OptNES III: Foundry of Nations

I understand your excitement :D

Yes, you are in the stats. Problem is I hadn't foreseen that I actually have to compile the stats from scratch, and I changed the order of all the stats, so it's sort of become a copy-and-paste-and-copy-and-paste job. That's why I'm taking so long. :)
 
OOC: @Herobrine: Sorry i have not responded to your diplomacy yet but i'd prefer to see the stats before commiting myself to the deal. However, i currently see no deal right now as Jedorra has little need for transports right now. We already have the airship and due to my RP it is a given that the armies are allways mobilized and skirmishing along the borders.
 
OOC: @Patchy: No problem, I've kinda been waiting for the stats as well (thats a hint to you, optical! :mischief:). Okay then, the deal is always open though.
 
They're on their way. The time of year has been keeping me busy :).
 
Etruskalba/theDright:
Capital: Etruska
Colour: 0,64,128
Location:
Spoiler :
Demonyms: Etruskalbi
Flag:
Spoiler :
Government: Other. The monarch is hereditary, but he is advised by a two councils; one of nobles, chieftains, merchants, and priests, and one popular assembly which is available to all cities and tribes; both surprisingly similar to Avirria.
Religion: Etamamasi. Most of the religious practices of the Etruskalbi are descended from those religions that fled from Masia generations ago after persecution by the Tamamasi. The Etruskalbi still have many separate cults of worship, but the 4 most important are Alba; the king of the gods, the sky, the people, and the state, Rowena; Alba's wife, and goddess of the river, crops, and fertility; Etrusk, the god of war, mountains, and the wisdom; and Etama, trickster god of the underworld and the unclean.
Engines: The Tower and the Airship.
Conventional Soldiers: Pikemen, Musket, Lancer
History: The Etruskalbi are the descendants of a combination of Masi religious refugees, Albi city-states, and various mountain clans and nomadic pastoral tribes. Since the arrival of the Masi refugees centuries ago, more and more Albi city-states and nomadic tribes are bound every year to the rule of Etruska, usually by the integration of their existing social, religious, and economic leadership. The Etruskalbi are surprisingly isolated, except for knowledge of the other peoples of the Great Kulchens, as well as limited trade with the Tunusi. The seemingly never-ceasing warfare between Etruskalbi and the few remaining Albi city-states and nomadic hordes has lead to a continuous improvement in weapons, tactics, and armor for conventional soldiers.
Description: Mix Renaissance kingdom+republic, Greek city-states, Roman polytheism syncretism, Scottish clans, and Magyar and Bedouin tribes together. Blend. Aggressive and vigorous, both in war and in trade.
 
Welcome to OptNES III! Glad to have some freshmeat in the fray. :D
 
*Licks lips*, hmm... fresh slaves and maybe even sacrifices, if we're in the mood... Perfect! :D

Oh and welcome to the NES and all that as well.
 
Most of the player stats are done. All stats will be up by the end of tomorrow.
 
Finally :woohoo:
 
Spoiler stats part 1 :
Spoiler Inner Seas :
Akaji League/NPC
Primitive
Colour: Pastel Brown (224 173 139)
Capital: Akaia
Other Cities:
Population: 500,000
Technological Advancement: Outdated
Economy: 9 (8/1/0)
Demonyms: Leaguer (people, culture), Akaji (language)
Government: Confederacy (partial democracy)
Stability: 5
Religion: Polytheistic
Ferocity: 6
Available Conventional Soldiers: Musket, Spearman, Axeman
Description: A league of minor cities on the south coast of the Inner Seas, banded together to defend against Charjian raids. Notorious for their riches.


Anton/Arrow Gamer
Steam
Colour: Gold (229 206 55)
Capital: Antonia
Population: 500,000
Technological Advancement: Prototyping
Economy: 6 (5/1/0)
Demonyms: Antonian (people, culture), Charjan (language)
Government: Athenian Republic (partial democracy)
Stability: 6
Religion: Secular State
Available Conventional Soldiers: Musket, Light Cavalry, Pikemen
Description: A breakaway Avirrian conquest, the Antonians thrive off trade and mining, as well as cutting down trees. They are primarily focused on industry, and are already putting the engines to use as primitive railroads. They make use of a strong line of pikemen to hold down the line while their cavalry flank and the musketmen fire during warfare, but even with such effective tactics, they tend to avoid any battle.
Spoiler flag :


Arnovia/NPC
Primitive
Colour: Marine Blue (0 148 198)
Capital: Ellac
Other Cities:
Population: 500,000
Technological Advancement: Outdated
Economy: 7 (6/1/0)
Demonyms: Arnovite (people, culture), Arnovese (language)
Government: Trade League (non-democratic council)
Stability: 7
Religion: Animistic
Ferocity: 6
Available Conventional Soldiers: Musket, Light Cavalry, Spearmen
Description: A confederation of merchant cities on a thin strip of flat land, the main defense of the Arnovite people from their neighbours in Avirria is the mountain range separating the nations. However, the dawn of flight may mean their days of safety are nearing their end.

Avirria/NPC
Steam
Colour: Mid-Light Blue (134 186 255)
Capital: Dar-Assina
Other Cities:
Population: 1,500,000
Technological Advancement: Early Steam
Economy: 16 (16/0/0)
Demonyms: Avirrian (language, culture, people), Avirri (people as collective)
Government: High Council (non-democratic council)
Stability: 5
Religion: Dualist (order vs. chaos)
Available Conventional Soldiers: Musket, Crossbow, Steam Grenadier, Pikemen
Description: Avirria is the oldest and most prestigious empire on the face of the world, which they refer to as Ath. Their technological advantage has, however, recently been compromised by a group of traitorous Engineers - and another isolated case - which is prone to send their stability as a state spiralling downwards if they fail to fix it.

