A Statistical Overview
Reference map:
PCs
Kingdom of Alezar
Ruler / Player: King Jasonius III / Jason the King
Government: Absolute Monarchy - the King as a fatherly figure.
Religion: Noxism
Technology: Middle Bronze Age
Culture: Culture stems from religion - people are in the pursuit of attaining an afterlife. Architecture is important. Most are sheep (or equivalent) herders or wheat farmers. People are very expansionistic and very integrated, not to mention trustful, of the state. Laws and the power of law have become more important, with Legaltheistic influences from Habyte, as well as a large Habytean minority.
Economy: Thriving, expanding rapidly. Traditional agriculture in mountain valleys is supplemented by trade to the east, and a growing mining industry.
Military: 10,000 veteran spearmen, good morale. 5,000 archers, well-trained, average morale. 300 war chariots, excellent morale and well-organized. A small but growing navy of 15 (somewhat obsolete) galleys, with good morale.
Infrastructure: Moderate, well maintained.
History: The people of Alezar were once nomadic tribes from the heartland of the Cradle. Being driven by numerous tribes and people, Alezarians found refuge in the Golden Highlands (hills just north of starting location). Here the Alezar set aside their own differences and united under Gutame I. With new found strength in unity, the Alezar descended from the hills to the river valley and founded the present day civilization of Alezar, driving the natives from the Sacred River. They grew to span the eponymous Alezar Peninsula, and a linchpin of a new trading system.
Alystr
Ruler / Player: Alystr IV / Grombar
Government: Divine Monarchy
Religion: Creator Worship
Technology: Middle Bronze Age
Culture: Religious people that make their way through life trading and expanding. Expansion through peace and assimilation when possible, war to bring the Creators light though when needed. They strive to do good in their lives to give praise to the Creator and tend to stay away from the evil since that would open the gates to the Keeper.
Economy: Strong and improving at a good pace, based mostly in farming and trade. Raiding from Alystr and Draklor has a minor negative effect.
Military: 10,000 spearmen, average morale, good equipment. 4,000 axemen, very fierce, low discipline. 2,000 archers, well-equipped, good morale.
Infrastructure: Moderate, Fairly well maintained.
History: Starting out as a tribe of nomads, the people of Alystr migrated to a fertile land near the base of the mountains and settled down. They started to expand, assimilating the other local tribes and bringing what they call the 'Creator's Light' to the heathens of the other tribes. The kings, through their relationship with the Daughters of the Creator, believe they have the divine right to rule their lands, and are generally supported by the people. Their work has already begun, as numerous tribes along the river have been driven off, but the better organized Stiert and Draklor are beginning to show pressure.
Draklor
Ruler / Player: Teacher / Contempt
Government: Chiefdom
Religion: Jao, the Art of War
Technology: Middle Bronze Age
Culture: An extremely warlike people, they concern themselves only with battle, whether it will be each other, or other nations. If ever united into one culture, they would have to have a constant supply of enemies, or the infighting would tear apart the nation.
Economy: Tiny and growing slowly. Based mostly on plundering other people and nomadicism.
Military: 20,000 spearmen, fierce with excellent morale, and poor but improving organization. 5,000 axemen, disciplined with very high morale, personal guards of the Teacher. 4,000 archers, with average morale but better organization. 1,000 light scouting cavalry, very poor discipline but mobile. 5 proto-ballistae.
Infrastructure: Sparse, improving near the central cities, but overstretched.
History: Under the guiding rule of their Teacher, the Draklor have subdued most of the western plains. After utterly crushing the Elders in a long and difficult battle, they made contact with the northern city states and Alystr to their south. The Sea Peoples then descended from the north, and the Draklor engaged them in a brutal war that forced them back to Isus, but only after heavy casualties. With new cavalry and siege technology, the Draklor are still in a strong position of power in the west.
Exilia
Ruler / Player: The Veritor / LightFang
Government: A religious monarchy in transition. The leader of the religion leads his people along, all of whom are devout followers of said religion. Currently in exile.
Religion: Jykmorum
Technology: Early Bronze Age
Culture: They are obsessed with regaining what was lost and becoming stronger at any cost. Life is also stratified, with four basic levels of existence, although social mobility is possible with strong traits.
Economy: Core completely destroyed by the Keji, the Exiled have been reduced to fishing and hunter-gathering as they continue to move east.
