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jeeshadow

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Sorry, I just got home, but I am to tired to do my Civilization, so can I skip my turn and move to the end of the line?
EDIT: Ignore this. I have a intro to my Civ up. Will finish it tomorrow.
 
Last edited:

Tapscott

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This looks interesting! Sign me up for a turn! Hopefully when my time comes, I will be awake. Living on the different side of the world to most people has some disadvantages :p

Edit: Since it seems we are to show where we would plan to write our history, here's where I would like to do mine about.

RasortKingdomMap_zpsd08d9761.jpg

The Partois Kingdom​

2nd Edit: Well Photobucket is acting weird, so I guess I can't show you. Damned thing.

3rd Edit: And I fixed it! The area is north of the Rosek mountains.
 
Last edited:

Afaslizo

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A new turn please.
 

unmerged(271387)

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I guess the Order is King,Noco and videonfan now that Jeeshadow and Ekon did not post?
 

jeeshadow

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unmerged(271387)

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I didn't see you,I was posting at the same time :p
 

99KingHigh

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The City-State of Levna


mi3p.png


The establishment of the Vex Vorcorum doctrine in the year 154 is widely considered the first institutional legislation of the Levnaii people, and is therefore used as the accepted date for the creation of the City of Levna. In the years preceding the declaration, the island of Levnomua, was a civilized system of independent farmers, each one protecting and feeding himself and his family. Due to the fertility of the land, and the generous outcome of the crops, Levnomua became a hub for nomadic merchants and emissary's from the mainland, many of whom brought along the conception of civilization to the native people. Using advice from local travelers, agriculture techniques improved, until certain farmer families had amassed a significant surplus of food, as well as wealth brought in by mainland merchants.

The establishment of a more powerful farmer class by around 80 ST brought about the first wide-spread conflicts on the island, as the new Interii (War-Farmer) attempted to conquer nearby estates. Agricultural warring in the region soon became constant, forcing many independent farmers to join in coalitions with neighboring ones, establishing farming communes, a system of joint-defense and support. The concept of power was to much to bear for many members in these communes, and soon leader's had begun to take power of the coalition. These new estates were never larger then five farms, therefore encouraging the ambition of the new leader to pursue conquest.

By 160 ST however, the constant warfare began to bear fruit, as a new Interii by the name of Selva Rominius came to dominance of hundreds of the communes. Coupled with a population boom, Selva was able to muster impressive armies, until the entire region of western Levnomua were under authority. It was Rominius, after having secured the northern coastline, declared himself Altra or Archon. This edict was followed by the establishment of Vex Vorcorum, which united the independent farmers into the first urban city. Citizens that owned not agricultural land, quickly became the bulk of the metropolitan force, working as laborers and artisans. The independent farmers, no longer independent, became the primary war-force and feeding institution in the land, and soon became to be called Nevrum Fela (the common man.)

Finally, there was the Interii, the wealthy and powerful war-farmer, soon becoming the aristocracy body of the city. These aristocratic composed of the new ruling bureaucracy, forming powerful hereditary houses, and grasping great quantities of resources from the mainland traders. This combination of powerful traits made the Aristocracy immensely powerful, and after the death of Selva Romininius in 178, the Interii wasted no time in seizing control. The aristocrats quickly transformed the growing Levna into a Aristocratic Oligarchy, with every family providing a member to serve on this new council. Every three years, the council, called the Revlnum, would elect a Altra out of the members of the institution. This new leader would control half of the power within the city as a executive force, while the other half would remain in the hands of the Revlnum.

By 210 ST, the growing attractive perspective by outside forces of Levna reached a boiling point, when a nomadic war tribe south of the Bani, numbering in the tens of thousands, loaded their ships and ignited a invasion force. These tribesemen, known in history as the Velax, attempted to land their force in the less developed eastern portion of the island. The landing worked, and the Velax were able to make camp just under 100 miles away from Levna. Fearing destruction, the Nevrum Fela and the Interii rushed to arms. The farmers composed of the main infantry body, dressed with bronze armor and spears, with iron swords as a close combat weapon. The Aristocrats composed of the leaders and cavalry, and were able to organize the entire Levnaii force into a tight organized arrangement. In a string of battles, the Levnaii decisively defeated their Velax opponents, and by the end of three years, they had driven them off the island in waves.


The victory in the Velax War was unheard of, due to the vast population and proportional differences between the two opponents. Such a success was achieved, that military advisors from across the continent flooded into Levna to examine the fighting tactics. These "spies" as the Interii referred to them as, were forced off the island.

