LINESII- Into the Darkness

Lord_Iggy

Tsesk'ihe
Joined
Jun 7, 2005
Messages
24,580
Location
Yukon
Welcome to LINESII- Into the Darkness. I've been formulating the idea of a 'cradle of civilization' for NESing for a few months now, and I've decided to give it a try. Basically, you start off in a 'cradle' which is the known world. It gradually expands through the ages, until the whole world is known. You can start as a wandering barbarian tribe, or a budding city-based empire.

I'd like to say that everyone is welcome to join this NES at any time, there's no player limit. NES newbies, you may join, the other NESers and I will show you the ropes. My only request is that you don't just pop in for one turn and wreak havoc by taking over a powerful NPC and wiping out a bunch of neighbours or something like that.

So without further ado, the rules!

Economy

In the beginning, a nomadic tribe has production capabilities. As they settle down, the cities rather than the lands become the centers of production. In game terms, this means that at the start, you have 2 eco points you can spend. Each special city (I'm using the 3 City system developed by Thlayli, Israelite9191 and Toteone/Camille/Totamille/JessicaKathrinn) will provide one economy point. As cities become more numerous, the nomadic economy will disappear. Also, if you leave your cities and migrate, the nomad economy will return.

Example: You have 2 economy points to spend at the beginning of the game. You found your first cities and your nation begins to grow. You get some economic centers, and your people become more settled, so the nomad economic points you had at the beginning slowly disappear, although I'll make sure that you never have fewer than 2 spending points.

Economy will be shown like this: Total economy- Nomad economy/City economy

Military

3 stats. Army, Navy, and UU. As ages advance and more powerful units emerge, units become more powerful. I will use a numerical system. Example: Warrior has (1) power, Spearman has (1.5), Swordsman has (3)... And if you write stories about your units' terrific strength, they may get a little power bonus. 1 economy point will train 1000 soldiers or 10 ships.

With UUs, simply describe them to me and I'll put them into your stats.

Unit Power
Stone Age: Warrior (1), Spearman (1.5), Archer (1.5)
Copper Age: Archer (1.5), Spearman (2), Axeman (2.5)
Bronze Age: Archer (2), Spearman (2.5), Axeman (3), Swordsman (3)
Iron Age: Archer (2), Spearmen (3), Axeman (3.5), Swordsman (4)

Education

This statistic is fairly useless in the early ages, as it is very expensive to maintain and a few smart people are all you need. But as the game progresses having an intelligent population can give you many advantages. Education levels 1-3 cost you 1 economy point per turn for every 100 000 people. Education levels 4-6 cost you 2 economy points per turn for every 100 000 people. Education levels 7-9 cost 3 economy points per turn for every 100 000 people. Education level 10 costs 4 economy points per turn for every 100 000 people.

Confidence

Your people's confidence in nation and leadership. Low confidence=revolts and revolutions. High confidence=militia on the defense, strong faith in you no matter what you do.
(Hateful, Resentful, Tolerating, Neutral, Respecting, Admiring, Loving, Worshipping)

Culture

Culture can increase through stories, wonders, and Cultural or Religious centers.
(None, Pathetic, Mediocre, Average, Strong, Influential, Outstanding, Wonder of the World)

3 City System

Building a city costs 1 economic point.

Economic centers- Cities surrounded by red, these provide you with one economy point per turn.

Cultural centers- Cities surrounded by blue, these provide you with one economy point per turn and random culture and education levels. These cities are quite bad to lose.

Religions centers- Cities surrounded by green, these cities provide you with one economic point per turn and are the beating hearts of your religions. They provide great bonuses to culture, confidence, and the spread of your religion, but are devastating to lose.

Wonders

At great expenditure, you may create mighty monuments to you and your nations power. You must pay economy points to build them, and they can't be rushed.They have great cultural and confidence bonuses, but won't produce troops and give you spending points for no reason. Wonders often create specialty cities.

Government

Your government. Surprise surprise.

Religion

You start off with a default primitive animism, belief in spirits of nature and things like that. You can create a more advanced religion through a story and the construction of temples. Religions are every bit as powerful here as they are in our world. They give your leader credibility, mold alliances, and break empires.

Stories

I don't give direct bonuses, like +10 galleys, but stories will have positive effects on your nation during the update, maybe giving you a new economic center or strengthening your units, culture, etcetera.

Orders
Are to be PMed. I don't punish people for being vague in their orders, in fact, I often like it (unless your orders are masterpieces that should be published). If you just say 'attack the nation to my west', I'll make a logical attack judging from the situation. Nothing fancy, but I won't be a jerk and randomly throw them at the enemy like an uncoordinated mob.

And please include your nation's name in the title. It's not fun searching around the little names under the PMs to find which orders are from who. I also like your nation's stats to be put into the orders, saves me the time of checking the first page.

Nation Template
Nation Name
Cities: Capital, if any yet. Major cities will also be listed here.
Leader: Your Nation's Leader/Your Name
Religion: Animism
Government: Your government
Economy: 2- 2/0
Population: To be determined by me
Army: To be determined by me
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Please describe your people's appearance and any interesting things about them.
 
Pre-Update 1 Map:


Update 1

Update 2

Update 3

Update 4

Update 5

Update 6

Update 7

Update 8

Update 9

Update 10

Update 11

Update 12

Update 13

Update 14

Update 15

Update 16 and Map

Update 17 and Map

Update 18 Continued and Map

Update 19 and Map

Last Turn's Map:






Spoiler Terrain and City Maps :
Please don't ask me to regularly update these, they are a serious hassle to do, at least with my current image program. They're only shown here because Kentharu asked.

Terrain Map as of Update 16


City Map as of Update 17
 
Player Controlled Nations

Aithea
Cities: Iolar Geimhread, Feileacan Liath, Ean Samhradh
Leader: Varhavana Darkwing, Council of Kronos/Silvara Thirrol
Religion: Animism (51 000)
Government: Limited Monarchy
Economy: 2- 2/0
Population: 51 000
Army: 4000 Spearmen (2)
Navy: 30 Galleys
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: The peoples are scattered throughout the nation, adapting to the different extremes of environments. Although different and separated, the various clans meet on a regular basis in different locations of the country. They stay close to nature, building few cities and also lead a semi-nomadic life. Attracted to the arts, supernatural, and the occult, they love music and have learned to respect the forces of nature in order to live peaceably. Although preferring to live in harmony, they can be vicious when provoked in the wrong manner. Shadowlands natives can be distinguished by silver streaks in their hair, however, this is not reliable as not all natives have this trait. As a result of their close connection with the flora and fauna around in their world, they are master trackers, healers – and superb at poisons. In years past, this nation was often overlooked, due to their elusiveness and low profile. Though close to nature, they still manage to keep up with new technologies, while trying not to lose sight of the old ways and traditions.

Arcadia
Cities: Vael Dash, Venix, Adrax
Leader: Bishop Joel/~Darkening~
Religion: Pirian Oneism (40 000)
Government: Dual Consuls
Economy: 2- 2/0 (+1 Bonus)
Population: 40 000
Army: 2000 Spearmen (2.5)
Navy: 14 Sloops
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: None
Wonders:
Description: A brother race to the extinct Eldranians and defeated Veritasians, Davar was the last of the three to fall. After several years of occupation, a large group of Davarians decided that living under Lengel rule could not be the fate of the Davarians. So, with the permission of the Lengelzai, a Davarian exodus was launched to the New World. Settling a few weeks sail south of Norvalin, the Davarians built a new nation. They shed the name 'Davarian', and from that point on were the Arcadians. These people now struggle to build up a nation, in a climate only slightly warmer than frigid Norvalin.

