EkoNES II: The King of the Doreans

Ekolite

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EkoNES II: The King of the Doreans



Set in the Great Dorian Empire, the players, as it's Dukes, must vie for influence in a complex game of diplomacy, relations, and war. With influence comes power, and perhaps, the Throne, and with the Throne secured the Emperor can exact his will upon the Empire, manipulating the balance of power between rival forces and leading the Empire on a complex international stage. However, he must always remain vigilant, for the Emperor rules only by the consent of the Dukes, and should he lose their favour he may find himself pushed from his pedestal and his place usurped by a rival contender to the Throne.



EkoNES II: The King of the Doreans

EkoNES I: The Crown and the Dragon
 
How does the Game Work?​


Income and Settlements

At the beginning of each turn, you gain a certain amount of gold in tax. This gold, plus anything you have saved in your treasury is available for you to spend.
Gold comes from two main sources, settlements and resources. There are two types of settlement, towns and cities, and how much gold they produce is modified by your ‘’Wealth’’ stat, which determines the base output of towns, and the Tax Rate, which determines what proportion of this output goes to your treasury. The Wealth stat is based around 100, and can be increased through game events or special projects. Wealth has an exponential effect on the value of towns. The Tax Rate is how much you are taxing your landowners, and as a result, the general population. It can be adjusted by the player on a turnly basis. Excessive taxation over many turns will begin to have an effect on wealth. Low taxation does the reverse.

The Empire is undergoing a population boom and an increase in urbanisation, meaning that new cities and towns may appear as time goes on. This can be encouraged through the euse of certain projects, but may not always be succcessful in producing new settlements. However, a third type of settlement may be directly built by the player, Castles. Castles are built by the nobility in order to defend and/or subjugate land. They cost 5 gold to build, and a further 5 gold per turn to maintain each turn. They can be quite effective at defending land from aggressors, but are only useful within a relatively small perimeter. For this reason they can defend an important resource or City, but can’t defend large territories from attack.

Resources are the other main income producer for the Duchies. Unlike towns, each type of resource has a different output, which may fluctuate throughout the game, and an individual imperial tax rate, which indicates what proportion of the tax goes to the Emperor. New resources may appear throughout the course of the game, but players cannot produce them or cause them to develop. If a player controls every instance of a particular resource in the Empire, they hold a monopoly which will increase its value by 50%.


Piety and Prestige

There are a few other statistics which are important to the game, these are Piety and Prestige. Prestige is generally speaking how well respected you are by the minor nobility of the Empire, the petty landowners and so on, who are usually subservient to a Duke. These are the people who provide men for your armies and tax for your coffers and so their respect is important. Prestige is perhaps the most important stat of the game. It affects your army’s morale, the stability of your realm, and your standing with the cities . If your prestige becomes too low you will face bad, negative events. It is generally gained through shows of strength, such as when subjugating minor fiefdoms in the Empire, or winning a war against a rival Duke. Prestige can also be increased although to a lesser extent, through special projects. Becoming Emperor is a good way to increase your Prestige. A high prestige may cause fiefdoms to defect to you and other positive events. It will also allow you to train more knights (see below), and foreign powers are more likely to treat you with respect. Low Prestige is the reverse.

It is possible for players to agree to official treaties. These will be listed in the OP, and an unjustified breaking of them will result in a loss of prestige. In order for a treaty to be official they must have a time limit of no more then 5 turns, after which they are cancelled or renegotiated. The Emperor, as the highest authority in the realm, must ratify treaties for them to come into effect, and can also nullify them.

Below is a rough guide as to how prestige is gained and lost.

Gained by:

Looking Strong: For example, subjugating new lands, negotiating tax reductions (Dukes), increasing imperial tax (Emperor), successful diplomacy with foreign powers, winning battles, gaining votes (Emperor, Contender), Imperial Reforms (Emperor), increasing Weath, creating a monopoly, changing votes to a better candidate (Dukes), Contending the Throne etc
Abiding by Tradition: Protecting the Empire (Emperor), improving relations with the Church, providing sponsorships (Emperor),

Lost by:

Looking Weak: loosing battles/land, reducing Imperial Tax (Emperor), loosing votes (Emperor, Contender), abstaining (Dukes), being suspended from the Court (Dukes)
Ignoring Tradition: Imperial reforms that threaten the Nobility (Emperor), War against a popular or prestigious Emperor (Dukes), ignoring treaties, failing to abdicate once a majority is lost (Emperor)
Abuse of Power (Emperor): Excessive Imperial Taxation, Unjustified suspension of Electors etc

Religion is a very powerful force in the game. It is highly dominant in society, and often a source for conflict. There are multiple religions across the game map, and the religion of the ruling dynasties of each realm are important.

Piety is your standing in the eyes of the Church, and in particular the eyes of the Pareya, the eccleastical leader of the Empire. Most common people are more loyal to the Church then they are to their liege, and so maintaining an adequate piety is very important. A high piety will bestow you the favour of the Pareya which can be very useful. A low piety may risk the wrath of the Church.


Empire and Emperor

In this game, the Emperor rules by consent of the dukes. An Electoral Court exists in which each of the Elector Dukes can support a candidate to be Emperor. Each Elector has one vote, plus one more for each City they control. These votes can be pledged to either the ruling Emperor or to a Contender. In order to become an official Contender, the Duke must have at least 30 prestige, and announce his ambitions in the Court, thus allowing Electors to choose to defect to supporting them, or to continue supporting their current candidate. There can be an unlimited amount of Contenders at any one time.

A candidate becomes Emperor by controlling a majority of votes. However, should the Emperor fail to please his allies they may withdraw their support from him at any time. This must be announced in the Electoral Court, but will not take effect until the next update. Should an Emperor loose a majority, he will continue to play out that turn as Emperor. Although once crowned, an Emperor may choose to continue to rule until death, it is traditional for them to abdicate the throne if they lose the support of the Electors. Each successive Emperor is crowned by the Pareya, and the Electoral Court will be represented by a discussion group on the forum, where Dukes can voice their concerns and discuss issues with each other and their liege.

The Emperor’s role is to lead the Empire as a whole. Theoretically they represent the entire Empire in international diplomacy, although in reality the Dukes are able to maintain diplomatic relations with foreign powers independent of the Emperor. The Emperor should do their best to protect the Empire and maintain it’s stability in the way that they see best. In the past, Emperors’ have rallied the Dukes to the defence of the Empire in the face of foreign invasion, and have even occupied the lands of rebelling Dukes to maintain the integrity of the Empire.

In order to fill this role, the States of the Empire pay a small amount of their collected tax to the Emperor. This is called the Emperor’s dues. This tax is split into two parts, Landowner’s Tax (on settlements) and Goods of the Crown Tax (on Resources). The Landowner’s Tax is the proportion of tax from the Elector’s cities and towns which is due to the Emperor. The Emperor can change the tax rate as he pleases, and it is universal throughout the Empire. The Goods of the Crown Tax is more flexible however. A different tax rate exists for every resource in the Empire, and these can be changed independently of each other. Every turn, players receive their incomes in their stats, as well as the amount they are expcted to pay to the Emperor. It is then their responsibility to post in the thread stating whether they will be paying the tax or not. Technically they can choose to pay less then expected, or simply not pay the tax at all, however this is likely to invoke the wrath of the Emperor. If you plan not to pay any tax, please post this rather then simply not posting at all. If no post is made, it will be assumed that the full amount asked is being paid.

A proportion of the Imperial Dues (as decided by the Emperor) is given to the Pareya each turn. The Pareya is the Empire’s religious authority and wields a large amount of power both within the Empire and beyond its borders. The proportion of taxation that is redistributed is at the discretion of the Emperor on a turnly basis, and the rest goes directly to his own personal Treasury. However, the Church will take careful note of the amounts paid. An average payment could be of around 30-40g.

There also exists an Imperial Army, which is drawn from the entire population of the Empire. This army is controlled and maintained by the Emperor, and is intended to allow him to defend the land from foreign invasion, and help maintain the stability and integrity of the Empire. The Empire pays for the maintenance of this army, and many castles across the Empire.