Charj/Mosher
Steam
Colour: Red (255 0 0)
Capital: Charj
Population: 500,000
Technological Advancement: Prototyping
Economy: 7 (7/0/0)
Demonyms: Charjian (people), Charjan (language)
Government: Monarchy
Stability: 7
Religion: Char'jany (basically monotheistic)
Available Conventional Soldiers: Musket, Light Infantry, Light Cavalry
Description: Charj is a naval oriented society based on raiding coastal towns for loot and glory. Most of the populace worships the Almighty Char'j, though the government is officially secular.

Eben Duchy/JoanK
Steam
Colour: Yellow (255 196 22)
Capital: Ebbia
Population: 500,000
Technological Advancement: Prototyping
Economy: 5 (4/1/0)
Demonyms: Ebenian (people), Eben (language)
Government: Monarchy (duchy)
Stability: 6
Religion: Secular (numerological superstition rife)
Available Engines: The Tortoise (land), Raider Prototype (Sea)
Available Conventional Soldiers: Pikemen, Crossbow, Light Cavalry
Description: A mostly peaceful nation of great culture and trade interested in access to new resources and in acquiring strange artefacts or crafts through it - for electoral purposes, of course.
Spoiler flag :


Tacine, Free City of/NPC
Primitive
Colour: Pale Green (186 255 186)
Capital: Tacine
Population: 500,000
Technological Advancement: Outdated
Economy: 7 (5/2/0)
Demonyms: Tacinian (people), Tacine (culture), Akaji (language)
Government: Monarchy (High Lord)
Stability: 8
Religion: Char'jany (local variant)
Ferocity: 5
Available Conventional Soldiers: Pikemen, Hunter, Lancer
Description: Tacine as a city is fabulously rich - richer than any of the Akaji League cities as individuals. Perhaps due to this, they refused the offer to join the League when it was formed. They follow a local variant of Char'jany, but due to their status as more than occasional victims of raids by Charj, their relations with the nation are lukewarm at the best of times.

Spoiler Deep North :
ættkvísl hvala/Mayor
Steam
Colour: Pale Blue (137 230 226)
Capital: Höfuðborg
Population: 500,000
Technological Advancement: Prototyping
Economy: 5 (3/2/0)
Demonyms: fólk af hval (people), Tungumál okkar (language)
Government: Elder Council (partially democratic council)
Stability: 8
Religion: Varðmaðurinnism (shamanistic)
Available Engines: Prototype Transport (Sea), Airship (Air)
Available Conventional Soldiers: Hunter, Spearman, Light Infantry
Description: A peaceful nation that lives in harmony with nature. Their people, who live in tribal groups known as hérað, are known for their intrepid nature and productivity.

Asraskihn/NPC
Primitive
Colour: Irish Green (150 193 131)
Capital: Asrasit
Population: 470,000
Technological Advancement: Antiquated
Economy: 8 (5/3/0)
Demonyms: Asraski (language, culture, people), Skihnliat, Sekrasaer, Kyloh (people)
Government: Elective Monarchy (Ilyhkate)
Stability: 5
Religion: Yyara (monistic)
Ferocity: 7
Available Conventional Soldiers: Horse Archer, Spearmen, Hunter
Description: The Asraskihn state is a coalition of tribes with a similar, but slightly different, culture to the Yyaraskihn with whom they share the plains. Both share the same caste system, for example, but the Asraski attitude towards horse ownership is more egalitarian. As such, the Skihnliat and Sekrasaer classes tend to share administration and soliering duties, while the Kyloh class of slaves has been known to provide many intellectuals and diplomats.

Curnicans/NPC
Primitive
Colour: Cerulean Blue (135 137 198)
Capital: Lanna
Population: 600,000
Technological Advancement: Ancient
Economy: 7 (5/2/0)
Demonyms: Curnican (language, culture, people)
Government: Elder Council (partially democratic council)
Stability: 6
Religion: Varðmaðurinnism (shamanistic)
Ferocity: 5
Available Conventional Soldiers: Spearmen, Hunter, Horse Archer
Description: The Curnicans are the continental cousins of the fólk af hval. They have the same societal structure and worship the same god - both have elder councils - and oth are reliant on the bounty of the seas. However, the Curnican tribes have also mastered the art of horseback riding, and are well on their way to becoming a full-fledged nation-state and a land power in the plains to the south - if some aggressive power doesn't make mincemeat of them first.

Narnic Peninsularians/NPC
Primitive
Colour: Grey (196 196 196)
Capital: Astri
Population: 400,000
Technological Advancement: Primitive
Economy: 4 (4/0/0)
Demonyms: Narnic (language), Peninsularian (culture, people)
Government: Elder Council (non-democratic council)
Stability: 5
Religion: Varðmaðurinnism (shamanistic)
Ferocity: 9
Available Conventional Soldiers: Spearmen, Hunter, Pikemen
Description: The mysterious inhabitants of the Narnic peninsula are an unknown quantity. Legend says they are descendants of the fólk af hval. They are known to be primitive, living in rough shacks on the Peninsula with little if any advanced technology. On the other hand, they seem to be fearsome fighters.

Tenq'akihn/NPC
Primitive
Colour: Orange/Peach (255 205 155)
Capital: Tenq'
Population: 545,000
Technological Advancement: Outdated
Economy: 7 (6/1/0)
Demonyms: Tenq'aki (language, culture, people), Skihnliat, Sekrasaer, Kyloh (people)
Government: Elective Monarchy (Ilyhkate)
Stability: 6
Religion: Yyara (monistic)
Ferocity: 8
Available Conventional Soldiers: Horse Archer, Pikemen, Hunter
Description: The tribes that collectively make up the state of Tenq'akihn have always been technologically-minded. Like the Asraskihn, they have adapted and used the caste system of the Yyaraski to their advantage; as such, Sekrasaer in the Tenq'aki have become something of a class of Engineers, although with no Engines to work on. They are working to develop mechanical siege engines of their own, however, perhaps to combat the new Yyaraski Engines.