Citadel of Knowledge
Cities: The Citadel, Riverfork, Seaport, Farport
Leader: The Peacebringer/jalapeno_dude
Religion: New Eldism (130 000)
Government: Republic
Economy: 5- 2/3
Population: 130 000
Army: 3000 Citadel Guards (4.5), 1500 Spearmen (3)
Navy: 18 Galleys
Education: 4 (1 upkeep)
Technology: Iron Age
Confidence: Respecting
Culture: Strong
Wonders: 2 Revelations 4:16, Creates Great Library of the Citadel, +2 upkeep free education levels, 2 Revelations 4: 17- Advances into Iron Age, provides 2 upkeep free education levels (5/8)
Description: The Citadelers were founded by the Prophet, also known as the last High Priest Eldan of Eldrania. Eldos revealed to him that his will had been misinterpreted, and that peace was the way. The Citadelers, as the Prophet's followers are called, have now dedicated themselves to pacifism and the spread of knowledge throughout the world.

Croyodon
Cities: Croyodon City, Manocon, Calvaron
Leader: King Colondor III/The Farow
Religion: Masra (120 000)
Government: Monarchy
Economy: 3- 2/1
Population: 120 000
Army: 6000 Spearmen (3), 4000 Archers (2), 2000 Axemen (3.5)
Navy: 10 Galleys
Education: 2 (1 upkeep)
Technology: Iron Age
Confidence: Tolerating
Culture: None
Wonders:
Description: After years of nomadic lifestyle the Croyodonians finally decided to settle down along the banks of the River Croy, a tributary to the Wardash. They slowly built up the city of Croyodon and skillfully manipulated and conquered their various tribal enemies. The city for many years was ruled by a chief council who oversaw the affairs of the small settlement. But as Croyodon grew, this became inefficient, and a strong Monarch was instated. The Monarchs have brought their nation into a close relationship with Gorin. Brief war with the Lengels resulted in something of a victory, with the lands west of the Wardash being brought into the control of these two allies.

Emor
Cities: Krenel, Ansamsana, Emor, Damas, Aramia, Kalas, Palaxau
Leader: High Priestess Alaice XI/TerrisH
Religion: Church of the One (85 000), Path of the One (110 000)
Government: Constitutional Theocracy
Economy: 4- 2/2 (-3 Economy Points this Turn)
Population: 195 000
Army: 500 Archers (2) 1000 Axemen (3.5) 1000 Swordsmen (4), 2000 Marchers Mk.II (4.5), 5% of Population Emoran Levies (2.5)
Navy: 30 Triremes
Education: None
Technology: Iron Age
Confidence: Neutral
Culture: Pathetic
Wonders: Tomb of Emrus, +2 Confidence, +2 Culture, Emorian Restoration, +1 Free Education level, +Cultural Center (3/4)
Description: To the north of ancient Zibon, barbarians had always existed. These wild men aided Veritas in its first campaign, and took the lands of the Zibonese. Soon after, they themselves weree also assimilated into Veritas. But many Emorans wanted the national freedom which they had so briefly enjoyed. So Lord Emrus, their leader, led the Emorans on a great voyage, where they started over again in a land across the Kehexou Sea. They prospered for many years, seemingly oblivious to growing threats around them. It was then that the Bladeists struck, greatly shrinking their nation. Emor recovered, with a resentment towards Veritas for provoking the attack. This resentment was made manifest with the betrayal of Veritas, which Emor now rules as a puppet state.
Spoiler :

Mind if I fix this one up later?
-Iggy


Exilsium
Cities: Exilsium, Danalas, Falas, Pax
Leader: Assemblum Popularum Exilsium/Cleric
Religion: Church of the One (100 000)
Government: Republic
Economy: 3- 2/1 (+1 Bonus)
Population: 100 000
Army: 4000 Spearmen (2.5), 4000 Latismen (3)-Note to Cleric- Latismen are Axemen
Navy: 30 Galleys, 40 Triremes
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: Average
Wonders: Zion- Forms a Religious Center and teaches martial arts, what the heck do those have to do with each other? Anyway (1/4)
Description: In the great earthquake of 912, several Veritasian ships were swept to these islands. The displaced people believed that the one was once again punishing them for sin, and became highly anti-Veritasian in their nature. Now that Veritas has fallen, however, they have greeted the exiles warmly, as they are no longer Veritasian and part of the corrupt, violent and sinful Assemblum there. Exilsium spent many years in isolation, but now is beginning to emerge on the international community, opening up trading links with mainland nations.
Spoiler :

Cleric, I'm going to kill you for doing this.

-Iggy


Gerber
Cities: Rukade, Gerrabad, Trinitra (rebelling), Gercelm, Eldragos
Leader: Toghol-King/das
Religion: Oratheism (155 000), Duality and Balance (20 000), Church of the One (30 000)
Government: Monarchy
Economy: 2- 2/0
Population: 205 000
Army: 1000 Nightraiders (3), 1000 Archers (2), 1000 Swordsmen (4)
Navy: 40 River boats
Education: None
Technology: Iron Age
Confidence: Resentful
Culture: Pathetic
Wonders:
Description: Gerber wars had developed an annoying tendency to end in defeat, until the rise of Cecil, the thirtieth king of the Gerbers. He conquered the northern Mogul Empire, then set his eyes on the nation of Tristaria and failed. But under Toghol-Advisor's guidance, Cecil XXXIII successfully conquered the longtime enemy. Toghol led the Gerbers through a brief age of power, culminating with the betrayal of the CRA and the near-destruction of Shalamari. But the tables were turned on him when vengeful Shalamari utterly devastated central Gerberia, brutalizing the country in an act of violent revenge unmatched in history. Toghol-King, as he now fashions himself, rules the shattered nation with absolute authority.

Gorin
Cities: Gorin, Dathan, Shard, Bathar, Dasht, Grarth, Drago, Mathlar, Hemleth, Kemreth, Kratha
Leader: Lord Kaiser Anthi Oborski III/Kentharu
Religion: Masra (320 000)
Government: Imperial Republic
Economy: 8- 2/6
Population: 320 000 (+120 000 Shalamari Refugees)
Army: 6000 Spearmen (3), 5000 Archers (2), 4000 Mooseys (4.5), 10 Catapults, 5 Ramids
Navy: 10 River Boats, 5 Galleys
Education: None
Technology: Iron Age
Confidence: Admiring
Culture: Average
Wonders: Dula's Statue- Spreads Masra
Description: The Gorinese love peace, but are a terror to behold when roused. Since the institution of the Kaisers, or absolute rulers of Gorin, the nation has prospered like never before. They have been on the cutting edge of technology as of late. Victory in the Great War against Veritas with nearly no losses has brought this nation to a height like never before.
Spoiler :
Gorin's Flag:


Guangfei
Cities: Guanzhong, Chanjiang, Jianking, Shangei, Hangshei, Hon Chei, Shysang, Bandong, Faitei, Qingdao, Guangzhou
Leader: Emperor Yi-Ga/alex994
Religion: Ancestor Worship (340 000), Church of the One (10 000)
Government: Monarchy
Economy: 6- 2/4
Population: 350 000
Army: 1000 Spearmen (3), 500 Archers (2), 1000 Axemen (3.5), 1000 Crossbowmen (3)
Navy: 10 River Boats, 20 War Galleys (Western), 5 War Galleys (Eastern)
Education: 1 (1 Upkeep)
Technology: Iron Age
Confidence: Loving
Culture: Outstanding
Wonders: Temple of Heaven- +3 Culture, Spreads Guangfei ways, Statues of the Ancestors- +2 Confidence, +1 Culture
Description: The Guangfei is a young nation, recently united by a great man named Liu Bang. Developing in isolation now, this nation has grown a unique society. As it grew, it began to turn to dreams of an empire. The conquest of Shangei was the first. What will be next?