Military: Roughly 5,000 guards following the Veritor's expedition. 5 surviving ships, now significantly better than rafts.
Used for fishing.
Infrastructure: None.
History: They were chased out of fertile lands centuries ago. Ever since then, they have been obsessed with bettering themselves to reclaim the land. They have settled an arid wasteland, but it has access to water enough for their needs. Recently, slavery was introduced, and this infusion of manual labor allowed much more in the way of large works to be completed. But the onslaught of the Keji forced the Exiled back into the desert. They now try desperately to reach the other side...
Kingdom of the Harungen
Ruler / Player: Autarch Jarael/ Kal'thzar
Government: Feudal Monarchy
Religion: Harungen Pantheon, with polytheistic, Death Cult, Thenital, Legaltheistic, and Dragon Path minorities.
Technology: Late Bronze Age
Culture: Given to excess and extremes of emotion. This has been combated by adopting a highly structured and organized system of feudal control. Concerned more with the axis of Order and Chaos over that of Good and Evil. Various Paths have been established as ways of life.
Economy: Large, fueled by intensive serfdom-based agriculture and internal trading. Stagnant, and beginning to enter a crisis due to the severed trade routes with Alezar.
Military: 25,000 Spearmen, very well organized and equipped, but with low morale, largely levies. 10,000 Archers, well equipped, average morale. 4,000 axemen, good morale but poor discipline. 3,000 War Chariots, excellent morale, some "double-chariots" with four horses and archers. 20 catapults. Nobles may contribute additional 5-10,000 soldiers in wartime. 25 riverine galleys, largely crewed by Habyte refugees.
Infrastructure: Good, but very overstretched and in need of maintenance
History: This is the Second Kingdom to have grown on these lands, the first fell due to taking its excess to extremes, and after a period of Barbarism, the Kingdom of the Harungen arose (Harungen lit; Chained Ones). Going through several monarchs, it expanded and saw new conquests added, beyond the first Kingdoms broadest borders. After a long line of successful wars, it now stands as the greatest power along the whole Dimini River. But this massive empire threatens to collapse under its own weight.
Isus
Ruler / Player: Avien Dynasty / Charles Li
Government: Mercantile League
Religion: Polytheism, with Harmonistic, Legaltheistic, and Monotheistic minorities
Technology: Middle Bronze Age
Culture: Similar to all of Balos, they are an industrious, independent, sturdy people; in particular Isusii are quite fond of trade and the sea. There is a large Balosian minority, rapidly assimilating.
Economy: Moderate, in minor crisis. Based primarily in trade with a small agricultural component.
Military: 5,000 dedicated spearmen with good morale, 1,000 archers, 50 excellently trained and armed ships.
Infrastructure: Somewhat sparse.
History: Isus had been one of the more powerful northern coastal states, vassalizing Balos and expanding their navy. But the coming of the Sea Peoples forced them to flee; Isus proper was captured while the Isusians fled to Balos' old colonies across the bay. They continue their maritime lifestyle, on guard in case
Luginé
Ruler / Player: The Burim/ Toltec
Government: Divine Monarchy
Religion: Nature worship of spirits, particularly centered around the Cult of the Spring.
Technology: Middle Bronze Age
Culture: The Luginé's lives are based around the warm springs in the mountains above the valley of Lelezim. The people bathe in the Springs, and the water runs down into the valley and feeds the land. The spirits of nature guide the people, and The Burim (the source) has personal affinity with the spirits of the springs, supposedly becoming one with them in a ritual before taking rule. The Luginé are a creative people, almost every member of the tribe has some artistic skill, and individualism is encouraged. They have a small warrior tradition, however they are very effective and revered by the tribe. A cultural renaissance is currently in progress.
Economy: Moderate, based on some religious pilgrimage, some trade, and some agriculture.
Military: 10,000 Spearmen, excellent morale, middling organization. 5,000 archers, very loyal, well-trained.
Infrastructure: Moderate, in need of maintenance.
History: People have been plowing the valley and raising the herds in the mountains for centuries. They lived isolated from the outside world, united and happy, rarely seeing warfare attention was turned to other things. However when silver was found in the mountains, nearby tribes became jealous. In a devastating attack the entire valley was razed and only those in the mountains survived. In the mountains they hid and watched, preparing themselves. The Great Burim, father of the people, lead the survivors in retaking the valley and drove out the invaders. The valley was rebuilt and life returned to normal, but they never forgot the new ways of war, and are ready to spread out from the valley and bring all the peoples of the world to the Springs. After a long war with the nomadic Jiru, the Burim's armies were victorious, spreading Luginé power and influence to new heights.