Bartering for votes is not only extremely common, but a traditional and acceptable method of gaining votes in the Electoral Court. Bartering often involves adjustment to tax rates, policies, and most commonly ‘’Sponsorships’’, essentially a slice of the Imperial Dues for themselves. Electors with many votes (due to the ownership of cities), are very influential in the Electoral Court, and often demand large pay-outs for their votes. This is particularly common when the Emperor rules by only a slim majority, allowing influential Dukes to act as Kingmakers.

Dukes may refuse to pay either the full amount of Tax, or any tax at all on any turn, but doing so will reduce his prestige and may risk suspension from the Electoral Court. The Emperor’s dues are ultimately a balancing act, a too high tax might alienate those who give their support in the Electoral Court, risking the Throne to a contender, but a too low tax could leave the Emperor weak and unable to maintain the stability of the Empire or defend against foreign invasion. An Emperor who fails to fill his responsibilities will lose the respect of the nobility (prestige) and in most cases the Pareya (piety).

The throne comes with responsibilities, but can also make a Duke a very powerful man. It represents an excellent opportunity to increase your Prestige and Piety levels , encourages foreign powers to treat you with respect, and almost always increases the strength of your State relative to those of other Dukes due to the influx of the Emperor’s dues. There is no legal distinction between the Emperor’s state and the Empire as a whole, and it is absolutely acceptable (and in fact expected and desirable) for the Emperor to spend the dues strengthening his own state in order to protect his subjects. The Emperor is usually expected to defend the Empire in case of war, and should he fail his prestige could be crushed for generations.



Duchies and Fiefdoms

The Empire is made up of fiefdoms and duchies. Fiefdoms are small units of land managed by local nobility. These can be independent, or in service to one of the Dukes. These are not shown on the map, but are implied within the game. They are the lands of local Counts and Barons in your service. The loyalty of your fiefdoms is determined by your prestige. A high prestige could cause neighbouring independent Lords to pledge their loyalty to you, but a very low prestige could see your Barons abandon you. Duchies, also known as Imperial States, are areas of land ruled by the Duke, although they are subdivided into loyal fiefdoms. The title of Duke comes with a certain degree of respect, and often, land. Dukedom is also a traditional prerequisite in order to become and Elector.

Electors are the men who sit in the Electoral Court and decide who should rule as Emperor. They are also required to pay Imperial Dues, unlike minor fiefdoms and other bodies. The title of Elector can be bestowed upon new Duchies should they come into existence, and the title can also be stripped from a Duke in remarkable circumstances. More commonly however, Electors are suspended from the Court by the Emperor . This will cause substantial damage to the Duke’s prestige, and also to the Emperor’s if the suspension is considered to be illegitimate. A suspended Elector loses the ability to vote in the Court, but is usually not expected to pay Imperial Dues as a result. Suspended Electors may be redeemed at any time, partially restoring the lost prestige for both parties. Suspended Electors may not vote in the Electoral Court, but they will retain the ability to stand as a Contender for the Throne if they meet the required level of Prestige.

There is one other unit of land, besides Duchies and Fiefdoms. These are the city states, the largest urban centres of the Empire. Many were once, independent republics, but were slowly integrated into the Empire. Most retain their old customs and have a large degree of autonomy. In these cities, the people elect a city council or in the larger cities a small parliament to rule their city. Every man over the age of 25 and with his own home is allowed to vote in elections which happen on average every four years. Among their many duties, the council must nominate a Governor. It is common practise for a Governor to be associated with or sponsored by one of the Electors of the Empire, (ie. Duchies) although this isn't always the case. If a Duchy's candidate for governor is chosen then the city essentially becomes a part of that players territory, providing additional income, and an extra vote in the Electoral court. ''Independent'' cities who's governors are not associated with an elector, do not receive a vote in the Court.

It is considered bad form to secure a City State through force, or to prohibit elections in a city you control, and doing so would result in a loss of prestige. Prestige is the biggest influence on city elections, but piety will sometimes also play a role where relevant. However these stats are not the only factor that matters. Conducting projects in these cities is a great way to secure their loyalty. The cities are very influential, and a Duke who controls many cities is often a serious powerbroker or contender for the Throne. Cities have their own stats, which tell you a small amount about their populace.


Producing and Spending Gold

In EkoNES II, one of my main aims is to make a game whereby even the most down-trodden Duke can with skill, once again become a significant force in the Empire, thus providing a dynamic game. One of the main ways that this is achieved is the wide range of techniques a player can use to succeed. The most obvious are to increase your wealth and modify your tax rate. However, courting foreign powers or the Pareya (religious leader) can be very useful. Building popularity in the cities is another great way to become more powerful in the Empire, and of course seeking influence with the Emperor can lead to beneficial sponsorships or tax reforms. Furthermore, the Pareya will make regular donations to those he considers devout and pious. You can also obtain additional spending money by enacting a special tax levy on your lands. This will provide you with a lump sum of gold, but potentially at the expense of Wealth and Prestige.

Gold is the currency of the game, and with gold comes power. It is largely spent on one of two things, the military (see below), and special projects. Projects can be almost anything, and generally seek to improve one or more of your stats, for example Prestige, Piety, Wealth etc. With projects I very much encourage creativity, but they must also be appropriate to the time period. Projects can also be used to build up popularity for your faction in city states, which is an excellent way to get yourself elected there. They can also be used to target another Duke’s lands, stirring up trouble there. Like I said, creativity is encouraged.


War and Armies

At the start of the game, your military is made up primarily of infantry, archers, light cavalry, knights, and war galleys. These are the five ‘’unit types’’ available at the beginning of the game, but more may become available over the course of the game as the dynamics of war develop.

Your military is made up of Castles, Armies and Fleets, which for the purpose of this game are called ''Commands''. Each of these work in essentially the same way, and cost 5 gold per turn to maintain, plus an additional cost per man. The main differences are in their movement abilities, and the types of units they can support.

Armies can be comprised of the four land unit types, infantry, archers, light cavalry, knights. They can move across land and rivers, but require transport to cross seas. Fleets can be comprised of War Galleys, and the four land unit types. Infantry and archers can be used in naval battles, and to perform naval raids and attacks along coastlines, however light cavalry and knights can play no part in naval warfare (and if anything are a liability), but can be transported across sea areas by fleets. Fleets can travel across the sea, and along rivers. You must have at least one war galley per 50 men in a Fleet. Castles are obviously stationary, but provide an excellent base of operations from which to operate. They can hold all land unit types, which can then be used to operate in the area. Castles are very difficult to conquer, particularly when well maintained.

Units can be moved between Commands with ease. Commands can be merged or divided at will, but for every Command you have you pay a baseline of 5 gold in maintenance, meaning that having an excessive amount can cause prohibitive levels of maintenance. You can't divide and then remerge an army in the same turn.

Armies and Fleets can be deployed to attack enemy territory and towns and settlements they encounter can be besieged. Each turn represents seven years. During this time you can theoretically move your armies almost anywhere in the known world. However, attrition will begin to take hold if you move quite far outside of friendly territory, and moving through hostile land will reduce the speed of movement considerably, particularly if it is densely populated.

Fleets work in exactly the same way as armies, however at the beginning of the game there is only one unit type available to the Dorians; War Galleys. Due to the shallow and largely calm nature of the Ulphereal Sea, naval technology has not flourished in the Dorian Empire. However, new ship designs may become available throughout the game.

War can be used to gain new settlements and resources and further boost income. As peaceful development of income is to be relatively limited in this game as compared to my previous NES, war is by far the best way to increase your power. Winning battles is also one of the best ways to increase prestige, which of course has many beneficial effects. When attacking other players, land that you seize will become ''occupied''. Occupied land does not provide income for either party. In order for this land to start producing gold, a peace treaty must be arranged. These treaties do not need to be ratified by the Emperor.

Size and Location of armies will not be displayed in the stats, and will instead be send privately to each player every third turn. Between these updates, I ask the players to keep track of their own military so I don't have to send them every turn.