Ikki
Cities: Enryakuji, Dazjyki, Shugyoku
Leader: The Gyoja/The Strategos
Religion: New Eldism (40 000), Neo-Animism (35 000), Tendai Animism (35 000)
Government: Theocratic Feudalism
Economy: 2- 2/0
Population: 110 000
Army: 2000 Spearmen (2), 2000 Archers (1.5), 2000 Sohei (3)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Neutral
Culture: Pathetic
Wonders: Masurao's Academy, A place for military leaders to train.
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries in the high Kerans are joining them for protection.

United Kingdom of Khemri and Kehexou
Cities: Khadon, Said, Nikkal, Soloxau, Delhi, Khi, Hasko, Khaso, Rae, Tregnau, Netsihasko, Kexoudau, Alaxau, Takrau, Udar, Saslar, Katar, Kaos
Leader: King Ptolemy I
Religion: Andues (280 000), Crystalism (150 000), Oundainty (130 000), Oratheism (10 000)
Government: Monarchy
Economy: 7- 3/4
Population: 470 000
Army: 3700 Spearmen (3), 2000 Swordsmen (4), 2000 Archers (2), 6500 Royal Guards (4.5), 4000 Horse Archers (4), 10 Ramids, 8000 Recruits
Navy: 30 Galleys, 5 River Boats, 25 Tridents, 25 Bimarines
Education: None
Technology: Iron Age
Confidence: Neutral
Culture: Average
Wonders: The Island Pinnacles- +3 Culture, +Alaxau Religious center (2/5)
Description: The histories of the Kehex and Khemri people have always been closely interwined. At times Khemri has occupied Kehexou, more recently the reverse almost came true. At the end of the 2nd Kehexou War, the two nations made peace. King Ptolemy III Khemr married a young Kehex princess to become King Ptolemy I, of the United Kingdom of Khemri and Kehexou.
Spoiler :
UKKK's Flag:


Lengel
Cities: Lengeliz, Ardan, Magi, Zawasae, Alaki, Sasako, Strategium, Lone
Leader: The Lengelzai/Contempt
Religion: Tengri (90 000), Lengri (80 000), Church of the One (60 000), Pirian Oneism (60 000), Duality and Balance (20 000) Antigotica (10 000)
Government: Despotism
Economy: 3- 2/1
Population: 320 000
Army: 9500 Horse Archers (4), 5000 Spearmen (3), 3000 Nkondi Spearwomen (3.5), 5000 Davarian Swordsmen (4), 2000 Khaidu Cavalry (4.5), 500 Eagle Hunters (5), 21 000 Recruits
Navy: None
Education: None
Technology: Iron Age
Confidence: Loving
Culture: Influential
Wonders: Nomad's Capital- Establishes Capital of Lengeliz, +2 Culture; St. Pire's Cathedral- Spreads Pirian Oneism, +Ardan Religious Center; Legendary Mask of Khaidu, +2 Culture (1/2)
Description: A storm from the north, the Lengel War-Host has struck into the northern cradle, destroying and conquering Maugot, Nkondi, Davar and Tristaria in quick succession. Who knows how far their conquests may take them?
Lengel Flag

Myocaca
Cities: Sanctus Tutela, Diliculo (occupied), Venustas, Aronellia, Taresta, Renucta (occupied)
Leader: King Fendrus/Wubba360
Religion: Bladism (140 000), Church of the One (20 000)
Government: Monarchy
Economy: 4- 2/2
Population: 160 000
Army: 1000 Swordsmen (3), 1000 Archers (2), 1500 Bigjaur Riders (4), 10 Ramids, 7 Ballistae
Navy: 10 Galleys
Education: None
Technology: Iron Age
Confidence: Respecting
Culture: Pathetic
Wonders: Grand Gates of Blade- 2 Massive Statues of Myocaca Kings, +Venustas Cultural Center
Description: As of late, Myocaca has become the more 'palatable' face of Bladeism, increasing ties with the outside world and trading, while the extremist Swades launch inquisitions and plan to subvert all other religions. Myocaca also holds the honour of being the number one location refugees fleeing religious persecution in the Swade Ascendancy.

New Veritas
Cities: Redemption, Saenium, Paleras, Sintonia, Trenton
Leader: Assemblum Popularum Nova Veritasum
Religion: Church of the One (110 000), Path of God (30 000), Bladeism (20 000)
Government: Republic
Economy: 3- 2/1
Population: 160 000
Army: 500 Spearmen (3), 3000 Phoenix Archers (3.5), 1000 Scimitari (4)
Navy: 40 Triremes, 5 Pentaremes
Education: None
Technology: Bronze Age
Confidence: Neutral
Culture: Weak
Wonders: The Jewels of the Sea, +Redemption Religious Center, +Paleras Cultural Center, (1/6)
Description: After Veritas fell, three groups of the Valin race left. The largest travelled south, and founded this nation. It retains a strongly Veritasian culture, although it is sometimes criticized by its fellow ex-Veritasian nation of Norvalin for not living in a difficult land where they can truly pay a penance.

Nontin
Cities: Tinatopia, Cuastia
Leader: The Guider Almeno Jacues
Religion: Animism
Economy: 2- 2/0
Population: 20 000
Army: 2000 Spearmen (2)
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders: None
Description: The nomadic Nontin have recently settled south of Arcadia, led by their Guide, Almeno Jacues.

Norvalin
Cities: Unias, Varlas, Paridum
Leader: Assemblum Popularum Norvalin/Imago
Religion: Church of the One (29 000)
Government: Republic
Economy: 2- 2/0 (+1 Bonus)
Population: 29 000
Army: 3000 Spearmen (2.5), 1000 Swordsmen (3)
Navy: 20 Triremes, 10 Galleys
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: Weak
Wonders:
Description: The northernmost group in the Valin exodus, the Norvalin have developed a hardy and minimalist culture while remaining Veritasian in almost every other way.