It was around this period, until 400 ST, that much of the history of Levna enters a "dark age." Writing and archaeologic findings become scarce and parts of the ancient city fell into ruins. Reasons for such a fall is unknown, with several suggestions being constant invasions, disease, or perhaps a famine that wiped much of the fertile lands away. Nonetheless, the city of Levna and its aristocracy survived these years, emerging around 411 with the writings of ancient Levnaii historian, Volma. Volma tells us of the emergence of Vertan, a powerful archon in the 420's who was elected four consecutive times to the position of Archon after leading the Levnaii onto their first continental expedition and mainland military conflict. Vertan established the first colonies of Levna, named Syntha and Relca, both of whom provided immense wealth to the Archon. In 438, Vertan threw a coup in the council chambers, and proclaimed himself Melgas Alta (Sole Archon, or King.) Vertan and his heir's ruled Lenva until 501, when the Aristocratic Council rose a army to challenge Mertas the grand-child of Vertan. Led by the Aristocratic proclaimed Archon, Restil, Mertas was defeated and forced to flee the island. The authority of the Aristocracy was re-affirmed, with Restil sustaining the Archon position and overseeing the transition.

The reign of the Revlnum would continue undisturbed for 150 years, when a series of wars near the Levnaii colonies brought the city to near defeat. The reason for this was the strength of their opponents navy, which was able to disrupt reinforcing the colonies from the mainland. The Archon, Tresvex, began to pour the cities treasury towards the development of a Levnaii naval force. After six years years of construction, and with the colonies on the verge of defeat, Tresvex led the Levnaii navy to a decisive victory, breaking the blockade of troops, and allowing the transportation of a relief force to the colonies. While the army of the city had long since been a decisive factor, the navy of the city quickly became the pride of both the aristocracy and the farmers. As wealth flowed in from the city through advanced trading networks, the construction of the navy continued, until finally, in 761, during the Alta ofHemeltus, the Levnaii had developed the largest naval fleet in the world.

Such a force allowed the city of Levna to expand its power, and soon, the wealth of its trading and colonial empires had permitted the city into constructing great new monuments and structures, both to its pantheon of Gods, but to the hero's of the cities past. It was during this era that the city experienced a great emergence of art and philosophy, with some notable figures during this era being Orevnam, Felix, and Veto. It became apparent however, that through such wealth, the dangers of Vertan could re-occur, and threaten the strength of the Aristocracy. By the turn of the 800's, suspicion amongst the Aristocracy had grown to such level's, that the Interii attempted the first political assassination of a Archon in over 300 years. The attempt was successful, and the Council rushed to abolish the executive authority, declaring itself the sole political entity of the city. The result of such a action, was civil war.

Using support of the people, the Governor of Syntha, Sevnus son of the assassinated Alta, invaded the island in 809 with 10,000 troops and 1/3 of the Levnaii navy. The ensuring war quickly became a grueling stalemate, with the Aristocratic navy blockading the colonies, while daily fighting near the city forced much of the citizens into flight. The conflict dragged on for nearly a decade, until Sevnus was defeated after withstanding heavy attrition in the winter. The defeated Governor fled the island, but returned to Syntha to lead the resistance. Meanwhile, heavy debate within the council about the next course of action brought the Levnaii council into a state of indecisive action, lacking the executive authority that the Alta had possessed. With the economy on a downward slope, the Nevrum Fela rebelled against the aristocracy, inviting Sevnus back into the city. Sevnus assumed command of the rebellious soldiers, this time achieving victory and marching into the city a hero.

Sevnus declared Secro Vemnus (The doctrine of the people), giving seventy percent of the power within Levna to the Alta, and limiting the rest to the Aristocracy. Such a system of government continued to exist well into the conclusion of the Bronze Age.


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I believe so.
 

Noco19

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The Expansion of the Suz'Kh

Natives to the marshlands east of the fabled Harpaxan Empire, the Suz'Kh peoples co-existed with their nearly identical Flaxx brothers, sharing extremely similar religious beliefs and customs.

Despite this seemingly strong brotherhood, the Suz'Kh and Flaxx had a falling out, with archaelogical evidence showing a distinct violent split sometime during the early 300's ST. Suz'Kh art depicts various skirmishes, but fails to state the exact reasoning behind this hatred. Whatever the cause, the Suz'Kh were the clear victors, with entire Flaxx settlements found demolished, and Flaxx tribes forced further north. By the year 1,000 ST, the remnants of Flaxx survivors only existed on remote peninsulas on the edge of Suz'Kh influence.

xr0d.png

Lifestyle

The Suz'Kh were highly isolationist, with very little accounts of exterior influences on their society. Centuries of stagnant traditions further breed this sense of solitude, with a very strict set of rules and procedures governing Suz'Kh society.