Infantry: These are generally lightly armed and armoured, drawn from the serf population. Generally fight with sword and shield, or with spears, can be used in small groups as skirmishers, or in larger, denser groups to provide a strong body for your army. Can act as marines when part of a fleet. Infantry cost 3 gold per 1000 men, and 0.3 gold per 1000 men in maintenance.

Archers: Fight with bow and arrow, but usually carry a short sword or dagger in case they are drawn into a melee. From afar they can cause immense damage, particularly to the lightly defended infantry. However, up close they are vulnerable, and a cavalry charge can spell the end for them if they are poorly defended. Archers cost 4 gold per 1000 men to train, and 0.4 per 1000 to maintain.

Light Cavalry: These cavalry rely on their speed to attack an enemy where they're weak, or to flank an enemy side. If drawn into a prolonged conflict they can be worn down, but given open space they can easily dominate a battlefield. They cost 6 gold per 1000 per turn to train and 0.6 per 1000 to maintain.

Knights: Heavilly armoured, and generally drawn from the nobility. Knights are very powerful on the battlefield. They can fight either on foot or on horseback. They cost 15 gold per 1000, and 1.5 gold per 1000 to maintain. However, with high prestige you will occassionally gain Knights for free.

War Galleys: Large ships, propelled sometimes by several hundred oars. Many sport dangerous rams designed to puncture the hull of enemy ships causing them to sink. Naval battle generally consists of ramming, or the use of marines (infantry and archers). War Galleys cost 20 gold per 100 ships, and 0.2 gold per 100 to maintain.

Although most prices for units are given in 1000's they can be hired in any amounts. Newly trained units can ajoin pre-existing Commands or can create a new one. Newly created units can be used on the same turn as they are bought.

Example Stats

State Name/Player: Trinistea/ Ekolite
Ruler: Erik of Arrovin
Religion: Astrovadean

Prestige: 35
Piety: 60

Treasury: 0g
Output: 60 (42/18)
Military Maintenance: 20
Available to Spend: 22g

Towns: 6
Wealth: 110
Tax Rate: 40%

Resources: Wheat (4), Wool (2), Silver (2)

Spoiler Explanation of Stats :

Treasury represents gold saved from the previous turn.

Output is the total production of gold from your State, the numbers next to it indicate how much you keep, and how much is paid to the Emperor in Dues.

Military maintenance is the money you pay each turn for your armies, fleets and castles.

What's left is the amount of gold you can spend this turn.

Template Orders


Please entitle your orders in the following format: Turn Number, Duchy Name, Player Name.

[Insert Public and Military stats in spoilers]

Military Orders

This section should contain any new army purchases, specifying how many men of what kind you want to train, the cost of them, and which Command you want to enrol them in.

Following this describe any military operations you are undertaking this turn. If they are particularly complex, a map may be beneficial but for simple movements this is unnecessary.


Domestic Orders

Here you should describe projects you are undertaking this turn, your goal for this project, and how much you want to put towards it. The average cost for most projects should be between 15-25, although the scale of the project is important for determining its cost.


Diplomacy

Include any treaties that have been signed here. These can be made public or remain private. Remember that treaties ratified by the Emperor will cause significant hits to prestige if broken. Non-ratified treaties will provide a far smaller penalty.

--

Orders should focus on relative brevity, and clarity. Stories posted in the thread relevant to certain projects or operations will provide a small boost to their effectiveness.
 
Spoiler Map :
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A map of the continent. The red highlighted area is where the players will be based and the majority of the game will play out. It's possible that for most updates I will use a map of just the Empire and its immediate surroundings because I appreciate that the image is quite large.
 
Aestura and the Dorian Empire​

Spoiler History of Aestura :


Brief History

The continent of Aestura has been inhabited by many people throughout history. During antiquity many of the cultures of central Aestura, and particularly in what is now the Dorian Empire, were remarkably primitive. Civilisation was gradually spread by early kingdoms on the coast of Yelne to the South, and then by the subsequent Juranyean Empire which united the Kingdoms and began to colonise around the Ulphereal Sea.

One of these colonies was Noreum on the coast of Isthmus. The Juranyean Empire eventually collapsed due to civil strife and barbarian invasion from the south. By this time Noreum was in the perfect position to become the new major power in the region. The City at the time was ruled by Isan Morinos, a great and powerful leader around whom a personality cult developed. He encouraged this adoration throughout his reign, as he conquered Isthmus, and continued north into Dorea. He was able to seize control of the southern coastal regions, but central Dorea was in those days covered in a dense forest which was the home to the formidable Vards. The Vards were greatly feared by the Isandrians and repelled their best efforts to subdue them.

However, the Isandrians continued to settle and conquer land around the Ulphereal, and their culture became utterly dominant in the region. However, despite his seeming invincibility, Isan the Conquerer was eventually slain by a stray arrow on the battlefield. He was interred in a vast tomb in the town of Thema where he grew up, just outside Noreum.

For hundreds of years the Isandrian Empire continued to rule over the Ulphereal, and the Isandrian faith was formalised around the teachings of Isan the Conqueror, and documentation of his life. Although the Isandrian Empire eventually fell, the faith is still highly prevalent, and Isan is considered a God-King destined to one day return to the world and reinstate the Holy Empire.
At the time of the Isandrian Empire, the Dorian Tribes were being slowly united into a confederation by the Hastrovards, part of the Vardic family of tribes. The Hastrovards had learned from the Isandrians, and adopted many of their useful technological advancements, including the ability to cast iron. This, combined with the natural Vardic ferocity in battle allowed them to dominate the other tribes with ease. The invasion of the Hastrovards and their allies was one of the main contributors to the eventual collapse of the Isandrians, who found themselves swept out of Dorea and much of Isthmus by their powerful leader Astromun the Devout.

As the Hastrovards gained influence in Dorea, the other tribes began to emulate them, eventually adopting their faith and language as their own, known in the modern day as Upper Vardic. The realm was gradually assimilated into a mighty, if highly decentralised Empire, and began to enjoy its status as the foremost power in Aestura. The Hastrovardean faith gradually became entrenched in the cultures of central and northern Dorea, and even began to spread beyond the Empire’s borders.

Eventually, the ruling Hastrovard dynasty died out, and a council was held between the Dukes of the land to select a new ruler for the Empire. After many weeks of bitter arguments and several fights, a compromise was made. It was decided that Duke Erow of Islieien would become the next Emperor, but from here-on, the Emperor would always be chosen by the Dukes, and the Dukes would have the power to force an unpopular Emperor to abdicate. This process began known as the Electoral Court.

It is now the year 1100AI (after the birth of Isan). The Dorian Empire is still a powerful force in Aestura, but the development of strong, centralised states on its borders mean it can no longer claim to truly dominate the region as it had done in the past.

As it has done for hundreds of years, the balance of power with Dorea continues to twist and turn as the Dukes of the realm ever seek to further their own interests, and perhaps even strive for the throne itself.


Spoiler Other Kingdoms :


The Dorean Empire

The Dorean Empire is in fact far closer to a Noble Republic then a true Empire. Its ''Emperor'' is chosen by the Dukes, who can nominate a successor at any time, pressurising their leader to abdicate. Although the Emperor acts with absolute authority, he must tread carefully if he is to avoid angering the Dukes and loosing the support of his Electors.

Dorea is highly decentralised, and this can be a weakness on the international stage as infighting and an internal focus can make smaller, but more centralised states look threatening. However despite their decentralisation, a basic level of unity is an important pillar of modern Dorean culture. The Empire was built to unite the Doreans under one rule in order to chase out the foreigners who had subjugated the south coast, and to leave this Empire would be in most cases unthinkable.

The South Coast of Dorea is still influenced by Isandrian culture, and the Isandrian faith still represents a large minority here. Isandrians pray for a return of Isan the Conqueror, and for the Ulphereal to be united in a Holy Empire, and there is often a great deal of tension between the Isandrians and Astrovadeans. The Isandrians are highly discriminated against in society and ethnic hatred is never far beneath the surface.

The Dorians are a relatively advanced people, on par with most of its neighbours. However the Church is very influential in society and the Pareya is a much loved, but also occasionally feared figure within the Empire. The Church is extremely hostile towards paganism, and Isandrianism, and will often try to influence the sometimes more secular political world.