Nurmafer
Cities: (New Turfar, Arnlar occupied), Anarafar, Gastar (occupied by Swades)
Leader: King Anarion III/andis-1
Religion: Otornosiasm (258 000)
Government: Tribalism
Economy: 2- 2/0
Population: 258 000 (120 000 Occupied)
Army: 1000 Archers (2), 1000 Zealots, (3.5), 20 War Ramids, 12 000 Sentinels (rather weak though, don't worry too much)
Navy: 35 River Boats, 10 Galleys
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: Weak
Wonders: Temple of Otornos- Creates Otornosiasm, with holy city in Turfar; New Metals- Creates new forges for new metals, Silk Route- Creates three coastal Eco. Centers, (3/7)
Description: Fleeing to the west once again, the Nurmaferi people travel to the mysterious lands beyond the edges of the known world.
Spoiler :
[/QUOTE]


Orum
Cities: Orum, Soran
Leader: King Finz Orum/Luckymoose
Religion: New Eldism (30 000)
Government: Monarchy
Economy: 2- 2/0
Population: 30 000
Army: 2000 Spearmen (3)
Navy: 30 Galleys
Education: None
Technology: Iron Age
Confidence: Tolerating
Culture: None
Wonders:
Description: The people of Orum are a tribe of peoples who formed on the cold shorelines under the guidence of The Wind, as folk lore goes. They are a very maritime people, most of their foods and clothing are made from ocean animals. They have recently come into contact with the Citadel, who has advanced them to a civilized people. Orum is now completely New Eldist, and enjoying a mutually profitable relationship with the Citadel.

Rascirai
Cities: Rascirai
Leader: The Herald Galnas Ravnos/emu?
Religion: Banism (10 000), New Eldism (5000)
Government: Your government
Economy: 2- 2/0
Population: 15 000
Army: 1000 Ravnos Phalanx (3.5)
Navy: None
Education: None
Technology: Iron Age
Confidence: Tolerating
Culture: None
Wonders:
Description: A small group of Malkavians fled to the Citadel before their country's conquest by the Gamorreans. The Citadelers brought them across the sea and helped them found the city of Rascirai, a new hope for the Malkavian people.

South Svitzerland
Cities: None
Leader: Priest Azlan/LightFang
Religion: Bladeism (20 000), Oneism (5000)
Government: Monarchy
Economy: 2- 2/0
Population: 25 000
Army: 1000 Swordsmen (3)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Led by Priest Azlan out of the horrible conditions in Svitzerland, the South Svitzers (you can feel free to create a nation name, or keep this one if you want) established a new nation to the south in the mold of Tristaria. A land of freedoms, personal and religious. On the basis of this idea, the nation is beginning to rise.

Swade Ascendancy
Cities: (Swade, Jarade, occupied by Nurmafer) Unchete, (Naraz, Wesate, Kyrnez, occupied by Nurmafer) Swadri, Swex, (Nurnord occupied by Nurmafer)
Leader: Suwapa Swade/Swissempire
Religion: Bladeism (167 000)
Government: Theocratic Monarchy
Economy: 3- 2/1 (+1 Tribute from Svitzerland per turn)
Population: 167 000 (120 000 Occupied)
Army: 4500 Swordsmen of Divine Enlightenment (3.5), 2000 Swordsmen (3), 2500 Bigjaur Riders (4), 1000 Archers (2), 3 Ballistae
Navy: 12 Bladeremes, 5 Biguns
Education: None
Technology: Bronze Age
Confidence: Resentful
Culture: Mediocre
Wonders: Swade Necropolis- Spreads Bladeism, +2 Culture; The Bronze God- +Jarade Religious center, +2 Culture, The Grand Plantations- Population x 1.5, +1 Rural Economy, (2/4)
Description: The Swade are a young race living in the rich jungles west of Emor. They were the original proponents of the Bladeist religion, and still lead it, although in a more radical fashion than their Myocacan bretheren would likely prefer. Recently, Suwapa Swade had the idea of spreading Bladeism around the world. Commissioning the 'spreadings', new Bladeist states were instated to the north and south, with little success currently. Most were quickly destroyed. Then, the Ascendancy itself came under enemy attack, losing its capital region to Nurmafer. The Swades now appear to be in a fast decline.

Tellium
Cities: Lux/Zang, Emor, Andama, Salvation/Zarz, Noras
Leader: Luculis Rex/1889
Religion: Church of the One (130 000)
Government: Despotism
Economy: 3- 2/1
Population: 130 000
Army: 2000 Spearmen (2.5), 2000 Axemen (3), 2000 Archers (2), 2000 Phoenix Archers (3)
Navy: 20 Galleys
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: Average
Wonders:
Description: Tellium is one of the new states set up in Old Veritas, composed primarily of Zibonese.

Tir Tairngire
Cities: Murias
Leader: Chief Connall Cernach/LittleBoots
Religion: Divotheism (30 000)- Feel free to make your own branch of the religion
Government: Tribal Council
Economy: 2- 2/0
Population: 30 000
Army: 2000 Spearmen (2)
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: The Tuatha (which simply means "people" in their tongue) are a fierce warrior peoples, as are many of their neighbors. While they live in a land of constantly warring tribes, the wars are typically short and decisive. One tribe will defeat another and will extract tribute in the form of slaves, women, animals, or primitive goods. Wars are usually matters of honour and prestige, never has any tribe seriously considered conquest an outcome of war and as such their entire society has been held back. Strongly resembling the Celts of Northern Europe and particularly the British Isles from our world, they care little for trade or technology, thus far content with the status quo. Some more ambitious leaders have sprung up of late, as a result of contact with other peoples. The Chief of a particularly powerful tribe has led a fragile coalition of the more advanced tribes towards the coast, setting up a monthly tribal council where disputes of honour are settled man to man, rather than the destructive use of armies. Armed with foreign weapons (traded for influence, maps, and raw goods), a warrior tradition, and ambitious leadership, will the Tuatha end their internicine warfare and become a unified kingdom? Or will Chief Connall become one in a long string of salient yet transient leaders?

Trinlin
Cities: Trinlin, Avlain, Urner, Zevain, Varlain, Orvit, Lotiv, Mova, Wiviter
Leader: King Palivian/Conehead234
Religion: Trinlinism (120 000)
Government: Monarchy
Economy: 3- 2/1
Population: 120 000
Army: 3000 Spearmen (2), 1000 Axemen (2.5)
Navy: 20 River Boats
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: Average
Wonders: Temple of Zester- +3 Culture, Spreads Trinlinism, Workshops of Trinlin- +2 Eco. Centers, (2/5)
Description: The Trinlin are a young race of traders, just recently developed out of barbarism. They are quickly developing a large nation.
 
NPC Nations

Chancotol
Cities: None
Leader: King Xancraz
Religion: Chanc (35 000)
Government: Monarchy
Economy: 2- 2/0
Population: 35 000
Army: 2000 Spearmen (2)
Navy: 30 Galleys
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: The Chanc are a strongly commercial and religious people. Their religion advocates trade, to spread wealth and prosperity. And Arcadia has yet to figure out what the heck they’re saying. Though they presumably like pie. ;)

Gamorrea
Cities: Zam Gamorre, Thula Pax
Leader: High Priest Graza Kuum
Religion: Gooranism (127 000), New Eldism (47 000), Dualism (43 000), Banism (10 000)
Government: Theocracy
Economy: 2- 2/0
Population: 227 000
Army: 3500 Horse Archers (3.5)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: Pathetic
Wonders: Goora's Children
Description: The Gamorreans are, like the Malkavians, a loose confederation of tribes. They are masters of archery and horseback riding, a dangerous combination. Following the long and chaotic War of Treachery, Malkavia emerged on top, controlling both North Gamorra and Malkavia. Now, it builds itself towards a glorious future.

