in his life, and spread the Religion.
Women must cover their hair in places of worship
Do not convert at swordpoint, but use reasoned argument (if possible)
If the enemy offers peace, you are encouraged to accept it
You may only have one wife
The Quwainni flag of the religion reads "One God" above the pillar, indicating god, and "One Man" indicating Quaylun.
The Covenant
"There is no honor but in the shadow of death, and no life but the life of the slaves. He Most High is The Our Master."
The Covenanters are light-skinned, northerners who favor chivalry and knightly codes, and their nobility often rides as heavy cavalry in battle. However, their religion is also the most hardline. They belive in one deity, and refer to it as The Master and to themselves as His Slaves. Covenanters have mellowed out in recent years, but still treat worship of any but The Master as a sin that can only be repaid for with death. As such, they have poor relations with Choirlings, and mediocre relations with the Astivi. All Covenanter cultures have excellent religious relations with one another (as they follow The Book of Heaven)
Their practices are as follows.
All Covenanters must live according to the laws of the Covenant.
There may be no eating of female cows
There may be no slaughtering of male cows (eating them is okay if they die of their own accord)
A man proven sane and witnessed worshipping any but The Master by 10 or more is to be beheaded
Protect women and children, no matter their religion
A Covenanter woman may never marry a Choirling, but a Covenanter man may.
Women are to cover their hair in public places
A man may have up to 3 wives.
On creating your own religion.
If you have branched out from one of the major ones, you gain moderate relations with those factions.
If you are a heresy (ei going directly against any of the primary principals) you gain poor relations with that faction)
if you have requests for religious symbolism, I'll be happy to make it for you.
WARFARE
Generally, you can declare war at any time for any reason. Of course, your reasons will impact your social standing and public opinion of you and your faction. It might be smarter just to play the intrigue game.
At any rate, war is fairly simple. When a battle occurs, it will happen in phases. I will PM you with an image of the battlefield, you will both set up deployment strategies. Failing to get deployments in on time (within 24 hours of the battlefield image and details being sent to you) will result in a subcommander handling the battle, as you were assumed indisposed.
The resulting battle will have 3 stages. The opening moves, the primary combat, and the end.
Battles that do not have a player character (the player lord or his heir) commanding are not controlled by the player, and instead by whichever vassal or child the command was given to. This may be better or worse, depending on the vassal’s competence.
Terrain Guide to the Map
Deep blue: Deep sea. Dangerous
Light blue: Coasts. Good for shipping.
Desert Tan: Less population, generally the population is tougher though. Water is an important resource here.
Steppe Very light green: Open grassland, often results in higher numbers of livestock and draft animals, as well as horses
Plains Green: Fields and farms. Far more food to a faction.
Woods Dark green: Lots of wood
Jungle Darkest green: Favors no one. Useful for dying in.
Rivers: Depends on the situation, favors quick transportation, fresh water, etc.
Hills: Brown: (areas around mountains) often rich in precious metals and gems
Mountains: Grey: Very rich in previous metals and gems, but extremely hostile.
Feel free to construct things such as roads, walls, fortresses as you play. This game has some stats, but the majority is based on common sense and GM thought