The People
Ruler / Player: The Drake (currently Drake IX)/ fantasmo
Government: Theocratic Tribal Confederacy
Religion: The Dragon Path
Technology: Middle Bronze Age
Culture: The marsh-dwelling People believe themselves to be the remnant of an ancient empire, and have chosen the Drakes as their emperors and leaders, in the hopes of leaving the marshes and what they call "The Exile", imposed on them by the Lord Dragon and Lady Wyrm, their Gods.
Economy: Weak, but growing. Swamp-based agriculture is beginning to improve, but trade with Harungen and Singidu brings in the most income.
Military: 15,000 mixed infantry, strong morale but poor discipline, who inspire terror with their amphibious attacks. The navy is mostly canoes, too annoyingly numerous to list here, and 30 riverine war galleys.
Infrastructure: Good canal system, very few inland roads.
History: The People, after the collapse of their ancient empire, are believed to have been exiled to their current location, where they spent centuries attempting to atone for their "sins" and betrayal of their Gods. Eventually, after a vision to one of their elders, they were given a ruler, a king, the Drake, and subjugated many neighboring tribes and groups, beginning their new Empire.
Singidu
Ruler / Player: Chief Entetteran / foolish icarus
Government: Tribal (see spoiler below for more details)
Religion: Informal spirit worship and mysticism (see introductory description in link for more details), tiny Dragon Path minority, small but growing Cult of the Spring minority.
Technology: Middle Bronze Age
Culture: Given to honesty, generosity, and vigor. Unfortunately, they also have tendencies towards skepticism in philosophy and intellectual abstractions and a general lack of respect for would-be society-wide leaders. They are very much a hands on people, focusing their energies on the present and what the senses can report. (See introductory description for more details)
Economy: Moderate and growing, based on farming, craftsmanship, and trade.
Military: 10,000 levy spearmen, average morale. 2,000 archers, good morale and training.
Infrastructure: Moderate, Well Maintained.
History: Long ago migrated to the river they call Dimini. Contact with the violent horse-riding Hunters of Men forced the Singidu into alliance and nascent urbanism. Contact with the ambitious conquering Mainyu and the ensuing pestilence and disease forced most of the Singidu back into their long dormant migratory ways. They have settled down again somewhat, despite numerous hardships. Now they come under threat by the age-old enemy of the Invaders again.
Tevan
Ruler / Player: Captain Taphos / human-Slaughter
Government: Chiefdom
Religion: Monotheistic
Technology: Middle Bronze Age
Culture: The Tevanii are coastal seafarers that fish and gather food from their home island. They have ventured little off of their island and worship the sea god Tapi. There is growing militarism and Sea People influences.
Economy: Moderate and improving, mostly trade and fishing based, with shipbuilding of course prevalent.
Military: 5,000 fierce but ill-organized axemen, 80 ships with average discipline but excellent training.
Infrastructure: Dense, Fairly Maintained
History: The nation of Tevan was born out of the hate for the Ketans. The Tevanii overthrew the old chief and installed their new captain chief. Establishing themselves as a naval power, they initiated trade with the mainland, and strengthened their economy further. They then allied with the Sea Peoples, ravaging Habyte and colonizing the mainland near Alezar.
Vardis
Ruler / Player: Magisters / Nylan
Government: Oligarchy
Religion: Lumos / Ordara
Technology: Middle Bronze Age
Culture: Vardis is a curious blend of two opposing cultures/religions: Lumos and Ordara. Those who follow Ordara live very structured lives, and glory in solitude, order, writing, nature, and art. They are the more sophisticated of the two. Those who follow Lumos love to dance and to sing, to frolic and play. They also have a very violent streak and love everything from hunting and fire to war games and bloodshed. They are extremely proficient combatants. The only reason they have not attacked their Ordaran brethren is a commandment to hold their violence until the Demons should command it. The Ordarans believe that it is the desire of the Angels that both they and their evil brethren should live together as one people so that the Chaos may be bleached from the wayward Lumosians.
Economy: Moderate and improving at a good pace. Based on farming, internal trade, and craftsmanship.