Yyaraskihn/Celticfury
Steam
Colour: Red-Brown (169 95 33)
Capital: Undalysh
Population: 500,000
Technological Advancement: Prototyping
Economy: 7 (6/1/0)
Demonyms: Yyaraski (language, culture, people), Skihnliat, Sekrasaer, Kyloh (people)
Government: Elective Monarchy (Ilyhkate)
Stability: 6
Religion: Yyara (monistic)
Available Engines: Terracraft (Land), Aerocraft (Air)
Available Conventional Soldiers: Hunter, Horse Archer, Light Infantry
Description: The Yyaraskihn are a semi nomadic pastoral culture. They are rather aggressive, excelling better at fighting than at ruling. Yyaraskihn society is primarily divided between three “tiers”; those of the true blood, those of impure blood (including foreigners) and slaves.

Spoiler Greater Arexthia :
Anothis/NPC
Primitive
Colour: Murky Green (255 182 140)
Capital: Anoth
Population: 500,000
Technological Advancement: Outdated
Economy: 5 (4/1/0)
Demonyms: Anothan (people, culture, language), River People (people)
Government: Monarchy
Stability: 5
Religion: Polytheistic
Ferocity: 6
Available Conventional Soldiers: Light Infantry, Musket, Spearman
Description: Primarily a trading nation, Anothis nevertheless has a fine, although limited, military tradition, and has carved out a fair-sized state on the Great Isle. That military tradition may soon come in useful, especially considering the new technology that has recently come into the hands of Arexthia.

Arexthia/Sonereal
Steam
Colour: Leaf Green (34 177 76)
Capital: Arex
Population: 500,000
Technological Advancement: Prototyping
Economy: 6 (5/1/0)
Demonyms: Arexthian (people, culture, language), River People (people)
Government: Monarchy
Stability: 6
Religion: Polytheistic
Available Engines: Raider Prototype (Sea), Aerocraft (Air)
Available Conventional Soldiers: Light Infantry, Musket, Pikeman
Description: A river-based nation that, after centuries of complacent rulers, now has one who eyes the rest of the island for possible conquest.

Silaxia/NPC
Primitive
Colour: Peach/Red (124 140 0)
Capital: Ainax
Population: 500,000
Technological Advancement: Antiquated
Economy: 6 (4/2/0)
Demonyms: Silaxian (people, culture, language), River People (people)
Government: Monarchy
Stability: 6
Religion: Silaxianism
Ferocity: 10
Available Conventional Soldiers: Light Infantry, Pikeman, Spearman
Description: The Silaxian religion teaches that one day a scourge will enter the world, revolutionising warfare and putting Silaxia in danger, and that every citizen is called to prepare for that day. Silaxian culture has, as a result, become centred around mock battles, duelling and an attitude of 'no fear' towards the future - a future which may have just arrived.

Spoiler Dust Coast :
Anlasi Confederation/NPC
Primitive
Colour: Dull Orange (193 130 114)
Capital: Anla
Population: 500,000
Technological Advancement: Antiquated
Economy: 5 (4/1/0)
Demonyms: Anlasi (people, culture, language)
Government: Monarchy
Stability: 6
Religion: Thytism, traditional beliefs
Ferocity: 7
Available Conventional Soldiers: Light Infantry, Pikeman, Musket
Description: A confederation of Anlasi tribes formed in defense against a previous attempted invasion by the Irran Empire, the Confederation has instead succumbed to an invasion of Karros culture. Anlasi ethnics are now a common sight throughout the Irran Empire, and vice versa; the traditional beiefs of the Anlasi people have now largely been set aside, Thytism instead becoming the region's dominant religion. They are still willing, though, to fight for theit nominal independence.

Asanthinac/NPC
Primitive
Colour: Pale Turquoise (155 255 255)
Capital: Asanthi
Population: 520,000
Technological Advancement: Outdated
Economy: 7 (6/1/0)
Demonyms: Asanthi (people, culture, language)
Government: Monarchy (high king)
Stability: 5
Religion: Animistic
Ferocity: 7
Available Conventional Soldiers: Light Infantry, Pikeman, Spearman
Description: A warlike tribe, the Asanthi once numbered among the smallest Dust Coast nations. Their conmstant expansionism, however, has led to Asanthi rule of a burgeoning nation of over 500,000 people. While this has made the nation unstable, the ruling class has promised prosperity to keep the populace line line; prosperity fuelled by dominance of the fertile Mackinac lands to the east.

Asmirani/NPC
Primitive
Colour: Dull Gold (205 190 93)
Capital: Asmiro
Population: 500,000
Technological Advancement: Outdated
Economy: 6 (4/2/0)
Demonyms: Asmi (people, culture, language)
Government: Monarchy (high king)
Stability: 5
Religion: Asmithytism
Ferocity: 5
Available Conventional Soldiers: Light Infantry, Pikeman, Spearman
Description: Asmithytism, the Asmi brand of the Irran Empire religion of Thytism, holds that salt is a holy substance. It's appropriate, given the Asmi connection to the sea. The result of the local devotion to the religion, however, is that most commoners refuse to go more than a few hundred kilometres inland. The sight of a huge flying object over their skies only a year or so ago, though, overturned many an Asmi worldview. For better or worse, the Asmi horizon is being widened.

Esanac/NPC
Primitive
Colour: Mid-Dark Teal (0 127 127)
Capital: Casai
Population: 500,000
Technological Advancement: Antiquated
Economy: 4 (4/0/0)
Demonyms: Ea' (people, culture), Esana (language)
Government: Tribal Confederation (hereditary council)
Stability: 8
Religion: Polytheism (animism, same form as Michilimackinac)
Ferocity: 7
Available Conventional Soldiers: Light Infantry, Hunter, Spearman
Description: A confederation of tribes formed during a period of Asanthi rule, the Esanac nation has a strong bond tempered by iron. The toppling of their invaders over three hundred years ago is still a celebrated event in the polity, although relations with their former overlords have warmed slightly.