Kalmar
Cities: Copenholm, Kallamas, Stockheim
Leader: King Thorum III
Religion: Church of the One (80 000)
Government: Monarchy
Economy: 3- 2/1
Population: 80 000
Army: 1000 Spearmen (3), 3000 Archers (2), 3000 Axemen (3.5)
Navy: 20 Galleys
Education: None
Technology: Iron Age
Confidence: Tolerating
Culture: Average
Wonders:
Description: Kalmar is one of the successor states installed in Old Veritas. Like Tellium, it has an interesting conflict developing in that it is torn between keeping Veritasian culture and recovering their own, near-dead one.

Kerania
Cities: Keranopolis, Dranos
Leader: Gershtoy Volinin
Religion: Church of the One (48 000)
Government: Despotism
Economy: 2- 2/0
Population: 48 000
Army: 1000 Spearmen (3), 2000 Axemen (3.5), 1000 Cataphractoi (4.5)
Navy: None
Education: None
Technology: Iron Age
Confidence: Tolerating
Culture: Pathetic
Wonders:
Description: Kerania is the weakest of the successor states in Old Veritas. It is rural, and rule is disputed between several groups. It is half ethnic Keran, and half Valin. After much infighting, Verimas Irrataoria, the man propped up by the CRA, ruled de jure in the south, but Gershtoy Volinin ruled much of the nation de facto. He has now aligned himself with the Lengels, rising his nation from the weakest of the post-Veritasian states to possibly the mightiest.

Skilv'so
Cities: Ivorykeep
Leader: Chancellor Gobe
Religion: Masra Crystalism (100 000)
Government: Elective oligarchy
Economy: 2- 2/0
Population: 100 000
Army: 9000 Spearmen (2)
Navy: 30 Galleys
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Originally an isolated fortress in the middle of nowhere, Ivorykeep has developed into a centre of trade, living and profession. And... to be honest, they really haven't gotten all that far past being an isolated fortress in the middle of nowhere.

Svitzerland
Cities: Tent City
Leader: Ascendant Geoyurjui
Religion: Bladeism (10 000)
Government: Theocratic Monarchy
Economy: 1- 1/0 (1 Tribute to Swades per turn)
Population: 10 000
Army: None
Navy: None
Education: None
Technology: Bronze Age
Confidence: Resentful
Culture: None
Wonders:
Description: The only 'success' in the Swades' northern spreading, Svitzerland barely even deserves the title 'success'. It is a mess, with several different ascendants and their tens of thousands of followers are cramped into a massive temporary settlement in miserable conditions, all of the land already farmed, tribute payments to the motherland bankrupting the almost non-existent economy, and the scars of the Suwapa program easily visible in destroyed Oneist temples and a ruined generation of forcibly converted Veritasians.

Verta
Cities: Veritas, Salvation
Leader: Assemblum Popularum Vertum
Religion: Church of the One (50 000)
Government: Republic
Economy: 3- 2/1
Population: 50 000
Army: 1000 Spearmen (3), 2000 Phoenix Archers (3)
Navy: 50 Triremes
Education: None
Technology: Iron Age
Confidence: Tolerating
Culture: Average
Wonders:
Description: Emor's slice of Veritas, Verta is under the 'protection' of Emor for the time being, though its people yearn for the day when their nation will be freed. Due to the actions of the Lengels, it seems like the days of freedom from Emor have finally come.

Zemora
Cities: None
Leader: Semevinaras
Religion: Ezamri (40 000)
Government: Tribal Oligarchy
Economy: 2- 2/0
Population: 40 000
Army: 3000 Spearmen (2)
Navy: None
Education: 1 (1 Upkeep)
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: A philosophical and scientific people, the New World Zemorans are a parallel to the Citadelers of the Old World.
 