In Dorian society there is somewhat of a divide between the large cities and the more rural territories.

In the countryside there is a strong focus on the family and community, with men being seen as the head of the household and generally superior to the women folk. Families are often very large, and commonly comprise of three generations, and sometimes even four. The vast majority of people attend Church every Sunday, and local priests attempt to provide free but basic education to most children throughout rural Dorea. The peasantry are often very poor and somewhat enslaved in the system of serfdom, but still give generously in donations to the Church.

In the cities, there is still an emphasis on the family unit although this is less so. The majority of citizens here form a middle class who are better educated and wealthier then the rural serfs. City life is more secular and less controlled by the Church in general, and the cities are often more tolerant towards foreigners and other faiths. Education here is provided by public schools provided by the Governor in tax money. Governors of cities are usually drawn from this middle class, but are almost always sponsored by a Duke.

In the Dorian Empire there exists a duality of power between the Dukes and the Emperor, and there is often some confusion as to who represents the ultimate authority in a particular town or region. Generally speaking, legal matters are handled by the Duke or local lord, but in the past the Emperor has been known to intervene in cases which strike his interest. Another area where this duality exists is in foreign policy. The Emperor regularly claims to speak for all of Dorea, yet the Dukes commonly hold their own policies towards the outside world and commonly trade and even make war independently of the Empire.

Estor and Druethnia

Estor and Druethnia started out life as the ''Western Provinces'' of the Juraneyan Empire. When the Juraneyan Empire fell, they largely resisted the Isandrians, and although they did briefly come under their control, regular dissent from a large and hostile population proved too much for the Isandrians, who's true interests lay elsewhere.

For a long time, the Western Provinces largely acted as a single entity, and the Juraneyan realm continued as the so-called ''Shadow Empire''. However, at the time Southern Aestura was suffering from a wide range of problems including devastating famine and a perceived constant threat from Isandria.

And then came the worst by far, invasion from the south. They came in vast ships, landing on the shores of the Outer Sea. They were known as the Drueth. A terrifying, dark-skinned race with a lust for blood seen nowhere else in the Ulphereal. At first there were few, but as more and more came the Juraneyans who had made their home in the south were forced north to the more densely populated Este River Valley.

The Drueth quickly established themselves in the area which is now known as Druethnia, and attempted to continue north into the Este Valley. However here they were met with organised resistance for the first time and were repelled. Over the next few decades more and more came, and not just warriors but women and children too. The reason for this exodus remains unclear, although the Drueth seem to have severed any ties with the lands to the south from whence they came.

The Drueth are ruled by a supreme council, which is believed to be made up of many of the most prestigious members of Drueth society. The council is extremely secretive, and its exact membership is unknown although speculation is rife. The council communicates only through the Hastrikeem, a kind of public messenger. The religion of the Drueth is polytheistic, with each city and group of people having their own patron god. Ummara is the patron Goddess of the supreme council, and her temples are believed to be a medium for communication between the people and the council itself.

Since the conquest of Juraneya, Estor was cut off from its roots and came under the influence of the Isandrians. However the Estors are a fiercely independent race and as soon as the Isandrian Empire showed signs of weakening they rose up against their oppressors and joined the Doreans in their war against the Isandrians.

Ever since then the relations between Estor and the Doreans have been relatively strong, and Estor ultimately adopted Astrovadeanism as their faith in place of the now lost Juraneyan religion.

Hostilities between Estor and Druethnia remain, and there have been many short wars between the two. These wars are most commonly initiated by the Estors, who maintain a claim over the entire Druethnian realm and Roslorn. They claim that they are the only legitimate successor of the ancient Juraneyan Empire, and so the entire Western Provinces are theirs by right. Estor maintains close relations with modern day Juraneya, but is now considerably more powerful then its former master.

Juraneya

During early antiquity, Juraneya was a large Empire which colonised the Ulphereal and spread civilisation to the barbarians around its coastline. It is particularly well known for it's colonisation of Estor and Druethnia, known in those days as the western provinces, which eventually became large hubs of Juraneyan culture in the Western Ulphereal.

However, Juraneya was eventually eclipsed by the rising star of the Isthmus, Isandria. The two competed against each other for almost a century, but all the while Isandria was growing in power, while Juraneya was in decline. It was not long before Juraneya fell into the sphere of the Isandrian Empire, and was eventually annexed by them. The Western provinces suffered generations of further decline as a period hard winters and dry summers caused regular famine, and important trade with the east dried up.

The Isandrians at one point or other held tenuous control over the western provinces, but they could never assimilate them into the Empire in the same way as they had done with the Juraneyan homeland, which had become extremely Isandrianised. Eventually the Isandrian Empire fell, and the Doreans took their place as the dominant force in Northern Yelre where a large amount of the population was ethnically Dorean due to the Isandrian policy of forced settlement of Dorean slaves there to harvest resources for the Empire. The Juraneyans were quick to rebel from their collapsing Empire and once again became an independent entity. However, the Dorean rule over much of northern Yelre is a source of contention between these two powers. Juraneya believes that despite the large population of Doreans there, the land was originally taken from the Juraneyans and should be returned to them.

Attempts at a revival of the ancient Juraneyan culture, plus influence from the Dorians has produced a unique society, a mixture of Dorian, Isandrian, and ancient Yelrenite influences. In terms of religion, the majority are now of the Astrovadean faith, with a large minority of Isandrians. This divide is a common cause of civil strife, as it is in the Dorian Empire.

Juraneya is ruled as a republic based on that of the Ancient Juraneyans.

Isandrian Successor States

The Isandrian Empire was once the greatest political and spiritual entity in the world, spreading their culture and values wide around the Ulphereal. However, the Empire ultimately collapsed due to a variety of factors including weak leaders, constant barbarian invasion, and rampant inflation.

The Isandrians had faced constant invasion from barbarian Golgars from the South East, when the Dorians marched on Noreum, the capital city. The Isthmus, once the traditional power base of the Empire was now largely lost to the invaders, and the remaining Isandrian lands became highly fractured as many leaders declared themselves the true successor of the Emperor. However the Isandrian church, lead by the ''Counsel of God'', refused to acknowledge any as the new Emperor and so they go by the title of Duke. The minor Isandrian states have ever since been manipulated and played against each other by the Doreans and the Golgars, who were followed and displaced by the Mosovids some time later. Both understand the prophecy inherent in the Isandrian faith that one day the ''Godking'' will return to this world and reunite the Isthmus, beginning the second Isandrian Empire, and they do their upmost to prevent this. The collapse of Isandria drove people from the now unsustainable great Isthmosian cities into the countryside, and a so-called Dark Age fell around the Ulphereal as much technology was lost and civilisation degraded.

In the modern day, Isandrian culture on the Isthmus has become decadent and sinful. They have come to doubt that the Isandrians will ever return to their former glory, and many have turned to heretical beliefs. Many of its churches and cathedrals have fallen into disrepair as the flow of donations, once a mighty river, have all but dried up as respect and admiration for the Holy Church has withered away. A similar fate has met the Isandrians of Roslorn, once a distant colony of the Empire, they have now fallen under the influence of Druethnia who follow a pantheon of pagan Gods and idols.

Ironically, it is only on the very northern frontier of the Empire where Isandrian culture and religion has remained largely intact. Yure was a barbarian land conquered long ago by the Empire. Ethnic Isthmosians became the ruling class, but the population was still overwhelming Yuric and remains so to this day. However they were fully Isandrianised and culturally remain closest to the original Isandrians. Here they continue to dream of a Holy Empire, and retain the enlightened, faithful culture of antiquity.

Zolrieke and Esland

The Kingdoms of Zolrieke and Esland have much in common. They share a common ethnicity, Estrid, and although over the centuries their languages have diverged a little, they are still relatively similar and mutually comprehensible. Until recently, they also shared a pagan religion featuring a large pantheon of Gods. However, Zolrieke has always been heavily influenced by Dorea, and many of its people have taken on the Astrovadean faith. The two Kingdoms spent much of the 11th century in a personal union, but this ended when the largely Astrovadean Zolriek's revolted during a visit by the pagan King Aldrike VI, who was shot by stray arrow during a parade in the capital city of Herwol.