Irran Empire/Popcornlord
Steam
Colour: Avocado (85 107 47)
Capital: Mytre
Population: 500,000
Technological Advancement: Prototyping
Economy: 7 (6/1/0)
Demonyms: Karros (language, culture, people)
Government: Karrosi Monarchy (emperor with supporting council)
Stability: 6
Religion: Thytism (monotheistic), Nagraism (monotheistic)
Available Engines: Marecraft (Sea), Aerocraft (Air)
Available Conventional Soldiers: Light Cavalry, Musket, Pikeman
Description: A somewhat divided nation, between the urban, Nagraist, and rich south, and the rural, agrarian, Thytist north. The emperor has ambitious dreams, facilitated by a loyal and strong military, but needs to deal with the High Council first.

Michilimackinac/BSmith
Steam
Colour: Sky Blue (0 148 255)
Capital: Waganawkezee
Population: 500,000
Technological Advancement: Prototyping
Economy: 6 (6/0/0)
Demonyms: Mackinac (language, culture, people)
Government: Monarchy (high king)
Stability: 5
Religion: Polytheistic (animistic)
Available Engines: Raider Prototype (Sea), The Tortoise (Land)
Available Conventional Soldiers: Light Infantry, Hunter, Mounted Bowman
Description: The Michilimackinac people are peaceful hunters and fishermen that rely on the multitude of lakes that surround their homeland, although many close neighbouring polities exist who have designs on Mackinac land.

Onsosa/NPC
Primitive
Colour: Bright Purple (143 0 255)
Capital: Denya
Population: 550,000
Technological Advancement: Ancient
Economy: 8 (6/2/0)
Demonyms: Onsosan (people, culture, language)
Government: Monarchy
Stability: 6
Religion: Polytheism (animism)
Ferocity: 8
Available Conventional Soldiers: Hunter, Pikeman, Spearman
Description: An ambitious tribe living on the fertile eastern shores of the Michilimackinac lake system, the Onsosa have long been attacking and dominating weaker tribes. Recently, though, they have become something of a paper tiger and seem to have settled down somewhat.

Tonsa'i Empire/NPC
Primitive
Colour: Cambridge Blue (127 198 178)
Capital: Tons
Population: 500,000
Technological Advancement: Outdated
Economy: 6 (4/2/0)
Demonyms: Karros (people, culture, language), Tonsa'i (people, culture)
Government: Monarchy (empire)
Stability: 7
Religion: Tonsa'i Nagraism
Ferocity: 7
Available Conventional Soldiers: Light Cavalry, Musket, Axeman
Description: A splinter state of the Irran Empire, formed during the civil war under a pretender emperor, the Tonsa'i have since blossomed culturally and now boast a distinct culture and their own form of Nagraism based around their own line of emperors, who are substantially more powerful than their Irran counterparts.
 
Spoiler stats part 2 :
Spoiler Southern Plains :
Anclia/NPC
Primitive
Colour: Bright Blue (0 255 255)
Capital: Ancal
Population: 500,000
Technological Advancement: Antiquated
Economy: 7 (5/2/0)
Demonyms: Anclian (people, culture, language)
Government: Monarchy
Stability: 6
Religion: Polytheism
Ferocity: 8
Available Conventional Soldiers: Lancer, Crossbow, Musket
Description: Anclia has long been a target of Asgarnian conquests and raids, to the extent that it holds less than half of its former lands in the present day. Of course, a contributing factor to this decline has been its long-standing feud with neighbours and fellow raid targets Onkasa, although reports suggest the feud is about to end.

Asgarnia/Lord_Herobrine
Steam
Colour: Forest Green (72 136 24)
Capital: Asgarn
Population: 500,000
Technological Advancement: Prototyping
Economy: 6 (6/0/0)
Demonyms: Asgarnian (culture, language), Asgrish (people)
Government: Monarchy
Stability: 6
Religion: Asgarnism (nationalist worship)
Available Engines: Terracraft (Land), Airship (Air)
Available Conventional Soldiers: Lancer, Musket, Light Infantry
Description: The Asgarnian kingdom is a state well known for its diehard extremists and zealots. The Asgarnian code teaching to put their community as high priority, and their country up in the stars, is born into them and flexed throughout their lives. They are conquerors and pillagers by vocation, a fact which may mean war is brewing...
Spoiler flag :


Dài Khộl/Bair_the_Normal
Steam
Colour: Deep Red (103 0 0)
Capital: Sàkhộn Pràh Thộng
Population: 500,000
Technological Advancement: Prototyping
Economy: 6 (5/1/0)
Demonyms: Khộlla (language), Khộllaedàn (people, culture)
Government: Elective Monarchy (partial)
Stability: 6
Religion: Saekhi (balance)
Available Engines: The Tortoise (Land), Marecraft (Sea)
Available Conventional Soldiers: Hunter, Musket, Pikeman
Description: Ocean-looking nation based on a strong, but expensive, military and advanced domestic techniques. Their royal family and bureaucracy are skilled at both diplomacy and deceit.

Dai Sanqi/NPC
Primitive
Colour: Light Peach (255 209 159)
Capital: Sanqi'nan
Population: 480,000
Technological Advancement: Outdated
Economy: 7 (5/2/0)
Demonyms: Sanqi (people, culture, language)
Government: Monarchy
Stability: 6
Religion: Saekhi
Ferocity: 8
Available Conventional Soldiers: Crossbow, Pikeman, Musket
Description: The driving force of Sanqi technology and economy has long been its border skirmishes with it neighbour, Dai Khol, border skirmishes in which, until recently, Dai Sanqi had the upper hand.