History of the World

circa -350: Estimated year of Veritas' banishment from Tellus.
circa -200: First recorded permanent settlements at Tigot and Veritas.
circa -100: First large scale agriculture develops in Khemri and Mogul.
0- Veritas begins to record history, first alphabet formed.
21- Kalmar Tribes united by Odin the Mighty, and their polytheism emerges.
54 onwards- Dark-skinned tribes such as Zibon, Gorin, and Nkondi migrate down from the north.
64- Dula and Hathran tribes unite into the nation of Dula-Hathran.
155- First currency developed in Veritas.
162- Crystalism develops in Yath al'Shanaal.
177- 1st Mogul/Gerber war breaks out.
182- Eldrania discovers other civilizations in the Gargari and Dula-Hathran, declares a crusade upon them.
201- Yath al'Shanaal and Qua'laen Jal form an alliance.
205- Veritasian settlers and priests return to Tellus.
224- Khemri develops the wheel.
232- Khemri Polytheism takes off, with the death of their Prophet Sathya.
240- Kehexou Sailors discover new lands to the south.
259 to 277- The nations of Gorin and Yath al'Shanaal begin to settle down.
267- The religion of Oratheism appears in Gerber.
279- Veritas begins its attack on Zibon.
285- Zibonese city of Zarz falls after a multi-year siege by Veritas.
294- Mogul/Gerber war ends, after no fighting at all. Later known as the Fake War.
304- Zang falls, Zibon is occupied by the Veritasans and their barbarian allies to the north.
312- Great Port of Copenholm is completed by the Kalmar people.
319- Emor is founded by Emrus, a great leader who united Veritas' barbarian allies into a unified nation.
333- Brahmanism forms in Mogul lands.
372- Dula-Hathran becomes part of the Gargari nation.
387- Yath al'Shanaal declares war on the Gorin, Qua'laen Jal reluctantly join in with their allies.
389- Crystalic war ends with Ruby's occupation by Gorin.
392- Emor is taken over peacefully by Veritas.
402- Veritas begins working copper in significant amounts, becoming the first nation to enter the copper age.
410- New Zibon founded near Nkondi.
422- Neocrystalism develops in the lands of the Qua'laen Jal.
441- Gargari Routed at the final battle of the Duality Pass. Hathran people genocided to the last infant.
452- Emorans reach the new lands in the south.
469- Kalmar war begins. Veritas suffers great losses at sea, but still conquers the Kalmar Union's land forces.
496- Kehexou splits into Tekrehexou, the Khemri Polytheistic half, and Kehexou, the Oundaintic half.
502- 'Sons of Odin' begin to pirate Veritasian shipping at sea, and occasionally raid coastal settlements.
525- Nurmaferi explorers discover a great sea to the west.
588- The legions of Eldrania once again pour out of the Duality pass, attacking Aney-Tigot.
592- After a long period of dynamic warfare with little direct confrontation, great battles occur. Casualties are high on all sides, but the Eldranians are pushed back over the River Kalmar.
614- New Zibon defects to the growing Nkondi.
650- Gar Korays, capital of the Gargari, is razed by Eldrania.
677- Khemri starts the Kehex war by attacksing Tekrehexou, and quickly overruns it. Numerous sea battles with Kehexou prove indecisive.
697- Khemri rebuilds its fleet and again attacks Kehexou. Again, there is a stalemate, but most of Kehexou is occupied. To avoid further bloodshed, Kehexou surrenders to Khemri but is allowed to continue practicing Oundainty.
726- The barbarian tribes along the western banks of the middle Kalmar River unite into the nation of Tristaria. Eternal war is declared on Eldrania.
752 to 764- Gerberia invades the Mogul Empire, igniting the Hajanic War. The Gerbers occupy all of the Mogul north within the year. General Hajan of the Mogul Empire overthrows the Akbar dynasty, declares himself emperor, and rampages behind enemy lines with his rejuvinated army. After his offensive ends, Hajan leaves for his capital while his army is routed at Gerrabad. Delhi goes under siege, but holds out for years. Hajan then brings Khemri and Veritas to his side, and achieves peace with the Gerbers at pre-war borders.
767- Khemri Monotheism replaces Khemri Polytheism throughout the Empire.
777- Host-Lord Strategius becomes Autorex Strategius, absolute ruler of Veritas. Huge reforms take place throughout his reign.
788- Otornosiasm develops in Nurmafer, quickly becomes the nation's dominant religion.
793- The Nkondi join the nations fighting Eldrania. The remenants of the Gargari are assimilated.
800- Crystalic Calendar developed by Yath'al Shanaal.
815- Kali Tanil unites the tribes to the east of Veritas and Eldrania into the nation of Davar.
823- Veritasian capital moves to Kallamas.
836- Yath'al Shanaal annexes Qua'laen Jal peacefully through religion, new nation is named Shalamari.
839- Khemri invades Nurmafer.
842- Strategius reinstates the Assemblum Popularum Veritasum, and assumes the title of Stratikrator.
848- Veritas begins to fight Eldrania.
858- Aney Tigot falls to Eldrania.
865- The bronze-working Swade Ascendancy unites in the jungles west of Emor.
867- Eldrania destroyed by Veritas, Davar, Nkondi, Gerberia, and Tristaria, in the Great Crusade.
869- Hathran return from hiding to reclaim their lands.
873- Prophet appears in Nurmafer, preaches peace, is widely mocked.
880- Kehexou rebellion begins.
896- Anthi Oborski becomes Kaiser of Gorin, ending the rule of the republican Rowanthi'Orti.
899- Masra Appears in Gorin.
906- Shalamari seizes Darawa (Darkwater) from the Nkondi.
910- Citadel of Knowledge founded by the Prophet and his followers.
912- Massive Earthquake strikes Veritas.
914- Veritas declares war on Khemri, occupies Khadon and Alexandria.
914 to 1100 and 1127 to 1143- Great War.
919- Malkavia United.
960- Gamorrea is united by a central government. It begins regular raids on its neighbours, which continue for centuries.
1000- Maugot founded by a group of surviving Aneyans who had fled Tigot.
1003 to 1008- Veritas dismantles Khadon and Alexandria.
1010- Guangfei established by Liu Bang.
1016- Cecil XXX of Gerberia annexes the Northern Mogul Empire.
1024- Myocaca forms under Fasra the Swift.
1027- Turfar destroyed by Gorin and Shalamari.
1033- Battle of Guitar: Shalamari and Gorin pushed back into the Crystal ridge mountains by Nurmafer and Veritas.
1037- The Second Exodus of Nurmafer begins.
1039 to 1047- Davarian Civil War.
1042- Ikki founded, Citadel of Knowledge guides the nation out of its infancy.
1052- Croyodon defeats its neighbouring tribes and rises to prominence.
1053- Veritas is pushed out of Khemri proper.
1059- The Swade Ascendancy and Myocaca invade Emor.
1063- Gerbers attack Tristaria, warfare indecisive.
1068- Mogulia is taken over peacefully by Veritas.
1071- Nkondi invades Shalamari.
1074- Battle of Hasko, Veritas defeated by Shalamari, Gorin and Khemri.
1075 to 1077- Zibonese Rebellion in Veritas. It is eventually quenched, and Zibonese gain equality.
1077- Davar comes to Tristaria's aid and declares war on the Gerbers.
1079- Shangei League formed.
1083- Gorin works Iron for the first time, but fails to make a practical method.
1085- Veritas defeated at Battle of Wardash Estuary
1088- Trinlin founded.
1092- Skilv'so capital of Ivorykeep established, nation rises to prominence.
1097- Veritasian Stratikrator Cendrian defeats Shalamari and Khemri at Battle of Said.
1098- Veritasian army under Stratikrator Cendrian defeated at Netsihasko.
1100- Peace signed between Veritas and Khemri, and their allies.
1108- Xi Shi 'gifted' from Guangfei to Shangei, and wreaks havoc in the upper Shangei government.
1111- Lengel War-host makes first contact with civilization, attacking Maugot.
1112- Emor splits away from the Church of the One, adopting the Path of the One as its faith.
1118- Exilsium discovered by the Citadel, then Davar.
1122- Pirian Oneism adopted in Davar.
1126- Terias Gayanax returns to Kehexou, sparking the Kehexou civil war.
1127- Death of High Elder Dominius III at the hands of a Khemri assasin is faked, Veritas redeclares war on Khemri.
1129- Veritasian fleet is again destroyed by Khemri at the Second Battle of the Wardash Estuary.
1130- Veritasian army is annihilated at the Battle of Hexki Valley.
1131- Gayanax defeated by Mayanas with aid from Khemri, Kehexou Civil War ends.
1134- Emor and the Bladeists attack Veritas, seizing its capital and advancing onto the mainland.
1138- Kallamas falls to Khemri and its allies.
1143- Nations of Tellium, Kalmar, and Kerania are founded in the lands of Old Veritas. Strategium is split between Davar and Tristaria.
1149- Hundreds of thousands of Valins exodus from their old lands.
1152- New Veritas founded.
1157- Norvalin founded.
1166- Guangfei conquers Shangei.
1179- Lengels capture Magi, destroying the state of Maugot.
1180- First successful Iron forging in Gorin.
1181- Tower of Ascension built in Malkavia.
1189- Lengels attack Nkondi, and overrun it in months.
1195- Exocus of Nurmafer declared to be complete.
1200- Bronze Blademaster, a massive bronze statue, is completed by the Swades.
1201- Lengels and CRA sign a NAP, allowing (or perhaps causing) the Lengels to focus all of their strength aganst Davar and Tristaria
1203- Lengels break through Davar's mountain defenses and conquer the nation. Only isolated resistance holds out.
1204- Gershtoy Volinin rises to prominence in Kerania, declares allegiance to the Lengels and aids them in conquering Tristaria. With the Gerbers attacking simultaneously from the west, Tristaria falls.
1210- An island of fire rises from the sea off the coast of the city of Kexoudau, triggering great religious fascination.
1215- The nation of Orum is discovered by the Citadel, who help nurture it into a civilized state.
1217- Toghol-Advisor becomes the de facto ruler of Gerber, launching multiple campaigns to strengthen the Gerber culture.
1219- Temple of Zester completed in Trinlin.
1222- Swade Ascendancy launches the Spreadings, instating Bladeist cultures far away from the mother country.
1229- Khemri's capital moves back to Khadon, the city is finally restored to its pre-Great War glory.
1236- Gorin becomes the first nation to successfully enter the Iron Age.
1241- Malkavia attacks Gamorrea, igniting what is later known as the War of Treachery.
1250- After years of preparations, several thousand Davarians exodus from their homeland and settle south of Norvalin, forming the nation of Arcadia.
1251- CRA attacks the Lengels, successfully to begin with, but in...
1252- Things go badly for the CRA. Gerbers and Kehexou betray them, eventually resulting in the utter devastation of Shalamari and Gerber and the occupation of much of Khemri.
1255- Allying itself with a rebel faction in Gamorrea, Malkavia prepares to destroy the Theocratic Gamorreans once and for all when the rebels betray them and attack. Treachery runs rampant on all three sides, ultimately resulting in the division of Gamorrea into two nations and the military exhaustion of all involved parties.
1263- New Veritas conquers Sintonia, then is attacked by the Swades, who occupy much of the nation then sue for a favourable peace. Exilsium conquers Chipland and deports the Swade colonists to Myocaca.
1264- Nurmafer invades the Swade Ascendancy's virtually undefended homeland, but fails to conquer the entirety of the nation before staunch resistance sets in.
1271- CRA-controlled states in old Veritas officially declare that they are no longer vassals, and begin aiding the CRA's enemies.
1280- CRA officially disbands.
1281- Khadon razed by Kehexou.
1282- Khemri invades the islands of Kehexou, Kehex fleet utterly destroyed at Battle of Naraxo.
1285- Emor invades Kehexou's undefended southern colony.
1289- Nontin founded south of Arcadia.
1290- Shalamari destroyed by the Lengels and their allies.
1294- Guangfei invades Nurmafer.
1296- First contact made with aboriginal New Worlders by the Citadel.
1300- All nations with grudges against Emor attack it in their 'Crusade of Vengeance'. After killing the government and stealing the treasury, they leave.
1301- The War of Treachery ends, with a total Gamorrean victory.
1305- Malkavian refugees found Rascirai in the New World.
1312- Much of Svitzerland leaves their cramped nation and founds South Svitzerland.
1314- Khemri makes peace with its enemies, Kehexou and Khemri united.
 