Aldrike was treated quickly, but died the several days later after his wounds became infected. His brother, Johl III, ascended to the Throne, and immediately sent his army to quell the constant rebellions of Zolrieke and avenge the death of his brother. After several bloody massacres, Zolrieke was subdued, only to rise up again twenty years later with greater force and organisation. Again the Eslandic army was sent to quell the rebellion, but this time they met the forces of the Dorean Emperor. The Doreans were victorious and ended the Eslandic occupation of Zolrieke.

A new Astrovadean King was chosen from amongst the Zolriek nobility, and the Voristrim Dynasty continues to rule today. They Voristrim Kings have remained loyal to the Dorean Empire, and are now one of its greatest allies. They have also done much to convert the pagans of Zolrieke, who still form a majority along the north coast and in many rural areas. This conversion has occasionally been forced, leading to more civil strife.

Relations with Esland are still bitter.

Vismir

Vismir is a very rich and powerful Kingdom. It's core homeland is the Volarid peninsula, but over the years Vistrids have conquered and colonised land far abroad. Their highly advanced ship designs, made from timber of an unmatchable strength, allow them to sail the wild Sea of Angolorn with reasonable ease, and from there on they have colonised the Southwest edge of Aestura. Particularly the narrow strip of land known as the Jarenek, which has been found to contain large quantities of precious metals.

However, this is only one source for the Vistrid riches, the other is trade. Their dominance of the Outer Sea has allowed them to control all trade with the mysterious and ancient Kingdoms to the south in the heart of Yelre, beyond the Great Desert. From here, silk, spices, and technology are brought back to Aestura and sold on to produce huge profits.

Vismir is dominated by its merchant clas. In fact, their power is so great that the various merchant houses of the Vismir have achieved a great deal of sway in government. The royal family has been forced over the generations to give up more and more of their power in favour of the Visgarben, the parliament of Vismir. They have now become little more then figureheads at the helm of a merchant republic.

Despite their advancement the majority of Vistrid people retain the pagan faith of the Volarid peninsula, which they share with Esland. The God of trade, Hastik, is seen as their patron but many others Gods of the Volarid pantheon are also respected. However their large and wealthy cities are extremely cosmopolitan and here just about every faith in the known world has a presence. The Vistrids have become known for their tolerance of other faiths and cultures.

Although Vismir is rich and its lands extensive, their population is relatively small and its land forces are weak.

The Mosovids

The Mosovids are a people not native to this land. They come far from the east into Danavia, and their empire is vast. They are a brutal people who have dominated many cultures and nations, and have brought their foul practises and heathen beliefs to the very borders of Aestura.

The Mosovids believe they have right of dominion over all living beings as a race superior to all others. When they come, they kill thousands, sometimes millions, and exact the remainder into slavery. These slaves are often removed from their homes and forcibly redistributed around the Empire, where the weak are used to build great monuments to their Emperor, and to their patron God, Myzzlelora. The strong are drafted into the army, where they serve out of constant fear on distant battlefields.

In war, they commonly use a combination of heavy Mosovid cavalry, and light infantry predominantly made up of slaves. They are highly primitive in advancement, and lack the ability to build powerful siege weapons or war ships and are often at a loss when faced with strong, well-supplied fortifications.

There are many dark rumours surrounding the Mosovids, including stories of cannibalism and human sacrifice in their temples. Whether this is true, nobody knows, but their brutal nature and the stories surrounding them have made the Mosovids feared throughout the known world.

Their name of their God, Myzzelora, has become a synonym for the Devil in both Astrovadean and Isandrian culture.

Angolorn

The Angolorn is a large plain in the northwest corner of Aestura. It is a barren and desolate land, and its poor soil and harsh coastal winds have made almost uninhabitable. Farming here is next to impossible, and fresh water is hard to come by. However, the land is home to a small number of tribes who regularly cross the entirely arbitrary borders into Estor and the Dorean Empire. These people are extremely primitive and almost feral in nature.

Along the coast are some Vistrid colonies, which serve as safe harbours for merchant ships travelling between Vismir and the south. However these colonies rely entirely on supplies from these ships, and life there is miserable.

Bullaria

Unique in culture and heritage, the Bullarians are descended from a barbarian race known as the Bolars, who crossed the Dannavid Steppe during late antiquity, destroying Isandrian colonies in the area. They have since been culturally influenced primarily by Esland, with whom the royal family is inter-related with. The Bullarians command a mastery of animal husbandry unmatched throughout the known world and their cavalry is nigh unstoppable.

Relations between Yure and Bullaria are sometimes tense, but there has never been open war between them.

North Coast Minor States

The North Coast is a melting point for many different cultures and ethnicities. In antiquity it was home to the Junts, but these were displaced by Estrid and Vistrid settlers. Regular waves of Angorlic Tribes have also affected the demography of the region, particularly in the west.

The Junts now exist primarily in the mountainous Kingdom of Juntar, where they have fallen under the influence of the Dorian Empire but not converted to Astrovadeanism.

The western Kingdoms, Trisnik (2) and Lozhmir (1) are very primitive and rural. Vistrid and Angorlic people have mixed to create what are little more then tribal confederacies in these lands. The lands are sparsely populated, and bare of resources. The soil is largely unfit for farming.

Further east are the Kingdoms of Sorvik (3), Nikel (4) and Hisk (5). These realms are far more densely populated, and fertile. They commonly produce a surplus of grain, which is usually sold to the Vistrids. Vistrid merchant families are highly influential in the three Kingdoms, particularly in the coastal cities which grow rich from trade. Culturally these lands mimic the Vistrids with precision, although ethnically they are generally closer to the Estrids of Zolrieke.
 
Spoiler Religion :


Astrovadeanism and Traditional Isanism, the two major faiths.

The two major faiths of Aestura have much in common, and in fact the differences between them are as much ethnic and political as they are theological.

Believers of both have a firm belief in the afterlife. The people of this day and age and world are not like we are here and today, they know and understand that their stay on this world is temporary, and a greater and more important life awaits them in the next. They see themselves not as freeborn citizens (with the exception of the metropolitan citizens of Dorea and elsewhere), and as such accept their place in society as the natural way of things. They know that this world is made up of peasants and nobles, priests and freemen, and the lowest rungs of society will rarely attempt to elevate themselves throughout the system. The tiny few who try are met with near insurmountable obstacles which serve as further, but often redundant, encouragement to retain the status quo. In Astrovadeanism, belief in heaven and hell is absolute, and the Church is accepted as the guardian of souls. In Isandrianism, the dead go to a peaceful underworld where they wait with Isan the Conqueror until the day he returns to Earth.

Traditional Isanism is the older faith by several hundred years. It is based around the teachings of Isan the Conqueror, who united the Isthmus during his lifetime, which then served for the basis of the ancient Isandrian Empire. Adherents of this faith understand that the Godking Isan will one day return to Aestura with an army of angels (the dead) to rebuild the Isandrian Empire, this time uniting the entire world under his banner. The formation of this Holy Empire, they believe, will create a world of peace and prosperity for the rest of time. Isanism preaches the natural right of the faithful to preside over the ''Torenthi'' (meaning smaller ones, referring to people of inferior creed or race), and believes that in the Holy Empire, the devout followers of Isan will rule over the less worthy. As such, Isanism has historically made little or no active attempt to convert others to the faith, although during the ''First'' Isandrian Empire, their conquered subjects tended to mimic the Isandrians and take on their ways. This inactivity is now being blamed for the waning of Isanism, and as such is beginning to change.