Ganthari/NPC
Primitive
Colour: Olive Green (159 174 112)
Capital: Ganthari
Population: 500,000
Technological Advancement: Outdated
Economy: 7 (7/0/0)
Demonyms: Ganthari (people, culture), Ganthar (language, same as Jedorran and Siali)
Government: City Council (non-democratic council)
Stability: 4
Religion: Kamunism (polytheistic), Theratra minority
Ferocity: 7
Available Conventional Soldiers: Crossbow, Axemen, Spearmen
Description: Originally a coalition of small towns in close proximity, Ganthari eventually grew into a single city. Through warfare and the stolen Jedorran invention of the crossbow, it soon became one of the three major cities on the Ganthari Plains (respectively known in the other cities as the Plains of Sialamesc and the Jedorran Plains), all of which are locked in a constant state of infighting and war.

Gazna/NPC
Primitive
Colour: Blue-Green (0 216 119)
Capital: Gazna
Population: 510,000
Technological Advancement: Antiquated
Economy: 5 (4/1/0)
Demonyms: Gaznian (people, culture, language)
Government: Elective Monarchy (democratic monarchy)
Stability: 6
Religion: Spirit Worship
Ferocity: 8
Available Conventional Soldiers: Light Infantry, Crossbow, Spearman
Description: Gazna is an... opportunistic country. That is to say, it has taken advantage of the border wars between Dai Sanqi and Dai Khol for centuries, and has grown into a formidable, although technologically backward, power.

Jedorra/Patchy
Steam
Colour: Brown (150 103 82)
Capital: Jedorra
Population: 500,000
Technological Advancement: Prototyping
Economy: 8 (7/1/0)
Demonyms: Jedorran (language (same as Siali and Ganthar), people, culture)
Government: Monarchy
Stability: 5
Religion: Kamunism (polytheistic)
Available Engines: The Tortoise (Land), Airship (Air)
Available Conventional Soldiers: Axemen, Crossbow, Lancer
Description: A somewhat war-like nation based around tribute of the conquered people to the rulers until the conquered people gain citizenship. It is one of the three major cities on the Jedorran Plains (respectively known in the other cities as the Plains of Sialamesc and the Ganthari Plains), all of which are locked in a constant state of infighting and war.

Movadimn/thomas.berubeg
Steam
Colour: Purple (163 55 159)
Capital: Melorn
Population: 500,000
Technological Advancement: Prototyping
Economy: 6 (4/2/0)
Demonyms: Mobadi (culture, people, language)
Government: Theocratic Council
Stability: 6
Religion: Theratra (spiritualism)
Available Engines: Aerocraft, Airship (Air)
Available Conventional Soldiers: Light Infantry, Musket, Pikeman
Description: Monastic mountain-dwelling herdsmen and farmers, headed by an order of Theratran monks and nuns. Although they have a small economy and poor land, they are a powerful spiritual and diplomatic force in the area.

Onkasa/NPC
Primitive
Colour: Hot Pink (252 0 182)
Capital: Onq
Population: 500,000
Technological Advancement: Outdated
Economy: 8 (4/4/0)
Demonyms: Onkasan (people, culture, language)
Government: High Council
Stability: 7
Religion: Polytheism
Ferocity: 7
Available Conventional Soldiers: Light Infantry, Pikeman, Crossbow
Description: Although they are a common target of Asgarnian raids, Onkasans have used the knowledge of raids gained from their neighbours to raid others; many Onkasans are bandits and theives, and many of these report to the king of Onkasa himself. This practice has had the effect of netting Onkasa several large lump sums of gold to boost their economy, as well as causing a feud with their neighbours in Anclia.

Sialamesc/NPC
Primitive
Colour: Purple-Grey (181 109 132)
Capital: Sialamesc
Population: 500,000
Technological Advancement: Outdated
Economy: 9 (7/2/0)
Demonyms: Sialan (people, culture), Siali (language, same as Jedorran and Ganthar)
Government: Monarchy
Stability: 5
Religion: Theratra (spiritualism)
Ferocity: 6
Available Conventional Soldiers: Light Infantry, Musket, Crossbow
Description: Sialamesc, one of the three major cities on the Southern Plains (known by different names in each major city), inhabit the foothills of the Mobadi Mountains to their south. As such, although they fight with the other major plains cities almost constantly, Sialan culture has always had something of a spiritual quality to it, perhaps owing to their devotion to the Mobadi religion of Theratra.

Zay'na/NPC
Steam
Colour: Bright Green (193 255 71)
Capital: Ayazi
Population: 450,000
Technological Advancement: Prototyping
Economy: 5 (5/0/0)
Demonyms: Zaynese (language/culture/people)
Government: High Council (primitive democracy)
Stability: 7
Religion: Theratra
Available Engines: Ram, Tower (Land)
Available Conventional Soldiers: Hunter, Pikemen, Light Cavalry
Description: A partially tribal, mountain-based society, of the same religion as the Mobadi, who they are probably descended from or related to.

Spoiler Hydragian Coast :
Hydragia/Nintz
Steam
Colour: Teal (22 103 103)
Capital: Moinya
Population: 500,000
Technological Advancement: Prototyping
Economy: 7 (7/0/0)
Demonyms: Hydragian (language, people, culture)
Government: Merchant Republic (non-democratic council)
Stability: 7
Religion: Hydragianist Spiritualism (spirit worship)
Available Engines: Aerocraft (Air), Marecraft (Sea)
Available Conventional Soldiers: Hunter, Musket, Light Cavalry
Description: A mostly peaceful, island-based, society that builds upon intrigue and behind-the-scenes conflicts to determine ahead of time what will happen throughout the nation. They have diplomatic contacts in distant lands across the oceans, such as in Etruskalba, Asgarnia and, by proxy, Movadimn.