One such quirk was the favorance of cannablism. The act of devouring felled opponents, for internal skirmishing was frequent, was considered the highest honor a warrior could bestow upon his victim. To be eaten was to absorbed into the victor's soul, further strengthening him. Similarly, funerals for the dead were non-existant, with aged family members served as a feast to kin. This could possibily be connected with the Suz'Kh ideals of conservation and utilizing all resources.

Artwork

The majority of Suz'Kh research can be found in extensive arts found in Suz'Kh dominated lands. Nearly every member of Suz'Kh participated in drawings, adding multiple perspectives to the larger displays.

Prominent features included depictions of glorious battles, and devoured foes, honored by their consumption. Most drawings showcase dark reds and vibrant greens, stemming from Suz'Kh resources from their swamplands and tropical setting.

Warfare​

Wooden blunt weapons comprised the majority of Suz'Kh arsenals, serving both as great uses of local resources, and appropriate meat tenderizers.

Uniquely, the Suz'Kh employed some of the first uses of poisoning, using highly toxic mushrooms native to the marshes. This was seen as the ultimate shameful death, for none would eat the corpse of a poisoned victim, condeming their body to be useless.

Religion

The Suz'Kh worshipped a massive amount of seperate entities, with different tribes housing their own special spirits dedicated to certain trees, swamps, or fungae. This is estimated to be the source of the various inter-tribal conflicts, with several tribes worshipping different spirits attributed to the same tree, and demanding the others recognize their own spirit. The victors of war dictated the "true name" of the spirit, usually for only months before another skirmish happening, repeating the cycle.
 

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THE DARDYNE KINGDOM
y8or.png
Introduction: The origin of the Dardinean people is not known.Most people believe that they originate from the continent south to their island kingdom,from where they left after countless raids,searching for a better life.After they sailed for some time,they reached on this island and settled it,growing more and more.

Geography and Economy:The Dardineans have always used the sea as their way to communicate with other people and to trade.Most of their income comes from trading,while there is some agriculture and herding done in the islands.Lately,they have been trying to establish colonies to their continent on the south,where it is believed they used to live.Being master traders,they have monopolised trading in spices with other races.

Religion:Having come into contact with so many other people,the Dardineans have an influx of lots of religions on their pantheons.However,most still practive the beliefs of their ancestors,with the sea god Mercur ruling supreme among other deities.

History:During the first years of their existence,the Dardineans were splintered tribes,weak and scattered among the island.All till one of the biggest tribes,the Phesians, decided to show their superiority through wealth.Being in a prime position for trading,Chief Almehdun II decided to expand vastly his fleet and to impress the other tribes with it.

Most tribes were impressed and feared his power,so they joined Chief Almehdun's tribe,forming a Council of Tribes to elect from their most prominent members who should rule over them for the rest of his life.Since Almehdun was chosen to stay in his position of power,he decided to expand slowly into the island and to name himself King of Daerdyna,which is also the name of the island.

After his death,King Malmeh took over with the help of the Council of Tribes.He decided that Dardinean ships should travel to the whole world and bring trades from all over the world.On their way they met many new places and new people and their income rose.Seeing how his realm would benefit from expansion,King Malmeh decided to create colonies in the coast south to his island.