Astrovadeanism was born in opposition to the Isandrians. In the dying days of the Isandrian Empire, anti-Isandrian thought was widespread throughout occupied Dorea and unoccupied border territories such as the land of the Hastrovards. During this time they firmly believed that they could destroy the flailing Isandrian Empire, and free their subjugated brethren along the south coast. This Anti-Isanism, or Astrovadeanism as it was later known was spread by the Hastrovards to encourage unity amongst the Doreans, and subsequently promote their pan-Dorean philosophy by providing a common enemy for all the people of the land. The religion itself actually took many of its theological aspects from the Isandrians, although they were intermixed with Dorean paganism and many traditional Dorean festivals and rituals were assimilated into the new faith, as well as the belief in the ''Six Eras of Earth''. Also assimilated from Hastrovard paganism was the concept of an invisible, protecting and all-knowing God, which is not present in Isanism. They believe that God created the earth, and that although was once worshipped across the world, he was cut off from this world by the birth of Isan, the devil in human form.

The Astrovadeans too believe in the ''second coming'' of Isan the Conqueror, and understand this to be a kind of Armageddon, the beginning of the so-called ''War of Angels''. At this point, the Astrovadeans must stand against Isan and this time defeat and slay him. However, victory is by no means a matter of fate and so the Astrovadean Church is forever preparing for this battle. This is generally done by trying to amass as many followers as possible, and so unlike Isanism, Astrovadeanism actively tries to attract or convert new adherents. This is occasionally done by force. They see pagans as people destined for hell unless they are saved, and so even a great deal of brutality can be justified as ultimately beneficial to the victims. The Astrovadean Church also does their upmost to persecute Isanics and weaken the Isandrian foe. All Astrovadean males are buried with a sword, and the more wealthy with a great deal of weapons and armour in order to prepare for the War of Angels when Isan returns.

In many areas, and particularly on the Isthmus, it is common for disillusioned followers of both faiths to disengage themselves with religion. These are known as the ''Volastiak'' by the Doreans, and the ''Roestia'' by the Isandrians. These are people who believe that the second coming will never occur, or at least not for so long that it is irrelevant during their own lifetimes. These are seen as highly untrustworthy and utterly deranged by both parties. They are persecuted and oppressed . The Volastiak, who usually turn from the church in rebellion against the strict rules with which it tries to govern their lives, often face oppression from both the Isanic and Astrovadean Church. So-called ''Roestic Isanism'' is now dominant in the Isandrian city states, and here deviant and decadent lifestyles are practised, with either a half-hearted attempt, or none whatsoever for consideration of the rules that the Church promotes, or the teachings of Isan the Conqueror. These people are hated by the Astrovadeans almost as much as the Traditional Isanics because the Astrovadean Church considers their philosophy to be damaging to Astrovard society, and ultimately Astrovard victory during the War of Angels, if it were to spread.

The exact timing of the second coming of Isan the Conqueror is a matter of intense speculation in both faiths. They both share a complex system of Astrology, `which scholars use in conjunction with studies of Isanic scripture in order to deduce a specific date. Isanic scripture is believed to be full of metaphor, hidden meanings, and even secret codes which are pored over by clergymen of both faiths. Astrovadeanism has no ancient scripture at all, being comparatively modern in nature. The closest they have is the Tostrovim, a series of books sanctioned by the Church and reproduced in monasteries for distribution around the Empire. These are owned by local priests and noblemen and contain the teachings of the Church and the many rules that good Astrovards should follow. The books also contain many accounts of the Iso-Dorean War in which the Doreans destroyed the Isandrian Empire, and promote the pan-Dorean philosophy. Several of the books are also devoted to life of Isan the Conqueror, painting him as a decadent and purely evil man.

The Astrovadeans believe that the birth of Isan, and the formation of the Isandrian Empire cut off the link between God and the world, allowing sin and death and misery to occur. Once the link was severed, people around the world diverged in faith and turned to paganism and false idols. They believe that the Devil will one day return to attempt to enforce his own rule over the world during the second coming, and that they must defeat Isan during the War of Angels to prevent this.

The Astrovadean Church is lead by the Holy Pareya, and the Circle of Isan is the religious authority in Isanism. However, despite the utter hostility between the two Churches and the discouragement of the two rival authorities, this ecclesiastical enmity is often put to one side by the secular leaders of Aestura. This is particularly true regarding pagans, who Astrovadeans believe are only destined to be imprisoned in hell, rather then actually serve Isan during the War of Angels. Trade and diplomacy also regularly occurs between the Isanic and Astrovadean world, although it is often a matter of controversy. Sometimes it is carried out by third parties such as the Vistrid Merchants.

The Church's relations with the Dorean cities are also tense at times. The Church's main power base is in the rural areas and towns, but they have often had trouble achieving the same level of dominance in the large, metropolitan cities. One of the main reasons for this is the prevalence of private schools there. Across most of the Empire, the only education available for the vast majority of people (outside of the nobility) is the dogma of the church and the basic schooling they provide for children. However the cities are home to an affluent middle class who are able to afford proper schooling for their children. In these schools they learn basic mathematics, sciences and ancient Isandrian and Juraneyan literature as well as the Tostrovim. Some cities, are even home to universities where the most promising students learn astronomy and medicine, amongst other fields. The Church is extremely hostile towards this spread of knowledge, and particularly the study of ancient texts, as they believe that this study helps to ferment doubt in the minds of the people, and blame it for the large numbers of Volastiak present in the cities. However education is not the only obstacle between the cities and the Church, in fact the very society these cities are home to is found to be objectionable. The Church believes that they are deviating from the systems of feudalism and serfdom prescribed by the Tostrovim, and that their tolerance of pagans, Volastiak, and Isandrians is sinful.

Six Divine Eras of Earth

The ''Eras of Astrovadeanism'' were based on the ancient beliefs of the Vardic tribes of central Dorea. They were adapted to name Isan the Conqueror as the son of the Devil, and source of earthly sin.

Pre-Rule of God:

God creates humanity, sparking the jealousy of his twin, the devil who's attempts at creation had failed. The two do battle on earth and God wins. He imprisons the Devil in a baron and empty plane beneath the earth.

Rule of God:

God rules both heaven and earth, people live in harmony, there is no death, sin, or sadness. However the devil slowly recuperates during this era. He attempts to create a landscape and lesser forms of life which mirror those on earth, but his creations are poor and he is unable to create anything that can match the beauty of humanity. In a fit of anger and jealousy he raped one of his impure creations, producing a son. While God slept, the son was able to transport himself out of hell and into the mind of a baby born at that precise moment. Although weakened by its human host, the spawn of the Devil brought with it evil and sin. In a desperate act to prevent the evil from entering heaven, God closed the gates of heaven and severed the link with earth.

Rule of Isan:

The child was named Isan, and grew up to become a powerful and dangerous man. Throughout his life he fathered hundreds of children, who's descendants now carry the ''seed of the devil''. Isan united the Isthmus under his rule and laid the foundations for the Isandrian Empire. However his natural, human mind and body had constantly been in conflict with his demonic one and this struggle exhausted and ultimately killed him at the age of thirty one. Isan returned to hell, creating a vast crater in the Isthmus, which later filled with water to become Lake Mola. This crater ruptured the divide between hell and earth and became a gateway which sucked in people's souls once they were free from their mortal bodies after death. Only the truly good would be strong enough to resist it's pull. In Hell those who carried the seed of Isan would train for war, until the War of Angels began. The innocent dead, those who did not carry the seed of Isan, but did not follow the tenets laid out by the Astrovadean Church would be tortured and enslaved by the devil and his demonic children. The rupture of the divide between hell and earth allows the devil to continue to influence the earth from his former prison. He spreads sin to all areas of the world during this period, and confounds knowledge of the true God. This causes people to turn to false idols. Only the goodly can remain on earth after death, resisting the draw of the rupture, and so these pagans will inevitably be drawn through.