Kirarians/NPC
Primitive
Colour: Lime (220 255 124)
Capital: Kirar Town
Population: 400,000
Technological Advancement: Ancient
Economy: 5 (4/1/0)
Demonyms: Kirarian (people, culture, language)
Government: Tribalism
Stability: 7
Religion: Spirit Worship
Ferocity: 8
Available Conventional Soldiers: Light Infantry, Hunter, Spearman
Description: A loose tribal group on the Greater Hydragian continent, and the furthest inland of the known groups. Littls contact has been had with Kirarians, but it is understood they have a poor understanding of technology but and excellent understanding of warfare - at least, that's what the survivors say.

Lanossians/NPC
Primitive
Colour: Blue (0 0 228)
Capital: Lanos
Population: 500,000
Technological Advancement: Primitive
Economy: 5 (4/1/0)
Demonyms: Silaxian (people, culture, language), River People (people)
Government: Monarchy
Stability: 6
Religion: Silaxianism
Ferocity: 6
Available Conventional Soldiers: Hunter, Spearman
Description: The least threatening of the Greater Hydragian tribes. Their lands are windswept and cliffy, and their technology is practically non-existent, although it is still a bad idea to enter a Lanossian camp unarmed. A common idiom in the area is 'half the worth of the Lanossians' lands' - that is, totally worthless; this is the main reason, most likely, that none of their neighbours have conquered them.

Oskains/NPC
Primitive
Colour: Mauve (161 127 255)
Capital: Osc
Population: 500,000
Technological Advancement: Antiquated
Economy: 6 (6/0/0)
Demonyms: Oskain (people, culture, language)
Government: Primitive Monarchy
Stability: 6
Religion: Spirit Worship
Ferocity: 10
Available Conventional Soldiers: Light Infantry, Pikeman, Spearman
Description: Of all the Greater Hydragian tribes, the Oskains are the most technologically advanced, probably due to their high shares of captured Hydragian merchants. They are a large threat to the Hydragian settlements on the continent proper, and are often encountered and fought during Hydragian military patrols.

Urikalans/NPC
Primitive
Colour: Pink (255 153 200)
Capital: Urika
Population: 400,000
Technological Advancement: Ancient
Economy: 7 (5/2/0)
Demonyms: Urikalan (people, culture, language)
Government: Tribal Council (democratic council)
Stability: 5
Religion: Spirit Worship
Ferocity: 7
Available Conventional Soldiers: Light Infantry, Hunter, Spearman
Description: The Urikalans, unlike the other Greater Hydragian tribes, have no land on the Great River area or its small floodplains. However, their soldiers fight well, and there is a rumour that the reason for this may be a hidden vein of gold somewhere in their land. Since this rumour began, most of the polities of the area have attacked the Urikalans, with no success.

Spoiler Great Kulchens :
Ekali'kulchen/NPC
Primitive
Colour: Bright Pink (255 0 220)
Capital: Kula
Population: 700,000
Technological Advancement: Antiquated
Economy: 7 (4/3/0)
Demonyms: Ekali (people/language/culture)
Government: Tribal Confederation (partially democratic council)
Stability: 5
Religion: Tengaluism (emphasis on cult polytheism)
Ferocity: 8
Available Conventional Soldiers: Spearmen, Hunter, Pikemen
Description: A tribal confederation of numerous groups of Ekali descent, who have banded together to defend against the Tengalu threat across the straits in their east. Their large numbers are their strength, but also their downfall as many of their seven hundred thousand populace are dissatsfied with the confederation and its leadership.

Etruskalba/theDright
Steam
Colour: Deep Sea Blue (0 64 128)
Capital: Etruska
Population: 500,000
Technological Advancement: Prototyping
Economy: 5 (4/1/0)
Demonyms: Etruskalbi (people/language/culture)
Government: Democratic Monarchy (hereditary council-supported monarch)
Stability: 5
Religion: Etamamasi (polytheistic/cultist)
Available Engines: The Tower (Land), Airship (Air)
Available Conventional Soldiers: Lancer, Musket, Pikeman
Description: A city-state of refugees, natives and clansmen. Aggressive and vigorous, both in war and in trade. North of Masia, the land of Etruskalba exists in legends as a powerfulk souhtern state that welcomes asylum seekers. As such, the city of Etruska has high levels of immigration and has become something of a melting pot of Great Kulchens' people.
Spoiler flag :
http://i.imgur.com/AmMyS.png


Masia/Mythmonster
Steam
Colour: Dark Grey (64 64 64)
Capital: Lano
Population: 500,000
Technological Advancement: Prototyping
Economy: 7 (5/2/0)
Demonyms: Masi (culture, people, language)
Government: Tribal Council (democratic)
Stability: 6
Religion: Secular (deist/Shaylan (polytheistic/shamanistic)/atheist)
Available Engines: The Tower (Land), Aerocraft (Air)
Available Conventional Soldiers: Hunter, Musket, Pikeman
Description: With no divine right providing legitimacy for kings and a long distrust of organized religion, the Masi are a very independent people. The nation is somewhat isolationist, and may be a bit hostile to other nations at first. In addition, the power struggles were some time ago, and the new generations may be somewhat more receptive to religion than their forefathers.

Tengalu'kulchen/Vertinari118
Steam
Colour: Dark Red (130 0 0)
Capital: Ilki'tah
Population: 500,000
Technological Advancement: Prototyping
Economy: 8 (7/1/0)
Demonyms: Tengaluese/Tengalu language (language), Tengalu (people, culture)
Government: Elective Monarchy (religious)
Stability: 6
Religion: Tengaluism (polythieist/ancestor/cultist)
Available Engines: Raider Prototype, Marecraft (Sea)
Available Conventional Soldiers: Hunter, Spearman, Light Infantry
Description: An ancient society with more gods than you’ve had hot dinners, mostly nature-based, in a world where nature is struggling to cling on. A world where the Tengalu must slay their oldest, primordial gods in order to survive. Did I mention they dislike work and like slaves?