Timeline of Rulers and their Accomplishments:
These rulers are taken from the Phesians:
Chief Phesius I 1 ST - 24 ST (Migrated with his people from the coast to the island according to legends)
Chief Llotus I 25 ST - 50 ST (Expanded the tribe through military means)
Chief Phesius II 51 ST - 54 ST (Plunged the tribe into a civil war and lost)
Chief Almehdun I 55 ST - 80 ST (Reigned supreme for a long period,sook diplomatic ties with the other tribes)
Chief Holmahlu I 81 ST - 105 ST (Created the first Council in Phesia,which would later lead to the Council of Tribes)
Chief Llotus II 106 ST - 110 ST (Found support among the peasants and overrode the Council,practically establishing a tyrrany)
Chief Phesius II 111 ST - 112 ST (Son of Llotus II,didn't survive for long)
King Almehdun II 113 ST - 130 ST (Formed the Council of Tribes,united most Tribes)
King Malmeh I 131 ST - 170 ST (Created Colonies in the south)
King Holmahlu II 171 ST - 176 ST (The Council was divided,so he took over.Died in 177 ST but was overthrown a year before)
King Almehdun III 177 ST - 220 ST (Ruled for a long time,decided to attack the Nihon and failed)
King Malmeh II 221 ST - 260 ST (Established relations with the Harpaxan civilisation)
King Phesius III 261 ST - 305 ST (His Reign will be remembered for his gluttony)
King Almehdun IV 306 ST - 340 ST (Not much is known for his reign)
King Malar I 341 ST - 400 ST[Challenged] (A legend among others.He is said to have raided Nihon lands sucessfully)
King Malar II ??? - 420 ST (His son,who was a complete failure in comparison to his father.Lead the Kingdom to division once again)
King Phesius IV 421 ST - 450 ST (Tried to conquer the Nihon,he failed and was thrown out)
King Chanibal I 451 ST - 465 ST (He accompished nothing out of the ordinary)
King Malar III 466 ST - 520 ST (The King that reigned the most)
King Chanibal II 520 ST - 540 ST (Refomred the Council of Tribes to a more efficient type)
King Phesius V 540 ST - 550 ST (Killed in battle against the Nihon)
King Holmahlu III 550 ST - 580 ST (Tried to gain control of Harpaxan trade and failed)
King Almehdun V 580 ST - 612 ST (Son of King Holmahlu III,gained monopoly on Silk trade)
King Phesius VI 612 ST - 670 ST (Not much is known about his reign)
King Malar IV 671 ST - 679 ST (His reign will be remembered for his silence on important matters)
 

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jeeshadow

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May I also have another turn? (don't worry, I will finish my current civ soon)
 

Stormbringer

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The next age.

The next age will last from 1,000 to 1,500 ST. In our world this corresponds roughly to 500BC, so the height of Classical Antiquity.

So far we have a great mix of ancient civilizations, city-states, tribes, etc. Here is a brief summary:

Thelasea (ca. 800 - 1,000) - cities surrounded by farming communities. Early shipbuilding. Thelasean alphabet and language.
Jea Rosek (ca. 500 - 1,000) - hunter/gatherer tribes that have subjugated surrounding areas. Prominent bitheistic religion.
Azeratii (ca. 600 - 1,000) - highly developed society of cities surrounded by farming communities along a major river.
Xai (ca. 600 - 1,000) - warlike hereditary society that has subjugated peoples of the surrounding areas.
Kragrook (ca. 337(?) - 1,000) - hunter/gatherer tribe in conflict with nearby tribes.
Nahirleri (ca. 500 - 1,000) - river tribes that have migrated north towards the mountains and have begun to settle down.
Harpaxia (ca. 200 (or 524) - 1,000) - large developed civilization built on maritime trade. Possibly with feudal characteristics. Possible earliest written language.
Qaseem (? - 1,000) - nomadic desert tribes.
Nihom (possibly ca. 500 - 1,000) - warlike agrarian culture.
Variluola (?) - no reliable information.
Lehim (possibly ca. 100(?) - 1,000 ) - an early despotic kingdom. In decline.
Levna (154 - 1,000) - an agrarian city-state built on the power of individual farmers.
Suz'Kh (ca. 200(?) - 1,000) - isolationist tribes.
Dardyne (ca. 100(??) - 1,000) - a collection of different tribes. Maritime raids on Harpaxia and other areas.

Here is an updated map:

o458.png


http://img94.imageshack.us/img94/674/o458.png

http://imageshack.us/photo/my-images/94/o458.png/


The order I believe is XVG, Spectre, czechmasaryk, Dadarian, Afa, Noco, jeeshadow, and Gogti. Have at it!
 
Last edited:

XVG

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Qarthattushan Kingdom

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The emblem often attested with the Qarthattushans. It is thought to represent their primary deity, the Goddess Qartahdit (Protector of the City).

General History

The birth of the Qarthattushan civilization still remains an unresolved mystery. Mythological tales tell of a group of people arriving by sea, possibly from the civilization of Nahirleri or Thelasea. Little signs of connection to either culture have however been found. The initial capital of the Kingdom seems to have been founded right before the end of the Bronze Age, around the year 1000. The city’s name is Kartio, from which it is believed that the name of the entire civilization is derived, as in the Qarthattushan language, Qart or Kart means “town” and “hattu” people or race. The mythological founder of Kartio was the Queen Semsazrte, and her palace still stands in the middle of Kartio.

Through establishment of colonies, the civilization of Qarthattusha quickly spread to the surrounding area. The most important of these initial colonies were the cities of As-Gul and Qaram. Both would serve as starting points for future expansionism. The Qarthattushan navy quickly became a strong force and their primary source of income was trading with surrounding tribes and other nearly located civilizations. They had also highly developed road networks and farming infrastructure, but only mostly around the largest colonies and the founding city of Kartio itself.