Military: 5,000 spearmen, good training and average morale. 7,000 axemen, fierce and loyal but poorly disciplined.
Infrastructure: Moderate, Poorly Maintained
History: The tribes who followed Lumos lived on the grasslands, as farmers and hunters, in great clans. The tribes of Ordara were forest dwellers, gatherers more than anything. The two fought for many years until the Lumosians were miraculously subdued. After a period of tenuous unity, the Lumosians rebelled, and established a new regime, based more upon a balance of order and chaos than an extreme to either side. That regime has been tested severely by civil war, and a wave of barbarian invasions that were barely beaten back.
Yuzoi
Ruler / Player: Yuzarchs / Silver Steak
Government: Tribal Council consisting of family chiefs
Religion: Harmonism/Yuzuism, Atheist and Syr Polytheism minorities
Technology: Early Bronze Age
Culture: The Yuzoi were a nomadic herding people, migrating all over the northwestern peninsula. They followed the seasons, drifting south to the savannas during the rainy months, and back north to the warm forests for the winter. Being constantly on the move, they became quintessential survivalists, known for getting the most out of any situation. Tough, mobile and excellent scouts, the Yuzoi are also a force to be reckoned with in battle.
Economy: Small but improving, based mostly on pastoral activities and gathering. Currently nomadic.
Military: 5,000 fierce, battle hardened mixed infantry. Fanatically loyal and desperate to survive.
Infrastructure: None (nomadic)
History: For centuries, the Yuzoi were cattle herders, constantly moving to new grazing fields. They had lived on the northwestern edges of the cradle for half a millennium, the area being particularly fertile and spacious enough for their huge herds. In the past century, the once nomads gradually founded permanent settlements along the river Arkh. Despite their growing civilization, the strength and technology of the Sea Peoples was too great. The Yuzarch sacrificed himself, as his people fled to the south, merging with the Syr, another tribe that had fled from lands unknown. Together the exiled managed to cross the mountains, revealing a new land, fertile but inhabited.
NPCs
Balos
Ruler / Player: Iadian Dynasty / NPC
Government: Oligarchy
Religion: Polytheism
Technology: Early Bronze Age
Culture: Related to the Elders and the Youngers, they are an industrious, independent people; only very tenuously enduring unity, such as the growing one under the Iadians.
Economy: Strong but level, based primarily on trade, with a significant farming subset.
Military: 10,000 well armed citizen soldiers, 25 excellent ships. Poor morale.
Infrastructure: Dense, Well Maintained
History: The people of Balos have always struggled with each other, for they have been divided since the darker times of the past into various city states, only uniting to face invaders, such as the armies from the Mainyus most powerful dynasties. The Iadians intended to unite the land again, but they faced a long legacy of struggles between individual cities: struggles such as the ones that drove some of their number south to found the Elders and Youngers. Eventually, those Elders came back, in the form of Didius I, who subjugated Balos and made it his vassal.
Daria
Ruler / Player: Faule Dynasty / NPC
Government: Tyranny
Religion: The Dragon Path, with Harungen Pantheon minorities.
Technology: Early Bronze Age
Culture: Relatives of The People, they never fell under the Drakes sway, mostly as they were never in the swampland of The People. They still do believe in the Dragon Path, and some believe, key among them the Darians themselves, that they were the ancestors of the Drakes, but if that is so, they have been eclipsed by their newer cousins. They are petty and dream of empire, but know they cannot attain it through force.
Economy: Small and stagnant, based mostly on agriculture and trade.
Military: 5,000 levies, undisciplined and with poor morale.
Infrastructure: Dense, Well Maintained.
History: Possible ancestors of the Drakes in the neighboring lands of The People, the Darians have always believed that they should have rather more than the lot that history gave them. Subjugated in turn by the Invaders, rogue Singdiu, and the Mainyu, they finally managed to regain freedom, and of course plot and connive to bring about the downfall of all, failing miserably... usually.
Ebeor
Ruler / Player: Lords of Ibar / NPC
Government: Monarchy
Religion: Noxism; with Deathist, Jykmorum, and Polytheist minorities.
Technology: Early Bronze Age
Culture: Heavily influenced by Alezar, these people are more rough, as they live further away from the heart of civilization.
Economy: Small, growing slowly. Based on trade and some minor agriculture.