Tunusi'chal/NPC
Steam
Colour: Lime Green (127 255 176)
Capital: Tunusina
Population: 500,000
Technological Advancement: Prototyping
Economy: 7 (6/1/0)
Demonyms: Tunusi (people, culture), Sannu (language)
Government: Theocracy (god-king)
Stability: 7
Religion: Tunusi Tengaluism (emphasis on ancestor worship)
Available Engines: Terracraft (Land), Airship (Air)
Available Conventional Soldiers: Hunter, Spearman, Pikeman
Description: Like the Tengalu to their north, the Tunusi worship gods older and more illustrious and numerous than the stars. Unlike the Tengalu, though, Tunusi'chal as a whole counts its emperor among those gods. Human sacrifice is foregone, replaced by that of animals - a practice which has caused their northern neighbours to think of them as somewhat soft.

Spoiler Edonia :
Colomestrisa/Daedwartin
Steam
Colour: Sky Blue (200 190 233)
Capital: Colomestrisan Imperial Centre (Hallerd)
Population: 500,000
Technological Advancement: Prototyping
Economy: 6 (5/1/0)
Demonyms: Colomestrisan (language, people, culture)
Government: Military State
Stability: 7
Religion: None
Available Engines: The Tower (Land), Prototype Transport (Sea)
Available Conventional Soldiers: Lancer, Musket, Pikeman
Description: A state of great power in the area, Colomestrisa has developed civilization over the last few centuries - previous to which it could not be considered a nation due to its brutal, primitive ways. The military only truly organized itself recently into what could be conceived as a military of even a primitive people, something more than bands of drafted and untrained barbarians. With their new equipment, now they can expect their neighbours in the Simmastrasi-held half of the island to respond aggressively to any invasion attempts.

Defmar/NPC
Primitive
Colour: Pale Blue (196 227 255)
Capital: Anmair
Population: 490,000
Technological Advancement: Ancient
Economy: 5 (4/1/0)
Demonyms: Defmari (language, culture, people)
Government: Monarchy
Stability: 6
Religion: Sorynthia
Ferocity: 7
Available Conventional Soldiers: Light Infantry, Musket, Spearman
Description: Once a tribe on the Torrite Isles, Defmar became centralised as a result of Edonian intrusions and has since then attacked the now independent nation of Torrmor several times. Until several years ago, the situation was a stalemate.

Hassir/NPC
Primitive
Colour: Muddy Brown (200 204 167)
Capital: Hassir
Population: 500,000
Technological Advancement: Outdated
Economy: 8 (8/0/0)
Demonyms: Hassan (people, culture), Edonian (language)
Government: Guild Council
Stability: 5
Religion: Polytheistic
Ferocity: 8
Available Conventional Soldiers: Light Infantry, Pikeman, Spearman
Description: Hassir once had colonies in the isles in the west, part of a colonial venture that kept the merchant guild in control of the guild council for years. When the colonies attacked their overlords and declared the nation of Torrmor, Hassir turned instead to slavery as their main income source.

Iscain/NPC
Primitive
Colour: Peach (240 205 220)
Capital: Anisc
Population: 430,000
Technological Advancement: Antiquated
Economy: 6 (4/2/0)
Demonyms: Iscain(s) (people, language, culture)
Government: Tribal Council (partially democratic council)
Stability: 5
Religion: Sorynthia
Ferocity: 8
Available Conventional Soldiers: Light Infantry, Hunter, Spearman
Description: Iscain is a tribal nation, much like the Defmari who inhabit parts of the isles nearby. Iscain, though, was more receptive to Edonian ideals and has adopted the council system used by them. They have also taken to taking and buying slaves, often raiding either Defmar or, more usually, Torrmor.

Massak/NPC
Primitive
Colour: Lemon Yellow (255 233 127)
Capital: Massak
Population: 500,000
Technological Advancement: Outdated
Economy: 6 (6/0/0)
Demonyms: Massakan (people, culture), Edonian (language)
Government: Guild Council
Stability: 6
Religion: Monotheistic
Ferocity: 5
Available Conventional Soldiers: Light Infantry, Pikeman, Spearman
Description: Massak has long rejected the other gods of the Edonians, instead choosing to solely worship the god of the seasons, Mas - their city's namesake. They are heavily involved in forestry and fisheries, both of which employ Hassan slaves to do the hard work for them.

Tastang/NPC
Primitive
Colour: Turquoise (0 167 158)
Capital: Tastang
Population: 500,000
Technological Advancement: Antiquated
Economy: 6 (5/1/0)
Demonyms: Tastangian (people, culture), Edonian (language)
Government: Guild Council
Stability: 6
Religion: Polytheistic
Ferocity: 9
Available Conventional Soldiers: Light Infantry, Hunter, Light Cavalry
Description: Much like the other Edonian states, Tastang is heavily involved in the business of slavery - as mercenaries. Tastang light troops can be hired in any of the city-states for the right price, but particularly in Hassir, where their longtime allies in that city's Guild Council employ them as slave-takers. They have also been known to turn their troops on other, less powerful, cities and sack them - particularly clients who refuse to pay their fee.

Torrmor/Tycho
Steam
Colour: Burnt Orange (211 74 74)
Capital: Winterhelm
Population: 500,000
Technological Advancement: Prototyping
Economy: 6 (4/2/0)
Demonyms: Torrins (language), Torrite (people, culture)
Government: High Council (partially democratic council)
Stability: 5
Religion: Sorynthia (spiritualism)
Available Engines: Airship (Air), Marecraft (Sea)
Available Conventional Soldiers: Light Infantry, Musket, Lancer
Description: Sea roaming people who enjoy industry, organization and a bit of war, the Torrites are fiercely independent. A former conquest of a city-state to the east, their independence has left them with hostile tribes on the other nearby islands to deal with.