Divine Interregnum Period:

The Isandrian Empire continues to expand under the rule of the House of Misoveia, as time goes on members of this family marry their own siblings in order to retain as close as possible relation to Isan the Conqueror. As the Empire expands, they spread the seed of the devil even further afield. In the modern day, all Isandrians carry this seed. The Empire reaches it's height four hundred years following the death of Isan. The Empire begins to decline, and God inspires its neighbours to turn against it. The Golgars travel from far afield in a great horde to attack the Isandrians (they are later destroyed themselves by the Mosovids). The Vardic tribes relearn the truth of God and begin to unite Dorea. Subdued Doreans rise up against the Isandrian ruling class and with the help of the Hastrovards and other Doreans push the Isandrians back into the Isthmus. The Isandrian Empire collapses and the Doreans continue to unify to form the Dorean Empire…

War of Angels:

Isan returns and the War of Angels commences. This occurs between the followers of Isan and God, the goodly souls trapped on earth (as the Gates of Heaven remain closed), and the demons who begin to pour in through the rupture. The war engulfs the whole world. In order for the Second Rule of God to begin, the followers of the devil must be slain or trapped in hell, and the rupture must be closed. Only then can the Gates of Heaven be reopened allowing God to rule on earth again. If Isan was to be victorious again, he would unite the world under the Second Isandrian Empire. With Earth fully populated with the descendants of the devil himself, God could never reopen the gates of heaven and would in effect become imprisoned himself while he watches his creations decay under the influence of the devil.

Isanic Theological History

The Isanic faith has no Gods in the traditional sense. In their place they have only Isan the Conqueror. Like the Astrovadeans, they also divide time into theological periods. These are:

Life of Isan the Conqueror:

The Isandrian calendar begins with the birth of Isan the Conqueror (The Astrovadeans also use this calendar, but it begins from the day Isan died). Time before this event is generally considered irrelevant to Isanism and their scriptures mention nothing of it. During Isan's life, he united the Isthmus by force and laid the foundations for the Isandrian Empire. Isan was also a great philosopher, and his writings and his biographies became the scriptures of the Isanic faith that was built up around him. Isan died at the relatively young age of thirty-one to ''blood sickness'' while visiting a neighbouring city on the shores of Lake Mola. On his death bed, he vowed once more, as he had done so frequently during his life that he would one day return to this earth to finish his work.

The Isandrian Empire:

On the death of Isan the Conqueror his eldest son succeeded him and began to expand the Empire. During this period the followers of Isan practised their right, according to Isan, to rule over the unfaithful and the barbarian races in Yure and Dorea. Eventually the Empire fell primarily due to actions of the Doreans, who began to paint the Isanics as worshippers of spirits and demons. The Doreans were brutal and murderous, killing millions of citizens and burning whole cities to the ground. The First Holy Empire eventually collapsed.

The Dark Age:

The time between the two Holy Empires, dominated by heathens and barbarians. During this time many Isanics begin to loose faith and turn from the Holy teachings of Isan, but the people of Yure remain loyal. The Yuric race is elevated by the clergy to become on par with the Isthmosians in the eyes of the Church. This age is long, but it eventually ends when Isan returns to the earth. It is not known how Isan will return, whether it shall be Isan in body, or mind, or simply the idea of Isan returning in the heart of a great leader. This is a very important debate in the Church which has not yet been resolved.

The Second Holy Empire:

During the second coming of Isan the Conqueror he will conquer the Doreans and subdue them once more, triumphing over their eternal enemy. He will then continue across the entire world and the devout followers of Isan, the Isthmosians and Yurics shall preside over the barbarian peoples for eternity. War and poverty will disappear, and scientific advancement shall thrive. Isan's descendants shall rule the Empire, and the world, for the remainder of time.


Spoiler Cities :
Leme:
Held by: Phinte
Notable Features: Temple of Harinos-Voyum (Juntic). This is the largest non-Astrovadean temple in the Empire. Wide-spread Volastis.
Culture: Northern, Joune
Religion: Volastic Astrovadean, Astrovadean, Juntic
Value: 9

Aesodora:
Notable Features: Very large population of Isandrians.
Held by: Independent (Isanic)
Culture: Largely Isandrian
Religion: Astrovadean, devout Isanism
Value: 7

Mara:
Notable Features: Maranese River Joune Toll,
Held by: Esgon
Culture: Joune, minorities of Estor and Drueth
Religion: Astrovadean, small Drueth minority
Value 15

Stengar
Notable Features: Influential Vistrid Merchants
Held by: Mirsara
Culture: Dorean
Religion: Astrovadean, Vistrid Paganism
Value 14

Veireyna
Notable features: undergoing a population explosion. Immigration from rural areas and Juntland.
Held by: Independent (local nobility)
Culture: Northern, Joune
Religion: Astrovadean, Volastic Astrovadean, Juntic
Value 12

Graede
Notable Features: None
Held by Ardanti
Culture: Central Dorean
Religion: Astrovadean
Value: 10

Viola
Notable Features: Fading grandeur, former merchant republic
Held by Rivenhold
Culture: Iso-Dorean
Religion: Astrovadean, Isanism
Value: 10

Tarafetera
Notable Features: Fading grandeur, former merchant republic
Held by Kantoh
Culture: Iso-Dorean
Religion: Astrovadean, Isanism
Value: 9

Rozhumin
Notable Features: Key city during Juraneyan and Isandrian Empires
Held by Moezha
Culture: Juraneyan, Native Yelrenese, Dorean
Religion: Astrovadean, Yelre Paganism
Value: 13

Jonaevim:
Notable Features: Royal Albor College
Held by Ardanti
Culture: Central Dorean
Religion: Astrovadean, Volastic Astrovadeanism
Value: 11

Cynnedor
Notable Features: Original Homeland of the Hastrovadeans, Home of the Pareya, Emperor's are crowned here.
Held by Domino
Culture: Central Dorean
Religion: Astrovadean (very devout)
Value: 12

Aethedor
Notable Features: Palace of the Dorean King. Capital when the Empire used to be hereditary.
Held by Independent
Culture: Central Dorean
Religion: Astrovadean
Value: 14

Thara
Notable Features: None
Held by Paradise Shore
Culture: Iso-Dorean
Religion: Astrovadean, Isanism
Value: 11

Isteyma
Notable Features: Large trading harbour
Held by Kantoh
Culture: Iso-Dorean
Religion: Astrovadean, Isanism
Value: 12
 
Map:

Spoiler Map :


Spoiler Map Resource Key :
Resource: colour / Value before tax / Tax Rate

Amber: orange / 12 / 30%
Gold: bright yellow / 25 / 70%
Grain: green / 5 / 20%
Honey: dull yellow / 8 / 30%
Horses: maroon brown / 14 / 40%
Iron: dark grey / 12 / 40%
Ivory: yellow-white / 15 / 40%
Lumber: light brown / 7 / 30%
Olive Oil: olive / 10 / 30%
Salt: dark blue / 16/ 20%
Silver: cyan / 18 / 50%
Wine: purple / 10 / 30%
Wool: white / 7 / 20%

Island Sugar: light green / 15 / ?
Saffron: red / 18 / ?




Player Statistics:

Spoiler Ardanti/erez87 :
State/Player: Ardanti / erez87
Ruler: Duke Cedaris Nok
Dynasty: Woodsires
Religion: Astrovadean

Prestige: 30
Piety: 60

Treasury: 0
Output: 65 ( 46 / 19 )
Maintenance: 8
Available: 38

Towns: 3
Wealth: 110
Tax Rate: 40%

Resources: Grain (3), Timber (1)
Cities: Graede, Jonaevin


Spoiler Barth/Seon :
State/Player: Barth / Seon
Ruler: Duke Edward Felicius of Barth
Dynasty: Felicius
Religion: Astrovadean

Prestige: 30
Piety: 60

Treasury: 29
Output: 57 ( 37 / 20 )
Maintenance: 8
Available: 58

Towns: 4
Wealth: 110
Tax Rate: 40%

Resources: Wine (3)
Cities:


Spoiler Denath/Adrogans :
State/Player: Denath / Adrogans
Ruler: Duke Aran Altenos and Duchess Ninase Zhian
Dynasty: Aletonos Lineage
Religion: Astrovadean

Prestige: 30
Piety: 60

Treasury: 0
Output: 73 ( 45 / 28 )
Maintenance: 8
Available: 37

Towns: 3
Wealth: 105
Tax Rate: 40%

Resources: Grain (3), Amber (1), Gold (1)
Cities:



Spoiler Dinzini :
State/Player: Dinzini / badunoff
Ruler: Duke Alexander Dinzini
Dynasty: Dinzini
Religion: Astrovadean (but originally Drueth Pagan)