Military: 5,000 levies, ill-disciplined. No navy.
Infrastructure: Moderate, Well Maintained.
History: A minor city state from its inception, it was brought under the wing of the great Alezari kingdom some time ago, and acts as the buffer between the other city states of the region and Alezar itself.
Habyte
Ruler / Player: The Anoa / NPC
Government: Elaborate Legal Monarchy
Religion: Legaltheism
Technology: Middle Bronze Age
Culture: Rather proud of the fact that they were the first to have a legal code, the Anoii of the Habytians were so entranced with it that it became mixed up with their culture and religion. This led to a rather absurd arrangement where everything had a law attached to it. Your dress was mandated by law. Your food had to align precisely with the religious calendars, or else you could be put to death (interestingly, this ensured good nutrition, as the government could decree a balanced diet). People could only do certain activities on certain days. The very artwork was mandated by law, and shaped by religion. Their legal code, more intricate than any other on the planet, fills many, many
eliu, the disc shaped stone tablets they use to write, and every village has a copy.
Economy: Strong, growing slightly, and based primarily on agriculture and trade.
Military: 25,000 levies, ill-trained but with good morale. 50 inexperienced but eager ships.
Infrastructure: Dense, Well Maintained.
History: Successors to the massive Mainyu Empire of old, their culture indeed goes further back than that, with the laying down of the First Law (1. No man shall die at the hand of another, except at the command of his better), and the first city, based around the laws. They expanded through much of the delta, but were eventually subjugated by the Mainyu, and their extensive levies were sent to far-off lands while the heartland was depleted. The fall of the Mainyu led to a time of chaos: the first King to reestablish order clung more tightly than ever to the laws, expanded them, and made them the heart of a new empire.
Kale
Ruler / Player: Artale Dynasty / NPC
Government: Limited Monarchy
Religion: Jykmorum
Technology: Early Bronze Age
Culture: The religion of the Exiled has taken hold here, but Kale has a great deal of Alezari and Thiri influence, with the latter predominating. Some certain democratic ideas are popular; the people are very independent.
Economy: Small and growing slightly, based primarily on trade.
Military: 5,000 levies in times of need.
Infrastructure: Moderate, Well-Maintained
History: Kale is a fairly recent creation: a city state between Thiri and Alezar.
Peron
Ruler / Player: Bullo Dynasty / NPC
Government: Monarchy
Religion: Jykmorum
Technology: Early Bronze Age
Culture: With the religion of Exilia, and the culture of Exilia, Thiri, but most of all, Alezar, Peron is a meeting point for the three cultures that dominate the region. Preferring a stratified state, they are quite accepting of the institutions abovethough they distrust them to some degree.
Economy: Small and growing slightly, based primarily on trade.
Military: 5,000 levies in times of need.
Infrastructure: Moderate, Well Maintained
History: Peron is a fairly recent creation: a city state between Exilia and Alezar.
Thiri
Ruler / Player: The Councils / NPC
Government: Local Caucuses from every village vote upon the issues, to be sent to the capital.
Religion: Animism, Polytheism, Noxism, and Jykmorum in a polygot mix.
Technology: Early Bronze Age
Culture: Isolated yet rather friendly to outsiders, the Thiri were ensconced in the range of mountains, sheltered from the desert, the woodlands, and the dry lands to the north alike, along with the inhabitants of those lands. They still allowed quite a bit of trade, and have a very mixed culture. Social but very free, they have the only known form of direct democracy in the ancient world.
Economy: Moderate, shrinking slowly, fueled almost entirely by trade.
Military: 5,000 citizen soldiers, inactive.
Infrastructure: Dense, Well Maintained.
History: Their mountains protecting them from the horse riding Invaders, they also escaped the clutches of the Mainyu, and acted rather as an intermediary for the struggling cities of the north and the established ones of the west. After the fall of the Mainyu and the rise of newer kingdoms, it has acted in a central position between Alezar, Exilia, and the nations of the south, though Alezars profitable routes are denying them much more trade than they generate.
* * * * * * * * *
[Nation]
Ruler / Player:
Government: [Describe your government]
Religion: [Your religion]
Technology: Early Bronze Age
Culture: [Describe your culture in a short blurb]
Economy: (leave blank)
Military: (leave blank)
Infrastructure: (leave blank)
History: [Give a short history of your nation to the present day]
* * * * * * * * *