Simmastrasi/NPC
Steam
Colour: Pale Green (213 225 193)
Capital: Simmastra
Population: 500,000
Technological Advancement: Prototyping
Economy: 8 (6/2/0)
Demonyms: Simmastrasian (language, people, culture)
Government: Monarchy
Stability: 5
Religion: None
Available Engines: The Tortoise (Land), Marecraft (Sea)
Available Conventional Soldiers: Hunter, Musket, Lancer
Description: A former tribe on the southern half of their island, on which the Colomestrisan nation has also developed, the Simmastrasian people recently coalesced into a solid, although somewhat unstable, nation. They quickly formed a poor opinion of their northern neighbours, and thanks to a traitorous merchant, the Engine-supported military of both stand on equal terms.

Valmere Union/bonefang
Steam
Colour: Orange (228 113 0)
Capital:Lochspring
Demonyms: Edonian (language)
Spoiler flag :

Government: Guild Council (partial democracy)
Religion: Polytheistic
Available Engines:
Battering Ram (Land)
Raider Prototype (Sea)
Available Conventional Soldiers: Cavalry, Spearman, Axeman
Population: 500,000
Technological Advancement: Prototyping
Stability: 6
Economy: 7 (5/2/0)
Description: A merchant nation with a strong diplomatic structure. Interested for expansion for economic benefits.
 
Sorry that took so long. You can blame Christmas, although I admit Crusader Kings 2 probably had something to do with it as well.

Orders due 23 January, 12pm NZDT. I won't be here until the 16th to answer questions about the stats, unfortunately, but post them anyway and hopefully be able to answer them if I can get on here at some point before then.

[TIMER="01/23/2013 12:00 PM UTC+13; Orders for Update 1 due!"][/TIMER]
 
The High General after reviewing the lastest reports on the Simmdals and reviewing the blueprints, and at the same time wondering how they managed to develop the understanding of engineering, the scientific method, though a crude one at that, muskets, pikes, lances, and the sorts when the military, and therefor the government, was such a disorganized mess for so long. He knew the other reason he was popular with the people was how he had forged true order in the military. Instead of bands pressed with money for a certain time, and those with money evolving into generals, he had created a system of regemints, Sergants, general staff, and the likes. The officer was trained to lead effectively, the enlisted trained to be a soldier, the general their because he was a good enough strategist and tactician on the battlefeild he deserved to be one. A pay grade system established, making it a career. His rivals had questioned the logic of his thinking, and indeed, it's a rather primitive system currently. Then, 19 years ago, Hasla had tried to raise open rebellion against him. The Simmdals had decided to support the fool. The Simmdals had always been Feared. The Current King's dynasty had ruled since it had started the Kingdom. Ironically, they had been more aggressive expanders than us. they originally had a larger population then us, and fielded a larger army. Sometimes, we owned half their territory. Others half of ours was occupied. at the time, it was one of those. There was a large resistance ongoing, but the Simmdals wanted to control the Island. the King always tended to miss the fact his nation had for some explicable reason been a rather unstable land. When the average reign of a High General was 8 years, and their was a period of 40 in a single year one. That year was the one that lost us half our nation. He did not last long, the last one. I made certain of it. My reign started with quite the bane. I proceeded to defeat the rebel generals who had failed their bids and now controls small sections of the State. The only reason they hadn't been conqeured was the rebellion in occupied territory. They could not go and invade us any more...and we were still at war. it didn't help that despite all that happened, the grainary of the State, Edinbrow County on the other side of the impregnable Fort Niles. This point was always where the invasions of our territory stopped. It was also the reason Edinbrow was the granary of the State. It was also the second most loyal county behind Imperial Center, as a result. Honestly, in the end, it seems that we are more alike than different, for we always stopped at the same points. Their impregnable fort was Fort Lasoia. Just they had most their food production spread out, unlike us. Still on the other side though. Also the parts that are fought over are relatively sparsely populated, as a result. I decided to make peace after that issue was solved. Then I began my reinvention of the military. Then came the Halsa Rebellion. It was quickly ended...only for Fort Niles to be attacked when half the entire army was someplace else. The new system payed off. While it had taken 4 years of war to take that territory, it took 4 months for us to retake. We once we had control of the current borders made peace. This had made it more stable than ever here. And those rivals I hadn't killed eliminating, died during the war anyways. This allowed us to stand up to Simmdal on a level like never before. Though we knew they only lost because they weren't expecting our major increase in organization.

After thinking about past events, he concluded one thing. The infighting had always been the bane of the State. It would have been able to have conquer the island long ago if not for that. We had always been the better soldiers. We had to fix this. We needed to change our government system to a more stable one. the people need to be able to trust that the nation will not fall into the infighting I ended. The Avviran Repulblic had a flaw: Corruption. We have infighting. But they also had stability. Infighting was rare. Maybe a fusion. The High General Could perhaps be a executive position, appointed when the previous one is no longer High General by a Co...no...too risky. Too corrupt able. A represntive democracy. A Imperial Repulic...yes...that might work. ( we are changing to a US like government over the next turn. Terms are 10 years long, but the rest is the exact same. New name is Imperial Republic of Colomestrisa. The first one in charge is the current leader...starting at the beginning of turn 1.) also...he realized the stability of his neighbor was his own advantage...

As he was thinking, he didn't notice someone enter the room, or at least he didn't seem too. he procceeded to be ambushed and jumped on. "RARRW"...
As I was pounced on I laughed at my 4 year old son. His smile was probably the most important thing to me. I knew that this applied to all my subjects as well. My wife procceeded to come and get my son...only to double over in pain...it was time. Time to change that to 5 kids.

OOC: most high generals die before they can have a family...
 
The front page is now fully updated with all stories up to this point and this map:

Spoiler :

which includes theDright and Arrow's nations.
 
GM care to write down the names of the nations ? I cant figure out the nations beside me.
 
Hassir is the sort-of lightish brown one, Tastang is the blue-green one and Massak is the light yellow one. The colours are in the stats. :)
 
Not a problem. I'd do a named map, since that's probably easier for all involved, but I don't have the time until I get back. Still, it'll happen at some point.
 
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