Prestige: 30
Piety: 60

Treasury: 10
Output: 42 ( 28 / 15 )
Maintenance: 8
Available: 30

Towns: 3
Wealth: 110
Tax Rate: 40%

Resources: Olive Oil (1), Iron (1)
Cities:


Spoiler Domino/Northen Wolf :
State/Player: Domino / Northen Wolf
Ruler: Duke Garrik II of the Lupus
Dynasty: Lupus
Religion: Astrovadean

Prestige: 30
Piety: 60

Treasury: 28
Output: 54 ( 33 / 21 )
Maintenance: 6
Available: 55

Towns: 7
Wealth: 90
Tax Rate: 40%

Resources: Honey (1)
Cities: Cynnedor



Spoiler Esgon/nutranurse :
State/Player: Esgon / nutranurse
Ruler: Duchess Cassille Lyonod of Esgon
Dynasty: Lyonod
Religion: Astrovadean

Prestige: 38
Piety: 60

Treasury: 7
Output: 53 ( 27 / 26 )
Maintenance: 13
Available: 21

Towns: 2
Wealth: 105
Tax Rate: 40%

Resources: Gold (1)
Cities: Mara



Spoiler Kantoh/merciary :
State/Player: Kantoh / merciary
Ruler: Duke Kagarn Banril
Dynasty: Banril
Religion: Astrovadean

Prestige: 30
Piety: 60

Treasury: 0
Output: 98 ( 65 / 33 )
Maintenance: 13
Available: 52

Towns: 2
Wealth: 115
Tax Rate: 40%

Resources: Olive Oil (2), Wool (1), Saffron (1), Sugar (1)
Cities: Tarafetera, Isteyma



Spoiler Lantara/alex994 :
State/Player: Lantara / alex994
Ruler: Their Most Benevolent Graces, the Duke Eisen I and the Duchess Daphne II (brother and sister, joint rule)
Dynasty: House of Mencia
Religion: Astrovadean

Prestige: 35
Piety: 60

Treasury: 5
Output: 95 ( 59 / 36 )
Maintenance: 20
Available: 45

Towns: 4
Wealth: 100
Tax Rate: 40%

Resources: Wine (1), Iron (1), Lumber (2), Silver (2)
Cities:




Spoiler Mirsara/qoou :

State/Player: Mirsara / qoou
Ruler: Duke Heowth of Mirsara
Dynasty: Heowth
Religion: Astrovadean

Prestige: 40
Piety: 70

Treasury: 25
Output: 40 ( 25 / 15 )
Maintenance: 15
Available: 34

Towns: 2
Wealth: 85
Tax Rate: 40%

Resources: Amber (1), Lumber (1)
Cities:



Spoiler Moezha/NPC :
State/Player: Moezha / NPC
Ruler: Duke Hizharma t Velehjma
Dynasty: Velehjma
Religion: Astrovadean

Prestige: 35
Piety: 30

Treasury: 0
Output: 96 ( 58 / 39 )
Maintenance: 17
Available: 41

Towns: 3
Wealth: 100
Tax Rate: 40%

Resources: Silver (2), Ivory (1), Sugar (1)
Cities: Rozhumin



Spoiler Paradise Shore/Diamondeye :
State/Player: Paradise Shore / Diamondeye
Ruler: Duchess Alleluia Nymphadora Promesky
Dynasty: Promesky Lineage
Religion: Astrovadean

Prestige: 55
Piety: 40

Treasury: 0
Output: 51 ( 34 / 17 )
Maintenance: 13
Available: 21

Towns: 2
Wealth: 105
Tax Rate: 40%

Resources: Olive Oil (2), Wool (1)
Cities: Thara



Spoiler Phinte/spryllino :
State/Player: Phinte / spryllino
Ruler: Duke Jerome-Philadelphus III Liffelthim of Phinte
Dynasty: Liffelthim
Religion: Astrovadean

Prestige: 30
Piety: 55

Treasury: 0
Output: 67 ( 40 / 27 )
Maintenance: 12
Available: 28

Towns: 5
Wealth: 120
Tax Rate: 35%

Resources: Honey (3)
Cities: Leme



Spoiler Pvatailles/Shadowbound :
State/Player: Pvatailles / Shadowbound
Ruler: Duke Gerold
Dynasty: Reggent
Religion: Astrovadean

Prestige: 71
Piety: 60

Treasury: 0
Output: 255 ( 255 / 0 )
Maintenance: 56
Available: 198

Towns: 8
Wealth: 120
Tax Rate: 30%

Resources: Honey (1), Grain (2)
Cities: Aethedor



Spoiler Rivenhold/thomas.berubeg :
State/Player: Rivenhold / thomas.berubeg
Ruler: Duke Thomas Lantak of Rivenhold
Dynasty: Lantak
Religion: Astrovadean

Prestige: 35
Piety: 50

Treasury: 0
Output: 58 ( 42 / 16 )
Maintenance: 7
Available: 35

Towns: 2
Wealth: 130
Tax Rate: 40%

Resources: Grain (3), Sugar (1)
Cities: Viola



Spoiler Tiros/Agent_89 :
State/Player: Tiros / Agent_89
Ruler: Duke Yarin of Tiros
Dynasty: Roweth
Religion: Astrovadean

Prestige: 30
Piety: 60

Treasury: 10
Output: 58 ( 48 / 10 )
Maintenance: 12
Available: 47

Towns: 3
Wealth: 100
Tax Rate: 40%

Resources: Iron (1), Lumber (1), Wool (1)
Cities: Stengar



Spoiler Trinistea/NPC :
State/Player: Naavikae / NPC
Ruler: Roeyen Vigstreig
Dynasty: Naavikae Tribal Confederacy
Religion: Angolorn Paganism

Prestige: 50
Piety: 75

Treasury: 20
Output: 42 ( 42 / 0 )
Maintenance: 26
Available: 36

Towns: 0
Wealth: 70
Tax Rate: 0%

Resources: Horses (3)
Cities:




Spoiler White Iron/Immaculate :
State/Player: White Iron / Immaculate
Ruler: Duke Evrez Boryeal of Noble House White Iron
Dynasty: White Iron
Religion: Astrovadean

Prestige: 53
Piety: 70

Treasury: 10
Output: 124 ( 91 / 33 )
Maintenance: 7
Available: 94

Towns: 5
Wealth: 110
Tax Rate: 32%

Resources: Grain (3), Iron (3), Salt (1), Silver (1)
Cities: Vereigna

 
Frequently Asked Questions


Is it acceptable to annex unoccupied land by force?

Yes very much so, in fact it will usually earn you prestige.


How well defended are uncontrolled areas?

Areas not under the control of Dukes are ruled by local lords and landowners. They cannot generally muster much of a defence if caught by suprise, particularly in more rural areas. However if they feel under threat they may begin to train an organised militia and band together to repel an aggressor. Towns are generally quite well fortified, with a full time city guard. These will be tougher to defeat and can often hold out under siege for several years if neccessary.


What is the average amount of gold I should spend on a project?

Fifteen gold is probably an average amount, and any less then 5 is unlikely to have any real and noticable effect. The more gold that is put into a project the higher the returns. It is better to focus on fewer but better financed projects then more, but poorly financed ones. Large scale projects may require funding more to the tune of 20-30 gold.


Is it acceptable to go to war with another Duke?

Yes totally. During the history of the Empire Dukes have regularly gone to war against each other. Doreans are a warlike people, and Dukes will commonly clash to preserve their honour. Defeating another Duke in battle provides the strongest boost to prestige in the game.


Updates

Update 0: Years 1131-1138
Update 1:Years 1139-1146
 
Expressing interest!!
 
same... very interested.
 
Interested, and watching the thread.
 
Expressing interest.
 
Bit more information added. Over the next couple of days, descriptions of the main religions and other Kingdoms will be added, as well as example stats, and the Game Map.

Once all this is finished, I'll open the game for sign-ups. I'm hoping to get at least 10 players, but I can probably accomodate up to around 15.
 
Looks like fun.
 
Outside in the cold distance
A wildcat did growl
Two riders were approaching
And the wind began to howl
 
I am definitely interested as well.
 
Very interested
 
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