Another important early Qarthattushan city is Kasün. It was established on the island bearing the same name by Semsazrte’s successor, Queen Qarhonzte. By now there are several indications that the Qarthattushan society was highly matriarchal, with females holding a considerable amount of the administrative positions, and also serving in the Qarthattushan trading operations. Military matters were however in the hands of male citizens, and it is thought that the civilization had this “divine” setting of gender-specific roles in the society. However, after a century most of this system had waned off, with males gaining the leading roles of the Kingdom. Mythological tales of the female rulers are however prominent and influential during the later stages of Qarthattusha.

Qarthattushan Kingdom continued expansion northwards, settling in the new colonies of Asülqaht and Assembol during the reign of Qarhonzte’s great-grandson, King Meliquirt. From Asülqaht, Qarhattushans continued their expansion inland, but meeting fierce resistance from local tribes, they had to cease those actions. In a short time these tribes were again befriended, some becoming vassals of the Qarthattushan Kingdom, and trade with them was important, as those tribes had access to rare metals, especially gold. Thus they were called Küllanda (“Goldmen”) by the Qarthattushans.

By now, Qarthattushan population had mixed with locals of the colonies, and it is widely believed that many members of the formerly “uncivilized” tribes held occasionally high positions in the Qarthattushan government. Qarthattusha is thus known for its tolerance of other pantheons and peoples.

The northernmost colony of Qarthattusha, Shal-Gul was established by Meliquirt’s daughter, Qanna the Great. She became the most well-known Qarthattushan ruler, and was the first one to mint gold coinage at Kartio. Those coins had the engraving of her, and the symbol of Qarthadit. She is considered the greatest of Qarthattushan rulers mostly due to the fact that there was no more territorial expansion after her rule, and the Kingdom entered a period of stagnation shortly after her dead.

The era of stagnation was finally ended by King Harron the Navigator, who established a new dynasty, originating from Qaram, and a descendant of the local tribes who had been assimilated to Qarthattushan culture. He focused on improving the Kingdom’s trade links, and erected the city of Shirmon in the south. He is probably best-known for his long journeys to lands of South, and his travel writings tell of encountering Qlajuta “land of ice” in the south and Siigurta “land of sugar” to the East.

4mgo.jpg

Port of Kartio.
Military

The Qarthattushan are renowned of their highly organized and drilled military. The military structure established under the leadership of King Meliquirt continued to be used for long after his death.

The basic unit of the army was the unit of 36 men – the Karhon. Three Karhons formed the Qarkahon and three Qarkahons formed the 324-man Archakon, which was the smallest unit which would act independently. Both infantry and cavalry were organized in the same manner to Archakon units, and some Archakons had both cavalry Qarkahons and infantry Qarkahons in them. It is believed that there were also heavy war chariots used by the Qarthattushan Qarkahons.

Archakons were merged on larger campaigns to create the Hartakon, which could include 5-10 Archakons, thus between 1620 and 3240 men. These were commanded by the Hartakonqtes, literally meaning “Hartakon commanders”.
Navy was also organized similarly, with the smallest naval unit of seven ships called the Karhantes, and three Karhantes formed the Qarhantes, numbering 21 ships. Qarhantes’ were commanded by Faqüls, “seafarers”. Supreme commander of the fleet in battle was known as “Qgar-Faqül”, supreme seafarer.

It should be noted that despite their highly advanced army, the Qarthattushans never had a belligerent status, especially never after the initial conquests from the tribal populations. Their army remained a citizen army for most of their history, though they are known to have utilized surrounding and vassal tribes as auxiliaries when campaigning against another stronger tribes

Natural Sciences

Due to their highly peaceful and tolerant society, which was open to new ideas and theories, the Monarchs of Qarthattusha quickly developed into generous patrons of sciences. Natural sciences flourished in Qarthattusha, and in Kartio there was a full city quarter dedicated to scientists.

Qarthattushan focus was mainly on astronomy and physics. Qarthattushan scientist Qahardes concluded during the reign of Qanna that all matter is made up of four elemental substances - earth, fire, air and water. Another important, though earlier, Qarthattushan scientist was Khales. His work was so influential that he has been dubbed the “Father of Science”. He aimed to explain natural phenomena via a rational explanation that referenced natural processes themselves, instead of reference to the will of mythological gods and heroes.

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Qarthattushan Kingdom and her colonies.

((Might add some more flavor things on cities, society and religion tomorrow))