Religion

Ancestor Worship- The worshipping of One's Ancestors.

Animism- The belief in the holiness of nature, and the greater forces controlling it.

Neo-Animism- Ikki Animism, centered around humanity's struggle for enlightenment.

Gooranism- Gamorrean Animism, rotating around the Supreme Goddess Goora.

Antigotica- The belief that the Aneyans are really great, vastly better than anyone else. Naturally, this is practiced only by the Aneyans.

Bladeism- Swade belief that blades are holy, and that the almighty Blademaster wields 6 blades, each exemplifying a facet of existence.

Brahmanism- Based around the city of Delhi, this religion enforces a strong caste system, meditation, and the dislike of all other religions.

Church of the One- The first and most organized religion on Tellus, other than possibly Crystalism, the Church originated in Veritas, and is practiced from Emor to Nkondi. Believers follow the One, who is the only true deity, and created all that exists out of Chaos. Man was placed on a paradise by the One, but due to his sins, they were cast down into Tellus. The One and his Three Maxims (Light, Truth, and Order) are praised above all things, and an established hierarchy of priests and disciples spread the faith to new lands as fast as they are found.

Path of God- Emoran sect of Oneism, more interested in what people do than what people say.

Pirian Oneism- An orthodox version of Oneism, based around Hypandium scripts, which are believed to be the most accurate to the original texts of the Church of the One. Practiced in Davar and Arcadia.

Crystalism- Founded in Yath al'Shanaal of old, the heart of the religion lies in Wardash and the Stone Circles of Ruby. The Red Lady, mistress of death and love, is the matron deity, and rules over Netherworld - the realm of dead souls. The namesake of the religion is the frequent use of crystals in rituals to contact the Netherworld for wisdom, blessings and other things. Crystalism is expected to spread all over the civilized world over the course of the next century by its proponents.

Masra- Gorinese form of Crystalism, worships Dula, the husband of the Red lady.

Divotheism- The name for the varied religions of aboriginal New-Worlders which share one theme- the worship of the 'Sky Gods'.

Chanc- Chancotol Divotheism, which claims that the Gods want their children to use their gifts to spread wealth and prosperity through trade.

Ezamri- Zemoran Divotheism, which believes that the Gods want their children to use their gifts for the advancement of the human race.

Dualism- Malkavian beliefs featuring the two gods, Bane and Ignatia. Their differing interpretations among the Malkavian clans are what lead to much of its violent internal conflicts and political instability.

Banism- An evolution of Dualism, Banism states that this world is merely a test that Bane has created for us. Those who hold the ideals of Order, Peace and Justice in high regard and strive to remake the world in their own image shall find a place in Paradise. Peace will never be achieved while the people remain divided, only when the world is under one flag and one culture shall glorious peace reign eternal.

Duality and Balance- More of a philosophy than a religion, followers believe in the duality of the world, and the balance that must be kept. Originates from former Dula-Hathran. Only a few surviving Dula practiced this, but the religion experienced a renaissance during Tristaria's existence. But now that its patron nation is gone, the future of this religion is in jeopardy. The Gerbers crush it with Oratheism, and Kerania forcefully converts people to the Church of the One. Ironically, the Lengels offer the best chance for Duality's survival. Since it is not so much a religion as a philosophy, it is capable of coexisting with the numerous religions of the Lengels.

New Eldism- Radically different than its predecessor, New Eldism teaches that all gods are one, and that god is Eldos. He preaches knowledge and peace.

Khemri Polytheism- Belief in the Khemri pantheon. The Holy codex documents the gods, the Book of the Dead teaches morals, and Mazdaism offers glimpses at the future of the Khmerian people, as well as being possibly the first step to monotheism.

Andues- Khemri polytheism, but there is only one god, Nikkal-Rae.

Lengri- The religion of the Lengels, this faith is quite similar to Animism in most of its facets, but several discrepancies reveal deeply rooted differences in Lengel culture. For example, Lengri teaches that battle is the epitome of the human soul, revealing all of its weaknesses and virtues. A respect of a higher power is shown in Lengel worship of the Koke, the Eternal Blue Heaven. Lengri's support is primarily in the Lengel homelands. Outside, different religions and Tengri reign.

Tengri- As the Lengels absorbed the cultures of several other nations, a realization came to some of them. Religions, which all seemed to be different, were all in fact different views on the same god or gods, a belief similar to part of New Eldism. Tengri has gained support thanks to the Lengelzai advocating it, as a tool to unite the disparate people of his nation. Its support is mainly among the Lengel Army, Maugot, and Nkondi. It has failed to take hold in Davar as of this time.

Oratheism- Gerber belief in 5 gods, representing life, death, earth, air, fire, and the afterlife. Apparently the Gerber number for six is five. :p

Otornosiasm- Worship of the earth god, Otornos. He will aid his followers, and they will spread his word by holy book and holy sword. The holy book of Otornosiasm, or Yána, teaches the morals of religion and life.

Oundainty- Kehexou's elemental religion, with 6 gods, one representing each element.

Trinlinism- Trinlinism revolves around the belief in 5 gods. Zester is for the sky, Terrium is of the earth, Wiviter is the god of the water, Ouvunter is the god of the wind, and Cinnav is the god of the fire.
 
[party] First post!!!

Republic of Veritas
Cities: Veritas (capital)
Leader:Assemblum Popularum Veritasum
Religion:Church of the One
Economy: 2- 2/0
Population: 20 000
Army: 1000 Spearmen (1.5)
Navy: None
Education: None
Technology: Stone Age
Confidence: Tolerating
Culture: None
Wonders:
Description: The earliest Veritasan legends describe a great land, lush and perfect. This is where Man was first born. But they were corrupt and untruthful, and so The One banished them to a life of toil. Traveling across the seas, (or so the stories go,) these people found a new island, on which to recreate their paradise. Due to the corrupt nature of Man's soul, it has been deemed that no one man shall ever rule their nation. Thus, the people choose fifty elders to rule. On the warm, sunny isle, rich with marble and olive trees, they began to build their nation anew...


OOC: Put me right on that island, Iggy. Could I trade in some of my army for a few starting ships?
 
Khemri
Cities: Khadon
Leader: King Alexander Khemr
Religion: Animism
Economy: 2- 2/0
Population: 20 000
Army: 1000 Spearmen
Navy: None
Education: None
Technology: Stone Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Protected by the Ridge Mountains to the North, and situated in the Khemr River Delta, the Nation of Khemri is a settled peoples farming the rich agricultural ground and exploting the mineral wealth of the Mountains.

OOC: Khemri is JUST there for nostalgia's sakes.



 
Kalmar Union
Cities: Copenholm
Leader: Odin the Mighty
Religion: Kalmar Poyltheism
Economy: 2- 2/0
Population: 20 000
Army: 1000 Spearmen (1.5)
Navy: None
Education: None
Technology: Stone Age
Confidence: Tolerating
Culture: None
Wonders:
Description: A hearty people, the strong warrior cultures of the Kalmar river have united into a single federated under the leadership of one man: Odin. The agricultural farmers look out towards the sea, expecting great destiny from the predictions of Odin.
 

Attachments

  • MAP.png
    MAP.png
    10.9 KB · Views: 460
Origins.

From the onset of creation, there was naught. It is said that many worlds came to be in that time, some similar, some vastly different.

Each world, each Universe, had it's Gods.

But in this universe, there was One.

He emerged from the Void, and was Aware.

He saw the Void, and it's Chaos. And it was not good, for naught had been formed.

And so He raised His hands, and spoke.

"Order. Truth. Light. Let them exist."

And so they did.

From His hands came those things, and they were Good.

And so, seeing that what had been made was Good, He went on.

"Sun, Water, Earth, Air. Elements of Order, Truth, and Light, let them exist."

And thus those things too, came into being.

A time passed, and the One grew weary. And He said,

"What is Order, if only I am to see it? Others must partake in this, for It to be Good."

So for a time, He thought, having no conception of what Others would be. As the universe ordered Itself, He realized, for Truth was with Him.

"Let there be Life!"

And so, such things came to pass that there was Life. But the One saw that Life needed a Place. So again He spoke.

"Life shall grow in this place. The Elements shall form together. And it shall be called Tellus."

And the planet Tellus came into being. And though it was a time, Life came, and grew. And He saw that it was Good.

After a time, The One believed that Life had grown. So He made it Aware. In the form that was His, that had been first out of the Void, he shaped Life to His Divine Mold.

And thus was Humanity born.


To be continued...
 
Origins.

Thus, on Tellus, Man was made.

And he opened his eyes, and saw the One. And he was afraid, being like a creature of the wild.

But the One touched his face, and spoke.

"I have made you, and so you are Mine. But this I grant you: Take part with, and take joy from, this Life. Understand it's meaning, as I have. And then you, and your race, shall be as I AM.

And the man wept, for what he had seen was beautiful. And he fell into a sleep, for he was tired.

Then the One left.

For a time the man grew, and he gave names to the beasts of the land, and the fowl of the air. But he sorrowed, for there were none but him who were Aware. But he did not know this then.

The One saw the man's pain. And so He spoke.

You are alone. As in the past, I have learned from my error. If you are to be, there must be Others. And you must live together, for that is how you are happy.

And so the One made another, alike and different to Man.

And thus was Woman born.

The man and the woman lived, and they were happy. For the One had made a paradise. For Light, Truth, and Order were from him. All things were made as they should be, and Tellus was pure.

But after a time, there were many, for the man and the woman had descendents, as the One knew it should be. But this the One did not know: Man was impure.

For having only come from Light, Truth, and Order, they were not the things themselves. And though these things were a part of them, so was Chaos, and that of the Void.

And in the seventy-fifth year after the World was made, Man had become corrupt. And thus were they greedy, and thus did they lie, and thus did they commit many vile acts, even blaspheming against the very Name of the One.

And though the One was troubled, he hoped that Order would prevail.

But there was strife among men. And one among them, named Sin, killed another man. And though he was cast out, the One came down from Heaven in anger. And so He said,

"Fools! What are you to do this? You are made of Light, Truth, and Order itself, and yet have embraced the seduction and evil of the Chaos and the Void! Accursed, are ye!"

And all of Mankind wept, for they knew their error. But the One's wrath would not be cooled.

"If I were an Evil One, I would smite you down. But I would only embrace the Chaos from whence I came. So thus will be your punishment. You will leave the Place that I have Made, this holy paradise. You will live among the darkness and the Chaos. And you will be separated. And a thousand times greater shall be the weeping, and as your peoples multiply, so shall your sorrows."

And all of Mankind sorrowed, and so did the One. And so he spoke again.

"And so shall be your trials. You shall live among the Darkness, and strife and toil shall be your lot. But if any among you return to Light, Truth, and Order, even among the Chaos of the World, you shall become as I AM. But those who repeat Sin, shall only be cast into the Void at the End."

Though the people despaired, the One left them. And so they were sent across the sea, and their paradise, lost.

In those boats, and in the years to come, as the snows and the rains came upon them, many forgot the One. They embraced hatred, or the ways of Sin. They worshipped the strongest of them as Gods, or made evil idols and chanted wicked prayers. All that of Sin was done a hundred fold.

And so began the Diaspora of Peoples.

And few remembered the One. Except for some among them. And in their tongue, they named themselves a people. Veritas-Truth.

And so, the story of Man in Tellus began.
 
Dula-Hathran
Cities: Dula.
Leader: Lord Dula and Chief Hathran
Religion: Duality and Balance
Economy: 2- 2/0
Population: 5000 Dula, 15000 Hathran
Army: 1400 Warriors (1), 200 Spearmen (1.5)
Navy: None
Education: None
Technology: Stone Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Dula is not a nation of a single people, but of Two. the first are the Dula, who live along the river. they farm in the fertil plains of Dula River, growing the crops and wheat. The second is the Hathran, nomadic hearders of the Plains beyond the mountians. They drive their herds, and harvest them for the meat. they two trade between eachother, the Hathran providing the Duala with meat and Obsidian, adn the dula give the Hathran pottery, polished spears, and other worked goods, in adition to a small portion of their crops.

OOC: place me here. city is on the river. the yellow area I REALLY want (stratigic pass and all), and the green area I would not mind haveing. can't with till this starts iggy!
 
the the world was split asunder, and the mountians arose between the two.

on the east stood Duality, himsfed divided by two and two again, his heart between the Dula and the (UNKNOWN TERM). his peacfull nature tameing the land.

in the west Stood Balance, his sword drawn to force the animals to his will. Shaping the burtal Dry plains. his (the rest of the tabliet is compleatly unreadible.
 
hey iggy can you tell me where (like what kind of climate) this "Cradle" is? south? middle? north? any black people!!

where the flood plains at to
 
The people here have great genetic diversity. They can have any realistic skin colour and appearance.

And all of these lands are warm. The southern coasts are often battered with heavy storms, that's about all there is for extreme weather at the moment.
 
Nope. Sorry. Although you could write a story about finding the hulks of the ships that brought you to the island to get some freebies.
 
Top Bottom